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The Ultimate Book

of Fantasy D20
1% Inspiration Games Inc. In association with
The FFantasy
antasy Netbook Community Council, Presents:
Presents:

The Ultimate Book of


Fantasy D 20

2
The Ultimate Book of Feats
Lead Editor
Paul S. Weintraub
Project Lead:
Sigfried Trent
Executive Administration Assistant:
Anne Bernardo
Border Art By:
Anne Bernardo
Editors:
Devon Jones, Joshua Cottrill Jason Aults, David
Anderson Jr.
Project Team/Review Board:
Carl Cramér, Mike Kletch, Sigfried Trent, Alan Sullivan,
Eric D. Harry
Special Thanks To: Fred Wolke, Paul King
Founder of FanCC: Bradley H. Bemis Jr.
Contributors:
Agustín Martín, agusmb@netscape.net (26)
Albert Nakano (Bertman4), bertman4@excite.com (12)
Anne Bernardo, Anne.Bernardo@home.com (4)
B. Marcus Lindberg, marcus.lindberg@ausys.se (17)
Bradley H. Bemis Jr., bradleyb@bigfoot.com (1)
Brendan Quinn, bloodymediocrity@aol.com (2)
Brian A. Smith, brian-a-smith@home.com (41)
Carl Cramér, skyfox@telia.com (9)
Curtis Bennett, die_kluge@hotmail.com (19)
Eric D. Harry, esjmh.oh@netzero.net (15)
Michael J. Kletch, mjkletch@yahoo.com (10)
Paul King, pkingdnd@yahoo.com (68)
Peter K. Campbell, p.Campbell@bigfoot.com (29)
Rebecca Glenn (Becky), rebecca_glenn@udlp.com (11)
Rick Coen, rick.coen@eds.com (71)
Scott Metzger, YoYoDyne@webweaver.zzn.com (36)
Sigfried Trent, SigTrent@home.com (3)
System Reference Document, (0)
Sébastien Adhikari, (34)
Tyson Neumann, neumannt@health.missouri.edu (28)
William Setzer, William_Setzer@ncsu.edu (42)
Paul S. Weintraub, chiswi@iwon.com(5)
Jay Scott, Scottclan6@aol.com (1)
These disclaimers are not considered OGC
This printing of the Ultimate Book of Feats complies with the Open Gaming License (OGL) version 1.0a and includes Open
Gaming Content (OGC) as identified under the terms of the Open Gaming License. Subsequent printings of this product will
incorporate, and comply with, the most current version of the Open Gaming License, as made available. All feats contained in
this netbook have been licensed and entered under the Open Gaming License as Open Gaming Content by the copyright holder.
The materials presented herein are the original works of the author or are published with a “Permission Agreement” placed on
file for each contributor. These agreements can and will be
provided upon request. Everything in this document is considered Open Gaming Content with the exception of the
Open Gaming License, the D20 License, author’s names and addresses, these disclaimers, and the artwork and graphics
used in the document. The FanCC grants unlimited rights to copy and distribute the Netbook of Feats in whole or in
part. This product also complies with the D20STL and D20STLG, using the D20 System logo in compliance with all
applicable rules set forth therein. The ‘d20 System’ and the ‘d20 System’ logo are Trademarks owned by Wizards of
the Coast and are used according to the terms of the d20 System License version 1.0. A copy of this License can be
found at www.wizards.com. The ‘d20 System’ and the d20 System logo are Trademarks owned by Wizards of the Coast and are
used with permission.

3
Table of Contents
Introduction ...........................................................5
The Feats ................................................................6
Encylopedia of Lifeforms ...................................64
Book of Spells & Magic ....................................102
Book of Traps ....................................................116
Book of Races ....................................................134
Book of Time .....................................................152
Book of Magical Treasures ..............................201
Polychromatic Armor Chart ...........................257
Book of Classes Volume 1.................................258
Book of Classes Volume 2.................................369
Extra Prestige Classes......................................487
Legal Stuff .........................................................492
Open Game Licence .........................................493
D20 System Licence .........................................503

4
Introduction Original introduction by;
Sigfied Trent,
Welcome! Project leader
Greetings, and thanks for purchacing the Ultimate Book
of Fantasy D20. This project is the result of a lot of hard I thank Mr. Trent and all of his most excellent
work by all our contributors, reviewers, editors, of the team leaders. Ecerpts were used from Mr.

Introduction
Fantasy Netbook Community Council. It represents Trents original introduction to create this lastest
thousands of hours of hard work and boundless edition to combine all of the netbooks in this
creativity. We sincerely hope that you enjoy it and find compilation.
something here that enhances your game or simply
entertains.
This book includes eight of the many Netbooks
produced by the fine folks of the Fantasy Netbook
Community Council. Indeed the Netbook of Feats is the
one that started the organization in late 2000. In the time
since then it has changed a lot, and will continue to
change.
The Fantasy Netbook Community Council was a fan
based, volunteer organization committed to publishing fan
works in a semiprofessional format. Working with authors
to refine and improve the work, so that it meets or
exceeds the standards set forth by professional game
publishers.
The Ultimate Book of Fantasy D20, is published using
Wizard of the Coast’s Open Gaming License (OGL). This
legal document (found in the legal section of the
UBOFD20) protects the work in this document so that it
remains free for you to use in almost any way imaginable.
Basically the material in the UBOFD20 that is designated
as Open Gaming Content (OGC), which is almost
everything in the UBOFD20, can be used in any
publication, amature or professional without any
restrictions, except that you must credit the original author
of the work. To republish our feats you needn’t pay us, or
ask permission, or sign any contracts, the only thing you
must do is include the OGL in any document you use the
material in, and you must abide by the rules of the OGL.
We hope that in time, the quality, and quantity of
material in this book becomes a kind of standard resource
for d20 players. We will continually refine and add to the
UBOFD20 so long as someone is willing to carry it
forward.
Already, we have more feats, races, traps, spells, magic
items and prestige classes in this publication than have
been published by any other single professional publisher.

Yours Truly,
Paul S. Weintraub
Lead editor
1% Inspiration Games Inc.

5
ACCURATE ATTACK [General] Notes: If you are hit by an attack of opportunity triggered
COPYRIGHT 2000, Brendan Quinn because you failed the above concentration check, you must
Allows you to improve your accuracy with a still make yet another concentration check or lose the spell
single weapon because of the damage.
Prerequisite: Base attack bonus +3 or higher
Benefit: Choose a single weapon of any type. ALL-OUT ATTACK [General]
When using this weapon, you may substitute COPYRIGHT 2001, Carl Cramér
your dexterity modifier in place of your strength You attack recklessly, throwing caution to the wind.
modifier for the purpose of determining your Benefit: You may take a -4 penalty to Armor Class to add
Feats

ability based attack bonus. +2 to all attack rolls this round. The changes to Armor Class
Special: This feat can be taken multiple times, and attack bonus last until your first action next round.
each time it applies to a new weapon. This feat
can also be taken as a fighter’s bonus feat. ALTERNATE ATTACK [General]
COPYRIGHT 2001, Michael J. Kletch
ADDITIONAL DOMAIN [Special] You may alternate your attacks between two weapons.
COPYRIGHT 2001, Carl Cramér Prerequisite: Base attack bonus 3+
A cleric gains the use of an additional domain. Benefit: If you are wielding two weapons, you may forego
Prerequisite: Knowledge (religion) 8 ranks. your extra attack (or attacks, if you have Improved Two-
Benefit: You acquire one additional domain Weapon Fighting) with the offhand weapon. If you do so,
from your deity, including the domain power you may split your normal attack freely between the two
and access to all domain spells. weapons. Attacks with the weapon in your primary hand
Special: This feat can be taken several times for have no penalty, and attacks with the weapon your off hand
additional domains. It does not stack; each time suffer the normal -4 penalty for offhand attacks unless you
it is chosen, you get to pick a new domain from also have Ambidexterity. This feat can be used if one
those available to your religion. ‘weapon’ is an unarmed strike.
Notes: Remember that you do not gain any Normal: If you wield two weapons, you get all of the
additional domain spells, so what you gain is penalties for Fighting with Two Weapons as described on
more spells to share the single domain spell slot pages 124-5 in Core Rulebook I. The specific wording is “If
and a domain power. you wield a second weapon in your off hand, you can get an
extra attack per round with that weapon”. You must use you
AEROBATICS [General] primary weapon for all attacks other than the one extra
COPYRIGHT 2001, Rebecca Glenn (Becky) attack. It does not specifically say that you only get that
You are at home in the air. You understand the penalty if you use the extra attack. “Fighting in this way...”
properties of wind resistance and aerodynamics refers to wielding two weapons.
and how to optimize your situation in the air. Notes: Some DMs may interpret this rule from Core
Benefit: You improve your maneuverability Rulebook I in a different fashion, and allow this ability
class by one step when using any ability to fly. freely to all characters without the need to spend a feat.
This includes flying mounts if you have the This feat merely outlines that there are two possible
ability to guide them (i.e., Ride). You also interpretations and documents the version that would
increase your base flying speed by +5. require additional explanation.

AGGRESSIVE CASTING [General] AMBITIOUS LEADER [General]


COPYRIGHT 2001, Carl Cramér COPYRIGHT 2000, Michael J. Kletch
Changes defensive casting to be more You have focused on leader a small band or a large body of
aggressive. troops.
Prerequisite: Concentration skill. Prerequisite: Cha 13+, Leadership
Benefit: When you cast a spell using defensive Benefit: When a character selects this feat, he or she selects
casting and fail the concentration check, you either the cohort option or the follower option. Any
may opt not to lose the spell but instead trigger followers or cohorts gained through this feat are cumulative
an attack of opportunity just as if you had cast with those gained for Leadership, this feat, or other feats
the spell in the ordinary fashion. that grant followers or cohorts. If the player selects the
cohort option, the character gains two cohorts. One has a
6
score. The second cohort has a maximum level two Prerequisite: 5 or more ranks in Knowledge
experience levels lower. If the player selects the follower (Arcana),
option, he or she gains 1.5 times the number of followers Intelligence modifier of +3 or greater
specified by his or her Leadership score. Benefit: For each level gained, you can add a
Special: A character may gain this feat multiple times, and number of spells to your spell book equal to
the effects are cumulative. your intelligence modifier.
Normal: At each level, the wizard gains two
ANYTHING GOES COMBAT [General] spells of any level that can be added to his or

Feats
COPYRIGHT 2001, Anne Bernardo, Sigfried Trent her spell book.
In your hands almost anything is a dangerous weapon
Prerequisite: Int 13+, Dex 13+ AREA CONTROL [Metamagic]
Benefit: You are the master of the improvised weapon. COPYRIGHT 2001, Carl Cramér
You treat any object, including weapons you are not You can exactly control the spread of an area
proficient with, as a simple melee weapon using the stats spell
listed in this feat instead of the stats usually used for that Benefit: When you cast an area spell, you can
object or weapon. You may still use weapons you have select certain spaces under the area and declare
proficiency with using the stats listed in the PHB. that they are not to be affected. Creatures in
Determine the size of the object or weapon and use the this space avoid the spell’s effect. An Area
stats listed here. Control spell uses up a spell slot two level
SIZE DAMAGE THREAT CRIT. REACH higher than the spell’s actual level.
Tiny 1D2 20 X2 5
Small 1D4 20 X2 5 AREA POWER RESISTANCE [Monster]
Medium 1D6 20 X2 5 COPYRIGHT 2001, Eric D. Harry
Large 1D8 20 X2 5 The creature’s Power Resistance (PR) can
Huge 1D10 20 X2 5 negate area effect psionic powers.
Prerequisite: Creature type (Aberration,
If the DM determines that there is no way the object in Dragon, Elemental, Fey, Magical Beast,
question could do regular damage it instead deals subduel Outsider, Shapechanger or Undead).
damage. Additionally any object used as a weapon via this Benefit: Any psionic power that includes the
feat can deal subduel damage at your discretion without creature within its are of effect must beat the
penalty. creature’s PR or be instantly negated.
Special: You may not take weapon feats applied to these Normal: PR normally applies only for the
weapons. For instance you cannot take (Weapon Focus creature with PR against area effect spells,
Anything Goes combat) or (Weapon Focus beer mug). protecting the individual creature but not
negating the attacking psionic power.
APOTHECARY [General] Special: If using the default Psionics-Magic
COPYRIGHT 2001, Eric D. Harry Transparency option, this feat applies against
You have extensive knowledge of poisons and how to area effect spells and spell-like abilities as well.
distill and manufacture them.
Benefit: You can create any poison following the craft AREA SPELL RESISTANCE [Monster]
rules using your Alchemy or Profession (herbalist) skills, COPYRIGHT 2001, Eric D. Harry
with a DC equal to the save DC of the poison, except that The creature’s Spell Resistance (SR) can negate
each skill check represents one day’s (rather than one area effect spells and spell-like abilities.
week’s) work. Many poisons require more expensive or rare Prerequisite: Creature type (Aberration,
components, as decided by your DM. Dragon, Elemental, Fey, Magical Beast,
Special: You must have an Alchemist’s lab in order to Outsider, Shapechanger or Undead).
create a poison. Benefit: Any spell or spell-like ability that
includes the creature within its area of effect
ARCANE UNDERSTANDING [Special, Wizard must beat the creature’s SR or be instantly
Only] negated.
COPYRIGHT 2000, Bradley H. Bemis Jr. Normal: SR normally applies only for the
Allows a wizard to increase the number of spells learned creature with SR against area effect spells,
7
protecting the individual creature but not one. This cannot reduce the penalties to sub zero levels.
negating the attacking spell or spell-like ability. Special: You can gain this feat multiple times. The effects
Special: If using the default Psionics-Magic does not stack. Each time you take the feat, it applies to
Transparency option, this feat applies against anew type of armor.
area effect psionic powers as well.
ARMOR SPECIALIZATION [Special]
ARMED DEFLECT ARROWS [General, COPYRIGHT 2001, B. Marcus Lindberg
Defense] Your advanced training while wearing a specific type of
COPYRIGHT 2001, Carl Cramér, Eric D. armor has enabled you to maximize its defensive capabilities
Feats

Harry by positioning the armor in excellent deflective angles.


You can deflect arrows, including crossbow Prerequisite: Fighter 4+ levels, Armor Focus in the type of
bolts, spears and other shot or thrown weapons armor.
with your chosen weapon. Benefit: When you are wearing the specified type of armor
Prerequisite: Weapon Focus, dexterity 13+. you get a +2 dodge bonus to your Armor Class.
Benefit: You gain the use of the Deflect Special: You can gain this feat multiple times. The effects
Arrows feat, but can only use this ability when does not stack. Each time you take the feat, it applies to a
wielding a melee weapon that you have new type of armor.
Weapon Focus with.
Notes: You can learn later feats for which ARMORED CASTER [General]
Deflect Arrows is a prerequisites based on the COPYRIGHT 2001, Bradley H. Bemis Jr.
‘virtual’ feat learned with Armed Deflect You can reduce your chance of arcane spell failure when
Arrows, but you can then only use those feats wearing armor
when armed with a melee weapon that you Prerequisite: Armor Proficiency (with the category of
have Weapon Focus with. armor worn), Dex 13 +
Benefit: You can reduce your chance of arcane spell failure
ARMED FLURRY OF BLOWS [General, by 10%.
Martial Special: You may take this feat multiple times, each time
Style] gaining an additional 10% reduction.
COPYRIGHT 2001, Eric D. Harry
You can attack with a flurry of blows with any ARMORED VIGILANCE [General]
weapon that you are proficient in. COPYRIGHT 2001, Eric D. Harry
Prerequisite: Monk level 3rd+. You can hastily don and remove armor.
Benefit: This feat expands on your Flurry of Prerequisite: Proficient in armor donned or
Blows ability, allowing you to flurry with any removed.Benefit:
weapon that you are proficient in. You must You can don, don hastily and remove armor in
still use your base attack bonus (rather than half the standard time.
your more favorable unarmed attack bonus)
when using this feat. ATTACK FOCUS [General]
Normal: Flurry of Blows can normally only be COPYRIGHT 2001, Carl Cramér
used in unarmed combat or when armed with a You may sacrifice mobility and attacks to increase your
kama, nunchaku or siangham. ability to hit.
Prerequisite: Base attack bonus +6 or higher.
ARMOR FOCUS [General] Benefit: With a full attack, give up all your attacks but one
COPYRIGHT 2001, B. Marcus Lindberg, for the round. This single attack gets a +2 bonus, plus an
Scott Metzger additional +2 bonus for each attack you gave up.
You move around in a certain type of armor Example: Alan, with a base attack bonus of +12, can
without effort. normally make three attacks in a round, at +12, +7, and +2.
Prerequisite: Proficient with armor, base With Attack Focus, he can make a single attack at +18, a +6
attack bonus +1 or higher bonus (+2 for the feat, +2 for each of the two attacks he
Benefit: When wearing a specified type of gave up).
armor it inflicts 1 less skill penalty and
themaximum Dex bonus is raised by BATTLE LEADER [General]
8 COPYRIGHT 2000, Michael J. Kletch
Your banner or standard inspires your followers and familiar until a year and a day has passed since
cohorts in battle your last familiar was killed or dismissed.
Prerequisite: Cha 13+, Leadership
Benefit: For this feat to have an effect, you must have a BODY COMBAT [General]
banner or standard that is recognizable to your followers and COPYRIGHT 2001, Carl Cramér
cohorts, and you must use this standard to urge, inspire or You may add an unarmed attack to your attack
rally your troops. All cohorts and followers that can directly routine.
see you or your banner gain a +1 morale bonus to attack Prerequisite: Improved Unarmed Strike,

Feats
and on saving throws versus all fear effects. If either you or dexterity 15+.
your banner falls, all followers and cohorts instead get a -2 Benefit: You gain the use of the Two-Weapon
penalty to attack and on saving throws versus all fear effects Fighting and Ambidexterity feats, but only when
until you are restored, the standard is raised again or one your offhand weapon is an unarmed attack such
minute elapses. as a kick, knee, elbow smash or head butt or an
armored variant of an unarmed attack such as a
BEAST TONGUES [General] gauntlet, steel boot, knee pad, elbow guard or
COPYRIGHT 2001, Carl Cramér helmet.
You can speak despite your form. Special: You can learn later feats for which
Benefit: As long as you can produce sound, this feat allows Ambidexterity
you to speak, even if your form would not ordinarily allow or Two-Weapon fighting are prerequisites based
it. This is applicable to monsters that normally lack speech on the ‘virtual’ feats learned with Body Combat,
or if you are polymorphed into such a shape. You can now but you can then only use those feats when you
speak any language you know and cast spells with verbal fulfill the limitations of Body Combat.
components in any form. You can even sing and use bardic Notes: Unarmed attacks are of a size code two
music in any form. less that the user, and so are always light
weapons. With this feat, an armored boot, knee
BIG FAMILIAR [General, Companion] pad, elbow guard, helmeted head or similar
COPYRIGHT 2001, Carl Cramér object works like a gauntlet, with or without
You can take a larger animal, vermin or beast as a familiar. spikes, and they can all be used with this feat if
Prerequisite: The ability to summon a familiar. you are proficient with them.
Benefit: You can bind an animal, beast or vermin of
medium size or smaller to be your familiar. The familiar BODY FUEL [Psionic, Special]
ceremony works just as described in the class description, COPYRIGHT 2004, Paul S. Weintraub
except that the creature is not actually summoned, and must You can expend your power point total at the
be present and in your power (charmed, tamed or captured) expense of your health.
and of a challenge rating equal to or lower than half your Prerequisite: Toughness, 10 ranks Heal, 5
character level. Once bound, the new familiar becomes loyal ranks Concentration.
to you, and gains all the benefits of a normal familiar, except Benefit: You can burn 2 temp. ability points to
that it has no species-specific familiar ability; it does not gain 1 power point.
grant you any bonuses beyond those common to all
familiars. BOND WITH WEAPON [General]
Special: This feat can be taken multiple times, and stacks COPYRIGHT 2001, Tyson Neumann
with itself. For each additional time it is taken, the maximum You have used a single weapon so much that
size of your familiar is increased by one category, from you have formed an almost spiritual bond with
medium to large, to huge, and so on. that specific weapon.
Example: Bainard the 1st level gnome illusionist wishes to Prerequisite: Base Attack Bonus +8, Improved
use this feat to bind a dire badger as his familiar, figuring he Critical (with weapon), Proficient with Weapon,
can ride it into battle. However, since dire badgers have a Weapon Focus (with weapon), Weapon
challenge rating of two, he can’t do this until he attains the Specialization (with weapon)
fourth level. He decided not to bind any familiar at first Benefit: Choose a single unique weapon. For
level, since that would force him to wait a year and a day for
his badger, once he attained fourth level.
Notes: You must dismiss any familiar you currently have 9
before binding a new one, and you cannot bind a new
one month you train exclusively with that add the same number to all weapon damage rolls for
weapon, learning how to best wield that specific dexterity-based attacks. This number may not exceed your
weapon most effectively. During the training base attack bonus. The penalty on attacks and bonus on
period, you may use no other weapons or you damage apply until your next action.
must repeat the process. After the month of Special: Creatures lacking an anatomy and thus immune to
training, give the weapon a name to symbolize critical hits, are immune to this extra damage. Called shot
your intimate relationship with the weapon. You can be used with ranged weapons at ranges up to 30 feet.
gain an additional +2 to all attack rolls and +1 to Notes: Dexterity-based attacks are attacks that use
damage with your named weapon (this stacks thecircumstance bonus.
Feats

with the weapon focus and weapon


specialization bonuses). CAMPAIGNER [General]
You do not gain the bonuses or penalties of this COPYRIGHT 2001, Sigfried Trent
feat when wielding a weapon of the same type, You can sleep in heavy armor and other unpleasant
and suffer a -2 to all attack rolls with all other conditions without suffering from fatigue
weapons. Benefit: You can sleep in any kind of armor for any
Special: If ever your named weapon is amount of time without suffering fatigue penalties or
destroyed or taken from your possession for discomfort. Other conditions such as sleeping on a hard
more than a week, you must repeat the process surface, or with bed bugs, which are uncomfortable but not
of naming a weapon and continue to suffer the - dangerous will likewise not prevent you from a good nights
2 to attack rolls with all weapons of a different sleep.
type. You may never have more than one
bonded weaponthat can normally become a CANNIBALISTIC CASTING [General]
familiar. The familiar ceremony works normally, COPYRIGHT 2001, Bradley H. Bemis Jr.
except that the creature is not actually You can use your body to fuel magic once your spells have
summoned, and must be present and under your run out
control. A skeletal or zombie familiar is just as Benefit: You can cast a spell by using a number of
intelligent as any other familiar. You still get the constitution points equal to the level of the spell rather
bonuses associated with that type of (living) than using a spell slot. These lost points of constitution are
familiar. As an undead creature, the cadaverous considered temporary ability score damage against your
familiar can be turned or rebuked, but constitution score and are treated as such for all purposes.
remember that it’s hit dice is equal to your level. If the ability damage is in some way prevented the spell will
Special: If your regular familiar is slain, you can fail. This ability damage cannot be healed by magical means
recover the lost experience points by and must be regained by rest. 0-level spells count as one
reanimating it and using this feat. If a spell level for the purpose of this feat.
cadaverous familiar is destroyed, you can merely Special: Spell casters that must prepare spells are limited to
replace any damaged parts and reanimate the selecting spells previously prepared and cast that day.
remains, without losing any experience points in
the process. You must dismiss any familiar you CANNIBALISTIC METACASTING [Metamagic]
currently have before binding a new one, but Copyright 2006, Paul S. Weintraub
need not wait a year and a day to bind a You are able to use your body to cast metamagically
cadaverous familiar. enhanced spells.
Notes: If you have the Big Familiar feat as well, Prerequisite: Cannibalistic Casting
you can bind any type of skeleton or zombie of Benefit: Instead of using higher level spell slots, you may
the appropriate size. Your DM may let you apply substitute CON points.
this feat to an infernal companion or similar pet. Special: The use of CON in this fashion is considered
temporary STAT damage. Spells that heal temporary damage
CALLED SHOT [General] may be used to counteract the damage taken from the use
COPYRIGHT 2001, Carl Cramér of this feat. If the magic-user uses his last CON point to
You do more damage with pinpoint attacks. cast a spell, it will kill the magic-user.
Prerequisite: Dexterity 13+.
Benefit: On your action, before making attack
rolls for the round, you may choose to subtract a
10 number from all attack rolls for the round and .
CANTRIP MASTERY [Special] discharging) if the weapon is ever thrown or
COPYRIGHT 2001, Bradley H. Bemis Jr. leaves your hand.
You have mastered cantrips in a way that allows you to use Normal: You can manifest a psionic touch
them more freely power as either a touch attack (no armor, shield
Prerequisite: Caster level of 3 or greater, 5 or moreranks or natural armor bonus to AC) or a normal
of Knowledge (arcana) unarmed strike.
Benefit: Instead of picking and choosing cantrips (o-level Special: You cannot manifest personal psionic
spells) for the day, you can freely use any cantrip available to powers (like Claws of the Bear, Claws of the

Feats
you (known or in your spell books) up to the total number Vampire, etc.) with this feat. For purposes of
of cantrips you can cast per day. this feat, the weapon used to manifest your
psionic touch power is immune to the effects
CHANNEL AGAINST OUTSIDERS [Divine] of your power while it holds the charge of the
COPYRIGHT 2001, Carl Cramér power.
You can turn or rebuke one type of outsider.
Prerequisite: Ability to turn or rebuke undead, Extra CHANNEL TOUCH SPELL [Metamagic]
Turning. COPYRIGHT 2001, Eric D. Harry
Benefit: Select one group of outsiders (such as fire You can cast a touch spell through your melee
elemental, slaadi or devils) that are either hostile to your weapon
faith/alignment (for turning) or associated with your faith/ Benefit: You can cast any of your touch spells
alignment (for rebuking). You can channel divine energy through a held melee weapon, allowing you to
against this type of outsider to turn or rebuke them as if make a standard armed attack and inflict normal
they were undead of twice their HD. When turning weapon damage plus the effect of your spell on
outsiders, those whose modified hit dice are half your a successful strike. Casting the spell is still a
turning level or less are dismissed to their home plane rather standard action (unless you have the Quicken
than destroyed. Spell feat) and you must wait until your next
Special: On their home plane, you turn or rebuke these attack action in order to make your armed
outsiders as undead of four times their HD, but there, they attack. When resolving your attack, compare
really can be destroyed instead of merely dismissed. This your attack roll against your target’s normal AC
feat can be taken several times. It does not stack. Each time, and AC against touch attacks. If your attack roll
you may choose a new type of outsiders to turn or rebuke. fails to beat the target’s normal AC but beats his
or her AC against touch attacks, the spell is
CHANNEL PSIONIC TOUCH [Psionic] discharged normally but the weapon inflicts no
COPYRIGHT 2001, Eric D. Harry additional damage. Casting a touch spell in this
You can channel your psionic touch powers through a held manner uses up a spell slot one level higher than
melee weapon. level of the spell cast. Once the spell is cast
Prerequisite: Str 13+, Power Attack, and Psionic Weapon. your melee weapon holds the charge of the
Benefit: You are able to manifest psionic touch powers spell exactly as if the spell
through a held melee weapon, allowing you to make a had been cast in the normal manner. You
standard armed attack and inflict normal weapon damage cannot pass a charged weapon to another
plus the effect of your psionic power on a successful strike. character as doing so discharges your spell.
Manifesting the power is still a standard action (unless you Likewise, the spell dissipates (without
have the Quicken Power feat) and you must wait until your discharging) if the weapon is ever thrown or
next attack action in order to make your armed attack. leaves your hand.
When resolving your attack, compare your attack roll against Normal: You can discharge a touch spell as
your target’s normal AC and AC against touch attacks. If either a touch attack (no armor, shield or natural
your attack roll fails to beat the target’s normal AC but beats armor bonus to AC) or a normal unarmed
his or her AC against touch attacks, the power is discharged strike.
normally but the weapon inflicts no additional
damage. Once the power is manifest your melee weapon
holds the charge of the power exactly as if the power had
been manifest in the normal manner. You cannot pass a
charged weapon to another character as doing so discharges
your power. Likewise, the power dissipates (without 11
CHANNELED RESISTANCE [Monster] After you have moved in close, you get a +4 cover bonus to
COPYRIGHT 2001, Eric D. Harry AC, and a +4 circumstance bonus to attack rolls against the
The creature can protect other beings that it opponent you closed in on. If you and your opponent is
touches with its Spell Resistance (SR) or Power ever more than 5 feet away from each other, you lose this
Resistance (PR). bonus. You also lose the bonus if you move in on or attack
Benefit: As a standard action, the creature can someone else.
share its SR or PR with any single creature Special: To use this feat your weapon must be of a size
touched. This protection lasts only so long as class two categories smaller than your opponent’s. So a tiny
the creature with SR or PR concentrates on dagger works against a medium-sized longword, but not
Feats

providing the protection and only as long as the against a small short sword. A natural weapon or unarmed
beneficiary remains in contact with the creature attack has a size code two sizes smaller than the creature
with resistance. If the creature with resistance is using it .
distracted or suffers damage in any way while
maintaining this shared protection it must make CLOSE ORDER COMBAT [General]
a Concentration check as if casting a spell. COPYRIGHT 2001, Carl Cramér
Failing this check instantly negates the shared SR You are trained to fight in a close-order unit.
or PR until the creature with resistance spends Prerequisite: Base attack bonus +1 or higher.
another action to share it again. Benefit: You and a comrade that also knows this feat can
Normal: As stated in Core Rulebook II, only fight together effectively. If you take a 5 ft. step into his
the rarest of creatures and magic items can space during your turn, he can step into your space
bestow SR or PR on another. immediately, so that you exchange spaces. This
allows both of you to make alternating attacks against the
CLEAVE ASUNDER same opponent. To use this, you must delay your actions so
[General] that you act on the same initiative count, and you must both
COPYRIGHT 2000, be using the same type of light weapon.
Michael J. Kletch Notes: This feat is used by elite close-order units to let both
Your Sunder attacks are usually more effective. the front ranks attack, and thus get greater attacking power
You are trained in following through when you on a small space.
break an opponent’s weapon or shield
Prerequisite: Fracture, Cleave COLD-BLOODED KILLER [Special]
Benefit: When attacking an opponent’s weapon, COPYRIGHT 2001, Eric
shield or other held object, if the object is D. Harry
broken, you can immediately make another You are cold-blooded slayer, able to precisely kill others with
attack against the same opponent or another devastating sneak attacks.
object he or she holds. You can use this ability Prerequisite: Death Attack (Assassin prestige class ability),
only once per round. base attack bonus +7 or higher.
Benefit: You add +2 to the DC of the Fortitude save made
CLINCH [General] to resist your death attack. Even if your opponent succeeds
COPYRIGHT 2000, Carl Cramér on his saving throw, you inflict +1d6 points of damage on
You have mastered the art of fighting at very your sneak attack.
close quarters. Normal: The standard DC for an Assassin’s death attack is
Prerequisite: Base Attack +3, Dodge. 10 + assassin class level + Int bonus.
Benefit: Move in under the guard of an
opponent standing within five feet, as a move- COMBAT FOCUS [General]
equivalent action. He gets an attack of COPYRIGHT 2000, Michael J. Kletch
opportunity against you while you do this. You Paying little heed to distractions and other threats, you may
don’t actually move anywhere, just step slightly focus your attacks on one opponent, leaving yourself open
closer to your opponent, but you do get the to others.
benefit of the Mobility feat (if you have it). Prerequisite: Dodge, Improved Initiative, base attack
bonus of +5 or higher.
Benefit: On your action, before making attack rolls for a
round, you may choose to focus your efforts against one
12
attack and a +1 dodge bonus to Armor Class. The +1 Normal: A character without this feat can only
Armor Class bonus from Dodge must be applied to the modify his or her initiative situation with the
same opponent for a total bonus of +2. You have a -2 Refocus full round action.
penalty to Armor Class against all other opponents.
COMBAT TACTICS [General]
COMBAT FURY [Special] COPYRIGHT 2000, Michael J. Kletch
COPYRIGHT 2001, Eric D. Harry You delay only a fraction of a second, losing an
You can attack with an incredible fury. attack, but you increase your chance to

Feats
Prerequisite: Rage class ability 2/day, base attack bonus +3 penetrate your opponent’s defenses with a
or higher. precision strike.
Benefit: By spending an additional Rage per day while you Prerequisite: Int 13+, base attack bonus of +6
are already enraged, you can enter a combat frenzy that or higher.
enables you to make one additional attack per round at your Benefit: When using the full attack action in
highest attack bonus for the duration of your rage. This melee, you
bonus attack and all other attacks made until your next may give up one attack from your attack
action suffer a -2 penalty to your attack roll, and you must sequence. You
take the full attack action in order to make this extra attack. cannot sacrifice your last attack for the round in
In addition, when using this ability you increase your AC this way. You add the base attack bonus from
penalty to -4 during any round that you make this extra the sacrificed attack to the attack roll for your
attack. next attack in the round. Other attack bonuses
from the sacrificed attack, such as bonuses from
COMBAT OPPORTUNIST [Special] magic, feats or Strength, are not carried over.
COPYRIGHT 2000, Michael J. Kletch Combat Tactics can only be employed once per
You have trained extensively in attacking openings in your round. If using two weapons or a double
opponent’s defenses with a particular weapon. Choose one weapon, you may give up any one attack from
weapon such as short sword. With that weapon, your attacks any source. You may not combine Combat
of opportunity can be devastating. Tactics with Flurry of Blows or another feat or
Prerequisite: Combat Reflexes, Weapon Focus with the ability with a similar mechanic.
particular weapon Example: A 13th level fighter has three attacks
Benefit: When you make an attack of opportunity, you in a round with base attack bonuses of +13/
may add sneak attack damage. This ability can only be used +8/+3. Against a particular opponent, the +13
once per round, and following this attack, you may not make bonus may be give a good chance to hit, but the
any further Attacks of Opportunity until after your next +8 bonus for the second attack is just not
action. This may negate the benefits of Combat Reflexes for enough and the attack at +3 is almost useless.
the current round. Combat Tactics is used, and the second attack is
Normal: Only the loss of Dex bonus to Armor Class or sacrificed. The third attack now has a +11
flanked status allow a character to add sneak attack damage. bonus to hit; the +8 is carried from the second
Special: You can take this feat multiple times. Its effects do attack and added to the +3 that the third attack
not stack. Each time you take the feat, it applies to a new would normally have.
weapon.
COMBAT SURGE [General] COMPACT LETTERING [Special]
COPYRIGHT 2000, Michael J. Kletch COPYRIGHT 2000, Paul S. Weintraub
You can rush an action in combat at the cost of presenting This allows an arcane spell caster to write
opportunities to your opponents spells in his spell book using half the normal
Prerequisite: Improved Initiative, base attack bonus of +2 space required.
or higher, Sneak Attack Ability Prerequisite: Arcane spell caster.
Benefit: On your action, before making attack rolls for a Benefit: You use half the space when writing
round, you may choose to take a -4 penalty to your armor in your spell book. I.e. a first level spell uses
class until your next action. If you do so, you will gain +2 to only half a page instead of a full page in your
your initiative for the remainder of this combat. The bonus spell book.
begins on the next round. If the character takes the Refocus
action, all bonuses gained from prior uses of this feat are
13
CONCENTRATION SPELL [Metamagic] Prerequisite: Base Attack Bonus +5, Dex 15+, Dodge,
COPYRIGHT 2001, Carl Cramér Expertise, Combat Reflexes, Skilled Parry
You can extend the duration of your spells Benefit: Whenever you have successfully avoided an attack
through concentration. through use of the Skilled Parry feat, you may make an
Benefit: You can maintain a spell with a duration attack of opportunity against the attacker provided you are
longer than one round through concentration. not unarmed.
You must start concentrating right after casting Special: You may make a Counter Strike provided you are
the spell, and, for as long as you keep it up, need not denied your Dexterity bonus to Armor Class and you
not count time off the spell’s duration. After you still have an attack of opportunity available to use. Counter
Feats

stop maintaining the spell, it’s normal duration Strike counts as an attack of opportunity and as such, the
resumes and then terminates as usual. You number of attacks of opportunity you have each round
cannot use this feat to maintain a spell past ten limits its usage.
times normal duration nor can you resume
concentration. A Concentration Spell uses up a CRAFT MAGIC TATTOO [Item Creation]
spell slot one level higher than the spell’s normal COPYRIGHT 2000, Bradley H. Bemis Jr.
level. You can create magical tattoos that duplicate the effects of a
single spell.
CONCERTED ATTACK [General] Prerequisite: Spell caster level 9+, 5 or more ranks in Craft
COPYRIGHT 2000, Bradley H. Bemis Jr. (Artist)
You are well trained in directing the efforts of Benefit: You can apply your magic and artistry together to
others during a coordinated attack create a magic tattoo. The tattoo is created to emulate the
Prerequisite: Base attack +3 or better, effects of a single spell as if it were a spell like ability. The
Knowledge (Combat) base price for a tattoo of this nature is spell level x caster
Benefit: You can direct the efforts of your allies level x 400gp. Crafting a magic tattoo takes one day for each
to gain an additional bonus to flanking efforts. 1,000gp of its base price. To craft a magic tattoo, you and
When you are leading a flanking effort against a the recipient must each spend 1/25th of its base price
single opponent, your allies involved in the melee in XP. The creator must also use up raw materials costing
gain a +4 flanking bonus on the attack roll. half of the base price.
Normal: Gain a +2 on your attack roll when Special: The power of the tattoo can only be used once
flanking each day. The caster level is based on the lowest caster level
Special: You must be able to effectively needed to cast the spell. If two or more magic tattoos are
communicate with the other flanking members. attempted on the same body (regardless of size), the magic
will disrupt each other (i.e. you may never have more than
CONTROLLED BURST [Metamagic] one magic tattoo). A magic tattoo can be removed using a
COPYRIGHT 2001, Bradley H. Bemis Jr. remove curse cast at one level higher than the spell level of
You have greater control over burst spells the spell effect granted by the tattoo (using heighten spell or
Benefit: When casting burst-based area of effect a similar method). The act of casting remove curse only
spells, you can reduce the affected area in takes away the magic. The tattoo itself remains until
increments of 5 ft. You have total control over removed through mundane methods. The tattoo is treated as
the radius, but not the direction. A controlled a Miscellaneous Magic Item for all other intents and
burst spell takes up a spell slot one level higher. purposes.
Example: Using this feat, you can cast a small CRAFT PSIONIC ARMS AND ARMOR [Item
fireball into a square next to you without having Creation]
it impact you or your comrades. COPYRIGHT 2004, Paul S. Weintraub
You can create psionic weapons, shields and armor.
COUNTER STRIKE [General] Prerequisite: Psion 3rd level, Psionic Warrior 3rd level.
COPYRIGHT 2001, Tyson Neumann, Agustín You can make arms and armor using all the psionic materials
Martín at your disposal. 1/ 25 XP cost for each GP spent.
You are trained in taking advantage of openings
in your opponent’s defenses when you CREATE WONDROUS CREATURE [Item Creation,
successfully use the Skilled Parry feat. Creature]
COPYRIGHT 2001, Scott Metzger
14
You know how to create Aberrations, Beasts, Magical CRYSTAL PSIWEAPON [Psionic]
Beasts, Monstrous Humanoids, and Plants. COPYRIGHT 2001, Eric D. Harry
Prerequisite: Knowledge (Arcana) or Knowledge You can implant a limited personality fragment
(Psionics), Knowledge (Nature), Spell caster level 5th+ or in a psionic weapon.
Manifester level 5th+ Prerequisite: Masterwork weapon imbedded
Benefit: You can create any Aberration, Beast, Magical with a crystal or any weapon imbued with
Beast, Monstrous Humanoid, or Plant whose prerequisites permanent psionic power.
you meet. The creature created is not necessarily under your Benefit: You can seed a personality fragment

Feats
control. To create a creature you need access to a lab, similar in a weapon, granting the weapon limited
to an alchemist’s lab, of at taking a similar creature or sentience and linking it to your life-force. The
creature(s) and subjecting them to various spells and grafting crystal psiweapon provides you with a skill
techniques. There is a chance that the experiment will be a bonus based upon the type of personality
failure. To create a creature you must succeed both a fragment that you place in the weapon (as with
Knowledge (Arcana) or Knowledge (Psionics) and a a standard psicrystal), and it gains in
Knowledge (Nature) check (DC 20 + CR of attempted intelligence as you gain in level. A crystal
creature). You may not ‘take 10’ on these rolls. However, psiweapon is not a true psicrystal, however,
you get a +1 circumstance bonus for every attempt at a and it does not have the other special abilities
specific creature that you have previously made, whether of a psicrystal unless you also have the
successful or not. If both Knowledge skill checks are failed psicrystal class ability. Because the weapon is
the creature dies a horrible death. If one Knowledge skill linked to your life-force, you can telekinetically
check fails and one Knowledge skill check succeeds the summon it to your hand at a range of 10 feet
resulting creation is horribly deformed in some way and is as a free action with the cost of 1 power point.
hostile towards you. The base price of a creature is the Should the crystal psiweapon ever be
challenge rating squared times 1000gp (CR x CR x 1000gp). destroyed, whether by accident or on purpose,
Creating a creature takes 1 day for every 1,000 gp in its base you suffer the same XP penalty that a psion
price. To create a creature, you must spend ½5 of its base does after destruction of his or her psicrystal.
price in XP and use up raw materials costing half of its Special: You can apply other feats that
base price. The minimum caster level for creating a creature enhance psicrystals, such as the Improved
is 2 x CR of the intended creature. The appropriate spells Psicrystal and Power Psicrystal feats, to your
must be used in order to add extraordinary (Ex), spell-like crystal psiweapon. If you have the psicrystal
(Sp), and/or supernatural (Su) abilities. class ability your psicrystal becomes a part of
Special: If a Charm Monster spell is cast every day of the your crystal psiweapon and continues to gain
creation process, a successfully created creature will be in additional psicrystal abilities as you rise in level.
permanent servitude to you. If a Limited Wish is used in You can only have one psicrystal or crystal
the creation process a successfully created creature will be in psiweapon at any one time. Creation of a
permanent servitude to you and will even follow a life goal, crystal psiweapon requires one day of
determined by you, after you have died. If a Wish is used in meditation and a masterwork weapon
the creation process a successfully created creature and its imbedded with a crystal worth at least 50 gp.
descendants will follow a life goal, determined by you, even The personality fragment of a crystal
after you have died. psiweapon can also be created in or transferred
to a psionic weapon, again after one day of
CROSS-CLASS LEARNING [General] meditation and a cost of 50 gp. In this way,
COPYRIGHT 2000, Bradley H. Bemis Jr. your personality fragment can move from
You can learn a cross-class skill as if it were a class skill weapon to weapon repeatedly over your career.
Benefit: You may choose a cross-class skill in which you
have a certain knack. You may treat this skill as if it were a DEFENSIVE CASTING [General,
class skill. Defense]
Special: This feat may be taken multiple times, choosing a COPYRIGHT 2000, Bradley H. Bemis Jr.
new skill each time. You are still limited by level + 3 for the You are well trained in the art of defensive
maximum number of skill points you may spend on this casting
skill.
15
Prerequisite: Dodge Prerequisite: 2 or more ranks of Sense Motive, Alertness
Benefit: This feat allows you to take 10 on your Benefit: Grants you the ability to substitute your
concentration check for casting defensively. intelligence modifier for your dexterity modifier when
Normal: You can avoid drawing an attack of calculating armor class against a single opponent. To gain
opportunity when casting a spell while involved this benefit, you must be able to assess your opponent
in combat. When casting defensively, you must completely for at least three rounds of combat. During this
make a concentration check with a DC of 15 + period of study you are only able to take a partial action
the spells level or the spell fails. Casting a spell in each round. Through the study of attack patterns you
this fashion is a full round action. understand the best ways to avoid the attack methods used
Special: This feat can only be used when facing by your opponent.
Feat

a single opponent in melee.


DEFLECT ARROWS [General]
DEFENSIVE POSITION [General, COPYRIGHT 2000, System Reference Document
Defense] Prerequisite: Dex 13+, Improved Unarmed Strike.
COPYRIGHT 2000, Bradley H. Bemis Jr. Benefit: The character must have at least one hand free
Decrease the area around you from which you (holding nothing) to use this feat. Once per round when the
may be attacked character would normally be hit with a ranged weapon, the
Benefit: You are an alert combatant with a sixth character may make a Reflex saving throw against a DC of
sense about opponents. As long as you are 20 (if the ranged weapon has a magical bonus to attack, the
mobile, you may decrease your face by one DC increases by that amount). If the character succeeds, the
category. This will help limit the number of character deflects the weapon. The character must be aware
opponents that can attack you at one time. of the attack and not flat-footed. Attempting to deflect a
Example: A large (long) creature has a face of ranged weapon doesn’t count as an action. Exceptional
5ft x 10ft. This feat would allow that creature to ranged weapons can’t be deflected.
decrease it face to large (tall) instead, for 5ft x
5ft face. With a 5ft by 10ft face, this creature DEFLECT ATTACK [General]
could have been attacked by up to 10 attackers. COPYRIGHT 2001, Michael J. Kletch
Now, without any cover or other restrictions You can be more aggressive when Fighting Defensively.
that could limit the number of attackers, the Prerequisite: Str 13+, Int 13+, Power Attack, Sunder,
creature can still decrease its face enough to Expertise
reduce the number of attackers to a maximum Benefit: When you are Fighting Defensively, your opponent
of 8. provokes an Attack of Opportunity just before attacking
you. Since you are Fighting Defensively, your Attack of
DEFENSIVE STANCE [General, Defense] Opportunity has a -4 penalty to attack. If the opponent
COPYRIGHT 2001, Carl Cramér attacks you with a weapon, your Attack of Opportunity can
You may sacrifice mobility and attacks to only be used as a Sunder attack against the weapon that is
increase your defense. used to attack you. If the opponent attacks you with an
Prerequisite: Base attack bonus +4 or greater. unarmed attack or a natural weapon, you attack
Benefit: Make a move-equivalent action to get the unarmed strike or natural weapon, effectively making an
into a defensive stance. You receive a +2 Dodge Attack of Opportunity against your opponent. If your
bonus to AC until the beginning of your next attack actually damages the opponent’s weapon (or the
round. opponent, in the case of an unarmed strike or natural
weapon), subtract the damage dealt to the weapon or
DEFENSIVE STUDY [General, Defense] opponent from the damage you would sustain from their
COPYRIGHT 2000, Bradley H. Bemis Jr. attack. In this way, it is possible to negate the damage from
Allows you to use your intelligence modifier an opponent’s attack.
instead of your dexterity modifier for armor Special: If you are attacking unarmed and you wish to use
class adjustments. Deflect Attack, the prerequisites increase to “Str 13+, Dex
15+, Int 13+, Power Attack, Sunder, Expertise, Improved
Unarmed Strike, Eagle Claw Attack, base attack bonus +2”.

16
This simply adds Eagle Claw Attack, necessary for unarmed 12d6 points of damage.
Sunder attacks, and its prerequisites to this feat. Notes: This feat can be used with any spell
having a damage cap expressed in the spells
DEFT LUNGE [General] description. A damage cap can be identified by
COPYRIGHT 2000, Michael J. Kletch a statement similar to “deals xdx points of x
You are trained to take advantage of openings in an damage per caster level (maximum xdx)”.
opponent’s defenses
Prerequisite: Expertise, Dex 13+ DETECT POISON [General]

Feats
Benefit: When you use the attack action or full attack COPYRIGHT 2001, Eric D. Harry
action in non-mounted melee combat, you may take as You are a student of poisons and how they are
much as a -5 penalty to Armor Class to add the same used.
number (up to +5) to a single attack roll in the same round. Benefit: You can use your Search skill to detect
This number may not exceed your base attack bonus. Unless poison without casting the detect poison spell.
you also have the Mobility feat, this attack draws an Attack This is an extraordinary ability that requires a
of Opportunity from the defender. The changes to Armor full round action with a DC equal to the save
Class last until your next action. The bonus to your attack DC of the poison and can only be done at a
roll will stack with any other bonus. range of 5 feet.

DELAY POWER [ Psion, Special] DETERMINED SOUL [General]


COPYRIGHT 2004, Paul S. Weintraub COPYRIGHT 2000, Bradley H. Bemis Jr.
You can manifest powers that trigger a set duration after Through your will alone, you can increase the
manifestation. amount of damage taken before dying
Prerequisite: None Prerequisite: Iron Will
Benefit: You can activate a power 1 to 5 rounds later. Benefit: Add your wisdom bonus to the
number of points of damage you can sustain
DEMOLITION [General] before entering each category of the death and
COPYRIGHT 2001, Carl Cramér dying system.
You are good at demolishing objects and constructs. Example: You have an 18 Wis (+4 bonus).
Prerequisite: Profession (siege engineer), Power Attack, Str You become disabled at –4, unconscious (and
13+. dying) from –5 to –13, and are dead at –14.
Benefit: If you take a full-round action that provokes an
attack of opportunity to strike an immobile, inanimate DEXTEROUS DODGE [General, Defense]
object, the strike is a critical hit and has it’s damage COPYRIGHT 2001, Carl Cramér
multiplied by your weapon’s critical hit multiple. You can You are skilled at dodging attacks.
only do this against an immobile object, thus it is not Benefit: For the purpose of determining
possible to score a critical hit against an object held or worn Armor Class,
by another character this way. With this feat, it is also treat your Dexterity score as 2 points higher
possible to score critical hits or do a coup-de-grace against than its actual value. This feat can be taken
constructs. These attacks are resolved in normal fashion several times, and stacks with itself.
except that constructs automatically pass their Fortitude Special: This feat grants virtual access to the
saves against death when they suffer a coup-de grace. Dodge feat, allowing you to take other feats for
Normal: Objects and constructs are not subject to critical which Dodge is a prerequisite.
hits or coup-de-grace
DISCOVER PSIONIC COMBAT MODE
DESTRUCTIVE FORCE [Metamagic] [Psionic]
COPYRIGHT 2001, Bradley H. Bemis Jr. COPYRIGHT 2001, Eric D. Harry
You can increase the damage limitations of certain spells Your mind has an intuitive grasp of psionic
Benefit: You can raise the damage cap of capped spells by combat, allowing you to master one additional
two die (assuming you are of sufficient level to do so). A psionic attack or defense mode
Destructive Force spell takes up a spell slot of one level
higher.
Example: A fireball spell is capped at 10D6 (at 10th level).
17
Benefit: You immediately discover one psionic descriptor (if you turn undead) or the ‘good’ descriptor (if
attack or defense mode of your choice and can you rebuke undead). A spell that is dispelled as it is being
use this attack or defense mode normally. cast has no effect whatsoever; otherwise, it ends as if it’s
Special: If you have learned all the combat duration had run out. This power cannot affect spells
modes by use of this feat you gain no benefit immune to dispel magic.
when learning one by level advancement later. Special: Each attempt to use Divine Dispel uses up one of
your turn or rebuke attempts for the day.
DISCOVER PSIONIC POWER [Psionic] Notes: If your religion is strongly opposed to law or chaos,
COPYRIGHT 2001, Eric D. Harry your DM may allow you to channel energy against spells
Feats

Through introspection, meditation and training with the lawful or chaotic descriptor instead, and other types
you are able to learn additional psionic powers. of Divine Dispel are certainly possible as well for certain
Benefit: You discover one additional psionic religions.
power of any level that you can manifest.
Special: You can choose this feat multiple DIVINE DOMINION [Special]
times but may only learn one additional psionic COPYRIGHT 2001, Bradley H. Bemis Jr.
power per power level. Add one additional domain to your divine casting repertoire
Prerequisite: 6 or more ranks in Knowledge (religion)
DISEASE RESISTANCE [General] Benefit: Select a third domain from your deities domain list.
COPYRIGHT 2001, Eric D. Harry All spells within the new domain list are considered domain
You are naturally resistant to disease. spells for you.
Benefit: You gain a +4 bonus on all Fortitude Special: You do not gain the domain powers granted, you
saves against disease. only gain the ability to use the domain spells listed as domain
spells for your character. This feat is only usable by clerics
DIVINE ARMOR [Divine] and can only be taken once.
COPYRIGHT 2001, Eric D. Harry
You can channel energy to enhance your body DIVINE FLAME [Divine]
or armor. COPYRIGHT 2001, Eric D. Harry
Prerequisite: Ability to turn or rebuke undead, You can channel energy to sheath your weapon with sacred
Cha 13+, Divine Vigor, Extra Turning. or profane flame.
Benefit: By spending one of your turn or Prerequisite: Ability to turn or rebuke undead, Cha 13+.
rebuke undead attempts, your armor or body Benefit: By spending one of your turn or rebuke undead
gains a sacred (if you channel positive energy) attempts, you can sheath your weapon with sacred or
or profane (if you channel negative energy) profane flame. If you channel positive energy, your weapon
bonus to Armor Class equal to your charisma is sheathed in white flames that inflict +1d6 points of
bonus for a number of rounds equal to your sacred damage against evil opponents for a number of
charisma bonus. When active, your armor or rounds equal to your charisma bonus. If you channel
body glows with divine light (or a profane aura) negative energy, you weapon is sheathed in black flames that
in a radius of 5 feet. The bonus provided by inflict +1d6 points of profane damage against good
Divine Armor is fully effective against opponents instead. These flames do not give off heat or
incorporeal creatures. ignite flammable objects, though sacred flames give off light
equal to a torch. The sacred or profane damage inflicted by
DIVINE DISPEL [Divine] Divine Flame is unaffected by protection from elements and
COPYRIGHT 2001, Carl Cramér similar spells.
You can negate magic through turning.
Prerequisite: Extra Turning, ability to turn or DIVINE FURY [Divine]
rebuke undead. COPYRIGHT 2001, Eric D. Harry
Benefit: You can dispel or counter a magic You can channel positive energy to ignore the damage
spell by making a turning check as if turning an reduction of undead opponents.
undead creature of the opposing spell caster’s Prerequisite: Ability to turn undead, Cha 13+, Extra
level. You can only dispel spells with the ‘evil’ Turning, Divine Vengeance.
Benefit: By spending one of your turn undead attempts,
you can ignore the damage reduction of all undead
18
opponents for a number of rounds equal to your charisma DIVINE IMPACT [Divine]
modifier. COPYRIGHT 2001, Eric D. Harry
You can channel energy to strike your foe with
DIVINE GHOST ARMOR [Divine] a melee weapon as if making a touch attack.
COPYRIGHT 2001, Eric D. Harry Prerequisite: Ability to turn or rebuke undead,
You can channel energy to enhance your armor against Charisma 13+, Strength 13+, Divine Might,
incorporeal attacks. Power Attack, base attack bonus +3 or higher.
Prerequisite: Ability to turn or rebuke undead, Cha 13+, Benefit: By spending one of your turn or

Feats
Extra Turning. rebuke attempts per day, you can resolve your
Benefit: This feat can only be used when wearing armor. By next melee attack as a touch attack, ignoring any
spending one turn or rebuke undead attempt, your armor benefit to your opponent’s Armor Class
gains the ghost touch special ability. This allows you to apply provided by armor, shield or natural armor.
your armor bonus against incorporeal attacks. The duration Once you have channeled energy for this feat,
of the ghost touch protection is limited to a number of you must make this attack within a number of
rounds equal to your charisma bonus. rounds equal to your Charisma bonus. Like all
divine feats, activating Divine Impact requires a
DIVINE GHOST WEAPON [Divine] standard action.
COPYRIGHT 2001, Eric D. Harry Special: This is a modification of the Deep
You can channel energy into your weapon, allowing it to Impact psionic feat found in the Psionic Book
effectively strike incorporeal creatures. for use as a divine feat.
Prerequisite: Ability to turn or rebuke undead, Cha 13+,
Divine Might. DIVINE SIGHT [Divine]
Benefit: By spending one of your turn or rebuke undead COPYRIGHT 2001, Eric D. Harry
attempts, your weapon can be used to attack incorporeal You can channel energy to increase your sight
opponents as if it had the ghost touch power, negating an and pierce illusions.
incorporeal creatures ability to ignore 50% of successful Prerequisite: Ability to turn or rebuke undead,
attacks from a corporeal source. Though you do not gain a Cha 13+.
bonus on attack or damage rolls with this feat, you can also Benefit: By spending one of your turn or
negate the damage reduction of incorporeal or undead rebuke undead attempts, you gain a +2
opponents as if wielding a +1 magic weapon. The bonuses enhancement bonus on Spot and Search checks
provided by this feat last for a number of rounds equal to and a +2 sacred bonus on Will disbelief saves
your Charisma bonus. against illusion effects for a number of minutes
equal to your charisma modifier.
DIVINE GIFT [General, Pseudo-Class]
COPYRIGHT 2000, Bradley H. Bemis Jr. DIVINE WEAPON [Divine]
Allow anyone to use 0-level divine spells COPYRIGHT 2001, Eric D. Harry
Prerequisite: Wisdom 13+, Knowledge (Religion) You can channel energy to provide an
Benefit: Grants any individual the ability to know/ enhancement bonus to your weapon.
understand up to their wisdom modifier’s worth of orisons Prerequisite: Ability to turn or rebuke undead,
(0-level divine spells chosen from the character’s deity). The Cha 13+, Str 13+, Power Attack, Divine Might,
character can use his selection of orisons by preparing and base attack bonus +3 or higher.
using one per day. Anyone trying to cast a spell (even Benefit: Spend two of your turn/rebuke
though its just 0-level) must meet all of the requirements undead attempts to channel energy into your
and suffer all of the penalties associated with the use of weapon, granting it a bonus on attack and
divine magic. damage rolls equal to your charisma bonus for a
Special: This feat may be taken multiple times; however, no number of rounds equal to your charisma
additional orisons can ever be learned (past the individuals bonus.
wisdom modifier). Each additional time this feat is taken, the
caster may prepare one additional orison per day. The total DIVINE WRATH [Divine]
maximum number of orisons that can be cast in a single day COPYRIGHT 2001, Eric D. Harry
(regardless of the number of times this feat is taken), is also You are able to infuse your turn/rebuke
limited to the caster’s wisdom modifier. 19
attempts with sacred or profane energy, ends of your double weapon.
enabling you to deal additional damage to evil Prerequisite: Proficient with weapon, BAB +1 or better
or good outsiders. Benefit: You fight with your chosen double weapon as
Prerequisite: Ability to turn/rebuke outsider. though you had Two Weapon Fighting, Ambidexterity, and
Benefit: If you channel positive energy, you as though you were using two weapons with a light weapon
can spend one of your turn outsider attempts in your off hand.
to add 2d6 points of divine damage against evil Normal: Use a double weapon as though you were using
outsiders on every successful melee attack until two weapons with a light weapon in your off hand.
Feats

the end of your next action. If you channel Special: You may take this feat multiple times. Each time, it
negative energy, you inflict 2d6 points of applies to a different double weapon.
profane damage against good outsiders instead. Notes: You can learn later feats for which Ambidexterity or
Two-Weapon fighting are prerequisites based on the ‘virtual’
DOMAIN FOCUS [General, Magical] feats learned with Double Weapon Fighting, but you can
COPYRIGHT 2001, Eric D. Harry then only use those feats with the specific weapon you have
Your domain spells are especially potent. chosen.
Benefit: Add +2 to the Difficulty Class for all
saving throws against spells that appear on your DUCKING SHOT [General, Ranged]
domain spell list. COPYRIGHT 2001, Albert Nakano (Bertman4)
Special: This feat is virtually equivalent to (and You are skilled at dodging while using your ranged weapon.
does not stack with) Spell Focus for Prerequisite: Point Blank Shot, Dodge, Dex 13+
determining other feat and prestige class Benefit: You get a +4 dodge bonus to Armor Class against
prerequisites. attacks of opportunities caused while making a ranged
attack in an area threatened by your enemies.
DOMAIN MASTERY [General, Magical] Notes: A condition that makes you lose your Dexterity
COPYRIGHT 2001, Carl Cramér, Eric D. bonus to Armor Class (if any) also makes you lose dodge
Harry bonuses.
You can spontaneously cast domain spells.
Prerequisite: Expanded Domains, ability to ELVEN SWORD MASTERY [Racial]
substitute other spells for cure/inflict spells. COPYRIGHT 2001, Eric D. Harry
Benefit: You can substitute your prepared You are an expert in the elven art of the sword and can
cleric spells for any spell from any of your wield a longword with exceptional ability.
clerical domains, just as if they were cure/ Prerequisite: Elf or half-elf, base attack bonus +1 or
inflict spells. higher.
Benefit: Similar to the Weapon Finesse feat, you may use
your Dexterity modifier instead of your Strength modifier
DOUBLE STEP [General] on attack rolls when wielding a longword. As elven
COPYRIGHT 2001, Carl Cramér swordplay is a fluid art based on Dexterity and movement, if
You can safely step further in combat. a shield is used you must apply the shield’s armor check
Prerequisite: Dodge, Mobility, Dex 15+, 6 penalty to your attack rolls.
ranks of Normal: This is a modification of the Weapon Finesse
Tumble skill, 12 ranks of Jump skill. feat. The Weapon Finesse feat cannot normally be applied
Benefit: When in light or no armor and to the longword.
encumbrance, you can do a 10 ft. step instead Special: Elven SWORD MASTERY can be used in place
of the usual 5 ft. step and still do a full action of Weapon Finesse as a prerequisite for other feats.
and not provoke attacks of opportunity.
ENHANCED DRACONIC BLOODLINE [Special]
DOUBLE WEAPON FIGHTING COPYRIGHT 2001, Eric D. Harry
[General] You have mastered your unique heritage, gaining an
COPYRIGHT 2001, Eric D. Harry, Brian A. extraordinary affinity for spell magic.
Smith Prerequisite: Half Dragon, ability to cast Arcane
You’ve learned to fight effectively with both spells without preparation (like a Bard or Sorcerer).
Benefit: If a Bard or Sorcerer, you gain bonus spells based
20
Edition Player’s Handbook). These spells are added to your effected. If the spell specifies numbers of
number of spells known; this feat does not increase the targets, that number is not affected (see
number of spells that you can cast per day. Empower Spell in Core Rulebook I). An
Normal: Bards and Sorcerers are normally fixed in their Expanded spell takes up a spell slot two levels
number of spells known per level. higher than the spell’s actual level.
Special: The bonus spells provided by this feat cannot be Example: Burning Hands (1st level) affects
combined with the bonus spells provided by any other feat anyone in a semicircle burst of flames 10-ft-
(based on ability score) other than Cantrip. long, starting at the caster. Expanded Burning

Feats
Hands (3rd level) affects anyone in a semicircle
ENLARGE BREATH WEAPON [Monster] burst of flames 15-feet-long, starting at the
COPYRIGHT 2001, Eric D. Harry caster.
The creature’s breath weapon has a longer range than
normal. EXPANDED DOMAINS [Special]
Benefit: Double the range of the creature’s breath weapon, COPYRIGHT 2001, Carl Cramér, Curtis
unless it is cone-shaped. If the creature has a cone-shaped Bennett
breath weapon, increase the range of its breath weapon (and You can memorize domain-specific spells as if
its width and height as well) by 50% instead. they were general cleric spells.
Prerequisite: Ability to cast clerical spells and
EVER-READY SHIELD [Metapsionic] domain spells.
COPYRIGHT 2001, Michael J. Kletch Benefit: You can prepare domain spells from all
You prepare a defense against the unknown. of your chosen domains in your clerical spell
Prerequisite: Extend Power, Persistent Power slots. You may still only prepare domain spells in
Benefit: You may prepare a Psionic Defense Mode that you your domain spell slots.
know, and that defense will remain active until you are Notes: If you wish, you can still substitute
attacked by a Psionic Attack Mode or until one day passes. domain spells memorized in regular spell slots
To manifest a Defense Mode in this fashion costs the for cure wounds spells.
normal number of power points for that defense + 3. If
you are caught flat-footed, stunned or otherwise unable to EXPERT AIM [General]
raise a defense (the primary reason for this feat), the defense COPYRIGHT 2000, Michael J. Kletch
mode prepared with Ever-Ready Shield will be used against You may attack exacting precision, resulting in
that attack. If you are able to act, you may raise any defense extra damage.
normally without losing the Ever-Ready Shield. Like any Prerequisite: Precise Shot, base attack bonus
psionic defense mode, it is applicable only to one attack by +6 or higher
one opponent. If you are assaulted by multiple Benefit: If you take the Full Attack action
adversaries before you are able to act, you may maintain this when using a
same Defense Mode against each successive attacker by device missile weapon (e.g. bow, crossbow), you
paying the normal power point cost for the Defense Mode may choose to make a single attack with a range
+ 3. If you choose not to maintain the defense against a of 30 ft. or less using your Expert Aim. While
particular attacker, the ability to mount a defense is gone you normally apply your Dexterity bonus only
until you lose your flat-footed status or other condition (i.e. to attack, in this case you also apply your
you must withstand further attacks bare-brained). Dexterity bonus to damage. This feat is
Normal: If a psionic attacker catches you flat-footed and ineffective against creatures that are not subject
uses a Psionic Attack Mode, you are unable to raise a to critical hits (e.g. constructs, elemental, oozes,
defense and must withstand the attack ‘bare-brained’ as plants and undead).
described on pages 41-42 of the Psionics Handbook. Normal: Your dexterity bonus applies only to
your attack roll.
EXPAND SPELL [Metamagic]
COPYRIGHT 2001, Rebecca Glenn (Becky) EXPERT COWER [General]
You can cast spells with a larger area of effect COPYRIGHT 2000, Bradley H. Bemis Jr.
Benefit: An Expanded spell has its area of effect increased Gain or better the effects of cover even when
by + 5 ft to all dimensions. This feat does not affect spells

21
there is none. Special: A wizard must always research these spells from
Benefit: You are so good at cowering that you scratch, using the standard game rules. As a divine
can make yourself a smaller target. When there spell caster, you cannot learn domains inappropriate for the
is no cover around you, you gain the effects of powers you serve.
one-quarter cover (+2 AC bonus, +1 save Notes: These spells have nothing to do with gods or
bonus). When in a covered area, you are domains, really; the domains are merely used as reasonable
covered as if the level of cover was one place groups of spells that a specialized spell caster might learn.
better. While cowering, you are considered Use this feat with caution: it fits in open-ended campaigns,
immobile and flat-footed. You can only take a where characters are allowed to step outside the usual class
Feats

partial action each round and this action limitations. It lets sorcerers and wizards learn healing spells
cannot be a movement action (i.e. you could and divine spell casters to learn offensive spells like burning
cower behind a rock and still fire a bow once hands.
per round, but you could not cower as you run
from rock to rock). The act of EXTRA BARDIC MUSIC [Special]
finding a good spot and cowering (i.e. COPYRIGHT 2001, William Setzer
scrunching yourself up to gain the benefits of You may use your Bardic Music ability more times per day.
this feat) I, in itself, a full round action. Prerequisite: Bardic Music Ability
Benefit: This feat allows you to use your Bardic Music
EXPERT HEALING [General] ability four more times per day.
COPYRIGHT 2001, Bradley H. Bemis Jr. Special: You can take this feat multiple times, gaining four
You have a great knowledge of healing extra uses each time.
Prerequisite: 5 or more ranks of Heal
Benefit: When attempting to heal a comrade EXTRA PRIMEVAL ABILITY [Monster]
after battle, you can attempt a heal check COPYRIGHT 2001
against a DC equal to the number of points of The creature can use one of its supernatural or spell-like
damage sustained during the encounter. A abilities more than once per day.
successful check allows you to heal 1d4 hit Prerequisite: Innate supernatural or spell-like ability.
points of damage. Benefit: Choose one innate supernatural or spell-like ability
Special: This feat can only be used once after that the creature can use one or more times per day. The
each encounter where damage was suffered. creature can now use this ability one more time per day.
The maximum amount of healing is always Special: This feat can be taken multiple times and will stack
limited to damage sustained from fresh with itself. Each additional time that this feat is taken you
wounds only (not wounds from a previous can apply it to the same innate supernatural or spell-like
encounter). ability or to one of your other innate supernatural or spell
like abilities. This feat cannot be used with class based spell
EXTEND SPELL LIST [General, like abilities, like the druid’s wild shape or paladin’s ability to
Magical] cure disease.
COPYRIGHT 2001, Carl Cramér
You gain the use of the spells of one domain. EXTRA RAGE [Special]
Benefit: With this feat, you get to add the COPYRIGHT 2001, Eric D. Harry
spells of one clerical domain to your spell list, Your rage is legendary and fearsome to behold.
regardless of your class. Prerequisite: Rage class ability, base attack bonus +2 or
You cast these spells as if they were normal higher.
spells of your spell caster class. The new spells Benefit: You can rage one more time per day.
become arcane spells if you have an arcane Special: This feat can be taken more than once, each time
spell caster class but in this case you must still allowing you to enter a fit of rage one more time per day.
learn the spells in the normal manner; this feat EXTRA WILD SHAPE [Special]
only adds them to your spell list. If the COPYRIGHT 2001, Eric D. Harry
domainpower of the domain you picked is a You have a natural affinity for your wild shape class ability
spell-like ability, you get this spell added to Prerequisite: Cha 13+, wild shape class ability,
your spell lists, as well. Examples include Benefit: You can use your wild shape class ability one more
animal friendship of the animal domain and time per day.
22 freedom of movement of the travel domain. Normal: Wild shape is a class ability of the Druid gained at
5th level. FAST ITEM CREATION [Item Creation]
Special: You may take this feat multiple times. COPYRIGHT 2001, Carl Cramér
Spell casters can create items faster
FAMILIAR DEVELOPMENT [General, Companion] Prerequisite: Ability to cast fourth level spells
COPYRIGHT 2001, Carl Cramér, Eric D. Harry,, Sébastien Benefit: You increase the daily rate at which
Adhikari you createmagical items by 1000 gp.
You have put time and effort into developing your familiar. Normal: All Spell casters normally create items
Prerequisite: A familiar. at the rate of 1000 gp per day.

Feats
Benefit: Your familiar’s abilities are figured as if you were Special: This feat can be taken several times,
two levels higher. and stacks with itself. Each time it is chosen,
Special: This feat can be learned more than once and add 1000 gp to the value of magical items the
stacks with itself, each time raising your level by +2 when character can create in a day. Thus, items take
determining your familiar’s special abilities. half the usual time with one feat’s worth of
Notes: Your DM may let you apply this feat to a paladin’s Fast Item Creation, one-third the usual time
mount, special companion, infernal companion, psicrystal or with two, and so on.
similar pet.

FAMILIAR FEAT [General, Companion] FAST MOVER [General]


COPYRIGHT 2001, Carl Cramér COPYRIGHT 2001, Bradley H. Bemis Jr.
Your familiar learns a new feat. You can move faster than normal
Prerequisite: A familiar. Prerequisite: Dex 15+, Run
Benefit: Your familiar learns any one new feat it can use. Benefit: Add +5 to your base movement rate
This feat is unavailable to you. In many cases, companions when wearing light armor or less.
can learn feats you could not, such as monster feats. If your Special: This feat can stack with other
familiar dies any replacement will also know this extra feat. movement bonuses (such as the barbarian and
Special: Your DM may let you apply this feat to a special monks abilities). This feat can be taken multiple
mount, special companion, infernal companion, or similar times.
pet. FAST SPELLBOOK CASTING
[Metamagic]
FAMILIAR FEAT MERGE [General, Companion] Copyright 2006, Paul S. Weintraub
COPYRIGHT 2001, Carl Cramér You are able to read spells directly from your
Your familiar learns all the feats you know. spellbook at twice the normal speed.
Prerequisite: A familiar. Prerequisite: Combat Casting
Benefit: Your familiar can use all your feats, just as it can Benefit: When casting directly from your
use your skills. spellbook, while in combat, you may read and
Notes: Many feats are quite useless to familiars. cast the spell of your choice in only 5 rounds
(30 seconds).
FAMILIAR FOCUS [General, Companion] Normal: When reading directly from your
COPYRIGHT 2001, Carl Cramér, Eric D. Harry, Eric Harry spellbook it normally takes 10 rounds(1 minute).
You compensate for any lack in focus when developing Special: When using Fast Spellbook Casting
your familiar there is a 10%, plus 2% per spell level, chance
Prerequisite: A familiar. the spell will fail due to misreading. There is also
Benefit: The abilities of your familiar are now based on a 2% chance that the spell will be damaged
your character level, not your class level. Notes: Your DM permanently if the spell failed. A spellcraft DC
may let you apply this feat to a paladin’s mount, psicrystal or 30 will allow the Wizard to identify that there is
similar pet. damage to his spell.

FAST COAGULATION [General] FAVORED CLASS [General]


COPYRIGHT 2004 Paul S. Weintraub COPYRIGHT 2001, Bradley H. Bemis Jr.
You stop bleeding quickly. You can select one class not normally associated
Prerequisite: Toughness, 5 ranks Concentration with your race and consider it a favored class
Benefit: You don’t bleed to death form mortal wounds. Prerequisite: Multiclass character
When at -1 through -9 you stop bleeding without outside Benefit: When becoming a multi-class character 23
help. you can select a class that is not normally

,,
(Engineering)
favored by your race without suffering an
experience reward penalty. Benefit: There is a chance you can find a flaw in the design
Normal: You suffer an experience reward of an object and exploit that flaw to your benefit. You must
penalty for multi-classing outside of your study the item for at least three rounds before attempting to
favored class list. use this feat. During the period of study, you are only
Special: This feat can only be taken at first level. capable of taking a partial action each round. At the end of
The choice of the non-racially favored class the study period you must make an intelligence check
must be explained in the characters history or against the break DC of the item in question. You can add a
role-played within the group so that this feat +1 modifier to your check roll for each additional
Feats

makes sense for the character. 3 rounds of study past the first 3 required rounds (to a
maximum bonus of +5). If you succeed on the intelligence
FEARSOME DISPLAY [General] check, you have found a flaw in the object and can use this
COPYRIGHT 2000, Brendan Quinn feat to exploit that flaw when trying to damage or destroy
You can use your impressive display of prowess the object. When attempting to destroy an item that you
to intimidate your opponents have found a flaw in, the hardness of the object is
Prerequisite: Base attack bonus +6, Accurate effectively reduced by your Intelligence modifier.
Attack or Weapon Finesse with the weapon
used, 5 or more ranks of Intimidate FIRE TO ICE [Metamagic, Metapsionic]
Benefit: As a full round action, you can add ½ COPYRIGHT 2001, Eric D. Harry, Paul Weintraub
of your base attack bonus to your intimidation You are able to transform fire spells into cold spells.
check. Prerequisite: Ability to cast Arcane , Divine spells or
Special: This ability is ineffective against those Manifest powers with a fire based component
who can’t comprehend your skill. Benefit: You may Manifest, prepare and/or cast any fire-
based spell/power as a cold spell with similar range, area of
FENCING STANCE [General, Defense] effect and damage. Casting a spell in this manner uses up a
COPYRIGHT 2001, Carl Cramér spell slot one level higher than the normal spell. Manifest at
You defend well with a single weapon light plus one power points.
weapon. Special: It is blasphemous for a Divine spell caster that
Prerequisite: Weapon Finesse follows a deity with access to the Fire domain to select this
Benefit: When employing a single weapon for feat.
which you have Weapon Finesse in one hand,
and using the other hand for balance only, your FLASHY ATTACK [General]
defensive stance improves, granting you a +2 COPYRIGHT 2000, Brendan Quinn
Dodge bonus to Armor Class. You are able to use an impressive display of prowess to
catch your opponents off guard
FIERY RAGE [Special] Prerequisite: Base attack bonus +6, Accurate Attack or
COPYRIGHT 2001, Eric D. Harry Weapon Finesse with the weapon used
Your Rage burns particularly hot and can be Benefit: As a full round action, you can add your charisma
sustained longer than usual modifier (in addition to all other modifiers) to your attack
Prerequisite: Rage character class ability roll.
Benefit: You can rage for a number of rounds Special: This feat can be taken multiple times, each time it
equal to 6 plus your rage-enhanced modified applies to a new weapon. Fighters may take this as a bonus
Constitution modifier. feat.
Normal: A fit of rage normally lasts a number
of rounds equal to 3 plus the raging character’s FLURRY OF BLADES [General, Melee]
newly modified Constitution modifier. COPYRIGHT 2001, Carl Cramér
You can strike exceptionally fast with light weapons.
FIND FLAW [General] Prerequisite: Weapon Finesse, Weapon Focus with
COPYRIGHT 2000, Bradley H. Bemis Jr. weapon, base attack bonus +3 or better, dexterity 13+
You have an expert understanding of structural Benefit: Choose one weapon that you have Weapon Focus
integrity and how to reduce it and Weapon Finesse for. When unencumbered, in light
Prerequisite: 5 or more ranks in Craft (within armor or less, and wielding this type of weapon, you may
24 the items broad category type), Knowledge make one extra attack per round. The attack is at your
highest base attack bonus, but each attack (the extra one and
all the normal ones) suffer a -2 penalty. You must use the Benefit: You gain the power of good fortune,
full attack action. This feat does not stack with other feats/ which is usable once per day. This extraordinary
abilities that grant extra attacks, such as Flurry of Blows, ability allows you to re-roll one roll that you
two weapon use, double weapons, or creatures that make have just made. You must take the result of the
multiple attacks. It does stack with the iterative attacks of a reroll, even if it’s worse than the original roll.
character with high base attack bonus.
Notes: This is a fencing technique, and fits well in a FOUL SNEAKING [General]
renaissance-style game. COPYRIGHT 2001, Carl Cramér

Feats
You can sneak attack stymied creatures.
FOCUSED PRIMEVAL ABILITY [Monster] Prerequisite: Sneak attack ability.
COPYRIGHT 2001, Eric D. Harry Benefit: In addition to normal sneak attack
One of the creature’s supernatural or spell-like abilities is opportunities, you can sneak attack a target that
more potent than normal. is dazzled, entangled, or nauseated. See the
condition summary in Core Rulebook II for a
Prerequisite: Innate supernatural or spell-like ability.
description on these conditions.
Benefit: Choose one of your innate supernatural or spell
like abilities. Add +2 to the Difficulty Class for all saving FRACTURE [General]
throws made to resist this ability. COPYRIGHT 2000, Michael J. Kletch
Special: This feat can be taken multiple times but its You are skilled at exploiting weaknesses in
benefits do not stack. Each time that it is taken the creature objects.
must apply it to another of its innate supernatural or spell Prerequisite: Sunder, Power Attack, base
like abilities. This feat cannot be used with class based spell attack bonus +2 or higher.
like abilities, like the druid’s wild shape or paladin’s ability to Benefit: When attacking an object with
cure disease. hardness greater than or equal to that of your
weapon, you gain +2 circumstance bonus to
FOCUSED PSIONIC POWER [Psionic] damage. When you are attacking an object with
COPYRIGHT 2001, Eric D. Harry hardness less than that of your weapon, you
Choose one psionic discipline. Your powers from this gain a +5 circumstance bonus to damage.
discipline are more potent and capable of piercing spell
resistance more easily than normal. GHOST TOUCH [General, Martial]
Benefit: Add +1 to the difficulty class for all saving throws COPYRIGHT 2001, Eric D. Harry
and +1 to your manifester level checks to overcome power By channeling your ki you can effectively strike
resistance for all powers manifested from your chosen incorporeal opponents.
discipline. Prerequisite: Wis 13+, Ki Strike class ability.
Special: This feat can be chosen multiple times and will Benefit: You can make unarmed attacks against
stack with itself, though each time it is taken you have the incorporeal opponents as if you had the ghost
option of applying its effects to a different psionic touch power, negating an incorporeal creatures
discipline. ability to ignore 50% of successful attacks from
a corporeal source. Like Ki Strike, Ghost Touch
FOCUSED TRAINING [General] is a supernatural ability.
COPYRIGHT 2004, Jay Scott
A newly generated character may move up to stat 2 pts to GIFTED LEARNER [General, Racial]
any stat chosen by removing a like amount from another COPYRIGHT 2000, Bradley H. Bemis Jr.
stat. You gain more skill points at each level
Prerequisite: May be taken at first level only. Benefit: From this point on, you can add one
Benefit: You may move stat points around without any additional skill point for each level you gain.
negative aspects. Special: This feat can only be taken once.
Special: You may move one more stat to the chosen stat, Humans cannot take this feat.
after the first two, at a cost of two to one. You may do this
three times. GIGANTIC WEAPON [General]
COPYRIGHT 2001, Eric D. Harry
FORTUNE [General] You are proficient at wielding extremely large
COPYRIGHT 2001, Carl Cramér 25
You have unusually good luck
weapons. Special: This feat is only usable by clerics and can only be
Prerequisite: Str 15+, base attack bonus +3 or taken once.
higher.
Benefit: You can wield a weapon two sizes GREATER FOCUSED PRIMEVAL ABILITY
larger than you with two hands, suffering a -2 [Monster]
penalty on all attack rolls when doing so. COPYRIGHT 2001, Eric D. Harry
Normal: You normally can only wield a weapon One of creature’s supernatural or spell-like abilities is
one size large than you with two hands. especially potent.
Feats

Prerequisite: Innate supernatural or spell-like ability,


GIVEAWAY SPELL [Metamagic] Focused Primeval Ability.
COPYRIGHT 2001, Carl Cramér Benefit: Choose one innate supernatural or spell-like ability
You give away control over a spell. that you have augmented with the Focused Primeval Ability
Benefit: You transfer the control over a spell to feat. Add +4 to the Difficulty Class for all saving throws
another willing creature that you touch at the made to resist this ability. This bonus supercedes (i.e., does
time of casting. This changes the beneficiary of not stack with) the bonus provided by the Focused Spell-
spells like charm person or transfers the control Like Ability feat.
of a spell like levitate or flaming sphere. Read Special: The creature can take this feat multiple times but
you in the spell description as the beneficiary of its benefits do not stack. Each time that it is taken the
the giveaway spell. This does not work on spells creature must apply it to another of its innate supernatural
with a Personal range. You may still select or spell-like abilities that has been augmented with the
yourself as the beneficiary, in which case this Focused Primeval Ability feat. This feat cannot be used with
feat has no effect beyond increasing the level of class based spell-like abilities, like the druid’s wild shape or
spell slot. paladin’s ability to cure disease.
Special: In all other ways, the spell functions as
normal; save DC and level-dependent functions GREATER HELD CHARGE [Metamagic]
are based on your abilities. You still make all the COPYRIGHT 2000, Bradley H. Bemis Jr.
decisions inherent in casting the spell, such as You have mastered your body’s ability to hold a magical
what the (initial) target is, but if the effect can charge.
be moved (for example flaming sphere), the Benefit: You can hold a charged touch spell and still cast a
creature in control decides how. You must still spell. The charge may not be released in the same round as
be the once concentrating to maintain a the new spell has been cast, but you do maintain the charge.
concentration spell, but the beneficiary can opt The number of times this feat can be used while a specific
to end a dismissible {duration notation “(D)”} spell is charged is equal to the caster’s constitution modifier.
or concentration spell at his whim. A Giveaway Once you have cast that many additional spells, if you cast
Spell uses up a spell slot one level higher than another, the charged spell dissipates as normal. Spells cast
the spell’s actual level. using this feat take up a spell slot one level higher.
Normal: If you are holding a spell charge for a touch
GREATER DISEASE RESISTANCE attack and cast another spell, the spell charge for the touch
[General] spell dissipates.
COPYRIGHT 2001, Eric D. Harry Notes: Casting another touch spell will override this feat.
You are even more resistant to disease. You are only considered “armed” when you attempt to use
Prerequisite: Disease Resistance. the touch attack itself, otherwise, you will draw an attack of
Benefit: You reduce the initial and repeated opportunity as normal. If you fail a concentration check
ability damage inflicted by any disease by one. while maintaining this charge, the charge will fail normally.
GREATER DIVINE DOMINION [Special] GREATER INNATE SPELL-LIKE PENETRATION
COPYRIGHT 2001, Bradley H. Bemis Jr. [Monster]
Gain the domain powers from a divine COPYRIGHT 2001, Eric D. Harry
dominion The creature’s spell-like abilities are able to pierce even the
Prerequisite: Divine Dominion strongest spell resistance.
Benefit: You gain the domain powers from the Prerequisite: Innate spell-like ability, Innate Spell
26 domain selected using the Divine Domain feat. Penetration.
Benefit: The creature gains a +4 bonus to caster level spell-like effects from a chosen school of
checks (1d20+caster level) to overcome a creature’s spell magic that you have previously chosen Spell
resistance. This bonus supercedes (i.e., does not stack with) Toughness for. This bonus supercedes (does
the bonus provided by the Innate Spell-Like Penetration not stack with) the bonus provided by Spell
feat. Toughness.
Special: This feat cannot be used with class based spell-like Special: You can choose this feat multiple
abilities, like the druid’s wild shape or paladin’s ability to cure times but its effects do not stack. Each time it
disease. is chosen, it must be applied to a different

Feats
school of magic that meets the above
GREATER OVERRUN [General, Melee] prerequisites.spell more difficult for opposing
COPYRIGHT 2001, Carl Cramér Spell casters to counter spell or disrupt.
It becomes easier to make overruns. Prerequisite: Spell Focus in the appropriate
Benefit: You can overrun more than one target in a single school
round. You can make an overrun even when not charging, Benefit: If the same spell or a reverse effect
even against an adjacent enemy. You still trigger attacks of spell is used as a counter spell to your
opportunity in the normal fashion. Hardened Spell, the counter spell is ineffective.
If Dispel Magic or a similar spell or effect is
GREATER POISON RESISTANCE [General] used as a counter spell, the DC for the dispel
COPYRIGHT 2001, Eric D. Harry check is increased by +4. If you are forced to
You are even more resistant to poison. make any Concentration checks while casting
Prerequisite: Poison Resistance. the Hardened Spell, your rolls for those checks
Benefit: You reduce the initial and secondary hit point and gain a +2 bonus.
ability damage inflicted by poison by one. Special: You may take this feat multiple times.
Each time that you take his feat, you get an
GREATER PSIONIC ATTACK FOCUS [Psionic] additional +2 bonus to the DC of the dispel
COPYRIGHT 2001, Eric D. Harry check and an additional +2 bonus to your
Your ability with a chosen psionic attack mode is truly Concentration checks when and as appropriate.
frightening
Prerequisite: Cha 13+, Mental Adversary, Psionic Attack HARDY BRAWLER [General]
Focus (chosen psionic attack mode). COPYRIGHT 2001, Bradley H. Bemis Jr.
Benefit: This feat mimics the Greater Psionic Focus feat, You really know how to take a punch
except that it applies to one known psionic attack mode of Prerequisite: Toughness
your choice. Add +4 to the DC for all Will saves in psionic Benefit: You gain a subdual-based damage
combat from the psionic attack mode chosen as your reduction equal to your constitution modifier.
Psionic Attack Focus. This bonus supercedes (does not This only applies to subduel damage.
stack with) the bonus provided by the Psionic Attack Focus Special: This feat cannot be used against
feat. magical weapons or attacks.
Special: You can choose this feat up to five times, each Example: If you have a constitution modifier
time applying the bonus to a different psionic attack mode. of +3, you can subtract the first three points
This feat does not allow you to discover additional psionic of subduel damage from each subduel attack.
attack modes and can only be applied to a psionic attack If a punch only did 2 points of subduel
mode previously discovered and already mastered with the damage, you would take no damage from the
Psionic Attack Focus feat. A Mind Flayer can choose strike. If a punch did 5 points of subduel
Psionic Attack Focus and Greater Psionic Attack Focus damage, you would only suffer 2 of those 5
with its mind blast ability, becoming a fearsome opponent points.
for even the most capable party of adventurers.
HEIGHTEN PRIMEVAL ABILITY
GREATER SPELL TOUGHNESS [General, Magical] [Monster]
COPYRIGHT 2001, Eric D. Harry COPYRIGHT 2001, Eric D. Harry
You are incredibly resistant to spells cast from a chosen The creature has achieved mastery of its innate
school. supernatural or spell-like powers.
Prerequisite: Spell Toughness, Will save +6
Benefit: Add +4 to your saving throws against spells and
27
Prerequisite: Innate supernatural or spell-like Notes: I wanted to simulate the “We left him for dead, but
ability. he came back and kicked our butts.” shtick.
Benefit: Choose one of your supernatural
abilities or all of your spell-like abilities. You can HIDE TRACKS [General]
use this chosen ability or abilities at +1 level of COPYRIGHT 2001, Carl Cramér
experience. You can conceal signs of passage.
Special: This feat cannot be used with class Prerequisite: Track.
based spell-like abilities, like the druid’s wild Benefit: You can conceal the tracks you and your
companions make while moving. Add your skill bonus in
Feats

shape or paladin’s ability to cure disease. This


feat can be chosen more than once and will wilderness lore to the difficulty of following your tracks.
stack with itself. You can move at full speed while hiding tracks; if you move
at half speed, you impose the additional +5 DC modifier on
tracking rolls noted in the Track description, PHB.
HERCULEAN EFFORT [General] Normal: Anyone can use the wilderness lore skill to
COPYRIGHT 2001, Eric D. Harry remove the traces at a campsite or the search skill to hide
You can temporarily perform great acts of clues at a location.
strength.
Benefit: You can add +4 to your Strength HOLE IN THE MIDDLE [Metamagic]
attribute for purposes of lifting and carrying COPYRIGHT 2001, Carl Cramér
weight and for figuring your Strength bonus on You can create a hole in an area spell to avoid being
ability checks for a number of rounds equal to 3 affected
plus your Constitution modifier. After this time Benefit: When you cast an area spell in such a way that you
you are fatigued (-2 to Strength, -2 to Dexterity, are in the area affected, you can create a hole in the area
can’t run or charge) for the rest of the around yourself to avoid being affected by your own spell.
encounter. Your increased strength does not Anyone who occupies your square (for example grappling
affect attack or damage rolls, combat maneuvers you or being small enough to fit between your feet or on
like Grapple, Bull Rush and Trip, and does not your shoulder) is also unaffected. A Hole in the Middle spell
increase your strength bonus on skill checks. uses up a spell slot one level higher than the spell’s actual
level.
HEROIC EVASION [General, Defense]
COPYRIGHT 2001, B. Marcus Lindberg IMPACT SPELL [General]
When you focus on an effort you may get COPYRIGHT 2000, Michael J. Kletch
flashes of insight about the immediate future Your damage-causing spells get extra benefit from the
allowing you to avoid disastrous mistakes. Heighten Spell feat.
Prerequisite: Great Fortitude, Iron Will, Prerequisite: Arcane spell caster, Heighten Spell
Lightning Reflexes Benefit: If you prepare a damage causing spell with a
Benefit: You may reroll a check or save you just higher than normal level using the Heighten Spell
made and apply a insight bonus equal to your metamagic feat, the maximum number of damage dice may
charisma modifier. You may do this once per be increased. If the spell causes damage to one creature, or
day. You must take the result of the re-roll, even must be split among multiple creatures (e.g. Magic Missile),
if it’s worse than the original roll. the revised maximum dice allowed is given in the second
column (Single). If the spell causes damage to any creatures
HEROIC RECOVERY [General] that fall within its area of effect (e.g. Fireball), refer to the
COPYRIGHT 2000, Sigfried Trent third column (Multiple) for the revised maximum
You make miraculous (albeit slow) recoveries diceallowed.
after being left for dead. Max. # of dice for
Prerequisite: Con 13+ New A single Multiple
Benefit: When you fall below 0 hit points you Level Creature Creatures
do notcontinue to bleed (i.e. take 1 point of Affected Affected
damage each round). This feat does not prevent 2nd 10 5
you from dying when you have -10 hit points or 3rd 10 10
less.
28
4th 15 10 additional powers unless you have the psicrystal
5th 15 15 class ability.
6th 20 15 Special: You can choose this feat multiple
7th 20 20 times, each time incorporating a new psicrystal
8th 25 20 ability into your crystal psiweapon.
9th 25 25
IMPROVED DEFLECT ARROWS
IMPROVED BULL RUSH [General] [General, Defense]

Feats
COPYRIGHT 2000, System Reference Document COPYRIGHT 2001, Carl Cramér
Prerequisite: Str 13+, Power Attack. You can deflect arrows several times in a round.
Benefit: When the character performs a bull rush, the Prerequisite: Deflect Arrows, dexterity 13+.
character does not draw an attack of opportunity from the Benefit: You may Deflect Arrows more than
defender. once each round. Each attempt at deflection
beyond the first counts as one of your attacks
IMPROVED CASTER LEVEL [General] of opportunity for the round.
COPYRIGHT 2001, Carl Cramér
You can compensate for a lack of focus in your magical IMPROVED DEFLECT ATTACK
development [General]
Prerequisite: Multiclass Spell caster COPYRIGHT 2001, Michael J. Kletch
Benefit: Your caster level in one spell casting class is You expertly block many incoming attacks.
increased by one, but no higher than your character level. Prerequisite: Str 13+, Int 13+, Power Attack,
Special: This feat can be learned several times and stacks Sunder,
with itself. Expertise, Combat Reflexes, Deflect Attack
Example: Yushu is a fifth level sorcerer. She advances in Benefit: When using Deflect Attack, you ignore
character level to six, and decides to advance as a rogue. She the -4 penalty to attack normally associated with
also acquires a new feat, and picks this one. Her caster level Fighting Defensively. This does not affect any
as a sorcerer is now sixth, so her fireball has range of 640' other attacks you make while Fighting
and does six dice of damage, but the number of spells she Defensively.
can cast and learn are still those of a fifth level sorcerer.
Notes: This means that a multiclass spell caster can increase IMPROVED DODGE [General, Defense]
the power of his spells up to his character level. It does not COPYRIGHT 2001, Carl Cramér
allow you to learn, prepare, or cast more spells. Your caster Your Dodge feat bonus applies against all
level as a Paladin or Ranger (or any other class whose caster attackers.
level is half the class level) cannot be improved past half Prerequisite: Dexterity 13+, Dodge.
your character level. Benefit: The dodge bonus to Armor Class that
you receive from the Dodge feat now applies
IMPROVED COMBAT FOCUS [General] against all attacks, not only those of one specific
COPYRIGHT 2000, Michael J. Kletch opponent.
You have practiced the arts of two-on-one combat,
enhancing your Combat Focus. IMPROVED FAR SHOT [General,
Prerequisite: Combat Focus Ranged]
Benefit: When using the Combat Focus feat, you may COPYRIGHT 2001, Albert Nakano (Bertman4)
specify two opponents to focus against. Against the You can attack with ranged weapons more
second, you have neither bonuses nor penalties. accurately at long range.
Prerequisite: Point Blank Shot, Far Shot, base
IMPROVED CRYSTAL PSIWEAPON [Psionic] attack bonus +2
COPYRIGHT 2001, Eric D. Harry Benefit: You gain a +2 bonus that only works
You can improve your crystal psiweapon. to negate range-based penalties.
Prerequisite: Crystal Psiweapon Notes: This feat is not very useful for player
Benefit: Your crystal psiweapon gains one additional power characters but would be very useful for NPCs in
chosen from the Psicrystal Special Abilities table on page 11 mass combat situations.
of the Psionics Handbook. Your choose of powers is
limited by your manifester level per the table. 29
IMPROVED FAST SPELLBOOK when your power points are 18 or more, +8 when your
CASTING [Metamagic] power points are 11 or more, +6 when your power points
Copyright 2006, Paul S. Weintraub are 4 or more and +4 when your power points are 1 or
Through practice, you can read spells directly more.
from your spellbook very rapidly.
Prerequisite: Combat Casting, Fast Spellbook IMPROVED MOUNTED COMBAT [General]
Casting COPYRIGHT 2001, Carl Cramér
Benefit: Now, when casting directly from your You may evade more than one attack to your mount in a
round.
Feats

spellbook, while in combat, you may read and


cast the spell of your choice in only 3 rounds Prerequisite: Mounted Combat, Ride skill.
(18 seconds). Benefit: You may use your Ride skill and Mounted Combat
Normal: When reading directly from your feat to evade one additional attack each round.
spellbook it normally takes 10 rounds(1 Special: this feat can be taken several times, and stacks with
minute). itself.
Special: When using Improved Fast Spellbook IMPROVED MULTIWEAPON FIGHTING [Monster]
Casting there is a 11%, plus 3% per spell level, COPYRIGHT 2001, Eric D. Harry
chance the spell will fail due to misreading. The creature is an expert in multiweapon combat.
There is also a 4% chance that the spell will be Prerequisite: Three or more hands, Dex 15+,
damaged permanently if the spell failed. A Multidexterity, Multiweapon Fighting, base attack bonus +9
spellcraft DC 30 will allow the Wizard to or higher,
identify that there is damage to his spell. Benefit: In addition to the standard single extra attack that
the creature gains for each extra weapon used per round,
IMPROVED FEINT [General] the creature gains a second attack with each of these
COPYRIGHT 2001, Carl Cramér weapons at a -5 penalty to its attack roll.
You can feint readily in melee. Normal: Without this feat, the creature can only gain one
Prerequisite: Bluff skill. additional attack with each extra weapon used per round.
Benefit: You can now feint in combat as a Special: This feat replaces the Improved Two-Weapon
movement equivalent Fighting feat for creatures with three or more arms.
action rather than a standard action. You still use
the bluff skill to feint and the target must be in IMPROVED POWER DOUBLE WEAPON [General]
your threatened zone. If you use this option, COPYRIGHT 2001, Eric D. Harry
you must expose yourself in order to make such You can inflict terrible blows with a double weapon.
a quick feint, trigger attacks of opportunity if Prerequisite: Double Weapon Fighting, Power Attack,
your bluff roll fails. Power Double Weapon, base attack bonus +6 or higher.
Notes: This is mainly a benefit to rogues, who Benefit: When wielding a double weapon, you add one and
can sneak attack a target that has been feinted. one-half your Strength bonus to damage rolls with both
The risk of an opportunity attack makes this your primary attack(s) and secondary attack(s).
about as dangerous as tumbling. Normal: Without this feat you add your full Strength
bonus to damage rolls with your primary attacks and half
IMPROVED INERTIAL ARMOR [Psionic] your Strength bonus to damage rolls with your secondary
COPYRIGHT 2001, Eric D. Harry attack.
You have mastered the ability to strength your
inertial armor. IMPROVED PSIONIC BUFFER [General]
Prerequisite: Inertial Armor, reserve power COPYRIGHT 2001, Eric D. Harry
points 4+. Your naked mind is more resistant to psionic damage than
Benefit: Increase the armor bonus of your others.
Inertial Armor by +2. Benefit: Whether you are psionic and caught flat-footed
Special: This feat can be taken multiple times. and/or depleted or power points, or you are non-psionic,
Each time increases your armor bonus by 2 and you are capable of making a strong “bare-brained” defense.
increases your prerequisite reserve power points When defenseless in psionic combat you subtract 4 from the
by 6. For instance, if you take Improved Inertial psionic combat DC modifier used to resolve any psionic
Armor three times, your armor bonus is +10
30 attack mode used against you.
IMPROVED PSIONIC DODGE [Psionic] Prerequisite: Str 13+, Point Blank Shot,
COPYRIGHT 2001, Eric D. Harry Psionic Shot, base attack bonus 3+
You psionic senses make you truly adept at dodging blows Benefit: At the cost of 2 power points, your
and avoiding damage in combat. next ranged shot deals +1d6 points of piercing
Prerequisite: Dex 13+, Dodge, Psionic Dodge, reserve damage. You must decide whether or not to
power points 7+. spend these power points prior to your attack,
Benefit: You gain a +1 bonus to your armor class against all and the points are wasted if the attack misses.
opponents and can even use this bonus when caught flat- Your ammunition remains charged with psychic

Feats
footed, though it does not apply when you are bound or power for a number of rounds equal to your
otherwise helpless. This bonus supercedes (does not stack Strength modifier + 1 or until your next attack
with) the bonus provided by Psionic Dodge. with the charged weapon, whichever occurs
Normal: The +1 dodge bonus provided by Psionic Dodge first.
can only be applied to one opponent and does not apply Special: This feat does not stack with Psionic
when you are caught flat-footed. Shot or
Psionic Multishot; only one of the feats can be
IMPROVED PSIONIC FIST [Psionic] used at any one time.
COPYRIGHT 2001, Eric D. Harry IMPROVED PSIONIC WEAPON
You can supercharge your unarmed strikes with psionic [Psionic]
power COPYRIGHT 2001, Eric D. Harry
Prerequisite: Str 13+, Psionic Fist, base attack bonus 3+ You can supercharge your weapon with psionic
Benefit: At the cost of 2 power points, your next unarmed power
strike deals +1d6 points of bludgeoning damage. You must Prerequisite: Str 13+, Power Attack, Psionic
decide whether or not to spend these power points prior to Weapon, base attack bonus 3+
your attack, and the points are wasted if the attack misses. Benefit: At the cost of 2 power points, your
Your hands and feet remain charged with psychic power for melee weapon deals +1d6 points of damage
a number of rounds equal to your Strength modifier + 1 or (slashing, piercing or bludgeoning as
until your next unarmed attack, whichever occurs first. appropriate). You must decide whether or not
You can charge your unarmed strikes with psionic power as to spend these power points prior to your
a free action. attack, and the points are wasted if the attack
Special: This feat does not stack with Psionic Fist or misses. Your weapon remains charged with
Psionic Multifist; only one of the feats can be used at any psychic power for a number of rounds equal to
one time. your Strength modifier + 1 or until your next
attack with the charged weapon, whichever
IMPROVED PSIONIC METABOLISM [Psionic] occurs first.
COPYRIGHT 2001, Eric D. Harry Special: This feat does not stack with Psionic
Your psionic ability to heal your wounds operates at a Weapon Psionic Multiweapon; only one of the
subconscious level, allowing your wounds to heal even feats can be used at any one time.
when you are unconscious or dying.
Prerequisite: Con 13+, Rapid Metabolism, Psionic IMPROVED RAPID METABOLISM
Metabolism. [Psionic]
Benefit: You can recover from wounds with your Psionic COPYRIGHT 2001, Eric D. Harry
Metabolism feat even when unconscious or dying. You can Your wounds heal without regard to rest or
also automatically stabilize yourself at a cost of 5 power activity.
points. Prerequisite: Con 13+, Rapid Metabolism.
Normal: Psionic Metabolism cannot be used when Benefit: You can heal a number of hit points
unconscious or dying. equal to your Con bonus even when active and
involved in combat or spell casting.
IMPROVED PSIONIC SHOT [Psionic] Normal: Hit points can only be regained per
COPYRIGHT 2001, Eric D. Harry day of rest (light non-strenuous activity, no
You can supercharge your ranged attacks with psionic combat or spell casting) or complete bed rest.
power
IMPROVED RECOVERY [General]
COPYRIGHT 2001, Carl Cramér 31
You heal regardless of your level of activity. IMPROVED SUBDUAL [General]
Prerequisite: Constitution 13+ COPYRIGHT 2001, Rebecca Glenn (Becky)
Benefit: Even if you have been active or in
combat the day before, and even if you miss You are skilled in making subdual attacks
sleep entirely, you still recover hit points and Benefit: When using a weapon that does normal damage for
temporary attribute damage each morning. a subdual attack, you are not subject to the normal -4
penalty to hit.
IMPROVED RESISTANCE [General, Normal: Characters striking to subdue with normal
weapons do so at -4 to hit.
Feats

Monster]
COPYRIGHT 2001, Eric D. Harry
The creature is innately more resistant to spells IMPROVED TOUGHNESS [General, Defense]
or psionics. COPYRIGHT 2001, Carl Cramér
Prerequisite: Innate Spell Resistance (SR) or You are tougher than normal.
Power Resistance (PR). Prerequisite: Toughness, base attack bonus +3 or higher.
Benefit: Increase the creature’s SR or PR by Benefit: You gain +4 hit points, for a total feat bonus of +7
+2. hit points. The following table sums up the requirements
Special: This feat can be taken multiple times, and bonuses of various levels of Toughness and Improved
each time adding +2 to the creature’s SR or PR. Toughness you can take up to level 20.
Feat BAB Bonus Total
IMPROVED SNEAK ATTACK [Special] Toughness - +3 +3
COPYRIGHT 2000, Michael J. Kletch Improved Toughness +3 +4 +7
You have trained extensively in the art of sneak Improved Toughness x2 + 6 +5 +21
attacks with a particular weapon. Choose one Improved Toughness x3 +9 +6 + 81
weapon such as short sword or light crossbow. Improved Toughness x4 +21 +7 +52
With that weapon, your attacks sneak attacks are Improved Toughness x5 +51 +8 +33
devastating. Improved Toughness x6 +81 +9 +24
Prerequisite: Weapon Focus with the
particular weapon Special: This feat allows you to gain a greater benefit
Benefit: If you roll a critical hit when making a compared to Toughness, but with a base attack bonus
sneak attack, the weapon damage is multiplied requirement. It can be taken any number of times and
as normal for that weapon, but the sneak attack stacks with itself and the hit point bonus provided by the
damage is also increased by +1d6. For ranged Toughness feat. Each time that it is taken after the first,
weapons, this feat only applies to attacks with increase the prerequisite base attack bonus for selecting the
ranges up to 30 feet. feat by +3 and increase the hit points provided by the feat
Normal: Sneak attack damage is not modified by +1.
by critical hits. Notes: The following table sums up the requirements and
Special: You can take this feat multiple times. bonuses of various levels of Toughness and Improved
Its effects do not stack. Each time you take the Toughness you can take up to level 20. Feat BAB Bonus
feat, it applies to a new weapon. Total Toughness – +3 +3 Improved Toughness +3 +4 +7
Improved Toughness x2 +6 +5 +12 Improved Toughness
IMPROVED SPELLS PER DAY [Special] x3 +9 +6 +18 Improved Toughness x4 +12 +7 +25
COPYRIGHT 2001, Eric D. Harry Improved Toughness x5 +15 +8 +33 Improved Toughness
You are able to prepare or cast more spells per x6 +18 +9 +42
day.
Benefit: You can prepare or cast one additional IMPROVISED WEAPONS [General]
spell per day of one chosen spell level that you COPYRIGHT 2001, Carl Cramér
can already cast. Once chosen, the level of the Lower the non-proficiency penalty of weapons.
additional spell is set and cannot be changed. Prerequisite: Base attack bonus +2
Special: You can choose this feat multiple Benefit: When you use a weapon that you are not proficient
times but may only prepare or cast one with, or an improvised weapon for which no proficiency is
additional spell per day of each spell level that possible, you suffer only a -2 penalty to hit.
Normal: The normal penalty in this situation is -4.
32 you can cast.
INNATE METAMAGIC [Monster] costs are reduced.
COPYRIGHT 2001, Eric D. Harry Prerequisite: Int 13+ Wis 13+, Cha 13+
The creature can use its spell casting knowledge to modify Benefit: Any time you cast a spell with an XP
its innate spell-like abilities with learned metamagic feats. cost, manifest a power with an XP cost or
Prerequisite: Int 11+, innate spell-like ability, ability to cast create a magic item, the XP cost is reduced by
spells, one or more metamagic feats. 10%. Fractional XP costs are rounded up.
Benefit: The creature can modify any of its innate smell like Special: A character may gain this feat
multiple times. Each time you take this feat

Feats
abilities with any spell altering metamagic feat that it knows.
In order to alter a spell-like ability in this manner, the beyond the first, the ability score requirements
creature must prepare (Wizards or Divine spell casters) or each increase by 2 and the XP cost discount is
spend (Sorcerer or Bard) a spell slot equal in level to the increased by 5%.
bonus level required for the metamagic feat in question (see Example: At 6th level Garmand took Inner
examples below). Casting a metamagically enhanced smell Depths of the Soul as his feat. He met the
like ability also counts as one or its uses of that spell-like prerequisites of 13 or higher in Intelligence,
ability per day. Spontaneously casting a metamagically Wisdom and Charisma. The XP cost discount
enhanced spell-like ability, like a Sorcerer or Bard, requires a is 10%. At 9th level, he wishes to take the feat
full-round action (rather than 1-action). again. He must meet the increased
Normal: Creatures cannot normally modify spell-like prerequisites of 15 or higher in Intelligence,
abilities with spell altering metamagic feats. Wisdom and Charisma. If he does, then the
Special: This feat does not provide knowledge of any feat will grant a total discount of 15% to XP
other metamagic feat and it cannot be used with class based costs.
spell-like abilities, like the druid’s wild shape or paladin’s
ability to cure disease. Spell altering metamagic feats from INSPIRING LEADER [General]
Core Rule Book I include: Empower Spell, Enlarge Spell, COPYRIGHT 2000, Michael J. Kletch
Extend Spell, Heighten Spell, Maximize Spell, Quicken You work to inspire your followers and cohorts
Spell, Silent Spell and Still Spell. Because spell-like abilities and raise their morale.
are cast without need of verbal, somatic or material Prerequisite: Cha 13+, Leadership
components, modifying a spell-like ability with Silent Spell Benefit: Your cohorts gain a +1 morale bonus
or Still Spell provides no additional game related benefit. to attack and damage and a +2 morale bonus
Example: Spell slots for modifying a spell-like ability with a to saving throws versus all fear effects and
spell altering metamagic feat from Core Rulebook I are: mind-affecting spells and abilities while you are
Empower Spell (2nd level spell slot), Enlarge Spell (1st level personally directing their efforts. This bonus
spell slot), Extend Spell (1st level spell slot), Heighten Spell will last for up to one minute without
(+1 level spell slot per enhanced level), Maximize Spell (3rd additional orders being given. All cohorts and
level spell slot) and Quicken Spell (4th level spell slot). followers within thirty feet gain a +1 morale
bonus to attack and on saving throws versus all
INNATE SPELL-LIKE PENETRATION [Monster] fear effects. These bonuses remain in effect for
COPYRIGHT 2001, Eric D. Harry up to one minute if you are dropped in
The creature’s spell-like abilities are able to pierce spell combat.
resistance with ease.
Prerequisite: Innate spell-like ability. INSTANT AWAKENING [General]
Benefit: Similar in effect to the Spell Penetration feat, the COPYRIGHT 2001, Eric D. Harry
creature gains a +2 bonus to caster level checks You can instantly awaken from sleep at the
(1d20+caster level) to overcome a creature’s spell resistance slightest sign of danger.
with its spell-like abilities. Benefit: When subject to surprise or a coup
Special: This feat cannot be used with class based spell-like de grace attack while asleep, you may make an
abilities, like the druid’s wild shape or paladin’s ability to cure immediate Reflex save (DC 15) to awaken and
disease. defend yourself normally. On a successful save
you are not considered helpless or surprised;
INNER DEPTHS OF THE SOUL [General] roll for initiative and resolve the attack in
COPYRIGHT 2001, Michael J. Kletch normal fashion.
You have tapped an inner reserve of power, and you XP 33
Normal: A sleeping opponent is helpless (+4 Normal: A spontaneous spell casting class without this feat
circumstance bonus to strike, treat Dexterity as may only apply her bonus spells towards that number of
0 and apply 5 modifier to Armor Class) and spells she is allowed to cast.
subject to a coup de grace attack. Special: You can gain this feat multiple times if you have
multiple spontaneous spell casting classes. Each time you
INTUITIVE SPELL KNOWLEDGE take this feat, it applies to a different class. This feat will not
[Special] stack with any other feat that would allow the same class to
COPYRIGHT 2001, Eric D. Harry learn additional spells.
You are able to learn more spells.
Feats

Prerequisite: Ability to cast 1st level Arcane LAYERED PSIONIC DEFENSE [Psionic]
spells without preparation (like a Bard or COPYRIGHT 2001, Eric D. Harry
Sorcerer). You can manifest and defend yourself with two psionic
Benefit: You can learn one additional spell of defense modes simultaneously.
any level that you can cast. Prerequisite: Psychic Bastion.
Special: You can choose this feat multiple Benefit: When attacked in psionic combat and able to
times but may only learn one additional spell defend against the attack you can raise two non-identical
per spell level. defense modes simultaneously. The attack is then compared
against both defense modes and you can choose which
KI OF THE MASTERS [General, defense mode you use to defend. Though you are defending
Martial] with two defense modes against the attack, you can only
COPYRIGHT 2001, Eric D. Harry gain the save bonus or secondary protection of one defense
You have learned to channel your Ki into mode per attack. Raising two defense modes simultaneously
devastating unarmed attacks. costs a number of power points equal to the standard cost
Prerequisite: Wis 13+, Str 11+, Improved to activate both psionic defenses +1.
Unarmed Strike, Stunning Fists, base attack +3 Normal: You can normally only defend yourself with one
or higher. psionic defense mode per attack.
Benefit: On a successful unarmed strike you
can add your Wisdom modifier instead of your LEARNED METAMAGIC [Metamagic]
Strength modifier to the damage roll. This feat COPYRIGHT 2001, Eric D. Harry
is an extraordinary ability. Through hard work, study and dedication, you have learned
to combine your arcane knowledge with your innate spell
KNOWLEDGE FOCUS [General] casting ability, enabling you to prepare certain metamagic
COPYRIGHT 2002, Rick Coen spells.
You just seem to remember a bit more small Prerequisite: Ability to cast Arcane spells without
detail about a given topic than the next fellow. preparation (like a Bard or Sorcerer), Int 13+, Spellcraft 8+,
Prerequisite: Int 13+ Knowledge (arcana) 8+, metamagic feat.
Benefit: You gain a +1 bonus to any 3 Benefit: You can prepare metamagically-enhanced versions
Knowledge skills of your choice, and those of spells that you know exactly like a Wizard. Prepared
Knowledge skills become Class Skills for all metamagic spells take up a spell casting slot of the
your classes. appropriate level (against a Bard or Sorcerer’s spells per day)
until cast, per the base spell and metamagic feat used to
KNOWN SPELLS FOCUS [General] augment it. This spell slot cannot be used to cast another
COPYRIGHT 2001, William Setzer spell without wasting the prepared metamagic spell. Only
Choose one spontaneously spell casting class. spells known by the Bard or Sorcerer can be prepared in this
You can learn more spells than normal for that fashion, and preparing a metamagic spell takes a minimum
class. amount of time equal to 15 minutes plus the enhanced
Prerequisite: Spontaneous spell caster level levels of the spells prepared. A prepared metamagic spell is
8th+ cast exactly as if the spell were cast by a Wizard, per the
Benefit: You may apply your bonus spells for normal casting time of the base spell, and once cast the
the chosen class (E..g. Charisma bonus in spells metamagic spell cannot be recast without being prepared
for Sorcerers and Bards) to your list of spells again.
known for that class. Normal: Bards and Sorcerers do not normally prepare
34 spells
Special: This feat does not provide knowledge of any successful roll, you wake up. You also fall
other metamagic feat. asleep easily, so you still get your rest even if
you wake up several times per night.

LEARNING MASTERY [General] LINKED LEARNING [General]


COPYRIGHT 2000, Bradley H. Bemis Jr. COPYRIGHT 2000, Bradley H. Bemis Jr.
You can increase your max ranks allowable by 1 rank You have created a special relationship between
Benefit: You can raise your skill point limit by one point (i.e. two normally unrelated skills

Feats
class level +4). Prerequisite: 5 or more ranks in both skills to
Normal: You are limited to your level +3 for the number of be linked
ranks you may have in a skill. Benefit: Choose any two skills, regardless of
Special: You do not gain any skill points from this feat, you relationship and gain a +2 synergy bonus to
only get to increase you maximum limit. This affects both one of them. This relationship should be
class and cross-class skills (cross-class skills are still based on established through the character’s history, or a
½ your max class skill ranks. This feat can only be taken role-playing development. All links are based
once. on the discretion of the DM and should make
sense based on the story created.
LEGENDARY TOUGHNESS [General, Pseudo- Special: This feat does not stack with skills
Class]
COPYRIGHT 2001, Eric D. Harry that already have synergy bonuses.
You have the extraordinary ability to negate small amounts
of damage. MAGIC SECRET [General]
Prerequisite: Con 13+, Great Fortitude, Toughness, base COPYRIGHT 2001, Carl Cramér
attack bonus +12 or higher Your magic is tied to a secret
Benefit: You gain damage reduction 1/-, allowing you to Benefit: Because all your magic is tied to a
negate the first point of damage that you suffer every time secret, those not knowing this secret find it
that you take hit point damage. This can reduce the amount harder to unravel your spells. The difficulty of
of damage that you suffer to 0 but never below 0. any dispel check against your spells is 15 +
Special: This feat can only be taken once and stacks with all your caster level instead of the normal 10 +
other feats and abilities that provide damage reduction. caster level. But the drawback is that anyone
who knows your magical secret will
LETHAL FIST [General, Martial Style] automatically succeed in any dispel check
COPYRIGHT 2001, Carl Cramér against your magic.
Your unarmed attacks cause lethal damage. Special: The effects of the spells are not
Prerequisite: Improved Unarmed Strike (feat or monk changed in any way. The feat affects all your
class ability). spells from the moment you learn it; you
Benefit: You can opt to do normal or subduel damage with cannot avoid using it
unarmed and grappling attacks. Notes: A magical secret can be most anything,
Special: Monks already have this as a class ability. but it must be something that is possible to
figure out. A secret name, your birthday, the
LIFE LINE [General] name of your mentor or patron, the fact that
COPYRIGHT 2000, Bradley H. Bemis Jr. you are of a strange race or parentage, your sex
Your mental ability to overcome pain and suffering can (or lack thereof), the true color of your hair; all
help to save your life are possible spell secrets. Anyone researching
Benefit: When dying, your chance to stabilize is 10% for your background or making their knowledge
each point of your constitution modifier. Likewise, all skill roll about you will learn you
recovery efforts, whether aided or unaided are also 10% for have this feat, but not what your exact secret is.
each point of your constitution modifier.
Normal: The chance to stabilize is 10% MAIN GAUCHE [General, Defense]
COPYRIGHT 2001, Carl Cramér
LIGHT SLEEPER [General] Defend with an off-hand weapon
COPYRIGHT 2001, Carl Cramér Prerequisite: Two-Weapon Fighting
Benefit: If you are using a light off-hand
You wake up easily.
weapon, or even holding a buckler, hat or
35
Benefit: You can make listen rolls even while asleep. On a
rolled up cloak in your off hand, you can use normal one. If a spell’s normal casting time is 1-action, a
your off-hand weapon to defend. It also works Sorcerer or Bard can cast a metamagically-enhanced version
with a double weapon. You must make a full- of the spell as a full-round action. With the Metaffinity feat,
round attack, and you are giving up all off-hand you are able to cast the same metamagically-enhanced spell
attacks for the round. This gives you a +4 in 1-action.
bonus to Armor Class and a -2 penalty to attack. Special: This feat can be combined with the Quicken Spell
Special: If you use a buckler this way, you do feat, a feat not normally useful to Sorcerers and Bards.
not get its normal armor bonus. Example: Aerryk, a 17th level Sorcerer, has the Metaffinity,
Feats

Notes: Main Gauche means simply ‘left hand’, Quicken Spell and Maximize Spell feats. He can cast a
but it is often applied to a left-hand parrying maximized Lightning Bolt spell as a full- round action by
dagger and the fighting style that goes with it. using up a 6th level spell slot or use his Metaffinity feat to
The forerunner of modern fencing, it uses an cast a maximized Lightning Bolt in 1-action by using up a
off hand weapon to deflect attacks, but not to 7th level spell slot. He could also use his Metaffinity feat to
attack with. This feat represent the very earliest cast a quickened Lightning Bolt as a free action by using up
fencing styles, and is appropriate for an early an 8th level spell slot, but would not be able to maximize the
renaissance campaign. spell.

MAXIMIZE PSIONIC ATTACK METAPHYSICAL ARMORING [Metapsionic]


[Metapsionic] COPYRIGHT 2001, Eric D. Harry
COPYRIGHT 2001, Eric D. Harry You can alter psionic powers that modify or create weapons
You can inflict maximum damage when using to modify or create armor instead.
your psionic attack modes in psionic combat Benefit: When using any psionic power that modifies an
Prerequisite: Cha 13+, Mental Adversary existing weapon (lesser metaphysical weapon, metaphysical
Benefit: You inflict maximum ability point weapon or graft weapon) or one that creates/summons a
damage on a successful psionic attack with any weapon (call weaponry), you can use that power to modify
of your psionic attack modes. Maximized your armor or shield or create/summon a suit of armor of
psionic attacks cost a number of power points shield instead. All other aspects of the psionic power (bonus
equal to the cost of the psionic attack mode +8. provided, duration, skill penalty for graft weapon, etc.)
Unlike the Mental Adversary feat, these power remain the same. When using Metaphysical Armoring with
points must be spent on initiating the lesser metaphysical weapon or metaphysical weapon, your
maximized psionic attack mode, prior to armor or shield gains an enhancement bonus to AC
determining the success or failure of the attack. equal to the bonus provided by the power. With graft
On a failed attack these points are lost. weapon, reduce the armor check penalty and increase the
maximum Dex bonus of a proficient armor or shield grafted
METAFFINITY [Metamagic] to your body by 2. When using Metaphysical Armoring with
COPYRIGHT 2001, Eric D. Harry call weaponry, use the following table: Level Armor/Shield
You are adept at casting metamagic Arcane Power Pts 1-3 Simple armor, buckler or small shield 1 4-6
spells without prior preparation. Medium armor or large shield 3 7-9 Heavy armor or tower
Prerequisite: Ability to cast Arcane spells shield 7 10-12 +1 enchantment 11 13-15 +2 enchantment
without preparation (like a Bard or Sorcerer), at 13 16-17 +3 enchantment 15 18-20
least one other metamagic feat. +4 enchantment 17
Benefit: Despite the fact that you do not
prepare spells, you are able to cast any spell METASPELL [Metamagic]
augmented by any other metamagic feat that COPYRIGHT 2001, Eric D. Harry
you know without increasing the spell’s casting You can learn metamagically-enhanced spells instead of
time. Spells quickly cast through use of this feat standard spells.
use up a spell slot one level higher than the Prerequisite: Ability to cast Arcane spells without
spell’s metamagically enhanced level. preparation (like a Bard or Sorcerer).
Normal: Sorcerers, Bards and other Arcane Benefit: When you gain new spells, you have the option of
spell casters that do not prepare spells normally learning a metamagically-enhanced spell in place of another
take more time to cast a metamagic spell than a spell of the appropriate level. This spell takes up a spell-slot
36 appropriate for the normal level of the spell, modified by
the metamagic feat used to augment the spell. You do not You can continue to maintain a concentration
need to know the base spell nor the metamagic feat used to spell for a limited time without concentrating on
modify the spell in order to use this feat. Once a it
metamagically-enhanced spell is learned in this manner, you Prerequisite: 10 or more ranks in Concentration
cannot cast the spell without its metamagic enhancement, Benefit: A concentration based spell cast using
though you can augment the spell in standard fashion with this feat can continue to function without
additional metamagic feats. A metamagic spell learned in this concentration for a period of rounds equal to
fashion is cast as if the spell caster were a Wizard, without your primary ability modifier. If there is already a

Feats
increasing the time needed to cast the spell. modifier to the duration of the spell once
Example: A Sorcerer normally gains a 5th level spell on concentration has ceased, you may add your
attaining 10th level. Instead of learning a standard 5th level modifier to that duration. This spell takes up a
spell, a Sorcerer with the Metaspell feat could learn an spell slot one level higher.
Empowered Fireball spell (3rd level spell +2 spell levels for
the Empower feat). MINOR SPELL MASTERY [General]
COPYRIGHT 2001, Albert Nakano (Bertman4)
MIMICRY [General] You have become so familiar with a 0-level spell
COPYRIGHT 2001, Carl Cramér that it
You can replicate almost any natural sound you have ever becomes second nature to you.
heard. Prerequisite: spell casting level 3+ (divine or
Prerequisite: Perform (with training as a mimic). arcane)
Benefit: As a standard action, you can imitate almost any Benefit: You must permanently sacrifice one 0-
sound (footsteps, a door opening or closing, or two people level spell slot. In exchange, you can cast one 0-
fighting). You cannot simulate anything louder than a shout level spell of your choice as a spell-like ability a
or duplicate the sound of any magical effect like a banshee’s number of times per day equal to your governing
wail. Use the perform skill opposed by the audience’s listen ability modifier.
skill to be convincing. Special: You may take this feat multiple times,
Normal: Any performer capable of mimicking can imitate each time with a different 0-level spell.
voices and common animal sounds. Imitating speech Example: A 9th level Bard with 19 Charisma
patterns and mannerisms is covered under the disguise skill. decides to take this feat. He picks detect magic
Special: You cannot make the sounds appear to come spell to master.
from somewhere else without additional abilities beside this Normally, he can cast three 0-level spells per day.
feat. Now, he can only prepare and cast two 0-level
spells. However, he can cast detect magic 4 times
MIND LEACH [Psionic] per day as a spell-like ability.
COPYRIGHT 2001, Eric D. Harry
You can drain power points from opposing minds that MIRROR MIND [Psionic]
successfully attack you in psionic combat. COPYRIGHT 2001, Eric D. Harry
Prerequisite: Psychic Bastion, Mind Trap. Also known as psionic reflection, this feat allows
Benefit: You gain power points equal to 10 + your you to reflect psionic attacks directed against
charisma modifier each time that you use your Mind Trap you.
feat, up to your normal power point maximum. Prerequisite: Psychic Bastion.
Benefit: Once per round when targeted by a
psionic attack that you have successfully
MIND’S EYE [General]
defended against, you can reflect this attack back
COPYRIGHT 2001, Bradley H. Bemis Jr.
towards your attacker. The reflected attack is
Gain an additional resistance to illusions and enchantments
treated as if the attacker had attacked him or
Prerequisite: Iron Will
herself, using the DC and attack mode of the
Benefit: Gain an additional +2 to will saves against the
original attack. The attacker can defend against
effects of illusions and enchantments.
this attack normally. Reflecting a psionic attack
Special: This additional modifier stacks with Iron Will.
mode in this manner costs a number of power
points equal to the cost of the original attack +3.
MINDLESS EFFORT [Metamagic]
Special: This feat is only effective against
COPYRIGHT 2000, Bradley H. Bemis Jr.
psionic
37
attack modes. Psionic powers can only be the above requirements. The monk can now use her more
reflected through power turning (a 7th level favorable unarmed attack bonus, including the improved
psion power) and cannot be reflected through number of attacks per round, when wielding that weapon
use of this feat. and may incorporate use of that weapon with her flurry of
blows ability.
MISSILE PROOF [General] Normal: At first level, every monk has this ability with the
COPYRIGHT 2000, Michael J. Kletch kama, nunchaku & siangham. I also recommend allowing a
You may block projectiles easily with your Monk to wield a quarterstaff is a similar manner.
Feats

shield.
Prerequisite: Combat Reflexes, Shield MOUNTED DODGE [General, Defense]
Proficiency. COPYRIGHT 2001, Carl Cramér
Benefit: You must be using a Buckler, Small You may avoid attacks to yourself or your mount.
Shield or Large Shield when using this feat. Prerequisite: Wild Rider, Mounted Combat, Ride skill.
Once per round when you or someone Benefit: When mounted, you may use your Ride skill and
immediately behind you would normally be hit Mounted Combat feat to evade attacks against yourself or
with a ranged weapon, you may make a Reflex against your mount. Either use counts against the limitation
saving throw against a DC of 20 (if the ranged on how often Mounted Combat can be used.
weapon has a magical bonus to attack, the DC
increases by that amount). You add a Small or NATURAL LEADER [General]
Large Shield’s armor bonus, and enhancement COPYRIGHT 2000, Bradley H. Bemis Jr.
bonus if applicable, to your Reflex roll for You are adept at leading organized efforts
purposes of this feat. If you succeed, you Benefit: When organizing a cooperative effort, each helper
deflect the weapon. You must be aware of the can add the leader’s Charisma bonus to their individual
attack and not flatfooted. You may block an check rolls.
incoming missile attack with your shield only Example: A group of 3 heroes is attempting to move a
once per round. This feat also allows the heavy boulder. This requires a strength check against DC 10
character to block magical projectile attacks for the two helpers. If they make it, the leader gains a +2
(e.g. Melf ’s acid arrow, fire arrow), but the circumstance bonus. The leader must then make his strength
shield will sustain any damage check. Using this feat, the leader can generate a morale
from the spell that exceeds its hardness. based check bonus for the helpers and add his charisma
Against special attacks with splash damage (e.g. modifier to their check rolls.
acid, alchemist’s fire, etc.), if the Reflex saving
throw is successful, the shield takes the NIGHT OWL [General, Trait]
primary damage and you take only the splash COPYRIGHT 2001, Eric D. Harry
damage. A benefit to any adventurer, you only need a minimal
Special: You may take this feat multiple times. amount of sleep to stay active and alert.
Its effects do not stack. Each time you take Benefit: You only need half the usual amount of sleep or
this feat, you may block an additional missile trance (based on your race) to awaken fully refreshed and
attack with your shield. You may not block recovered from fatigue penalties.
more attacks in a round than 1 + your Normal: Without this feat you require 8 hours of sleep (4
Dexterity bonus. hours of trance if an elf) to awaken refreshed.
Special: Like elven Spell casters, you still need 8 hours of
MONK WEAPON MASTERY [Special] restful calm in order to prepare spells even if you have a
COPYRIGHT 2001, Eric D. Harry lesser sleep or trance requirement to stay refreshed.
Through dedication, training and hard work, a
monk can master any weapon OPPORTUNITY COUNTER SPELL [General]
Prerequisite: Proficient with chosen weapon, COPYRIGHT 2001, Carl Cramér
Weapon Focus (chosen weapon), base attack You can cast counter spells in lieu of making an opportunity
bonus +6 or higher attack
Benefit: Choose any single weapon that meets Prerequisite: Quicken Spell, Spellcraft skill
Benefit: You get one free ready action each round that you
38 can only use for counter spelling. If you use this ready
action, you do not get any attacks of opportunity for the It lasts for the entire combat, or until you ready or
round, but your initiative does not change as it does from a delay your action, just as if you had initially rolled
normal ready action. this initiative roll.
Special: You cannot use this feat to cast extra spells for Special: You still cannot act on an initiative count
effect; it only allows counter spelling of an opponent’s higher than your normal maximum initiative count
spells. (20 + initiative bonus).
Notes: Your casting of the counter spell may trigger an
opportunity attack in the normal fashion. You cannot use PACK MULE [General]

Feats
this feat to cast extra spells for effect; it only allows COPYRIGHT 2000, Bradley H. Bemis Jr.
counter spelling of an opponent’s spells. Folks can now carry just a wee bit more by
knowing how to balance a pack.
OPPORTUNITY SHOT [General, Ranged] Benefit: You can carry weight (encumbrance) as
COPYRIGHT 2001, Carl Cramér, Eric D. Harry if your Strength were two points higher.
You shoot so fast that you can make ranged attacks of
opportunity at point-blank range. PACK RAT [General]
Prerequisite: Base attack bonus +8, Dexterity 13+, Point COPYRIGHT 2001, Bradley H. Bemis Jr.
Blank Shot, Rapid Shot. You tend to find things you don’t remember
Benefit: When armed with a ranged weapon that is ready having
for use, you have an effective reach of 30 ft. (up to the Benefit: There is a slim chance that you may have
range of your weapon) and can make ranged attacks of any small (2 lbs or less) non-magical, standard item
opportunity in any area out to this range. You may not make on your person or in your pack. The chance to
ranged attacks of opportunity if you are standing in an area find such an item is an intelligence check against a
threatened by an opponent. DC of 15 + the GP cost of the item (all items are
Normal: Ranged weapons normally can’t make attacks of considered to cost at least one GP for the purpose
opportunity, and you have no threatened area when using of this feat). This feat can only be attempted once
them. for any item sought until after you have returned
Special: If you use Rapid Shot in the same round as you to a town area for supplies.
use Opportunity Shot, the -2 attack penalty applies to Example: You have just located an ancient
Opportunity Shot as well. carving on a cave wall that yields secrets in a
Notes: You can’t make an attack of opportunity against an writing you do not understand. Someone has the
opponent with ½ or more cover, such as behind another great idea to do a rubbing of the wall. Bonzo the
character. wizard pulls out a piece of parchment, but no one
has anything to rub over it with. You flip through
PACK ATTACK [General] the pockets of your cloak and find an old dried up
COPYRIGHT 2001, Carl Cramér husk of charcoal.
You are trained to coordinate with others to bring down Notes: This feat cannot be used to find extra
powerful enemies money, or saleable items. You can only find one
Benefit: If an ally (with or without this feat) is flanking item of any item in this fashion (until you have a
your opponent, you are considered to be flanking that chance to restock in town). It is simply your
opponent also, and get all the normal benefits of flanking. tendency to absent-mindedly stick small things
Normal: You must be one of the attackers that cause the here and there without paying attention.
target to become flanked to receive a flanking bonus.
PAIN IS MY FRIEND [General]
PACK INITIATIVE [General] COPYRIGHT 2001, Sigfried Trent
COPYRIGHT 2001, Carl Cramér You like to hurt yourself before entering combat
You can coordinate your initiative with pack mates. Benefit: As a full round action you deal 4 points
Prerequisite: Pack Attack of damage to yourself, for a number of rounds
Benefit: If you and an ally both have this feat, you may equal to 3 plus your constitution modifier you
change your initiative order to act on the same initiative gain a +2 rage bonus to strength and a +2 fear
count as your ally. This free action must be taken after bonus to intimidation checks.
initiative checks are rolled, but before regular rounds begin. Notes: This is kind of barbarian rage, although it

39
could represent an inner focus and Benefit: Although you do not gain a bonus on attack
determination as apposed to an uncontrolled or damage rolls with this feat, by spending 3 power
frenzy, or even a sick dementia. points your ranged attacks can ignore damage reduction as if
they had an enhancement bonus of +1. You can increase
PENETRATING KI STRIKE the effective enhancement bonus of your ranged shots by
[Special] paying 3 additional power points per +1 enhancement
COPYRIGHT 2001, Eric D. Harry bonus, allowing you to penetrate even stronger damage
You can use your mastery of ki to make an reduction. You must decide whether or not to pay the cost
unarmed strike as if delivering a touch attack. for this feat prior to making your attack and the power
Feats

Prerequisite: Wis 13+, Improved Unarmed points are lost if your attack misses. Your arrow, bolt or
Strike, Stunning Attack class ability, Ki Strike bullet remains “charged” for a number of rounds equal to
class ability, basen attack bonus +9 or higher. your Strength modifier +1 or until your next ranged attack,
Benefit: You can resolve your next unarmed whichever occurs first.
melee attack as a touch attack, ignoring any
benefit to your opponent’s Armor Class PENETRATING PSIONIC WEAPON [Psionic]
provided by armor, shield or natural armor. Each COPYRIGHT 2001, Eric D. Harry
use of Penetrating Ki Strike counts as three of You can charge your melee weapon to penetrate an
your stunning attacks per day and you must opponent’s damage reduction.
declare use of this feat prior to your attack roll. Prerequisite: Str 13+, Power Attack, Psionic Weapon,
A failed attack roll ruins your attempt and wastes Deep Impact, base attack bonus +6 or higher.
three stunning attacks. Penetrating Ki Strike is a Benefit: Although you do not gain a bonus on attack or
supernatural ability. damage rolls with this feat, by spending 3 power points your
melee weapon can ignore damage reduction as if it had an
PENETRATING PSIONIC FIST [Psionic] enhancement bonus of +1. You can increase the effective
COPYRIGHT 2001, Eric D. Harry enhancement bonus of your melee weapon by paying 3
You can charge your unarmed strikes to additional power points per +1 enhancement bonus,
penetrate an opponent’s damage reduction. allowing you to penetrate even stronger damage reduction.
Prerequisite: Str 13+, Psionic Fist, Unavoidable You must decide whether or not to pay the cost for this feat
Strike, base attack bonus +6 or higher. prior to making your attack and the power points are lost if
Benefit: Although you do not gain a bonus on your attack misses. Your melee weapon can remain
attack or damage rolls with this feat, by spending “charged” for a number of rounds equal to your Strength
3 power points your unarmed strikes can ignore modifier +1 or until your next melee attack, whichever
damage reduction as if your hands and feet had occurs first.
an enhancement bonus of +1. You can increase
the effective enhancement bonus of your PENETRATING SHOT [Special, Fighter Only]
unarmed strikes by paying 3 additional power COPYRIGHT 2000, Michael J. Kletch
points per +1 enhancement bonus, allowing you Choose one type of bow or crossbow; with that weapon,
to penetrate even stronger damage reduction. your attacks strike true
You must decide whether or not to pay the cost Prerequisite: Weapon Specialization with the weapon,
for this feat prior to making your attack and the Point Blank Shot, base attack bonus +8 or higher
power points are lost if your attack misses. Your Benefit: Any threat roll that also is a successful attack with
hands and feet can remain “charged” for a the weapon always results in a Critical Hit. This feat only
number of rounds equal to your Strength applies to attacks with ranges up to 30 feet.
modifier +1 or until your next unarmed attack, Special: You can take this feat multiple times. Its effects do
whichever occurs first. not stack. Each time you take the feat, it applies to a new
PENETRATING PSIONIC weapon.
SHOT [Psionic]
COPYRIGHT 2001, Eric D. Harry PERSONAL TO TOUCH [Metamagic]
You can charge your ranged attacks to penetrate COPYRIGHT 2006, Paul S. Weintraub
an opponent’s damage reduction. Any spell with the personal descriptor may be cast as a
Prerequisite: Dex 13+, Point Blank Shot, touch spell.
Psionic
40 Shot, Fell Shot, base attack bonus +6 or higher.
Benefit: Any spell with the personal descriptor may be
prepared as a touch spell. This allows the caster to place
personal spells on other characters or creatures. Normal POISON USE [General]
resistance’s still apply. Preparing a spell in this fashion costs COPYRIGHT 2001, Carl Cramér
the caster one temporary point of CON damage. Spells that Learn to use poisons effectively
can repair temporary damage such as this may be used to Prerequisite: Alchemy
heal this damage. Benefit: You can use poisons with no danger to
yourself.
PIDGIN [General]
COPYRIGHT 2001, Carl Cramér POLE FIGHTING [General]

Feats
You can hold simple conversations in any language. COPYRIGHT 2001, Carl Cramér
Benefit: You can make yourself understood by almost When fighting with a pole arm you can use the
anyone. This lets you communicate basic things, like a need butt to strike opponents
for supplies and to barter, even if you have no language in Prerequisite: Strength 13+, weapon proficiency
common with those you are speaking to. You may use no with a pole arm
more than two words in a sentence and two syllables in each Benefit: When using a pole arm in two hands, you
word when roleplaying the speaking of pidgin. can use the butt end to make an additional attack.
Notes: You can only communicate with creatures who can The butt end counts as a normal club for most
speak some language. A purely telepathic creature, or one purposes, but it keeps the pole-weapon’s original
communicating through scents but not words, is size. For pole-arms without reach, this allows you
unintelligible to you. to use them as double weapons. That is, you can
fight as if using two weapons, but if you do, you
PIERCING SHOT [General, Ranged] incur all the normal penalties associated with
COPYRIGHT 2001, Carl Cramér fighting with two weapons, as if you were using a
Your crossbow bolts pierce armor. one-handed weapon and a light weapon. For pole
Prerequisite: Proficiency with any crossbow. arms with reach, it means you can use the butt,
Benefit: When you shoot a crossbow or firearm, any threat without reach, and thus strike adjacent opponents.
roll that also is a successful attack with the weapon always You are effectively using your butt end in two
results in a Critical Hit. This feat only applies to attacks at a hands and get the improved damage bonus from
range of up to 30 feet. strength that this allows.
Normal: See Critical Hits, page 123 in the 3rd Edition Special: Pole arms include the halfspear,
Player’s Handbook. shortspear, trident, glaive, guisarme, halberd, long
Notes: This could be a house rule rather than a feat. spear, ranseur and quarterstaff. The merits of this
feat are intrinsic to the quarterstaff.
PIN WEAPON [General]
COPYRIGHT 2001, Carl Cramér POWER DOUBLE WEAPON [General]
This feat allows you to lock blades with an opponent, COPYRIGHT 2001, Eric D. Harry
reducing his ability to react You have learned to maximize the strength of
Prerequisite: Base attack bonus +3. your blows when wielding a double weapon.
Benefit: As a full-round action, you can strike an Prerequisite: Double Weapon Fighting, Power
opponent’s weapon to pin it. This works like a disarm but Attack, base attack bonus +3 or higher.
does not trigger an attack of opportunity. A successful pin Benefit: When wielding a double weapon, you
causes both of you to be flat-footed as long as it is add your full Strength bonus to damage rolls with
maintained. all of your primary and secondary attacks.
Special: You must remain within 5' of one another to Normal: Without this feat you add your full
maintain the pin. Either of you can end the pin on your Strength bonus to damage rolls with your primary
turn by moving away, letting go of his weapon, or as a attack(s) and half your Strength bonus to damage
standard action. rolls with your secondary attack(s).
Example: Friar Tuck is rescuing some children from a
castle dungeon when a guard blocks the way. Tuck pins his POWER DOWN [Metamagic]
weapon, shouting for the children to run past. The guard COPYRIGHT 2004, Paul S. Weintraub
cannot make any attacks of opportunity, as he is flatfooted. You can reduce the power of a spell, with multiple
Notes: You can only use Pin Weapon unarmed if you have die damage.
Prerequisite: Caster Level 3
41
Benefit: Reduce the power of a spell with Normal: PR does not normally apply against most powers
multiple die damage. Cost equals effective caster from the clairsentience discipline or against powers from the
Level. 1 die fireball equals a 1st level spell slot.. telepathy discipline that do not directly influence, control or
Normal: You can not reduce the number of dice effect the target creature.
used in a fireball spell, for example. The Special: Characters that gain PR by race (like githyanki or
minimum is five dice for the third level version. githzerai) can choose this feat as a Special feat. If using the
default Psionics-Magic Transparency option, this feat also
POWER FINESSE [General] extends your PR to resist all spells and spell-like abilities
Feats

COPYRIGHT 2001, Carl Cramér from the divination school of magic.


Allows you to take Weapon Finesse for any
melee weapon. POWER RESTING [General]
Prerequisite: Proficient with weapon, base COPYRIGHT 2001, Peter K. Campbell
attack bonus +1 or higher. You are more in touch with the Universe when resting,
Benefit: You can now learn the Weapon Finesse requiring less time to clear your mind in preparation for
feat applied to any melee weapon, regardless of learning arcane spells or regaining power points.
it’s size. Power Finesse has no other effect in and Benefit: You require only 4 hours of rest prior to preparing
of itself. to relearn arcane spells and/or regain power points.
Notes: Even with this feat, the DM may not Normal: You require 8 hours of rest prior to preparing to
allow Weapon Finesse for certain clumsy relearn arcane spells and/or regain power points.
weapons, such as the great club. Special: This feat does not allow you to gain any more
spells or power points per day than normal, nor does it
POWER PSICRYSTAL [Psionic] reduce the resting time you require to avoid or recover
COPYRIGHT 2001, Eric D. Harry from fatigue. It does allow you to relearn arcane spells and/
You can charge your psicrystal with power points or regain power points even if you are fatigued.
and use it as a crystal capacitor
Prerequisite: Psicrystal class ability, ability to POWER SPELL-LIKE ABILITIES [Monster]
manifest 3rd level psionic powers. COPYRIGHT 2001, Eric D. Harry
Benefit: You can store extra power points in The creature’s spell-like abilities are especially potent, able to
your psicrystal. In effect, the psicrystal gains the affect others and pierce spell resistance with ease.
powers of a crystal capacitor capable of storing 5 Prerequisite: Innate spell-like ability.
power points. The psicrystal retains all of its Benefit: When using any of its innate spell-like abilities,
other powers and continues to advance in ability add +1 to the Difficulty Class for all saving throws made to
as normal. resist the ability and add +1 to any caster level check made
Normal: Psicrystals cannot normally store power to overcome another creature’s spell resistance.
points. Special: This feat cannot be used with class based spell-like
Special: This feat can be combined with Crystal abilities, like the druid’s wild shape or paladin’s ability to cure
Psiweapon. disease.

POWER RESISTANCE: POWERFUL VOICE [General]


CLAIRSENTIENCE & COPYRIGHT 2001, William Setzer
TELEPATHY [Monster, Special] You can project your voice so that you may be heard at
COPYRIGHT 2001, Eric D. Harry great distances.
The creature can apply its Power Resistance (PR) Benefit: When projecting your voice, all opposed Listen
against psionic powers from the clairsentience rolls are made with a +10 circumstance bonus.
and telepathy disciplines. Notes: This duplicates the effect of being heard as well
Benefit: All psionic powers from the from 100' as a normal person is from 0', and is intended to
clairsentience and telepathy disciplines must beat be applicable in any situation where a Listen roll is
the creature’s PR in order to discover anything appropriate, such as yelling to others in battle, a bardic effect
about it. upon those that can hear it, etc.

42
POWERLESS SPELL [Metamagic] to the DC of the Fortitude save made to resist
COPYRIGHT 2001, Carl Cramér your next Death Attack.
You can prepare or cast a spell for use as a counter spell.
Benefit: You can cast a spell in such a way that it has no PROFANE GHOUL STRIKE [Divine]
effect beyond a simple light show, an obviously powerless COPYRIGHT 2001, Eric D. Harry
version of the real thing with an instantaneous duration and You can use negative energy to imitate the
no lasting effect. A Fireball would only be a billowing cloud paralyzing attack of a ghoul.
of hot air, a lightning bolt would become an obviously Prerequisite: Ability to rebuke undead, ability to

Feats
powerless, but still impressive, display of static. This allows cast Divine spells of 2nd level or higher, Extra
you to show people that you have a powerful spell without Turning.
expending a high-level spell slot, but the main use Benefit: By spending one of your rebuke undead
is in counter spelling. As it is the spell itself and not the attempts, you force all opponents struck by you in
effect that causes counter spelling, such a spell would have melee combat until the end of your next action to
very little effect on the real world, but could still be used to succeed at a Fortitude save (DC 14) or be
counter spell. By giving up the entire spell effect, you make paralyzed for 1d4+2 rounds as if struck by a
the spell easier to prepare and cast, so that a spell takes up a ghoul. Elves are immune to this paralysis.
spell slot two levels lower, but never lower than level zero. Special: Profane feats are special divine feats that
Special: Spells whose effects are to negate or counter spell can only be used by characters that channel
magic still lose their effect. So a powerless dispel magic can negativeenergy.
only be used to counter spell another dispel magic spell; it
cannot be used as an attempt to counter spell any other spell PROFANE SHADOW STRIKE [Divine]
(as that is the effect of a dispel magic spell, lost through the COPYRIGHT 2001, Eric D. Harry
Powerless Spell feat). Nor can a powerless darkness spell be You can use negative energy to imitate the
used to counter a light spell, for the same reason. Strength draining attack of a shadow.
Prerequisite: Ability to rebuke undead, ability to
PRIMEVAL POWER [Monster] cast
COPYRIGHT 2001, Eric D. Harry Divine spells of 3rd level or higher, Extra Turning,
The creature can augment one of its supernatural or spell Profane Ghoul Strike.
like abilities with arcane, divine or profane power. Benefit: By spending one of your rebuke undead
Prerequisite: Innate supernatural or spell-like ability. attempts, you drain 1d4 points of temporary
Benefit: Half of the damage inflicted by the creature’s strength damage from all living opponents struck
chosen supernatural or spell-like ability is derived from by you in melee combat until the end of your
arcane, divine or profane power and is resistant to next action. Characters reduced to strength 0 by
protection from elements and similar magic. The other half this feat are slain but do not normally rise again as
of the damage is inflicted normally. Celestial creatures infuse shadows unless you have the Profane Shadow
their chosen ability with divine power, fiendish creatures spawn feat.
with profane power and other creatures with arcane power.
PROFANE SHADOW SPAWN [Divine]
PROFANE DEATH BLOW [Divine] COPYRIGHT 2001, Eric D. Harry
COPYRIGHT 2001, Eric D. Harry Beings drained of strength by your Profane
You are an unholy slayer, an assassin able to channel Shadow Strike feat become shadows under your
negative energy to slay the unrighteous. control.
Prerequisite: Ability to rebuke undead, Sneak Attack. Prerequisite: Ability to rebuke undead, ability to
Benefit: Spend one of your rebuke undead attempts to add cast
your Charisma modifier as a profane bonus to the attack and Divine spells of 4th level or higher, Extra Turning,
damage roll of your next sneak attack. After channeling the Profane Ghoul Touch, Profane Shadow Strike.
negative energy to power this feat, you must make this Benefit: Any humanoid drained to strength 0 by
attack within a number of rounds equal to your Charisma use of your Profane Shadow Strike feat becomes
bonus. a shadow under your control within 1d4 rounds.
Special: If you have the Death Attack assassin class ability, Created shadows are automatically under your
you may similarly spend one of your rebuke undead
attempts to add your Charisma modifier as a profane bonus
43
control but count against the maximum number not in your control, are immune to further use of your
of hit dice that you can normally command rebuke undead ability and will immediately attack you.
through use of your rebuke undead power Normal: Humanoids slain by Profane Wight Strike do not
(equal to 1 HD/rebuke level). Shadows created rise again as wights under your control.
in excess of this number are not in your control, Special: Wights created through use of this feat are
are immune to further use of your rebuke incapable of spawning other wights.
undead ability and will immediately attack you.
Normal: Humanoids slain by Profane Shadow PROFANE WRAITH STRIKE [Divine]
Feats

Strike do not rise again as shadows under your COPYRIGHT 2001, Eric D. Harry
control. You can use negative energy to imitate the constitution
Special: Shadows created through this feat draining attack of a wraith.
cannot spawn other shadows. Prerequisite: Ability to rebuke undead, ability to cast
Divine spells of 5th level or higher, Extra Turning, Profane
PROFANE WIGHT STRIKE [Divine] Ghoul Touch, Profane Wight Strike.
COPYRIGHT 2001, Eric D. Harry Benefit: By spending one of your rebuke undead attempts,
You can use negative energy to drain energy all living opponents struck by you in melee combat until the
levels like a wight. end of your next action suffer 1d4 points of temporary
Prerequisite: Ability to rebuke undead, ability constitution drain. Characters reduced to constitution 0 by
to cast Divine spells of 4th level or higher, Extra this feat are slain but do not normally rise again as wraiths
Turning, Profane Ghoul Touch. unless you have the Profane Wraith spawn feat.
Benefit: By spending one of your rebuke Special: Though a Wraith is normally an incorporeal
undead attempts, you inflict one negative level opponent, your attacks are still bound by the corporeal
on all living opponents struck by you in melee world.
combat until the end of your next action. For
each negative level inflicted you heal 5 points of PROFANE WRAITH SPAWN [Divine]
damage. Any points of damage healed in excess COPYRIGHT 2001, Eric D. Harry
of your hit points are gained as temporary hit Beings drained of constitution by your Profane Wraith
points. 24 hours after being struck, your Strike feat become wraiths under your control.
opponents can make the normal Fortitude save Prerequisite: Ability to rebuke undead, ability to cast
(DC 14) to remove the negative levels inflicted Divine spells of 6th level or higher, Extra Turning, Profane
by this feat. Humanoids drained of life through Ghoul Strike, Profane Wight Strike, Profane Wraith Strike.
this ability do not normally rise again as wights Benefit: Any humanoid slain by use of your Profane
unless you have the Profane Wight spawn feat. Wraith Strike feat becomes a wraith under your control
within 1d4 rounds. Created wraiths are automatically under
PROFANE WIGHT SPAWN [Divine] your control but count against the maximum number of hit
COPYRIGHT 2001, Eric D. Harry dice that you can normally command through use of your
Beings drained of life energy by your Profane rebuke undead power (equal to 1 HD/rebuke level). Wraiths
Wight Strike feat become wights under your created in excess of this number are not in your control, are
control. immune to further use of your rebuke undead ability and
Prerequisite: Ability to rebuke undead, ability will immediately attack you.
to cast Divine spells of 5th level or higher, Extra Normal: Humanoids slain by Profane Wraith Strike do not
Turning, Profane Ghoul Touch, Profane Wight
rise again as wights under your control.
Strike
Special: Wraiths created through use of this feat cannot
Benefit: Any humanoid slain by use of your
spawn other wraiths.
Profane Wight Strike feat becomes a wight
under your control within 1d4 rounds. Created
PROPHETIC DREAMER [General]
wights are automatically under your control but
COPYRIGHT 2001, Sigfried Trent
count against the maximum number of hit dice
Your dreams sometimes echo the future
that you can normally command through use of
Prerequisite: DM’s permission
your rebuke undead power (equal to 1 HD/
Benefit: Once per session, your GM should inform you of
rebuke level). Wights created in excess of this
a dream you have had that portents an event that may be in
44 number are
your future. Ideally this dream could warn you of a possible Benefit: By spending 1 power point your
danger, or guide you to a good decision. The dream need unarmed strikes can attack incorporeal opponents
not come true, but should be a possible or likely scenario in as if you had the ghost touch power, negating an
the characters future. Sometimes the dreams are literal and incorporeal creature’s ability to ignore 50% of
sometimes symbolic, (at the DM’s discretion). successful attacks from a corporeal source.
Notes: This feat isn’t for everyone. It should benefit the Although your unarmed strikes do not gain a
character but only as much as the DM wants it to. This bonus on attack or damage rolls with this feat,
could be a trait or the GM could decide some mystical event they do gain the ability to negate the damage

Feats
allows the character to start having these dreams. reduction of incorporeal creatures as if your
hands and feet were +1 magic weapons. You must
PSIONIC ABILITY DRAIN [Psionic] decide whether or not to pay the cost for this feat
COPYRIGHT 2001, Eric D. Harry prior to making your attack and the power point is
You can absorb part of the temporary ability damage that lost if your attack misses. Your hands and feet can
you inflict in psionic combat in order to heal damage done remain “charged” for a number of rounds equal
to the same ability in yourself. to your Strength modifier +1 or until your next
Prerequisite: Cha 13+, Mental Adversary, Disarm Mind, unarmed attack, whichever occurs first.
Vampire Mind. PSIONIC GHOST SHOT [Psionic]
Benefit: On a successful psionic attack that inflicts COPYRIGHT 2001, Eric D. Harry
temporary ability point damage you can drain one ability You can psionically charge your ranged attacks to
point from the attack, adding it to your own ability score. effectively strike incorporeal opponents.
This ability point must be applied to the same ability that Prerequisite: Dex 13+, Point Blank Shot, Psionic
you damage in psionic combat and cannot exceed you Shot.
normal ability maximum. Using this ability costs 7 power Benefit: By spending 1 power point your ranged
points in addition to the cost of the psionic attack. Like shots can attack incorporeal opponents as if they
Mental Adversary, you can decide whether or not to pay had the ghost touch power, negating an
these additional power points after determining the success incorporeal creature’s ability to ignore 50% of
or failure of your psionic attack (based on the defender’s successful attacks from a corporeal source.
Will save). Although your ranged shots do not gain a bonus
Special: You cannot combine use of this feat with Vampire on attack or damage rolls with this feat, they do
Mind on a single successful attack. gain the ability to negate the damage reduction of
incorporeal creatures as if they were +1 magic
PSIONIC ATTACK FOCUS [Psionic] weapons. You must decide whether or not to pay
COPYRIGHT 2001, Eric D. Harry the cost for this feat prior to making your attack
You have great ability with one chosen psionic attack mode. and the power point is lost if your attack misses.
Prerequisite: Cha 13+, Mental Adversary Your arrow, bolt or bullet remains “charged” for a
Benefit: This feat mimics the Psionic Focus feat, except number of rounds equal to your Strength
that it applies to one known psionic attack mode of your modifier +1 or until your
choice. Add +2 to the DC for all Will saves in psionic next ranged attack, whichever occurs first.
combat from this psionic attack mode.
Special: You can choose this feat up to five times, each PSIONIC GHOST WEAPON [Psionic]
time applying the bonus to a different known psionic attack COPYRIGHT 2001, Eric D. Harry
mode of your choice. This feat does not allow you to You can psionically charge your melee weapon to
discover additional psionic attack modes and can only be effectively strike incorporeal opponents.
applied to a psionic attack mode previously discovered. This Prerequisite: Str 13+, Power Attack, and Psionic
feat does not stack with the Greater Psionic Attack Focus Weapon.
feat. A Mind Flayer can choose Psionic Attack Focus with Benefit: By spending 1 power point your melee
its mind blast special ability. weapon can attack incorporeal opponents as if it
had the ghost touch power, negating an
PSIONIC GHOST FIST [Psionic] incorporeal creature’s ability to ignore 50% of
COPYRIGHT 2001, Eric D. Harry successful attacks from a corporeal source.
You can psionically charge your unarmed strikes to Although your weapon does not gain a bonus on
effectively attack incorporeal opponents. attack or damage rolls with this feat, it does gain
Prerequisite: Str 13+, Psionic Fist. the ability to negate the damage reduction of
45
incorporeal creatures as if it were a +1 magic
weapon. You must decide whether or not to psionic power
pay the cost for this feat prior to making your Prerequisite: Str 13+, Point Blank Shot, Psionic Shot, base
attack and the power point is lost if your attack attack bonus 3+
misses. Your weapon can remain “charged” for Benefit: At the cost of 2 power points, all of your ranged
a number of rounds equal to your Strength attacks can be charged as a free action to inflict +1 point of
modifier +1 or until your next melee attack, piercing damage for a number of rounds equal to your Str
whichever occurs first. modifier +1.
Special: This feat does not stack with Psionic Shot or
Feats

PSIONIC INITIATIVE [Psionic] Improved Psionic Shot; only one of the feats can be used at
COPYRIGHT 2001, Eric D. Harry any one time.
You receive flashes of insight that enable you
to react instantly. PSIONIC MULTIWEAPON [Psionic]
Prerequisite: Improved Initiative, reserve COPYRIGHT 2001, Eric D. Harry
power points 5+. You can your weapon with psionic power usable on
Benefit: You gain an additional +2 bonus to multiple attacks.
initiative checks. Prerequisite: Str 13+, Power Attack, Psionic Weapon, base
Special: This feat stacks with the Improved attack bonus 3+
Initiative feat or any other skill, feat or ability Benefit: At the cost of 2 power points, your melee weapon
that provides a bonus on Initiative checks can be charged as a free action to inflict +1 point of damage
unless otherwise specified. for a number of rounds equal to your Strength modifier +1.
Special: This feat does not stack with Psionic Weapon or
PSIONIC METABOLISM [Psionic] Improved Psionic Weapon; only one of the feats can be
COPYRIGHT 2001, System Reference used at any one time.
Document
Prerequisite: Con 13+, Rapid Metabolism. PSIONIC STRIKE [Psionic]
Benefit: You convert 1 point of normal COPYRIGHT 2001, Eric D. Harry
damage to 1 point of subduel damage per With your psionic ability you are a deadly opponent in
hour, if you pay the cost of 1 power point per unarmed combat.
hour. If you are unconscious or dying, Psionic Prerequisite: Str 13+, Psionic Fist, reserve power points
Metabolism does not work. 1+.
Benefit: As long as you have 1 or more power points, your
unarmed strikes are charged with psionic power. Your
PSIONIC MULTIFIST [Psionic]
unarmed strikes do not provoke attacks of opportunity
COPYRIGHT 2001, Eric D. Harry
from armed opponents and inflict 1d6 points of lethal
You can charge multiple unarmed strikes with
damage in unarmed combat if Medium-sized and 1d4 points
psionic power
of real damage if Small-sized.
Prerequisite: Str 13+, Psionic Fist, base attack
Normal: Unarmed attacks normally provoke attacks of
bonus 3+
opportunity against armed attackers and inflict 1d4 points
Benefit: At the cost of 2 power points, your
of subduel damage in Medium-sized and 1d3 points of
hands and feet can be charged as a free action
subduel damage if small sized.
to inflict +1 point of damage for a number of
Special: This feat can be combined with the Psionic Fist
rounds equal to your Strength modifier +1.
feat, allowing you to inflict 1d10 points of damage if
While your unarmed strikes are charged with
Medium-sized at the cost of 1 power point per strike (1d6
psionic power you are considered armed and
points if Small-sized).
do not provoke attacks of opportunity.
Special: This feat does not stack with Psionic
PSYCHIC SENSE [Psionic]
Fist or Improved Psionic Fist; only one of the
COPYRIGHT 2001, Eric D. Harry
feats can be used at any one time.
Your psychic senses allow you to intuitively sense the
PSIONIC MULTISHOT [Psionic]
presence of danger.
COPYRIGHT 2001, Eric D. Harry
Prerequisite: Wis 17+, reserve power points 5+.
You can charge multiple ranged attacks with
46
before any attacks are made. This feat can only
Benefit: As long as you have 5 or more power points, you
be used at the beginning of an encounter.
can make a Will save (DC 20) to avoid being caught
Special: If you choose to take the Quick
surprised or flat-footed. On a successful save, you can act
Defense action, you may not act again within
during the surprise round even if you would otherwise be
that round.
surprised and you can retain your Dex bonus to armor class
QUICKEN DIVINE CHANNELING
even if you would otherwise be caught flat-footed.
[Divine]
COPYRIGHT 2001, Eric D. Harry

Feats
PULL BLOW [General]
You can channel energy into a Divine feat with
COPYRIGHT 2001, Sigfried Trent
a moment’s thought.
You can choose to leave your victims alive when they would
Prerequisite: Ability to turn or rebuke undead,
otherwise fall
Charisma 13+, Extra Turning, Quicken
Prerequisite: Expertise, Weapon Focus, Int 13+, Attack
Turning.
Bonus 3+, Heal
Benefit: You can channel energy to activate
Benefit: To use this feat you must be wielding a weapon for
another divine feat as a free action a number of
which you have weapon focus. When you damage an
times per day equal to your charisma bonus.
opponent and the damage dealt would take them below zero
This counts against your ability to use one
hit points you may pull your blow and deal exactly enough
quickened ability per round. You can still only
damage to take them to -1, where they will be unconscious
channel energy to power one divine feat or
but stable (not taking bleeding damage). You cannot use this
turning attempt per round.
feat on a critical strike.
Normal: Divine feats normal require a standard
Notes: Imagine a master swordsman that cuts with such
action to channel the requisite energy to power
precision that he wound exactly the amount they wish by
the feat.
cutting “just so”. I’m not sure that this is better than
Special: You can take this feat more than once,
subduel damage except that you make your decision after
each time gaining the ability to use quicken a
the fact and creatures immune to subduel damage can
effectively be subdued. divine feat one more time per day.

PURGE SPELL [Metamagic] QUICKEN PSIONIC ATTACK MODE


COPYRIGHT 2006, Paul S. Weintraub [Metapsionic]
You are able to remove one spell from your memory and COPYRIGHT 2001, Eric D. Harry
replace it with a new of the same level. You can manifest a psionic attack mode with a
Prerequisites: Ability to cast spells without preparation, mere moment’s thought.
CHA bonus +3, 3rd level caster. Benefit: You can manifest a psionic attack
Benefit: You may remove any one spell you have learned mode as a free action. You can perform another
previously and replace it with a spell of the same level. I.e. action in the round you manifest a quickened
you may purge the 0 level spell Light and replace it with attack mode, including manifesting another
the 0 level spell Mend. You may only purge a spell when psionic attack mode or psionic power or casting
you are entitled to gain a new spell. You are not limited to a spell, but can only use one quickened ability
the level(s) of spell(s) you are learning at the new level. per round. A quickened psionic attack mode
I.e. Percival the spellcaster has just attained the 9th level, costs a number of power points equal to the
he is entitled to one 0 level and one 4th level spell. standard cost +8.
Percival may purge any spell he previously knew and
replace it with another one of his choosing in addition to QUICKSILVER [General, Martial]
the two he just gained from his level increase. In essence, COPYRIGHT 2001, Eric D. Harry
he will gain three spells and lose one old spell. He will You are truly adept at dodging blows and
still have only gained only two new slots. avoiding damage in combat.
QUICK DEFENSE [General, Defense] Prerequisite: Dex 13+, Dodge, base attack
COPYRIGHT 2000, Bradley H. Bemis Jr. bonus +3 or higher.
Take defensive action before the initiative role during Benefit: Increase the dodge bonus provided to
combat your Armor Class by your Dodge feat to +2.
Prerequisite: Alertness, Uncanny Dodge This supercedes (does not stack with) the
Benefit: If threatened or surprised, you may take up the Dodge feat. You can also apply this +2 bonus 47
total defense position immediately. This action takes place as a dodge bonus to Reflex saves against your
chosen opponent. Any condition that makes you RANK FIGHTING [General]
loose your dexterity bonus to Armor Class also COPYRIGHT 2001, Carl Cramér
makes you loose any dodge bonuses to your You are trained to strike past friends using reach weapons
Armor Class or Reflex saves. Prerequisite: Weapon proficiency with a reach weapon.
Special: This feat stacks with the Improved Benefit: You can ignore the normal 50% cover provided by
Dodge feat (also in this netbook), allowing you to a friend in between you and your opponent when striking
apply the +2 dodge bonus to AC and Reflex with a reach weapon. You make such attacks with no
saves granted by the Quicksilver feat against all penalty.
Feats

opponents. Normal: A friend in the way of a reach weapon attack


provides 50% cover, and thus gives a +4 bonus to the
QUIET WHISPER OF THE MIND target’s AC. The intervening creature takes no damage if
[Psionic] struck instead. See ‘Cover and Reach Weapons’ in the
COPYRIGHT 2001, Eric D. Harry Player’s Handbook, page 132.
You can telepathically communicate with other RECHARGE [Item Creation]
intelligent beings. COPYRIGHT 2000, Bradley H. Bemis Jr.
Prerequisite: Cha 15+, Psychoanalyst, Psychic You can recharge your magical items rather than creating a
Inquisitor, reserve power points 3+. new one.
Benefit: You can communicate telepathically Prerequisite: Item creation feat for the item in question
with any creature that uses language at a range of Benefit: You may spend 3/4 of the required time,
60 feet. This feat allows communication only; it experience, and money recharging an item. You may fully
does not allow you to read other creatures minds, recharge the item or you may recharge the item on a charge-
determine the truth or intent of the by-charge basis. To recharge a magical device, your
communicator or otherwise influence or recharging cost is 75% of the original item (for each element
command the communicator. The level and of creation). To determine the cost for a specific number of
depth of your telepathic communication is charges (if you don’t want to fully recharge a device for
limited by the creature’s intelligence. whatever reason), take the recharging costs and divide them
by the maximum number of charges the device can carry.
RANGED RESISTANCE [Monster] This is your recharge cost per charge.
COPYRIGHT 2001, Eric D. Harry Special: This feat can only be used with items that have
The creature can bestow its Spell Resistance (SR) charges. They can only be recharged to the maximum
or Power Resistance (PR) on others. number of charges allowed at the time it was originally
Prerequisite: Channeled Resistance. created. This uses the optional rule that charged items can
Benefit: As a standard action, the creature can be recharged.
extend its SR or PR to protect one creature Example: Nimrod, the creator, designs a new wand that can
within 30 feet. This protection lasts only as long make cheese. This wand uses a number of charges based on
as both creatures remain within 30 feet of each the kind of cheese made. Nimrod is a 9th level wizard with
other and only as long as the creature with SR or a 17 Intelligence (I use the alternate charges rule presented
PR concentrates on maintaining the link. If the under Item Creation). His new wand is created with the
creature with resistance is distracted or suffers ability to hold a maximum of 36 charges (level 9 x
damage in any way while maintaining this link it Intelligence bonus of +3) for a total of 9 x 4. Nimrod has
must make a Concentration check as if casting a been using his wand of cheese quite frequently (he’s a were-
spell. Failing this check instantly negates the mouse) and only has 6 charges left. Since creating his wand,
shared SR or PR until the creature with resistance he is now 10th level and also received a boost to his
spends another action to restart the link. intelligence (now 18).... these have no impact on the wand,
Normal: As stated in Core Rulebook II, only the because it was created to hold 36 charges... that’s all it will
rarest of creatures and magic items can bestow ever hold unless Nimrod goes through the initial creation
SR or PR on another. process again (which I might discount slightly). Lets say this
Special: This feat can be taken more than once wand cost him 5,000gp and 800xp. The recharge cost for
and stacks with itself, each time allowing the this wand is 3,750gp and 600xp. Now lets say that Nimrod
creature to extend its SR or PR to one additional doesn’t have the XP to spend, but really wants to recharge
ally within range. the wand. He is willing to settle for a smaller recharge, but
48 can only spare 100xps. Now we need to determine the cost
per charge. Our recharge cost is 3,750gp and 600xp, so we successful creation of a new spell: Time (one
need to divide those by 36 (the maximum number of week for each level of the spell), Cost (1,000gp
charges). The result is 104gp and 17xp for each charge. We for each level of the spell), and Resources (a
said Nimrod had 100xp to spare, so he could add 5 charges well stocked library and a place to test ideas).
(now he has 11 available). The cost of these 5 charges is At the end of the research period, a Spellcraft
520gp and 85xp. Last I heard, Nimrod was working on a check against DC 10 + the new spell’s level is
wand of wine to go with his cheese. required to determine success.

Feats
REFLEX SET [General] RESISTANCE COUNTER SPELL
COPYRIGHT 2001, Carl Cramér [Monster]
You have honed your reflexes to the point where it is COPYRIGHT 2001, Eric D. Harry
second nature for you to set your weapon against a charging The creature can use its Spell Resistance (SR)
enemy to counter spell.
Prerequisite: Hold the Line, Combat Reflexes Prerequisite: Channeled Resistance, Ranged
Benefit: When you are charged while holding a weapon Resistance.
that can be set against a charge, you get to make an attack of Benefit: As a readied action, the creature can
opportunity before the charge attack is made, and you get use its SR to counter spell one spell at a range
the double damage usually associated with setting such a of 100 ft. This requires the caster to beat the
weapon against a charge on this attack of opportunity. This creature’s SR in order to cast her spell. The
is not cumulative with the normal ready action used to set a creature does not need to make a Spellcraft
weapon against a charge. check to identify the spell being cast in order to
Special: Weapons capable of being set against a charge are use this ability.
noted ‘a’ on the weapons table, SRD. This feat supercedes Normal: SR cannot be used to counter spell.
Hold the Line (meaning you don’t get two opportunity
attacks). RESISTANCE POWER TURNING
[Monster]
RESEARCH GENIUS [Special] COPYRIGHT 2001, Eric D. Harry
COPYRIGHT 2000, Bradley H. Bemis Jr. The creature can reflect a psionic power that
Allows a spell caster to create new spells quickly fails to beat its Power Resistance (PR).
Prerequisite: Intel 12+, Spell caster level 5+ Benefit: Once per round as a readied action,
Benefit: You may reduce the time required for spell the creature can reflect any psionic power that
research by 25%. fails to beat its PR back towards its original
Notes: This is based on the variant spell research rules manifester. If the psionic power cannot
presented in the DMG. normally be reflected by power turning, the
creature’s PR has its standard affect against the
RESEARCH SAVINGS [Special] power instead. The creature’s readied action is
COPYRIGHT 2001, Bradley H. Bemis Jr. wasted if no spell beats its PR prior to its next
You can greatly reduce one element required for creating action.
new spells by increasing the other elements. Special: If using the default Psionics-Magic
Benefit: When creating a new spell you may greatly reduce Transparency option, this feat can be used to
one of the requirements (Time, Cost, or Resources), but turn spells and spell-like abilities in a manner
must double the other two. Time can be reduced to one similar to the spell turning spell.
day/spell level by doubling the cost of the research Notes: This feat cannot be used to reflect
(2,000gp/spell level) and the size of the library needed psionic attack modes.
(resources); or, you could reduce the cost to 100gp/level of
the spell by doubling the time required (2 weeks/spell level) RESISTANCE SPELL TURNING
and the size of the library needed (resources); or, you could [Monster]
decrease the resources required (to just your brains and your COPYRIGHT 2001, Eric D. Harry
spell books) by doubling both the time (2 weeks/level The creature can reflect a spell or spell-like
of the spell) and the cost (2,000gp/level of the spell). ability that fails to beat its Spell Resistance (SR).
When using this feat for research, the DC for determining Benefit: Once per round as a readied action,
success (a Spellcraft check) increases to 15+ the spells level. the creature can reflect any spell or spell-like
Normal: There are three primary elements required for the ability that fails to beat its SR back towards its
49
original caster. If the spell or spell-like ability seduction.
cannot normally be reflected by spell turning, the You get a +4 bonus to Bluff and Diplomacy attempts
creature’s SR has its standard affect against the against people who find your race and gender sexually
spell or spell-like ability instead. The creature’s attractive. After you use this feat, some people might seek to
readied action is wasted if no spell beats its SR be intimate with you. They will resent a blunt rejection,
prior to its next action. worsening their attitude one step.
Special: If using the default Psionics-Magic Notes: Using this feat a lot might give you some notoriety.
Transparency option, this feat can be used to
turn psionic powers in a manner similar to the SELF ITEM [Item Creation]
Feats

power turning psionic power. COPYRIGHT 2000, Michael J. Kletch


RESISTANCE: ILLUSION [Monster] You may create items with powers linked to you.
COPYRIGHT 2001, Eric D. Harry Prerequisite: One or more of the following: Craft Magic
The creature can apply its Spell Resistance (SR) Arms and Armor, Craft Rod, Craft Wondrous Item, Forge
or Power Resistance (PR) against illusions. Ring.
Benefit: All spells and spell-like abilities from the Benefit: A magic item created with one of the prerequisite
illusion School of magic must beat the creature’s feats can be made as a Self Item. In this case, the XP cost
SR or PR in order to deceive the creature. for the item is reduced by 25% (round down), but the item
Normal: SR does not normally apply against will work only for its creator. If somebody other than the
spells and spell-like abilities from the illusion item’s creator attempts use it, the item is completely inert. If
school that deceive the senses. the item is ever destroyed, the creator will lose XP equal
Special: Creatures with PR can only use this feat to full, normal XP cost to make the item; this can cause the
if the default Psionics-Magic Transparency creator to lose a level of experience. Charged items cannot
option is used. be made using this feat.

RESTORE EFFORT [Special] SENSE MAGIC [General]


COPYRIGHT 2000, Bradley H. Bemis Jr. COPYRIGHT 2001, Carl Cramér
A spell that has been cast using the Mindless You have a highly developed sensitivity to magic
Prerequisite: Spellcraft
Effort feat may be resumed
Benefit: You can sense whether an object you are handling
Prerequisite: Mindless Effort or a creature you are touching is magical or under the effects
Benefit: You may resume concentration of a of a spell… the very air might be magical in some places. As
spell that was cast using the Mindless Effort a full-round action, you can tell whether if an item is magical
metamagic feat. You must resume the spell with a Spellcraft check (DC 20). A success informs you if
before it expires or the duration ends. there is magic present; a failure indicates that it is not.
Special: Spells cast using this feat are still limited Special: You cannot retry, take 10, or take 20 when using
by the normal duration of the spell cast. this feat.

SAGE FOCUS [General] SHADOWLEAP [Special]


COPYRIGHT 2002, Rick Coen COPYRIGHT 2001, Eric D. Harry
You have delved deeper into the mysteries of a You are adept at jumping between shadows.
favored topic. Prerequisite: Shadow jump class ability.
Prerequisite: Int 15+, 5 or more ranks in a Benefit: Add an extra 20 feet to the distance that you can
single Knowledge skill shadow jump per day.
Benefit: You gain a +3 bonus to skill checks in a Normal: Shadow jump is a class ability of the
single knowledge skill in which he has 5 or more Shadowdancer prestige class, first gained at 4th level.
ranks. Special: This feat may be taken multiple times. Each
Special: This Feat may be taken more than once, additional Shadowleap feat adds an extra 20 feet to the
but applies to a new skill each time. distance that you can shadow jump per day.

SEDUCTION [General, R-Rated] SHIELD EXPERTISE [General, Defense]


COPYRIGHT 2001, Carl Cramér COPYRIGHT 2001, Scott Metzger
You are good at using your sexual charms. Prerequisite: Shield Focus
50 Benefit: Sex sells, and friends can be won by Benefit: Your shield’s armor bonus is increased by 1 when
you wield it.
SHIELD FOCUS [General] Benefit: Choose a skill, such as ride. You have a
COPYRIGHT 2001, B. Marcus Lindberg, Scott Metzger special knack with that skill. You must have
You wield in a certain type of shield without effort. some special ability, such as long limbs for
Prerequisite: Proficient with shield, base attack bonus +1 climbers; long fingers for pick pockets, lightning
or higher calculator for profession (bookkeeper) or being
Benefit: When wielding a specified type of shield it inflicts double-jointed for escape artist. You get a +3
1 less skill penalty and 5% less Arcane Spell Failure. This bonus with the skill in question.
cannot reduce the penalties to sub zero levels. Special: You can gain this feat multiple times.

Feats
Special: You can gain this feat multiple times. The effect Its effects do not stack. Each time you take the
does not stack. Each time you take the feat, it applies to a feat, it applies to a different skill. The bonus
new type of shield. does stack with the bonuses provided by skill
learning feats, so you can take several feats to be
SHIELD MASTERY [General] ultra-specialized in a skill. Anyone can use a
COPYRIGHT 2000, Michael J. Kletch sense motive check to get a hunch about you
You are especially proficient in blocking attacks with your (PHB). If the result is at least a 10, they are able
shield. to tell which skill you have a Skill Knack for
Prerequisite: Shield Proficiency, base attack bonus of +1or from your appearance.
higher. Notes: Because you must be somehow extra
Benefit: When using a buckler, small shield or large shield, qualified for the skill in question, your character
you may choose one opponent. Against this opponent, you description should make allowance for such an
gain a +2 dodge bonus to AC. If you are using a tower aptitude. This means you can only pick Skill
shield, your degree of cover is instead increased by one Knack when creating your character or be the
place. You may select a new opponent each round. You may result of some extraordinary event in the
not use this feat if you are flanked. characters career, such as being ‘gifted’ with
donkey ears from a curse for a Skill Knack to
SHIELD SPECIALIZATION [Special] the listen skill or getting bowlegged from
COPYRIGHT 2001, B. Marcus Lindberg countless hours in the saddle.
Your advanced training while wielding a specific type of
shield has enabled you to maximize its defensive capabilities SKILL MASTERY [General]
by positioning the armor in excellent deflective angles. COPYRIGHT 2000, Bradley H. Bemis Jr.
Prerequisite: Fighter 4+ levels, Shield Focus in the type of Choose a skill that you have a special mastery
shield. over
Benefit: When you are wearing the specified type of shield Prerequisite: Skill Focus in the specified skill
you get a +2 dodge bonus to your Armor Class. Benefit: You get a +4 bonus on all skill checks
Special: You can gain this feat multiple times. The effects with that skill
does not stack. Each time you take the feat, it applies to a Special: You can gain this feat multiple times.
new type of shield. Its effects do not stack with Skill Focus or itself.
Each time you take this feat, it applies to a new
SILVER SPOON [Trait] skill.
COPYRIGHT 2001, Sigfried Trent
You were born into some privilege and your character SKILL PERFECTION [General]
starts out with a monetary advantage COPYRIGHT 2000, Bradley H. Bemis Jr.
Benefit: When creating your character you start with Choose a skill in which you have achieved
double the maximum starting gold for your class. perfection
Special: This feat may only be taken at first level. Prerequisite: Skill Mastery in the specified skill
Notes: This can be a big advantage for a low-level warrior Benefit: You get a +6 bonus on all skill checks
type character, but it quickly evaporates as the game with that skill
progresses. Special: You can gain this feat multiple times.
Its effects do not stack with Skill Focus, Skill
SKILL KNACK [General, Trait] Mastery, or itself. Each time you take this feat, it
COPYRIGHT 2001, Carl Cramér applies to a new skill.
You have some special quality that enhances one of your 51
skills
SKILL SPECIALIZATION [General] SMOOTH TALKER [Trait]
COPYRIGHT 2001, William Setzer COPYRIGHT 2002, Rick Coen
Choose a skill, such as Move Silently. You have a You have a natural talent for the con, able to convince
natural talent with that skill. “marks” from all walks of life.
Prerequisite: Key Ability 13+ for skill chosen Prerequisite: Cha 13+
Benefit: The maximum rank allowed in the Benefit: You receive a +1 on Bluff and Diplomacy checks.
chosen skill is increased by two for class skills or Additionally, you receive a +1 on Sense Motive checks.
one for cross-class skills (IE. the maximum rank
Feats

is increased to level plus five for class skills or SOLIDIFY INERTIAL ARMOR [Psionic]
level plus two and a half for cross-class). You COPYRIGHT 2001, Eric D. Harry
must still purchase those ranks normally. You can solidify your Inertial Armor, making it harder for
Special: You can gain this feat multiple times. weapons to damage you.
Its effects do not stack. Each time you take this Prerequisite: Inertial Armor, Strengthen Inertial Armor,
feat, it applies to a new skill. reserve power points 3+, base attack bonus +4 or higher.
Benefit: As a move equivalent action you can increase the
SKILLED PARRY [General] strength of your inertial armor, causing the normally
COPYRIGHT 2001, Tyson Neumann invisible armor to take form and solidify around you. This
You are trained at parrying your opponents costs 5 power points and provides damage reduction equal
attacks to 5/+1 for a number of rounds equal to 1 plus your
Prerequisite: Base Attack Bonus +5, Proficient strength modifier.
with Weapon, Int 13+, Dex 13+, Dodge,
Expertise SOUL SACRIFICE [Special]
Benefit: When an opponent attacks you, you COPYRIGHT 2000, Bradley H. Bemis Jr.
are allowed a Reflex Save with DC equal to the Allows a sorcerer to know more spells than normal
opponent’s attack roll to avoid all damage from a Prerequisite: Charisma 14+, Toughness
single attack provided you are not unarmed. Benefit: The sorcerer may permanently sacrifice a number
Normal: A character not capable of this feat of hit points to gain additional spell learning levels (Table 3-
can forgo their attack to defend themselves and 17, Sorcerer Spells Known). The sorcerer may sacrifice as
move during a round as a standard action and many hit points as he or she desires. Spells are learned on a
gain a +4 dodge bonus to Armor Class for that direct 1 to 1, hit point to spell level ratio. A cantrip still
round. counts as 1 spell point. The spells learned must be
Special: Skilled Parry counts as an attack of determined at the time of the sacrifice. Once this decision is
opportunity and as such, the number of attacks made, it can never be undone.
of opportunity you have each round limits its Special: This feat may be taken multiple times. Each time
usage. taken, the sorcerer must determine the number of hit points
to be converted and the specific spells to be learned.
SLOW SPELL [Metamagic]
COPYRIGHT 2001, Carl Cramér SPEAR AND SHIELD [General]
You can cast spells more slowly to gain power. COPYRIGHT 2001, Carl Cramér
Prerequisite: Any one metamagical feat. You have trained in the use of a two-handed spear and
Benefit: Any spell with a casting time of a shield together
normal action or less now has a casting time of a Prerequisite: Shield Proficiency.
full round. The benefit is that the spell takes up Benefit: You can use a halfspear or shortspear two-handed
a spell slot one level lower than normal. A spell together with a large shield, despite the fact that such
can never become less than it’s original level weapons normally can’t be used together.
through this feat, but the level modification for Notes: This feat is right at home in ancient Greece, where
this feat can be used to offset the level increase hoplites used it. The shield is slung over the shoulder and
from other metamagical feats. maneuvered with the offhand that simultaneously holds the
Notes: A sorcerer or bard can use this feat, spear.
turning a full action metmagical spell casting into
a full round casting time spell (not the same SPELL AFFINITY [Metamagic]
52 thing). COPYRIGHT 2001, Eric D. Harry
Through research, study, introspection or inspiration, a prime requisite divided by two – the spell level.
Bard or Sorcerer is able to learn more spells. A number of spell points may be spent to cast
Prerequisite: Intelligence 13+, Ability to cast 1st level spells of a specific level up to the preparation /
Arcane spells without preparation. casting capacity for that level. There
Benefit: If a Bard or Sorcerer, you gain bonus spells based is a marked difference between the number of
on your Intelligence attribute. These spells are added to spell points and the preparation/casting
your number of spells known; this feat does not increase the capacity.
Special: This feat does not grant access to

Feats
number of spells that you can cast per day.
Special: The bonus spells provided by this feat cannot be higher spell
levels than the spell caster already had access to.
combined with the bonus spells provided by any other feat
Example: Morlock is a 17th level sorcerer with
(based on ability score) except Cantrip. a 24 charisma. He can cast 9/7/7/6/5/5/4/4/
2 spells per day. Morlock has 156 spell points.
SPELL LEARNING COMBINATION [Special] He can cast any spell he knows of any level he
COPYRIGHT 2000, Bradley H. Bemis Jr. can cast by subtracting the number of spell
You may combine spell levels for spell learning using a levels needed to cast the spell (and whatever
point-based system metagmagic requirements might need to be
Prerequisite: Primary ability score 13+, Concentration, met) from his spell point total. Morlock’s
10+ ranks in Knowledge (Arcana), Special Training casting capacity (regardless of the number of
Benefit: Primarily used by Bards and Sorcerers, this feat spell points he has) is: 12/11/10/9/8/7/6/5/4.
allows the character to mix his number of spells in any Notes: This feat is only taught at special
combination. When a class level is gained, each new academies and should require special training
spell-learning slot is converted to a number of spell learning on the part of the PC.
points (each spell level of the slot counts as one point). The
points are then added to a “learning pool”. The character SPELL POOL [Metamagic]
learns spells by spending the appropriate number of spell- Copyright 2006, Paul S. Weintraub
learning points for the spell desired. In the case of 0 level You are able to use your spell slots as a pool.
spells, each 0-level spell counts as ½ of a spell level (i.e. 2 0- Prerequisite: You must be able to cast arcane
level spells equal one spell level). or divine spells without preparation.
Special: Once a number of spell-learning points have been
Benefit: You may use your spell slots as a spell
spent on learning a particular spell, those spell-learning
pool for the purpose of casting spells of a level
points are forever removed from that character’s learning
in which you have exhausted your limit for the
pool.
day. I.e. If you have four slots of 2nd level spells
Notes: This feat is only taught at special academies and
and you have used all of them during the day,
should require special training on the part of the PC.
you may “pool” lesser or greater slots to create
a 2nd level slot.
SPELL LEVEL COMBINATION [General]
Special: To do this you must spend one extra
COPYRIGHT 2000, Bradley H. Bemis Jr.
spell slot worth of power to create the slot you
You may combine spell levels using a point-based system.
need. I.e. If you need to cast a fireball (a 3rd
Prerequisite: Primary ability score 13+, Concentration,
level spell) you will need four slots worth of
10+ ranks in Knowledge (Arcana), Special Training
power. You may use two 2nd level slots or two
Benefit: When determining the spells that will be prepared
1st level and one 2nd level slot or four 0 level and
for the day (wizard, cleric, druid, paladin, ranger) or when
one 2nd level slot, or any combination that
actually casting the spells (sorcerer, bard), the spell caster has
equals four. You may use higher level slots to
the ability to mix his spell levels in any combination, so long
achieve this goal as well. If for instance you
as the total spell levels prepared/cast do not exceed his
need a 4th level spell and you only have a 6th
prepared /casting capacity or number of spells castable
level slot left, you may use it to cast your spell.
per day. The number of points gained is based on the level
The remaining one slot of energy is left in the
of the spell. It is a strait one spell point per spell level
pool. This remaining energy is only usable as
exchange. In the case of 0 level spells, each 0-level spell
pool energy to cast a spell. It would have
counts as ½ of a spell level (i.e. 2 0-level spells equal one
enough energy to cast one 0 level spell. Any
spell level). Always round down. The preparation/casting
capacity for a single spell level is based on the spell casters
fractions are lost. 53
SPELL RESISTANCE: DIVINATION Benefit: Whenever an opponent wounds you in combat
[Monster, (deals damage to you), your next melee attack against that
Special] foe gets a +1 morale bonus to hit and damage. Once you
COPYRIGHT 2001, Eric D. Harry receive this bonus to an attack, the foe must wound you
The creature can apply its Spell Resistance (SR) again for you to gain the bonus again. If a foe wounds you
against divination magic. multiple times before you attack them, you only gain the
Benefit: All spells and spell-like abilities from bonus once, and to a single attack.
the divination school of magic must beat the Notes: One of many attack bonus feats, it has more flavor
than others, but requires a little book keeping from the
Feats

creature’s SR in order to discover anything


player.
about it.
Normal: SR does not normally apply to spells
SPIRITED DIVE [Monster]
and spell like abilities from the divination school.
COPYRIGHT 2001, Eric D. Harry
Special: Characters that gain SR by race (like
The creature can perform a terrifying dive-bomb attack.
drow) can choose this feat as a Special feat. If
Prerequisite: Fly speed, Flyby Attack.
using the default Psionics-Magic Transparency
Benefit: When flying down, the creature can make a special
option, this feat also extends your SR to resist all
charge action, dealing double damage on a successful claw
psionic powers from the telepathy and
or weapon strike (or triple damage if the creature normally
clairsentience disciplines.
inflicts double damage on a dive attack). The creature gains
a +2 attack bonus but suffers a -2 penalty to AC when
SPELL STABILITY [Metamagic]
making this attack. The creature can still use its Flyby Attack
COPYRIGHT 2001, Carl Cramér
feat when making a Spirited Dive.
You need not concentrate to maintain
spells.Benefit: A stable spell does not need
SPONTANEOUS METACASTING [Metamagic]
concentration. Any ©) note in the duration field
COPYRIGHT 2001, Eric D. Harry
is replaced with a (D) note instead, which allows
You have an affinity for spontaneously casting cure or
you to end the spell at will. A Stable Spell uses
inflict spells enhanced by your metamagic feats.
up a spell slot two levels higher than the spell’s
Prerequisite: Ability to spontaneously cast cure or inflict
actual level.
spells, metamagic feat used to augment your spell.
Special: If you want to control aspects of the
Benefit: You can spontaneously cast a metamagically
spell, such as controlling the movement of an
enhanced cure spell (or inflict spell as appropriate) in 1-
illusion, you must still concentrate while in
action.
control. If you don’t concentrate, the spell
Normal: Trading in divine energy to spontaneously cast a 1-
effect will still remain, without changing in any
action metamagic spell normally requires a full-round action,
way.
while spontaneously casting a metamagic spell with a longer
casting time requires one extra full-round action to cast.
SPELL TOUGHNESS [General]
COPYRIGHT 2000, Michael J. Kletch
SPONTANEOUS SPELL-LIKE CASTING [Monster]
Choose a school of magic, such as Evocation;
COPYRIGHT 2001, Eric D. Harry
you are better able to resist hostile effects from
The creature is able to use its arcane or divine spell
this school
knowledge to power its spell-like abilities.
Prerequisite: Base Will save bonus +4 or
Prerequisite: Innate spell like ability, ability to cast spells.
higher
Benefit: The creature can use its class derived spell slots or
Benefit: Against spells from the chosen school,
prepared spells to spontaneously cast any of its spell-like
you get a +2 bonus to all saving throws.
abilities in a manner similar to the way a cleric can
Special: You can take this feat multiple times.
spontaneously cast cure or inflict spells. This allows the
Its effects do not stack. Each time you take the
creature to convert one of its spell slots or prepared spells
feat, it applies to a new school of magic.
of the same level or higher to power the casting of the
spell-like ability without using up one of the spell-like
SPIRIT OF VENGEANCE [General]
ability’s uses per day. The spell-like ability must appear on
COPYRIGHT 2001, Sigfried Trent
the same spell list as the spell slot or prepared spell used to
You exact vengeance from your enemies in
power the casting. A spontaneously cast spell-like ability
54 blood
requires a full-round action but does not require any number of rounds equal to 1 plus your strength
material, somatic or verbal components. modifier.
Special: This feat cannot be used to spontaneously cast Like Inertial Armor, the armor bonus provided
spell-like abilities that do not have a spell level. by Solidify Inertial Armor does not stack with
the armor bonus provided by mundane or
STALWART DEFENDER [Special] enchanted armor and shields and is fully
COPYRIGHT 2001, Eric D. Harry effective against ethereal and incorporeal beings.

Feats
You are a truly a dwarven bastion of strength.
Prerequisite: Dwarf, Defensive Stance class ability, base STRIKE FAVORED ENEMY [Special]
attack bonus +9 or higher. COPYRIGHT 2001, Eric D. Harry
Benefit: You can use your Defensive Stance class ability one You are exceptionally deadly in combat against
more time per day. favored
Normal: Defensive Stance is a class ability of the Dwarven enemies.
Defender prestige class (Chapter 3, DMG). Prerequisite: Favored Enemy class ability, base
attack
STAND AGAINST SPELL [General] bonus +3 or higher.
COPYRIGHT 2001, Bradley H. Bemis Jr. Benefit: You may add your favored enemy
Gain an additional fortitude resistance against bonus to all
spellsPrerequisite: Great Fortitude weapon attack rolls made in melee combat and
Benefit: Gain an additional +2 to fortitude saves. ranged
Special: This feat stacks with Great Fortitude. combat against targets within 30 feet when
attacking any of your favored enemies.
STONE THROWER [General, Ranged] Normal: You may add your favored enemy
COPYRIGHT 2001, Sigfried Trent bonus to Bluff, Listen, Sense Motive, Spot and
Just as a monk can slay with his fists your skill turns a Wilderness Lore checks as well as weapon
common stone into a dangerous missile damage rolls in melee combat and ranged
Benefit: You treat normal stones between 1 and 5 pounds combat against targets within 30 feet.
as a simple ranged weapon. A typical stone deals 1D6 Special: This bonus does not apply to creatures
damage, has a threat of 20 X2, and has arange increment of that are immune to critical hits.
20. A poor stone has the same stats but deals only 1D4
damage. You may find a typical stone in some outdoor STYLIZE SPELL [Metamagic]
environments (DM’s discretion) as a full round action, or a COPYRIGHT 2001, Sigfried Trent
poor stone as a move equivalent action. You may take all the You can add illusionary elements to your spells
usual weapon feats using stone as a weapon of choice. that make them more spectacular, but not more
Normal: A stone is considered an improvised weapon and powerful.
deals small amounts of subduel damage. Prerequisite: Access to the illusion school (or a
Notes: This feat is not just about throwing rocks fairly well, lack of
but treats throwing rocks as a martial proficiency like a prohibition against using it)
monks use of his hands. You have a throwing technique that Benefit: You can subtly change the appearance,
you constantly practice and perfect like a baseball pitcher. sound, taste or smell of spells you cast. The
Your skill makes up for the irregularity changes to the spell must not have any
of the weapon itself. appreciable game effect outside of making the
caster seem impressive. For instance, making a
STRENGTHEN INERTIAL ARMOR [Psionic] wall of fire appear as something that isn’t hot
COPYRIGHT 2001, Eric D. Harry and dangerous would be out of the question,
You can increase the strength of your inertial armor. but having it whisper your name would be
Prerequisite: Inertial Armor, reserve power points 1+, acceptable. The effects of this spell should
base attack bonus +3 or higher. never make something dangerous seem less so
Benefit: As a move equivalent action you can increase the or something safe seem dangerous. It should
strength of your inertial armor. This costs 3 power points never change the apparent area of effect of the
and increases the armor bonus provided by your Inertial spell, disguise the spell in any way, or simulate
Armor to +7. The armor can remain strengthened for a the appearance of another spell. 55
Notes: The DM should be careful not to allow then terminates as normal. You cannot resume
the caster to gain a practical benefit from this feat concentration.
aside from personal reactions of spectators.
SUPERNATURAL RESISTANCE [Monster, Special]
SUBTLE SPELL [Metamagic] COPYRIGHT 2001, Eric D. Harry
COPYRIGHT 2001, Scott Metzger The creature can use its Spell Resistance (SR) or Power
You know how to disguise the use of material, Resistance (PR) to defend itself against supernatural abilities.
verbal, and somatic components; thus making Benefit: Any supernatural ability that directly effects the
Feats

your spell casting difficult to recognize. creature must beat the creature’s SR or PR to have any
Prerequisite: Spellcraft skill. effect. If the attacking creature cannot beat the SR or PR of
Benefit: When you cast a subtle spell those who the defender on a level check (1d20 + CR creature), the
could observe you must make a Spot check supernatural ability is negated exactly as if it were a spell or
opposed by your Spellcraft check to identify that spell-like ability.
you are casting a spell. A subtle spell uses up a Normal: Supernatural abilities are not normally subject to
spell slot one level higher than the spell’s actual SR or PR.
level. Special: Characters that gain SR or PR by race (like drow,
Normal: Without this feat spell casting is githyanki and githzerai) can choose this feat as a Special feat.
automatically recognized as spell casting. Characters with PR can only choose this feat if the default
Notes: Casting a subtle spell still draws an attack Psionics-Magic Transparency option.
of opportunity. If the person taking the attack of
opportunity fails the opposed Spot check they TAP ITEM [Item Creation]
still get the attack of opportunity but do not COPYRIGHT 2000, Michael J. Kletch
know why you let your guard down. You may draw upon the power of other magic items to
create new items
SUDDEN ACTION [General] Prerequisite: One or more of the following: Craft Magic
COPYRIGHT 2000, Michael J. Kletch Arms and Armor, Craft Rod, Craft Wondrous Item, Forge
You may make a quick and decisive attack at the Ring.
start of combat. Benefit: When creating a new magic item using one of the
Prerequisite: Improved Initiative, Mobility, prerequisite feats, you may draw up to half of the XP cost
Quick Draw, Combat Reflexes from another, existing item of the same type. The item from
Benefit: If a combat begins with a surprise which the energy is taken is destroyed in the process. The
round and you are not surprised, you may draw item tapped cannot be cursed, and this feat has no effect on
your weapon (a free action) and take a partial minor or major artifacts. The amount of XP that can be
action before initiative is rolled. This partial action drawn from any item is equal to half of the XP that would
may only be used to attack a surprised opponent, be necessary to create that item. If an item has charges, its
but a 5-foot step is allowed before or after the original XP value is reduced by the fraction of charges used.
attack. You may also make draw your weapon and
make a surprise attack in a non-combat situation TEAM FIGHTING [General]
with the use of this feat; the target of the attack COPYRIGHT 2001, Scott Metzger
is considered surprised. You know how to fight as a pair, group, and in formation.
Prerequisite: Base attack modifier of +1 or better.
SUMMONING CONCENTRATION Benefit: Two or more people can fight together as a team.
[General, The team members block and parry blows for each other.
Magical] Team members also work together to open up opponent’s
COPYRIGHT 2001, Carl Cramér weaknesses. Team members need to be within each others
Concentrate to maintain your summoned threatened area and every team member needs to have the
creatures. feat. Each person having Team Fighting gets a +1 to hit
Benefit: You can maintain the duration of a bonus and a +1 Armor Class bonus. Also, if two people
summon spell (such as summon monster or have Team Fighting they can switch carried items as a free
summon nature’s ally) through concentration. As action. This would allow one person to reload a Heavy
long as you concentrate on the spell, do not Crossbow or Repeating Crossbow while the other fires, thus
56 count time off it’s duration. After you stop one character could fire the Heavy Crossbow every
concentrating, the normal duration resumes and round while the other guy is loading.
THREATENED REACH [General] Benefit: You get a +1 bonus on all saving
COPYRIGHT 2001, Eric D. Harry throws.
Your mobility and footwork make you a deadly opponent in Special: This feat can be taken several times,
combat. but only once at any level, and the benefits
Prerequisite: Dex 13+, Dodge, Mobility, Spring Attack, stack. For each time after the first, increase the
Combat Reflexes, base attack bonus +6 or higher. Charisma prerequisite by 2.
Benefit: Designate one opponent on your turn as a free

Feats
action. Against this opponent, you increase your threatened TOUCH TO RAY [Metamagic]
range by 5 feet, as long as you maintain a direct, unimpeded COPYRIGHT 2001, Eric D. Harry
line of sight with your chosen opponent. If this opponent You can cast touch spells as ranged touch
provokes an attack of opportunity within this expanded attacks
range, you may take an immediate attack of opportunity Benefit: Any touch spell can be prepared and/
or cast as a ranged touch attack with a range of
against him. You are free to select a new opponent once per
close (25 ft. + 5 ft. for every 2 caster levels). A
round in initiative order on your turn.
touch spell prepared or cast in
Normal: Your threatened range is normally 5 feet unless
this manner uses up a spell slot one level higher
larger than M-sized or armed with a reach weapon.
than the spell’s actual level.
Special: You may only use this feat when unarmored or in
medium or lighter armor.
TRANSFER SPELL [Metamagic]
COPYRIGHT 2001, Rebecca Glenn (Becky)
TORNADO ATTACK [General]
You can cast personal effect spells on others as
COPYRIGHT 2001, Eric D. Harry
touch spells
You can combine your whirlwind attack with a 5-foot step,
Benefit: A Transferred spell has a range of
moving and striking in a whirlwind of deadly blows.
Touch and is treated as a touch attack. In this
Prerequisite: Int 13+, Dex 13+, Dodge, Mobility, Spring
way you can cast a spell with a range of
Attack, Whirlwind Attack (& Expertise) or Whirlwind
Personal and use it on another person. This feat
Strike, base attack bonus +12 or higher.
has no effect on spells with a range other than
Benefit: You can take a 5-foot step while making your
Personal. The target of the spell must accept
Whirlwind attack, allowing you to attack all opponents
the spell voluntarily. A Transferred spell takes
within range before and after your 5-foot movement. This
up a spell slot one levels higher than the spell’s
requires a full-attack action, you can only strike at an
actual level.
individual opponent within range once and you are still
Example: Divine Favor (1st level) allows the
limited to one 5-foot step per round. All restrictions and
caster to call upon the strength and wisdom of
benefits to your 5-foot movement apply normally.
a deity for luck bonuses to his own hit and
damage rolls. Transferred Divine Favor (3rd
TOUCH MASTERY [General, Melee, Ranged]
level) allows the caster to call upon the strength
COPYRIGHT 2000, Bradley H. Bemis Jr.
and wisdom of a deity for luck bonuses to hit
You have an innate understanding of how touch attacks are
and damage rolls and bestow them upon a
best used during combat
touched target (probably of the same faith).
Prerequisite: Knowledge (combat), Base Attack Bonus of
+3 or better
TRANSFERENCE [Item Creation]
Benefit: In addition to any other touch based attack
COPYRIGHT 2000, Bradley H. Bemis Jr.
bonuses, you may add your intelligence modifier to your
Allows a spell caster to draw from the life force
attack roll when making touch attacks.
of another while using item creation feats
Special: To gain this benefit, you must be able to assess
Prerequisite: Any item creation feat
your opponent completely for at least three rounds of
Benefit: While touching another creature, use
combat. During this period of study you are only able to
their XPs to fuel an item creation feat instead
take a partial action each round. The effect lasts until the
of your own.
end of the encounter.
Special: The creature touched must be a willing
subject with an intelligence of 3 or greater. Any
TOUCH OF GRACE [General, Defense]
magic used to control the creature will cause the
COPYRIGHT 2001, Paul King
Fate is looking out for you.
effort to fail. 57
Notes: Under no circumstances can another
Prerequisite: Cha 15+
creature ever be forced (even through a wish TUMBLING ATTACK [General]
spell) to succumb to the effects of this feat. It COPYRIGHT 2001, Brian A. Smith
MUST be a voluntary action. Execute a startling series of attacks while you tumble
TRICK SPELL [Metamagic] through your enemy’s midst.
COPYRIGHT 2000, Michael J. Kletch Prerequisite: Dex 15+, Dodge, Int 13+, Expertise,
Opposing Spell casters cannot identify your Mobility, Spring Attack, base attack +6, Tumble Skill, Skill
spells. Focus - tumble
Prerequisite: Spell Focus Benefit: As a full attack action, you are able to tumble up to
20 feet, and, if you succeed at your tumble check (see
Feats

Benefit: The DC for others to identify the name


or school of a Trick Spell is increased by +4. Tumble skill, PHB), you suffer no attacks of opportunity
Trick Spells cannot be counter spelled normally. and you may make your full number of attacks while you
Dispel Magic can be used per its description to tumble. However, you are able to attack no more than once
counter spell a spell prepared as a Trick Spell. A from any single five foot square through which you move
spell caster must have Spell Focus in the school (including the squares in which you start and finish the
of the spell that he or she wishes to prepare as a tumble). Even with this feat, the move is so difficult to
Trick Spell. A Trick Spell uses up a spell slot one execute that it adds +2 to the DC of your tumble check and
level higher than the spell’s actual level. all attacks suffer -2 penalty to hit. If you fail your tumble
check, you suffer attacks of opportunity normally and can
TRIGGER PSIONIC DEFENSE make only a single attack.
[Metapsionic] Normal: You tumble as a move action and can make a
COPYRIGHT 2001, Eric D. Harry single attack as a standard action.
You can attempt to raise one psionic defense Special: This feat cannot be used with ranged attacks or
mode without spending power points reach weapons. If you are using two weapons or a double
Prerequisite: Psychic Bastion, reserve power weapon, you still may only attack once from each square, so
points (see below) that the maximum number of attacks you can execute is 5.
Benefit: This feat mimics the Trigger Power feat,
except that it applies to one known psionic TURN/REBUKE RESISTANCE [Monster]
defense mode of your choice. You can attempt COPYRIGHT 2001, Eric D. Harry
to raise this defense mode for free, without By virtue of unholy power or exceptional strength of will,
spending power points, as a free action every the creature is more difficult to turn or rebuke than normal.
time that you use it, though you must have at Benefit: The creature adds +2 to its Hit Dice total when
least enough power points in reserve to raise the resisting turn or rebuke attempts.
defense mode normally. On a successful Wisdom Special: This feat can be taken more than once and its
ability check (DC 12 + power points used to benefits stack with itself. Each time it is taken, add +2 to the
activate your defense mode), you can raise this creature’s Hit Dice when resisting turn or rebuke
psionic defense without spending power points. attempts.
On a failed check, you are forced to pay the
normal power point TWIN PSIONIC ATTACK [Psionic]
cost to raise the defense mode. COPYRIGHT 2001, Eric D. Harry
Special: You can take this feat up to five times, You can attack with a psionic attack mode simultaneously
each time applying the feat to one additional with another attack mode just like it.
known psionic defense mode of your choice. Prerequisite: Cha 13+, Mental Adversary
This feat only applies to previously known Benefit: When attacking in psionic combat, you can make a
psionic defense modes and does not allow the psionic attack mode take effect twice on your target, as if
character to discover additional defense modes. you were simultaneously attacking with the same psionic
attack mode two times on the same target. The target suffers
TRUE POWER OF THE MIND [Psionic] all of the effects of both psionic powers individually,
COPYRIGHT 2001, Eric D. Harry receives a saving throw against both psionic attacks and if
You are adept at manifesting psionic powers capable, must defend with a psionic attack mode against
from any discipline. each attack. A twinned psionic attack costs a number of
Benefit: Add +1 to the Difficulty Class for all powers equal to twice the cost to use the psionic attack
58 saving throws against your psionic powers. mode +8.
TWIN WEAPON FIGHTING [General] come from; the difficulty is equal to the
COPYRIGHT 2001, Eric D. Harry number of feet away you wish to throw your
You can wield a matching pair of weapons, one in each voice. If there is something there that moves in
hand, with extraordinary ability. a manner suggestive of speech or of making
Prerequisite: Ambidexterity, Two-Weapon Fighting, base the sounds you are throwing, reduce the
attack bonus +6 or higher. difficulty by 10. Listeners can try to realize
Benefit: Choose a one-handed weapon, based on your size. what you are doing with an opposed listen roll,
When wielding one of the chosen weapons in each hand, but such a listen roll is subject to normal range

Feats
you wield the weapon in your off-hand as if it were a light penalties.
weapon. Normal: Any performer who has chosen this
Normal: With the Ambidexterity and Two-Weapon field (see PHB) can learn to do this on stage,
Fighting feats, you can normally wield a pair of one-handed using a puppet, but with this feat, you can do it
weapons at a 4 attack penalty with your primary and in action and be convincing.
secondary weapons. This feat reduces the attack penalty to 2
with your primary and secondary weapons, the same VIGILANT PSYCHIC DEFENDER
penalties that you would have if you had a light weapon in [Psionic]
your off-hand. COPYRIGHT 2001, Eric D. Harry
You are adept at defending yourself in psionic
TWO-WEAPON COMBINATION [General] combat
COPYRIGHT 2001, Carl Cramér Prerequisite: Psychic Bastion, reserve power
You master a specific two-weapon combination. points 2+
Prerequisite: Dexterity 15+, proficient with both weapons. Benefit: You are able to react instantly to
Benefit: You gain the use of the Two-Weapon Fighting psionic attack and can raise a psionic defense
and Ambidexterity feats, but only with a specific mode even when caught flat-footed. Raising a
combination of weapons. The weapon combination must be psionic defense mode in this manner requires
specified when the feat is first bought and is limited to two you to pay power points equal to the cost of
specific light or one-handed weapons. These can be two the defense + 1.
identical weapons. Normal: A psionic defender cannot normally
Special: You can learn later feats for which Ambidexterity raise a defense mode when caught flat-footed.
or Two-Weapon fighting are prerequisites based on the
‘virtual’ feats learned with Two-Weapon Combination, but VITAL STRIKE [Special, Fighter Only]
you can then only use those feats with the specific weapon COPYRIGHT 2000, Michael J. Kletch
combination you have chosen. Choose one type of melee weapon such as long
Notes: You save up a feat, but you can only fight with one sword or great axe; with that weapon, your
specific combination of two weapons. attacks strike true
Prerequisite: Weapon Specialization with the
VAMPIRE MIND [Psionic] weapon, Power Attack, base attack bonus +8 or
COPYRIGHT 2001, Eric D. Harry higher
You can drain power points from opposing minds on a Benefit: Any threat roll that also is a successful
successful psionic attack. attack with the weapon always results in a
Prerequisite: Cha 13+, Mental Adversary, Disarm Mind. Critical Hit.
Benefit: You gain power points equal to your charisma Special: You can take this feat multiple times.
modifier x4 each time that you use your Disarm Mind feat, Its effects do not stack. Each time you take the
up to your normal power point maximum. feat, it applies to a new weapon.

VENTRILOQUISM [General] WARD [Item Creation]


COPYRIGHT 2001, Carl Cramér COPYRIGHT 2001, Carl Cramér
You have learned to throw your voice, making it appear to Stores a spell in an object so that it triggers like
come from someplace else a trap.
Prerequisite: Perform (with training as a ventriloquist) Benefit: You create a magical trap, following
Benefit: As a standard action, you can use the Perform skill the rules in Core rulebook II. The cost of a
to make your voice appear to come from another location. first level trap created by a first level caster is 50 59
You must decide where you want your voice to appear to gp for one-use trap, 150 gp for a trap that
recharges, but only works once a day, and 500 attacks suffer only a -2 penalty.
for a trap that operates repeatedly or
continually. As usual, multiply these costs by the WEAPON JUGGLE [General]
spell level and caster level for more powerful COPYRIGHT 2001, Carl Cramér
traps. As with most item creation feats, the XP You can change and pick up weapons as a free action.
cost is ½5 of the base cost, creation takes one Prerequisite: Dexterity 13+, Fast Draw, perform skill with
day of work for every 1,000 gp base price, and juggle ability.
the cost in materials is half the base price of Benefit: You can juggle weapons and similarly sized objects
the enchantment. during combat. You can draw, sheathe, or shift them from
Feats

Special: You must define the triggering hand to hand as a free action. You can even pick them up
circumstance and how the spell is to be cast from the ground as a free action, as long as you can kick at
when creating the ward. The ward can only them. You can do this at the start and end of your turn, but
react to simple events within 5' per caster level not on somebody else’s turn or in the middle of an attack
in a programmed fashion. It cannot react to sequence. These actions never trigger attacks of
how and why an action is done. A ward with a opportunity.
continual detect spell (such as detect evil) can
be used as a trigger for a second ward. WEAPON TRICKS [General]
Common trigger events include ‘after five days’, COPYRIGHT 2001, Carl Cramér
‘when the door opens’ or ‘when a creature of You can change the type of damage you do with melee
size small or larger moves across’. You can have weapons.
up to three triggers. You can set the ward to Benefit: Many types of melee weapons can conceivably do
ignore certain species or specific creatures, give two different types of damage. Examples are swords (could
it a password, or provide other means of do slashing or piercing), picks (could do bludgeoning or
bypassing it safely. piercing) and single-edged or bludgeon-backed axes (could
Notes: The ward is imbued in an object, and do slashing and bludgeoning). When wielding such a
destroying that object destroys the ward. To weapon, you can opt to do either of the two types of
counter this, a common trigger is ‘if the ward is damage.
destroyed’. Spell casters usually pick sturdy Notes: The DM is the final arbiter on what types of
objects, like statues or wall carvings, to hold damage a weapon can do, based on the illustration,
wards. The DM must watch out for ‘traps’ that common sense and his knowledge on how these weapons
repeatedly cast beneficial spells like cure light are used in real life. If in doubt, go with your gut feeling.
wounds. An altar could indeed be enchanted so
that it repeatedly heals those praying at it, but it WHIRLWIND DEFENSE [General, Melee or Martial
would typically only heal each petitioner once Style]
per day. It can not distinguish the faithful, but it COPYRIGHT 2001, Eric D. Harry
can distinguish people by clothing or other gear You are adept at defending yourself against multiple
(such as holy symbols) or by a prayer they opponents.
recite. Prerequisite: Dex 13+, Dodge, Mobility, Spring Attack,
base attack bonus +4 or higher.
WAY OF THE GARGOYLE [Psionic] Benefit: When flanked in melee combat, your opponents
COPYRIGHT 2001, Michael J. Kletch subtract 2 from their flanking bonus to attack rolls and can
You have mastered the art of combat in only make sneak attacks against you if their character level is
alternate forms. higher than yours.
Prerequisite: Combat Reflexes, Psionic Focus Normal: Attackers in flanking position gain a +2 bonus on
(Psychometabolism), reserve power points 5+ attack rolls and can make sneak attacks against you.
Benefit: If you have three or more natural
attacks, either through the use of claw- or bite- WHIRLWIND STRIKE [General, Martial]
giving Psycho-metabolism powers, Polymorph COPYRIGHT 2001, Eric D. Harry
Self, Shape Change or some other power or You are able to attack nearby foes in a whirlwind of
effect, you have act as if you have the spinning kicks and strikes.
Multiattack feat as described on page 11 of Prerequisite: Wis 13+, Dex 13+, Dodge, Mobility, Spring
Core Rulebook III. Your primary attack suffers Attack, Improved Unarmed Strike, base attack bonus +4 or
60 no attack penalty and all of your secondary higher.
Benefit: When performing the full attack action, you give time per day, but you can only Smite a specific
up all of your attacks and can instead make one unarmed opponent once per day.
attack against each opponent within 5 feet at your full base Special: A character can choose this feat
attack bonus. Special: Monks may use this feat when multiple times, gaining one additional Smite
unarmed or when armed with a kama, nunchaku or attack each time that this feat is chosen.
siangham.
Notes: This is a modified form of the standard Whirlwind Feat Rules

Feat Rules
Attack feat adjusted for use by Monks and characters adept
in unarmed combat. Characters cannot combine this feat What is a Feat?
with use of any weapon except as outlined above. A feat is essentially a highly developed super-skill,
bestowing a permanent, non-magical, fixed ability
WILD RIDER [General] usable at will. Feats represent a learned, trained,
COPYRIGHT 2001, Carl Cramér and experienced use of a physical, mental, or
You can ride anything, in any fashion spiritual focus, granting an increased capability or
Prerequisite: Ride skill. function. This new feature of the character
Benefit: You suffer no penalty to your ride skill when generation/advancement process allows you to
riding bareback. Nor is your ride skill rank reduced when develop anything from a very specialized heroic
you ride different types of animals. character type to one with a wide array of heroic
Normal: The normal penalty for riding bareback is -5. abilities and functions.
When your ride a mount other than the one your initially Feat Format
learned the ride skill for, your skill rank is reduced by two or Here is the format for feat descriptions.
five depending on how different they are. Feat Name [Type of feat]
Description: What the feat does or represents in
WILDCASTING [Special, Druid only] plain language. Note that this section is not
COPYRIGHT 2002, Rick Coen preceded by the header “Description:,” in actual
You have the ability to manipulate the forces of magic feats.
while wild shaping. Prerequisites: A minimum ability score, another
Prerequisite: The supernatural ability to shape shift feat or feats, a minimum base attack, a skill, or a
Benefit: Each time this feat is chosen, an animal form must level that a character must have in order to acquire
be selected. You may cast your druidic spells normally when this feat. A character must have the listed ability
wild shaped into this selected animal form (and *only* into score, feat, skill, or base attack bonus in order to
this form). The animal form must still make noise and/or select or use that feat. A character can gain a feat
movements if required by the spell; any required material at the same level at which he or she gains the
components or focuses must be present at the time of prerequisite. A character can’t use a feat if the
casting, or in your possession (i.e. transformed when you character has lost a prerequisite. This entry is
shape shifted). absent if a feat has no prerequisite. A feat may
Normal: You may not cast spells in animal form without have more than one prerequisite.
exceptional circumstances, or the use of Metamagic Feats, Benefit: What the feat enables the character to
such as Still Spell and Silent Spell. do.
Special: This feat may be taken multiple times; each time, a Normal: What a character who does not have this
new animal form must be selected. feat is limited to or restricted from doing. If not
Notes: The prerequisite includes the druidic ability of having the feat causes no particular drawback this
wildshape, as well as those creatures that can change their entry is absent.
shape naturally (lycanthropes, etc.). It does not include any Special: Additional facts about the feat.
form of polymorph or shape shift spell. Example: This is where the author can show you
how the feat works with an example of play.
ZEALOUS SMITE [Special] Notes: Here the author makes notes or
COPYRIGHT 2001, Eric D. Harry suggestions regarding the use of the feat.
The strength of your faith flows through you, allowing you Sometimes it will contain rules citations or
to inflict terrible blows against your enemies. clarifications regarding the purpose or idea behind
Prerequisite: Smite class ability (Smite Evil, Smite Good, the feat.
Smite Infidel, etc.). The netbook of feats has two additional pieces of
Benefit: You can use your Smite class ability one additional information for the feats we print. These are not
61
part of the feat itself. They are the ratings and Legal Stuff
comments that have been added to the feat by
the review board, the feats author, or our
Introduction
Greetings, and welcome to the book of Feat’s Legal Stuff
readers. We indent these sections to denote that
section. Here you can read about and hopefully
they are separate from the feat itself.
Leagal Stuff

come to understand the legal ins and outs of the OGL, D20
Balance: This is the rating each feat receives in
and all that good stuff. The author of this section is
5 categories, preceded by an overall rating. For a
not a Lawyer and anything you read is of course not legally
detailed description see About the Netbook –
binding, except for the actual contracts in the OGL and
Feat Ratings.
D20 sections. The Netbook of Feats is published using the
Open Gaming License (OGL). The OGL is a special kind
Types of Feats of contract that is sometimes referred to as Copy Left. It
So there are different types of feats? Why? With was patterned after similar contracts used by the open
there being so many heroic feats available across source software movement, best exemplified by GNU
such a broad spectrum of the game, it is LINUX. The idea is that if you publish something using
necessary to break them down into smaller the license you give everyone unlimited rights to use the
working groups that can be addressed as a material in perpetuity, and furthermore, no one else can
whole. These groups can be used to apply ever claim exclusive rights to it. So basically it belongs to the
specific rules that impact the use of all feats whole world instead of any one person.
within a Now the OGL does have some limitations. First off, it lets
you pick and choose which parts of your
document are Open Gaming Content (OGC). Only the
portions that you designate OGC are available to everyone
free and clear. All the other stuff is still covered by
traditional copyright laws. Because of this anyone using
the OGL needs to clearly designate which portions of their
document are OGC and which are not.
Secondly, it requires that if you use any OGC from any
other OGL publication you must use the OGL yourself,
and abide by all its terms. It’s kind of self perpetuating that
way. Thirdly, it limits your ability to use trademarks and
Product Identity (PI) from other publications unless you get
specific written permission from the trademark holder or
the author of the PI. PI is basically any material that an
author using the OGL chooses to designate as PI. Under
standard copyright law you can do this sort of thing, make
references to other peoples work, but if you use the OGL
you must abide by its additional restrictions. This
limitation applies to the whole document, not just the OGC
material.
Finally, you must credit the original authors of any OGC
material you publish in your document, and if adding your
own original material you must assert that is entirely your
own work. So what does all this have to do with anything?
Basically Mages of the Beach (not their real name due to
OGL) wanted to be able to let amateurs publish material
that could be used with their game (name omitted due to
OGL restrictions). So they took the rules from said game
and created the System Reference Document, and then
published it as OGC using the OGL. So now anyone can

62
create material based on the SRD rules and publish it free
and clear, and completely legally. But there is more to it
than just that. As authors add material to the pool of works
published as OGC the whole gaming community
becomes richer. Authors can build off each other’s ideas and
improve on them. But Mages of the Beach went farther

Leagal Stuff
than that. They also created the D20 logo and license so that
authors who wanted to could identify their products as
being compatible with the rules system from the
unmentionable but oh so famous game. The reason they
restrict the use of their trademarks (and the trademarks of
others) is that they need to protect them or loose them. So
be good and don’t use them in the spirit of fair play. In
order to use the D20 license you must send Mages of the
Beach a request card. A lot of confusion arises as to just
how these contracts work and what all these acronyms
mean. If you want to publish OGC works or use the OGL
or D20 you had best read up on all of it and make sure you
understand everything. There are a couple of web sites you
will want to check out.
The open gaming foundation is an organization dedicated to
Open Gaming in general and is headed up by the guy
who came up with the OGL and D20 and all that: Ryan
Dancey. I strongly recommend checking out the mailing lists
if you really want to be an expert. OGF: http://
www.opengamingfoundation.org/index.html
And of course there is Mages of the Beach’s website dealing
with these licenses. D20: http://www.wizards.com/D20/
main.asp?x=welcome,3

63
Encylopedia of Lifeforms
Encylopedia of Lifeforms

The Driataur

Illistration By: Rachael Mayo

64
INDEX OF MONSTERS BY TYPE Template
Aberration Elemental Native
Floor Trapper Fallen Celestial

Encylopedia of Lifeforms
Painshrieker Lost, The
Underworld Oracle Magical Construct
Dragon Shade
Drage, Brown Spirit
Drage, Orange Zombie
Drage, Purple
Drage, Rainbow
Drage, Yellow INDEX OF MONSTERS BY
Drake, Blast CHALLENGE RATING
Drake, Caustic Rock Borers – 1/3
Drake, Flame Devil, Helekin (Baatezu) – 1
Drake, Force Drage, Brown – 1
Drake, Frost Drage, Orange –1
Drake, Static Drage, Purple – 1
Elemental Drage, Rainbow – 1
Quasi-Elemental, Ash Drage, Yellow – 1
Quasi-Elemental, Dust Hyrgrad – 1
Quasi-Elemental, Mineral Underworld Oracle – 1
Quasi-Elemental, Radiance Akop – 2
Quasi-Elemental, Salt Drake, Blast – 2
Quasi-Elemental, Steam Drake, Caustic – 2
Quasi-Elemental, Vacuum Drake, Flame – 2
Fey Drake, Force – 2
Vhalican Drake, Frost – 2
Giant Drake, Static – 2
Fallen Guard Floor Trapper – 2
Magical Beast Hungry Waters – 3
Hellgrammite, Giant Needle bugbear – 3
Hoard Raider Painshrieker – 4
Rock Borers Quasi-Elemental, Dust – 4
Monstrous Humanoid Quasi-Elemental, Salt – 4
Hyrgrad Quasi-Elemental, Steam – 4
Ooze Quasi-Elemental, Ash – 5
Magma Creeper Quasi-Elemental, Mineral – 5
Outsider Quasi-Elemental, Radiance – 5
Akop Driataur – 6
Darksphinx Hoard Raider – 6
Devil, Bulugon (Baatezu) Nagaphant – 6
Devil, Distender (Baatezu) Telekon – 6
Devil, Enforcer of Dis (Baatezu) Fallen Guard – 7
Devil, Herlekin (Baatezu) Quasi-Elemental, Vacuum – 7
Undead Devil, Distender (Baatezu) – 8
Crypt Guardian Devil, Enforcer of Dis (Baatezu) – 9
Hungry Waters Darksphinx – 10
Telekon Magma Creeper – 15
Vhalican – 15
Monster List
65
Akop through natural armor, armor, and shields, although
deflection bonuses and force effects (such as mage
COPYRIGHT NOTICE: Legions of Hell, ©
armor) work normally against them. An akop moves
2001
silently and cannot be heard with Listen checks if it
Chris Pramas (Green Ronin Publishing)
doesn’t so wish.
Small Outsider (Evil, Incorporeal, Lawful)
Encylopedia of Lifeforms

Telepathy (Su): Akop can communicate telepathically


Hit Dice: 3d8 (13 hp)
with any creature within 100 feet that has a
Initiative: +3 (Dex)
language. This is their only means of
Speed: 10 ft., fly 40 ft. (perfect)
communication.
AC: 15 (+1 size, +3 Dex, +1 deflection)
Wisdom Damage (Su): The touch of an akop deals
Attacks: 2 incorporeal touches +7 melee
1d3 temporary Wisdom damage to a living foe. A
Damage: Incorporeal touch 1d3 temporary
creature reduced to Wisdom 0 by an akop is driven
Wisdom
mad, immediately falling unconscious and
Face/Reach: 5 ft. by 5 ft. /5 ft.
tormented by demented dreams. See “Condition
Special Attacks: Wisdom damage
Summary” in the DMG for more information on ability
Special Qualities: Incorporeal
damage.
Saves: Fort +3, Ref +6, Will +0
Skills: *Akop receive a +8 circumstance bonus on
Abilities: Str —, Dex 17, Con 10, Int 10,
Hide checks made in darkness
Wis 4, Cha12
Skills: Hide +13*, Intimidate +4, Listen Crypt Guardian
+2, Spot +3, Tumble +7 COPYRIGHT NOTICE: Original Submission © 2001
Feats: Combat Reflexes by Tyson Neumann
Climate/Terrain: Any land and Large Undead
underground Hit Dice: 7d12 (45 hp)
Organization: Solitary, gang (2-5), or Initiative: +2 (+2 Dex)
swarm (~12) Speed: 30 feet
Challenge Rating: 2 AC: 16 (-1 Size,+2 Dex, +5 natural)
Treasure: None Attacks: Claw +6 melee; Great Scythe +7 melee or
Alignment: Usually Lawful evil as weapon
Advancement: 4-6 HD (Small); 7-9 HD Damage: Claw 1d6+4; Scythe 2d8+4 or as weapon
(Medium) Face/Reach: 5 feet x 5 feet/10 feet
COMBAT Special Attacks: Faerie Fire, Mask Others, Wall of
Akop usually attack at night, when they Force
can cloak themselves in darkness. They Special Qualities: Undead, darkvision 60 ft.,
are soundless and at night nearly damage reduction 10/+1, see invisibility, turn
impossible to see. With their great speed resistance +5
and maneuverability, they can hit and run Saves: Fort: +2, Reflex: +4, Will: +7
and keep their enemies confused. Abilities: Str: 16, Dex: 14, Con: -, Int: 12, Wis: 14,
Incorporeal: The akop have no physical Cha: 15
bodies. Skills: Bluff +9, Intimidate +9, Listen +4, Move
They can be harmed only by other Silently +8, Search +6, Sense Motive +4, Spot +8.
incorporeal creatures, +1 or better magic Feats: Alertness, Martial Weapon Proficiency,
weapons, and spells, spell-like abilities, or Weapon Focus – Great Scythe
supernatural abilities. They are immune to Climate/Terrain: Any land or underground
all non-magical attack forms. Even when Organization: Solitary
hit by spells or magic weapons, they have Challenge Rating: 6
a 50% chance to ignore any damage from Treasure: 2 rubies (worth 500 gp each)
a corporeal source (except for force Alignment: Always neutral
effects, such as magic missile, or attacks Advancement Range: 8-13 HD (Large-size); 14-18
made with ghost touch weapons). An akop HD (Huge)
can pass through solid objects at will, but Crypt guardians are undead warriors found
not force effects. Its touch attacks pass . guarding tombs, graves, corpses, and crypts. If left
66 alone and the place they are
guarding remains undisturbed, they will take no Animate Crypt Guardian
actions. However, if any actions are taken to disturb Necromancy
the crypt guardian or its place of protection, the crypt Level: Clr 4, Death 4, Sor/Wiz 5
guardian will use all means necessary to remove the Components: V, S, M
offenders. Casting time: 5 minutes/HD of undead

Encylopedia of Lifeforms
A crypt guardian appears as an imposing 10-foot created
tall skeleton with thick, sturdy looking bones and Range: Touch
red pinpoints of light where its eyes should be. Targets: One giant sized corpse
Crypt guardians are often seen wielding great Duration: Instantaneous
scythes, though may be found wielding any sort Saving Throw: None
weapon. Spell Resistance: No
A crypt guardian, despite its undead status, can This spell turns the corpses of giants
speak Common. into undead crypt guardians that will
COMBAT guard one tomb, grave, crypt or other
A crypt guardian will avoid combat if possible by structure indefinitely. While a crypt
making use of its faerie fire ability and guardian can be commanded to guard
bluff/intimidate skills. If unsuccessful, the crypt any area 10-foot radius per caster level,
guardian will use its mask other ability followed by a a grave-like settings is often most
strategically placed wall of force so as to bar appropriate. Once created, a crypt
entrance to the place the guardian is protecting. If guardian will do everything within its
any creature remains or succeeds at its Will save power to prevent the passage of living
against the mask other ability, the crypt guardian will creatures into the area the guardian was
proceed to melee combat with its imposing great created to guard; only the guardian’s
scythe. creator can enter the area in question
Great Scythe: Huge weapon wielded two-handed, without provoking the undead warrior.
Damage 2d8, Critical 19-20/x4, 22lbs, Piercing and As the crypt guardian is not under direct
Slashing control of its creator, it does not count
Faerie Fire (Sp.): This functions just like the spell of against the total number of undead the
the same name up to 3 times a day as cast by a 10th creator can control. Further, the HD of
level druid. the crypt guardian created cannot
Mask Others (Sp.): All creatures within a 100-foot exceed that of the caster’s level.
range that fail a Will save (DC 15) are A crypt guardian can be created only
simultaneously blinded and turned invisible. Those from a mostly intact corpse or skeleton
affected will remain so for 1d4 days before the of a giant. If a crypt guardian is made
effects wear off. A creature that succeeds at its save from a corpse, the flesh rots from the
is nauseated for 1d2 rounds but is otherwise bones over the next 2d6 weeks. A crypt
unaffected by the crypt guardian’s mask other ability guardian remembers nothing from its life
for 24 hours. including skills and abilities and
See invisibility (Su.): This functions similar to the depends solely on those granted during
arcane spell of the same name except that the crypt its creation. The creator of the crypt
guardian can only use it to see creatures made guardian must also be able to cast or
invisible through use of its own mask others ability. read from a scroll the spells faerie fire,
Treat this effect as always in use. blind, invisibility, see invisibility, and wall
Undead: Immune to mind-influencing effects, of force at the time the crypt guardian is
poison, sleep, paralysis, stunning, and disease. Not created
subject to critical hits, subdual damage, ability The great scythe (or other weapon) the
damage, energy drain, or death from massive crypt guardian wields must be present
damage. at the time the guardian is created or it
Wall of Force (Sp.): This functions just like the will always prefer to attack with its claws.
spell of the same name up to 2 times a day as cast A great scythe costs 50gp to have
by a 10th level sorcerer. crafted.
CREATING A CRYPT GUARDIAN
67
Material Component (for Crypt Guardian): COMBAT
Black pearls worth at least 100gp/HD of Darksphinxes usually accompany baatezu nobles
undead created and 2 rubies worth as bodyguards. They stay near their charges, using
500gp each. The pearls are placed inside spell-like abilities to discomfit their enemies until
the mouth of the corpse and the rubies in melee contact is made. In dire circumstances, a
Encylopedia of Lifeforms

its eye sockets. Once animated into a darksphinx grabs a charge in its rear legs and flies
crypt thing, the pearls are destroyed but to safety.
the rubies remain in its eye sockets and Pounce (Ex): A darksphinx leaping on a foe in the
become the focus of the crypt guardian’s first round of combat may make a full attack even if
ithas already taken a move action.
un-death. Rake (Ex): A darksphinx that pounces onto a
Darksphinx creature can make two rake attacks (+13 melee)
with its hind legs for 1d6+6 damage each.
COPYRIGHT NOTICE: Legions of Hell,
Spell-like Abilities: 3/day clairaudience /
© 2001
clairvoyance, darkness, detect magic,
Chris Pramas (Green Ronin Publishing)
poison, read magic, and see invisibility; 1/day
Large Outsider (Evil)
comprehend languages, desecrate, dispel magic
Hit Dice: 8d10+16 (60 hp)
legend lore, locate object, remove curse, and
Initiative: +7 (+3 Dex, +4 Improved
unholy blight. These abilities are as the spells cast
Initiative)
by a 14th-level sorcerer (save DC 15 + spell level).
Speed: 40 ft., fly 60 ft. (poor)
Once per week a Darksphinx can create a symbol of
AC: 24 (-1 size, +3 Dex, +12 natural)
death, discord, insanity, pain, persuasion, sleep, and
Attacks: +2 Large sickle +13/+8 melee,
stunning (one of each) as the spell cast by an 18th-
+1longsword +12 melee, tail slap +8
melee level sorcerer (save DC 23).
Damage: +2 Large sickle 2d6+8, +1 long
sword 1d8+4, tail slap 1d6+3
Devil, Distender (Baatezu)
Face/Reach: 5 ft. by 5 ft./10 ft. COPYRIGHT NOTICE: Legions of Hell, © 2001
SpecialAttacks: Pounce, rake ld6+6, Chris Pramas (Green Ronin Publishing)
spell-like abilities Huge Outsider (Evil, Lawful)
Special Qualities: Darkvision 60 ft., Hit Dice: 8d8+56 (92 hp)
poison immunity; acid, cold, electricity, Initiative: -1 (-1 Dex)
and fire resistance 20 Speed: 25 ft.
Saves: Fort +8, Ref +9, Will +8 AC: 18 (-2 size, -1 Dex, +11 natural)
Abilities: Str 23, Dex 16, Con 15, Int 22, Attacks: 2 slams +13 melee
Wis 19, Cha 21 Damage: Slam 2d6+7
Skills: Concentration +13, Heal +9, Hide Face/Reach: 10 ft. by 10 ft./15 ft.
+4, Intimidate +16, Intuit Direction +9, Special Attacks: Vomit
Knowledge (arcana) +11, Knowledge Special Qualities: Baatezu qualities, damage
(Hell) +11, Listen +17, Sense Motive +8, reduction 10/+1
Spot +17, Wilderness Lore +9 Saves: Fort +13, Ref +5, Will +9
Feats: Alertness, Ambidexterity, Blind- Abilities: Str 24, Dex 8, Con 24, Int 6, Wis 16, Cha
Fight, Combat Casting, Flyby Attack, 16
Improved Initiative, Iron Will, Two- Skills: Intimidate +14, Jump +13, Listen +13, Spot
Weapon Fighting +13
Climate/Terrain: Any land and Feats: Improved Critical (slam), Power Attack,
underground Sunder
Organization: Solitary or covey (2-4) Climate/Terrain: Any land
Challenge Rating: 10 Organization: Solitary or gang (2-5)
Treasure: Double standard Challenge Rating: 8
Alignment: Always evil (any) Treasure: None
Advancement: 9-12 HD (Large); 13-24 Alignment: Always lawful evil
68 HD (Huge) Advancement: 9-16 HD (Huge); 17-24 HD
(Gargantuan) Speed: 35 ft., fly 40 ft. (average)
COMBAT AC: 25 (-1 size, +3 Dex, +13 natural)
Distenders are enormous, and their mighty fists Attacks: 2 claws +16 melee
alone are strong enough to squash most enemies Damage: Claw 1d8+5
into paste (they have a threat range of 19-20 with Face/Reach: 5 ft. by 5 ft./10 ft.

Encylopedia of Lifeforms
the Improved Critical feat). What makes them most SpecialAttacks: Fear, rend 2d8+7, spell-
effective, however, is their vomit attack. This vile like
ability can have a variety of mind-jarring effects. abilities, summon baatezu
Vomit (Ex): Each round a Distender can make a Special Qualities: Baatezu qualities,
single vomit attack, spewing a chosen humor in a damage
25-foot-long cone. It cannot vomit the same humor reduction 10/+2, SR 20
two rounds in a row. All types produce mind affecting Saves: Fort +10, Ref +10, Will +8
attacks that require a successful Will Save (DC 17) Abilities: Str 20, Dex 16, Con 16, Int 11,
to avoid. Wis 13,
• Black Bile: Black bile produces severe Cha 17
melancholy. Creatures affected by black Skills: Balance +9, Climb +10, Escape
bile become incapable of any action for 1d4 Artist +11,
rounds as they stand still, wrapped in their Gather Information +14, Hide +13,
own morose thoughts. The effect is Intimidate +12,
otherwise similar to a hold monster spell. Jump +10, Knowledge (Hell) +10, Move
• Blood: Blood makes victims feel happy Silently
(despite being covered with sticky gore!). +11, Spot +9, Tumble +11
Creatures affected by blood are so filled Feats: Dodge, Mobility, Spring Attack,
with optimism and good cheer that they Weapon
cannot take any offensive action for 1d6 Focus (claw), Weapon Specialization
rounds. They may not make attacks, cast (claw)
damaging or mind-affecting spells, or Climate/Terrain: Any land and
initiate any action that would harm another. underground
However, they suffer no penalties to Armor Organization: Solitary, team (2-5), or
Class. patrol (1
• Phlegm: Phlegm engenders cowardice. enforcer plus 2d6 herlekins)
Creatures affected by phlegm are so full of Challenge Rating: 9
fear that they become panicked, fleeing Treasure: Standard
away from the distender for 1d4 rounds. Alignment: Always lawful evil
Those that cannot flee for some reason Advancement: 12-16 HD (Large); 17-22
cower in terror instead, and attacks against (Huge)
them are at a +2 bonus. COMBAT
• Yellow Bile: Yellow bile incites violence and Enforcers of Dis prefer to get their way
vengefulness. Creatures affected by yellow without a fight. They are masters of
bile are overcome with wrathful feelings for intimidation, and their reputation is such
1d3 rounds. They turn on the nearest that many renegades surrender without
creature, friend or foe, with their most powerful a struggle. They are no strangers to
violence, however, and can and do use
attack or spell.
their claws to deadly effect. Their spell-
Devil, Enforcer of Dis like abilities usually serve to block off
exits or capture an offender for later
(Baatezu) judgment.
COPYRIGHT NOTICE: Legions of Hell, © 2001 Fear (Su): A creature hit by an enforcer
Chris Pramas (Green Ronin Publishing) of Dis’s claw attack must succeed at a
Large Outsider (Evil, Lawful Will save (DC 18) or be affected as
)Hit Dice: 11d8+33 (82 hp) though by fear
Initiative: +3 (Dex) 69
cast by an 11 -level sorcerer. Whether or
th
underground
not the Save is successful, that creature Organization: Solitary, brood (2-5), or pack
cannot be affected again by that (5-20)
enforcer’s fear ability for one day. Challenge Rating: 1
Treasure: Standard
Encylopedia of Lifeforms

Rend (Ex): If an enforcer of Dis hits with


both claw attacks, it latches onto the Alignment: Always lawful evil
opponent’s body and tears the flesh. Advancement: By character class
This attack automatically deals 2d8+7 COMBAT
points of damage. Herlekin are fast-moving shock troops,
Spell-Like Abilities: At will—animate sent in after waves of lemures have
dead. charm person, detect good, detect exhausted the enemy. They excel at
magic, detect thoughts, dispel chaos, dispel assaults but do not do well with
good, hold person, suggestion, and teleport complicated maneuvers. Herlekin have a
without error (self plus 50 pounds only); taste for blood and are difficult to control
3/day-lightning bolt, polymorph self; prying once battle has begun. Still, in numbers
eyes, and wall of fire, 1/day—hold monster and properly led, they make a potent force.
and wall of force. These abilities are as Blood Rage (Ex): Herlekin thirst for blood,
the spells cast by a 12th-level sorcerer and can drink the blood of a downed
(save DC 13 + spell level). opponent as a partial action. Doing so
Summon Baatezu (Sp): Once per day an making a single attack that deals 2d6+8
enforcer of Dis can attempt to summon points of damage. The herlekin must move
2d6 herlekins with a 50% chance of at least 20 feet in a straight line to build up
success, or another enforcer with a 35% proper momentum. This is otherwise a
chance of success. normal charge attack.
Feats: Enforcers of Dis receive Weapon
Focus (claw) and Weapon Specialization Drage, Brown
COPYRIGHT NOTICE: Original
(claw) as bonus feats.
Submission © 2001
Devil, Herlekin (Baatezu) By Spencer Cooley
COPYRIGHT NOTICE: Legions of Hell, Diminutive Dragon (Earth)
© 2001 Hit Dice: 1/2 d12 (3 hp)
Chris Pramas (Green Ronin Publishing) Initiative: +5 (+5 Dex)
Medium-Size Outsider (Evil, Lawful) Speed: 10 feet, fly 20 feet (perfect)
Hit Dice: 2d8+4 (13 hp) AC: 23 (+4 Size, +5 Dex , +4 natural)
Initiative: +1 (+1 Dex) Attacks: 2 Claws +10 melee, Bite +2
Speed: 35 ft. melee
AC: 15 (+1 Dex, +4 natural) Damage: Claws 1d2-3, Bite 1d2-3
Attacks: Military fork +5 melee; or gore Face/Reach: 2 1/2 feet x 2 1/2 feet/0 feet
+5 melee Special Attacks: Breath Weapon
Damage: 1d8+4 military fork; 1d6+4 gore Special Qualities: Immunity to Electricity
Face/Reach: 5 ft. by 5 ft./5 ft. Saves: Fort: +4, Reflex: +7, Will: +4
Special Attacks: Blood rage, horns down! Abilities: Str: 6, Dex: 21, Con: 14, Int: 2,
Special Qualities: Baatezu qualities Wis: 14, Cha: 14
Saves: Fort +5, Ref +4, Will +2 Skills: Hide +8*, Spot +3.
Abilities: Str 16, Dex 13, Con 14, Int 8, Feats: Weapon Finesse (Claws)
Wis 9, Cha 12 Climate/Terrain: Any land or underground
Skills: Hide +4, Intimidate +4, Jump +6, Organization: Solitary or clutch (2-7)
Listen +2, Challenge Rating: 1
Wilderness Lore +1 Treasure: ½ Standard
Feats: Power Attack Alignment: Usually neutral
Climate/Terrain: Any land and Advancement Range: 1 HD (Diminutive); 2-
70
4 HD (Tiny); 5 HD (Small)
Saves: Fort: +4, Reflex: +7, Will: +4
A drage (rhymes with “age”) is among the
Abilities: Str: 6, Dex: 21, Con: 14, Int: 2,
tiniestforms of dragonkind known. Dragons know
Wis: 14, Cha: 14
ofdrages, but consider them to be far inferior
Skills: Hide +8*, Spot +3.
cousins. Drages are extremely rare, and are usually

Encylopedia of Lifeforms
Feats: Weapon Finesse (Claws)
sought after by wizards, scholars, and/or nobility
Climate/Terrain: Any land or underground
when discovered. They make fair pets, but the
Organization: Solitary or clutch (2-7)
drage’s natural draconic tendencies mean that
Challenge Rating: 1
anyone keeping a drage as a pet shouldn’t be
Treasure: ½ Standard
surprised to see it sleeping a lot and constantly
Alignment: Usually neutral
stealing small, shiny trinkets. It has been said that a
Advancement Range: 1 HD (Diminutive);
drage combines the worst qualities of a dragon and
2-4 HD (Tiny); 5 HD (Small)
a house cat into a creature twice the size of a gerbil.
A drage (rhymes with “age”) is among the
At roughly 14 inches long from snout to the tip of
tiniest forms of dragonkind known.
their tails, and resembling lizards with wings, drages
Dragons know of drages, but consider
are certainly a strange sight. Brown drages tend to
them to be far inferior cousins. Drages
be a light tan or khaki color when born, with their
are extremely rare, and are usually
hides slowly darkening to near-black as they age. A
sought after by wizards, scholars, and/or
typical drage lives about 50 years.
nobility when discovered. They make fair
COMBAT
pets, but the drage’s natural draconic
Drages tend to avoid combat in the same way a
tendencies mean that anyone keeping a
house cat would (if it could fly). When pressed into a
drage as a pet shouldn’t be surprised to
corner, however, it will attack viciously with its breath
see it sleeping a lot and constantly
weapon and claws, trying not to kill or harm, but to
stealing small, shiny trinkets. It has been
get away. When prowling and attacking other
said that a drage combines the worst
creatures, the drage usually blasts the creature with
qualities of a dragon and a house cat into
its breath weapon before trying to finish the creature
a creature twice the size of a gerbil. At
off with its claws.
roughly 14 inches long from snout to the
Breath Weapon (Su): The brown drage’s breath
tip of their tails, and resembling lizards
weapon is a 5-foot line of electricity. It does 1d3+1
with wings, drages are certainly a strange
points of acid damage (Reflex save vs. DC 11 for
sight. Orange drages tend to be a dark
half) to any creature caught in that area. The drage
orange color when born, with their hides
can use this breath weapon once every 1d4+1
slowly gaining luster as they age until the
rounds.
creature looks similar to a copper dragon.
Acid Immunity (Ex): A brown drage takes no
A typical drage lives about 50 years.
damage from electricity-based attacks.
COMBAT
Skills: Brown Drages have a +3 racial bonus to Hide
Drages tend to avoid combat in the same
checks (included in above statistics). way a house cat would (if it could fly).
When pressed into a corner, however, it
Drage, Orange will attack viciously with its breath weapon
COPYRIGHT NOTICE: Original Submission © 2001 and claws, trying not to kill or harm but to
By Spencer Cooley get away. When prowling and attacking
Diminutive Dragon (Water) other creatures, the drage usually blasts
Hit Dice: 1/2 d12 (3 hp) the creature with its breath weapon
Initiative: +5 (+5 Dex) before trying to finish the creature off with
Speed: 10 feet, fly 20 feet (perfect) its claws.
AC: 23 (+4 Size, +5 Dex , +4 natural) Breath Weapon (Su): The orange drage’s
Attacks: 2 Claws +10 melee, Bite +2 melee breath weapon is a 5-foot line of acid. It
Damage: Claws 1d2-3, Bite 1d2-3 does 1d3+1 points of acid damage
Face/Reach: 2 1/2 feet x 2 1/2 feet/0 feet (Reflex save vs. DC 11 for half) to any
Special Attacks: Breath Weapon
Special Qualities: Acid Immunity creature caught in that area. The drage 71
can use this breath weapon once every drages are certainly a strange sight. Purple drages
1d4+1 rounds. tend to be a light lavender color when born, with
Acid Immunity (Ex): An orange drage their hides slowly darkening to a rich, amethyst-like
takes no damage from acid -based color and luster as they age. A typical drage lives
Encylopedia of Lifeforms

attacks. about 50 years.


Skills: Orange Drages have a +3 racial COMBAT
bonus to Hide checks (included in above Drages tend to avoid combat in the same way a
statistics). housecat would (if it could fly). When pressed into a
corner, however, it will attack viciously with its breath
Drage, PurpleCOPYRIGHT NOTICE: weapon and claws, trying not to kill or harm, but to
Original Submission © 2001 get away. When prowling and attacking other
By Spencer Cooley creatures, the drage usually blasts the creature with
Diminutive Dragon (Cold) its breath weapon before trying to finish the creature
Hit Dice: 1/2 d12 (3 hp) off with its claws.
Initiative: +5 (+5 Dex) Breath Weapon (Su): The purple drage’s
Speed: 10 feet, fly 20 feet (perfect) breathweapon is a 5-foot line of frost and cold. It
AC: 23 (+4 Size, +5 Dex , +4 natural) does1d3+1 points of cold damage (Reflex save vs.
Attacks: 2 Claws +10 melee, Bite +2 DC 11 for half) to any creature caught in that area.
melee The drage can use this breath weapon once every
Damage: Claws 1d2-3, Bite 1d2-3 1d4+1 rounds.
Face/Reach: 2 1/2 feet x 2 1/2 feet/0 feet Cold Subtype (Ex): A purple drage takes no
Special Attacks: Breath Weapon damage from cold-based attacks. Heat and
Special Qualities: Cold Subtype firebased attacks do double damage unless a saving
Saves: Fort: +4, Reflex: +7, Will: +4 throw is allowed, in which case the drage takes half
Abilities: Str: 6, Dex: 21, Con: 14, Int: 2, damage on a successful save (double damage on a
Wis: 14, Cha: 14 failed save).
Skills: Hide +8*, Spot +3. Skills: Brown Drages have a +3 racial bonus to
Feats: Weapon Finesse (Claws) Hide checks (included in above statistics).
Climate/Terrain: Any land or underground
Organization: Solitary or clutch (2-7) Drage, Rainbow
Challenge Rating: 1 COPYRIGHT NOTICE: Original Submission © 2001
Treasure: ½ Standard By Spencer Cooley
Alignment: Usually neutral Diminutive Dragon (Air)
Advancement Range: 1 HD (Diminutive); 2- Hit Dice: 1/2 d12 (3 hp)
4 HD (Tiny); 5 HD (Small) Initiative: +5 (+5 Dex)
A drage (rhymes with “age”) is among the Speed: 10 feet, fly 20 feet (perfect)
tiniest forms of dragonkind known. AC: 23 (+4 Size, +5 Dex , +4 natural)
Dragons know of drages, but consider Attacks: 2 Claws +10 melee, Bite +2 melee
them to be far inferior cousins. Drages are Damage: Claws 1d2-3, Bite 1d2-3
extremely rare, and are usually sought Face/Reach: 2 1/2 feet x 2 1/2 feet/0 feet
after by wizards, scholars, and/or nobility Special Attacks: Breath Weapon
when discovered. They make fair pets, but Special Qualities: Immunity to Sonic attacks
the drage’s natural draconic tendencies Saves: Fort: +4, Reflex: +7, Will: +4
mean that anyone keeping a drage as a Abilities: Str: 6, Dex: 21, Con: 14, Int: 2, Wis: 14,
pet shouldn’t be surprised to see it Cha: 14
sleeping a lot and constantly stealing Skills: Hide +8*, Spot +3.
small, shiny trinkets. It has been said that Feats: Weapon Finesse (Claws)
a drage combines the worst qualities of a Climate/Terrain: Any land or underground
dragon and a house cat into a creature Organization: Solitary or clutch (2-7)
twice the size of a gerbil. At roughly 14 Challenge Rating: 1
inches long from snout to the tip of their Treasure: ½ Standard
72 tails, and resembling lizards with wings, Alignment: Usually neutral
Advancement Range: 1 HD (Diminutive); 2-4 HD
Face/Reach: 2 1/2 feet x 2 1/2 feet/0 feet
(Tiny); 5 HD (Small)
Special Attacks: Breath Weapon
A drage (rhymes with “age”) is among the tiniest
Special Qualities: Fire Subtype
forms of dragonkind known. Dragons know of
Saves: Fort: +4, Reflex: +7, Will: +4
drages, but consider them to be far inferior cousins.

Encylopedia of Lifeforms
Abilities: Str: 6, Dex: 21, Con: 14, Int: 2,
Drages are extremely rare, and are usually sought
Wis: 14, Cha: 14
after by wizards, scholars, and/or nobility when
Skills: Hide +8*, Spot +3.
discovered. They make fair pets, but the drage’s
Feats: Weapon Finesse (Claws)
natural draconic tendencies mean that anyone
Climate/Terrain: Any land or
keeping a drage as a pet shouldn’t be surprised to
underground
see it sleeping a lot and constantly stealing small,
Organization: Solitary or clutch (2-7)
shiny trinkets. It has been said that a drage
Challenge Rating: 1
combines the worst qualities of a dragon and a
Treasure: ½ Standard
house cat into a creature twice the size of a gerbil.
Alignment: Usually neutral
At roughly 14 inches long from snout to the tip of
Advancement Range: 1 HD (Diminutive);
their tails, and resembling lizards withwings, drages
2-4 HD (Tiny); 5 HD (Small)
are certainly a strange sight. Rainbow drages mix all
A drage (rhymes with “age”) is among
colors of the rainbow on their hides, which resemble
the tiniest forms of dragonkind known.
the insides abalone shells at birth. Their hides slowly
Dragons know of drages, but consider
darken as they age, eventually reaching a rich luster
them to be far inferior cousins. Drages
not entirely unlike oil spilled across a puddle as they
are extremely rare, and are usually
age. A typical drage lives about 50 years.
sought after by wizards, scholars, and/or
COMBAT
nobility when discovered. They make fair
Drages tend to avoid combat in the same way a
pets, but the drage’s natural draconic
house cat would (if it could fly). When pressed into a
tendencies mean that anyone keeping a
corner, however, it will attack viciously with its breath
drage as a pet shouldn’t be surprised to
weapon and claws, trying not to kill or harm, but to
see it sleeping a lot and constantly
get away. When prowling and attacking other
stealing small, shiny trinkets. It has been
creatures, the drage usually blasts the creature with
said that a drage combines the worst
its breath weapon before trying to finish the creature
qualities of a dragon and a house cat
off with its claws.
into a creature twice the size of a gerbil.
Breath Weapon (Su): The rainbow drage’s breath
At roughly 14 inches long from snout to
weapon is a 5-foot line of low-frequency sound. It
the tip of their tails, and resembling
does 1d3+1 points of sonic damage (Reflex save vs.
lizards with wings, drages are certainly a
DC 11 for half) to any creature caught in that area.
strange sight. Yellow drages tend to be a
The drage can use this breath weapon once every
bright lemon-color when born, with their
1d4+1 rounds.
hides slowly gaining a burnished look
Immunity to Sonic Attacks (Ex): The rainbow drage
similar to a gold dragon as the creature
takes no damage from sonic attacks.
ages.
Skills: Rainbow Drages have a +3 racial bonus to
A typical drage lives about 50 years.
Hide checks (included in above statistics). COMBAT
Drages tend to avoid combat in the
Drage, Yellow same way a
COPYRIGHT NOTICE: Original Submission © 2001 house cat would (if it could fly). When
By Spencer Cooley pressed into a corner, however, it will
Diminutive Dragon (Fire) attack viciously with its breath weapon
Hit Dice: 1/2 d12 (3 hp) and claws, trying not to kill or harm, but
Initiative: +5 (+5 Dex) to get away. When prowling and
Speed: 10 feet, fly 20 feet (perfect) attacking other creatures, the drage
AC: 23 (+4 Size, +5 Dex , +4 natural) usually blasts the creature with its breath
Attacks: 2 Claws +10 melee, Bite +2 melee weapon before trying to finish the
Damage: Claws 1d2-3, Bite 1d2-3 creature off with its claws. 73
Breath Weapon (Su): The yellow drage’s by more powerful creatures. In some ways, they are
breath weapon is a 5-foot line of flame. It the draconic equivalent of pets. Their behavior tends
does 1d3+1points of fire damage (Reflex to reflect the alignment/desires of their “master.”
save vs. DC 11 for half) to any creature COMBAT
caught in that area. The drage can use In combat, blast drakes usually begin an attack on
Encylopedia of Lifeforms

this breath weapon once every 1d4+1 the wing, using their breath weapon as they close,
rounds. then flailing at a target with bite, claws, and tail,
Fire Subtype (Ex): A yellow drage takes no breathing as frequently as possible.
damage from fire and heat-based attacks. Shriek (Su): A blast drake’s shriek takes the form of
Coldbased attacks do double damage, a 15 foot long cone of sonic force and can be used
unless a saving throw is allowed, in which every 1d4+1 rounds. This attack does 2d6 points of
case the drage takes half damage if the sonic damage, with a Reflex Save (DC 13) allowed
save is successful and double damage if it for half damage. The shriek can be heard at a great
is not. distance, but only those in the cone take damage. A
Skills: Yellow Drages have a +3 racial silence spell cast on the drake prevents it from using
bonus to Hide checks (included in above its shriek, and a silence spell cast elsewhere stops
statistics). the attack as though the outer radius of the spell
were a wall of force.
Drake, Blast Sonic Immunity (Ex): by more powerful creatures. In
COPYRIGHT NOTICE: Original some ways, they are the draconic equivalent of pets.
Submission © 2001 Their behavior tends to reflect
By Spencer Cooley the alignment/desires of their “master.”
Small Dragon (Air) Drake, Caustic
Hit Dice: 2d12+4 (17 hp)
COPYRIGHT NOTICE: Original Submission © 2001
Initiative: +1 (+1 Dex)
By Spencer Cooley
Speed: 20 feet, fly 60 feet (good)
Small Dragon (Water)
AC: 19 (+1 Size, +1 Dex, +7 natural)
Hit Dice: 2d12+4 (17 hp)
Attacks: bite +5 melee, 2 claws +2 melee,
Initiative: +1 (+1 Dex)
tail +2
Speed: 20 feet, fly 60 feet (good)
melee
AC: 19 (+1 Size, +1 Dex, +7 natural)
Damage: bite 1d4+2, claws 1d3+1, tail
Attacks: bite +5 melee, 2 claws +2 melee, tail +2
1d3+1
melee
Face/Reach: 5 feet x 5 feet/5 feet
Damage: bite 1d4+2, claws 1d3+1, tail 1d3+1
Special Attacks: Shriek
Face/Reach: 5 feet x 5 feet/5 feet
Special Qualities: Sonic Immunity
Special Attacks: Breath Weapon
Saves: Fort: +5, Reflex: +4, Will: +3
Special Qualities: Acid Immunity
Abilities: Str: 15, Dex: 12, Con: 14, Int: 2,
Saves: Fort: +5, Reflex: +4, Will: +3
Wis: 11, Cha: 10
Abilities: Str: 15, Dex: 12, Con: 14, Int: 2, Wis: 11,
Skills: Move Silently +5
Cha: 10
Feats: Multiattack
Skills: Move Silently +5
Climate/Terrain: Mountains, deserts,
Feats: Multiattack
underground
Climate/Terrain: Mountains, deserts, underground
Organization: Solitary, clutch (2-5), or
Organization: Solitary, clutch (2-5), or brood (6-10)
brood (6-10)
Challenge Rating: 2
Challenge Rating: 2
Treasure: Standard
Treasure: Standard
Alignment: Usually neutral
Alignment: Usually neutral
Advancement Range: 3 HD (Small); 4-6 HD
Advancement Range: 3 HD (Small); 4-6
(Medium-size)
HD(Medium-size)
Caustic drakes are small, distant relatives of
Blast drakes are small, distant relatives of
dragons. They resemble tiny black dragons and are
dragons. They resemble tiny green
74 dragons and are sometimes kept as pets
sometimes kept as pets by more powerful creatures.
In some ways, they are the draconic equivalent of .”
pets. Their behavior tends to reflect every 1d4+1 rounds. This attack does
the alignment/desires of their “masterCOMBAT 2d6 points of fire damage, with a Reflex
In combat, caustic drakes usually begin an attack on Save (DC 13) allowed for half damage.
the wing, using their breath weapon as they close, Fire Subtype (Ex): Flame drakes are
then flailing at a target with bite, claws, and tail, immune to fire. They take double

Encylopedia of Lifeforms
breathing as frequently as possible. damage from all cold-based attacks
Breath Weapon (Su): A caustic drake’s breath unless a saving throw is allowed, in
weapon is a 20 foot long line of acid and can be which case they take half damage if they
used every 1d4+1 rounds. This attack does 2d6 successfully save (otherwise they take
points of acid damage, with a Reflex Save (DC 13)
double damage).
allowed for half damage.
Acid Immunity (Ex): Caustic drakes are immune to Drake, Force
acid. COPYRIGHT NOTICE: Original
Submission © 2001
Drake, Flame By Spencer Cooley
COPYRIGHT NOTICE: Original Submission © 2001 Small Dragon
By Spencer Cooley Hit Dice: 2d12+4 (17 hp)
Small Dragon (Fire) Initiative: +1 (+1 Dex)
Hit Dice: 2d12+4 (17 hp) Speed: 20 feet, fly 60 feet (good)
Initiative: +1 (+1 Dex) AC: 19 (+1 Size, +1 Dex, +7 natural)
Speed: 20 feet, fly 60 feet (good) Attacks: bite +5 melee, 2 claws +2
AC: 19 (+1 Size, +1 Dex, +7 natural) melee, tail +2 melee
Attacks: bite +5 melee, 2 claws +2 melee, tail +2 Damage: bite 1d4+2, claws 1d3+1, tail
melee 1d3+1
Damage: bite 1d4+2, claws 1d3+1, tail 1d3+1 Face/Reach: 5 feet x 5 feet/5 feet
Face/Reach: 5 feet x 5 feet/5 feet Special Attacks: Breath Weapon
Special Attacks: Breath Weapon Special Qualities: Force Absorption
Special Qualities: Fire Subtype Saves: Fort: +5, Reflex: +4, Will: +3
Saves: Fort: +5, Reflex: +4, Will: +3 Abilities: Str: 15, Dex: 12, Con: 14, Int:
Abilities: Str: 15, Dex: 12, Con: 14, Int: 2, Wis: 11, 2, Wis: 11, Cha: 10
Cha: 10 Skills: Move Silently +5
Skills: Hide +4 Feats: Multiattack
Feats: Multiattack Climate/Terrain: Mountains, deserts,
Climate/Terrain: Mountains, deserts, underground underground
Organization: Solitary, clutch (2-5), or brood (6-10) Organization: Solitary, clutch (2-5), or
Challenge Rating: 2 brood (6-10)
Treasure: Standard Challenge Rating: 2
Alignment: Usually neutral Treasure: Standard
Advancement Range: 3 HD (Small); 4-6 HD Alignment: Usually neutral
(Medium-size) Advancement Range: 3 HD (Small); 4-6
Flame drakes are small, distant relatives of dragons. HD (Medium-size)
They resemble tiny red dragons and are sometimes Force drakes are small, distant relatives
kept as pets by fire creatures, dragons. In some of dragons. They resemble tiny purple
ways, they are the draconic equivalent of pets. Their dragons and are sometimes kept as
behavior tends to reflect the alignment/desires of pets by more powerful creatures. In
their “master.” some ways, they are the draconic
COMBAT equivalent of pets. Their behavior tends
In combat, flame drakes usually begin an attack on to reflect the alignment/desires of their
the wing, using their breath weapon as they close, “master.”
then flailing at a target with bite, claws, and tail, COMBAT
breathing as frequently as possible. In combat, force drakes usually begin an
Breath Weapon (Su): A flame drake can belch forth a attack on the wing, using their breath 75
15 foot long cone of fire
weapon as they close, then flailing at a Feats: Multiattack
target with bite, claws, and tail, breathing Climate/Terrain: Mountains, deserts, underground
as frequently as possible. Organization: Solitary, clutch (2-5), or brood (6-10)
Breath Weapon (Su): A force drake’s shriek Challenge Rating: 2
takes the form of a 15 foot long cone of Treasure: Standard
Encylopedia of Lifeforms

glowing force and can be used every Alignment: Usually neutral


1d4+1 rounds. This attack does 2d6 Advancement Range: 3 HD (Small); 4-6 HD
points of damage, with a Reflex Save (DC (Medium-size)
13) allowed for half damage. Note that Frost drakes are small, distant relatives of dragons.
because this weapon is made of force, it They resemble tiny white dragons and are
can affect incorporeal creatures. sometimes kept as pets by cold creatures. In some
Force Absorption (Su): Force drakes ways, they are the draconic equivalent of pets. Their
absorb force-based attacks. Any force- behavior tends to reflect the alignment/desires of
based attack directed at the drake heals it their “master.”
instead of damaging it on a point-for-point COMBAT
basis. The creature cannot exceed its In combat, frost drakes usually begin an attack on
normal maximum hit points, though the wing, using their breath weapon as they close,
absorbing force that would heal it past its then flailing at a target with bite, claws, and tail,
maximum hit points allows it to use its breathing as frequently as possible.
breath weapon again immediately Breath Weapon (Su): A frost drake’s breath
(instead of waiting). Thus, a magic missile weapon is a 15 foot long cone of frost and can be
spell that would normally do 3 points of used every 1d4+1 rounds. This attack does 2d6
damage instead heals the drake of 3 points of cold damage, with a Reflex Save (DC 13)
points of damage. If the drake had only allowed for half damage.
taken 2 points of damage, it would be fully Cold Subtype (Ex): Frost drakes are immune to
healed and able to use its breath weapon cold. They take double damage from all fire-based
on its next action, even if it had just used attacks unless a saving throw is allowed, in which
it the round prior and had rolled a 5 for case they take half damage if they successfully save
the number of rounds it had to wait
(otherwise they take double damage).
between breaths.
Drake, Static
Drake, Frost COPYRIGHT NOTICE: Original Submission © 2001
COPYRIGHT NOTICE: Original By Spencer Cooley
Submission © Small Dragon (Earth)
2001 By Spencer Cooley Hit Dice: 2d12+4 (17 hp)
Small Dragon (Cold) Initiative: +1 (+1 Dex)
Hit Dice: 2d12+4 (17 hp) Speed: 20 feet, fly 60 feet (good)
Initiative: +1 (+1 Dex) AC: 19 (+1 Size, +1 Dex, +7 natural)
Speed: 20 feet, fly 60 feet (good) Attacks: bite +5 melee, 2 claws +2 melee, tail +2
AC: 19 (+1 Size, +1 Dex, +7 natural) melee
Attacks: bite +5 melee, 2 claws +2 melee, Damage: bite 1d4+2, claws 1d3+1, tail 1d3+1
tail +2 melee Face/Reach: 5 feet x 5 feet/5 feet
Damage: bite 1d4+2, claws 1d3+1, tail Special Attacks: Breath Weapon
1d3+1 Special Qualities: Electrical Immunity
Face/Reach: 5 feet x 5 feet/5 feet Saves: Fort: +5, Reflex: +4, Will: +3
Special Attacks: Breath Weapon Abilities: Str: 15, Dex: 12, Con: 14, Int: 2, Wis: 11,
Special Qualities: Cold Subtype Cha: 10
Saves: Fort: +5, Reflex: +4, Will: +3 Skills: Spot +4
Abilities: Str: 15, Dex: 12, Con: 14, Int: 2, Feats: Multiattack
Wis: 11, Cha: 10 Climate/Terrain: Mountains, deserts, underground
Skills: Spot +4 Organization: Solitary, clutch (2-5), or brood (6-10)
76
Challenge Rating: 2 THE DRIATAUR IS A CREATURE CREATED
Treasure: Standard BY AN EIGHTEENTH LEVEL WIZARD AND
Alignment: Usually neutral A DEMON. THIS VICIOUS MONSTROSITY
Advancement Range: 3 HD (Small); 4-6 HD(Medium- WAS MADE TO BE A GUARD OF THE
size) Static drakes are small, distant relatives of WIZARDS UNDERGROUND KEEP. IT IS A

Encylopedia of Lifeforms
dragons. They resemble tiny blue dragons and are CRUEL FLESH EATER. IT HAS
sometimes kept as pets by more powerful creatures. EXCELLENT SENSE OF SMELL, TRACK BY
In some ways, they are the draconic equivalent of SCENT 50%. WILL ALWAYS PURSUE IF IN
pets. Their behavior tends to reflect the alignment/ SIGHT OF TARGET. ATTACKS WITHOUT
desires of their “master.” FEAR UNLESS OBVIOUSLY
COMBAT OVERMATCHED. CAN SPIN WEB LIKE A
In combat, static drakes usually begin an attack on GIANT SPIDER. SEE MONSTER MANUEL
the wing, using their breath weapon as they close,
FOR MORE DETAILS.
then flailing at a target with bite, claws, and tail,
breathing as frequently as possible. Fallen Guard
Breath Weapon (Su): A static drake’s breath weapon COPYRIGHT NOTICE: Original
is a 20 foot long line of lightning and can be used Submission © 2001
every 1d4+1 rounds. This attack does 2d6 points of by Doug Rodermund
electricity damage, with a Reflex Save (DC 13) Large (Tall) Giant
allowed for half damage. Hit Dice: 12d8+30 (84 hp)
Electrical Immunity (Ex): Static drakes are immune Initiative: +1 (Dex)
to electricity. Speed: 30 ft., Climb 150 ft.
DRIATAUR AC: 15 (-1 Size, +1 Dex, +5 natural)
COPYRIGHT NOTICE: Original Submission © Attacks: Huge Great club +10 melee; huge
2001 By Paul S. Weintraub long spear +9 melee/ranged; slam +8
(Large Outsider) melee
Hit Dice: 12D8+9, HP: 57 Damage: Huge Great club 2d6+9; huge
INIT: +3 DEX long spear 2d6+9, slam 1d10+9
SPEED: 40', SPRING 30' Face/Reach: 5 ft. by 5 ft./10 ft.
AC: 14 (-1 SIZE, +5 NATURAL UPPER BODY, 16 (-2 Special Attacks: Frightful Presence
SIZE, +3 DEX, +5 NATURAL LOWER BODY) Special Qualities: Great Leap, Divine Will
ATTACKS: BITE +4 MELEE, GORE +4, CLAW +2 Saves: Fort +10, Ref +5, Will +10
MELEE, +9 HUGE GREAT AXE Abilities: Str 23, Dex 13, Con 21, Int 5,
DAMAGE: BITE 1D8+2, GORE 1D8+2, CLAW 1D4+3, Wis 17, Cha 13
HUGE GREAT AXE 2D8+4 Skills: Jump +6, Spot +3
FACE/REACH: 15' by 15'/10' Feats: Power Attack, Dodge, Mobility,
SPECIAL ATTACKS: POISON, SPIN WEB, SPRING Spring Attack
SPECIAL QUALITIES: SCENT, NATURAL Climate/Terrain: Any dense forest
CUNNING Organization: Solitary, pack (7-12,
SAVES: FORT +8, REF +6, WILL +5 extremely rare)
ABILITIES: STR: 19 DEX: 17 CON: 15 INT: 5 WIS: 10 Challenge Rating: 7
CHA: 8 Treasure: Standard; possible magical huge
SKILLS: CLIMBING +16, INTIMIDATE +5, JUMP +8, great club / long spear
LISTEN +8, SEARCH +6, SPOT +8, SPIN-WEB +16 Alignment: Usually chaotic neutral
FEATS: WEAPON FINESSE BITE AND CLAW, Advancement: By character class Fallen
POWER ATTACK, SUNDER, MULTI-ATTACK Guardsmen are extremely rare, and are
CLIMATE/TERRAIN: ANY UNDERGROUND completely unknown to all but the select
ORGANIZATION: SOLITARY few who survive an encounter in a forest
CHALLENGE RATING: 6 one has taken residence in. Only the most
TREASURE: STANDARD learned of historians know anything of the
ALIGNMENT: CHAOTIC EVIL fallen guards mens’ background. It is
ADVANCEMENT: BY CHARACTER CLASS rumored that they were the elite guard of 77
another plane’s god, feared by most makes all Concentration checks.
creatures in their brilliant armor.
Supposedly there was a great war Hyrgrad
between their god and another, with their COPYRIGHT NOTICE: Original Submission © 2001
opposition being victorious in the end. The By Spencer Cooley
Encylopedia of Lifeforms

opposing god stripped them of many of Small Monstrous Humanoid


their powers and attributes (most notably Hit Dice: 1d8+1 (5 hp)
Intelligence), used powerful psionics to Initiative: +1 (Dex)
warp their minds (hence their chaotic Speed: 20 ft.
neutral alignments), and cast them out to AC: 15 (+1 size, +1 Dex, +3 studded leather)
various scattered worlds among the Attacks: gore +2 or club +2 melee plus tail +0
planes. The creatures now wander melee; or sling +3 ranged
aimlessly within dense forests in constant Damage: gore 1d4; tail 1d4; club 1d6; or sling bullet
sorrow of their failed protection of their 1d4
god. They appear to be ageless and do Face/Reach: 5 ft. by 5 ft./5 ft.
not seem to die of natural causes – only in Special Attacks: Pin
battle. Whether this is a blessing or a Special Qualities: Low-light visionSaves: Fort +1, Ref
curse from their god is the subject of +3, Will +1
strident debate. Abilities: Str 11, Dex 13, Con 12, Int 8, Wis 8, Cha
COMBAT 8
A Fallen Guard rarely seeks confrontation Skills: Craft (Trapmaking) +3, Hide +5, Intimidate
with other creatures, but their actions can +3, Spot +3
be very sporadic and thus unpredictable. Feats: Multiattack
It is rumored that hey have occasionally Climate/Terrain: Marshes or Plains
banded together for a purpose of divine Organization: Troupe (4-9), clan (10-100 plus 100%
righteousness, but normally are found noncombatants plus 1 3rd-level sergeant per 20
alone. adults and 1 leader of 4th-6th level), or tribe (20-
Sixth Sense (Su): Fallen Guardsmen seem 400 plus 100% noncombatants plus 1 3 -level
rd

to have a sixth sense which often alerts sergeant per 20 adults plus 1 5th-level captain per
them of near danger or a desirable action. 50 adults and one leader of 6th-9th level)
The creature may substitute Wisdom for Challenge Rating: 1
Intelligence as the basic ability for all Treasure: Standard
Intelligence-based skills and ability Alignment: Usually lawful neutral
checks. Advancement: By character class Hyrgrads are
Great Leap (Ex): A Fallen Guardsman gets sometimes called “the rhino people.”
a +60 racial bonus to jump checks Their bodies are mostly human, but from about the
(included in stats above) and can take 20 middle of the chest, their bodies begin to see the
on any jump check as a standard action skin stiffen and thicken. Their heads resemble rhinos
even if he would not otherwise me able to with manes – these manes come in many different
do so. colors and it is not uncommon for Hyrgrad to dye
Frightful Presence (Su): When a Fallen their manes. Hyrgrad are a stout people and
Guard becomes enraged (automatic after surprisingly nimble, but sadly, they tend to come up
taking even 1 hit point of damage), it flies a little short on the mental end. They are simple and
into a frightful frenzy. All opponents within usually peaceful, content to be left to their own
30 feet of the creature when it is in its devices and follow their leaders. Strangely, they also
enraged state must make a Will save (DC have a long tail with a viciously sharp barb on the
17) or suffer a –2 morale penalty to all end as well. Hyrgrads have little culture and speak in
attack, damage, and skill rolls. low, gravelly tones. Most speak Sylvan or Terran,
Divine Will (Ex): A Fallen Guard is and a few (the more intelligent specimens) speak
immune to all mind-influencing effects. In Common.
addition, a Fallen Guard automatically Combat
78
Hyrgrads are terrific troops – they usually have 36 HD (Colossal)
wellrehearsed formations and are quite adept at A magma creeper is a huge ooze that
using their horns and tails to their advantage. They usually lives near areas of extreme heat
prefer to fight in ranks two deep, with the back rank such as a volcano. A magma creeper
armed with reach weapons. They are able to quickly usually resembles a quick-moving flow of

Encylopedia of Lifeforms
react to changing situations based either on magma; however, it often changes
predetermined courses of action or commands from course and certainly does not follow the
their leaders. Fighting a group of hyrgrads is much path of least resistance to find potential
nastier than fighting a group of goblinoids as prey. The creature can subsist on rocks
hyrgradshave no problem working together or due to its extremely powerful acids, but
sacrificing one for the sake of many. Hyrgrads prefers animal flesh for the greater
frequently try to pin their opponents and allow their nutritional value.
fellows to help them pummel the opposition. COMBAT
Pin (Ex): If a hyrgrad scores a critical hit with its Magma creepers simply flow toward the
horn or tail, it may attempt to grapple its opponent nearest available animal target, not
without drawing an attack of opportunity. It may also distinguishing among
do so if it hits the same target with both its horn and foes, and attempting to slam or
tail in the same round. (preferably) engulf the target. If two
Hyrgrad Characters creatures are an equal distance from it,
A hyrgrad’s favored class is barbarian. Most tasloi the magma creeper attacks the larger of
leaders are barbarians or barbarian/clerics. the two.
Hyrgrad clerics can choose two of the following Stun (Ex): If the creeper scores a critical
domains: Earth, Law, and Sun. Most hyrgrad hit with its slam attack, the target must
spellcasters are adepts. Hyrgrad adepts favor spells make a successful Fortitude Saving
that enhance their own troops or hinder the Throw (DC 22) or be stunned.
opposition. Acid (Ex): The magma creeper is
constantly covered in acid. A creature hit
Magma Creeper by a creeper is dealt an additional 3d6
COPYRIGHT NOTICE: Original Submission © 2001 points of acid damage (Reflex save vs.
by Spencer Cooley DC 22 for half). Creatures engulfed by
Gargantuan (Long) Ooze the creeper take 10d6 points of acid
Hit Dice: 12d10+102 (168 hp) damage per round (no save allowed).
Initiative: -5 (-5 Dex) Engulf (Ex): In lieu of making a slam
Speed: 30 feet attack, the magma creeper may attempt
AC: 1 (-4 Size, -5 Dex) to engulf a target.
Attacks: slam +9 melee Blindsight (Ex): A magma creeper’s
Damage: slam 4d6+4 entire body is its sensory organ, thus, it
Face/Reach: 30 feet x 40 feet/15 feet is not affected by spells affecting vision
Special Attacks: Stun, Engulf, Acid and operates normally even in total
Special Qualities: Blind sight, Fire Immunity, darkness.
Electricity Resistance 20, Cold Vulnerability, Ooze Cold Vulnerability (Ex): Cold-based
Saves: Fort: +10, Reflex: -1, Will: -1 attacks do double damage to a magma
Abilities: Str: 16, Dex: 1, Con: 22, Int: -, Wis: 1, creeper unless a saving throw is allowed,
Cha: 1 in which case the creeper takes half
Climate/Terrain: Volcano, Underground damage on a successful save (it still
Organization: Solitary or pair (2) takes double damage on a failed save).
Challenge Rating: 15
Treasure: None Nagaphant
Alignment: Always neutral COPYRIGHT NOTICE:
Advancement Range: 13-24 HD (Gargantuan); 25- Original Submission © 2003

79
by Paul S. Weintraub STAR 1D8+2
Large Abberition (long) FACE/REACH: 5' by 5'/5'
HD: 16D8+8, HP: 72 SPECIAL ATTACKS: NONE
INITIATIVE: +4 IMPROVED INIT. SPECIAL QUALITIES: DARKVISION 60', POOR
SPEED: 20' MAGIC RESISTANCE
Encylopedia of Lifeforms

AC: 18 (-1 SIZE, +9 NATURAL UPPER SAVES: FORT +1, REF +2, WILL 0
BODY, 16 (-1 SIZE, +7 NATURAL LOWER ABILITIES: STR: 15 DEX: 12 CON: 13 INT: 10 WIS: 10
BODY) CHA: 7
ATTACKS: +13 MELEE GREAT CLUB SKILLS: CLIMB +2, HIDE +3, LISTEN +3, MOVE
DAMAGE: GREAT CLUB 2D6 +10 SILENTLY +6, SPOT +3
FACE/REACH: 5' by 5'/10' FEATS: WEAPON FINESSE SHOOT NEEDLES
SPECIAL ATTACKS: CAST WIZARD AND CLIMATE/TERRAIN: ANY UNDERGROUND
CLERICAL SPELLS ORGANIZATION: SOLITARY, GANG 2-4, BAND 11-20
SPECIAL QUALITIES: SCENT INCLUDING A LEADER
SAVES: FORT +8, REF +7, WILL +12 CHALLENGE RATING: 3
ABILITIES: STR: 30 DEX: 10 CON: 19 INT: TREASURE: STANDARD
17 WIS: 16 CHA: 11 ALIGNMENT: CHAOTIC EVIL
SKILLS: LISTEN +11, SENSE MOTIVE +8, ADVANCEMENT: BY CHARACTER CLASS
SPELLCRAFT +12, SPOT +11
FEATS: ALERTNESS, COMBAT CASTING, MAGICAL ATTACKS AGAINST IT WILL INFLICT
DODGE, LIGHTNING REFLEXES, CRAFT DOUBLE DAMAGE. OTHER NON-OFFENSIVE
WONDROUS ITEM SPELLS (CHARM PLANT) WILL DO DOUBLE
CLIMATE/TERRAIN: TEMPERATE DAMAGE. NEEDLE BUGBEARS HATE ELVES AND
ORGANIZATION: SOLITARY DWARVES AND WILL ATTACK ON SIGHT. WHEN IN
CHALLENGE RATING: 6 THE HEAVY WOODS OR HEAVY UNDERGROWTH IT
TREASURE: STANDARD IS 65% UNDETECTABLE AND WILL SURPRISE IT’S
ALIGNMENT: LAWFUL EVIL
VICTIM.
ADVANCEMENT: 18 HD
Para-Elemental, Ice
ANOTHER WILD MAGE CREATION GONE COPYRIGHT NOTICE:
WRONG, THE NAGAPHANT WAS AN Original Submission © 2001
ELEPHANT THAT WAS BEING EATEN BY by Itzhak Even
AN ANACONDA WHEN GILCORE THE Ice Elemental, Small Ice Elemental, Medium Ice
MAGE SHOWED UP. HE DECIDED THIS Elemental, Large
WOULD MAKE A GREAT EXPERIMENT. Small Elemental (Air, Water) Medium-Size
HE WAS WRONG, IT BECAME Elemental (Air, Water) Large Elemental (Air, Water)
INTELLIGENT AND LEARNED TO CAST Hit Dice: 2d8+2 (11 hp) 4d8+12 (30 hp) 8d8+32 (68
MAGIC. THEN IT CAME BACK AND hp)Initiative: +0 +0 +0
FOUND OLD GILCORE AND KILLED HIM. Speed: 20 ft. 20 ft. 20 ft.AC: 17 (+1 size, +0 Dex, +6
natural)
Needle Bugbear 18 (+0 Dex, +8 natural) 20 (-1 size, +0 Dex, +11
Original Submission © 2003 natural)
by Paul S. Weintraub Attacks: Slam +5 melee Slam +8 melee Slam +11/
Medium humanoid (enhanced goblinoid) +6 melee
HD: 6D8+2, HP: 26 Damage: Slam 1d6+4 Slam 1d8+7 Slam 2d8+9
INITIATIVE: +7,+3 DEX, +4 Face/Reach: 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft. 5 ft. by
IMPROVED INIT. 5 ft./10 ft.
SPEED: 30' Special Attacks Chill Aura Chill Aura Chill Aura
AC: 15 +1 DEX, +4 NATURAL Special
ATTACKS: +5 NATURAL RANGED, +2 Qualities:
MELEE Elemental, cold health, cold subtype,
80 DAMAGE: NEEDLES 2-24, MORNING Elemental, cold health, cold subtype,
Elemental, cold health, cold subtype, damage Organization: Solitary
reduction 10/+1 Challenge
Saves: Fort +4, Ref +0, Will +0 Fort +7, Ref +1, Will Rating:
+1 Fort +10, Ref +2, Will +2 Small 1; medium 3; large 5; huge 7;
Abilities: Str 17, Dex 10, Con 13, Int 4, greater 9; elder 11

Encylopedia of Lifeforms
Wis 11, Cha 11 Treasure: None
Str 21, Dex 10, Con 17, Int 4, Alignemnt: Usually neutral
Wis 11, Cha 11 Advancement: Smal 3 HD (Small);
Str 23, Dex 10, Con 19, Int 6, medium 5-7 HD (Medium-Size); large 9-
Wis 11, Cha 11 15 HD (Large); huge 17-20 (Huge);
Skills: Listen +5, Spot +5 Listen +7, Spot +7 Listen greater 22-23 HD (Huge); elder 25+ HD
+11, Spot +11 (Huge)
Feats: Power Attack Power Attack Cleave, Power When most people talk about the
Attack elemental planes they talk about the
Ice Elemental, Huge Ice Elemental, Greater Ice planes of Air, Earth, Fire and Water. What
Elemental, Elder most of them seem to be unaware is that
Huge Elemental (Air, Water) Huge Elemental (Air, these elemental planes are not the only
Water) Huge Elemental (Air, Water) ones. Where the winds of the plane of Air
Hit Dice: 16d8+80 (152 hp) 21d8+105 (199 hp) meet the bottomless deep of the plane of
24d8+120 (228 hp) Water stands the plane of Ice. Like the
Initiative: +1 (Dex) +1 (Dex) +1 (Dex) other elemental planes the plane of Ice
Speed: 20 ft. 20 ft. 20 ft. have elemental’s of it’s own, with their own
AC: 22 (-2 size, +1 Dex, +13 natural) unique set of powers. Ice elemental’s,
23 (-2 size, +1 Dex, +14 natural) 24 (-2 size, +1 despite being a composite of Air and
Dex, +15 natural) Water have none of the swiftness of the
Attacks: Slam +17/+12/+7 melee Slam +21/+16/+11 elemental’s of these planes. They look like
melee Slam +25/+20/+15/+10 melee a humanoid shape carved out of icy
Damage: Slam 2d10+10 2d10+12 2d10+13 crystals covered in patches of frost.
Face/Reach: 10 ft. by 5 ft./15 ft. 10 ft. by 5 ft./15 ft. COMBAT
10 ft. by 5 ft./15 ft. Due to their impressive strength and
Special Attacks Chill Aura Chill Aura Chill Aura melee abilities they prefer close-quarter
Special Qualities: combat. A person must beware not only
Elemental, cold health, cold subtype, damage from their fists, but also from their cold
reduction 10/+2 aura.
Elemental, cold health, cold subtype, damage Chill Aura (Ex): The body of the ice
reduction 10/+2 Elemental, cold health, cold elemental
subtype, damage reduction 15/+3 gives off intense cold, causing cold
Saves: Fort +15, Ref +5, Will +5 Fort +17, Ref +8, damage to anyone nearby. A successful
Will +7 Fort +19, Ref +9, Will +8 Fortitude save will half the damage for that
Abilities: Str 25, Dex 12, Con 21, Int 6, round. The save DC, damage, and radius
Wis 11, Cha 11 varies with the elemental’s size.
Str 27, Dex 12, Con 21, Int 6, Cold Health (Ex): An ice elemental that is
Wis 11, Cha 11 wounded in some way will try to find some
Str 29, Dex 12, Con 21, Int 6, refuge in cold environments. If an ice
Wis 11, Cha 11 elemental comes in contact with natural
Skills: Listen +18, Spot +18 Listen +23, Spot +23 ice, snow, or sleet he heals 1d8 points of
Listen +26, Spot +26 damage every round, up to his maximum.
Feats: Cleave, Great Cleave, Power Cold Subtype (Ex): Cold immunity, double
Attack, Sunder Cleave, Great Cleave, damage from fire except on a successful
Improved Critical (slam), Power Attack, Sunder save.
Cleave, Great Cleave, Improved Critical (slam), Ice Elemental Sizes
Power Attack, Sunder
Climate/Terrain: Any Land and underground
Chill Aura Elemental Height Weight
81
Damage Radius Save DC Elemental (Earth, Fire) Huge Elemental (Earth, Fire)
Small 4 ft. 60 lb. 1d2 5 ft. 13 Hit Dice: 16d8+80 (152 hp) 21d8+105 (199 hp)
Medium 8 ft. 500 lb. 1d3 10 ft. 15 24d8+120 (228 hp)
Large 16 ft. 4500 lb. 1d4 10 ft. 18 Initiative: +4 (Improved Initiative) +4 (Improved
Huge 32 ft. 35,000 lb. 1d6 15 ft. 24 Initiative) +4 (Improved Initiative)
Encylopedia of Lifeforms

Greater 36 ft. 40,000 lb. 1d8 15 ft. 27 Speed: 30 ft. 30 ft. 30 ft.
AC: 19 (-2 size, +0 Dex, +11 natural)
Elder 40 ft. 45,000 lb. 1d10 15 ft. 29
22 (-2 size, +0 Dex, +14 natural)
Para-Elemental, Magma 24 (-2 size, +0 Dex, +16 natural)
COPYRIGHT NOTICE: Original Attacks: Slam +16/+11/+6 melee Slam +20/+15/+10
Submission © 2001 melee Slam +24/+19/+14/+9 melee
by Itzhak Even Damage: Slam 2d8+6 Slam 2d8+7 Slam 2d8+8
Magma Elemental, Small Magma Face/Reach: 10 ft. by 5 ft./15 ft. 10 ft. by 5 ft./15 ft.
Elemental, Medium Magma Elemental, 10 ft. by 5 ft./15 ft.
Large Special Attacks Heat Metal Aura Heat Metal Aura
Small Elemental (Earth, Fire) Medium- Heat Metal Aura
Size Elemental (Earth, Fire) Special Qualities:
Large Elemental (Earth, Fire) Elemental, fire immunity, cold vulnerability, damage
Hit Dice: 2d8+2 (11 hp) 4d8+8 (26 hp) reduction 10/+2
8d8+32 (68 hp) Elemental, fire immunity, cold vulnerability, damage
Initiative: +4 (Improved Initiative) +4 reduction 10/+2
(Improved Initiative) +4 (Improved Elemental, fire immunity, cold vulnerability, damage
Initiative) reduction 15/+3
Speed: 30 ft. 30 ft. 30 ft. Saves: Fort +15, Ref +5, Will +5 Fort +17, Ref +7,
AC: 16 (+1 size, +0 Dex, +5 natural) Will +7 Fort +19, Ref +8, Will +8
17 (+0 Dex, +7 natural) 18 (-1 size, +0 Abilities: Str 23, Dex 12, Con 21, Int 6,
Dex, +9 natural) Wis 11, Cha 11
Attacks: Slam +3 melee Slam +6 melee Str 25, Dex 12, Con 21, Int 6,
Slam +9/+4 melee Wis 11, Cha 11
Damage: Slam 1d4+1 Slam 1d6+3 Slam Str 27, Dex 12, Con 21, Int 6, Wis 11, Cha 11
2d6+4 Skills: Listen +18, Spot +18 Listen +23, Spot +23
Face/Reach: 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 Listen +26, Spot +26
ft. 5 ft. by 5 ft./10 ft. Feats: Improved Bull Rush, Improved Initiative,
Special Attacks Heat Metal Aura Heat Power Attack, Sunder Cleave,Improved Bull Rush,
Metal Aura Heat Metal Aura Improved Critical (slam), Improved Initiative, Power
Special Qualities: Attack, SunderCleave, Improved Bull Rush,
Elemental, fire immunity, cold vulnerability Improved Critical (slam), Improved Initiative, Power
Elemental, fire immunity, cold vulnerability Attack, Sunder
Elemental, fire immunity, cold Climate/Terrain: Any Land and underground
vulnerability, damage reduction 10/+1 Organization: Solitary
Saves: Fort +4, Ref +0, Will +0 Fort +6, Challenge
Ref +1, Will Wis 11, Cha 11 Rating:
Str 19, Dex 10, Con 18, Int 6, Small 1; medium 3; large 5; huge 7; greater 9;elder
Wis 11, Cha 11 11
Skills: Listen +5, Spot +5 Listen +7, Spot Treasure: None
+7 Listen +11, Spot +11 Alignment: Usually neutral
Feats: Improved Initiative Improved Advancement: Small 3 HD (Small); medium 5-7 HD
Initiative Improved Initiative, Power Attack (Medium-Size); large 9-15 HD (Large); huge 17-20
Magma Elemental, Huge Magma (Huge);
Elemental, Greater Magma Elemental, greater 22-23 HD (Huge); elder 25+ HD (Huge)
Elder Between the raging Fire and the slow, strong Earth
82 Huge Elemental (Earth, Fire) Huge lies a plane of Magma. A plane full of molten rock,
with it’s own kind of elemental creatures. While the Small Elemental (Earth, Cold)
Magma elemental’s share some of the abilities of Hit Dice: 4d8+8 (26 hp)
earth and fire, they are neither, and as such have Initiative: +3 (+3 Dex)
their own unique set of powers. Speed: 30 feet
COMBAT AC: 20 (+1 Size, +3 Dex, +6 natural)

Encylopedia of Lifeforms
Like the ice elemental, the magma elemental has Attacks: slam +7 melee
strong melee capability, but he also has an aura of Damage: slam 1d4-1
heat, with a peculiar power. Face/Reach: 5 feet x 5 feet/5 feet
Heat Metal Aura (Ex): The body of the Special Attacks: Choke, Blind, Burn
magmaelemental gives off intense heat. Anyone Special Qualities: Elemental, Fire
within 20 ft of the elemental’s is affected as if by an Subtype,
enhanced Heat Metal spell on any metal object he Damage Resistance 10/+1, Malleable
has. On the first round the metal objects becomes Body
warm. On the second round the item becomes hot Saves: Fort: +3, Reflex: +7, Will: +3
and deals 1d4 points of heat damage to anyone in Abilities: Str: 8, Dex: 16, Con: 14, Int: 4,
contact with it, and on the third round (and all Wis: 14, Cha: 14
rounds thereafter) the item becomes searing hot, Skills: Move Silently +10, Spot +9
and deals 2d4 pointsof heat damage to anyone Feats: Weapon Finesse (slam)
touching it. From thethird round, even if you are Climate/Terrain: Any land or underground
within 1 ft. of the itemyou suffer 1d4 points of Organization: Solitary or pack (2-5)
damage from the extreme heat exuded by the item. Challenge Rating: 5
Leaving the area reduces the effect by one step Treasure: Standard
each round, so after leaving the aura the item cools Alignment: Usually neutralAdvancement
down to merely hot, the round after that to warm, Range: 5-8 HD (Medium-size); 9-16
and on the third round after leaving the aura it HD (Large); 17-24 HD (Huge)
returns to normal temperature. Only magical metal Ash Quasi-elemental’s appear as smallish
items are granted a save, and the DC varies mounds of ash. Their bodies are formed
according to the elemental’s size. of extreme cold and negative energy; this
Fire Immunity (Ex): A magma elemental isimmune makes for a small, roughly humanoid
to fire. being that seems to be made completely
Cold Vulnerability (Ex): While most people would of ash and soot. Despite their dirty
expect it to suffer double damage from cold, it is not appearance, these quasi-elemental’s do
so. But if a magma elemental suffer an amount of not leave obvious tracks of ash because
cold damage equal to its HD in one round he they have a fairly tight control over the
isaffected as if by a Slow spell. So a Large elemental material that makes up their bodies and
that suffers 8 points of cold damage in a round is rarely allow it to flake away.
affected as if by a Slow spell if it fails it’s Will save. COMBAT
The DC for the save is 10 + the level of spell that An ash quasi-elemental seeks to disable
caused the cold damage. (i.e. if a wizard used cone its foes in combat as quickly as possible.
of cold to cause the damage the DC would be 15) The creature will attempt to blind and
Magma Elemental Sizes choke its victims and use its natural
Elemental Height Weight Heat Metal chilling ability to freeze them. They have
Save DC little grasp of tactics other than knowing
Small 4 ft. 70 lb. 11 to use their choke and blind attacks to
Medium 8 ft. 600 lb. 12 their best advantage.
Large 16 ft. 5,300 lb. 14 Choke (Ex): If an ash quasi-elemental hits
Huge 32 ft. 40,000 lb. 18 with a slam attack, the victim must make
Greater 36 ft. 47,000 lb. 20 a Fortitude save (DC 14) or be stunned
Elder 40 ft. 54,000 lb. 22 (q.v.) for one round by the ash and soot
he has breathed into his lungs. During
Quasi-Elemental, Ash this time, he coughs and wheezes, trying
COPYRIGHT NOTICE: Original Submission © 2001 to clear his lungs and throat.
By Spencer Cooley Blind (Ex): An ash quasi-elemental that
83
Immunity, Shifting Body, Air Vulnerability
successfully grapples its opponent will
Saves: Fort: +6, Reflex: +3, Will: +2
attempt to shed its ashes into its
Abilities: Str: 12, Dex: 14, Con: 14, Int: 4, Wis: 12,
opponent’s eyes. An opponent grappled
Cha: 12
by an ash quasi-elemental must make a
Skills: Hide +9, Move Silently +9
Encylopedia of Lifeforms

Reflex save (DC 14) each round he is in


Feats: Improved Initiative
the grapple or be blinded (q.v.) by ash and
Climate/Terrain: Any land or underground
soot for 1d4+1 rounds.
Organization: Solitary or pack (2-5)
Freeze (Ex): Any creature striking an Ash
Challenge Rating: 4
Quasi-elemental with a natural weapon
Treasure: Standard
(claws, bite, etc.) or struck by a Quasi-
Alignment: Usually neutral
elemental’s slam attack takes 1d8 points
Advancement Range: 5-8 HD (Medium-size); 9-16
of cold damage (Reflex save DC 14 for
HD (Large); 17-24 HD (Huge)
half), as the elemental nature of the
Dust quasi-elemental’s often look quite similar to ash
creature absorbs the warmth from the
quasi-elemental’s. They appear as vaguely
target.
humanoid heaps of dust with the dust that makes up
Malleable Body (Ex): The soft ash that
the elemental’s body constantly swirling within the
makes up the creature’s body allows easy
confines of the body’s form, as though stirred by a
penetration with minimal damage. The
small dust devil. They have such control over their
creature takes half damage from piercing
bodies that dust trails are not left where they walk.
and slashing weapons, applied before
COMBAT
damage resistance is taken into account.
Dust quasi-elemental’s prefer lone targets, and in
Bludgeoning weapons inflict normal
combat against multiple creatures, they
damage (before taking damage resistance
willconcentrate their assaults on a single
into account).
foe(preferably the one that appears weakest). A dust
Cold Subtype: Immune to all cold- and
quasi-elemental attempts to choke its target
water based attacks. Takes double
whenever possible.
damage from fire and heat- based attacks
Shifting Body (Ex): The loose dust that constitutes a
unless these attacks allow a saving throw,
dust quasi-elemental allows many weapons to pass
in which case it takes half damage on a
easily through, making somewhat difficult to harm.
successful save.
Piercing attacks do ½ damage (rounded down),
Elemental: Immune to poison, sleep,
applied before Damage Reduction considerations.
paralysis, and stunning. As an elemental,
Slashing and bludgeoningattacks do normal
has no clear front or back and is therefore
damage, but may be eliminated by Damage
not subject to critical hits or flanking. If
Reduction.
slain, cannot be raised or resurrected,
Air Vulnerability (Ex): The loose nature of their
though a wish or miracle spell can restore
bodies also makes dust elemental’s vulnerable to
it to life. air-based spells. Spells based on air (e.g., gust of
wind) do 1d6 points of damage per spell level to the
Quasi-Elemental, Dust elemental, even if they are not normally offensive
Original © 2001 By Spencer Cooley spells.
Small Elemental (Earth) Elemental: Immune to poison, sleep, paralysis, and
Hit Dice: 4d8+8 (26 hp) stunning. As an elemental, has no clear front or
Initiative: +6 (+2 Dex, +4 Improved back and is therefore not subject to critical hits or
Initiative) flanking. If slain, cannot be raised or resurrected,
Speed: 20 feet
AC: 19 (+1 Size, +2 Dex, +6 natural) though a wish or miracle spell can restore it to life.
Attacks: slam +5 melee Quasi-Elemental, Mineral
Damage: slam 1d4+1
Original © 2001 By Spencer Cooley
Face/Reach: 5 feet x 5 feet/5 feet
Small Elemental (Earth)
Special Attacks: Choke
Hit Dice: 4d8+16 (34 hp)
Special Qualities: Elemental, Damage
84 Reduction 10/+1, Electricity and Acid
Initiative: +3 (-1 Dex, +4 Improved Initiative)
Speed: 20 feet
AC: 18 (+1 Size, -1 Dex, +8 natural) Special Attacks: Brilliance, Breath
Attacks: slam +8 melee Weapon, Burn
Damage: slam 1d4+4 Special Qualities: Elemental, Fire Subtype,
Face/Reach: 5 feet x 5 feet/5 feet Damage Resistance 10/+1
Special Qualities: Elemental, Damage Reduction 15/ Saves: Fort: +4, Reflex: +9, Will: +2

Encylopedia of Lifeforms
+1, Fire and Cold Immunity, Mineral Hide Abilities: Str: 10, Dex: 20, Con: 16, Int: 4,
Saves: Fort: +8, Reflex: +0, Will: +2 Wis: 12, Cha: 12
Abilities: Str: 16, Dex: 8, Con: 19, Int: 4, Wis: 12, Skills: Move Silently +12, Spot +8
Cha: 12 Feats: Weapon Finesse (slam)
Skills: Hide +6, Spot +8 Climate/Terrain: Any land or underground
Feats: Improved Initiative Organization: Solitary or pack (2-5)
Climate/Terrain: Any land or underground Challenge Rating: 5
Organization: Solitary or pack (2-5) Treasure: Standard
Challenge Rating: 5 Alignment: Usually neutral
Treasure: Standard Advancement Range: 5-8 HD (Medium-
Alignment: Usually neutral size); 9-16 HD (Large); 17-24 HD (Huge)
Advancement Range: 5-8 HD (Medium-size); 9-16 Radiance Quasi-elemental’s appear as
HD (Large); 17-24 HD (Huge) swirling, glowing spheres of heat and
Mineral quasi-elemental’s look like tiny constructs brilliance. Their bodies are formed of fire
made entirely of quartz or other crystals. They are and positive energy,
much harder than such crystals, however, and enjoy making them exceedingly hot and volatile
considerable protection from physical assault. - they are similar to tiny stars, complete
COMBAT with varying colors, sunspots, flares and
Of all quasi-elemental’s, mineral quasi-elemental’s prominence.
are the most straightforward in their assaults – they COMBAT
attempt to batter anything in their way, relying on A Radiance Quasi-elemental prefers to
their inherent physical toughness to shield them begin combat by using its breath weapon
from harm. to weaken foes, rather than immediately
Mineral Hide (Ex): The extraordinarily hard skin of a closing to engage in physical combat.
mineral quasi-elemental makes it exceedingly Radiance Quasi-elemental’s are not
difficult to harm. Slashing and piercing attacks do ½ terribly bright, but are direct in their
damage (rounded down), applied before Damage combat methods as they attempt to defeat
Reduction considerations. Bludgeoning attacks foes by vaporizing them with the extreme
donormal damage, but may be eliminated by heat they are capable of generating.
Damage Reduction. Brilliance (Ex): As a free action, once per
Elemental: Immune to poison, sleep, paralysis, and round, the Radiance quasi-elemental may
stunning. As an elemental, has no clear front or cause itself to give off a near-blinding
back and is therefore not subject to critical hits or burst of light. Treat this as a flare spell
flanking. If slain, cannot be raised or resurrected, cast by a 4th-level sorcerer. Using this
though a wish or miracle spell can restore it to life. ability inflicts 1 point of damage to the
elemental, as it is using some of its own
Quasi-Elemental, Radiance essence to generate this effect.
COPYRIGHT NOTICE: Original Submission © 2001 Breath Weapon (Su): Though it has no
By Spencer Cooley identifiable mouth, a Radiance Quasi-
Small Elemental (Fire) elemental may expel a jet of Radiance - a
Hit Dice: 4d8+12 (30 hp) combination of positive energy and
Initiative: +5 (+5 Dex) elemental fire - towards a target. This
Speed: fly 60 feet (good) takes the form of a 30 foot long line. This
AC: 22 (+1 Size, +5 Dex, +6 natural) attack does 2d8 points of fire damage
Attacks: slam +9 melee (Reflex save DC 15 for half). Using this
Damage: slam 1d3 ability inflicts 1d4+2 points of damage to
Face/Reach: 5 feet x 5 feet/5 feet the elemental, as it is using some of its 85
Salt elemental’s appear as semi-amorphous,
own essence to generate this effect.
vaguely humanoid-shaped lumps of salt - usually a
Unlike most breath weapons, this breath
dark gray rock salt. They move somewhat stiffly, but
weapon can be used every round if the
are still fairly agile for their size.
elemental so desires.
COMBAT
Burn (Ex): Any creature striking a
Encylopedia of Lifeforms

Salt elemental’s prefer to attack with surprise,


Radiance Quasi-elemental with a natural
grappling if possible. They will do all they can to
weapon (claws, bite, etc.) or struck by a
maintain a grapple, knowing that they will both harm
Quasi-elemental’s slam attack takes 1d8
the other creature and heal themselves by doing so.
points of fire damage (Reflex save DC 15
Dehydrate (Ex): Any creature striking a Salt Quasi-
for half).
.elemental with a natural weapon (claws, bite, etc.)
Fire Subtype: Immune to all fire- and heat-
or struck by a Quasi-elemental’s slam attack takes
based attacks. Takes double damage
1d8 points of damage (Reflex save DC 15 for half)
from water- and cold- based attacks
as the salty makeup of the elemental acts to suck
unless these attacks allow a saving throw,
water from their bodies. Creatures made of water
in which case it takes half damage on
(such as water elementals) take double damage
a successful save.
from this attack. Creatures with little or no water in
Elemental: Immune to poison, sleep,
their bodies (Undead, Constructs, and some
paralysis, and stunning. As an elemental,
Elemental’s and Outsiders) are not affected by this
has no clear front or
ability. For every 2 hit points of damage done by the
back and is therefore not subject to critical
creature in this fashion, it gains 1 hit point (up to its
hits or flanking. If slain, cannot be raised
normal maximum). Creatures grappled by a salt
or resurrected, though a wish or miracle
elemental are subject to dehydration every round.
spell can restore it to life. Elemental: Immune to poison, sleep, paralysis, and
stunning. As an elemental, has no clear front or
Quasi-Elemental, Salt back and is therefore not subject to critical hits or
COPYRIGHT NOTICE: Original flanking. If slain, cannot be raised or resurrected,
Submission © 2001 though a wish or miracle spell can restore it to life
By Spencer Cooley
Small Elemental (Water) Quasi-Elemental, Steam
Hit Dice: 4d8+12 (30 hp) COPYRIGHT NOTICE: Original Submission © 2001 By
Initiative: +5 (+1 Dex, +4 Improved Spencer Cooley
Initiative)
Speed: 20 feet Small Elemental (Water)
AC: 18 (+1 Size, +1 Dex, +6 natural) Hit Dice: 4d8+8 (26 hp)
Attacks: slam +7 melee Initiative: +3 (+3 Dex)
Damage: slam 1d3+3 Speed: fly 40 feet (good)
Face/Reach: 5 feet x 5 feet/5 feet AC: 20 (+1 Size, +3 Dex, +6 natural)
Special Attacks: DehydrateSpecial Attacks: slam +7 melee
Qualities: Elemental, Damage Resistance Damage: slam 1d3-1
10/+1 Face/Reach: 5 feet x 5 feet/5 feet
Saves: Fort: +9, Reflex: +2, Will: +2 Special Attacks: Scald, Choke, Steam Jet
Abilities: Str: 14, Dex: 12, Con: 16, Int: 4, Special Qualities: Elemental, Damage Resistance
Wis: 12, Cha: 10 10/+1
Skills: Hide +8, Spot +8 Saves: Fort: +6, Reflex: +4, Will: +3
Feats: Improved Initiative Abilities: Str: 8, Dex: 17, Con: 15, Int: 4, Wis: 14,
Climate/Terrain: Any land or underground Cha: 14
Organization: Solitary or pack (2-5) Skills: Move Silently +10, Spot +9
Challenge Rating: 4 Feats: Weapon Finesse (slam)
Treasure: Standard Climate/Terrain: Any land or underground
Alignment: Usually neutral Organization: Solitary or pack (2-5)
Advancement Range: 5-8 HD (Medium- Challenge Rating: 4
86 size); 9-16 HD (Large); 17-24 HD (Huge) Treasure: Standard
Alignment: Usually neutral though a wish or miracle spell can restore
Advancement Range: 5-8 HD (Medium-size); 9-16 it to life.
HD (Large); 17-24 HD (Huge) Skills: When in an environment where it
Steam Quasi-Elementals appear as floating clouds could reasonably be expected to blend in
of steam that move about under their own power with the surroundings (e.g., fog, a

Encylopedia of Lifeforms
and of their own volition. They are sometimes steam-filled room, near a hot spring,
mistaken for vampires (q.v.) or other creatures in etc.), a steam quasi-elemental gains a
gaseous form. One telling trait that allows a veteran
adventurer to differentiate a steam quasi-elemental +8 bonus to Hide checks.
from a creature in gaseous form is the presence of Quasi-Elemental, Vacuum
four small dark spots on the elemental’s body - its
“eyes” - that whirl slowly through the cloud of steam Original © 2001 By Spencer Cooley
but never disappear.
COMBAT
Small Elemental (Air)
Steam elemental’s prefer to skulk in areas where Hit Dice: 4d8+16 (34 hp)
clouds of steam might be expected such as near Initiative: +5 (+1 Dex, +4 Improved
hot springs, volcanos (especially island volcanoes), Initiative)
and near underground bodies of water. They will also Speed: fly 15 feet (poor)
venture out in fog, mist, or similar conditions that AC: 18 (+1 Size, +1 Dex, +6 natural)
obscure their nature. They prefer to attack with Attacks: slam +7 melee
surprise by suddenly wrapping their forms about the Damage: slam 1d4+3
head of a hapless victim, both scalding and choking Face/Reach: 5 feet x 5 feet/5 feet
him, and then use their steam jets to keep wouldbe- Special Attacks: Suffocate, Improved
helpers at bay. Grab
Scald (Ex): Any creature striking a Steam Quasi- Special Qualities: Elemental, Damage
elemental with a natural weapon (claws, bite, etc.) or Reduction 15/+1, Improved Invisibility,
struck by a Quasi-elemental’s slam attack takes 1d8 Air Vulnerability, Mute Sound, Sonic
points of heat damage (Reflex save DC 14 for half). Immunity
Choke (Ex): If a steam quasi-elemental hits with a Saves: Fort: +5, Reflex: +5, Will: +2
slam attack, the victim must make a Fortitude save Abilities: Str: 14, Dex: 12, Con: 18, Int:
(DC 14) or be stunned (q.v.) for one round by the 4, Wis: 12, Cha: 12
super-heated steam he has breathed into his lungs. Skills: Hide +18, Spot +8
During this time, he coughs and wheezes, trying to Feats: Improved Initiative
clear his lungs and throat. Climate/Terrain: Any land or
Steam Jet (Su): Once per round, a steam quasi- underground
elemental can fire a jet of superheated steam from Organization: Solitary or pack (2-5)
its body. The creature makes a ranged touch attack Challenge Rating: 7
(the creature has a +7 attack bonus on such Treasure: Standard
attacks). If the attack hits, the creature takes 1d6 Alignment: Usually neutral
points of heat damage and 1d6 points of damage Advancement Range: 5-8 HD (Medium-
from the concussive force. Creatures specifically size); 9-16 HD (Large); 17-24 HD (Huge)
adversely affected by water-based attacks (for Vacuum quasi-elemental’s are perhaps
example, fire elemental’s, but not humans, as they the most fearsome of the quasi-
are not specifically adversely affected by water based elemental’s, as they are made from the
attacks) take another 1d6 points of damage as the very substance of nothing. This allows
water in the steam condenses. A Reflex save (DC them to remain more or less invisible and
14) is allowed for half damage - only a single Reflex nearly undetectable in most conditions
save should be made and the results applied to all save for a low sucking sound. Vacuum
damage types. quasi-elemental’s are spherical in shape
Elemental: Immune to poison, sleep, paralysis, and (about 2 feet in diameter) and hover
stunning. As an elemental, has no clear front or slowly about.
back and is therefore not subject to critical hits or COMBAT 87
flanking. If slain, cannot be raised or resurrected,
Vacuum quasi-elemental’s love to hover Large Dragon
innocuously at about the height of a Hit Dice: 12d12 + 60 (125)
human head, waiting for an unsuspecting Initiative: +0
soul to blunder into them. They employ Speed: 20 ft; fly 100 ft (average)
their suffocation attack with great gusto AC: 23 (Natural +14, Size -1)
Encylopedia of Lifeforms

and use their improved grab ability to stay Attacks: Bite +22; 8 Claws at + 20; 2 Wings at +20;
with a target until he dies of asphyxiation. Tail Slap +20
Since the creature is completely invisible Damage: Bite 2d6+10; Claws 1d8+10; Wings 1d6+5;
and since it silences the cries of its Tail 1d8 +15
victims, it is an exceptional hunter, Face/ Reach: 5 ft. by 10 ft./ 5ft.
sometimes slowly picking off party Special Attacks: Petrifying Gaze (DC 17); Breath
members one by one as they try to figure Weapon 6d10 (DC 22)
out what is going on. Special Qualities: Low-light & Dark vision; Fire,
Suffocate (Ex): A creature grappled by a Sleep, Paralysis and Petrifaction Immunities.
vacuum quasi-elemental should be Save: Fort +13; Ref +8; Will +5.
treated as though drowning. Abilities: Str31 (+10); Dex10 (+0); Con21 (+5); Int4
Improved Grab (Ex): To use this ability, the (-3); Wis12 (+1); Cha12 (+1).
quasi-elemental must succeed at a slam Skills: Hide +8; Listen +9; Spot +9; Move Silently
attack. If it succeeds, it can attempt to +6; Tumble +6.
start a grapple without incurring an attack Feats: Snatch; Flyby Attack; Multi-Attack.
of opportunity and may begin using its Climate/Terrain: Any land, Underground or
Suffocate ability. Mountains
Improved Invisibility (Ex): Vacuum Organization: Solitary or Colony (3-6)
quasielemental’s bodies are made of Challenge Rating: 9
nothingness – there is literally nothing to Treasure: None
see. The quasi-elemental is always Alignment: always Chaotic Evil
invisible and this invisibility cannot be Loads: up to 612lb, light; 613-1246lb, medium;
dispelled.
Mute Sound (Ex): Because sound cannot 1225-1840lb, heavy.
travel in a vacuum, any opponent TatterdemalionCOPYRIGHT NOTICE: Original
grappling with the quasi-elemental is
Submission © 2001
considered silenced and deafened.
By Wm. Eric Downton
Air Vulnerability (Ex): Because a
Small Outsider
vacuum quasi-elemental is made of the
Hit Dice: 4d8+8 ( 22 hp)
lack of air, any spell that manipulates or
Initiative: +9 ( +5 Dex, +4 Feat)
creates air causes it 1d6 points of
Speed: 30 feet
damage per spell level, even if the spell
AC: 19 (+5 Dex, +4 Race)
does not ordinarily cause damage.
Attacks: 2 claws +7 melee (+3 Str, +4 Skill)
Elemental: Immune to poison, sleep,
Damage: Claws 2d4+3
paralysis, and stunning. As an elemental,
Face/Reach: 5 feet X 5 feet / 5 feet
has no clear front or back and is therefore
Special Attacks: Paralyze, by claw (Fort save15,
not subject to critical hits or flanking. If
duration 1d6 rounds)
slain, cannot be raised or resurrected,
Special Defenses: Immune to enchantment, poison
though a wish or miracle spell can restore
and disease. Damage Resistance 10/+1.
it to life.
Saves: Fort +4, Ref +7, Will +4
Skills: Vacuum quasi-elementals receive
Abilities: Str 16, Dex 20, Con 15, Int 12, Wis 14,
a +10 racial bonus to Hide Checks
Chr 10
(included in statistics) when in more or
Skills: Hide +10, Listen +5, Bluff +5, Spot +5
less clear air. Feats: Improved Initiative, Improved Unarmed
Combat
Red Basilisk (Half Dragon) Climate/Terrain: Mid to Large Cities
88 COPYRIGHT NOTICE: Original
Submission and
Organization: Solitary or groups of 1-4
Challenge Rating: 4 undead created centuries or even
Treasure: None millennia ago.
Alignment: Chaotic Evil The identity of the creators is unknown,
Advancement Range: N/A and the process is long lost. However, it
Tatterdemalions appear as small, gaunt, starving is known that they were created from

Encylopedia of Lifeforms
children covered in hooded robes that are tattered human slaves with psychic ability,
and torn and dirty. Underneath the robes, however, through a cruel and torturous procedure
they are far from children in appearance. They are of enchantment and magical binding.
hairless and their skin is oily and smells faintly of They never leave the room, chamber,
dead fish. The palms of their hands and the soles of hallway or area that they were set to
their feet are sticky to the touch, which gives them guard, which is usually underground, but
the ability to spider climb at will. Tatterdemalions are the definition of their ‘area’ can be either
flesh eaters. They use their claws to paralyze a broad or precisely defined. While they
victim so that the flesh is still warm. They will not are typically encountered individually,
eat those that are dead. artifacts of great power have been found
COMBAT to be guarded by several Telekons, in
Tatterdemalions will pretend to be starving beggar addition to other guardians.
children until their prey approaches and then they Due to their undead nature and related
will always try to close quickly to melee range. Their powers, a Telekon is completely
attacks are fairly straightforward; they try to claw and powerless in sunlight and loses some
poison their opponents. abilities of concealment in other bright
places. Almost universally, a Telekon will
Spider Climb (Su): As per the spell. only be found in an underground
Telekon location, a vault or other important place.
COPYRIGHT NOTICE: Original Submission © They make excellent guardians, and are
2000, Michael J. Kletch often found guarding some great
Medium Undead (Incorporeal) treasure, relic or magical item. In other
Hit Dice: 4d12 (26 hp) cases, a strategic, sacred or critical
Initiative: +6 (+2 Dex, +4 Improved Initiative) location will be the area guarded.
Speed: fly 10 ft. (perfect)AC: 14 (+2 Dex, +2 Because of their nature as guardians, it
deflection) has been theorized, but never proved,
Attacks: Slam ranged or Great sword +1 melee, that a password can be used to bypass a
Great sword –1 melee, Great sword –1 melee Telekon. Telekons are unintelligent, so it
Damage: Great sword 2d6 is impossible to communicate with them
Face/Reach: 5 ft. by 5 ft./30 ft. (with the possible exception of a
Special Attacks: Ethereal Penetration, Telekinetic programmed password).
Slam, Weapon Control COMBAT
Special Qualities: Concealment, Daylight A Telekon will combat intruders with
Powerlessness, Detect Magic Aura, Incorporeal, telekinetically wielded weapons. So many
Telekinesis, Limited Tremor-sense, Undead, weapons can be controlled that even a
Weapon Immunity, Weapon Weakness single Telekon can overwhelm small
Saves: Fort +1, Ref +3, Will +5 groups of intruders, flanking all of them.
Abilities: Str: -, Dex: 15, Con: -, Int: -, Wis: 12, Cha: It has been reported that these creatures
15 will use their powers of telekinesis to
Skills: - draw opponents unused magical
Feats: Improved Initiative weapons (q.v. Detect Magic Aura) and
Climate/Terrain: Underground use them against their owners; a Reflex
Organization: Solitary or Gang (3-6) save (DC 15) will prevent this from
Challenge Rating: 6 happening. When possible, a Telekon
Treasure: Special will use its Telekinetic Slam to move
Alignment: Neutral dangerous opponents away from itself or
hurl rubble or debris for a high-damage
Advancement Range: 5-9 HD (Medium)
attack. They fight until destroyed, 89
The Telekon is a type of wraith-like guardian
performing their assignment as long and ability, although its use eliminates one
well as possible. However, their attack while active.
instructions apparently can be very Telekinetic Slam (Sp): Once every 1d10 rounds, a
complex, since more than one Telekon Telekon can use the Violent Thrust option of the
has been reported to fall back spell Telekinesis as if it were a 9th level Sorcerer.
Encylopedia of Lifeforms

throughsolid stone to another nearby area This can be used against creatures or objects. The
littered with weapons to continue the use of this ability takes the place of one other attack
defense. that round.
Concealment (Ex): In any lighting Limited Tremorsense (Ex): As long as a Telekon is in
condition less than natural daylight or contact with a hard surface (e.g. stone, ice), it can
bright light (daylight spell), a Telekon one- automatically sense the location of anything within
half concealment (20% miss chance). In 60 feet that is in contact with that surface.
shadows or torchlight, it has nine-tenths Undead: Immune to mind-influencing effects,
concealment (40% miss chance). In poison, sleep, paralysis, stunning and disease. Not
anything less than torchlight, it is subject to critical hits, subdual damage, ability
considered invisible, having total damage, energy drain or death from massive
concealment (50% miss chance and damage.
attacker must guess location). This Weapon Control (Su): This is a Telekon’s primary
applies to the Telekon itself, not the method of attack. The Telekon can telekinetically
controlled weapons; these have wield up to twenty-five weapons of up to 20 pounds
concealment based on conditions as each. This includes random objects used as
normal (pg. 133 in Core Rulebook I, the improvised weapons. With these weapons, the
PH). creature can make up to three attacks per round,
Daylight Powerlessness (Ex): ATelekon is one with each of three separate wielded weapons,
completely powerless in natural sunlight with attack bonuses of +1/-1/-1. All attacks are
(not merely a daylight spell). simultaneous, and can be directed against up to
Detect Magic Aura (Su): A Telekon three opponents. Unless the Telekon faces more
radiates an aura of detect magic. All opponents than half the number weapons, the
magic items within 60 feet glow with a weapons will be maneuvered in such a fashion that
slight red glow visible to all. With this all opponents are considered flanked and shield
knowledge, a Telekon will use available bonuses are ignored. Option: For a more involved
magic weapons in preference to any encounter, each weapon can be maneuvered as a
others. tiny-size flying creature, separate from the
Ethereal Penetration (Su): Even though Telekon. Flanking and shield bonuses are handled
the weapons controlled by a Telekon are accordingly.
usually normal, the Telekon has the ability Weapon Immunity (Ex): In addition to the benefits
to damage ethereal and incorporeal against weapons conferred by being incorporeal, a
creatures with those weapons. Telekon is resistant to weapon attacks that inflict
Incorporeal: Can only be harmed by other damage. Only magical weapons can harm a
incorporeal creatures, +1 or better magic Telekon. Unless an attacker is Ethereal or a Ghost
weapons or magic, with a 50% chance to Touch weapon is used, the Telekon will only take
ignore any damage from a corporeal damage equal to the magical bonus of the weapon
source. Can pass through solid objects at from any weapon attack.
will. Always moves silently. Weapon Weakness: Unlike magical weapons, a
Telekinesis (Sp): In lieu of any attack, the Telekon has no method of determining weapon
Telekon can use the Sustained Force quality. The weapons used by a Telekon are,
option of the spell Telekinesis as if it were typically, those placed by its creators for its use.
a 3rd level Sorcerer. There is no time limit Since the methods to create a Telekon are long lost,
to this use; the level primarily sets the these weapons are necessarily ancient. These
weight of objects that can be moved (75 weapons will be in poor condition, having half of their
pounds). In addition, the Telekon can normal hardness and hit points (rounded up). It is
perform other actions while using this
90 possible that some available weapons, never more
than a small fraction, will have been scavenged from
slain intruders. Since Telekons are never randomly and interacts with the world. Every
encountered, a DM will have to determine what vhalican appears with a unique and
fraction of the available weapons are the original distinctive combination of colors, usually
three to five.
weapons. Within the actual lair, there will be a

Encylopedia of Lifeforms
Vhalican sphere of light (5 ft. diameter) that
COPYRIGHT 2000, Michael J. Kletch contains a vague, humanlike form in a
mjkletch@yahoo.com fetal position. This sphere is
Fine Fey (Incorporeal) not incorporeal, and it is the vhalican’s
Hit Dice: 11d6 (38 hp) true body, if such a term is appropriate.
Initiative: +12 (+8 Dex, +4 Improved Initiative) The sphere form of the vhalican, which is
Speed: fly 15 feet (perfect) almost entirely helpless on its own, always
AC: 32 (+8 size, +8 Dex, +6 deflection) lies well hidden. The colors of the sphere
Attacks: Energy blast special ranged match the colors of the motes. Their
Damage: Energy blast 3d4+3 intellect is completely alien to almost all
Face/Reach: 1 ft. by 1ft./1 ft. other types of beings. It may be possible
Special Attacks: Energy Blast, Spell Drain, Spells for a divine avatar, demigod or high priest
Special Qualities: Damage Reduction, Immunities, of a god whose purview is magic to
Omnipresence, Non-detection, Resistance’s, communicate with a vhalican, but this is
Teleport, Weapon Invulnerability pure supposition. They do not seem to
Saves: Fort -, Ref +15, Will +13 pay any attention to spoken languages.
Abilities: Str: -, Dex: 26, Con: -, Int: 28, Wis: 22, Those attempting to contact a vhalican
Cha: 22 with telepathy will take damage from the
Skills: Appraise +16 (+6 ranks, +10 Int), Hide +26 mental shock equal to the vhalican’s
(+14 ranks, +8 Dex, +4 racial), Intuit Direction +30 current hit point total (not including the
(+14 ranks, +6 Wis, +10 racial), Knowledge (Arcana) sphere). There is also a 1-in-20 chance
+28 (+14 ranks, +10 Int, +4 racial), Sense Motive that such an unfortunate being will
+20 (+14 ranks, +6 Wis), Spellcraft +28 (+14 ranks, permanently lose a point in both Intelli-
+10 Int, +4 racial), Spot +24 (+14 ranks, +6 Wis, +4 gence and Wisdom; this cannot be
racial), Wilderness Lore +20 (+14 ranks, +6 Wis) recovered magically. Vhalicans are
Feats: Improved Initiative, Alertness believed to perceive magic much as most
Climate/Terrain: Any land or underground creatures perceive light, scent or sound.
Organization: SolitaryChallenge Rating: 15 They do sometimes collect magic items,
Treasure: Double Items (magic only), incidental and some sages have guessed that they
coins and goods collect magical items for the way they
Alignment: Always neutral appear, much as a person might collect
Advancement Range: see below art or listen to music. It is not known how
A vhalican (pron. val-ik-an) is a creature of pure these items are transported to the lair or
magic and thought. The names Sorscion, moved when a vhalican seeks a new lair.
Magetooth, and Spell Eater are also used by sages Usually there will be little or no non-
and ancient texts to describe this strange but magical treasure in a vhalican lair; any
exceedingly rare creature. A vhalican is always found such treasure is incidental or accidental.
as a single individual. It is surmised that they split or Other than spells and spell-like abilities,
divide when they reach a certain level of strength vhalicans do not interact with their envi-
(measured in hit points), but this has never been ronment in any way that sages have yet
confirmed. been able to discern. They effectively
When first encountered, the form of the vhalican will survive as a parasite to those that use
be one or more incorporeal motes of light that float magic or have magical abilities. The
and swirl about. Each vhalican possesses one such presence of a vhalican may indicate that
mote for every hit point it has. Each of these motes an area of unusual magical power lies
is actually a spell or spell-like ability that the vhalican nearby. This is occasionally found to be
has ‘stolen’ from another being. These motes are the true, but it is not understood if the
vhalican interacts directly with these areas
91
method by which the creature primarily perceives
in any way, or if it only understands that which spell is lost. Area effect spells will include 1d6-
those on which it must feed are attracted 4 motes in their area of effect for every 1000 cubic
to such areas. In any case, it is generally feet (10 foot cube) of the area of effect. The
accepted that vhalicans can sense minimum number of motes within this area is 1 and
magical locations from great distances. the maximum is three. If a mote is hit with a Rod of
Encylopedia of Lifeforms

A vhalican can send its motes to a Cancellation, that item will deal 3d4 damage
maximum of 200 yards from the center of (destroying that many randomly selected motes) but
the sphere. Often, the motes will not be will lose 1d4+1 charges. A Rod of Absorption will
deployed beyond 150 yards to hide this also deal 3d4 damage, but will gain half that many
weakness and prevent triangulation to the charges. If a Sphere of Annihilation touches any
location of its lair. If a vhalican is reduced single mote, that mote and all other motes within a
to 20 hit points or less, or if an intruder is 5’ radius (1d8-6; 0 minimum) will be destroyed
detected within the lair of the sphere, all unless the vhalican makes a successful Reflex save,
remaining motes will teleport back to the avoiding the touch attack. If a Sphere of Annihilation
sphere to defend it. If the sphere is touches the vhalican sphere, the vhalican sphere will
destroyed, the vhalican is permanently lose half of its hit points and all motes will be
slain. The vhalican sphere is AC 15 (-10 destroyed; however, the Sphere of Annihilation will
dexterity, +5 natural, +10 deflection) and also be destroyed.
has 20 hit points. These hit points are in Damage Reduction (Ex): Each mote has Damage
addition to the normal hit points repre- Reduction 5/+3. The sphere form of the vhalican has
sented by the motes. A sphere without Damage Reduction 10/-.
motes is defenseless except for its Energy Blast (Sp): A vhalican’s primary attack is a
Damage Reduction, Weapon Invulnerabil- bolt of energy equivalent to a triple-strength Magic
ity and Armor Class bonuses. The sphere Missile. This bolt can originate from any one mote
itself goes into a dormant state if all of its each round, and it strikes unerringly.
motes are destroyed. The sphere will Immunities (Ex): Vhalicans are immune to all forms
become shadowy in appearance, but this of attack based on liquids, gasses or nonmagical
does not change its game properties. This solids. They are immune to poison, sleep, paralysis,
state will last for approximately one month stunning, disease, death effects, ability score loss,
before the vhalican spontaneously gener- energy drain, gaze attacks, and mindaffecting spells
ates a single mote. This is the only time and abilities.They are also immune to absolutely
that a mote will be created other than anything that requires a Fortitude save, including
through the theft of a spell or ability. disintegration. The sphere form is immune to all
COMBAT spells and special abilities except a Sphere of
A vhalican is a very powerful opponent Annihilation.
when roused. They are creatures of great Omnipresence (Ex): A vhalican can ‘see’ anything
genius, and will use strategy and tactics within 30 feet of one of its motes, or within 50 feet of
most befitting their nature. Teleportation of the main sphere. This sight includes the abilities of
motes is used to almost always keep low-light vision, darkvision and blind sight.
them out of melee range of opponents Furthermore, a vhalican is unaffected by darkness,
unless the mote is used for a touch attack smoke, mist or obfuscations of any other sort.
spell. The vhalican will not hesitate to ‘flee’ Finally, due to their nature, they continually see as
the field of battle, only to attack when the with Detect Magic; this cannot be dispelled or
enemy lets down its guard. A vhalican will suppressed. A vhalican is blinded by and cannot see
be virtually always be encountered in its within an anti-magic area through any means.
disparate form, one to three individual Non-detection (Su): A vhalican sphere radiates
motes or a cloud of individual motes. In Non-detection at all times.
combat, each mote must be attacked Resistance (Ex): A vhalican’s motes have
separately. An individual mote will lightning resistance 10, cold and fire resistance 15,
possess only one of the creature’s hit and earth, sound and heat resistance 20. The motes
points. Ifa mote is ‘killed’, the creature will also have spell resistance 15.
Spell Drain (Su): As a full round action, the
92 lose one hit point and the ability to cast
vhalican can try to drain a spell or one daily use of
one spell. Roll randomly to determine
an ability from another creature. Arcane spells, for spell levels, the vhalican will likely
limited use supernatural abilities and limited use have a spell distribution for spell levels 1-
spell-like abilities are candidates for theft, but 0- level 9 similar to the following: 7/7/6/5/4/3/3/2/
spells (cantrips) are never drained. There is no 1
saving throw against this attack, and the vhalican Teleport (Su): The vhalican can teleport

Encylopedia of Lifeforms
gains one hit point and one new mote each time a any or all motes within its area of
spell or ability is drained. These stolen abilities must influence as a free action during its turn.
be recorded, since they add to the creature’s This cannot be done before casting a
arsenal. Unless a mote is seen (opposed Hide roll), spell with a particular mote. It is very
it is possible for a vhalican to steal abilities without unlikely that more than three motes will
being noticed. Only devices that shield against be encountered at one time: one to
mind-affecting effects will protect against spell or deliver an Energy Blast and two for
ability theft; non-construct creatures immune to such potential spells to use. Spells or effects
effects, including other vhalicans, are immune to this that hold or contain a vhalican are
ability. Supernatural and spell like abilities of generally useless, even force effects. The
constructs can be drained. Motes created by the main sphere can be teleported up to 200
draining of an ability as opposed to a spell will fade yards, but this ability takes ten rounds to
away (i.e. are lost along with one hit point) after one activate. If there is no space within 200
day. yards that can accommodate a five-foot
Spells (Sp): A vhalican can use one of the spells or sphere, the vhalican cannot relocate.
spell-like abilities it has stolen. Regardless of the Weapon Invulnerability (Ex): The sphere
being that a spell was stolen from, all spells take is immune to all physical attacks, except
effect as though cast by a 11th level caster, or at the for attacks from magically enhanced
minimum level for the appropriate class to cast the weapons. If the Damage Reduction is
spell, which ever is higher. Spell-like abilities take exceeded, these attacks can only deal
effect as though used by the creature from which it damage up to the enhancement bonus of
was stolen. A spell cast by the vhalican must the weapon; any damage beyond this is
originate from the appropriate mote, which vanishes
ignored.
when the spell or ability within the mote is used.
The vhalican therefore loses one hit point each time Elemental Native
that a spell is cast. Random spells can be selected Template Submission © 2001 by
using the scroll generation section in the Core Spencer Cooley
Rulebook II, the DMG. The distribution of the spells by Elemental natives are creatures native to
level is as follows; roll for each mote: one of the elemental planes. They usually
Roll (d20) Level bear a strong resemblance to their prime
01-20 1 material counterparts, but are made of
21-38 2 the raw elements of their plane of origin.
39-54 3 Elemental natives from the plane of fire
55-67 4 usually appear as moving fire in the form
68-78 5 of an animal. Elemental natives of the
79-87 6 plane of earth usually appear as huge,
88-94 7 vaguely-shaped clods of dirt, rocks and
95-98 8 clay. Elemental natives of the plane of ice
99-00 9 might appear as creatures made of ice,
Up to two spells may be cast per round as a free with rime and icicles jutting out in all
action. Concentration checks are not necessary, directions. Elemental natives of the plane
and spell casting does not draw attacks of of Lightning might appear as creatures
opportunity. brimming with static or even as lightning
The DM should pre-plan an encounter with a shaped into the appropriate creature. The
vhalican in detail and predetermine the exact spells variety of flora and fauna on the
initially available to the creature. The initial elemental planes is quite large, and there
strategies of the creature will depend on this spell is no guarantee that even two water
selection. With average hit points and average rolls 93
elemental native foxes will look the same Plane of Origin Subtype
nor possess the same abilities. The Para-elemental Plane of Ice Cold
elemental native usually has difficulty Para-elemental Plane of Magma Fire
functioning on the prime material plane, Para-elemental Plane of Ooze Earth, Water Para-
as the area of the prime material elemental Plane of Smoke Air
Encylopedia of Lifeforms

plane is as hostile to them as the Quasi-elemental Plane of Ash Earth, Cold


elemental planes are to prime material Quasi-elemental Plane of Dust Earth
natives. If summoned by spell, however, Quasi-elemental Plane of Lightning Air
the spell keeps a very thin field of their Quasi-elemental Plane of Mineral Earth
native element around them, allowing Quasi-elemental Plane of Radiance Fire
them to subsist until the spell’s duration. Quasi-elemental Plane of Salt Water
As a general guideline to appearances, Quasi-elemental Plane of Steam Water
creatures of the “earth” subtype are Quasi-elemental Plane of Vacuum Air
usually composed of large, vaguely- AC: The creature gains an added natural armor
formed mounds of elemental material. bonus based on its subtype. If the creature gained
Fine lines and features simply do not exist multiple subtypes, only the better bonus applies.
for these creatures – everything is crude See the ability score modifiers section for details.
or angular. Creatures of the “cold” subtype Attacks: The elemental native retains all the attacks
often appear as might an ice sculpture or of the base creature. It gains no extra attacks.
snow mound in the shape Damage: Damage is the same as the base
of the creature – fine lines are possible, creature, though note that special qualities (below)
but especially with creatures similar to an may cause additional incidental energy damage.
ice sculpture, jagged lines of frost and Special Attacks: Elemental natives have a 50%
rime are common. Those of a “fire” chance of possessing a breath weapon. This is
subtype are usually made of element in described below. Creatures with multiple subtypes
the appropriate shape with very indistinct will only have one breath weapon, of a type chosen
features – and features that can move when the creature is created.
slightly from location to location. In other Breath Weapon (Su): Elemental natives can breathe
words, though a fire elemental native’s a cone of acidic gas (air subtype), a cone of frost
head is usually clearly defined, the face (cold subtype), a line of electricity (earth subtype), a
tends to wander around the head slightly. cone of fire (fire subtype), or a line of acid (water
Creatures of the “water” subtype tend to subtype). Cones are usually 20 feet long, and lines
be characterized by fluid, flowing lines are usually 50 feet long. For each size category of
and even major body features sometimes the creature below Medium, reduce a cone’s range
blur themselves. Creatures of the “air” by 5 feet and a line’s range by 10 feet. For each size
subtype usually take form as tight spirals category of the creature above Medium, add 5 feet
where musculature and skin would to a cone’s range and 10 feet to a line’s range. This
normally be, but with a general aura of attack deals 1d4 hit points for each 2 HD of the
spirals extending another several inches creature plus the creature’s Constitution modifier
outward, so an “air” rabbit would be a and has a base Reflex save DC of 10 + ½ creature’s
small cyclone in the shape of a rabbit with HD + Con modifier and can be used every 1d4+1
a cloud of swirling wind around the rounds and while the creature is biting (if
cyclone. “Elemental Native” is a template applicable).
that can be added to any aberration, Special Qualities: An elemental native of the fire or
animal, beast, magical beast, plant, or cold subtype has all of the normal strengths and
shapechanger that does not already carry weaknesses associated with that subtype. Creatures
a subtype. The creature’s type changes to of the earth subtype gain electrical immunity. Crea-
“elemental.” If the creature is native to one tures of the air subtype gain the Natural Invisibility
of the four major elemental planes, it ability (see below). Creatures of the Water subtype
gains the subtype of that plane. If it is gain acid immunity. In addition, creatures of at least
from one of the para-elemental planes or 5 HD have one other extra ability chosen from the
quasi-elemental planes, it gains a subtype list below (though they may not choose Natural
94 as determined by the following table: Invisibility).
Natural Invisibility (Ex): This creature’s body is This example uses a Triceratops
completely transparent and invisible. All foes suffer a (Dinosaur) as the base creature.
50% miss chance unless they can see invisible Elemental Native,
creatures. If the invisibility is dispelled, the elemental
Triceratops

Encylopedia of Lifeforms
native may re-establish it as a free action the
following round. Huge Elemental (Cold)
Elemental Aura (Ex): Some elemental natives Hit Dice: 16d10+128 (216 hp)
exude such strong energy auras around themselves Initiative: -1 (-1 Dex)
that it can actually be damaging to other creatures. Speed: 30 ft
The energy aura will be one of the following: cold AC: 22 (-2 size, -1 Dex, +15 natural)
(cold or water subtype), lightning (earth or air Attacks: Gore +17 melee
subtype), acid (water or air subtype), or flame (fire or Damage: Gore 2d8+9
earth subtype). This energy aura deals 1d6 points of Face/Reach: 10 ft by 20 ft/10 ft
energy damage to any creature approaching within 5 Special Attacks: Charge for Double
feet of the elemental native, struck by the elemental Damage,
native, or striking the elemental native with a natural Trample, Breath Weapon
weapon (such as a claw or bite). The elemental Special Qualities: Scent
native cannot choose to turn this ability off. Saves: Fort +18, Ref +9, Will +6
Immunity to Weapon Type (Ex): Some elemental Abilities: Str 22, Dex 9, Con 27, Int 1,
natives, because of their elemental nature, are Wis 12, Cha 7
naturally resistant to certain forms of attack. Those of Skills: Listen +8, Spot +8
the air or fire subtype are immune to damage Climate/Terrain: Near large quantities of
caused by slashing weapons. Those of the water ice
subtype are immune to damage caused by piercing Organization: Solitary, pair, or herd (5-8)
weapons. Those of the earth or cold subtype are Challenge Rating: 9
immune to bludgeoning weapons. Treasure: None
Damage Resistance (Su): Some elemental natives are Alignment: Always neutral
naturally damage-resistant, gaining a DR of 10/+1. Advancement: 17-32 HD (Gargantuan);
Spell Resistance (Su): Some elemental natives 33-48 HD (Colossal)
are naturally spell resistant, gaining an SR of 10 + ½ This elemental native triceratops was
HD + Con modifier. summoned from the para-elemental plane
Saves: Same as the base creature of ice. It appears as a triceratops made of
Abilities: Affected as follows: ice with various spikes, edges, and points
Subtype Str Dex Con Int along the joints and back.
Wis Cha Natural Armor Bonus Combat
Air -2 +8 n/a n/a n/a n/a +2 Straightforward combatant – tries to
Cold +2 n/a +2 n/a n/a n/a +4 breathe, gore and charge as much as
Earth +4 -4 +4 n/a n/a n/a +4 possible.
Fire -2 +4 +2 n/a n/a n/a +4 Trample (Ex): An elemental native
Water +2 n/a +4 n/a n/a n/a +2 triceratops can trample Medium-size or
Skills: Same as the base creature. smaller creatures for 2d12+5 points of
Feats: Same as the base creature damage. Opponents who do not make
Climate/Terrain: Any land and underground where attacks of opportunity against the
sufficient quantities of the elements needed to create triceratops can attempt a Reflex save (DC
them exist. 23) to halve the damage.
Organization: As the base creature Breath Weapon (Su): The elemental native
Challenge Rating: For creatures of less than 8 HD, triceratops can breathe a cone of frost 30
same as base creature +1. For creatures of greater feet long once every 1d4+1 rounds. The
than 8 HD, same as base creature +2. breath does 8d4+8 points of cold damage
Alignment: Any (Reflex save DC 26 for half).
Advancement: Same as the base creature Immune to Bludgeoning Weapons (Ex):
Sample Elemental Native The elemental native triceratops takes no 95
damage from bludgeoning weapons. exposure, the shade suffers 2d4 points of
damage. Should the shades exposure lead to its
Shade death, it dissipates, never to reform again.
COPYRIGHT NOTICE: Original
CR: base creature -3
Submission by
Encylopedia of Lifeforms

No Shadows. Instances where no shadows exist.


Brad Bemis; Inspiration from the following
Either surrounded by light or enclosed in an area of
resources: 1st Edition, Core Rulebook III, the
complete darkness (including magical light or
MM II, 2nd Edition Monstrous Comp., Vol IV,
darkness). This includes the shade being outlined
DragMag
by a faerie fire spell or being the center of a light
Article #214 A shade is a mortal being spell.
who has transformed himself into a Ability Modifier: The shade suffers a -3
creature of shadow through the use of ability modifier to all ability scores.
ancient formulas and long lost magic. Spell Resistance: None
Many were formerly arcane spell casters Sense Adjustment: The shade has a
seeking an alternative form of immortality difficult time using any of its natural senses.
without becoming an undead creature All senses are effectively reduced to 1/2.
such as a lich. They physically appear Action and Movement Adjustments: The
much the same as they did before the shade can perform limited functions, but is able to
transformation with the exception of the use a full round action if necessary.
grayish to nearly black change in skin Magic and Special Abilities: Aspellcaster
coloration. Their eyes become dark and shade’s effective casting level is reduced by 2.
veiled, often with a gray, white, or purplish Special: The shade suffers 1hp of damage
tint and no pupils. Shades usually per round when not able to access the
become taciturn and withdrawn after the essence of shadowstuff.
transformation, shedding their humanity CR: base creature -1
as well as their mortality. Weak Shadows. Small shadowy areas of little density,
All shade are ageless. All scores and as created by the effects of dawn or twilight, average
abilities remain the same as the base indoor lighting,
creature except as indicated below. The or outdoors on a moonless or overcast night.
exact powers of the shade vary depending Ability Modifier: None
on the lighting conditions surrounding the Spell Resistance: None
shade. Sense Adjustment: Normal
Bright light. Powerful light or direct Action and Movement Adjustments:
sunlight that burns into the shade, Normal
causing extreme pain. Thiscan include Magic and Special Abilities: The shade can
direct sunlight or being the center of a use any class or racial abilities normally.
powerful magical force of light. Special: None
Ability Modifier: The shade suffers a -5 CR: base creature
ability modifier to all ability scores. Strong Shadows. Broad shadows that envelope
Spell Resistance: None the area, as caused by dim indoor lighting, being
Sense Adjustment: The shade is racked outdoors at night, or the lighting of a dense forest or
with pain and can barely function. All wood during the day.
senses are effectively reduced to 1/10th. Ability Modifier: The shade gains a +1
Actions and Movement Adjustments: The ability modifier to all ability scores.
shade can only perform a partial action Spell Resistance: The shade gains the
each round. ability to resist spells (4+1/level).
Magic and Special Abilities: The shade is Sense Adjustment: All ranges for physical
incapable of using magic, class, or racial senses of the shade are doubled.
abilities in any way. Action and Movement Adjustments: The
Special: The shade’s physical body begins shades rate of movement is adjusted by an
to break down. For each round of additional ½ of the base movement rate
96
rounded up to the nearest 5 (base movement * 1.5). Ageless (Su): Age continues to have an
Magic and Special Abilities: The shade effect, but the body itself (now one with
gains the spell-like abilities (once per hour) the eternal shadows) no longer ages. The
to generate shadow images and become shade does, however, continue to
blurred. experience the aging modifications to

Encylopedia of Lifeforms
Special: The shade gains a +10 skill check Intelligence, Wisdom, and Charisma as
modifier against the use of the Hide in normally indicated by the effects of aging
Shadows skill. The shade gains the ability chart in the Players Handbook. In addition
to regenerate [1]. to the given rate of aging listed in the
CR: base creature +1 Players Handbook, the shade continues
Very Shadowy. Dense concentration of shadowy to receive a bonus +1 ability score change
light, as if in the woods or jungle during the twilight to Intelligence, Wisdom, and Charisma for
hours, a dark windowless room with a small light each period of difference in age between
source, the flickering of torchlight in a dark venerable and maximum age. See
enclosure, being outdoors at night on the edge of a Chapter 6: Description of the Players
natural light source. Handbook for the effects of age. (Example:
Ability Modifier: The shade gains a +3 A human is considered venerable at 70
ability modifier to all ability scores. years of age. The maximum age for a
Spell Resistance: The shade gains the ability to resist human is 110 years. For every period of
spells (8+1/level). Sense Adjustment: The shades difference [40 years], the shade gains an
senses are magnified beyond most mortal creatures. additional +1 ability score modifier for the
All sense ranges are tripled. A base creature without listed abilities.
low-light vision gains lowlight vision with a range of Senses (Ex): The senses impacted by
120ft. becoming a shade include eyesight and
Action and Movement Adjustments: The hearing. This can also include other
shade can complete a bonus Partial action similar senses for base monster races.
each round. All base movement rates are The base creatures original range value is
doubled. multiplied by the modifier indicated in the
Magic and Special Abilities: The shade description for each category of shadow.
gains the shadow image and invisibility Regeneration (Su): The shade can
powers above, as well as the abilities to regenerate all severed limbs (except for
blink once every other round, create the head) over a period of time (1d4
shadows once an hour, and shadow shift weeks of continual exposure to strong
once per day. shadows or better).Shadow Images (Su):
Special/Feats: The shade gains the ability As the spell mirror image cast at character
to regenerate [3]. The shade cannot be level, but yielding 1d4+3 shadowy
fooled by any attempt to hide in shadows. images.
All shades gain the alertness feat. A Blur (Su): As the spell, using characters
spellcaster shade also gains the Extended level to determine all variables.
Spell, Heighten Spell, and Spell Focus Blink (Su): As the spell, but this ability
(shadow based magic only) feats. allows the shade to appear in any very
CR: base creature +3 shadowy area within 300 feet as a free
The Secret of the Transformation: action. The shade never appears inside a
There are many speculations, but the true solid object. All other variables are based
secret of becoming a shade is shrouded so on character level.
deeply in secrecy that no mortal really Create Shadows (Su): As the spell Greater
knows it. Only another shade can provide Shadow Conjuration cast at the shades
the formula and magics required, and then character level, but 1d4 duplicates of the
may not even be truthful, possibly causing shade will appear. The shade has
the demise of a would-be shade. complete mental control over these
Special Powers and Descriptions: duplicates.
Shadow Shift (Su): The ability to shadow 97
walk to any very shadowy locale on the creature but applies only to ethereal encounters.
same plane as the shade, or plane shift When the spirit manifests (see below) its natural
between the current locale and the Demi- armor value is +0, but it gains a deflection bonus
plane of Shadow. The shade can either equal to its CHA modifier or +1, whichever is higher.
shadow walk or planeshift once per day, Attacks: The spirit retains all the attacks of the base
Encylopedia of Lifeforms

but not both. creature, although those relying on physical contact


Table 1-1: Powers of the Shade do not affect non-ethereal creatures.
Bright Light -5 None 1/10th Partial Only Damage: Against ethereal creatures, a spirit uses the
Suffers 2d4 points of damage/round, no base creature’s damage ratings. Against non-
magic or abilities can be used Base -3 ethereal creatures, the spirit usually cannot deal
No Shadows -3 None 1/2 Full Suffers 1 physical damage at all but can use its special
point of damage/round, -2 to caster level, attacks, if any, when it manifests (see below).
Base -1 Weak Shadows None None Special Attacks: The spirit retains all the special
Normal Normal Normal Base Strong attacks of the base creature, although those relying
Shadows +1 4+1/level Double Normal, * on physical contact do not affect non-ethereal
1.5 base distance +10 to spot Hide in creatures. The spirit also gains the special attacks
Shadows attempts, Regeneration [1], described below. Saves have a DC of 10 + 1/2
Shadow Images, Blur Base +1 spirit’s HD + spirit’s CHA modifier unless noted
Very Shadowy +3 8+1/level Triple, Low otherwise.
light vision 120ft Bonus partial action/ Manifestation (Su): All spirits have this ability. As
round, *2 base distance Immune to Hide in ethereal creatures, they cannot affect or be affected
Shadows attempts, Regeneration [3], by anything in the material world. When they
Bonus Feats, Shadow Images, Blur, Blink, manifest, spirits become visible but remain
incorporeal. However, a manifested spirit can strike
Create Shadows, Shadow Shift Base +3
with its touch attack or a spirit touch weapon. A
Spirit manifested spirit remains on theEthereal Plane but
Template Submission © 2001 by Rebecca can be attacked by opponents on both the Material
Glenn: iridian@wco.com and Ethereal planes. When a spell casting spirit is
This is an adjustment of the Ghost template on the Ethereal Plane, its spells cannot affect targets
from the MM. on the Material Plane, but they work normally
Spirits are manifestations of the against ethereal targets. When a spell casting spirit
spiritualaspects of living creatures, manifests, its spells continue to affect ethereal
geographical locations and remembered targets and can affect targets on the Material Plane
ancestors and legends. Generally they do normally unless the spells rely on touch. A
not interact with the prime material world manifested spirit’s touch spells don’t work on
unless specifically called or attracted by material targets.
extreme circumstances. They may rally to Spirit Touch (Su): A spirit that hits a living target with
defend their homes, their decedents or its incorporeal attack deals 1d4 points of damage.
their race. Otherwise, they leave the prime Against ethereal opponents, it adds its STR modifier
material world to its own devices. Animal to attack and damage rolls. Against material
and Ancestral spirits greatly resemble the opponents, it adds its DEX modifier to attack rolls
corporeal shapes of their prime material only.
counterparts. Nature spirits tend towards a Ride (Su): Once per round, an ethereal spirit can
personified incarnation of the relevant merge its body with a creature on the Material Plane.
natural element, with a few exceptions. This ability is similar to magic jar as cast by a 10th-
Creating a Spirit “Spirit” is a template that level sorcerer (or the spirit’s character level,
can be added to any creature regardless of whichever is higher), except that it does not require
type. The creature’s type changes to a receptacle. If the attack succeeds, the spirit’s body
“outsider.” It otherwise uses all the base vanishes into the opponent’s body. The target can
creature’s statistics and special abilities resist the attack with a successful Will save (DC 15
except as noted here. + ghost’s CHA modifier). A creature that successfully
98 AC: Natural armor is the same as the base saves is immune to that spirit’s ride ability for one
day. The spirit may only Ride creatures
similar to itself.
Initiative: +1 (Dex)
Special Qualities: A spirit has all the special qualities
Speed: 40 ft
of the base creature and those listed below, and
AC: 15 (-1 size, +1 Dex, +5 natural) for
gains the outsider type and incorporeal subtype.
ethereal encounters, 11 (-1 size, +1 Dex,
Rejuvenation (Su): In most cases, it’s difficult to

Encylopedia of Lifeforms
+1 Deflection) when manifested (see
destroy a spirit through simple combat: The
below)
“destroyed” spirit will often restore itself in 2d4 days.
Attacks: 2 claws +11 melee, bite +6
Even the most powerful spells are often only
melee
temporary solutions. A spirit that would otherwise be
Damage: Claw 1d8+8, bite 2d8+4
destroyed returns to its old haunts with a successful
Face/Reach: 5 ft by 10 ft/5 ft
level check (1d20 + spirit’s level or HD) against DC
Special Attacks: Improved Grab,
16. As a rule, the only way to get rid of a spirit for
Manifestation, Spirit Touch, Ride
sure is to destroy its anchor to the prime material
Special Qualities: Scent, Rejuvenation,
world (i.e., a geographical location for a Nature spirit,
Outsider type, Incorporeal subtype
a family, tribe or nation, or entire race for an
Saves: Fort +9, Ref +6, Will +3
Ancestral spirit and a species for an Animal spirit).
Abilities: Str 27, Dex 13, Con 19, Int 2,
The exact means varies with each spirit and may
Wis 12, Cha 10
require a good deal of research.
Skills: Hide +9, Listen +12, Search +8,
Saves: Same as the base creature
Spot +15, Swim +14
Abilities: Same as the base creature, except that its
Climate/Terrain: Any land and
CHA score increases by +4.
underground
Skills: Spirits receive a +8 racial bonus to Hide,
Organization: Solitary, gang (2-4), or mob
Listen, Search, and Spot checks. Otherwise same
(7-12)
as the base creature.
Challenge Rating: 5
Alignment: Any
Treasure: None
Advancement: Same as the base creature
Alignment: Any
Feats: Same as the base creature
Advancement: 7-10 HD (Large)
Climate/Terrain: Any land and underground
Skills: Spirits receive a +8 racial bonus to
Organization: Solitary, gang (2-4), or mob (7-12)
Hide, Listen, Search, and Spot checks.
Challenge Rating: Same as the base creature +1
Combat
Treasure: None
Attacks relying on physical contact do not
Spiritual Equipment
affect non-ethereal creatures. Saves have
The spirit only carries equipment appropriate to its
a DC of 10 + 1/2 spirit’s HD
form. If a legendary ancestor, the spirit will carry
+ spirit’s CHA modifier unless noted
those items associated with the legend. The
otherwise.Manifestation (Su): All spirits
equipment works normally on the Ethereal Plane but
have this ability. As ethereal creatures,
passes harmlessly through material objects or
they cannot affect or be affected by
creatures. A weapon of +1 or better enchantment,
anything in the material world. When they
however, can harm material creatures when the spirit
manifest, spirits become visible but
manifests, and enchanted weapons can harm the
remain incorporeal. However, a
spirit.
manifested spirit can strike with its touch
If any of these items still exist on the material plane
attack or a spirit touch weapon. A
and are being used, the spirit cannot have them.
manifested spirit remains on the
Only if they are lying unused, or have been
Ethereal Plane but can be attacked by
destroyed, can the spirit have his items. opponents on both the Material and
Sample Spirit Ethereal planes. When a spell casting
This example uses a Brown Bear as the base spirit is on the Ethereal Plane, its spells
creature. cannot affect targets on the Material
Plane, but they work normally
Spirit, Bear against ethereal targets. When a spell
Large Outsider (Incorporeal) casting spirit manifests, its spells
99
Hit Dice: 6d8+24 (51 hp) continue to affect ethereal targets and
can affect targets on the Material Plane CREATING A ZOMBIE
normally unless the spells rely on touch. A “Zombie” is a template that can be added to any
manifested spirit’s touch spells don’t work non-undead corporeal creature (referred to hereafter
on material targets. as the “base creature”) that has a skeletal system.
Spirit Touch (Su): A spirit that hits a living The creature’s type changes to “Undead.” It retains
Encylopedia of Lifeforms

target with its incorporeal attack deals 1d4 most type modifiers (such as “Fire” or “Aquatic”), but
points of damage. Against ethereal loses alignment type modifiers (such as “Good”) and
opponents, it adds its STR modifier to type modifiers that indicate kind (such as “Goblinoid”
attack and damage rolls. Against material or “Reptilian”).
opponents, it adds its DEX modifier to ZOMBIE TYPE MODIFIERS
attack rolls only. When turned into zombies, creatures keep some
Ride (Su): Once per round, an ethereal type modifiers and lose others.
spirit can merge its body with a creature They Keep: They Lose:
on the Material Plane. This ability is Air Chaotic
similar to magic jar as cast by a 10th-level Aquatic Evil
sorcerer (or the spirit’s character level, Cold Good
whichever is higher), except that it does Earth Lawful
not require a receptacle. If the attack Electricity Reptilian
succeeds, the spirit’s body vanishes into Fire Humanoid subtype (e.g., Elf) Water
the opponent’s body. The target can resist The new zombie uses all the base creature’s
the attack with a successful Will save (DC statistics and special abilities except as noted here.
15 + ghost’s CHA modifier). A creature Hit Dice: Drop any Hit Dice gained from experience
that successfully saves is immune to that and raise remaining Hit Dice to d12. If the creature
spirit’s ride ability for one day. The spirit has more than 20 Hit Dice, it can’t be made into a
may only Ride creatures similar to itself. zombie by the animate dead spell. (Exception: A 20th-
Rejuvenation (Su): In most cases, it’s level cleric with the Evil domain casts animate dead at
difficult to destroy a spirit through simple caster level 21, so such a cleric can create an
combat: The “destroyed” spirit will often undead creature with 21 Hit Dice.)
restore itself in 2d4 days. Even the most Speed: Winged zombies can use their wings to fly at
powerful spells are often only temporary their normal speed. The maneuverability rating drops
solutions. A spirit that would otherwise be by one, though it cannot drop below Clumsy.
destroyed returns to its old haunts with a Armor Class: Natural armor changes to a number
successful level check (1d20 + spirit’s based on the zombie’s size:
level or HD) against DC 16. As a rule, the Size Natural AC
Tiny or smaller 0
only way to get rid of a spirit for sure is to
Small 1
destroy its anchor to the prime material Medium-size 2
world (i.e., a geographical location for a Large 3
Nature spirit, a family, tribe or nation, or Huge 4
entire race for an Ancestral spirit and a Gargantuan 6
species for an Animal spirit). The exact Colossal 11
means varies with each spirit and may Attacks: The zombie retains all the natural attacks,
manufactured weapons, and weapon proficiencies of
require a good deal of research.
the base creature. It loses all ranged manufactured
Zombie (Template) weapons and proficiencies. A creature gains a
COPYRIGHT NOTICE: Original single slam attack at its full attack bonus in lieu of its
Submission By Scott Greene natural attack if it has hands. (If the creature already
Zombies are corpses reanimated through had a slam attack, it can use the zombie attack
dark and sinister magic. These mindless format and damage, if they’re better.) Recalculate
automatons shamble about, doing their
creator’s bidding without fear or hesitation.
100
the zombie’s melee and ranged attack bonuses 8-9 4
based on its new type (Undead) and abilities (+2 10-11 5
Strength, -2 Dexterity). Undead creatures have a 12-14 6
base attack of HD x 1/2 (same as a wizard). 15-17 7
Damage: Natural and manufactured weapons inflict 18-20 8

Encylopedia of Lifeforms
normal damage. A slam attack deals damage Treasure: None
depending on the zombie’s size. (Use the base Alignment: Always neutral evil
creature’s slam damage if it’s greater.) Advancement: Hit Dice are based on
Size Damage advanced Hit Dice, if applicable.
Diminutive 1d2 SAMPLE ZOMBIE CREATURE
Fine 1d2 Zombie Wolf
Tiny 1d3
Medium-Size Undead
Small 1d4
Hit Dice: 2d12+3 (16 hp)
Medium-size 1d6
Initiative: +1 (Dex)
Large 2d4
Speed: 50 ft
Huge 2d6
AC: 13 (+1 Dex, +2 natural)
Gargantuan 2d8 Colossal 4d6
Attacks: Bite +3 melee
Special Attacks: The zombie loses all special attacks
Damage: Bite 1d6+3 melee
the base creature once enjoyed.
Face/Reach: 5 ft by 5 ft/5 ft
Special Qualities: The zombie loses all special
Special Qualities: Undead, partial actions
qualities the base creature once had, except those
only, darkvision 60 ft
associated with any subtypes it retains (such as the
Saves: Fort +0, Ref +1, Will +3
Fire subtype). All zombies gain the “Undead” type
Abilities: Str 15, Dex 13, Con –, Int –,
(see the Introduction of the Core Rulebook III, the
Wis 10, Cha 1
MM) and this special quality:
Feats: Toughness
Partial Actions Only (Ex): Zombies have poor reflexes Climate/Terrain: Any land and
and can perform only partial actions. Thus they can
underground
move or attack, but can only do both if they charge
Organization: Solitary, pair, or pack (7-16)
(a partial charge).
Challenge Rating: 1
Saves: Base saves are the same as those of a
Treasure: None
wizard: Fort +1/3 HD, Ref +1/3 HD, and Will +2 + (1/
Alignment: Always neutral evil
2HD).
Advancement: 3-4 HD (Medium-size); 5-6
Abilities: The new zombie’s Strength increases by
HD (Large)
+2, it has no Constitution or Intelligence score, its
Dexterity decreases -2, its Wisdom changes to 10,
and its Charisma decreases to 1.
Skills: The zombie loses all skills once possessed
by the base creature.
Feats: The zombie loses all feats once possessed by
the base creature, but gains Toughness.
Climate/Terrain: Any land and underground
Organization: Any
Challenge Rating: Depends on Hit Dice:
Hit Dice CR
1/2 1/6
1 1/2
2-3 1
4-5 2
6-7 3

101
Book of Spells & Magic
This book requires the use of the Dungeon & Dragons. Player’s
Handbook, Third Edition, published by Wizards of the Coast®.
Spells& Magic

Team Leaders
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Past Members
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102
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The art of magic is as boundless as the limits of
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In accordance with the terms of the OGL, all
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entries used from this book must bear the
whether through the use of magical spells or by
COPYRIGHT NOTICE associated with each
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NOTICE must remain affixed as a permanent part
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COPYRIGHT 2001-2002, Fantasy Netbook
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Community Council, and remain PI as protected
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under the terms of the OGL. The materials
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d20 System License, version 1.0. A copy of this
theprizfam@NBoSpellsTL@fancc.org,
license can be found at www.wizards.com. The
book Team Leader.
‘d20 System’ and the d20 System logo are
Trademarks owned by Wizards of the Coast, and
are used with permission. “Dungeons & Dragons®
and Wizards of the Coast® are Registered
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Use of the names Wizards of the Coast,
Dungeons & Dragons, D&D, 3E, d20 or any other
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not intended as a challenge to the copyright owner
in any way. No challenge to those copyrights or
trademarks is intended by their use in this material. 103
dealing 1d6/2 levels of damage (max
Chapter 1 - Spell Lists 5d6).Evoc
Bard Spells Felb’s Dissolving Arrow. Enchant 2
2nd-Level Bard Spells arrows/level (arrow dissolves 1 round
Mask Scent. Area affected has no smells. after striking a solid object).
4th-Level Bard Spells Fire Puff. Deals 1d6/level (max 5d6) of
Spells& Magic

Fickle Finger of Fate. Target receives either fire damage to 1 target.


a +2 Trans Ignite. Ignites flammable objects on
or -2 to all attacks and saves. target.
Cleric Spells Preserve Food and Drink. Preserves
1st-Level Cleric Spells perishable goods for 1 week + 1 day/level.
Preserve Food and Drink. Preserves Alter Mangar’s Wedge of Power A group of wizards
perishable goods for 1 week + 1 day/level. work to gether to create a powerful spell.
Retrieve Weapon (Reversable) Magically Evoc Ray of Fire. Ray of fire dealing 1d6/level
retrieve one unheld weapon. (max 5d6) fire damage.
2nd-Level Cleric Spells 2nd-Level Sorcerer and Wizard Spells
Detect Curse. Detect a cursed creature, object Div Detect Curse. Detect a cursed creature,
or area. object or area.
Mask Scent. Area affected has no smells. Evoc Felb’s Bedtime Arrow. Enchant 2
3rd-Level Cleric Spells arrows/level (subdual damage + sleep).
Blood Rejuvination Regereate massive Felb’s Fire Arrow. Enchant 2
damage and permanent damage. arrows/level (radiate light 20 ft.; deal
6th-Level Cleric Spells +2d6 fire damage).
Minor Gate. Create a portal between your Fire Burst. Burst of 1d6/2 levels (max
current plane and minor plane. 5d6) fire damage within 15 ft.- radius.
8th-Level Cleric Spells Trans Flaming Missile. Cause 1 diminutive
Lesser Gate. Creates portal from your current combustible object to ignite, which can
plane to another plane for 1d4+1 rounds. be thrown (range increment of 10 ft.)
Druid Spells 3rd-Level Sorcerer and Wizard Spells
1st-Level Druid Spells Conj. Create Mundane Item Creates a non-magic item
Ignite. Ignites flammable objects on target. Ench Fickle Finger of Fate. Target receives
Preserve Food and Drink. Preserves either a +2 or -2 to all attacks and saves.
perishable goods for 1 week + 1 day/level. Felb’s Targeter. Enchant a single bow
2nd-Level Druid Spells that gives any arrow fired from +4 to a
Mask Scent. Area affected has no smells. specific target.
3rd-Level DRuid Spells Trans Wealen Weapon Weakens opponents weapon
Vampiric Entangle Creates an entangle spell hardness
that saps life from the victim. Conj Vampire Fly Creates one blood sucking fly.
5th-Level Druid Spells 4th-Level Sorcerer and Wizard Spells
Omar’s Sand Cone. Cone of sand dealing Conj Freeze Bolt. Arrow of pure ice dealing 5d6 points of
1d6/level (max 10d6) damage. damage + slow.
Paladin Spells
Conj Thunderclap Arrow. Arrow of arcane
2nd-Level Paladin Spells
energy that deals 4d6 damage + deafens
Detect Curse. Detect a cursed creature, object
target.
or area.
Evoc Omar’s Sand Cone. Cone of sand dealing
Ranger Spells
1d6/level (max 10d6) damage.
2nd-Level Ranger Spells
5th-Level Sorcerer and Wizard Spells
Mask Scent. Area affected has no smells.
Abj. Block Pain Temp. Ignore catostrophic damage
Sorcerer and Wizard Spells
Evoc Felb’s Armorless Arrow. Enchant 2
1st-Level Sorcerer and Wizard Spells
arrows/level (ignores natural armor and
Abjr Encase Object Create a safe around
armor, but not enchantment).
objects.
104 Conj Lightning Arrow. Arrow of electricity
Felb’s Weight Arrow. Enchant 2
arrows/level (chance of knockdown and
stunned; or stunned if makes save).
Felb’s Bedtime Arrow (Sor/Wiz 2)
Trans Suyt’s Relative Spacial Lock.Two objects are
Felb’s Dissolving Arrow (Sor/Wiz 1)Felb’s Fire
linked together by a invisible force.
Arrow (Sor/Wiz 2)
6th-Level Sorcerer and Wizard Spells
Felb’s Targeter (Sor/Wiz 3)
Conj Piercer Arrow. Arrow of pure force
Felb’s Weighty Arrow (Sor/Wiz 5)
dealing 4d8 damage, plus 1d8/level over
Flaming Missile (Sor/Wiz 2)

Spells& Magic
11th (max 10d8).
Ignite (Drd 1, Sor/Wiz 1)
Trans Elemental Aura. Changes the attributes
Metamagic Sphere (Sor/Wiz 9)
of another elemental spell.
Preserve Food and Drink (Clr 1, Drd 1, Sor/Wiz 1)
Minor Gate. Create a portal between your
Suyt’s Relative Spacial Lock (Sor/Wiz 5)
current plane and minor plane.
7th-Level Sorcerer and Wizard Spells Spells by Descriptors
Conj Elemental Sagitta. 1 elemental arrow + 1 Acid
arrow/4 levels above 12th, each dealing Elemental Aura (Sor/Wiz 6)
6d6 damage. Chaos
8th-Level Sorcerer and Wizard Spells Cold
Conj. Ostler’s Mobile Tower Create an interdimentional Elemental Aura (Sor/Wiz 6)
tower. Freeze Bolt (Sor/Wiz 4)
Conj Lesser Gate. Creates portal from your Electricity
current plane to another plane for 1d4+1 Elemental Aura (Sor/Wiz 6)
rounds. Lightning Arrow (Sor/Wiz 1)
9th-Level Sorcerer and Wizard Spells Evil
Trans Metamagic Sphere. Apply metamagic Fire
feats to 20 spell levels worth of spells. Elemental Aura (Sor/Wiz 6)
Fire Burst (Sor/Wiz 2)
Spells by Schools Fire Puff (Sor/Wiz 1)
Abjuration Flaming Goo (Sor/Wiz 2)
Conjuration Flaming Missile (Sor/Wiz 2)
Flaming Goo (Sor/Wiz 2) Ignite (Drd 1, Sor/Wiz 1)
-Creation Ray of Fire (Sor/Wiz 1)
Elemental Sagitta (Sor/Wiz 7) Force
Freeze Bolt (Sor/Wiz 4) Piercer Arrow (Sor/Wiz 6)
Lesser Gate (Clr 8, Sor/Wiz 8) Good
Lightning Arrow (Sor/Wiz 1) Language-Dependant
Minor Gate (Clr 6, Sor/Wiz 6) Law
Piercer Arrow (Sor/Wiz 6) Mind-Affecting
Ray of Fire (Sor/Wiz 1) Sonic
Thunderclap Arrow (Sor/Wiz 4) Elemental Aura (Sor/Wiz 6)
Divination Thunderclap Arrow (Sor/Wiz 4)
Detect Curse (Clr 2, Pal 2, Sor/Wiz 2)
Enchantment Chapter 2 - Spells
Fickle Finger of Fate (Brd 4, Sor/Wiz 3)
Spells are listed in alphabetical order.
Evocation
Block Pain
Fire Burst (Sor/Wiz 2)
Abjuration
Fire Puff (Sor/Wiz 1)
Level : Wiz,Sor 5,Clr 5
Omar’s Sand Cone (Drd 5, Sor/Wiz 4)
Components: V
Illusion
Casting: Time: 1 action
-Glamer
Range: Personal
Mask Scent (Brd 2, Clr 2, Rgr 2, Drd 2)
Target: Self
Necromancy
Druation: 1 hour/ level
Transmutation
Saving Throw: None
Elemental Aura (Sor/Wiz 6)
Felb’s Armorless Arrow (Sor/Wiz 5)
Spell Resistance: No 105
Submitter: Paul S. Weintraub
This allows you the caster toingnore pain from You create any non-magical item of 1 lb. or less. Ropr,
wounds or magical damage. If cast before a string, tindertwigs,etc. Attempting to create a weapon will
battle, the caster is immune to catistrophic incur instant spell failure. The item may not be worth more
death effects by wounds. The FORT check is than 3 Gp.
not made until after the spell ends, and only Detect Curse
Spells& Magic

50% of the original damage remains. This spell Divination


can temorarily negat the effects of starvation, Level: Clr 2, Pal 2, Sor/Wiz 2
and is very effective during a torture session. Components: V, S
Blood Rejuvination Casting Time: 1 action
Alteration Range: Close (25 ft. + 5 ft./2 levels)
Level : Clr 3, Heal 3 Target: One creature, one object, or a 5-ft. case.
Components: V,S,M Duration: Instantaneous
Casting: Time: Full round action Saving Throw: None
Range: Touch Spell Resistance: No
Target: One person or creature Submitter: Scott C. MetzgerYou can determine whether a
Duration: Permanent creature, object, or area is cursed. You cannot determine
Saving Throw: None the exact type of curse. The spell can penetrate barriers,
Spell Resistance: No but 1 ft. of stone, 1 inch of common metal, a thin sheet of
Submitter: Paul S. Weintraub lead, or 3 ft. of wood or dirt blocks it.
When reciting the ritual words and laying his Encase Object
hands upon the recipient, the priest causes the Abjuration
marrow in the creatures bones to produce Level : Wiz 1, Sor 1
blood at an advanced rate. Each time this is Components: V,S
cast, 1D6 weeks of recovery time is generated. Casting: Time: 1 action
If the spell is cast more than once per hour, a Range: Touch
CON check must be made. If the CON check Target: One inanimate object no larger than 1 cubic foot
(DC 15) is failed, the cleric loses one perlevel.
temporary CON point for 24 hours. Start with Druation: Special
DC15 and increase this DC by 2 for each Saving Throw: None
check there after. Spell Resistance: No
This action is partially phasing the recipient Submitter: Paul S. Weintraub
into another plane. This spell is used to remove This spell creates a shield around one inamimate object. It
the effects of level drain, and permanent stat holds the object to ground or whatever the object is sitting
loss. It will not regenerate lost limbs or bring on. This is like a safe. To “unlock” the encased item, a
the dead back to life! Knock spell of one level higher than the blorb spell was
The material components are; Make a broth of cast is needed to break the spell. No matter how strong a
blood (of the same species as recipient) , character is, the blorb will not break or open or move
pumice and one pound of fat from any animal without the correct level Knock spell. If dispelled within
(1lb/100lb of recipient). Boil well and skim off ten minutes of being cast, the blorb can be dispelled. The
the fat. Drink while the broth is still warm. safe takes on the shape of the object encased.
Note: If using wounds and vitality points, this spell Elemental Aura
will heal 1d6xBaB wounds. Transmutation [See text]
Create Mundane Item Level: Sor/Wiz 6
Conjuation Components: V, S, M
Level : Wiz/Sor 3 Casting Time: 1 round
Components: V,S Range: Personal
Casting: Time: 1 action Target: You
Range: Personal Duration: 10 minutes (D)
Effect: One non-magical item of 1 lb. or less Saving Throw: None
Druation: Instantaneous Spell Resistance: None
Saving Throw: None Submitter: Francisco A. Sucre
106 Spell Resistance: No When casting you choose an element (Acid, Cold, Fire,
Submitter: Paul S. Weintraub Lightning, or Sonic). The elemental aura then allows you
to enhance two spells of the chosen element per level over deals 6d8 pointsof damage.
the minimum needed to cast a 6th level spell. After You get a single arrow at 12th level, and an
enhancing this number of spells, the aura discharges. The extra arrow every 4 levels thereafter (another at
aura may discharge 16th and another at 20th). Once you get
as well if you cast another spell from a different element multiple arrows you may select a target for

Spells& Magic
than the one chosen, or from a non-elemental spell. You each arrow, but they may not be more than 30
may enhance one spell that you are casting per round and ft. apart. You must roll your ranged touch
may only enhance spells that are level 5 or lower. attack independently for each target.A Reflex
The possible enhancements allowed by thisspell are: save allows for half damage. When you cast
· +1 Acuity bonus to spell’s DC. This bonus elemental sagitta and choose an energy type,
stacks with other bonuses granted through this spell automatically becomes a spell of that
feats or any other source. type.
· +1 Piercing bonus to defeat target’s SR. This Material Component: Body part of an outsider
bonus stacks with other bonuses granted attuned with the chosen element.Felb’s
through feats or any other source. Armorless Arrow
· Increase spell duration by 25% (Round down) Transmutation
· Increase spell range by 25% (Round down) Level: Sor/Wiz 5Components: V, S, M
While under the effects of the elemental aura,you may not Casting Time: 1 minute
cast meta-magically-enhanced spells. Range: Touch
When you cast elemental aura and choose an Target: Two armor-piercing arrows/level
energy type, this spell automatically becomes aspell of Duration: One day
that type. Saving Throw: None (object)
Example: A 14th–level wizard can enhance 6 Spell Resistance: No (object)
spells (2 per level x 3 levels). He casts elemental aura and Submitter: Ian Cheesman
chooses fire as his designated element. Next round, he You imbue 2 armor piercing arrows/level with
casts wall of fire and applies the duration extension to the the power to totally ignore all natural and
spell, making the wall last Concentration + 17 rounds in physical armor. Note that this does not include
total (14 + 25). Next round he begins to summon fire the magical protection from such armors, so
elementals with the spell summon monster V, enhancing chainmail +1 still gives +1 to the armor class
the spell with the duration extension as well. Thus each of of the target. Arrows imbued with Felb’s
these will last 17 too. Next round, he casts a fireball, armorless arrow spell also ignore all armor
enhanced with the +1 bonus to the spell’s DC. Thus, his bonuses gained from arcane spellsbelow 5th
fireball, which normally has a DC of 19, now has a DC of level.
20. Material Component: 5 gp worth of finely
Material Component: Body part of an outsider ground diamond dust per arrow.
attuned with the chosen element. Felb’s Bedtime Arrow
Elemental Sagitta Transmutation
Conjuration (Creation) [See text] Level: Sor/Wiz 2
Level: Sor/Wiz 7 Components: V, M
Components: V, S, M Casting Time: 1 minute
Casting Time: 1 action Range: Touch
Range: Long (400 ft. + 40 ft./level) Target: Two arrows/level
Effect: One or more arrows of an element of your Duration: One day
choosing Saving Throw: None (object)
Duration: Instantaneous Spell Resistance: No (object)
Saving Throw: Reflex half Submitter: Ian Cheesman
Spell Resistance: Yes Arrows enchanted with Felb’s bedtime arrow
Submitter: Francisco A. Sucre spell do only subdual damage, but the target
At the time of casting you must chose an element (Acid, must also make a Will save or sleep for 2
Air, Cold, Earth, Fire, Lightning, Sonic, orWater). You rounds/level. This arrow will only affect a
create one or more arrows of thechosen element. You must single creature of up to 2 HD per caster level
succeed at a ranged touch attack to hit. A successful hit (maximum 10 HD). 107
Material Components: The arrows to be
affected and a small pinch of sand. Range: Touch
Felb’s Dissolving Arrow Target: One bow
Transmutation Duration: 2d4 + 1 round/level
Level: Sor/Wiz 1 Saving Throw: None (object)
Components: V, S, M Spell Resistance: No (object)
Spells& Magic

Casting Time: 1 minute Submitter: Ian Cheesman


Range: Touch When you cast Felb’s targeter on a bow, anyarrows fired
Target: Two arrows/level from the so enchanted bow are +4 to hit a single specified
Duration: One day target. You must be able to see the target, and enunciate
Saving Throw: None (object) that that is the target during the casting of the spell. The
Spell Resistance: No (object) +4 only affects hits on that target, not on
Submitter: Ian Cheesman someone or something that gets in the way. The +4 does
The arrows that are enchanted by this spell not offer any bonus to hit creatures only hit by magical
don’tvisibly change when this spell is cast, but weapons, as the arrow hitting the target is not magical, the
after being used, their enchantment becomes enchantment merely helps to steady the bow while aimed.
crystal clear. Ten seconds after hitting a solid When a target is slain or destroyed, the bow
target, thearrow disintegrates, leaving only a wielder can select a new target as a free action.
pinch of black dust, hardly visible to the naked Material Component: A feather from a bird of
eye. prey, rubbed against the bowstring.
Material Components: The arrows to be Felb’s Weighty Arrow
affected and a bit of fine black dust that is Transmutation
sprinkled over the fletching and arrowhead. Level: Sor/Wiz 5
Felb’s Fire Arrow Components: V, S, M
Transmutation Casting Time: 1 minute
Level: Sor/Wiz 2 Range: Touch
Components: S, M Target: Two weighty arrows/level
Casting Time: 1 full round Duration: One day
Range: TouchTarget: Two burning arrows/ Saving Throw: None (object)
level Spell Resistance: No (object)
Duration: One day Submitter: Ian Cheesman
Saving Throw: None (object) The arrow imbued with Felb’s weighty arrow doesnot
change when the spell is cast, but when it isshot by a bow
Spell Resistance: No (object) and hits a solid target, the effects of this spell become
Submitter: Ian Cheesman clear.
When cast on the arrows, this spell enables the Upon striking solid object the arrowhead gains
arrows to ignite themselves as soon as they are weight, becoming 5 lbs. heavier per caster level above 10th
launched. They light and act as burning arrows. level. Anyone hit by a weighty arrow must make a
The arrows radiate light in a 20 ft.-radius, just Fortitude save at DC of 20 or be knocked down by the
like a torch does. When they hit a target, they weight and stunned for 3d4 rounds. A successful save still
deliver damage as an arrow + 2d6 due to the leaves the target stunned for 1d4 rounds. There are also
fire. After the arrows have been used, they are modifiers to the save for the size of the target and weight
completely burned up. If they were of the arrow as shown on the following table.
extinguished, the arrows will disappear. Target Size Affect
Material Components: The arrows to be Tiny and smaller automatic knockdown
affected and a bit of sulfur applied to the arrow Small -6 Medium -3 Large No adjustment
shafts. Huge +3 Gargantuan and bigger +6
Felb’s Targeter Arrow Weight Affect
Transmutation 0-20 lbs. no adjustment
Level: Sor/Wiz 3 21-40 lbs. -2
Components: V, S, M 41 lbs. and up -4
Casting Time: 1 full round Material Components: The arrow to be affected
108 and a small piece of loadstone.
deal 1d6 fire damage per caster level (maximum
Fickle Finger of Fate
5d6) to one creature.
Enchantment
Flaming Goo
Level: Brd 4, Sor/Wiz 3
Conjuration (Creation) [Fire]
Components: V, S, M
Level: Sor/Wiz 2
Casting Time: 1 action
Components: V, S, M

Spells& Magic
Range: Close (25 ft. + 5 ft./2 levels)
Casting Time: 1 action
Target: One creature
Range: Close (25 ft. + 5 ft./2 levels)
Duration: 3 minutes/level
Effect: A patch of flaming goo
Saving Throw: Will halves effects and duration
Duration: 1 round/level
Spell Resistance: YesSubmitter: Hal R. Greenberg
Saving Throw: Reflex negates
This spell makes one creature either have a +2 on
Spell Resistance: Yes
all attacks and saving throws or -2 on all attacks
Submitter: Tomas Carl Abraham
and saving throws depending on your attitude. Roll
You create a glob of incendiary goo and hurl it at
d20: on a roll of 1-10 it is a –2; on 11-20 it is a +2.
a point in range.
The Charisma modifier is added to or subtracted
This spell can have two different effects; you
from roll. You must decide this before rolling the
can either aim for a target as a ranged touch
d20. Thus you have some influence over fate.
attack, or you can splatter the goo over an area. In
Material Components: A locket of hair from a fickle child
either case, it causes 2d6 fire damage per round.
and a gem worth 10 gp for the bonus, or paste for the
If you aim for a particular target, make a ranged
penalty.
touch attack. On a miss, the missile scatters
Fire Burst
1d6+1 feet in a random direction and spreads out
Evocation [Fire]
from there as if you had chosen the splatter effect
Level: Sor/Wiz 2
(see below). On a hit, the target is allowed a
Components: V, S, M
Reflex save to get rid of the goo before it causes
Casting Time: 1 action
damage. A new save is allowed each round, and
Range: Medium (100 ft. + 10 ft./level)
any successful save gets rid of the goo (negating
Area: 15-ft.-radius spread
the spell). The fire automatically goes out when
Duration: Instantaneous
the duration ends.
Saving Throw: Reflex half
A creature on fire may automatically extinguish
Spell Resistance: Yes
the flames by jumping into enough water to
Submitter: Tomas Carl Abraham
douse itself. If no body of water is at hand,
This spell creates a spread of flame that deals 1d6
rolling on the ground or smothering the fire with
points of fire damage per two caster levels
cloaks or the like (a full-round action) permits
(maximum 5d6) to every creature within a 15-ft.
the creature another save with a +4 bonus.
radius. It can set fire to combustibles in the area.
If you choose the splatter effect (or scatter due
You can create the fiery burst in any location you
to a missed attack roll), the goo expands to a 5-
can see clearly (no more than 50% cover or
ft.radius spread, causing damage to targets
concealment).
standing inor moving into the area for each round
Material Component: A piece of charcoal.
of the spell’s duration.
Fire Puff
Material Component: A gooey ball of tar and
Evocation [Fire]
sawdust.
Level: Sor/Wiz 1
Flaming Missile
Components: V, S
Transmutation [Fire]
Casting Time: 1 action
Level: Sor/Wiz 2
Range: Medium (100 ft. + 10 ft./level)
Components: V, S
Target: One creature
Casting Time: 1 action
Duration: Instantaneous
Range: Touch
Saving Throw: Reflex half
Effect: One diminutive combustible
Spell Resistance: Yes
Duration: Instantaneous
Submitter: Tomas Carl Abraham
Saving Throw: See text
Upon making a successful ranged touch attack you
Spell Resistance: No
Submitter: Tomas Carl Abraham 109
This spell ignites a diminutive combustible the spell slow (Fort save negates this effect).
object you are holding, such as a dry rag or Material Components: A pearl and some
pinecone, turning into a flaming missile. You diamond dust, each worth at least 30 gp.
immediately hurl this missile at a target as a Ignite
ranged touch attack with a base range of 10 ft. Transmutation [Fire]
Spells& Magic

(with a maximum range of 50 ft.), causing 1d6 Level: Drd 1, Sor/Wiz 1


fire damage per two caster levels (maximum Components: V
10d6), with no saving throw.Targets with Casting Time: 1 action
flammable clothes or body parts Range: Medium (100 ft. + 10 ft./ level).
(such as fur) risk being set on fire. They are Effect: One creature
allowed a Reflex saving throw to avoid this fate. Duration: Instantaneous
If a creature’s clothes or fur catch fire, it takes Saving Throw: Will negates (object)
1d6points of damage immediately. In each Spell Resistance: Yes (object)
subsequent round, the burning creature must Submitter: Tomas Carl Abraham
make another Reflex saving throw. Failure means Flammable objects or targets with flammable
it takes another 1d6 points of damage that round. clothes or body parts (such as fur) are set on fire by this
Success means that the fire has gone out. (That spell. The spell inflicts 1d6 damage on theround it is cast,
is, once it succeeds at its saving throw, it’s no and may start a fire that inflicts continuing damage.
longer on fire.) Targets lacking flammable parts only suffer damage once,
A creature on fire may automatically extinguish and the spell does not work where natural fire would not
the flames by jumping into enough water to be possible (such as underwater).
douse itself. If no body of water is at hand, A flammable object, like dry cloth, wood or
rolling on the ground or smothering the fire with leather, takes 1d6 fire damage for each round it is aflame.
cloaks or the like (a full-round action) permits It may not use its Hardness to resist this damage. Such an
the creature another save with a +4 bonus. object will continue to burn and take damage each round
This spell requires you to have a combustible until a X1î is rolled for damage, or until the flames are
object to turn into a missile, but this is not extinguished by a creature taking a full round action, or
strictly a material component. In most cases, this until soaked in water or subject to cold damage.
is the same thing, but the combustible needed for When a creature’s clothes or fur catch fire, it
this spell is easier to improvise; you can use dry takes 1d6 points of damage immediately. In each
clothes or even a lock of hair in a pinch. If you subsequent round, the burning creature must make another
have a suitable object in your material Reflex saving throw (DC 15). Failure means it takes
component pouch, readying another 1d6 points of damage that
it is a part of the spellcasting action, just as if it round. Success means that the fire has gone out.
was a standard material component. (That is, once it succeeds at its saving throw, it’s no longer
Freeze Bolt on fire.) A creature on fire may
Conjuration (Creation) [Cold] automatically extinguish the flames by jumping
Level: Sor/Wiz 4 into enough water to douse itself. If no body of
Components: V, S, M water is at hand, rolling on the ground or
Casting Time: 1 action smothering the fire with cloaks or the like (a full round
Range: Long (400 ft. + 40 ft./level) action) permits the creature another save with a +4
Effect: One arrow of cold bonus.
Duration: Instantaneous Lesser Gate
Saving Throw: Fortitude negates Conjuration (Creation)
Spell Resistance: Yes Level: Clr 8, Sor/Wiz 8
Submitter: Francisco A. Sucre Components: V, S
You create an arrow of pure ice that strikes a Casting Time: 1 action
target of your choosing. You must succeed at a Range: Medium (100 ft. + 10 ft./level)
rangedtouch attack to hit. A successful hit deals Effect: See text
5d6 points of damage. A successful hit also Duration: Instantaneous
leaves the target frozen and numb, effectively Saving Throw: None
110 slowing the target for 1-round/2 levels as per Spell Resistance: No
Submitter: Ricardo Gladwell emit smell receive saves and SR, and unattended
Casting a lesser gate spell creates an interdimensional objects and points in space do not.
connection between the character’s plane of existence and Mangar’s Wedge of Power
the plane desired, allowing travel between the planes in Alteration
either direction. The character may hold the lesser gate Level: Sor/Wiz 1

Spells& Magic
open only for a brief time (no more than 1d4+1 rounds) Components: V, S, M
and must concentrate on doing so or sever the Casting Time: 1 action per caster in group
interplanarconnection. You cannot, however, call a concurrently
l)particular individual or type of being through a lesser Range: Close (25 ft. + 5 ft./combined levels)
gate, but otherwise a lesser gate spell functions exactly Target: Caster only
like a gate spell. Duration: Special
Lightning Arrow Saving Throw: None
Conjuration (Creation) [Electricity] Spell Resistance: Yes (final level of spell)
Level: Sor/Wiz 1 Submitter: Paul S. Weintraub
Components: V, S, M This spell is the compilation of all the
Casting Time: 1 action spellcasters melded together. The casters in the
Range: Medium (100 ft. + 10 ft./leve back of the wedge cast this spell, melding all
Effect: One arrow of electricity thier knowledge into a ball of energy. This ball
Duration: Instantaneous is then sent into the caster in front of him.
Saving Throw: Reflex half Thiscontinues on down to the 1st level caster in
Spell Resistance: Yes the front of the wedge. This caster aims the spell
Submitter: Francisco A. Sucre and casts it.
You create an arrow of pure electricity that strikes a Each wizard in the wedge must then make a
target of your choosing. Upon a successful ranged special system check test listed below.
touch attack the target takes 1d6 points of electrical Depending on the spell being used as the “main”
damage per every 2 caster levels above 1st (2d6 at spell, the duration varies. I.e. A spell that lasts
3rd level, etc.) to a maximum of 5d6 at 9th level. for 2 rounds/lvl, would last for 244 rounds with
Material Component: A crystal or gem worth at least 10 15 casters in the wedge. Casting time is based
gp. on the level of the “main” spell being cast plus
Mask Scent the time needed to meld all the casters spells
Transmutation together.
Level: Brd 2, Clr 2, Drd 2, Rgr 2 When the caster invokes the wedge spell, all of
Components: V, S his spells are “glued” together and thus taking
Casting Time: 1 action an ample amount of time.
Range: Long (400 ft. + 40 ft./level) The area of effect is based on the “main” spell,
Area: 15-ft.-radius emanation centered on a and is the last spell enterd into meld. The
creature, object, or point in space material component is the hoove of a horse. The
Duration: 1 minute/level original caster’s level in the back of the wedge
Saving Throw: Fortitude negates (object) must be at least 9th level. Since the wedge spell
Spell Resistance: Yes will be included in the energy ball being passed
Submitter: Scott C. Metzger on, all of the casters need not know it ahead of
Upon the casting of this spell, complete lack of time. It will be learned instantly.
smell prevails in the affected area. All scent is System Shock Table
stopped, smelling is impossible, no scent 1 - .001% CoS*
whatsoever issues from, enters, or passes through 2 2 - .074% CoS
the area. The spell can be cast on a point in space, 3 3 -.147% CoS
but the effect is stationary unless cast on a mobile 4 4 -.218% CoS
object. The spell can be centered on a creature, and 5 5 - .289% CoS
the effect then radiates from the creature and moves 6 6- .360% CoS
as it moves. An unwilling creature can attempt a 7 7 -.430% CoS
Will save to negate the spell and can use SR, if any. 8 8 -.502% CoS
Items in a creature’s possession or magic items that 111
9 9 -.573% Cos 3,000 gp.
10 10 -.644% Cos Focus: A sphere of mithral weighing at least 2
11 11 - 715% lbs. at a cost of 500 gp/lb.
12 12 -.786% Minor Gate
13 13 -.856% Conjuration (Creation)
Spells& Magic

14 14 -.928% Level: Clr 6, Sor/Wiz 6


15 15 .999% Components: V, S
Casting Time: 1 minute
* Chance of Survival Range: Medium (100 ft. + 10 ft./level)
Effect: See text
Metamagic Sphere Duration: Instantaneous
Transmutation Saving Throw: None
Level: Sor/Wiz 9 Spell Resistance: No
Components: V, S, M, F Submitter: Ricardo Gladwell
Casting Time: 1 minute A minor gate spell functions exactly like a lesser gate
Range: Close (25 ft. + 5 ft./2 levels) spell except it only allows you to create an inter-
Target: Caster only dimensional connection between the character’s plane of
Duration: 1 hour/level or until discharged existence and another minor plane, such as an alternative
Saving Throw: Will negates (harmless) material plane, a pseudo-plane or a sub-plane attached
Spell Resistance: Yes (harmless) tothe character’s plane of existence.
Submitter: Francisco A. SucreYou create a Omar’s Sand Cone
sphere of pure magical energy that Evocation
surrounds you. The sphere grants the ability to Level: Drd 5, Sor/Wiz 4
affect 20 spell levels of other spell caster’s Components: V, S, M
spells with one or more metamagic feats as a free Casting time: 1 action
action while the sphere is up. These levels are Range: Close (25 ft. + 5 ft./2 levels)Area: Cone
spent according to the spell slot that the Duration: Instantaneous
modified spell would consume. Saving Throw: Reflex half
For example a fireball heightened to a 6th level Spell Resistance: Yes
would drain 6 spell levels to the sphere, since it Submitter: Spencer Cooley
takes a 6th level slot to normally cast such a The spell manifests as a blasting, raging cone of sand that
spell. springs from the caster’s outstretched hand in a cone to
While inside the sphere you automatically know the maximum range of the spell. All creatures within the
which metamagic feats (if any) are enhancing cone take 1d6 points of abrasion damage per level of the
any given spell. You may only enhance spells caster (maximum 10d6). Creatures with the earth mastery
with metamagic feats that you have acquired and special quality take no damage from this spell. Material
may not enhance a spell twice with the same Component: A pinch of sand, held in your hand and flung
feat. After you have affected 20 spell levels, the in the direction that the cone is to be called forth.
sphere is discharged. You may affect as many Mistic Arrow
spells as you wish per round. Conjuration
For example, you may enlarge a sorcerer’s Level: Wiz/Sor 3,Bar 2, War 3
fireball (4 levels), then maximize a cleric’s cure Components: V, S, F
critical wounds (7 levels). Next round, you may Casting Time: 1 action
extend the sorcerer’s summon monster V (6 Range: Touch
levels), at this point, trying to maximize a level 1 Target: One Bow
spell would fail since it requires 4 levels, but Duration: 1 round
there are only 3 remaining. But the 3 levels Saving Throw: None
would be enough to grant the sorcerer still and Spell Resistance: No
silent modifications to his summon monster I Submitter: Paul S. Weintraub
spell. Mistic arrow is an energy force in the shape of an arrow or
112 Material Component: A diamond worth at least bolt. It is created by the vibration of the bowstring. This
has the effect of firing extra arrows each round. 1D4
mystic arrows are conjured when the spell is cast. Each ranged touch attack to hit. A successful hit
mystic arrow must be rolled separately. The caster can deals 4d8 points of damage, plus an
target multiple enemies within 10’ of the first enemy. additional 1d8 points of damage for each
Mystic arrow can critical, though they get no STR bonus caster level above 11th level.
and no other spells may be stacked upon them. Shooting (Maximum of 10d8 at 17th level). A Reflex

Spells& Magic
outside the 10’ radius of the original target will make the save allows for half damage. The spell grants
mystic arrow dissipate. a bonus to the your roll to defeat the target’s
Ostler’s Mobile Tower SR equal to his own caster level. This bonus
Conjuration overlaps (does not stack with) any other
Level: Wiz/Sor 8 bonus granted by feats or abilities.
Components: V, S, XP Example: An 11th–level wizard casts
Casting Time: 1 action piercingarrow against a target with SR 32.
Range: Close 25’ +5’/ 2 lvls Thus to overcome this SR, he has a bonus of
Effect: Extradimentional Tower, up to 30 cu’/lvl 11 from hiscaster level and 11 more from the
Duration: Permanent spell’s bonus for an effective bonus of 22. He
Saving Throw: None must roll 10 or higher on 1d20 to overcome
Spell Resistance: No his target’s spell resistance.
Submitter: Paul S. Weintraub Material Component: Powder made from a
This spell is cast into a closed wagon. The wagon must gem worth at least 100 gp.
have a solid roof, it may have no more than two doors. A Preserve Food and Drink
gypsy wagon works best. Though you can construct it Transmutation
with a curved roof, like Ostler did. The exterior of the Level: Clr 1, Drd 1, Sor/Wiz 1
wagon does not change in any way by the use of this spell. Components: V, S, M
Inside however, an extradimentional dwelling is formed. Casting Time: 1 action
You may choose either of the two doors to cast the spell Range: 10 feet
on. Entering the non-effected door will lead to a normal Area: 1 cu. ft./level of food and liquid
sized wagon. The affected door will lead into a newly Duration: 1 week + 1 day per level
created portal that reveals the first level of your new tower. Saving Throw: Will negates (object)
You may make any floor plan you wish within the limits of Spell Resistance: Yes (object)
the cubic area by caster level. It must have at least one level Submitter: Nikolaos K. Tsouhlarakis
above the first, it may have as many as you wish. The tower This spell makes perishable food and liquids
has two unseen servants per caster level. These servants suitable for eating and drinking maintain
clean, replace Tomes, cook and serve meals. The entrance is their current freshness for the duration of the
hidden in the wagon’s door. When the physical door is spell. This spell prevents subsequent natural
opened, a 4’x 8’ interdimentional opening occurs. Entry is decay or spoilage as it places this food in a
limited to the caster and only those the caster designates. A form similar to suspendedanimation. It does
command word is needed to open it. On completion of the not purify any food or liquid that was already
spell, the wizard or sorcerer expends 4000 experience contaminated, spoiled, rotten or poisoned.
points. This spell has no effect on creatures of any
Piercer Arrow type or on magic potions.
Conjuration (Creation) [Force] Material Component: A pinch of salt.
Level: Sor/Wiz 6 Note: Water or any other liquids weighs
Components: V, S, M about 8 pounds per gallon. One cubic foot of
Casting Time: 1 action liquid contains roughly 8 gallons and weighs
Range: Long (400 ft. + 40 ft./level) about 60 pounds.
Effect: One arrow of force Ray of Fire
Duration: Instantaneous Conjuration (Creation) [Fire]
Saving Throw: Reflex half Level: Sor/Wiz 1
Spell Resistance: See text Components: V, S
Submitter: Francisco A. Sucre Casting Time: 1 action
You create an arrow of pure force that strikes a Range: Close (25 ft. + 5 ft./2 levels)
target of your choosing. You must succeed at a Effect: Ray 113
Duration: InstantaneousSaving Throw: None positions together. This means that if one object were
Spell Resistance: Yes higher than the other was at the time the spell was cast,
Submitter: Tomas Carl Abraham then it would always be so. Placing the lower object on
A searing ray of fire shoots from your finger, the ground will result in the higherobject apparently float
dealing 1d6 fire damage per caster level in the air. Casting the spell on an item that is in the
possession of an unwilling creature requires the caster to
Spells& Magic

(maximum 5d6) on a successful ranged touch


attack. make a touch attack against that
Retrieve Weapon (Reversable) creature.
Protection Level: Clr 1, Protection 1 A common casting of this spell may place an
Components: V, S object relative to a large boulder effectively lockingit in
Casting Time: 1 action to Throw or Retrieve. place. Other imaginative castings may be to connect
Full round action to Throw and Retrieve someone’s underpants to a portcullis before raising it.
Range: 25’ + 10’ / Level or 50’ + 20/ Level* Imagine a sheet of paper being connected to a large
Target: Any one loose, or in the cleric’s boulder by this spell. The “glue” which
hand, weapon connects the paper to the boulder is only applied to the
Duration: Instantanious points that the caster touched during the casting.
Saving Throw: NoneSpell Resistance: No If the boulder is moved then the paper will flutter along
Submitter: Paul S. Weintraub with it, but if someone attempts to move the paper, then
When cast on any one weapon dropped or they will create a tear around the glued portion of it.
unattended within the above range restriction, Material Component: A small amount of honey.
the caster may “Draw” the weapon himself. Thunderclap Arrow
When the spell is reversed, the weapon is Conjuration (Creation) [Sonic]
propelled twice the distance of the range is was Level: Sor/Wiz 4
drawn from. I.e. If the caster draws the weapon Components: V, S, M
from a distance of 50’, the weapon will be Casting Time: 1 action
“Thrown” 100’. The spell can be cast Range: Medium (100 ft. + 10 ft./level)Effect: One arrow
concurrently for a full round action. The spell of sonic
can only be reversed when the retrieved Duration: Instantaneous
weapon,* or one picked up by the caster is in Saving Throw: Fortitude negates
his hand. Spell Resistance: Yes
Suyt’s Relative Spacial Lock Submitter: Francisco A. Sucre
Transmutation You create an arrow of pure arcane energy that strikes a
Level: Sor/Wiz 5 target of your choosing and hits him with sonic waves.
Components: V, S, M You must succeed at a ranged touch attack to hit. A
Casting Time: 1 full round successful hit deals 4d6 points of damage. The
Range: Touch thunderclap arrow leaves the target deaf for 1d4 rounds
Targets: Two non-living objects unless he succeeds at a Will save.
Duration: 1 hour/level Material Components: A small non-metallic
Saving Throw: None mirror and a piece of glass.
Spell Resistance: No Vampiric Entangle
Submitter: Paul Bartlett Alteration, Necromancy
When casting this spell, you apply a small Level: Clr 3
amount of honey to each hand, casts the spell Components: V, S, M
and thentouches 2 objects simultaneously. This Casting Time: 1 action
results in the 2 objects locked together by an Range: Medium 80 Yards
invisible, insubstantial, but extremely strong Area of effect: 40 cubic feet
connection. This connection is as strong as DC Duration: 1 Turn per level
40 if an attempt is made to pull them apart. To Saving Throw: Ref 1/2
separate objects requires a strength DC check Spell Resistance: No
at 40. Each object must make a fort save or be Submitter: Paul S. Weintraub
damaged. The caster is able to cause plants in the area of effect to
114 This spell effectively glues 2 objects’ relative entangle creatures within its reach. The grasses, weeds,
bushes and even the trees wrap twist and entangle the
victim(s), holding them fast. All of the plants in this spell duribilty of the affected weapon or shield.
will grow thorns on them. The thorns will draw blood The Weapon/ Shield loses 2 points of
form the creatures entangled, dealing 1D4 points of hardness per level. If reduced to zero the
damage each round they are in the area of effect. A wepon or shield will break automatically the
creature that rolls a successful saving throw DC 18, can next timeit is hit or hits an object. Magicla

Spells& Powers
escape at half speed. All damage form the attack of the wepons get a WILL save. See hardness tables
plants will also be halved. Exceptionally largecreatures on P. 136 of the PHB.
will sustain little or no distress from this spell. The Augment Gravity
material components are, the clerics holy symbol and Psychokinesis
vampire bat fur. Level: Psion 5
Vampire Fly Display: Au
Conjuration /Necromancy Manifestation Time: 1 action
Level: Sor/Wiz 3 Range: Special
Components: V, S, M Area of effect: Special
Casting Time: 2 actions Target: See below
Range: Medium (25 ft. + 10 ft./level) Duration: 2 minutes/ level
Area of effect: Special Saving Throw: None
Duration: Special Spell Resistance: No
Saving Throw: none Power Points 10
Spell Resistance: No Submitter: Paul S. Weintraub
Submitter: Paul S. Weintraub Using this ability will enable the Psion to
When cast, a blood sucking fly is conjured. The fly will either increase or decrease the gravitaional
attack the opponent of the casters choice. Once cast, the pull of the planet. An area of one square yard
fly will not leave until destroyed* or dispelled by the per level of the manifester. The affected area
Magic User. Should the fly kill before sated, it willattack must reach from the ground upward.
teh nearest “enemy”. The M.U. must pay attention to the The amount of change to the gavitaional field
fly or he has no idea of who it’s next victim will be, freind is 10% per manififesters level to the
or foe excluding the caster. If the vampire fly is unable to maximum of two gravities.
drain any blood after 5 minutes, it vanishes and the caster Flame of the Phoenix
loses one hit point and the spell ends. Psychometabilism
Material Components: A wing of a fly and Vampire bat Level: Psion 15, Psychic Warrior 19
guano. Display: Au,Vi
*AC HP ATTACK SIZE NOTES MAX. MOVE DAMAGE Manifestation Time: 1 action
20 1 Auto House fly 95% chance to go unnoticed 60’ 0
Range: Personal
when spell is cast
19 2-4 +18 1 1/2” Long 70% chance to go unnoticed ** 55’ 1d3
Target: Self
18 5-8 +17 4” Long 45% chance to go unnoticed ** 50’ 1d4
17 9-12 +15 8” Long 15% chance to go unnoticed ** 45’ 1d6
Duration: Instantaneous
16 13-16 +14 12” Long Size of stirge 40’ 1d8
15 17-20 +14 18” Long Size of stirge 40’ 1d10
Saving Throw: None
15 21-24 +13 24” Long Big and Fat, flys sluggishly 30’ 1d12
Spell Resistance: No
** While remaining on the original victim. Power Points All +17 (See Below)
Submitter: Paul S. Weintraub
Weaken Weapon When manifested, the Psion, Psychic Warrior
Transmutaion expends all of his power points plus the use
Level: Wiz/Sor 3 of 17 points from a fully chraged crystal
Components: V, S capacitor. Once completed, the power will lay
Casting Time: 1 action dorment until he dies. One action after death,
Range: Close 25’ +5’/2 lvls the psion/psychic Warrior bursts into flames.
Target: One weapon or shield Anyone, friend or foe, within 10’ will be
Duration: 2 rounds per level immolated for 10D12 points of damage. A
Saving Throw: Will negate (object) REF DC15 for half dmage is given. One
Spell Resistance: Yes (object) minute after the explsion, the character will
Submitter: Paul S. Weintraub rise from the asheswith one quarter of his
When cast, Weaken weapon temorarily reduces the original hit points and no power points. All 115
non-magical gear must make a FORT check DC
15 or be destroyed in the fire. All magical gear
must make a FORT check of DC 10 or be The Book of Traps
destroyed. This power can only be manifested
once. After his death and reanimation, he may
Spells& Powers

remanifest it once he regains all of his power A Resource for Fantasy Role Playing Games
points and has a new fully charged capacitor.
Requires the use of the Dungeons & Dragons®
The capacitor is ruined after being used in this
Player’s Handbook, Third Edition, published by
maifestation., Wizards of the Coast®
Version 001, October 2001
A project of the Fantasy Netbook Community Council
For the most recent version, please visit http://
www.fancc.org/nbotraps/
Legal Disclaimer
Book of Traps is a DnD Community Council sponsored publication.
The Fantasy Netbook Community Council is a fan based community of
role players dedicated to building upon the foundation of the D20
System® created by Wizards of the Coast®. More information on the
Fantasy Netbook Community Council and additional products available
can be found at www.fancc.org.
This printing of the Book of Traps complies with the Open Gaming
License (OGL) version 1.0a and includes Open Gaming Content (OGC)
as identified under the terms of the Open Gaming License. Subsequent
printings of this product will incorporate, and comply with, the most
current version of the Open Gaming License, as made available by
Wizards of the Coast®. All traps contained in this netbook have been
licensed and entered under the Open Gaming License as Open Gaming
Content by the copyright holder. In accordance with the terms of the
Open Gaming License all entries used from this netbook should bear the
COPYRIGHT NOTICE associated with each individual submission.
This COPYRIGHT NOTICE must remain affixed as a permanent part of
the content. All other portions of this netbook are Copyright 2001 DnD
Community Council and remain Product Identity as protected under the
terms of the Open Gaming License. The materials presented herein are
the original works of the author or are published with a “Permission
Agreement” placed on file for each contributor.
This product also complies with the D20STL and D20STLG, using the
D20 System logo in compliance with all applicable rules set forth
therein. The ‘d20 System’ and the ‘d20 System’ logo are Trademarks
owned by Wizards of the Coast and are used according to the terms of
the d20 System License version 1.0. A copy of this License can be found
at www.wizards.com. The ‘d20 System’ and the d20 System logo are
Trademarks owned by Wizards of the Coast and are used with
permission. “Dungeons & Dragons® and Wizards of the Coast® are
Registered Trademarks of Wizards of the Coast, and are used with
Permission.”
Use of the names Wizards of the Coast, Dungeons and Dragons, D&D,
3E, D20 or any other copyrighted or trademarked names or materials is
not intended as a challenge to the copyright owner in any way. No
challenge to those copyrights or trademarks is intended by their use in
this material. WIZARDS OF THE COAST®, Dungeons & Dragons®,
D&D®, and the D20 System® are registered trademarks of Wizards of
the Coast, Inc. The Open Gaming License© is owned by Wizards of the
Coast, Inc. The DnD Community Council has no affiliation with Wizard
of the Coast®, the D20 System®, the Open Gaming License©, or the
Open Gaming Foundation®.

116
THIS PRODUCT IS NOT PUBLISHED OR ENDORSED BY WIZARDS OF THE COAST, INC.
The Traps Team
Team Leader:
Adam Nave
Project Team/Review Board:
Alan Eisinger, John Knight, Charles-Etienne Meloch, William P. Perron (Drach’nyen)
Eric Evans, Patrick McCuller, John Farrel, Russ Ritter
Contributors

Traps
Alan Eisinger, aeisinger@macalester.edu (101)
Adam Nave, xcorvis@yahoo.com (043)
William P. Perron (Drach’nyen), drachnyen@hotmail.com (092)
Some parts of this document are adapted from other FANCC books, such as the book of Feats, the book of
Creatures and the book of Plots and Encounters. A special thanks goes out to those teams for their hard
work.
Traps in this book are fictional and should never be attempted or constructed in real life.
Introduction
Welcome to the DND Community Council’s Netbook of Traps. This netbook has been created to help
effectively utilize traps in their adventures and campaigns. Herein you will find all manner of traps to inflict
upon your players to cause them anxiety, frustration, and ultimately satisfaction as they overcome the
obstacles put before them. There is also advice and optional material to assist with the creation, adaptation
and placement of traps.
A Word to Players
This document is intended for Game Masters only. Players reading this netbook could spoil much of the
fun they would have had experiencing these traps first hand. Please refrain from consulting this document
if you are not a GM.
OGC Material
The OGC (Open Game Content) material in this book includes anything listed under Special Rules for
Traps, Simple Traps and Complex Traps. This includes trap descriptions and additional rules, but does not
include any other portion of this document. The OGC sections are bordered at the start and finish by the
following statements: BEGIN OGC and END OGC. If you are at all unsure what is OGC and what is not,
ASK!
Change Log
This is the first version! Later versions will have new traps, features and corrections listed here.
What is the DNDCC and What are Netbooks?
The DnD Community Council is a non-profit organization of individuals who are attempting to create the
best possible fan-based resources for the D20 role playing games. A netbook is a collection of unofficial
fan-submitted works on a particular topic. Anyone can join the Council and anyone can submit materials to
any netbook. Materials are reviewed and then added to the netbook.
What is a Trap?
Traps are deliberate mechanical or magical arrangements such that obvious or expected actions of the victim
cause unexpected adverse consequences.
Examples of traps include: walking down the hallway only to have the floor fall out from under you,
opening a door and getting pricked by a poisoned needle, or being hit by a fireball for no readily apparent
reason.
What are Simple and Complex Traps?
Simple traps are traps that are… simple. They have basic mechanics and often accomplish only one thing.
Simple traps are more general than complex traps and often have many variations. A Pit Trap is a simple
trap.
Complex traps are often composed of simple traps. For instance, a Reverse Gravity Pit Trap is a
combination of a simple Pit Trap and a simple Reverse Gravity Spell Based Magical Trap.

117
· +1 for every 3 points of DC above 10, rounding up.
Special Rules for Traps
· +1 if the poison causes Con damage.
We have included some new rules and
· +1 if the poison causes paralysis or unconsciousness.
clarifications to help make traps easier to
· +1 if the type is Inhaled or Contact.
create and run.
· -1 if the Initial or Secondary damage is 0.
Challenge Ratings for Traps
Divide the total by 2, rounding up. The result is the CRM,
One very important thing to remember about
which can then be added to the challenge rating of a trap.
traps is that they typically have all-or-
The table below is a list of poisons and their CMRs.
nothing effects. A trap with a CR of 10 could
Traps

Consult the SRD for more information about these poisons.


kill or seriously injure a 10th-level character
– but only if he fails his saving throw. If he Arsenic +2 Large scorpion venom
makes it, he often walks away completely +3
unscathed. Thus a GM needs to take more Black adder venom + 2 Lich dust +3
care in placing a trap than they do with a Black lotus extract + 6 Malyss root paste + 3
monster. Using the wrong kind of trap could Blue whinnis +3 Medium spider venom
wind up killing a party member, or being +2
laughably ineffective. Bloodroot +2 Nitharit +3
Assigning a challenge rating for a trap is Burnt othur fumes + 5 Oil of taggit +1
more an art than a science. However, there Car. crawler brain juice +1 Purple
are still a few guidelines that help make it worm poison +4
more accurate. See the SRD section entitled Dark reaver powder + 4 Sassone leaf residue+ 3
Hazards and Obstacles for additional info. Deathblade +4 Shadow essence +3
· +1 point of CR for every 2d6 points of Dragon bile +5 Small centipede poison
damage the trap can do. (From the SRD.) +1
· +1 if the trap causes a major hindrance to Giant wasp poison + 3 Striped toadstool +2
its victims (not including poisons or spells). Greenblood oil +2 Terinav root +3
· +1 if the trap is extremely hard to detect or Id moss +3 Ungol dust +3
disarm, and is difficult to circumvent. Insanity mist +3 Wyvern poison +4
If the trap uses poison or magic (or psionics) Traps and Spells (and Psionics)
consult the sections entitled Traps and Poison Like poisons, combining traps with spells and psionics
and Traps and Spells. requires the use of a CRM to better balance the traps that
utilize these features. Again, the CRM is only applicable
The best way to determine a CR for a trap is to to traps, and not to monsters or NPCs.
locate a trap that has a similar effect and base The CRM of a spell or psionic effect is equal to its level. If
it off that. the spell is to be cast at a higher caster level than
Traps and Poison minimum, add one point of CRM for every two additional
Many traps make use of poison. In order to help caster levels above the minimum. For metamagiced spells
give a more accurate challenge rating of these and powers, the CRM is determined by the “slot” the
poisoned traps, we have developed rules for spell is cast from. A Maximized Magic Missile would be
assigning a challenge rating modifier to each cast as a level 4 spell, so it would have a CRM of 4. If a
type of poison. The challenge rating modifier trap consists solely of a spell effect (i.e. no mechanical or
(CRM) is intended for use with traps only. other magical and psionic effects), it’s challenge rating
Monsters and NPCs have the use or possible use should be equal to 1 + its level or 1 + its CR based on
of poison already included in their challenge damage. (From the SRD.) Because of the wide variety of
ratings and adding the CRM to their challenge spells and powers, the CRM should be used as a rule of
ratings would result in an incorrect CR. The CRM thumb, rather than a strict rule. GM discretion is
is added to the base CR of a trap. The result is advised. For instance, incorporating a Limited Wish spell
the new CR. To determine the CRM of a into a trap could cause damaging effects that would
increase the CRM above its listed value, or it could create
poison, add the following modifiers:
a rain of fish that would have a significantly lower CRM.
· +1 for every 6 possible points of ability
Some spells have trap-like effects built in to them, such
score damage, rounding up.
as Fire Trap. These spells are simply given a CR. More
118 information about spells that are already traps is
available under the trap Spells As Traps. Psionic Traps Trap Costs The core rules give standard
Psionic traps are fundamentally identical to magical mechanical trap costs as 1000 gp and one week
traps. Only rogues can search for psionic traps. of labor per point of CR. One-use magical traps
Throughout this netbook we assume use of general cost 50 GP and 4 XP times caster level and spell
psionic-magic equivalency rules, unless otherwise stated. level, and multi-use magical traps cost 500 GP
Critical Hits While not specifically stated in the Core and 40 XP times caster level and spell level.
Rules, traps can do critical hits. Unless otherwise (From the SRD. Note: This is different from the
mentioned, traps that make attack rolls have a threat

Traps
current version of the SRD, due to errata. We
range of 20 and do x2 damage on a critical hit. Traps that expect the change to be implemented shortly.)
do not make attack rolls cannot critical. Some traps, like While this is reasonable for some traps, it is
spikes or spear traps, have a single attack and several simply silly for others. A tripwire trap, for
hits if the attack succeeds, typically 1d4 hits for XdY instance, uses only a rope and two trees, costing
damage. These traps do not critical normally. Instead, about 4 sp for 20 feet of rope and taking all of 5
they do another die’s worth of extra hits of normal minutes to set up! Common sense is a must when
damage if they critical. Thus, if a spiked pit trap costing out a trap.
criticaled on a victim, he would take 1d4 hits doing Traps Format Explained
normal damage, plus another 1d4 hits from the critical, All traps are listed in a standard format,
also doing normal damage. Search and Disarm DCs reminiscent of the spell or monster formats.
Search and Disarm DCs are relatively easy to calculate. The Name of the Trap
Mechanical Traps usually start out with Search and The name by which the trap is known. Usually
Disarm DCs of 20. Add one or two if the trap is descriptive.
particularly well hidden or otherwise hard to notice, or if Type:
the trap is especially difficult to disarm. Traps that are The basic mechanism of the trap: Mechanical,
incorporated into a room or other structure and have Magical or Psionic.
pieces that are difficult to get at often have higher Traps that are mechanical have moving parts and
obey the laws of physics. There is no magic
Disarm DCs, around 25. Mechanical traps usually do not involved in a mechanical trap. Magical and
have DCs higher than 25. psionic traps involve primarily magic or
Magical, psionic and compound traps have higher DC’s. psionics, respectively. These traps typically
Magical, psionic and compound traps have DCs that start at have no moving parts and involve spells being
25. Add the level of the spell or psionic effect involved. cast (or psionics being activated) as part of the
(From the SRD.) Consult the SRD section on Hazards and effect.
Obstacles for more info on creating magical traps. Some traps can be combinations of the three
When illusions are involved in disguising traps, a rogue basic types. These are referred to as compound
gains a +20 circumstance bonus to detect the trap if he is and have more than one type listed. The most
able to touch or feel the trap where it is covered by the common combination is mechanical and
illusion. Non-rogues gain a +15 bonus to Search in similar magical, usually involving a mechanical trigger
circumstances. Of course, there is a chance that the PC sets and delivery method, with a magical effect. An
the trap off by poking around blindly… (GM’s option.) arrow trap with arrows that Hold Person is a
If a trap has magical effects that occur after the trap is mechanical-magical trap, because the arrow
triggered, the trap is considered non-magical for the shooting mechanism is mechanical, while the
purposes of assigning values to Search and Disarm. Non effect of the trap is (in part) magical.
rogues can search for these traps, even if the DC is higher Purpose:
than 25. For instance, a Magic Needle Trap (a variant of A sentence describing what the GM’s purpose
the Poison Needle Trap) is just a needle hidden in a lock. is in placing this trap. Examples include:
No magic is used to disguise the needle or it’s spring Injure or trap a single PC, delay the party.
mechanism, so it is not any harder to locate the trap than it Injure a single PC.
is to locate a Poison Needle trap. The difference is in the Hinder the party during an ambush.
effect the needle has on a victim once it is triggered. Alert nearby guards.

119
CR: with multiple variants. Variants may have different authors
Challenge Rating for the trap as presented. than the original trap.
This challenge rating is not as simple as the Variants may be written by someone other than the author
CRs for monsters. Traps often involve all-or- of the original trap. If no author is listed then the author is
nothing effects. GMs need to use more the same as the original trap.
discretion when using traps than they do with One Last Note
monsters. Several of the traps contained in this book bear the same
Traps

Search DC: names as traps in the SRD. These traps are not the same!
The DC needed to find the trap if it is hidden or The traps listed in this book have different CRs, damage,
camouflaged. Some traps have “automatic” and DCs than the ones in the SRD. Feel free to use
listed. These traps are immediately apparent whichever version of a trap that you feel is better for
as traps, or at least as something dangerous. your situation.
Only rogues can successfully search for Trap Indexes:
compound, magical or psionic traps. Non-italicized traps are simple. Italicized traps are
Disarm DC: Complex.
The DC needed to disarm the trap, using the Alphabetical Index
Disable Device skill. Only rogues can Bear Trap
successfully disarm compound, magical or Crushing Walls
psionic traps. If the DC is listed as “None” Crushing Ceiling
than any fool can disable the trap, even Deadfall
without the Disable Device skill. If the DC is Weight and Height
listed as “NA” then the trap cannot be Water
disabled by normal means and must instead be False Door Trap
circumvented. “None” and “NA” only occur on Flooding Room Trap
the simplest of traps. Illusory Pit Trap
Log Ballista Trap
The Author Net Trap
The name or designation of the author of the trap. Rising Net
Email addresses and contact info are available Pit Trap
in the Contributors section. Cover, complex
The Description Cover, illusionary
The description of the trap, including the Cover, simple
appearance, how the trap functions, effects and Inhabitants
other information. Construction costs and times Poisoned
follow at the end of the description. Construction Slick Walls
costs are given in gp and in time to construct. Spikes
Variant: Water
Variations on traps are common. Variants explain Poison Gas Trap
how they are different from the original trap, Poison Needle Trap
and multiple variants are possible. Variants for Magic Needle
simple traps usually contain new rules and Reloading
changes to the original trap, while variants for Portcullis Trap
complex traps may be more free-form and simply Locking
offer suggestions on how to change the trap. Projectile Trap
New values for the variant replace ones listed Outdoors
for the original trap. In the case of the Challenge Poisoned
Rating, if +X is given, X is added to the CR of Reloading
the trap. Most of the time, variants can be Reverse Gravity Pit Trap
stacked with other variants of the same trap. Any Snare
special cases where variants cannot be stacked
120 will be noted. Additions to the CR are cumulative
Search DC: 20
Hanging Snare
Disarm DC: 20
Spells As Traps
© 2001, Adam Nave
Spell Based Magical Trap
A bear trap is a jaw-like mechanical trap that
Complex Trigger
springs shut on the foot of an unsuspecting
Continuous
victim. The trap is constructed from heavy
Increased Caster Level
iron or steel and is very strong. It is tethered
Metamagic
to a tree trunk, stump or other solid,

Traps
Quick-Reset
immovable object by a short, strong iron
Combination Examples
chain. The trap is camouflaged and usually
Spring Loaded Spears
placed in a high-traffic area, like a game trail
Swinging Blade Trap
or footpath in the woods.
Swinging Scythes
A PC stepping on the trap causes the
Swinging Spikes
jaws to snap shut and suffers an attack at
Tripwire Trap
+20. If successful, it does 2d6 damage and
Clothesline Trap
traps the victim’s leg. Trapped victims are
considered entangled and suffer a –4 penalty
Challenge Rating Index
to Dexterity, a –2 penalty to attack and
Note: Variants may change a trap’s Challenge Rating
damage and they cannot move from the area
dramatically. This index does not reflect this.
of the trap. On a critical hit, victims take no
1 or less
additional damage but their limb is wounded.
Net Trap
They suffer a –2 penalty on skills related to
Pit Trap
that limb, as well as Dexterity checks and
Poison Needle Trap
reflex saves. This persists until the wound is
Projectile Trap
healed.
Snare
A PC can escape from the trap by
Spells as Traps
succeeding at a Strength or Escape Artist
Spell Based Magical Trap
check (DC 20). A strong lever can add a +2
Swinging Blade Trap
circumstance bonus to the check. The jaws
Tripwire Trap
have a hardness of 10 and 30 hp. The chain is
2
typically 2 feet long and has a hardness of 10
Poison Gas Trap
and 5 hp. It has a break DC of 26. Animals or
Portcullis Trap
PCs that spend several days in the trap may
Snare
contract blood poisoning or even gangrene
3
(GM’s option).
Bear Trap
The mechanical jaws for the Bear
Deadfall
Trap costs 50 gp and the chain costs 15 gp for
False Door Trap
5 feet. An additional 5 gp will include an iron
Reverse Gravity Pit Trap
spike to secure the chain, a hammer to drive
5
the spike and a lever to set the trap with. The
Flooding Room Trap
jaws take a blacksmith about 3 weeks to
Log Ballista Trap
create (DC 20). Setup time is about 10
Spring Loaded Spears
minutes: five to secure the chain to a stump
10
or outcropping of rock and another five to
Crushing Walls
open the jaws and set the trap.
Illusory Pit Trap
Crushing Walls
Bear Trap
Type: Mechanical
Type: Mechanical
Purpose: To squish PCs.
Purpose: To hinder animals or PCs.
CR: 10
CR: 3
Search DC: 22
Disarm DC: 25
121
© 2001, Adam Nave passageway, but loose rubble and smaller rocks spread
The PCs are squished between two moving out when they hit and present no additional problems.
walls, a la trash compactor. This trap usually Disarming the trap prevents the object from falling. The
involves a 10-20’ x 10-20’ room with only one cost to create the Deadfall is dependent upon where the
entrance. The PCs enter and the door closes trap is constructed. If it is built in the wilderness near
and locks behind them. Seconds later, the large trees or cliffs, the cost is 10 gp for 500 feet of rope
walls start to close in. The walls typically and 5 gp for block and tackle, used in lifting and
suspending the object to be dropped. The cost for the
Traps

move at a rate of 2’ per round, so in a 20’


square room, the walls would touch in 5 object to be dropped is usually 10 gp for saws and
rounds. At the end of that time, everyone in axes or picks and shovels to chop down a tree or dig up an
the room takes 20d6 damage. (At the GM’s appropriate rock. It takes four laborers a whole day to
option, the characters could automatically build (2 gp). Total cost: 27 gp
die.) When the walls touch (or nearly so, if If the deadfall is created in a dungeon or underground
there are things in the way), they setting, the cost is significantly higher. A special chamber
immediately start to back away, retreating at must be cut into the ceiling of the trap area, a cover made
the rate of 2’ per round. Then the door and a tripwire or pressure plate installed. Total cost for
unlocks and any survivors can leave. The trap this is 3000 gp and 3 weeks of labor. If rubble is used to fill
triggers when the door is shut again. the trap, reduce the cost by 1000 gp and the labor by one
Disarming the trap causes the walls to halt or week.
begin retreating, at the GM’s option. The lock Weight and Height
on the door could also be picked (DC 25), CR: 1 per 2d6 points of damage
allowing the party to escape. Sometimes If heavier objects are used, or they are higher up, they do
spikes are attached to the walls. All effects more damage. For every 200 lbs. of weight, 1d6 damage is
are identical to the flat-walled variety, except done, as long as it falls 10’ or more. For every 10’ fallen,
the damage is piercing instead of crushing. add 1d6 damage. The damage can never be more than 20d6.
The cost to create this trap is a full 10,000 gp The standard deadfall involves an object that falls about
and 10 weeks construction time. The room 20’ and weighs about 1000 lbs., doing 6d6 damage. If it were
must be specially created for this purpose. An to be raised up 20’ more (40’ total), it would do 5d6 (weight)
engineer and a skilled trap maker must be + 4d6 (distance) for a total of 9d6 damage, and a CR of 5.
hired to supervise the work. Crushing Ceiling For lighter objects, consult the Environment section of the
The ceiling lowers to crush the PCs instead of D20 SRD.
the walls. Rooms are usually 10’ tall, and the This variant usually does not stack with Water, but
ceiling lowers at a rate of 2’ per round. a GM may adjust it along similar lines.
Damage and other effects are identical to Using this variant in the wilderness increases the
Crushing Walls. Deadfall Type: Mechanical cost by 5 gp per 10’ raised or 200 lbs. more weight. This
Purpose: To squish PCs by dropping stuff on includes rope, labor and other materials. Time increases
them. CR: 3 Search DC: 20 DisarmDC: 23 © by 1 hour per 10’ raised or 200 lbs. weight. Note that
2001, Adam Nave outdoors, the height and weight of the object is limited by
Deadfalls are traps that cause heavy or the presence of objects that can support that weight at that
inconvenient objects to fall on the PCs. In height. Suspending 2000 lbs. of rock 200 feet in the air is
dungeons, large stone blocks, rubble and not possible in the average forest. Total cost: varies
other similar things are commonly used. In Underground, the cost is calculated normally at a
the wilderness, tree trunks or large rocks are rate of 1000 gp and 1 week construction time per point of
the most common. Occasionally other large CR. Again, if rubble is used to fill the trap, reduce the cost
heavy objects are used. When the trap is by 1000 gp and the labor by one week.
triggered, usually by tripwire or pressure Water
plate, the object falls on the PCs. All CR: 3
characters within the area of the trap Instead of a solid object, a significant volume of water is
(usually 5’ x 5’ to 10’ x 10’) are attacked at
+15. If hit, they take 6d6 points of damage.
Large solid objects may block the path or
122
dumped on the PCs. Characters in the area suffer an attack suffer a touch attack at +10. If it is
at +20. If hit, they take 3d6 points of damage, and must successful, the affected PCs are entangled and
make a Fortitude save (DC 20) to keep from being knocked suffer a –2 penalty to attack and damage and
down and washed away. Characters washed away move 1d6 a –4 penalty to Dexterity. Entangled creatures
x 5’ down the corridor and are considered prone. This can cannot charge or run and can move only at
be especially dangerous near a pit trap. This trap must be half speed. PCs can escape from the net with a
constructed underground or inside a building. successful Escape Artist check (DC 20) as a

Traps
Construction costs are standard, 3000 gp and 3 weeks. full-round action. A Strength check (DC 25)
Flooding Room Trap will burst the net, freeing all inside. The same
Type: Mechanical happens if the net’s hit points are depleted.
Purpose: To drown PCs. Because net traps hinder for only a short
CR: 5 time, they are usually followed up by an
Search DC: 21 attack. 100 feet of rope (2 gp) and a net (20
Disarm DC: 25 gp per 25 square feet) are needed to build a
© 2001, Adam Nave net trap. It takes 2 laborers 2 days to
The PCs enter a room, the door locks and water begins to construct.
fill the room. The water usually pours in from pipes or
faucets near the ceiling. The room is typically 20’ x 20’ x Rising Net
10’ tall, and it fills at the rate of 2.5’ per round, giving the CR: 2
PCs 4 rounds of air before the water reaches the ceiling. If Instead of hanging above it’s victims and falling
the water is higher than their heads, the PCs must make on them, this net is carefully hidden underfoot.
swim checks to stay afloat (DC 10, calm water) and drowning When the PCs cross over it, counterweights drop
rules will apply. See the rules for the Swim skill in the D20 from the nearby trees, causing the net to spring
SRD, and the water dangers and drowning rules in the upwards with victims inside, suspending them
Environment section of the D20 SRD. After 10 minutes, the 5’ above the ground. Nets set this way are
water drains away at a rate of 5’ per round and the door usually a bit stronger than other nets, having
opens. 10 hp and requiring a Strength check at DC 27
Disarming the trap before it goes off prevents the to burst.
door from locking and the water from filling the room. A Victims in the net are entangled, as above, and
successful disarm check once the trap has been activated suffer an additional –1 penalty to attack and
will cause the water to drain from the room and the door to damage for every other creature in the net.
open. The lock on the door can also be picked (DC 25). If the Victims in the net are immobile and cannot move
door is opened while the room is filled with water, until they escape the net. This version of the
everything is swept out into the hallway by the sudden rush. trap is otherwise identical to the normal net
This trap requires a specially constructed room trap.
with access to water. Construction costs are standard, 5000 The amount of rope needed doubles for this
gp and 5 weeks. version (2 gp more) and the net needs to be
Net Trap stronger (30 gp per 25 square feet), increasing
Type: Mechanical the cost.
Purpose: To entangle PCs. Pit Trap
CR: 1 Type: Mechanical
Search DC: 20 Purpose: To injure or detain PCs by dropping
Disarm DC: 20 them in a hole.
© 2001, Adam Nave CR: 1 per 20' deep, minimum 1
A net falls on the PCs, entangling them and preventing Search DC: Automatic
them from acting effectively. Net traps are typically Disarm DC: NA
triggered by a tripwire and are found almost exclusively © 2001, Adam Nave
in the wilderness, hidden in the trees above a trail. Nets A simple uncovered pit with an opening 10’ x
are 10’ square and have 5 hp. 10’. PCs will immediately notice the pit (except
PCs walking under the net when the trap is triggered under special circumstances), so no Search
check is necessary. Likewise, because there are
123
no moving parts, there is no way to disarm the active even if things fall throughit. Disarming the
trap. PCs must circumvent it in other ways. If a trap removes the illusion, but can only be attempted by a
PC is in danger of falling into the pit (being rogue. The DC to remove the illusion using Disable Device
bumped or stumbling around in the dark), they is 29, but anyone can automatically negate the illusion by
can make a Reflex save (DC 20) to avoid the trap. sticking something through it that clearly marks it as an
Running PCs do not get a Reflex save. PCs who illusion, such as a rug or a pole. Dispel effects can also
fall in the pit take 1d6 damage per 10' fallen, to remove the illusion (DC 18), reducing the trap to an
a maximum of 20d6. uncovered pit. Covers do not stack with other Covers. An
Traps

Climbing out of a pit typically requires illusionary cover adds 700 gp for the cost to cast an Illusory
a climb check at DC 15. (DC 20 for dungeon walls, Wall spell.
-5 for bracing against perpendicular walls.) Cover, simple Search DC: 20 Disarm DC:
Characters move at half speed when climbing and Automatic The pit is covered by a layer of refuse (hay, twigs,
a check is required for each movement action. If leaves, etc.), a rug, or a simple break-away surface. The
the climb check fails, the PC does not move this surface will break if 30 to 50 lbs. of pressure are applied.
action. If the climb check fails by 5 or more, the The surface is usually camouflaged to blend with the
PC falls, possibly taking damage again. See the environment. PCs who walk across the trap and trigger it are
rules for the Climb skill in the Skills section of entitled to a Reflex save (DC 20) to avoid falling in the pit.
the D20 SRD. Disarming this trap will cause the cover to be removed,
Basic pits dug in soil or dirt cost 20 gp rendering it an uncovered pit. Covers do not stack with other
for digging implements, 50 gp for 20 feet worth Covers. A simple cover adds nothing to the cost aboveground,
of buttressing equipment and 30 gp for 10 but it costs 10 gp indoors or underground for an appropriate
workers laboring for 1 week. The pit takes 1 week seeming cover.
per point of CR, so a 40 foot pit would cost 180 gp
and take 2 weeks to complete. The total cost is
20 gp plus 80 gp per week. Inhabitants
Pits dug underground or into solid stone CR: Special (See Below)
cost 30 gp for digging implements, 50 gp for 20 This type of pit has one or more creatures living at the
feet of buttressing equipment and 30 gp for 10 bottom. Rats, snakes and scorpions are among the most
workers, all per point of CR. Thus, the same 40 common, with mindless undead coming up a close second.
foot pit would cost 220 gp if it were dug into Other creatures found include: crocodiles, sharks,
stone. The total cost is 110 gp per week. barracuda, piranha, all manner of poisonous vermin,
Cover, complex Search DC: 20 zombies, skeletons, puddings, oozes and gelatinous cubes.
Disarm DC: 20 The pit is covered by a complex Organic hazards such as green slime and molds may also be
mechanical lid or trapdoor, which resets itself found in the pit. Inhabitants are often placed by the builder
after being sprung. Instead of resetting itself, the of the trap, but sometimes fall in naturally. Oozes and
cover may lock closed, trapping any victims inside gelatinous cubes are good examples of creatures that might
the trap. Complex covers typically have a higher fall in a pit and stay there. Undead are often placed in pits
weight limit than simple covers, ranging from 50 because they are low maintenance, as opposed to animals
to 80 lbs. of pressure. PCs who walk across the that require regular nourishment. An inhabited pit can be
trap and trigger it are entitled to a Reflex save any other kind of pit, as long as there is space for the
(DC 20) to avoid falling in the pit. Disarming the creature(s) to survive. For instance, aquatic animals only
trap either prevents the trapdoor from opening or occur in Water pits.
springs the trap and prevents the trapdoor from Calculate the EL of an inhabited pit by taking the
closing, player’s choice. Covers do not stack with CR of the inhabitant and the CR of the pit without inhabitants
other Covers. A complex cover adds 50 gp to the and combine them the same as you would for a group of
cost of a pit trap. monsters. Treat organic hazards as creatures for this.
Cover, illusionary Type: Mechanical, Inhabitants does not usually stack with Poisoned,
Magical Search DC: 29 Disarm DC: Special The because either the inhabitants are affected, or the poison
pit is covered by an illusion of the floor. PCs who is rubbed away by their movement.
walk across the trap fall in unless they make a The cost of adding inhabitants varies wildly.
Reflex save (DC 20) to avoid it. The illusion stays Normal animals typically cost 100 gp initially and 10 gp
124 per animal per week in feeding and care. An animal handler
is often employed to do this, costing 3 gp per week.
wearing gloves or wearing minimal clothing can Water CR: +1 Water fills at least 10' of the pit,
be assumed to come into contact. Contact poison typically enough so that PCs mustswim to stay afloat. PCs
does not coat the walls higher than 8-10’, and sometimes it falling in the pit take damage like a normal pit
only coats the floor. The most commonly used poisons are trap, except the depth of the trap is measured
strength reducing varieties, to make climbing out that much from the edge to the surface of the water. A 40'
more difficult, and paralysis or unconsciousness causing pit trap with 10' of water would do 3d6 falling
poisons to make more people enter the pit to retrieve damage. PCs must make swim checks to stay
comrades. To use poisoned spikes, the Spikes variant must afloat (DC 10, calm water) and drowning rules

Traps
also be chosen. Water usually nullifies poison. Using poison may apply. See the rules for the Swim skill in
requires 1 dose for every 5’ x 5’ area of spikes or wall. the Skills section of the D20 SRD, and the water
Thus, coating a stripe 5’ wide all the way around a 10’ x 10’ dangers and drowning rules in the Environment
pit would cost 8 times the cost of the poison. Just covering section of the D20 SRD.
the spikes or the floor in the same pit would cost 4 times
the cost of the poison. The poison remains potent until used Water can stack with Spikes, but
or otherwise wiped away. usually the water covers the spikes, so no
Slick Walls These traps have a slick or slimy additional damage is taken. However, the spikes
substance coating the walls, making it harder to climb up can still be a hindrance underwater.
out of the pit. Increase the difficulty of all climb checks by Adding water to a pit costs nothing, if
5. The substance is extremely hard to remove. Slick walls it is readily available. If there is no convenient
are frequently found in spiked pits. Making the walls slick source for water, it costs 5 sp (or more,
costs 5 gp per month, and the substance must be renewed depending on the area) to fill 1000 square feet.
monthly or it dries out. Poison Gas Trap
Spikes CR: +1 Spikes line the bottom of the pit. Type: Mechanical
PCs who fall in the pit suffer an attack at +10. If hit, roll Purpose: To injure PCs using inhaled poison.
1d4 to determine the number of spikes that hit the PC. Each CR: 2 + Poison CRM
Oozes and similar inhabitants are more expensive initially, Search DC: 21
but require little or no upkeep (except to make sure they Disarm DC: 25
don’t escape). They typically cost 500 gp per point of CR, © 2001, Adam Nave
but finding one for sale is extremely difficult. Often monster The PCs enter a room, the door locks and poison
hunters are hired to locate and capture a creature. gas begins to fill the air. All PCs except those
Filling a pit with undead is easy if you have some immune to poison or who do not need to breathe
around. It is next to impossible to find a spell caster who are automatically poisoned if they breathe.
will animate dead for someone else, so this option is limited Characters may attempt to hold their breath for
to those trap owners that can cast the spell Animate Dead. a number of rounds equal to twice their
Poisoned Constitution score. After this period of time, the
CR: + Poison CRM character must make a Constitution check (DC
Poisoned spikes line the bottom of the pit, or contact poison 10) every round in order to continue holding
coats the walls and floor near the bottom. Poisoned spikes their breath. Each round, the DC increases by 1.
operate identically to the non-poisoned variety, except PCs If the check is failed, the PC breathes normally
who are injured by the spikes are affected by the poison. but is poisoned. After 10 minutes, the door opens
Spikes are usually poisoned with injury type poisons, rather and the gas dissipates. PCs are only affected by
than contact poisons. If contact poison is used, the PC must the poison once per exposure.
bring bare skin into contact with the poison to be affected. Disarming the trap before it goes off prevents
PCs not does 1d4 damage plus 1 per 10' fallen, to a maximum the door from locking and the gas from filling
of 1d4+5 damage per spike. This damage is in addition to the room. A successful disarm check once the
any falling damage. Spikes are sometimes poisoned, usually trap has been activated will cause the poison to
with injury type strength reducing varieties, to make cease filling the room and the door to open. The
climbing out that much more difficult. PCs affected by lock on the door can also be picked (DC 25).
Feather Fall or similar spells or effects can easily avoid the Typically, burnt othur fumes are used, but
spikes do not take damage from them. Adding spikes to a sometimes other inhaled poisons are
pit costs 10 gp per 5’ x 5’ section. Adding spikes to the floor
of a standard 10’ x 10’ pit trap costs 40 gp. 125
substituted. and spell level. Remove the poison cost. If the Reloading
A nearly airtight room, self-locking door and a variant is used, calculate the cost for each needle
gas-delivery system make this kind of trap separately.
somewhat expensive. The room and other Reloading CR: +1 This version has an automatic reloading
equipment costs 2000 gp and requires 2 weeks mechanism that allows the trap to reset itself after firing and
to construct. It also requires 2 doses of poison fire another needle. The trap does not fire unless it is triggered
per 1000 square feet of room. A 20’ x 20’ x 10’ again. It typically has enough ammunition for 5 shots. It can
Traps

room requires 8 doses of inhaled poison to be fire at a maximum rate of 1 needle per round. These special
effective. locks are rare and pricey. The cost is 4 times as much as a
Poison Needle Trap normal lock and take 4 times as long to construct. It also
Type: Mechanical requires 1 dose of poison per needle. The poison may vary
Purpose: To injure and discourage a PC from from needle to needle, but the CR is calculated using the
dealing with a lock. highest poison value. Portcullis Trap Type: Mechanical
CR: 1 + Poison CRM Purpose: To hurt and hinder PCs by dropping a big gate on
Search DC: 22 top or in front of them. CR: 2 Search DC: 20 Disarm DC:
Disarm DC: 20 20 © 2001, Adam Nave
© 2001, Adam Nave
Poison needle traps are usually locks that contain Portcullis traps are similar to deadfalls. They are always
a sharp, spring loaded needle that has been found in man-made structures, usually as part of a gate
coated with a poison. The needle is a projectile system or in a hallway. The main goal of a portcullis traps
and is strong enough to penetrate soft gloves and is to stop the party from advancing, or to divide the party
clothing. Tampering with the lock, either by into two groups.
attempting to pick it or by opening it in an Portcullises usually take the form of heavy iron gates,
incorrect manner causes the trap to be triggered. usually 2” thick, 5-10’ wide and tall enough to completely
The victim working on the lock is attacked at block the passageway. They are hidden in a recess in the
+10 bonus. If hit, he takes 1 point of damage ceiling and are usually triggered by pressure plates and
and is poisoned. Other victims in the path of the tripwires. Sometimes they are triggered manually by hidden
object may be hit if the first is missed, to a observers. When the trap is triggered, the portcullis falls.
maximum range of 20’. Only one needle is fired. An attack at +10 is made on the PC directly under the
The specially made lock costs as much as a portcullis. If the PC is hit, he takes 3d6 damage and the
normal lock, plus the same again as much to portcullis blocks the passage. Roll 1d6. On a 1 or 2, the PC
insert the needle mechanism. There is also the stays on the near side of the gate. On a 3 or 4, the PC ends
cost of 1 dose of poison. It takes a skilled up on the far side. On a 5 or 6, if the PC took damage, he is
locksmith with the Craft: Trapmaking skill to trapped under the portcullis. If the PC did not take damage,
construct such a lock. It takes twice as much reroll until a 1, 2, 3 or 4 is rolled.
time as a normal lock to create. Total cost: Twice Disarming the trap prevents the portcullis from falling.
the price of a normal lock, plus poison. Lifting the portcullis requires a Strength check (DC 25). PCs
Magic Needle Type: Mechanical, Magical CR: trapped under the portcullis can escape by making an Escape
1 + Spell CRM A magic needle trap is identical Artist check (DC 25).
to a poison needle trap, except the needle is Construction costs are standard.
enchanted rather than poisoned. If the needle hits, Locking
the spell is cast upon the victim, who is entitled The portcullis locks in the down position once the trap is
to saving throws and other magical resistance. sprung. Once down it cannot be raised unless the trap has
Typical spells include Hold Person, Sleep, been disarmed. PCs trapped underneath may still escape,
Blindness/Deafness, Bestow Curse, Hold as above.
Monster, Flesh to Stone, Insanity, Poison, Add 100 gp for a strong locking mechanism.
Contagion and Doom. Magic Needle Traps are as Projectile Trap
easy to find and disarm as normal Poison Needle Type: Mechanical
Traps, because the magic doesn’t take effect Purpose: To injure PCs by shooting things at them.
unless the trap is triggered. Adding a magical CR: Varies, see below
needle costs 50 gp and 4 XP times caster level
126
Search DC: 20 These traps are expensive to make because
Disarm DC: 20 of the complex triggers and firing
© 2001, Adam Nave mechanisms. Traps that fire a single
A projectile trap flings pointy objects at PCs when triggered. projectile cost 1000 gp and take 1 week to
Typically the trap is triggered by a pressure plate in the construct, regardless of the type of
floor or tripwire. Once triggered, the trap shoots its projectile. Traps that fire volleys cost 2000
projectiles in the direction of the trigger. Traps may shoot gp and take 2 weeks to construct. Reduce the
cost by half if crossbows are used. Add the

Traps
a single projectile or many.
Single projectiles attack a randomly determined target cost of the projectiles to the total. Traps
selected from those in the path of the object. Multiple constructed to fire one kind of ammunition
projectiles attack every target within a given radius. For cannot fire another kind, with the exception
multiple projectiles, make a single attack roll. If a character of the dart, rock and vial throwers. Range is
is hit, roll 1d4 to determine how many attacks hit. Volleys limited by ammunition type.
of multiple projectiles do not critical normally. If a critical Outdoors
hit occurs, roll an additional 1d4 to see how many hit. Some projectile traps are used outdoors by
Consult the chart below for details of specific kinds of woodsmen and bandits. Crossbow traps are
projectile traps. the most common because they are
completely self-contained. Just tie a tripwire
Dart or Rock (single) 1 +10 1d4/x2 to the trigger and string it across the path.
100’ Spears are also sometimes used, requiring a
Dart or Rock (many) 2 +20 1d4 each crossbow- or ballista-like arrangement. The
100’ weapon can be hidden in a shallow pit, in the
Dagger (single) 1 +10 1d4/19-20 x2 underbrush or up a tree. Outdoor traps are
80’ almost always single shot and poisoned to
Dagger (many) 2 +20 1d4 each make them more effective.
80’ These simpler versions cost significantly less
Arrow (single) 1 +10 1d6/x3 than their indoor brothers. A light crossbow
200’ trap costs 40 gp, a heavy crossbow trap costs
Arrow (many)3 +20 1d6 each 200’ 55 gp and a light spear trap costs 100 gp,
Crossbow Bolt (single) 1 +12 1d8/19-20 x2 including the cost of a tripwire. It takes
200’ about 5 minutes to set up, plus time to
Crossbow Bolt (many) 4 +20 1d8 each camouflage it.
200’ Poisoned
Spear (single) 2 +12 1d8/x3 200’ CR: + Poison CRM
Spear (many) 5 +20 1d8 each 200’ A projectile may be poisoned. This is most
Needles (many) * 1 +20 2d4 commonly done to darts or daggers, but
20’ almost never done to multiple projectiles. If
Glass vial (single) ** Var. +10 0 the attack hits, the victim is poisoned. Injury
50’ based poison is almost always used but
* Treat as a single attack. sometimes contact poison may be utilized.
** Touch attack, see below. See Poisons in the D20 SRD for more
Once the trap has fired a single volley, it is empty and information.
considered disabled. Add the cost of poison to the trap, 1 dose per
Glass vials are usually filled with poisons, acids or item of ammunition. The poison may vary
potions. Acid and alchemist’s fire are common. The CR between items, but the CR is calculated using
varies with the contents of the vial, and a touch attack is the highest poison value.
made against the PC to see if the vial hits and shatters, Reloading
spilling the contents on the victim. Poisons must be either CR: +1
contact or inhaled to affect the victim. See Special and Unlike the standard projectile trap, this one
Superior Items and Poisons in the D20 SRD for more has an automatic reloading mechanism that
information.
127
allows the trap to reset itself after firing. The The nooses are large enough to fit around the head and
trap does not fire unless it is triggered again. neck of medium sized creatures, so if a PC stumbles into
It typically has enough ammunition for 10 one, they could be in trouble. Extracting a head or limb
volleys. It can fire at a maximum rate of 1 from a large animal trap takes a Strength or Escape Artist
volley per round. check (DC 18) and a full-round action. Animal traps are
Reloading projectile traps cost usually set so that wilderness travelers can notice them
double what a non-reloading trap does. with relative ease. They also commonly use bait, which is
Traps

Snare easily visible to anyone who is looking, so the Search DC


Type: Mechanical for an animal trap is a mere 10. Snares made for
Purpose: To detain and possibly kill animals humanoids are set much more cunningly and are
or PCs. deliberately hidden. The Search DC for such traps is 23.
CR: 1 (small animal), 2 (large animal or Snares made for humans are otherwise identical to those
human) made for large animals. Disarming a snare either
Search DC: 10 or 23 (see below) harmlessly triggers it or prevents it from triggering at all,
Disarm DC: 20 PCs choice. Snares are extremely cheap, costing only 2 sp
© 2001, Adam Nave for 10’ of rope for a small trap, and 4 sp for 20’ of rope for
Snares are small traps that are usually set to a large trap. Using wire costs the same. Hanging Snare
trap and kill animals. Sometimes large CR: 4 This type of snare suspends victims off the ground,
versions are set for humanoids. A thin rope or causing them to strangle faster. When the snare is
wire is looped noose-like around a trigger triggered, the victim is dragged off their feet and hung
mechanism (and bait, for animals) and then suspended 3’ to 10’ off the ground. These snares require
connected to a weight or springy branch. the presence of trees and branches or rocky outcroppings
When something steps inside the noose, the large enough to suspend a humanoid off the ground. PCs
trap is triggered and the weight falls or the caught by a limb take no damage, but if they are caught
branch springs back, causing the noose to around the neck they automatically take 1d4 points of
tighten around the limb of the victim. If the subdual damage per round (due to the added stress from
noose is wrapped around the neck of the hanging by the neck and constriction of the noose) and
victim, he may take strangulation damage. start to suffocate. Disengaging a head or limb from the
When the trap is triggered, the victim suffers trap is more difficult without leverage, so the check to
a touch attack at +20. If successful, the escape (Strength or Escape Artist) increases to 23. Victims
victim is caught by the nearest appropriate caught and hanging are considered flat-footed and
limb, usually a foot for humanoids or the head entangled. They suffer a –4 penalty to Dexterity, a –2
for animals. Victims caught suffer a –4 penalty to attack and damage. Victims hanging by the neck
penalty to Dexterity, a –2 penalty to attack may only make partial actions (except Strength and Escape
and damage, and cannot move from the area. Artist checks to escape).
If the PCs head is caught, he starts to Spells As Traps Type: Magical Purpose: Varies CR:
suffocate from lack of oxygen. Consult the D20 Varies Search DC: 20 + Spell Level Disarm DC: 20 +
SRD for suffocation rules. Spell Level © 2001, Alan Eisinger Certain spells, when
Small animal traps are usually set for cast, create traps or trap-like effects. Few special rules
creatures like rabbits. These traps can kill if need to be noted for these spells that are not already
the noose wraps around the creature’s neck, covered in the spell descriptions. For most spells, the CR
but they are usually too small to hinder PCs is equal to the CRM of the spell. The following spells
for more than a round or two. A typical PC create traps or trap like effects. Where these values differ
could not fit a head in, but it could easily from the CRM, use these: Alarm (CR ½), Explosive Runes
wrap around a hand or foot. The weights or (CR 3), Fire Trap (CR 2 + 1/5 caster levels), Sepia Snake
branches used in this trap are lightweight and Sigil (CR 4), Symbol (CR 10), Teleportation Circle (CR
a PC should have no trouble removing himself 10+, varies by destination). This is not a complete list of
from the trap as a full-round action. spells that create traps or trap-like effects.
Large animal traps pose more of a problem. If metamagic is used with these particular spells, calculate
the CRM as if the trap was a Spell Based .

128
Magical Trap (below), not including metamagic. Then The conditions that set this trap off are more
calculate it using metamagic and subtract the lower complex than in a standard trap. This trap can
value. Add the difference to the base CR for that spell distinguish race, find simple information
For example, Explosive Runes has a CR of 3 and is level 3. through a Detect Thoughts, or not fire when a
It’s listed CR happens to be the same as it’s CRM based on designated person would be affected.
level. If it is Empowered, it is cast at level 5 and has a A Complex Trigger adds one level to the
CRM of 5. 5 – 3 = 2, so 2 is added to the base CR of 3 for effective caster level for the purposes of
a total of 5.

Traps
calculating cost.
Cost varies by particular spell, the level it is cast at and Continuous
any metamagic involved. See spell descriptions or consult CR: +1
the cost for making a Spell Based Magical Trap, below. Search DC: varies
Spell Based Magical Trap Only available for spells with duration, in this
Type: Magical form the spell is continuously in effect in the
Purpose: Varies target area. For some spells (such as Wall of
CR: Varies Fire), this makes noticing the trap automatic.
Search DC: 20 This trap cost as much as a standard resetting
Disarm DC: 20 + Spell Level variant of the same spell.
© 2001, Alan Eisinger Continuous traps cost double what a multi-use
Many standard arcane and divine spells may be trap costs.
converted into traps. Spells of instantaneous duration can Increased Caster Level
be converted into one-time or resetting versions. Both CR: +1 per 2 levels
kinds of trap consist of a magical focus (similar to a Traps can be created with an effective caster
wand) in which the magical energy for the trap is stored, level higher than the minimum cost to cast
and some kind of simple triggering conditions. These them. This affects all caster level-dependent
conditions must rely on basic sensing information—when traits of the spell, including area and damage.
something enters a room, when weight is applied to a Calculate the cost using the new effective
tile, or when a beam of light is broken. The one-time caster level.
track triggers only once, and the resetting trap can be Metamagic
triggered once every 10 minutes. CR: Varies
When the trap is triggered, the spell effect occurs, Magical traps can also be created with
targeted on the person triggering the trap or a designated metamagical feats built into the spell effect.
area. Spells with multiple targets may target more than Recalculate the CRM for the new spell level
one person in an area. Any saving throws the spell allows using the guidelines above.
are calculated normally as per the rules for save DCs for Calculate the cost using the new effective
magical traps in the Hazards and Obstacles section of the caster level.
D20 SRD. Like wands, traps have an effective caster level Quick-Reset
(usually the minimum required to cast the spell.) CR: +1 or +3
These traps may be detected with Detect Magic or by Only available for instantaneous spells in
rogues making a successful Search roll, and disabled with multiple use traps. The reset time (usually 10
a Dispel Magic or other appropriate abjuration, or by a minutes) may be shortened to either 1 minute
rogue using Disable Device. or 6 seconds (every round).
The CRM of magical traps of this nature is The former doubles the cost of the
calculated normally, though again GM discretion is trap in both gold and XP, and the latter
required for each particular effect quadruples it.
One-use traps cost 50 GP and 4 XP times caster Spring Loaded Spears
level and spell level, and multi-use traps cost 500 GP and
Type: Mechanical
40 XP times caster level and spell level. (Note: This is
Purpose: To injure PCs in a corridor.
different from the current version of the SRD, due to
CR: 5
errata.)
Search DC: 20
Complex Trigger
CR: +1
129
Disarm DC: 20 Disarm DC: 20
© 2001, Adam Nave © 2001, Adam Nave
Spring loaded spears shoot out from small Scythe-like blades swing out of recesses in the wall,
covered holes in the walls, floor or ceiling, sweeping back and forth and blocking a corridor. The
stabbing the PCs. scythes continue swinging until someone stops them or a
This type of trap is typically laid in a corridor time limit is reached. This type of trap is typically laid in
5’ wide and is 5-10’ long. The spears are not a corridor 5-10’ wide, and is 5-10’ long The trap is
projectiles and remain partially in the wall. triggered by a PC walking through the corridor, but is
Traps

Every PC in the area when the trap is triggered sometimes set to be activated before the PCs actually
suffers an attack by the spears at +20. If a enter as a way of deterring passage. Every PC in the area
character is hit, roll 1d4 to determine how when the trap is triggered is attacked at +20. If a
many spears hit. Each spear does 1d8 damage. character is hit, roll 1d4 to determine how many blades
Critical hits roll an additional 1d4 hits. hit. Each blade does 1d8 damage. Critical hits roll an
One sprung, the spears slowly retract back into additional 1d4 hits. PCs attempting to run or jump
the walls. When the trap is next triggered, the through the corridor make a Reflex save (DC 20). If it is
spears will spring out again. The resetting successful, they make it to the other side. If they fail,
process takes 1 minute. they stay on the side they started on. In either case, the
This type of spear trap costs 4000 gp and 4 weeks PC is attacked by the blades. A spring-wound system
to build. The main components are the spring- provides the motion for the scythes. Because of it’s size
platform that pushes the spears out, and the and strength, it costs about 4000 gp. Other components,
retracting mechanism. Reduce the cost to 2000 such as the scythes and the trigger mechanism come to
gp and 2 weeks time if the trap does not contain 1000 gp, bringing the total to 5000 gp and 5 weeks of
the resetting mechanism. construction time.
Swinging Blade Trap Swinging Spikes Type: Mechanical Purpose: To injure
Type: Mechanical PCs on a wilderness path. CR: 2 Search DC: 20 Disarm
Purpose: To injure PCs in a corridor. DC: 20 © 2001, Adam Nave Similar to Spring Loaded
CR: 1 Spears, this trap commonly occurs outdoors. When
Search DC: 20 triggered, a spiked arm consisting of short spears or spikes
Disarm DC: 20 tied to branches either swings up out of the underbrush
© 2001, Adam Nave (like a rake) or down from above. This is done using the
A single blade scythes out of the wall or ceiling weight of the spikes (or a counterweight) to swing the
and attacks the PC that triggered the trap. The spiked head down forcefully. Only the PC triggering the
attack is made at +10 and does 1d8 damage, trap is attacked by the spikes at +10. If a character is hit
criticalling at 20/x3. After the attack, the blade they take 2d6 damage. This trap does not reset and is
returns to the wall to await the next victim. The considered disabled once it has been sprung. This trap is
trap can be triggered as often as once per round. sometimes found indoors as well, usually made of better
Sometimes other weapons like maces or flails materials. Another way to create this trap uses a springy
are used in this kind of trap. If so, simply replace branch studded with small spikes. The branch is bent back
the given damage and critical bonus with the around the tree and then attached to the tripwire. A skilled
ones listed for the weapon. woodsman and trapmaker can build this trap completely
This trap costs 500 gp and takes one week to from scratch using materials found in a forest and a little
build. Most of the gold is spent on the swinging twine. Sharpened wooden stakes form the spikes, which
and resetting mechanisms. Off-the-shelf blades are either tied to a branch with twine or stuck there with
may be used. Sometimes magical blades are dried mud. Trapmakers wishing for higher quality
used, but very rarely. equipment can expect to spend 10 gp on metal
Swinging Scythes
Type: Mechanical
spikes mounted on a sturdy wooden arm, plus
Purpose: To injure or hinder PCs in a corridor. twine.
CR: 5 Tripwire Trap Type: Mechanical Purpose: To trip PCs.
Search DC: 20 CR: 1 Search DC: 20 Disarm DC: None © 2001, Adam
Nave A tripwire trap is a simple rope or wire strung across
130 path,
intended to trip or clothesline people. This is different 20’ covered pit (as wide as the corridor, and
from the tripwire trigger, which is used to trigger traps. 10’ long) directly in front of a false door set in
Anyone unaware of the tripwire trap and walking through a movable wall. There is a 2’ ledge between
the trapped area must make a Reflex save (DC 15). If it is the wall and the pit.
unsuccessful, the victim falls flat on their face, taking no First, the PCs will encounter the pit,
damage but becoming prone. Running victims must make a which has gravity-opened thin trap cover, and
Reflex save (DC 25), and if it is unsuccessful they take is non-resetting. The door appears to be

Traps
1d6 falling damage and are prone. locked and has a large lock plate with
Cutting the wire will disarm the trap. Tripwire traps can be keyhole. The door is of strong wooden
especially dangerous in front of a pit trap. construction. Searching the lock for traps will
Tripwire traps require rope and two immobile objects, discover that it is not holding the door closed
typically trees. 20’ of rope is sufficient for a 10’ wide path, (DC 30). Searching the door as a whole will
costing 4 sp. discover that it is false (DC 25), and searching
Clothesline Trap the edges of the wall will discover that it can
CR: 2 slide forward (DC 25).
The clothesline trap is a tripwire set farther off the ground Attempts to bash down the door are
and intended to catch running or riding PCs across the neck at a -2 damage penalty due to the narrowness
or chest and knock them down. Clotheslines must be set at of the ledge. The door is hardness 5, has 30
a certain level; creatures shorter than this are not affected HP, and has a break DC of 35. If the door is
by it, while creatures taller than that height may be affected successfully battered down, the mechanism
differently than intended. Clotheslines are effectively behind it has a 25% chance of triggering. The
tripwires for very large creatures, lock is of standard difficulty to pick (DC 25)
Creatures walking or riding slowly towards the tripwire may but success does not indicate that the door
make a Spot check (DC 20) to notice the clothesline in front has opened. Instead, the mechanism that
of them (because it is at or near eye level), but they are moves the wall is triggered, and it slides
unaffected if they should run into it, other then a moment forward 2 feet until it is flush with the near
of surprise and possibly the cessation of movement. edge of the pit.
Creatures running or riding quickly towards the clothesline When the mechanism is triggered,
may make a Reflex save (DC 25) to avoid the wire. If they any PC on the ledge must make a Reflex save
fail the save, they take 1d6 damage from the wire and if (DC 15) to act at all before being pushed into
they are mounted they must make a Riding check (DC 20) the pit. Those that succeed may attempt to
or be dismounted. Dismounted victims suffer an additional jump the ledge with a standing long jump at a
1d6 points of falling damage and are knocked prone. -2 penalty. A result of 8’ or greater indicates
Running creatures that fail the save are also knocked prone. that the PC may attempt to catch the far ledge
Clothesline traps are often set across forest roads and are a (Strength check, DC 15). Alternatively, a PC
precursor to bandit ambushes. that succeeds at his initial Reflex save may
Complex Trap try to grab and hang on the door. This
sFalse Door Trap requires a special Climb check (DC 20) to grab
Type: Mechanical onto the door, where failure means falling into
Purpose: Injure or kill the PCs the pit. Once clinging to the door, climbing
CR: 3 past the pit to the floor requires a DC 25 Climb
Search DC: 20/varies check.
Disarm DC: 20 Variants
(C) 2001, Alan Eisinger The pit can be of any depth, spiked, or contain
This trap is positioned at the end of a dead-end corridor another surprise at the bottom. To change the
in any finished indoor complex. It consists of a standard pit, find the CR of the new pit type and consult
the table below.

1–3 Pit +2
4+ Pit +1

131
Illusory Pit Trap Climb check (DC 25) allows anyone in the shaft to
Type: Mechanical, Magical scale the interior wall to the top, but any attempts to
Purpose: Injure or trap a single PC, delay the search the ceiling cause them to run the risk of losing
party their grip and falling again, unless they pass another DC
CR: 10 25 Climb check.
Search DC: 34 Finding the dormant teleportation circle via a
Disarm DC: 34 Search check (DC 34) or detect magic, magically
(C) 2001, Alan Eisinger This trap can be communicating with the victim in the pit, or using
Traps

placed in any underground stone corridor. It divination are all potential methods to figure out the
consists of a permanent Teleportation Circle truth. If and when the party does realize what has
spell that is linked to a Programmed Image of happened, they must still use teleportation or tunnel
a trap door opening in the floor, the victim through stone to rescue the victim.
falling in, and the door closing again. The Powerful wizards will prepare these traps to
teleportation circle is set to teleport the delay and separate invaders. Sometimes, the wizard will
victim to the top of a 60' shaft nearby, but not attack the victim in the shaft, or try to capture and
directly underneath, the corridor. The trap interrogate her.
then goes dormant for 1 hour.
A successful Search check reveals The character creating this trap must be at least a
that the next section of corridor has a faint 17th level Wizard or Sorcerer. It costs 4,500 XP (for the
magical circle etched on it. If the circle is not permanent Teleportation Circle), plus 2000 gold for material
noticed, the first person to step on the circle magical components and the material costs of digging and
is automatically caught by the trap sealing the shaft.
(Teleportation Circle does not allow a save), Variants
though the GM should ask for a reflex save to The location a victim is teleported to can vary widely.
prevent players from becoming suspicious. Longer shafts, spikes, or another teleportation destination
Other people who witnessed the illusion may entirely are possibilities.
make a Spot check (DC 35) to notice that The trap can also be built with a unique triggered
something wasn’t normal about it, but only if teleport or teleport without error. This will reduce the cost
they carefully review events or express to construct and allow the victim a Will save to resist the
skepticism. teleportation. Clever GMs should disguise this Will save as
The victim experiences a brief a Reflex save so as not to tip players off about the nature of
jarring discontinuity (if a player wonders the trap.
about it, allow a Spellcraft check, DC 14 to Log Ballista Trap
recognize that she was teleported), then falls Type: Mechanical
down the pitch-black shaft, taking 6d6 Purpose: Injure the party
damage at the bottom. The victim may believe CR: 5
that she has fallen into a conventional pit Search DC: 20
trap. The shaft is solid stone, and 8' x 8'. The Disarm DC: 20
bottom of the shaft is empty (or perhaps has (C) 2001, Alan Eisinger
the remains of previous victims.) This trap can be placed in any indoor environment of
Others in the victim’s party will suitable arrangement (see map). The design of the trap is
likely try to find and open the “pit trap,” and for an unwitting person to trigger the ballista, be hit by
the victim may try to climb out. All of these the log, and knocked back into the pit. The best
efforts are doomed to failure, because the pit placement for this trap is in places where the pit is part
isn’t actually under the floor. All search of the construction or a natural part of the environment.
checks to find the trap door mechanism The ballista (1) is a large crossbow like device
automatically fail, and there is nothing under loaded with a heavy log. There is a pressure plate or
the stone floor but more stone, if the party tripwire at (2) and a pit at (3). When triggered, the
somehow digs through it. The victim may ballista fires at +15 at the closest person in the log’s
attempt to magically fly or climb to the top of path, and does 2d8+8 points of damage on a successful
the shaft to escape from the inside, as well. A hit.
132
In the case of a hit, or a miss where the attack Typical Reverse Gravity Pit Traps are at least
result is good enough to hit as a touch attack, the log also 40’ deep and 10’ square, doing 4d6 damage if a
knocks the target back. Treat this as a Bull Rush attempt, victim falls in. Disarming the trap negates the
with the log receiving a +6 Str bonus from the ballista Reverse Gravity effect, causing the contents of
and a +4 Size bonus as a Large object. Other people in the pit to come tumbling down. Casting Dispel
the path of the victim may try to stand their ground by Magic against DC 25 will also dispel the Reverse
rolling a Bull Rush check opposing the original roll, with

Traps
Gravity effect, with the same results.
a +2 for each person currently being moved. A success The trap costs twice what a normal pit trap costs
stops the group immediately. A failure means the group to construct, or 440 gp for the 40’ version, plus
will move no farther than the result indicated in the rules 980 gp for a Reverse Gravity spell (cast at 14th
for Bull Rush from this roll, measured from the first point level) and 500 gp and 3500 XP for a Permanency
of impact (this may have no effect). Alternatively, other spell (cast at 15th level).
people may try to evade with a Reflex save at a DC of 16. Variants
Success means the log passes them, and failure means Any of the Pit Trap variants can be applied to
they are knocked over (but not pushed along.) If the bull this trap, increasing the CR as necessary. If
rush moves the victim(s) further than 10’, they are in covers are used, they are always to provide
danger of falling into the pit (3), and suffering 2d6 falling camouflage, so remove the Spot check and a
damage for falling 20 feet. (If the distance moved is less Search check at the cover’s DC is required.
than 5’ more than the distance to the pit, the GM may Reverse Gravity Pit Traps usually don’t have
allow a Reflex Save DC 15 to catch the edge. If it is more inhabitants, poison or slick walls, but frequently
than 5’, the victim has been knocked too far out to catch have spikes to increase damage.
the edge at all.) Variants A pit is not the only possible Rarely, the pit is filled with water. If
element to place in the path of the log for victims to be the trap is disarmed, the water comes pouring
knocked into. A victim can be simply slammed against down. The effect is the same as for a Deadfall
the wall, causing 1d6 points of damage for every full 10 filled with water, as long as there is at least 200
feet he had still to be pushed by the log. The wall can be cubic feet (20’ x 10’ x 10’) of water in the pit.
spiked (though the spikes should be concealed in some Rogues who attempt to disarm traps without
fashion or player suspicion will be aroused) doing carefully examining them are particularly
damage as spikes in the bottom of a pit, or some other susceptible to this.
hazardous element entirely can be used.
Reverse Gravity Pit Trap Type: Mechanical,
Magical Purpose: Injure or trap and confuse PCs CR: 3
(40’ version) Search DC: Automatic with Spot check (DC
10) Disarm DC: 32 (Dispel Magic DC 25) (C) 2001,
Adam Nave A group of adventurers tromp down a hallway
towards a hole in the ceiling. When they get close, one of
them steps out under the hole – and goes flying upwards,
the victim of a Reverse Gravity spell. This trap is the
simple combination of a pit – dug into the ceiling – and a
permanent Reverse Gravity spell. Because of the reversed
pit this trap is always found underground. When the PCs
first approach the trap, if the pit is not covered or
otherwise hidden the PCs need to make a Spot check (DC
10) to notice it. If a PC steps under the trap they can make
a Reflex save (DC 17) to catch the edge of the pit before
they fall in. If the PC fails the check, they fall upward into
the shaft and land at the “top” of the pit, taking falling
damage (1d6 per 10’ fallen). Victims can attempt to climb
out of the pit normally, although getting out of the spell’s
area of effect is sometimes awkward.

133
The book of Races
Races

CREDITS
PROJECT LEADER:
Martijn Reintjes
EDITORS:
Chris Tegelbeckers, Duane Nutley, Martijn Reintjes
PROJECT TEAM/REVIEW BOARD:
Tyler Perry, Justin Hillgrove , Emiliano De Santis and Martijn Reintjes
SPECIAL THANKS TO:
Harm Aarts, Bram de Haas, Stefan Simons, Chris Tegelbeckers, Rian Meddens
ILLUSTRATIONS:
Justin Hillgrove, Diego Molina, Martijn Reintjes
LOGO DESIGN:
Stefan Simons and Martijn Reintjes
COVER DESIGN AND NETBOOK LAYOUT:
Martijn Reintjes
CONTRIBUTORS:
Emiliano de Santis, Dominique Crouzet, Paul King and Martijn Reintjes

134
r

ATUANEAN
Atuaneans were a very evil race primarily noted for
their mastery of dark magic. Their culture and

Races
mighty civilization disappeared ages ago, but here
and there, ancient ruins attest to their past glory.
Nonetheless, a few atuaneans survived through the
centuries through the use of hideous magic;
and worst of all, many horrid monsters such as
strange gargoyles, undead, and magical artifacts still
plague the world today, thanks to the atuanean’s past
atrocities.
Personality: Atuaneans were usually dark and
brooding people with little kindness in them. They
were mainly preoccupied with their own station within
the pecking order of their society; they didn’t care for
those beneath them, while
envying those above them. Atuaneans were fascinated
by magic, not only for the power it could bring them,
but also for the sheer intellectual interest of it. As
such, their favorite pastime was the study of esoteric
and mystical subjects of all sorts. They otherwise
shunned the bright light of the sun, and best
preferred to spend their time in unlit and shadowy
places. For them, occult knowledge and power was
found in darkness; but they also had secret vices that
they wanted to keep secret. Atuaneans superstitiously
believed that one who stands in bright light will one
day or another be exposed to others.
Physical Description: Atuaneans were tall and
slender humanoids with emaciated features. They had
long necks, green malevolent eyes, and a pale gray
skin. Their forehead presented a bony ridged pattern.
Atuaneans typically stood 6 to 7 feet tall, and weighed
on average 150 pounds. They reached adulthood at
about age 20, and lived about 200 years, though some
among the priesthood nobility could live almost 350
years.
Relations: Atuaneans customarily considered all
other humanoid races as cattle to enslave, good for
the heavy labor or to be sacrificed to their dark gods’
altars. They waged wars of conquest against other
races for the sole

135
purpose to enslave them. As such they that may be found in ancient ruins and dark dungeons,
were hated everywhere they went, and outside of any society. were the highest caste within
often got the name of Minzungu, which, the atuanean society and were exclusively drawn from
in those times, meant: “those-without- the nobility, served these deities mainly to gain
mercy”. Because of this, any atuanean who magical powers. Conquests and bloody sacrifices were
still would be alive in the present times, the service they owed to them in exchange for the
would be mercilessly hunted if recognized magic they received.
Races

as such. Language:
Alignment: Atuaneans were never of Atuaneans spoke their own tongue, whose written
good alignment, for being born and raised form consisted of complex signs and ideograms.
in a demon worshiping culture. Atuanean Names:
commoners were either neutral or evil, Male names:
while noble atuaneans were Ejendos,
almost always evil. Goodness was seen as a Kelashun,
weakness, and such weakness had to be Molh, Pakanth,
eradicated to “strengthen the race”. Vostoros;
Atuanean Lands: Atua-neans lived on Female names:
their own Baliassi, Fodria,
continent across the ocean. However, Selanzia,
millennia ago this continent was destroyed Verishal;
by earthquakes, and sank under the sea. Family names:
The atuaneans lived in great cities full of Ektral,
tall buildings of tortured design, built from Mashrak,
black stone. Now these ancient great Oshruth,
temples and palaces are all seaweed- Zathr.
covered ruins slowly decaying in the Adventurers: Atuaneans adventured mainly to
blackness of the ocean’s depths. obtain riches and power. When traveling to distant
Nonetheless, the atuaneans also built lands, they always sought to conquer and enslave the
forgotten fortresses and cities in a few peoples they would find there. However, almost all
other parts of the world where they had atuaneans disappeared, and with them any that would
colonies. It is usually in such places that have been an adventurer.
the last remnants of this once proud Nevertheless, a player could still play an atuanean
civilization will be found. PC. Such a character would have a peculiar story
Religion: Atuaneans worshiped infernal however, for living in a world were all of his race has
deities whose cults fortunately disappeared become but a memory. In any case this PC would be
with them. The common people in fact the last of his kind, lost in a foreign world forever
feared rather than revered these evil gods, Typically, the character would have been magically
and worshiped them primarily to keep transported from the past to the present times. Maybe
them quiet. On the other hand the priests, he stumbled upon a time-traveling device. He could
who the Atuaneans are a dead race of otherwise have been imprisoned into a gem through a
which only a few members still exist, trap the soul spell. Centuries later the gem would have
having prolonged their lives for centuries been broken, releasing the character. Note that unlike
through a horrid necromancy. As such, this all NPCs of this race, an atuanean’s PC may be good
evil race doesn’t exist as a contemporary aligned; but in such a case, the atuanean would have
civilization, but as occasional NPC villains been an outcast in his own culture.

136
ATUANEANRACIALTRAITS height
Height
· Abilities: +2 Intelligence, –2 Charisma. mod
Atuaneans refined their intellectual abilities Base
through esoteric studies, but were cold, haughty, weight
and narrow minded. Weight
mod
· Medium Size Male 5' 10" +2d12 120 lb. ×(2d6)

Races
· Speed: 30 feet base speed. Female 5' 5" +2d12 85 lb. ×(2d6)
· Low-light Vision: Atuaneans could see twice as
far as a human in starlight, moonlight,
torchlight, and similar conditions of poor
IMMORTAL ATUANEANS
illumination. They retained the ability to (NPC examples)
distinguish color and detail under these These are the last living atuaneans, residing
conditions. in some lost ruins amidst deep jungles.
· Save Bonus: +2 racial bonus on saving throws They survived from those ancient times
against spells and spell-like effects. Over the through the use of dreaded necromancy.
ages atuaneans grew used to magic. Whenever adventurers or lost travelers
· Skill Bonus: +2 racial bonus to Knowledge would came to their decaying sanctuary,
(arcana), Spellcraft, and Use magic device the atuaneans captured them for a
checks. Moreover, Use Magic Device was always gruesome end. The unfortunate victims
a class skill for an atuanean. They had long were sacrificed to manufacture the horrible
traditions of magic-use. deathskulls (see below) by which they
· Spell-like Ability: Atuaneans with an Intelligence prolonged their lives for more than a
score of 10 or higher could cast the 0-level millenium. As such, the atuaneans had
spells (cantrips) detect magic and read magic, plenty of time to achieve very high
twice per day each. character levels. However, on the long run
· Automatic languages: Atuanean. Bonuslanguages: they grew bored of their unending
Draconic, and Infernal (note: they monotonous life, and thus became
don’t get common as a bonus language, since it somewhat apathetic. Because of this,
wasn’t spoken during their time, millenia ago). where a knight would have begun his
· Favored class: Wizard. A multiclass atuanean career as a full fledged fighter centuries
wizard class does not count when determining ago, he would eventually increase as a
whether he suffers an XP penalty for multi-classing commoner after ages of apathy.
Nonetheless, having lived for so long, he
DESCRIPTION TABLES: would still gain experience, albeit slowly,
Random Starting Age and thus the simplest atuanean commoner
Adulthood Brb, Rg,
Sor is a 16th level character. (Of course this is
Bd, Fgt, exceptional, and in ancient times atuanean
Pal, Rgr peoples were normal).
Cl, Dr,
Mk, Wiz
20 years +1d6 +2d6 +3d6
Aging Effects
Middle Old Venerable Maximum DEATHSKULL
65 years 95 years 130 years +2d% years
Random Height and Weight (magical item)
Gender This atuanean magical item is made from the
Base reduced head of a victim whose life force and
137
soul were imprisoned in it. When one such At the dawn of time, the gods created their people,
skull is worn, the wearer no longer suffers and there was relative harmony. As the years
ability penalties for aging and cannot be progressed, the dwarves and gnomes developed a
magically aged; however, he still dies of old working relationship, and began to settle together.
age when his time is up. When two skulls Out of this contact, there grew many loving
are worn, the wearer will not die from old relationships; but alas, dwarves and gnomes could
age, but still visually age, eventually not reproduce. They called out to their gods to help
Races

appearing as an apathetic old person. When them. Thus did Nyntok, gnome goddess of fertility,
three skulls are worn, all aging processes and Tyrna, dwarf goddess of love, stretch forth their
stop, the wearer becoming immortal. hands to allow their people to have children. Thus
When four skulls are worn, the wearer also were the D’Nulm (The Gift of Love) born. The
becomes immune to diseases. D’Nulm are a greatly loved race, and tend to be
A death skull also bestows one negative level slightly spoiled by their sires. However, they, as a race,
on any non-evil creature wearing it (several have a sense that they don’t belong in this world. They
skulls worn have cumulative effects). This have been told the legend of why they were created,
negative level persists as long as the death but they feel lost in the communities of dwarves and
skull is worn, and disappears when it is gnomes.
removed.
While they share traits of both parents, they feel that
The negative level never results in actual
they don’t truly belong to either.
level loss, but it cannot be overcome in any
The D’Nulm began to wander from their
way (including restoration spells) while it is
communities, trying to seek a place where they could
worn.
belong. In their wanderings, they found that most
The skull has a duration of 2d4+2 × 10
races enjoy art, and accept the artists. Seeing this, the
years, at the end of which it crumbles to
D’Nulm began in earnest to master the arts, in all
dust.
their form and splendor.
However, if the skull is broken beforehand,
Personality: D’Nulm are almost never found
it releases a wraith that will attack the last
alone. Because of their sense of not belonging, they
user of the skull (and vanishes once he is
are deathly afraid of being left alone. Most D’Nulm
dead).
player characters have at least one level of Expert,
Hardness: 5; Hit-points: 5; Break DC=15.
which represents their training in crafting. Most races
Caster level: 7th; Prerequisites: Craft
welcome the D’Nulm, as they have gained a
Wondrous Item,
reputation of being master craftsmen.
Death knell, Vampiric touch, one living
Physical Description: Male D’Nulm typically
intelligent humanoid victim, creator must be
stand from 3’9” to 4’6” and weigh between 100 and
evil.
165 pounds. Females tend to be slightly smaller in
Market Price: 2500 gp; Weight: 1 lb. both height and weight to the males. D’Nulm hair

D’NULM
color tends to be of the darker hues; gray, black and
brown being the most common. Eye color ranges
from light brown to almost black. Most male D’Nulm
have beards. Those few who do shave, must do so at
least twice a day, because their facial hair grows rapidly.
Females also grow facial hair, albeit at a very slow rate.
Because of this, almost all female D’Nulm are clean-
shaven, and it is the rare few who sport beards.
Relations: The D’Nulm are on best terms with
dwarves and gnomes. Humans treat D’Nulm
138
craftsmen with great respect, and most noble houses · +4 racial dodge bonus against giants
employ at least one D’Nulm Expert. The other races · +2 racial bonus on Craft and Perform
treat the D’Nulm as they would treat dwarves or checks.
gnomes. D’Nulm, in trying to find their place, have
Alignment: D’Nulm lean to the good alignments, become artisans and musicians, gaining a
as they typically are involved in creating art and sense of belonging through their artistic

Races
beauty. Communities primarily made up of D’Nulm expression.
tend to be neutral good. · Automatic Languages: Common,
D’Nulm Lands: D’Nulm tend to settle with Dwarven and Gnome
dwarves and/or gnomes, but they are known to · Bonus Languages: Draconic, Elven, Giant,
create settlements of their own. Another Goblin, Orc, Terran and Undercommon
predominant place to find D’Nulm is in noble · Favored class: Bard. D’Nulm tend to
human houses, as they are, typically, the master combine the militant nature of their
craftsmen and artisans the human lords and ladies dwarven ancestors with the arcane of the
employ. gnomes. This combination expresses itself
Religion: The chief deity of the D’Nulm is best in the Bard.
Kornakt, Master of Crafts. Otherwise, they worship DESCRIPTION TABLES
freely among the dwarven and gnomish pantheons.
Random Starting Age
Names: Currently, D’Nulm take names of either Adulthood Brb, Rg,
their dwarven or gnomish ancestors. Typical names Sor
can be found in Core Rulebook I for both dwarves Bd, Fgt,
and gnomes. Pal, Rgr
Cl, Dr,
Adventurers: When D’Nulm do adventure, their
Mk, Wiz
primary goal is to practice their art to people other 40 years +3d6 +5d6 +7d6
than those from their villages. These adventurers, Aging Effects
when they finally do settle down, tend to do so in Middle Old Venerable Maximum
larger communities that see many different people 110 years 170 years 220 years +3d% years
over the course of time. Random Height and Weight
D’NULM RACIAL TRAITS Gender
Base
· +2 Constitution, -2 Wisdom. Like their height
ancestors, D’Nulm are a doughty people, but Height
mod
they are not sure of how they fit in the world. Base
· Medium size weight
· D’Nulm base speed is 20’ Weight
· Darkvision: D’Nulm can see in the dark up to mod
Male 3’7” +2d4 95 lb. ×(2d4)
30’. Darkvision is black and white only, but it is
Female 3’5” +2d4 70 lb. ×(2d4)
otherwise like normal sight, and D’Nulm can
function just fine in no light at all.
· Low-light vision: D’Nulm can see one and one-half
times as far as a human in starlight,
moonlight, torchlight, and similar conditions of
poor illumination. They retain the ability to
distinguish color and detail under these
KNINIVES
conditions. Few people have ever heard of kninives
· +1 racial attack bonus against goblinoids
139
and there are fewer who have seen one. are regular contacts between rabeeb and kninives –
This is because kninives choose to live in rabeeb druids heal sick kninives for example.
secret and not to have contact with Kninives have less contact with elves and most
outsiders. They make their homes in contact is commercial, but the two races treat each
the treetops of magnificent trees, deep in other with respect and friendliness.
ancient forests, where they are hidden from When other races are encountered in the woods,
enemies. kninives survive by hunting and kninives usually don’t show themselves. So there is
Races

gathering, but they also practice some crafts virtually no contact with others then forest dwellers.
like basket weaving and wood cutting. Alignment: Kninives don’t tend to either good
Sometimes they trade these things with nor evil, they just decide their actions on a case by
other sylvan races, like elves, rabeeb or case base. They do have a strong personal code
pixies. though, to themselves and to their family. Most
Personality: Kninives are not fond of kninives are therefore lawful neutral.
strangers and they try to keep out of sight Kniniven lands and society: Kninives make their
when they encounter them. But amongst home in the rooftops of big, old trees deep in
clan members they are brotherly and look ancient forests where few dare to tread. They are
after each other. They do the same for excellent climbers and don’t have problems reaching
friends, but they usually have few outside of their tree houses. The males hunt game and gather
their clan. It’s not that they are anti-social, roots, berries and other food in the forest to provide
they just find it hard to trust strangers. daily sustenance. Females, besides looking after the
They easily make friends with animals and children, are excellent basket weavers and woodcutters,
most kninives have one or two companions; but they also practice other crafts with great skill.
they particularly like (dire)rodents and birds. What they can’t provide for they trade with the elves
Physical description: Kninives are slightly and the rabeeb. Common trade goods are baskets and
taller than 4 feet and that makes them short fine wood cuttings but also the wild singing birds
for medium sized creatures. They are slim which elves are fond of and that kniniven hunters
but muscular and move through the woods catch high in the treetops. Kninives live in small family
with a grace only matched by elves. Their clans. These clans are usually no larger than 25 people
skin color is light brown with shades of divided over several tree houses. The head of a clan is
green and hair doesn’t grow on their bodies. the oldest female. She also gives name to the clan.
Males and females have the same height but When she dies, another woman becomes matriarch
females tend to have softer features and are and the name of the clan changes.
less muscular than males. Religion: Kninives put their faith in the forest
Kniniven feet are much more flexible than spirits. They make small sacrifices to them for good
those of most humanoids, their toes look luck and protection. Most kninives have a small
more like fingers which makes climbing symbol on them as a good luck token. For kninives
trees much easier. Because of this kninives their faith is very personal and everyone experiences it
are usually barefoot, they also don’t wear differently. Because of this there is no need for clerics
much clothing since it hinders their and they are thus seldom found among them.
movement through dense forestation. Language: Almost all kninives know sylvan, but
Kniniven hunters do wear thick leather they speak a dialect derived from sylvan to talk
skirts called armots, which gives them some amongst themselves. This dialect is called ní’vish and
protection. sounds more harsh then the melodic sylvan, it also
Relations: Since kninives choose to live in uses many words not found in sylvan.
secret they don’t have much contact with Names: Kninives usually have only one name.
other races. Only elves and rabeeb are They don’t have much interaction with others so
frequently encountered since they all live one name is sufficient and doesn’t lead to much
140 confusion. When encountering other clans the
under the same (tree)roof. There
name of the clan leader is also used for identification. · Their knowledge of the forest gives them
A kninif might by called Berthar but when he visits a +2 racial bonus on Knowledge (nature)
another clan his name is Berthar of Goerus (after the and Hide checks. The hide bonus applies
clanleader named Goerus). only when hiding in natural surroundings.
There are also very few gender specific names, most · Kninives have long dexterous toes and
names are used for both sexes. fingers which gives them a +4 racial bonus

Races
Kninif names: Berthar, Klurs, Polantus, Zediar and on climbchecks.
Othiarm. · Woodland Stride: Kninives have the ability
Combat: Kninives count on their speed and to move through natural thorns, briars,
swiftness in combat, they prefer to lay in ambush overgrown areas and similar terrain at their
and surprise their foes by jumping them from the normal speed and without suffering
trees. Then they make a few attacks with a small damage or other impairment. However,
group of usually three or four hunters and then thorns, briars and overgrown areas that are
retreat and hide in the trees, regrouping for another enchanted or magically manipulated to
swift attack. This causes their foes to be surprised and impede motion still affect kninives.
disorientated, which makes them vulnerable. A · Fall reduction: when a kninif falls, he
favorite weapon among kninives is the double dagger, doesn’t take damage from the first 10 feet,
most hunters use it because the also when making a Jump check for falling
weapon is light and small, which is very practical in he gets a +2 racial bonus on that roll. On a
the thick woods they live in. Kninives also tumble a successful check, the character avoids
lot and use feats like Combat Reflexes, Lightning damage from the first 20 feet and converts
Reflexes and Spring Attack in combat. the next 20 feet as subdual.
Most kniniven hunters also know how to use a · Proficient with the double dagger, a kninif
rabeeb blowpipe and can shoot with shortbows. doesn’t need the exotic weapon proficiency
Adventurers: Kninives seldom leave the forests to fight with a double dagger.
they grow up in. But when they do, it is usually · Automatic Languages: Ní’vish and Sylvan.
curiosity that drives them and not personal gain. Bonus Language: Elven.
From the elves they hear of strange and wonderful · Favored Class: Ranger. A multiclass
places outside the forest and sometimes a kninif just kniniven ranger does not count when
has to see these wonders for himself. determining whether he suffers an XP
penalty (see Experience for Multiclass
KNINIF RACIAL TRAITS Characters, Core Rulebook I, Chapter 3).
· +2 Dexterity, -2 Intelligence: Kninives are Forest warriors or hunters as they call them
trained climbers and have to move swift for always have been a part of kninif culture.
their survival. But their down to earth way of
life didn’t really developed their brain. They are DESCRIPTION TABLES
not stupid, just not that smart. Random Starting Age
· Medium-size: As Medium-size creatures, Adulthood Brb, Rg,
Sor
kninives have no special bonuses or penalties Bd, Fgt,
due to their size. Pal, Rgr
· Kniniven base speed is 20 feet. Cl, Dr,
· Low-light: Kninives can see twice as far as a Mk, Wiz
12 years +1d2 +1d4 +2d4
humans in starlight, moonlight, torchlight and
Aging Effects
similar conditions of poor illumination. They
Middle Old Venerable Maximum
retain the ability to distinguish color and detail
under these conditions.
141
35 years 43 years 50 years +2d10years outsiders in their small huts and love to hear their
Random Height and Weight stories. The visit of a stranger is usually reason for a
Gender small feast. But
Base despite this merriment, lemnons are hard workers.
height
They have to, if they want to survive.
Height
mod Physical description: Lemnons are slim, tall
Base humanoids with a greyish brown, thick, leathery skin.
Races

weight They have very dark, but immensely keen eyes and
Weight their noses are big and help to make a deep, low
mod
Male 3’10” +2d2 50 lb. ×(2d4) sound that travels far over the plains – a way of
Female 3’10” +2d2 55 lb. ×(1d6) communication for long distances.
AMOTS & DOUBLE Their knees bend in the opposite way and when they
run they bend their body forward, this allows them to
DAGGER run at very great speeds. Some even claim they have
Armots (singular and plural), thick leather seen a Lemnon outrun a desert hare.
skirts; Light Armor, Cost 3gp, Armor They dress in long white drapes that are made of wild
Bonus +1; max Dex any, armor check cotton found on the plains. Sometimes they use one
penalty 0, Arcane spell failure 0%, speed long drape to cover both head and upper body but
30ft/20ft, weight 4lb; This armor is made usually they use more drapes for that. They also wear
from multiple layers of flexible leather. It’s light brown pants made off yep hair.
a kind of kilt and doesn’t stack with other Relations: The lemnon wander the plains far from
suits of armor. the civilized world, therefore they don’t have much
Double dagger, exotic weapon; cost 4gp, contact with other races for most of the year. But
damage 1d4+1, critical 19-20/x2, weight once or twice a year they set up their tents near a big
2lb., slashing/piercing damage; The double city and stay there for a week or two to trade and hear
dagger, when used properly, makes two news. They best get along with humans and Halfling,
wounds in one movement and is for they understand the lemnon with their urge to
commonly used by kninives. It first cuts travel the best. Elves tend to spent most of there lives
and then makes a little stab wound. This in one place and most lemnon find this very peculiar.
makes it a little more dangerous than an Other races are seldom encountered but everybody is
ordinary dagger. welcome at a lemnon tent. As an old lemnon saying

LEMNON
goes: “Every stranger is a friend when he brings news
and stories”.
Alignment: Lemnons are kind-hearted and always
“The Lemnon? Oh you mean the plain interested in others, but they also live in a very tight
people!” group structure. Most lemnons are therefore lawful
Lemnons are more commonly known as good. Evil lemnons are usually sooner or later banned
the plainpeople, a race of nomads who from a tribe.
travel the great plains and savannahs, always Lemnon lands and society: The great plains and
herding their yeps to new fresh grasses and savannahs are where the lemnon roam. Their lives
pools. Their way of living makes them revolve around their herds of yeps and they travel
isolated from the world, but they love to the plains in search for fresh, green grass for the
have visitors and always treat their guests animals. Breaking camp and setting it elsewhere for no
with a warm, kind heart. longer than just a few days.
Personality: The lemnon are a very They live in large tents, made of the skin and wool
hospitable people, they always welcome of the yep. One tent is large enough two.
142
DESCRIPTION TABLES sometimes they use very basic hieroglyphs
Random Starting Age which are more simple drawings than
Adulthood Brb, Rg, anything else. Lemnons also use another
Sor way of communication: humming.
Bd, Fgt,
Pal, Rgr
This is the sound they make when they
Cl, Dr, want to communicate over great distances.

Races
Mk, Wiz It doesn’t have any words and can only be
25 years +1d6 +2d6 +3d6 used to tell very basic things. It works a
Aging Effects little like smoke signals but only in an
Middle Old Venerable Maximum audible form.
70 years 100 years 130 years +3d20years
Names: A lemnon name is a combination
Random Height and Weight
Gender of the given name and the name of the
Base father which also bares the family name.
height Female names tend to be much longer than
Height those of males. A male name could look
mod
Base
like this - Achlin of Yarnt Klachmar,
weight where Achlin is the given name, Yarnt the
Weight given name of the father and Klachmar as
mod the family name.
Male 5’ +2d10 100 lb. ×(2d4) Male names: Ilchan, Erlop, Kas, Toir and
Female 4’10” +2d10 80 lb. ×(2d4)
Poach Female names: AzarachinaV,
accommodate up to eight family members and most Rla’arnimar, PloichnoidaV and
lemnon tribes count five or six tents. The head of a Gerriannioch.
tribe is a strong male warrior approved by the council Family names: Asurman, Ponudaal,
of elders. This council is formed by the oldest and Ktrichmalak and Jublitach
wisest members of a tribe. Women are treated as Combat: The lemnon are a friendly people
inferior and have to obey the men. A woman’s place but are not afraid to take up arms. They use
in society is to watch the children and do other their speed to their advantage and use the
domestic chores. Spring Attack feat to keep distance
Religion: The lemnon are a very religious people between them and their foe. Lemnons like
and pray three times a day at set times. When they to attack their foes one at a time, first
wake up, which is usually at sunrise, before they eat ganging up the weaker ones.
their evening meal and the last time when the sun sets Adventurers: One could say that all
or when they go to sleep. They have their own lemnons are adventurers, traveling from
pantheon and they call upon every god in their one place to another trying to survive. But
prayers. Some devotions can take up to one hour! that’s just their way of living.
Language: The lemnon have their own language, Real lemnon adventurers are much harder
which sounds very strange and unusual. Many to find and are usually outcasts, banned by
linguistic scholars have studied the language and all their tribes for crimes committed. This is
they could find was that it was distantly related to why most adventuring lemnons are evil.
draconic. Why and how it evolved they couldn’t say.
The lemnons don’t use an alphabet but have learned LEMNONRACIALTRAITS
to write down numbers from the humans and

143
· +2 Constitution, +2 Wisdom, -2 Strength. Large Animal
Lemnon are built for endurance, not sheer Hit Dice: 6d8+24 (51 hp)
strength. They can run for hours but have Initiative: +0
more difficulty lifting heavy objects. Speed: 20 ft.
Because they don’t use script they have to AC: 12 (-1 Size, +3
learn everything by heart making them natural)
almost like walking books. Attacks: Gore +9 melee
Races

· Medium-size: As Medium-size creatures, Damage: Gore 2d6+9


lemnon have no special bonuses or Face/Reach: 5 ft. by 10 ft./5 ft.
penalties due to their size. special attacks: Stampede
· Lemnon have a base speed of 40 ft. Special Qualities: Scent, Low-light
· Slow dehydration: Lemnon are vision
accustomed todrought and their leathery Saves: Fort +9,Ref +2,Will
skin helps them retain water. Therefore a +2
lemnon can go without water for 2 days Abilities: Str 22, Dex 10, Con
plus a number of hours equal to twice 18,
his constitution score. Int 2, Wis 11, Cha 4
· Keen eyesight: Lemnon are used to Skills: Listen +8, Spot +4
looking over the wide plains and their eyes Climate/Terrain: Warm plains
have adapted to that which gives them a +2 Organization: Solitary or herd (8-40)
racial bonus on spot checks. Challenge Rating: 3
· Know direction: Lemnon can feel the Treasure: None
directionof north from where they are at Alignment: Always neutral
any moment. Advancement: 7-8 HD (Large)
This way they don’t get lost on the plains. Yeps are slow migrating animals always looking for
This trait should be treated as the spell grass. They live in herds but wandering males,
know direction in Core Rulebook I. an own herd, can also be encountered.
16 They are short, buff creatures with short legs,
· +2 racial bonus on Handle Animal tail and both genders have a horn for protection
checks. Sometimes a whole herd scares and might cause
Lemnons learn from an early age to work They won’t go fast but they’ll trample everything in
with the beasts in the herd. their path. Yeps can easily be domesticated. They give
· Automatic Languages: lemnon and sweet milk and their meat tastes delicious. Their short
humming. soft ears are used for cloth and the skin makes
· Bonus Language: common and halfling. excellent leather items.
· Favored Class: Ranger. A multiclass
lemnon ranger does not count when
determining whether he suffers an XP
RABEEB
penalty (see Experience for Multiclass The rabeeb are small, stout humanoids who live in
Characters, Core Rulebook I, Chapter 3). the woods. Every new day they see as a gift from the
Lemnon don’t live in the forest but they gods and is therefore celebrated. Their hiding skills are
have adapted the ranger class unsurpassed by any other race and their ability to
to live on the plains. speak with animals helps them to protect the forests.
YEP Personality: The rabeeb are cheerful creatures
who love life in the woods. They take every
opportunity to party but their lust to party is easily
144
forgotten when the forest, or one of the creatures Guantos is worshiped by most of the
living in it, is threatened. A rabeeb is born with love rabeeb, he protects the woods they live in
for the forests and considers protecting it as his duty. and provides hiding places for the hunters.
But the rabeeb consider life as the most He also gave them the ability to speak with
precious thing in the world and it is a great sin to animals. Guantos gave Rashoe Goldwood (
take it. Because of this the rabeeb take great effort the first rabeeb ) his mission to help protect
not to kill their enemies. Luckily they found a way to the forest and the animals inside it. And all

Races
defeat the enemy without killing it. rabeeb see it as their holy duty to abide by
Physical description: A rabeeb stands about 2.5 this mission.
feet tall and usually weighs between 35 and 40 Language: The rabeeb speak the language
pounds. They are stout but stealthy and are of the forest: Sylvan. They share this
completely covered with a brown, wool-like fur. The language with dryads and pixies. Not many
fur grows thicker for the winter and keeps them warm rabeeb know how to read and write. Every
in the colder months. Only their feet, hands and head rabeeb has the opportunity to learn it
aren’t covered with fur but have the same color as though, but most find it too boring to
their fur. They have dark brown or black hair. Most learn.
rabeeb don’t wear clothing since their fur protects Names: Every rabeeb has a given name and
them. They do sometimes make cloaks from their a clan name. The clan name is usually
winter fur or from traded cloth. Sometimes they are derived from the name of the forest the
even seen wearing boots, a hat or a belt. clan lives in. A single forest can harbor
Relations: The rabeeb are hunted by the other many clans but all have different names.
races for their nice fur and their delicious meat. Rabeeb males have names with two syllables
Rabeeb meat is treated as a delicacy by humans and and females have names with three syllables.
half-orcs but the other larger races sometimes hunt This is tradition for as long as anyone can
them as well. In most countries the rabeeb hunt is remember but the origin of this is
illegal but there are many poachers who take the risk. unknown.
Because of this the rabeeb don’t have much contact Male names: Rashoe, Tinkert, Argi and
with the other races. Elves are the only race the Xirou Female names: Ganani, Tankidan,
rabeeb aren’t afraid of. They live side by side in the Zarita and Pluontoe
forests and elves are known to protect the rabeeb. Adventurers: A rabeeb does not often
Alignment: The Rabeeb are more often good and leave his home forest. But the rabeeb have a
most of them tend toward Neutrality. very good relationship with Guantos and he
Rabeeb lands: Deep in the woods is where you sometimes sends them on a quest. Usually
can find the rabeeb. They make their homes in high the quest involves protecting the forest.
trees where they are safe from hunters. They live in Some rabeeb have even come out of the
small clans of approximately 40 people. At the head forest to talk to people about stopping to
of each clan is an old woman. She guides her clan eat them. When a rabeeb kills someone he
members and can usually wield some is banned from his clan. Joining another
magic. The rabeeb live from what the forest clan isn’t allowed so he is forced to live on
provides: berries, nuts and roots for example. his own. Many of these outcasts become
They do not eat meat, eating meat means that adventurers.
something died and killing isn’t allowed. RABEEB RACIAL TRAITS
When a rabeeb does kill something he is · + 2 Dexterity, -2 Strength: Rabeeb are
punished. If the killed creature was a swift on their feet, but they are small and
humanoid the murderer is banned from his clan. therefore not as strong as larger humanoids.
Religion: · Small: As small creatures the rabeeb gain a
145
+1 size bonus to Armor Class, a +1 size Sor
bonus on attack rolls, and a +4 size bonus Bd, Fgt,
Pal, Rgr
on hide checks.
Cl, Dr,
· A rabeeb’s base speed is 20 feet. Mk, Wiz
· +2 racial bonus on Hide, Spot and Move 12 years +1d4 +1d6 +2d6
Silently: The rabeeb are trained in being Aging Effects
sneaky to avoid hunters. Middle Old Venerable Maximum
27 years 45 years 65 years +3d10years
Races

· +2 racial bonus on climb checks: The


rabeeb have developed amazing climbing Random Height and Weight
Gender
techniques to reach their homes high in the Base
trees. height
· +1 attack bonus when they use a Height
blowpipe. mod
Base
Since the blowpipe is almost the only
weight
weapon the rabeeb are allowed to use they Weight
have developed great skill in it. mod
· Proficient with the blowpipe. The rabeeb Male 3’ +2d4 55 lb. ×(1d4)
defend themselves by blowing poisoned Female 2’10” +2d4 50 lb. ×(2d4)
darts at their enemies. The darts are dipped BLOWGUN &
in a powerful potion that renders the
victim unconscious. This way they can RABEEB POISON
defend themselves without killing. cost dam crit incr wght type
· Automatic languages: Common and blowgun 1gp 1 x2 10ft 2 lb P
Sylvan. needles,
Bonus languages: Elven, Orcish and (20) 1gp — — — 2 lb —
Halfling. Blowgun: This small, exotic weapon is used to
The rabeeb mingle freely with rlves and fire small needles a long distance. It is silent, and
they do sometimes have contact halflings. its needles most often are used to poison foes.
They also learned the language of their Needles, Blowgun: These 2-inch-long iron
hunters, the half- Orcs. needles are sold in small wooden cases of 20. A
· Speak with animals: The rabeeb can speak full case is so light that its weight is negligible.
with animals at will (as the spell speak with The tips of the needles are often coated with
animals). poison such as greenblood oil, bloodroot, blue
Guantos gave them this ability to better whinnis, shadow essence, or even deathblade.
protect the woods and the creatures within Rabeeb Sleep Poison
it. Injury [DC 15]
· Favored class: Druid. A multi-class rabeeb Cost: 130 gp (per dose)
druid class does not count when Initial Damage: -1 Con
determining whether he suffers an XP Secondary Damage: Unconscious
penalty (See Experience for Multi-class Craft DC: 18
Characters, Core Rulebook I.) A Trap DC: +1
rabeeb is born with love for forests and Leaves from the tartrytree are used by the rabeeb
considers protecting it as his duty. to make a potent sleeping poison. The process of
creation is closely guarded by the rabeeb but it is
DESCRIPTION TABLES rumored that not only tartry leaves are used but
Random Starting Age also the red margot flower.
Adulthood Brb, Rg,
146
MAYND other races, but the eyes of a maynd reflect
it in a much greater degree. Thus, it is
possible to find a maynd with blood-red
The Astral Plane. A timeless, ageless, eternal realm irises and white pupils, as is equally possible
where people walk with their minds instead of their to find a maynd with brightly shining green
feet, where illusions can become real, where past, irises and black pupils. Male maynds prefer
present and future mingle together, where the their clothing to be as loose as possible,

Races
corpses of once great powers crumble into while female maynds favor tight-fitting
featureless rock. Here most life is outside-bound, or at garments; in both cases, they prefer colors
least it once was – but not the maynd. These that contrast with the tone of their skin.
luminous, serene folk, born in a gigantic psionic Relations: Maynds know little of most
ritual gone wrong, now inhabit the Astral Plane, the other races, mainly due to the distant and
most powerful among them being the closest strange realm they have inhabited for
possible thing to a ‘psionic elemental’. millennia. They welcome members of
Personality: Most maynds show very little those races with a great curiosity they
emotions, but that doesn’t mean they don’t have conceal under their shell of indifference.
them; to strangers, they tend to be cold to the point They don’t treat strangers with hostility nor
of indifference, but among themselves and with their are they xenophobic, but neither are they
few trusted ones, they are friendly, amiable and very friendly or give their trust easily. Only the
caring with each other. Almost nothing can surprise most comprehensive –or patient– of
them, and, if such a thing were possible, they are the people can reside alone in a maynd
physical embodiment of serenity. Of the saying “to domain long enough to be considered by
foolish words, deaf ears” they make a cult the natives as one of them; dwarves and
– it’s doubtful that even the sharpest and most some neutral psionic races are often those
clever insult an angry gnome could put together few trusted.
could pierce the shell of contempt of a maynd. The Among their enemies are some evil psionic
only true loyalties a maynd has are to his people and races, but the maynd believe –strongly–
to himself, in that order. that the worst possible insult is to ignore
Physical Description: Maynds are stylized, them. So far, the strategy has worked: raids
ghostlike humanoids that resemble human on maynd settlements on the Astral Plane
adolescents with exquisitely chiseled features and have only met with utterly disastrous
stunning physiques, averaging 5 feet tall and typically failures, but no reprisals. This keeps the
weighing around 100 pounds. Their skin is always very assaults on an ever-lowering number.
pale, with shades that range from ivory yellow to Alignment: Maynds have no other desire
alabaster white, and exceptionally to an extremely clear than to be left in peace, living their lives of
and pale shade of blue; it always glows with an contemplation and psionic development in
unearthly and notorious aura of the same color. peace, but they can risk it all to protect
(Think of it as the aura provided by the faerie fire each other and their friends from harm.
spell.) Maynd hair is very clear as well, this time in Thus, their alignment tends strongly
shades of silver, white, blue and red. Male maynds towards neutrality, with a streak or two of
tend to have their hair cut short, while maynd girls let goodness.
their hair grow to amazing lengths – a plane walking Religion: This is a concept a maynd finds
halfling once said: ‘the best way to earn the hatred of almost impossible to grasp; they know
a maynd gal is ruining her hair’. Each maynd has what the powers are, and the extent of
absolutely unique eyes, because each maynd has an their might, but they believe that there is
absolutely unique mind; such a fact is normal in all little service a god can offer to them,
147
mainly because there’s little their psionic as “Mind benders”.
abilities cannot do. They, however, respect Combat: Once again, maynds are very easy
the religious streak most other races have, pickings for a foe that manages to close to melee
and even grow to admire some gods or range, and they know it. They have developed great
mythical figures –yet never to revere or skill with ranged weapons, but always have a spare
worship them. short sword or rapier to resort to if there’s no other
Language: Maynds have their own choice. When fighting in groups, they use their
Races

language, an inextricably complex and dimension slide ability to shift locations and confound
subtle tongue so musical that can be the opposition, trying to keep them confused and
compared sometimes to Elven. Maynds disoriented long enough to bury them under a cloud
also learn Common and Planespeak. of arrows, while those who are the least resilient of all
Adventurers: Maynds are easily prone to support their comrades with psionics.
take up adventuring and often begin doing Racial background: Maynds originally were a part of
so after they have completed their many the Astral Plane, just another bank of silver fog
years of meditative training; most young among an ocean of silver fog, before a race of evil
maynds adventure to learn about the psions schemed to strike a deadly blow against
infinite worlds that lie beyond the Astral their enemy through a ritual that combined the power
Plane, and can pass an entire lifetime of both magic and psionics, and the mighty psionic
before returning to their ancestral homes, artifact known as Annulus. They tried to use the ritual
but sooner or later they all do. Since they to temporarily augment the powers of Annulus to a
are very frail and unsuited for melee, level high enough to allow them to nullify an entire
maynds favor classes that allow them to city; the ceremony was foiled by an enemy raid.
strike from afar; it’s obvious to say that The flawed ritual, however, had an effect that no one
since they have a strong natural Will, most had predicted: after being taxed nearly to its limits by
pursue the Way and become formidable the incomplete ceremony, the Annulus nullified the
psions. Those who do not, embrace the entire ship –disintegrating the psions and their
ways of war instead –specializing in enemies. But shortly after that blast it
archery– and combine it with their Will, released a second, more powerful surge of
training themselves as psychic warriors of psionicenergy, that created a rift on the Astral Plane
deadly accuracy with ranged weaponry. through which Annulus slid into an unknown
Maynd psions deserve a special paragraph; realm… and that gave sentience to the thought
they favor all disciplines save, perhaps, matter that surrounded the whole area, changing it
psychometabolism, which is difficult for to wraith-like humanoid shapes. Little time passed
them to master due to their lack of before some of the gaseous wraiths harnessed the
strength and resilience, and also has little remnants of the enormously powerful energy that
prestige among them due to the had been released by Annulus and became capable
notorious inclination of egoists to of remarkable psionic feats; these psionic wraiths
violence. The practitioners of each used their power to shape their own matter into
discipline are given different names by living flesh. Thus were the first maynds born.
maynds; egoists are known instead as Habitat/Society: Most maynd communities build
“Brawlseekers”, nomads are “Jump their towns upon islands of floating rock, debris, or
masters”, savants are “Wielders”, shapers the ever-decaying corpses of a dead god in the Astral
are “Weavers”, seers are “Sight makers”, Plane. But some have chosen the Prime Material Plane
and telepaths have borrowed their alias as their home and settled their communities in barren
from the feared psions of Athas –the wastelands far from other civilizations, using their
world of the Dark Sun Campaign Setting powers to turn their land into blooming orchards. Any
148 from AD&D 2nd Edition–, being known
such towns –regardless of the surrounding eat meat ‘butchers’; the only animal
environment or plane– are always heavily defended products maynds eat are dairy products.
with surrounding walls, defensive towers, and Both genders work on the same
fortresses. All are of exquisite construction and have professions, save a few distinctions: black
been likened to a natural formation of rock eroded by smithing and weapon craft is almost
the elements, to the point that its facets round and exclusive domain of male maynds, while
smooth. All maynd architecture follows this pattern – weaving of carpets and clothing and the

Races
even their houses resemble little mountains that have craft of jewelry is a profession almost
been hollowed and smoothed. Maynds like to cover always taken by females.
their hill-like houses with a variety of vine of dark DESCRIPTION TABLES
blue-green, wedge-shaped leaves that they call
Random Starting Age
bluevine; this plant blooms with bright red, yellow and
Adulthood Brb, Rg,
blue flowers every six months in the Astral Plane – Sor
spring doesn’t exist there–, or every Bd, Fgt,
spring in the Prime Material Plane –where their Pal, Rgr,
growth is slower–, and produces a variety of violet Psi War
Cl, Dr,
berries which is the distinctive mark of maynd Mk, Wiz,
bakery; the berries having a sweet, mildly acidic Psion
taste. 100 years +4d6 +6d6 +10d6
Maynd society is matriarchal; the female elders rule Aging Effects
in a council led by the eldest of them –which is not Middle Old Venerable Maximum
160 years 240 years 320 years +4d% years
always the most powerful; this council is composed of
Random Height and Weight
the eldest female member of every family in town.
Gender
Maynds are also very closed as a community; as noted Base
before, strangers are noted immediately and treated height
accordingly. Maynds do not marry until they are more Height
than 200 years old, and don’t take marriage lightly – a mod
Base
married couple of maynds will never be the product weight
of a matrimony of convenience. Usually, neither Weight
parent is dominant in the family, and maynd children mod
are raised in the serenity and discipline required to Male 4’6” +2d4 80 lb. ×(1d6)
master the Way; but that serenity cloaks the ruthless Female 4’ +2d4 60 lb. ×(1d6)
ferocity they can display to protect their MAYND RACIAL TRAITS
nest. Families are extremely solid, almost clannish, · Basic ability modifiers: –2 Strength, +2
and every generation pays reverence and homage to Dexterity, –4 Constitution, +4 Wisdom, +4
every one of their ancestors back to the Silver Birth – Charisma. A maynd is blessed with insights
equaling, to some degree, the fierce loyalty of dwarves that come from their psionic origins, and
to their clans, but without the jealousy are endowed with almost unearthly beauty.
between families that sometimes leads to clashes and But, although their physiques are fleet and
bloodshed. Though powerful, maynds are few, and agile, they are very slight and frail.
they know that only through unity and a strong · Medium-sized: Maynds are medium-sized
society can they survive. characters.
Maynds of both genders fill almost all society roles · Base movement rate is 30 feet.
with little or no distinction; both males and females · Darkvision: As all Outsiders, maynds can
form the militia that protects the community and tend see in the dark up to 60 feet. Darkvision is
to the orchards where they grow the vegetables that black and white only, but it is otherwise like
are their diet. Maynds, who hate flesh and don’t eat it, normal sight, and maynds can function just 149
often dub other races that do fine with no light
at all. equal to the tone of their skin which makes
· Inertial armor: A maynd instinctively camouflage and hiding somewhat difficult. Maynds
generates a tangible field of force that suffer a –2 penalty
provides a +4 armor bonus to AC. This to Hide checks and must be targeted by a
extraordinary ability is nearly identical to darkness spell before any illusion – like
the Inertial Armor feat, save a few invisibility, mirror image or any other spell or
differences: it remains active even when power of the like, save their change self ability –
Races

the character is unconscious or asleep, and can be placed on them.


doesn’t require a reservoir of psionic · Immortal: Maynds do not die from old age, and
strength. This armor bonus does not stack all negative effects derived from aging do not
with the armor bonus provided by a shield, affect them. (game masters, however, may rule
a regular armor or magical or psionic items this trait out of their game, and use the
that provide regular armor bonuses. description table to determine aging effects
· Power resistance: A maynd has power normally.)
resistance equal to 11 + his character level. · Psionic nature: Maynds have an understanding
· A maynd can manifest detect thoughts, of the Will and the Way that surpasses by far the
dimension psionic lore of most other living beings, since
slide and lesser mindlink at will, and can their very birth and nature were psionic in
manifest psychic crush and mental barrier origin. This essentially means that maynd psions
at will as well. At 9th level, a maynd can can use the highest ability score they have to
manifest plane shift once per day. These determine bonus power points, regardless of the
abilities are as the powers manifested by a psionic discipline they’ve chosen.
psion of equal character level. · Outsider: Most –if not all– maynds reside in
· Change Self: Maynds can cast change self colonies built upon the corpses of the gods in
at will as a sorcerer of equal character level; the Astral Plane, and count as outsiders in every
this spell like ability differs from the spell other realm, with all the inherent advantages and
in the fact that changes are real and penalties of an outsider. This makes them
permanent, not merely illusory –and thus vulnerable to many spells like banishment,
nothing different shows up if a maynd is dismissal, or protection from evil, and means
scanned with true seeing, and that that outside their native plane they can’t be
using it is a free action. This ability is a trait raised or resurrected. At least not by any means
that every maynd has inherited from their shorter than a miracle or a wish. On the other
ancestors from the Silver Birth, who were hand, outsiders have darkvision up to a distance
able to alter their bodies at will –with no of 60 ft. Furthermore, spells like charm person
conscious effort– to suit their wishes. and dominate person don’t work against them.
Following generations were not an Maynds born on the Prime are treated as native
exception; for example, it’s custom outsiders and have all the previously described
among maynds to change their hair or their traits save the fact that they can be raised or
eyes to a certain color, depending on the resurrected through normal means.
occasion. · Skeptical: Maynds simply can’t put their faith on
For example, in a marriage, maynds would a ‘superior entity’ whose power is manifested
have bright and clear hair and eyes, while in through minions or emissaries… and, because
a funeral a lot of black heads and coal eyes of this cynicism, they can never take levels on
would be seen. any class that manipulates divine magic – save,
· Faerie fire: Maynds are permanently perhaps, rangers or druids.
surrounded by a glowing aura of color · Telepathy (Su): A maynd can communicate
150
telepathically with any creature within 120 feet of her clients accused her of selling him a
24 fake item. Although this claim was untrue,
she was arrested and brought before court
KULA THE MINDBENDER to be judged.
(NPC example) When they discovered that the accusation
Female maynd Psi9 (telepath): CR 12; Mediumsize had been false, it was too late. By the time
Outsider (maynd); HD 9d4+18; hp 48; Init Kula was freed, her kip and shop had been

Races
+7; Spd. 30 ft., AC 23 (+3 Dex, +8 Improved Inertial sacked by bandits. After teaming up with a
Armor, ring of protection +2); Atk +8 strange monk and a human psion, she
ranged (Light crossbow +1), +7 ranged touch (by tracked the band of raiders to their
power); SQ maynd traits, psicrystal benefits; SR hideout in the Astral Plane. And
20; AL NG; SV Fort +5, Ref +7, Will +12; Str 9, those whom Gruthar the Monk didn’t kill
Dex 16, Con 14, Int 14, Wis 20, Cha 22. Height she brought to court so that they received
5’ 1”. their due.
Skills and feats: Bluff +21, Concentration Powers known (PPs: 63): 0–Daze, Detect
+14, Gather Information +19, Knowledge psionics, Far hand, Inkling, Lesser
(psionics) +15, Psicraft +15, Sense motive +18, natural armor, Telempathic
Fortify Power, Improved Initiative, Improved projection, 1–Charm person, Empathy,
Inertial Armor (twice), Quicken Power, Maximize Identify, Lesser body adjustment, 2–
Power, Repeat Power, Resculpt Mind. Animal affinity, Brain lock, Invisibility,
Special Qualities: at will–Change self. 3– Fate link, Greater concussion, Schism,
Psicrystal benefits: Liar psicrystal provides a +2 4–Domination, Fate of one.
bonus on all Bluff checks. Psionic combat Possessions: Amulet of mental adversary
modes: Ego Whip, Mind blast, Mind (+1 ability damage to all psionic combat
thrust/Empty mind, Intellect fortress. Racial attack modes), Cloak of resistance +1,
powers: at will–Detect thoughts, Dimension Light crossbow +1, Psionatrix of telepathy
slide, Lesser mindlink, 1/day–Plane shift. Racial (+1 to the DC of all Telepathic powers),
psionic combat modes: at will–Psychic Ring of protection +2, Skin of striking
crush/Mental barrier. (answers the first attack of every round
who had captured and tortured her. with a burst of ectoplasmic fire for 3d4
Background: Kula is a bit of an oddity among damage; uses the wearer’s base ranged
maynd society. After she completed her psionic attack bonus with an increment of 10
training, she didn’t choose to settle down and feet), 20 masterwork bolts, thunderstone,
take a profession or test her skills in the militia. dagger, 2 tanglefoot bags, smokestick, 2
Instead she offered her expertise in psionics to flasks of alchemist’s fire. judgement and
the master of a planefaring caravan upon his punishment. That earned her the hatred of
arrival to her town. After many travels through some astral pirates.
most of the Upper Planes, the caravan arrived to Knowing that she was in danger and could
an immense city, and the energy and activity of not resume her old life, she allowed
this colossal crossroads dazzled her. After settling Gruthar to persuade her in joining him in
in the Market Ward, she spent many years in the his raids against the evil races. This led her
gigantic city, exploring and learning about its into an endless series of adventures and
myriad of roads and portals and secrets, and
began working as a psionic items merchant. One

151
skirmishes throughout the Astral, the
Ethereal, and the Prime, hunting either The Book of Time
Editors: Paul S. Weintraub, Dominique Crouzet,
pirates or some other evil. Kula possesses
both an unearthly beauty and a force of Ian Cheesman, Erik Seligman
will capable of moving mountains. The Contributors: Ian Cheesman, Jay Cole, Dominique
notorious prowess she acquired in Crouzet,
telepathy has gained her the title of Chris Hantzmon, Matthew Hedges, Erik Seligman,
Races

“mindbender”, which was given to her Nikolaos Tsouhlarakis


both by her elders and a planewandering Welcome to the Ultimate Book of
psion who had captured and tortured her.
which he can see. (Bear in mind, though,
Time
The purpose of this book is to help players and GMs
that the creature is aware of the maynd
understand the effects and
who’s speaking to it and can pinpoint possibilities of time in role-playing games. Most gamers
where he is as precisely as if he were ignore the issues of time in a
speaking to him.) campaign, unless they are on small-scale events (combat
· Automatic languages: Common, Maynd, rounds) or specific long-term
Planespeak, home region. Bonus consequences (like ability adjustments due to character
languages age). As such, our intent is to show
should be assigned by the Gamemaster, as you the many options possible when you introduce time-
the Astral Plane is a crossroads of the related effects into your game. These
multiverse in which almost every form of ideas are just that. They are not meant to take the
importance of a Core Rulebook, but to
life could be found.
allow your minds to open new vistas in your campaigns
· Favored Class: Psion. A multiclass and adventures.
maynd’s psion class does not count when Through this book, there will be a number of new ideas
determining whether he suffers an XP presented. These ideas are
penalty for multiclassing. meant to be useable in most campaigns, but we realize
· Level adjustment +3: Maynds are more that information and ideas may need to
powerful and thus gain levels more slowly be adjusted to fit your specific needs. For instance, this is
than most of the other common races. especially true with the gods,
goddesses, and domains section, as typically each world
has set gods and goddesses in place.
Additionally, any major changes (such as those involving
implementing the new classes,
feats, and/or spells found below) will involve individual
tweaking to fit the continuing
enjoyment that is key to role-playing.
Why a book of Time
Throughout the history of fantasy
writing, time and time travel have
been a favorite for the creation of
powerful magic and plot lines. The
spurning point for hit movies,
bestsellers,
152
“Time is too slow for those who wait, too
and whole gaming systems, time and swift for those who fear, too long for those
who grieve, too short for those who rejoice,
its uses are all around us. but for a chronomancer time is eternity!”
Throughout the history of the WHATISTIME?
Dungeons and Dragons® games, the There are many different levels of
understanding of the great power that is time.

Time
powers of time has been evident in None of these points of view are wrong or right;
magical spells and powerful artifacts. they are just different, based upon what the
individual needs to know about time.
In supplements such as the Tome of Common People and Time
Magic, time was given a place in To a commoner, time is simple and
straightforward.
normal spells, creatures, and even Time goes in one direction, and always at the
magical equipment. Only same speed. It is what determines the seasons
and the growth of crops. It determines the
one supplement of this system truly breading of animals, and yes, even humanoids
like you or I.
looked at the powers and possibilities Time is very important when cooking or baking,
oftime,the and is important in the crafting of many items
from swords and arrows to jewelry and fine art.
Chronomancer. Time determines when you wake in the
In the third edition of Dungeons & morning, when you eat, and when you sleep.
Time also controls less fortunate things such as
Dragons®, as well as with the OGL taxes, time you spend in jail, and how long you
spend in the local militia.
and the d20 gaming system, time Magic-users and Time
once again has been barely given To those that deal with magic and rituals, time
is straightforward, but not as simple. Time
even a cursorily looking at. In relates the intricate motions and rituals
recognitionofthepossibilitiesoftime dealing with spells. Time determines how long
a caster can hold a spell, and even how long it
travel and other aspects of time takes for a spell to take effect.
Time is the length that a spell acts upon a
among all players of creature or item. Time also can be manipulated
these games, this project was started. to minor degrees through some highly
specialized magic.
As with all supplemental material, Divination spells bring knowledge from the past
this is not meant tom replace the or future to the present. Spells such as Haste
and Slow can even change how time affects a
rules set forth in the Core Rule Books single creature.
Some spell casters choose to specialize in the
or System Resource Documents, but effects of time. Whether they make this choice
rather to offer new and at the beginning of their lives or after years of
study, they have powers that most can only
excitingopportunities to GMs and begin to dream about. They have the powers to
players alike. Thank you, and enjoy bend the forces of time to their very will.
Skipping into the future, looking in the past,
your gaming to it’s fullest even causing time to affect others in ingenious
ways, these time masters come in many
varieties. 153
The Laws of Time
No matter your level of understanding, we all
must follow the same governing rules of time.
TIMETRAVEL
Only through immensely high-powered magic As with the many different ideas and levels of
and divine intervention can these rules be understanding of time, there are many ways to look at
broken. the subject of time travel. Even the simple act of defining
These rules, however, should be custom made timetravelisdifficult.
towards each individual campaign. What Some viewpoints follow:
Time

follows are a few examples of these rules. • We travel through time every moment. As time is
• Time travel is commonplace, and history is constantly moving forward, we move forward with it. We
often altered by the significant and move at a constant pace that cannot be changed. It is
insignificant actions of time travelers. impossible to slow down or stop.
• Time travel is possible, but ‘historical • Even simple spells like Haste or divination
momentum’ prevents any major changes to the spells are a method of time travel. Time travel,
flow of events. however, does not let you change the past, as
• Travel back in time is possible, but if history not enough power exists to allow someone to go back that
is changed this results in a new time line far.
(parallel demi-plane) which experiences the • Time travel is possible through powerful spells.
effects of the altered history. With the most powerful spells and rituals, even
• No one can ever move backwards in time. To changing the past is possible.
do so causes irreparable damage to the time • With high technology and alchemy, time travel
continuum, causing the traveler to be can exist, although it would take the wisdom of
destroyed immediately. a god to figure it out and understand it.
• Any attempt to move backwards in time As you can see, there are many possibilities. If
results in the moving into a parallel Prime time travel is used in your game, prepare yourself
Material similar to the character’s Prime for these exciting possibilities. Also, prepare for
Material. splitting headaches if care is not taken. Just as a
• Any attempt to move backwards in time fighter must follow certain rules while in combat,
allows the character to remain on the ethereal and thieves must follow certain rules when stealing
plane as an observer only. No spells or abilities items, time travelers must follow basic rules of
can be used to change this. time, or else the purpose of the game is lost. Most
• Time Magic cannot be attempted unless the of these rules focus around potential paradoxes.
mage is specially trained in this style of “Someone once told me that time is a
magic. predator that stalked us all our lives. But I
This usually involves becoming part of a school rather believe that time is a companion who
or learning the magic from the character’s goes with us on the journey that reminds
patron deity. us to cherish every moment because they’ll
• Although a person can move forwards and never come again. What we leave behind is
backwards through time, no one can take any not as important as how we live it. After all,
other persons with him or her. traveler, we’re only mortal.”
• The flow of time cannot be affected by - Jean Luc Picard,
anything short of a minor deity. a guy encountered
Obviously, different rules or sets of rules in a distant future…
cause widely different amounts of this ___________________________________________
Netbook to be used. All information following There are many different theories on the
are ideas and suggestions for DMs to possibilities of time paradoxes. Throughout the
implement. history of civilization, many treatises have been
“I wasted time, and now time wastes me.” written on the topic. To try and pay homage to
______________________________________ each idea in its completeness would fill a book the
size of an ancient gold dragon. The following is a
brief compilation of ideas by a Dungeon Master
154
who has heeded our call for clarification on this so I grew up to the point when I was able
matter. Some consider him a genius, while others to travel
think of him as a lunatic. back in time to kill myself.”
So, you or your players want to travel through In terms of logic only, the facts are rather
time? Great, wonderful. But, I know what you may terribly simple: If a character would travel
be thinking… What will happens if someone ever backward in time, he would become a living
creates a time paradox? Yeah, shivers, right? Well, proof that the future already exists (that is,

Time
here are some ideas of logic that might help you on once he reaches his destination in the past).
your way. And then, if the future already exists, it simply
Basically, there are two branches you can go means that freedom of choice doesn’t exist.
down, depending on which temporal theory you One only does what fate has decided he would
subscribe to: Either time paradoxes are possible, or do. HENCEFORTH, you traveled backward in
they are impossible. Lets see the two: time because you were fated to, and
Time paradoxes cannot exist. you didn’t even create the slightest of
Time paradoxes in real life only account for the paradoxes, because you didn’t/do not/will
feeble logic of the poor of brain. Simply put: if time never do what you want. As such, whatever
travel is possible, it thus means that the future is you may want to do, you won’t kill yourself.
already determined (which includes everyone’s By the way: here is another of these common,
actions), and so you cannot alter it. Then, time but fallacious, lines of reasoning. The same
paradoxes in the game only account for the GM’s people who use the above paradox to refute
lack of imagination. With creativity you can easily the possibility of time-travel, also often use
handle the matter, and whatever your players do, the following pseudo-logic to pretend that the
there won’t be any time paradox—somehow their future is not predetermined:
attempts to create paradoxes will always be foiled. “If my future is already determined, I am
Time paradoxes can exist and are cool. going to stop doing anything, but will
Why couldn’t we have time paradoxes in a nonetheless
heroic-fantasy game full of magic and impossible become X and Y as it was predicted.”
situations? In fact, if you look at it carefully, other But who predicted this? Only the poor brain
aspects of the game do not fit in a coherent setting who scoffs at time-travel, using his feeble
(for instance the ridiculous imposition of a 20thcenturry pseudo logic as an irrefutable proof that only
monetary system). As such, why should his opinion is valid. Because the future is
you bother so much about time-paradoxes, when already written doesn’t imply in the least that
you can make anything you want happen with events should be incoherent. One stops
them? It could well be that time-paradoxes are working, and waits for becoming X or Y
precisely what makes time travel in the game because he is fated to? My only answer is that
interesting. fate decided to give him a poor brain only apt
at wrong deductions. That you may decide to
do something or not just to prove that destiny
1-TIMEPARADOXES exists or doesn’t, was already decided by fate.
“I don’t want to think that the future is
CANNOTEXIST already
written, because it’s so distressing.”
Theory And why should it be distressing? When you
“If I travel backward in time to kill myself buy a book, it is already written! Do you mind
when I was a child, I would not have grown up to it? If life is already written, it is in no way
the age when I decided to travel backward in time worse than reading a novel that is already
to kill myself. Therefore, I didn’t kill myself; and

155
written!! himself by accident instead of murdering your
character. Sadly however, the trauma resulted in a self-
destructive obsession. This neurosis remained dormant
Handling this in the Game until that precise moment where it fully awakened: and
So, what to do if you want to forbid the so when trying to kill that child (which he is/was), your
occurrence of Time Paradoxes, but don’t want character instead got a crisis during which he lost his
to forbid your players do what they want? mind and killed himself.
You are in charge: All in all, the idea is to use your creativity, so
Time

I suggest to let your player have his character what happens is not what the players believed
go to the past, and then commit suicide by would happen, but rather what YOU decide. In
killing himself when he was a child. Why other words, let your PCs do whatever they want, but
should it bother you? (I mean, as far as time- come up with the outcome that suits YOUR aims. Then, in
paradoxes are concerned, not whether your a world full of magic and impossible things, it should not
player may need some psychological help.) be too difficult to invent a “coherent” explanation for
Use your imagination! After all, it’s a game of explaining why the characters’ doings did not produce
magic and fantasy. Let’s see three possible the intended results in the first place.
ways to circumvent this pseudo-paradox: No paradox, no rewritten history
• Lenient GM: Okay, your character killed If you opt for the idea that history cannot be
himself. BUT(!) what you didn’t know, was rewritten, you should remember that true history and
that he had a most gentle aunt, who by the acknowledged history are two different things.
way was also a great wizard, and furthermore As such, a time traveler could go to the past, change
possessed a lock of his hair. Then, when she some key event, and then upon return to the present
saw that your character had been killed, she learn that people still believe in the same history.
didn’t want to have her sister (the character’s But who says that what is known has to be the truth
mother) die from sorrow. So, she discreetly (especially in a game)?
created a clone of your character, and
nobody (even himself) ever knew of the event. 2-TIMEPARADOXES
• Merciless GM: Okay, your character killed
himself. But there is no time paradox! Simply EXISTANDARECOOL!
he never existed at all. Your character was in From a strictly logical point of view, if the
fact a demon with a false identity. When he future already exists, as a direct consequence
eventually succeeded to travel backward in freedom of choice doesn’t (meaning that everyone only
time to kill a certain child (of whom he had does what fate determined he would do, and no other
taken the identity thanks to a curse), he was way). However, this risks being very difficult to handle in
freed and resumed his true self. And so, your the game. For one thing, it obliges the GM to have
character disappears, and the demon returns everything determined (written down on paper). Then,
(as an NPC of course). What? No, the other the idea that everything in the game is already
players cannot resurrect your character, determined, so nothing can be changed, is in fact not
even with a Wish spell, because he never interesting.
existed. Why travel back in time if you cannot change
They could resurrect the child, but he would history? If it is to plunder a dungeon, there is not much
not become what the demon was until he point to it. And telling your players “No! You cannot do
freed himself. this!” is in fact a poor option.
• Psychotic GM: Okay, your character killed I rather suggest saying that important things are
himself… but not as you would believe. In already determined, but that events can be altered in
fact, when he was young (that is: at the some minor way. Time-paradoxes become possible,
“present” past event you went back to) your since characters’ actions are not determined.
character suffered a personality crisis. He However, they cannot destroy a whole world, just
was attacked by a stranger (that is: your put a little of chaos here and there. As such, time
character coming back from the future), who paradoxes become an opportunity for interesting
fortunately failed his attack and killed situations.
156
Rewriting history Effects of rewriting history
The main problem with changing events of the Lastly, another important point is to decide
past is to believe they will irremediably change all what plainly happens when history is
of history, and then oblige the GM to change his rewritten. Usually, nobody is aware, no
setting accordingly. This belief is a misconception. evidence can exist, that history has been
History shouldn’t be wholly rewritten rewritten. Only those who were involved in
The typical campaign normally includes a the change are aware of it. If you think about

Time
physical setting with plains, mountains, etc. Then, it, there are a few issues in handling it that
for example, a certain mountain range is extremely way, in terms of fantastic stories. Let me
important because it prevents the abominations that suggest the option below:
are on the other side, to invade the civilized lands. Alternate History &
So my question is: are you going to forbid wizards
PCs to get the Disintegrate spell because they could Reality
disintegrate the whole mountain and thus change Some say that whenever a time-traveler
the landscape and let the horrors from beyond pour changes something, an ‘alternate time line’ in
forth? No, in fact you won’t mind because it would created , a parallel plane in which the
take an enormous number of Disintegrate uses to alternate events unfold.
make the mountain disappear. However, as a GM I believe that the two following extremes are
you are expected to be ready to cope with a PC but poor options. Either there is only one
trying to destroy a castle with that spell. history, and each time it is rewritten nobody
It doesn’t have to be different with alteration of knows except those who did it; or every time
past events. Why believe or assume that changing a a single event is changed a whole new
single small event should modify the whole alternate universe is created. In the latter
history? Even if it is a key event, a whole history case, time travel becomes another form of
cannot be changed with the alteration of a single dimensional travel. So, I suggest an in-
event, for the same reason as you won’t suppress a between:
mountain with a single application of a Disintegrate Local Alternate Realities
spell. Lets give a metaphoric image: time has The idea is that each time an important
sometimes been compared to the flow of a river. decision is made or a time paradox is caused
Now try to alter the riverbed in throwing a rock into by time travelers, local/limited alternate
it. Well, maybe you will cause a little disturbance in planes are created.
it, but not much more. The water will go around the That is, at some point two different realities
rock, creating some little whirlpools, and then will overlap: the reality of the original history,
resume its course normally. With much time and and the reality of the rewritten history. In
effort, you may create a dam, but it is doubtful that this option, the two parallel planes are almost
you will prevent the water from eventually flowing identical except for what was changed, and
to the sea. So, why not assume that whatever a the ensuing consequences.
Chronomancer does while time traveling is just to The “time paradox” becomes that the two
“throw a rock” in the river of time? realities overlap and merge at several points,
Rewriting history is unpredictable occasions, circumstances, etc., making it look
Another aspect of altering past events, is to like that the continuum seems affected by
believe that what you do in the past, will have the chaos.
expected result in the future. Remember that as a So, a funny idea can be that any event you
GM you have the final word about what occurs modify in the past, creates an alternate
when changing an event in the past. The fact is that reality that interacts with the normal reality
there is always more to it than what the players think. weirdly, until the “inertia of time” makes the
As such, despite any precaution taken when alternate events catch up with the normal
changing the past, it’s up to you to decide what ones (i.e.: become identical again). As such,
consequences it really brings, because of the unexpected a time paradox creates a very limited demi-
which wasn’t (and couldn’t be) foreseen. plane, or ‘alternate time line’, that is
157
intertwined with the prime plane. This demi- ancient city, they sometimes find themselves in
plane mirrors the normal plane except for the buildings, streets, etc; which suddenly appear whole, as
events that were changed. Also, this demi- they were before the city was destroyed.
plane exists only where events are different. However, the city’s inhabitants have become
The usual consequence is that some people specters who hunger for the flesh of the living to sustain
may slip between the two realities. So, the themselves.
ensuing result is always chaos in some way. - The city still exists as in former times. But the funny
thing about its history, is that any historians of far away
Time

Here are some examples:


• Dead/Alive Character countries maintain that it was destroyed long ago. Then,
A character died, but his death is prevented one of them once came to see the truth by himself, and
by a time traveling person; or the reverse: a only discovered ruins where all the region inhabitants
character is slain by a time traveling person know there is the city and
coming from the future. As such, during all have gone to it at one time or another.
the time the two alternate realities exist at • Broken/Not-broken Item
the same time, strange things occur An item that was destroyed is saved from
perpetually around that character: destruction by a time-traveler coming from the future.
- Some peoples are convinced he died, and in The result is that the item now seemingly exists at
fact there still is his corpse to prove it. random. As soon as a character doesn’t look over it, it
- Many things he does, are in fact also done gets a chance of disappearing. That
by other peoples. Depending on which reality is, those looking after the item unknowingly go
you are at any given time, you may determine from one reality to the other. It manifests itself in
(with divination magic or careful that peoples searching for it cannot understand
investigation) it is one way or the other. where it may be, and could well believe it was
- The character could be in some place where stolen. Then, when the item is found again, it will
peoples will be able to interact with him often be with a: “Well, I cannot believe it! It was all
normally, while for other peoples he is simply the time here under my nose, and I just didn’t see it
not there. At times, some persons will find despite having searched this place twice!”.
themselves on the border of the two alternate Note furthermore that the DC for finding the
realities, and will see the character suddenly item varies with the individual concerned. Those
appear or disappear, or will see the alternate who were the most affected by its disappearance
reality “in which he resides” as a ghostly will have the highest DC to find the item; while
image. those who did not witness it disappear will have
• Destroyed/Not-destroyed City relatively low DC to find it.
A city was once totally destroyed by an army. Conclusion
However, some adventurers decide to go into All in all, remember that you control the time
the past and turn the tide of battle, so the paradox exactly as you want. As such, it begins and
army flee and the city is saved. Where the ends only when and where you want it. It means
ruins of that ancient city stand, there is also a that when you don’t want it anymore, there is a
demi-plane with the city still intact. However, point when/where the events of both the true and
the two realities tend tooverlap, and this may alternate realities become identical, thus merging
create any of the following effects at GM’s the two into only one again. Remember also that it
discretion: is the “inertia of time” (a law of the universe no
- Once every year, the city re-appears just for more ridiculous than magic, the outer-planes, etc.)
one day, that same day as when the battle was that will automatically force two alternate realities
fought. Then, what occurs in the city could be back into one. You only have to decide when and
much varied according to the GM’s whims. where it occurs, and give any explanation
Maybe time passes slower for the inhabitants seemingly coherent enough (which includes, but is
of the city, maybe they are now all long dead not limited to, the repairing of time).
from starvation, etc. Overall, there are a number of exciting possibilities
- When adventurers enter the ruins of that for players and GMs alike to use with time
traveling and paradoxes. How you use them is up
158 to you.
Chronographer that day. A few hours latter, the battle was over,
and the entire city was in flames.
Variant core class by Ian Cheesman
Standicus watched the raiders load the egg into
Spells per Day
one of the carts and head back into the desert.
Lvl
Standicus jumped up to follow after the cart when
Base Atk
all of a sudden he felt his head start to spin and
Bonus
landed not on the rocks of the canyon below, but
Fort
on silk pillows.

Time
Save
“Did you get your answer?” a grimy little
Ref
gnome asked him.
Save
“Yes, it is in the desert somewhere. I need to go
Will
back and find out where. Now!”
Save Special 0 1 2 3 4 5 6 7 8 9
“I don’t think so, you will be lying in a bed for a
1st 0 0 2 2 Sense fate 1/day 3 1 — — — — — — — —
few weeks. Your journey took a lot out of you. You
2nd +1 0 3 3 Metaspell 4 2 — — — — — — — —
wouldn’t survive the trip and then I would have to
3rd +1 1 3 3 —- 4 2 1 — — — — — — —
explain to your father the king how I let his son
4th +2 1 4 4 Defensive Foresight (+1) 5 3 2 — — — —
the crown prince and high priest of Themsulat die
———
in my chamber. Nope, not gonna happen. Ain’t
5th +2 1 4 4 Metaspell, Sense fate 2/day 5 3 2 1 — — —
gonna do it.”
———
The grimy little gnome pushed his big spectacles
6th +3 2 5 5 —- 5 3 3 2 ——————
back onto his oversized nose and headed out of
7th +3 2 5 5 —- 6 4 3 2 1 —— — — —
the room. Standicus struggled to get up and follow
8th +4 2 6 6 Metaspell, Defensive Foresight (+2) 6 4 3 3
him, but it was as the gnome had said, he was as
2 —— — — —
weak as a kitten.
9th +4 3 6 6 — 6 4 4 3 2 1 — — — —
Sighing with despair, Standicus lay back into
10th +5 3 7 7 Sense fate 3/day 6 4 4 3 3 2 — — — —
the pillows and waited for Methinoid to return.
11th +5 3 7 7 Metaspell 6 5 4 4 3 2 1 — — —
Standicus realized suddenly that this meant he
12th +6 / +1 4 8 8 Defensive Foresight (+3) 6 5 4 4 3 3 2
could not escape the lectures and debates of
———
religion that Methinoid always seemed to want to
13th +6 / +1 4 8 8 — 6 5 5 4 4 3 2 1 — —
hold. Sighing again, Standicus realized it would be
14th +7 / +2 4 9 9 Metaspell 6 5 5 4 4 3 3 2 — —
a long few weeks.
15th +7 / +2 5 9 9 Sense fate 4/day 6 5 5 5 4 4 3 2 1 —
•••
16th +8 / +3 5 10 10 Defensive Foresight (+4) 6 5 5 5 4 4
332—
Confused as clerics, wizards, fools, geniuses,
17th +8 / +3 5 10 10 Metaspell 6 5 5 5 5 4 4 3 2 1
and much more, Chronographers must work extra
18th +9 / +4 6 11 11 —- 6 5 5 5 5 4 4 3 3 2
hard to ensure that people understand both who
19th +9 / +4 6 11 11 — 6 5 5 5 5 5 4 4 3 3
they are, and who they are not.
20th +10 / +5 6 12 12 Metaspell, Defensive Foresight
A Chronographer is both a devout follower of
(+5,
the god Chronos, master of time, and of the force
Sense fate 5/day 6 5 5 5 5 5 4 4 4 4
of Time. In addition, Chronographers are
Standicus looked out over the city with pity in
historians /futurians, learning about the past and
his heart. It was too bad that the city would be
future every second of their lives. Unlike
destroyed in a few days time. He wished he could
academic historians, though, a Chronographer
warn the people, but he couldn’t. It wasn’t part of
actually puts his knowledge to use.
his mission, after all. All he had to do was see
Both through Chronos and Time the
where the raiders from the deserts took the holy roc
Chronographers gain a small amount of divine
egg. He must start by figuring out where the roc
magic to understand, record, and even protect
egg is, though.
history. The
By the morning of the day of battle, he was ready. He was
hidden on the bluffs near the village, watching through a
spyglass the dust cloud approach. The desert raiders had
done their job well, as the city was expecting a caravan
of traders 159
Chronographers are often found in churches urban characters raised in the ancient cities of a refined
and holy places throughout the world, society. They almost never come from savage areas,
offering their “unbiased points of view” unless they were brought from such a place to the
whenever needed. aforementioned cities at an early age.
Additionally, there are many noblemen who In rare cases, though, even a savage child may be born
have employed a Chronographer to help with who is blessed by the gods with an inherent insight into
disputes or questions of the past. the nature of Time, and chooses to pursue this path.
Time

Adventures: Chronographers will typically Races/Gender: Humans and gnomes seem


adventure as a way to gain more knowledge drawn to chronomancy the easiest. In fact, gnomes fit
of time and history, and of course to spread with chronomancy so easily, that Chronographer counts
the word of Chronos. Of course, as a preferred class for them. Halfling distrust the idea of
Chronographers are people, too, and may the past, always living in the present, while elves can
have all the more common motivations often remember the past.
for adventuring. Dwarves seem to be neither drawn nor pushed from
Characteristics: Chronographers cast divine chronomancy.
spells much the same way clerics do, though Other classes: Chronographers tend to be
they get their spells from both the power of loners, as their art is much exotic and demanding.
Time and from Chronos. This is hard for other Nonetheless, Chronographers appreciate members of
Spell casters to understand, as they can only other classes in the same way a bard might. They know
draw their power from one source or another. the value of being able to cast spells from behind strong
When asked to explain which abilities come warriors, or to “magic up” rogues and
from which source, a Chronographer will most send them out to scout. Chronographers love to get into
likely respond that they all come from both. theological discussions with clerics and priests. However,
In addition to spells, Chronographers get this often leads to conflict due to their dismissive
some premonition abilities that improve with attitudes towards most traditional gods; there are many
level, including the “sense fate” ability. churches where Chronographers are banned
Chronographers are poor combatants, as their by decree.
demanding studies require they spend most Mages and their kin likewise have a love-hate
of their time on them; moreover, their relationship with Chronographers, but usually in the
scholarly outlook is somewhat incongruous opposite manner. Mages, wizards, and such are always
with a crusader’s military training and pursuing Chronographers in attempts to acquire more
wayoflife. knowledge about the force of Time in
Alignment: Chronographers can be of any order to bend it to their will. Most Chronographers
alignment. However, as they often are respond to this “rape” of Time in the same way a druid
scholars reveling in the study of their “art”, would to the destruction of her favorite forest:
they do not much concern with the mundane while some of their spells may achieve similar effects,
affairs of everyday lives and peoples. As they do it to serve Time, not to bend it to serve their
such, Chronographers tend toward neutral worldly desires.
alignments, although evil or good GAME RULE INFORMATION
Chronographers are not unheard of. Chronographers have the following game
Religion: It is obvious that Chronographers statistics.
are worshipers of Chronos, but they also Abilities: Wisdom determines how powerful a spell a
respect and worship the force of Time itself. Chronographer can cast, how many spells the
As with their spellcasting abilities, many Chronographer can cast per day, and how hard those
other religious types cannot understand how spells are to resist. To cast a spell, a Chronographer
they can give equal patronage to both a god must have a wisdom score of 10 + the
and a force. spell’s level. A Chronographer gets bonus spells
A close similarity can be drawn a druid, who based on Wisdom. The Difficulty Class of a saving
worships both a deity of nature and Nature throw against a Chronographer’s spell is 10 + the
itself. spell’s level + the Chronographer’s Wisdom
Background: Chronographers are typically modifier.
160
levels thereafter, a Chronographer can choose
Alignment: Any.
one spell known to her, and learn an
Class Skills
alternate version that then becomes
The Chronographer’s class skills (and the key
permanently modified as though
ability for each skill) are Astrology (Int),
affected by a metamagic feat. The feat
Concentration (Con), Craft (Int), Intuit time (Wis),
chosen mustbe time-related: affecting either
Knowledge - all (Int), Profession (Wis), Scry (Int),
the casting time or duration. The spell’s level
Speak Languages (n/a), and Spellcraft (Int).
increases by one less than the normal cost of

Time
Skill Points at 1st level: (4 + Int modifier) x4
the selected metamagic feat. Once the choice
Skill Points at each additional level: 4+ Int
of spell and modification are chosen, they
modifier
cannot be changed.
Class Features
Example: Methinoid chooses Haste to be
All of the following are class features of the
Quickened permanently at 11th level. She may
Chronographer core class.
now choose to memorize either the normal
Hit Die: d6
(3rd level) Haste, or the Quickened version,
Weapon and Armor Proficiency: Chronographers
which is 6th(rather than 7th) level for her.
are proficient with all simple weapons,
As the Chronographer goes up in level, she
and with light armor. Heavier armor or shields
can choose either a new spell or the same
interferes with their ability to sense the flow of
spell to be modified in different ways with
time, so a Chronographer who uses such equipment
multiple metaspell abilities. She can also
faces the same spell failure chances as arcane
choose to further reduce by one level the
mages.
cost of a previously selected feat on a
Spells: Chronographer cast divine spells, and
previously selected spell. She does not need
may prepare and cast any spell from the
to know the feat she applies to the spell.
Chronomancy spell list in the Spells & Magic
Defensive Foresight (Ex): As the
chapter of this netbook, or any Divination spell
Chronographer’s intuitive awareness
from the Cleric spell list, provided they can cast
continues to extend farther into the future,
spells of that level. They prepare and cast spells in
and in new ways, he is able to enhance his
the same way as a cleric does (though they cannot
ability to react to danger a fraction of
expend a prepared spell to cast Cure spells in its
a second before it happens. As such, the
place).
Chronographer gets a +1 insight bonus to his
Like a cleric, they have access to two domains
AC at 4th level. This bonus then increases at
and may prepare a bonus domain spell of each level
every four levels. This ability is also
per day. However, these must be time-related
reflected in the Chronographer’s
domains, usually the ones described in this netbook.
reflex saves, which are especially good
To prepare or cast a spell, a Chronographer
foraspellcaster.
must have a Wisdom score of at least 10 + the
spell’s level. The difficulty for a saving throw
against a Chronographer’s spell is 10 + the spell’s Chronomancer
level + the Chronographer’s Wisdom modifier. Prestige class by Dominique Crouzet
Bonus spells are based on Wisdom. Lvl
Sense Fate (Ex): At 1st level, the Chronographer Base Atk
begins to get premonitions of the immediate Bonus
future and can attempt to alter it in a limited Fort
fashion. Once per day, the Chronographer is Save
allowed to re-roll one d20 roll that she has just Ref
made. She must take the result of the re-roll, even if it’s Save
worse than the original roll. Will
This ability increases at every fifth level,
allowing one more use per day. However, using 4th +2 1 1 4 — +1 spell-casting level
this ability is stressful, and once it is used, it canno tbe 5th +2 1 1 4 Chronomancer specialist (+2)
used again for at least one minute.
Metaspell (Ex): At 2nd level and every three
+1 spell-casting level
161
Save Special Spell casting Knowledge [Arcana and Time]:
1st 0 0 0 2 Spell knowledge +1 spell-casting 8 ranks each
level Spellcraft: 8 ranks
2nd +1 0 0 3 — +1 spell-casting level Feats: Extend Spell, Quicken Spell.
3rd +1 1 1 3 Chronomancer specialist (+1) Spell casting: Ability to cast at least two 3rd or
+1 spell-casting level higher level spells in the Chronomancy list.
6th +3 2 2 5 — +1 spell-casting level Class Skills
Time

7th +3 2 2 5 Chronomancer specialist (+3) The chronomancer’s class skills (and the key
+1 spell-casting level ability for each skill) are:
8th +4 2 2 6 — +1 spell-casting level Concentration (Con), Craft (Int), Intuit time
9th +4 3 3 6 Chronomancer specialist (+4) (Wis), Knowledge [arcane, history, mathematics,
+1 spell-casting level time] (Int), Profession (Wis), Scry (Int), and
10th +5 3 3 7 — +1 spell-casting level Spellcraft(Int).
Chronomancers are typically arcane Spell Skill Points at Each Level: 2 + INT modifier.
casters who were fascinated by the prospect Class Features
of bending time to their will, but hadn’t the All of the following are class features of the
mystical inclination required to become chronomancer prestige class:
chronographers. As such, they Hit-Die: d4 (four).
try to study time from a more scientific Weapon and Armor Proficiency: They do notget any
perspective, and generally do not care about additional weapon or armor proficiencies.
history, and about the ethical problems that Spells: Chronomancers continue their spell progression
arise from modifying past events. as in their former class (similar to the
Chronomancers are likewise rarely interested Loremaster in this regard), gaining a new Spell casting
in the philosophical questions pertaining to level every new level (but no other benefit
the passing of time. In fact, the chronomancer such as class abilities). Characters with more than
is usually an opportunist motivated by the one previous Spell casting class must select the one
power he expects to gain from becoming able that enabled them to become a Chronomancer.
to manipulate time with greater efficiency Chronomancers have access to the spells of their
than normal. previous Spell casting class, plus the spells from the
The truth is that the control of time is a school of chronomancy (i.e., any spells described in
difficult art. Arcane Spell casters have access this netbook). Any known spell that exists at
to only a few spells with time related effects, different levels in their previous class’s and the
and these often do not directly affect the time Chronomancy spell list is now treated as being of
stream, except for the higher level spells. the lower of the two levels.
Magic that controls the flow of time is Spell Knowledge: At each level, chronomancers
difficult to understand, and a novice could automatically learn one chronomancy spell of
not begin his spell caster’s career their choice at no cost. Those chronomancers who
immediately specializing in the school of cast their spells as bards or sorcerers get them as
time. Chronomancy is a subtle magic open bonus spell-known, and those who prepare their
only to experienced mages. spells get them as if with the spell-mastery feat
Most chronomancers are wizards. Sorcerers (they do not need a spell book to prepare them).
and priests of time deities are sometimes Chronomancer Specialist: At 3rd level, chronomancers
attracted to this class, which gives them get a +1 bonus to their Spellcraft checks
access to more spells, while a few bards have to learn chronomancy spells, to the DC of these
been known to become chronomancers as a spells, and to beat a creature’s spell resistance
way to travel to other epochs in addition to against them. This bonus increases to +2 at 5th
other lands. level, +3 at 7th level, and +4 at 9th level.
Requirements _________________________________________
To qualify to become a chronomancer, a
character must fulfill all the following Time-Master
162 criteria:
Prestige class by Dominique Crouzet (inspired by various consider them an anathema, and thus almost
sources) never become Time Masters.
Lvl Requirements
Base Atk To qualify to become a Time Master, a
Bonus character must fulfill all the following
Fort criteria:
Save Knowledge [Time]: 10 ranks

Time
Ref Feats: two metamagic feats related to time
Save effects (such as Extend Spell or Quicken
Will Spell).
Save Special Spell casting Spell casting: Ability to cast 3rd-level
1st 0 0 0 2 Manipulation power (minor) — chronomancy spells, or arcane spells related
2nd +1 0 0 3 Time sense +1 spell-casting level to time (such as Haste or Slow).
3rd +1 1 1 3 Manipulation power (minor) — Special: Must be approved by the council of
4th +2 1 1 4 Slow metabolism +1 spell-casting level Elder Time Masters before training can
5th +2 1 1 4 Manipulation power (major) — begin. The initial training takes about six
6th +3 2 2 5 Accelerate metabolism +1 spell-casting months. Thereafter a
level Time Master can train himself through
7th +3 2 2 5 Manipulation power (major) — study.
8th +4 2 2 6 Timeless body +1 spell-casting level Class Skills
9th +4 3 3 6 Manipulation power (greater) — The Time Master’s class skills (and the key
10th +5 3 3 7 Transcendent self +1 spell-casting level ability for each skill) are: Concentration
Time Masters are a secretive brotherhood of (Con), Craft (Int), Intuit time (Wis),
Spell casters who develop the ability to manipulate Knowledge [arcana,
time to an outstanding degree. They learn to attune history, mathematics, time] (Int), Profession
themselves to its flow, being able to alter it with (Wis), Scry (Int), Speak Language (-), and
their own will. However, due to this emphasis Time Spellcraft(Int).
Masters tend to neglect formal magical (or psionic) Skill Points at Each Level: 2 + INT
studies. modifier.
Time Masters belong to a secret organization of Class Features
their own, whose goals always remain obscure. All of the following are class features of the
Some even say that it split into two different Time Master prestige class:
factions with opposed objectives, making them dire Hit-Die: d4 (four).
enemies of each other’s. Of course, rumor also has Weapon and Armor Proficiency: Time
it that one faction pursues nefarious ambitions of Masters do not get any additional weapon or
conquering the world and altering the past to their armor proficiencies.
own benefit, while the second faction tries to stop Spells: Time Masters continue their spell
them. In fact, the only thing that is known for sure progressionas in their former class (similar
is that the founder of the brotherhood became the to the Loremaster in this regard), gaining a
first Time Master as a way to achieve immortality. new Spell casting
Whether this ancient founder is still leading the level every two new levels (but no other
brotherhood, however, remains a mystery. benefit such as class abilities or else).
Time Masters induct very few new members Characters with more than one previous Spell
into their organization, and those are usually casting class must select the one that
carefully screened and tested before being accepted. enabled to become a Time Master (see
Such new members are thereafter sworn to secrecy. requirements).
Sorcerers and chronographers are traditionally Time Masters can only learn new spells from
the most likely characters to become Time Masters. the chronomancy school of magic.
Nonetheless, other classes also infrequently join the Time Sense (Ex): Time Masters are so in
brotherhood, so bards, wizards, and priests are not tune with time that they can keep track of it
unheard of. However priests of time deities usually 163
exactly. dies of old age when his time is up.
This innate sense gives them a +2 to Intuit Transcendent Self (Su): At 10th level, a Time
Time checks for each level of the Time Master has tuned her body with time energy to the
Master class. (If they did not have this skill, point that she becomes a magical creature. She is
they can now use it untrained.) forevermore treated as an outsider (extra planar
creature) rather than as a humanoid. For instance,
Slow Metabolism (Ex): At 4th level, a Time Charm person does not affect her. Additionally, the
Master can slow his own metabolism at will. Time Master definitively ceases to age, and thus
Time

This has the following effects: becomes immortal unless dying of damage, poison,
• Poison takes 4× the normal time to take etc. However, as an outsider, a 10th level Time
effect. Master is subject to spells that repel enchanted
• Bleeding wounds and similar creatures such as Protection from Evil.
circumstances in which hit-points are lost Manipulation Power (Su): At 1st, 3rd, 5th, 7th,
each round, or minutes, etc., take 4× the and 9th levels, Time Masters can learn a power of
normal time to take effect (1 hp lost every 4 time manipulation of their choice. At 1st and 3rd
rounds instead of every round for instance). levels this can only be a minor power; at 5th and 7th
This ability automatically activates levels it can be either a minor or major power; and
subconsciously if the character is below 0 hit at 9th level either a minor, major, or greater, power.
points. Each power is usable once per day; in selecting the
• The character can hold his breath 4 times same power more than once, a Time Master could
longer as normally. use the same ability more times during a single day.
• This ability cancels any spell (like Haste) Time Manipulation powers are supernatural
that would accelerate the character. abilities that are mentally activated, and require no
While Slow Metabolism is in effect, the Time components, motion, or XP cost. The ones below
Master acts as if under the effect of a Slow are just a few suggestions. As a general guideline,
spell. Minor powers should be based on 1st-3rd level
Accelerate Metabolism (Ex): At 6th level, a spells, Major powers on 4th-6th level spells, and
Time Master can accelerate his own Greater powers on 7th-9th level spells.
metabolism at will. This has the following Some examples are:
effects: • Bypass Entropy (minor)
• The character gains a +2 circumstances The Time Master can interact with a present
bonus on his initiative. item as if it was in a different state of degradation
• The character gains a +1 circumstance due to the passage of time. This can be viewed as
dodge bonus to his AC. roughly equivalent to either Age Item or Restore
• The character speed is increased by 10 Prime Condition spells, but with five time the usual
feet. limits on target weight, target volume, or damage
• This ability cancels any spell (like Slow) caused.
that would slow the character. The Time Master must touch the item being
Accelerating one’s metabolism is tiring affected, and as soon as he does not touch it
though. anymore, the item reverts to its present state. For
The Time Master can maintain it only for a example, lets suppose that the Time Master is in
number of rounds equal to 1d6 + his front of a door that he cannot open nor break. He
Constitution modifier. could touch it and call a time when the door will be
Thereafter he must wait at least 20 minutes totally rotten, and then easily break through. Then,
before doing it again. once the Time Master leaves, the bits on the floor
Timeless Body (Su): After achieving 8th revert to their present hardness, yet the door
level, a Time Master no longer suffers ability remains destroyed. This power will work well on a
penalties for aging and cannot be magically wooden door, but also on an iron door that could
aged. (any penalties he may have already rust. It could be impossible however, against a
suffered remain in place.) magical stone door.
Bonuses still accrue, and the Time Master The reverse also works fine: the Time Master
164
could touch a rotten ladder and call a time when it a Concentration check at DC=15 (or more as
was solid enough to keep it from breaking while he relevant to the circumstances).
climbs it. Maintaining another state of entropy is a • Temporal Swap (major)
matter of concentration, and the Time Master can The Time Master can take into account the
only perform simple actions when doing it. The different states in which a certain area or
Time Master can maintain this power up to a maximum item may be over periods of time, and choose
duration of 1 minute × his concentration the state that suits his needs the best. For

Time
check (he cannot take 10 or 20 in this case). example, lets suppose that the Time Master
Disturbing the Time Master prematurely ends his is in front of a door that he cannot open. He
perception unless he succeeds a Concentration roll can reasonably think that the door is
at DC=15 (or more as relevant to the circumstances). sometimes open, and thus choosing a time
Also, getting into a fight with an item when the door was open, will swap this
(such as a rusted sword for instance) thus altered moment with the present time to let
requires to make a Concentration check at DC=15 him go through. However, if per chance the
for the whole combat duration. door is never opened, he won’t find any
• Foresight (minor) moment of opening to bring to the present. In
The Time Master is granted an intuitive premonition fact, the less time this door is open, the more
of danger in relation to himself. This difficult it will be for the Time Master to
power has a total duration of one hour per Time bring forth such a moment.
Master level, during which the character receives This is resolved with a Search roll with a DC
instantaneous warnings of impending danger or appropriate to the number of times the state
harm. As such, the Time Master cannot be surprised sought has a chance to occur (based on past
or caught flat-footed; he gets a general idea of what events, not an hypothetical future). Divide
simple actions he might take to best protect him or the percentage chance by 5 to get the DC. For
herself (duck, jump right, close the eyes, etc.); and instance, if the above door is open 10% of the
gains a +2 insight bonus to attacks, AC and to time, it means it is closed 90%
Reflex saves. This insight bonus is however lost of the time, thus giving a DC= 18. Otherwise
whenever the Time Master would lose a Dexterity the number of rounds during which the Time
bonus to AC. Master must concentrate for this time swap
• Perceptions of the Past (minor) happens, is equal to the DC.
The Time Master can see and hear what happened Disturbing the Time Master prematurely foils
in the past of where he currently is, as if he his attempt unless he succeeds a
had been there at the time. Note that magically Concentration check at DC=15 (or more as
enhanced senses do not work as such to see and relevant to the circumstances). The swapped
hear in the past; the perception occurs only on a time remains for a number of rounds equal to
normal basis. 1d12 + the character’s Int modifier. The
What is perceived is perceived at the same pace Time Master can affect an area of up to 30 ×
as it occurred; that is, something that had a 10 30 × 30 feet. • Time Zone (major)
minutes duration, takes 10 minutes of present time The Time Master can determine a zone of 30
to observe carefully. Reaching farther in the past is feet diameter around him, in which time will
difficult, and requires a successful Scry check at flow at a different pace. This pace can be
DC=5 + 1/day removed from the present day. increased up to 10 times faster or decreased
Scanning a day to find a specific event to observe to 10 times slower. So, 1 minute within the
takes 5 minutes. Perceiving the past is a matter of zone would equal 1 round outside, or 1 round
concentration, and the Time Master is unaware of within the zone would equal 1 minute
his present surroundings when doing it. outside. Any creature or item that enters or
The Time Master can maintain his perception of leaves the zone is affected by the relevant
the past up to a maximum duration of 5 minutes × time.
his concentration check (you cannot take 10 or 20 However, if the Time Master leaves the zone,
in this case). Disturbing the Time Master it cancels it. This zone can be maintained for
prematurely ends his perception unless he succeeds a maximum duration of 1 hour of normal time
165
(e.g.:outside).
Vision and hearing are affected in that those
Temporal-Guardian
inside the zone will appear accelerated or Prestige class by Dominique Crouzet
slowed according to the different time pace, to Lvl
those outside the zone. The edge of the zone Base Atk
appears to be a swirling, Bonus
amorphous mass of air. Magical or Fort
Save
Time

supernatural effects cannot be cast into or out


of the zone (though magical works normally Ref
within), and attacks across the edge of the zone Save
are impossible. Will
• Time line Walk (greater) Save Special Spell casting
The Time Master can walk along the Time line 1st 0 2 0 2 Bonus save ; Detect time disturbance ; Prestige
of an object and emerge at some point in the domain +1 spell-casting level
future where the object is. This walk is tied to 2nd +1 3 0 3 Aura of Courage +1 spell-casting level
the object that he must touch when he departs, 3rd +2 3 1 3 —- +1 spell-casting level
and that he will touch likewise when he will 4th +3 4 1 4 Cancel time disturbance (1/day) +1 spell-
emerge. If the object is moved in the meantime, casting level
the Time Master will emerge where the object 5th +3 4 1 4 — +1 spell-casting level
will be, provided there is sufficient empty 6th +4 5 2 5 — +1 spell-casting level
space to emerge in. 7th +5 5 2 5 Cancel time disturbance (2/day) +1 spell-
During his walk the Time Master is totally casting level
outside of reality, and perceives it in a much 8th +6 6 2 6 — +1 spell-casting level
succinct manner unless he stops and adjusts 9th +6 6 3 6 — +1 spell-casting level
his “time pace” to that of what is observed in 10th +7 7 3 7 Cancel time disturbance (3/day) +1 spell-
the direct vicinity of the object. The Time casting levelTemporal Guardians are priests of time
Master can walk forward in time up to a deitieswho pledge themselves to the protection of history
maximum distance of 100 hours, and can and the integrity of the time and space continuum.
remain in this outside reality only Where the regular clergy of the gods of time are often
for 100 minutes of subjective time. historians and recorders of the passage of time
Note that observing 1 hour of events in 1 (traditionally with astronomy), Temporal Guardians
minute gives imprecise information at best. It on the other hand, are more of the crusader type.
is possible to move forward, then backward, These clerics watch over history and the natural order of
however in the end the Time Master can only time, and oppose all of those who would disrupt them
emerge in the future, even if only one minute through time travel and the creation of
after having departed. time paradoxes. As such, Temporal Guardians
When the Time Master emerges, it is like if he generally dislike and hold in suspicion all mages
teleported there. that try to manipulate time with their magic, especially
• Inside the Momentum (greater) chronomancers and the like.
The Time Master (and his equipment) ceases The first duty of the Temporal Guardians is to
to move within the fourth dimension like locate time paradoxes created by unconscious or
everyone else, but stops within a time uncaring time travelers, then try to correct the
singularity for a maximum subjective duration situation and bring it back to normal. The Temporal
of one round/level. This effect is similar to a Guardians’ greatest fear is that if space and time are
Time Stop spell Alternatively, the Time tinkered with too much, reality will be disrupted
Master can use a weaker form of this ability and true chaos would ensue. Thus they perform
that lasts for ten minutes per level. In this their guardianship duty: carefully scrutinizing
case, he can only activate spells and effects history and checking suspect areas with their
that target him personally. abilities to detect disturbances in the continuum of
time.
Otherwise Temporal Guardians, whenever they
166
can, keep an eye on time travelers, in some cases Hit-Die: d8 (eight).
acting like a fanatical Inquisition against Weapon and Armor Proficiency: Temporal
blasphemers. However, practicality has it that Guardians are proficient with all simple
Temporal Guardians cannot keep watch over all weapons, and all armors and shields.
those able to affect time, and are often only able to Spells: Temporal Guardians continue their
detect the major chronomantic activities. Moreover, spell progression as in their former class
they are also restrained in their actions against (similar to the Loremaster in this regard),
chronomancy. For example, it is not possible for gaining a new Spell casting level every new

Time
them to destroy the first historical chronomancer levels (but no other benefit such as class
before he invented chronomancy, as this would abilities or else). Characters with more
cause a major time paradox in itself, something than one previous Spell casting class must
they want to prevent. After all, time traveling also select the divine class that enables to get
belongs to history. domain spells.
Temporal Guardians are a secretive group and Prestige Domain: Temporal Guardians get
try to remain anonymous at all times. They do not access to a time-related domain of their
want to publicize the fact that chronomancy exists, choice (probably one of the ones described
which would only attract more practitioners to this in the Deities & Time chapter of this
kind of magic. As such, whenever asked Temporal netbook). They also get the
Guardians will deny who they are, while the clergy granted power associated with the domain,
of time deities will typically acknowledge that time and can choose the spells in that domain as
travel is impossible, and will do what they can to their dailydomain spells. Note however,
convince everyone that those who pretend otherwise that with such spells often come a great
are just charlatans or fools. Besides, remaining responsibility, and that Temporal Guardians
unknown gives Temporal Guardians the advantage are expected to make use of certain of its
of surprise in their war against those who alter time. spells with discernment and only in
Requirements the course of their rightful duty.
To qualify to become a Temporal Guardian, a Bonus Saving Throw: Temporal Guardians
character must fulfill all the following criteria: can add their Charisma bonus to all saving
Alignment: LN. Since fixing a disturbance in throws, and get an additional +4 insight
time may sometimes require killing innocents or bonus to saving throws against Chronomancy
helping the ‘wrong’ side in a battle, Good spells and effects
characters are not accepted into this order. Aura of Courage: Like Paladins, Temporal
Base Attack Bonus: +4 Guardians are immune to fear starting at 2nd
Knowledge [History and Time]: 8 ranks level, and all allies within ten feet get +4
Spell casting: Access to one of the time-related on saves against fear effects. This is a
domains described in this netbook. supernatural ability.
Special: Must have proved their willingness to Detect Time Disturbance: Temporal
defend time, or serve the god of time. This includes a Guardians can detect disturbances in the
mettle to restore history to its true state that would flow of time at will. They must concentrate
overcome any consideration of good or evil. for a full round, facingthe direction where
Class Skills the disturbance is. Range varies
The Temporal Guardian’s class skills (and the according to the strength of the
key ability for each skill) are: Astrology (Int), disturbance.
Concentration (Con), Craft (Int), Diplomacy (Cha), • Detect chronomancy spell: works like a
Heal (Wis), Intuit time (Wis), Knowledge [arcana, Detect magic spell that detects only
history, time] (Int), Scry (Int), and Spellcraft (Int). chronomancy.
Skill Points at Each Level: 2 + INT modifier. • Detect time traveler: the Time Master can
detect if a character/creature belongs
Class Features normally to the present time or not.
All of the following are class features of the • Detect time paradox: the Time Master can
Temporal Guardian prestige class: detect if an area, creature, item, etc. is
167
currently subject to a time paradox. Range Astrology may only determine what will be the influences
depends on size and strength of the on something at a future date. So, while this may affect
disturbance (GM discretion). greatly the outcome of events, this doesn’t determine
Cancel Time Disturbance: Temporal what they will be.
Guardians can repair the continuum of time. Check: Provided you know the birth date of a character,
This ability may be used once per day at 4th you can determine his/her general traits (materialist or
level, twice per day at 7th level, and thrice spiritual, physical or intellectual, etc.). Then, you may
per day at 10th level. It works in relation to calculate what will be the unseen influences that will be
Time

the above ability: at work on him at a future date; that is, if things will be
• Chronomancy spell: works like a Dispel easier or more difficult in some domain. The same kind of
magic spell that dispels only chronomancy calculation can apply to a building (temple, castle, etc.),
spells. The Guardian counts as five levels an organization (government, religion, etc.), endeavor
higher for the purpose of the caster level (travel, etc.), and else. Finally, astrology can be
check. used to determine if there will be some major influence
• Time traveler: works like a Dismissal spell, affecting the world: nature (seasons, flood, etc.), nations,
forcing a time traveler to return to his and else.
normal epoch. DC / Result
• Repair time paradox: the Time Master can 15 Determination of the basic personality traits of a
force a chaotic flow of time (overlapping character (materialist or spiritual, physical or
alternate histories) to return to normal intellectual, evasive or straightforward, calm or
through a special ritual that takes at least 1 nervous, etc.). DC will be reduced to 10 if the
hour, but could go up to 1 week depending to astrologer also knows the location and hour of
the importance of the disturbance. It has a DC birth.
of at least 20, but could go up to 40 also 15 Determination of a major event concerning the
depending to the importance of the world at large. This event could be prevented as
disturbance. Check is 1d20 + Wis the future is yet not determined. For example,
mod + Temporal Guardian level. Other an old and useless stone structure could become
Temporal Guardians can help, adding their a gate to the lower planes when the stars and
leveltotheroll. planets are in the right alignment. However, the
_________________________________________ gate may be destroyed or prevented to function.
In any case the astrology check would reveal
“Time may be a great healer… but it’s a that “Hell and Earth will meet and woe will
lousy beautician.” befall to the world”.
20 Determination of a major influence that could
NEWSKILLS affect a whole society. This event could be
Astrology (Int; Trained only) prevented as the future is yet not determined.
© 2002, Dominique Crouzet For example, a certain alignment of planets
This skill is about determining the influences could have an “evil” influence on living creatures,
of the stars and planets upon a character inducing irritability and anger in almost
according to his/her birth date. Then, as the everyone. As such, disputes and riots could
stars and planets are supposed to have an erupt everywhere much more easily than normally,
influence on everything, astrology can apply thus giving an astrology check like:
to practically anything; provided it has a “Sons and fathers will confront each others,
precise beginning, like the foundation of a kings will be overthrown, and hate will thrive”.
knights’ order, the building of a temple, etc. 25 Determination of a major influence that could
Lastly, astrology can be used to determine affect an endeavor. This should NOT be determined
the general influences at work on the world, at random. On the contrary it should used
and their possible impact on events. However, as a tool of the GM to give the PCs some clues
contrary to a general belief astrology cannot about the adventure to come. For example, they
be used to predict the future. are to save the kidnaped princess, but unknowingly
she is in fact the evildoer who organized a
168
devious scheming. As such the astrology check DC / Effect
would tell (concerning her rescue) that “Against 10 Act at a predetermined time less than 6
all expectations, a perverse treachery will ruin hours away (i.e. – eat, shave, milk the cow,
their plan”. etc.) 10 Wake up at a predetermined time
Retry: Yes, but usually it is very difficult to tell (sleeping without the aid of magic,
if the astrological calculations were made correctly intoxication, or big heavy things hitting you
until the events occur. Even then, it’s not always over the head) 15 Ability to correctly
easy to tell if what occurs is conform to what had determine exact time (while awake)

Time
been determined through the use of astrology. 20 Able to notice which day it is after being
Special: Spell casters using astrology in conjunction unconscious for extended periods of time with
with divination spells, may cast them at a no ability to see or hear outdoors
higher effective casting level. The astrology calculations 25 Ability to determine correct time of day
are made just before the casting, then the after being unconscious for extended periods
casting time is multiplied by 5, and the spell is cast of time with no ability to see or hear outdoors
at +1d4 levels, provided the character succeeded an Retry: The character can use Intuit Time
astrology check at DC=10 + 2 x spell level. more than once per day. The roll represents
GM’s note: It should be noted that in medieval how sensitive to time the character is at that
times, not all peoples know their birth date with point in the day.
certainty. The upper educated classes and those Special: Untrained characters can’t use an
living in cities will be more accustomed to declare innate sense of time, but they could
the birth of their children to the official registration. determine time in using special devices or
But deep in the countryside, many peoples won’t observing nature (sun in the sky and shadows
know when they were born exactly. At best they on the ground, etc.).
would know the year and season, which is insufficient Knowledge: Time (Int; Trained only)
to make an astrology check. On the other The knowledge of time and its effects are
hand, astrology could be used to great ends by a paramount in importance for anyone dealing
GM wishing to add dramatic effects to his campaign, with the aspects of time. This academic
with stories of special alignments of stars knowledge lets a character know of most of
and planets that are portent of major events the major theories concerning time and its
concerning the world. In any case however, Astrology flow. It can help determine
is not a divination spell. As such, the GM is in what effects could have any manipulation of
his right to give some clues or not. After all, time on the continuum; and it can help
whatever is checked astrology will only tell of the determine if unusual and incomprehensible
influences provided by the stars and planets, not events could result from a time paradox or
foresee the future, and most of the time such influences not.
will be perfectly neutral. Check: See Knowledge skill in SRD.
Intuit Time (Wis; Trained only)
This skill can be used as a way to intuitively His time is forever, every when his place.
know what time of the day it is, or how long one
has been waiting (very important if one cannot see
TIMEMAGIC
the sky or has been knocked unconscious). Descriptors
Check: By concentrating for 1 minute, the
Most time-manipulation spells will also be
character can determine the precise time it is at any
part of traditional schools, such as
moment of day or night. If the check fails, the
Transmutation or Abjuration. As such, many
character cannot determine it. On a natural roll of 1,
of them can be learned by ordinary wizards
the character errs and mistakenly makes a wrong
(or priests in some cases), though often at a
evaluation of the present time. The GM makes the
higher level.
character’s check secretly so that the character
Chronomancy can also be considered a school
doesn’t know whether the character rolled a successful
of magic in its own right. A wizard
result or a 1.
specializing in Chronomancy is a possibility:
at low levels, such a specialist will probably
169
be a bit weak, but this weakness will quickly divination effects fall into this category. Spells which
reverse itself as the more powerful time allow specific, detailed knowledge of the future often
manipulations are learned. One wise time have an associated XP cost, due to the stress caused
mage once spoke on the subject of opposing by the danger of temporal paradoxes.
schools of magic with that of chronomancy. Temporal Communication: The sending of a
Hear his words: message forwards or backwards in time. This can be very
“Temporal schooling holds many things dear, dangerous, and is more prone to creating paradoxes than
Time

and finds that many other schools compliment simple temporal knowledge. Spells that communicate
their practice than hinder or oppose it. Of directly with the past will always have an XP cost.
those that do, there are reasons behind it all. Temporal Acceleration/ Deceleration:
Conjuration: A school that brings nothingness Increasing or decreasing the speed of a person’s or
into being certainly holds no regard for time object’s travel forward through time, as in a Haste, Slow,
or even space, as it is not even teleportation or Time Stop spell.
from another space. These methods are Temporal Push: Unidirectional travel forward
backwards to ours, and thus should not even in time. This is a separate category from those which can
be attempted by other chronomancy students. cause backwards time travel, since it is unable to create
Abjuration: While the end results are often paradoxes, and thus much safer to use. Effects in this
desired, their ways are also quite alien. A class can be a simple skip forward a few seconds or a
halt, seal, or even ward is principally against journey of thousands of years.
the idea that time flows constantly. If one When a creature or item is pushed to a time
were to begin believing that anything could where its space is occupied, it is displaced to the nearest
merely be stopped, then your connection to available location.
the ever-flowing river of time may dwindle. Temporal Wandering: Continuous travel
Hence, it should be avoided.” backwards and forwards in time, from a given
starting point. Note that this form of magic means that
Chronomancy Subtypes there is no jump across long periods of time (see
Most time-related magical effects can be Temporal Teleportation below), but can
classified in a number of categories. Highly temporarily ‘turn the clock backwards’ and travel in
specialized chronomancers often have a your local time neighborhood.
favorite sub-domain in which they When traveling backwards in time through a
concentrate, although most are able to use Wandering effect, a character is visible (to forward moving
magic in all the categories below. observes) as a ghostly phantasm, a dim
Pseudo-Time Effects: These are effects that backwards-moving outline unable to be affected or
have some relationship or similarity to time manipulated in any way (except by some Temporal
manipulation, but do not actually warp time. Anchoring effects; see below). Similarly, the rest
For example, a ghost’s aging is really a body of the world appears phantasmal to the moving
deterioration effect, and expeditious retreat character. But solid objects that continue to exist
merely gives a creature strength to move its for the duration of the effect, such as a wall or the
legs faster rather than altering time’s flow. ground, do block the character’s movement.
Pseudo-Temporal spells do, however, have Due to the danger of creating temporal
some relationship to the forces of Time, and paradoxes, spells of this type usually have an XP
are therefore considered Chronomancy cost.
effects. Temporal Teleportation: This term refers to
Temporal Knowledge: Effects that allow bi-directional, ‘random access’ travel in time. This
exact measure of the current time or of the obviously creates a severe danger of paradoxes!
passage of time. These are relatively weak Spells in this category will have major XP costs if
magic, since non-magical effects can offer a used to travel backwards in time.
good approximation in many cases. If a character temporally teleports to a location
Temporal Vision: Divination-type effects that that is occupied in the target time, he will
allow visions or knowledge of another time automatically be displaced to the nearest available
(past or future). A large number of existing
170
Burst of Haste: Target gains extra action
location.
and +4 dodge bonus to AC, for one round.
Temporal Replacement: Replacing a person or
Expeditions Retreat: Double speed of
an object with an alternate version, from an earlier
movement.
or later time. There are open philosophical
Nomad: Increase time between meals.
questions as to whether you are committing suicide
Sudden Slowness: Target gets only a
when you invoke an effect like this— since your
partial action and –2 attack, -2 AC penalty,
personality and experiences constantly change, is
for one round.

Time
the ‘past you’ really you? In any case, these are
Temporal Sheen: Seeing an instant ahead
always stressful effects that carry an XP cost.
gives +2 to hit, +1 AC to target.
Temporal Replication: Some powerful spells
Temporal Shove: Target creature misses
can look into the past and repeat past events, for
one partial action, of self or opponent.
good or ill. The Backlash spell is a good example
of this: it repeats events of the past round, in order Truestrike’s: Gain +20 on next attack.
to relive fortunate results for the caster.
Level 2
Time line Communication: Spells in this
Accelerate Magic: Cause a spell to run out
category allow communication with alternate
its duration at double the normal rate.
time lines, where (due to slightly different ways
Augury: Learn whether an anticipated
events unfold) information may be available which
action will be good or bad.
is useful even in the current one.
Defense From Aging: Protect target from
Time line Jump: This is actual travel between
natural or magical aging.
alternate time lines, where (depending on when the
Delay Damage: Damage to target is
original divergence occurred) recent events may
deferred for 1 round/level.
have unrolled somewhat differently.
Delay Poison: Delay the effects of a poison
Temporal Anchoring: Connecting two objects
for 1 hour/level.
or creatures, so they can share time effects or
Delay Spell Effect: Cause effect of later
protect each other from such effects.
spell to be delayed up to 10 minutes/level.
Gentle Repose: Preserve a corpse.
CHRONOMANCYSPELLLISTBY Last Sight: See last visions of dead
creature.
LEVEL Lateness: Target thinks it’s late, distracted
and suffers –3 to attacks, saves, abilities,
In the list below, most spells are described in this
skillsfor1min/lvl
netbook. Spells whose names are in
Repeated Actions: Force creature to repeat
italics are described in the Player’s Handbook. The
last round’s actions continuously.
levels here are the Chronomancy levels,
Restore Prime Condition: Cancel effects of
applicable to the classes in this netbook; most spells
aging, erosion, and decay on an object.
are available to standard classes at
Second Chance: Allow a die to be re-rolled.
slightly higher levels.
Suspend Object: Put one object into
Level 0
suspended animation.
Alarm Clock: Create sound of ringing bell at selected
Temporal Anchor To Item: Gain SR
future time.
5+level vs chronomancy through anchoring
Guidance: Gain +1 to some role in next minute.
to an item.
Measure Time: Learn current time, or measure an
Time Distortion Cube: One cube/2lvls of
interval of time.
distorted time can be used to attack, ranged
Mis-measure Time: Target acquires incorrect belief
touch for d12 dmg.
about the current time.
Time Leap: Move forward in time up to 1
Level 1
day, may bring others for shorter leap.
Accelerate Metabolism: Fire ray that temporarily
Vision of Youth: See item or creature as it
reduces target’s strength and dex.
was in former times.
Age Item: Damage item through rapid aging, weapon or
Withdraw: Step aside from time, can only
armor becomes –1 per 2 levels.
interact with self for 1 minute/level within
171
a single round. lifespan.
Level 3 Vision: More powerful and stressful version of Legend
Ascertain Spell caster: Find out who Lore.
created/cast an item or effect. Level 8
Chrindol’s Curse: Combination of Mis- Alternate Time line Summoning: Summon an alternate
measure Time and Lateness, lasts 1day/level. self for aid, at some risk.
Diminish Plants (Stunt): Retard growth of Quicken Aging: Kill target by rapidly aging it 100 years/
plants or replicating earlier charging event. round.
Time

Delay Magic: Delay all spells cast by target Temporal Projection: Project astral self into visions of
for 1 round/level. distant times.
Permanency: Make magical effects Temporally Teleport Object: Send object anywhere in
permanent. time.
Recall from the Past: Temporarily bring Time Walk: Travel locally back and forth in time.
back earlier version of dead creature. Level 9
Retry: Send message to very recent self, Chrindol’s Major Change: Change past events, up to ten
changing action in past three rounds. years ago, by sending msg to previous self.
Temporal Do-Over: Redo all events of Foresight: “Sixth Sense” warns of impending danger.
previous round Save State: Remember current version of creature to
Temporal Scrying: As Scry spell, but can possibly replace later.
view past or future (at XP cost.). Temporal Stasis: Target is frozen in suspended
Time and Space Folding: Create gate to a animation.
distant place. Temporal Teleport: Travel anywhere in time instantly.
Level 6 Time Stop: Stop time for everyone but caster.
Alternate Time line Banishment: Send away True Disintegrate: Target is both disintegrated and
an enemy to an alternate Time line. erased from history.
Backlash: Repeat events of the previous Weirdtomb: Suspend time in area or building.
round that damaged a particular target.
Contingency: Cause effect to take place at a
latertime. NEWSPELLS
Relativity: One-way travel into far future, up Accelerate Magic
to 100 years / level. Abjuration / Chronomancy: Accel/Decel
Mass Haste: As haste, but can affect one Level: Chr 2, Sor/Wiz 2
target/level. Components: V, S
Temporal Banishment: Get rid of enemy by Casting Time: One action
sending into far future. Range: Short
Temporal Capture: Capture time traveler and Target: One magical effect
blackmail into helping you. Duration: Special (halves target’s duration)
Temporal Reversal: Reverse direction of Saving Throw: Special
travel in time. Spell Resistance: No
Zone of Retarded Magic: All magic in a 30’ This spell causes the targeted magical effect to
radius of target is delayed 1 minute/level. run through its duration at twice the normal rate.
Level 7 Usually this has the effect of cutting the duration in
Chrindol’s Minor Change: Change past half, though in some cases (heat metal, for
events, up to 1 month ago, by sending msg to example) it can cause damage to be done more
previousself. quickly. Note that only the magical field is
Reset: Replace character with recent former affected, not any summoned or created creatures—
version, healing damage and negating effects. so this spell cannot be used to _haste_ summoned
Save Item State: Remember current version monsters, for example. The only effect on a
of item to possibly replace with later. summoning spell is to halve the duration.
Soloman’s Warriors: Recipients are Hasted To affect any spell or effect cast by another
and gain STR/DEX/CON, but age 5% of their creature, a caster level check must be rolled, just as
172
in Dispel Magic. Also, only effects that can be (max 5).
dispelled with Dispel Magic are affected by this Alarm Clock
spell. Illusion / Chronomancy: Knowledge
Age Animal Level: Chr 0, Sor/Wiz 0
Transmutation / Chronomancy: Pseudo-temporal Components: V, S
Level: Chr 4, Sor/Wiz 5one round left to life, before it Casting Time: One action
dies of old age. If Range: Short
the animal succeeds in a fortitude saving throw, it is Target: One object

Time
affected as by the spell slow for two rounds. Duration: Up to 1 day / level
Note that certain animals, such as tortoises, Saving Throw: None
actually have life spans comparable with or longer Spell Resistance: No
than humanoids; such animals are merely slowed This spell creates the sound of a ringing bell at
for two rounds if they fail their save, and unaffected a future time designated by the caster. The
if they succeed. sound can be heard clearly within 30' and
Accelerate Metabolism faintly within 60' of
Necromancy / Chronomancy: Pseudo-temporal the spell’s target. If the caster is within Short
Level: Chr 1, Sor/Wiz 2 range when the alarm goes off, he can (as a
Components: V, S, M free action) silence the bell and delay it
Casting Time: One action another twenty minutes.
Range: Short Alternate Charges
Target: One creature Enchantment / Chronomancy : Replication
Duration: 1 minute/level Level: Chr 5, Sor/Wiz 6
Saving Throw: Fortitude negates Components: V, S, M
Spell Resistance: Yes Casting Time: One hour
This spell quickly weakens a target by quickly Range: Touch
accelerating its bodily functions, causing extra Target: Object Touched
stress and depriving the body of nutrition. If a touch Duration: Permanent
attack succeeds and the saving throw is failed, the Saving Throw: None (object)
victim becomes weak by suffering a -1 in Spell Resistance: No (object)
temporary ability damage to Str and Dex per 2 XP Cost : 2x normal cost of recharging item
caster levels (min –1, max -5 each). This spell adds 10% of the maximum to the
Age Item current charges of a magical item by
Transmutation / Chronomancy: Accel/Decel duplication of some of the arcane or divine
Level: Chr 1, Sor/Wiz 1 powers that were used
Components: V, S, M to create it in the past. A magical item cannot
Casting Time: One action have more than the 75% of its maximum
Range: Short number of charges for the type of object.
Target: One non-magical item, max 10 lbs/lvl Artifacts cannot be affected by this spell.
Duration: Instantaneous Alternate Time line Banishment
Saving Throw: Reflex negates (if held by creature) Transmutation / Chronomancy: Time line Jump
Spell Resistance: Yes (if held by creature) Level: Chr 6, Sor/Wiz 7
This spell attempts to damage an item by rapidly Components: V, S, M
aging it hundreds of years. The effect varies based Casting Time: 1 action
on type of item. Some examples: Range: Medium
• Food: rots instantly Target: One creature + equipment
• Wooden door: takes 1hp/2 caster levels (max Duration: Instantaneous
5) of structural damage Saving Throw: Will negates
• Weapon: gains nicks, receives penalty of –1 to Spell Resistance: Yes
hit & damage / 2 caster levels (max 5) This spell banishes a creature to a random
• Armor: weakens, receives penalty of –1 AC alternate time line. Like Temporal
and additional –1 armor check / 2 caster levels Banishment, it can be considered a more
173
humane form of Disintegrate, since it Spell Resistance: No
effectively removes the target creature from With this spell, the caster attempts to summon an
the game. alternate time line version of himself, to aid in current
Alternate Time line Divination battles or tasks. This is an extremely dangerous spell to
Divination / Chronomancy: Time line Comm use, since it is possible that the alternate self may have
Level: Chr 4, Sor/Wiz 5 different opinions about what needs to be done, or even
Components: V, S, M be of a differing alignment.
Time

Casting Time: 10 minutes The caster must roll a Knowledge (Time) check, DC 25, to
Range: Personal choose a correct alternate self— otherwise, the alternate
Target: Self self summoned may choose to join his opponents (10%) or
Duration: Instantaneous be so annoyed by the summoning that he will not take
Saving Throw: None any actions other than self-defense (90%).
Spell Resistance: No In addition, a Spellcraft check, also DC 25, is
With this spell, the caster attempts to talk to required in order to get a target of approximately equal
an alternate time line version of himself, who power to the caster. If it succeeds, the summoned version
knows some piece of information that the will have the same stats as the caster. If it fails, the
caster wants. alternate version will be significantly different. (In
This must be something that, in some possible effect, use a random NPC, 2d6 levels weaker than the
reality, the caster would know. For example, caster.)
if he wants to know the password to the If both skill checks succeeded, the alternate
Thieves’ Guild, he might find an alternate time line version of the caster will usually have access to
reality where he is a thief. this spell as well. Thus a user of this spell
However, this spell can be dangerous to use, will often find himself on the receiving end of it in
since it is possible that the answers may be the near future.
different in the alternate time line. Ascertain Spell caster
The base chance of a useful answer is 70% + Divination / Chronomancy: Vision
1% per caster level; the DM may adjust this Level: Chr 3, Sor/Wiz 4
depending on how far-fetched the idea that Components: V, S
the caster knows the answer in some reality. Casting Time: One full round
The caster will never know for sure whether Range: One foot
the answer is correct, without independently Target: One item, creature, or magical effect
trying to verify the information. Duration: Instantaneous
The caster can cast this spell again to contact Saving Throw: None
a different alternate self with the same Spell Resistance: No
question. This spell allows one to determine who cast a
However, using this spell has the side effect particular spell or supernatural effect that is being
of bringing attention to the existence of the observed, who created a magical item or an undead
caster’s own time line— abusers of this spell creature, etc. The caster must be able to closely
often find themselves later called with an study that magic (spell, item, undead, ward),
Alternate Time line although he does not need touch it. This spell
Summoning spell! requires a Scrying skill check with a DC=20. The
Alternate Time line Summoning following modifiers can apply to the DC (which are
Divination / Chronomancy: Time line Jump cumulative):
Level: Chr 8, Sor/Wiz 9 • Famous spell caster that everyone is likely to
Components: V, S, M know.: –4
Casting Time: 1 action • Familiarity with the caster –2
Range: Short • Each time this spell had been previously
Target: Self successfully cast on an item/spell of that caster:
Duration: 2 rounds / level –1/instance.
Saving Throw: None • Different class (witch vs. priest, priest vs.
174
wizard): +4 sense of time—treat it as if they are
• Steps were taken to disguise the magical aura: constantly under the effects of the spells
+1 to +4 Mis-measure Time (with no additional
Material Components: The material component saving throws) and Lateness.
is a pinch of golden dust worth at least 1 gp. The creature is aware of the curse, but any
Backlash attempt
Transmutation / Chronomancy: Replication they make to somehow be aware of time
Level: Chr 6, Sor/Wiz 8 (purchasing a clock, watching the sun, etc.)

Time
Components: V, S, M will fail— the moment they are told the
Casting Time: One action correct time, they instantly forget it.
Range: Medium (100 ft. + 10 ft/lvl) Chrindol’s Major Change
Target: 1 Creature Enchantment / Chronomancy: Communication
Duration: Instantaneous Level: Chr 9
Saving Throw: Will negates Components: V, S
Spell Resistance: Yes Casting Time: One day
This immensely powerful spell can cause the Range: Personal
death of even the most powerful of opponents. Any Target: Caster
damage done to the target (physical or otherwise) Duration: Instantaneous
since the same initiative count in the previous round Saving Throw: None
is dealt again to the target. Note that this damage is Spell Resistance: No
coming from a single source (the caster), though it XP Cost: 5000
is considered to be of the same type as the original Perhaps one of Chrindol’s greatest
damage. achievements was this spell. Building upon
Burst of Haste his minor change spell, he found a way
Transmutation / Chronomancy: Accel/Decel Level: Chr 1, through great personal expenditure to
Sor/Wiz 1 change events far into his past. The
Components: V, S, M caster may change an event in their past.
Casting Time: One round This event may be as far back as ten years.
Range: Short The event must be something the caster had
Target: One creature control of at the time, and
Duration: 1 round the change may not always work out the way
Saving Throw: Will negates (Harmless) the caster hopes. Examples include changing
Spell Resistance: Yes (Harmless) what town the character shopped in, which
This spell is the equivalent of the spell Haste, weapon to train in, deciding to create a
except that it only lasts a single round. It is often magical item instead of studying spells, etc
useful for spell casters who are in a combat-heavy In effect, the caster is communicating with
situation and wish to transfer one of their actions to his past self, instructing him to do something
a fighter, who can use it more effectively. differently. With this powerful magic, the
Chrindol’s Curse past self is guaranteed to act on the results
Enchantment / Chronomancy: Knowledge of the communication. As with spells like
Level: Chr 3, Sor/Wiz 4 wish and miracle, the actual effects of this
Components: V, S spell are up to the GM, and should be
Casting Time: One action far reaching, and not always what the caster
Range: Close intended.
Target: One creature Chrindol’s Minor Change
Duration: 1 day/level (D) Abjuration / Chronomancy: Communication
Saving Throw: Will negates Level: Chr 7, Sor/Wiz 8
Spell Resistance: Yes Components: V, S
This is one of Chrindol’s first time spells, and Casting Time: Two Hours
still most feared. The affected creature loses any

175
Transmutation / Chronomancy: Push
Range: Personal
Level: Chr 2, Sor/Wiz 2
Target: Self
Components: V, S, M
Duration: Instantaneous
Casting Time: One action
Saving Throw: None
Range: Touch
Spell Resistance: No
Target: Creature Touched
XP Cost: 2000
Duration: 1 round / level
Chrindol built upon the abilities of the Retry
Time

Saving Throw: Will negates


spell by creating this powerful spell. The
Spell Resistance: Yes
caster may alter a minor event from his past
This spell creates a temporal field around the
that may affect the present. The event
target, which intercepts any damage done to it and
changed cannot have occurred more than 1
delays it until the expiration of the spell. Both weapon
month before the spell is cast.
damage and energy effects are delayed, though any
Events such as changing what spells were
magical effects not causing damage (charm, hold, etc) are
memorized in the morning, having
treated normally. Healing effects are also delayed, so
remembered to buy something at a store, or
they will take effect at the same time as the damage
taking back an insult that led to a fight.
does. (But this aspect can be turned off: see below.)
In effect, the caster is communicating with a
A second casting of this spell will NOT further
past self, telling him to do something
delay the same damage— all damage done during the
differently.
duration of the first casting takes effect immediately
With this powerful magic, the past self is
when it expires, even if the spell is cast again.
guaranteed to act on the results of the
Note that this spell can also be used offensively, by
communication.
declaring (when casting) that healing will *not* be
As with spells such as wish or miracle, the
delayed. In this case, when all delayed damage takes
effects of this spell are far reaching, and the
effect at once, the target may find that it does not have
exact effects should be left up to the GM, and
time to heal itself before dying of massive damage.
are not always what the caster intended.
Delay Magic
Defense from Aging
Transmutation / Chronomancy: Push
Abjuration / Chronomancy: Pseudo-Temporal
Level: Chr 5, Sor/Wiz 6
Level: Chr 2, Clr 3
Components: V, S, M
Components: V, S, M
Casting Time: One action
Casting Time: One round
Range: Medium
Range: Touch
Target: One creature
Target: Creature Touched
Duration: 1 round / level
Duration: 1 day or until dispelled
Saving Throw: Will negates
Saving Throw: Will negates (Harmless)
Spell Resistance: Yes
Spell Resistance: Yes (Harmless)
The subject of this spell will have any of the
This spell protects a creature from magical
spells he casts (including from a magical item) take effect
and natural aging. If victim of an aging
only at the end of Delay Magic. So, if he casts several
attack, the recipient is protected and the spell
spells until Delay Magic ends, all these spells will occur
immediately ends.
simultaneously when the duration of Delay Magic is over.
If cast continually on a single target in an
This otherwise works as for the Delay Spell Effect spell.
attempt to permanently retard aging, it
Effects that target a particular creature still take
causes great strain on the body. Each day a
effect if the creature has moved, as long as it is still
Fortitude save must be made at DC 20, or the
within range—the target is selected at casting time.
age-retarding effects of all previous castings
However, area effects take place at the original
of this spell are undone.
targetpoint.
This spell can also be used to protect a body
Note that if the spell’s target is killed, that does
from decay, or to preserve meat and
not negate the delayed magic. Those who use this
vegetables from spoiling.
spell carelessly may find themselves wounded by
Delay Damage
176
eyes of the corpse to watch its last visions.
the delayed magical effects of “defeated” enemies! The caster watches the visions as a tape
Delay Spell Effect playing in reverse, starting at the instant
Transmutation / Chronomancy: Push point of death and going to previous times.
Level: Chr 2, Sor/Wiz 2 For every minute of time spent watching, the
Components: V, S, M caster can see a minute of sights through the
Casting Time: One action corpse’s eyes.
Range: Short The visions are skewed over time, so the
longer the corpse has been dead, the fuzzier

Time
Target: One Creature
Duration: Until discharged, up to 1 minute/level and harder to understand the visions will be.
Saving Throw: Will negates A Spellcraft or Scrying check is required, at
Spell Resistance: Yes DC 15 + the number of days the corpse has
The target’s next spell effect is delayed by an been dead. This spell can only be attempted
amount of time designated by the caster. As such, once by a given caster on a givenn corpse.
the next spell will work normally, except that it will Lateness
occur at a point in the future determined upon Enchantment / Chronomancy: Knowledge
casting Delay Spell Effect. The maximum delay of Level: Chr 2, Sor/Wiz 2
the second spell is of 1 minute per caster level. Components: V, S, M
Note that this spell can be used either to delay Casting Time: One action
an opponent’s magic, or for the caster to Range: Short
strategically delay his own next spell. Target: One creature/2lvls, with INT>5
For example, the caster casts Delay Spell Effect Duration: 1 minute/level
with the intent of having it affect a Disintegrate Saving Throw: Will negates
spell, and determines when the Disintegrate spell Spell Resistance: Yes
will take effect. Thus, next round he must cast This spell causes the target to become
Disintegrate, or the Delay Spell Effect is wasted. drastically confused about what the time is,
Then, the Disintegration effect occurs not upon and convinced that they are late for
casting the Disintegrate spell, but at the time something they need to do (an appointment
determined upon casting Delay Spell Effect. Note with a superior, going on shift as a guard, or
that Disintegrate has a predetermined range; so if something similar.)
an object that was there is removed in the Creatures from barbaric cultures who have no
meantime, this object won’t be affected by the concerns with set times are not immune to
Disintegration effect, but anything that will be there this spell: maybe they are late to arrive at a
instead, will be affected. communal buffalo kill, forgot to bow to their
On the other hand, a spell that has a “touch” chief and must rush back to make up for this
range or targets a particular creature or object, will transgression, etc.
affect the target wherever it may move in the Unlike Mis-measure Time, this enchantment
meantime. is strong enough that affected creatures will
Last Sight not be swayed by clocks, the sun, etc, and
Divination / Chronomancy: Vision will remain convinced until the duration
Level: Chr 2, Sor/Wiz 2 expires.
Components: V, S, M If the creature is in combat, it will not
Casting Time: One minute suddenly disengage, but will become
Range: Touch preoccupied with its lateness and suffer a -3
Target: One corpse distraction penalty to attack rolls, saving
Duration: 1 minute/level throws, ability checks, and skill checks.
Saving Throw: NoneSpell Resistance: No If the creature is not in combat or facing
Finding out information can be tricky when hostile enemies, it will immediately begin
your informant is dead. However, even the moving towards some distant location in the
knowledge of who killed the informant can be beliefthatitis‘late’.
helpful in tracking them down, or completing a task. Measure Time
Divination / Chronomancy: Knowledge
This spell allows its caster to see through the
Level: Chr 0, Sor/Wiz 0 177
Components: S Level: Chr 1, Drd 1, Brd 1
Casting Time: 1 action Components: V, S, M
Range: Long Casting Time: One round
Target: Self Range: Touch
Duration: Instantaneous Target: Creature Touched
Saving Throw: None Duration: Special
Spell Resistance: No Saving Throw: Fort negates (Harmless)
There are two uses for this spell. First, it can Spell Resistance: Yes (Harmless)
Time

be used to determine the current date and This spell drastically increases the length of
time, down to a thousandth of a second. time required between meals. The recipient only
Second, it can be used to determine the exact requires food and drink once every 12 hours per the
amount of time, down to the thousandth of a caster’s level, up to 7 days. Also, secondary poison
second, between two events observed by the damage is delayed for up to one hour per caster
caster. level.
Thus, for example, it can be used to precisely If the recipient has an unusual metabolism to
time a horse in a race. The events can be at start with, this spell affects accordingly.
Long range, as long as they are in the caster’s Quicken Aging
line of sight. The maximum interval that can Necromancy / Chronomancy: Pseudo-Temporal
be measured this way is Level: Chr 8
1 hour per level. Components: V, S, M
Mis-measure Time Casting Time: One round
Enchantment / Chronomancy: Knowledge Range: Touch
Level: Chr 0, Sor/Wiz 1 Target: Creature Touched
Components: V, S, F Duration: 1 round/level
Casting Time: One action Saving Throw: Fort partial
Range: Short Spell Resistance: Yes
Target: One creature This spell rapidly increases the physical aging
Duration: 10 minutes/lvl of the target, aging it 100 years per round. Humans
Saving Throw: Will negates and most humanoids will die from this effect in 1-2
Spell Resistance: Yes rounds.
This spell causes a target to become confused Creatures that make their saving throw only age
about the current time, thinking it is up to 1 5 years per round.
hour per level earlier or later (the caster Recall from the Past
decides the exact Necromancy / Chronomancy: Replacement
error in time.) This may cause storekeepers to Level: Chr 5, Sor/Wiz 6
close early, guards to leave their post and go Components: V, S, M
off-shift, innkeepers to undercharge rent, etc. Casting Time: One round
The affected creature is otherwise mentally Range: Close
lucid, and when the duration is up will realize Target: One corpse
that they were wrong about the time. Duration: 10 minutes/level (D)
If the target is somehow informed of the true Saving Throw: None
time; for example: told by an ally, looks at a Spell Resistance: No
clock or other measuring device before the This spell summons a character from the past
duration ends, or exits a building and who is now dead. The caster must have the corpse
observes the height of the sun; they get an or skeleton of that character to cast the spell upon.
additional saving throw. If it succeeds, the When the character comes back, he is of a level
spell effect ends immediately. If it fails, the relevant to the caster’s level, even if in his life the
spell will last for its full duration, and no character had eventually reached a higher level of
additional saves will be gained. experience. Simply, the spell recalls the character
Nomad from a former time. However, if the character never
Necromancy / Chronomancy: Pseudo-Temporal was of the requested level, he appears at the peak of
178
hiscapacities. If the repeated action is movement, the
Caster level / Character level affected creature will continue moving in a
9th 3rd straight line at the same speed, repeatedly
13th 5th bumping into any obstacle if their path is
17th 7th blocked.
20th 9th If the repeated action was an attack, the
creature will do their best to continue
The spell doesn’t bring any equipment along. If attacking the same target even if it has
any clothing and equipment are on the corpse used moved. The only non-repeated

Time
for casting, the character will be clothed in them, with action that the character may take is a
some possible problems of differences of size. partial move action to remain engaged with
The character otherwise only has a clouded a combat foe, if the repeated action includes
memory of who he was, but will be surprised to a melee attack. This action will be taken
suddenly find himself in this place. Nonetheless he automatically if necessary.
will feel compelled to regard the caster as if Also, any dice that had to be rolled will be
affected by a Charm Monster spell. When the spell rolled again as normal each round — this
ends, the character disappears, leaving behind the spell cannot be used, for example, to cause
normal corpse. This corpse may be reused to recall an ally to repeat last round’s critical hit!
the character again, but at each calling, the Reset
character doesn’t remember any precedent call, and Transmutation / Chronomancy: Replacement
none of them may affect his past life in any way. Level: Chr 7, Sor/Wiz 8
Note that the character, if later resurrected, will Components: V, S, M
not gain any experience points for actions Casting Time: One action
performed under the effects of this spell, since they Range: Touch
will not be remembered. Target: One creature
Material component: The focus of this spell is Duration: Instantaneous
a corpse; note however, that for this spell being of Saving Throw: Fort negates
real interest, the corpse must be that of someone Spell Resistance: Yes
who had an appropriate class, level, and personality This spell replaces the subject by a former
when he was alive. Bringing back a feeble and low level version of herself from a past up to 1 minute
peasant won’t be very useful. per level ago, thus suppressing everything
Repeated Actions that happened to her in the meantime. As
Enchantment / Chronomancy: Pseudo-Temporal such, if the subject suffered damage,
Level: Chr 2, Sor/Wiz 3, Bard 4 poisoning, or any other traumatic event,
Components: V, S these vanish; as disappear the same
Casting Time: One action way any beneficial spell that could have
Range: Close been cast, and all knowledge and experience
Target: One creature that was gained in the meantime.
Duration: One round/level In fact, this is not as if they were removed.
Saving Throw: Will negates Rather, the version of the subject who
Spell Resistance: Yes suffered or benefitted from these events is
The caster creates a small, localized time loop replaced by a version who did not live them,
centered on the target’s mind that causes it to repeat but instead jumped into the future and
their previous round’s actions indefinitely. The replaced the current character. Note that
victim must repeat these same actions each round such a time jump is disorienting, as the
while under the influence of this spell. subject doesn’t understand what happens; so
Note that if the previous actions cannot be she will suffer a -4 penalty to all her rolls
repeated, the target will attempt its best approximation. for 1d6 rounds unless making a Will saving
If it has used up a spell, it will make the throw vs. a DC=15.
motions to continue casting it, even though this will Otherwise, this spell only affects living
have no effect. If the target it attacked has teleported or subjects, and not their equipment.
moved too far away, it will aim at the empty air where Note that it is very difficult to restore a
the target was standing. character from a precise round in battle: this 179
requires a Spellcraft or Intuit Time check at etc., have disappeared, but the item in itself is still in fair
DC35. condition (no reduction in hardness and hit points).
It is much safer to reset the target to its state Fragile: The item is worn out. Its hardness, hit points,
before the battle began, which requires no and break DC reduced by 20%.
skillcheck. Deteriorated: The item retains its basic shape but is
Also, if a Chronomancer casts this spell on nonetheless badly worn out. Most of the time it will be
himself, the spell slot is still considered unusable and barely identifiable (Int check
Time

expended,even though the earlier self does at DC=12 to identify what sort of item it was). The item
not remember ever This spell cancels the may break upon handling, and carvings in stone or metal
effects of aging, erosion, have almost disappeared. Its hardness, hit-points, and
and decay on any non-living material object, break DC reduced by 40%.
restoring it to its prime condition as when it 1/3 Ruined: The item is crumbling, and its
was new. The caster’s level dictates what surface has entirely eroded away. Only two thirds of its
amount of natural deterioration he can mass remain, as a misshapen form vaguely reminiscing of
reverse (any physically what it was before (Int check at DC=18 to guess what sort
induced damage remains in effect.). The spell of item it was). Its hardness, hit-points, and break DC
however doesn’t restore magical properties reduced by 60%. 2/3 Ruined: The item is in an advanced
that would have worn away with the passage state of disintegration. Only one third of its mass
of time. If the spell is cast on a magical item, remains, and is almost unidentifiable (Int check at DC=22
only the item is restored, not its magic. to guess what sort of item it was).
Material Components: The focus of this spell Dust: The item has completely disintegrated.
is a tiny crystal hourglass filled with golden However, there still must be some tiny bits of
powder (during casting of the spell the remains to cast the spell upon. Its hardness, hit points,
powder runs up), costing no less than 50 gp. and break DC reduced by 80%.
The material component is the sprinkling of Relativity
100 gp worth of powdered gems on the item Transmutation / Chronomancy: Push
toberestored. Level: Chr 6, Sor/Wiz 7
Maximum state of decay affected Lvl Components: V, S, M
Food Scroll-Book Wood-Clay Stone (soft) Casting Time: One action
Stone (hard) Metal Range: Short
9 Rotten Faded — — — — Target: One creature + equipment (up to 10lbs/lvl)
10 — Fragile Faded Faded — — Duration: Instantaneous
11 Dust Deteriorated — — Faded Faded Saving Throw: Will negates
12 — — Fragile Fragile — — Spell Resistance: Yes
13 — 1/3 Ruined Deteriorated — Fragile — This spell transports the target forwards in time
14 — 2/3 Ruined — Deteriorated — Fragile up to 100 years per caster level. This is a more
15 — — 1/3 Ruined — Deteriorated — precise effect than Temporal Banishment, and the
16 — Dust 2/3 Ruined 1/3 Ruined — caster can control the exact amount of time by
Deteriorated which the target is moved forward.
17 — — — — 1/3 Ruined — Retry
18 — — Dust 2/3 Ruined — 1/3 Ruined Transmutation / Chronomancy: Communication
19 — — — — 2/3 Ruined — Level: Chr 5, Sor/Wiz 6
20 — — — Dust — 2/3 Ruined Components: V, S, M
Rotten: Food only: any state of putrefaction. Casting Time: One action
Note that it restores rotten food, not food Range: Personal
that was consumed! Target: Self
Faded: The coloring, mural paints, ink text, Duration: Instantaneous

180
Saving Throw: None touch.
Spell Resistance: No Note that any items that have been removed
XP Cost: 500 from the target creature after the casting of
The caster may change an action performed the spell will disappear and return to the
within the last 3 rounds. In effect, the chronomancer target creature upon discharge.
is sending a message to his past self. After the spell is discharged, the target will
For example, if a chronomancer cast a Lateness not remember anything that has happened

Time
spell in the previous round, and did not realize the after the casting of the spell, and loses all XP
target was undead (and thus immune to mind affecting or items gained in the intervening time. Also,
spells), he can tell his past self to cast upon discharge, the caster must pay an
Temporal Force Cube instead. *additional* XP cost equal to twice the total
Events changed should follow the same basic amount of XP that would be required to
course due to temporal momentum, excepting what construct or recharge any magic items that
the caster directly affects based on that one changed have been destroyed or used charges, and are
action. brought back into existence by this
Save Item State spell. If any restored item is no longer on the
Transmutation / Chronomancy: Replacement affected character due to having been
Level: Chr 7, Sor/Wiz 8 physically lost or given away, the caster must
Components: V, S, M also pay an additional 10% of its XP creation
Casting Time: One hour cost.
Range: Touch Second Chance
Target: One nonliving item, up to 10 lbs/lvl Transmutation / Chronomancy: Time line
Duration: Until discharged Jump
Saving Throw: None Level: Chr 2, Sor/Wiz 3
Spell Resistance: No Components: V, S, M
XP Cost: 500 + item cost (see below) Casting Time: One action
This spell is similar to Save State, but only Range: Personal
affects a single item. Upon discharge, the caster Target: Self (but see below)
must pay an *additional* XP cost equal to the total Duration: Max 1 hour/level (Until
amount of XP that would be required to construct discharged)
or recharge the item, if magic has been used up that Saving Throw: NoneS
is brought back into existence by this spell. pell Resistance: No
Save State This spell enables the caster to, at some point
Transmutation / Chronomancy: Replacement in the future, quickly jump to a very recently
Level: Chr 9 diverged alternate time line. In practical
Components: V, S, F terms, it lets the caster cause a d20 roll to be
Casting Time: One hour re-rolled at some point in the future.
Range: Touch This is similar to a cleric’s Good Fortune
Target: One willing creature + equipment (up to domain power, except that the roll can be one
10lbs/lvl) done by another creature as long as the
Duration: Until discharged target is observing it. For example, suppose a
Saving Throw: Will negates (harmless) chronomancer casts this spell on himself.
Spell Resistance: Yes (harmless) Then, later he observes a rogue companion
XP Cost: 2500 + item cost (see below) set off a trap during a disarm attempt. He can
This powerful spell allows a creature and its discharge this spell to let the rogue re-roll
carried equipment to be ‘saved’, so at some point in his Disable Device.
the future, the creature can be replaced with this A single caster can only have one instance of
earlier version of itself. It is always the caster, not this spell active at a time. (i.e., he can’t cast
the target creature, who discharges this spell— to it ten times to store up ten re-rolls for later.)
discharge it, and replace the creature with its former Soloman’s Warriors
self, it is a standard action that requires the caster’s Transmutation / Chronomancy: Pseudo
Level: Chr 7, Sor/Wiz 8 181
l
Components: V, S, M other effect can affect or harm them in any way (even
Casting Time: One action telepathic reading cannot pierce them because time has
Range: Short stopped to pass for them). They likewise cannot be moved,
Target: One living creature/leveDuration: 1 except by a great strength: multiply by 10 the
minute/level amount of strength required to move them
Saving Throw: Fort negates (including the momentum of stopped time they are in);
Spell Resistance: Yes and a flying creature caught in mid-air would not fall
This spell speeds up the metabolism of the brutally, but very slowly as if affected by a Feather Fall
Time

target creatures, making them ideal warriors. spell. The subjects are unaware of what happens; and
They are affected as if by a Haste spell, and when the spell ends, it seems to them that they jumped
gain 2d4+2 points Metabolism bonus to each into the future and missed the appropriate in-between
of Strength, Dex, and Con, for the duration of minutes.
the spell. However, this spell also has a major The spell can affect creatures up to Large size.
disadvantage: the target is aged 5% of its Larger creatures are not affected by this spell. For the
race’s average life span each time the spell is same reason that no magic can affect suspended
cast. Only a Wish or Miracle can undo this creatures, Permanency cannot make Suspend Creature
aging effect. Any creature targeted by this permanent.
spell instinctively knows it will have a Author’s note: this spell may seem very similar to Hold
negative effect; summoned, conjured, or hired Person/Monster spells, but is in fact much different.
creatures will always try to resist While a “held” creature may be harmed, a “suspended
it, and will usually turn hostile if they fail. one” is totally impervious to damage.
Sudden Slowness As such, while Hold Person/Monster could be used to
Transmutation / Chronomancy: Accel/Decel help kill a target, this spell cannot be used to such ends.
Level: Chr 1, Sor/Wiz 1 In fact, ingenious spell casters could use that property in
Components: V, S, M many creative ways (like for instance save a nearly dying
Casting Time: One action ally on the battlefield).
Range: Short Suspend Object
Target: One or more creatures (as Slow spell) Transmutation / Chronomancy: Accel/Decel
Duration: 1 round Level: Chr 2, Sor/Wiz 3
Saving Throw: Fort negates Components: V, S, F
Spell Resistance: Yes Casting Time: One action
This spell has the same effects as the Slow Range: Medium
spell, but lasts only a single round. Target: One nonliving object, up to 10lbs/lvl
Suspend Creature Duration: 1 minute / level
Transmutation / Chronomancy: Accel/Decel Saving Throw: Reflex negates (if object held)
Level: Chr 3, Sor/Wiz 4 Spell Resistance: Yes (if object held)
Components: V, S, M This spell works exactly as Suspend Creature,
Casting Time: One action but affects non-living matter only. An item affected by
Range: Medium this spell cannot be altered, but cannot be used
Target: Up to 1 living creature / 3 levels, no either. Like suspended creatures, the object can be
two more than 30 feet apart moved, but as if it weighed ten times as much, and
Duration: 1 minute / level its edges feel dulled due to the time distortion—so
Saving Throw: Fortitude negates weapons will be basically useless. Also, no
Spell Resistance: Yes magical powers of the item can be activated, if it is
Suspend Creature is similar to a Temporal magical.
Stasis spell, except that it has a duration In fact, the main purpose of this spell is not to
limited to 1 minute per level, and can affect protect an item from natural decay, but from any
multiple creatures. accident that could happen to it in extreme
As such, the subjects are placed into a state of circumstances. It can also be used offensively, to
suspended animation. For them, time ceases to prevent an enemy from using an important item.
flow and their condition becomes fixed. This Items affected by Suspend Object do not get a
182 has the side effect that no force, magic, or saving throw. However, if the targeted item is held
by a creature, the creature gets a Reflex saving Casting Time: One action
throw to negate the spell. Range: Personal
Temporal Anchor Target: Self + equipment
Transmutation / Chronomancy: Anchoring Duration: Instantaneous
Level: Chr 4, Sor/Wiz 5 Saving Throw: None
Components: V, S, M Spell Resistance: No
Casting Time: One action This unusual spell must be declared the

Time
Range: Short round BEFORE it is cast, since it allows the
Target: One creature caster to step back one round in time. The
Duration: 1 round / level caster acts normally in the current round,
Saving Throw: Will negates but in the next round, he will cast
Spell Resistance: Yes this spell, step back in time, and be present
This spell allows the caster to temporally anchor in the current round again. In effect, this
himself to another creature. Any temporal effects spell enables him to act twice in the current
that move the creature in time (Push, Teleport, round.
Accelerate/Decelerate, Wandering) affect the caster But it is a little more complex than that:
as well. Note that if the duration of the anchor runs It is easiest to describe this spell from two
out while an ongoing effect (such as Time Walk) is points of view. Let’s call the current round,
in place, the anchor is broken and the caster may be Round 0, and the next round, Round 1. • TO
stranded in an alternate time. THE CASTER: In Round 0, he acts normally.
Temporal Anchor to Item In Round 1, he casts the spell, and steps
Abjuration / Chronomancy: Anchoring backwards in time, also walking up to
Level: Chr 2, Sor/Wiz 3 his normal move (in space). While traveling
Components: V, S, M backwards, he appears as a phantasm, and
Casting Time: One action cannot interact with any physical object.
Range: Short When he reaches Round 0 again, he begins
Target: One creature + one item moving forward in time, and is able to take a
Duration: 1 hour / level normal round of Round 0 actions, as well as
Saving Throw: Reflex negates continuing to act normally during Round 1
Spell Resistance: Yes and beyond.
This spell temporally anchors the target to a • TO EVERYONE ELSE: In Round 0, a
designated item (no more than 10lbs/lvl). This second copy of the caster suddenly appears,
causes the target creature to become resistant to and the caster gets two complete sets of
temporal effects, giving an SR = 5 + (weight of actions in this round. The second copy of the
item/10) vs. any Chronomancy effect, provided that caster immediately splits into two (so there
the item is not affected or destroyed. are now THREE of the caster), one of which
If a temporal effect penetrates this SR, or the appears as a ghostly phantasm. During
target travels more than 1 mile from the anchoring Round 1, the ghostly image walks backwards
item, the effect is dispelled. into the original caster, who is casting this
Note that this spell is not powerful enough to drag the spell, and then both are gone (as if
target creature along if the target item is disintegrated). The one remaining copy of
affected by a chronomancy effect— such an effect the caster continues to exist, and acts
dispels the temporal anchor. This means the normally again during Round 1 and
anchoring effect is dispelled if the item is in the thereafter.
possession of the target creature, and someone casts This effect can be illustrated in the “world
a spell that affects “one creature + equipment”. line” diagram below. The vertical axis is
Temporal Back step time, and the horizontal axis is space.
Transmutation / Chronomancy: Wandering r1 A C
Level: Chr 3, Sor/Wiz 4 |/\/
Components: V, S, M |/\/
r0 S B
183
Casting Time: One action
S = Caster in Round 0. Takes normal actions, Range: Close
but declares he will do a Temporal Backstep Effect: Wall, up to 10x10/level
next round. Duration: 1 round / level
A = Caster in Round 1. Casting Temporal Saving Throw: Will negates (if touching wall)
Backstep. Spell Resistance: Yes (if touching wall)
B = Caster in Round 0 again, for the second This creates a thin barrier of time shaped to desire by the
time. caster at the time of casting. It cannot
Time

C = Caster in Round 1 again, where he will be touching any creature when created. The wall
(finally!) continue on to Round 2. appears to be a swirling, distorted mass of air.
There are some major disadvantages to using Anyone trying to pass through the wall must
this spell. If any area effects occur while there save or be affected as if Slow and Chrindol’s Curse
are multiple copies of the caster, *both* had been cast upon them. Indeed, it was from
forward moving copies of himself take the studying these barriers that Chrindol discovered
damage, so in effect the caster takes 2x how to cast his curse.
damage by the end of Round 1. And if the This does not stop any attacks (physical or
original caster is stopped from magical) that go through the wall in either
casting the spell during Round 1, the direction, but does grant all targets to such attacks a
‘duplicates’pop out of existence, and any +4 to AC and reflex saves. Also, any spot checks
damage or effects cast by them are undone: through the wall are at a –4 penalty due to the
damage is healed, destroyed objects are distortion.
magically mended, etc. (The magic of Temporal Capture
this spell inherently prevents paradoxes in this Conjuration / Chronomancy: Anchoring
way.) Level: Chr 6, Sor/Wiz 7
In addition, if there are any magical effects on Components: V, S, M
the caster, they go through 3 extra rounds of Casting Time: One action
duration during the course of this spell. Range: Short
(Round 1 first time, Round 1-0 backwards Target: One creature
travel, Round 0 again). Duration: Permanent (D)
Temporal Banishment Saving Throw: None
Transmutation / Chronomancy: Push Spell Resistance: Yes
Level: Chr 6, Sor/Wiz 7 This dangerous spell allows the caster to
Components: V, S, M temporally anchor a passing time traveler to
Casting Time: One action himself, causing the creature to appear in the
Range: Short current time within Short range of the caster. The
Target: One creature creature cannot engage in further time travel until
Duration: Instantaneous the caster dismisses the spell— so in other words, it
Saving Throw: Will negates must bargain with the caster, usually agreeing to
Spell Resistance: Yes perform some service in exchange for its freedom.
This powerful spell pushes the target forward Of course, the creature can try to dispel the
in time by a random amount, up to 10000 effect through other means, and may seek
years. Effectively it can be used as a more vengeance upon the caster afterwards. (But killing
humane form of Disintegrate, removing an the caster does not negate the effect, and the target
enemy without actually causing any physical is then anchored to the corpse. )
harm. Of course, a powerful Chronomancer The target creature need not be initially known
may be able to return using other spells. to the caster, and in fact he has little control over
Temporal Barrier what the creature will be. It may be a random time
Transmutation / Chronomancy: Accel/Decel elemental of HD at least equal to the caster’s level
Level: Chr 4, Sor/Wiz 5 (50%), a random outsider from the Summon
Components: V, S, M Monster VII-IX tables (40%), or a random NPC
Chronomancer (10%). Note that if the creature does
184
character at all times. If something happens
not inherently have time traveling abilities, it will
to the character during the journey, the
probably have sompe kind of magical item that has
companions are stranded wherever the
enabled its passage through time.
character left them.
Temporal Do-Over
The caster projects her astral self into the
Transmutation / Chronomancy: Time line Jump
Time Plane, leaving the character’s physical
Level: Chr 5, Sor/Wiz 6
body behind in the present in a state of
Components: V, S, M
suspended animation.

Time
Casting Time: One action
The spell projects an astral copy of the
Range: Personal
subjects and their equipment onto the Time
Target: Self
Plane. Since this plane touches upon all
Duration: Instantaneous
epochs, the caster can travel astrally to any
Saving Throw: None
of these other times as she wishes.
Spell Resistance: No
Then, they can enter any of the past or future
This powerful spell allows the caster to jump to
epochs by forming a new physical body in
an alternate time line, where events of the past
that time and place. There is however a major
round happened differently. In effect, time is rolled
difference with actual physical time travel:
back one round, and all events of the previous
the characters are not projected into an
round are re-rolled.
actual epoch, but rather in the “shadows of
This applies to *all* events, not just actions
time”. As such, time travels through
taken by the caster: every attack roll by anyone is
this spell can only be informational, because
re-rolled, every saving throw re-rolled, etc. Creatures
whatever the characters do in these
may even choose to take different actions than
“shadows of time”, it won’t affect real
before, in reaction to the different results from the
history.
dice, although nobody (except the caster) will have
The spell works as follows:
any memory of the previous results of the redone
1) Time Destination: The caster must choose
round.
a time and place on the same plane, which he
The rollback goes to the point just after the
wants to visit. However, since this is a
caster’s initiative of the previous round, so the
spiritual rather than a physical travel, the
caster himself does not actually gain any additional
characters form a material body not in the
actions. And although the caster will probably
targeted area, but into the version of
choose another action besides casting this spell
the Cavern of the Ages that is related to that
again, the spell slot is still considered expended.
time, place, and protagonists (including the
Temporal Projection
time travelers, as well as the persons that the
Transmutation / Chronomancy: Teleportation
casters wanted to know about).
Level: Chr 8
2) Cavern of the Ages: The Cavern of the
Components: V, S, M
Ages is created by the spell, and thus only
Casting Time: 30 minutes
exists for the characters and until the spell
Range: Touch
ends. It appears as an immense cavern filled
Duration: See Text
with enormous smoky crystals. These
Saving Throw: None
crystals are very important in that
Spell Resistance: Yes
they hold images of the possible alternate
This spell allows time travel on a spiritual mode
times that the cavern gives access to. The
rather than an actual physical time travel. It is
more defined and distinct those images, and
somewhat similar to Astral Projection, and as such
the more probable or possible that alternate
frees the caster’s spirit from her physical body to
history could be as related to the real one.
allow her to project an astral body into another
Conversely, dim and blurred images
epoch of the same plane. The caster can bring the
show an alternate time line unlikely to have
astral forms of other creatures with her, provided
existed, or that could possibly exist in the
they are linked in a circle with the caster at the time
future. Then, there are several exits out of
of the casting. These fellow travelers are dependent
the cavern. Some are large and easy of
upon the character and must accompany the
access, when others are small, and 185
maybe even too narrow for a gnome being able per every two levels of the caster (5 rounds maximum).
to crawl into. All these exits lead to the The amount must be decided during the casting of the
alternate possible histories of the same place spell. The creature reappears at the same location unless
and characters, with the more impracticable it is occupied physically, whereupon it is displaced to the
exits leading to the more improbable version of nearest unoccupied location (5 ft square). If the target
that history. The crystals near these exits succeeds in its saving roll, then the caster must also save
display the images of what occur in the or it is he who is thrown forward in time.
Temporal Reversal
Time

alternate reality where they lead. Note


that small and narrow exits are difficult to find Transmutation / Chronomancy: Wandering
(requiring Search checks), while the true Level: Chr 6, Sor/Wiz 7
version of the past is accessed via a large and Components: V, S, M
very obvious opening. Casting Time: One action
3) Shadows of Time: The exits are tunnels Range: Close (25 ft + 5 ft/lvl)
that lead into the time and place first sought Target: 1 Creature + equipment
by the caster. However, any alternate history Duration: Permanent
reached, as well as the real past, are only Saving Throw: Will negates
“shadows of time”. Spell Resistance: Yes
That means that the character will be able to XP Cost: 500
do anything they want in such places, it won’t It is recommended that this spell only be
affect in any way the real history. Also, the allowed for NPCs, due to the difficulty of a DM
more improbable the version of that history, handling it without total knowledge of future PC actions!
the more shadowy will appear the world and This spell causes the target creature to be reversed in
creatures around them. An impossible time, traveling backwards relative to the rest of the
alternate history would appear as a universe. (See Temporal Back step for a description of
blurred mass of inform shadows. When there one round of backwards travel.)
exist two dissimilar but extremely probable While traveling backwards, the creature cannot interact
histories in the past, it may indicate that a with any physical object, and appears as a ghostly
time traveler actually changed history through backwards-moving phantasm.
alteration of events. The only practical use of Unlike Temporal Back step, this effect does not
visiting such shadows of time, is to get automatically turn the target around in the right
information without risks of modifying direction— they are traveling back in time forever,
history, and to learn what could happen (or unless they have or find a spell to reverse them again.
could have happened) “if”… Since this is a dangerous spell that may create
This spell otherwise functions like Astral temporal paradoxes, casting it takes a toll out of the
Projection, with regard to silver cord, spell caster, costing XP.
duration, etc. Temporal Safe
Material component: A set of precisely cut Transmutation / Chronomancy: Push
gems worth at least 1,000 gp, plus a 5 gp Level: Chr 3, Sor/Wiz 4
nugget of silver for each person to be affected. Components: V, S
Temporal Push Casting Time: One action
Transmutation / Chronomancy: Push Range: Touch
Level: Chr 4, Sor/Wiz 5 Target: 1 nonliving object, up to 10lbs/caster lvl
Components: V, S Duration: Up to 1 year/lvl
Casting Time: One action Saving Throw: Reflex negates (if held by creature)
Range: Close (25 ft + 5 ft/lvl) Spell Resistance: Yes (if held by creature)
Target: 1 Creature This spell causes the target to be pushed
Duration: Instantaneous forward in time, by an amount designated by the
Saving Throw: Will special caster. The most common use is to keep an item
Spell Resistance: Yes safe until needed — once affected, the object is
This spell throws the target creature and all of immune from theft or interference until it reappears.
it’s carried gear forward in time up to 1 round However, the spell can also be used offensively, to
186 deprive an enemy of a weapon or magic item.
Temporal Scrying giving a +2 bonus to all attack rolls and a
Divination / Chronomancy: Vision +1 insight
Level: Chr 5, Sor/Wiz 6 bonus to AC for the duration of the spell.
Components: V, S, F Temporal Shove
Casting Time: One hour Transmutation / Chronomancy: Push
Range: See text Level: Chr 1, Sor/Wiz 2
Target: See text Components: V, S, M

Time
Duration: 1 minute/level Casting Time: One actionRange: Short
Saving Throw: None Target: One creature or item (10lbs/lvl if
Spell Resistance: Yes item)
XP Cost: 500 + #years Duration: One partial action (may be
This spell allows its caster to see and hear some delayed)
creature, which may be at any distance and may be Saving Throw: Reflex negates
in the past or future. The difficulty depends on how Spell Resistance: Yes
far away in time the vision is, how familiar the The targeted creature or item will be pushed
caster is with the given subject in the given time, ahead in time, disappearing for the duration
and what sort of physical connection the caster has of one round and reappearing in the same
to the creature. Note that unlike a normal Scry place. During this interval the item or
spell, this does not allow any magic to be cast creature is completely gone, and nothing can
through the scrying. affectit.
The base DC to scry successfully is 20, subject The effect can be delayed to the initiative of
to the following (cumulative) modifiers. any creature in the caster’s sight.
• Looking into the future +5 For example, suppose the chronomancer
• 1+ year in the past/future +1 sees that a dragon is attacking an allied
• 10+ years in the past/future +1 fighter.
• 100+ years in the past/future +1 He can cast this spell on the fighter,
• 1000+ years in the past/future +1 declaring that he will hold the effect until
• Caster met subject -1 the dragon’s initiative. Then, upon the
• Has been within 1 month of target time -2 dragon’s initiative, the fighter will
• Caster knows subject well -1 disappear, avoiding the breath weapon
• Has a likeness or picture of subject -1 the dragon was about to unleash on its
• Has a possession of subject -2 adversaries.
• Has a body part of subject -3 The fighter will reappear just in time for the
Temporal Sheen dragon to attack him next round.
Transmutation / Chronomancy: Vision Alternatively, the chronomancer can cast
Level: Chr 1, Sor/Wiz 1 the spell on the dragon, optionally delaying
Components: V, S, M until the dragon’s initiative.
Casting Time: One action Temporal Simultaneousness
Range: Touch Transmutation / Chronomancy: Teleportation
Target: One creature Level: Chr 4, Sor/Wiz 5
Duration: One minute/level Components: V, S, M
Saving Throw: Will negates (harmless) Casting Time: One action
Spell Resistance: Yes (harmless) Range: Personal
This spell takes thee powers of time and creates Target: Caster
a physical covering around the creature touched. Duration: See Text
This covering causes time to bend slightly, causing Saving Throw: None
the recipient to see where opponents (and allies) Spell Resistance: No
will be an instant before they are there. This allows This spell distorts time in such a way that
them to better judge their attacks and defenses, thecaster lives the next 1d4+2 rounds not

187
in a linear fashion (as normally), but in teleportation, so the caster will appear in the exact same
simultaneity at some point in time during the place at the alternate time. If the space is occupied at the
spell duration. It works as follows: when the selected time, the targets will be displaced to the
spell is cast, roll 1d4+2: this is the number of nearest free location.
rounds affected. During this number of rounds If used to travel into the past, this spell is very
the caster disappears from the current reality. strenuous, and takes a toll in XP cost.
However, at some point in the meantime In addition, it is difficult to precisely travel into
Time

(randomly determined on a d3, d4, or d6 as the past. A Spellcraft check must be made, DC 30.
relevant) he reappears, bringing along all the The caster gets a bonus of +4 if this is a time to
selves that should have existed at each round. which he has previously traveled.
So, during that round a number of duplicates If this check fails, roll a d4 to determine the
of himself equal to the number that was rolled, number of years by which the teleportation was off.
can operate simultaneously. For every five points by which it failed, increase the
They can do anything they want for a full die size by one category. And if a natural 1 was
round as normal. rolled, the caster has accidentally teleported the
Note that they will be displaced just enough so targets to the Elemental Plane of Time.
they do not occupy the same physical space. If Temporally Teleport Object
one is damaged or healed, the ‘future’ selves Transmutation / Chronomancy: Teleportation
may also be affected. Level: Chr 8, Sor/Wiz 9
For example, suppose this spell is cast and 3 Components: V, S, M
versions of Chronomancer Joe appear on round Casting Time: One action
2. One of them is ‘Round 1 Joe’, one is ‘Round Range: Short
2 Joe’, and one is ‘Round 3 Joe’. A dragon, not Effect: One nonliving item, max 10lbs/lvl
knowing which to attack, hits Round 2 Joe for Duration: Instantaneous
50 points of damage, killing him. Round 1 Joe Saving Throw: Reflex negates (if item held)
is not affected, but Round 2 Joe and Round 3 Spell Resistance: Yes (if item held)
Joe both fall down dead, and at the end of the XP Cost: If into past, 500 + #years2
spell, Joe reappears dead. On the other hand, This is similar to the Temporal Teleport spell,
suppose a cleric casts Aid on Round 1 Joe just except that it only affects a single nonliving item.
before the dragon attack, giving him 10 Transporting an item into the past does still create a
temporary hit points. Round 2 Joe also has danger of paradox, however, so this spell also has
these hit points, which are just enough to an XP cost.
prevent him from being killed, though the The chance and consequences of failure are the
dragon brings him to –5 hit points. Round 3 same as described under the Temporal Teleport
Joe falls, and bleeds, bringing Joe’s total to –6 spell.
hit points when the spell ends. Time Blink
If the cleric had targeted Round 3 Joe instead, Transmutation / Chronomancy: Push
the Aid would have come too late, and Joe Level: Chr 3, Sor/Wiz 4
would still be dead! Components: V, S, M
Temporal Teleport Casting Time: One action
Transmutation / Chronomancy: Teleportation Range: Short
Level: Chr 9 Effect: One creature
Components: V, S, M Duration: 1 blink / 3 levels
Casting Time: One action Saving Throw: Reflex negates
Target: As Teleport spell Spell Resistance: Yes
Duration: Instantaneous This spell causes the target to be pushed
Saving Throw: Will negates forward in time 1d3+1 rounds, once for every three
Spell Resistance: Yes levels of the caster. When the target is affected by
XP Cost: If into past, 1000 + #years2 this spell, it will disappear, only to reappear
This spell allows the caster (and possibly some randomly 1d3 rounds later in the same location.
188 companions) to travel anywhere in time. Note
that there is no spatial component to this
Once reappearing, it will remain for one round, then
disappear again. take with the caster.
Note that the affected creature will have no knowledge Anyone traveling with the caster must be
of any events that have occurred during willing and touching the caster at the time of
its absence. casting.
Time Distortion Cube Time and Space Folding
Transmutation / Chronomancy: Accel/decel Transmutation / Chronomancy: Teleportation
Level: Chr 2, Sor/Wiz 3 Level: Chr 5, Sor/Wiz 6
Components: V, S, M

Time
Components: V, S, M
Casting Time: One action Casting Time: 1 minute
Range: Short Range: 5 feet
Effect: One cube / 2 levels Effect: 10’x10’ opening
Duration: Instantaneous Duration: Concentration, max 1 round / level
Saving Throw: Fortitude half Saving Throw: None
Spell Resistance: Yes Spell Resistance: No
This spell creates small cubes of distorted time, This spell allows a magical gate to be created
6-inch cubes where time quickly moves forwards at between two distant points in space. Note that it
random rates. They can be hurled by the caster to does not actually enable travel through time.
cause physical damage to a target (caused by its It works by taking advantage of the folded
flesh being torn apart as it ages at varying rates), nature of space-time to connect two distant
using a ranged touch attack. Each cube does 1d12 points.
points of damage if it hits. The gate created is a square opening with a
Time Leap maximum size of 10 feet by 10 feet, with borders
Transmutation / Chronomancy: Push appearing as shifting distortions one foot wide.
Level: Chr 2, Time-travel 2, Sor/Wiz 4 In effect this is a sort of window through which
Components: V, S, M you can see what is in the other place. The gate
Casting Time: One full round + one round per is bidirectional in that it allows sight and travel
additional traveler from one side to the other in either direction.
Range: 0 One can peer through this window to see in the
Target: Caster + 2 willing creatures / lvl other distant place, and anyone or anything that
Duration: Instantaneous moves through is instantly transported there.
Saving Throw: None The caster may hold the gate open only for a
Spell Resistance: No brief time (no more than 1 round per caster level)
The caster is able to briefly ride the flows of and must concentrate on doing so or end the
time into a point in the future where they return to planar connection. The gate opens 5 feet in front
the normal flow of time. During this ride, the of the caster, while the other side of the gate
caster’s body, clothing, and equipment appear in a opens 5 feet in front of the place the caster
ghostly form, but cannot be harm to affected sort of wants. However, the gate doesn’t always open
a wish or miracle. The time that the caster will where the caster wants, especially if the caster is
return must be chosen during the casting of the not very familiar with the place he wants to
spell, and cannot be more then one day or less than reach. To see how well the spell
one round. works, roll d% and consult the table below.
For an additional casting time of one round per Familiarity On
passenger, the caster can elect to take additional Tgt
travelers with him. The caster can take up to two Off
persons (including himself) per level. However, the Target
extra persons cause less flexibility in length of time Similar
jumped. For each additional person taken, the Area
maximum time spent is decreased by ½ (2 people – Aging
up to ½ day, 3 people – up to 6 hours, 4 people – up Chance
to 3 hours, etc.). The minimum time forward Aging
remains the same no matter how many persons are Amount
Very 01–97 98–99 100 2% 1 year
189
Studied 01–94 95–97 98–100 5% 1d4 years Material component: a silken handkerchief
Seen 01–88 89–94 95–100 10% 1d6 years embroidered with the image of a door with golden
Seen Once 01–76 77–88 89–100 15% 1d8 years threads. This must be a masterwork item costing no
Described 01–52 53–76 77–100 25% 1d10 yrs less than 500 gp.
False — — 01–100 30% 1d12 yrs Time Walk
Familiarity: “Very familiar” is a place where Transmutation / Chronomancy: Wandering
the caster has been very often and where he Level: Chr 8, Sor/Wiz 9
feels at home. “Studied carefully” is a place Components: V, S, M
Time

the caster knows well, either because he has Casting Time: Ten minutes
been there often or has used other means to Range: Personal
study the place. “Seen casually” is a place Target: Caster + equipment
that the caster has seen more than once but Duration: 1 day subjective time / level
with which he is not very familiar. Saving Throw: None
“Viewed once” is a place that the caster has Spell Resistance: No
seen once, possibly using magic. XP Cost: 500 + 100 per change in direction physical
“Description” is a place whose location and objects. However, solid objects that exist
appearance the caster knows through continuously (such as walls or floors) do block the
someone else’s description, perhaps even character’s movement.
from a precise map. “False destination” is a True Disintegrate
place that doesn’t exist. When opening the Transmutation / Chronomancy: Replacement
gate to a false destination, the caster always Level: Chr 9
gets a similar area rather than rolling d%, Components: V, S, M
since there is no real destination for the Casting Time: One action
character to hope to arrive at or even be off Range: Medium
target from. Target: One creature or object
On Target: The gates opens to where the Duration: Permanent
caster wants. Saving Throw: Will partial
Off Target: The gate opens at a random place Spell Resistance: Yes
away from where the caster wants, in a XP Cost: 1000
random direction. Distance off target is 1d10 This spell not only disintegrates its target, but
x 1d10% of completely erases all traces (past and present) of its
the distance that was to connect the two existence. Written documents will be altered,
places. The DM determines the direction off memories erased, etc, as though the target had
target randomly. never been born or created. Only the caster will
Similar Area: The gate opens in an area that remember the original target’s existence, and it will
is visually or thematically similar to the be a dreamlike recollection. Even a True
target area. Resurrection cannot bring the target back, since no
Generally, it opens in the closest similar clear memory of the creature exists. (Only Wish or
place, but since the spell has no range limit, Miracle can reverse this effect.)
it could conceivably be anywhere across the Note that this may not always bring about the
globe. outcome the caster intended! For example, suppose
Aging: As this spell warps time in order to in a heated battle against the Temple of Lolth, a
connect the two places, there are chances chronomancer casts True Disintegrate on the high
that anyone who passes through the gate priestess. If she fails her save, the priestess will
could be affected by aging effects. Check the disappear as intended—but, in the rewritten history
chance when the spell is cast. Then, if that is now created, someone else would have risen
positive roll the relevant die each time to the position of high priestess, and attained
someone or something (including approximately the same level of power. So the
characters’ equipment) goes through the current battle will still be going on, and the
gate. chronomancer may find that he has not gained any
tactical advantage at all, and is merely fighting a
190
different high priestess. The spell must be cast on an item that can
If the target makes their saving throw, they are hold something, no smaller that a human-
affected as if by an ordinary Disintegrate. (This sized coffin, a cavern, or a building up to
means they will need to make one more saving roughly 100 yards/meters across. When the
throw, vs that effect.) In this case, there is no XP spell is cast, the targeted item, cavern, or
cost to the caster. building, and everything that is inside
Vision of Youth including creatures, are affected by a
Temporal Stasis spell. (That is, they are

Time
Divination / Chronomancy: Vision
Level: Chr 2, Sor/Wiz 3 placed into a state of suspended animation.
Components: V, S, F For them, time ceases to flow and their
Casting Time: One action condition becomes fixed.
Range: Close Creatures does not grow older, their body
Target: One item or creature functions virtually ceasing, while items do
Duration: 1 minute/level (D) not decay or erode; no force or effect can
Saving Throw: Will negates harm them.) The item, cavern, or building
Spell Resistance: Yes thus becomes impenetrable, and looking
A Vision of youth spell shows the caster an inside also becomes difficult. Vision is
item or creature as it was in former times. The caster impaired by a sort of supernatural wind that
may choose to see it as it was when newly howls and moans eerily, and blurs the
born /created. He can also choose to see a specific contents of the affected area behind a
age (stating the number of days, months, years, etc. swirling image of what is inside. Divination
backward in time from now). magic to discover the contents of the tomb
It is possible to see different ages, but no more are likewise hindered, suffering a +10
than one per minute (of spell duration). If the caster penalty to the normal Scrying DC check (or
asks for a time during which it did not yet exist, he DC=25 by default).
instead sees the item or creature as it was when It is impossible to enter the tomb by any
born /created. This vision has a duration of 1 means, magical or otherwise, even at the
minute per level, and visually replaces (and moves expense of being affected by the Temporal
with) the current aspect of the creature or item upon Stasis effect once inside.
which the spell is cast. A disguised creature gets a The spell may be ended only by a Disjunction,
+2 to its saving throw, +4 if the disguise is magical, Miracle, or Wish spell. All other spells are
and +6 in cases of a Polymorph type spell. If the ineffective against a Weirdtomb.
save is failed, the caster sees the creature without its Material Components: a small statuette
disguise, as it was in the selected time. representing the item, cavern, or building to
Material Components: a pinch of gold powder be affected by the spell. This figurine must be
worth at least 1 gp. carved out of a gem costing no less than 1000
Weirdtomb gp, and be of masterwork quality (if not, the
Transmutation / Chronomancy: Accel/Decel creature inside the targeted area receive a
Level: Chr 9 Fort save to resist the spell and be ejected out
Components: V, S, M of it). The caster must also spend other
Casting Time: One full round various incenses and gem powders worth 4000
Range: Close gp.
Target: One area, up to 1000 cubic ft/lvl Withdraw
Duration: Permanent Transmutation / Chronomancy: Accel/Decel
Saving Throw: Special Level: Chr 2, Sor/Wiz 3
Spell Resistance: Yes Components: V, S
XP Cost: 5000 Casting Time: One action
This spell is much similar in effects to a Range: Personal
Temporal Stasis spell, with the main difference that Target: Self
it affects an area rather than a single creature, and Duration: 1 minute/level subjective time (D)
thus has an XP cost where Temporal Stasis doesn’t. Saving Throw: Will negates
191
Spell Resistance: Yes owner can cause nearly any desired item that can fit in
This spell puts the caster slightly apart from an ordinary sack to come into existence. This power can
the normal flow of time, giving her 1 minute/ be used once per day.
level of time within a single round. However, the bag is not actually creating the
As such, the caster seems to be put in a sort item. It is borrowing the item from the future—at some
of haze, and if she interacts in any way with later date, the owner must put the requested item into
anything around her (including just walking the bag, so it can be transported back in time to when it
or speaking to someone else), it will put an was requested. Once replaced, the item disappears,
Time

end to the spell. teleported back in time.


For the round of ‘real’ time (to outside There are costs and risks to using the
observers) that the spell is in effect, the Borrower’s Bag, though. First, there is an XP cost to the
caster cannot benefit from AC bonus due to owner, equal to the cost of creating the item or the gold
dexterity or use of a shield (meaning piece value if non-magical. 75% of the XP will be
dodging, moving, etc.), or will likewise break regained when the item is returned to the bag, but 25%
the spell. In fact, while in this state the are permanently lost.
caster may only do simple actions such as Second, the item must be placed in the bag in its original
thinking, reading, or manipulating pieces of condition: clean, fully charged, etc.
her equipment. She may also cast spells, but Replacing a damaged or depleted item has no
only Divination spells, or spells cast on effect; it is as if the item had never been replaced.
herself only; spells that would require to Third, the owner is under a compulsion to try to replace
interact with the environment ends the the item and close the time loop. The compulsion remains
Withdraw spell. even if the owner loses possession of the bag, or even if
Zone of Retarded Magic the bag is destroyed (in which case the compulsion is to
Abjuration / Chronomancy: Push create a new bag and replace the item!). This compulsion
Level: Chr 6, Sor/Wiz 7 is equivalent to a Geas/Quest spell, and cannot be
Components: V, S, F magically cured except by a Wish or Miracle.
Casting Time: One action Caster Level: 16th ; Prerequisites: Craft wondrous item,
Range: Medium Temporally Teleport Object, Geas /Quest ; Market Price:
Effect: 30’ radius 25000gp ; Weight: 2 lbs
Duration: 1 minute/level
Saving Throw: None
Book of Alternate Histories
This bulky, elegant tome is bound in leather
Spell Resistance: Yes
with gold trim. It runs for thousands of pages, telling a
Any spell or supernatural effect that is cast
detailed history of the world starting from ancient times.
(including from a magical item) in the area of
If the owner is not a time traveler, it is simply a nice
effect will occur only at the end of Zone of
history reference.
Retarded Magic. So, if several spells are cast
But if the owner travels through time, and
there until Zone of Retarded Magic ends, all
commits any acts that might change history or bring
these spells will occur simultaneously when
him to an alternate Time line, the book always
the duration of Zone of Retarded Magic is
magically changes as well, telling the new history
over.
corresponding to its owner’s current Time line. If the
Note that if a spell targets a creature or
owner does not understand what has been done that
object within the zone, and the target leaves
would have changed history, he can study the book
the zone, the spell takes effect immediately,
and make an INT check each day, DC 20, to
even if the Zone of Retarded Magic still has
discover exactly what pivotal event differs from the
duration remaining.
original history he is familiar with.
“Time is worth more than money: spend
Caster Level: 13th ; Prerequisites: Craft Wondrous
it wisely!”
Item, Measure Time, Temporal Scrying ;
Borrower’s Bag Market Price: 25000gp ; Weight: 10 lbs.
This gold-braided leather sack appears to be
an ordinary (though masterwork) bag. But, if
Bracelet Of Time
This strange silver bracelet features a small grey
192 the proper command word is spoken, its
window. In this window one can see numbers, button at the top is pressed, all time stops
which can indicate the current time or (with the aid except for the watch’s owner, until it is
of some buttons) measure time intervals or set an pressed again.
alarm. In effect, the owner can cast Measure Time The watch will continue to tick while this
or Alarm Clock (on the bracelet itself) at will. In effect is happening, and can only perform
high-tech settings, this item is known as a “Digital this function for a total of 10 rounds before
Watch”. the time is used up and the item permanently

Time
Caster Level: 3rd ; Prerequisites: Craft wondrous becomes an ordinary watch.
item, Measure Time, Alarm Clock ; Market Caster Level: 17th ; Prerequisites: Craft
Price: 100gp ; Weight: 0.1 lbs. wondrous item, Measure Time, Time Stop ;
Market
Crystal Time Ball Price: 10,000gp ; Weight: 0.1 lbs
This crystal sphere, about six inches in
diameter, appears to be an ordinary crystal ball, but Watch of Conjuring Time
can actually look into the past or future as well as
the present. In effect, it allows its owner to cast a
Elemental’s
Temporal Scrying spell once per day. If it is used This is a fancy golden pocket watch that,
to look into the future, the owner must pay the XP when certain words are spoken, summons a
cost as if casting Temporal Scrying. Large time elemental, as if Summon Monster
Caster Level: 13th ; Prerequisites: Craft wondrous 6 has been cast at 13th level.
item, Scry, Temporal Scrying ; Market Price: If it is carefully wound first (takes 1 full
100,000gp ; Weight: 7 lbs round), and the user passes a Knowledge
(Time) check at DC 25, a Huge time elemental
Cube of Time may be summoned, as if Summon Monster 7
This wondrous item looks like a small ivory were cast. If the check fails, it is only a
cube, with strange pictures carved into each side. Large time elemental. Only one elemental
Each side specifies a gate to another time and place conjured by the watch can exist at a time.
(possibly even another plane): pressing that side Caster Level: 13th ; Prerequisites: Craft
once opens the gate, and pressing it again closes it. wondrous item, Summon Monster 7,
If a side is pressed twice in quick succession, the Temporal Capture;
character doing it (along with any others in a 5' Market Price: 100,000gp ; Weight: 0.1 lb.
radius) is immediately transported to the
destination. Unwilling creatures get a Will save,
Watch of Poor Timing
DC 25. This item appears to be an ordinary (but
Note that the gates are to a time relative to when expensive) gold pocket watch.. By aiming it
it is used: for example, one side might lead to “City at an enemy and tapping on it (a standard
of Londinium, 500 years ago”. When the cube was action), the wearer can cast Mis-measure
created, say in the year 1200, it led to the year 700. Time or Lateness once each per day.
But if it is now the year 1800, and the cube is used, it will Some rare versions of this item are cursed,
lead to Londinium in 1300. (This way and actually cast Mis-measure Time or
everyone who ever uses the gate does not arrive in Lateness on their owner (at a stressful time)
the same place at the same time!) once per day.
When the gate is used, there is a 10% chance Caster Level: 3rd ; Prerequisites: Craft
that a random outsider or time elemental will notice wondrous item, Measure Time, Alarm Clock,
and investigate. Mis-measure Time, Lateness ; Market Price:
Caster Level: 18th ; Prerequisites: Craft wondrous 1000gp ; Weight: 0.1 lbs
item, Gate, Temporal Teleport ; Market Time present and time past
Price: 500,000gp ; Weight: 0.1 lb. Are both perhaps present in time future,
And time future contained in time past.
Stop Watch If all time is eternally present
This rare and coveted item is similar in All time is unredeemable.
appearance to a standard pocket watch, but when a
TIMEINTHEPLANES 193
While it is generally accepted that time is wars, curses, or simply to wait till a set point in time.
not a constant interplanar force, the actual An example of this is Rip Van
properties of time in the planes are difficult Winkle, who slept on a plane for one night and
to divine. Many planes have accelerated or awoke 70 years later on his home realm.
decelerated time flows, allowing a traveler 3 - Quick Flow
to rapidly advance in age or to pass the eons A “quick flow” is the opposite of a slow flow.
by with little effect. In addition, some A person could spend an hour, a day, even years,
planes, usually the more chaotic or unstable and arrive back on his home plane with little time
Time

ones, have multiple time flows affecting passed.


different areas. In these cases, areas of Savvy plane-travelers often make use of this for
faster time flow are referred to as healing, restoration of spells, research, etc. The
slipstreams and areas of slower time flow are downside to this, however, is that while the rest of
referred to as eddies. These effects can the plane does not age quickly, the traveler does,
become both interesting and dangerous when sometimes resulting in persons who seem to age
a traveler moves from one speed of time to quickly, and only live a fraction of their potential
another. While from the viewpoint of the (the rest of their lives are spent on these other
traveler, time is always moving at a constant realms).
rate, others may see lightning quick 4 - Still Plane
movements or actions resembling molasses. A “still plane” is a plane where time seems to
There are numerous types of time flow flow not at all for physical bodies, though mentally
recognized throughout the multi verse. The time passes at a normal rate.
explanations of all of these are based on the The Astral plane is a good example of this,
traveler’s home plane, and thus might allowing a traveler to spend years without need to
change depending on that plane. Note eat, sleep, drink, or even age. However, with every
however, that despite all of these good comes a bad, and lack of time also means lack
differences, time always seems normal of spell restoration, lack of natural healing, and lack
within a time flow. Whether you are in a of aging. Some timeless planes have a twist, called
slow flow, a quick flow, or even an erratic “the retroactive factor”. The retroactive factor is
flow, a round lasts a round within the flow. like playing catch-up. Although you needed no
The only exception to this is a timeless flow, food or sleep for the three days you spent there,
where it is obvious to all that time is flowing once you leave, your body remembers it’s need for
differently. sleep and food, leaving persons lying in a famished
1 - Normal Flow sleep for days at a time. There have been cases of
The easiest to understand is so called items rotting instantly, and even persons dying
“normal flow”. Normal flow mimics that of a because they have already lived past their
traveler’s home plane to a degree that not maximum age. Again, with every bad comes a
even a master time mage can tell the good, as such things like spells and natural healing
difference. Any time spent on such a plane is are also retroactive, allowing a badly wounded man
identical to time spent on your own. to heal very quickly (although he will still be
Any spells or abilities relying on time (such hungry, thirsty, and exhausted).
as spell durations, etc.) last normally. 5 - Erratic Flow
2 - Slow Flow The final example is the most rare, and has only
A “slow flow” is an area or plane where time been documented a few times. An “erratic flow”
flows slower than on your home plane. Thus changes constantly, some moments becoming slow,
while a traveler spends a single round on others quick, and others even being normal. The
one of these planes, her home plane spends changes are usually periodic, meaning they can be
two rounds, an hour, a day, even years. mapped out, and exceptionally smart plane-travelers
These situations often result in a character can use these areas and planes as a way to beat
aging little and “awakening” in a whole new the odds. Not only does the area change in style of
world which may have even forgotten the flow, but also intensity. A flow could be 1 round =
person existed. Savvy plane-travelers use 1 hour, and suddenly shift to 1 round = 10 years,
both of which are slow flows, but differing in
194 these areas as a safe haven during times of
intensity by great amounts. A time blocker appears as a large, glowing
TEMPORALELEMENTALPLANE boulder impeding the time flow, much like a
large rock in a stream or river. To catch onto
The Temporal Elemental Plane is the innermost a time blocker (assuming one is in reach), a
plane. The first of the planes to be created, this character must succeed at a swimming
plane is the source of time and temporal energies in check at a DC of 30. To hold onto a block (for
each and every other planes. The energies of this those that can’t be climbed onto) requires a
plane are so strong that they seep out of the plane

Time
strength check of DC 20 every minute. To
into the other planes. However, as the seepage is jump from block to block requires a
not equal, different planes receive different jump check of DCs anywhere from 5 to 50
amounts of temporal energy. This causes different depending on how far apart and how small
planes to advance at different rates through time. the blockers are. Failure of any of these
The Temporal Elemental Plane is only accessible checks results in falling back into the
from one of the four standard elemental planes stream.
(water, fire, air, and stone). The reason for this is It is possible to create temporary blockers
unknown, but it is speculated that this reflects the through high-powered magical spells such a
order of creation of the planes (Temporal, then the Wish or Miracle. These temporary blockers
four elementals, then astral, then Prime Material, usually last about 5 minutes per caster
then ethereal, and then the outer planes). level, and are large enough for a single
When one accesses the Temporal Elemental person.
Plane, the first thing that they notice is its appearance.
To each creature, it appears to be similar to THETIMEESSENCE
the elemental plane they came from, but more The time essence is often confused as a
flowing (those coming from the elemental plane of plane. It exists in a space parallel to the
water see a river, from air: a jet stream, from fire: a other planes, touching upon each plane
stream of burning lava, and from stone: a individually and all planes collectively. The
landslide). Immediately, the character becomes time essence is that realm in which time
caught up in the stream. flows can be visualized, and can be
There are two ways to travel within the dealt with in a physical manner. Also, this is
Temporal Elemental Plane. The first way is to ride the source of energy for all spells dealing
the stream. Due to the various currents and eddies, with time. Traveling to the time essence can
it is hard to predict how much time will pass while be achieved in the same way as traveling to
on is here; on average, twice as much time will pass the ethereal plane (magic, innate ability, or
onthe Prime Material plane as is spent here. magical items). Once a creature arrives on
However, this estimate is not reliable, and occasionally the time essence, they find themselves in a
travelers will return home after a few hours large open area. This open area is the field
on this plane to find that they have only been gone of time. In the center of this field is the
an instant, or that a century has passed. time stone. The time stone is a small stone
Time blockers’ allow the character to stop that radiates the essence of time throughout
moving, and even move backwards. A time blocker the multi verse. It is always surrounded by
is a solid piece of elemental force that is part of the numerous time travelers, outsiders, and
time stream. By holding onto this time blocker, the time elemental’s, vying for their opportunity
character stops movement through time. Some to experience the power of the stone.
blockers are big enough to crawl on top of. When By touching different parts of the time
this happens in a place where time blockers are stone, a character is transported through
close to each other, the character has a chance to time to almost any point in the past or the
jump upstream or downstream from block to block. future. Because each point on the stone
The frequency of blocks and their size should be results in a different time, and the order of
determined by the DM, depending on how much these segments are completely random, it
time travel the DM wants to deal with is almost impossible to know what section to
(rememberinginformation and rules set out above). touch to move to a specific point in time
(Knowledge - time check, DC 50). 195
_________________________________________
• Special Weapon: Bow and Arrow.
Deities & Time Xrasis (Goddess of the flow)
“Time is God’s way of keeping everything The “Three In One” (maiden, wife, and old
from happening at once” maid; or spring, summer, and winter), and “The Stream”.
Xrasis is an unusual goddess. Very few know
DEITIES&TIME where, or when she came from, but she has become the
consort of Chronos mainly to help offset then actions and
New Deities schemes of Chronos’s daughter, Iora.
Time

There are many different aspects to time, and The most strict and specific of the “family”, Xrasis sees
many gods/goddesses have devoted part of everything around her that is out of place or out of time
their energies to one of those aspects. Every as a terrible personal affront to her. The creator of the
once in a while, a goddess or god comes along order of the Temporal Guardians,
and devotes themselves completely to time Xrasis takes as much of a hands on approach to time as
and all of its ramifications. Iora does.
Although these goddesses or gods are • Symbol: Stylized flowing stream of time.
ultimately very, very powerful, as they • Alignment: LN.
control all aspects of time, they are rarely • Area of control: Time, History, Motherhood
involved in deity squabbles and power • Typical worshiper: Chronographers
fighting, as it is not in their interest. Oddly • Domains: Caution, Guardian of History,
enough, these gods and goddesses who devote Temporal Vision, Time Travel, Knowledge, Law,
themselves fully are often revered in and Magic.
many different cultures, even those with • Special Weapon: Great sword
completely separate pantheons. Iora (Daughter of time)
Here are three examples of such “Intermediate Goddess of Time and Chaos”, the
encompassing gods/goddesses that can be “Daughter of Time”, “Chaos Daughter”, and “Time
used: Sunderer”.
Chronos (God of time) Iora is a not a forgiving goddess who expects
“Father Time”, the “Unhalting One”, the obedience from her followers. Iora is an illegitimate
“Impassionate and Unceasing One”, and daughter of Chronos (god of Time) and her wish to
“Baby New Year”. bring her father’s downfall is not so much because
Chronos is one of the original deities of the of her hatred for him, but rather as a means to bring
multi verse. Often thought of as the originator about everlasting Chaos to all the realms. Although
of time, Chronos takes an extremely hands off she is seen by most as a dutiful daughter, her name
approach to everything except time. Spending is often whispered when people speak of failed
much of his time undoing the effects of his attempts to overthrow her father. In her quest to
daughter Iora with the help of his consort destroy the order that binds time, she mostly uses
Xrasis, Chronos has little time or energy to Thieves, Wizards, Sorcerers and Priests for her
devote to the struggles between evil and cause.
good. • Symbol: Cracked red hourglass on a black
• Symbol: Spiraled hourglass. background.
• Alignment: N. • Alignment: CN.
• Area of control: Time • Area of control: Time, Mischief
•Typical worshiper: Sages, seers, and others • Typical worshiper: Chronomancers, Bards
that search for lost information and histories. •Domains: Offensive Chronomancy, Quickness,
•Domains: Caution, Guardian of History, Life- Temporal Artifice, Temporal Trickery, Time
– Travel, Time Warrior, Chaos, Travel, and Trickery.
Death, Offensive Chronomancy, Quickness, • Special Weapon: Whip
Temporal Artifice, Temporal Vision, Time
Travel, Time Warrior, Divination, Knowledge,
and Magic.
Other deities and time
When none of the above encompassing gods or
196
goddesses exists, many of the other deities will take Caution
up some of the aspects of time as their own. Lets Deities: Chronos, Xrasis
look at the core pantheon as an example of this. Granted Power: All Caution spells are cast at
• God of magic: has no special care for the +1 caster level.
dealings of time, except through future knowledge Caution Domain Spells:
of magic. 1. Sudden Slowness
• God of elves: cares about the passage of time 2. Withdraw
only as it relates to the aging of elves. 3. Slow

Time
• Goddess of woodlands: cares about the passage 4. Temporal Barrier
of seasons as they affect the woodlands and the 5. Temporal Do-Over
creatures that live there. 6. Zone of Retarded Magic
• God of slaughter: cares not about the passage 7. Save Item State
oftime. 8. Temporal Stasis
• God of roads: cares about the passage of time 9. Save State
as an aspect of the speed of travelers. Guardian of History
• God of gnomes: cares little about the passage Deities: Chronos, Xrasis
oftime. Granted Power: By meditating for eight hours,
• God of orcs: cares only about time as an aspect the priest can attempt to determine the cause of a
of the lives (and deaths) of elves and orcs. change in the current time line, as if using a Book
• God of valor: does not care about time. of Alternate Histories. This check can only be
• God of tyranny: does not care about time. attempted once per time line.
• God of strength: cares little for those dealing Guardian of History Domain Spells:
with time. 1. Temporal Sheen2.
• God of dwarves: as the creator god, especially Vision of Youth
cares for learning about the past creations of the 3. Temporal Safe
world. 4. Legend Lore
• God of death: cares about the aspects of death, 5. Recall from the Past
and the ending of life. Also looks at the recreation 6. Temporal Reversal
of life from the past. 7. Chrindol’s Minor Change
• God of nature: deals especially with the 8. Time Walk
passing of seasons and weather. By understanding 9. Chrindol’s Major Change
these aspects, followers understand also the Life-in-Death
cycle of other own lives. Deities: Chronos, and the deities of, death
• God of the sun: as a creator god, looks towards magic & death, nature, and woodlands. Some racial
the future to find the next great creations. deities (elves, gnomes, etc.) may also allow this
• God of retribution: doesn’t care much about domain.
timeatall. Granted Power: Priests get a +4 bonus to all
• God of secrets: depending on the world and saving throws against all spells or supernatural
how well time travel and time magic is known, effects that may age them.
this deity could be the most encompassing of Life-in-Death Domain Spells:
the secrets of time. Divination, for instance, is 1. Nomad
one of these secrets. 2. Last Sight
• God of magic and death: also deals with a 3. Diminish Plants
number of aspects of time. Dealing with all the 4. Age Animal
areas this deity deals with, she also deals with a 5. Recall from the Past
number of time magic that others might 6. Temporal Banishment
overlook. 7. Soloman’s Warriors
• Goddess of Halfling: cares little for the dealing 8. Quicken Aging
oftime. 9. Weirdtomb
_________________________________________ Offensive Chronomancy
NEWDOMAINS Deities: Chronos, Iora
197
Granted Power: All spells in this domain are Close range, Will save as 1st level spell negates.) The
cast at +1 caster level. enemy must take the new result.
Offensive Chronomancy Domain Spells: Temporal Trickery Spells:
1. Accelerate Metabolism 1. Temporal Shove
2. Time Distortion Cube 2. Lateness
3. Suspend Creature 3. Chrindol’s Curse
4. Age Animal 4. Temporal Push
5. Temporal Simultaneousness
Time

5. Delay Magic
6. Backlash 6. Backlash
7. Temporal Banishment 7. Chrindol’s Minor Change
8. Quicken Aging 8. Quicken Aging
9. True Disintegrate 9. Chrindol’s Major Change
Quickness Temporal Vision
Deities: Chronos, Iora Deities: Chronos, Xrasis
Granted Power: The priest gains +2 to Granted Power: Good Fortune: Reroll a d20
initiative once per day. The results of the new roll must be taken.
checks. Domain Spells:
Quickness Domain Spells: 1. Temporal Sheen
1. Burst of Haste 2. Augury
2. Accelerate Magic 3. Ascertain Spell caster
3. Haste 4. Alternate Time line Divination
4. Temporal Push 5. Temporal Scrying
5. Temporal Simultaneousness 6. Temporal Capture
6. Mass Haste 7.Vision
7. [Quickened] Haste* 8. Temporal Projection
8. Quicken Aging 9. Foresight
9. [Quickened] Mass Haste * Time Travel
* The Quickened versions of these spells are Deities: Chronos, Xrasis, Iora.
available as domain spells, even if the priest Granted Power: You always now precisely at
doesnot have the Quicken Spell feat. which epoch (up to the day of the month of what year)
Temporal Artifice you find yourself. If you were transported into another
Deities: Chronos, Iora era at random, you would now precisely the date in
Granted Power: Magic items constructed by relation to the calendar you normally use.
the cleric are 10% cheaper, both in XP and GP Time Travel Domain Spells:
cost. 1. Temporal Shove
Temporal Artifice Spells: 2. Time Leap
1. Age Item 3. Temporal Back step
2. Restore Prime Condition 4. Temporal Push
3. Temporal Safe 5. Temporal Simultaneousness
4. Legend Lore 6.Relativity
5. Alternate Charges 7. Reset
6.Vision 8. Time Walk
7. Save Item State 9. Temporal Teleport
8. Temporally Teleport Object Time Warrior
9. Save State Deities: Chronos, Iora
Temporal Trickery Granted Power: The priest gains martial
Deities: Iora proficiency in the deity’s favored weapon.
Granted Power: Once per day, the cleric can Time Warrior Spells:
force an enemy to reroll the result of a d20 1. True strike
roll. 2. Second Chance
(This is a spell-like ability which works at 3. Haste
198 4. Temporal Anchor
f +4 / r +15 / w +2
5. Retry f +8 / r+21 / w+5
6. Backlash f +10 / r+24 / w +7
7. Reset f +11 / r +27 / w +8
8. Alternate Time line Summoning Abilities
9. Save State s8, d19, c8, i6, w11, ch11
_________________________________________ s10, d23, c12, i6, w11, ch11
s12, d27, c14, i8, w11, ch 11
Elemental, Time

Time
s16, d31, c16, i8, w11, ch11
s18, d33, c16, i8, w11, ch11
Type Small Medium Large Huge Greater Elder
s20, d35, c16, i8, w11, ch11
Size Small Medium Large Huge Gigantic, Colossal
Skills
Hit Dice 2d8 (9hp)
Listen +8, Spot +8
4d8+4 (22hp)
Listen +10, Spot +10
8d8+16 (52hp)
Listen +14, Spot +14
16d8+48 (120hp)
Listen +21, Spot +21
21d8+63 (157hp)
Listen +26, Spot +26
24d8+72 (180hp)
Listen +29, Spot +29
Initiative +8 +10 +12 +14 +15 +16
Feats Improved Initiative
Speed 40 ft 40 ft 40 ft 40 ft 40 ft 40 ft
Improved Initiative
AC 20 21 22 24 25 26
Improved Initiative
Attacks Time-Distorted Slam +6 melee
Improved Initiative
Time- Distorted Slam +9 melee
Improved Initiative
Time- Distorted Slam +13/+8 melee
Improved Initiative
Time- Distorted Slam +20/+15/+10 melee
CR 3 5 7 9 13 16
Time- Distorted Slam +24/+19/+14 melee
Time elemental’s appear to be blurry, fast moving
Time-Distorted Slam +28/+23/+18/+13 melee
humanoids, with wobbly, unearthly voices.
Damage 1d4 -1physical +1d4 temporal
They speak their own language, Temporal, and
1d6 physical + 1d6 temporal
rarely leave the Elemental Plane of Time unless
2d6+1 physical + 1d8 temporal
magically summoned. (They can be summoned
2d8+5 physical + 1d12 temporal
using the various Summon Monster spells, just like
2d8+6 physical + 2d8 temporal
other elemental’s) Occasionally they will be sent
2d8+8 physical + 3d8 temporal
on errands by time-related deities.
Face/Reach 5x5 / 5ft 5x5 / 5ft 5x5 / 10ft 10x5 / 15ft 10x5/
Due to their ability to use temporal trickery in
15ft 10x5 / 15ft
combat (see below), Time Elemental’s are greatly
Special Attacks
feared as adversaries.
Accelerate Metabolism, Temporal Shove
All Time Elemental’s share certain qualities.
Small attacks+ Time Distortion Cube
The abilities which mimic Chronomancy spells are
Medium attacks + Temporal Push
spell-like abilities, with effects equivalent to a spell
Large attacks + Backlash
cast by a Chronomancer of their hit dice.
Huge attacks + Temporal Banishment
• Elemental qualities: immune to poison, sleep ,
Greater attacks + True Disintegrate
paralysis, stunning, and critical hits.
Special Qualities
• A constant supernatural Temporal Sheen,
Time Elemental Qualities
similar to the spell (but cannot be dispelled).
Time Elemental Qualities
This is taken into account in their statistics
Time Elemental Qualities, DR 10/+1
above; their insight into the near future also
Time Elemental Qualities, DR 10/+2
gives them excellent Dex and Reflex saves.
Time Elemental Qualities, DR 10/+2
• At will: Accelerate Metabolism, Temporal
Time Elemental Qualities, DR 15/+3
Shove, Burst of Haste, Accelerate Magic,
Saves
Time Leap, Withdraw
f –1 / r +8 / w 0
• 3/day: True strike, Haste, Time Leap,
f +2 / r +11/ w +1
Temporal Simultaneousness, Temporal
199
Back step
• SR (20 + hit dice) against Chronomancy
effects.
• Time elemental’s of size Large or larger also
gain Evasion.
• Medium and larger elemental’s: Time
Distortion Cube 1/day per hit die
Time

• Large and larger elemental’s: Temporal Push


1/day per 2 hit dice
• Huge and larger elemental’s: Backlash 2/day
• Greater and Elder elementals: Temporal
Banishment 1/day
• Elder elemental’s: True Disintegrate 1/day

200
The Book of Magical the format given in the DMG. Most of the items
shown here, offer additional information for
Treasures each item that can be helpful to both players and
DM’s. Please note that some of the descriptions
for the items are simply flavor text and do not

Magical Treasures
Book of Magical Treasures, (18 March 2002- May 2004)
have to be used with the item for the item to be
Project Lead: Micah J. Higgins used in the game. We will touch on four
Editor: Micah J. Higgins different categories and give a definition of the
Requires the use of the Dungeons & Dragons® flavor text and how it can be used. We will also
Player’s Handbook, Third Edition, cover the tricky element of the caster level that
published by Wizards of the Coast®. is mentioned for each item.
Project Team/Review Board:
Micah J. Higgins, Stefan J. Simons, Bob Hall, Edward Chegwidden, Wade Item Power: This is obviously a ranking of how
Nudson, Jose Lira. powerful the item is according to cost and to the
Previous Review Board Members: impact it will have on your players. A major item
Gerald Ford, William J. Bramstedt, Paul Bartlett, and John Farrell. will have a huge impact on a game if the PC’s
Contributors: are only 3rd level, where as a minor item will
Micah J. Higgins have minimal game impact. For obvious reasons,
Stefan J. Simons a DM will want to carefully consider the power
William J. Bramstedt of each item and how it will effect the game,
Tyson Neumann
Foxman before adding it into an adventure. Powerful
Troy Lenze magical items at low levels can cheat players of
Ian Cheesman good role-playing experiences that help to
Itzhak Even develop their character, so be cautious with the
Jeremy H. Pace
Robert J. Hall use of these items or any magical items.
Paul W. King Original Creator: This is simply flavor text
Joshua Turton that has been added to some items. The author
Paul S. Weintraub of the item may be using the name of the PC
Jay Scott
or NPC he or she was playing when the idea
INTRODU CTION
came up. This text, for all extensive purposes, is
————————
purely flavor added to the item to give it some
Welcome to the Ultimate Book of Magical Treasures. This
background. It is up to the player or DM using
book has been published as a community effort to increase
the item as to whether or not they wish to
the pool of magic items available to dungeon masters and
include this information into the item and their
player characters, and to offer a quality gaming product for
campaign world. The idea behind this flavor text
free. We have worked very hard and have strived to keep the
is to offer up idea’s to DM’s for NPC’s who may
quality of this book in high regard and have gone to great
have this item for sale, in their possession, or
lengths to make sure that the items in this book are strictly
possibly to add to some ancient legend of
by the book. We have tried to avoid as many special or item
folklore as to who brought this item into the
specific rules as much as possible so that each item can be
world, be it for good or ill. As flavor text this
inserted into your campaign world seamlessly. FOR
category can easily be tossed aside if it serves
PLAYERS: Please remember that this work should be and is
no purpose to the current campaign world.
considered an optional source of material usable only with
Original History: This also another category
the permission of the DM. Although the items listed strictly
of flavor text. It is simply provided to better
adhere to the rules in the core rule books for creation and
flesh out the item and gives it a sense of
function of magic items, they may not fit into all campaigns
purpose. This bit of history may or may not fit
or the DM may simply want to stick to core material.
into the campaign, but that is for the DM to
decide. The ideas themselves are simply offered
HOW TO USE THIS BOOK
to promote and encourage adventure ideas and
The items contained in this book do not necessarily follow

201
Cost to Create: 32,088gp, 2,567xp Market
add to the plot of an adventure. Value: 64,175gp Submitted By:
Caster Level: This is not a flavor text COPYRIGHT 2001 Micah J. Higgins
category, but it can become confusing during
item creation. We have studied long and hard
on this subject and have put a few rules in
place for this category. The caster level given
Magical Treasures

for every item is not necessarily the caster level


that a character necessarily has to have to create
an item. Most often times the caster level is the
Item Name: Austere Shield of Effigies
average level used when these items are
Magic Item Type: Armor
created. For instance the Band of Purity is a
Item Power: Medium
ring with a caster level of 7th. For those that are
Item Description: This dreary little shield is simple in
familiar with the forge ring feat, characters must
appearance, but very practical in function. The +2 small
be at least a 12th level spell caster in order to
metal shield releases a powerful magic, upon command
acquire the feat, so why only a caster level of 7?
once per day; the bearer will become a crude statue, as per
Caster levels are not prerequisites, they must be
the spell except with almost no detail.
listed in the prerequisites category in order for
Example: Thwarken the gnomish Cleric, wearing a chain
them to be considered a prerequisite. So how
mail long-shirt will appear as “A roughly cut marble
does this work? Well say an arcane caster of
statue, of a gnome, wearing a long shirt, toting a small
12th level wants to create a ring that requires a
shield and a mace.” Caster Level: 13th
divine spell. As mentioned in the DMG, items
Prerequisites: Craft arms and armor, Statue Market
can be created cooperatively, so this 12th level
Value: 37,000gp
arcane spell caster could be having a 7th level
Submitted By: COPYRIGHT 2001 Stefan J. Simons
divine caster casting spells for him or her while
forging this ring. It is not necessary for the
Item Name: Black Armor
creator to be casting the spells used in item
Magic Item Type: Armor
creation.
Item Power: Major
ARMOR
Item Description: This armor is the favorite of the black
Item Name: Armor of Defiance
guard as it is made of high quality metals, formed into a
Magic Item Type: Armor
black alloy, and then buffed to a high polish. These suits
Item Power: Major
of full plate +3 are enhanced and enchanted for those of
Original Creator: Axom the Plague
evil intentions. In addition to its obvious superior defense
Item Description: This is a suit of +2
it is imbued with the spell protection from good, which
studded leather armor that makes the wearer
functions for the wearer at will. The armor is also able to
is partially immune to all death spells and
deflect 9 levels of “holy” magic per day. Deflected spells
magical death effects as per the death ward
are considered useless and wasted energy.
spell, and is imbued with the special ability
Item Creation method: In addition to the normal
invulnerability. The armor is made from black
requirements for creating magic armors, in order to create
leather and the studs are dull gray or black.
a suit of black armor or to have one commissioned, one
Armor Proficiency: light armor proficiency
must complete a truly evil deed for an evil deity.
Armor Type: light
Armor Proficiency: heavy
Armor Bonus: +5
Armor Type: heavy
Max Dex Bonus: +5
Armor Bonus: +11
Armor Check Penalty: 0
Max Dex Bonus: +1
Arcane Spell Failure: 15%
Armor Check Penalty: -5
Speed (base 30ft.): 30ft.
Arcane Spell Failure: 35%
Speed (base 20ft.): 20ft.
Speed (base 30ft.): 20ft.
Weight: 20lbs
Speed (base 20ft.): 15ft.
Caster Level: 18th
Weight: 50lbs
Prerequisites: Craft Magic Arms & Armor,
Level: 13th
(see prerequisites for invulnerability in
Prerequisites: Craft Magic Arms & Armor, protection
202 DMG), death ward
from good, spell turning, see above.
Cost to Create: 22,705gp, 1,817xp Item Power: Armor Special Ability +2
Market Value: 45,410gp (medium)
Submitted By: COPYRIGHT 2001 Micah J. Higgins Item Description: Once per day the wearer
of this suit of armor is able to call upon their
deity for aid in combat as per the spell divine

Magical Treasures
favor, which gives them a +3 to attack and
damage. Only worshipers of the deity from
which the armor was made can call upon this
special power. Calling upon the favor of ones
deity is considered a free action.
Item Creation method: A holy quest or
special circumstance must be fulfilled for
Item Name: Divine Armor of the Faithful ones deity in order to be granted the power
Magic Item Type: Armor to craft such an item. This condition exists in
Item Power: Medium addition to the normal rules for creating
Item Description: This armor is crafted from only the magic armor.
finest of metals and is then polished to a high shine. These Caster Level: 9th
magical suits of armor are full plate +3 and are made for Prerequisites: Craft Magic Arms & Armor,
only the most esteemed paladins and clerics. Most often Quicken Spell, divine favor
times these suits of armor are decorated with images and Submitted By: COPYRIGHT 2001 Micah J.
symbols of the deity from which it was crafted. Once per Higgins
day the wearer of this suit of armor is able to call upon
their deity for aid in combat as per the spell divine favor, Item Name: Life-keeper
which gives them a +4 to attack and damage. Only Magic Item Type: Armor
worshiper of the deity from which the armor was made can Item Power: Armor Special Ability +2
call upon this special power. Calling upon the favor of (medium) Item Description: This
ones deity is considered a free action. This armor is also enchantment makes the wearer of this suit of
imbued with the function of protection from evil/good, armor partially immune to all death spells
which the character can use at will. Item Creation and magical death effects as per the death
method: A holy quest or special circumstance must be ward spell.
fulfilled for ones deity in order to be granted the power to Caster Level: 7th
craft such an item. This condition exists in addition to the Prerequisites: Craft Magic Arms & Armor,
normal rules for creating magic armor. death ward.
Submitted By: COPYRIGHT 2001 Micah J.
Armor Proficiency: Heavy
Higgins
Armor Type: Heavy
Armor Bonus: +11
Item Name: Polychromatic Platemail
Max Dex Bonus: +1
Magic Item Type: Armor
Armor Check Penalty: -5
Item Power: Major
Arcane Spell Failure: 35%
Original Creator: Kathos Duela
Speed (base 30ft.): 20ft.
Item Description: This armor has a base +8
Speed (base 20ft.): 15ft.
AC. It has the ability to change color. Each
Weight: 50lbs
color has it’s own special ability and
Caster Level: 12th
weakness. Anytime the opponent touches the
Prerequisites: Craft Magic Arms & Armor, Quicken
armor, he must make a WILL save DC 15 or
Spell, divine favor, protection from good or evil
sustain damage as per the chart at the end of
(depending upon the deity).
this book. If the attacker or his comrades
Cost to Create: 17,125gp, 1,370xp
succeed in negating the armor by casting the
Market Value: 34,250gp
Submitted By: COPYRIGHT 2001 Micah J. Higgins proper spell, the armor loses all of it’s
Item Name: Divine (armor) abilities for one week. The wearer will suffer
Magic Item Type: Armor
203
double damage or 50 points of damage, which small wooden buckler set with an intricate silver border 2
ever is greater. The chart on page 257, may be inches wide. This shield functions as a buckler shield +2
used at the DM’s discretion. and is considered a “wooden” shield for rule purposes,
Armor Proficiency: Heavy despite its silver border. Once per day the wielder is able
Armor Type: Heavy to transform the buckler into a small wooden hut with a
Magical Treasures

Armor Bonus: +8 Max Dex Bonus: +1 silver embroidered archway. The transformation is
Armor Check Penalty: -5 triggered when the wielder holds the shield over their head
Arcane Spell Failure: 35% and uses the command word shelter in any language
Speed (base 30ft.): 20ft. (magic partial action, see PHB). The hut forms around the
Speed (base 20ft.): 15ft. wielder as the shield transforms. The newly formed hut
Weight: 50lbs has the same be transformed back into a shield any time
Caster Level: 15th the owner wills it. This transformation takes one round.
Prerequisites: Craft Magic Arms & Armor, all The word shelter is inscribed in the silver setting of the
of the spells in the chart. shield, usually in elven or common. A spot check with a
Cost to Create: 17,125gp, 1,370xp DC of 15 is needed to spot the writings among the
Market Value: 34,250gp artwork, otherwise a 2nd casting word necessary to activate
Submitted By: COPYRIGHT 2004 Paul S. the shield.
Weintraub Armor Proficiency: Shield
Armor Type: Shield
Item Name: Positive Charge Armor Bonus: +3
Magic Item Type: Armor Special Ability Max Dex Bonus: -
Original Purpose: To protect undead hunters Armor Check Penalty: -
from negative energy drain attacks Arcane Spell Failure: 5%
Item Description: This suit of armor is Speed (base 30ft.): -
charged with the power of the Positive Energy Speed (base 20ft.): -
Plane. It not only protects the wearer from Weight: 5 lbs
negative energy draining attacks of any nature, Caster Level: 9th
but it will also damage any undead attacker Prerequisites: Craft Magic Arms and Armor, Leomund’s
using their natural energy draining attacks. secure shelter.
This armor comes in three forms, lightly Cost to Create: 5,683gp, 455xp
charged, moderately charged, and heavily Market Value: 11,365gp
charged. When struck by a negative energy Submitted By: COPYRIGHT 2001 Micah J. Higgins
draining attack, the wearer rolls 1d20 + 5 for
light, +10 for moderate, and +20 for heavy vs. Item Name: Shifting Armor
a DC of 11 + the attacker’s HD. If the roll Magic Item Type: Armor
succeeds, the wearer is not affected by the Item Power: Major.
draining effects of the attack, the wearer Original Creator: Cei’Xeral
Item Creation method: “Special: Any armor Item Description: This normal looking suit of full plate is
made from metal. much, much, more than what it appears to be. Upon
Caster Level: 5th for light, 10th for moderate, command this suit of full plate +2 can change into a
and 20th different suit of armor of the wearers choice. The
Prerequisites: Craft Magic Arms and Armor, transformation takes a full round at which time the
negative character is flatfooted until the transformation is complete
Cost to Create: As per the chart in the DMG at the end of the round. The new suit of armor has all the
Market Value: +1 for light, +3 for moderate, statistics of the armor chosen, and is able to change color,
+5 for Submitted By: COPYRIGHT 2001 Troy and design, but still retains the look of armor no matter
Lenze what. The armor cannot use this ability to disguise itself
as something other than armor. For example if leather
Item Name: Shield of Shelter armor is chosen the character should be treated as wearing
Magic Item Type: Armor leather +2. The armor can look however the character
Item Power: Medium wants, it can bear insignia, color, and design, but it is very
204 Item Description: This shield appears to be a apparent that it is leather armor. If the armor is
transformed to look like another suit of armor, or to bear a Item Name: Bone Biter Arrows
design or insignia that specifically mimics an existing Magic Item Type: Weapon
suit (i.e. uniform, royal guard, etc.), the wearer must make Item Power: Medium
a Forgery check with a +5 circumstance bonus in order for Original Creator: Kathos Duela
it to pass as the real thing. Upon a successful “forgery” of Item Description: These arrows grab and

Magical Treasures
the armor, the wearer receives a +10 circumstance bonus to break bones. With each use the arrow has a
Disguise checks. The armor will remain in this form until 50% chance of breaking. These arrows
it is changed again. If the armor is removed, it will revert damage living and undead bones. They do
back to a suit of “normal” looking full plate. The armor 1D6 + 2D6 crushing damage (ignoring
can only change three times per day, and can transform armor).
into any type of armor. Note: all armor statistics will vary Weapon Proficiency required: Simple
upon the form of armor chosen. Weapons Weapon Type: Piercing
Weight: varies Damage Amount: - 1D6 + 2D6 Crushing
Caster Level: 15th level Critical Threat Range: 19-20
Prerequisites: Craft Magic Arms & Armor, polymorph Critical damage Multiplier: x3
any object, at least 5 ranks of forgery. Range Increment: 110ft.
Cost to Create: 25,3255gp, 2,026xp Weight: .6 lbs
Market Value: 50,650gp Caster Level: 3rd
Creation Note: The price determined above was using a Prerequisites: Craft Magic Arms & Armor,
masterwork suit of full plate. I suppose any masterwork Gaseous form, Shatter
suit of armor could also be used for creation. Cost to Create: 4,000gp, 320xp
Submitted By: COPYRIGHT 2001 Micah J. Higgins Market Value: 8,000gp
Submitted By: COPYRIGHT 2004 Paul S.
WEAPONS Weintraub
—————————
Item Name: Acid Bolts Item Name: Bow of Arrow Creation
Magic Item Type: Weapon Magic Item Type: Weapon
Item Power: Medium Item Power: Major
Original Creator: Axom the Plague Original Creator: Kathos Duela
Item Description: These are +2 crossbow bolts, that Item Description: This bow, when drawn,
inflict acid damage equal to that of Melf’s acid arrow. creates one normal arrow. The bow must be
Upon scoring a critical hit, these bolts inflict the normal masterwork. When the string is drawn, an
critical damage effect plus the critical effect of Melf’s acid energy bolt appears where the arrow would
arrow, as per the rules of the ranged touch attack, but only normally be placed. When fired, the energy
on the first round of acid damage, every round of acid becomes a normal arrow. If the archer does
damage there after is as normal. These bolts all have tell not release the arrow, it will become energy
tale tips, where a “teardrop” has been carved into the and disappear. This bow may never have any
metal. other magic imbued into it. The bow may be
Weight: 1lb per 10 bolts up to a +4 mighty composite longbow or a +3
Caster Level: 6th M.C. shortbow.
Prerequisites: Craft Magic Arms & Armor, Melf’s acid Weapon Proficiency required: Simple
arrow. Weapons Weapon Type: Bow
Cost to Create: 25,175gp, 2,014xp Damage Amount: - 1D8+STR
Market Value: 50,350* *This price is for 50 crossbow Critical Threat Range: - 19-20
bolts. Critical damage Multiplier: - x3
Price per ten bolts: Market Value: 10,070gp Submitted Range Increment: - 110ft.
By: COPYRIGHT 2001 Micah J. Higgins Weight: 6 lbs
Caster Level: 7th
Prerequisites: Craft Magic Arms & Armor,
Gaseous Form
Cost to Create: 5,000gp, 400xp
Market Value: 10,000gp 205
Submitted By: COPYRIGHT 2004 Paul S.
Prerequisites: Craft Magic Arms & Armor, Daylight Cost
Weintraub to Create: 12,000gp, 960xp
Market Value: 24,000gp
Submitted By: COPYRIGHT 2004 Paul S. Weintraub
Item Name: Bracers of Chaos
Magic Item Type: Bracers
Item Name: Bronze Sword of Arrow Deflection
Magical Treasures

Item Power: Major


Original Creator: Kathos Duela Magic Item Type: Weapon
Item Description: These black leather bracers Item Power: Major
each have the symbol of chaos embroidered in Original Creator: Yaj of Needreba
crimson thread on the top. The left bracer casts Item Description: When held, the sword will protect the
a sphere of darkness up to a twenty foot wielder from all incoming non-magical arrows. The sword
radius, for up to one hour. The right bracer glows with a green aura, 30' dia. The effect of the
casts a cone of darkness up to thirty feet, for deflection makes the wielder look like he is in the effects
up to one hour. Both bracers may be used only of a haste spell.
twice per day. May only be used by Non- Weapon Proficiency required: Simple Weapons Weapon
Lawful characters. Type: Piercing,
Weapon Proficiency required: Simple Damage Amount: - 1D8 -2
Weapons Weapon Type: Defensive Critical Threat Range: 19-20
Damage Amount: - Critical damage Multiplier: x2
Critical Threat Range: - Range Increment: -
Critical damage Multiplier: - Weight: 26 lbs
Range Increment: - Caster Level: 5th
Weight: .6 lbs Prerequisites: Craft Magic Arms & Armor, Protection
Caster Level: 6th Prerequisites: Craft Magic from Normal Arrows.
Arms & Armor, Darkness Cost to Create: 10,000gp, 400xp
Cost to Create: 30,000gp, 2400xp Market Value: 20,000gp
Submitted By: COPYRIGHT 2004 Jay Scott
Market Value: 60,000gp
Submitted By: COPYRIGHT 2004 Paul S.
Weintraub Item Name: Bullet of Earthquake
Magic Item Type: Weapon
Item Name: Bracers of Law Item Power: Medium
Magic Item Type: Bracers Original Creator: Kathos Duela
Item Power: Major Item Description: A simple sling bullet, imbued with the
Original Creator: Kathos Duela earthquake spell. Upon striking a solid surface, the spell is
Item Description: These bracers are dove invoked. Ground zero is a 90' dia. See spell for effects.
white. Each has an arrow of gold thread Weapon Proficiency required: Simple Weapons Weapon
embroidered on top. They can not be soiled by Type: Crushing
any means. The left bracer casts a sphere of Damage Amount: - By spell Critical Threat Range: -
light in a twenty foot radius, for up to one Critical damage Multiplier: -
hour. The right bracer casts a cone of light up Range Increment: 110ft.
to thirty feet, for up to one hour per day. Each Weight: .3lbs
may only be used twice per day. May only be Caster Level: 9th
used by Lawful characters. Prerequisites: Craft Magic Arms & Armor, Earthquake
Weapon Proficiency required: Simple Cost to Create: 1,600gp, 128xp
Weapons Weapon Type: Defensive Market Value: 3,200gp
Submitted By: COPYRIGHT 2004 Paul S. Weintraub
Damage Amount: -
Critical Threat Range: -
Critical damage Multiplier: - Item Name: Crossbow of Pain
Range Increment: - Magic Item Type: Weapon
Weight: .6 lbs Item Power: Medium
Caster Level: 6th Original Creator: Axom the Plague
Item Description: This is a +1 light crossbow that can
206
cause those it damages a great amount of pain and the raw power of the storm, but accidentally
discomfort. Any time a critical hit is incurred with this created this instead.
bow, the creature is struck with a cold chill that seeps into Item Description: Ashamed that he created
their very bones, causing a chilling pain with every the wrong weapon (something he did fairly
movement, this effect is the same as the spell chill touch. often), he set this long sword aside. Before

Magical Treasures
The cold chill effect is not stack able with any other doing so, he ensorcelled it so it looked like a
special effects provided by special ammunition, but the +1 poor quality long sword, one covered in
enhancement bonus does. For example if a screaming bolt rustand looking rather pitted. Using detect
were to be fired from the crossbow it would be given a magic will show that this unassuming sword
bonus of +3, but only the ammunition effect would take was created using strong magic, but nothing
place, for all purposes, special effects from ammunition else. Mystral did write in his journal that he
override the effects of the crossbow. had created this blade, and what it did. Mystral
Weapon Proficiency required: Simple Weapons took a standard magical sword (+1), and
Weapon Type: Piercing imbued it with the power of fire, ice and
Damage Amount: - electricity. He also gave it the ability to burst
Critical Threat Range: 19-20 with these elemental energies on a critical hit.
Critical damage Multiplier: x2 Anytime he tried to activate more than one
Range Increment: 80ft. energy type of the sword, it glowed with such
Weight: 6lbs Caster Level: 5th power that it dealt damage unto Mystral. In
Prerequisites: Craft Magic Arms & Armor, chill touch, game terms, the wielder has the ability to
spectral hand activate or deactivate any of these abilities at
Cost to Create: 4,168gp, 334xp will as a free action. If a single special ability
Market Value: 8,335gp is activated, it functions exactly as described
Submitted By: COPYRIGHT 2001 Micah J. Higgins in the core books as if it were a weapon of the
same name. If two of the abilities are powered
Item Name: (Dagger) of the Night at the same time, the sword does 1d10 points
Magic Item Type: Weapon of damage to the wielder per round and the
Item Power: +2 Bonus user must make a Fort save (each round two
Item Description: Weapons with this ability are always abilities remain active) vs. a DC of 15 to keep
one handed and typically of dull metal or have mat black the weapon in hand. This check is made before
finish, they are never bludgeoning or missile weapons. A the attack is made and if the wielder does not
creature hit by a rogue’s sneak attack from this weapon make the save, the sword drops to the ground,
will have to make a Will Save (DC20) or fall asleep for 2 but not before the user takes damage from the
hours. This function is added to a magic weapon as a excess energy coursing through the sword. If
special ability (see DMG for rules and other examples of multiple abilities are powered, the
weapon abilities). enhancements stack, unless Flaming and Icy
Caster Level: 13th Burst are each powered…these two cancel
Prerequisites: Craft Magic Arms and Armor, Empower each other out. So, if Flaming Burst and
Spell, sleep. Shocking Burst are powered simultaneously,
Market Value: +2 Bonus the sword deals +1d10 points of fire damage
Submitted By: COPYRIGHT 2001 Stefan J Simons AND +1d10 points of electrical damage on a
successful critical hit, plus the normal +1d6
Item Name: The Exploding Sword points of fire damage AND +1d6 points of
Magic Item Type: Weapon electrical damage on a regular hit.
Item Power: Major. Weapon Proficiency required: martial (long
Original Creator: Mystral D’Nai sword) Weapon Type: Long sword
Original Purpose: Mystral (a rather eccentric Damage Type: slashing
elementalist), due to his fondness of the elements, was Damage Amount: 1d8
always imbuing weapons with the powers of the elements. Critical Threat Range: 19-20
This sword was created by an experiment gone awry. He Critical damage Multiplier: x2
had been commissioned to create a sword that harnessed Weight: 4 lbs
Caster Level: 12th 207
Prerequisites: Craft Magic Arms and Armor; bonus to their Spot skill and can use feather fall at
flame blade, flame strike or fireball; chill will as the spell cast by an 8th level Sorcerer.
metal or ice storm; call lightning or lightning Item Creation method: The weapon requires a wing
bolt. feather of a female giant eagle, given voluntarily and
Cost to Create: 49,158gp and 3,932xp intact. Creating the hilt requires a handful of down taken
Magical Treasures

Market Value: 98,315 gp from the nest of the same eagle shortly after its eggs have
Submitted By: COPYRIGHT 2002 Paul W. King hatched.
Weapon Proficiency required: long sword
Item Name: Feather Sword Weapon Type: medium-size martial
Magic Item Type: Weapon Damage Category: piercing
Item Power: Medium Damage Amount: 1d8+2, no Strength modifier
Original Creator: The origins of this unusual Critical Threat Range: 17-20
blade are a mystery, although its elegant Critical damage Multiplier: x2
craftsmanship bespeaks an elvish origin. Range Increment: -
Original Purpose: Some believe this weapon Weight: 2 lb.
was created by a race of winged elves for use Caster Level: 8th
by close allies. Prerequisites: Craft Magic Arms and Armor, feather fall,
Item Description: The blade of this sword is keen edge, cat’s grace, creator must have 4 ranks in the
formed from a flawless, dark brown feather Spot skill.
from a giant eagle. The feather is over three Cost to Create: 24,198gp, 1,936xp
feet in length and emits a faint, silvery aura. Market Value: 48,395gp
The polished bronze guard is in the form of an Submitted By: COPYRIGHT 2002 Robert J. Hall
eagle’s claws, while the pommel is shaped as a
hooked eagle’s beak. The grip is covered in a Item Name: Gloves of Shocking
soft down of speckled white feathers that Magic Item Type: Gloves
provide a comfortable and satisfactory hold. Item Power: Major
The sword cannot be readily inserted into a Original Creator: Kathos Duela
scabbard, so instead it is hung from a hook on Item Description: After making a successful melee attack,
the belt. the gloves will discharge 1D8+3 points of electrical
In spite of the frail appearance of this weapon, damage. A +3 attack bonus is given if the opponent is
it is surprisingly durable and effective in wearing metal armor, or carrying a lot of metal.
combat. The sword is a +2 weapon that is +4 Weapon Proficiency required: Simple Weapons
to hit creatures while they are flying. Each Weapon Type: Bludgeoning
swing of the feather blade produces a giant, Damage Amount: - Normal HtH + 1D8+3 Electrical
silvery claw of force that rakes the opponent Critical Threat Range: 20
with razor sharp talons, doubling the threat Critical damage Multiplier: x2
range of the weapon as per the keen edge spell. Range Increment: -
This claw will also appear when the weapon is Weight: .6 lbs
used for other purposes, allowing the feather Caster Level: 5th
sword to be employed much like a magical Prerequisites: Craft Magic Arms & Armor, Shocking
long sword. Grasp
Because the wielder cannot apply their Cost to Create: 5,000gp, 400xp
physical strength through the flexible feather Market Value: 10,000gp
blade, no strength modifier is applied to the Submitted By: COPYRIGHT 2004 Paul S. Weintraub
attack or damage rolls. Since little strength is
required to strike a foe, however, the weapon Item Name: Helm of Obscuring Mist
is especially well suited to use while flying. It Magic Item Type: Helm
can be wielded without any penalty that might Item Power: Medium
normally be imposed for engaging in melee Original Creator: Kathos Duela
while in mid air. Item Description: Upon uttering the command word, a
The individual wielding the weapon gains a +2 misty vapor appears around the wearer. The wearer can see
208
10', while those around him can see only 5' into the mist. Cost to Create: 16,875gp, 2700xp
See the spell in the PHB for more details. Market Value: 33,750gp * cost represents
Weapon Proficiency required: Simple Weapons curse division.
Weapon Type: - Submitted By: COPYRIGHT 2004 Jay Scott
Damage Amount: -

Magical Treasures
Critical Threat Range: - Item Name: Invoker’s Bane
Critical damage Multiplier: - Magic Item Type: Weapon
Range Increment: - Item Power: Medium
Weight: 2 lbs Original Creator: Yaj of Needreba
Caster Level: 5th Item Description: This bronze bastard sword
Prerequisites: Craft Magic Arms & Armor, Obscuring has the ability to cut through and magical
Mist barrier. The wielder can cut through a wall of
Cost to Create: 4,500gp, 360xp force or destroy a shield spell.
Market Value: 9,000gp Weapon Proficiency required: Simple
Submitted By: COPYRIGHT 2004 Paul S. Weintraub Weapons
Weapon Type: Piercing, Slashing
Item Name: Hero’s Sword Damage Amount: - 1D6
Magic Item Type: Weapon Critical Threat Range: 19-20
Item Power: Major Critical damage Multiplier: x2
Original Creator: Yaj of Needreba Range Increment: -
Item Description: The Hero’s Sword is a +2 Great Sword. Weight: 18 lbs
It is also cursed. It can only be used by fighter, Barbarians, Caster Level: 5th
Paladins and Rangers. When someone of the proper class Prerequisites: Craft Magic Arms & Armor,
holds the sword for the first time, a tattoo appears on the Dispel Magic
forearm of the wielder’s dominant hand. Regardless of the Cost to Create: 15,000gp, 1200xp
weapon in the character’s hand, The hero’s sword will Market Value: 30,000gp
appear in the hand of the “Hero” when ever he enters Submitted By: COPYRIGHT 2004 Jay Scott
combat. It will for the next two rounds, begin a major 1) Light in a 30' radius 2) Fire starter- By
image upon the wielder. A beam of light will come down running a piece of flint across the back of the
from the sky and center on the “Hero”. Grand music of blade, an enormous an=mount of sparks are
battle will fill the air and a dazzling display of sword-play generated for starting a campfire. 3) When
commences. All in view of the effect will have to make a thrust into the ground, an alarm spell is
WILL save Vs DC 17 or be enthralled. Enthrallment will activated for up to eight hours. 4) Once per
hold all who fail for two full rounds (See Stunned in the hour when held directly in front of the
PHB). After two rounds have passed, The “Hero” will have wielder, it will point due north. This is not
full control again. infallible; It can be fooled by magical means.
The blade has twenty panels on the two faces of the Weapon Proficiency required: Simple
blade. Four of th panels have pictures in them. Each Weapons
picture is of a hero, heroically dispatching a major enemy. Weapon Type: Piercing, Slashing
To remove the curse, The “Hero” must heroically fight and Damage Amount: - 1D8
defeat a major enemy single-handedly. I.e. Killing an Critical Threat Range: 19-20
Adult dragon that is destroying a nearby village. Critical damage Multiplier: x2
Weapon Proficiency required: Exotic Weapons Range Increment: -.
Weapon Type: Great sword Weight: 8 lbs
Damage Amount: - 2D8 +2 Caster Level: 5th
Critical Threat Range: - 19-20 Prerequisites: Craft Magic Arms & Armor,
Critical damage Multiplier: - x10 Alarm, Intuit direction, Daylight
Range Increment: - Cost to Create: 15,100gp, 1208xp
Weight: 36 lbs Market Value: 30,200gp
Caster Level: 5th Submitted By: COPYRIGHT 2004 Jay Scott
Prerequisites: Craft Magic Arms & Armor, Teleport,
Major Image, Curse Object 209
Original Purpose: The first set of picks were originally
Item Name: Leather Gauntlets of Rusting made as a gift for Wanderlust Gemseeker, a halfling who
Magic Item Type: Gauntlets had a strange internal drive to mine for gems. The halfling
Item Power: Major loved mining so much that she left here small community
Original Creator: Kathos Duela of Halfling and traveled to the land of dwarves to learn the
Item Description: These heavy leather art of mining gems and ore. After much begging and
Magical Treasures

gauntlets cause any ferrous material to rust pleading the dwarves allowed her into the mountain and
on contact. They deal 1D6 points of armor taught her the art of mining and cutting gems. As many
damage per round. See Rusting Grasp. know digging deep into the earth can often be dangerous,
Weapon Proficiency required: Simple so thedwarves crafted the halfling weapons that could be
Weapons used for both mining and battle. Eventually the halfling
Weapon Type: Bludgeoning became a renowned gem cutter, and many came from miles
Damage Amount: - 1D6 rust damageCritical away just to get one of her perfectly faceted gems.
Threat Range: 19-20 Item Description: This pick has a handle made of
Critical damage Multiplier: x2 adamantine and a head of mithril. They are often crafted
Range Increment: - by gnomes, Halfling & dwarves and usually bear markings
Weight: .5 lbs of dwarven or gnomish writings on the heads, often tales
Caster Level: 4th of mining adventures, or heritage. The pick is treated as a
Prerequisites: Craft Magic Arms & Armor, +1 light pick to all those who wield it, however if used in
Rusting Grasp the hands of any dwarf or small creature, and only for
Cost to Create: 16,000gp, 1280xp dwarves and small creatures, the weapon functions as a +3
Market Value: 32,000gp weapon with the special abilities of returning and
Submitted By: COPYRIGHT 2004 Paul S.
throwing, and it does not suffer the normal penalties
Weintraub
for an improvised throwing weapon.
Item Name: Paralyzing Bolts Weapon Proficiency required: Martial Weapon
Magic Item Type: Weapon Weapon Type: Piercing
Damage Category: Small
Item Power: Medium
Damage Amount: 1d4+1 (1d4+3)
Original Creator: Axom the Plague
Critical Threat Range: 20
Item Description: These are +2 crossbow
Critical damage Multiplier: x4
bolts, that also act as the spell ghouls touch.
Range Increment: 20ft. (throwing ability)
These bolts have tell tale tips, they have
Weight: 3lbs (partially mithril)
claws carved into the metal.
Caster Level: 10th
Weight: 1lb per 10 bolts
Prerequisites: Craft Magic Arms and Armor, creator must
Caster Level: 6th
be a gnome, halfling, or dwarf of at least
Prerequisites: Craft Magic Arms & Armor,
10th level.
ghouls touch, spectral hand.
Cost to Create: 36,152gp, 2,893xp
Cost to Create: 16,175gp, 1,294xp
Market Value: 72,304gp
Market Value: 32,350*
Submitted By: COPYRIGHT 2001 Micah J. Higgins
*This price is for 50 crossbow bolts.
Price per ten bolts: Market Value: 6,470gp.
Submitted By: COPYRIGHT 2001 Micah J.
Higgins

Item Name: Plague Blades


Magic Item Type: Weapon
Item Power: Medium
Item Name: Pick of the Halfling Original Creator: Axom the Plague
Magic Item Type: Weapon Item Description: Plague blades can be any kind of
Item Power: Major bladed weapon, usually black or dull gray, and bear
Original Creator: Grunthar Goblinslayer markings of necromantic runes. All plague blades are +2
210
broken down to no less than one minute. When
weapons, and allow the wielder to make a touch attack
the shield takes forty points of damage, it no
with the weapon three times per day that inflict the disease
longer works as a Blade Barrier. If it takes
red ache (see DMG) as if through the function of the spell
sixty points of damage, it is totally destroyed.
contagion. The touch attack must be made as if making a
Weapon Proficiency required: Shield
touch attack with a readied spell (see PHB).
Weapon Type: Shield

Magical Treasures
Caster Level: 7th
Damage Amount: - As per spell
Prerequisites: Craft Magic Arms & Armor, Contagion,
Critical Threat Range: -
creator must be of evil alignment.
Cost to Create: 16,000gp + ½ masterwork cost, 1,280xp Critical damage Multiplier: -
+ ½5 of masterwork cost. Range Increment: 10ft.
Market Value: 32,000gp + masterwork cost Weight: 6lbs
Submitted By: COPYRIGHT 2001 Micah J. Higgins Caster Level: 6th
Prerequisites: Craft Magic Arms & Armor,
Blade Barrier
Cost to Create: 36,000gp, 2880xp
Market Value: 72,000gp
Item Name: Sea Helm Submitted By: COPYRIGHT 2004 Paul S.
Magic Item Type: Weapon Weintraub
Item Power: Medium
Original Creator: Yaj of Needreba Item Name: Sword of Fiery Thirst
Item Description: This helmet looks like a seagull. The Magic Item Type: Weapon
beak is the nose guard, the tail guards the neck, the wings Item Power: Medium.
fold down over the ears and clasp under the chin. The Item Description: This simple long sword has
helm confers a +1 to AC, WIL, REF, and FORT. When an Ignan rune upon the hilt; the rune is the
encountering seagoing people, a +4 reaction is given to symbol for the creature whose blood quenched
Diplomacy. The following skills are gain 8 ranks when the weapons construction.
worn on a body of water; Swimming, Intuit Direction, The sword has a +3 bonus, and does an
sailing , navigating. The following gain 8 ranks when worn additional +3d6 (quenching) damage to fire-
on or near an Ocean; Astronomy, Intuit Weather. type creatures only. Once per round the sword
Weapon Proficiency required: Simple Weapons may either; put out all non-magical fires out in
Weapon Type: Helm a 20foot radius of the wielder; it can quench a
Damage Amount: - single magical fire in effect; or as a free action
Critical Threat Range: - it can quench a single fire based attack, whose
Critical damage Multiplier: - target area includes the wielder. Non-magical
Range Increment: - fires and attacks are automatically quenched,
Weight: 6 lbs however to quench a Magic fire or Attack you
Caster Level: 3rd must roll 1d20 (+11) against a DC of Creature
Prerequisites: Craft Magic Arms & Armor, 8 ranks in or Item Castor Level (+11).
Swimming, Intuit Direction, Sailing, Navigating, Item Creation method: This weapon must
Astronomy and Intuit Weather. have its forging heat quenched in the blood of
Cost to Create: 19,440gp, 1555xp a fire sub-type creature. (Requires blood from
Market Value: 38,880gp 1 medium or larger size fire type corpse)
Submitted By: COPYRIGHT 2004 Jay Scott
Damage Category: Slashing (Slashing +
Quenching against fire creatures)
Item Name: Shield of Blade Barrier Damage Amount: 1d8 +3 (1d8+3 +3d6
Magic Item Type: Weapon against Fire creatures)
Item Power: Major Weight: 4 lbs
Original Creator: Tagin Caster Level: 11th
Item Description: This looks like a normal large wooden Prerequisites: Craft magic Arms & Armor,
shield. When tossed into the air in front of the user and quench.
the command word spoken, it turns into a Blade Barrier Market Value: 98,315gp (+7 long sword)
(as per spell) for up to one hour per day. The time may be Submitted By: COPYRIGHT 2001 Stefan J
Simons
211
Item Name: Sword of Rage Item Name: Sword of Weakening
Magic Item Type: Weapon Magic Item Type: Weapon
Item Power: Major Item Power: Medium
Item Description: These weapons are usually Original Creator: Kathos Duela
created by barbarian tribal shamans as gifts Item Description: Each time this weapon strikes another
for only the greatest of the barbarian warriors. weapon or shield, it reduces that weapon’s hardness by
Magical Treasures

These great swords +1 are specially four. An activation word is uttered to invoke the ability.
enchanted to harness the power of the Weapon Proficiency required: Simple Weapons
barbarians rage, and direct that power against Weapon Type: Piercing, Slashing
the wielders foes. During the full rage of a Damage Amount: - 1D6 + four points of hardness
barbarian the sword becomes a great sword Critical Threat Range: 20
+3, and glows with a fiery brilliance. The Critical damage Multiplier: x2
glow from the blade has the equivalent light Range Increment: -
source as that of a torch, but is not able to set Weight: 8 lbs
fire to any combustible materials. Once per Caster Level: 5th
rage the sword can transfer the temporary hit Prerequisites: Craft Magic Arms & Armor, Weaken
points gained by the rage into a deadly and Weapon
lethal blow to an enemy, granting the Cost to Create: 15,000gp, 1200xp
barbarian bonus damage for every temporary Market Value: 30,000gp
hit point he can muster. The barbarian must Submitted By: COPYRIGHT 2004 Paul S. Weintraub
declare at the beginning of the round that they
are using this ability for their attack, hit or Item Name: The Weapon of Vashime
miss, the temporary hit points are lost, and the Magic Item Type: Weapon
extra damage spent. This ability can be used Item Power: Minor
three times per day, and can transfer as many Original Creator: Ttam of Ria-leb
points of temporary hit points the barbarian Item Description: A large steel shield with a Broadsword
has to bonus damage, but the barbarian does engraved into the middle of it’s face. The shield is a +2
not have to transfer all of them in a single shield when wielded. Upon utterance of the command
blow. word, The engraved sword may be removed from the center
of the shield. When removed, the shield becomes a +1
medium shield and the sword becomes a +1 broad sword.
Weapon Proficiency required: Simple Weapons
Weapon Type: Weapon
Damage Amount: - 1D10
Weapon Proficiency required: Critical Threat Range: - 20
Critical damage Multiplier: -x2
Range Increment: -
Weight: 30 lbs
Martial Caster Level: 3rd
Weapon Type: slashing, melee Prerequisites: Craft Magic Arms & Armor
Damage Category: slashing Cost to Create: 2,000gp, 160xp
Damage Amount: 2d6 +1 (+3) Market Value: 4,000gp
Critical Threat Range: 19-20 Submitted By: COPYRIGHT 2004 Matthew Nicholson
Critical damage Multiplier: x2
Weight: 15lbs Item Name: Sylvin Trident
Caster Level: 3rd Magic Item Type: Weapon
Prerequisites: Craft Magic Arms & Armor, Item Power: Medium
creator must be able to enter a natural state of Original Creator: Yaj of Needreba
Rage as described in the PHB. Item Description: This +1 trident has two leaf shaped
Cost to Create: 16,125gp, 1,290xp blades on the outer two tines and a spear head in the
Market Value: 32,350gp center. On command, one or both of the outer tines can be
Submitted By: COPYRIGHT 2001 Micah J. fired at a target. If both are fired at the same time, they
212 Higgins
must be at the same target. The remaining center blade is Name: Sword of Stones
considered a half spear. The outer tines can be replaced or Magic Item Type: Weapon
reloaded as a standard action. They are only enchanted Item Power: Medium
when in contact with the main weapon. Once fired they are Original Creator: Yaj of Needreba
normal missiles. They will fire at +1 to hit, however. Once Item Description: This +1 long sword has no

Magical Treasures
reloaded they are enchanted again. Extra tines can be made special powers of it’s own. The pommel looks
for the weapon, and carried by the character. like a hand in the shape of a fist. Using the
They are considered masterwork daggers for cost command word, the hand will open . It will
purposes. A sample must be provided to the smith make a loud creaking sound while opening,
this is a full round action. Anything the size of
who makes them. Shooting the tines may provoke
a golf ball or smaller may be put into the palm
an attack of opportunity. of the hand. The hand will close around it. It
Weapon Proficiency required: Simple Weapons will not open again until the command word is
Weapon Type: Piercing, Slashing spoken by the wielder. If the item placed into
Damage Amount: - 1D8+1 the hand is enchanted, then the power or
Critical Threat Range: 20 powers of the stone will be imbued into the
Critical damage Multiplier: x3(halfspear) 19-20 x2 sword. The powers will only manifest
(tines) themselves if the sword is in the wielder’s
Range Increment: - 20 (Tines) hand. I.e. An ioun stone could be put into the
Weight: 6 lbs pommel, and the power of the stone would be
Caster Level: 5th active as long as the sword is in the characters
Prerequisites: Craft Magic Arms & Armor hand.
Cost to Create: 4,000gp, 320xp Weapon Proficiency required: Simple
Market Value: 8,000gp Weapons
Submitted By: COPYRIGHT 2004 Jay Scott Weapon Type: Slashing
Damage Amount: - 1D8 + power of stone
Item Name: Bronze Spear of Infernus Critical Threat Range: 20
Magic Item Type: Weapon Critical damage Multiplier: x2
Item Power: Medium Range Increment: -
Original Creator: Yaj of Needreba Weight: 8 lbs
Item Description: This +1 shortspear, is entirely made of Caster Level: 3rd
Bronze, which does not tarnish. The head of the spear is Prerequisites: Craft Magic Arms & Armor,
shaped like a flame. The shaft and blade are warm to the stone shape
touch. It weighs no more than a normal shortspear. Twice Cost to Create: 9,000gp, 720xp
per day, as a standard action, a sheet of flame can be called Market Value: 18,000gp
forth from the head. This is the same as a burning hands Submitted By: COPYRIGHT 2004 Jay Scott
spell at 8th level.
Weapon Proficiency required: Simple Weapons Item Name: Master’s Blade
Weapon Type: Piercing Magic Item Type: Weapon
Damage Amount: - 1D6 (5D4 Flames) Item Power: Medium
Critical Threat Range: 20 Original Creator: Yaj of Needreba
Critical damage Multiplier: x3 Item Description: This +2 Bastard sword
Range Increment: -10ft never radiates light. As a move equivalent
Weight: 3 lbs action the wielder can will the sword to
Caster Level: 5th separate into two separate blades. When this is
Prerequisites: Craft Magic Arms & Armor, Burning complete the sword becomes not one +2
Hands weapon, but two +1 weapons. A +1 long sword
Cost to Create: 7,500gp, 600xp and a +1 short sword. They will remain two
Market Value: 15,000gp swords until joined together by the wielder in
Submitted By: COPYRIGHT 2004 Jay Scott the same way they were separated.
Item Weapon Proficiency required: Exotic
Weapons
213
Weapon Type: Slashing POTIONS
Damage Amount: - 1D10 +2 or 1D8+1 and Item Name: Nectar of the Gods
1D6+1 Magic Item Type: PotionItem Power: Medium
Critical Threat Range: 20 Item Description: This dark ale is of high quality. When a
Critical damage Multiplier: x2 full pint is consumed it stops the effects of further ageing
Range Increment: - for the next (1d4+1) X 10 years. This is an enchantment
Magical Treasures

Weight: 6 lbs or 4 and 3lbs bonus, with an instant duration. Only the effects of the
Caster Level: 5th most recent pint are effective, even if the previous
Prerequisites: Craft Magic Arms & Armor beverage’s remaining duration were to be more
Cost to Create: 7,500gp, 600xp favorable.With the advent of 3rd edition, the options
Market Value: 15,000gp open to those who want to make magic items have
Submitted By: COPYRIGHT 2004 Jay Scott increased significantly. One of the more useful
applications of this new system is the brewing of
Item Name: Devil’s Tail Dwarven War Axe
Magic Item Type: Weapon potions. In previous editions, the number of
Item Power: Medium potions listed was pretty minimal compared to
Original Creator: Yaj of Needreba things like the miscellaneous magic items, rings,
Item Description: This +3 Dwarven War rods, staves, and wands. Now, the idea of making
Axe has a very unusual handle. It is twisted a potion is much more attractive for a number of
like an “S”. It’s blade is the shape of a
spade. As a move equivalent action, the haft reasons.
will become flexible and extend to a 15', First of all the ability to brew potions becomes available at
giving the wielder a 15' reach. The haft only 3rd level, meaning they are one of the first types of magic
remains flexible for one round then returns items PC’s can produce, along with scrolls and wondrous
to it’s former state. For the wielder to items. This is a lot different from the earlier versions,
proficient in this weapon, he must have two when characters had to be much higher level to manage the
feats. 1) Dwarven War Axe 2) Devil’s Tail same feat. This makes a character concept, like the
War Axe. artificer, a much more viable option that it was in the
Weapon Proficiency required: Exotic earlier editions.
Weapons, Dwarven War Axe, Devil’s Tail Secondly, any spell of 3rd level or lower may be placed
War Axe into a potion, but some spells just don’t make a whole lot
Weapon Type: Slashing of sense, like a Potion of Magical Barring (arcane lock).
Damage Amount: - 1D10 This potion sounds very odd, unless looked at it with a
Critical Threat Range: 20 slightly different view. Traditionally potions are a liquids
Critical damage Multiplier: x3 that characters drink, and according the rules, PC’s must
Range Increment: - be able to imbibe or smear a potion or oil in order to
Weight: 20 lbs benefit from the effects of whatever spell was placed into
Caster Level: 5th it. This is a very limited concept for something that sounds
Prerequisites: Craft Magic Arms & Armor so broad. So, with some more reasonable logic, characters
Cost to Create: 7,500gp, 600xp can make potions into things like oils, salves, essences,
Market Value: 15,000gp and powders, besides just the normal, drinkable form.
Submitted By: COPYRIGHT 2004 Jay Scott Oils are substances that can be rubbed on living
or non-living objects for spell effects that would react to
such objects. A salve is something that
is rubbed on a living creature for spells with touch base
forms. An essence is a vaporous substance, either stored as
a vapor in a vial or a liquid that converts to a vapor when
exposed to air and is then inhaled. Powders are solid
substances that can be flung into the air or spread out on
the ground.
Under the assumption that a potion can take on any of
these forms, something like Oil of Magical Barring
214
Artwork By Jay Scott
makes a lot more sense then the previously mentioned time to time. Good examples of these are knock
Potion of Magical Barring. Not many players would have for when the local B&E expert is having
trouble envisioning oil that their characters could rub on a trouble with a lock, or comprehend languages
door or lock to mystically seal it. Something a little more for when characters run into that race of 6 ft.
“groundbreaking” would be something like a Powder of tall, green skinned, three-headed humanoids

Magical Treasures
Explosive Lights, which would basically be the fireworks that speak a language that hasn’t been spoken
application of the pyrotechnics spell contained in an for 1,000,000,000,000,000 years.
envelope of powder that could be throw into a fire to So, buy a Bandolier of Potion Storage and
activate. have fun adventuring!
Some of these theories do overlap with some of the An optional potion rule by Troy Lenze, edited
wondrous items listed, Keoghtom’s Ointment being a by Micah J. Higgins.
prime example of this. The Powder of Explosive Lights is Sample Potions Potion of Stinking as–
another example of something that could fit under either Stinking cloudOil of Weapon Enchantment–
description, and could be available to both feats. This is Magic WeaponPowder of Explosive Lights–
something that the DM would have to decide, as he or she PyrotechnicsOil of Magical Barring– Arcane
has the final say in all things, but by expanding on the Lock
idea that a potion can be more allows more of the spells to
be used and still stays within the spirit of the rules. RINGS
Obviously, some spells just aren’t going to work as ————————
potions, no matter what form they take, such as magic Item Name: Band of Purity
missile, snare, and sepia snake sigil. Spells that would Magic Item Type: Ring
make interesting potions are stinking cloud, secret page, Item Power: Major
knock, and whispering wind. All of those would make bad Item Description: The most popular design
standard potions, (after all, who’d want to drink a Potion for this ring is a wide silver finger band;
of nocuous Gas? (stinking cloud) but could easily be usually with mirrored tankards inscribed into
made into essences, dusts or oils. its otherwise plain surface. The ring will
One thing to keep in mind when making potions activate once worn continuously for 2 weeks.
is that the higher caster level used, the higher the cost to The activated ring allows the wearer to detect
create. Therefore, if a character wanted to make potions to poison as the quickened version of the spell.
allow them to “cast” more spells a day, than they would The wearer can also detect disease with this
want to put those spells that are useful at any caster level Spell-like ability, substituting the Alchemy
into those potions, something like Oil of Weapon skill with Heal when attempting to determine
Enchantment (magic weapon). Magic weapon is a 1st level the exact type of disease.
spell, and has the duration of one minute per level. Even at The wearer can cast at will, a combination
first level, the enchantment is going to last through most spell ‘Neutralize Poison - Remove Disease’,
fights. A potion of a 1st level spell at 1st caster level has a but with range reduced to touch.
standard price of 50 gp. Now, compare that to a vial of Oil Weight: 0lbs
of Greater Weapon Enchantment (+5). Greater magic Caster Level: 7th
weapon is a 3rd level spell, and the creator would have to Prerequisites: Forge Ring, Quicken Spell,
be 15th level to grant a +5 enchantment bonus. A potion of Detect poison, Remove Disease, Neutralize
a 3rd level spell cast at 15th level has a standard cost of Poison, 10 Ranks in Heal skill.
2,250 gp. An extra 2,200 gp a use doesn’t sound like Cost to Create: 1,953xp, 24,413gp
much, but a standard +5 weapon costs just over 50,000 gp, Market Value: 48,825gp
so after 25 uses or so, the character has bought a +5 Submitted By: COPYRIGHT 2001 Stefan J.
weapon, whereas it would take over 40 uses of Oil of Simons
Weapon Enchantment to buy a +1 weapon. Obviously this
is a case of diminishing returns. Item Name: Ring of Permanency
Another good idea for spells to use are those that Magic Item Type: Ring
PC’s don’t normally use everyday, but do find themselves Item Power: Major
wishing that they had memorized from Original Creator: Kathos Duela
Item Description: While wearing this ring the
caster 215
can make any spell with a duration, perma- touching a solid object. I.e. the floor. The feet and ankles
nent. The normal duration ends as usual. of the character become visible, if she leans on a wall her
While the ring is in place, The duration will arm will appear, etc.
be permanent. If the ring is removed and the Weight: - .05 lbs.
spell’s normal duration is over, the spell will Caster Level: 15th
end immediately. A spell who’s time has Prerequisites: Forge Ring, invisibility
Magical Treasures

elapsed will not restart when the ring is put Cost to Create: 24,000gp, 360xp
back on. Only one spell may be permanent at Market Value: 48,000gp
any one time. Submitted By: COPYRIGHT 2004 Paul S. Weintraub, Jay
Weight: - .05 lbs. Scott
Caster Level: 15th Item Name: Wedding band of Invisibility
Prerequisites: Forge Ring, Permanency Magic Item Type: Ring
Cost to Create: 4,500gp, 360xp Item Power: Major
Market Value: 9,000gp Original Creator: Kathos Duela
Submitted By: COPYRIGHT 2004 Paul S. Item Description: These are actually two separate rings.
Weintraub One, The Engagement ring, when worn alone, makes the
wearer invisible. The other, The Band, makes the wearer’s
Item Name: Ring of vermin control possessions invisible. Worn together they act like any
Magic Item Type: Ring normal ring of invisibility.
Item Power: Major Weight: - .05 lbs.
Original Creator: Ostler Caster Level: 12th
Item Description: A fine silver band with no Prerequisites: Forge Ring, Invisibility
other markings. When worn, this ring confers Cost to Create: 24,000gp, 1920xp each
to it’s user the ability to command up to Market Value: 48,000gp each
thirty common forms of vermin, Mice, Rats, Submitted By: COPYRIGHT 2004 Paul S. Weintraub, Jay
etc. The wearer can call up to five vermin per Scott
round for six rounds. It will call to any
vermin within a one mile radius. The vermin Item Name: Ring of Cooking
are under the complete control of the rings Magic Item Type: Ring
wearer, as long as the ring does not come off Item Power: Minor
the wearer’s hand. The wearer must concen- Original Creator: Longpole Widdledeep, halfling
trate on the vermin to keep control as well. cooking wizard.
The vermin can only understand simple Original Purpose: This magical ring was created as a
commands. I.e. Attack, Get that item, Etc. training device, so that Longpoles’ apprentice cooks could
Weight: - .05 lbs. work in hot cooking areas without fear of getting burned,
Caster Level: 12th while gaining additional insight into his cooking mastery.
Prerequisites: Forge Ring, Summon Item Description: This wide silver ring has two smooth
monster I bands with a series of knobs in between. The inner surface
Cost to Create: 12,000gp, 960xp of the band contains three runes representing fire, water,
Market Value: 24,000gp and spirit, as well as the activation phrase. The ring
Submitted By: COPYRIGHT 2004 Paul S. completely protects the wearer against heat damage as an
Weintraub endure elements spell, preventing burn injuries when
working with normal boiling water and steam. The ring
Item Name: Degenerating Ring of can also allow the wearer to safely taste any edible
Invisibility substance, even toxins, merely by touching it with the
Magic Item Type: Ring same finger. Finally the ring provides a bonus of +2 to any
Item Power: Major Profession (cook) skill check, and a minimum Profession
Original Creator: Unknown (cook) rank of 3.
Item Description: This ring is an old magic A quirk of the ring is that if it is worn constantly then it
item. It was not crafted perfectly. Over the will cause a certain obsession with food. The owner must
years it has lost some of it’s power. When consume more food than is normally required, or after a
worn, the wearer is visible anywhere she is month the ring will cease to function. As a result the
216
wearer will gradually become obese, increasing in weight is summoned whenever the wearer says its
by 5% each cumulative year that the ring is worn and used. name aloud, but it must drink a drop of fresh
Whenever the wearer adopts a dietary regimen in an blood before it will perform a service.
attempt to reduce their weight, the ring will become inert Whenever the Imp is slain, it cannot be
until the weight is fully regained. summoned again for a period of thirteen days.

Magical Treasures
Weight: - Weight: -
Caster Level: 1st
Caster Level: 7th
Prerequisites: Forge Ring, endure elements, detect Prerequisites: Forge Ring, summon monster
poison, creator must have 5 ranks of the IV
Profession (cook) skill. Cost to Create: 25,200gp + 2,016xp
Market Value: 50,400gp
Cost to Create: 1,649gp, 132xp
Submitted By: COPYRIGHT 2002 Robert J. Hall
Market Value: 3,298gp
Submitted By: COPYRIGHT 2002 Robert J. Hall Item Name: Slime Lord Ring
Magic Item Type: Ring
Item Name: Ring of Divine Fate Item Power: Major
Magic Item Type: Ring Original Creator: The only clue
Item Power: Minor remaining as to the identity of the original
Item Description: This ring of white gold has a crafter is a band of faint runes on the
black and white laughing mask repeatedly exterior of the first Slime Lord ring. These
embossed into its circumference. The ring grants, ancient runes mysteriously read, ‘Ere lord
from mud begot Uhlgor returns thence.’
to any non-Lawful aligned wearer, the power of
Hence the original such band is sometimes
good fortune, which is useable once per day. This called the Ring of Uhlgor.
extraordinary ability allows one re-roll per day. Item Description: This ring is a burnished
You must take the result of the re-roll, even if it is band of dark copper. Due to the innate
worse than the original roll (this may not be magical properties of this ring it is
stacked with any other form of re-roll). constantly covered in a layer of oily slime.
Weight: 0 lbs Any attempts to wipe this away will fail as
Caster Level: 12th the ring creates a fresh supply to replace
Prerequisites: Forge Ring, Creator must be a any removed. Indeed, when placed on a
Cleric with the Luck domain; finger the band will secrete a steady stream
Market Value: 7,000gp of the stuff, and it will constantly drip
down the fingers. If gloves are worn over
Submitted By: COPYRIGHT 2001 Stefan J. Simons
the ring, they will fill with slime within a
Item Name: Imp Master Ring minute and will have a constant tendency
Magic Item Type: Ring to slide off. The ring is immune to its own
Item Power: Major secretions, however, and will never
Item Description: This black, glassy ring is exquisitely involuntarily slide off. It automatically
sculpted with a series of tiny demonic skulls, each resizes to fit very snuggly around the
showing a different expression. The eyes of each skull are finger, nestling itself behind the joint. The
set with a mote of gold. When the ring is placed on a wearer of this ring gains
finger, the ring grows warm and begins to glow with a Item Creation method: The research
faint, blood red hue, and radiates a mild aura of evil. needed Weight: -
Inlaid in runes of the infernal tongue on the inside
Caster Level: 7th
of the band is the name of an Imp. This demon is bound to
the ring and compelled to serve the wearer. This Imp hates Prerequisites: Forge Ring, flare, grease,
its enforced servitude, however, and will seek to subvert Cost to Create: 34,750gp, 2,780xp
the instructions of its master wherever possible. The Imp 217
Caster Level: 9th
Market Value: 69,500gp
Prerequisites: Forge Ring, dimension door, wall of
Submitted By: COPYRIGHT 2002
fire, minor globe of invulnerability, wall of force.
Robert J.
Cost to Create: 20,375gp, 1,630xp
Item Name: Ring of Spinning Force
Market Value: 40,750gp
Magic Item Type: Ring
Submitted By: COPYRIGHT 2002 Micah J.
Magical Treasures

Item Power: Medium


Original Creator: Cei’Xeral Higgins
Item Description: These highly prized
rings are a great boon to any adventurer, as Item Name: Ring of Weapon Insight
its uses come in handy for anyone. These Magic Item Type: Ring
rings are made of two silver bands, one Item Power: Minor Item Description: This flawless
large band that has a groove in its center iron ring has been expertly shaped to display two
circumference, so that a smaller band can hands, with each grasping the forearm of the other as
be set within the groove, allowing it to spin in greeting. On the interior of the band are faintly
in circular track. This smaller band is glowing orange runes that read; “To gain peace,
inscribed with runes of magic and is the master war”. While wearing this ring the owner gains
key to opening the magic of the ring. full proficiency with a single type of weapon exactly
Upon command the inner band on the as if she had taken the appropriate weapon
ring begins to spin rapidly generating a proficiency feat. The particular weapon is chosen at
silvery luminescent suit of “armor”, the time the ring is forged, but is usually a martial or
granting the wearer a deflection bonus of exotic weapon. The type of weapon proficiency is
+2 to armor class. The ring also has three immediately revealed to the owner when the ring is
other functions, each activated by spinning placed on the finger. If the owner already has the
the small band and saying the correct given weapon proficiency, then there is no benefit to
command word for each. The first wearing this ring.
function, dimension door, appears as a Weight: -
silvery spinning portal for which the Caster Level: 1st
wearer and up to 450lbs can transport away Prerequisites: Forge Ring, appropriate weapon
up to 760 feet away. The second function proficiency, true strike.
allows the wearer to create a spinning ring Cost to Create: 2,000gp + 160xp
of fire around them as described in the Market Value: 4,000gp
spell wall of fire. The final function Submitted By: COPYRIGHT 2002 Robert J. Hall
creates a spinning globe around the wearer
as per the spell minor globe of Item Name: Wedding Rings
invulnerability. Each function can be used Magic Item Type: Ring
once per day, but can only be used one at a Item Power: Medium
time, therefore a character cannot be using Item Description: These simple white gold rings always
come in pairs. A cleric must use the rings during a wedding
the “armor” function of the ring while
ceremony in order for the powers to activate. After one
calling forth the other functions. It takes a week, the married couple can concentrate to discern each
partial action to activate or deactivate the other’s general location, emotions, and physical well
ring each time it is used. being, similar to the status spell. Once a day, either of the
dimension door – 1 spin – “ flee “ ringed couple can cast shield other on their beloved for
wall of fire (ring of fire only) – 2 spins – seven rounds. If either leaves that plane of existence, the
“flame” other will not be able to sense them or use shield other at
minor globe of invulnerability – 3 spins all. Taking the ring off of one person instantly alerts the
– “repel” other, and the death of one person does not stop the other
Weight: 1/4 lbs from knowing where his or her marriage partner’s corpse
218 lies. When both spouses die, or if both rings are removed,
the rings lose their powers and become inert, unless used the wearer 50% of his original size. This ring
in a new wedding ceremony with a marriage couple. If allows the wearer to stack the spell. Each
their love dies, a spouse can declare separation or divorce reduction costs one charge. The ring will not
by taking off their ring. allow the wearer to destroy himself.
As long as one partner remains alive, the rings will remain Weight: - .05 lbs.

Magical Treasures
active: if a ring is found and worn by another person, the Caster Level: 15th
original spouse will be aware of the person, but unable to Prerequisites: Forge Ring, Reduce
discern them for a week. Afterwards, the old spouse can Cost to Create: 4,500gp, 360xp
use the full powers of the rings, while the new “spouse” Market Value: 9,000gp
only has dreams about the other person, and cannot use Submitted By: COPYRIGHT 2001 Paul S.
Weintraub
the spells until several identifies have been done, or the
person gains arcane/divine understanding of the ring. The
new person may be aware of someone thinking about
them, the ability scry can help in this matter. RODS
Item Creation method: White gold is gold alloyed with —————————
other metals such as nickel and platinum, platinum being a Item Name: Dragon Scepter (Copper & Blue)
required metal for the shield other spell. The creator of the Magic Item Type: Rod
wondrous item, as well as the ceremony cleric, must Item Power: Major
believe in a god who encourages a monogamous marriage Item Description: This heavy copper scepter
relationship. Weight: - lbs. Caster Level: 7th has a dragon head ay each end, one of which
Prerequisites: Forge Ring, status, shield other has been enameled in blue. The rod has
Cost to Create: 5,150 gp; 412xp several functions inspired by Copper and
Market Value: 10,300 gp Blue dragons useable once per day each:
Submitted By: COPYRIGHT 2002 Jeremy H. Pace
chain lightning
move earth
Item Name: Ring of Wilting cloud kill
Magic Item Type: Ring stone skin
Item Power: Medium In addition the owner item can fly at will (as
Original Creator: Axom the Plague per the spell), and the heavy scepter can be
Item Description: This ring is a simple silver ring that wielded as a light mace +1
widens out to a flat surface on one side, in which Weight: 6lbs
necromantic runes have been scribed in very small detail. Caster Level: 12th
If read magic is cast upon the runes they read “to wither”. Prerequisites: Create Rod, chain lightning,
Three times a week, no more than one time per day, this move earth, cloud kill & stone skin, fly.
ring grants its wearer the ability to cast horrid wilting as Market Value: 101,200gp
Submitted By: COPYRIGHT 2001 Stefan J.
per the spell.
Simons
Weight: -
Caster Level: 15th Item Name: Dragon Scepter (Silver & Red)
Prerequisites: Forge Ring, horrid wilting Magic Item Type: Rod
Cost to Create: 20,000gp, 1,600xp Item Power: Major
Market Value: 40,000gp Item Description: This long silver scepter
has a dragon head at each end, one of which
Submitted By: COPYRIGHT 2001 Micah J. Higgins
has been enameled red. The rod has several
functions inspired by red and Silver dragons
Item Name: Ring of Reduction
useable once per day each:
Magic Item Type: Ring
flame strike
Item Power: Major
suggestion
Original Creator: Kathos Duela
fire shield (hot or cold)
Item Description: This iron ring looks like the world
cone of cold
worm. A serpent that eats it’s own tail. The ring, when
control weather
new, has 50 charges of the reduce spell in it. It will reduce
In addition the owner item can fly at will (as
219
Item Power: Medium
per the spell), and the scepter can be wielded
Item Description: This magical rod is a 2ft. long mithril shaft
as a quarterstaff +1. with what appears to be a small hand outstretched on the end.
Weight: 6lbs The functions of the rod are triggered by touching the
Caster Level: 12th appropriate finger on the hand attached to the end of the mithril
Prerequisites: Create Rod, flame strike, shaft. The rod contains the following power that is usable twice
Magical Treasures

suggestion, fire shield, cone of cold, control per day. bigsby’s interposing hand (at 9th level)
weather, fly. Market Value: 97,600gp When the thumb is pressed, the outstretched hand at the end of
Submitted By: COPYRIGHT 2001 Stefan J. the rod makes a rock hard fist, making the rod a usable light
Simons mace +2. This ability is usable anytime.
Weight: 2 lbs
Caster Level: 15th
Item Name: Rod of Punishment
Prerequisites: Craft Rod, bigsby’s interposing hand
Magic Item Type: Rod Cost to Create: 20,200gp, 1,616xp
Item Power: Major. Market Value: 40,400gp
Original Creator: Cei’Xeral Submitted By: COPYRIGHT 2001 Micah J. Higgins
Item Description: This rod is fashioned so
that appears to be a smooth bright silver bar Item Name: Rod of Smiting
that is 2 ft. long and 1 inch in diameter, the Magic Item Type: Rod
handle is shaped so that it is made for a hand Item Power: Major
hold, and there are 4 runes that are inscribed Item Description: The rod is a +3 magical weapon that inflicts
1D8+3 points of damage. When attacking Constructs and
along the length of the rod. These runes are
Golems, it deals 2D8+6, in addition, scoring a natural 20
actually symbols of goodly magic that, that completely destroys the Construct/Golem. Any hit upon a
symbolize command words to activate each Construct/Golem drains an extra charge.
power of the rod, the symbols can be read The rod causes normal damage to creatures from the outer
using a read magic spell. These rods are planes. Any score of a natural 20drains an extra charge and does
created by goodly clerics in search of justice 3D8 +9 damage. The rod may never be recharged. A new rod
or a righteous cause. Once per day the wielder starts with 50 charges.
is able to use the following spells from the rod Weight: 1 lb. Caster Level: 9th
by speaking the proper command word for Prerequisites: Craft Rods and Staffs, Disintigrate
Cost to Create: 148,500gp, 11,880xp
each.
Market Value: 297,000gp
Spell DC Save Submitted By: COPYRIGHT 2004 Paul S. Weintraub
holy smite DC 21
mark of justice none
banishment DC 23 STAFFS
The rod can also be used as a +2 light mace —————————
and it can assume the form of a +3 holy war Item Name: Dark Staff
hammer, using the proper command word, an Magic Item Type: Staff
unlimited amount of times per day. When the Item Power: Major.
Original Creator: Zarin the Black
rod is in this form, its other powers are unable
Item Description: This is a +2 quarter staff that is
to be used. The transformation takes one constructed of darkwood and a large onyx stone
round.
the staff. Created by evil wizards, these staffs are
Weight: 4lbs
Caster Level: 11th level used for the single purpose of wreaking havoc and
Prerequisites: Craft Rod, Craft Magic Arms destruction. The staff has the following powers for
and Armor, holy smite, mark of justice, evil beings only, it will not function otherwise.
banishment . Each power takes one charge.
Cost to Create: 44,500gp, 3,560xp. darkness (5th level power)
Market Value: 89,000gp melf’s acid arrow (5th level power)
Submitted By: COPYRIGHT 2001 Micah J.
animate dead (5th level power)
Higgins
contagion
Item Name: Rod of the Hand Weight: 2lbs
Magic Item Type: Rod
220
transformation of the staff takes 10 full rounds
Caster Level: 9th
to complete at which time the staff bearer must
Prerequisites: Craft Staff, darkness, melf’s acid arrow,
be in total concentration and focus for what is
animate dead, contagion, must be of evil alignment.
going on around them. If disturbed by any
Cost to Create: 33,750gp, 2,700xp
means of attack, the magic is lost and the staff
Market Value: 67,500gp
is wasted.

Magical Treasures
Submitted By: COPYRIGHT 2001 Micah J. Higgins
Once the transformation has started the
lifeless and poor earth becomes alive and rich
Item Name: Staff of the Road
once more. The staff itself begins to grow and
Magic Item Type: Staff
branch out until it becomes a full-grown
Item Power: Medium
weeping willow. A small pool of water appears
Item Description: This is an intricately designed quarter
at the base of the tree and can be called upon
staff +3, that was made for the ever wary traveler, who
to fill with pure water three times per day. A
may not always be prepared for every situation. The staff
circle of dense hedges will also begin to grow
is enchanted with spells that protect and aid the wearer, so
around the newly formed grove forming a 170’
that the wearer can use as desired. The staff contains the
radius wall of greenery from the point of the
following powers.
tree, that is 10ft thick, and 10ft high, with
1 charge
only a single narrow 5ft opening in it, placed
at the staff bearers choosing. The land within
the circle will begin to sprout the greenest
grass and the most beautiful flowers
imaginable.
detect poison The new grove is considered hallow as per the
spell in a 170’ radius from the tree, and is
always under the effect of a single fixed spell
the bearer chooses provided it is allowed as
daylight
per the rules of the spell hallow. This effect
alarm
will last for up to one year. Within the grove,
2 charges
any druid who is of the same faith and
endure elements
alignment of the creator is capable of using
leomund’s tiny hut
commune with nature and is able to summon
minor creation
ally as per summon natures ally VI once per
Weight: 4lbs
day.
Caster Level: 9th level
If the grove or any of its peaceful inhabitants
Prerequisites: Craft Staff, detect poison, daylight, alarm,
are attacked, the tree of the grove becomes a
endure elements, leomund’s tiny hut, minor creation.
treant, as per the spell changestaff. If the
Cost to Create: 33,000gp, 2,640xp
treant is destroyed the grove is lost, it will not
Market Value: 66,000gp
revert back to the form of a staff, rather the
Submitted By: COPYRIGHT 2001 Micah J. Higgins
tree will turn to ash and the grove is then left
in the hands of nature (see the MM for details
Item Name: Staff of Weeping Groves
on the treant, this ability can only be used
Magic Item Type: Staff
once per week).
Item Power: Medium
There three practical ways to destroy the
Item Description: These staves are great tools of magic
magic of a grove of this nature, one is to
that druidic circles craft so that they may heal the
destroy the tree from which it is centered,
“broken” places of the land. The staff is not intended for
another is to cast unhallow on the tree, and
battle and although it can be used in battle, it is treated as
the last is to succeed in dispelling the magic
a normal quarterstaff when used When planted firmly in
with dispel magic, or greater dispelling.
ground that is either unhallowed or has been corrupted
The life of these groves eventually spreads out
unnaturally, and the words “Bring forth life where now
from their origin and will eventually heal the
there is death, bring forth light where now it is dark”, are
land around it, returning it to its natural state,
spoken, the staffs’ power comes to life. The entire
if given time. These beautiful groves are often
221
home to the groves creator, and possibly Market Value: 60,750gp
several acolytes, and are considered to be Submitted By: COPYRIGHT 2004 Paul S. Weintraub
peaceful resting places for traveling druids
and rangers of similar belief. Item Name: Enchanted Batons
Magic Item Type: Wondrous Item
Item Creation method: These staffs Item Power: Minor - Medium
Magical Treasures

are almost always created through a Item Description: These batons are crafted of wood,
cooperative effort of two or more are usually polished and then inscribed with runes
druids, although one druid could craft it and descriptive words to their function. The actual
provided they met all the requirements. dimensions of the baton are usually 1 foot in
The staff itself must be cut from the length and ½” thick making them durable, yet
branches of a weeping willow tree, but breakable Batons are similar to wands in the fact
only after the tree has been watered that they can store spells that can be released.
with pure water and has been in Unlike other magical wands, batons can only be
constant communication with the used once, as the magic that is stored inside is
primary creator (the one giving up the released by breaking the baton in half, after which
experience must speak with plants) for the baton becomes useless. To use a baton a
20 consecutive days. The remaining character simply needs to break the baton in half,
efforts to create such a staff take no this requires the standard time for activating a
shorter than 25 days, requiring 45 days magical item. These batons can be used flawlessly
to complete. by any character provided they are at least the
Weight: 3 lbs
minimum level necessary to cast the spell held
Caster Level: 13th
Prerequisites: Craft Staff, hallow, create within the baton or they have the skill use magic
water, plant growth, commune with nature, device and succeed vs emulate spell ability. If the
summon natures ally VI, changestaff. spell level exceeds what the characters level could
Cost to Create: 30,128gp, 2,410xp cast, than PC must make a will-power saving
Market Value: 60,255gp
Submitted By: COPYRIGHT 2002 Micah J.
throw (DC 11) plus one for every level needed to
Higgins cast the spell. If the save fails the spell goes awry
resulting in strange random magical effects as
WANDS listed below.
Item Name: Chronowand 1-5% The baton explodes causing 3d6 points of sonic
Magic Item Type: Wand damage in a 20ft. radius. 6-20% The baton targets the user
Item Power: Major instead of the intended
Item Description: This looks like a simple target. 21-40% The baton explodes in cloud of black soot
twig, but actually it is a powerful magic item. coating the character and everything in a 20ft. radius,
The chronowand stops time for blinding creatures for 1d4 rounds save reflex
1D4(apparent) rounds for each charge used. (DC 13). 41-70% The baton summons a humorous illusion
No more than 2 charges may be used at the that appears before the character 1d4 rounds then
same time. The wand will go dormant for one disappears. This has a daze effect upon the PC, save will
week after two charges are used within a 24 (DC 13).
hour (actual) period. The wand has 50 charges 71-100% The baton fails, no ill side effects.
when new. When the last charge is used the Batons can be enchanted with a variety of spells, but most
wand becomes a normal twig. commonly they are enchanted with spells that would most
Weight: 1 lb likely be used in combat and healing. Most batons can be
Caster Level: 9th found with the following spells, but they are not limited
Prerequisites: Craft Wand, Time Stop by this list it is merely an example.
Cost to Create: 30,375gp xp 2430
222 .
Roll 1d20 for result Item Name: Wand of Web
Result Spell Caster Level Magic Item Type: Wand
Market Value Item Power: Major
1 Flame Arrow 5th 375gp Item Description: This wand looks like
2 Hold Person 5th 375gp petrified spider webs. It has 50 charges when

Magical Treasures
3 Lightning Bolt 5th 375gp new and cast web at 7th level.
4 Displacement 5th 375gp Weight: 1 lb
5 Gaseous Form 5th 375gp Caster Level: 7th
6 Dispel Magic 5th 375gp Prerequisites: Craft Wand, Web
7 Remove Curse 7th 525gp Cost to Create: 3,750 xp 300
8 Fly 7th 525gp Market Value: 7,500gp
9 Fireball 7th 525gp Submitted By: COPYRIGHT 2004 Paul S.
10 Haste 7th 525gp Weintraub
11 Freedom of 9th 900gp Movement
12 Restoration 9th 900gp
13 Ice Storm 9th 900gp
14 Cure Critical Wounds 9th 900gp
15 Neutralize Poison 9th 900gp
16 Cone of Cold 11th 1,375gp
17 Teleport 11th 1,375gp WONDROUS ITEMS
18 Passwall 11th 1,375gp
19 Healing Circle 11th 1,375gp Item Name: Amulet of Healing
20 Circle of Doom 11th 1,375gp Magic Item Type: Wondrous Item
Item Power: Minor to Major
Batons have a hardness of 4, 2 hit points, and a break DC Original Purpose: To provide healing to
of 8. faithful (and wealth) lay members of the faith.
Weight: 1 lb Caster Level: varies minimum is 3rd Item Description: These amulets generally
Prerequisites: Craft Wondrous Item or Craft Wand, spell resemble holy symbols of various faiths. To
desired. activate one requires a standard action, which
Cost to Create: as per single use, spell completion found generally requires a brief call or prayer to the
in the DMG. Market Value: as deity. Some bardic colleges have been known
per single use, spell completion items found in the DMG. to create similar items, however they often take
Submitted By: COPYRIGHT 2002 Micah J. Higgins different forms and activation methods. When
activated the wearer receives the benefit of a
Item Name: Wand of Recall healing spell as determined by the type of
Magic Item Type: Wand amulet worn. The different types of amulets are
Item Power: Major as follows: Amulet of Cure Light, Moderate,
Item Description: This hollow ivory tube has no Serious, & Critical Wounds; Amulet of
decoration of any type. This powerful wand can recast the Healing Circle; Amulet of Heal. Most of these
last 3rd level or lower Wizard spell cast directly into it. amulets have anywhere from 1 to 5 uses per
Each recasting of that spell uses a number of charges equal day, however more is possible. Item
to the spell level. Casting another Wizard spell into the Location Restrictions: Worn on the neck.
wand will switch the effect to that of the new spell. The Bardic versions may include Belts, Headbands,
wand follows standard rules for recharging wands, and or even rarely Gloves. On rare occasions,
uses rary’s mnemonic enhancer. clerical versions for different locations on the
Weight: 1 lb body are known to have been created.
Caster Level: 7th Item Creation method: Most of these items
Prerequisites: Craft Wand, rary’s mnemonic enhancer. are created by priests of the various faiths. If
Cost to Create: 840xp, 13,000gp (has 50gp spell being created by a cleric they must include an
component) activation method that in some way
Market Value: 23,500gp acknowledges their deity. In addition the item
Submitted By: COPYRIGHT 2001 Stefan J. Simons 223
should be a symbol of the deity or have the Item Name: Rainbow Scarab
symbol engraved upon it in someway. Clerics Magic Item Type: Wondrous Item
who do not follow these rules usually find Item Power: Medium
that the creation process failed. Only under Item Description: When thrown, the scarab shatters upon
the most extenuating circumstances would a impact. A rainbow pattern as per the spell is revealed.
deity allow otherwise. Being created for a
Magical Treasures

Item Restrictions: All who are in the area of effect, except


strike team infiltrating an enemy deities the person who threw it are forced to make a WILL save
church for example. Even so this “disguised” Vs DC 15
item is quite likely to cease functioning once Weight: 1 lb
its original purpose has been fulfilled. There Caster Level: 4th
are of course exceptions to this. Bardic Prerequisites: Craft Wondrous Item, Rainbow Pattern
versions have no such restrictions and follow Cost to Create: 400gp, 32xp
all the normal rules for creation as per the Market Value: 800gp
DMG. Submitted By: COPYRIGHT 2004 Paul S. Weintraub
Weight: 0 lbs. (as per standard amulet)
Caster Level: As necessary to cast the Item Name: Sponge of Sucking
appropriate spell, usually the minimum Magic Item Type: Wondrous Item
Item Power: Major
required.
Item Description: This hand sized sponge, when activated,
Prerequisites: Craft Wondrous Item, does 25D8 points of damage. It evaporates the moisture from
minimum caster level to cast the spell, ability the bodies of all living creatures. Activation occurs when the
to cast the spell user utters the command word and is not in contact with the
Cost to Create: Varies as per version. As per sponge for at least ten seconds.
DMG ((Spell level x Caster level x 1800 gp) Weight: * lbs dry 3- 150 lbs wet
divided by (5 divided by charges per day)) Caster Level: 8th
Market Value: Varies as per version. Prerequisites: Craft Wondrous Item, Horrid Wilting
Examples: Amulet of Cure Light Wounds 1/ Cost to Create: 5,000gp, 400xp
Market Value: 10,000gp
day; Market Value: 360gp; Cost to Create:
Submitted By: COPYRIGHT 2004 Paul S. Weintraub
180gp, 15XP Amulet of Cure Serious Wounds
3/day; Market Value: 16,200gp; Cost to Item Name: Boots of Water Walking
Create: 8,100gp, 648XP Magic Item Type: Wondrous Item
Note: Bardic versions are likely to cost Item Power: Medium
different for Market Value and Cost to Create Item Description: These boots afford the wearer the ability to
due to different minimum caster levels. walk on water for up to one hour per day.
Submitted By: COPYRIGHT 2001Foxman Item Restrictions: May not wear any other foot gear.
Weight: 2 lbs
Caster Level: 6th
Item Name: Amulet of Acid Fog
Prerequisites: Craft Wondrous Item, Water Walk, Craft Magical
Magic Item Type: Wondrous Item Arms and Armor
Item Power: Medium Cost to Create: 18,000gp, 1440xp
Item Description: This amulet creates a wall Market Value: 36,000gp
of acid fog as per the spell. When new it has Submitted By: COPYRIGHT 2004 Paul S. Weintraub
50 charges. Normal spell trigger rules apply.
Item Restrictions: This consumes one space Item Name: Disk of Chill Metal
on either wrist, no other wrist item may be Magic Item Type: Wondrous Item, Chill Metal
worn under or over it. Item Power: Minor
Item Description: This one inch copper coin has the picture of
Weight: 1 lbs
a cloud on it’s obverse side, and a snowflake on the reverse side.
Caster Level: 6th After the activation word is spoken, and the coin released from
Prerequisites: Craft Wondrous Item, Acid fog the caster’s hand, any creature that touches the coin will take
Cost to Create: 13,500gp,1080xp damage as per the Chill Metal spell.
Market Value: 27,000gp Weight: * lbs
Submitted By: COPYRIGHT 2004 Paul S. Caster Level: 2nd
Weintraub Prerequisites: Craft Wondrous Item, Chill Metal
224 Cost to Create: 100gp, 8xp
Market Value: 200gp large eldritch runes usually one sewn to the
Submitted By: COPYRIGHT 2004 Paul S. Weintraub hem of each sleeve and the third on the right
chest. The runes on the sleeves will hold
Item Name: Pendant of Bigby attack spells of up to 3rd level. The rune on the
Magic Item Type: Wondrous Item right chest will hold a single defensive spell of
Item Power: Major

Magical Treasures
up to 3rd level. These spells must be cast into
Item Description: A miniature snake skin glove hangs the robes by the wearer and the robes will
from a thong of catgut. When the wearer says the retain them for up to 72 hours. Only the
command word, Bigby’s Crushing Hand appears. See spell original wearer can cast any spells that they
P. 178 PHB. cast into the robe, but once these expire, or if
Item Restrictions: No other pendant may be worn with the spells have been spent, new spells from
this one. either the old or new owner can be placed in
Weight: * lbs them. The robes can only have spells cast into
Caster Level: 9th them once per day. Standard rules for
Prerequisites: Craft Wondrous Item, Bigby’s Crushing activating magic items apply when using one
Hand of the runes.
Cost to Create: 72,900gp, 5832xp Item Creation Method: The robes must be
Market Value: 145,800gp constructed by someone with 10 ranks of
Submitted By: COPYRIGHT 2004 Paul S. Weintraub craft(tailoring), in addition to normal
requirements. The robes materials must cost
Item Name: Piton of Alarm no less than 500gp, although they could cost
Magic Item Type: Wondrous Item more depending upon decoration. Three
Item Power: Minor casting of rary’s mnemonic enhancer must we
Item Description: When driven into the ground, the piton cast in order to enchant the robes with
activates an audible alarm (as per spell) for up to eight properly.
hours. This may only be activated once per day. At the end
of the spell duration the piton will pop out of the ground. Weight: 5lbs
Weight: 1 lbs Caster Level: 12th
Caster Level: 1st Prerequisites: Craft Magic Arms & Armor,
Prerequisites: Craft Wondrous Item, Alarm rary’s mnemonic enhancer x 3
Cost to Create: 750gp, 60xp Cost to Create: 54,250gp, 4,340xp
Market Value: 1,5-00gp Market Value: 108,500gp
Submitted By: COPYRIGHT 2004 Paul S. Weintraub Note: Use cost rules in DMG for further
enhancement bonuses.
Item Name: Arcane Battle Robes Submitted By: COPYRIGHT 2001 Micah J.
Magic Item Type: Wondrous Item Higgins
Item Power: Major
Item Description: These enchanted robes are specifically Item Name: Bandolier of Potion Storage
designed to protect battling spellcasters. These robes are Magic Item Type: Wondrous Item
of similar design to any other type of robe that spellcasters Item Power: Minor
would wear, embroidered with cryptic runes and intricate Item Description: This magical device was
design, they look nothing more than ordinary robes. This created by an alchemist who was fond of
is not true however, as the robes have been padded in carrying practically every kind of potion in the
strategic areas to protect the wearer while still allowing known world, in a manner of speaking. These
movement. The robes themselves are made out of a high bandoliers are made from finely tanned
knit content material and are actually made of very stiff leather. They contain five vial-size pouches
material. These battle robes offer the wearer the protection along the front and fasten with a brass buckle
of bracers or armor +6, but this function will not work if at the hip. Each pouch can hold 5 potions for
bracers of armor are used at the same time. In addition to a total of 25 potions that can be stored in the
providing protection for armor purposes, the robes have bandolier at any one time. It is not necessary
embroidered symbols sewn into them that can be used as to remember which potions were placed into
spell triggers to release spells. These robes have three which pouches since they are all stored in the
225
same extra-dimensional space. When the user movement rate. If the animal is a bird or can fly
reaches in, the potion he desires is within use its flying speed instead. The animal retains the
easy reach. If the potion desired is not ability to swim for the next hour. After bathing
currently being
once thebasin will not imbue the same animal
again for the next 2d4 hours.
Magical Treasures

Item Name: Band of Ferociousness


Magic Item Type: Wondrous Note that the item grants the animal the ability to breathe
Item Power: Medium water.
Item Description: This leather collar has Weight: ½ lbs when small, 25lbs when enlarged
pictures of great predators along its outside. Caster Level: 7th level
When worn by a familiar the band lends the Prerequisites: Craft Wondrous Items, freedom of
animal some of the power of these beasts. movement, water breathing, shrink item.
The animal receives a surge of power that
improves his combat ability. It gains a +2 to Cost to Create: 19,500gp, 1,560xp
hit and damage rolls. As a side effect, all Market Value: 39,000gp
animals of less than 3 HD who view a familiar Submitted By: COPYRIGHT 2001 Itzhak Even
wearing this band must make a Will save (DC
11) or they will become frightened. The Item Name: Binding Bandage
ability to frighten animals can be used up to 3 Magic Item Type: Wondrous Item
times per day for up to 10 minutes per use. Item Power: Minor
The band fits to any animal or vermin type Item Description: This long strip of sterile cloth is an
creature it is touched to. unusual item, allowing it’s recipient to gain back HP when
Weight: ¼ lbs. used on a fresh wound. The bandage’s mystical energies
Caster Level: 9th not only bind the wound and stop bleeding, but actually
Prerequisites: Craft Wondrous Items, greater heal some damage as well.
magic weapon or greater magic fang, cause To use, the bandage must be bound over a wound received
fear or calm animals no more than 3 rounds previous. At the same time, the user
Cost to Create: 17,250gp, 1,380xp makes a healing check at DC = 15. Doing so is a full
Market Value: 34,500gp round action, although it may take longer to pull out the
Submitted By: COPYRIGHT 2001 Itzhak Even cloth in some cases. The cloth heals 1d4 +1 HP / every 2
points above 15 on the heal check, up to the total damage
Item Name: Basin of the Sea of the one wound. In addition to receiving back HP, the
Magic Item Type: Wondrous bandage also negates any wounding effects on that one
Item Power: Major wound.
Item Description: This looks, at first The bandage must be left on the wound for one hour, or
the regained HP are lost again. Note that the counteraction
glance, to be a large stone bowl about of any wounding abilities is instantaneous, so it is not
2' in diameter and similar in design to affected by taking off early. The bandage regains it’s
the basins set in medieval gardens were abilities 24 hours after being removed from a wound.
birds can swim and drink, but without Weight: ½ lbs
the column they stand upon. With a Caster Level: 3rd
Prerequisites: Craft Wondrous Item, cure light wounds.
command word the mage can cause the Cost to Create: 600gp, 48xp
bowl to shrink to a 4" replica, and the Market Value: 1,200gp
same command word to make it grow Submitted By: COPYRIGHT 2001 Ian Cheesman
again. When filled with water, and an
animal of size tiny or smaller bathes in Item Name: Bracer of Shuriken Launching
Magic Item Type: Weapon
it, it will grant him the ability to swim Item Power: Minor
at his normal movement rate. If the Item Description: This leather forearm sheath is made of
animal is land-based than use his land hard leather, it has a opening toward the inner elbow
226
where shrunken may be loaded into a pouch. The bracer strength for 1 full round. Weight: 2 lbs
will telekinetically shoot up to 3 shuriken per attack out Caster Level: 11th
of an opening at the inner wrist when the palm is held Prerequisites: Craft Wondrous Items, caster
open, the arm extended and hand tilted back. The bracer must be a cleric with the domain of strength.
can hold 12 shuriken when fully loaded. The device grants Market Value: 7,000 gp

Magical Treasures
the wearer the shuriken exotic weapon feat with regards to Submitted By: COPYRIGHT 2001 Stefan J
bracer launched Simons
shuriken only. The bracer allows the wearer to use their
ranged attack bonus but no strength bonus is applied to Item Name: Cinder Boots
damage, as normal for a shuriken. The item is always at Magic Item Type: Wondrous Item
least +1 but often has additional bonus enchantments Item Power: Major
placed upon it as a missile weapon. The bracer will not Original Creator: Sorceress Alicia Cinder.
stack bonuses with any magical shuriken loaded into it, Original Purpose: Created as a reward for
the wearer must chose which effect to use when before her timely and heroic rescue by the Paladin
rolling to hit, else the default is for the bracers magical Belgorn. The boots allowed Belgorn to safely
bonus to be used. travel through a range of active volcanoes to
Weapon Proficiency required: None hunt his sworn enemy, an ancient red dragon
Weapon Type: Shuriken by the name of Ghulghopyr.
Damage Category: Slashing Item Description: Curiously these magical
Damage Amount: 1 (+1*) boots appear to have been left in a fire, as they
Critical Threat Range: 20 are badly charred and completely black from a
Critical damage Multiplier: X2 thick layer of soot. In actuality they are
Range Increment: 10 perfectly functional and fully intact. The inner
Weight: 3 lbs (plus shuriken) lining is an odd, slick material made from
Caster Level: 9th woven glassy strands that feel pleasant next to
Prerequisites: Exotic Weapon Proficiency (shuriken), the feet. Cinder, the name of the boots, is
telekinesis. emblazoned on the heel inside both boots.
Market Value: 5,000gp (+1), 12,000gp (+2), 22,000gp When worn the boots magically adjust
(+3) themselves to snuggly fit the wearer, making
Submitted By: COPYRIGHT 2001 Stefan J. Simons an odd grating sound while doing so. The
boots are noisy to wear and will leave a slight
Item Name: Bracelet of Anti-Life Shell trail of charcoal dust, a feature that can be a
Magic Item Type: Wondrous nuisance in a tidy home. However the benefits
Item Power: Major of these shoes far outweighs any such minor
Item Description: A simple band of silver with an Onyx inconveniences.
on top. When worn, the wearer gains an Anti-Life Shell as The boots provide almost complete
per the spell except for duration. As long as the bracelet is protection to the wearer’s feet and body from
worn, the shell is active. Normal Abjuration rules apply. any common form of heat or fire. The user can
Weight: .5 lbs. walk comfortably across hot coals, being
Caster Level: Drd 6th Clr 6th protected against the burning cinders by a
Prerequisites: Craft Wondrous Items, resist elements spell that absorbs the first 12
Cost to Create: 36,000gp, 2,880xp points of heat damage each round. She will
Market Value: 72,000gp also radiate an aura that places her in high
Submitted By: COPYRIGHT 2004 Paul S. Weintraub esteem with any fire-based creature, including
those from the elemental planes of fire or lava,
Item Name: Buskins of Brute Force gaining a +4 bonus to her Charisma score
Magic Item Type: Wondrous Item when dealing with these beings. Finally once
Item Power: Medium per day the wearer can speak the name
Item Description: These leather sandals will enable the “Cinder” and cloak herself in a warm fire
wearer to perform great feats of stubborn endurance. Once shield that erupts from the boots.
per day the wearer may add their character level to their Unfortunately the noise produced by
227
light.
gives a -2 penalty to any Move Silently skill
Cost to Create: workmanship cost (15 gp) + ruby dust
checks by the wearer. The soot left by the boots
(worth 50 gp)
also gives a +2 bonus to any Wilderness Lore
Market Value: 130 gp
skill checks when attempting to track the wearer
Submitted By: COPYRIGHT 2002 Jeremy H. Pace
of the boots. Each day that the boots are left
Magical Treasures

partly or completely submerged in liquid water,


Item Name: Cloak of Feathers
they must make a saving throw or disintegrate
Magic Item Type: Wondrous Item
into ashes.
Item Power: Medium
Item Location Restrictions: The boots can be
Original Creator: Silas “The Sparrow” Silas
destroyed by lengthy submersion, so they will
Original Purpose: Silas was a wizard of many talents
never be found underwater.
who served the mighty king Brutis Irlingstone, lord of a
Weight: 1 lb.
great city. He was sent on many spying assignments that
Caster Level: 8th
required him to have a disguise and a quick mode of
Prerequisites: Craft Wondrous Item, fire shield,
escape, this took up much of his memory for spells that he
resist elements
better use to spy with, so the ever crafty wizard made
Cost to Create: 28,496gp, 2,280xp
himself a cloak that would allow him to be disguised and
Market Value: 56,992gp
have a mode of escape. The cloak would allow him to
Submitted By: COPYRIGHT 2002 Robert J.
polymorph into a sparrow for disguise and it would also
Hall
allow him to fly so he could quickly escape, but for tricky
situations where flaming chimneys might be an avenue of
Item Name: Circlet of Continual Flame
escape, he imbued it with fire resistance. The design
Magic Item Type: Wondrous Item
became popular to with some of his fellow wizards who
Item Power: Minor.
quickly made many of their own, usually with different
Item Description:
types of birds in mind falcons, owls, hawks, etc.
This thin stainless steel headband has a tiny
Item Description: These cloaks are made of fine cloth
elaborate box that rests on the forehead.
with many bird feathers attached to it (the feathers are
Continual flame has been cast inside the box
from the same type of bird). These cloaks allow the user to
during construction. Sliding a necklace catch on
polymorph into the bird that the feathers of the cloak
top of the box irises open the box, allowing the
represent twice per day up to 7 hours each time. The
light to shine through. The tiny magical flame is
transformation and effects of this spell are the same as the
not as good as a bull’s-eye lantern: a cone 30
spell polymorph self except that the user is limited to the
feet long but only 10 feet wide at the end
single form of the bird in which his/her cloak represents.
projects from the circlet. This wondrous item
The cloak also provides resistance to fire as per the spell
leaves the bearer’s hands free for other things,
resist elements, absorbing 12 points of fire damage every
while their head movement determines the
round.
flame’s direction (An everburning torch still
Weight: 1lb
requires the user to hold it). The open-ended
Caster Level: 7th
circlet cannot be worn with any form of helmet,
Prerequisites: Craft Wondrous Item, polymorph self,
and takes a helmet slot.
resist elements.
Item Creation method: Due to the intricacy
Cost to Create:
involved, a DC of 15 is imposed upon the smith
Market Value: 25,000gp
or jeweler crafting the special box. The tiny
Submitted By: COPYRIGHT 2001 Micah J. Higgins
chamber requires watchmaker and necklace-like
expertise with tiny tools. The continual flame
Item Name: Cloak of Hastur
can be cast during any time in the creation
Magic Item Type: Wondrous Item (Cursed?)
process, but it might be easier to get this part
Item Power: Medium
done first, allowing the smith to construct the
Original Creator: Hastur
box around the heatless flame.
Original Purpose: Because Hastur is Crazy and so are
Weight: - lbs
his priests
Caster Level: 3rd
Item Description: Hastur was a mad elder god, banished
Prerequisites: No feat required, continual
to the stars for his evil ways, and then
228
forgotten, his domains were Trickery, Magic & Luck. The command word, he can walk the shadow plane
cloaks are black with small ‘black holes’ magically as per the spell P. 250 PHB.
embroidered upon the entire surface. The effect of this is Weight: 5 lbs.
absolute darkness with range being a mere ¼ inch from Caster Level: 7th
the cloaks surface. Prerequisites: Craft Wondrous Items,
The cloaks most obvious power is that it will confer a +15 Cost to Create: 44,100gp, 3,528xp

Magical Treasures
circumstance bonus to the Hide skill, however that is not Market Value: 88,200gp
its only function. The first time, in each combat sequence, Submitted By: COPYRIGHT 2004 Paul S.
that the wearer is attacked the cloak will draw upon Weintraub
Hastur’s maddened power. The immediate effect is the
wearer being touched by random action (DC16) and Item Name: Coffer of Mending
attacker being subject to cause fear. (DC16) Any reference Magic Item Type: Wondrous Item
to self in the random action spell should be exchanged for Item Power: Minor
the subject of the cause fear spell. The results of both Original Creator: A Mage Guardian.
spells are calculated before the attack roll is made, and Original Purpose: To stop the kids from
resolved in their appropriate initiative order. Once the wining about broken toys and the like.
cloak has called upon Hastur it becomes impossible for Item Description: This 6 inch X 6 inch X 12
the wearer to remove the cloak without casting remove inch plain wooden coffer has simple copper
curse. In addition to the above, once a link has been made hinges and lock. Any item that can be placed
between the cloak and Hastur they may not cast any divine inside the coffer (of up to 5 lbs) will have any
spells, until the cloak is removed and destroyed by minor damage repaired when its key is turned.
magical fire. It cannot mend elemental damage (sun, fire or
Weight: 2lbs. water damage) or restore magical properties.
Caster Level: 10th Weight: 6 lbs.
Prerequisites: Create Wondrous Items, cause fear, Caster Level: 3rd
random action, bestow curse Caster Must worship Hastur. Prerequisites: Create Wondrous Item,
Market Value: 9,000 mending
Submitted By: COPYRIGHT 2001 Stefan J. Simons Market Value: 1,000gp
Submitted By: COPYRIGHT 2001 Stefan J.
Item Name: Cloak of the Woodlands Simons
Magic Item Type: Wondrous Item
Item Power: Minor Item Name: Collar of Alertness
Item Description: This lightweight cloak has a simple Magic Item Type: Wondrous
foliage print, which is uncannily realistic. The cloak offers Item Power: Minor
a +2 circumstance bonus to hide (as a master worked Item Description: This collar looks like a
tool) but only with regards checks made within 10ft of a simple leather collar, for a cat of a dog, at first
living tree. The cloak also grants the wearer the ability to glance, however the collar will fit all animals
cast tree shape twice per day. A newly created cloak has of medium size or smaller. Upon close
50 charges; once all the charges are used the cloak has no examination it will show symbols of
magical powers but the hide bonus is retained. Note: A Divination engraved into the leather on it’s
player could transform others to tree form and hide beside inner side. This magical collar is strapped on
them to gain the cloaks +2 bonus. an animal and grants it the benefits of the
Weight: 2 lbs Alertness feat, and it can use See Invisibility
Caster Level: 3rd once per day.
Prerequisites: Create Wondrous Items, tree shape. Weight: ¼ lbs.
Cost to Create: XP, gp Caster Level: 5th level
Market Value: 2,160p Prerequisites: Craft Wondrous Items, see
Submitted By: COPYRIGHT 2001 Stefan J. Simons invisibility, alarm or creator must have the
alertness feat.
Item Name: Cloak of Shadow Walk Cost to Create: 1,500gp, 120xp
Magic Item Type: Wondrous Market Value: 3,000gp
Item Power: Medium Submitted By: COPYRIGHT 2001 Itzhak Even
Item Description: This is a jet black cloak. When the 229
wearer lifts the hood, and utters the
Item Name: Crescent Riding Boots “freeze” will not cause the liquid to go solid, but form a
Magic Item Type: Wondrous Item cold type of slush. When found randomly there is a 25%
Item Power: Minor chance that more than one cube is found, if so roll 1d3 for
Item Description: Crafted for the commander of additional cubes. Note that using additional cubes do not
an elite cavalry unit, these fine riding boots are have cumulative effects on the same gallon of liquid.
made of dark brown Many users of alchemical labs find this a useful item. If
Magical Treasures

polished leather, with thick heels and tapered toes. used in such a way that in theory it would damage a
The boots cover the lower portion of the leg to just
creature (thrown at a water elemental for instance), treat as
below the knee, and they are ideally shaped for
riding and controlling a mount. The only per ray of frost.
distinguishing features are the bronze crescents Prerequisites: Craft Wondrous Item, ray of frost
attached behind the ankles and the short protruding Cost to Create: 180gp, 15XP
knobs of bronze at the back of the heels. Market Value: 360gp
The boots are magically enchanted to Submitted By: COPYRIGHT 2001 Foxman
allow the owner to apply exquisite control of her
mount, giving a +5 bonus to her riding skill and
freeing her hands to fight any opponents. This
improved control of the mount also allows her to
fight more effectively while mounted, giving her a
+1 bonus to her attack and damage rolls. Finally by
speaking the command word “alagorn” the rider
can calm her panicked mount as the calm animal Item Name: Demiform Boots
spell. The boots are less well suited for marching Magic Item Type: Wondrous Item
and provide little benefit while on the ground. Item Power: Minor
Weight: - Item Description: There are several different forms of
Caster Level: 1st
these boots, but their general purpose remains the same.
Prerequisites: Craft Wondrous Item, calm animal,
at least 8 ranks in riding skill. They resemble a carefully preserved lower limb or
Cost to Create: 2,265gp, 181xp appendage of a beast, complete with the outer hide and
Market Value: 4,530gp any particular hoof, paw, or tail the creature possessed.
Submitted By: COPYRIGHT 2002 Robert J. Hall The only feature that would indicate these are actually
boots rather than a stuffed trophy of a hunt are the
Item Name: Cube of Ice openings into which the feet can be thrust. From the shape
Magic Item Type: Wondrous Item and size of these boots it does not appear that anybody
Item Power: Minor could comfortably wear this footwear, but the interior is
Original Creator: Viveka Willowsmane, a magically enchanted to hold the feet and lower legs in a
half-elven sorcerer acquired a taste for cold and lined extra-dimensional pocket.
frozen drinks while journeying in the far north. While wearing the boots, a medium-size
When she made her home in a more temperate humanoid can once per day choose to undergo a
climate, on hot days she found herself craving transformation into the form of an enchanted creature at
cold drinks. will as a full round action, and gains the physical abilities
Original Purpose: Make cold drinks. of that life form. The transformed wearer is affected in all
Item Description: This item appears to be a respects as by a polymorph self spell. Reversing this
chunk of clear crystal carved to appear like a process can also be performed at will by spending a full
small (1”x1”x1”) rough cube of ice. Once per round action on the process. The process of transformation
day this item can cool/freeze up to 1 gallon of is a disturbingly noisy one, however, giving a +8 bonus to
liquid. It has no effect on larger volumes or on any Listen skill checks to hear the individual change form.
non-liquids. It has 3 command words, “cool”, Boots of the Centaur: These shoes appear to be made from
“chill” and “freeze”, the original required that the lower hind legs of a horse. When worn by a medium-
these words be spoken in Draconic, however size humanoid, these will alter the lower body of the
imitators have created similar items with the wearer into a horse, while the area of the body above the
command words in different languages. The waist retains its normal form. The wearer has Str 18, Dex
command “cool” will chill liquid to below 14, and Con 15. The size changes to Large; she has +2
room temperature, “chill” will bring liquid to a natural armor, and she gains four hooves that allow two
230 little above freezing, and “freeze” will chill a hoof attacks and provide a ground movement of 50 ft.
Caster Level: 8th; Prerequisites: Craft Wondrous Item,
liquid to just below freezing. However,
polymorph self; Market Price: 64,000gp; Weight: Weight: 1 lb.
1 lb. Boots of the Harpy: This footwear resembles a pair Caster Level: 7th-10th
of claws from a large predatory bird. When worn by a Prerequisites: Craft Wondrous Item,
medium-size humanoid, these will transform the owner polymorph self.
into a bird-like being. The wearer will retain the head and Cost to Create: 28,000gp + 1,568-2,240xp

Magical Treasures
breasts of her normal form, but the remainder will change Base Cost = 4x7x2000, 4x8x2000, 4x10x2000
into a huge, filthy bird. The wearer has Str 10, Dex 15, Note: The caster level and cost varies
and Con 10. She has +1 natural armor; she can attack with depending on the capability of creature to be
two claws, and can move 20 ft. across the ground or fly at formed.
80 ft. Caster Level: 8th; Prerequisites: Craft Wondrous Market Value: 56,000-72,000gp
Item, polymorph self; Market Price: 64,000gp; Weight: 1 Submitted By: COPYRIGHT 2002 Robert J. Hall
lb. Boots of the Merfolk: This footwear resembles the tail
fin from a large fish. It only has a single slit at the top into Item Name: Devout Tear
which both feet can be inserted, typically making it only Magic Item Type: Wondrous Item
useful for wearing while swimming. When worn by a Item Power: Major.
medium-size humanoid, this footwear will transform the Original Creator: Priestly orders of the
owner into a member of the Merfolk. The wearer will dwarven patron god of scholars and inventors.
retain the head and breasts of her normal form, but the Original Purpose: The devout drops were
remainder will change into a scaled tail. She has Str 10, first created by the dwarven religious orders to
Dex 12, and Con 12, and can move 5 ft. on the ground or honor particularly dedicated priests.
50 ft. by swimming. Caster Level: 7th; Prerequisites: Craft Item Description: These translucent
Wondrous Item, polymorph self; Market Price: 56,000gp; crystalline objects are shaped in the form of
Weight: 1 lb. Boots of the Sphinx: This footwear looks like falling raindrops. They are just large enough to
the back legs of a hunting cat. When worn by a medium- be held comfortably in the hand, and have a
size creature, these will transform the owner into an texture similar to smooth granite. When
Androsphinx, with a body the shape of a lion and the examined in the daylight they appear pale
wings of an eagle will sprout from the back. While in this white in hue, and sparkle slightly with a
form the wearer will retain only the head and neck. A rainbow of hues that shift as they are turned
wearer has Str 25, Dex 10, and Con 19. Her size changes about. In low lighting the drops glow with a
to large; she gains +13 natural armor; and she can attack faint inner light. The original tears were
with claws and a rake attack. She is able to move 50 ft. created by the priestly orders of the dwarven
across the ground or fly 80 ft. Caster Level: 10th; patron god of scholars and invention. The
Prerequisites: Craft Wondrous Item, polymorph self; knowledge has since spread to other clergies,
Market Price: 80,000gp; Weight: 1 lb. particularly among the dwarves and humans.
Item Creation method: Forming a pair of these When commanded the devout tear immediately
boots requires an actual physical specimen from which to vanishes from the hand of the owner and
form a magical template. A precise cast must be made of reappears as a mysterious aura about the head
the lower body parts using a specially prepared plaster and upper body. While the aura is active the
material and then the surface must be completely coated devout tear bestows a divine gift upon the
with fresh blood of the specimen. A master craftsman then owner that allows him to call upon the unique
shapes the hide of the creature around the cast, powers of his deity in time of need. The owner
can restore the devout tear to physical form at
performing much the same task as a taxidermist will, or it will appear in his hand immediately
in reforming the lower body parts of the upon his death. The wearer of the aura
creature. While this is being done the caster is automatically gains a +2 bonus to Knowledge
endowing the physical form of the boots with the (religion) skill rolls. In addition, once per day
transformation power they will gain. Rarer and the wearer can exchange any one of his
remaining domain spells for another domain
more potent beasts require greater magical skill spell of that deity. The new domain spell must
to accomplish this task, as well as difficult to be at or below the level of the replaced spell.
obtain materials to prepare the boot material. The new spell can be selected from any
231
domain of the cleric’s deity, including a beast or an adventuring type person. (anything the
domain that the cleric did not chose. Thus DM would like) The box has a pocket dimension
suppose a priestess of a god with domains of within it, and a stasis field. When the user turns
good, law, luck, or strength has chosen the the crank, He hears the music for “pop goes the
domains of law and strength. She can trade a
weasel” The top pops open and the crank turner is
Magical Treasures

memorized spell from the strength domain for


another spell at the same or lower level from pulled into the box. At the same moment, the
any of the domains of good, law, luck, or creature that was pictured on the top of the box
strength. However the priestess must still emerges. The new picture on the top of the box is
supply any components and experience the character that just went into the box. A
points required by the new spell. Each devout
tear is keyed to a particular faith, so it will confused look upon his face. (The box must never
never function for a priest of a different deity. be allowed to leave the room you place it in, far to
A priest can only use a single devout tear. It powerful in the open world! )
does not prevent any other magic items from Weight: 5 lbs.
being used. Caster Level: 7th
Item Creation method: The drop is
Prerequisites: Craft Wondrous Item, Teleport,
formed from the tears of the collected Anti-magic shield.
priesthood while they are engaged in Cost to Create: 49,000gp, 3,920xp
rapturous prayer, then blessed with Market Value: 98,000gp
the most sacred essence of the order. Submitted By: COPYRIGHT 2004 Paul S. Weintraub
Completing the tear requires the
cooperation of at least two or more Item Name: Earcuff’s of Message
priests who together are capable of Magic Item Type: Wondrous Item
casting all domain spells of their Item Power: Minor
common deity. Item Description: This sterling silver ear cuff
Weight: - completely encircles the left or right ear, takes an
Caster Level: 17th earring slot, and always comes in sets of 2, 4, 6,
Prerequisites: Craft Wondrous Item, etc. When worn by members of a party, each
two or more priests who can person can talk to all of the others as if using the
collectively cast all spells from all message spell. The act of whispering activates the
domains of their common deity, at least wondrous item. Magical silence, 1 foot of stone, 1
6 ranks in Knowledge (religion). inch of common metal (or a thin sheet of lead), or
Cost to Create: 38,616gp, 3,089xp 3 feet of wood or dirt between the party members
Market Value: 77,232gp blocks the spell. Range is a mere 120 feet, limiting
Submitted By: COPYRIGHT 2002 Robert J. Hall
the uses to dungeon crawling or reconnaissance,
but party members can string themselves along a
Item Name: Dork in the Box corridor and repeat each message to extend the
Magic Item Type: Wondrous range easily. Different sets of earcuff’s have
Item Power: Major different styles – some are all silver, some have a
Item Description: This is a one foot tiny peridot or garnet stone, etc, to set them apart.
square ornately carved box. On one If two people speak simultaneously, the spell will
side it has a small crank handle. On cause both to be heard – this is a party line.
each of the sides of the box is an Wearing two earcuff’s of the same set only gives
intricately carved picture of a magical stereo sound to the wearer, but different sets allow
232
for a larger group to hear the same message from Weight: -
the relay person. The spell transmits sound, not Caster Level: 7th level
Prerequisites: Craft Wondrous Item, silent
meaning. It doesn’t transcend language barriers. image, fear
Item Creation method: Although the description is given Cost to Create: 14,000gp, 1,120xp

Magical Treasures
in silver, any metal may be used. Market Value: 28,000gp
Weight: 0 lbs Caster Level: 1st Submitted By: COPYRIGHT 2001 Micah J.
Prerequisites: Craft Wondrous Item, message Higgins
Cost to Create: 1,000 gp, 80xp (per two earcuff’s; you
must make multiple sets for larger numbers, such that a Item Name: Familiar’s Collar
set of four costs 2,000 gp, 160xp to create, etc.) Market Magic Item Type: Wondrous Item
Value: 2,000 gp (per set of 2) Item Power: Medium
Submitted By: COPYRIGHT 2002 Jeremy H. Pace Original Creator: Allan Whitefire, his
wondrous items always have a flame outline
Item Name: Egg Shell of Petrifaction etched into the front or top of the metal.
Magic Item Type: Wondrous Item Original Purpose: Having a familiar shouldn’t
Item Power: Minor make it a viable target for monsters. This
Item Description: This decorative egg shell depicts a collar is good for a familiar in a dungeon,
cockatrice mating battle upon its surface. The shell my be allowing them to survive pit traps and dodge/
thrown 10’ by hand for a ranged attack unless the target fight monsters better.
passes a Fort save (DC 16) they and all their gear will be Item Description: Masters can be very
turned to stone, instantly and permanently. protective of their familiars, with good reason.
Weight: 0 lbs This masterwork Tiny collar is made of loops
Caster Level: 11th of leather and metal wire for a mammal
Prerequisites: Create Wondrous Item, transmute flesh to familiar such as a cat, dog, ferret, etc. The
stone. collar must be worn for one week before the
Market Value: 3,300gp each powers will activate continuously, giving the
Submitted By: COPYRIGHT 2001 Stefan J. Simons
familiar time to adjust to them. The wondrous
item aids the familiar with spider climb at
will, letting the animal climb almost any
surface. Feather fall activates as needed.
Magic fang gives a +1 enhancement bonus to
attack and damage to one natural weapon of
the familiar (bite or claw). The familiar gains 1
temporary hit point as long as the collar is
worn (and unbroken). If the animal dies or is
dismissed, the collar becomes inert and can be
Item Name: Eyes of Terror placed on another master’s familiar only if the
Magic Item Type: Wondrous Item animal is the same species as the previous
Item Power: Medium user. The collar fills whichever major clothing
Original Creator: Zarin the Black slot the animal has, and will become inert if
Item Description: These lenses are placed over the eyes additional items are used by the animal (rings,
and then absorb themselves as part of the wearers natural boots, jackets, etc.).
eyes. These lenses give the wearer the ability to create an Item Creation method: The masterwork collar
illusionary effect on their eyes so that they can appear in a can be bought, but the master must personally
terrifying visage (small skulls, flaming, hollow, etc.). The imbue the spells with the familiar close by
visage is so terrifying that many beings will see the wearer during the creation process (scrolls or
as a being to be feared. This effect can be used as a free separate spell casters allowed as per the
action and gives the wearer a +5 bonus to Intimidation PHB/DMG). The master determines the
checks and a adds a +2 bonus to the save DC for all fear natural weapon used by magic fang – if more
based spells that the wearer casts. than one natural weapon (bit or claw) is
233
enhanced, the spell must be cast individually worth even more. Whenever the glasses are worn, the
for each (add to cost). wearer will notice magical hazes as if they were under
Weight: - lbs. the spell Detect Magic.
Caster Level: 1st Weight: ¼ lbs
Prerequisites: Craft Wondrous Item, feather Caster Level: 3rd
fall, magic fang, spider climb, virtue. Prerequisites: Craft Wondrous Item, detect magic.
Magical Treasures

Cost to Create: 3,600 gp, 288xp Cost to Create: 2,000gp, 160xp


Market Value: 7,200 gp + masterwork Market Value: 4,000gp
Submitted By: COPYRIGHT 2001 Jeremy H. Submitted By: COPYRIGHT 2001 Ian Cheesman
Pace
Item Name: Fred’s Glasses of Stone
Item Name: Feedbag of the Favored Mount Magic Item Type: Wondrous Item
Magic Item Type: Wondrous Item Item Power: Major
Item Power: Medium Item Description: These glasses seem like they would be
Original Creator: Allan Whitefire, his no use to anyone, as the lenses are created out of pink
wondrous items always have a flame outline granite. When a person puts on these glasses, however,
etched into the front or top of the metal. they discover that they can see through the glasses
Item Description: Only equine animals can normally. The glasses also grant the wearer protection
use this leather bag with harness: no bovines from any gaze attacks (i.e. - from Basilisks, Beholders,
or other grazers. A simple picture of a horse Medusas, eyebite, etc.).
with the number “4” is colorfully stitched Weight: ½ lbs
into the bottom of the leather bag. When Caster Level: 11th
placed around a horse’s head, the feedbag Prerequisites: Craft Wondrous Item, greater dispelling.
will fill randomly four times a day with Cost to Create: 66,000gp, 5,280xp
sixteen pounds of various feeds – alfalfa, Market Value: 132,000gp
clover, corn, oats, or plain hay. The feed will Submitted By: COPYRIGHT 2001 Ian Cheesman
change its flavor randomly as well, from the
finest hulled oats to ground corn. This will Item Name: Float Cloak
feed any equine from a small pony to a heavy Magic Item Type: Wondrous Item
warhorse, but you must still water the animal. Item Power: Medium
Any food left in the bag will spoil after 24 Item Description: This cloak is stitched entirely with
hours, and may be scooped out by hand or feathers. It is enchanted so that it (and it’s wearer) are
poured into another container without always under the spell feather fall. 10% of these items
reactivating the magic prematurely. The bag also allow it’s wearer to cast fly once per day as a 6th level
will not fill again until strapped around an sorcerer.
equine’s head. Weight: 1lbs
Weight: 5 lbs. (empty) Caster Level: 6th
Caster Level: 5th Prerequisites: Craft Wondrous Item, feather fall, ( fly).
Prerequisites: Craft Wondrous Item, Create Cost to Create: 3,000gp, 240xp; 6,000gp, 480xp Market
Food and Water, Prestidigitation Value: 6,000gp, 12,000gp (with fly)
Cost to Create: 12,400gp, 992xp Submitted By: COPYRIGHT 2001 Ian Cheesman
Market Value: 24,800gp
Submitted By: COPYRIGHT 2001 Jeremy H. Item Name: Gloves of Wound Transfer
Pace Magic Item Type: Wondrous Item
Item Power: Medium
Item Name: Fred’s Glasses of Knowledge Item Description: These gloves appear as elbow length
Magic Item Type: Wondrous Item formal style gloves. The gloves grant the extraordinary
Item Power: Minor power to transfer wounds to the wearer. The wearer must
Item Description: These small glasses are pass a Healing skill check (base DC15) in order to activate
crafted out of pure crystal and mythril. The the magic of the gloves. For the magic to take effect the
material alone would make them valuable, wearer must have less damage than the target, if this
but the abilities that they grant make them condition is met the wearer is struck by a harm spell
234
Weight: 0 lbs Item Name: Helm of Trap Searching
Caster Level: 11th Magic Item Type: Wondrous Item
Prerequisites Create Wondrous Item, vampiric touch Item Power: Minor to Medium
Market Value: 10,700gp Original Creator: Jeggred the Bold, a half-elf
Submitted By: COPYRIGHT 2001 Stefan J. Simons rogue/cleric of Pelor was involved in the

Magical Treasures
exploration of an ancient underground city.
Item Name: Heart Token After losing two of his companions to traps, he
Magic Item Type: Wondrous Item created the first of these items to allow others
Item Power: Minor to find traps for those skilled in their
Item Description: These small tokens are beautifully disarmament.
crafted coin shaped items that vary in size from ½” to 4” Item Description: Usually a plain but well
save or SR applies) and the target is healed. The gloves made helm, normally of a type found with
require 24 hours to recharge after each use. medium armors. The wearer can use their
the Heal skill to a minimum of 5 Ranks. 36 in diameter. search skill to detect traps just as a rogue can.
Heart tokens are crafted from pure gold and can be In addition, some versions of this helm give
sculpted into any design that the creator wishes. If you +5, +10, +15 or even +20 to all search checks.
look at the token with read magic however, you will notice The most common version is the +5 search
that the outer edge holds runes of healing. The token is version.
activated when the owner reaches 0 hit points or lower Weight: 3 lbs
unless the owner is already dead, that is below –10 hp Caster Level: 3rd
from the killing blow. Upon reaching 0 hit points or less Prerequisites: Craft Wondrous Item, find
the magical healing is automatically released, healing the traps, Creator
subject for 4d8+8 hit points. Once used the token must have at least 1 level in rogue or bard.
becomes lifeless and must have the spells for creation cast Market Value: 7,000gp (+5), 10,000gp (+10),
on it again, which costs the same as the original 15,000gp (+15), 22,000gp (+20)
enchanting. Submitted By: COPYRIGHT 2001Foxman
Item Creation method The coin itself cost 400gp to
craft. Craft: Engraver 10 ranks Item Name: Helper Stone
Weight: 1/4lb to 2lbs depending on size. Magic Item Type: Wondrous Item
Caster Level: 11th Item Power: Minor
Prerequisites: Craft Wondrous Item, cure critical Item Description: This one foot tall stone
wounds, contingency. statue is shaped in the form of a humanoid
Cost to Create: 2,550gp, 204xp ghost. When this statue receives a
Market Value: 5,100gp prestidigitation spell cast upon it, it
Submitted By: COPYRIGHT 2002 Micah J. Higgins disappears and turns into an invisible,
unsubstantial force, as per the spell unseen
Item Name: Helm of The Night servant. After ten minutes, the Helper Stone
Magic Item Type: Wondrous Item reverts back to its statue form. It will also
Item Power: Minor return to its statue form if it would otherwise
Item Description: This full helm is of the darkest metal dissipate.
and of the finest craftsmanship. The helm grants the Weight: 5 lbs
wearer the spell like ability of darkvision at 60ft for 4 Caster Level: 4th
hours, twice per day upon command. Prerequisites: Craft Wondrous Item,
Weight: 2 lbs prestidigitation, unseen servant
Caster Level: 4th Cost to Create: 1,350gp, 108xp
Prerequisites: Create Wondrous Item, darkvision Market Value: 2,700gp
Market Value: 6,400gp Submitted By: COPYRIGHT 2001 Ian Cheesman
Submitted By: COPYRIGHT 2001 Stefan J. Simons
Item Name: Hyboreal Torque
Magic Item Type: Wondrous Item
Item Power: Major
235
Item Description: This item is a twisted crafted from stainless steel with a diamond tip has arcane
piece of metal that has been artistically mark cast upon it such that the ink pen makes a permanent
shaped in the form of a necklace. In daylight mark on any surface. The user decides whether the mark is
the torque has a sparkling quality like a field visible or invisible, but the line is more like that of a
of freshly fallen snow. The metal has a faintly charcoal pencil than true flowing ink (2.0 mm). The
milky hue and is completely covered with tiny brushed finish is roughed at the center and near the tip for
Magical Treasures

engraved runes that have been arranged in the better dexterity while writing. As soon as the tip leaves a
form of snowflakes. The metal has a chill surface, the spell stops. The tip is a spring-loaded device
sensation that is never lost even if the torque activated by pressing down on the end – pressing a second
is held over an open flame. time re-loads the tip unto the spring, preventing accidental
The wearer of the Hyboreal Torque is use. This ink pen was designed for making marks in stone,
protected from all fire-based attacks as the such as a castle builder or while dungeon crawling. The
chill shield spell. The Torque provides none mark cannot be removed except by magical means, such as
of the other benefits of this spell. the erase spell.
Three times per day while casting Item Creation method: Steel and diamond is used
any spell with an energy descriptor of fire she because the ink pen in the PHB is made from wood, which
can change the energy descriptor to cold. The a DM might say breaks on the stone walls of a dungeon. A
resulting spell is identical in function to the craftsmanship check can be required for this “ballpoint-
normal spell, except that the manifestation pen” model (DC 15). Variations of the ink pen could
and effects of the spell are of utter cold rather include a bronze-dipped feather, or any common writing
than intense heat and flame. Thus a fireball utensil of the day. An ignorant person stumbling upon the
spell can be changed to frostball, producing inkpen in a dungeon might mistake the steel shaft for a
an explosion of bitterly cold, blue flames. gemologist’s tool, or even break off the diamond tip for
the gemstone!
For certain fire-based spells this Weight: - lbs
transformation will result in specific, Caster Level: 1st
cold-based spells. So a wall of fire spell Prerequisites: Craft Wondrous Item, arcane mark
will become wall of ice; fire storm Cost to Create: 1,000 gp, 80xp
changes to ice storm; heat shield is Market Value: 2,000 gp + masterwork + gem
Submitted By: COPYRIGHT 2001 Jeremy H. Pace
reversed to chill shield; and heat metal
changes to chill metal. Item Name: Jack of “Thieves”
Caster Level: 7th Magic Item Type: Wondrous Item
Prerequisites: Craft Wondrous Item, fire Item Power: Medium
shield, Fire to Ice*. Original Creator: Created by mysterious Sorcerer-Priests
*This feat is available from the Netbook of from a distant land.
Feats. If this feat is not used in the campaign, Original Purpose: Used by spies of the Sorcerer-Priests
the alternative prerequisite is ice storm and to perform their duties.
creator must have at least 4 ranks in Item Description: This reversible leather jacket has been
Knowledge (arcana). bestowed with powers of stealth, misdirection, and escape.
Cost to Create: 23,800gp, 1,904xp The outside of the jacket is lightly tanned and bears the
Market Value: 47,600gp emblem of the craftsmen responsible for its manufacture.
Submitted By: COPYRIGHT 2002 Robert J. Hall When turned inside out, the jacket is a dull black with no
reflective surfaces. The runic command words needed to
Item Name: Permanent Ink pen activate the powers are stitched on the pocket lining of the
Magic Item Type: Wondrous Item jacket.
Item Power: Minor The jack gives a +1 luck bonus to AC and a +2
Original Creator: Allan Whitefire, his bonus to the Tumble skill of the wearer. When worn light
wondrous items always have a flame outline side out, the owner gains a +2 bonus to her Move Silently
etched into the front or top of the metal. skill. Once a day with light side out, she can use command
Item Description: This durable metal pen words to activate feather fall and expeditious retreat as
the spells cast by a 1st level Sorcerer. When worn dark side
236
out, the owner gains a +2 bonus to her Hide skill. Weight: 0 lbs
Once a day with dark side out, she can use command Caster Level: 17th
words to activate jump and ghost sound as the spells cast Prerequisites: Craft Wondrous Item, refuge,
by a 1st level Sorcerer. true resurrection
The jack functions as a vest and is worn thus as Cost to Create: 16,000 gp, 760xp;

Magical Treasures
an article of clothing. Under normal circumstances it Market Value: 25,000gp
requires a full minute to reverse the jack due to the layers Submitted By: COPYRIGHT 2001 Stefan J.
of clothing and equipment that must first be removed. Simons
However if the jack is the only item worn on the upper
body and nothing is being carried in the hands then it only
requires a full round action to reverse the vest.
Weight: 5 lb.
Caster Level: 5th
Prerequisites: Craft Wondrous Item, expeditious retreat,
feather fall, ghost sound, jump, at least four ranks in the
hide, tumble, and move silently skills.
Cost to Create: 9,200gp, 736xp
Market Value: 18,400gp Item Name: Moving Pictures
Submitted By: COPYRIGHT 2002 Robert J. Hall
Magic Item Type: Wondrous Item
Item Power: See Text.
Item Name: Lucky Underwear Item Description: These extraordinary
Magic Item Type: Wondrous Item paintings are
Item Power: Minor pictures of fantastic creatures. Usually these
Item Description: These under garments, consist of a paintings are 24"x12", framed pieces of art that
shirt and whatever passes as undergarments for the wearer. depict scenes of a creature or creatures in their
The clothing allows the wearer to, once per day, declare a natural habitat. Should anyone approach within
lucky break. This supernatural power grants the wearer a 20ft. of these pictures (sound will not activate
+1 luck bonus to the next dice roll they have to make. The it), a magic mouth will appear on the paintings
under garments must be made to order; using at least one surface, and will ask a riddle or a simple
existing piece of lucky (non-magical) clothing in addition question, followed with the words, “Those who
the lucky break is non-transferable. answer falsely will meet a terrible end”.
Weight: 1 lb Riddle’s or questions are limited to the effects
Caster Level: 3 and designs of a magic mouth spell.
Prerequisites: Create Wondrous Items, divine grace Possible Answers.
Market Value: 600gp 1. If anyone answers the riddle or question
Submitted By: COPYRIGHT 2001 Stefan J. Simons
correctly the mouth simply smiles and then
vanishes.
Item Name: Medallion of Soul Containment 2. Should a false answer be given, the picture
Magic Item Type: Wondrous Item seems to come to life, as the creatures portrayed
Item Power: Medium there appear from thin air and begin attacking
Item Description: This amulet is heavily inscribed with the nearest visual living organism, excluding
symbols of protection and capture, its setting is an the creator.
emerald of unsurpassed quality. The gem captures your 3. Should no answer be given, (ie. the riddle
soul if you die. If the gem containing the soul is used as a was never heard, or the characters simply leave
focus in any raise dead spell, it may be treated as a true the area of the painting) the painting will
resurrect spell, on the original wearer of the amulet. The “come to life” in 5 minutes (50 rounds), and
amulet is destroyed when the wearer is brought back to attack as described above.
life. The gem has 40 hit points, and a hardness of 20 and a The “answer” is considered to be the next word
break DC of 48. If the gem is destroyed while it contains a or words, in any language, spoken within 20ft.
soul then the life force is released and treated as if slain by of the painting. The answer and actions are
death magic regardless of the original cause of death. predetermined by a contingency spell placed by
the creator. Once a moving picture has been 237
activated it cannot be activated again unless Item Name: Nalee’s Magic Cover of Replication.
enchanted once again, the painting however is Magic Item Type: Wondrous Item
still in perfect condition. Item Power: Major
Item Creation method: The power rating is Original Creator: Naleeteve or Nalee the demanding.
determined by which power of the moving Nalee’s origin is clouded in mystery all that is now known
picture is created, either lesser or greater. The
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is that she was a powerful wizard who’s most hated enemy


cost is 1500gp for a lesser (medium), and was the passing of time.
3000gp for a greater (major). Should the Original Purpose: The cover was designed to transfer
creator paint their own painting they should magical writings into the spell book, without requiring
have at least 10 ranks of craft (painting) for Nalee to spend long periods in study.
lesser, 15 for greater. Item Description: This elaborate mithril cover is one inch
Weight: 2lbs thick, 10 inch’s in height and width. The engravings on
Caster Level: 11th level for lesser, 17th level this cover depict a legendry war waged when man and
for greater. beast fought over the Sun and Sky.
Prerequisites: Craft Wondrous Item, summon When this cover is placed between a spell book
monster VI (lesser), summon monster IX and an arcane scroll, which is then read aloud, the cover
(greater), magic mouth, contingency. will absorb the spell. Once the cover has the spell inside
Cost to Create: 2,400gp, 192xp lesser; you must pour 200gp worth of ink, into the engravings on
5,325gp, 426xp greater the cover for the spell to be written into the spell book.
Market Value: 4,800gp lesser, 10,650gp The scribing of the spell takes 1 day per spell level, during
greater which the reader is not required to be present.
Submitted By: COPYRIGHT 2001 Micah J. Any non-arcane scrolls will be absorbed, but will
Higgins not be scribed. The cover does not check for duplicates
within the spell book, they will be scribed. Should the
Item Name: Muzzle of Terror cover be disturbed during the writing stage the cover will
Magic Item Type: Wondrous write the remainder of the spell as garbage.
Item Power: Major Special Conditions:
Item Description: This item appears as a The book may be opened or closed.
collar that in addition covers the animal’s The scroll must be laid out so it can be read.
mouth. Like others of its kind they come in all The cover must be in contact with both to work.
sizes and shapes so as to fit a wide variety of Weight: 2 lbs
type animal or vermin creatures. When worn Caster Level: 9th
by the animal it molds itself into its flesh. Prerequisites: Craft wondrous item: 10 ranks in
From then on, until removed, when the animal Spellcraft, unseen servant, fabricate, 2lbs of mithril.
makes its usual threatening sound, such as a Cost to Create: 45,000gp, 3,600xp
growl or a hiss it is amplified in a way that Market Value: 90,000gp
makes it sound more threatening than usual. Submitted By: COPYRIGHT 2001 William J. Bramstedt
Any creature hostile to the animal or its owner
within a 50 feet cone when the animal makes Item Name: Nails of the Shrew (gauntlets)
a sound must make a Will save (DC 16), or Magic Item Type: Wondrous Item
suffer the effects of a Fear spell. For Item Power: Medium
intelligent creatures, creatures with Original Creator: Caltavaro.
intelligence of 4 or more such as familiars or Original Purpose: The origins of these gauntlets goes
creatures who have been trained to use this back to the time of Caltavaro who created them so he
device, the effects only occur when the could have someone steal back his dark book of
creature invokes the power of the muzzle. For necromantic deeds from King Toltar. The attempt failed
any other creature the effects occur anytime and when the elves came and destroyed Caltavaro’s castle,
the creature uses a threatening sound. many but not all the formulas for his items were destroyed.
Caster Level: 7th Item Description: These exquisite looking gauntlets are
Prerequisites: Craft Wondrous Items, Fear made from the finest black silver. An Identify spell will
Cost to Create: 28,000gp, 2,240xp revel a +10 competence bonus to Open Locks when both
238 Market Value: 56,000gp are used. As long as the person wears the gauntlets they
Submitted By: COPYRIGHT 2001 Itzhak Even
will have the bonus. If a second Identify spell is cast upon Original Creator: Elven Rouge/Wizard
the gauntlets it will show that when both are used and the Original Purpose: To provide him with a
command word (Vanish) is spoken the wearer becomes flashy means of escape
invisible as per the spell Improved Invisibility spell. This Item Description: These pellets are usually
power will only work once per day. These gauntlets follow found in a deerskin bag in amounts of 1-10.

Magical Treasures
the rules for stacking in the Core book II. Weight: 2 lbs They look like small balls of ash, but when
Caster Level: 7th Prerequisites: Prerequisites: Craft one is forcefully cast onto the ground, a
Wondrous Item, improved invisibility, cat’s grace Cost to cloud of white smoke quickly fills an area
Create: 29.000gp, 2,320xp Market Value: 58,000gp with a 10’ radius centered on the point of
Submitted By: COPYRIGHT 2001 William J. Bramstedt
impact, and all creatures within the 10' radius
are made invisible as per the spell invisibility
Item Name: Never Empty Canteen
sphere with the point of impact of the pellet
Magic Item Type: Wondrous Item
being the center point of the spell effect. The
Item Power: Minor
smoke obscures all forms of vision, even dark
Item Description: This 1 gallon canteen will refill itself
sight and lasts for 5 rounds, as does the
with pure water at the dawn of each new day. Weight: 2
invisibility. The pellets may be thrown and
lbs
are treated as a grenade-like missile with a –4
Caster Level: 3rd
to hit and a range increment of 10. They do
Prerequisites: Create Wondrous Item, create water
no damage on impact.
Market Value: 500gp
Weight: .01 lbs per pellet
Submitted By: COPYRIGHT 2001 Stefan J. Simons
Caster Level: 5th
Item Name: Pebble of Doom Prerequisites: Craft Wondrous Item,
Magic Item Type: Wondrous Item invisibility sphere, obscuring mist.
Item Power: Medium Cost to Create: 625gp, 50xp
Item Description: When closely examined (Spot DC20, Market Value: 1,250gp
Search DC15) the surface on this palm-sized stone can be Submitted By: COPYRIGHT 2001 Troy Lenze
seen to slowly change colors and texture. Otherwise it
could be mistaken for a child’s plaything. The pebble of Item Name: Pouch of Magical Stones
doom can be lobbed, incremental range 10ft, it is too large Magic Item Type: Wondrous Item
to use in a sling. The pebble should be treated as a grenade Item Power: Minor
like weapon for scatter purposes. Upon striking a hard Original Creator: Arak, a dwarven cleric
surface, or other target, the pebble expands to become a created this item for his companion, a
10ft diameter, 4,400 lb, spherical boulder. Direct hit halfling wizard by the name of Curio
damage is 8d6 (no save for half), splash damage is 8d6 Bookbagger. It was created early in their
(reflex save, DC20, for half) the boulder rolls a further adventuring career, when Arak grew tired of
(1d6+1) X 5 ft, directly away from the thrower causing casting the spell magic stone before every
splash damage to anyone it touches, after which it comes battle for Curio.
to a halt. If the boulder strikes an inanimate object, that it Item Description: A small non-descript
does not destroy, the resulting deflection counts as 10 ft of pouch with the symbol of a dwarven deity
travel and the boulder sets off in a new direction rolling embossed into the leather. Originally this
any remaining distance, with damage as above. It may be item only functioned once per day. However,
commanded to return to its pebble form not less than 1 over time Arak improved it to function up to
turn after it grew to boulder size. 5 times per day. Duplicates of this item most
Weight: 2 lbs (4,400lbs) commonly work once per day, however ones
Caster Level: 11th with more charges per day do exist. To use
Prerequisites: Create Wondrous Items, stone shape, this item, the user places up to 3 stones
shrink item within the pouch (the pouch will not function
Market Value: 40,000 gp if more than 3 stones are placed within) and
Submitted By: COPYRIGHT 2001 Stefan J. Simons speaks the command word. When the user
does so, the stones within are treated as
Item Name: Pellets of Smokey Disappearance though the spell magic stone has been cast
Magic Item Type: Wondrous Item 239
Item Power: Minor
upon them by a 1st level spell caster. separate Will save at DC 12 to ignore any adverse effects
Weight: 3 lbs associated with the full version of these spells. The strobe
Caster Level: 1st stones do not confer the benefits of a blink spell. Rasta’s
Prerequisites: Craft Wondrous Item, magic strobe stones only function while there is music in the air.
stone Cost to Create: 360gp, 29XP per charge This may be as simple as humming a tune, as complex as an
orchestra, or by use of ghost sounds spell. The sound needs
Magical Treasures

Market Value: 720gp


Submitted By: Foxman only be audible within the “hearing” range of the stones. A
Perform skill check at DC 10 will activate the stones. When
Item Name: Pouch of the Silk Worm the spell ghost sounds is used, the Perform skill check must
Magic Item Type: Wondrous Item be made at the time of casting.
Item Power: Minor Weight: -
Item Description: This empty looking black Caster Level: 5th
leather belt pouch has silkworm caterpillars Prerequisites: Craft Wondrous Item, blink, daylight,
stitched onto the underside of its flap. This darkness
pouch may produce up to 500 ft of rope in any Cost to Create: 750gp, 60xp
24hour period. Market Value: 1500gp
Weight: 1lbs Submitted By: COPYRIGHT 2001 Tyson Neumann
Caster Level: 3rd
Prerequisites: web, Create Wondrous Items
Cost to Create: 600gp, 48xp
Market Value: 1,200gp
Submitted By: COPYRIGHT 2001 Stefan J.
Simons
Item Name: Scabbard of Poised Response
Item Name: Rasta’s Strobe Stones Magic Item Type: Wondrous
Magic Item Type: Wondrous Item Item Power: Minor
Item Power: Minor Item Description: The scabbard and belt would typical be
Original Creator: Rasta din’Talbo, Svirfneblin enameled in blue, and etched with golden details. The belt
Bard grants the ability to ready any weapon placed in the
Original Purpose: Rasta owned a slinky tavern scabbard as if the wearer had the quick draw feat. The
where dancing was common, so he created the scabbard will increase, or reduce in size to accommodate
Strobe Stones to add a certain flair to the place. any weapon from knife to great sword in size.
Item Description: These simple stones radiate Weight: 1lb
magical darkness and daylight in a rapidly Caster Level: 7th
alternating pattern within a 20-foot radius to Prerequisites: Create Wondrous Item, haste.
produce a strobe effect. All creatures within the Market Value: 4,000gp
area of effect must make a one time Will save at Submitted By: COPYRIGHT 2001 Stefan J Simons
DC 12 or be dazzled. (Dazzled creatures are Item Name: Shore of Tuning (Tuning Fork, Fork of
unable to see well because of over stimulation Tuning)
of the eyes. A dazzled creature suffers a -1 penalty Magic Item Type: Wondrous Item
on attack rolls until the effect ends.)If the stones Item Power: Medium.
are placed inside or under a lightproof covering, Original Creator: Maraira the playful
their effects are blocked until the covering is Original Purpose: To play beautiful music wherever she
removed and creatures that can’t see visible light went.
are immune to the effects of Rasta’s Strobe Item Description: This ordinary tuning fork is made from
Stones. Rasta’s strobe will not dispel magical steel. Once per day this fork can help tune your voice or
darkness or light, but will still create the strobe any instrument you can use giving you a +20 to your
effect if placed within the area of such magical performance skill check. When you begin tuning you must
effects. The strobe stones confer the benefits of continue for one minute with no interruptions or the spell
the spells daylight and darkness at a lesser effect: fails and you will have to wait another 24 hours before
creatures normally affected by the effects of trying again, you will still be able to use the instrument
either daylight or darkness are allowed a
240
but without the bonus from the fork. If you are interrupted uttered, the plate gradually loses its heat at 5
while tuning your voice and fail your check degrees per round until it reaches air
(Concentration check DC 10 for both if needed) you will temperature.
be unable to use any bardic powers that require the use of The plate is highly prized among groups who
your voice for 24 hours, but basic conversion is still are forced to spend nights outside, but do not

Magical Treasures
possible. The effect lasts a minimum of 7 hours. want their presence known by the presence of
Weight: - a fire. Also note that only the top of the plate
Caster Level: 7th heats and cools, not the bottom. It is
Prerequisites: Craft Wondrous Item, Must be a bard, commonly used either by placing food
sculpt sound. directly on the plate, or by placing food in a
Cost to Create: 4000gp, 320xp dish or pot on top of the plate.
Market Value: 8000gp Weight: 1 lbs
Submitted By: COPYRIGHT 2001 William J Bramstedt Caster Level: 4th
Prerequisites: Craft Wondrous Item, heat
Item Name: Spade of Digging metal, chill metal.
Magic Item Type: Wondrous Item Cost to Create: 2,700gp, 216xp
Item Power: Minor Market Value: 5,400gp
Item Description: This ornate spade appears too small and
Submitted By: COPYRIGHT 2001 Ian
fragile for real work. It is only 8 inches long and 1 lb in weight.
Cheesman
However it has a stone shape spell at its command, once per
day.
Weight: 1 lb Item Name: Steve’s Spinning Plate
Caster Level: 7th Magic Item Type: Wondrous Item
Prerequisites: Create Wondrous Item, stone shape Item Power: Minor
Market Value: 7,560gp Item Description: This interesting item is a
Submitted By: COPYRIGHT 2001 Stefan J. Simons device that allows it’s user to confuse and
stun it’s opponents through shifting lights
Item Name: Spider Dust and color patterns. It is constructed out of a
Magic Item Type: Wondrous Item
8" dowel attached to the middle of a 6"
Item Power: Minor
Item Description: This black bag contains 12 doses of magical diameter wooden circle. The front of the
dust. Each dose is enough to cover 1 sq. foot of space. When circle has splashes of colors and arcane
the dust is sprinkled outside of the bag, it magically creates writing, and is attached such that when the
cobwebs, dust balls, and other signs of abandonment. This dust dowel is held still, the circle can be spun at a
can be used to hide tracks through a dusty crypt, make a room number of speeds.
seem unoccupied, or to hide an object placed in an otherwise Anyone looking into the plate from less than
dusty area. The dust adds +10 penalty to the DC for Search, ten feet while the plate is spinning, is subject
Spot, or Track checks. Note that this only works in suitable to the spell color spray as per spell with a
areas, so the middle of an occupied temple obviously wouldn’t
DC 12, will negates. To use the plate
work.
Weight: ¼ lbs successfully, however, the user must use both
Caster Level: 3rd hands, and take a full round. The action can
Prerequisites: Craft Wondrous Item, 4 ranks of hide or disguise be continued each round, but requires a
Cost to Create: 25gp, 2xp concentration check.
Market Value: 50gp Weight: ½ lbs
Submitted By: COPYRIGHT 2001 Ian Cheesman Caster Level: 3rd
Prerequisites: Craft Wondrous Item, color
Item Name: Steve’s Hot-plate spray.
Magic Item Type: Wondrous Item
Cost to Create: 3,000gp, 240xp
Item Power: Minor
Item Description: This small (8" diameter) ceramic circular dish Market Value: 6,000gp
has three words on the underside of it. The dish has the amazing Submitted By: COPYRIGHT 2001 Ian
ability to heat and cook food without the use of fire or flames. Cheesman
When the first word is uttered, the plate
begins to heat up at a rate of 5 degrees per round. When the Item Name: Tree Acorn
second word it uttered, the heat stays constant at the currant
heat. When the third word is
Magic Item Type: Wondrous 241
Market Value: 17,000gp
Item Power: Minor
Submitted By: COPYRIGHT 2001 Stefan J. Simons
Item Description: This magical item, like it’s
name suggests looks like a normal acorn, but
will radiate alteration magic. Druids and
rangers are very fond of using these against
Magical Treasures

intruders that defile their forests. When an


Item Name: Viper Flute
acorn hits a living creature the creature must
Magic Item Type: Wondrous Item
make Fortitude save (DC 13) or become a tree
Item Power: Minor
for the next 3 hours. If the acorn misses it’s
Item Description: This small brownish-green flute is
magic is still potent, as it takes effect only by
carved to look like a fat snake. The flute has the ability to
hitting a living creature. While in tree shape
cause any number of snakes to become charmed, as per the
the creature suffers damage from every attack
spell Charm Person or Animal. Each different type of
brought against the tree, but he is treated as if
snake, viper, or serpent needs a different short song (10-15
he had the Plant type, so he does not suffer
notes) in order to be charmed. The will save to negate the
from critical hits, he is immune to poison,
charm is DC = Perform check +10. The various songs can
sleep, paralysis, and polymorph. And mind-
only be learned from others that know them or by
influencing effects cannot affect him.
experimentation. Spells such as identification, legend
Item Location Restrictions: Druids and
lore, etc. will not help with learning the songs.
rangers make use of these items, and few of
Weight: ½ lbs
them will allow others to handle them, let
Caster Level: 6th
alone create them for others to use.
Prerequisites: Craft Wondrous Item, 8 ranks of perform,
Weight: 1/10 lbs.
charm person or animal.
Caster Level: 3rd
Cost to Create: 6,000gp, 480xp
Prerequisites: Craft Wondrous Items, tree
Market Value: 12,000gp
shape
Submitted By: COPYRIGHT 2001 Ian Cheesman
Cost to Create: 150gp, 12xp
Market Value: 300gp
Item Name: Xions Color-gloves
Submitted By: COPYRIGHT 2001 Itzhak Even
Magic Item Type: Wondrous Item
Item Power: Minor
Item Name: Twin Journals
Original Creator: Xion, Half-elven mage of Glass City.
Magic Item Type: Wondrous Item
Original Purpose: Grew tired of picking out different
Item Power: Medium
colored clothing for different situations
Item Description: These identical paired
Item Description: These are in all respects normal
journals are edged with thick brass to protect
looking black leather gloves. Upon mental command the
them in travel. Any writing in either book
gloves will change to the color desired by the wearer, and
appears exactly as written in the paired book,
further changes the color scheme of the wearers entire
provided each message starts on a fresh page.
outfit so that it matches appropriately. These gloves
Each book contains 25 leafs and when each
change the color of cloth or metal either worn or held in
page has sent or received a message that page
the characters hands, however it does not change the
loses its magical power to communicate, when
shape, size, or appearance of these objects (i.e. it does not
all pages are used the book becomes a
add fancy embroidering, etc.). Any amount of cloth worn
mundane book.
is changed, or any metal object worn can be changed, the
The link covers unlimited distance but may not
wearer decides what changes, what doesn’t, and what
bridge the gap between planes. The journal
colors to use. Any object that is cloth or metal that the
does not translate languages or decipher
wearer is holding or wearing can be changed, but only up
encryptions in anyway.
to 50lbs. worth of material, however they are unable to
Weight: 3 lbs (each)
change the color of magical items. The color change is
Caster Level: 7th
permanent to the object as if it had been dyed that color,
Prerequisites: Create Wondrous Item, scrying,
even if the object is taken off and set aside. The gloves can
illusionary script, mirror image;
be used no more than three times per day, and the color
242 Cost to Create: 8,500gp, 680xp
change is instantaneous. If the wearer uses the gloves Item Description: This looks like an
either to disappear into a crowd, or to color his decor to ordinary iron skillet. When held by the
match his/her surroundings better, they receive a + 3 handle for two rounds it will get hot enough
circumstance bonus to Hide and Disguise. to cook a meal. The handle never gets hot
Item Creation method: The materials needed for these enough to burn the holder. The face of the

Magical Treasures
gloves are a pair of gloves made from high-grade leather, skillet will deliver 2D4 points of fire damage
and the colored dyes as listed above. The gloves must be if touched with bare skin.
placed in a large bowl along with all of the dyes, Item Background: After years of eating cold
(creating black hue) and then enchanted while in the meals while adventuring, Argos decided there
bowl. must be a way to eat well, even in enemy
Weight: 1lb. territory.
Caster Level: 5th Weight: 3 lbs
Prerequisites: Craft Wondrous Item, alter self Caster Level: 2nd
Cost to Create: 160xp, 2000gp Prerequisites: Craft Wondrous Item, Heat
Market Value: 4,000 gp Metal
Submitted By: COPYRIGHT 2001 Micah J. Higgins Cost to Create: 4,000gp, 320xp
Market Value: 8,000gp
Item Name: Globe of Locating Submitted By: COPYRIGHT 2004 Jay Scott
Magic Item Type: Wondrous Item
Item Power: Medium Item Name: Orb of Homing
Item Description: This globe contains the head of a Magic Item Type: Wondrous Item
human with an extremely long nose. When asked to locate Item Power: Medium
an object or creature, the head turns to the direction of the Item Description: This solid white globe is a
nearest creature or object of the type asked for. A beeping one way teleportation device. It will “DRAG”
sound will begin. The farther away from the objector one person to a predetermined location. The
creature, the longer the time delay between beeps. When user is actually pulled through another
the globe is next to the object or creature the beep will dimension. It will inflict 10D6 points of
become a continuous tone. To stop the tone the controller subdual damage. It will never kill, but it will
of the globe need only release the globe for a second. render the subject unconscious for up to 1D4
If a question is asked of the globe and it is not a days.
location question, The head will smile and nod, as if Weight: 2 lbs
nodding yes. When the globe is not being held the smile Caster Level: 6th
will become a frown. Prerequisites: Craft Wondrous Item, Word of
Item Restrictions: This item has a three mile range. When Recall, Permanency
the object or creature in question is out of range the head Cost to Create: 1,387.5gp, 111xp
will look confused for a second, then smile again. Market Value: 2,775gp
Item Note: We called him “BOB” because of the way he Submitted By: COPYRIGHT 2004 Jay
bobbed his head all the time. If someone tries to free him, ScottCaster Level: 5th
the globe is forever destroyed. Prerequisites: Craft Wondrous Item,
Weight: 3 lbs Vampiric Touch
Caster Level: 4th Cost to Create: 15,000gp, 1200xp
Prerequisites: Craft Wondrous Item, Locate Item, Locate Market Value: 30,000gp
Creature Submitted By: COPYRIGHT 2004 Jay Scott
Cost to Create: 6,000gp, 80xp
Market Value: 12,000gp Item Name: Orb of True Transporting
Submitted By: COPYRIGHT 2004 Jay Scott Magic Item Type: Wondrous
Item Power: Medium
Item Name: Cold Fire Skillet Item Description: This orb can transport up
Magic Item Type: Wondrous Item to ten people and their gear, back to a Palace/
Item Power: Minor Church of the King or Cleric who gives it to
the party. It will only work on the material
243
in the normal range of a fireball spell.
plane. It holds only one charge at a time. It can
Item Restrictions: These ten flutes can only be used by
be recharged after each use by the King or
Bards.
Cleric.
Weight: 1 lbs
Weight: 5 lbs.
Caster Level: 3rd-9th
Caster Level: 6tth
Magical Treasures

Prerequisites: Craft Wondrous Item, Gust of Wind,


Prerequisites: Craft Wondrous Items, Word
Summon Monster VI, Wall of Fire, Dimension Door, Wall
of Recall
of Fog, Fireball
Cost to Create: 44,100gp, 3,528xp
Cost to Create: 5,000gp, 400xp
Market Value: 88,200gp
Market Value: 10,000gp per flute
Submitted By: COPYRIGHT 2004 Jay Scott
Submitted By: COPYRIGHT 2004 Paul S. Weintraub
Item Name: Rainbow Flutes
Magic Item Type: Wondrous Item Item Name: Neckband of Decapitation
Item Power: Minor to Major Magic Item Type: Wondrous Item
Item Description: When played, The flutes Item Power: Major
do the following by color. Each duration Item Description: This is a simple band of 20 gauge steel
varies. wire with a 4mm Bloodstone suspended in the middle.
1) Red- As long as the flute is played a strong Used to control a foe, when the command word is first
wind will be provided, as per a gust of wind spoken the neckband will appear around the neck of the
spell. victim chosen. If spoken a second time the neckband will
2) Orange- For one hour, Gail force winds are reduce in size by 90%, decapitating the wearer.
produced in an area of one mile in front of the Weight: * lbs
Bard. The storm may be stopped by the bard at Caster Level: 9th
any time he chooses. Prerequisites: Craft Wondrous Item, Reduce
3) Yellow- While being played the Bard Cost to Create: 675gp, 54xp
creates a Wall of Fire as per the spell at 7th Market Value: 1,350gp
Submitted By: COPYRIGHT 2004 Paul S. Weintraub
level.
4) Green- After playing for one round, this
flute summons an earth elemental. It will serve Item Name: Figurine of Wondrous Power: Opal Dragon
the Bard for six rounds. Magic Item Type: Wondrous Item
5) Blue- After playing this flute for one round, Item Power: Major
this flute will summon a water elemental. It Item Description: When animated, the opal dragon acts
will serve the Bard for six rounds. as a VERY YOUNG Blue, Green or Red dragon. Based on
6) Indigo- After playing this flute for one the command word used, the appropriate dragon will
round, this flute will summon a fire elemental. animate. Look in the MM for descriptions of the various
It will serve the Bard for six rounds. dragons. The figurine can be used up to three times per
7) Violet- After playing this flute for one month for one hour each use. When one hour has passed
round, this flute will summon an air or the command word is used the dragon will return to the
elemental. It will serve the Bard for six figurine form. The dragon is under complete control of the
rounds. owner.
8) Brown- When played this flute crate a Weight: * lbs
pocket of breathable air where none is Caster Level: 6th
available. A sphere of 12 cubic feet is created Prerequisites: Craft Wondrous Item, Animate Object
and will stay as long as the flute is played. Cost to Create: 6,600gp, 528xp
9) Black- While played, this flute will create a Market Value: 13,200gp
Submitted By: COPYRIGHT 2004 Paul S. Weintraub
black wall of smoke, as per a wall of fog spell.
The wall will remain until the flute is not
played. Item Name: Ceramic Ball of Twine
10) White- Playing this flute creates a 10D6 Magic Item Type: Wondrous Item
fireball that appears at the end of the flute. It Item Power: Minor
explodes immediately, dealing damage to all Item Description: A simple hollow ceramic ball, with
244
apiece of twine sticking out of a small hole in the top of it. Market Value: 72,000gp
Each day 25' of twine may be pulled from the ball. Submitted By: COPYRIGHT 2004 Paul S.
Item Restrictions: Weintraub
Weight: 2 lbs
Caster Level: 3rd Item Name: Dark Beam

Magical Treasures
Prerequisites: Craft Wondrous Item, Create Mundane Magic Item Type: Wondrous Item
Item Item Power: Medium
Cost to Create: 1,637.5gp, 131xp Item Description: This torch creates a 60'
Market Value: 3,275gp beam of darkness. A short piece of torch
Submitted By: COPYRIGHT 2004 Jay Scott handle, a 4 1/4 “ silver cup and horseshoe nail
are needed to make this item. Darkness is cast
Item Name: Stone of Location on the nail. The nail is then driven through the
Magic Item Type: Wondrous Item bottom of the cup into the handle.
Item Power: Medium Item Restrictions: This can never be turned
Item Description: This is a palm sized clear spinel with off.
an Amber arrow inside of it. When held in the light of the Weight: 2 lbs
sun it will accurately point to the destination desired. It Caster Level: 3rd
will always point in the right direction during the day. At Prerequisites: Craft Wondrous Item,
night, however, it will point in the opposite direction of Darkness, Permanency
the destination commanded. Moonlight will bestow a Cost to Create: 1,637.5gp, 131xp
curse upon it. When daylight breaks again it will give Market Value: 3,275gp
accurate readings once again. The stone will only accept Submitted By: COPYRIGHT 2004 Paul S.
one mission at a time. Once completed the stone will Weintraub
accept a new command.
Weight: * lbs Item Name: Light Beam
Caster Level: 5th Magic Item Type: Wondrous Item
Prerequisites: Craft Wondrous Item, Locate Object, Item Power: Medium
Curse Object, Arrow Charm Item Description: This is a magical torch that
Cost to Create: 10,625gp, 850xp radiates light in a 60' beam. A short piece of
Market Value: 21,250gp torch handle, a 4 1/4 “ silver cup and
Submitted By: COPYRIGHT 2004 Paul S. Weintraub horseshoe nail are needed to make this item.
Daylight is cast on the nail. The nail is then
Item Name: Scarab of Weather Control driven through the bottom of the cup into the
Magic Item Type: Wondrous Item handle.
Item Power: Major Item Restrictions: you can never turn this light
Item Description: Uttering the activation word and off.
expending one charge, the wielder can change the weather Weight: 2 lbs
conditions by one increment. The scarab has 50 charges Caster Level: 3rd
when new. Weather conditions take ten minutes to change Prerequisites: Craft Wondrous Item, Daylight,
from one increment to the next. The wielder may expend Permanency
as many charges at the same time as he wishes. The chart Cost to Create: 1,637.5gp, 131xp
below shows the weather increments. Market Value: 3,275gp
Sunny Submitted By: COPYRIGHT 2004 Paul S.
Overcast Weintraub
Rain (Shower)
Rain (Down pour) Item Name: Belt of Righteous Might
Thunderstorm Magic Item Type: Wondrous Item
Weight: * lbs Item Power: Medium
Caster Level: 6th Item Description: This looks like a nicely
Prerequisites: Craft Wondrous Item, Control Weather made fine leather belt. When worn the
Cost to Create: 36,000gp, 2880xp character grows to double his size, including
his gear. The character gains +4 enlargement 245
bonus to STR, Becomes one size category Item Name: Wagon of Flying
larger. This will modify the character’s AC by Magic Item Type: Wondrous
-1, Mass of the character increases by a factor Item Power: Major
of eight. Weapons increase in size one step, Item Description: This wagon has a permanent Fly spell
increasing their damage as shown below. cast upon it. The size carrying capacity and speed are
Old Damage New Damage variable and shown in the table below. The wagon must be
Magical Treasures

1D2 1D3 masterwork. Each wagon has it’s own activation word.
1D3 1D4 When in voice range, the wagon will answer the
1D4 1D6 commands of the speaker, whether the speaker is on it or
1D6 1D8 not.
1D8 2D6 Size Capacity Speed Weight Mkt. Value
1D10 2D8 9’x12' 1500lbs 90' 500lbs 66,000gp
1D12 2D10 13’x20' 1800lbs 60' 600lbs 79,000gp
Magical bonus’ do not increase with size. 15’x30' 2100lbs 30' 700lbs 93,000gp
Weight: 1 lb Weight: See above
Caster Level: 5th Caster Level: 7th
Prerequisites: Craft Wondrous Item, Prerequisites: Craft Wondrous Items, Fly, Permanency
Righteous Might Cost to Create: half above prices shown, 1/25th xp of gp
Cost to Create: 25,000gp, 2000xp value above
Market Value: 50,000gp Market Value: See above
Submitted By: COPYRIGHT 2004 Paul S. Weintraub
Submitted By: COPYRIGHT 2004 Paul S.
Weintraub
Item Name: Porter of Infinite Carrying
Magic Item Type: Wondrous
Item Name: Globe of Obedience
Item Power: Major
Magic Item Type: Wondrous
Item Description: This man sized construct is made of
Item Power: Major
steel, on it’s back is a standard size backpack made of
Item Description: This translucent brown
silver. The construct has a large wind-up key protruding
globe holds one bound subject. Upon uttering
from the back of it’s neck. After winding it completely , it
the command word, the subject will follow
will follow the simple instructions of the person who
the instructions of the holder of the globe.
wound it. It will function for one week when fully wound.
The bound creature will heal at an accelerated
The backpack is a pocket dimension, 10,000 cubic feet. It
rate while inside the globe; two hit points per
opens from the top like a chest. It will hold any item
hour. The subject is otherwise in stasis. He is
except a portable hole or other magical holding type item.
considered to be in a hedged prison. The term
Putting such an item into the backpack will cause an
of imprisonment is101 years or death. If the
instant explosion. This will destroy both the porter and
prisoner is killed doing the bidding of the
the other item. The pack works like a heward’s handy
globe holder, he will have been considered to
haversack. What you want comes to the hand. Unlike a bag
have paid his debt. Saying the command word
of holding the backpack can have sharp items placed into
a second time will return the subject the
it without fear of damage. Body and pack are hardness 10
globe. The subject can also touch the globe
with 50 hit points each. With a successful knowledge
and return inside as well. The command word
arcana DC 17 or spot DC 20, followed by a successful use
is usually the subjects name. When called
magic device DC 20, the master of the porter can shrink
upon, the subject will appear 5' from the
the porter to 17.5" tall. With the command word found the
commander in a random direction.
porter can be kept at this size for 5 days. The porter has no
Weight: See below
attacks, speed 20, it can not ever move faster, even by spell
Caster Level: 15th
use. When it winds down to one hour of movement it will
Prerequisites: Craft Wondrous Items,
slow down by two miles per hour until it has wound
Cost to Create: 162,000gp, 12,960xp
completely down. It can not be wound up until it is
Market Value: 324,000gp
completely wound down.
Submitted By: COPYRIGHT 2004 Jay Scott
Special Qualities: Construct, Magic Immunity, Damage
Reduction 50/+3, Rust vulnerability (body)
246
Item Description: This silk dust mask is
Weight: 350 lbs. such a deep red that at a glance it appears to
Caster Level: 9th be black. If the kerchief is deliberately
Prerequisites: Craft Wondrous Items, Leomund’s Secret touched by ones exposed skin, provided it is
Chest, Shrink Item, Permanency, heward’s Handy not part of another’s attire then the ‘admirer’
Haversack must put the kerchief on (Will save DC19).

Magical Treasures
Cost to Create: 121,500gp, 9,720xp While the kerchief is worn the character must
Market Value: 243,000gp ‘take 20’* on every action there is an
Submitted By: COPYRIGHT 2004 Paul S. Weintraub opportunity to do so safely, as the character
has decided that ‘if its worth doing, then its
Item Name: Quill of Journalism worth doing right’ (Will save DC19). The
Magic Item Type: Wondrous scarf can only be removed once the curse is
Item Power: Minor lifted and there are no lingering effects.
Item Description: This eagle feather quill is an animated *Provided to do so will not immediately
item. It will telepathically pick up the thoughts of the endanger the wearer.
person in front of the desk it sits on. It writes in all Weight: 0.1 lbs
languages. When not in use it will continuously write Caster Level: 11th
gibberish on the paper it rests upon. Prerequisites: Craft Wondrous Items, geas,
Weight: * lbs. bestow curse.
Caster Level: 3rd Market Value: 29,700gp
Prerequisites: Craft Wondrous Item, Tongues, Telepathy Submitted By: COPYRIGHT 2001 Stefan J.
Cost to Create: 8,100gp, 4,050xp Simons
Market Value: 16,200gp
Submitted By: COPYRIGHT 2004 Paul S. Weintraub Item Name: Goggles of Nightmares
Magic Item Type: Cursed.
CURSED ITEMS Item Power: Medium
——————————— Original Creator: Zarin the Black
Item Name: Abominable Armor Item Description: These goggles look
Magic Item Type: Cursed exactly like a pair of goggles of night, they
Item Power: Cursed identify as such, and they will even function
Item Description: This chain shirt +3 appears to be of like them, except for the fact that there is a
very high quality. The armor actually carries a strange terrible drawback. Only a second
curse; the wearer must pass a Fortitude save (DC 20) upon identification will reveal the true nature of
waking each morning or become nauseated for 2d12 these goggles. After using the goggles, even
hours. The armor may be removed at anytime, but the curse once, the wearer will suffer from the effects
applies until removed by magical means. of a nightmare spell. This will happen
NOTE: Nauseated is defined in the DMG. anytime the character goes to sleep after
Caster Level: 13th having been exposed to the goggles. A wearer
Prerequisites: Craft Armor, bestow curse, contagion is free to remove the goggles, however this
Market Value: 5,325 (+3 chain shirt *0.5 for cursed) will not lift the curse. The curse can only be
Submitted By: COPYRIGHT 2001 Stefan J. Simons lifted by casting remove curse, or similar
spell, on anyone so afflicted. The goggles
Item Name: Fastidious Kerchief may curse one creature per day, but there is
Magic Item Type: Cursed no limit to the amount of curses they can
Item Power: Cursed maintain at one time.
(This curse can also be applied to silk gloves or a fine Weight: -
robe with the same effect.) Caster Level: 9th level.
Original Purpose: The original Creators name is lost, but Prerequisites: Craft Wondrous Item,
he is known to have been a kindly old Wizard, its purpose misdirection, bestow curse, nightmare,
was to provide his apprentices with a consistency in their nightvision.
attention to detail they would otherwise not be able to Cost to Create: 9,000gp, 720xp
obtain. Market Value: 18,000gp
Submitted By: Micah J. Higgins 247
Item Name: Scroll of Disjunction. detectable ability it acts as a +4 cloak of resistance.
Magic Item Type: Scroll (Cursed item) Secondly it grants the wearer immunity to all disease
Item Power: Medium (magical and non-magical alike). Thirdly the wearer
Original Purpose: The scroll was devised by becomes a carrier of Slimy Doom. The Mantle may not be
a powerful hermetical mage as a negative reply removed until the curse is lifted and the wear will remain a
Magical Treasures

to a royal summons. carrier until remove disease is cast upon them. A person
Item Description: The scroll is always rolled who continually comes into contact with the carrier is
and sealed with a dark wax. If identify is cast liable to make no more than one save per hour.
upon the scroll, without anyone opening it, Weight: 1 lb
then it will report the item as a wish scroll. Caster Level: 12th
The person who breaks the seal becomes Prerequisites: Create Wondrous Items, contagion,
ground zero for mord’s disjunction. If an resistance.
artifact should be disjoined then all Market Value: 8,000
retribution (spell loss, and powers attention)
will be made against the scroll’s creator,
unless the device was knowingly used for
such a purpose, in which case the coordinator
of the destruction will become the focus of all
the side effects of such an action. Submitted By: COPYRIGHT 2001 Stefan J. Simons

Item Name: Vestment of Diminishing Item Name: Cursed Light Beam


Magic Item Type: Cursed Item Magic Item Type: Wondrous
Item Power: Minor Item Power: Minor
Item Description: This vestment always Item Description: This magical torch radiates a 60' beam
identifies as a beneficial item, usually of light, until approaching danger. If this is the only light
revealing itself as protection or resistance. source, it will extinguish itself until the danger has
Should a careful character identify it a second passed. This is built just like a light beam. The curse of
time, it identifies as an item of reducing. This the torch is that it has some sentience and is afraid, if not
extravagant looking vestment will diminish accompanied by another source of light, it will sense
the size of a character by 50%, and suffers the danger 120' away and act accordingly.
effects as per the reduce spell cast by a 7th Weight: 3 lbs.
level caster. The transformation is the same as Caster Level: 3rd
the spell, except that the transformation lasts Prerequisites: Craft Wondrous Items, Cost
as long as the item is worn by the character, to Create: 1,637.5gp, 131xp
who is unable to remove the vestment until a Market Value: 3,275gp
remove curse, wish, or miracle spell is cast Submitted By: COPYRIGHT 2004 Paul S. Weintraub
upon it.
Weight: 1lb ARTIFACTS
Caster Level: 7th —————————
Prerequisites: Create Wondrous Item, Intro – The artifacts presented in this book are designed
reduce, bestow curse, misdirection to work with almost any campaign setting. The names used
Cost to Create: 1,300gp, 104xp in some of the descriptions can easily be changed or
Market Value: 2,600gp removed as necessary. Please remember that these items
Submitted By: COPYRIGHT 2001 Micah J. are very, very rare and most of them are campaign pieces
Higgins that serve as a part of a plot or story. Most of these items
would be overly powerful in the hands of a character and
Item Name: Zymotic Mantle so the DM should use caution in how they present these
Magic Item Type: Cursed artifacts into their campaign.
Item Power: Medium
Item Description: This splendid shroud is Artifact Name: Cape of Ultimate Influence
made from finest silk. This cloaks first Artifact Power: Major.
248
History: Obil Laster was a kindly young mage, strange dream of being whole
who had a laboratory just outside of the small once more, and walking around in his
town of Drundel. He was a man of integrity, old town of Drundel, Obil found a
honesty, and above all compassion. He was a beautiful cape made of bright white

Magical Treasures
community man, and helped any in need as best he silk with an opal latch lying next to his
could. bed. Upon donning the cape Obil found
About mid-day, while working on a new spell that that he was returned back to his
would shape metal into any form the caster original form, and transformed the rags
desired, a bird flew into the window of Obil’s he wore into fine clothing of the day.
laboratory and knocked over a shelf containing Obil was so excited that he quickly ran
several different spell components and elixirs of into town to tell the townsfolk of his
magical nature. The elixirs mixed with the spell story.
components on the floor right at the time Obil was The town was amazed to hear his story
speaking words of magical power that would start and apologized to the man for treating
his spell. The effect was devastating to poor Obil, him so badly, they never so much as
as a great explosion ripped through the laboratory. questioned him about his story or
Instead of shaping the metal in front of him, Obil whether or not it was true, they just
found that the spell merged his body with the believed him as they always had. As
metal fragments in front of him, and twisted his Obil was led into the local tavern to
body into a most hideous form. Obil slowly celebrate he took off his new cape to
stumbled out of the wreckage to find that he was hang it on the coat rack. Immediately
barely injured, but he was unable to speak due to the people saw his true form, and the
the reshaping of his vocal chords in his throat. chaos began. Many went fleeing from
Being unrecognizable, the townspeople fled from the scene proclaiming that the monster
the monster before them, and ran to the town was back, others began attacking him
guard for help. The town’s people informed the immediately with any thing they could
guard that a hideous monster was terrorizing the find proclaiming the monster a lying
country side and poor Obil was killed while trying demon who was trying to bend the
to protect them. The guard charged out to the minds of the people in order to kill
countryside to find the hideous monster at Obil’s them. Obil quickly grabbed his cape
laboratory. There they found him, sobbing like a and donned it once more. The
child on a large timber that was once part of his townsfolk’s rage immediately stopped
laboratory. The guards attacked the thing, not and they regarded him with the
knowing who or what it was, only to find that their fondness of a long lost family member.
weapons were powerless against the thing. Obil This saddened Obil, for he knew then
ran into the hills knowing he could not explain the that the magical cape only bent the
situation to the guards and hid there for many minds of the towns people to the view
years. he wanted them to see, and that he was
Seeing his inner torment and struggles, and still truly a monster.
knowing what deeds the young man had done for With that Obil vowed to destroy the
others, a god of mischief and deceit decided to cape, seeing that it could be used for
have some fun with poor Obil. After having a evil, so he dedicated the rest of his life

249
to undoing this mistake. After studying the royal family.
the item for some time, Obil knew that Later that same year a great guild of thieves broke
this item was very powerful and that out among the countryside and plagued the
there were only a few means available surrounding kingdoms. The Guild of the Silk
to destroy it. Obil was setting out to Hand prospered for 20 years before finally the
Magical Treasures

destroy the cape when just outside his kingdoms bound together and crushed the guild
home he encountered a band of and their outpost. The cloak however eluded the
adventurers. Not having the cape at armies and found its way into the hands of a half-
hand the adventurers saw before them a orc underling who managed to escape from the
monster of great evil and quickly battle. The Tribe of the Opal, an orcish horde of
pounced upon the poor creature. Unlike grand proportions, mysteriously showed up out of
the simple townsfolk, these adventurers thin air some 3 years later. The tribe was fruitful
wielded magical weapons, and even sacking and pillaging villages for almost 5 years
though it was a long battle of magic before vast armies of knights and foot soldiers
against steel the blade won out, and waded into their mountain fortress, slaying them
poor Obil was no more. all.
Upon his death the adventurers sacked Did the cape make it beyond the fortress? Does it
the “monsters” lair, taking the cape for still lie in wait, collecting dust in a hidden treasure
themselves and going on to tell tales of room far beneath the earth, or is it in the hands of
slaying the vile metal monster of a mad man looking to start his own Opal Empire?
Drundel. Later that week one of the Artifact Description: The Cape of Ultimate
adventurers grew brave and donned the Influence is a small piece of white silk, about 2½
cloak and quickly learned of its powers. feet in length, 3½ feet wide, with an opal clasp
Not one month later that adventurer, about an inch and one half in diameter. The edges
one who now called herself, “The of this silk cape are neatly embroidered with gold
Queen of the Opal Empire”, gathered a stitching and patterned in an intricate weave of
great following and brought together a lines, which is actually one continuous piece of
great rebellion to take over the thread. The power of this cape is the ability to
kingdom, thus was born the Opal bend the will of those in view of the wearer, and
Empire. The family of the Opal Empire instill in them the feelings of trust and loyalty. The
ruled with a stiff military fist for nearly first effect the cape has upon the wearer is that
300 years, guarding their family secret they are transformed to a figure of beauty and
closely, until finally the cape was insight gaining +4 to charisma and wisdom. The
discovered by a curious thief and was wearer also gains +15 to the skills bluff,
stolen from the castle grounds. Almost diplomacy, gather information, intimidate, and
immediately a civil war broke out as the sense motive (bonuses from improved cha & wis
magic of the cape faded from the nobles stack). The cape also grants the wearer the ability
of the land and they some how to communicate with any creature that speaks an
instinctively knew they had been tricked intelligent language. The wearer also enjoys a +4
all these years. The Opal Empire bonus to save in any attempt to dominate,
collapsed within a week, as even the command, charm, or enthrall and is constantly
most “trusted” royal guards turned on under the effects of non-detection.
250
The most important feature of this cape is place. The key to destroying the artifact is
its ability to charm. Upon the discretion of the in its embroidery If the end of the golden
wearer a creature (be it monster, person or animal) thread is found, and then pulled from the
can be charmed to do the bidding of the wearer, silk, the artifact loses all its power. The

Magical Treasures
and that creature will remain charmed for 40 days. end of the thread can be found through a
To avoid being charmed the creature must make a search or a spot check with a DC of 25.
saving throw (DC 25) against the power of the Weight: 1 lbs
cloak. Even if the creature prevails against the Caster Level: 20th
power of the cloak they are left in a state of Submitted By: COPYRIGHT 2002 Micah J. Higgins
confusion and are considered stunned for two Artifact Name: The Circlet of Devruar
rounds. When the first 40 days of the charm are Artifact Power: Major
complete, the subject must make another saving Original Creator: Devruar, a cleric of an
throw (DC 23) or become charmed for 40 years, evil god, originally created the circlet.
thus in effect becoming the cape’s slave for a long Original Purpose: Created as a form of
time unless dismissed. immortality for Devruar.
To dismiss a creature the wearer must Item Description: The Circlet is a
concentrate on the subject to be dismissed and take headband made of dull gray platinum. Set
a full round action to do so, if interrupted the in the center over the “third eye” of the
dismissed creature breaks out in a savage rage and wearer, is a large black pearl. If subject of
immediately attacks the nearest living creature and a detect magic spell, it reads strongly as
will continue to attack until it is destroyed or the being of the school of divination. When
wearer is destroyed. After making the second worn by a divine spell caster, it magically
saving throw, 40 years, or being dismissed the allows the user to know that they can cast
charmed creature begins to realize that they have the following spells twice/day: detect evil,
been under the influence of another, and usually detect thoughts, discern lies, and
seek to destroy this being. This realization takes clairaudience/clairvoyance, and once/
one minute for every day that the creature was day: scrying and true seeing.
charmed, or after one hour, whichever comes first. However, that isn’t exactly true.
The cape does have a limit though, it can only Permanently bound into the Circlet is the
charm up to 40 creatures before it begins getting life essence and spirit of Devruar, a 13th
weak and starts taking a toll upon the user. For level cleric of an evil god. Devruar has an
every creature above 40 that the wearer attempts Int of 17 and a Wis of 18, and is CE in
to charm the DC of the cape decreases by 2, and alignment. Each time the wearer uses one
the user begins to suffer mental strain. For every of the spells, what he really sees or hears
creature over 40 the wearer must make a will- is filtered through Devruar’s malevolent
power saving throw (DC 25) or else they lose intellect. He is clever, subtle and totally
control over all of the creatures and become dedicated to corrupting good people
permanently insane as per spell insanity and lose everywhere. Although he is still
all grasp on reality and their very being. technically a 13th level cleric of Trickery
Suggested Method of Destruction: If only poor and Evil, one of the conditions of his
old Obil had been a bit more knowledgeable about “immortality” is that he can only cast
the destruction of such magical devices, none of domain spells, and only with the consent
the history of this devious item would have taken . of the wearer. He is thus largely helpless
251
on his own.
Each month that the wearer uses the to work for him, and so it was discovered that only a living
circlet, he must succeed at a Will save mortal could access the Crowns powers. In recent times
the Crown is rumored to be in the ruins of the Ancient’s
(or vs. Insanity for earlier editions) capital.
versus a DC of 18. For each failure, the Item Description: The Crown of Ages appears as a plain
wearer’s effective alignment slips one 1inch wide gold band that rides high on the brow, it has
Magical Treasures

step toward CE. This manifests itself no markings save for the draconic word for Life repeated
particularly in increasing levels of at the base of the crown for its entire circumference. The
Crown gives a +4 enhancement bonus to Intelligence and
paranoia. Once the wearer and Devruar Wisdom. It also grants the wearer the ability to cast scry as
are in accord, the real nastiness begins. a free action, at will. The wearer gains a +10 bonus to any
This is when he will reveal his “extra” knowledge skill in which they have at least 1 rank. And it
powers (the domain spells) and he and acts as an amulet of non-detection. The wearer can 1/day
the wearer will begin holding dark use true seeing through the scry spell but to do so
exhausts the wearer.
rituals of slaughter and mayhem. Weight: 1 lb
The circlet has no power for Caster Level: 18th
anyone other than a divine spell caster, Submitted By: COPYRIGHT 2001 Stefan J Simons
but Devruar will try to subtly influence
them to hand it over to a cleric, Artifact Name: Diamond of Jezzara
Artifact Power: Major
particularly one of LG alignment, or a Original Creator: Jezzara
divine spell caster in a place of power Original Purpose: To act as his phylactery
and influence. Item History: Back before the Dark Times, before the
Suggested Method of Destruction: War of Chaos, there was a prosperous kingdom called
Destroying the artifact requires smashing the Eltheria, it was ruled by a fair and benevolent king,
pearl, which has an AC of 21, a Hardness of Relben. His son, Jezzara, however did not take after his
15, and 50 hit points (it is magically protected) father in matters of morality. Instead he delved into the
Weight: 1.5 lbs. dark secrets of Necromancy to find a way to transcend his
Caster Level: 13th ailing body and to live on past his allotted years.
Submitted By: COPYRIGHT 2002 Joshua Turton Sometime before his 30th birthday, he undertook what was
to become the first transformation to lichdom. Instead of a
Artifact Name: Crown of the Ages normal phylactery, he used a carefully cut diamond the
Artifact Power: Minor size of a grown man’s head as the focus of his spell. Soon
Artifact History: King Azariah of the after, he killed his father and took the thrown of Eltheria,
Ancients had his high priest create the crown ruling the land harshly with a skeletal fist. Many long
to allow him to continually scry upon his years later, a priest of Allaan, the Shining One, led a
troubled lands, the Ancient kingdoms, in massive revolt against Jezzara. They hunted the Undying
which he had to constantly fight his siblings One throughout the kingdom until they trapped him deep
for command. inside a mountain. There, the forgotten priest and his
Uriah youngest brother to Azariah murdered cohorts defeated Jezzara and shattered his Diamond.
him at the bequest of their sister Delilah.
Delilah insisted its powers would make Uriah
Immortal. Once Uriah gained the Crown and Item Description: Each of the 20 fragments from the
realized its powers did not include the ability Diamond grants the possessor a +1 luck bonus to all rolls.
to make him immortal he disposed of Delilah The bonuses do not stack if the character wears one than
too, but she was such a manipulator of men one fragment.
that in her after life she became a succubus. Whenever the possessor reaches –10 hit points,
Uriah had now been set on the path of a mad they must make a Will Save vs. DC 27 (without the bonus
man, and used the incredible power of the from the fragment) or else they die, their soul captured by
Crown to gain the knowledge required to enter the fragment. If the character makes the save, nothing
Lichdom and become Truly Immortal, However happens other than the usual effects of reaching –10 hit
252 once Undead the powers of the Crown ceased points. The fragment then teleports to the resting place of
Jezzara’s remains. The possessor cannot be raised one hour. During its active period, any
or resurrected by any means as long as the fragment holds sentient being that views itself in the mirror
their soul. must make a Will save versus DC 22, or be
When all 20 fragments have captured a soul and plane shifted to a chaotic neutral plane of
returned to Jezzara’s resting place, they fuse back into one existence of the DM’s choice. In addition, the

Magical Treasures
large gemstone and Jezzara will return to his former state mirror creates a duplicate of the creature. The
of lichdom. Once whole, the Diamond will continue to try duplicate is exactly the same as the original
to absorb the souls of anyone within a one mile radius character, except its alignment has been
unfortunate to reach –10 hit points. They must make a reversed, as per a Helm of Opposite
Will Save vs. DC 27 or have their soul stolen by the Alignment. Any intelligent items the creature
Diamond also. carries also get a Will save against DC 22 or
The only way to free the souls held by the the duplicate will bear a similar item, only
fragments is for the Diamond to re-form and then be with a reversed alignment also. The duplicate
broken. The Diamond of Jezzara possesses 50 hit points, bears all the memories of the original, and it
has a hardness of 25, and a break DC of 50. It can only be will continue its life under the views of its
damaged by a holy or a blessed weapon. It is immune to new alignment, even to the point of a former
all forms of energy other than holy energy. Paladin eventually attempting to become
Weight: 8 lbs for the whole diamond or a half-pound for Blackguard. The clone and original are totally
each fragment. oblivious to the fact that the other exists. If
Caster Level: 25th Note: These fragments are sometimes the original creature escapes their planar
found jewelry collections of wealthy people, and fetch a prison and meets the duplicate, a battle as
handsome 50,000gp each. described in the entry for a Mirror of
Submitted By: Troy Lenze Opposition occurs, with the listed results. If
either the original or clone is killed by
Item Name: Mirror of Chaos anything other than their opposite, the
Artifact Power: Minor remaining being continues their life oblivious
Original Creator: A now-forgotten worshipper of to the fact.
Belnard, Chaotic Neutral god of Discord If by chance the clone happens to
Original Purpose: To sow chaos among his god’s activate the mirror and look into it, the clone
enemies. will be transported to a different chaotic
History: Created before the worldwide civil war known as neutral plane from the original, unless the DM
The Great Upheaval, and in some stories blamed for The wants the clone to be sent to the same plane.
Great Upheaval itself, this mirror has been lost and found In the clone’s place, another copy will appear
more times than sages care to count. Its original creator with the opposite alignment of the clone. Even
sent the Mirror to the King of Urman. He was known as a if the second copy has the same alignment as
fair and just king, who ruled his land with strong and the original creature, there will be differences
evenhanded laws. Shortly after its arrival, the king’s in the way they think and act, and the second
behavior became erratic, and the kingdom of Urman soon copy will start to suffer from mental
became embroiled in a devastating civil war. Blamed for instabilities.
many other civil wars and signs of insanity in rulers, its Weight: 50 lbs.
legend has grown with every decade. Because it is so Caster Level: 18th
ridiculously easy to use many unfortunate souls have Submitted By: Troy Lenze
become victim to this twisted artifact over the centuries.
Item Description: The mirror is about 3 feet wide and 6 Artifact Name: Sernissa
feet high. Its frame is made of polished gold and bears Artifact Power: Minor
intricate scroll work. If checked, the back of the mirror History of Creation: This unusual intelligent
bears the command word in the Common, Elven, and device is one of the oldest magic items ever
Dwarven alphabets, increasing the ease of fulfilling its created, and it has its origins with an extinct
function. Its appearance is very similar to a mirror of reptilian race and their allies, the hooded
opposition, but its function is very different. After the snake people. These intelligent species
command word is spoken, the mirror becomes active for dwelled on the lands long before even the
253
earliest elven settlements arose. During this unique among his people, a half-dragon reptilian
time the two races bred a race of short, half- being possessed of the rare skills of a sorcerer. As he grew
breed saurials. These creatures were intended to master his abilities, he found he could comprehend the
to serve as slaves and scavengers for their plans and thoughts of the slave race. He learned to pass
masters. The new breed lacked the toughness unseen into their camps and lay waste to their settlements.
Magical Treasures

and thick hide of their masters, but they were After much bloodshed and slaughter, his cruel and ruthless
quick and resourceful creatures that possessed campaign slowly turned the tide. In time the slave race was
many of the features of the small rodent so thoroughly eradicated that they could never again pose
scavengers from which they were partially a threat to the reptiles.
formed. At the end of the long war, the high priest asked
In time the reptiles and snake people Sernissa to commit the ultimate sacrifice for his people
allowed their slaves to perform much of their and his god, transforming himself into a powerful form
common labor and grew every more dependent that would ever after serve to ward against the rise of
on the runt race to satisfy their every whim, another race of rodent enemies. In a bizarre ritual lasting
even breeding them as sacrifices for their gods many days, Sernissa and a shaman hero from the hooded
or as delicacies to be eaten on their days of snake people merged into a sacred relic, there to become
celebration. In time, however, the reptiles an eternal instrument of power and revenge.
lapsed into what was for them a form of Artifact Description: The Sernissa is completely
decadence. No civilized being of today would invisible and can only be located through the senses of
find such an existence enjoyable, for it touch, smell, or magical detection ability. (It is only
remained a brutal and savage life. But the visible to the two races that created it, but they are now
reptilians and snake people had become so long extinct.) For this reason it has often gone unnoticed
dependent on their slaves that their limited and only occasionally does a fortunate individual stumble
civilization now relied almost entirely on the upon it. The item has the feel of a crystalline serpent that
work of this servant breed. is loosely coiled in a roughly spherical form. In the center
Exactly how it came to pass is of the item is a grip that can be accessed by an opening
unknown, but in time even the thoroughly large enough to pass a hand through. Once grasped in this
subjugated half-breed grew ever more manner the wielder will immediately become aware of the
resistant to their enslavement. Perhaps it was magical nature of the item, and will sense the presence of
the influence of creatures from another plane a strange but resolute intelligence. The Sernissa can be
that taught the slaves how to oppose their wielded in combat as a +3 gauntlet. Three times per day
condition, or maybe a god that took a sudden the wielder can spend a full round action to create a potent
illusion. This magical ability will transform any long,
interest in their suffering. In time they
slender object into a snake-like form and have it strike at
discovered the power they had over an adjacent opponent. The power can be applied to the
their masters, and began to disrupt the armament of a foe, and the only way to avoid the strike is
civilization in which they dwelled. for the target to drop their weapon. This serpent form
From this spreading conflict they soon is created through a major image spell, and the
learned the still primitive arts of strike is performed through the ranged touch
warfare and insurrection to the point ability of a spectral hand spell. On a successful
where they posed a threat even to the strike, the target suffers the effect of a poison
mightiest warriors among their masters. spell. The Sernissa is an intelligent item with a
The half-breed eventually created chaotic neutral alignment, and has a charisma
their own settlements, and waged unrelenting score of 9, intelligence of 15, and wisdom of 12.
warfare against their creators. The great revolt
lasted for untold numbers of years, so many in
The reasoning of this dual natured object is nearly
fact that without the labor of slaves the impossible for a non-reptilian being to
civilization of the reptiles approached comprehend, and so it is only able to communicate
collapse. It was into this crumbling world that empathically. The item is insightful about the
the great hero Sernissa was born. Sernissa was
254
motivations of others, however, and has a made of the strongest steel and have been
silvered, and are easily identified as blades of
Sense Motive skill level of +11. It also provides
high quality. Other than that the blades have
the wielder the free use of the Mobility feat. This no marking, no magical runes, or magical
item has a special purpose to slay rodents and inscription of any kind on them to identify
wererats, and it has a special purpose power to them or tell them apart. Unless detect magic or

Magical Treasures
cause Fear. Whenever the snake-like illusion or identify is used on them they appear as
masterwork blades. Each blade is considered a
the Sernissa itself strikes an opponent, it must
keen +3 weapon, and does damage according
make a Will save at DC 14 or suffer Fear for 1d4 the blade that applies to it. The blade also
rounds. The Sernissa will never voluntarily allow grants the wielder two other powers.
itself to be wielded by a rodent or a non-living The first is that the wielder is immune to all
entity, using its gaseous form ability to escape. spells of 3rd level or lower, as per a minor
globe of invulnerability. The catch is the
The item is compelled to remain hidden and so
wielder is only immune to one school of
will temporarily become gaseous long enough to magic. The schools of magic apply to each
rid itself of any non-living attachments, such as blade as listed.
any type of markings or a label. Weight: 3 lbs. Long sword Evocation (Keph’s blade)
Caster Level: 18th Long sword Transmutation
Submitted By: COPYRIGHT 2002 Robert J. Hall Long sword Abjuration
Rapier Enchantment (Lijal)
Artifact Name: Sorcere Blade Rapier Divination
Artifact Power: Minor Short sword Illusion (Ugleck)
History of Creation: The origin of the sorcere blades is a Short sword Conjuration
bit fuzzy to even the most knowledgeable of sage’s, and Scimitar Necromancy (the Black Fly)
thus many rumors prevail concerning how the blades were The second power is the ability to cast 5 more
brought to be. The most common myth is that the blades spell levels per day. This power enables the
were crafted in a dwarven smithy and where then wielder to disperse the power among many
enchanted by a group of sorcerer’s who set the blades to weaker spells, or to cast a few more powerful
good use in the hands of heroes, but of course this is only ones. An example would be that the wielder
speculation. There are said to be several such blades could cast a fireball (3rd level) and then a
among the land, ten if the knowledge of such is true, but melf’s acid arrow (2nd level) as extra spells for
only four are in the possession of the known world. One the day, but then the 5 spell levels would be
blade is said to be in the treasure horde of used up. These spell levels can also be used to
Kepheranzenalithius, or Keph, an old red dragon, who enhance a spell slot or empower a single spell.
plucked it from the corpse of a brave soul who sought to By using the 5 spell levels available a wielder
slay him. Another is said to be in the hands of Ugleck, a could effectively cast a fireball as if they were
powerful storm giant king, who keeps the blade as a 5 levels higher. Also a wielder could stack the
treasure from the sacking and destruction of the Ember 5 spell levels onto a 4th level spell slot and use
Kingdom. One other such blade is in the hands of the evil that slot to cast a 9th level spell. The wielder
sorcerer the Black Fly, who wanders the land with his must be a sorcerer or a bard in order to gain
minions searching the land for the other lost blades. The this benefit and the spells to be cast must be
last such blade is wielded by Lijal of Oquet, a goodly spells the caster already knows and can already
sorcerer who wields the blade in the name of perform.
righteousness, as she seeks to destroy the one known as Weight: as per blade
the Black Fly. Caster Level: 18th
Artifact Description: The sorcere blades are minor Submitted By: COPYRIGHT 2001 Micah J.
artifacts that are effective weapons in the hands of a Higgins
sorcerer. Unfortunately the rumors that there are 10 blades
are false there are only 8 blades in existence, 3 long Artifact Name: The Heart of Pelor
swords, 2 rapiers, 2 short swords, and a scimitar. They are Artifact Power: Major
History of Creation: The heart of Pelor was
created
255
by the god himself. Taking the keystone from the heart can preform.
the first temple built in his honor, Pelor Weight: 3 lbs.
inscribes the words into the stone with the Caster Level: 11th
Submitted By: COPYRIGHT 2004 Robert Nicholson
fingernail of his right hand. Spiting upon the
word Water, cutting himself and letting a NON-MAGICAL ITEMS
Magical Treasures

drop of his blood fall on the word Heal, Dwarven Tempered Mithril
crying for his dead he let a drop fall on the Item Description: The dwarves greatest secret is how to
word Raise, then aiming the stone at the temper Mithril to be three times the hardness of steel. This
north star, he blessed the side of Find and give the metal +5 hardness and three times the hit points
finally placed his name upon the side per inch thickness. Any weapon made with the tempered
inscribed Pray. The name is no longer able to Mithril requires a +2 or greater weapon to sunder it. This
be seen without the use of read magic at 11th and the normal weight reduction are the only bonus’
level. weapons gain from being tempered.
Artifact Description: This closely guarded Armor gains Damage Reduction based on the armor type.
artifact is in the possession of the church of Light Armor DR: 3 Add +1000 Gp to cost
Pelor. It is only loaned out to a lawful good Medium Armor DR: 5 Add +4000 Gp to cost
priest of Pelor or one of his Paladins. This is Heavy Armor DR: 15 Add +9000 Gp to cost
only done when the church has a very Weapon cost is equal to a +1 enhancement, this is not a
difficult quest it needs completed. The heart magical enhancement, only a monetary adjustment.
is a flat pentagon about four inches across Submitted By: COPYRIGHT 2004 Jay Scott
and one inch thick. On each edge there is a
word engraved. The words; Pray, Heal, Raise, Lock of Mangling
Find and Water are in large block letters. Item Description: These look like normal good locks.
Only clerics and Paladins may use They are actually mechanical devices that destroy lock
the heart. To activate it, The Cleric or pick tools. The gears inside chew up any pick or device
Paladin must place his finger on the section placed into the keyhole.
inscribed PRAY. He must sprinkle holy Weight: 3 lbs.
water over the heart and his hand. He must Prerequisites: Lock smithing 10 ranks
make a prayer to Pelor. After completing the Cost to Create: 100gp
prayer, an activation word is spoken while Market Value: 200gp
placing his finger on the appropriate word Submitted By: COPYRIGHT 2004 Paul S. Weintraub
for the action he wishes to activate.
Heal; as per spell. If the Cleric or
Paladin is not a follower of Pelor, he
expends half his remaining hit points. If he
is a follower there are no detrimental effects.
Raise; As per the raise dead spell. If
not a follower he must sacrifice two hit
points for each one he gives to the dead. If a
follower the Cleric or Paladin sacrifices hit
points at a one for one ratio.
Find; as per locate object spell with
the following changes. A non-follower will
only get a 100 yard range, while a follower
will get 400 yards.
Water; as per create water. A non-
follower will be able to create 2 gallons of
water, while a follower will create 2 gallons
per his level.
Pray; The user must always pray to
Pelor before preforming any of the functions
256
Chart for Polychromatic Platemail
Die roll/Color Special Ability Weakness to negatePlatemail’s power. WILL check failure results

1. RED Repel wood 5' Rad. Normal fire 6 points, shock Dam.

2. ORANGE Anti-psionic shield Fireball. Attacker Flees


3. YELLOW Prevents energy drain.. Meteor Swarm Attacker fights at -4 for 1D4 Rds.

4. GREEN Fire Resistance. Dispel Magic. Attacker stunned as Power Word Stun

5. BLUE Large outsider resistance Transmute Rock to Mud. 12 points of damage.

6. INDIGO Anti-charm shield. Remove Curse Attacker Shocked 12D4 Dam.

7. VIOLET Lightning Resistance Power Word Blind 36 points of damage.


8. CRIMSON Anti-Location Detection Disintegrate -1 to all Abilities.
9. GOLD Cure Serious Wounds Time Stop Attacker dies.
10. SILVER Anti-magic Shield Ice Storm Attacker Blinded for 1D4 rounds.

11. BLACK Prot. from Normal Missiles Fear Attacker loses 1 level
12. WHITE Strength +7 Stone to Flesh Attacker Paralyzed.
13. COPPER Haste Death Spell 48 points of damage
14. BRONZE Cold Resistance Power Word Kill Attacker frozen solid
15. GREY Cure Light Wounds Magic Missile -2 to all Abilities
16. BRASS Prevents Breath Weapons Lightning bolt Attacker goes insane
17. BROWN Anti-charm shield Dimension Door Attacker is Cursed
18. SCARLET AC 28 Cloud kill Attacker catches fire, 12D8 Dam.

19. MAUVE Anti-Sleep Shield Mirror Image Attacker changes Race

20. IVORY Absorb Magic Missile Power Word Stun Attacker loses 2 Levels

WILL save = 13 + spell level of spell in


the weakness to negate column.

257
Contents Adventurer Prestige Class
Author: Matthew Mosher
Core Classes Balance Rating: 4.39 (Purp 4.33, Pow 4.2, Port 5,
Anchorite Variant Core Class Comp 3.92, Rule 4.29)
Blessed Variant Core Class “Arial? Are you done in there yet?” Aglan called into the
Ecclesiastic Variant Core Class dark hole. Never before had he seen such a person as
Classes

Ninja Variant Core Class Arial. She claimed she was no wizard, nor even a rogue.
Shaman Variant Core Class She said she was a simple fighter that sometimes got
Prestige Classes lucky. But how did a simple fighter get lucky enough to disarm
deadly traps. It looked from the scorch marks that the
Adventurer Prestige Class last poor sap to go down that tunnel got charbroiled. It
Arcane Burglar Prestige Class wasn’t alchemist’s fire. It was a jet of flame or something
Artificer Prestige Class similar.
Ascetic Prestige Class Yet Arial disabled it carefully and moved along. Now she
Blood Knight Prestige Class was casting healing magic on the group’s ranger. Hers was
Bounty Hunter Prestige Class the only healing magic left since the cleric got killed in the
Caverner Prestige Class last battle.
City of Mages Artificer Prestige Class Aglan sighed and shook his head, and silently gave up
on figuring her out. He wished he had that kind of luck. He
Dragon Mage Prestige Class
was just a beginner as a rogue, nearly failing to escape
Elite City Watch of Ruby Caverns from that jail cell back in that hole of a town when they
Prestige Class caught him … erm … sneaking about minding his own
Elven Defender Prestige Class business after dark. Arial, with her luck, would never have
Giant-Hunter Prestige Class been caught. He thought of her tricks—Old Adventuring
Goblin Wolf Rider Prestige Class Tricks she called them. Maybe he could learn some of
Golden One Prestige Class them. Maybe he could get a peek inside that spellbook of
Half-Orc Survivor Prestige Class hers.
Hammer of the Dwarves ooo
Healing Hand Prestige Class Recognized as resourceful, clever and blessed with a
Hydromancer Prestige Class level of luck that defies explanation, Adventurers are
Ice Warrior Prestige Class typically
Imbuer Prestige Class heroic (be it for good or ill) people flying by the seat
Inner Eye Prestige Class of their pants and living on the edge. Adventurers enjoy
Lake Bleu Defender Prestige Class the thrill of exploring a lost catacomb, ridding a village of
Nomad Lord Prestige Class foul invaders and discovering long lost or forgotten
Peacekeeper Prestige Class secrets. They are versatile, as one never knows when some
Pirate-Captain Prestige Class obscure ability could come in handy.
Puritan Prestige Class Most Adventurers are former Fighters and Rogues.
Rock Ghost Prestige Class Occasionally a monk has been known to take on the
Sea-Hawk Prestige Class prestige
Spell Thief Prestige Class class. Bards can actually qualify the quickest but few
Stormrider Prestige Class do as their level-dependent abilities suffer. Wizards and
Tattoo Mage Prestige Class Sorcerers have been known to take on the role of
Veteran Prestige Class Adventurers
The Wise Prestige Class as it improves their survivability in dangerous
Appendices places. Other Classes only occasionally take on the role of
an adventurer.
Appendix I: Complete Listing of Prestige
andCoreClasses Requirements
Appendix II: Submission Templates To qualify to become an Adventurer, a character must
Appendix III: List of Abbreviations fulfillallthefollowingcriteria.
Base Attack Bonus: 3+
Spellcraft: 2 ranks
Concentration: 4 ranks
258 Gather Information: 4 ranks
Any One Knowledge Skill: 4 ranks Uncanny Dodge: Starting at 1st level, the
Feats: Alertness, Run Adventurer gains the extraordinary ability to
Special: An adventure must have survived an encounter react to danger before his senses would
or trap that caused at least 8 points of ability score damage normally allow him to do so. A first level and
or reduced the character’s hitpoints to less than 3 without above, he retains his dexterity bonus to AC (if
driving them unconscious or killing them. any) regardless of being caught flat-footed or
Special: Character must be literate. struck by an invisible attacker (he still loses his

Classes
Class Skills dexterity bonus to AC if immobilized.). At 3rd
The Adventurer’s class skills (and the key ability for level the Adventurer cannot be flanked. At 5th
each skill) are Appraise (Int), Balance (Dex), Climb (Str), level the Adventurer gains a +1 bonus to saves
Decipher Script (Int), Disable Device (Int), Escape Artist verses traps. This bonus increases to +2 at 7th
(Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), level and +3 at 9th.
Innuendo (Wis), Intuit Direction (Wis), Jump (Str), Adventurer’s Luck: The Adventurer has a
Knowledge (All Skills, taken individually), Listen (Wis), knack for narrowly avoiding mischance. At 3rd
Move Silently (Dex), Open Lock (Dex), Ride (Dex), level, the Adventurer may once per day re-roll
Search (Int), Speak Language, Spellcraft (Int), Spot (Wis), one roll he has just made.
Swim (Str), Use Magic Device (Cha), and Wilderness He must take the result of the re-roll, even if it
Lore (Wis). See Chapter 4: Skills in Core Rulebook I for is worse than the original. At 6th level he may
skilldescriptions. use this ability twice a day, and three times at
Skill Points at Each Level: 4+Int modifier. 9th level. This ability works the same ways as
the Cleric’s Luck Domain special ability. If
1st +0 +0 +2 +2 Uncanny Dodge (Dex bonus to AC) +1 +1 - - - the Adventurer has a similar ability from either
2nd +1 +0 +3 +3 Traps, Bonus Feat - - - - - the Luck Domain or some other source,
3rd +2 +1 +3 +3 Luck 1/Day +1 - - - - Adventurer’s Luck stacks with it.
4th +3 +1 +4 +4 Uncanny Dodge (Flanked) - +1 - - - Extra Skill: This ability grants the Adventurer
5th +3 +1 +4 +4 Extra Skill +1 - - - - bonus skill points (4+Int modifier) to upgrade
6th +4 +2 +5 +5 Luck 2/Day - - +1 - - existing Adventurer Class skills. These points
7th +5 +2 +5 +5 Uncanny Dodge (+1 vs Traps) - +1 - - -
may not be used for crossclass skills or to learn
8th +6 +2 +6 +6 Extra Skill +1 - - +1 -
9th +6 +3 +6 +6 Luck 3/Day - - +1 - -
new skills (i.e., skill where the Adventurer
10th +7 +3 +7 +7 Uncanny Dodge (+2 vs Traps) - +1 - - +1 currently has no ranks). The Adventurer gains
these bonus skill points first at 5th level and
againat8thlevel.
Class Features
Bonus Feat: At 2nd level the Adventurer gains
All of the following are class features of the Adventurer
a bonus feat. The feat chosen must be of a
prestigeclass.
General type.
Hit Dice: D6
Spells: Adventurers sometimes come from
Weapons and Armor Proficiency: An Adventurer is
backgrounds already employing magic. When
proficient with all simple weapons and four martial
this is the case, the Adventurer uses his
weapons
existing spellcasting ability from one chosen
of his choice. He may take proficiency in one exotic
class (if there is more than one) and gains
weapon in exchange for two martial weapon proficiency
additional spells per day as listed in the chart.
choices. The Adventurer is proficient with light armors
Once the class is chosen, it cannot be changed.
only. They may also use bucklers and small shields. Note
If the prior spellcasting class has a limited
that armor check penalties still apply and, like any other
number of spells known, the Adventurer also
Arcane spellcaster, the Adventurer can cast spells while
gains +1 Spell Known of a level they are
wearing armor or using a shield, but suffers a chance of
already capable of casting (but no greater than
arcanespellfailure.
4th level). Thus a 7th-level Sorcerer/1st-level
Traps: Like rogues, the Adventurer can use the Search
Adventurer gains one each additional 1st-level
skill to locate traps when the task has a Difficulty Class
and 0-level spell cast per day and learns one
higher than 20. He can also find magic traps and use the
new spell of 0-1st level. A 5th-level Ranger/
Disable Device skill to disarm magic traps. If he makes the
1st-level Adventurer gains the additional spells
DC on a disable device roll by 10 or more and studies the
cast per day, but does not learn any new spells.
trap, he may bypass it (with his party) without disabling it.
An Adventurer with no prior spellcasting 259
ability casts arcane spells from the Bard spell
list, but casts as a wizard and must use a Skills and Feats: Climb +6, Concentration +4, Disable
spellbook. The caster level for an Adventurer Device +14, Gather Information +5, Handle Animal +5,
is ½ his class level as an Adventurer. In Heal +4, Jump +6, Knowledge (Arcana) +6, Listen +2,
addition, he Open Lock +10, Ride +6, Search +12, Spellcraft +4, Spot
must use his spellbook as a spell focus for any +10, Swim +6, Run, Alertness, Proficiency: Bastard
spell he casts, in addition to any spell focus, Sword, Proficiency: Repeating crossbow, Weapon
material components, etc., normally required Specialization: Bastard Sword, Improved Initiative,
by the spell. Handling the spellbook Combat Reflexes, Quickdraw, & Iron Will.
Classes

also increases the casting time for spells. Possessions: Mithral Shirt +2, Bastard Sword +2,
Single action casting times are increased to one Masterwork Repeating Crossbow, Heward’s Handy
full round. Casting times of a full round or Haversack, Ring of Protection +2, Pearl of Power (1st
longer increase by an additional Level) x2, Gloves of Storing, Masterwork Thieve’s Tools,
fullround. Masterwork Healer’s Kit, Spellbook, Luckstone, Stone of
Intelligence determines how powerful a spell Alarm, Potions: Lesser Restoration, Invisibility, Delay
an Adventurer with no previous spellcasting Poison, Vision, Cure Light Wound x3, 51gp.
experience can cast and how difficult his spells Spells Cast Per Day: 3/2; base DC = 12 + spell level.
are to resist. To cast a spell, an Adventurer Spellbook: Read Magic, Detect Magic, Mage Hand, Open/
must have an Intelligence of 10+ spell level. Close, Light, Cure Light Wounds, Expeditious Retreat,
The Difficulty Class of a saving throw against Identify, Detect Secret Doors, Feather Fall, Message.
his spells is 10+ the spell level plus the Prepared Spells: 0 - Read Magic, Detect Magic, Mage
Adventurer’s Intelligence modifier. Hand; 1 - Cure Light Wounds, Detect Secret Doors.
An Adventurer not from a spellcasting
background may not make concentration Anchorite Variant Core Class
checks to cast on the defensive. Author: Dominique Crouzet
This Adventurer gains 1 bonus spell each level
in the same manner as wizards gain automatic A ray of light briefly illuminated the jail as its door
spells each level. The spell book of a 1st level opened, and Furlam saw the inquisitor for the third time
Adventurer starts with the Read Magic cantrip since he had been imprisoned a month ago. Sorcery was
among the worst of crimes in the Jadphur kingdom. Since
plus 4+Int additional spells of 0-1st level.
Furlam belonged to neither the Church nor the College of
The Adventurer may add spells to his Arcane, he had been arrested after several witnesses saw
spellbook in the same manner as a wizard. him perform magic. The inquisitor found some oddity in his
Sample Adventurer confession-this earnest young man didn’t seem like the
Ariel is a fighter trained in the military, which she usual sorcerers who plagued Jadphur.
left to seek more excitement and her fortune. She “Okay, let us begin anew,” said the inquisitor. “You were
has traveled with rogues and wizards and has caught practicing sorcery, so you must belong to the Purple
gleaned a little bit from every person and every Cabal.”
experience in her adventurous life. “Certainly not!” Furlam protested. “I am just a simple
Once she foolishly poked around looking for secret anchorite living alone on the outskirts of Barisia. I know
entrances, and triggered a poison gas trap that nothing of any Purple Cabal!”
nearly killed her and her party. She has carried that “Mmmrh … all sorcerers are in league with some demon.
experience with her since, as a lesson not to poke Answer: which fiend hears your prayers?”
her nose where it doesn’t belong … at least not “I already told you: I pray to the same god as yourself.”
unless she knows what she is doing. At these words, the inquisitor exploded in rage “BLASPHEMY!
Ariel: Female Human Fighter 5/Adventurer 5; BLASPHEMY! I forbid you to speak such blasphemy!”
Medium humanoid; hp 64, Init +6, Spd 30 ft, “What more will you do?” Furlam gazed at him disdainfully.
AC 20 (touch 14, flatfooted 16); Atk +10/+5 “Will burn me at the stake twice?”
“But you don’t understand!” The inquisitor took a different
melee (1d10+6 19-20x2 Bastard Sword +2),
tack, now sounding compassionate and concerned. “It is
ranged +10/+5 (1d8+3 19-20x2 MW your soul in jeopardy—”
Repeating Crossbow with +2 Bolts); SQ: Luck Furlam began to feel hopeless. It was clear that this narrow-
1/day, Uncanny Dodge (AC & Flank), Traps, minded fanatic would never understand. God is everywhere.
AL NG; SV Fort +7, Ref +7, Will +7; One devoted enough to Him need not belong to his
Abilities: Str 14 (+2), Dex 15 (+2), Con 14 clergy to gain His divine favor. Alas, only a miracle would
save Furlam from the prejudices of fearful churchmen clinging
260 (+2), Int 14 (+2), Wis 10 (+0), Cha 13 (+1).
desperately to their petty authority and power. May
God forgive them.
Class
Level
Base Attack
Bonus
Fort
1st 0 2 0 2 Attuned to Harsh Weather: +2 5 3 - - - - - - - - Spells Known
2nd +1 3 0 3 - 6 4 - - - - - - - - Spells KnownLevel 0 1 2 3 4 5 6 7 8 9
3rd +1 3 1 3 Turn-Undead 6 5 - - - - - - - - 1 42--------
4th +2 4 1 4 - 6 6 3 - - - - - - - 2 52--------
5th +3 4 1 4 Power of Meditation 6 6 4 - - - - - - - 3 53--------
6th +3 5 2 5 - 6 6 5 3 - - - - - - 4 631-------
7th +4 5 2 5 Attuned to Harsh Weather: +3 6 6 6 4 - - - - - - 5 642-------
8th +5 6 2 6 - 6 6 6 5 3 - - - - - 6 7421------

Classes
9th +5 6 3 6 - 6 6 6 6 4 - - - - - 7 7532------
10th +6 / +1 7 3 7 - 6 6 6 6 5 3 - - - - 8 85321-----
11th +7 / +2 7 3 7 - 6 6 6 6 6 4 - - - - 9 85432-----
12th +7 / +2 8 4 8 - 6 6 6 6 6 5 3 - - - 10 9 5 4 3 2 1 - - - -
13th +8 / +3 8 4 8 Attuned to Harsh Weather: +4 6 6 6 6 6 6 4 - - 11 9 5 5 4 3 2 - - - -
- 12 9 5 5 4 3 2 1 - - -
14th +9 / +4 9 4 9 - 6 6 6 6 6 6 5 3 - - 13 9 5 5 4 4 3 2 - - -
15th +9 / +4 9 5 9 - 6 6 6 6 6 6 6 4 - - 14 9 5 5 4 4 3 2 1 - -
16th +10 / +5 10 5 10 - 6 6 6 6 6 6 6 5 3 - 15 9 5 5 4 4 4 3 2 - -
17th +11 / +6 / +1 10 5 10 - 6 6 6 6 6 6 6 6 4 - 16 9 5 5 4 4 4 3 2 1 -
18th +11 / +6 / +1 11 6 11 - 6 6 6 6 6 6 6 6 5 3 17 9 5 5 4 4 4 3 3 2 -
19th +12 / +7 / +2 11 6 11 Attuned to Harsh Weather: +5 6 6 6 6 18 9 5 5 4 4 4 3 3 2 1
666664 19 9 5 5 4 4 4 3 3 3 2
20th +13 / +8 / +3 12 6 12 Ultimate Meditation 6 6 6 6 6 6 6 6 6 6 20 9 5 5 4 4 4 3 3 3 3
The Anchorite is a mystic who shares a personal to the Anchorite (typically domain spells; but
relationship with his god, totally outside any organized in any case never high powered spells from the
religion. arcanelist).
Such a character is as devout, if not moreso than the An anchorite is limited to casting a certain
regular clergy of his god. However, he is a self-taught number of spells of each level per day, but he
character who gets his powers from extreme faith and need not prepare his spells in advance. The
dedication, rather than training. Such characters are found number of spells he can cast per day
as wandering prophets and lone hermits, all acting on their is improved by his bonus spells, if any. For
own, following their own intuition, and paying little instance, at 1st level the Anchorite can cast
attention to the church’s agenda. four 1st level spells per daythree for being 1st
Adventures: The Anchorite prefers a quiet, contemplative level (see character table), plus one for
life to the dangers of adventuring. However, often his high Wisdom. However, he only knows two
persecuted by more established representatives of the 1st level spells: Cure Light Wounds and Bless.
faith, he is often forced to remain on the move. Some few In any given day, he can cast Cure Light
have more mystical purposes; an anchorite worshipping a Wounds four times, cast Bless four times, or
god of travel will obviously travel a lot; another cast some combination of the two spells a total
worshipping a god of knowledge will adventure to learn of four times. He does not have to decide
more about the world and find lost libraries. ahead of time which spells he’ll cast.
Characteristics: The Anchorite is an intuitive channel An anchorite may use a higher-level spell slot
of divine magic. He has no formal training, gaining his to cast a lower-level spell if he so chooses. The
powers from long hours of meditation and austerity. As spellisstilltreatedasitsactuallevel,notthe
such his powers are much different from that of clerics. leveloftheslotusedtocastit.
The Anchorite is a hardy individual but receives no combat Attuned to Harsh Weather: As he spends
training either. Most of his skills are day-to-day, survival- most of his life in the wilderness (as a hermit),
oriented skills, and he has learned to defend himself and through ascetic exercises and long hours
on his own. of meditation, the Anchorite has become more
Alignment: The Anchorite, as a mystic and extremely resistant to harsh weather conditions. At
religious character, must be of the same alignment as the 1stlevel, he gains a +2 bonus to any saving-
god he worships. If he changes his alignment, he loses all throw for determining damage and other
powers until he atones and returns to his proper detrimental effects from inclement weather
alignment. (i.e., cold, damp, hot, etc.). He also gains
Religion: The Anchorite rarely belongs to the church of damage reduction 2/- against damage resulting
his deity, preferring the life of a hermit to that of the from this harsh weather. This bonus increases 261
to +3 (3/-) at 7thlevel, +4 (4/-) at 13th-level
or
and +5 (5/-) at 19th-level. This his powers can be renewed through the new
bonus does not apply to magical attacks of deity.
cold,fire,etc. Anchorite Starting Package (Human)
Turn Undead: at 3rd-level, the Anchorite Armor: Leather
gains the ability to Turn Undead as a cleric of Weapons: Halfspear, Sickle
two levels lower. Skill Selection: Pick a number of skills equal to 4 + Int
Power of Meditation: At 5th-level, the modifier.
meditation of the Anchorite puts him in an Spells Known
Classes

ecstatic state of being and Level


consciousness, which also has secondary 0123456789
142--------
beneficial effects. This state of meditation
252--------
may be entered only once per day, for a 353--------
maximum duration of one hour per level. 4631-------
The benefits it provides are as follows: 5642-------
Sleep: One hour of meditation is worth one 67421------
hour of sleep, although while in meditation 77532------
the Anchorite is aware of his surrounding as 885321-----
if he were awake. Inviolability: While in 985432-----
meditation, the Anchorite carries 10 9 5 4 3 2 1 - - - -
11 9 5 5 4 3 2 - - - -
an aura of inviolability. Aggressors attempting
12 9 5 5 4 3 2 1 - - -
to strike at the Anchorite must make a Will 13 9 5 5 4 4 3 2 - - -
save against a DC of 10 + 1 per Anchorite 14 9 5 5 4 4 3 2 1 - -
level above fourth, + his Wisdom modifier. 15 9 5 5 4 4 4 3 2 - -
If the aggressor fails, he cannot attack the 16 9 5 5 4 4 4 3 2 1 -
Anchorite for that encounter, and often will 17 9 5 5 4 4 4 3 3 2 -
leave the area. This protection, while similar 18 9 5 5 4 4 4 3 3 2 1
to that provided by the spell Sanctuary, is 19 9 5 5 4 4 4 3 3 3 2
more restricted. The Anchorite negates his 20 9 5 5 4 4 4 3 3 3 3
Skill Ranks Ability Armor
protection as soon as he comes out of
Concentration 4 Con
meditation. Craft 4 Int
Healing: The Anchorite is either cured of any Handle animal 4 Cha
illness as if by a Remove Disease spell, or Heal 4 Wis
healed of 1 hitpoint per level, in addition to Intuit Direction 4 Wis
any normal natural healing. Knowledge (Nature) 4 Int
Ultimate Meditation: When a 20th-level Knowledge (Religion) 4 Int
Anchorite is in meditation, he merges with Profession 4 Wis
the infinite. This is the supreme experience Spellcraft 4 Int
Wilderness Lore 4 Wis
for an Anchorite. He is affected as though by
Feat: Toughness
a Temporal Stasis spell. The Anchorite
Bonus Feat: Improved Initiative (Human only)
decides the time he wants to spend in this
Gear: Backpack with waterskin, one day’s trail rations,
state, re-emerging at the end of that time.
bedroll, sack and flint & steel. Three torches.
While in this state the Anchorite disappears
Gold: 1d6 gp.
from the world and is totally unaware of
anything
happening in the world. This ability may be Sample Anchorite
used once per day. When he emerges, no Furlam is an anchorite who resides in a cave near a forest,
and spends his time in contemplation of nature. He is
matter how much time has passed, he cannot
well acquainted with the few people who dwell around the
enter this state again until the next day. area, and the animals who also live in the vicinity. He is
Restrictions otherwise poor and uneducated.
While the Anchorite can freely multiclass, Furlam: Male human Anchorite 6; medium humanoid;
changes in alignment cause him to lose all hp 36, Init +0, Spd 30 ft, AC 10 (touch 10, flat-footed
262 spellcastingabilitiesgrantedbyhisdeity.If 10); Atk +3 melee (1d6 quarterstaff or 1d4 dagger); AL
he can form a relationship with another deity, NG;
rm

Skill Ranks Ability Armor


SV Fort +7, Ref +2, Will +10; Abilities: Str 11 (+0), Dex Curator Benton sputtered a bit, but then
10 (+0), Con 14 (+2), Int 11 (+0), Wis 16 (+3), Cha 13 considered the huge fee the Inspector was charging
(+1). just to view the crime scene and kept his peace.
Skills and Feats: Concentration +8, Handle Animal +4, Her fee depended on her identifying the culprit.
Heal +8, Intuit Direction +8, Knowledge (nature) +8, She studied the room, her steely eyes
missing nothing, and finally turned to the Curator.
Listen +5, Spot +5, Wilderness Lore +12. Alertness, Iron
“Your security measures, Curator Benton, are
Will, Silent Spell. Attuned to Harsh Weather +2, Turn admirable when measured against the talents of a

Classes
Undead (as a 4th level cleric), Power of Meditation. mere thief. However, when you are responsible for
Possessions: Necklace of prayer beads, Ring of the safe-keeping of an item of such exquisite
sustenance, plus a staff and simple clothing. beauty as the Rosetta Da Maguirre, you must think
Spells Cast Per Day: 6/6/5/3; base DC = 13 + spell of predators of more demanding ability.” “I noted
level. that your outer locks were fashioned by the
Spells known: 0 - Create Water, Cure Minor Wounds, locksmith Ardenne. As far as I know, they are
Detect Magic, Know Direction, Mending, Purify Food and unbreakable, and immune to picking. I also
applaud the hiring of your security force. Their
Drink; 1 - Cure Light Wounds, Endure Elements,
agency is noted for honesty and pure
Entangle, Pass Without Trace; 2 - Hold Person, Speak professionalism.
with Animals; 3 - Summon Nature’s Ally III. Your magical wards would discourage the most
Arcane Burglar skilled thief.”
“None of this, however, is of any use against the
Author: Duane Nutley (Kris Steadman came up with
Red Shadow.” As she made her disclosure of the
the original concept for this Prestige Class). identity of the thief, Inspector Nindeau lifted the
Balance Rating: 4.36 (Pow 4.2, Purp 4.54, Port 4.6, glass globe and reached within, retrieving the
Comp 4.4, Rule 4.06) delicate swatch of red silk from the cushion and
“As you can see, Inspector Nindeau, our security measures waving it before the Curator’s face. A delicate
are impenetrable.” floral scent wafted from the gossamer material,
“What I see, Curator Benton, is a security perimeter that and the Curator thought of a blossom-covered
has been penetrated.” hillside in the spring.
The curator stiffened, his beady black eyes going hard ***
and cold, as the nattily-dressed inspector brushed past him Arcane Burglars are usually, but not always,
and entered the museum proper. Though her eyes barely guild thieves. They take the break-and-enter
brushed across the guards standing at the entrance, her
jobs requiring specialist skills. With their
keen perceptions missed nothing in their stance.
abilitytocastafewspells,theyfillan
As the curator led her through the maze of corridors to
the inner sanctum of the museum’s most secure viewing exclusive niche in the hierarchy of a thieves
room, Inspector Andrea Nindeau ignored his constant guild; a niche that does not concern itself with
stream of inane remarks and concentrated her keep powers pettythievery.
of perception instead on the signs of stealthy passage. A lone Arcane Burglar is an artist, far above
Already the panicked curator and his guards had blurred such cheap antics as picking pockets, slashing
the crime scene with their stumbling initial investigations, purses or blatant highway robbery. They
but still there were minute signs to her penetrating gaze. prefer to pick a target, find out as much
The curator babbled on about his arcane security measures,
as possible about that target and then relieve
and Inspector Nindeau spotted a ventilation grating
the target of portable valuables.
sticking out a bare millimeter from full rest.
The curator boasted ignorantly about his elite guards, Arcane Burglars evolved from a discussion
and Inspector Nindeau sniffed thoughtfully, detecting the among senior thieves in a guild in a city not
faint residue of a familiar odor. Her sharp eyes spotted a named. Their marks were becoming smarter in
small green stain near one of the walls, where the cleaning guarding and hiding their valuables.
staff had missed it, thankfully. Saying nothing, she stopped, They concluded that what was needed was a
swabbed the area with a white linen kerchief, and placed it smarter rogue, one who could counter any
in a pouch, which she sealed. Standing again, she rejoined trouble he met.
the curator, who in his mindless dialogue was unaware of
Guild wizards taught these new rogues about
her actions.
arcane methods used to guard valuables. At
Finally they entered an octagonal room, where an ornate
pedestal dominated the center. A glass dome covered the the same time, they taught the rogues a few
pedestal, which held a velvet pillow and its current inhabitant. simplespellstoassistintheirtrade.
Concentrating her senses, Inspector Nindeau waved The God of Thieves was well pleased with this 263
the curator silent and stepped forward, alone. effort and added his own blessing (without
Class each skill) are Appraise (Int), Balance (Dex), Climb (Str),
Level BA B Fort Ref Will Special Craft (Int), Concentrate (Con), Disable Device (Int),
1st +0 +0 +2 +2 Casing Sense, Detect Magic Traps Disguise (Cha), Escape Artist (Dex), Gather Information
2nd +1 +0 +3 +2 Spell: Detect Secret Doors (Cha), Hide (Dex), Jump (Str), Knowledge (Arcana) (Int),
3rd +2 +1 +3 +3 Uncanny Dodge (Dex bonus to
Listen (Wis), Move Silently (Dex), Open Lock (Dex),
AC), Scale Walls
4th +3 +1 +4 +3 Spell: Change Self, Skeleton Key
Read Lips (Int), Search (Int), Spellcraft (Int), Spot (Wis),
5th +3 +1 +4 +3 Scale Walls (Dex mod), Greater Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).
Casing Sense See Chapter 4: Skills in Core Rulebook I for skill
Classes

6th +4 +2 +5 +4 Spell: Detect Thoughts, Uncanny descriptions.


Dodge (can’t be flanked) Skill Points at Each Level: 8 + Int modifier.
7th +5 +2 +5 +4 Slow Fall (20 ft) Class Features
8th +6 +2 +6 +4 Spell: Invisibility, Scale Walls
All of the following are class features of the Arcane
(normal speed)
9th +6 +3 +6 +5 Greater Skeleton Key
Burglar prestige class.
10th +7 +3 +7 +5 Spell: Nondetection, Shadow Hit Die: d6
Cache Weapons and Armor Proficiency: The Arcane Burglar
informing those involved): all who passed gains no proficiency in any weapon or armor. Note that
their training gained the ability to cast spells armor check penalties for armor heavier than leather apply
without resorting to study, and soon found to the skills Balance, Climb, Escape Artist, Hide, Jump,
they were developing other unexpected and Move Silently, Pick Pocket and Tumble.
usefulabilities. Spells: At 2nd, 4th, 6th, 8th and 10th level, the Arcane
The new program was a resounding success. Burglar learns a specific spell that can be cast as a
In fact, it was too successful, forcing city Sorcerer of the same level as the Arcane Burglar. The
officialstofinallygetridofthethieves’ Arcane Burglar can cast each spell 3 + Cha mod/day. The
guild. Those who survived the attacks and spells require no material, somatic or verbal components.
subsequent manhunts scattered to other The spells are cast by concentrating on the spell required
cities. The surviving Arcane Burglars either (1 full round action, provokes an Attack of Opportunity).
joined other thief guilds or just struck out on Once cast, the Arcane Burglar does not need to
their own. The God of Thieves continues to concentrate on the spell. These spells are otherwise
bless any rogue who passes the training. identical to the spells of the same names in Core
This class is not necessarily restricted to Rulebook I.
rogues, but they are more often called to the Casing Sense: One of the first things an Arcane Burglar
path. learns is what is valuable and what is not. The Arcane
Requirements Burglar gains the feat Casing Sense. This ability is the
To qualify to become an Arcane Burglar, a same as the feat except that the Arcane Burglar notices the
character five most expensive items.
mustfulfillallthefollowingcriteria. Special: If the character had Casing Sense as a feat
Appraise: 6 ranks. before becoming an Arcane Burglar, he gets to use this
Climb: 8 ranks. ability as a free action instead of a standard action.
Gather Information: 8 ranks. Detect Magic Traps (Ex): The Arcane Burglar has
Open Lock: 6 ranks become adept at looking for and disarming magical traps.
Spellcraft: 4 ranks The DC for both Search and Disable Device is reduced by
Special: If the character is not of an arcane 1perclasslevel.
spellcasting Uncanny Dodge (Ex): This is the same as the Rogue’s
class, he must acquire some arcane tutoring ability of the same name. If the Arcane Burglar has any
tolearnthe levels in Rogue, he adds his Arcane Burglar and Rogue
basics of arcane magic. The training takes levels to determine what level of Uncanny Dodge he gets
1d4+2 months (e.g., a Rog 5/ArBur 6 would actually get Uncanny Dodge
and costs the aspiring Arcane Burglar 2d6 x (+1againsttraps)).
100 GP. Scale Walls (Ex): At 3rd level the Arcane Burglar gainsthe
ability to scale smooth walls. For normal climbing
Class Skills situations, the Arcane Burglar reduces the Climb DC
The Arcane Burglar’s class skills (and the
check by 1 per class level (e.g., an uneven surface for other
264 keyabilityfor
people is DC 20, but for the 5th level Arcane Burglar it is
likes. He must put both hands into deep
DC 15). Also the Arcane Burglar learns to climb
shadow and concentrating on his cache for 5
perfectlysmooth, flat or vertical surfaces (which normally
rounds. The cache remains open until he wills
cannot be climbed). The climb check begins at DC 25 (this
itclosed.
check cannot be reduced by the above ability).
The shadow cache does not need any material
At 5th level, the Arcane Burglar retains his Dex bonus (if
components to create, as it is granted by the
any) to AC while climbing. At 8th level, the Arcane Burglar
god of thievery. It can hold up to 3 cubic feet of
can move at his normal speed while climbing. All of
items, weighing up to 100 lb.

Classes
these abilities are unusable if the character wears armor
When the Arcane Burglar dies, anything in his
heavierthanleather.
Shadow Cache goes to the god of thievery.
Skeleton Key (Su): At this level, the Arcane Burglar
gains the ability to open locked items through magic and New Feats
material components. The Arcane Burglar can fashion a Casing Sense [General]
key that will open a particular lock and bypass any Your eyes are automatically drawn to the most
mechanical traps found on that lock. He does this by expensive items in a room. This feat is
concentrating on the lock for 5 rounds, then spending especially useful when time is of the essence.
another 5 rounds fashioning a key from material Benefit: When moving into a room, you can
components costing 10 – 40gp, and imbuing it with make an Appraise check (DC 15) as a free
magical intent. The key remains in existence for 2d6 + action. With a successful check, you notice the
class level minutes, and then disappears. The Arcane three most expensive items in the room and
Burglar can create up to 3 + Cha mod keys/day. know their approximate values. If you don’t
Slow Fall (Ex): At 7th level, the Arcane Burglar takes roll high enough to precisely identify rare or
damage as if a fall were 20 feet shorter than it actually is. exotic items, theGM may rule that these items
Greater Casing Sense (Ex): At 7th level the Arcane merely catch your eye but
Burglar can now sense if items are magical, trapped or you don’t know their exact worth. Because this
otherwise out of the ordinary. If the Arcane Burglar feat is used quickly and on the move, special
succeeds at an Appraise check, DC 15, he notices the five equipment such as magnifying glasses and
most expensive items in a room. He can then check to see merchant scales confer no bonuses on
if they are magical, by succeeding at a Knowledge the Appraise check.
(Arcana) check, DC 25, or trapped by a Spot check, DC This feat was originally published in Traps &
25. This does not mean he knows what the item is (if Treachery ©, by Fantasy Flight Games.
magical) or how to bypass the trap (if any). Detect Poison [General]
Greater Skeleton Key (Su): Once per day the Arcane You are a student of poisons and how they are
Burglar can create a more powerful magical key that can used.
open magically locked or trapped items. This key lasts Benefit: You can use your Search skill to
until the Arcane Burglar wills it out of existence. The detect poison without casting the detect poison
Arcane Burglar must study the lock for 10 rounds (1 spell. This is an extraordinary
minute) and then concentrate on creating the key for a ability that requires a full round action with a
further 5 rounds. This creates an invisible force that the DC equal to the save DC of the poison and can
Arcane Burglar must concentrate to maintain, and mentally only be done at a range of 5 feet.
guide to open the lock. It bypasses any traps on the Eye for Detail [General]
lock itself. While the key remains in existence, the Arcane You notice the subtlest details of items and
Burglar can will it to lock the item again. As the Key objects you observe closely.
bypasses any traps in the lock, those traps are still present Benefit: You get a +2 bonus to Appraise and
and armed. Search checks.
The Arcane Burglar can, instead of creating a key, create Keen Vision [General]
an invisible force that may open a barred a door, again Your eyes are so sharp you notice even the
bypassing traps on the door itself. smallestdetails.
Shadow Cache (Su): This ability, granted by the god of Benefit: You get a +2 bonus on all Search and
thievery, allows the Arcane Burglar to stash items in a Spot checks.
secret cache located on the Plane of Shadow (or, if the Author’s note: I believe the Casing Sense feat
GM wishes, on the plane of the god of thievery). The is unbalanced. Instead of it being a free action,
I would instead make it a standard action. In
cache acts in most respects like Leomund’s Secret Chest.
this way, a person could move into the room 265
The Arcane Burglar can access his cache as often as he
and as a standard action see what is the most Class Abilities: Scribe Scroll, Summon Familiar, Sneak
expensive item in the room. If you keep Casing Attack +3d6, Evasion, Uncanny Dodge (Can’t be flanked),
Sense as a free action, as in Traps & Casing Sense, Detect Magic Traps, Scale Walls, Skeleton
Treachery©, the Arcane Burglar gains no Key.
additional benefit from having this feat. Possessions: Bracers of Armor +3, Robe of Blending,
Sample Arcane Burglar Ring of Protection +2, Rapier +1, Ring of Feather Falling,
Tirlian Redwing, aka the Red Shadow, started life as Glove of Storing, Boots of Elvenkind, Heward’s Handy
a student of the arcane, following in his brilliant Haversack, Wands: Burning Hands, Detect Magic;
Classes

father’s footsteps. Potions: Spider Climb, Jump, Invisibility, Vision, Hiding,


It was difficult, however, as he had no financial Sneaking, Alter Self.
backing (his family felt he should do it the same way Spells Prepared each Day: 4/3; base DC = 12 + spell
as his father, completely on his own) and was not level) 0 – Detect Magic x2, Ghost Sound, Mage Hand; 1 –
nearly as brilliant as his father. When a friend told
Animate Rope, Nystul’s Undetectable Aura, Tenser’s
him of a way he could make money, he was easily
tempted and didn’t let himself think of what kind of
Floating Disk.
trouble it could make for him or his family. Spellbook: 0 – all; 1 – Animate Rope, Mount, Nystul’s
One job led to another and Tirlian found he was Magical Aura, Nystul’s Undetectable Aura, Obscuring
getting much more satisfaction from a heist well Mist, Sleep, Tenser’s Floating Disk.
done than successfully casting a spell for his Arcane Burglar Spells (each 5/day): Detect Secret
instructors. He enjoyed coming up with plans to
Doors, Change Self.
outwit security, and pitting his skills against those of
guards and wary merchants. It was all a game, and Artificer Prestige Class
he was very good at it. This was an area where Author: Rebecca Glenn
he could excel, outside the shadow of his father’s
genius. Treehaven, the sylvan town in the great forest of Allindel,
Tirlian’s family does not know of his chosen career. was in a state of shock. Under the lush trees and arboreal
They simply believe he is not living up to his full dwellings was a spectacle of despair. Women screamed
potential and constantly berate him for not trying and tore at their hair, men beat their fists against their
hard enough. Since they are not supporting him, he chests and moaned at their fate, while the children looked
does not need their approval, but they are likely to on, tears forming in their confused eyes. Lady Flanaëll
take some action if he continues to fall behind his stood brave and tall, her chin barely trembling, her eyes
classmates. clear and grave. Dennis, the young wizard out of Mendendorf,
Tirlian Redwing: Male Elf Wiz2/Rog6/ArB4; looked around and wondered why he had chosen this
medium humanoid; hp 49, Init +4 (Dex); Spd place, of all available, for his new home.
30 ft; AC 19 (touch 16, flat-footed 15); Atk +8/ “You… you’re sure of… huh… what you say?” asked
+3 melee (1d6, 18-20/x2, rapier +1) or +13 Evelnir Shayernon, the town constable, who was facing a
ranged (1d8 +1, 19-20/x2, Masterwork Light tall, aged elf clad in sturdy outfit and wearing a mighty
Crossbow); AL CG; SQ Elven qualities; SV sword at his side. The aging warrior didn’t answer but
Fort +5, Ref +13, Will +8; Abilities: Str 9 (–1), looked around at the population gathered in the clearing.
“Dozens of the horrid, ravening, stinking monsters are on
Dex 18 (+4), Con 11 (+0), Int 15 (+2), Wis 6 (–
their way here, and I can tell you, they crave delicate elven
2), Cha 14 (+2). flesh!” said the grim warrior in a menacing voice. “You lot
Elven Racial Qualities: Immune to Sleep should pack up now, take what you can and leave this
effects, +2 save vs Enchantment, Low-Light place. Many fell to my blade in the past, but I doubt I may
Vision, proficiency with Rapier and Long & stop this horde by myself.”
Short bows, +2 Listen, Search & Spot, Evelnir sighed, and turned to his only council on such
Detect secret doors within 5’. matters, the witch Henrietta. “How long before they get
Skills and Feats: Alchemy +3, Appraise +19, here?”
Balance +10, Climb +10, Concentration +5, “A week, maybe longer. No more than ten days, certainly.”
“Have we no recourse?” Lady Flanaëll demanded, her
Disable Device +11, Gather Information +17,
brow stern as she contemplated their options. “Can’t we
Hide +25, Knowledge (Arcana) +8, Listen +9, stop them?”
Move Silently +22, Open Lock +19, Pick “My meager magic would barely be a match for a single
Pocket +10, Scry +4, Search +15, Spellcraft troll, milady.” Henrietta replied, regret tinging her face with
+8, Spot +11; Alertness*, Detect Poison, Eye red. “The one spell that might help is too powerful for me to
for Detail, Great Fortitude, Iron Will, Keen cast often, and that is what we would need. Had I the time I
266 Vision. could fashion a wand. But such things take weeks.”
“I can do it!” Shouted a squeaky voice behind the crowd.
Everyone turned and opened way for a small figure limping make a living, but rarely keeps magic items in
to the center of the clearing. It was Wrenthorn, the old wizard stock. Each item is crafted separately, with skill
who spent most of his time in his underground lab. and care, to the specific requirements of the
People went to him for amulets and potions, but none
customer. The cost in his own life-force is
thought him a powerful spellcaster.
“You, old gnome?” Henrietta had nothing against the
prohibitive enough that the artificer would not
wizened tinkerer, but she knew her own spellcasting abilities think of manufacturing a magic item without
surpassed his. some purpose- either for his own use or for a

Classes
Wrenthorn wriggled his eyebrows and grinned at the paying customer. Also, keeping a large stock of
crowd. “Aye. It’ll be close, but you can help me if you’re willing magic items invites unwanted attention from the
to make a small sacrifice. In the form of that little coppery local thieves’ guild. As such, when creating
wand you carry everywhere.” an NPC artificer, you don’t need to prepare a list
Henrietta clutched at the precious wand, tucked safely in of random items for sale. It is more probable that
her belt. It was a prized possession, though of small power.
he will only have a few potions, and a minor
Her first Wand, she never went without it.
“… and I’ll be needing a few other things.”
item or two most commonly requested.
ooo If a character wants to commission the
Days passed as Wrenthorn worked methodically in his manufacture of a magic item by the artificer it
lab. Dennis grew dizzy from watching the mechanical precision will still take time. While the artificer can
of Wrenthorn’s arms reaching automatically to this shorten this time with his special abilities, no
shelf or that drawer, as though he had the entire layout of process is instantaneous. The cost of the item
his lab and all of its contents imprinted in his mind. One will vary from artificer to artificer, and can be
terrifying moment came when Dennis moved a few things off adjusted by contributions of rare materials by
one shelf to make room for his meal, and Wrenthorn,
the customer. Also, some artificers
screaming like a banshee, chased him from the lab.
The offerings from the townsfolk were all absorbed into
have access to a special feat that allows them to
his master creation. The witch Henrietta’s wand of burning transfer some of the xp required for the item
hands formed the core of the new wand of fireballs, with manufacture from someone other than
the large ruby from Lady Flanaëll as its tip. The rest, all the themselves (see Transference feat at end of
purest gold in the town, melted down to form its body. article). If the customer is willing to donate
Sure, they had now a powerful weapon to help them xp towards the creation of the magic item, the
against the incoming trolls, but Dennis still had a bad price of the item should be reduced by
premonition. What would the coming fire battle do to the approximately 5gp per xp donated (this is the
beauty of their forest home?
amount normally added to the cost of spells
ooo
requiring xp).
The Artificer is fascinated with magic items. He seeks
Artificer relations: The artificer associates
fulfillment by putting his efforts into analyzing and
himself with organizations that provide potential
creating items. Other spellcasters often look upon him
sponsors or clients for his activities. Wizard or
with amusement or exasperation, as he shows little interest
alchemist guilds, or large craft halls are the best
in perfecting his spellcasting abilities. But don’t
places to look when seeking an artificer.
underestimate this arcane tinker, as when he shows up
A dwarven clan of weaponsmiths reputed for
he’ll likely be packing serious mystical firepower. While
masterwork weapons could have an artificer
this class is best suited for NPC use, the Artificer can be a
among its artisans, specialized in weapons and
powerful player character addition to campaigns with
armor. The same applies with other crafts, such
regular downtime.
as jewelers supporting an artificer who
Artificer frequency: The typical artificer is found in
specializes in the manufacture of magical rings.
towns and cities, almost never in villages. The fact is, his
Adventure hooks: Most adventures driven by
trade not only requires various materials, but also rich
an artificer revolve around the manufacture of
customers, who are more easily found in larger population
magic items. Some ideas include:
centers. The artificer is unlikely to perform his trade in a • An artificer NPC needs some special materials to
lone tower deep in the wilderness, with the exception of manufacture a magical object. The perfect way to
an extremely powerful hermit or two. Typically, there is a introduce a typical dungeon delving: the artificer
5% chance per 1000 inhabitants that a city will have an comes to the tavern to hire the PCs. They must go to
artificer. Due to the price of magic items, and the rarity of “…”, where they should retrieve “…”, and
potential clients, it is doubtful that more than one (or two then bring it back to the artificer who will pay for it.
at best) work in a given city. What the PCs don’t know is that the magic item
created from these materials was commissioned by
267
Artificer trade: The NPC artificer sells his product to
All of the following are class features of the Artificer
their arch nemesis and will enable him to bring woe
to the area. Or the PCs bring back the wrong prestigeclass.
material, which results in a cursed item that turns its Hit Die: d4
possessor (a local lord) into a megalomaniacal, Weapons and Armor: The Artificer cares little for battle,
bloodthirsty tyrant. Or the item was needed to but for the interesting items he can make. He has no
defend the local area from the ravages of a savage, proficiency in any weapons or armor.
hideous monster and the PCs have to hold it off Level Prerequisites: The Artificer’s level stacks with his
while the artificer performs his art. spellcaster level for the purpose of meeting level
Classes

• PCs could need or want a rare or unusual magical prerequisites for Item Creation feats and Magic Item
item they cannot expect to acquire randomly.
manufacture.
• PCs could be hired to defend the laboratory of the
artificer NPC while he works on an order that some Spellcasting Level: The Artificer’s level stacks with his
mysterious organization does not want completed. spellcaster level for determining what levels of spells the
Requirements caster may learn, but does not stack for spellcasting slots
per day. The Artificer may learn new spells and imbue
To qualify to become an Artificer, a character
them into magic items, but does not increase his capacity
mustfulfillallthefollowingcriteria.
either for casting on the fly or holding prepared spells in
Knowledge (Arcana): 10 Ranks
his mind. If the Artificer’s base class is Sorcerer or Bard
Craft (Any): 10 Ranks (total, in one or more
(or other class with a limited number of spells known), he
craftskills)
advances on the Known Spells tables only, not the spells
Feats: Two item creation feats (Brew Potion
per day table. If the base class is Wizard, the Artificer
and ScribeScroll do not qualify for this
gains an automatic 2 new known spells (normally spells
requirement)
required in magic item creation) and has access to a new
Special: The Artificer must have a large
level of spells (if the level gain allows). He does not
workshop worth 5,000 gp to build and establish
advance on the spells per day table. If the base class is
(DM should adjust this up or down to suit the
Druid or Cleric, the Artificer may gain access to a new
gp level in his campaign).
level of spells and can imbue them into magic items, but
Special: The Artificer must have created at least
does not advance on his spells per day table or gain the
one magic item with each of his Item Creation
abilitytocasthigherlevelspells.
feats.
Example 1: Shalira is an 8th level wizard/4th level Artificer. For
1st 0 0 0 2 Efficient Process, Analyze Items (Identify
the purposes of creating magic items and learning item creation
1/day)
feats she is considered a 12th level spellcaster. This means that
2nd 1 0 0 3 Item Creation Feat
she can use spells in her spellbook of up to 6th level in creating
3rd 1 1 1 3 Salvage Parts (Potions, Wondrous Items
magic items. Not only that, she can also acquire the Forge Ring
and Wands)
Feat. However, her normal daily/
4th 2 1 1 4 Disable Curse, Analyze Items (Identify 2/
adventuring spell usage is based solely on her Wizard levels;
day)
therefore, she is limited to casting up to 4th level spells and may
5th 2 2 2 4 Item Creation Feat
cast a number of spells per day as an 8th level Wizard.
6th 3 2 2 5 Salvage Parts (Arms & Armor, Rods)
Example 2: Kyle is a 9th Level Sorcerer who just gained a level
7th 3 2 2 5 Duplicate Potion, Analyze Items (Identify
and takes Artificer, becoming a 1st Level Artificer. He advances
3/day)
to 10th Level on Table 3-17: Sorcerer Spells Known, gaining one
8th 4 2 2 6 Item Creation Feat
0-level and one 5th level spell. Kyle decides to learn Arcane
9th 4 3 3 6 Salvage Parts (Staffs and Rings)
Mark and Cone of Cold. He does not advance on Spells per Day
10th 5 3 3 7 Disable Curse (release other), Analyze
(Table 3-16), however, and so does not gain any spellcasting
Items (Identify 3/day, Analyze Dweomer 1/day) slots by which to cast a 5th
Class Skills level spell. Using the Craft Wand feat, however, Kyle could
The Artificer’s class skills (and the key ability create a Wand of Cone of Cold and use it. Arcane Mark, as a 0-
for each skill) are Alchemy (Int), Concentration level spell, can be cast normally in Kyle’s daily allotment.
When Kyle gains 11th Level he decides to advance one more
(Con), Craft (Int), Disable Device (Int),
level as a Sorcerer, becoming a 10th Level Sorcerer/ 1st Level
Knowledge (each skill acquired separately) Artificer. Kyle now casts as a 10th level Sorcerer and may cast
(Int), Profession (Wis), Spellcraft (Int) and Use his 5th Level spells. In addition he advances again on the
Magical Device (Cha, exclusive skill). See Sorcerer Spells Known table and learns new 2nd, 3rd, 4th and
Chapter 4: Skills in Core Rulebook I for skill 5th level spells. He can now cast Cone of Cold plus whatever
descriptions. other 5th Level spell he chooses to
268 Skill Points at Each Level: 4 + Int modifier. learn.
Class Features
Efficient Process (EX): The Artificer has a very Artificer gains 10%. Anything over 5 abilities
ordered and organized workshop (see Requirements). He garners a total of 15%.
knows where everything is and where everything goes. He Duplicate Potion (EX): The Artificer may use
knows how best to use the materials at hand and where the
best to get the materials he needs. Therefore, the Artificer Brew Potion feat to duplicate any potion,
reducesItem Creation costs, both in gold and XP, by 5% regardless of
per class level when working in his personal workshop.

Classes
whether he knows the specific magic normally
This reduction stacks with any reduction from other required.
sources.and organized workshop (see Requirements). He He must have the potion to be duplicated, and
knows where everything is and where everything goes. He must successfully identify it through Identify
knows how best to use the materials at hand and where or Analyze Dweomer. Duplicating the Potion
best to get the materials he needs. Therefore, the Artificer requires a successful Alchemy check at DC 30
reduces levels if the spell appears on the other class’s spell + spell level, but the Artificer adds his class
list level to his roll. The Artificer must still pay
Analyze Items (EX): The Artificer may cast Identify any XP and gold costs involved in
once per day at 1st level. He gains an additional Identify at
manufacture.
4th level and a third at 7th level. The Artificer’s Identify
ability requires only an hour of concentrated observation Sample Artificer
and no material components. At 10th level the Artificer Shalira Whitesage is an elven Wizard/Artificer
living in
also gains the ability to cast Analyze Dweomer once per
the forest of Allindel. She has concentrated on
day as per the spell. Caster level for these extraordinary creating
abilitiesistheArtificerclasslevelplushisother items useful for defending her forest home and
spellcasting people.She is known in the elven community for
levels if the spell appears on the other class’s spell list. the fine craftsmanshipin her bows and arrows.
Item Creation Feat: The Artificer gains bonus Item Archers from the furthest corners of the forest
Creation Feats as he progresses in level. travel to her arboreal workshop to obtain the finest
Disable Curse (EX): The Artificer may rid himself of weapons they know. Her most valued item, aside
cursed items. With a successful Will save, DC 10 + caster from her workshop as a whole, is the composite
longbow she crafted some years ago. She calls it
level required to manufacture the item, the Artificer may
Trollslayer and keeps it ready should the loathsome
freely remove such an item from his person and place it creatures
where he will. This does not remove the curse from the enter her forest again.
item itself; it merely allows the Artificer to rid himself of Shalira Whitesage: Female Elf Wiz 8/Artificer
it without actually having to cast Remove Curse. At 10th 4; medium humanoid; hp 41, Init +3, Spd 30
level the Artificer may release a touched target from the ft, AC 20 (touch 20, flat-footed 17); Atk +8
hold of a cursed item. By taking possession of the item he melee (1d6/18-20x2, masterwork rapier) or
transfers its curse to him. He may then attempt his usual +12 ranged (1d8 +1 + 2d10 flame (+1 if 30
Will save to disable the curse and discard the item. ft)/x3 Composite Longbow +1 built for
Salvage Parts (EX): An Artificer can, through careful Strength 13) (+13 attack/d8+2 + 2d10 if use
examination of an existing magic item, gain valuable +1 arrows, +13 attack/d8+2 +2d10 +1d6 if use
insights and even salvage precious ingredients and +1 flame arrows); AL CG; SQ Low Light
materials, to use towards the manufacture of his own Vision, Immune to Sleep, +2 save vs
magic items. This translates to a percentage of the XP Enchantment effects; SV Fort +5, Ref +7, Will
required to make the salvaged item, which the Artificer +13; Abilities: Str 13 (+1), Dex 16 (+3), Con
may then use in the manufacture of his current project. 13 (+1), Int 22 (+6), Wis 14 (+2), Cha 14 (+2).
Note that he must actually have a current project. The XP Skills and Feats: Alchemy +18, Concentration
salvaged does not go into a pool and must all be used for +6, Craft Woodworking +13, Craft Bowyer/
his current project. This process can never pay for more Fletcher +16, Craft Jewelry +16, Disable
than ½ the XP cost of his current project. Items must be Device +12, Hide +13, Knowledge Arcana
similar in nature (wands for wands, rings for rings, etc.). If +18, Listen +7, Move Silently +13, Scry +11,
they bear no further similarity, the Artificer gains only 1% Search +11, Spellcraft +11, Spot +7, Brew
of the XP of the salvaged item. If the item possesses 1 or 2 Potion, Craft Magic Arms and Armor, Craft
spells similar to those used in the current project, the
Artificer gains 5%. If 3 to 5 abilities are similar, the
Wand, Craft Wondrous Item, Forge Ring, 269
Recharge,* Summon Familiar, Scribe Scroll,
of darkness.
Transference,* Efficient Process 20%, With military precision, they finished their morning prayers and
their battle-shout shook the foundations of the city.“Today, we
Analyze Items (Identify 2/day), Salvage Parts
will smite the evil that has beset our fair city!”
(Potions, Wondrous Items & Wands), Disable “Down into the catacombs, brothers, and smite the dark one!”
Curse. “Our bravery today will be remembered forever!” “Do not
Possessions: Bracers of Armor +4, Ring of shout so, you hurt my ears.” Poorly dressed, and armed only
Protection +3, Headband of Intellect +2, with a staff, Hemlich seemed small and insignificant next to the
Cloak of Elvenkind, Ring of Force Shield, radiant warriorpriests. His timid words were drowned out by
Classes

Composite Longbow +1 Flaming Burst +1 their boisterous cries, and he was content to tag along at the rear
Strength, Boots of Elvenkind, Bracers of of the troop as they entered the old ruined temple and the
Archery, Arrows +1 (50), Arrows +1 Flaming labyrinthine
passages below. The battles were hard-fought. Goblins and
(20), Wand of Magic Missiles. Potions:
hobgoblins set ambushes and tried to wear the party down,
Enlarge, Spider Climb x3, Bull’s Strength, while spiked portals and barred doors barred passage time and
Cat’s Grace x2, Invisibility x4, Levitate x2, again, delaying them so their divine blessings faded. The
Protection from Arrows, See Invisibility, Fire monsters staged their attacks, making each fight a challenge, and
Breath, Clairaudience/ Clairvoyance, Fly x2, the proud clerics had to use many of their prayers for healing.
Heroism, Hiding x3, Sneaking x3, Vision x3. Hemlich was almost forgotten in the din of combat. He didn’t
Spells Cast Per Day: 4/6/4/4/3; base DC = 15 do much good, but neither did the others have to look out for
+spelllevel). him. Few monsters showed interest in the insignificant little
Spellbooks: 0 - all; 1 - Alarm, Comprehend man. Even when surrounded, he just stood there with his mild
little smile. He assisted as best he could with healing and
Languages, Enlarge, Feather Fall, Identify,
blessings, but conserved his strength for thechallenges he
Mage Armor, Magic Missile, Magic Weapon, suspected would come. Only once did he fight, when one of his
Mount, Nystul’s Magical Aura, Nystul’s friends was surrounded. His aid was timely, and the fight was
Undetectable Aura, Protection from Evil, quickly won. Finally, they were there: the final chamber, once
Shield, Shocking Grasp, Sleep, Spider Climb, high holy hall of the temple. A quick pause for healing, then off
Unseen Servant; 2 - Arcane Lock, Bull’s once again. The chamber appeared empty; there was no light, no
Strength, Cat’s Grace, Continual Flame, movement. Warily, the party peered out across the mosaic-
Darkness, Daylight, Invisibility, Knock, covered floor.
Leomund’s Trap, Levitate, Locate Object, Class
LevelBaBFortRefWill Special Former class progression
Melf’s Acid Arrow, Protection from Arrows,
1st 0 0 0 2 Mystic wisdom (level 0), Aura of serenity +1 level of
See Invisibility; 3 - Blink, Clairaudience/ spellcasting/abilities
Clairvoyance, Dispel Magic, Fireball, Flame 2nd 1 0 0 3 Mystic wisdom (1st level) +1 level of spellcasting/
Arrow, Fly, Greater Magic Weapon, Hold abilities
Person, Keen Edge, Leomund’s Tiny Hut, 3rd 1 1 1 3 Mystic wisdom (2nd level), bonus feat
Magic Circle against Evil, Sepia Snake Sigil, +1 level of spellcasting/abilities
Shrink Item, Stinking Cloud, Tongues; 4th 2 1 1 4 Mystic wisdom (3rd level) +1 level of spellcasting/
4 - Improved Invisibility, Minor Creation, abilities
Minor Globe of Invulnerability, Polymorph 5th 2 1 1 4 Mystic wisdom (4th level) +1 level of spellcasting/
abilities
Other, Scrying, Stoneskin; 5 - (cannot cast)
6th 3 2 2 5 Mystic wisdom (5th level), bonus feat +1 level of
Cone of Cold, Hold Monster, Wall of Force; spellcasting/abilities
6 - cannot cast) Globe of Invulnerability, 7th 3 2 2 5 Mystic wisdom (6th level) +1 level of spellcasting/
Legend Lore. abilities
*These feats may be found in the Netbook of 8th 4 2 2 6 Mystic wisdom (7th level) +1 level of spellcasting/
Feats. abilities
9th 4 3 3 6 Mystic wisdom (8th level), bonus feat +1 level of
Ascetic Prestige Class spellcasting/abilities
Author: Tomas Carl Abraham Cramér 10th 5 3 3 7 Mystic wisdom (9th level) +1 level of spellcasting/
The four holy men of the lost city of Halvor were abilities
gathered in the plaza before the temple. The rising Djarv was the first to get caught. Sticky strands of webbing,
sun caught their polished armor and weapons, as thick as a man’s finger but transparent and almost
sending reflections dancing over the broken invisible in the dim lighting. Soon, multi-legged monstrosities
sandstone of the surrounding ruins. This was the the size of ponies threw down more webs, then
climbed down to bite the stuck clergymen.
270 day of retribution, the day when good
would reclaim the lost city and lay low the forces “Spiders! None of our visions or scouts told us there
would be spiders!” “I am bitten! I feel the poison in my veins!” The ascetic’s class skills (and the key ability
“By the holy, we were not prepared for this!” for each skill) are Concentration (Con), Craft
“Calm down brothers; the good will still triumph today.” (Int), Heal (Wis), Knowledge (religion) (Int),
Quiet and calm as always, Hemlich moved among the Listen (Wis), Profession (Wis), Scry (Int,
spiders without provoking them, pausing by each of his exclusiveskill),Spellcraft(Int),and
comrades to pray for their release. With renewed vigor, the
Wilderness lore (Wis). See Chapter 4: Skills
warriors counterattacked the spiders and made short work
of them with their blessed weapons. Finally, Hemlich stood
in Core Rulebook I for skill descriptions.

Classes
over the stuck Djarv. Skill Points at Each Level: 2 + Int modifier.
“Calm, my brother, the poison will not claim you today. I Class Features
have you in my prayers.” All of the following are class features of the
“We did not know, there was no way, how could you asceticprestigeclass.
know, how could you be prepared?” Hit Die: d4
“The wise man is always prepared. If you wish, I will tell
Weapon and Armor Proficiency: The ascetic
you more of it when we are back in safety.”
•••
gains no new weapon or armor proficiencies.
An ascetic strives for unity with the divine throughout He also suffers from arcane spell failure when
his life. The life of a cleric is not enough; asceticism and using the Mystic Wisdom class ability, and the
meditation open up new vistas of divine power to his Aura of Serenity ability is negated if the
yearning soul. Ascetics devote themselves to mystical character wears martial weapons.
exercises that leave them enervated and weak, but full of Class Progression: The ascetic continues to
spiritualenergy. advance in all the special abilities of one
Ascetics range from the secluded priest living in a previous divine spell-caster class, including
monastery to hermits in the wilderness. Some ascetics are spell ability, turning undead, wild shape
fonts of learning, while others are skilled in survival and and all other class abilities. He uses and learns
meditation in solitude. The archetypal ascetic is kind and these abilities as a character of his combined
good, but some hermits have been driven mad by solitude, levels as an ascetic and his previous class.
and some monastics are crazed with lust and dreams of Aura of Serenity (Su): If the ascetic appears
power. No two ascetics are necessarily the same. inoffensive (that is, does not appear as
Ascetics abhor displays of wealth. They prefer the equipped for combat, with armor, shield, and
divine over the mundane. This is not to say they will not weapons others than a dagger or staff),
amass wealth and use it to further a cause, but they will and also bears no warlike intent (as would be
not show it off in worldly ways. Their dress ranges from the case if wearing magical bracers of defense,
ragged to austere, and their equipment always appears powerful magical weapons or weapon-like
modest, even if magical (and thus highly valuable). item, etc.*), he gains an aura of serenity which
Otherwise, ascetics renounce mundane pleasures to acts as if he were at all times protected by a
concentrateonspirituallife. Sanctuary spell. The DC for the Will save is
Only divine spellcasters can become ascetics. Note that 10 + ascetic level + wisdom bonus. This
ecclesiastics should not be able to qualify, as they have no ability can be dispelled or broken (per the
weapons to renounce. Paladins and monks may freely spell description), and takes one minute of
multiclass with the ascetic prestige class. quiet meditation to reestablish. *An ascetic
who wears numerous magical items of a
Requirements powerful sort focused on anything other than
To qualify as an ascetic, the character must fulfill all the
religion or meditation is straying away from
followingcriteria.
the ideals of asceticism. He could loose his
Concentration: 8 ranks
class abilities at the GM’s discretion.
Knowledge (religion): 2 ranks
Mystic Wisdom (Ex): The ascetic may
Spellcasting: Ability to cast 1st level divine spells.
substitute any spell off the divine list for one
Special: The character must have a true desire to turn to
of his prepared spells of a level lower than his
an austere life in the confines of a monastery (or remote
level as an ascetic, and equal to or lower than
cave in the wilderness). This is at the GM’s discretion, but
the spell replaced. When he does so, the
should involve renouncing weapons and armor, discarding
ascetic suffers from chances for arcane spell
valuable possessions, and spending most of the time in
failure if he wears armor. If the character
seclusion and prayer, not adventuring.
Class Skills
wishes to apply metamagic feats to a
spontaneously cast spell, casting time is
271
others gain their blessing later in life. The blessing takes
the form of divine powers granted to them by the gods,
with no need for
prayer or other daily devotions.
Adventures: Blessed typically adventure for a common
reason: to gain fame and fortune, or just for the fun of it.
However, Blessed are often drawn into events by the
unknowable plans of the deity granting their powers. At
Classes

times a god needs an agent who works outside the


organization of the clergy (usually for ethical or political
increased as for a sorcerer (see Core Rulebook
reasons). The Blessed, often unaware he is an agent nor
I, page 78). This ability cannot be used with
even
Domain spells.
that his actions are being steered or observed, will instead
Bonus Feats: Every three levels, the ascetic
besent.
may learn one extra divine or metamagic feat.
Characteristics: The Blessed is a natural channel for
Sample Ascetic NPC divine magic. He has had no training and rarely tries to
Hemlich Dortus was first a cleric who had understand his powers. They just come when he calls,
numerous adventures and gained wealth, glory and
powered by the deity who blessed him for unknown
power. However, he eventually realized he was
neglecting his duties as a priest, and thus drifting reasons. His powers are limited in variety as compared to
away from his god. He entered a remote monastery regular clerics of the god, but the strength of his
to expiate what he saw as a sin, and since then has channeling is
spent his time in prayer and humility, far from the unparalleled. The Blessed is a hardy individual, but
excitation of the adventurer’s life. Hemlich does receives no formal
not regret giving up his combat skills, as his training, either in spellcasting or defending himself. Most
renewed faith and humble bearing protects him of his skills are day-to-day, survival-oriented skills, and he
from most aggressive creatures. has learned to defend himself on his own.
Hemlich: male human Clr5/Ascetic3: CR 8; Alignment: Blessed characters can be of any alignment.
Size M (6 ft., 3 in. tall); HD 5d8+3d4+16; hp Religion: Blessed may or may not be worshippers of their
49; Init +0; Spd 30 ft.; AC 13; Atk +7 melee unknown patron deity. Piety is not required.
(d6+3/x2, quarterstaff); SV Fort +6, Ref +3, Background: There always is a supernatural event at the
Will +6; AL LG; Str 13, Dex 11, Con 14, Int origin of a character becoming a Blessed. It doesn’t have
13, Wis 15, Cha 14. to be major enough to bring down the notice of the
Languages Spoken: Common, Goblin. authorities, but it must definitely be of supernatural
Skills and feats: Concentration +10, origin.
Diplomacy +10, While a Blessed may someday become a cleric, a character
Listen +10, Profession (herbalist) +6, Scry +9, who is already a cleric is rarely chosen as a Blessed.
Spellcraft +6, Spot +5, Wilderness Lore +4; Races: A character of any race could be chosen as a
Alertness, Lightning Reflexes, Still Spell, Blessed. A god may even bless a character of a race that
Two-Weapon Fighting. Spellcasting level: 8th does not normally worship him. For instance, a dwarven
level LG deity once chose a half-orc. This half-orc didn’t know
Cleric Domains: Good, Knowledge. where her powers derived and never paid the dwarven
Cleric Spells Per Day: (6/4+1/4+1/3+1/2+1; deity any attention. She was perfect for a plan the god had
DC 12 + spell level) devised, which no dwarf would suit.
Mystic Wisdom: spontaneously cast level 2 Other Classes: Blessed are usually mistaken for
spells. Aura of Serenity: Save DC 15. sorcerers, and as such fare with other classes much as a
Equipment: Monk’s Outfit, +3 Bracers of sorcerer would. Very rarely do characters come to
armor, Potion: Cure Moderate Wounds, +2 understand thatthe Blessed gains her powers from a divine
Quarterstaff (both ends are enchanted source. At that
separately for use with Two-Weapon Fighting) point it comes down to character interaction.
Blessed Variant Core Class Class
Level BaB Fort Ref Will Special Spells per Day
Author: Matthew Mosher 0123456789
Blessed are characters who have been touched
272 by the gods. Some are blessed at birth, while
1st +0 +0 +0 +2 Blessed Power, Cleric Spell List 0 &
1st Level 2 3 - - - - - - - -
2nd +1 +0 +0 +3 3 3 - - - - - - - -
Weapon and Armor Proficiency: Blessed are
3rd +2 +1 +1 +3 3 4 - - - - - - - - proficient with all simple weapons and the
4th +3 +1 +1 +4 3 4 2 - - - - - - - deity’s favored weapon (if applicable). They
5th +3 +1 +1 +4 Blessed Power, Cleric Spell List 2nd are proficient in light armor and shields. Note
Level 4 4 3 - - - - - - - that armor check penalties for armor heavier
6th +4 +2 +2 +5 4 4 3 2 - - - - - - than leather apply to the skills Balance,
7th +5 +2 +2 +5 4 4 4 3 - - - - - - Climb, Escape Artist, Hide, Jump, Move
8th +6/+1 +2 +2 +6 4 4 4 3 2 - - - - - Silently, Pick Pocket and Tumble. Also, Swim

Classes
9th +6/+1 +3 +3 +6 Blessed Power, Cleric Spell List 3rd
checks suffer a -1 penalty for every 5 pounds
Level 5 4 4 4 3 - - - - -
10th +7/+2 +3 +3 +7 5 4 4 4 3 2 - - - -
of armor and equipment carried.
11th +8/+3 +3 +3 +7 5 4 4 4 4 3 - - - - Spells: A Blessed casts divine spells according
12th +9/+4 +4 +4 +8 5 4 4 4 4 3 2 - - - to his character table. He gains these spells
13th +9/+4 +4 +4 +8 Blessed Power, Cleric Spell List 4th from domain and cleric (or blackguard as
Level 5 4 4 4 4 4 3 - - - appropriate) spell lists. A Blessed is limited to
14th +10/+5 +4 +4 +9 5 4 4 4 4 4 3 2 - - casting a certain number of spells of each level
15th +11/+6/+1 +5 +5 +9 6 4 4 4 4 4 4 3 - - per day, but he need not prepare his spells in
16th +12/+7/+2 +5 +5 +10 6 4 4 4 4 4 4 3 2 - advance. The number of spells he can cast per
17th +12/+7/+2 +5 +5 +10 Blessed Power 6 4 4 4 4 4 4 4 3 -
day is improved by his bonus spells, if any. A
18th +13/+8/+3 +6 +6 +11 6 4 4 4 4 4 4 4 3 2
19th +14/+9/+4 +6 +6 +11 6 4 4 4 4 4 4 4 4 3
Blessed may use a higher-level slot to cast a
20th +15/+10/+5 +6 +6 +12 Blessed Power 6 4 4 4 4 4 4 4 4 3 lower-level spell if he so chooses. The spell is
stilltreatedasitsactuallevel,notthelevelof
GAME RULE INFORMATION the slot used to cast it. To cast a spell, a
Blessed have the following game statistics.
Blessed must have a Wisdom score of at least
Abilities: Wisdom determines how powerful a spell a
10 + the spell’s level. The Difficulty Class for
Blessed can cast, how many spells the Blessed can cast
saving throws against Blessed spells is 10 +
per
the spell’s level + the Blessed’s Wisdom
day, and how hard those spells are to resist. To cast a
modifier. The Blessed knows a limited number
spell,
of spells. He automatically knows all the
a Blessed must have a Wisdom score of 10 + the spell’s
spells from his chosen domains of a spell level
level. A Blessed gets bonus spells based on Wisdom. The
he is able to cast (i.e., at 1st level he knows all
Difficulty Class of a saving throw against a Blessed’s spell
1st level spells of his chosen domains; at 4th
is 10 + the spell’s level + the Blessed’s Wisdom modifier.
level, he knows all 1st and 2nd level spells of
A high Constitution improves a Blessed’s hitpoints.
his chosen domains, etc.). The Blessed starts
Alignment: Blessed can be of any alignment, regardless
the game knowing, in addition, four 0-level
of the deity from which they got their powers. However,
orisons, and one 1st level spell chosen from
very rarely will a Blessed have an alignment opposite to
the cleric spell list. He chooses one additional
that of the deity who blessed him. Normally, a Blessed
spell known every level from the cleric spell
will
list, with the following limitations: From 1st
have an alignment within two steps of his benefactor deity.
to 4th level the Blessed may choose spells of 0
Class Skills to 1st level. From 5th to 8th level the Blessed
Blessed class skills (and the key ability for each skill) may choose 0 to 2nd level spells. From 9th to
are Alchemy (Int), Concentration (Con), Craft (Int), 12th level the Blessed may choose spells from
Diplomacy (Cha), Heal (Wis), Profession (Wis) and 0 to 3rd level. At 13th level and above the
Spellcraft (Int). In addition, the Blessed may choose 2 Blessed may choose spells up to 4th level from
non-exclusive skills as Blessed Class Skills. A Blessed theclericspelllist.AtfirstlevelaBlessed
might also receive additional class skills as a result of selects four domains from the list of his deity.
domain selection. See Chapter 4: Skills in Core Rulebook If the deity has less than four domains, the
Iforskilldescriptions. Blessed instead chooses an additional cleric
Skill Points at First Level: (2+Int Modifier) x 4 spell each level to make up for the domain
Skill Points Each Additional Level: 2+Int Modifier spell. If the deity has more than four domains,
Class Features only four are chosen at first level. Unlike
All of the following are class features of the Blessed. clerics, the Blessed does not automatically
Hit Die: d6. gain the granted power of his domains. 273
The Blessed cannot choose spells from the
cleric spell list with an alignment opposite to or Magic. At 5th-level, when he gains his 2nd Blessed
his own. A Blessed may choose a domain with Power, he may choose the granted power for one of these
spells of an alignment opposed to his; however, two domains, the Turn Undead ability, an additional
he may not cast these spells. A Blessed may opt domain for spells known (unlikely, given he’s already
to take an additional cleric spell each level in sworn off the other two domains of his patron’s 5), or an
place of selecting a domain if that domain additional spell each level chosen from the cleric spell list
contains more than two prohibited spells. If a (choosing 3 cleric spells at each level gain thereafter).
Blessed has selected domains where by they Optional Rule for Independent Blessed. It might be
Classes

have the same spell at the same level in two hard to select one deity with domains with spells a
domains (i.e., Air and Water both have Blessed can cast or with enough domains to make it
Obscuring Mist as the 1st level domain spell.) worthwhile for a character to become a Blessed. Often
a Blessed can choose a spell of one level less GMs may create a god to fill the role of the domains a
than the level of the repeated domain spell as a character might have in mind. However, if this is not an
substitute. (Thus a Blessed with both Air and option, a Blessed could choose to be independent and
Water domains select three domains instead of the normal four. These
would choose a 0-Level spell to substitute the domains would be any of his choosing rather than only
2nd occurrence of the Obscuring Mist spell.) A those supplied by a particular god. This method could
Blessed may not substitute spells that occur at reflect the Blessed being touched by multiple powers
different levels (i.e., one domain may have instead of just one, each imbuing himwith a different
Divine Favor as a 1st level spell, another domain. If this option is chosen, the selected deities
domain has it as a 2nd level). A Blessed need should not be radically different from each other if
not prepare his spells in advance. The number possible (i.e., generally within two alignment steps of each
of spells he can cast per day is improved by his other is acceptable). This method gives a character more
bonus spells, if any. freedom in domain choice but affords one less domain
Blessed Power: At 1st level and every four than a Blessed who has a single patron. If this
levels after 1st, the Blessed gains a Blessed option is used a Blessed may not choose to gain an
Power. The character chooses one of the additional domain as his Blessed Power at 1st level.
following: Sample Blessed: Keylee Tealeaf
• Gain the granted power of one current domain Keylee is an independent blessed who does not know which
• Gain an additional domain (does not gain granted god or goddess has chosen her. Keylee’s player chooses three
power) deities and selects one domain from each of them. She also
• Turn/Rebuke Undead as a cleric of the Blessed’s picks one of the deities’ favored weapons as her bonus weapon
level -2 (cannot take this power at 1st level) proficiency. Keylee is a Halfling and a village healer, popular in
• Gain 1 additional cleric spell known each level her village for her good heart, generosity and friendly demeanor.
Example: A chaotic good Blessed’s patron has Keylee suspects a number of goddesses of nature, healing and
the domains of Law, Death, Knowledge, Magic goodness of being responsible for her abilities and thanks them
and Healing. He most likely will not choose all without worshiping any one
Law because he cannot cast most of the spells over the others.
of that domain. He may also not want to Keylee: Female Halfling Bls 6; small humanoid
choose Death because nearly half of its spells (halfling); hp 26, Init +3, Spd 20 ft, AC 17 (touch 15,
are also Evil. This leaves Knowledge, Magic flatfooted 12); Atk +6 melee (1d6 masterwork Half Spear,
and Healing. Since they have only 3 domains x3) or +5 melee (1d4 dagger, 19-20/x2), ranged +8 (1d4
usable out of the normal 4 the Blessed gains an Sling, x2, 50') or ranged +9 (d4 thrown dagger, 19-20/x2,
additional clerical spell at each level, thus 10'); AL NG; SQ: Size Small, +4 size bonus to Hide rolls,
gaining two cleric spells a level instead of one. +2 Bonus to Listen, Move Silently, Climb and Jump, +1
While taking the cleric spell list limits him to to All Saving throws, +1 bonus to thrown weapons, SV
lower level spells than he would get through a Fort +5, Ref +6, Will +10; Abilities: Str 10 (+0), Dex 17
domain, he at least has the freedom to choose (+3),
what spell he wants. The Blessed takes as his Con 14 (+2), Int 12 (+1), Wis 18 (+4), Cha 13 (+1).
1st-level Blessed Power the granted power for Skills and Feats: Alchemy (+6), Concentration (+5), Craft
his Knowledge domain, gaining all Knowledge (Herbalism) (+7), Diplomacy (+4), Heal (+13), Profession
skills as class skills and casting divination (Apothecary) (+7), Spellcraft (+4), Spot (+5), Knowledge
spells at +1 to his effective caster level. He (Religion) (+4), Skill Focus: Heal, Brew
274 does not get the granted powers for Healing Potion, Leadership. 1st Blessed Power-Healing Granted
Power, 2nd Blessed Power-Additional Domain (Plant) rather they are often the targets of Blood
Possessions: +1 Ring of Protection, Bracers of Armor +2, Knight assassinations.
Masterwork Half Spear, Masterwork healer’s Kit, Requirements
Masterwork Alchemist’s Lab, Potion of Cure Light To qualify to become a Blood Knight, a
Wounds (1d8+1) Qty 6, Potion of Cure Moderate Wounds charactermustfulfillallthefollowingcriteria.
(2d8+3) Alignment: Chaotic Evil
Qty 2, Potion of Delay Poison (3rd-level caster) Qty 1. Race: Any (though very rarely anything other
Keylee also operates a small apothecary and owns but than Human or Half-Orc)

Classes
does not run a small hostel. Religion: Suitable god of Chaos, Destruction
Spells Cast Per Day: 4/5/4/3; base DC = 14 + spell level. and Bloodshed
Domains: Healing, Good, Community & Plant (only gets Base Attack Bonus: +7
granted power from Healing). Intimidate: 4 ranks
0-Level Spells Known: Purify Food and Drink, Create Knowledge (Religion): 3 ranks
Water, Detect Magic, Cure Minor Wounds, Detect Poison Feats: Power Attack, Cleave, Sunder
(acquiredat4thlevel). Special: Must find and kill a lawful good
Cleric Spells Known: Bless (acquired at 1st level), Bless cleric. The cleric must be defeated in single
Water (acquired at 2nd level), Divine Favor (acquired at combat, though not necessarily honorable
3rd level), Protection from Evil (acquired at 4th level), combat. The killing of the cleric is instrumental
Delay Poison (acquired at 5th level), Remove Paralysis to the creation of the knight’s blood armor.
(acquiredat6thlevel). The applicant must also supply a suit of
Keylee has a 5th level Cleric Cohort who pledged his masterwork full plate armor (see description of
life and service to the halfling Blessed upon Keylee saving Blood Armor ability).
his life and that of his newly acquired special mount. As Class Skills
Keylee increases in level she will acquire followers who The class skills of a Blood Knight are very
will likely act as assistants as she expands her hostel into similar to those of Fighters, with some extra
ahospital. skills based on their religious training and
beliefs. The Blood Knight’s class skills (and
Blood Knight Prestige Class key ability for each skill) are Climb (Str),
Author: Matthew Hedges Intimidate (Cha), Jump (Str), Knowledge
Balance Rating: 4.64 (Purp 4.64, Pow 4.57, Port (religion) (Int), Ride (Dex), and Swim (Str).
4.51, Comp 4.64, Rule 4.86) See Chapter 4: Skills in Core Rulebook I for
Blood Knights are elite soldiers dedicated to serving skilldescriptions.
gods of chaos, destruction and bloodshed. Usually they Class
are Level BaB Fort Ref Will Special
found wreaking havoc in battle, leading bandits, killing, 1st 1 2 0 0 Blood Armor
maiming and murdering simply because it pleases them 2nd 2 3 0 0 Protection from Law 1/day
and their patron. Alternatively they may serve as soldiers 3rd 3 3 1 1 Blood Rage 1/day
for cults or sects of their deity, or as the military strength 4th 4 4 1 1 Fighter Feat, Protection from Law 2/day
5th 5 4 1 1 Maiming Strike
of a temple dedicated to their deity. Occasionally they
6th 6 5 2 2 Summon Life from Blood [4 Gnolls]
work alone or in small groups. One favored activity of the 7th 7 5 2 2 Cause Fear, Protection from Law 3/day
Blood Knights, under direction from clerics of their god, 8th 8 6 2 2 Summon Life from Blood [4 Bugbears]
i
s 9th 9 6 3 3 Fighter Feat, Protection from Law 4/day
that of killing lawful good clerics-who are thoroughly 10th 10 7 3 3 Summon Life from Blood [2 Ogres],
despised by their patron deity. They form small groups of Blood Rage 2/day
murderous fighters, bandits, rogues and assassins and go Skill points at each level: 2 + Int modifier.
on a killing spree in civilized areas. Causing fear among Class Features
the general population is one of their main aims. The more All of the following are class features of the
gruesome the carnage they leave in their wake, the better. Blood Knight prestige class.
Evil fighters are most commonly Blood Knights. However, Hit Die: d10
clerics, rangers and barbarians are also appropriate. Weapon and Armor Proficiency: Blood
Rogues and Bards rarely find this group appealing, while Knights are proficient with all simple and
druids, sorcerers and wizards are unheard of as Blood martial weapons, all armors and shields. Note
Knights. Paladins are never found as Blood Knights; that armor check penalties for armor heavier
275
than leather apply to the skills Balance, Climb, Maiming Strike: Once per day the Blood Knight may
Escape Artist, Hide, Jump, Move Silently, Pick inflict a maiming strike with his main weapon. It must be
Pocket and Tumble. declared before the attack roll is made. On a successful
Blood Armor: After meeting the pre-requisites hit, the target must make a Fortitude saving throw against
for this class, the Blood Knight participates in a DC 10 + damage inflicted by the attack. If the saving
special ceremony, conducted by a cleric of his throw fails, the target receives a -2 penalty to Strength and
god of at least 8th level. The Blood Knight Dexterity scores for one whole day. Strikes from different
candidate must provide a suit of masterwork Blood Knights on the same victim are cumulative. This is
Classes

full plate armor. During the ceremony, the blood anextraordinaryability.


from the deceased lawful good cleric (slain by Summon Life from Blood: Whenever a blood knight is
the Blood Knight) is poured over the armor and wounded for 15 hit points or more (in one blow-cannot be
given divine blessing by the presiding cleric. At self-inflicted) by a piercing or slashing weapon, he may
the end of the ceremony, the suit of armor is elect to summon monsters to his aid. This is a standard
imbued with a magical bonus based on the level action that provokes an attack of opportunity. The type of
of the slain cleric. This armor is an absolutely creature summoned is determined by the level of the blood
sacred possession and aTable 1: Blood Armor knight (indicated in brackets in the class table).
Bonus Summoned monsters fight at the blood knight’s discretion
Level of Cleric Slain Armor Bonus until dead or until a number of rounds equal to the blood
1 - 6 +1 knight’s level (not total character level) has elapsed. They
7 - 12 +2 appear the round after the wound was inflicted in an
13 - 18 +3 unoccupied location closest to the blood knight. This is a
19+ +4 supernaturalability.
Cause Fear: The blood knight can cause fear as per the
Blood Knight would rather die than loose it. spell Fear, once per day, cast as a sorcerer of the blood
None of his special powers function when he is knight’s level. See Core Rulebook I for a description of
not wearing this armor. The Blood Knight can, thespell.Thisisaspelllikeability.
at any time, attempt to acquire better armor by
killing a higher-level cleric. The armor radiates
a strong aura of evil and despair, and any
opponent within a ten-foot-radius has a morale
penalty to saving throws vs fear effects equal to
the bonus of the armor.
Protection from Law: This ability is as per the
spell of the same name (cast as a cleric of the
same level as Blood Knight). See Core
Rulebook I for details on the spell. This is a
spell-likeability.
Blood Rage: The Blood Knight can induce a
blood rage upon himself, giving him +4 Str, +4
Con and Damage Reduction 2/-. The rage lasts
for a number of rounds equal to the Blood
Knight’slevel(nottotalcharacterlevel).If
the Blood Knight fails to spill any blood by the
end of the rage, he suffers the anger of his deity
in the form of a loss of ten hit points. A blood
rage can be induced once per day, only after
being wounded for five hit points or more
(this can be self-inflicted). This increases to
twice per day at 10th level. This extraordinary Sample Blood Knight
ability does not stack with any other form of Kor Bloodfist is a half-orc barbarian/blood knight.
rage. Kor Bloodfist: Male half-orc Barbarian 8/Blood Knight 7,
Fighter Feat: Choose any one fighter feat listed medium humanoid, hp 174, Init +6, Spd 60, AC 28 (touch
15, flat-footed 26); Atk +25/20/15 melee (d10+10
276 in Core Rulebook I, p37.
crit 17-20/x2 Bastard Sword +3, wounding) or +20 ranged
(d8+7 Mighty (+4 Str) Composite Longbow +3, Chaotic those who have killed on the frontlines of wars.
(+2d6 dmg vs Lawfuls)); AL CE; SQ Darkvision 60'; SV He has to outhide and out-con the daring rogue
Fort +14, Ref +6, Will +3; Abilities: Str 25 (+7), Dex 14 who made it past all of the king’s guards. He
(+2), Con 16 (+3), Int 10 (+0), Wis 9 (-1), Cha 10 (+0). must withstand the wizard’s mindcontrolling
Skills and Feats: Climb 14, Intimidate 12, Intuit Direction spells to bring her into custody.
5, Jump 23, Knowledge Religion 4, Listen 3, Ride 12, Requirements
Wilderness Lore 5. Power Attack, Cleave, Sunder, Exotic To qualify to become a Bounty Hunter, a

Classes
Weapon: Bastard Sword, Power Lunge, Great Cleave, charactermustfulfillallthefollowingcriteria.
Improved Initiative. Barbarian Rage 3/day, Uncanny Base Attack Bonus: +6
Dodge (Dex bonus to AC, Cannot be Flanked-cannot be Intimidate: 8 ranks
used in Blood Armor), Blood Armor, Protection from Law Gather Information: 4 ranks
3/day, Blood Rage 1/day, Maiming Strike, Summon Life Feats: Alertness, Track
from Blood [4 Gnolls], Cause Fear. Class Skills
Possessions: Bastard Sword +3 Wounding, Full Plate The Bounty Hunter’s class skills (and the key
+3, Mighty Composite Longbow (+4 Str, Chaotic) +3, ability for each skill) are Bluff (Cha), Climb
Ring of Protection +3, Amulet of Natural Armor +2, Belt (Str), Craft (Traps) (Int), Escape Artist (Dex),
of Giant Strength +4, Boots of Striding and Springing, Gather Information (Cha), Hide (Dex), Innuendo
Gloves of Dexterity +4, Scarab of Keen Edges. (Wis), Intimidate (Cha), Jump (Str),
Knowledge (Geography) (Int), Listen (Wis),
Bounty Hunter Prestige Class Move Silently (Dex), Search (Int), Sense Motive
Author: Ian Cheesman (Wis), Speak Language, Spot (Wis), Swim (Str),
Wanted … dead or alive. This is the clarion call for Use Rope (Dex), Wilderness
bounty hunters across the land. Hundreds of bandits, Lore (Wis). See Chapter 4: Skills in Core
criminals and desperate men, women, and creatures every Rulebook I for skill descriptions.
day do something to earn a price levied on their heads. Skill Points at Each Level: 6+Int modifier.
The Bounty Hunter is a breed apart, rising for the most Class Features
part from the ranks of fighters and rogues. This tough,
All of the following are class features of the
streetwise individual works alone, except for occasionally
Bounty Hunter prestige class.
using others to achieve his goals. Rarely, he will band
Hit Die: d10.
together with other bounty hunters to chase down
Weapon and Armor Proficiency: Bounty
particularly dangerous targets. Usually the Bounty Hunter
Hunters are proficient in all simple and martial
learns his skills on his own, often starting with the first
weapons, as well as whip and net. They are
job he performs for a friend. It starts when he helps a
proficient with light and medium armors.
friend on a quest, and gains a share of the reward.
Intimidation: Bounty Hunters are masters at
Someone else hears about his skills, and before he knows
gaining a psychological edge over their targets. At
it, the hunt is his life. Occasionally, though, a Bounty
the beginning of combat, the bounty hunter may
Hunter will take on a trainee, teaching the arts of bounty
take a standard action to attempt to intimidate
hunting. This is rare and dangerous, though, as it means
one opponent. This is the same as
more competition for expensive quarry, as well as the Class
possibility of betrayal. Thus, trainees are carefully chosen, LevelBaB Fort Ref Will Special
and usually only at the end of a bounty hunter’s career. 1st +1 +2 +2 +0 Intimidation (-1), Subdual at +2 to hit
The Bounty Hunter operates on the edge of society. 2nd +2 +3 +3 +1 1st Favored Quarry, Strengthen Bonds
While he performs a useful function for society, he is 3rd +3 +3 +3 +1 Stout Heart (+1) , Subdual +1d4
feared rather than respected for it. The average person is damage
frightened by the presence of this ruthless killer, and is 4th +4 +4 +4 +1 Intimidation (-2), Subdual at +4 to hit
often reluctant to share information, afraid that anything 5th +5 +4 +4 +2 2nd Favored Quarry, Improved Disarm
6th +6 +5 +5 +2 Stout Heart (+2), Subdual +2d4
he says might get him killed. Agents of the law see the
damage
bounty hunter as a mercenary who gets the job done only 7th +7 +5 +5 +2 Intimidation (-3), Subdual at +6 to hit
because he is not bound by laws or concern for the 8th +8 +6 +6 +3 3rd Favored Quarry, Improved Trip
community. As a professional, the bounty hunter never 9th +9 +6 +6 +3 Stout Heart (+3), Subdual +3d4
expects gratitude for bringing in his target, just the damage
bounty. The Bounty Hunter is tough, sneaky, and strong 10th +10 +7 +7 +3 Intimidation (-4), Subdual at +8 to
headed. He must be strong enough to survive battles with hit 277
making an Intimidate check, but the Bounty checks against bonds the Bounty Hunter has
Hunter adds his class levels to the check. created or used.
If the opponent is a non-humanoid, he gains a Stout Heart: His line of work makes the bounty hunter
+5 to his saving throw. If the Intimidation particularly fearless. At 3rd level, he adds a +1 morale
check succeeds, the intimidated opponent bonus to all saving throws against fear. This goes up to +2
suffers a –1 morale penalty to AC, attack, at 6th, and +3 at 9th. This bonus stacks with any other
damage, and saving throw rolls vs the bounty applicable bonus, including that given by Favored Quarry.
hunter for the duration of the combat. This Improved Disarm: The Bounty Hunter is adept at
Classes

penalty goes up to –2 at 4th level, –3 at 7th disarming his foes, as this helps in bringing them back
level, and –4 at 10th level. alive. He gains Improved Disarm as a bonus feat at 5th
Subdual: Bounty Hunters normally get more level even if he doesn’t have the prerequisite intelligence
money for a live captive, allowing the person score or the Expertise feat.
who hired him to torture, question, or have the Improved Trip: The Bounty Hunter become adept at
joy of killing the target himself. This requires tripping his foes, as this makes them easier to take alive.
subdual damage rather than normal damage; He gains Improved Trip as a bonus feat at 8th level even if
thus, they become very adapt at dealing out he doesn’t have the prerequisite intelligence score or the
subdual damage. At 1st level the bounty hunter Expertisefeat.
gains a +2 to hit on subdual damage attacks. Sample Bounty Hunter
This helps to offset the penalty normally Sniveralianorimt is a worker for the Duke. Not many people
associated with subdual attacks, but also know about him and his connections with the duke. He
rewards those who use weapons or attacks has his own home near the great woods, and spends much
(such as unarmed) that have no penalty when of his time doing whatever he wants. His income comes
being used for subdual. This bonus increases from a hollow in the ground that is filled with good coins
each week. The hollow is covered by a rock and hidden in
by +2 every three levels. The Bounty Hunter
the woods. Only two people know where it is located:
also gradually becomes better at using his tools Sniveralianorimt and the ranger that fills it.
for knocking his prey unconscious. At 3rd About once a month, there is a note placed with the
level, the Bounty Hunter does +1d4 damage pouch of money. On that note is written a single name, and
when dealing subdual damage. This increases to perhaps another few words stating a reason. Sniveralianorimt
+2d4 at 6th level, and +3d4 at 9th level. has a job.
Favored Quarry: At 2nd level the bounty Sniveralianorimt: Gnome Rog4/Rgr4/Bounty Hunter 4;
hunter may select a character class (fighters, Small Humanoid, hp 69, Init +5 (Dex), Spd 20, AC 22
barbarians, rogues, etc.) or a race (dwarf, (touch 15, flat-footed 18); Attack +19/+14/+9 ranged (net
human, elf, orc, etc.) as a favored quarry +2) or +20/+15/+10 ranged (d4+4, 19-20/x2, 10’, dagger
(usually based on his previous adventuring +2) or +20/+15/+10 melee (d4+4, 19-20/x2, dagger +2) or
experiences). Due to intensive study of his +14/+9/+4 melee (d8+3, 19-20/x2, longsword in 2 hands);
favored quarry and training in the proper AL N; SV Fort +10, Reflex +14, Will +2; Str: 14 (+2),
techniques for locating/capturing them, the Dex: 21 (+5), Con: 12 (+1), Int: 13 (+1), Wis: 9 (-1), Cha:
bounty hunter gains a +1 bonus to Bluff, 12 (+1)
Gather Information, Intimidate, Listen, Search, Languages: Gnomish, Common, Ignan
Sense Motive, Spot, and Wilderness Lore Racial Traits: Low-light vision, +2 vs illusions, +1 to
skills. Likewise, he gets a +1 dodge attack vs kobolds and goblinoids, +4 dodge vs giants; +2
bonus to his AC and toward saving throws Alchemy, Listen & Hide; Cast Dancing Lights, Ghost
against magical attacks by beings of his favored Sound and Prestidigitation each 1/day, 20% chance spell
type. At 5th level and 8th level the bounty failure,as1stlevelcaster.
hunter may select a new class/race and the Class Features: Sneak Attack +2d6, Evasion, Uncanny
bonus associated with every previously selected Dodge (Dex bonus to AC), Track, 1st Favored Enemy
favored quarry goes up by one. If the Bounty (Goblins), Intimidation (+4/-2), Subdual at +4 hit/+1d4
Hunter has the Favored Enemy ability for the damage, 1st Favored Quarry (Goblins), Strengthen Bonds,
same creature, the bonuses stack. Stout Heart (+1).
Strengthen Bonds: By understanding how Skills (ranks+mod+special (race, class, feat)): Alchemy
criminals are likely to try to escape, the Bounty +3 (+0+1+2), Craft – Traps +12 (+11+1), Escape Artist
Hunter knows how to increase the difficulty of +15 (+11+5–1), Gather Information +13 (+12+1), Hide
278 those escapes. He adds his class level to the DC +19 (+11+5+4–1), Intimidate +16 (+13+1+2), Listen +16
of all open locks, use rope, and escape artist to (+13–1+4), Move Silently +16 (+12+5–1), Search +9
(+8+1), Spot +7 (+8–1+2), Wilderness Lore +11 (+12–1). “Wait … there’s more.”
Feats: Track, Alertness, Skill Focus (Intimidate), “Lord Teslen’s son was kidnapped three weeks ago.
Weapon Finesse (dagger), Weapon Focus (dagger). Our investigators have concluded that the kidnappers
Possessions: Net +2, dagger +2 x8, Chain Shirt +3 took their captive through Ruby Caverns and
underground, disguised as a trade expedition. We
(armor check penalty –1 on Escape Artist, Hide and Move
have received word that he is to be sacrificed to the
Silently), masterwork manacles, masterwork locks, Spider Queen. Who among you will take up this
reinforced rope. quest?” “If the drow indeed have the boy, he is lost.”

Classes
Livia stared at the speaker until his name came to her.
Caverner Prestige Class Darnall Farstride, the Caverner who had made the
Author: Rebecca Glenn underground trek to the ice-locked lands of the far
A Small Gathering north and returned to tell the tale. He mapped out the
Echoes from the gathering crowd filled the cavern and entire route and now the original sketches hung in a
made them seem more than their small number. Livia frame in the front office of the Guild. Famous for his
stumbled in the dark and caught herself, looking around explorations, Darnall was a favorite son of the guild.
quickly to see if anyone had noticed. Only recently initiated When he spoke, many nodded their agreement,
into the ranks of the Caverners, she did not yet have their and Livia felt her stomach go sour as she realized no
gift of Darkvision. Nor was there enough light for her to see one would accept the challenge.
more than a few feet. Harlan smiled and took her hand, “Have you forgotten what it is to be Caverners?”
guiding her over the remaining steps to the seats of the Stunned, Livia realized it was her voice lashing the
amphitheater carved into the cavern bowl. cavern with scorn. She had stood up and shouted
Listening intently in the darkness, Livia could hear movement loudly, and now all heads were turning her way.
all around her as guildmembers took their places. Seated beside her, Harlon put his face in his hands
She’d never seen more than a few together at once, but and groaned, but he did not rise to back her. Livia’s
these gatherings were held every year. Her fellow Caverners face turned red as she realized what she’d done, but
preferred to work alone, often going off to wander the she could not turn back. “We have one to take the
paths of the Underdark for weeks at a time, with no human challenge. Any others?” “Rank Priviledge.” Livia’s
contact. Harlan, her mentor and the one who had initiated knees nearly gave way with relief and she looked to
her into the guild after rescuing her adventuring group from see the other volunteer. Whispers filled the cavern,
their doomed expedition, was an exception and could often echoing softly around her like a rippling breeze, as
be found buying a round down at Axel’s Alehouse. the guildmembers identified the speaker. He stood off
Once each year they gathered here, in the cavern that at the edge of the crowd, an unassuming figure with
gave Ruby Caverns its name. Here was their guild his ever-present pack and dark cloak. He looked
founded, and here they renewed the ties that bound them packed and ready to start off right then. He caught
together. Adventures were recounted, new discoveries Livia’s eye and winked, then nodded to the crowd.
were revealed, news was spread, and challenges were “Aye, folks. Darin Rockhound will find yer man.”
issued.
Light blossomed in the center of the cavern and soon the
whole place radiated. There was a disturbed mumbling
from those assembled. Most of them did not need the light.
Livia was the only neophyte present. She gazed around in
horrified fascination at the blood-red walls of the cavern.
The legends said that the Pirate Captain Org, founder of
Ruby Caverns, used to paint the walls of this great cave
with the blood of those who betrayed him. The bloody layers
were inches deep, some said.
“We have a challenge issued!” The Guildmaster shouted
his announcement and the cavern rang with echoes of his
voice. The gathered Caverners were stunned into silence.
This was not the way they did things. Where were the stories?
What news of the far reaches of the Underdark? Who
had died over the year and who was missing? Challenges
could wait until the end.
A stranger stepped forward, bowed in by the Guildmaster,
and spoke in ringing tones. “Lord Teslen of Storm Point
offers a reward of 50,000 gold pieces to the party that rescues
his son and only heir from his captors.”
Whispers stirred the crowd and Livia turned to Harlan,
eyes wide with excitement. He sternly shook his head. 279
The Caverner’s Guild is a select group of a Caverner are set in the Underdark, or a campaign-
adventurous (some say insane) spelunkers who equivalent underground area. Some ideas include: • The
rescue those lost in the labyrinthine tunnels of the adventuring party is lost underground and has little chance of
underground. Their fascination (some say returning to the surface. A friend hires a Caverner to find
obsession) with the underground only grows as them and bring them back. • The Caverner is being shadowed as
they spend more and more time underground. he travels along the darkened paths of the underground. Few if
Some say the Underdark embraces the members of any creatures could successfully avoid his detection skills, so
this guild, making them its own. It began in Ruby what is it? (This could be a way of introducing a Rock Ghost
Classes

Caverns, where the surface world meets the NPC) • An expedition to unlock the mysteries of the
underground in a series of large caverns and underground is formed, and a Caverner is hired to guide the
networked tunnels. Natives of the city, descended group along safer paths.
from adventurers and pirates who founded it Requirements
centuries ago, dared each other to delve deeper into To qualify to become a Caverner, a character must fulfill
the tunnels beyond the inhabited caverns. Each
allthefollowingcriteria.
expedition would head out full of boasts,
determined to break all previous records and Climb: 8 ranks
discover new caverns, new wonders, new terrors to Use Rope: 8 ranks
astound and impress. Those who survived knew Intuit Direction: 5 ranks
better than to try again, but always there were more, Feats: Skill Focus (Climb)
always there were new candidates, ready to face Special: The Caverner must either go through an initiation
anything to find the riches and adventures awaiting rite or have been through something similar in the
them in the vast underground. And when they knowledge of the Caverner’s Guild. Rite: Get lost in the
don’t return, the Caverners go in to find them and caverns or find someone lost.
bring them back. Someone has to do it. Since the
original founding of the guild in Ruby Caverns, its Class Skills
ranks have swelled and spread out to other places in The Caverner’s class skills (and the key ability for each
the world where the surface meets the dark promise skill) are Climb (Str), Escape Artist (Dex), Hide (Dex),
of the underground. Guild membership is open to Intuit Direction (Wis), Jump (Str), Knowledge
all races and all classes once the requirements are (Underdark)
met. Initiation rites vary from place to place, but (Int), Listen (Wis), Move Silently (Dex), Search (Int),
usually involve some kind of trek into the Spot (Wis), Use Rope (Dex), and Wilderness Lore (Wis).
underground. In Ruby Caverns they prefer the
See Chapter 4: Skills in Core Rulebook I for skill
traditional rescue of some lost explorer or
expedition, or being rescued.
descriptions.
Caverner frequency: Caverners are typically Skill Points at Each Level: 6 + Int modifier.
Class
found only in areas adjacent to the
Level BaB Fort Ref Will Special
underground, or actually underground. In these 1 0 0 2 0 Deep Breath, Signaling, Contortion (+2)
areas they are nearly as common as Rangers in 2 1 0 3 0 Darkvision, Animal Companion
wilderness areas of the surface world. 3 2 1 3 1 Bonus Language, Underground Camouflage, Friend
Caverner trade: NPC Caverners often hire 4 3 1 4 1 Contortion (+3), Track
out as guides in the underground. More often, 5 3 1 4 1 Detect Gas
however, they are hired to rescue lost 6 4 2 5 2 Bonus Language, Friend
expeditions. 7 5 2 5 2 Cavesense, Contortion (+4)
Caverner relations: Caverners have a strong 8 6 2 6 2 Blind Fighting
9 6 3 6 3 Bonus Language, Friend
respect for the hazards of the underground, and
10 7 3 7 3 Contortion (+5), Tremorsense
a corresponding respect for the races that make
Class Features
this dangerous place their home. They get
All of the following are class features of the Caverner
along with just about anyone who pulls
prestigeclass.
their own weight, but have little patience with
Hit Die: d6
tenderfoots who go unprepared into the
Weapon and Armor: The Caverner is proficient in
underground. Caverners can be likened to
Simple and Martial weapons he can wield in one hand
frontiersmen, trappers, guides and mountain
(i.e., if the character is size medium, this means medium,
men of the old west. They often life alone,
small and tiny weapons; if the character is size small, this
know a lot about the territory, and have rough
means small and tiny weapons). In addition, they get
socialskills.
proficiency in the Hand Crossbow. Caverners are
280 Adventure hooks: Most adventures involving
proficient only in light armors and no shields.
Deep Breath (EX): A Caverner can hold his breath for Detect Gas (EX): The Caverner can detect
1 extra round per class level. Also, his disciplined gases underground, helping him to avoid one
breathing means he uses up air in a sealed area as a of the many dangers of the underground. On a
creature of 1 size category smaller. See page 88 of Core successful Wilderness Lore roll he discerns the
Rulebook II for more information on Suffocation. odor/current/telltalesigns.
Signaling (EX): The Caverner organization has long Cavesense (EX): Caverners have an innate
and convoluted communication lines underground. Any sense of the rock around them. They sometimes

Classes
caverner within 10 miles per class level of a caverner base hear rockfalls before they happen. As such they
can communicate using a secret code of taps and pauses. take only ½ damage from caveins, none if they
So long as he has a metal object and stone to rap it make their reflex save (this functions as
against, the Caverner may attempt to communicate with Improved Evasion, but only in this setting).
his fellows using their complex signaling language. The They are only pinned if they fail a save. If in
actual roll is Innuendo. the slide zone of a cave-in, they take half or no
Contortion (EX): Caverners often have to squeeze damage and are in no danger of being pinned.
through very narrow passages. They are considered one A pinned Caverner can make a DEX or STR
size category smaller when squeezing through tight check (player choice) to work free (DC 25).
underground locations. At 1st level they get a +2 to all See page 114 of Core Rulebook II for
Escape Artist rolls. This increases to +3 at 4th level, +4 at information on Cave-Ins and Collapses. Also,
7th level and +5 at 10th level. Caverners may use the Search ability like a
Darkvision (EX): The Caverner gains 60' Darkvision Rogue to find traps and unsafe areas
(60 feet) as an extraordinary ability. If the Caverner underground.
already has Darkvision naturally (i.e., not from a magic Blind Fighting: The Caverner gains the Feat
item or spell), the range stacks. Blind Fighting for free.
Animal Companion: The Caverner gains an animal Tremorsense (EX): At 10th level, the
companion of 2 HD or less. This is a trained pet provided Caverner has grown so attuned to the
by the guild. The caverner may have more than one such underground environment that he is sensitive
pet, but their combined HD must add up to no more than 2 to movement on the ground around him. He
HD. The animals are always of a subterranean species and automatically detects all creatures in contact
know 1-3 tricks useful to the Caverner. Included here is a with the ground within 40' of him. If anything
sampling of appropriate creatures that may be found in the blocks a straight path (like a gap of air, or
Monster Manual. whatever) the 40' range is used to determine a
Bat Badger Snake, Medium Viper shortest-possible route around the obstacle.
Rat Lizard Snake, Small Viper This extraordinary ability makes surprise
Rat, Dire Snake, Tiny Viper nearly impossible.
Sample Caverner
Bonus Languages: The Caverner may choose any Darin Rockhound is a Fighter/Rogue/Caverner who
language spoken by races of the underground has become something of a legend in those
communities. communities who keep aware of goings-on
Underground Camouflage (EX): While underground, underground. His heroic exploits rescuing lost
the Caverner gains his class level as a competency bonus expeditions from Drow, Mind Flayers and
to Hide and Move Silently rolls. Kuo-Toa are recounted by bards of the deep and
the surface world.
Friend: The Caverner gains a friend in the underground.
Darin Rockhound: Male human Fighter 2/
The GM must choose a likely friend who will aid
Rogue 4/ Caverner 5, medium humanoid, hp
the character wherever possible, even to his own death
55, Init +9, Spd 30, AC 21 (touch 16, flat-
(the friend is not replaced). Should the character ever take
footed 21); Atk +16/+11 melee (d6+2/
the Leadership feat, friends do not count towards his limit
18-20 x2 rapier +2) or +16/+11 ranged (d8+2/
of cohorts or followers. The friend is an intelligent
19-20x2 Light x-bow +1, Bolts +1); AL CN;
creature (INT 3 or greater) native to the underground
SV Fort +5, Ref +13,Will +2; Abilities: Str 11
realms. This will be someone the character encounters
(+0), Dex 20 (+5), Con 12 (+1),
whom he instantly feels trustworthy. This could be a
Int 13 (+1), Wis 10 (+0), Cha 15 (+2).
Mineleader in a Svirfneblin community or a renegade
Skills and Feats: Climb +16, Craft Rope +5,
Duergar living as a hermit.
Track: The Caverner gains the Track feat for free.
Escape Artist +9, Hide +12, Intuit Direction 281
+6, Jump +9, Knowledge (Underdark) +5,
Listen +6, Move Silently +14, Ride +10, considered the world center of Artifice. Classes are taught
Search +5, Speak Undercommon (Bonus year-round on ways to improve the creation of magic
Language), Spot +6, Swim +11, Use Rope items, minor and major.
+19, Wilderness Lore +6. Skill Focus: Climb, In the City of Mages, ideas are encouraged and the
Improved Initiative, Dodge, Weapon Finesse: means to put those ideas into practice are available. The
Rapier, Alertness, Expertise, Mobility. Sneak city is holds a virtual assembly line of mundane and
Attack +2d6, Evasion, Uncanny Dodge (AC), magical
Deep Breath, Signaling (50 miles), Contortion craftsmen. Here students are taught to use their most
Classes

+3, Darkvision 60', Animal Companion, powerful tool-imagination. Imaginations harnessed over
Underground Camouflage, Friend, Detect centuries have produced artificing tools and machinery to
Poison Gas. make items faster, more easily and at less cost.
Possessions: Studded Leather +2, Gloves of In the City of Mages, Artifice is both Art and Science.
Dexterity +2, Heward’s Handy Haversack, Secrets spawned by the ages are available for those who
Ring of Protection +1, Rapier +2, Ring of study. A dedicated Artificer can reasonably hope to
Sustenance, Circlet of Blasting (Minor), acquire only a fraction of this knowledge in a lifetime. But
Cloak of Arachnida, Figurine of Wondrous it is here, waiting for those with the patience,
Power (Onyx Dog), Rope of Climbing, Light perseverance,
Crossbow +1, Bolts +1 (50), Potions: Blur, and dedication to unearth it.
Bull’s Strength, Cat’s Grace x2, Cure Light Requirements
Wounds x4, Cure Moderate Wounds x2, Cure To qualify to become a City of Mages Artificer, a character
Serious Wounds, Gaseous Form, Hiding x3, mustfulfillallthefollowingcriteria.
Invisibility x2, Jump x2, Lesser Restoration Feats: Two Item Creation Feats
x2, Neutralize Poison x2, Nondetection, Spellcasting: Ability to Cast 2nd Level Spells (Divine
Remove Disease, Sneaking x3, Vision x3. or Arcane)
Animal Companions: Bat (3): All four bats are Craft: 12 ranks in up to 3 different Crafts
trained like carrier pigeons. Two are trained to Spellcraft or Knowledge (Arcana): 8 ranks
return to Darin’s home base at Ruby Caverns. Class Skills
One is trained to return to the Svirfneblin city The Artificer’s class skills (and the key ability for each
where his friend Billendun lives. skill) are Appraise (Int), Spellcraft (Int), Knowledge (All)
Dire Rat (1): Ben is trained to Fetch and Seek. (Int),Craft-All(Int),Profession-All(Wis),
Friend: Darin’s friend is Billendun, a Concentration
Svirfneblin merchant who lives in a large (Int), Alchemy (Int), and Use Magical Device (Cha).
Svirfneblin city about 100 miles from Ruby See Chapter 4: Skills in Core Rulebook I for skill
Caverns. Billendun travels a great deal, selling descriptions.
his wares in far-flung underground Skill Points at Each Level: 4 + Int modifier.
communities. He even has agents within two Class Features
Drow cities. The two met while Billendun was All of the following are class features of the City of
on one such expedition and each sensed a Mages Artificer prestige class.
kindred soul in the other. Billendun hears a The Artificer must create at least his current character
lot of gossip in his work and often helps Darin level x500gp worth of Magic items before advancing a
find surface dwellers lost in the vast tunnels of levelasanArtificer.
the underground. Hit Dice: d4.
City of Mages Artificer Prestige Weapons and Armor Proficiency: An Artificer gains
no additional weapon or armor proficiencies.
Class Artificer Research: The Artificer gains additional
Author: Matthew Mosher spells known (not spells per day) at each level. Casters
Upon a massive floating island resides what with a limited number of spells known, such as Sorcerers,
has been described as the City of Mages, or gain 1 spell known each level. The new spell must be of a
Artificers’ Hall. Upon this massive airborne level the Artificer is able to cast, but no greater than their
plateau over half the resident population Artificer level. Wizards and spellcasters restricted to spell
is spellcasters in one form or another. While books continue to gain automatic spells as normal. Clerics
the vast majority of these spellcasters are weak
282 in personal power, this single city is skills:
and similar casters not limited to spells known gain no
new spells in this way. Instead, such casters gain Skill
Focus as a bonus feat in one of the following; Knowledge Multiple crafting may only be acquired once.
(Arcana), Spellcraft or an appropriate Craft skill. This Prolonged Crafting: By spreading out his
Skill Focus feat is a one-time only benefit; it is effort over more days, the Artificer may spend
not gained at each level. less time per day working on an individual
Artificer Talents: Talents are gained at each level, as item. He need only spend 4 hours a day on a
per the character table. Artificers may use feats acquired single item, instead of the usual 8. The total
from normal character advancement to acquire Artificer amount of time spend on the item remains the
Talents. same, so this effectively doubles the number of

Classes
Improved Spell Knowledge: An artificer is especially daysrequiredforcrafting.Theartificerstill
gifted in knowing a wide area of spells with which to must cast all applicable spells once per day as
enchant magic items. Each time an Artificer with normal. Combined with Multiple Crafting,
Improved Spell Knowledge gains level as an Artificer, he this ability allows the Artificer to work on as
gains two additional spells known for free. These spells many as four different magic items at once.
may be scribed into the character’s spellbook (if he has This ability may not be used with the Brew
one) for free, as with normally-gained new spells. The Potion feat. Prolonged Crafting may be
level of these new spells known may not exceed his level acquired a maximum of two times.
as an Artificer, and must be of a level he may cast. Active Artificer: The artificer may participate
Improved Spell Knowledge may only be acquired once. in more strenuous activities while
manufacturing magic items, such as research,
Level BaB Fort RefWill Special light traveling (walk speed or riding), and
1st +0 +0 +0 +2 Artificer Research, New Artificer Talent spellcasting. Spells not being cast as part of
2nd +1 +0 +0 +3 New Artificer Talent crafting a magic item require a concentration
3rd +1 +1 +1 +3 New Artificer Talent
check at DC 15 +1 for each cumulative spell so
4th +2 +1 +1 +4 New Artificer Talent
5th +2 +1 +1 +4 New Artificer Talent
cast. Likewise, each hour of research or non-
6th +3 +2 +2 +5 New Artificer Talent strenuous travel, he must make a Concentration
7th +3 +2 +2 +5 New Artificer Talent check at DC 15. The Enchantment Stasis talent
8th +4 +2 +2 +6 New Artificer Talent reduces the DC for these concentration checks
9th +4 +3 +3 +6 New Artificer Talent by 3. Failure of any concentration check
10th +5 +3 +3 +7 New Artificer Talent results in the magic item being ruined. Active
Crafting Prowess: An artificer is dedicated to the crafting Artificer may only be acquired once.
of magic items and thus knows how to make the best Enchantment Stasis: The artificer is able to
use of his powers. As a result, Artificer class levels count interrupt the crafting of an item, in effect
as double for the purpose of determining spellcaster level putting it on hold, to change projects or
when crafting magic items and acquiring item creation participate in more strenuous activities.
feats. As an example, a 3rd-level Wizard/2nd-level The artificer may have one item in
Artificer can craft items requiring caster level 7 (3 [wizard] Enchantment Stasis, plus one for every two
+ 4 [2nd Level artificer x 2] = 7). Crafting Prowess may levelsofartificer(a4th-levelArtificer
only be acquired once. could have up to three items in Enchantment
Longer Crafting Day: The Artificer is a focused, single- Stasis at one time). The Artificer must make a
minded individual, able to spend 16 hours per day Knowledge (Arcana) check when placing an
working on magic item creation, instead of the normal 8. item into Stasis, with DC 1/1000th of the
This allows him to manufacture magic items in half the market price of the item. If this check fails, the
calculated number of days. The Artificer must, however, artificer cannot place the item into stasis that
be able to cast all required spells twice as often. This day and may not try again until the next day.
ability may not be used with the feat Brew Potion. Longer When the Artificer wishes to take the item out
Crafting Day may only be acquired once. of stasis, he must make a Spellcraft check at
Multiple Crafting: An artificer can craft more than one the same DC, +2 for each week the item was in
item at a time. The amount of time each item takes to be stasis (+1 if less than one week). If this check
crafted remains unchanged. (This usually limits the fails, the item is ruined and he must begin the
artificer to making only two items at a time as item creation process again. Anyone other than the
creation requires at least 8 hours a day and 8 hours of rest original artificer who attempts to remove an
[8x2 = 16 + 8 = 24 hours].) This ability may not be item from stasis must make both a Spellcraft
combined with Longer Crafting Day. and Knowledge (Arcana) check, at the 283
Class
calculated DC +5. It takes one minute to put least four Artificer levels and be at least an 8th
an item into stasis per 1000gp of the market levelcharacter before he may specialize. Artificer Specialty
price of the item. The artificer must have at may only be acquired once.
least 8 ranks each of Spellcraft and Duplicate Crafting: The artificer may create multiple
Knowledge (Arcana) before he can gain this identical items simultaneously. Each item must be exactly
ability. Enchantment Stasis may be acquired the same and all enchantments must be exactly the same.
multiple times, but this does not increase the The Artificer must first have acquired the artificer talents
Classes

number of items that can be put into stasis. of Crafting Quickness, Multiple Crafting, and Artificer
Rather it grants the artificer a +5 competency Specialty. The item must be of the specialized type. The
bonus to Spellcraft and Knowledge (Arcana) Artificer can work on up to one-half his Artificer levels in
checks when putting items into and removing items simultaneously (i.e., a 4th-level Artificer may craft
them from stasis. two items simultaneously, 6th-level three items, 8th-level
Reduce Enchantment Drain: The artificer four items, 10th-level five items). The Artificer must still
reduces his personal sacrifice when crafting be able to cast all required spells the required number of
magic items. The XP cost of crafting magic times for each item. This ability allows multiple copies of
items is 1/50th instead of 1/25th. Reduce a single item to be made at the same time. Duplicate
Enchantment Drain may be acquired multiple Crafting may only be acquired once.
times, reducing the fraction by an addition 1/ Multiple Brew: The Artificer may create multiple
25 each time (1/75, 1/100-Max 1/100th). potions of the same type in a single brewing session. The
Inherent Enchantment Sense: The artificer number of potions that can be brewed simultaneously in
may cast any combination of Detect Magic, this way is ¼ the ranks the Artificer has in Alchemy. If the
Read Magic, or Identify (upon one item per character has the feat Skill Focus: Alchemy, he may brew
casting) a number of times each day equal to one additional potion above this limit. The Artificer must
his Artificer level. He does need material still pay the cost to brew all potions and be able to cast all
components for Identify when cast in this way. required spells for each potion. This ability simply allows
If he has the ability to cast 4th level spells, he them to make more than one potion during a single day.
also gains the ability to cast Analyze Dweomer Multiple Brew may only be acquired once.
once per day. Inherent Enchantment Sense Quick Scribe: The Artificer is adept at scribing scrolls
may only be acquired once. and may scribe them in half the normal time. If he has
Artificer Feat: Treat this as a Bonus feat, eight or more ranks in Craft: Calligraphy or Profession:
which may be used to gain any Item Creation Scribe, as well as Skill Focus: Calligraphy or Scribe, time
or Metamagic feat. The Artificer must still is reduced to one third instead of one half.
meet any prerequisites for a chosen feat. Sample Artificer: Malhavoc Darkshine
Artificer Feat may be acquired any number of Raised in the City of Mages, Malhavoc has grown up
times. surrounded by magic item creation. Having recently
Elegant Craftsmanship: The Artificer may become a full-fledged Artificer himself, Malhavoc is currently
reduce the total amount of time required to employed as one of many extra hands working in a
craft a masterwork item by one-half, provided large metalworking foundry. Malhavoc has thrown himself
he crafts it himself. Anyone assisting the into his work, however and it is not uncommon for him to be
Artificer in crafting the item must also have found working even into the late hours to complete a
Elegant Craftsmanship to gain this bonus. The project.
material cost for item creation using an item Malhavoc: Male Elf Wizard 5/Artificer 1; Medium
crafted with this ability are reduced by 10%. humanoid (elf); hp 16, Init +2, Spd 30 ft, AC 13 (touch
Elegant Craftsmanship may only be acquired 11, flat-footed 12); Atk +4 melee (1d8+2 Longsword +2);
once. SQ: Artificer Research, Artificer Talents, Familiar, AL LN;
Artificer Specialty: The Artificer may SV Fort +1, Ref +2, Will +8; Abilities: Str 10 (+0), Dex
specialize in a specific type of item creation. 13 (+1), Con 10 (+0), Int 19 (+4), Wis 14 (+2), Cha 13
The benefit of specialization is that when (+1).
craftingitemsofthechosentype(i.e.,staff, Skills and Feats: Appraise +8, Alchemy +14,
ring, wand, wondrous item, etc.), the artificer Concentration
reduces material costs by 10%, crafts such +8, Craft-ArmorSmith +14, Craft-WeaponSmith
+14, Knowledge-Arcana +12, Knowledge-Engineering
284 items in one-half the time, and reduces XP
+8, and Spellcraft +12. Scribe Scroll, Magical Artisan,
cost by one-half. The Artificer must have at
Brew Potion, Craft Arms and Armor, Elegant never forgot his first encounter with a Dragon Mage.
Craftsmanship, Longer Crafting Day. Dragon. That name evokes a powerful image in
Possessions: Malhavoc has little in the way of personal the mind of the brave adventurer. These
possessions, though he does carry around a Longsword +2 powerful creatures epitomize magical and
he crafted himself and has bought a pair of Bracers of physical might in a mortal creature. No wonder,
Armor +2. In addition, he has masterwork tools for both of then, that some mages seek to gain that power.
his crafts, and a masterwork alchemy kit. The City of Dragon Mages are a group of like-minded

Classes
Mages is generally considered safe and he does not intend wizards who seek to learn more about dragons,
to adventure at this time. Most of his money has gone into and develop abilities that emulate the dragon.
spellresearch. This group is open only to wizards. No sorcerer
Spells Cast Per Day: 4/3/2/1; base DC = 14 + spell is allowed, as the wizards remain vigilant
level). against those they deem already too powerful in
Spellbook: Malhavoc has researched many new spells magic. The group has its base on an island
and it would be difficult to list them all. In general, most remote from civilization, and they keep away
of his spells are offensive or in defensive nature. He wants from the affairs of the outside world, except
to specialize in crafting weapons and armor. Other spells whereitintersectswiththeirinternalaffairs.
are those appropriate for brewing potions. If Malhavoc’s Rarely, some Dragon Mages journey beyond the
focus was on Wondrous items instead of Weapons and walls of their base, seeking knowledge, power
Armor, he would likely have a more diverse list of spells. and experience. Every mage has an affinity for a
Spells Prepared: Malhavoc is not an adventuring specific dragon subtype. From the bond between
character. As such his spells vary based on the them, the mage gains special powers. Every
wizard seeking admittance to this group must
requirements of his current item creation project.
agree to a magical Geas that prevents him from
Dragon Mage Prestige Class taking direct action against another Dragon
Author: Itzhak Even Mage, attacking any dragon (going so far as to
Jurgan led his party deeper into the dragon’s lair. For the actually defend dragons from adventurers), or
past 2 hours they had negotiated these caves, evading revealing the location of the island to others,
traps set by the wyrm and slaying its minions—hell hounds unless sent as a recruiter. Dragons, on the
for the most part. He put his hand on his heart and tried to whole, find this group entertaining. Evil dragons
quiet the stirring Inshak. “Soon, my friend, you and I will
usually delight in drawing a good aligned
face the fire serpent and slay it.”
The heat increased as they went on, and they all knew dragon mage into their schemes, but even good
they were nearing their goal. After turning the next curve, dragons sometimes do this to evil dragon mages.
they had a glimpse of the dragon, and could see it talking Requirements
to someone, seemingly unaware of their approach. They To qualify to become a Dragon Mage, a
began the charge, but stopped midway when the woman character must fulfill all of the following
talking to the dragon suddenly transformed into a silvery criteria:
dragon. They froze, mesmerized by her eyes, but Jurgan
Knowledge (Dragons): 10 ranks
brushed aside the Charm she tried to cast. He called forth
Inshak, and the mystical ice creature shot forth from his Spellcraft: 7 ranks
chest and headed straight for the red dragon. Spellcasting: Must be able to cast 4th level
Immediately, the silver dragoness chanted a spell that arcanespells.
banished the elemental back into Jurgan’s chest, sending Language: Draconic.
the warrior staggering. While he recovered, he noticed for Special: Must be able to prepare spells.
the first time that the red dragon just sat there, not moving, Special: Must get a dragon’s blood. The amount
as though unaware of his surroundings. must be at least 1 gallon, and must come from a
The silver dragon melted away, leaving only the woman dragon whose alignment matches the wizard’s
as before, but as she approached Jurgan was held motionless
alignment.
with unaccountable fear. She scolded him. “You are
lucky to escape this alive. If you or your companions had Special: Must agree to be put under the above
so much as hurt the dragon he would have broken free of Geas.C
my charm and we would all be dead. Be gone from here Class
before I change my mind!” Level BaB Fort Ref Will Special Spells per Day
Then suddenly the fear ended and Jurgan fell down. 1st 0 +0 +0 +2 Dragonkind, Dragon Mark
They left as fast as they could, putting the mountain and 2nd +1 +0 +0 +3 Dragonshape 1/day +1 spellcasting
the valley between them and the two dragons. Jurgan level 285
times per day. The duration of the change is 1 hour per
3rd +1 +1 +1 +3 Dragon Sense Dragon Mage level. The Dragon Mage can end the change
4th +2 +1 +1 +4 +1 spellcasting level
earlier,butitstillcountsasauseforthatday.
5th +2 +1 +1 +4 Dragon Presence
Example: An 8th level wizard/2nd level dragon mage whose
6th +3 +2 +2 +5 Dragonshape 2/day +1 spellcasting
favored dragon subtype is a white dragon has 10 character
level
levels, but a Young dragon only has 9 HD and a Juvenile has
7th +3 +2 +2 +5 Greater Shape
12 HD, so he can assume the form of a Young white dragon,
8th +4 +2 +2 +6 +1 spellcasting level
until he reaches character level 12).
Classes

9th +4 +3 +3 +6 Dragon Will


10th +5 +3 +3 +7 Dragonshape 3/day +1 spellcasting Also, if the Dragon Mage dies or is rendered unconscious,
level he immediately reverts to his humanoid form.
Class Skills Treat this ability like a specialized Polymorph Self spell,
The Dragon Mage’s class skills (and the key except the dragon mage cannot assume other forms with it.
ability for each skill) are Concentration (Con), The dragon mage gains physical attacks, the ability to fly,
Intimidate (Cha), Knowledge (Arcana) (Int), physical ability scores (Str, Dex and Con), and half the
Knowledge (Dragons) (Int), Scry (Int), and dragon’s natural armor.
Spellcraft(Int). While the dragon mage is in dragon form, he can use its
Skill Points at Each Level: 2 + Int modifier natural attacks with proficiency. Consult the dragon entry
for attack forms and damage. In dragon form, the dragon
Class Features mage can still cast spells and use all of his skills and feats
All of the following are class features of the and all magical equipment that fits his new size and shape.
Dragon Mage prestige class. All other equipment worn or carried by the dragon mage
Hit Dice: d4 when he transforms becomes part of his body.
Weapon and Armor Proficiency: Dragon Dragon Sense (Ex): At 3rd level a dragon mage gains an
Mages gain no new weapon or armor increased use of the unnatural senses of dragons. He can
proficiencies. now see three times as well a human in low-light
Spells: The dragon mage continues to increase condition and in normal light. His ability of Darkvision
in spellcasting prowess when gaining new increases out to 120 feet.
levels, albeit at a slower rate than before, and Dragon Presence (Su): At 5th level the dragon mage
he does not gain any other abilities his generates an aura of fear, like a dragon, as a move
previous class may gain from rising in levels. equivalent action. Those who come within 30 feet must
The spellcasting levels can only be added to an make a Will save DC 10 + ½ dragon mage level + dragon
arcane class that prepares spells. mage’s charisma modifier. Those who fail are shaken for
Dragonkind (Ex): Upon becoming a Dragon 1d6 rounds. This power does not affect creatures with HD
Mage, a character must choose one subtype of greater than the character’s level. Dragon Presence can be
dragon, whose alignment must match his own. used a number of times per day equal to 3 + the dragon
The Dragon Mage is now considered of the mage’s Cha modifier.
Dragon creature type, but gains only the Greater Shape (Su): At 7th level the dragon mage gains
followingabilities: several new abilities when assuming his dragon form. He
• Immunity to sleep and paralysis
now has the ability to use the breath weapon of his
• Darkvision 60 feet
• Low-light vision favorite subtype. The breath weapon can be used twice per
Note that the wizard is now subject to anything day, and there must be at least 5 rounds between the two
that can be used against dragons (such as a uses. See the following table for exact details:
Dragon-Bane weapons). He can also use the Fly-by-attack feat in dragon form,
Dragon Mark (Ex): The dragon mage and has his dragon subtyp’s immunity. So, a Dragon Mage
becomes immune to draconic fear. that favors gold dragons has fire immunity when assuming
Dragon Shape (Su): At 2nd level the Dragon his dragon form. The Dragon Mage does not gain the
Mage gains the ability to transform into a vulnerability of the subtype, if any. If a dragon subtype has
dragon of the subtype she favors. The form she two immunities, the Dragon Mage must choose which of
assumes is of a dragon whose HD equals the the two he gains. The choice is made upon gaining 7th
character level or lower. At 2nd level he can level and cannot be changed.
assume the dragon form once per day. At 6th Dragon
Subtype Breath Weapon Damage DC
level he can assume the dragon form twice per
286 day, and at 10th level he can assume it three
Black Line of Acid 6d4 10 + class level
Blue Line of Lightning 6d4 10 + class level
Spellcasting level: 10th level
Green Cone of Gas 6d4 10 + class level
Wizard Spells Per Day: (4/5/5/4/3/2; DC 13 +
Red Cone of Fire 6d4 10 + class level
White Cone of Cold 6d4 10 + class level spell level, *15 + spell level Evocation): 0-level
Brass Line of Fire 6d4 10 + class level – daze, detect magic x2, flare*; 1st – magic
Bronze Line of Lightning 6d4 10 + class level missile* x2, sleepx2, ventriloquism; 2nd – blur,
Copper Line of Acid 6d4 10 + class level darkness*, protection from arrows, shatter*,
Gold Cone of Fire 6d4 10 + class level web; 3rd – dispel magic, fireball* x2, slow; 4th –

Classes
Silver Cone of Cold 6d4 10 + class level ice storm*, polymorph other, stoneskin; 5th –
Dragon Will (Ex): At 9th level the dragon mage has cone of cold*, transmute mud to rock.
learned enough about dragons to impose his will upon a Spellbook: 0 – all; 1st – color spray, mage
dragon. The dragon mage and the dragon must be within armor, magic missile*, ray of enfeeblement,
100 feet of one another and be in direct eye contact (not sleep, Tenser’s floating disk*, unseen servant,
through mirrors and such). They both make a Will save ventriloquism; 2nd – blur, darkness*, levitate,
(DC opponent’s HD + opponent’s Wisdom modifier) and protection from arrows, shatter*, web; 3rd
the dragon mage gets a +10 circumstance bonus to his – dispel magic, displacement, fireball*,
save, and to his effective level. So a 7th level wizard/8th lightning bolt*, slow; 4th – arcane eye, ice
level dragon mage with a 14 Wis has a +23 to his save (+2 storm*, polymorph other, stoneskin,
from Wis, +5 from wizard, +6 from dragon mage, +10 wall of fire*; 5th – animate dead, cone of
from circumstance bonus), and the DC for the dragon to cold*, cloudkill, nightmare, transmute mud to
save against is 27 (+2 from Wis, +15 from levels, and +10 rock. Equipment: +2 ring of protection, +4
from enhancement bonus). If both fail or succeed their bracers of armor, +2 vest of resistance, cloak
save, no harm is done. If one fails his save he is under the of displacement (minor), Boccob’s blessed
other’s control as though by a Dominate Monster spell. book, masterwork light crossbow, masterwork
Sample Dragon Mage dagger. Familiar:
Elsemere of Satter’s Marsh lives on her own and loathes Slimeball: diminutive magical beast
visitors. Unfortunately, Satter’s Marsh has a reputation as (toadfamiliar); HD 12; hp 30; Init +1 (+1 Dex);
the location of numerous ruins holding hoards of ancient Spd 5 ft.; AC 21 (+1 Dex, +4 size, +5 natural
treasure. Only some of these ruins truly exist, and one of armor; touch 15, flatfooted 19); Atk -; Face/
them is Elsemere’s home. Hardly a month goes by that she Reach 1 ft. x 1 ft./0; SQ improved evasion,
doesn’t have to repel adventurers trying to steal her treasure.
share spells, empathic link, touch, speak with
Treasure has become more and more important to
Elsemere as the years have passed. It doesn’t help that master, speak with animals of its type; SV Fort
her Dragon affinity is with such a greedy subtype. +2, Ref +3, Will +2; AL CE; Str 1, Dex 12,
Elsemere: female human Wiz8/DnM4: CR 12; Con 11, Int 9, Wis 14, Cha 4; Skills Hide +21,
Medium-size humanoid (human) and dragon; HD Listen +5, Spot +5.
12d4+24; hp 60; Init +0; Spd 30 ft.; AC 16 (+2 ring of Elsemere: female black dragon Wiz8/DnM4;
protection, CR12; Medium-size dragon (water); HD
+4 bracers of armor; touch 12, flat-footed 16); Atk 12d4+36; hp 72; Init +8; Spd 60 ft., fly 150 ft.
+7/+2 ranged (1d8, 19-20/x2, 80 ft., masterwork light (poor), swim 60 ft.; AC 20 (+2 ring of
crossbow), or +5/+0 melee (d4-2, 19-20/x2, masterwork protection, +4 bracers of armor, +4 natural
dagger); SQ dragon traits, familiar; SV Fort +7, Ref +5, armor; touch 12, flat-footed 20); Atk +8 melee
Will +13; AL CE; Str 7, Dex 10, Con 15, Int 16, Wis 12, (1d8+2/x2, bite) and +3 melee (1d6+1/x2, 2
Cha 13. claws) and +3 melee (1d4+1/x2, 2 wings); SA
Languages: Common, Draconic, Elven. spells; SQ dragon traits, familiar; SV Fort +6,
Dragon traits (Ex): Immunity to sleep & paralysis, Ref +3, Will +11; AL CE; Str 15, Dex 10, Con
darkvision 120 ft., low-light vision 3x. 17, Int 16, Wis 12, Cha 13. In this form,
Skills and Feats: Concentration +17, Craft (Gemcutting) Elsemere retains her ability to cast all her
+10, Craft (Jewelry) +11, Intimidate +6, Knowledge spells normally, and in addition retains the
(Arcana) +15, Knowledge (Dragons) +15, Listen +3, Scry functionality of those magic items that fit her
+8, Spellcraft +18, Spot +3; Alertness, Combat Casting, draconic form (+2 ring of protection, +4
Craft Wand, Craft Wondrous Item, Forge Ring, Scribe bracers of armor). As with normal
Scroll, Spell Focus (Evocation), Toughness. shapechanging ability, Elsemere recovers lost
Class Abilities: Dragon Mark, Dragon Shape 1/day hit points as though she had rested a day when
(young, 12 HD, 4 hr), Dragon Sense. sheusesthisability. 287
easy. In fact it seemed it would befar worse than Darion had
Ecclesiastic Variant Core Class imagined. First, none had believed him when he had
Author: Dominique Crouzet
Brother Darion cursed his own incompetence and
weakness. Had it not been for the vision he received
from God, during the ritual of the new year that had
been conducted by the patriarch Epedemius, he
would not be there. However, if God speaks to you,
Classes

and urges you to do something… Well, you have no


choice but do it. In fact, Darion wondered if God
meant to punish him for having grown complacent.
Of a certainty, the ecclesiastic found himself
much more secure and comfortable in the library of
the monastery, than travelling the world in search of
problems like an ordinary cleric. Never on his own
would he have left the serenity of the temple, to
brave the harsh weather and odious things lurking
behind the shadows of this dangerous forest. And
now that he was in this horrible place full of trees-
and God only knows what else-he had tripped upon
a root and wounded himself. “Ah Lord! Thee
certainly didn’t expect me to break a limb in these
damned woods!” “Hey! Lord is not my name!”
Responded a sudden fluted voice near his left ear.
Darion closed his eyes expecting the worse. He
quickly tried to think of a spell that might save his
life. But too late: a small hand reached his left ear
and was tugging at it. “Hey! I believed you was a
human, but you have elven ears?!” Darion dared
open his eyes. Before him was a small, smiling
creature. Like a nude female elf, but one-foot-tall,
with blue skin and two transparent wings. Certainly
a pixie, as Darion remembered having read a
description of one in the monastery’s vast library.
The reference described the creatures as
mischievous. Utmost caution was needed told of his vision. They said his
when dealing with them. “My name is Lalio-lolo- vision was an excuse for having fallen asleep during the
malalilao! Hey, what’s yours, and why do you have ceremony. And there was some logic in this criticism: Darion
pointed ears big one?!” “I am Darion… and my sometimes slept during the liturgies. However, Darion
father was an elf… as my mother told me.” knew his vision was true.
“Aaaaah!” The pixie launched into the air and A dark knight in bloody armor had come to the haunted
hovered a few inches above Darion’s head. “And so hills beyond the black scrags, and brought an unholy artifact
you came to Allindel to seek him!” “Huh, not to the orc tribes. The artifact turned them into trolls,
exactly. In fact-” “Hey! If you want to meet the and the knight led them to the forest of Allindel. The story
elves, you should have better- looking hair, you sounded absurd, but Darion knew he had no choice but
know?! See mine?! Yesterday it was red, but Pluck travel here, to warn the inhabitants of the sylvan city of
said gold would better suit a princess like me! Treehaven. The situation seemed desperate, but Darion
Understand?!” “Euh… Yes! Yes! Of course I had also got the vision that the artifact was impervious to
understand. Yes, but, but I need to go to Treehaven, anything but fire-great magical fire. He had to tell whoever
so can you tell me where it is! Euh… please?!” would be able to use this information to stop the transformed
The pixie crossed her tiny arms upon her tiny chest. orcs.
She looked thoughtfully at Darion, then slowly Darion recited a short prayer and cured his wounded leg.
replied: “I don’t know.” “You don’t know where Then, after some careful thinking and a few augury spells,
Treehaven is?” “What I don’t know is if I may let a the young ecclesiastic learned that “woe to his hair would
human with such ugly hair go there. I think I will bring weal to the heir.” Who could be that heir he didn’t
have to ask Pluck. Wait for me until I return!” know. Nonetheless, his faith in God assured Darion that he
The puzzled young ecclesiastic had no time to would succeed in his mission. So, patiently he awaited the
288 respond. The child-like pest had suddenly return of the little pixie.
ooo
disappeared. Oh Lord! This mission wouldn’t be
The ecclesiastic is the noncombatant counterpart of the cast. To cast a spell, they must have a wisdom
cleric. In fact not all gods require a clergy of priests score of 10 + the spell’s level. Otherwise, a
trained into combat (i.e., having d8 hit-points, good attack good intelligence and charisma are also useful
bonus and Fort saves chart, and wear all armors). There toecclesiastics.
are also those priests whose faith and duties require they Alignments: As for clerics, the ecclesiastic’s
instead concentrate on intellectual and spiritual matters, alignment must be within one step of his
and learn a broader range of skills. Ecclesiastics are such deity’s, and may not be neutral unless the deity

Classes
priests. isneutral.
Adventures: Ecclesiastics prefer a peaceful life spent in Class Skills
the monastery or temple, to the dangerous life of the The Ecclesiastic’s class skills (and the key
adventurer; something they prefer to leave to the clerics. ability for each skill) are Concentration (Con),
The church’s hierarchy will also seldom send them on Craft (Int), Decipher script (Int), Diplomacy
missions, understanding they are not suited to such tasks. (Cha), Gather information (Cha), Heal (Wis),
In fact an adventuring ecclesiastic will almost always have Knowledge (any) (Int), Profession (Wis), Scry
been forced by circumstances to undertake such a life. (Int), Sense Motive (Wis), Spellcraft (Int). See
Ecclesiastics are reluctant adventurers, and as such are Chapter 4: Skills in Core Rulebook I for skill
better used as NPCs. descriptions.
Characteristics: Ecclesiastics are masters of divine Skills Points at 1st Level: (4 + Int modifier)
magic. They are well trained in skills pertaining to ×4.
knowledge and religion. However, they are really poor Skills Points at Each Level: 4 + Int modifier.
combatants. Class Features
Alignment: They can be of any alignment, as appropriate All the following are class features of the
totheirfaith. Ecclesiasticclass:
Religion: Ecclesiastics could theoretically be of any Hit-Die: d4.
religion, but in practice never serve gods of war, strength, Weapon and Armor Proficiency:
destruction, and the like, for which clerics are required. Ecclesiasticsare
Instead, they typically serve peaceful deities, and faiths proficient with the club, dagger, light mace,
centered on compassion, knowledge, etc. and quarterstaff. They are not proficient with
Background: Ecclesiastics typically belong to monastic any armor or shields.
orders as recluses, or clerical orders as parish priests. Spells: Ecclesiastics have access to the same
Their life is customarily spent within the quiet confines of spells, and cast them in the same manner as
the temple or monastery. They are in charge of maintaining clerics (see PHB pages 31
temples, abbeys, or monasteries. Ecclesiastics provide a and 32). The only difference is that they get
sense of continuity and permanence to the lives of the two domain spells (instead of one for clerics),
believers around them. They conduct the daily tasks and get access to the spells (but not the related
required by the faith: the ordinary prayers and rituals, granted power) of a third domain (as allowed
religious ceremonies (marriages, funerals, etc.), sermons, by their deity). So, an ecclesiastic prepares
teaching of doctrine to the followers, and watching over two domain spells selected in any combination
the flock’s behavior. Ecclesiastics cannot decide their from his three domains of choice; but still only
agenda as they want, but must follow hierarchichal orders gets the granted powers of two domains
and directives. If they do not make major faults, (chosen during character generation).
ecclesiastics may rise in the hierarchy, as they gain levels. Turn Undead: Ecclesiastics gain the ability to
Races: Ecclesiastics can be of any race. turn/ rebuke undead exactly as a cleric of the
Other classes: Ecclesiastics fill a role similar to that of same level (PHB p.32).
clerics in an adventuring party. They serve as support Bonus Feats: At 5th, 10th, and 15th level an
(typically through healing), but also as counsel. ecclesiastic gains a bonus feat. This feat must
Ecclesiastics often provide spiritual leadership, but leave be a metamagic feat, an item creation feat, or
mundane affairs to others. Extra Turning. (These feats are in
GAME RULE INFORMATION addition to those granted to all characters by
Ecclesiastics have the following game statistics. levelregardlessofclass.)
Abilities: As clerics, ecclesiastics rely on a good wisdom Erudition: Ecclesiastics spend a great deal of
score, to determine how powerful are the spells they their time studying and copying books. As 289
such they slowly gain an overall erudition
which manifests itself as a +1 bonus to • A few (1d6) faithful attendants soon have one of their main
problems in life resolved. For instance, it could be a ruined
Knowledge (any), and to the following skills
person getting enough money to begin it anew in life. Common
provided they have at least one rank in them: occurrence.
Decipher script, Heal and Spellcraft. This bonus • All faithful attendants receive the benefit of a minor divine
increases to +2 at 7th level, +3 at 12th level, spell such as Cure minor wounds, or Guidance. Uncommon
and +4 at 17th level. occurrence.
Church Authority: Ecclesiastics are usually • Many (5d10) faithful attendants receive the benefit of a lesser
seen as spiritual authorities much more than divine spell such as Bless, Cure-light-wounds, Divine favor,
Classes

clerics, who rather fill the part of holy defenders Protection from evil/etc., or Shield of faith. Rare occurrence.
of the faith. As such, they gain the respect of • Several (3d6) faithful attendants receive the benefit of a useful
divine spell such as Aid, Bull strength, Calm emotions,
their community, and are recognized as
Endurance,
authorities in the church by the followers of the or Lesser restoration. Rare occurrence.
religion they represent. Thus, at 3rd level • A few (1d8) faithful attendants receive the benefit of a divine
ecclesiastics gain a +1 circumstance bonus to spell such as Prayer, Remove blindness/deafness, Remove
reaction and diplomacy rolls when dealing with curse, or Remove disease. Rare occurrence.
people following the same faith; or with people • One, several, or all attendants get a vision of events to come,
of a friendly faith, provided they are acquainted or of a mission they should undertake. Very rare occurrence.
withtheecclesiastic(i.e.,typicallyliveinthe • The monastery/temple is under attack by horrid monsters, and
same community). This bonus increases to +2 at the high-priest is conducting a last ceremony before certain
death. The deity imbues all in attendance with a Gaseous form
8th level, +3 at 13th level, and +4 at 18th level.
spell, so they may escape unharmed. Unique occurrence.
Channel the Divinity: This special ability is • One person in attendance will be involved in completing a
powerful, but may be used only in very specific mission of primary interest for the deity, and he will need a
circumstances, and should be seen as a GM specific magical item. The most appropriate piece of that
ability rather than one of the character. In character’s equipment becomes magical. However, the character
essence, it is the ability to call on the god’s must pay the XP cost as if he had used an item creation feat.
blessing during religious ceremonies. The result Very rare occurrence.
of this blessing is beyond the ecclesiastic’s will, • A sinful king is struck by lightning through his chest as a sign
being instead determined by the deity. of the deity’s anger.
• Traitors, spies, and other enemies of the faith in attendance in
At 20th level, ecclesiastics may call on their
disguise are revealed to all for what they are. This also applies
deity to bless a religious ceremony that they are to thieves present to rob/pickpocket the faithful. Unique
conducting. Channel the Divinity may be called occurrence.
upon once per week, during a liturgy (typically • Demons, undead, and others of similar nature somehow in
a mass) held in the appropriate place (normally attendance during the ceremony are revealed and struck down
a temple to the ecclesiastic’s god). It is not by divine energy. Unique occurrence.
casting a spell. It is performing a religious Note: This class was created mainly for the GMs who
service with the god’s blessing. As such, the find it dubious that the scholar-type of recluse priest who
results are totally unpredictable, except that remains secure all his life in his temple, studying books,
they occur during the ceremony, affect only the should get only two skill points per level, but can wear
place (shrine, temple hall, etc.) where it is heavy armor, and train into combat regularly. The same
conducted, and affect only those in attendance idea applies also to parish priests of peaceful
at the time of the ceremony. The blessing may communities.
affect only one character instead of the whole Human Ecclesiastic Starting Package
assembly, or only the place itself. In any case, Armor: None, Speed 30 ft.
what occurs is appropriate to the deity called Weapons: Light Mace (1d6, crit x2, 6 lb, small
upon. For instance, a deity of destruction won’t bludgeoning).
heal the attendants. Quarterstaff (1d6/1d6, crit x2, 4 lb, large bludgeoning).
Listed here are a few examples of what could Skill Selection: Pick a number of skills equal to 5 + INT
result from Channel the Divinity. Remember Feat: Scribe Scroll
that though the ecclesiastic may request Bonus Feat: Skill Focus (Knowledge Religion)
something specific, the god (the GM) has the Gear: Backpack with waterskin, one day’s trail rations,
final word on what happens: bedroll, sack, and flint and steel. Wooden holy symbol,
• Nothing special happens, but most faithful
290 attendants feel happy for 1d8 days after the
three torches, ten candles, map case, three pages of
parchment, ink, inkpen, spell component pouch.
ceremony. Common occurrence.
situations could be resolved pretty quickly by a few
Gold: 1d4 gp.
wellplaced bolts. Streak was tall, muscular and
Sample Ecclesiastic lean, towering over her partner and most other
Garion is a sedentary ecclesiastic in the worship of the people on the street. Her expression was grim on an
NG god of the sun. To aid him in accomplishing his unusual otherwise pretty face, and she kept her dark brown
mission, he has obtained several scrolls with useful magic hair—streaked white down the middle from an
against the current threat to Allindel. event in her past she wouldn’t discuss—tied back
Garion: Male Half-Elf Ecc 4; medium humanoid; hp 16, where it wouldn’t get in the way. She carried a

Classes
Init -1, Spd 30 ft, AC 10 (touch 10, flat-footed 10); Atk shortspear and had a club hanging at her side for
+0 melee (1d6 - 2 quarterstaff or 1d4 - 1 dagger); AL NG; backup. She left the missile fire to Jenner, liking to
SQ: Low-Light Vision, Immune to Sleep and similar get up close and personal. The shield hanging on
her back came out only in the most dire
magical effects, +2 save vs Enchantment spells or effects,
circumstances, as she hated the way it chafed her
SV Fort +3, Ref +1, Will +9; Abilities: Str 7 -2), Dex 9 (- arm. The two Elite City Watchmen eyed each other
1), Con 12 (+1), Int 16 (+3), Wis 18 (+4), Cha 13 (+1). as they approached the next corner. They’d been
Skills and Feats: Decipher Script +10, Diplomacy +7 assigned the task of investigating the murder of a
(+8 with those who recognize his authority), Heal +11, prominent jeweler in Caveside, the district of Ruby
Knowledge (Allindel) +10, Knowledge (Religion) +12, Caverns located in its main cavern. In Ruby
Scry +9, Sense Motive +10, Spellcraft +11. Skill Focus: Caverns, an address in Caveside meant affluence,
Knowledge (Religion). Scribe Scroll. Turn Undead 4/day, success and security. An address in Caveside meant
Erudition +1, Church Authority +1. you’d made it. Mr. Labeau had a prosperous
jewelry business with influential customers. His
Possessions: Pearl of Power (1st level), Cloak of
designs were seen around the throats of the most
Resistance +1, Bracers of Armor +1, Potions: Fire Breath, expensive mistresses and powerful wives of the
Scrolls: Invisibility to Animals, Sanctuary, Barkskin, city. Now he was dead, his shop was empty, and
Speak with Animals, Cure Light Wounds x3, Flame Blade the Guild Council was watching … and waiting.
x2, Summon Monster II x2, Flaming Sphere x2, Entangle They got their first and only tip from a pigeon in
x2, Summon Monster I x2. one of the Deeps, the outlying settlements deeper
Spells Cast Per Day: 5/4+2/3+2; base DC = 14 + spell underground and isolated from Ruby Caverns. He
level). Spells chosen from Cleric spell list. Domains: said Labeau had run in with the wrong sort of
Healing,Sun and Good (only get granted powers from crowd and made commitments he regretted. He
was supposed to meet with one of his silent
Healing and Sun).
partners at the Good Mindflayer, a rough bar in one
Skill Ranks Ability Armor
of the few rough spots of the Caveside district.
Spellcraft 4 Int
Apparently this partner was not aware Lebeau was
Knowledge (Arcana) 4 Int
dead. Maybe he could shed some light on the
Knowledge (Religion) 4 Int
nature of Lebeau’s associates. Just around the
Scry 4 Int
corner a sign hung over a dark, unwelcoming
Diplomacy 4 Cha
doorway. It bore the carved image of a severed
Decipher Script 4 Int
mindflayer head, dripping blood, with an iron spike
Heal 4 Wis
driven between its eyes. Sounds of tankards
Sense Motive 4 Wis
clinking filtered through the wood of the door.
Elite City Watch of Ruby Caverns Jenner and Streak looked at each other, nodded,
Prestige Class and took up positions. Jenner unslung his crossbow
and aimed it at the doorway. Streak kicked the door
Author: Rebecca Glenn in and swung to the left, giving Jenner an open
Jenner and Streak were walking the streets of Ruby field. The room beyond went silent for a moment,
Caverns and even the shadows got out of their way. Word then filled with the sounds of chairs tipping over
was out that the two notorious Elite City Watchmen were and tables being shoved aside or turned over. No
investigating a murder in Caveside, and all the usual one rushed the door and Jenner and Streak stepped
snitches were hiding in their holes until the heat blew over. inside, covering each other in turn. The room was
No one wanted to be taken in for Jenner and Streak’s usual filled with its usual run of customers: hardworking
mode of questioning. miners and those who made their living off them. It
Jenner was a short, compact, tightly-muscled man with was a hard life and it made for hard people, but not
cold grey eyes and scars all over his face. Rumor had it the one of those present met the hard glaring stares of
scars extended over his whole body, but nobody had the the two Watchmen. Jenner’s sweeping gaze
nerve to ask. He had a shortsword at his side and a heavy stopped at one cloaked individual standing in the
crossbow at his back, which he never hesitated to pull out
and use if the situation called for it. In Jenner’s view, most
shadowed corner across the room, and as though
on a signal everyone else in the bar stood and tried
291
All the while, Jenner kept his hard grey stare on the
to rush past the Watchmen. Jenner fired his shadowed figure in the corner. As the last of the crowd
crossbow and the first man to stand was either got out to the streets unarmed or fell to join the others
left gasping on the floor by the brute force of the on the floor, Jenner and Streak stepped forward and
blunted bolt. As soon as he fired, Jenner dropped the cloaked figure blurred. The illusion snapped, and they
the specialized weapon and moved to Streak’s side saw the black-skinned elf glaring back at them.
with his shortsword. The rush of fleeing bar He bared his teeth, the evil light in his eyes promising
patrons hit the solid team like a wave crashing revenge for their interference, then gestured and stepped
against a cliff. The spray went off in all directions, through a black plane against the wall. It closed behind
Classes

but no one who carried a weapon got past the him, and he was gone. Jenner looked at Streak and she looked
Watchmen. Together they struck down any who back at him. Looked like the start of another beautiful day in
got within their reach carrying a weapon, and soon Ruby Caverns.
they were surrounded by a drift of bruised and ooo
unconscious civilians. Members of the Ruby Caverns Elite City Watch are
hardened, disciplined police required to subdue unarmed
or lightly armed citizens without causing undue harm, and
maintain order within the city. Their stringent training has
resultedinexceptionalabilitiestofulfilltheirduties.
Some of their abilities may be common with other military
orders (Formation Fighting) or city guard units (Subdue
Attack, Sleep 4 Hours, Enchantment Bonus). Other
granted abilities are more specific to Ruby Caverns
(Darkvision), which is largely underground.
While the regular city watch keeps the peace and
maintains order, the Elite Watch is brought in to handle
extreme or complicated situations, either on their own or
to bolster and lead the City Watch regulars. Ruby Caverns
is a large metropolis located at a crossroads between the
surface world and the vast underground. The city was
originally founded in a large, stable cavern hidden behind
a massive falls. Since the original founding, the city has
grown extensively, spreading out to the cliffs at the top of
the falls, terraces midway up the cliffs, and man-made
docks built into the sheer rock walls at the base of the
cliffs directly over the waters of Lake Bleu. The Elite City
Watch patrols every district of the city, inside and out of
the caverns themselves, deeper underground to the
outlying remote settlements linked to the city, and outside
both on the docks and along the cliffs.
Class Elite City Watch frequency: While city watches are
Level BaB Fort Ref Will Special common enough in almost every city, the Elite City Watch
1st 1 2 0 2 Subdue Attack + 1d6, Formation Fighting, are normally only found in large centers of civilization,
Improved Subdue, Interrogation where the population is sufficient to justify the expense
Tactics, Shield Specialization and need for these well-trained police.
2nd 2 3 0 3 Sleep 4 hr, Devotion to Duty (+1) Elite City Watch relations: The Elite City Watch gets
3rd 3 3 1 3 Penetrating Glare (+2), Subdue attack +2d6
along with anyone who works in the interest of the city, no
4th 4 4 1 4 Damage Reduction (1/-), Darkvision
5th 5 4 1 4 Subdue Attack +3d6, Devotion to Duty matter their class or alignment. While an individual may
(+2) have a particular cause or axe to grind, the typical Elite
6th 6 5 2 5 Penetrating Glare (+4) City Watch cares most of all for keeping the order in town
7th 7 5 2 5 Subdue Attack +4d6 and stopping anyone likely to disrupt that order.
8th 8 6 2 6 Damage Reduction (2/-), Devotion to Duty Adventure hooks: Most adventures involving the Elite
(+3) City Watch are set in a city environment. Some ideas
9th 9 6 3 6 Penetrating Glare (+6), Subdue Attack include:
+5d6
292 10th 10 7 3 7 Damage Reduction (3/-), Devotion to
• The adventuring party is saddled with a member of the Elite
City Watch to help them investigate a recent murder. Since the
Duty (+4), +6d6 Subdue Attack
party was involved, they are also suspects until they can prove becomes truly devastating when members of
otherwise. this prestige class get together. Sleep 4
• Random riots have the city paralyzed in fear. What or who is
hours: Beginning at his 2nd level, the City
causing these riots?
• A visiting dignitary has been threatened by a murderous cult, Watch requires only 4 hours of sleep per day.
and the Elite City Watch is assigned to protect him. This is not enough rest to allow for
Requirements spellcasting so if the City Watch member has
a spellcasting class, he must get whatever
To qualify to become an Elite City Watch, a character

Classes
additional rest is required normally.
mustfulfillallthefollowingcriteria.
Devotion to Duty: When the City Watch
Base Attack Bonus: +5
member is on duty, he is more resistant to
Feats: Weapon Focus with City Watch preferred
enchantment school spells, gaining a +1
weapon (one of the following: club, heavy x-bow,
bonus to his saving throws. This bonus
shortspear, shortsword), Combat Reflexes, Alertness
increases to +2 at 5th level, +3 at 8th level
Alignment: Any Lawful
and +4 at 10th level. This is a competency
Climb: 8 ranks
bonus reflecting the City Watch’s unswerving
Proficiency: Club, Heavy X-bow, Shortspear, Shortsword,
dedication to his duty.
Shield(large)
Penetrating Glare: When the City Watch
Class Skills turns his unswerving gaze upon an illusion or
The Elite City Watch’s class skills (and the key ability disguise, he gains a bonus to his roll to detect
for each skill) are Climb (Str), Craft (Int), Diplomacy or otherwise penetrate such deceptions. This
(Cha), Gather Information (Cha), Innuendo (Wis), bonus applies to the Spot check against
Intimidate (Cha), Jump (Str), Knowledge (Local) (Int), and Disguises and Will saves vs Illusion.
Sense Motive (Wis). See Chapter 4: Skills in Core Damage Reduction: Starting at 4th level the
Rulebook I for skill descriptions. City Watch has learned to shrug off the lighter
Skill Points at Each Level: 2 + Int modifier. blows he often takes from thugs and rioters.
Class Features This ability increases at 8th and 10th level.
All of the following are class features of the Elite City Darkvision: Starting at 4th level, the City
Watch prestige class. Watch gains Darkvision 60'. This is an
Hit Die: d10 extraordinaryability.Ifthecharacter
Weapon and Armor Proficiency: City Watch is already has darkvision, this ability has no
proficient with all simple and martial weapons and all furthereffect.
armor and shields. Sample Elite City Watch
Subdue Attack: City Watch gets a bonus to any subdual Jenner and Streak are a team and the last person to
damage he does. He gets this bonus with any attack try to get between them disappeared from the city
declared as subdual. for parts unknown, after first settling his affairs
Improved Subdue: This feat is gained for free by while looking constantly over his shoulder.
members of the City Watch. This new feat is detailed in Jenner: Male human Fighter 5/Watch 4,
the book of Feats. medium humanoid, hp 77, Init +5, Spd 40, AC
Interrogation Tactics: The City Watch gain a +4 19 (touch 12, flatfooted 18); Atk +15/+10
competency bonus to all Intimidate and Sense Motive melee (d6+7 +d6 shortsword +1, shocking,
rolls. 19-20/x2) or +11/+6 ranged (d10/19-20x2
Shield Specialization: The City Watch are experts in heavy x-bow (masterwork), +12/+7 & d10+1
the use of their shields. They may use their shields in a if 30'); AL LN; SQ +1 save vs enchantment,
shield bash without losing the armor bonus from the Darkvision 60', Damage Reduction 1/-, SV
shields. Fort +12, Ref +5, Will +6; Abilities: Str 18
Formation Fighting: City Watch understands the (+4), Dex 12 (+1), Con 14 (+2), Int 11 (+0),
advantage of a tight, disciplined formation, especially Wis 9 (-1), Cha 13 (+1).
against an unruly mob. When in a combat formation and Skills and Feats: Climb +12, Diplomacy +3,
adjacent to another character (shield wall, arrow Gather Information +3, Innuendo +2,
formation, etc.) or in flanking position, the City Watch Intimidate +7, Jump +22, Knowledge (Local)
can Aid another character and still get his own attack. See +2, Ride +9, Listen +1, Sense Motive +5,
the rulesfor aiding another in combat in Core Rulebook I. Spot +1. Weapon Focus: Shortsword, Combat
While impressive enough with mixed classes, this Reflexes, Alertness, Weapon Specialization: 293
forest
Shortsword, Point Blank Shot, Improved clearing. All day long, Esharian O’Sli’Nai had flown over the
Initiative, Rapid Reload, Hold the Line. Subdue vast forest of Allindel. Though from above he could not see
Attack +2d6, Formation Fighting, Improved what occurred in the woods, Esharian had hoped for signs
Subdue, Interrogation Tactics, Shield Expert, of disturbance, noises of battle, or something … but in vain.
Sleep 4 hr, Devotion to Duty (+1), Penetrating Esharian had yet to find what he was searching for: an
army of orcs marching through the forest toward the city of
Glare (+2), Damage Reduction 1/-, Darkvision
Treehaven, where so many of his kindred lived.
60'. The elven knight began to worry. Had he missed the
Classes

Possessions: Shortsword +1 (Shocking), sign? Early that morning he had asked his god where he
Chainmail +2, Masterwork Heavy Crossbow, could find his enemies. The divine spell replied he should
Ring of Protection +1, Ring of Warmth, Boots wait for a sign, which would lead him in the right direction.
of Striding and Springing, Cloak of Resistance Now the night was nearing, and Esharian had felt he had
+2, Gauntlets of Ogre Power, Periapt of Proof failed somehow.
Against Poison, Potions: Cure Moderate The elf was thinking about the fate that awaited Treehaven
Wounds x2, Heroism, Haste, Neutralize Poison, should the orc horde reach the town, when movement
at the edge of the clearing attracted his attention.
Remove Blindness, Bull’s Strength x2, Cure
Esharian put his hand on the pommel of his sword, but
Light Wounds x2. waited calmly. Two figures marched toward him, and by
Streak: Female half-elf Rogue 2/ Fighter 4/ their demeanor were hardly hostile. One was a pixie, and
Watch 3, medium humanoid, hp 57, Init +7, the second looked human but had a certain delicacy of feature
Spd 30, AC 20 (touch 14, flat-footed 17); Atk that meant elvish blood. He wore the simple brown
+12/+7 melee (d8+5, x3, shortspear +2) or +10/ robes that in Allindel bespoke a druid.
+5 melee (d6+2, x2 Club +1 Sleep, DC11), or “Ah! Lord knight!” The half-elf druid spoke. “Luck is
+14/+9 ranged (d8+4, x3, 20' Spear +2), or indeed with us, to meet you!”
+12/ +7 ranged (d6+1, x2, 10' Club +1 Sleep, “I am honored to meet you, venerable druid,” answered
Esharian, looking at his strange hair.
DC11); AL LN;SQ +3 save vs enchantment,
“Ah… huh… no, no. My name is Garion… Huh, I am no
immune to sleep, low-light vision, SV Fort +10, druid, I come from outside the forest, huh… I am on an
Ref +10, Will +6; Abilities: Str 13 (+1), Dex 16 important errand, and huh…”
(+3), Con 12 (+1), Int 13 (+1), Wis 10 (+0), Esharian O’Sli’Nai looked thoughtfully at the half-elf
Cha 16 (+3). before him. Not a druid? With sweeping grass in place of
Skills and Feats: Climb +9, Diplomacy +9, hair, and bees humming around? Ah God! Esharian had
Gather Information +9, Innuendo +7, Intimidate got his sign at last.
+16, Jump +7, Knowledge (Local) +3, Listen So the shining elven knight learned that a whole horde of
+8, Move Silently +8, Read Lips +6, Search his hated enemies, orcs, had been magically transformed
into trolls. The sign made sense after all-things were not
+2, Sense Motive +6, Spot +5. Weapon Focus:
what they seemed. Esharian felt the urge of combat rushing
Shortspear, Combat Reflexes, Alertness, through his veins as he headed for Treehaven. The
Weapon Specialization: Shortspear, Improved three all agreed that Esharian, well-known and admired in
Initiative, Expert Tactician, Hold the Line. Allindel, would have a much better chance of convincing
Subdue Attack +2d6, Formation Fighting, the citizenry of their impending danger, than a funny-looking
Improved Subdue, Interrogation Tactics, Shield stranger.
Expert, Sleep 4 hours, Devotion to Duty (+1), ooo
Penetrating Glare (+2). The Elven Defenders are a select few who have proven
Possessions: Shortspear +2, Studded Leather themselves worthy of favor from the Elven God of War
+2, Small Steel Shield +1, Club +1 (Sleep), and Protection. They are dedicated to Him and support his
Ring of Protection +1, Ring of Feather Falling, concerns in all ways, forming a divine force of warriors
Brooch of Shielding, Cloak of Resistance +2, willing to serve their deity to the very end.
Stone of Alarm, Potions: Cure Light Wounds For millennia Defenders have been pivotal in many a
x4, Cure Moderate Wounds, Heroism, Blur, war, the scream “Elven Defenders, strike!” destroying the
Darkvision, Lesser Restoration x2, Bull’s morale of their foes, who typically flee in terror to avoid
Strength, Clairaudience/ Clairvoyance, Vision. their blades and arrows. They embody the ideals the quiet
of elves, and are rightly treated with respect. Armor worn
Elven Defender Prestige Class by these warriors always shines bright, displaying the
Author: Hal Greenberg symbol of their god to the world. Their shields and
294 A brilliant knight, mounted on a winged horse weapons are also brightly polished, distracting and
gleaming as though his skin were of silver, landed in
intimidating their enemies. Well trained with longsword god orders a Defender to do his bidding, unless
and bow, the sight of these shining elves on the battlefield he is currently on a mission that requires his
strikes fear in their enemies. presence, he must go. This is not a request from
Elven Defenders are chosen for their heroic deeds and his god, but an order when he calls upon his
faith. Most Defenders are knight-errants who travel alone chosen warriors.
or with non Defenders. It is unusual to see a group of Class Skills
Defenders unless their god has brought them together to The Elven Defender’s class skills (and the key

Classes
fight a great evil. They enjoy the fellowship of other ability for each skill) are Concentration (Con),
Defenders, but know each must go his own way as their Gather Information (Cha), Diplomacy (Cha)
god orders. The rare exception to this custom is the Handle Animal (Cha), Heal (Wis), Intimidate
Golden Defender with his Defender cohorts. Aside from (Cha), Intuit Direction (Wis), Knowledge
this, Defenders associate freely with companions from (religion) (Int), Ride (Dex), Sense Motive
different backgrounds. (Wis), Spot (Wis). See Chapter 4: Skills in
Requirements Core Rulebook I for skill descriptions.
To qualify to become an Elven Defender, a character Skills Points at Each Level: 2 + Int. modifier.
mustfulfillallthefollowingcriteria. Class Features
Alignment: Any Good All the following are class features of the Elven
Race: Elf or half elf (rare) Defender prestige class:
Class Hit Die: d8
Level BaB Fort Ref Will Special Spellcasting Weapon and Armor Proficiency: Elven
1st 1 +1 0 +1 Protective Ward, Weapon Knowledge, Favored Defenders are proficient with all simple
Enemy: Orc
weapons. They are proficient with all types of
2nd +2 +1 +0 +2 Combat Casting, Spiritual Weapon 1/day +1
level
armor and shields.
3rd +3 +2 +1 +2 Detect Evil, Pegasus Spellcasting: Spellcasting Level +1 at every
4th +4 +2 +1 +3 Shiny Armor (+2 AC) +1 level other level. This level is applied only to a
5th +5 +3 +1 +3 Improved Critical (longsword), Favored divine spellcasting class chosen when the
Enemy: +2 Defender takes his first level. If the Defender
6th +6 +3 +2 +4 Perfect Health (immune diseases and natural had no previous spellcasting class, this ability
poisons), Spiritual does not apply.
Weapon 2/day +1 level Protective Ward: This is identical to the
7th +7 +3 +2 +4 Spontaneous Casting (domain spells)
Granted Power described under the Protection
8th +8 +4 +2 +5 Grace (double Cha modifier with elves) +1 level
9th +9 +4 +3 +5 Favored Enemy: +3 domain, and is a spell-like ability; see the SRD
10th +10 +4 +3 +6 Leadership, 5 Defender Cohorts, Spiritual for details. If the Defender already has this
Weapon 3/day, ability from his domain, he receives an
Elven Keep +1 level additional use per day.
Base Attack Bonus: +5 Weapon Knowledge: At 1st level the Defender
Language: Orc gains an additional feat with the longsword or
Heal: 5 Ranks with one bow (they receive the appropriate
Knowledge Religion: 6 Ranks Weapon Focus feat). If the character already
Ride: 6 Ranks has that feat in the chosen weapon, then he gets
Diplomacy: 5 Ranks the Weapon Specialization feat. Additionally, a
Intimidation: 6 Ranks Defender’s sword, armor and shield appear to
Feats: Improved Initiative, Mounted Combat. be polished to an almost heavenly silver sheen.
Spellcasting: Ability to cast 1st level divine spells. Favored Enemy: The defender receives the
Weapon and armor proficiencies: Light and Medium Ranger’s Favored Enemy ability, but only with
armor. Longsword and all bows. Orcs (see the SRD). He receives a +1 Favored
Special: The character must donate 10% of his income Enemy ability against Orcs at 1st level;
and be generous to the needy (within reason). He must increasing to +2 at 5th level, and +3 at 9th
from the start have proclaimed the god of elves his god level.
and must dedicate certain battles throughout his career to Combat Casting: At 2nd level the Defender
the Elven God of War and Protection. If the Defender was receives this feat for free. If the Defender 295
a Paladin before, he does not lose his Paladin status. If his already has this feat its effects do not stack.
Leadership feat for free and 5 Defenders of
Spiritual Weapon: At 2nd level the Defender lower rank to serve with him in battle. If the Defender
receivesthespell-likeabilitytocastSpiritual already has Leadership, he still receives the 5 Defenders;
Weapon once per day per four Defender levels in either case, these Defenders do not count against his
(2/day at 6th, 3/day at 10th, etc.). total number of followers.
Detect Evil: At 3rd level the Defender gains the Elven Keep: The Defender is acknowledged throughout
ability to Detect Evil within a 20 ft radius. If the all elven kingdoms as a hero among heroes. The Defender
Defender has the Paladin ability, it supercedes receives a keep in the land he calls home at no charge. The
Classes

thisability. local elven population takes care of upkeep and supplies.


Pegasus: At 3rd level the Defender receives a Elven Defender’s Duties
Pegasus, in accordance with Paladin guidelines,
Elven Defenders must display a pure and true dedication
with a silver coat and a black moon mark on its
to their god and the welfare of elves. They may only
forehead (if a Paladin already, the current mount
possess magic items that directly affect their protection or
is replaced by this new Pegasus). For details see
that of others, or that enhance their fighting prowess
the Paladins’ mount chart in the SRD.
(GM’s discretion; be fair, if the character can justify it, let
Shiny Armor: At 4th level the Defender’s armor
him keep it). All other magical items may be sacrificed to
gains a supernatural brightness bright enough to
their god, given to someone else in need (good alignment,
distract an enemy, giving a +2 circumstance
elf preferred), or sold with 50% of the sale donated to the
bonus to AC. This bonus applies only if the
church. PC Defenders called on by their god must obey
enemy can see, and does not effect
his will, although the god is unlikely to interfere with a
automatons and undead. This is a supernatural
just cause currently underway. Defenders must attack any
ability that affects any metal armor the character
orc seen (unless ordered otherwise by their god). The
is wearing. This ability is always on so there is a
Defenders believe they will be the deciding factor in the
+10 to Spot and Search checks when trying to
next war between elves and orcs. A Defender has a code
locate him. If a spellcaster casts
similar to a Paladin. If he breaks it all his special abilities
Darkness at the Defender’s armor, the Defender
are lost. Once accepted as a Defender, he is required to
rolls a Will Saving Throw. If unsuccessful, the
donate 25% of all earnings to the god or his temples.
armor’s ability is negated for the duration of the
spell. Otherwise, the Darkness is negated.
Sample Elven Defender
Esharion O’Sli’Nai is a Paladin/Elven Defender and considered
Improved Critical: At 5th level a Defender
a hero among the elven people.
gains the Improved Critical (longsword) feat.
Esharion O’Sli’Nai: Male Elf Pal 10/Defender 8;
Perfect Health: At 6th level a Defender
medium humanoid; hp 131, Init +7, Spd 30 ft, AC 33
becomes immune to all diseases and non-magical
(touch 18, flat-footed 30); Atk +27 melee (1d8+10/17-
poisons.
20x2, +5 Longsword; +29 melee, d8+12 +2d6 vs
Defender
Level Pegasus Mount Bonus HD Natural Armor
monstrous
Str Adj Int Special ability humanoids; +31 melee vs Orcs) or +24 ranged (1d8
1st to 3rd +2 +1 +1 11 Improved evasion, share spells, +6 + 1d6 flame (+25, d8+7+d6 if 30 ft, +27 if 30 ft &
empathic link, share saves orcs)/x3 Composite Longbow +3 Mighty (16)); AL LG;
4th to 6th +4 +3 +2 13 Speak with defender SQ Low Light Vision, Immune to Sleep, +2 save vs
7th to 9th +6 +5 +3 15 Command creatures of its kind Enchantment effects; SV Fort +14, Ref +10, Will +12;
10th +8 +7 +4 17 Spell resistance Abilities: Str 16 (+3), Dex 17 (+3), Con 12 (+1), Int 13
Spontaneous Casting: At 7th level a Defender (+1), Wis 14 (+2), Cha 18 (+4).
may cast any of his domain spells by using his Skills and Feats: Concentration +4, Diplomacy +10,
memorized spells in exchange for a domain spell Gather Information +5, Handle Animal +9, Heal +9,
of the same level or less, as a cleric does with Intimidation +11, Intuit Direction +4, Knowledge
healingspells. (Religion)
Grace: At 8th level a Defender gains double his +9, Listen +4, Ride +12, Search +3, Sense Motive
Charisma modifier to all skills relying on +5, Spot +6. Improved Initiative, Mounted Combat,
Charisma, but only when interacting with elves. Weapon Focus: Longsword, Trample, Ride-by-Attack,
Leadership: Upon reaching 10th level the Combat Reflexes, Point Blank Shot. Detect Evil 60',
Defender becomes a “Golden Defender” and all Divine Grace, Lay On Hands 40 hp, Divine Health, Aura
weapons and armor become a heavenly gold of Courage, Smite Evil (+4 hit, +10 dmg), Remove
296 color. The Golden Defender receives the
with the empire it protected. Through the tenacity of
Disease 3/week, Turn Undead 7/day as 8th cleric, Special
a few devoted members, its traditions and skills
mount (see Pegasus below), Protective Ward, Weapon were passed down from teacher to student, and
Knowledge (Longsword - Specialization), Favored Enemy survived in this way through the ages. And
(Orc) +2, Combat Casting, Spiritual Weapon 2/day, Shiny eventually Meliavin Illak became the last of the
Armor (+2 AC), Improved Critical: Longsword, Perfect Giant-hunters. Now the old elf wanted to retire in
Health, Grace (+8 Cha mod with Elves). the forest where he had been born. But Allindel was
Possessions: Elven Chain +5 (Invulnerability, Spell under invasion. A vast horde of trolls had crossed

Classes
Resistance 13), Large Mithral Shield (Arrow Reflecting), the black scrags and the Surshan river, which
Longsword +5 Orc Bane (+7 vs monstrous humanoids, bordered Allindel to the west. And now the trolls
were progressing east, devastating everything in
+2d6 dmg, Int 9, Wis 14, Cha 14, semiempathy, LG, Haste
their path. In a few days they would certainly reach
wielder once per day for 10 rounds), Ring of the sylvan town of Treehaven. Meliavin could not
Regeneration, Ring of Protection +3, Cloak of Charisma hope to defeat all these trolls by himself, despite
+4, Neclace of Prayer Beads (Smite), Quiver of Ehlonna, being a seasoned hunter. He was heading to
+3 Flaming Composite Longbow Mighty [+3], Potions: Treehaven to warn its inhabitants of their danger.
Cure Moderate Wounds x5, Neutralize Poison, Cure Had he several months to prepare, he could
Serious Wounds, Heroism, Jump x2. have trained new members into the order, but there
Special Mount: Avaunt (Pegasus): Large Magical Beast; was no time. *First edition of the game
HD 10d10+30, hp 100, Init +2 (+2 Dex), Speed 60 ft, fly ooo
120 ft (average), AC 19 (-1 size, +2 Dex, +8 natural), Atk Giant-hunters are members of an ancient order
2 hooves +14 melee (d6+5), bite +9 melee (d3+2), AL of ranger-like warriors who dedicate all their
CG, SQ Scent, Detect Good and Detect Evil at will within time and effort to the eradication of evil giants,
60-yard radius, Improved Evasion, Share spells, Empathic ogres, trolls, and similar creatures. They are
link, Share saves, Speak with Defender, Command unmatched when it comes to combating
creatures of its kind, SV Fort +11, Ref +10, Will +6, their favorite foes, at the sacrifice of more
Abilities: Str 21, Dex 15, Con 16, Int 15, Wis 13, Cha 13, traditional combative ability. Giant-hunters
Skills: Listen +12, Sense Motive +10, Spot +12, grasp at anything that aids them in the battle
Wilderness Lore +6, Feats: Iron Will, Fly-by Attack. against their giant foes. Following ancient
Spells Cast Per Day: 3/2/1; base DC = 12 + spell level). tradition, the Giant-hunters train in Druidic
and Arcane magics. Whether such versatility is
Spells chosen from Paladin spell list.
really useful to hunt giants could be debated,
Giant-Hunter Prestige Class but Giant-hunters always kept to this tradition,
Author: Dominique Crouzet which they believe distinguishes them from all
Meliavin Illak sat upon a fallen tree trunk, feeling very other warrior brotherhoods. Giant-hunters see
tired. But it was not so much from physical exertion, as his themselves as defenders of rural peoples and
morale gone low. The four trolls, whose bodies now burned nature’s beauty. Communities plagued by
a few feet away, had really not been a great deed for the giants usually welcome giant-hunters with
grim warrior. After three centuries of travels and countless
open-arms. In areas where Giant-hunters
battles, the old elf had long overcome any fear of such
aberrations. He had slain giants without number, from the commonly operate, people know they won’t
northern ice marshes to the volcanoes of the Burning extort money from an endangered population.
Sands desert in the far south. Meliavin was the last of his Gianthunters are known for altruistic
order, with no successor. He had come to the great forest dedication their cause: freeing the land from
Allindel in hope of retirement, and found it was in great the depredations of evil giants and their kin.
peril. While the individual may certainly seek glory
Meliavin was born in Allindel, but left it to pursue the life and the excitation of combat, these nature-
of a hunter and adventurer more than three hundred years oriented warriors make a point of honor in
ago. When he was first recruited, the order of rangers was
rejecting the lure of wealth. Barbarians,
ancient and declining, with few members left. Known as
Giant-hunters, the order had in fact been created during fighters, and rangers are the traditional
the time of the first empire,* an era long since forgotten. In candidates for this order. Clerics, druids and
those ancient days, the northern borders of the empire paladins have been known to join, although
were regularly crossed by monstrous abominations coming more rarely. A few rogues may be drawn to the
from the wastes beyond. As such the order was first one of order, but all other classes, although not
rangers who hunted all manners of giants, trolls, and other forbidden to join, almost never become Giant-
fell creatures warped by emanations of chaos in the north hunters. Note: this class was meant to be a 297
during that epoch. This was long ago, and the order disappeared
conversion of the ranger as it existed in the previous acts, their willingness to defend rural
first edition of the game. Of course, some communities from the ravages of ogres, trolls, giants, and
changes had to be made to fit in the present thelike.
system. Nonetheless, the nostalgic players who Class Skills
still miss the rangers of the “good old days,” The Giant-hunter’s class skills (and the key ability for
should find here a good alternative. each skill) are Animal empathy (Cha), Climb (Str), Craft
(Int), Handle animal (Cha), Hide (Dex), Intuit direction
Classes

(Wis), Jump (Str), Knowledge (giants) (Int), Move silently


(Dex), Profession (Wis), Ride (Dex), Search (Int),
Spellcraft (Int), Spot (Wis), Swim (Str), Wilderness lore
(Wis). See Chapter 4: Skills in Core Rulebook I for skill
descriptions.
Skill Points at Each Level: 4 + Int modifier.
Class Features
All the following are class features of the Giant-hunter
prestigeclass.
Hit Die: d8.
Weapon and Armor Proficiency: Giant-hunters are
proficient with all simple and martial weapons. They are
also proficient with light and medium armors, and all sorts
ofshields.
Spells: Giant-hunters get a double spell progression,
with access to both divine (druidic) and arcane spells.
Arcane spells: They can cast arcane spells, doing it
exactly like wizards (with spellbook, preparation, DCs
based on Int modifier, access to any wizard spell,
restriction on armors, etc.). They gain bonus spells for
highintelligence.
Divine spells: They can cast divine spells, doing it
exactly like druids (with preparation, access to any druid
Class
spell, etc.). They gain bonus spells for high wisdom.
Level BaBFort Ref Will Special Damage vs Giants
Druid Spells Arcane Spells Hunt Giants: the word giant is employed here as a
0 1st 2nd 3rd 0 1st 2nd generic term to designate the creatures against whom
1st +0 +2 +0 +0 Hunt giants +2 +1 1 1 - - 1 - - Giant-hunters are most effective. These include all giants,
2nd +1 +3 +0 +0 +2 2 1 - - 1 1 - but also other humanoid and nearly-humanoid creatures of
3rd +2 +3 +1 +1 +3 2 2 - - 2 1 - large (or greater) size, such as the athach, ettin, ogre,
4th +3 +4 +1 +1 +4 3 2 - - 2 2 - ogremage, and troll. Such creatures who have become
5th +3 +4 +1 +1 Hunt giants +3 +5 3 2 1 - 3 2 - undead are still considered giants for the purposes of this
6th +4 +5 +2 +2 +6 4 2 1 - 3 2 1 Gianthunter ability. The GM may otherwise allow
7th +5 +5 +2 +2 +7 4 2 2 - 4 2 1
additional creatures to the list of giants, such as gray-
8th +6 +6 +2 +2 +8 5 2 2 - 4 2 2
9th +6 +6 +3 +3 Hunt giants +4 +9 5 2 2 1 5 2 2 renders or minotaurs, if he deems them frequent enough,
10th +7 +7 +3 +3 Leadership +10 5 2 2 2 5 2 2 while above described giants are more rare.
Requirements Giant-hunters devote all their time and effort honing
To qualify to become a Giant-hunter, a character their skills and abilities against giants. This gives them a
mustfulfillallthefollowingcriteria. +2 circumstance bonus that can be applied to all the
Base Attack Bonus: +7 following areas, when dealing with such giants:
•Attackrolls
Alignment: due to their role of defenders, they
• Armor class
must be of good alignment (LG, NG, CG). •Trackfeat
Intuit direction: 4 Ranks • Bluff, Gather information, Listen, Search, Sense motive, and
Wilderness lore: 8 Ranks Spotskills.
Feats: Track. This bonus increases to +3 at fifth level, and again to +4
298 Special: candidates must have demonstrated, by at ninth level. Hunt Giants stacks with the ranger’s
Favored Enemy bonus if the Favored Enemy fits in the (+1).
above definition of Giant. Skills and Feats: Hide +21, Intuit Direction
Damage Giants: Against the same creatures, Gianthunters +13, Knowledge (Giants) +11, Listen +16,
gain a damage bonus of +1 per level in this class, Move Silently +40, Search +16, Spellcraft
but only when using melee weapons of medium size or +6, Spot +16, Wilderness Lore +21. vs Orcs:
greater. This bonus is not granted when using small or Bluff +3, Listen +18, Sense Motive +3, Spot
missile weapons (such as a dagger). +18, Wilderness Lore +23. vs Giants: Bluff

Classes
Leadership: at 10th level, Giant-hunters gain the +6, Gather Information +5, Listen +21,
Leadership feat for free (ref. SRD). However, instead of Search +20, Sense Motive +6, Spot +21,
gaining one cohort of their choice and followers, Giant- Wilderness Lore +26. Improved Initiative,
hunters gain 1d4+1 cohorts determined as follows: one Point- Blank Shot, Weapon Finesse:
cohort is determined normally, except that it must be a Longsword, Improved Two- Weapon, Weapon
Giant-hunter character. (In effect, it is a member of the Focus: Longsword, Rapid Shot, Improved
order who becomes the personal assistant of the Giant- Critical. Track, Favored Enemy +2 Orcs,
hunter.) The other 1d4 cohorts do not follow the standard Favored Enemy +1 Giants, Hunt Giants +4.
rules, but are determined using the table below. The Possessions: Elven Chain +5 (Silent Moves,
character gains no followers from this free feat. Note that Shadow), Longsword +5 Giant Bane & Keen,
this does not affect or alter Leadership taken by the Ring of Blinking, Ring of Protection +5,
character as a normal feat. *race 50% same as character; Staff of the Woodlands, Boots of Elvenkind,
50% other as on a d20: 1 centaur; 2 dwarf; 3-4 elf; 5-6 Bracers of Archery, Cloak of Displacement
halfling; 7-11 half-elf; 12 half-orc; 13-14 gnome; and 15- (Major), Gloves of Dexterity +6, Figurine of
20 human **only one such mount per character. If this Wondrous Power: Golden Lions, Heward’s
resultisrolledagain,re-rollforadifferentresult. Handy Haversack, Quiver of Ehlonna,
Duties of the Order of Giant-Hunters Potions: Cure Serious Wounds x2, Neutralize
Giant-hunters, as they belong to an order, must abide by Poison, Nondetection, Haste, Invisibility,
itscode: Blur, Lesser Restoration, Cure Moderate
• Giant-hunters must always act honorably and morally. Any Wounds.
giant-hunter known to have committed evil acts is expelled Spells Cast Per Day:
from the order, loses access to druidic spells, and cannot further Ranger: 2 1st level; base DC = 11 + spell
progress in the class. level). Spells chosen from Ranger spell list.
• Giant-hunters may not accumulate wealth. As sworn defenders Giant-Hunter Druid: 5/3/2/1. Base DC 11 +
of Allindel (or other territory), they must be ready to intervene spell level. Spells chosen from Druid spell
at any time, unencumbered by duties related to estate and
list. Giant-Hunter Arcane: 5/3/2. Base DC 11
property. As such, they can own only that which they can carry
on their person and/or place upon their mount. Excess should
+ spell level. Spells chosen from Wizard/
be donated to a worthy cause (especially one devoted to the Sorcererspelllist.
same goal as themselves). Giant-Hunter Cohorts
• No more than three giant-hunters ever operate together at any D20 Cohort
time. 1-3 Dire animal (bear, lion, wolf, etc.)
4-6 Giant bird (eagle, owl, etc.)
Sample Giant-Hunter 7-8 NPC* ranger (level 1-6)
Melievin Illak is a legendary Giant-Hunter, known among 9-10 NPC* druid (level 2-8)
the elven people for his heroic deeds in many lands. He is 11-12 NPC* barbarian (level 1-6)
also the last of his order, and mourns the loss of the 13 NPC* sorcerer (level 1-6)
ancient tradition. 14 NPC* rogue (level 2-8)
Melievin Illak: Male Elf Ranger 9/Giant Hunter 9; 15 NPC* ranger/rogue (level 1-4/1-4)
medium humanoid; hp 102, Init +8, Spd 30 ft, AC 29 (33 16 NPC* barbarian/rogue (level 1-4/1-4)
vs giants) (touch 19, flat-footed 25); Atk +24/+19/+14 17 Pegasus or hippogriff mount**
melee (1d8 + 4 Longsword crit 15-20/x2, +4 giantbane; 18 Brownie or pixie
d8+6 vs orcs; +29/+24/+19, d8+2d6+9 vs athach, ettin, 19 Treant
giant, ogre, ogre mage & troll), +21/+16/+11 ranged (d8 20 Giant (good, such as a Firbolg)
Composite Longbow; d8+2 within 30', +1 giant, +2 orc);
AL CG; SQ: Immune to Sleep effects, +2 save vs
Goblin Wolf Rider Prestige
Enchantment effects, Low-Light Vision; SV Fort +12, Ref Class
+10, Will +7; Abilities: Str 10 (+0), Dex 22 (+4 because Author: Itzhak Even 299
of armor), Con 10 (+0), Int 13 (+1), Wis 13 (+1), Cha 11 Adventurers look down on goblins. Goblins,
Bonus Hit Dice: These are extra d8 Hit Dice, each of
kobolds, hobgoblins, orcs and their ilk are seen by
advanced characters as nuisances. Looks can be which gains a Constitution modifier, as normal. Extra Hit
deceiving, and an adventurer caught unaware will Dice improve the mount’s base attack and base save
usually end up dead. Most goblin tribes will have at bonuses, as normal.
least a few wolf riders. Wolf riders are the elite Natural Armor: This is a bonus to the mount’s natural
cavalry of the goblinoids, peppering their enemies armor rating.
from afar before closing in for the kill. The wolf or Str Adj.: Add this figure to the mount’s Strength score.
worg the goblin rides takes on a fiendish appearance
Classes

and improves as his rider gains level. Class


Fighters, rangers and barbarians take most easily to Level BaB Fort Ref Will Special/Dread Mount Bonus HD
this class, although clerics can also make formidable Natural Armor Str Adj. Int Special
wolf riders. The origins of the wolf rider go back to 1 +1 +2 +0 +0 Dread Mount
a goblin priest of war praying for a miracle to 2 +2 +3 +0 +0 +2 4 +1 6 Improved Evasion,Empathic link
improve his mount. The god responded by sending 3 +3 +3 +1 +1 Fearful Pose
a small fiend to cut a deal. For five years, the priest 4 +4 +4 +1 +1 +4 6 +2 7 Share saving throws
stayed in seclusion from his tribe, and in that time 5 +5 +4 +1 +1 Wheeling Attack
he became a wolf rider. He came to his tribe’s help 6 +6 +5 +2 +2 +6 8 +3 8 Command creatures of its
against an adventuring party, riding atop his fiendish kind
worg and using his spells to great effect against the 7 +7 +5 +2 +2 Short Bow Mastery
adventurers. 8 +8 +6 +2 +2
Thus was the great line of wolf riders born. 9 +9 +6 +3 +3 +8 10 +4 9 Spell resistance
Requirements Int: The mount’s Intelligence score. (The mount is smarter
To qualify to become a goblin wolf rider, a than normal animals of its kind.)
charactermustfulfillallthefollowingcriteria. Improved Evasion: If the mount is subjected to an attack
Race: Goblin that normally allows a Reflex saving throw for half
Base Attack Bonus: +4 damage, it takes no damage on a successful saving throw
Handle Animal: 6 ranks and only half damage on a failed saving throw. Improved
Ride: 6 ranks evasion is an extraordinary ability.
Intimidate: 2 ranks Empathic Link: The wolf rider has an empathic link
Feats: Mounted Combat, Mounted Archery, with the mount out to a distance of up to one mile. The
Martial Weapon Proficiency (Short Bow). wolf rider cannot see through the mount’s eyes, but can
Special: Must have a wolf or worg mount. communicate telepathically. Even intelligent mounts see
Class Skills the world differently from humans, so misunderstandings
are always possible. This empathic link is a supernatural
The wolf rider’s class skills (and the key ability
ability.
for each skill) are Craft (Int), Handle Animal
Because of the empathic link between the mount and the
(Cha), Intimidate (Cha), Hide (Dex),
wolf rider, the wolf rider has the same connection to a
Profession (Wis), Ride (Dex), Wilderness
place or an item that the mount does.
Lore (Wis). See Chapter 4: Skills in Core
Share Saving Throws: The mount uses its own base save
Rulebook I for skill descriptions.
or the wolf rider’s, whichever is higher.
Skill Points at Each Level: 2 + Int modifier.
Command: The mount’s command ability is a spell-like
Class Features ability that it can use at will against other creatures of its
All of the following are class features of the kind with fewer Hit Dice than it has itself. The mount can
goblin wolf rider prestige class. use this ability once per day per two levels of its rider, and
Hit Die: d10 the ability functions just like the spell command (for
Weapon and Armor Proficiencies: Wolf purposes of this spell, the mount can make itself be
riders are proficient with all simple weapons understood by any normal animal of its kind). Since this is
and martial weapons, as well as light and a spell-like ability, the mount must make a Concentration
medium armor and shields. check (DC 21) if it’s being ridden at the time (as in
Dread Mount: As the Wolf Rider rises in combat). If the check fails, the ability does not work that
levels, his mount becomes increasingly time, but it still counts against the mount’s daily uses.
stronger. At 1st level the mount gets the fiendish Spell Resistance: The mount’s spell resistance equals
template. As the wolf rider progresses in levels the wolf rider’s level + 5. To affect the mount with a spell,
the mounts gets the following extra abilities,
300 summarized in the table above.
a spellcaster must make a caster level check (1d20 + caster
level) at least equal to the mount’s spell resistance.
Note that if the wolf rider has levels in the blackguard Elephant: +14 BAB
prestige class, the levels of blackguard and wolf rider Leopard: +4 BAB
stack for the purpose of the mount, but he loses the Giant Lizard: +4 BAB
fiendish companion gained through the blackguard class. Lion: +6 BAB
Fearful Pose (Ex): At 3rd level, the wolf rider can instill Rhinoceros: +11 BAB
fear in enemies when he is riding his mount. Any enemy Tiger: +8 BAB
within 60 feet of the wolf rider when he uses this ability Sample Wolf Rider

Classes
must make a Will save DC 15 + the wolf rider’s Cha Gizur Half-Ear is the great hero of his tribe. Twice
modifier, or act as if affected by a Fear spell cast as a he has single-handedly taken out groups of human
sorcerer of his class level. Also, the wolf rider gains an and elven adventurers invading his tribe’s territory
aura of fear around him, while riding his mount, for up to in their greedy quest for treasure. His raids on the
fat shepherds of the south are legendary. Soon,
10 feet. Any opponent within this range suffer a –2 morale
though, he must claim leadership,
penalty to all saving throws, and attack rolls. slaying Broken-Jaw, or be thought a coward. He
Wheeling Attack (Ex): You no longer need to move in would rather just ride his worg and be free to do
a straight line when using Ride-by Attack or Mounted whatever, but the responsibilities of greatness
Archery. You can ride forward, make an attack, turn up to cannot long be avoided.
180°, and continue with the rest of your movement. This is Gizur Half-Ear: male goblin Fighter6/Wolf-
anextraordinaryability. Rider4: CR 10; Small humanoid (goblinoid)
Short Bow Mastery (Ex): At 7th level, the wolf rider (3 ft., 2 in. tall); HD 10d10+30; hp 100; Init
has progressed so much with his bow that he gains new +9 (+5 Dex, +4 Improved Initiative); Spd 30
attacks at –4, instead of the normal –5. ft.; AC 19 (+5 Dex, +4 leather armor, +2 ring
Example: A 7th level fighter/8th level wolf rider with a of protection, +1 amulet of natural armor;
BAB of +15 gets four attacks with his short bow, instead touch 17, flatfooted 17); Atk +15/+10/+5
of just three as with other weapons. He gains attacks at ranged (d6+6/x3, 210 ft., +1 composite
+15/+11/+7/+3, while his iterative attacks with other mighty [+2] shortbow of distance, +1
weapons are at +15/+10/+5. arrows); SQ goblin traits; SV Fort +14, Ref
Battle Frenzy (Ex): A 10th level goblin wolf rider can +10, Will +4; AL CN; Str 14, Dex 20, Con 16,
induce himself and his mount into a frenzied attack. Int 16, Wis 8, Cha 13.
This is similar to the barbarian’s rage ability, and follows Languages: Common, Dwarven, Elven,
the same rules. This ability can be used once per day, Goblin. Goblin traits (Ex): Darkvision 60 ft.
unless the character gains rage from another class, in Skills & Feats: Climb + 4, Craft (bowyer/
which case the levels stack for determining the number of fletcher) +13, Handle Animal +10, Hide +12,
times this ability can be used. Note that if the goblin is Intimidate +11, Move Silently +21, Ride
high enough level as a barbarian, he may gain the use of (Worg) +20, Spot +4, Wilderness Lore +9; Far
the Greater Rage ability, but he will always be winded Shot, Improved Initiative, Mounted Archery,
afterrage. Mounted Combat, Point Blank Shot, Track,
Wolf Riders of Other Races Weapon Focus (shortbow), Weapon
If a GM so desires, he can allow orcs and hobgoblins to Specialization (shortbow).
take this prestige class. However, a mount must be one Class Abilities: Dread Mount, Fearful Pose
size category larger than the rider, so the mount (Will DC 16 as 4th level sorcerer).
requirement should be changed to dire wolf. This prestige Equipment: +1 composite mighty [+2]
class may be used for riders of giant lizards, boars, and shortbow of distance, 10 +1 arrows (human
other animals. When using different mounts, the strength bane), 5 +1 arrows (gnome bane), 5 +1
of the animal should be compared to that of the wolf and arrows (dwarf bane), 5 +1 arrows (elf bane),
worg, and the BAB requirement for the class should be 50 +1 arrows, +2 leather of silent moves, +2
adjusted accordingly. For example, if you want to grant an ring of protection, +1 amulet of natural
elephant mount for, say, an ogre, the BAB requirement armor, Bracers of archery, eyes of the eagle,
should be increased to something like +14. A few +2 cloak of resistance, Heward’s handy
examples follow: haversack, potions: 2 cat’s grace, 3 cure
Winter Wolf: +8 BAB moderate wounds, heroism, hiding, vision.
Boar: +4 BAB Wolf-Rider Mount: Snaggle-Tooth; male
Camel: +4 BAB worg; Medium-size magical beast (worg); HD
8d10+16; hp 61; Init +2 (+2 Dex); Spd 50 ft.;
301
Cheetah: +4 BAB
Alignment: Any Good.
AC 20 (+2 Dex, +8 natural armor; touch 12, Knowledge (Religion): 10 ranks.
flat-footed 18); Atk +12 melee (d6+6/x2, bite); Feats: Extra Turning.
SA Trip; SQ Scent, improved evasion, empathic Spellcasting: Ability to cast divine spells.
link, share saving throws; SV Fort +8, Ref +8, Class
Will +4; AL NG; Str 19, Dex 15, Con 15, Int 7, Level BaB Fort Ref Will Special Spells Per Day
Wis 14, Cha 10. 1st 0 0 0 2 Golden Aura, New Domain, Turn Undead +1 level of
Languages: Worg. existing class
Classes

Skills & Feats: Hide +7, Listen +9, Move 2nd 1 0 0 3 +1 level of existing class
Silently +7, Spot +9, Wilderness Lore +6*; 3rd 1 1 1 3 +1 level of existing class
4th 2 1 1 4 +1 level of existing class
Alertness, Dodge. 5th 2 1 1 4 Resist Energy Drain +1 level of existing class
Golden One Prestige Class 6th 3 2 2 5 New Domain +1 level of existing class
7th 3 2 2 5 +1 level of existing class
Author: Adam Nave
8th 4 2 2 6 +1 level of existing class
Golden Ones are clerics and paladins who follow a
9th 4 3 3 6 +1 level of existing class
less offensive path than their brethren. Filled with
10th 5 3 3 7 Immune to Energy Drain +1 level of existing class
positive energy, they take their name from the
golden aura of protection that surrounds them. The
aura increases with power over time, granting
protections against both physical and magical
attacks. Golden Ones are often found combating
undead or protecting the innocent from evil
outsiders. Their combat abilities are not great, but
because of the defensive properties of their golden
aura, they can stand up against powerful undead,
such as shades and liches. Golden Ones are highly
spiritual and spend much of their time fasting and
praying. When they are part of a church hierarchy,
they are active and vocal, often volunteering to
take on special duties. As a result, combined with
their obvious strong connections to the gods, they
occupy positions of power within the church.
When operating independently of an organization, a
Golden One often behaves as a questing knight or
paladin, seeking out wrongs to right and evil to
subdue. Golden Ones are particularly vehement
about combating undead. They will rush off to
investigate the vaguest rumors of innocents
endangered by undead and hold necromancers as
their greatest adversaries. In combat, Golden Ones
wear medium armor, which combined with their
golden aura, adequately protects them and allows
them to maneuver. Golden Ones usually use the
same weapons they did as clerics and paladins, with
an emphasis on maces, flails, swords (for paladins)
and shields. Golden Ones from clerical backgrounds
usually hang back a bit from the fighting, occupying
a support position and reinforcing their comrades
with spells. Golden Ones hailing from paladin Special: Ability to turn undead. Must worship a deity
backgrounds still wade into the thick of combat, but that grants access to the Good domain (but the character
tend to cast more spells than they did previously. In need not have access to that domain.)
any case, whenever undead are encountered, the Class Skills
Golden One will quickly close with them, using
The Golden One’s class skills (and the key ability for
their golden aura to full advantage and shielding
their allies from negative energy attacks. each skill) are Concentration (Con), Diplomacy (Cha),
Heal (Wis), Knowledge (Arcana) (Int), Knowledge
Requirements
(Religion) (Int), Scry (Int) and Spellcraft (Int). See
302 To qualify to become a Golden One, a character
Chapter 4: Skills in Core Rulebook I for skill
mustfulfillallthefollowingcriteria.
Hide checks per level. All of the Golden
descriptions.
One’s aura-based abilities function as if he
Skill Points at Each Level: 2 + INT modifier.
were ½ his current level. A dispel magic (or
Class Features equivalent, such as an anti-magic field)
All of the following are class features of the Golden One causes the aura to wink out completely, along
prestigeclass. with the associated abilities. The dispel
Hit Die: d4. magic must succeed against a DC of 11 plus
Weapon and Armor Proficiency: None. Golden Ones the level of the Golden One. (Do not add

Classes
are not inherently combative, although they often bring in other spellcaster levels for this check.) The
very good weapon and armor proficiencies from previous aura reappears after a number of rounds equal
classes. to the difference between the dispel checks.
Spells Per Day: The Golden One gains an additional Remember that spell resistance applies to
level in an existing divine spellcasting class. This applies these spells before saving throws are made.
only to spells cast per day and effective caster level, not New Domain: At levels one and six, the
any other class abilities. A Clr10/Golden One 5 has as Golden One gains access to a new domain.
many spells per day and the same caster level as a 15th Pick from the following list: Good, Healing,
level cleric. If the character had more than one divine Protection and Sun. They get the new domain
spellcasting class, he must pick one to gain the bonus power and the ability to choose spells from
level. Once chosen, it cannot be changed. This ability is the new domain but do not gain any
similar to other abilities of the same name. additional spell slots. Paladin casters gain
Golden Aura (Su): Golden Ones are constantly the domain abilities and one domain spell
surrounded by a faint golden aura of positive energy. It slot at each available spell level. This slot can
starts very light, deepening in color as the Golden One’s only be used to memorize domain spells.
powers increase. The aura stands out one inch from the Turn Undead: Add Golden One levels to
skin and starts as a faint yellowish glow, gradually previous class levels for the purposes of
becoming a true golden hue. The aura sheds light in a one- turning undead, as long as those previous
ft. radius per level. The aura shines through clothing, but classes can also turn undead. For instance, a
the light cast is non-magical and can be blocked by normal Paladin 10/Golden One 3 turns undead at
means. The aura has the following additional properties: level 11 because the paladin turns as an 8th
• +1 deflection bonus to AC at every odd level. levelcharacter.
• Grants a base SR of 10 plus 1 per level.
Resist Energy Drain (Su): At 5th level, the
• Undead find the aura’s positive energy painful and take one
point of damage per level if they touch the Golden One or the
Golden One’s exposure to positive energy
Golden One touches them. This takes effect before any other has built up and allows him to resist energy
touch effects. Undead spellcasters attempting touch attacks draining attacks. The attacker must roll 1d20
must make concentration checks or loose any held spells. + Hit Dice (or caster level, for spells) and
Nonspell touch attacks, such as the lich’s damaging touch, still beat the Spell Resistance of the Golden One.
take effect, as do supernatural (Su) abilities. The Golden One If the roll succeeds, the Golden One is
may also attempt to make touch attacks against undead, affected normally. If it fails, nothing happens,
inflicting 1 point of positive energy damage per level. If the although other touch attacks may take effect.
Golden One is using a weapon, the positive energy aura does
Magical items that impose negative levels
not envelop the weapon so it inflicts damage normally.
• At 10th level, the Golden One’s aura grants damage reduction
still affect the character. This is because of
10/+1. Additionally, he suffers the following penalties: the constant, close contact these items
• Hide attempts automatically fail unless magical assistance to require, which leeches away positive
hide the aura is used, such as darkness or dispel magic. energy.
•Evil and light-sensitive creatures instantly dislike the character. Immune to Energy Drain (Su): By 10th
• The Golden One cannot willingly turn off his aura. Spell level, the Golden One has built up such an
resistance applies to all spells cast on the character, except those affinity for positive energy that energy
he casts on himself and those that involve the channeling of draining attacks no longer affect the
positive energy, such as healing spells and any spell with the character. The negative level effects of certain
“holy” or “good” descriptors. Casting a darkness spell on
magical items still apply.
the Golden One does not function normally. Instead, if he
fails his save, it dims his aura temporarily. As long as the Restrictions
Golden Ones must abide by a general code of
darkness is in effect, the aura casts no light and is only
conduct. 303
half as bright. The Golden One still suffers a -1 penalty to
dread scourge of undead existence. She must stand as the solid
• Never willingly commit an evil act. barrier of good holding back the dark tide of unlife. Her first
• Protect the innocent, the defenseless and the weak. memories were of being taken in by the sisters of golden light,
•Bemercifulto all. an isolated convent, after her tiny village was overrun and
• Lay the undead to rest. destroyed by the animated armies of a rampaging necromancer.
The code is somewhat vague, allowing a Her village was not strategically located or wealthy
personal interpretation that matches with the or of any use at all. The villagers were fodder for the army,
nothing more. As an infant, Lillian was of no use and went
outlook of the divinity the Golden One
unnoticed, hidden in a tree hollow by her desperate mother.
Classes

worships. For instance, when coming across a A tinker traveling through two days later heard the crying of
deathly ill individual, does the Golden One the abandoned infant and brought her to the only sanctuary
arrange care and peaceful last days for the he knew.
person, or, seeing that there is no hope, offer Lillian grew up angry, and spent a long time fighting both
quick and painless euthanasia? Another the undead and her own inner turmoil, before she finally
quandary is what to do with a good-aligned came to an understanding of what she was truly fighting.
undead creature. Destroy it because it is With that understanding came a level of peace, and Lillian
undead, or leave it be because it is good? By has since devoted herself to simply helping people. She is
a determined and unstoppable foe of undead, but treats
destroying the good creature, you may have
with people more gently.
committed an evil act, but by leaving it, you
Lillian Deverge: female half-elf Cleric7/Golden One5:
have let an undead creature survive. Either
CR 12; Medium-size humanoid (elf); HD 7d8+5d4+24;
breaks the code in a strict interpretation.
hp
Golden Ones cannot multiclass further in any
82; Init +3 (-1 Dex, +4 Improved Initiative); Spd 60 ft.;
normal class or prestige class. If they do so,
AC 23 (-1 Dex, +5 golden aura deflection bonus, +6
they loose their golden aura and energy drain
celestial
resistances,butretaintheirotherabilities,such
armor, +3 large steel shield; touch 14, flat-footed 23);
as spell casting level, additional domains and
Atk +9/+4 melee (d8+3/x2, +1 heavy mace, holy (wielded
the ability to turn undead. They may not take
with both hands)), or +8 ranged (d10+2, 19-20/x2, 120 ft.,
any more levels in Golden One. An exception to
+1 heavy crossbow, +1 heavy crossbow bolt); SQ half-elf
this is a Golden One who reaches 10th level in
traits, SR 15; SV Fort +8, Ref +4, Will +12; AL NG; Str
the class. They may multiclass freely and keep
13, Dex 8, Con 14, Int 12, Wis 16, Cha 18.
alltheirabilities,butmuststillabidebyother
Languages: Common, Celestial, Elven.
class restrictions (such as the Code of Conduct
Half-elven traits (Ex): Immune to sleep effects, +2 save
and multiclassing restrictions from other
vs Enchantment, low-light vision.
classes.) Paladins who become Golden Ones
Skills & Feats: Concentration +9, Diplomacy +11, Heal
retain their paladin abilities but must follow
+10, Jump +11, Knowledge (Arcana) +9, Knowledge
their own code of conduct in addition to that of
(Religion) +13, Listen +5, Scry +3, Search +4, Spellcraft
the Golden One. As above, they may not return
+3, Spot +11; Combat Casting, Extra Turning, Improved
to their previous class unless they reach 10th
Initiative, Lightning Reflexes, Point Blank Shot.
level. Then they may continue as normal.
Class Abilities: Golden Aura (5 ft. radius, +5 deflection
If a Golden One breaks his code of conduct his
AC, SR 15, 5 points positive energy damage on touch to
golden aura instantly winks out. It stays dark
undead), New Domain (Good), Resist Energy Drain, Turn
until he performs an atonement. The exception
Undead @ 16th level.
to this is if an evil act is willingly committed.
Equipment: Celestial armor, +1 large steel shield
In this case he forever looses all abilities and
(animated),
can no longer advance as a Golden One. If a
+1 heavy mace (holy), +1 heavy crossbow, 50 +1
Golden One paladin looses his respective
heavy crossbow bolts, amulet of undead turning, boots of
abilities, he may become ineligible to be a
striding and springing, +2 cloak of charisma, eyes of the
Golden One (i.e., no longer able to cast
eagle, dark blue rhomboid ioun stone.
divine spells and turn undead). If so, he loses
Cleric Domains: Good, Protection & Sun
all Golden One abilities as well and cannot
Cleric Spells Prepared (6/6+1/5+1/5+1/3+1/3+1/2+1;
advance further in the class.
DC 13 + spell level): 0-level – create water, detect magic
Sample Golden One x2, guidance x2, mending; 1st– bless x2, deathwatch,
Lillian Deverge knew her purpose from an early age, detect evil, detect undead, endure elements (cold)*,
304 and pursued it with unswerving dedication. She
must defend the helpless, and rid the world of the
protection from evil; 2nd – bull’s strength, consecrate,
endurance, lesser restoration x2, shield other*; 3rd – They are often punished, beaten, starved, and
daylight, magic vestment, negative energy protection x2, otherwise abused. To survive, they have to be
remove curse, searing light*; 4th – divine power, holy tough, and must learn survive in a hostile
smite*, restoration, status; 5th – flame strike*, mark of environment. Most other races would at least
justice, righteous might, true seeing; 6th – anti-magic be broken by such maltreatment. However,
field*,geas/quest,heroes’feast. their racial heritage has given half-orcs greater
*Domain spells physical power and instinct. The maltreatment

Classes
that would kill others is to them a form of
Half-Orc Survivor Prestige Class extreme training that develops their
Author: Dominique Crouzet indomitable will and ability to survive. Half-
In her search for true love, Zurvalia traveled far and Orc Survivors exemplify the proverb “That
wide-from the icy wastes of the north to the decaying cities
which does not kill us, make us stronger.”
of Andul to the south. In all those years of constant seeking
she never found what she sought. Yet this had not discouraged Half-Orc Survivors are forged by the severity
the obstinate half-orc. Even now, with the latest village of their upbringing. They are not taught by a
yet another failed goal, she found the courage to mentor, nor do they follow any particular
persevere. “Listen to me, I just want a meal and a bed for the teaching. Rare half-orcs who are
night. raised by loving parents have little chance of
Tomorrow I will leave. I have money, I can pay!” Zurvalia becoming Survivors. Should they even make
did not need a night out in the cold to add to her misery. the attempt, they will require a Survivor
“You don’t understand, orc.” Replied the innkeeper, a fat, mentor. Survivor instruction is brutal
red-faced man with large blue veins standing out on his
and centers on training the body and mind for
misshapen nose. “We don’t serve sows in this tavern!”
The villagers nearby had stopped their activities and endurance, alertness, privation, and all the
were looking at the headstrong half-orc. A shouted insult, abuses of a typical half-orc childhood
thrown rotten vegetables-Zurvalia was used to it all. This Half-Orcs Survivors are wary to the point of
time, instead of leaving, she sat on a bench and waited, paranoia, considering themselves eternal
her orcish features set in a particularly stubborn expression. victims, often bullying others for fear of being
It had been a long day. bullied. The half-orc survivor typically starts a
“Get out!” The innkeeper shouted. He grabbed a chair brawl in a tavern and then whines when “yet
from the common room within and advanced menacingly another bunch of bastards picked on him.”
toward Zurvalia. She did not move, and his irate hatred
Unsurprisingly, most people dislike and reject
overflowed. “The only good orc is a dead orc, sow!” So
saying, he smashed the chair over her head. them, which in turn reinforces Survivor
Zurvalia’s eyes turned red and she slowly rose to her paranoia.
feet, the shattered remains of the chair falling from her Class
shoulders. The innkeeper blanched as he saw she bore no Level BaBFort Ref Will Special
mark from his blow. 1st +0 +2 +0 +2 Resilient Skin +1; Damage
“You evil man!” Zurvalia shouted, tears rolling down her reduction 1/- ; Endure Weather 1/round
cheeks. She took up the heavy bench from the front of the 2nd +1 +3 +0 +3 Resist Starving, Double Natural
tavern and brandished it easily over her head. “Mummy Healing
had no right to hit me, and you have no cause!” 3rd +2 +3 +1 +3 Resist Energy Drain (-/+2)
In the background, the more intelligent customers left 4th +3 +4 +1 +4 Resilient Skin +2; Damage
using the back door. reduction 2/-; Endure Weather 2/round
ooo 5th +3 +4 +1 +4 Resist Death (1 per day), Cornered
rage (1 per day)
Half-Orc Survivors are characters who grew so well
6th +4 +5 +2 +5 Resist Energy Drain (+2/+4)
used to a life of punishment and misery they developed an 7th +5 +5 +2 +5 Resilient Skin +3; Damage
uncanny ability to survive the most extreme of hardships. reduction 3/-; Endure Weather 3/round
Half-Orcs are almost always born in violence. Rarely 8th +6 +6 +2 +6 Resist Death (2 per day), Cornered
would any human willingly marry an orc. Exceptional rage (2 per day)
campaigns may exist where love matches between orcs 9th +6 +6 +3 +6 Resist Energy Drain (+4/+6)
and humans are common, but that is not what this class 10th +7 +7 +3 +7 Resilient Skin +4; Damage
represents. In most campaigns, half-orcs are born in reduction 4/-; Endure Weather 4/round
captivity or after some raid among human populations. Requirements
Those born from two half-orc parents remain a minority. To qualify to become a Half-Orc Survivor, a
As such, most-if not all-half-orcs are rejected by their
mother, and are despised-even hated-by their community.
charactermustfulfillallthefollowingcriteria:
Race: Half-orc.
305
absorbs 1 point of cold (or heat, etc.) damage each round
Hit-points: 30+ at 1st-level, 2 at 4th-level, 3 at 7th-level, and 4 at 10th-
Feats: Endurance, Iron will and Toughness. level.Thisisasupernaturalability.
Special: The character must have had a Resist Starving: At 2nd-level, Survivors become inured to
merciless childhood during which survival was food deprivation, suffering no ill effects from being
a daily struggle. The very rare half-orc who had underfed. One day’s ration will sustain the character for a
loving parents and an easy life must first find number of days equal to his level of Half-Orc Survivor.
an appropriate mentor. After 1d4 weeks of Double Natural Healing: At 2nd-level, Survivor levels
Classes

training, he must succeed on Fortitude and are counted as double when calculating hit-points
Will saving throws against DC 20 or be unable regained through natural healing (rest or complete rest).
(and unwilling) to continue the torturous As an example, a Rogue 6/Half-Orc-Survivor 4 will regain
regimen. If both saves are failed with a natural hit points as a 14th-level character (6 + 2×4) instead of a
rollof1,thecharacterdies. 10th-levelcharacter.
Class Skills Resist Energy Drain: Survivors have a will to live
The Half-Orc Survivor’s class skills (and the stronger than most others. At 3rd-level they gain the
key ability for each skill) are: Escape artist ability to resist the effects of Energy Draining attacks.
(Dex), Heal (Wis), Hide (Dex), Intimidate Survivors are entitled to a fortitude save to negate the
(Cha), Listen (Wis), Move Silently (Dex), effects of an energy draining attack completely. If they fail
Search (Int), Spot (Wis), and Wilderness-lore this save, they get a +2 bonus to the follow-up saving
(Wis). See Chapter 4: Skills in Core Rulebook throw 24 hours later to remove negative levels (Core
Iforskilldescriptions. Rulebook II, p.75-76). At 6th-level, Survivors save against
Skills Points at Each Level: 2 + Int Modifier. energy drain attacks at +2 and get a +4 bonus on the
Class Features follow-up save. At 9th level, these bonuses increase to +4
All of the following are class features of the and +6, respectively. (The fortitude saving throw is against
Half-Orc Survivor prestige class. a DC equal to 10 + one half the attacker’s hit-dice + the
Hit-Die: d12. attacker’s Cha modifier.)
Weapon and Armor Proficiency: Survivors Resist Death: At 5th-level, Half-Orc Survivors become
are proficient with all simple weapons. They even more resistant to suffering and injury. As such, if a
are proficient with light armor, medium armor, missed fortitude saving throw would result in the
and shields. Survivor’s death, he is instead reduced to 1 hit-point. The
Bad Behavior: Due to their paranoid, whining Survivor can benefit only once per day from this ability.
and selfpitying attitude, Half-Orc Survivors Upon reaching 8th-level, the Survivor may Resist Death
suffer a -3 circumstance penalty to all reaction twice per day.
rolls and skill checks relying on Charisma, as Cornered Rage: At 5th-level, Half-Orc Survivors gain
most people find them particularly unpleasant. the rage ability of barbarians (see Core Rulebook I, p.25).
Resilient Skin (Ex): The Survivor becomes However, unlike barbarians, Survivors have no control
used to beatings. He gets Natural Armor +1 at over their rage. Instead, the rage takes them only in
1st-level, which increases to +2 at 4th-level, +3 specific circumstances when their life is threatened.
at 7th-level, and +4 at 10th-level. Whenever a Survivor is attacked and wounded for more
Damage Reduction (Ex): Similar to the than half his hit-points, or is largely outnumbered by
extraordinary ability of barbarians, the potential attackers, he flies into a rage whether he wants it
hardened skin of Half-Orc Survivors absorb or not and attacks head-on. To prevent the rage from
damage from blows and attacks. Thus each happening, the Survivor must make a Will save vs DC 20.
physical blow they suffer is reduced by 1 point At 5th-level this rage can happen only once per day. At
at 1stlevel, 2 at 4th-level, 3 at 7th-level, and 4 8th-level the rage can come twice per day. The rage does
at 10th-level. This ability cannot lower damage not occur if the Half-orc Survivor initiates the fight.
below zero. Sample Half-Orc Survivor
Endure Weather (Su): The Survivor become Zurvalia is a lonely half-orc girl in search for “true love.”
inured to one type of harsh weather. For most Seasoned despite her youth (19 years old), she has traveled
this is be cold weather, but for those living in far and wide since the age of 13. If she ever encounters
tropical regions, heat would be more peoples willing to show her kindness, she will becomea
trustworthy friend for them. However, Zurvalia attracts
appropriate. This ability works exactly as a
306 continuous Endure Elements spell, except it
problems wherever she goes in civilized areas.
Zurvalia: Female half-orc Fighter 3/Rogue 3/Half-Orc-
Survivor 5, medium humanoid, hp 108, Init +1, Spd 30, Hammer has become sullen and depressed
AC 17 (touch 15, flat-footed 16); Atk +13/+5 melee after losing his weapon, pondering his fate.
(d6+2, x2, quarterstaff +2) or +11/+3 melee (d4, x2 Hammers are free to use other weapons, but
dagger), or +9/+4 ranged (d6+1, x3, 60' shortbow); AL they still require a warhammer as a focus for
Neutral; SQ Darkvision, SV Fort +11 (+13), Ref +6 (+8), their granted powers. Use of other weapons is
Will +8 (+10); Abilities: Str 16 (+3), Dex 13 (+1), Con 18 frowned upon, and usually indicates
(+4), Int 10 (+0), Wis 10 (+0), Cha 9 (-1). desperation. Hammers are held in very high

Classes
Skills and Feats: Climb +12, Escape Artist +4, Hide +6, regard in all dwarven communities, and they
Intuit Direction +5, Jump +12, Listen +6, Move Silently have a friendly rivalry with Dwarven
+4, Spot +4, Wilderness Lore +2. Endurance, Iron Will, Defenders.
Class
Toughness. Evasion, Uncanny Dodge, Sneak Attack
Level BaBFort Ref Will Special
(+2d6), Power Attack, Improved Bull Rush. Resist 1st 1 2 0 0 Hurl Hammer 1/day, Dwarven Blessing
Starving (1 day food for 5 days survival), Double Natural 2nd 2 3 0 0 Imbue Hammer
Healing (16th-level character), Resilient Skin (+2), 3rd 3 3 1 1 Hurl Hammer 2/day, Fighter Feat
Damage Reduction (2/-), Endure Cold Weather (2/round), 4th 4 4 1 1 Whirling Hammer Shield 1/day
Resist Energy Drain (-/+2), Resist Death (1 per day), and 5th 5 4 1 1 Hurl Hammer 3/day, Giant Killer
Cornered Rage (1 per day). 6th 6 5 2 2 Whirling Hammer Shield 2/day, Forged
Hindrance: -4 penalty to all Cha (including Cha-based Weapon Immunity 8/+1
skills)andreactionrolls. 7th 7 5 2 2 Hurl Hammer 4/day, Hammer’s Tremor
8th 8 6 2 2 Whirling Hammer Shield 3/day, Forged
Possessions: Bracers of Armor +2, Quarterstaff +2,
Weapon Immunity 8/+2
Ring of Protection +2, and a Potion of Love. Normal 9th 9 6 3 3 Hurl Hammer 5/day, Fighter Feat
clothes, dagger, shortbow and arrows, purse with 20 gp, 7 10th 10 7 3 3 Whirling Hammer Shield 4/day,
sp, and 1 gem worth 150 gp. Forged Weapon Immunity 8/+3
Hammer of the Dwarves Prestige Class Requirements
Author: Matthew Hedges To qualify to become a Hammer of the
Dwarven society is formed of warriors, and the vast Dwarves, a character
majority of these warriors (and most other dwarves as mustfulfillallthefollowingcriteria.
well) worship the major dwarven deity. However a special Alignment: Lawful Good
few are so utterly devoted to their deity that he bestows Race: Dwarf
upon them special powers, so that they might better serve Religion: Father of the Dwarven deities
his cause. The Hammer is a devoted follower of this deity, Base Attack Bonus: +7
granted powers in return for extreme devotion to his god Knowledge (Religion): 4 ranks
and his edicts. He shows the utmost respect for clerics of One of the following skills:
his deity and can often be found serving them in various Craft (Blacksmith): 5 ranks or
capacities. Sometimes this means guarding sacred temples, Craft (Weapons): 5 ranks or
other times it means leading special quests to recover Craft (Armor): 5 ranks or
religious artifacts. Whatever the task assigned, it is always
extremely perilous and there is little in the way of
personal reward for the Hammer, other than the favor of
his deity and his clerics.
Fighters are the most common Hammers, although
rogues, rangers, clerics and even barbarians have been
known to join their ranks.
Hammers can be identified by a special single tattoo
somewhere on their body (often the chest), showing the
symbol of their deity-a hammer.
All Hammers wield warhammers, just like their god,
and many of their granted powers are based on the use of
this weapon. A Hammer’s warhammer is sacred to him,
from the time it is blessed by a cleric of his deity during
his initiation ritual. Loss of the warhammer is considered
an omen of impending doom. Many a stern dwarven 307
Craft (any suitable option): 5 ranks can imbue his warhammer with his deity’s blessing. This
Feats: Weapon Focus (Warhammer), Power effect lasts for a number of rounds equal to the Hammer’s
Attack, Sunder. class level (not his total character level) and provides a +1
Special: Must submit to a special religious enhancement bonus to the weapon. The enhancement
ceremony conducted by a cleric of his deity of allows the character to hit creatures only hit by magical
least of 7th level. During the ceremony, the weapons (for the duration of the effect the weapon is
dwarf is tattooed with the symbol of the deity. magical). This effect stacks with the bonus of a
The dwarf must also supply a warhammer to be warhammer that already has a magical bonus. If the
Classes

blessed, and this must be of at least masterwork weapon was a masterwork weapon then it still has a +1
quality (a Hammer may use a better warhammer bonus but is now magical. Regardless of the weapon’s
later on, but must first have that new existing magical bonus the total bonus can never exceed
warhammer blessed by a suitable cleric). +5.
Class Skills Whirling Hammer Shield: The Hammer can whirl his
The class skills of the Hammer are very similar warhammer around his hand, spinning it in a ferociously
to those of Fighters, with some extra skills fast circle (using a leather thong attached to the handle of
based on religious training and beliefs. The the weapon). He receives the equivalent of half cover (+4
Hammer’s class skills (and key ability for each AC, +2 reflex saves) while the whirling hammer shield is
skill) are Climb (Str), Craft (Str), Intimidate maintained. The character can move at half his normal
(Cha), Knowledge (Religion) (Int), Profession movement rate while maintaining the whirling hammer
(Wis), and Sense Motive (Wis). See Chapter 4: shield, which can be maintained for a number of rounds
Skills in Core Rulebook I for skill equal to twice his Con bonus (e.g., Con 14 = 4 rounds).
descriptions. Once started it can be stopped at any time, but the ability
Skill Points at Each Level: 2 + Int modifier. is considered used.
Class Features Hammer’s Tremor: Once per day the Hammer can
slam his warhammer into the ground and call upon his
All of the following are class features of the
patron’s power. The ground in a 50 foot radius will shake
Hammer of the Dwarves prestige class.
violently, causing all two legged beings of Large size or
Hit Die: d10
smaller to make a Balance Skill check against DC 15 or
Weapon and Armor Proficiency: Hammers
fall over prone for one round (it cannot discriminate
are proficient with all simple and martial
between friend or foe, but Hammers and clerics of the
weapons, all armors and shields. Note that
same deity are unaffected).
armor check penalties for armor heavier
Fighter Feat: Choose any one fighter feat listed in the
than leather apply to the skills Balance, Climb,
PHB p37.
Escape Artist, Hide, Jump, Move Silently, Pick
Giant Killer: Whenever in combat against giants or
Pocket and Tumble.
giant kind the character receives double his normal threat
Hurl Hammer: The character can hurl his
range for his warhammer. This effect stacks with the
warhammer just as if it were a thrown weapon.
improved critical feat and any other similar effect.
He receives no attack penalty for an unfamiliar
Forged Weapon Immunity: The character can make
weapon (a warhammer cannot usually be
himself relatively invulnerable to forged weapons using
thrown). The hurled warhammer has a range
the damage reduction indicated against any forged weapon
increment of 20 feet and will automatically
used against him. This effect can be used once per day and
return to the hand of the character after the
lasts for three rounds. A forged weapon usually means any
attack. Hurling counts as a normal attack action
bladed weapon (sword, dagger, scimitar, axe, falchion,
(not full) but only one attack (i.e., the throw
spear, etc.). [This represents their deity’s mastery of the
itself) can be made during the round in which
forge. It is said by dwarves that their deity controls all the
the warhammer is hurled. Attacks of
forges in the world. The deity himself is said to be immune
opportunity cannot be made after the hurled
to all forged weapons.]
attack has been made because the weapon is in
flight. Sample Hammer of the Dwarves
Dwarven Blessing: The Hammer receives a +3 Urok Stoneheart knew he would one day be a Hammer
of the Dwarves from time his father was slain, along with
circumstance bonus to any fortitude saves
his entire community, by invading orcs. He swore right then
required for effects relating to stone or earth to work to become the greatest protector his people had
(e.g.,survivingastonetofleshspell).
308 Imbue Hammer: Once per day the Hammer
ever known, and has since tirelessly pursued his goal.
Urok Stoneheart: Dwarven Fighter 6/Cleric 3/Hammer to kill as many gnolls as we can. Are you forgetting
5; medium humanoid; hp 170, Init +7, Spd 20 ft, AC 31 what they did to Satter’s Mill?” “I was with you,
Oerlich. I saw the bodies. All of them.” “Enough of
(touch 16, flat-footed 24); Atk +23/+18/+13 melee
this. You lot search the bodies and let’s move
(d8+11, 19-20/x3 Warhammer +4, 18-20/x3 vs giants); AL on. Their main camp is still days away.” The band of
LG; SQ: Darkvision 60', Stonecunning, +2 save vs Poison, adventurers followed their normal procedure,
+2 save vs spells & spell-like effects, +1 attack vs orcs & searching each body for anything of value, stripping
goblinoids, +4 dodge vs giants, +2 appraise of metal and off armor and weapons and throwing all into the
bottomless bag carried by Hendrick. Tahnree

Classes
stone items, +2 craft with stone or metal, SV Fort +21,
Ref +10, Will +10; Abilities: Str 20 (+5), Dex 16 (+3), stepped over to the fallen gnoll who had asked for
Con 22 (+6), Int 14 (+2), Wis 12 (+1), Cha 14 (+2). help and crouched beside his body. When they
Skills and Feats: Climb +12, Concentration +8, Craft would have stripped him, Tahnree stopped them,
and Oerlich was called over. “What trouble are you
Armor +16, Craft Weapons +16, Intimidate +5, Jump +9,
causing now, Hand?” He only used her title when he
Knowledge (Arcana) +3, Knowledge (Religion) +10, was angry with her. Tahnree braced herself for the
Sense Motive +5. Weapon Focus: Warhammer, Power full force of his fury. “I have to stay with him. I have
Attack, Sunder, Improved Critical: Warhammer, Improved to undo what has been done. He was under my
Initiative, Weapon Specialization: Warhammer, Expert protection when you slew him. You have broken my
Tactician, Improved Sunder, Shield Expert, Ambidexterity. oath.” Oerlich flushed red, then turned a deeper
Turn Undead 5/day, Turn Air/Rebuke Earth 5/day, +1 shade, almost purple. The others looked at each
Caster Level for Good spells, Hurl Hammer 3/da7y, other as they realized the significance of her words.
Dwarven Blessing, Imbue Hammer, Fighter Feat, Whirling “You have placed yourself over the goddess by
declaring who shall be healed and who shall not.
Hammer Shield 1/day (12 rounds), Giant Killer.
You have broken faith with me, Oerlich of Branch.
Possessions: Dwarven Plate +3 (Spell Resistance 13), Leave this place, leave my company, and seek
Mithril Large Shield +3 (Bashing), Warhammer +4, Ring solace on your own.” A chill went through the party
of Protection +3, Amulet of Health +2, Amulet of Undead as they saw the set of her face. She would not go
Turning, Belt of Giant Strength +4, Boots of Speed, Cloak with them. Oerlich stepped close to the Hand,
of Resistance +3. glaring down at her from his muscular height.
Spells Cast Per Day: 4/3+1/1+1; base DC = 11 + spell Her slight form was dwarfed by his towering stature,
and he appeared on the edge of a berserk rage.
level. Domains: Earth, Good. “You will come with us, Hand, and you will do your
Healing Hand Prestige Class duty by us. We will need your healing in the battles
Author: Rebecca Glenn to come.” “Go or stay as you will, Oerlich of
Branch. But I will stay with this fallen creature. I will
The battle was nearly done. Bodies lay strewn about the
bring him back, and heal his pain, and you will not
meadow, the copper tang of blood was heavy in the air, and
interfere.” Hendrick, the only one of their party near
Tahnree gazed sadly at the carnage surrounding her small
Oerlich’s size and strength, stepped up to his leader
island of peace. None of the enemy warriors had targeted
and touched his arm tentatively. The commander
her, not even the most savage of the gnolls. They knew her
turned his glare on his second. “Remember the
mission. She was allowed to walk from ally to ally, keeping
Curse, Oerlich. Would you go without healing the
her compatriots alive while all about the enemy were
rest of your days?” Oerlich seemed to deflate, and
slaughtered. The last few standing were herded into a tight,
the others breathed more freely as he backed down.
defensive group, and the heroes closed in. As the last
Bad enough they’d lost their healer, but to be cursed
gnoll, a great, hairy brute, fell, he reached out towards Tahnree,
as well, they might as well return to town now.
his eyes pleading, and gasped out crude common.
***
“Help Healer please mine!”
Alone with the body of the gnoll, Tahnree worked
Tahnree, feeling the pull of her oath, sprinted to his side
her magic and returned the creature’s soul to his
and reached out to send the healing love of the goddess
body. Still he was helpless and required
into his body. Oerlich, the brutish warrior commanding her
considerable healing to be restored to full health.
party, grabbed her and pulled her out of reach of the fallen
Tahnree did not use her most powerful healing
gnoll, ordering one of the others to finish him off. Tahnree
magic, instead aiding the process of natural
went limp in Oerlich’s arms and waited quietly for him to set
healing and giving the gnoll time to think on his
her down. Once the gnoll was slain, the commander did
actions in a relatively helpless state. After a week he
just that, glaring angrily at her.
was as well as he would get, and she returned his
“What do you think you were doing? He is the enemy!”
armor and weapons, as well as a pack of food and
“He was in pain, Oerlich. I felt it. And he called out to
water. Grarsh held his silence the entire time, afraid
me.” Tahnree looked down at the grass, soaked with the
to speak for fear of dispelling the dream of the
gnoll’s blood. She did not look at Oerlich.
“Yeah he was in pain! This is war, Tahnree! We are here
healer. His mother had told him of the great healer’s 309
Class Class Features
Level BaB Fort Ref Will Special Spellcasting All of the following are class features of the Healing
1st 0 2 0 2 Empowered Healing, Great Heal, Hand prestige class.
Sanctuary +1 spellcasting level Hit Die: d4
2nd 1 3 0 3 Deathwatch, Lesser Restoration +1
Weapons and Armor: The Hand gains no proficiency
spellcasting level
3rd 1 3 1 3 Cure Disease +1 spellcasting level
in any weapons or armor.
4th 2 4 1 4 Maximize Spell (1) +1 spellcasting level Spellcasting: Levels of Hand stack with other classes of
Classes

5th 2 4 1 4 Restoration +1 spellcasting level divine spellcasting for the purposes of spells per day and
6th 3 5 2 5 Status, Immune to Disease +1 casterlevel.
spellcasting level Empowered Healing (Su): When casting Cure spells,
7th 3 5 2 5 Maximize Spell (2) +1 spellcasting level the Healing Hand heals +1 hp per class level (this is in
8th 4 6 2 6 Raise Dead +1 spellcasting level addition to the normal +1 per level for all divine
9th 4 6 3 6 Heal, Immune to Poison +1 spellcasting spellcasters). This bonus is not subject to the normal
level
hitpoint limits on cure spells.
10th 5 7 3 7 Greater Restoration +1 spellcasting
level
Great Heal (Ex): The Healing Hand can cure wounds
using his Heal skill. Once per day per person, he can make
mercy, but he didn’t want to take any chances. He a Heal check vs DC 15. The Hand heals 1 hp per 5 over the
saw the burial mounds and knew his pack had DC rolled, with a minimum of 1 hp. This is an
been slaughtered. His claws itched to destroy Extraordinary ability and takes a full minute to perform.
those who had done this, but he knew he was too Sanctuary (Su): The Healing Hand is recognized
weak. Part of him kept expecting the leader of the throughout civilized lands and many outlying regions. As
humans to show up and torture him for a known healer who will treat anyone regardless of race,
information. Why else keep him alive? But each
alignment or actions, he carries an aura of inviolability.
day, all the healer did was minister to his wounds,
and feed him, and assure him in a gentle voice
Opponents attempting to strike at the Hand cannot help
that the pain was over. As the healer handed him but flinch from wounding the universal healer. Even those
his armor and weapons, Grarsh knew great who have never heard of the Healing Hand experience this
confusion. His first impulse was to smash in the instinctive feeling. Anyone attempting to strike the
healer’s head with his axe. But then he Healing Hand must make a Will save, DC 10 + the Healing
remembered the pain of his wounds and winced Hand’s level, plus his Wis modifier. If he fails, he cannot
away from her in superstitious fear. Silently, attack the Healing Hand for that encounter. This
without even a word of thanks, Grarsh loped off protection, while similar to that provided by the spell
into the hills. Another time he would kill her. Not
Sanctuary, is more restricted. The Hand negates his
now. Everyone deserves to be whole and
Sanctuary if he picks up a weapon, attacks anyone, casts
healthy. The Healing Hand is full of
any offensive spells, or performs an action that indirectly
compassion, mercy and determination.
causes harm to his opponents (like summoning creatures
Healing Hands must travel into the most
to attack them or casting spells on allies that increase their
hostile territories, bringing divine healing with
effectiveness in battle). Healing allies does not count for
them and showing those who know only
thisrestriction.
violence and pain that there is another way.
Deathwatch (Su): At 2nd level the Hand’s perception
The Healing Hand turns away from violence to
begins to change. He becomes attuned to the life force of
fully embrace healing energy. In return for this
all surrounding him and may use Deathwatch at will as a
focus, the Hand gains powerful healing
standard action, cast at the Hand’s level.
abilities, which he must use for any in need. It
Lesser Restoration (Sp): At 2nd level the Healing Hand
is his divine quest to soothe pain from the
may cast Lesser Restoration as a bonus spell once per day
world.
at his Hand level.
Requirements Cure Disease (Sp): At 3rd level the Hand may cast
To qualify to become a Healing Hand, a Cure Disease as a bonus spell once per day at his Hand
character must level.
fulfillallthefollowingcriteria. Maximize Spell (Ex): At 4th level the Hand may cast
Heal: 10 ranks. one healing spell once per day to maximum effect, curing
Alignment: Must have a neutral component the maximum HP possible with that spell. At 7th level he
310 (noevil)
Spellcasting: Must be able to cast 1st level
may do this twice per day.
Restoration (Sp): At 5th level the Hand may cast Abilities: Str 8 (–1), Dex 8 (–1), Con 14 (+2),
Restoration as a bonus spell once per day at his Hand Int 13 (+1), Wis 21 (+5), Cha 14 (+2).
level. Skills and Feats: Concentration +9, Craft
Status (Sp): At 6th level the Hand may cast Status as a glassblowing +11, Diplomacy +10, Heal +20,
bonus spell once per day at his Hand level. Knowledge (Arcana) +6, Knowledge
Immune to Disease (Ex): At 6th level the Hand gains (Religion) +6, Listen +5, Spot +10; Brew
immunity to all natural diseases. His constant exposure to Potion, Craft Wand, Skill Focus: Heal,

Classes
such things has built up the immunity in his system. Alertness, Lightning Reflexes, Improved
Raise Dead (Sp): At 8th level the Hand may cast Raise Initiative.
Dead as a bonus spell once per day at his Hand level. Class Abilities: Turn Undead 6/day at +10,
Heal (Sp): At 9th level the Hand may cast Heal as a Empowered Healing +5, Great Heal, Sanctuary,
bonus spell once per day at his Hand level. Deathwatch, Lesser Restoration, Cure Disease,
Immune to Poison (Ex): At 9th level the Hand gains Maximize Spell (1), Restoration.
immunity to all natural and man-made poisons. His long Possessions: Bracers of Armor +3, Periapt of
exposure to such things has built up the immunity in his Wisdom +4, Belt of Many Pouches, Cloak of
system. Resistance +3, Ring of Protection +1, Wands:
Greater Restoration (Sp): At 10th level the Hand may Cure Light Wounds and Cure Moderate
cast Greater Restoration as a bonus spell once per day at Wounds; Potions: Cure Light Wounds x4,
his Hand level. Cure Moderate Wounds x2, Lesser Restoration
Restrictions x2.
The Healing Hand brings divine healing to all in need, Spells Prepared each Day: 6/7+1/5+1/5+1/
including those who would slay him as soon as look at 4+1/4+1/ 3+1; base DC = 15 + spell level) 0 –
him. In return for his divine gift of healing, the Hand must Create Water, Cure Minor Wounds x2, Detect
never willingly bring harm to a living being. Spells that Poison, Mending, Purify Food and Drink; 1 –
inflict damage can be used only against allowed targets Cure Light Wounds*, Detect Evil, Detect
(see below). If he immobilizes or renders helpless another Undead, Endure Elements, Obscuring Mist,
through his actions (or a Hold Person spell), he is Protection from Evil, Remove Fear, Shield of
responsible for that person’s safety until he can defend Faith; 2 – Delay Poison, Endurance, Hold
himself. Person, Remove Paralysis, Shield Other x2*; 3
He must never withhold healing from a creature that – Dispel Magic, Magic Circle Against Evil,
requests his aid. If it comes down to a choice between two Negative Energy Protection, Protection from
living beings, sentient creatures take precedence over Elements*, Remove Blindness/Deafness,
animals. Remove Disease; 4 – Dismissal,
Mindless forms, like vermin and oozes, are not protected Neutralize Poison, Spell Immunity*, Status,
at all. The Hand is free to attack undead, constructs Tongues; 5 – Dispel Evil, Raise Dead, Spell
and evil or destructive outsiders. Resistance*, True Seeing, Wall of Stone; 6 –
If through his actions the Healing Hand brings harm to a Antimagic Field*, Banishment, Heroes’ Feast,
living creature, he loses the special abilities granted by the Wind Walk. *domain spells.
prestige class. He cannot regain his abilities until he has Domains: Healing and Protection
performed an Atonement. Hydromancer Prestige Class
Sample Healing Hand Author: Brendan J. Quinn
Tahnree Softhands has been raised in the tradition of My fellow mages ask me why I study the element
gentleness and healing. Found abandoned on the temple of water. My fellow mages tell me I study a
steps as an infant, Tahnree was raised by the Sisters of powerless element. My fellow mages tell me I
Mercy to believe that she could heal the world of its pain, if should study the air so I can fly, or earth so I can
only her faith were strong enough. She has taken a vow of topple buildings, or fire so I can burn
nonviolence and now wanders the land, healing all in need my enemies … or illusion so I can do this … death
and bringing her message of love and peace to the rough magic so I can do that … My fellow mages tell me
tribes of the north. water will grant me little power Sigh.
Tahnree Softhands: Female Human Clr7/HH5; My father was a sailor. My mother, a mage
medium humanoid; hp 82, Init +3 (–1 Dex, Improved apprenticed to a powerful transmuter, died at my
Initiative); Spd 30 ft; AC 13 (touch 10, flat-footed 13); birth, and my father had no help in my raising. He
Atk +7/+2 BAB; AL NG; SV Fort +14, Ref +7, Will +15; took me with him on his journeys, as there was 311
nowhere to leave me when he sailed. It was on one
such voyage that I witnessed my first hurricane. To qualify to become a hydromancer, a character must
We were caught out in the open, but I suppose fulfillallthefollowingcriteria.
luckier than had we been further on, near the reefs Knowledge (the Planes): 8 ranks
of Sandoon. I was on deck and in the confusion got Language: Aquan
left above when all hands fled below. I watched as Spellcasting: Ability to cast 3rd level arcane spells.
the serene sea awakened to a deadly ferociousness Special: must have visited the Elemental Plane of Water.
in a manner of minutes. I was mesmerized, and Class
perhaps too foolish to come in out of the rain. Level BaBFort Ref Will Special Spells Per Day
Classes

Somehow I got tangled up in the rigging and this 1st +0 +0 +0 +2 Rebuke water elementals ; Specialty: water
saved my life. I hung there, watching the storm, in domain spells +1 spell-casting level
awe of its power yet never really afraid. And then, 2nd +1 +0 +0 +3 Detect altered water +1 spell-casting level
with as little warning as it came, the waves calmed 3rd +1 +1 +1 +3 Turn fire elementals +1 spell-casting level
again (I learned later that this of course was the eye 4th +2 +1 +1 +4 Purify liquids +1 spell-casting level
of the hurricane). It was then I accepted finally 5th +2 +1 +1 +4 Summon elemental (1/day) +1 spell-casting level
what my father had said, what his fellow sailors had 6th +3 +2 +2 +5 Elemental bonding +1 spell-casting level
told me. The seas are alive, and they rage, and they 7th +3 +2 +2 +5 Rebuke water creatures +1 spell-casting level
weep. They feel everything you or I feel, only 8th +4 +2 +2 +6 Summon elemental (2/day) +1 spell-casting level
more, because they are so much larger and cover 9th +4 +3 +3 +6 Turn fire creatures +1 spell-casting level
the world. When the waves whipped up again I was 10th +5 +3 +3 +7 Hydromorph +1 spell-casting level
not surprised. The sea had not yet spent its rage.
Class Skills
Huge waves pounded the hull of our ship, roaring
with the ferocity of dragons. It was a ride I will The hydromancer’s class skills (and the key ability for
never forget. Eventually the storm passed, and my each skill) are Alchemy (Int), Concentration (Con), Craft
father and the others emerged from below decks. (Int), Knowledge (arcana) (Int), Knowledge (the planes)
They were astounded that I yet lived. My father (Int), Profession (Wis), Scry (Int, exclusive skill),
was convinced the sea was my destiny, and wanted Spellcraft (Int), and Swim (Str). See Chapter 4: Skills in
me to become a sailor. Perhaps this would have Core Rulebook I for skill descriptions.
been my fate, had I not heard of the greatest sea of Skill Points at Each Level: 2 + Int modifier.
legend: the Elemental Plane of Water. Once I
learned of its existence, I had to see it. No barrier
Class Features
could stop me. No task was too great. With the All of the following are class features of the hydromancer
heritage my mother had given me, I had the talent prestigeclass.
to become a mage and I did so to pursue my Hit-die: d4.
goal. And once I got there? Wondrous. Awful. Weapon and Armor Proficiency: The hydromancer
So what do I say when mages ask why I study gains no new weapon or armor proficiencies.
water? Fire is uncontrolled and vengeful, earth is Spells: each time they gain a new level in this class,
strong and slumbering, air is quick and untamed, hydromancers gain a level of spellcasting ability as if they
but only water can be all of those and more.
had gained a level in their previous arcane spellcasting
Graciana Saylerson Planar Specialist in the Guild of
the Sleeping Dragon Hydromancers are
class. However, they don’t gain any other benefit of that
spellcasters who have chosen elemental class, such as special abilities or bonuses feats.
water as their focus of study. They are sages, as Specialty: Water Domain Spells: The Hydromancer is
well as specialist wizards. Hydromancers often considered a specialist. As such, he gains some benefits
serve in the capacity of sages at schools or and hindrances. As a specialist, the hydromancer can cast
wizard guilds, because these organizations can one additional spell per spell level each day. However, he
most readily aid in traveling to the inner cannot prepare a spell of his choice, but gains instead the
planes. While hydromancer personalities vary spells of the Water domain of clerics (treated as arcane
as widely as those of individual wizards, they spells). If the hydromancer already was a specialist, he
all eventually share a distinct common feature: does not gain a further bonus spell. Because of his affinity
their bodies transform from flesh to water. for water, the hydromancer cannot cast spells from the Fire
Only arcane spellcasters can become domain or with Fire in the descriptor. These are forgotten,
hydromancers. Most are wizards as research and replaced by spells related to water if appropriate (in
and study are vital to becoming a hydromancer. the case of sorcerers, for instance).
The rare sorcerer shows a natural affinity for Rebuke Water Elemental: The hydromancer can
rebuke water elementals in the same way an evil cleric
elemental water.
rebukes undead (3 times per day + charisma modifier).
312 Requirements The Hydromancer rebukes as if he were a cleric of a level
equal to his hydromancer level. At 1st level he can rebuke Hydromancer. Italicized spells are from the
only water elementals, but at 7th level, he can affect all Relics & Rituals © core rulebook:
creatures with the water sub-type. This includes Nixies, 0th level—Create water, Dowsing.
Tojanida, and certain types of Giants and Dragons. 1st-level—Acid spittle, Buoyancy net, Endure
Detect Altered Waters: The hydromancer can identify elements, Obscuring mist, Summon Monster
waters altered in any way. In addition, the hydromancer 1*
gains a +2 bonus to alchemy checks to detect poisons 2nd-level—Fog cloud, Melf’s acid arrow,
Summon Monster 2*, Swift water

Classes
found in any liquid.
Turn Fire Elemental: The hydromancer can turn fire 3rd-level—Freedom of movement (but with
elementals in the same way a cleric can turn undead. The regard to water only, not spells), Pressure
hydromancer turns fire elementals as if he were a cleric sphere, Protection from elements, Summon
equal to his hydromancer level minus 2. At 3rd level he Monster 3*, Water breathing, Water
can turn only fire elementals, but at 9th level, he can affect walk.
all creatures considered to be a fire sub-type. This 4th-level—Control water, Ice storm, Rusting
includes salamanders, magmin and certain types of giants grasp, Summon Monster 4*, Wall of ice,
and dragons. Water embrace.
Purify Liquid (Su): Once per day plus the modifier for 5th-level—Dolomar’s limited liquefaction,
hismainspellcastingattribute(i.e.,Intelligencefor Plane shift (but limited to water plane),
wizards), Summon Monster 5*
the hydromancer can purify normal water as if casting 6th-level—Acid fog, Summon Monster 6*
a Purify Food & Drink spell (cast at his hydromancer 7th-level—Gate (but in this case limited to the
level). This ability is unusable on other substances (food, elemental plane of water only), Summon
specialliquids,etc.). Monster 7*
Summon Elemental (Sp): At 5th level, the hydromancer 8th-level—Horrid wilting, Summon Monster
can once per day summon a water elemental with 8*
hit dice no greater than the hydromancer’s own total hit 9th-level—Elemental swarm, Summon
dice minus five. This functions exactly as the Summon Monster 9*
Monster spells, except this spell-like ability has a (*: creatures from the elemental plane of water
duration of five minutes per hydromancer level, and can be only).
used only near a large body of water. At 8th level, the Sample Hydromancer NPC
hydromancer gains this ability twice per day. Graciana Saylerson is the daughter of renowned
Elemental Bonding (Ex): At 6th level, the hydromancer’s sailor Marcus Saylerson. Her mother, Grace
Poseisu-Saylerson,
connection to the elemental plane of water
died during childbirth. Her mother was an aspiring
begins to become more apparent. His body is always wizard until she became a mother. As her only
hydrated so that he need never drink to survive (but still child, Grace inherited most of her mother’s
requires food), and can breathe normally when submerged researching tools. She is now a member of the
in water. At 10th level, the link to the elemental plane of Guild of the Sleeping Dragon. She is considered
water becomes complete. The hydromancer is now an expert on planar knowledge and is one of the
considered an outsider of the water sub-type, and is first and foremost authorities on the elemental
affected by spells accordingly. However, he can still be plane of water.
healed and raised as normal. Graciana Saylerson: Human female Wizard 6/
Hydromorph: The hydromancer can assume the shape Hydromancer 4. Init +1 (Dex +1), AC 18 (+1
of a water elemental, retaining his hit-dice, hit-points, Dex, +3 ring of protection, +4 mage armor; 14
saving throws, and base attack bonuses, but gaining the touch, 17 flat-footed); Atk +5 melee (1d4, 19-
special abilities of a water elemental. This is a natural 20/x2, dagger), or +6 ranged (1d8, 19- 20/x2,
form for the hydromancer and cannot be dispelled (by 80’, light crossbow); AL LN; SV Fort +5, Ref
Dispel magic spell). The hydromancer can assume the +4, Will +11; Str 11 (+0), Dex 13 (+1), Con
water elemental shape once per day, and may end it at will. 15 (+2), Int 18 (+4), Wis 15 (+2), Cha 14
The changes into water form and back again require a full (+2).
round action. Returning to humanoid form heals 1 hitpoint Skills & Feats: Alchemy +17, Concentration
pertotalcharacterlevel. +15, Knowledge (the Planes) +17, Knowledge
Specialty Spell List (Arcana) +17, Profession (Sailor) +5, Scry
The following spells are considered Water spells for the
+17, Spellcraft +17, Swim +10; Scribe scroll, 313
Skill focus (swim), Empower spell, Brew Ice Warrior Prestige Class
potion, Quicken spell, Still spell, Spell Author: Itzhak Even
mastery (Endure elements, Grease, Sleep); I was leading a group of twenty soldiers through the forest.
Rebuke water elemental (5 times per day), The snow wasn’t very deep, but we knew we had little
Detect alteration, Domain access, Turn time. Finally we saw our target—a small hamlet of hated
barbarians from the Northern Spire.
fire elemental (5 times per day), Purify liquid.
I deployed my men and we began our attack with a volley
Possessions: Dagger, Cloak of the manta ray, of arrows at the men standing protectively over their
Classes

Folding boat, Ring of protection +3, Potions: women as they cooked dinner. We got off two volleys, felling
Jump, Spider climb, Vision, Swimming, nearly half of the able men in the village. We thought it
Invisibility, Water breathing (x3), Protection was an easy job, until a pale barbarian emerged from one
from elements (fire, x3), Gaseous form, Oil of of the huts and walked out towards us, ignoring the hail of
slipperiness, Alchemists’ lab. arrows. As he got closer, we saw he was wearing white
Spells Per Day (4/5/5/4/4/2; base DC = 14 + armor. Our arrows bounced off him. The few that stuck had
spelllevel). little effect. I started a fire spell, but panicked when the ice
demon came shooting out of his gut.
Spellbook: 0 - (all); 1st - Charm person,
The battle quickly turned against us. I alone escaped,
Color spray, Grease, Mage armor, Protection using my scroll of Teleport.
from elements, Magic missile, Obscuring The last report made by the fighter/mage Sidorael.
mist*, Reduce, Shield; 2nd - Blur, Cat’s grace, Curiously, he was later found
Daylight, Fog cloud*, Levitate, Resist frozen to death in his own bed.
elements, Summon monster II, Summon •••
swarm; 3rd - Dispel magic, Gaseous form, Those who live in artic regions have long learned how
Lightning bolt, Protection from elements, to survive the cold. Some go further and find a way to
Sleet storm, Water breathing*, Wind wall; 4th thrive in the ice and snow, and not forever be at its mercy.
– Control water*, Emotion, Ice storm, These chosen few have learned the secret of bonding with
Polymorph self, Wall of ice; 5th - Cloud Kill, the Elemental Ice.
Cone of Cold, Ice Storm*. Those who follow the frozen path gain strange powers
* Domain spells. These spells are cast as over ice and cold. They are hostile to anyone that displays
innate spell like abilities and do not count the ability to cast fire spells, and to creatures composed of
towards the character’s spells per day. fire.
Elemental Shape Char. Level Str Con Abilities Fighters, barbarians and rangers are the most common
16-18 +4 +2 As small elemental Ice warriors, but some druids and clerics have been known
19-21 +6 +4 As medium elemental to join the ranks. Bards and rogues are very rare. Some
22-24 +10 +6 As large elemental
monks have joined this class, but these come from the
25-27 +14 +8 As huge elemental
28-30 +18 +10 As huge greater elemental frigid mountaintops, and they are truly a deadly enemy.
Due to the alignment restriction, no paladin can take this
class.
Regarded by most southerners as savages, the people of
the tundra have developed their own culture, and have
kept it hidden from their enemies. When the last war broke
between them and the southerners, they called forth the ice
warriors to bolster their strength and teach their enemies a
cold lesson.
When a person wants to become an ice warrior, he must
go forth clothed in nothing more than a loincloth. For a
week he must endure the cold, without benefit of fire, and
pray. A white dragon, sent by the goddess, will attack
anyone who uses magic or psionics to help him fend off
the cold during the week of prayer. If after a week he is
still alive, an ice elemental will appear before him and
begin the rite of bonding. The rite itself takes a day, during
which neither can move or act. This rite alerts all ice
warriors within a hundred miles, and they converge on the
314 new member, to guard him and his bonded elemental.
Requirements Cold Resistance (Ex): An Ice Warrior gains
To qualify to become an Ice Warrior, a character must increased protection against magical cold as
fulfillallthefollowingcriteria. his bond with the elemental within his body
Alignment: Any Neutral strengthens.
Wilderness Lore: 6 ranks Cold Save (Ex): The Ice Warrior gains a
Base Attack Bonus: +10 bonus to saves against cold attacks.
Feats: Toughness, Great Fortitude, Iron Will Create Ice Objects (Su): The Ice Warrior can

Classes
Special: The character must survive a week in the ice, create objects from ice in a 10’ radius. He
as outlined above. must roll the appropriate craft check to
Class Skills succeed. Objects created with this ability
The class skills for the Ice Warrior (and the relevant cannot exceed 10 lb per level. The total
ability) are Climb (Str), Craft (Int), Hide (Dex), Intimidate weight of all ice objects cannot exceed the
(Cha), Jump (Str), Profession (Wis), and Wilderness Lore character’s body weight. He can, at will,
(Wis). See Chapter 4: Skills in Core Rulebook I for skill destroy any ice object he creates, even if it is
descriptions. on another plane. All ice objects have the
Skill Points at Each Level: 4 + Int modifier strength of mithral. Ice objects do melt, but it
Class Features takes 10 hours per pound of the object. If
subject to fire- or heat-based attacks, they
All of the following are class features of the Ice Warrior
suffer only half damage. (Treat an ice object
prestigeclass.
as having the same hp and hardness as an
Hit Die: d10.
equivalent item made of mithral.) Note: the
character must make a successful skill check
(of the appropriate skill) when creating
complex objects, like straight arrow shafts.
Ice Body (Ex): At 1st level an Ice Warrior
becomes immune to the detrimental effects of
natural cold weather. He also gains a +1
inherent bonus to his Con score. This
inherent bonus increases by +1 for every class
level. (i.e., a 2nd level ice warrior has a +2
inherent bonus, a 3rd level ice warrior has a
+3 inherent bonus, etc.)
Unleash the Cold (Su): When he reaches
2nd level the Ice Warrior can unleash the ice
elemental he has bonded with for a short
duration (3 + Con modifier in rounds). The
elemental is size medium at 2nd level, but
grows to Large size at 4th level. If the
elemental dies, the Ice Warrior loses
all special powers, and loses XP just like a
wizard whose familiar died (see Core
Rulebook I). To regain his class abilities, the
character must find an elemental of the same
Class size he lost and convince him to bond.
Level Unleashing the elemental is a full round
BaBFort Ref Will Special ColdResistance Cold Save action that provokes an attack of opportunity.
1st +1 +2 +0 +2 Create Ice Objects, Ice Body 4 +1 The ice warrior can use this ability once per
2nd +2 +3 +0 +3 Unleash the Cold 8 +1 day.
3rd +3 +3 +1 +3 Cold Heart 12 +2
Cold Heart (Ex): At 3rd level the bond with
4th +4 +4 +1 +4 16 +2
5th +5 +4 +1 +4 Cold Aura 20 +3
the ice elemental has left its mark upon the
Weapon and Armor Proficiencies: An Ice Warrior is character, and many mind-affecting attacks
(including a bard’s singing) are less likely to
proficient with all simple weapons, and with light and
affect him. He gains a +4 circumstance bonus 315
medium armor.
Intimidate +15; Track, Favored enemy – Giants,
against all such spells. He cannot choose to
Toughness, Great fortitude, Iron will, Endurance, Weapon
voluntarily fail a save even against effects that
focus (greatsword), Weapon specialization (greatsword),
benefit him. The only exception to this is the
Expertise, Improved disarm, Improve trip, Improved
paladin’s aura of courage. While anIce Warrior
critical (greatsword). *armor check penalty –5.
is within the radius of a paladin’s aura he is
Equipment: Greatsword of Frost +2, Moderately Fortified
completely immune to all emotion-based effects,
Full-Plate +1, Boots of the Winterlands, Cloak of
even if they are beneficial. The following spells
Resistance +2, Gloves of Dexterity +2. +500 gp worth of
Classes

are subject to this power: Aid, Antipathy, Bane,


non-magical equipment.
Binding, Bless, Calm Emotions, Cause Fear,
Charm Person, Charm Person or Animal,
Sample Ice Elementals
Command, Confusion, Daze, Demand, Detect When most people discuss the elemental planes, they
Thoughts, Dominate Monster, Dominate Person, think only of the basic four: Air, Earth, Fire and Water.
Doom, Emotion, Enthrall, Fear, Feeblemind, Only specialists go beyond this to delve into the crossings
Geas/Quest, Greater Command, Hold Monster, of the planes. Where the winds of the plane of Air meet
Hold Person, Hypnotic Pattern, Hypnotism, the bottomless depths of the plane of Water is the plane of
Lesser Geas, Mass Charm, Mass Suggestion, Ice. Like the other elemental planes, Ice has elementals of
Mind Fog, Modify Memory, Nightmare, Otto’s its own, with their own unique powers. Ice elementals,
Irresistible Dance, Phantasmal Killer, Rainbow despite being a composite of Air and Water, have none of
Pattern, Random Action, Remove Fear, Scare, the swiftness of the elementals of these planes. They form
Sleep, Suggestion, Sympathy, Tasha’s Hideous into humanoid shape, as though carved out of icy crystals,
Laughter, Weird, Zone of Truth. and are covered in patches of frost.
Further, it affects all attacks duplicating these Combat
effects, like a vampire’s charming gaze, or a Due to their impressive strength and melee abilities, ice
harpy’s singing. elementals prefer close-quarter combat, where they can
Cold Aura (Su): At 5th level the Ice Warrior bring their cold aura to bear.
has mastered the use of his powers such that he Chill Aura (Ex): The body of the ice elemental gives
can better fight fire. All normal fires within 10’ off intense cold, causing anyone within 10 feet to suffer
are extinguished. All magical fires within that 1d4 points of cold damage each round. A successful
radius inflict only half damage on a failed save, Fortitude save halves the damage for that round. The save
and only a quarter damage on a successful save. DC varies with the elemental’s size. Creatures of the Cold
subtype are immune to Chill Aura.
Sample Ice Warrior
Cold Health (Ex): An ice elemental that is wounded in
Jurgan Dark-Ice is a great warrior of the barbarians
that inhabit the Northern Spire region. He prefers to
some way will try to find refuge in cold environments. If
fight against the giants and ogres that inhabit the an ice elemental comes in contact with natural ice, snow,
region, but in recent years, with the increase of or sleet, he heals 1d8 points of damage every round, up to
attacks made by the southerners, he has started to his maximum.
travel the border zone, and offers help for a short Cold Subtype (Ex): Cold immunity, double damage
time to the villages and hamlets scattered there. from fire except on a successful save.
Jurgan Dark-Ice: male human Fighter 7/Ranger Ice Elemental Sizes
3/Ice Warrior 4: Size M (6’ 9” tall); hp 200; Init Ice Elemental,
+1 (+1 Dex); Spd 20 ft; AC 20 (touch 11, flat- Medium
footed 19); Atk: Melee +20/+15/+10 Ice Elemental,
(2d6+1d6+8, 17-20/x2, greatsword of frost +2); Large
AL LN; SA: Unleash the cold (large ice Medium-Size Elemental
(Air, Water,
elemental); SQ: Cold resistance 16, +4 save vs
Cold)
cold, Cold heart; SV Fort +23, Ref +7, Will Large Elemental
+13; Abilities: Str 16 (+3), Dex 13 (Air, Water, Cold)
(+1), Con 24 (+7), Int 14 (+2), Wis 14 (+2), Hit Dice: 4d8+12 (30 hp) 8d8+32 (68 hp)
Cha 11 (+0). Initiative: +0 +0
Skills & Feats: Wilderness Lore +19, *Climb Speed: 20 ft 20 ft
+8, *Jump AC: 18 (+0 Dex, +8 natural) 20 (-1 size, +0Dex, +11 natural)
+8, Craft (Armor) +12, Craft (Weapons) +12, Attacks: Slam +8 melee Slam +11/+6 melee
316 Intuit Direction +12, *Hide + 13, Damage: Slam 1d8+7 Slam 2d8+9
Face/Reach: 5 ft by 5 ft/5 ft 5 ft by 5 ft/10 ft Clerics are largely neutral about the whole
Special Attacks Chill Aura Chill Aura thing, realizing that much of their own power
Special is dependent on their faith and not
Qualities:
possessions. The Imbuer ventures out to test
Elemental, cold health, cold subtype
Elemental, cold health, cold subtype, his creations, find rare components and see
damage reduction 10/+1 what else is out there. He adventures
Saves: Fort +7, Ref +1, primarily to gain knowledge and find rare

Classes
Will +1 Fort +10, Ref +2, items. He hoards items of strange make or
Will +2 previously unknown abilities until such time
Abilities: as he is able to duplicate those abilities.
Str 21, Dex 10, Con 17, Int 4, Wis 11, Cha 11
Str 23, Dex 10, Con 19, Int 6, Wis 11, Cha 11
Requirements
Skills: Listen +7, Spot +7 Listen +11, Spot To qualify to become an Imbuer, a character
+11 mustfulfillallthefollowingcriteria.
Feats: Power Attack Cleave, Power Attack Feats: Any 1 Craft Item feat other than Brew
Climate/Terrain: Any Land and underground Potion and Scribe Scroll
Organization: Solitary Craft: 5 ranks in one and 2 ranks in a second
Challenge Spellcraft: 5 Ranks
Rating: Medium 3; large 5
Spellcasting: Ability to cast 3rd level spells
Treasure: None
Alignment: Usually neutral
(arcane or divine)
Advancement: Medium 5-7 HD (Medium-Size); Large Class Skills
9-15 HD (Large) Due to his focus on item creation and magical
Size Height Weight power, the Imbuer has a fairly narrow range of
Chill Aura skills. The Imbuer’s class skills (and the key
Damage Radius Save DC abilityforeachskill)areAppraise(Int),
Medium 8 ft 500 lb 1d3 10 ft 15
Concentration (Con), Craft (Int), Knowledge
Large 16 ft 4500 lb 1d4 10 ft 18
(taken individually) (Int), Profession (Wis),
Imbuer Prestige Class Search (Wis), Spellcraft (Int), and Use Magic
Author: Neil Ikerd Device (Cha). See Chapter 4: Skills in Core
Imbuers come from a variety of backgrounds, but all Rulebook I for skill descriptions.
share the same passion—the creation of magic items. Skill Points at Each Level: 4 + Int Modifier.
Some do it for friends, some have a passion for creation, At least one skill point must be spent on a
and others seek immortality, as Quall and his tokens, or craftskillateachlevel.
Daern and his fortress. They come from backgrounds as Class Features
diverse as Dwarven priests imbuing the blessing of their All of the following are class features of the
gods in the armor they forge to Elven wizards hoping to Imbuer prestige class.
keep a surprise up their sleeves to Gnomish sorcerers Hit Die: d6
looking to build a better dragon trap. In the end, Imbuers Weapons and Armor: The Imbuer gains no
are craftsmen. They seek to create works of art in steel and new armor or weapon proficiencies.
wood, gold and gems, or even leather and cloth. This Class
pursuit does not prevent them from continuing in their Level BaB Fort Ref Will Special Spellcasting
chosen profession, but they focus their energies on their 1st 0 0 0 2 Item Creation Feat, XP Cost Reduction
creations. Imbuers can come from any spellcasting 10% +1 level in existing class
background, but wizards and clerics are the most common. 2nd 1 0 0 3 Identify Magic Items
Races with strong crafting backgrounds, such as dwarves 3rd 1 1 1 3 Item Construction Bonus +1, XP Cost
and elves, are more common, though creatures of any race Reduction 15%, Time Reduction 10% +1 level in
existing class
may become Imbuers. Some cultures refer to Imbuers as
4th 2 1 1 4 Item Creation Feat, Materials Cost
artificers, though the description is not entirely accurate. Reduction 10%
Imbuers are well liked by most adventurers-they make 5th 2 1 1 4 XP Cost Reduction 20%, Time
stuff. Fighters and rogues cultivate friendships with Reduction 15% +1 level in existing class
Imbuers for personal gain, hoping to trade on that 6th 3 2 2 5 Item Construction Bonus +2, Materials
friendship later. Wizards can be jealous of the Imbuers’ Cost Reduction 15%
7th 3 2 2 5 Item Creation Feat, XP Cost Reduction
abilities but hide this by referring to them as magicians,
and claim they are too dependent on items for their magic. 25%, Time Reduction 20% +1 level in existing class 317
8th 4 2 2 6 Materials Cost Reduction 20% item. Example: Darvain is forging two sets of anklets. One will
9th 4 3 3 6 Item Construction Bonus +3, Time be enchanted with Cat’s Grace, the other is a simple gift for his
Reduction 25%, Materials Cost Reduction 25% +1 girlfriend. The set for his girlfriend is crafted using the standard
level in existing class rules for Craft: Jewelry. When crafting the set destined for Cat’s
10th 5 3 3 7 Item Creation Feat, Imbue with Grace, Darvain gains a +1 circumstance bonus to his Craft:
Intelligence Jewelry checks.
Spellcasting: When the character becomes an Time Reduction: The time required to produce magic
Imbuer, he chooses one of his previous items is reduced by the indicated percentage.
Classes

spellcasting classes. Caster levels gained from Material Cost Reduction: Due to the Imbuer’s
the Imbuer class stack with that class for the experience in creating magic items and the amount of
purpose of determining caster level, spells per spare materials he has on hand, the material cost of
day, spells known and DCs. Once chosen, this creating magic items is reduced by the indicated
class may not be changed. percentage.
Item Creation Feat: The Imbuer gains an Imbue with Intelligence: Throughout his career, the
additional Item Creation feat of his choice. Imbuer delves constantly into the nature of magic item
The character must still meet the requirements construction. He is fascinated by the interaction between
for the feat. For the purposes of determining cold, inanimate matter and the fire of pure magic. Finally,
minimum level for item creation feats, add his he masters the ultimate art in the craft of magic item
Imbuer level to his previous spellcasting creation. He can control awakening the intelligence within
levels. a magic item. In game terms, the Imbuer rolls on table 8-31
XP Cost reduction: The XP cost of creating of Core Rulebook 2. To this roll he adds his primary
an item is reduced for the Imbuer, due to his casting attribute (Wis for Clerics, Rangers, and Paladins,
knowledge of spell crafting and rare Int for Wizards, Cha for Sorcerers and Bards). From this
substances he can infuse into the creation point on the Imbuer directs the process to create an item of
process. This does not increase the materials specific purpose and powers rather than rolling randomly
cost of creating the item. on the tables. The Imbuer follows the standard rules for
Identify Magic Item (Ex): With his intimate intelligent item creation as outlined in Core Rulebook II,
knowledge of magic item creation, the Imbuer applying his normal cost reductions for being an Imbuer.
can identify the properties and purpose of The item must be specifically created for the purpose of
magic items. When the Imbuer wants to imbuing it with intelligence-this may not be done with an
identify an item, he rolls a Spellcraft check item already created.
against a DC of 20+ the minimum required Example: Darvain has grown in power and is now a wizard 7/
casterleveloftheitem.Ifthecasteris imbuer 10. He wants to create a protective device with the
intelligence and will to act on its own-a legacy bearing his name
normally able to construct the item the DC is
to coming generations. He fashions a crown (+3 to all craft
15+ caster level. jewelry rolls, all material and time costs reduced by
Example: Darvain, wizard 7/imbuer 4, wants to 25%). He then follows the enchantment process for his Crown
identify a Potion of Cat’s Grace and a Rod of of Protection +4, using the rules for Craft Wondrous Item
Lordly Might. Darvain has Brew Potion but not (decreasing the XP cost by 25%). During this process, he rolls
Craft Rods. The potion has a minimum caster level percentile dice (58) and adds his Int score (20) to his roll.
of 3 and the rod has a minimum caster level of 19. Referring to table 8-31 in Core Rulebook II, the number 78
Darvain checks for the potion against DC 18 (15 yields two mental ability scores at 2d6 +7 and one at 3d6,
+3) and the rod against DC 39 (20+19). speech communication and 2 powers from the primary abilities
Identification takes 15 minutes for scrolls (per table. He then consults the Primary Abilities table and chooses
spell) and potions. Identifying permanent or Find Traps at Will and Uncanny Dodge as 5th
charged items takes 1 hour per item power. level barbarian (always maintain Dex bonus to AC and cannot
Artifacts require 1 day of study per item power and be flanked). Darvain labels his creation Darvain’s Crowning
a new check must be made each day. During the Achievement, and he is forever immortalized.
process, the Imbuer must be in contact with the
item and undisturbed. He does not have to be in
Sample Imbuer
his lab to do the identification, which not consume Ordo Greystone is a cleric/imbuer who uses his abilities to arm
any charges or materials. his community.
Item Construction Bonus: When the Imbuer Ordo Greystone: Male dwarven Cleric 6/Imbuer 4, medium
crafts an item for the purpose of making a humanoid, hp 73, Init +0, Spd 15, AC 23 (touch 13, flat-
magical item, he gains the circumstance bonus footed 23); Atk +7/+2 melee (d8+1/x2 heavy mace +1,
318 indicated to all rolls for construction of the throwing) or +7/+2 ranged (d8+1/x2 heavy mace +1,
throwing, 10', +8/+3, d8+2 if 30'); AL LG; SQ Darkvision awe and great stories, these people show
60', Stonecunning, +2 save vs poison, +2 save vs spells & mastery that few others can ever hope to
spell-like effects, +4 dodge vs giants, +1 attack vs orcs & achieve. Rangers, fighters, and rogues are the
goblinoids, SV Fort +11, Ref +5, Will +14; Abilities: Str most common recruits to the brotherhood.
11 (+0), Dex 10 (+0), Con 16 (+3), Int 11 (+1), Wis 16 Bards and paladins are rare recruits, but have
(+3), Cha 11 (+0). become great masters through the teachings
Skills and Feats: Appraise +4 (+6 on stone or metal), of the brotherhood. Members of the

Classes
Craft Armor +16, Craft Weapons +16, Knowledge brotherhood are often found on the battle
(Religion) +10, Spellcraft +9, Use Magic Device +3. Brew lines. A single squadron of the Inner Eye can
Potion, Craft Magic Arms & Armor, Point Blank Shot, decimate an army. At more peaceful times,
Inscribe Rune, Craft Wondrous Item, Far Shot. Turn members go into entertaining and adventuring.
Undead 3/day, XP Cost Reduction 15%, Time Reduction The brotherhood is neither good nor evil,
10%, Materials Cost Reduction 10%, Identify Magic lawful nor chaotic. The ultimate goal is
Items, Item Construction Bonus +1. Possessions: Full mastery of the bow. Inner Eyes can be
Plate +3, Heavy Mace +1 (Throwing), Ring of the Ram, identified by the patch they wear on their bow
Ring of Protection +2, Cloak of Resistance+2, Horn of shoulder—a stylized red eye with a black
Blasting. arrow poking through it. The current Perfect
Master, Ranchalla Lightshadows, is a halfling
Inner Eye Prestige Class originally from the northern regions. The
Author: Ian Cheeseman brotherhood exemplifies its unity at
Ranchala looks across the field as her companions gatherings that occur about once a year. No
sneak towards the enemy encampment. As soon as everyone matter what personal view, alignments and
is in place, she shoots a flare arrow into the air, signaling outside loyalties exist, in the gatherings all
the attack.
else is set aside in pursuit of mastery of the
The enemy wizard runs out of his tent, and two move
towards him while the others take out the soldiers. A giant bow. Those with arcane abilities are often
ogre moves to defend the wizard. Taking careful aim at his found trading newly researched spells with
shoulder, Ranchala lets loose an arrow, knocking him off arcane archers, while battle archers talk about
balance so her friends can get past him. tactics with dungeon delvers. If members of
As the wizard shoots magical energy, Ranchala lets off the order are on opposite sides of a worldly
two arrows at him, ruining his concentration and his spell. conflict, they act accordingly, owing no
Cursing, he sets up a wind wall around the entire encampment. loyalty through the brotherhood. However, at
Turning his back towards her, he continues the battle yearly gatherings, all outside problems are
against the strike force, when he is shot in the back. He
forgotten, and no Inner Eye may attack
turns in time to see Ranchala smiling at him. As he dies,
the last thing he sees is the eye, the red eye… another during the gathering. After all, if you
Geoford the dwarf walks onto the field. The target is set can’t trust your brother, whom can you trust?
up 200 feet away. Of the other two remaining contestants, Requirements
only one hit the target, and that was more luck than skill. To become an Inner Eye, a character must
Geoford takes out a battered shortbow with leaves still on fulfillallthefollowingcriteria.
twigs growing from the main shaft, drawing laughter from Base Attack Bonus: +6
the others as they hold their specially made composite
Feats: Weapon Focus (any bow), Point Blank
longbows. Geoford draws back a twisted, bent arrow with
half its fletching missing, and closes his eyes. Silence falls Shot, and two of the following: (Dodge, Far
over the crowd. He opens his eyes for a brief moment, and Shot, Precise Shot, Rapid Shot)
lets loose the arrow. Special: The character must be sought out by
Before the first has even reached the apex of its flight, he an Inner Eye of 4th level or higher. He must be
draws and releases a second arrow. The first arrow lands taught the code, melee shot, history of the
dead in the bull’s-eye. Before the crowd can cheer, the second brotherhood, and other abilities. This takes
arrow strikes, splitting the first down the center! one month. The prospective brother must have
The crowd goes wild. As the prince comes forward to proven himself worthy of this honor. It is
present the purse, Geoford whips off his cloak, allowing
possible for a character to seek admission to
everyone to see his shoulders, and more specifically, the
red eye. He jumps onto his pony and gallops off, leaving the brotherhood. To do so requires finding a
the prince standing in amazement and the crowd speechless… master who will support his application and
teach the required information and
Masters of the bow is a brotherhood that works in all
techniques. 319
aspects of life, from battles to carnival contests. Inspiring
Class Skills
ways to use his bow, and share that knowledge with
The Inner Eye’s class skills (and the key
others. A brother must respect the gatherings of the
ability for each skill) are Balance (Dex),
brotherhood as a sacred and holy gathering, not to be
Climb (Str), Concentration (Con), Craft
interrupted with violence or ill manners. If any of the code
(bowyer/fletcher) (Int), Escape Artist (Dex),
is broken, the brother is shunned and no knowledge may
Hide (Dex), Intuit Direction (Wis), Listen
be passed to him until atonement and re-dedication
(Wis), Move Silently (Dex), Profession (Wis),
occurs.
Classes

Spot (Wis), Tumble (Dex), and Wilderness


What this code entails is a loose governing of how the
Lore (Wis). See Chapter 4: Skills in
Inner Eye is to live his life. If an Inner Eye breaks the code
Core Rulebook I for skill descriptions.
for any reason, he may no longer wear the red eye or
Skill Points at Each Level: 4 + Int modifier.
attend gatherings until he performs a task specified by his
Class Features sponsor (if the sponsor is at least two levels higher) or by
All of the following are class features of the another Inner Eye (of at least four levels higher). The Inner
Inner Eye prestige class. Eye looses all special abilities granted by the class until
Hit Die: 2d4 atonement and re-dedication has occurred. This usually
Weapon and Armor Proficiency: The Inner takes at least one year or one level advancement.
Eye must use one type of bow to the exclusion Off-balancing Shot (Ex): When the Inner Eye shoots a
of all other weapons (except the shortsword) target in a careful manner, that target loses the ability to
in order to use his class abilities. He must make attacks of opportunity for an entire round and loses
choose which type of bow he will use when all Dexterity bonuses for the round as well (AC, attacks,
firstinitiated,andwilluseitfortherestofhis reflex saves, skill, etc). The Inner Eye has a penalty of –4
carrier. The new initiate loses all other weapon to hit when making this shot. The opponent, if he
proficiencies because the amount of practice threatens
and dedication required leaves little room to the Inner Eye, may still take an attack of opportunity
practice other weapons. Brothers are also against the Inner Eye as he makes the shot.
proficient in both light and medium armor, as Minor Bow Mastery (Ex): Through intense training
well as the buckler. and dedication, the Inner Eye gains increasing mastery
Hierarchy of the Brotherhood: The with his bow. This bow must be the type chosen when the
Brotherhood of the Inner Eye has a loose Inner Eye entered the brotherhood. Minor Bow Mastery
hierarchy of six levels. The highest level, the gives a +1 attack bonus and +1 damage bonus.
Perfect Master, is determined by a competition Intensive Aim (Ex): By concentrating for two full
between eligible high masters. This rounds (no attacks, only partial actions, but must be
competition takes a year, and involves aiming
everything from target shooting to sneaking, the bow with both hands), the Inner Eye gains +2 to hit
melee combat, leadership abilities, arrow and +2 to damage on a single shot. This ability requires
crafting, showing off new skills and abilities. concentration checks in the same way that casting a spell
The competition is held once every five years, would. This requires the full attack action on the round in
with the current grand high master presiding which the shot is taken.
over all events. In the unlikely event that Double-Arrow (Ex): By placing the arrows in a particular
the new Perfect Master is unable to complete pattern on the bow, the Inner Eye can fire two arrows
his duties, whether by death or other at the same time. These arrows can be fired at the same
incapacitation, a brief (sixmonth) target, at –4 to hit, or at two separate targets, at –6 to hit.
competition is held in order to choose an The two targets cannot be more than 10 feet from each
interim grand high master. If the current other.
Perfect Master chooses to participate in the Bow Mastery (Ex): As with Minor Bow Mastery, but
competition, he chooses a conclave of the bonuses are +2 and +2. Bonuses do not stack with
five Great Masters who preside over the event. Minor Bow Mastery.
The Code of the Inner Eye: An Inner Eye Improved Far Shot: The Inner Eye gains the Improved
must proclaim himself to his bow, heart and Far Shot feat for free (detailed at the end of this article).
soul. An Inner Eye must not use any other High Bow Mastery (Ex): As with Bow Mastery,
weapon except the shortsword, in order to butbonuses are +3 and +3. Bonuses do not stack with
320 more fully understand the intricacies of the
bow. An Inner Eye must always seek out new
Bow Mastery. In addition, the threat range of the bow is
+7, Ref +14, Will +7; Str 12, Dex 18, Con 11,
doubled. The brother also gains immunity to the Death
Int 9, Wis 11, Cha 17.
shot from another Inner Eye.
Languages: Dwarven, Common
Melee Shot (Ex): This subjects an opponent to the
Dwarven Traits (Ex): +1 attack vs orcs and
effects of an Off-balancing shot as well as allowing the
goblinoids; +2 Will saves vs spells and spell-
brother to maneuver as he shoots so that no attacks of
like abilities; +2 Fortitude saves vs all
opportunity can be taken against him for using a missile
poisons; +4 dodge bonus vs giants; darkvision
weapon in melee. Melee Shot has a –2 to hit.
60 ft; stonecunning.

Classes
Penetrating Shot (Ex): If the Inner Eye makes a
Skills & Feats: balance +12, craft (sculpture)
successful shot at–10 to hit, the arrow is launched in such
+7, disguise +12, perform +16, intuit
a way as to bypass spells such as protection from arrows,
direction +12; weapon focus (shortbow),
windwall, or other specific magical protections against
point blank shot, precise shot, rapid shot, far
arrows. Also, abilities such as deflect arrows and snatch
shot.
arrows are at a –10 penalty. An Inner Eye can only do this
Class Features: Bardic Music (Inspire
once per day per class level.
Courage, Countersong, Fascinate,
Great Bow Mastery (Ex): As with High Bow Mastery,
Suggestion, Inspire Greatness),
but bonuses are now +4 and +4. Bonuses do not stack
Bardic Knowledge, Code of the Inner Eye,
with High Bow Mastery.
Off-Balancing Shot, Intensive Aim, Double
Improved Double-Arrow (Ex): As with Double-
Arrow, Bow Mastery.
Arrow, but the penalties are reduced to –2 and –4.
Bard spells per day: 3/4/4/3 (DC 13 + spell
Death Shot (Ex): By studying for 4 rounds (no attacks,
level)
only partial actions), a brother can make an attack to
Bard spells known: 0-level - dancing lights,
instantly slay his target. Death Shot is not usable on
daze, detect magic, light, mending,
creatures immune to critical hits or sneak attacks, or on
resistance; 2nd - cure light wounds,
creatures with more than 15 HD. The target gets a fortitude
expeditious retreat, identify, magic weapon;
saving throw (DC 20 + Inner Eye level + dex modifier – 1
3rd -cat’s grace, hold person, scare, tongues;
per 10 ft. range increment). On a successful save, the
4th - cure serious wounds, windwall.
creature takes only normal damage from the attack and
Possessions: +5 shortbow of distance,
loses all dex bonuses for the next round (as if hit by a
masterwork shortsword, +5 leather armor,
Melee Shot).
bracers of archery, necklace
As the attack must be made on the 5th round, this ability
offireballs(typeIII),eyesoftheeagle.
cannot stack with Intensive Aim. It also cannot be used at
the same time as Double Arrow or Improved Double
New Rules
Arrow. Improved Far Shot [General]
Perfect Bow Mastery (Ex): As with Great Bow Mastery, You can attack with ranged weapons more
but bonuses are now +5 and +5. Bonuses do not stack accurately at long range.
with Great Bow Mastery. Prerequisites: Point Blank Shot, Far Shot,
base attack bonus +2
Sample Inner Eye
Benefit: You gain a +2 bonus that only works
Master Geoford is an elderly dwarf who enjoys tricking
people. Some speculate that he has a small amount of
to negate range-based penalties.
gnome in him, based on the practical jokes he likes to play. Class
As a youngster, he was drawn to the theatrical arts, where Level BaB Missile Attack Base Fort Ref Will
he spent much of his life. His use of a shortbow rather than Special
a trusty battleaxe is viewed as yet another reason for elder 1st +0 +1 +2 +2 +0 Code of the Inner Eye, Off-
dwarves to question his racial heritage. His elders decided Balancing Shot, Initiate
he should go out into the world for one year to get this nonsense 2nd +1 +2 +3 +3 +0 Minor Bow Mastery, Minor
of the bow out of his system. He has not returned. Master
3rd +2 +3 +3 +3 +1 Intensive Aim
Master Geoford: Dwarf Brd 9/Inner Eye 4; Mediumsize
4th +3 +4 +4 +4 +1 Double-Arrow, Bow Mastery,
humanoid (dwarf); hp 58, Init +3; Spd 20 ft.; AC 21; Master
Atk +22/+17 ranged (1d6+3, 19-20/x3, 180 ft., +3 5th +3 +5 +4 +4 +1 Improved Far Shot
shortbow 6th +4 +6 +5 +5 +2 High Bow Mastery, High
of distance) or +11/+6 melee (1d6+1, 19-20/x2, Master
masterwork 7th +5 +7 +5 +5 +2 Melee shot, Penetrating Arrow
shortsword); SQ Dwarven traits; AL NG; SV Fort 8th +6 +8 +6 +6 +2 Great Bow Mastery, Great 321
Master
merge with the forests, swamps and hills near the Lake
9th +6 +9 +6 +6 +3 Improved double-arrow region. They hover continually at the edge of civilization,
10th +7 +10 +7 +7 +3 Death shot, Perfect Bow
watching the interaction between the people and the land.
Mastery, Perfect Master
Defender trade: The NPC Defender will occasionally
Lake Bleu Defender Prestige hire his services out as guide through his protected
Class territory.
Author: Rebecca Glenn This is done more often to protect the region from the
visitors than the other way around. He will also
Classes

The Lake Bleu Defenders are a select group of


individuals chosen by secret elders of the occasionally show up in town with fish, meat or pelts for
Lake community to defend the environs of trade.
Lake Bleu from outside incursions and the Defender relations: The Defender associates primarily
depredations of those who exploit and return with druids and rangers in overlapping regions, though his
nothing. Most people know nothing of this primary concern is for the Lake Bleu area. More
extremely secret group. Those few who have compassionate towards people than a druid, and more
heard legends believe it is the last vestige of protective of the Lake than a ranger, the Defender will
the Royal Guard of the Kingdom of the Lake, work with anyone who has shown proper consideration for
once legendary for their staunch defense of the environment and the local population. He will make a
the realm. Lake Bleu Defenders take a solemn special effort to develop friendly relations with anyone he
oath to defend the Lake and its inhabitants sees as an asset to the Lake community.
from invaders. The force is made up of Adventure hooks: The Defender is most likely to
individuals working in different areas. There involve himself in adventures where the well-being of the
aren’t nearly enough Defenders to cover the Lake community is at stake or at least affected in some
Lake properly as a group, so they must spread way. Possible scenarios include:
their efforts, often aided by associates who • Heavy deforestation is occurring near the lake, causing
have no idea of their allegiance. Defenders pollutants
to enter the water system through rivers and streams. The
are usually part of an adventuring group,
local wildlife is suffering, and local fishing waters are being
ostensibly serving the good but sometimes of affected, so the nearby villages are threatened as well.
neutral bend. They subtly influence their • Pirates are raiding villages along your coast. They have
groups to take on those adventures that slaughtered people, burned whole hamlets to the ground, and
serve the interests of the greater Lake threaten to destroy the community. The peaceful fisherfolk are
community. For an individual campaign, the defenseless against these attacks.
Lake Bleu Defender is appropriate for any • An expedition from a large city has arrived, drawn by legends
community located in or near water, as on a of vast underwater ruins and possible treasure. They want to
hire the Defender as a guide in and around the Lake. They
seacoast or lakeside. The various abilities will
have a map to a location deep underwater and want to explore.
be the same, but the animal tables should be
What might they awaken?
customized to suit the area. • Something mysterious and deadly has awakened in the depths
Author’s Note: Lake Bleu is a geographical of the Lake. People and boats are disappearing every night.
region in my campaign dominated by a very Marine life has migrated to the other end of the Lake to get
large lake, similar in size and climate to the away from it. What is it? What woke it? What does it want?
Great Lakes region of the North American How do you put it back to sleep?
continent. While the area is vast and the Class
cultures in and around the lake diverse, there LevelBaB Fort Ref Will Special Swim Speed
1 1 2 0 2 Animal Companion, Call the Lake (Summon Nature’s
is a common legend of a once-great
Ally I), Underwater Vision Normal
civilization destroyed by the wrath of the gods
2 2 3 0 3 Aqualungs, Depth Sense 10 (5)
before recorded history. Stories abound 3 3 3 1 3 Lake Shape 1/day, Call the Lake (Summon Nature’s
concerning mystical ruins, cursed Ally II) 15 (10)
descendants, and the “spirit of the lake.” 4 3 4 1 4 Watery Depths (+2) 20 (15)
Defenders are chosen by this spirit and 5 4 4 1 4 Call the Lake (Summon Nature’s Ally III) 25 (15)
acknowledged by the creatures of the lake. 6 5 5 2 5 Lake Shape 2/day 30 (20)
Defender frequency: This prestige class is 7 6 5 2 5 Call the Lake (Summon Nature’s Ally IV) 35 (20)
fairly rare and will normally only be 8 6 6 2 6 Watery Depths (+4) 40 (25)
9 7 7 3 7 Lake Shape 3/day (Large), Call the Lake (Summon
encountered at the edge of wilderness
322 settings, where lightly settled rural areas
Nature’s Ally V) 45 (30)
10 8 7 3 7 Lake Shape 4/day (Tiny) 50 (35)
Requirements acts as per Summon Nature’s Ally I. Every
To qualify to become a Lake Bleu Defender, a character two levels the defender gains in addition the
mustfulfillallthefollowingcriteria. ability to use the next higher version of the
Base Attack Bonus: +5 spell. Thus a 5th level Defender can use
Language: Lakespeak (Aquan) Summon Nature’s Ally I, II and III each once
Swim: 8 ranks per day. The following list is a suggestion of
Profession (Sailor or Fisher): 5 ranks the creatures that may be summoned by the

Classes
Special: Must be recruited and accepted by the Lake Defender’s ability. This listing should be
Bleu Defenders. adjusted to reflect the local area. Creature
Class Skills selection was limited to Animal, Beast and
The Defender’s class skills (and the key ability for each Elementals (Outsider) of appropriate terrain.
skill) are Animal empathy (Cha), Climb (Str), Heal (Wis), Summon Nature’s Ally I: Badger, Dire Rat,
Hide (Dex), Intuit direction (Wis), Knowledge (Lake Dog, Hawk, Owl, Raccoon, Viper (Tiny
Bleu) (Int), Knowledge (Nature) (Int), Profession (Wis), Snake), Waterfowl (Duck, Goose, Swan, etc.).
Sense motive (Wis), Swim (Str), and Wilderness lore Summon Nature’s Ally II: Bobcat, Crescent
(Wis). See Chapter 4: Skills in Core Rulebook I for skill Elk, Eagle, Goat, Mud-man, Octopus, Pike
descriptions. (medium), Viper (Small Snake), Squid, Wolf.
Skill Points Gained at Each Level: 4 + Int modifier. Summon Nature’s Ally III: Bear (Black),
Boar, Dire Badger, Dire Bat, Dire Weasel,
Class Features
Dread Raven, Elemental (Water, Earth, Air
All of the following are class features of the Lake Bleu
only - Small), Pike (Large), Seaspark, Viper
Defender prestige class.
(Medium Snake), Wolverine. Summon
Hit Dice: d8
Nature’s Ally IV: Arrowhawk (Small),
Weapons and Armor: Defenders are proficient in all
Assassin Vine, Dire Wolf, Giant Crayfish,
simple and martial weapons. Because of their affinity for
Giant Eagle, Giant Owl, Giant Raven,
water, Defenders are prohibited from wearing metal armor.
Grippet, Viper (Large Snake). Summon
They are skilled with shields, but must use only wooden
Nature’s Ally V: Arrowhawk (Medium), Bear
ones. A Defender wearing metal armor loses his special
(Brown), Cathedral Beetle, Dire Boar, Dire
abilitiesinthewater.
Wolverine, Elemental (Water, Earth, Air only
Animal Companion (EX): The new Defender gains an
- Medium), Great Swan, Mock Dragon, Pike
animal companion of 2 HD or less. The Defender may
(Giant), Valraven, Viper (Huge Snake).
have more than one such pet, but their combined HD must
Note: This listing is provided for reference
add up to no more than 2 HD. The animals are always of a
and as an example. While most of the
species suitable to the Lake (water-based, or marine bird
creatures may be found in the SRD, some are
or mammal suitable to the shore and surrounding lands)
from the Creature Collection.
and know 1-3 tricks useful to the Defender. As he
Underwater Vision (EX): Defenders can see
increases in level, the Defender gains additional animal
better level per day. She can use this ability
companions as his reputation grows and the creatures get
all at once or space it out throughout the day.
to know him. He may have up to his level in HD, +1 (so,
A side benefit of this ability is that, while the
2HD at 1st level, 3HD at 2nd, etc.), but no single creature
Defender is able to breathe underwater, she is
may start off at more than 2HD. If the creature improves
not subject to the cumulative -1 penalty to
through natural advancement, its total HD are counted
swim checks.
against the Defender’s full capacity. The Defender may
Depth Sense (EX): The Defender gains the
dismiss a companion to make room for others. Suitable
ability at 2nd level to sense how deep the
creatures include any of the Animal type native to the local
water is. This ability works both at the
environment.
surface and beneath it. The Defender makes
Suitable creatures include, but are not limited to, the
an Intuit Direction roll to estimate the depth
following:
of the water to the nearest 100 feet (or nearest
Note: This listing is provided for reference and as an
10 feet if less than 100 feet).
example. While most of the creatures may be found in the
Swim Speed (EX): The Defender is at home
SRD, some are from the Creature Collection.
in the water of the Lake, swimming with the
Call the Lake (SU): This is a limited form of Summon
speed of a native. This speed increases as the
Nature’s Ally usable once per day that increases with the
Defender gains levels. The number in 323
level of the Defender. This ability is gained at 1st level and
parentheses is for a size Small Defender. Sample Lake Bleu Defender
Lake Shape (SU): At 3rd level the Defender Garrison Otterfriend grew up in a small fishing village on the
western coast of Lake Bleu, where he learned to respect and
gains the spell-like ability to polymorph self
cherish the creatures who provided his family’s living. During
into a Small or Medium-size animal (but not a
his childhood he experienced orcish and pirate raids, each time
dire animal) and back again once per day. struggling along with his community
Unlike the spell, however, the Defender may to rebuild from nearly nothing. Each time their lives depended
only adopt one form. The Defender regains on the abundance of Lake animal life. Never cruel as a boy,
Classes

hit points as if she has rested for a day. Note: Garrison felt naturally protective towards anything smaller than
The creatures available include some giant himself, and often stopped the other village boys from
animals but not unnatural beasts. The Defender tormenting strays or wild animals. As a man, Garrison fulfilled
may Lake Shape into any fish, his duty to family and community by taking up weapons and
guarding his village from hazard. But still he respected the
marine bird or mammal, for example, but not
creatures, waters and lands of the Lake.
into an owlbear. The Defender does not risk the
One day while fishing on a lazy afternoon, Garrison spotted an
standard penalty for being disoriented while in abandoned dingy floating alongside the coast. It wasn’t far out,
her Lake Shape. At 6th level this ability may be and as he was a strong swimmer he jumped into the water to
used twice each day. At 9th level the Defender catch it. Even as he drew near the boat it got caught up in a stray
may use this ability three times per day and may current and pulled away. He gave chase, but soon looked around
now assume the form of large-sized creatures. and could no longer see the shore. A fog had come down and he
At 10th level this increases to four times per could see nothing around him.
day and the Defender may now assume the form Hours passed with fruitless swimming and floating and Garrison
began to think he might die. His limbs were exhausted and he
of tiny animals. Tiny: Badger, Cat, Drowned
could feel the cold waters of the Lake seeping away at his
Lady, Hawk, Hookwing, Mere-Lurker, Owl,
strength. That’s when he heard Her voice. Like the wind
Raccoon, Rat, Raven, Scythe Falcon, Snake, whispering through watery reeds, the music of Her voice
Tanil’s Fox, Waterfowl (Duck, etc.), Weasel. soothed him and he knew he would die. But instead, he was
Small: Bobcat, Dog, Eagle, Octopus, Otter, carried ashore by a giant otter, one of Her servants, and
Snake, Waterfowl (Goose, Swan, etc.). welcomed into her service by the other Defenders waiting there.
Medium: Bear (Black), Boar, Giant Raven, Garrison Otterfriend has been a Defender in the service of Lake
Goat, Great Swan, Pike, Snake, Squid, Bleu for several years, and has used his powers, granted by the
Waterfowl (flightless bird), Wolf, Wolverine. Lake, to defend and otherwise serve the Lake community,
human and animal alike.
Large: Bear (Brown), Crescent Elk, Giant
Garrison Otterfriend: Male human Expert 1/Fighter 5/
Crayfish, Goblin Bear, Octopus (Giant), Pike,
Defender 3, medium humanoid, hp 72, Init +4, Spd 60 ft
Snake.
swim 15 ft, AC 14 (touch 10, flat-footed 14); Atk +14/+9
Note: This listing is provided for reference and
melee (d8+7/19-20 x2 longsword +2) or +12/+7 melee
as an example. While most of the creatures may
(d6+4/19-20x2 shortsword +1) or +10/+5 ranged (d8+3/
be found in the SRD, some are from the
20x3 mighty [str 14] composite longbow +1 [+11/+6,
Creature Collection.
d8+4 if 30' or arrows +1][+12/+7, d8+5 if both 30' and
Watery Depths (EX): At 4th level, the
arrows +1]; AL NG; SV Fort +10, Ref +2, Will +6;
Defender gains the ability to descend deep into
Abilities: Str 16 (+3), Dex 10 (+0), Con 17 (+3), Int 10
the water. By whatever rules are being used, the
(+0), Wis 10 (+0), Cha 15 (+2).
Defender may descend twice as
deep as is normal for her race. Any damage
Skills and Feats: Animal Empathy +4, Climb +13, Craft
(Bowyer/Fletcher) +3, Handle Animal +3, Heal +2, Hide
taken fro descending deeper than is safe is
+12, Intuit Direction +2, Jump +13, Knowledge (Local-
reduced by one-half. Any penalties for
Lake Bleu) +5, Knowledge (Nature) +2, Listen +7,
functioning underwater are reduced by 2.
Profession (Fisher) +6, Ride +1, Sense Motive +2, Speak
This reduction increases to 4 at 8th level.
Aquan, Spot +12, Swim +23, Wilderness Lore +5.
Aqualungs (EX): The Defender gains, at 2nd
Alertness, Improved Initiative, Point Blank Shot, Run,
level, the ability to breathe underwater for up to
Track, Weapon Focus: Longsword, Weapon Focus:
10 minutes per class level per day. She can use
Composite Longbow, Weapon Specialization: Longsword.
this ability all at once or space it out
Animal Companion, Aqualungs, Call the Lake (Summon
throughout the day. A side benefit of this ability
Nature’sAlly I & II), Depth Sense, Lake Shape 1/day,
is that, while the Defender is able to breathe
Underwater Vision.
324 underwater, she is not subject to the cumulative
Possessions: Studded Leather +1, Longsword +2,
-1 penalty to swim checks.
Shortsword +1, Mighty [Str 14] Composite Longbow +1, earched and Ninja weapons are easily identified.
Eyes of the Eagle, Cloak of Elvenkind, Javelin of Be ever on guard
Lightning, Boots of Striding & Springing, Figurine of • Always have an escape route, a safe house, and a
Wondrous Power: Silver Raven, Gloves of Swimming & secret cache of weapons and equipment.
• Always know your friends better than they know
Climbing, Arrows +1 (20), Potions: Cat’s Grace x2, Water
you.
Breathing x3, Speak with Animals x2, Cure Light Wounds • Always have a plausible cover story for your actions.
x6, Cure Moderate Wounds x2, Haste. Special Rule: Ninjas, with their need to adopt a

Classes
Animal Companions: Badger, Otter, Fish (Drowned cover identity, usually become multiclassed.
Lady) Those who take their first level as a ninja
Ninja Variant Core Class consider it a favored class for the purpose of
multiclassing.
Author: Itzak Even
Example: Chun-Li, an Elf, is a 5th-level Ninja/4th-level
My training complete, the seniors of the clan gave me my
Wizard/ 1st-level Fighter. Since he is an elf, Wizard is a
first mission. Cloaked in stealth and magic, I entered the
favored class and does not count for the purpose of
palace grounds.
multiclassing. There is a 4-level difference between his
No guard could see or hear me; and if they did, my silent
fighter and ninja levels but since he started out as a
charms subdued them. A shadow, I cling to walls and ceilings.
ninja, the ninja class is also treated as a favored class,
A whisper, I leave no trace of my passing. The
and so he suffers no XP penalties.
guarded chamber is open to my violation—no guard, no
magic can stop me. Adventures: Game-master ninjas are normally
I place the damning evidence—proof that the Empress encountered while on a clan-assigned mission.
traffics with Fiends—and like a shadow, flee into the night Player-run Ninjas could be given leave to
before an alarm can be raised. Few will ever know I was adventure by their clan, or escape a binding clan,
there. None will ever find me. or have survived a destroyed clan.
The Empress is doomed. Characteristics: Ninjas have a broad range of
••• skills that they use to hide their true profession.
Ninjas are invisible warriors—spies and assassins They have the rogue’s sneak attack ability, and
practiced in the skills of concealment, stealth, trickery, some of his sixth sense. An experienced ninja has
disguise, acrobatics, assassination and information. They such a strong tie to shadows, trickery and
possess special powers, mysterious to most people outside information gathering that he can actually draw
of their clans. Many stories are told of the mystical powers on this to cast arcane spells.
of the ninja. Few ninja are identical. Some prefer to focus Alignment: A ninja is normally lawful or neutral
on fighting skills, while others improve their espionage, in alignment. The ninja clan structure is too
acrobatics ordisguise skills. Ninja are more prone to restricting for those of chaotic alignment.
multiclass, using the other class as a cover for their true Ultimate professionals, Ninja are absolutely loyal
profession. All ninja clans have a code, though not all are to their clan and their honor. When they take a
the same. The following is a sample ninja code. All clans job, it gets done. This leaves little room for
use these points, but the specifics may vary: considerations of good or evil.
Follow the orders of higher-ranking members Religion: Ninja follow either the edicts of the
• The Ninja must respect his clan seniors, and must follow their Celestial Bureaucracy, or a cult. Those who
orders with no exceptions. follow the cults are usually evil. As a general rule
• When performing a mission on behalf of the clan, the Ninja
ninjas rarely become devout followers, unless
must be willing to sacrifice his own life, if necessary, to succeed.
theirclanisaffiliatedwithacertainreligion.
Never reveal your identity
• The Ninja must never reveal his true profession, or the name Background: All ninjas must belong to a ninja
of his clan, or even that he is a member of a ninja clan. clan to gain the training necessary to develop
• The Ninja must not use his special Ninja abilities in public, their skills. All ninjas of the same clan must
where they might identify him with his clan. submit to the dictates of the clan leader. To do
• Protect your cover identity. The use of your abilities in public otherwise is to risk the undying wrath of the clan.
will reveal your secret and the authorities will hunt you down. Those whose clans have been destroyed are
Keep a low profile in whatever you do viewed with suspicion by other clans, and must
• The Ninja should never demonstrate the full extent of his eventually establish their own clan if they wish to
powers. Let his enemies underestimate him. belong again.
• When traveling the outside world be sure to have a cover
Races: Among the oriental races only the human
identity.
• Carry no weapons, if possible. If you are captured, you will be is likely to take this class. The korobokuro and 325
s hengeyokai are never born into a ninja clan, and
Class Features
the spirit folk, with their being attached to a All of the following are class features of the ninja.
specific locale, are not a good candidate for the Hit Die: d6
lifeofaninja. Weapon and Armor Proficiency: A ninja’s weapon
Other Classes: The Ninja works well alone or training is designed to give him a wide array of weapons.
with a group. He always keeps his true identity The Ninja is proficient with all simple weapons (except
and profession a secret, covering by using his the heavy crossbow), short sword, wakizashi, and short
otherclassabilities. bow (normal and composite). In addition, each ninja
Classes

GAME RULE INFORMATION chooses two extra weapons from the following list: Kukri,
A ninja has the following statistics: Nunchaku (normal or halfling), Siangham (normal or
Abilities: Dexterity grants the lightly-armored halfling), Kama (normal or halfling), Shuriken, Hand
ninja a better defense and bonuses to several crossbow, Whip, Spike Chain, Ninja-To*, or Blowgun
class skills. Intelligence determines how (normal or halfling). The ninja is proficient with all light
powerful a spell a ninja can cast, how many armor. Note that armor check penalties for armor heavier
spells he can cast a day, and how hard those than leather apply to the skills Balance, Climb, Escape
spells are to resist. A ninja gets bonus spells Artist, Hide, Jump, Move Silently, Pick Pocket and
based on Intelligence. The difficulty class of a Tumble.
saving throw against a ninja’s spell is 10 + the Also, swim checks suffer a –1 penalty for every 5
spell’s level + the ninja’s Intelligence modifier. pounds of armor and equipment carried. Like any other
Alignment: Any Non-Chaotic. arcane spellcaster, a ninja can cast spells while wearing
Class Skills armor, but suffers a chance of arcane spell failure if the
The ninja chooses 15 skills, from the following spell in question has a somatic component (most do).
list, as his class skills: Bluff (Cha), Climb * New weapon, described at the end of the article
(Str), Concentration (Con), Craft (int), Spells: Beginning at 4th level, a ninja gains the ability
Decipher script (Int), Diplomacy (Cha), to cast a small number of arcane spells. To cast a spell a
Disable device (Int), Disguise (Cha), Escape ninja must have an Intelligence score of at least 10 + the
artist (Dex), Forgery (Int), Gather Information spell’s level, so a ninja with an Intelligence of 10 or lower
(Cha), Hide (Wis), Innuendo (Wis), Intimidate cannot cast these spells. Ninja bonus spells are based on
(Cha), Jump (Str), Listen (Wis), Move silently Intelligence, and saving throws against these spells have a
(Dex), Open lock (Dex), Perform (Cha), Difficulty Class of 10 + spell’s level + Intelligence
Pick Pocket (Dex), Profession (Wis), Read modifier.
Lips (Int), Search (int), Sense Motive (Wis), When the ninja gets 0 spells of a given level, such as 0
Spellcraft (Int), Spot (Wis), Swim (Str), 1st-level spells at 4th level, the ninja gets only bonus
Tumble (Dex), Use Rope (Dex). See Chapter spells. A ninja without a bonus spell for that level (see
4: Skills in Core Rulebook I for skill Core Rulebook I) cannot yet cast a spell of that level. The
descriptions. ninja’sspelllistappearsattheendofthisarticle.
Skill points at 1st Level: (6 + Int modifier) x 4 The Ninja is an arcane spellcaster who prepares her
Skill points at Each Additional Level: 6 + spells in advance by meditating on her connection to the
Int modifier plane of shadow. The ninja knows all the spells available
Class to her at each spellcasting level.
Level BaBFort Ref Will Special Spells per Day 1 2 3 4 Deadly Strike: During his training, the ninja learns to
1st +0 +0 +2 +2 Deadly Strike +1, Unarmed Combat — — use his two special chosen weapons with deadly accuracy.
2nd +1 +0 +3 +2 Evasion — — — — At 1st level the ninja increases the threat range and
3rd +2 +1 +3 +3 Uncanny dodge (Dex bonus to AC), — damage multiplier of his chosen weapons by +1, so a
4th +3 +1 +4 +3 Leap of the clouds, 0 — — —
ninja-to has a critical of 18-20/x3, and a shuriken has a
5th +3 +1 +4 +3 Deadly Strike +2 0 — — —
critical 19- 20/x3. This increase only applies against
6th +4 +2 +5 +4 Uncanny dodge (Can’t be flanked) 1 —
7th +5 +2 +5 +4 1 — — — targets who have been denied their dex bonus to AC (i.e.,
8th +6/+1 +2 +6 +4 Mind over Matter 1 0 — — they care caught flat-footed, flanked and held immobile).
9th +6/+1 +3 +6 +5 Fast Step, deadly Strike +3 1 0 — — This increases as the ninja gains levels, to +2 at 5th level,
10th +7/+2 +3 +7 +5 1 1 — — +3 at 9th level, +4 at 13th level and +5 at 17th level. So a
11th +8/+3 +3 +7 +5 1 1 0 — 17th level ninja using a shuriken has a threat range of 15-
12th +9/+4 +4 +8 +6 1 1 1 — 20 and critical multiplier of x7. Like a rogue’s Sneak
326 13th +9/+4 +4 +8 +6 Deadly Strike +4 1 1 1 — Attack, Deadly Strike may only be performed
with a ranged weapon if the opponent is within 30 feet. Image, Nondetection, Silence.
Unarmed Combat: A ninja is trained in martial arts 4th-level—Deeper Darkness, Illusory Wall,
and can do 1d6 points of normal damage with her unarmed Locate Creature.
attack. A small sized ninja does 1d4 damage. A ninja’s Ex-Ninjas
unarmed attacks do not draw Attacks of Opportunity from A ninja who becomes chaotic in alignment may
armed opponents. Treat him as if he has the Improved not advance in levels as a ninja until she
Unarmed Strike feat. becomes neutral or lawful. Her ninja levels are

Classes
Traps: This is the same as the Rogue ability (detailed on now brought into account when calculating XP
page 48 of Core Rulebook I). penalties for multiclassing.
Evasion: This is the same as the Rogue ability (detailed Ninja Starting Package
on page 48 of Core Rulebook I). Armor: Leather
Uncanny Dodge: This is the same as the Rogue ability Weapons: Shortsword, Shortbow, Kama and
(detailed on page 48 of Core Rulebook I). Shuriken
Leap of the Clouds: At 4th-level or higher, a ninja’s Skill Selection: Pick a number of skills equal
jumping distance (vertical or horizontal) is not limited to 6 + Int modifier (7 + Int modifier if human).
according to his height. (See the Jump skill description, Feat: Point Blank Shot
page 70 of Core Rulebook I) This is an extraordinary Bonus Feat: Improved Initiative (Human only)
ability. Gear: Rope, Backpack, caltrops
Mind over Matter: An 8th level Ninja gains the Gold: 3d4 gp.
supernatural Skill Ranks Ability Armor
ability to pass through walls and walk over water. Bluff 4 Cha
The ninja can use this ability by making a Concentration Concentration 4 Con
skill check with a DC of 15 with the following modifiers: Decipher Script 4 Int
A ninja cannot pass through other materials, and cannot Disable Device 4 Int
use this to pass through armor worn by a creature, or a Escape Artist 4 Dex Yes
construct. Gather Information 4 Cha
Innuendo 4 Wis
This ability can be used a number of times per day equal
Jump 4 Str Yes
to half the ninja’s level (rounded down) plus her Int
Move Silently 4 Dex Yes
modifier,
so a 9th level ninja with 16 Int can use it 7 times a day
New Uses of Existing Skills
(9/2 = 4.5, rounded down it is 4, + 3 from Int). PERFORM (Cha)
Fast Step: At 9th level the ninja can move her normal Normal Use: You are able to put on a show of
movement rate while moving silently without a penalty. artisticabilityandexpression.
This is an Extraordinary ability. New Use:
Silent Step: At 14th level the Ninja is granted a +4 Assimilation (Bard, Rogue, Ninja only)
enhancement bonus to the Move Silently skill. This is an A character with this skill can study a different
Extraordinaryability. culture enough so he can pretend to be a
Walking Through Walls Mods Walking Over Water Mods member of that culture.
+1 per 1 inch of wood +2 per 5’ of water crossed Check: The DC to this skill depend on the time
+2 per 1 inch of stone +5 if rough water spent studying the culture, and the differences
+3 per 1 inch of iron +10 if rapid water between it and the
New Equipment Retry: If a skill check fails the character must
Ninja-to: This is the favored weapon of the ninja. It has wait a year until he can start studying the
a straight blade and is smaller and of lower quality than a cultureagain.
katana. It can be concealed easily. 12 gp, d8, 19-20/x2, 5 Special: If you have 5 or more ranks of
lb, Slashing and Piercing. Assimilation, you gain a +2 synergy bonus on
Ninja Spell List Bluff and Disguise checks in regard to people
of a culture you have managed to study.
Ninja choose their spells from the following list
Condition DC
.1st-level—Change Self, Daze, Feather Fall, Jump, A mostly similar culture 15
Silent Image, Spider Climb, Ventriloquism. A moderately similar culture 20
2nd-level—Darkness, Invisibility, Knock, Locate Object, A largely different culture 25
Minor Image, Misdirection, Obscure Object. A Very different culture 30 327
3rd-level—Detect Thoughts, Gaseous Form, Major Some offensive mannerisms +5
A western Ninja. The DM might decide that some nation
Many offensive mannerisms +10
Similar cultural alignment -5 or nations in his campaign world cultivate a spy network.
Different cultural alignment +0 You might want to change the class name to Spy, Shadow
Opposed cultural alignment +5 Blade, or something similar.
Studied for up to a week +5 Sample Ninja
Studied for up to a month +0 Ashagu Kamuro is a ninja from the Black Gate clan. He
Studied for up to half a year -5 was trained as both a ninja and an enchanter from an early
Classes

Studied for up to a year -10 age, and his aptitude for both helped him in his missions.
BLUFF (Cha) He has specialized in the field of Enchantment for the subtlety
Normal Use: There are times when you need to of its spells, and disdains the use of Evocation magic.
persuade someone that what you are saying is He prefers to work alone, and uses his ninja and wizard
true, even if false. It is useful in many spells to complement one another.
situations. Ashagu Kamuro: male human Ninja 9/Enchanter 5:
New Uses: medium-sized humanoid (6’ 1” tall); hp 67; Init +7 (+3
Feign Sleep: Sometimes it is best to pretend Dex, +4 improved initiative); Spd 30 ft; AC 20 (touch 18,
you are sleeping. flat-footed 17); Atk Melee +9/+4 (nunchaku, dmg 1d6,
Voice Mimicry: This is especially useful when 17- 20/x5); AL NE; SA: Spells, Deadly Strike; SQ: Leap
you use disguise and your opponents know you of the Clouds, Uncanny dodge, Mind over matter,
and your voice. It is also useful when trying to Unarmed combat, Fast step; SV Fort +5, Ref +10, Will
frame someone, or when you need to convince +10; Abilities: Str 11 (+0), Dex 17 (+3), Con 12 (+1), Int
someone that you are a specific person talking 14 (+2), Wis 13 (+1), Cha 15 (+2).
to him. Skills & Feats: Bluff +13, Concentration +18, Disable
SENSE MOTIVE (Cha) Device +14, Hide +15, Knowledge (the Planes) +8, Listen
Normal Use: You can sense whether people are +13, Move silently +15, Open Lock +15, Search +14,
trying to bluff you, or disguise themselves. Spellcraft +14, Tumble +15. Improved Initiative, Weapon
New use: See Through. Every character can tell Focus (Nunchaku), Dodge, Mobility, Spring Attack,
you that he does not believe something is what Scribe Scroll, Spell Focus (Enchantment), Silent Spell.
it seems, but what about noticing this with more Possessions: Glamered Leather Armor +3, Ring of
than a simple “hunch”? See through means that Protection +2, Nunchaku +1 of shock, Staff of Charming,
you can notice a person’s voice is changing, as Scroll with Dispel Magic and Haste. Ninja Spells Per day:
if he is trying to mimic someone else’s voice, 2/1 (DC 12 + spell level, 14 + spell level for
whether he pretend to be a sleep, and whether a enchantment): 1 – Change Self, Spider Climb; 2 –
member of the opposite sex is trying to subtly Invisibility.
seduce you. Wizard Spells Per day: 4/4/3/1 (DC 12 + spell level, 14+
spell level for enchantment): 0 – Daze, Ghost Sound,
Ninja in Western Campaigns
Mage Hand, Open/Close; 1 – Charm Person, Mount,
The ninja class can be used in western-based
Obscuring Mist, Sleep; 2 – Cat’s Grace, Darkvision,
campaigns in the following ways: The PC is an
Levitate; 3 – Suggestion. Wizard Spellbook: 0 – all; 1 –
Ex-ninja: This is good for campaigns that start
Cause Fear, Charm Person, Detect Secret Doors, Magic
at an advanced level, or for a new character
Weapon, Mount, Obscuring Mist, Sleep, Unseen Servant;
joining an existing campaign. Such a ninja
2 – Cat’s Grace, Darkvision, Levitate; 3 – Hold Person,
either had her clan destroyed or she turned
chaotic and disobeyed her superiors. Suggestion.
In the second case, she would have to watch her Nomad Lord Prestige Class
back as her former clan will send Author: Carl Cramér
representatives to take her out. The Nomad Lord wanders freely, without ties to land or
The PC is a Ninja: He was sent to hunt some possession, except for his mount. He considers all those
enemy of the clan, and told not to return until who live a settled, more secure existence deprived of the
he succeeded. This is best if the PC intends to true riches of life: freedom, honor and glory. Nomad Lords
multi-class so that he may hide his abilities, lest of good alignment lead by example and care little for the
some rogue or other unscrupulous villain take opinions of the less fortunate-this attitude leads others to
notice of his powers and investigate. It is also see them as arrogant. Evil characters share in this
difficult to advance as a ninja in the western
328 world.
arrogance, but lead through terror and intimidation, and
raid and pillage ruthlessly to increase their power.
Unlike a knight, the Nomad Lord does not charge mount stack (bonus hit dice, natural armor).
impetuously at his foes. Instead, he harasses and The special abilities of the paladin’s Special
skirmishes with them, striking like lightning and then Mount and the Nomad Lord’s Favorite
disappearing into the distance. Mount do not stack; use the best in each
Nomad Lords are usually barbarians or rangers. But any category.
character who wishes to become a master of the Safe in the Saddle (EX): You ignore the
wastelands can profit from this class. To become a Nomad attack penalties and concentration
Lord, you must be a member of a nomadic tribe of animal- requirements for spells that a normal rider

Classes
riders. You must have lived with them and their beasts for suffers. See Core Rulebook I, page 138.
at least a year, and the herds of the tribe are the source of Share Defenses (SU): The Nomad Lord and
your mounts. If the tribe loses its herds, you cannot his mount can share each other’s defenses.
replace your favorite mount. While riding the mount, only one Saving
Requirements throw is made for attacks that could harm
To qualify to become a Nomad Lord, a character must both mount and rider, using the best
fulfillallthefollowingcriteria. modifier. This also enables the Nomad Lord
Handle Animal: 4 ranks to share the mount’s improved evasion
Ride: 6 ranks abilities at higher levels, and to use
Wilderness Lore: 2 ranks Mounted Combat to negate attacks directed
Base Attack Bonus: +4 at himself or his mount.
Feats: Mounted Combat, Ride-By Attack, Mounted Wheeling Attack (EX): You no longer
Archery need to move in a straight line when using
Class Skills Ride-By Attack or Mounted Archery; you
can ride forward, make an attack, turn up to
The Nomad Lord’s class skills (and the key ability for
180°, and continue with the rest of your
each skill) are Animal Empathy (Cha) (restricted skill),
movement. This is an extraordinary ability.
Craft (Int), Handle Animal (Cha), Intuit Direction (Wis),
Improved Evasion (EX): If the Nomad
Jump (Str), Profession (Wis), Ride (Dex), Wilderness Lore
Lord or his mount is subject of an attack
(Wis). See Chapter 4: Skills in Core Rulebook I for skill
that normally allows a Reflex saving throw
descriptions.
for half damage, they take no damage if they
Skill Points at Each Level: 4 + Int modifier.
make a successful saving throw and only
Class Features half damage even if the saving throw is
All of the following are class features of the Nomad failed. Improved Evasion is an extraordinary
Lord prestige class. ability and only works when the Nomad
Hit Dice: d10 Lord is mounted.
Weapon and Armor Proficiencies: Nomad Lords are Empathic Link (SU): The Nomad Lord has
proficient with all simple weapons and martial weapons, an empathic link with his mount out to a
as well as light and medium armor and shields. distance of up to one mile. The Nomad Lord
Favorite Mount: The Nomad Lord has an animal that cannot see through his mount’s eyes, but he
serves as his personal steed, companion and friend. can communicate with it telepathically.
Though no more intelligent than a usual animal of its type, Mounts see the world differently from
the Favorite Mount is steadfastly loyal and gains an humans, so misunderstandings are always
increasing number of abilities as the Nomad Lord possible. This is a supernatural ability.
improves in level. On the Nomad Lord’s level table, the One Life (SU): At fifth level, the mount
changes to the characteristics of his favorite mount are and rider are so perfectly united that they
noted. It is an unfortunate fact that mounts die in battle. effectively combine their life forces. While
When a Nomad Lord’s mount dies, is sold, stolen or given the rider is mounted, he can apply any
away, he can replace it with an animal from the herds of damage suffered by either himself or his
his tribe, with a training period of but one week. The mount to either of them, as desired. In the
Nomad Lord is assumed to know the herds of his tribe, case of effects that would damage them
and can quickly pick out an animal that is already trained both, the combination of mount and rider
but not yet dedicated to a particular rider. A favorite mount only takes damage once; effectively, they are
away from its owner loses all special properties in one now one creature. Once this ability is
week. This ability is similar to the paladin’s Special gained, there is an inseparable bond 329
Mount ability. Abilities dealing with the attributes of the
HD creature, large animal, hp 40, Init +1, Spd 80 (160
between man and mount. Neither will ride or
with horseshoes), AC 17 (-1 size, +1 Dex, +7 natural); Atk
allow themselves to be ridden by another. If
2 hooves +5 melee (d4+3), bite +0 melee (d3+1), Face/
either the mount or rider is slain, the surviving
reach 5x10/5; SQ: Scent, AL N; SV Fort +7, Ref +5, Will
party suffers a -4 confidence penalty to all skill
+2; Abilities: Str 16 (+3), Dex 13 (+1), Con 17 (+3), Int 2,
rolls, saves and attack rolls. For an animal, this
Wis 13 (+1), Cha 6 (-2). Listen +8, Spot +8.
is permanent; the rider negates the penalties
Animal Companion: Skyking: Eagle, 2 HD medium
when he takes a new favorite mount. One Life
animal, hp 16, Init +2, Spd 10', fly 80 (average), AC 13
Classes

isasupernaturalability.
(+2 Dex, +1 natural), Attk: 2 claws +4 melee (d4+2) or
Sample Nomad Lord bite -1 melee (d6+2), Saves Fort +5, Ref +4, Will +2,
Mekhmet al Rasouli is a Ranger/Nomad Lord. He is
Abilities: Str 14 (+2), Dex 13 (+1), Con 14 (+2), Int 2,
a proud member of the Kowhan Suhr, a tribe of
Wis 14 (+2), Cha 6 (-2), Listen +6, Spot +7 (+15 day).
horse riders in the Desert of the Diamond Sands. A
recognized leader of warriors, Mekhmet is a Cohort: 6th level Ranger: Male human Ranger 6, medium
successful raider of the plump villages cowering just humanoid, hp 43, Init +7, Spd 30, AC 17 (touch 13, flat-
outside the desert on its western rim. In over a footed 14); Atk +8/+3 melee (d6+2/18-20 x2 Scimitar
dozen raids that he has led, only one warrior was Masterwork) or +10/+5 ranged (d8+2/19-20x2 Mighty
lost to defenders, and then only because the (+2 Str) Composite Masterwork Shortbow); AL CG; SV
emperor’s patrol showed up unexpectedly. Fort +6, Ref +5, Will +3; Abilities: Str 14 (+2),
Mekhmet is admired for his bravery and cleverness Dex 16 (+3), Con 13 (+1), Int 10 (+0), Wis 12 (+1), Cha 8
and more men in his tribe are looking to him for
(-1). Point-Blank Shot, Precise Shot, Weapon Focus
leadership, now that the sheikh is grown too old for
(composite shortbow).
raiding. All are confident he will be named
successor, and he is the popular choice. The sheikh Possessions: +1 Studded Leather, Eyes of the Eagle,
has no sons and only the one daughter and she has Cloak of Elvenkind, Potions: Cure Light Wounds x5,
indicated her willingness to seal the bloodline. Hide.
Mekhmet will make a great sheikh. Followers: 6 1st level Rangers
Mekhmet al Rasouli: Male human Ranger 5/
Nomad Lord 3, medium humanoid, hp 69, Init Class
+2, Spd 20, AC 19 (touch 12, flat-footed 17); Level BaBFort Ref Will Special
Atk +12/+7 melee (d6+4/18-20 Favorite Mount
HD Armor Speed
x2 Scimitar +1) or +11/+16 ranged (d8+3/19-
1st 1 0 2 2 Favorite mount, safe in saddle, share defenses +0 +1
20x2 Mighty (+2 Str) Composite Shortbow +10
+1); AL CG; SV Fort +8, 2nd 2 0 3 3 Wheeling attack +1 +2 +15
Ref +7, Will +7; Abilities: Str 16 (+3), Dex 14 3rd 3 1 3 3 Improved evasion +2 +3 +20
(+2), Con 14 (+2), Int 13 (+1), Wis 14 (+2), 4th 4 1 4 4 Empathic link +3 +4 +25
Cha 16 (+3). 5th 5 1 4 4 One life +4 +5 +30
Skills and Feats: Animal Empathy +12, Handle Peacekeeper Prestige Class
Animal +12, Hide +6, Intuit Direction +11, Author: Matthew Hedges
Jump +6, Listen +6, Move Silently +4, Ride The noise level rose, along with the tempers of the arguers.
Horse +13, Spot +8, Wilderness Lore +11. The crowd was growing larger and the constable pondered
Mounted Combat, Ride-by Attack, Mounted how he could resolve this confrontation before it led
Archery, Leadership. Track, Favored Enemies: to violence. Then the pushing began. The constable placed
Gnolls +2, Devils +1; Favorite Mount, Safe In himself between two of the loudest arguers and pleaded
Saddle, Share Defenses, Wheeling Attack, with them to turn away. Then there was a flash as a club
Improved Evasion. swung from nowhere. The target ducked and the club continued
its vicious swing through the air. The constable
Possessions: Scale Mail +2, Small Steel Shield
leaped in front of the old woman now it the club’s path and
+1, Scimitar +1, Composite Shortbow (Mighty was hit squarely on the head. He collapsed to the ground.
+2) +1, Ring of Sustenance, Bag of Holding The yelling got louder and more blows were thrown. Soon
(Type 2), Chime of Opening, Cloak of they would have a full-scale riot.
Resistance +1, Dust of Dryness x2, Dust of Then a voice, coming from every direction, commanded
Tracelessness x2, Horseshoes of Speed, all to be still. Some obeyed, but others continued brawling
Potions: Cure Moderate Wounds, Cure Light and swearing. A sturdy figure walked purposefully through
Wounds x6, Clairaudience/ Clairvoyance, Blur. the crowd. There were low whispers as he moved. Some
330 Favorite Mount: Whitefire: Light War Horse, 5 foolhardy rioters tried to club the man who was spoiling
their fun. With a deft sideways move, he avoided the blow, Hit Die: d10
produced a light mace and knocked his attacker to the Weapon and Armor Proficiency:
ground, unconscious. Another assailant lunged forward Peacekeepers are proficient with the light
with a dagger, and was first disarmed, then dispatched with
mace, all armor and shields. Note that armor
a solid swipe across the face. Other rioters, seeing this,
quickly melted away into the crowd. Peace was restored to
check penalties for armor heavier than leather
the night. apply to the skills Balance, Climb, Escape
Peacekeepers are a militant arm of a church, worshipping Artist, Hide, Jump, Move Silently, Pick

Classes
a deity of peace and serenity. Though the clerics of Pocket and Tumble.
this deity strive for peace through non-violent means, this Two Mace Fighting (Ex): When wielding
pragmatic group sees that sometimes sterner measures are his deity’s favored weapon, the light mace,
required. the peacekeeper is able to wield two—one in
A peacekeeper’s weapon is the light mace. An innocuous, each hand—just as if he had the
inoffensive weapon, many foes have made the mistake ambidexterity and two weapon fighting feats.
of thinking a peacekeeper an easy target. Improved Subdual (Ex): Peacekeepers
Peacekeepers are trained in many facets of combat, receive no penalty when using a normal
particularly damage-inflicting weapon to cause subdual
ways to bring down a foe. Most involve subdual and damage (instead of the normal –4 to hit
disarming tactics, though the peacekeeper is fully capable penalty).
of delivering lethal damage. His commanding presence Commanding Voice (Sp): Peacekeepers are
inspires common folk to pursue peace, and his combat trained to use their voices with commanding
skills persuade others that peace is the better option. authority. As a standard action, the
Peacekeepers serve the church of a deity of peace and peacekeeper can shout an order with the
serenity. They can act as guards, special advisors to local effect of a command spell. However, his
law enforcement, or even be the official law enforcement ability affects up to one person per
branch, appointed by the church. peacekeeper level. The peacekeeper must
Many peacekeepers were previously fighters and clerics. designate a subject to be the primary target,
Paladins and rangers have been heard of as peacekeepers, then the effect extends outward until the
and even one or two rogues. Humans are the most maximum number of targets is reached.
common race found serving this deity as a peacekeeper, Improved Disarm (Ex): As per the feat of
though all races are welcome. the same name, but the ability can only be
Requirements used with a light mace.
Improved Grapple (Ex): Peacekeepers are
To qualify to become a Peacekeeper, a character must
highly trained in unarmed combat, including
fulfillallthefollowingcriteria.
various grappling techniques. They receive
Alignment: Lawful or Neutral Good, Lawful Neutral
+2 when making grappling
Religion: Deity of Peace
checks (see page 137 of Core Rulebook I).
Base Attack Bonus: +5
Calm Emotions (Sp): Peacekeepers may
Knowledge (Religion): 5 ranks
speak and calm down agitated people or
Diplomacy: 5 ranks
creatures. This ability works like the spell of
Feats: Weapon Focus (light mace)
the same name, cast by a cleric of the same
Special: Must receive the blessing of a senior (8th level
level as the peacekeeper.
or higher) cleric of the patron deity.
Lay On Hands (Sp): Each day a
Class Skills peacekeeper can cure a total number of hit
The peacekeeper’s class skills (and key ability for each points equal to his Charisma bonus (if
skill) are Craft (Int), Diplomacy (Cha), Intimidate (Cha), any) times his peacekeeper level. The
Knowledge (religion) (Int), Knowledge (law) (Int), Listen peacekeeper can cure himself. He may choose
(Wis), Sense Motive (Wis), Spot (Wis). See Chapter 4: to divide his curing among multiple
Skills in Core Rulebook I for skill descriptions. recipients, does not have to use it all at once.
Skill Points at Each Level: 2 + Int modifier Lay on hands requires a standard action.
Class Features Subdual Attack (Ex): The peacekeeper is
All of the following are class features of the Peacekeeper highly adept at knocking out opponents
prestigeclass. without causing permanent damage, using his
special subdual attack. The peacekeeper
331
adds the indicated damage to his damage roll Commanding Voice (2/day), Calm Emotions (1/day),
when making such an attack with his light Improved Grapple, Lay On Hands 4 pts.
mace. The special subdual attack can be used a Spellcasting level:5th level
number of times per day equal to 2 Cleric Domains: Good, Protection.
plus to his Charisma bonus. Cleric Spells Per Day: (5/4+1/2+1/1+1; DC 11 + spell
Throw Light Mace (Ex): The peacekeeper can level)
throw his light mace as if it had the magical Equipment: 2 +1 light maces, +2 chain mail, +4 girdle of
Classes

weapon ability throw. giant strength, boots of striding and springing, whistle,
Weapon Specialization (Ex): Peacekeepers potions: cure moderate wounds (x2), cure light wounds
gain +2 to their damage rolls when using the (x4),bull’sstrength(x2).
light mace, as per the feat. This does not stack Pirate-Captain Prestige Class
if the character already has weapon
Author: Brendan J Quinn
specialization for the light mace.
Today I saw my life flash before my eyes, and my career
Immobilizing Strike (Ex): Highly trained as a merchant-sailor go down in flames.
peacekeepers have the ability to disable It was supposed to be a simple exchange. Drop off some
aggressors, making it very hard for them to general goods with a bit of the shiny on top during a rendezvous
move. Once per day, the peacekeeper can with a Balterean ship. I thought we were prepared.
nominate an attack. If it hits, the attack does We’d hired a group of adventurers to protect us from
damage as normal, and the target also suffers 4 this sort of thing. They were confident and cocky. We all
points each of temporary Dexterity and knew the danger, but no one really expected we would be
Strength damage. targeted by him.
The exchange began normally and things seemed to be
Sample Peacekeeper going well, but just as we were about to depart, the crow’s
Frank Gorwin began his adventuring career as a nest spotted a ship on the horizon. Our brave hired muscle
fighter, content to kill or be killed and grab treasure prepared for a fight, but then I saw it: the flag of J’oxir
as he could. His outlook on life was changed by the De’mure, the tyrant of the seas himself! Cold sweat dotted
party cleric, a woman devoutly worshipping a god my skin, sending a shiver down my back. The infamous
of peaceful solutions. pirate sent a carrier bird over to deliver the message:
Frank is not sure now when the actual change took “Stand down and live; flee and perish.” My survival
place, but only realized he liked what she was saying instinct said to do as ordered. The fools we hired to protect
when her voice was silenced forever in a senseless us chose to fight. The Balterean tried to get away, but … I
riot. Instead of loosing his grief and rage on the swear by all the sea gods, J’oxir’s ship moved with a
mindless crowd, slaughtering helpless townsfolk, demon wind. I doubt she escaped.
Frank took up her light mace and The pirates boarded us like a plague of locusts descending
gently urged the crowd back from her battered body. on the fields. Our hired muscle fought well and bravely,
He later took vows with her priesthood and has and at first I felt some hope. But then J’oxir De’mure himself,
since helped maintain the peace. his red pointed hat and scraggly mustache identifying
Frank Gorwin: male human Fighter2/Cleric5/ him, descended like a god onto our ship. One mighty
Peacekeeper4: CR 11; Size M (6 ft., 3 in. tall); swordsman, hired for his famous skill, dashed straight for
HD 6d10+5d8+22; hp 87; Init +2 (+2 Dex); him, and I swear by the gods, in a flash of lightning J’oxir
Spd 40 ft.; AC 19 (+2 Dex, +6 chain mail; slew him with a single rapier stroke. Another tried to fight
touch 12, flat-footed 17); Atk +9/ him, but finally ran in terror. And then he turned his terrible
+4 melee (d6+6/x2, +1 light mace) and +9 gaze upon me and I felt my limbs turn to water.
I heard an awful thundering and collapsed to the deck.
melee (d6+3/ x2, +1 light mace); SV Fort +13,
As I lay there shaking, I saw a flash and heard the shikt of a
Ref +6, Will +9; AL NG; Str 20, Dex 14, Con blade. There was no pain, only surprise as I saw my own
14, Int 11, Wis 13, Cha 12. ear fall to the deck with a bloody splat. I looked up at him,
Languages: Common. focusing through the terror, and finally heard what he was
Skills and Feats: Climb + 7, Concentration +4, saying.
Diplomacy +8, Heal +4, Intimidate +5, Jump “Be ye ready to tell me matey? Or do I need to cut you
+15, Knowledge (Religion) +5, Listen +7, Ride another arsehole too? Where’s the loot?”
+7, Sense Motive +5, Spot +7; Alertness, Brew It seemed such a little thing to save my life. Yes, I
Potion, Combat Reflexes, Lightning Reflexes, showed him belowdecks to the strongbox. I had no choice,
this was J’oxir the Tyrant! They took our profit from the
Skill Focus (Diplomacy), Weapon Focus
exchange with the Balterean, they took our food and water,
(longsword), Weapon Focus (light mace); Two-
332 mace Fighting, Improved Subdual,
and then set fire to our ship. I was the only one to reach the
lifeboat. I have written this in my journal in the hopes that
word will reach my family if I don’t survive. Surely someone
will eventually find this boat.
I once doubted that any man could do the things in the
stories about J’oxir the Tyrant. I thought they were the tall
tales of drunken sailors-myths to justify cowardice in battle.
But I have seen it myself. It is not just a legend. The stories
of J’oxir the Tyrant are all true.

Classes
- Barcus Tarin, Ex-Merchant
This tale was taken from the ragged journal found on a
one-eared corpse in a dingy adrift at sea. Distinguishing
marks on the body, as well as the name within the journal,
identified the dead man so his family could be informed.
Wreckage from a burned ship was found adrift in nearby
shipping lanes. The fate of the Balterean ship was never
confirmed, though she is believed sunk as well.
ooo
For centuries stories and legends have passed on about
treasure hunters and explorers looking for hidden treasure
and adventure on the high seas. Pirate-Captains have a
huge range of archetypes. Some are cruel and treacherous,
ruling their crew out of fear. Others are chivalrous and
noble, with the ability to inspire their comrades. Some Intimidate: 4 ranks
Pirate-Captains may be uneducated and depend on their Profession (Sailor): 8 ranks
wisdom and charisma, while others may be tactful and Feat: Leadership
cunning. Most seek out treasure by any means necessary. Base Attack Bonus: +4
Most Pirate-Captains begin their careers as fighters or Special: The Pirate-Captain must have her own
rogues, with a sprinkling of bards and clerics (of ship and crew.
oceanrelated Class Skills
deities).Otherclassescanqualify,butthereislittle The Pirate-Captain’s class skills (and the key
to draw druids or rangers, and lawful-restricted classes ability for each skill) are: Appraise (Int), Balance
would find the chaotic, raiding lifestyle repellant. (Dex), Bluff (Cha), Climb (Str), Craft (Int),
Pirate-Captains can be of any race, each producing a Escape Artist (Dex), Gather Information
different archetype. Elven pirates are chivalrous and (Cha), Hide (Dex), Innuendo (Wis), Intimidate
cunning, seeking adventure over treasure. Dwarven Pirate- (Cha), Intuit Direction (Wis), Jump (Str),
Captains are well organized, excellent strategists; and Knowledge (Nature: sea) (Int), Move Silently
horribly strict with their crew. Gnomish pirates have (Dex), Profession (sailor) (Wis), Sense Motive
highly advanced ships with advanced weapons. Half Orc (Wis), Spot (Wis), Swim (Str), Tumble (Dex),
pirates are brutaland bloodthirsty, and are the most likely Use Rope (Dex). See Chapter 4: Skills in Core
to have mutiny among their crew. Rulebook I for skill descriptions.
Pirate-Captains are easily recognized by their flashy Skill Points at Each Level: 6 + INT modifier.
demeanor, lavish but often filthy attire, and exotic
Class Features
weaponry.
All of the following are class features of the
They are outgoing and extravagant, with reputations
Pirate-Captain prestige class.
to live up to. The Pirate-Captain is before all a leader of
Hit Die: d8.
pirates-bandits of the sea. He enforces his authority with
Weapon and Armor Proficiency: The Pirate-
violence and brute force. He is a warrior and a leader and
Captain is proficient with all martial weapons,
onlyafterthatisheasailor.Hisabilitiesreflectthis,and
and the Arquebus and Canon (if the campaign
wiser Pirate- Captains employ a Sea-Hawk in their crew to
setting allows it). Some Pirate-Captains are
handle matters of navigation.
known to use hooks, which act effectively
Requirements as daggers. The Pirate-Captain is proficient with
To qualify to become a Pirate-Captain, a character must light armor and medium armor. (Heavy armor is
fulfillallthefollowingcriteria. too limiting and dangerously heavy in a water 333
environment.)
Sea Combat: The Pirate-Captain is especially extravagant apparel, wild beard and hair, and huge, flashy
well suited to combat while on a ship. He does weapons. At 6th-level the
not need to make a dexterity check in order to Pirate-Captain adds his Cha modifier to his AC in melee
keep his balance in normal sea conditions, and combat.
gets a +4 to his dexterity checks in heavy Fearsome Reputation: At 9th-level, the Pirate-Captain
conditions. At 3rd-level, the Pirate-Captain becomes an expert at intimidation. After four rounds of
becomes expert at taking advantage of a rolling consecutive combat, the Pirate-Captain may make an
Classes

deck as well as anything that may be found on a intimidate check as a free action. If his opponents* fail a
ship. As such, he gains a +1 circumstance Will save against the Pirate-Captain’s intimidate check,
bonus to his attack and damage rolls when the
fighting on a ship. This bonus increases to +2 Pirate-Captain applies his Cha modifier to his attack rolls
at 6th-level, and +3 at 9th-level. against those opponents for the rest of that combat.
Taunt: During combat the Pirate-Captain may Pirate-Captain Expertise: At 7th-level the Pirate-
make a particularly rude and/or insulting Captain
comment to his opponent*, sending him into a receives a +2 competence bonus to Appraise, Bluff,
rage. The victim makes a sense motive check Gather-information, and Intimidate checks.
opposed by the Pirate-Captain s bluff check. Unnatural Reputation: At 10th-level, the Pirate-Captain
If the sense motive check fails, the opponent joins the elite ranks of the scourges of the seas. His
suffers a -1 penalty to attack rolls for every two exploits are legendary and he now induces even more fear
levels of the Pirate- Captain, but gains a +1 in his opponents*. The Preceding Reputation ability is
bonus to damage (this bonus does not increased, provided opponents* fail a Will saving throw vs
increase). DC of 10 + the total ranks of the Pirate-Captain in either
Inspire Crew: A Pirate-Captain can inspire his Intimidate or Bluff. If the opponents* fail the save, their
crew before a battle, similar to a bard. An attacks are less effective (due to fear), granting the Pirate-
inspired crewman receives +1 to all attacks, +2 Captain damage-reduction equal to his Cha modifier.
to Will saves, and +4 to all saves vs fear effects. *Opponents: Those benefits of the Pirate Captain which
A strange thing happens when the Pirate- rely largely on his fearsome reputation are effective only
Captain falls (reduced to 0 or less hit points); against opponents who can understand what the Pirate-
the crew actually fights harder. Some Captain is. These abilities are not effective against
crewmembers fight harder to avenge their mindless
captain, while others want to take his place. An creatures, such as undead, constructs and creatures
inspired crewmember has a 75% chance to with Animal or lower Int. Taunt, Cheap-shot, and the three
double the effects from Inspired Crew, Reputation abilities are effective only against humanoids
assuming he saw his captain fall. (Spot check and fey. A Pirate-Captain’s renown rarely reaches far
DC 15, and must be within line of sight.) inland communities. Opponents must be aware they are
Sneak Attack: The Pirate-Captain can sneak fighting a Pirate-Captain. If he hides his identity through
attack as a rogue. See Core Rulebook I, page disguise or magic, he cannot get his reputation bonuses.
47-48, for information on this ability. Sample Pirate-Captain
Cheap Shot: Pirate-Captains are known for J’oxir De’mure is the worst of all the pirates known to
theirbattlesavvy,andtheirabilitytotrick operate along the coast. He is a large man who always
opponents* into exposing a weakness. Once wears sumptuous garb and flashy jewelry. He is fearless
per target, they can make a bluff check. If and violent in combat, and adheres to a mocking code of
honor. For instance, he will spare the lives of those who
the opponent fails his sense motive check, he
cannot fight him, but will then leave them helpless and
loses his attack for the round. In addition, he
alone, without food or water, to live or die by the whim of
also loses any dexterity bonus to AC for the the sea gods. A huge reward has been offered by several
next round. countries for J’oxir’s head.
Preceding Reputation: Legends abound about J’oxir De’mure: male half-orc Rogue 4/Fighter 2/Pirate-
ferocious pirates with an unnatural ability to Captain 10: Size M (6' 7" tall); hp 125; Init +3 (+3 Dex);
stay alive. Superstitious mariners and Spd 30 ft; AC 18 (touch 18, flat-footed 15); Atk Melee
exaggerating bards often speak of invincible +21/+16/+11 (Battle Axe, dmg d8+6, x3); AL NE; SQ:
pirate captains. The Pirate-Captain is aware of Darkvision; SV Fort +14, Ref +12, Will +8; Abilities: Str
334 these stories and exploits them as much as 17 (+3), Dex 16 (+3), Con 16 (+3), Int 14 (+2), Wis 14
possible, playing up to his reputation with (+2), Cha 12 (+1) (16 with rod: +3).
Skills: Appraise +12, Balance +8, Bluff +17, Climb +10, Sea-wolves: These are the terrors of the sea,
Escape Artist +8, Gather Information +8, Hide +8, the worst of pirates. They are vicious and
Innuendo +8, Intimidate +17, Intuit Direction +12, Jump without mercy, living constantly with an eye
+10, Knowledge (Nature: sea) +10, Move Silently +8, behind their back, even if they are fairly loyal
Profession (sailor) +18, Sense Motive +7, Spot +12, with their fellow pirates-crewmen. They often
Swim +15, Tumble +13, Use Rope +8. have scars: a hook replacing a missing hand, a
Feats and Abilities: Lightning Reflexes (+2 Ref saves), missing eye, etc. While Sea-wolves are often

Classes
Iron Will (+2 Will saves), Leadership. Sneak-Attack found dead-drunk in the low taverns of the
(+5d6), Evasion, Uncanny Dodge (+2 to AC vs Traps). port, when they are at sea they always remain
Weapon Focus (battle-axe), Improved Critical (battle-axe). sober. They know that being drunk onboard
Inspire Crew, Sea-Combat (+3), Taunt, Cheap-Shot, is a fast path to death. Sea-wolves hire at 10
Preceding Reputation (+3), Fearsome Reputation (+3), gp per week.
Unnatural Reputation (+3). Sea-wolf: human Rogue 3/ Fighter 2: HD 3d6
Equipment: Rod of Splendor, Battle-axe +3, Ring of + 2d10; hp 30; Init +2; Spd 30 ft; AC 13
Protection +2, Bracers of Armor +3, Wand of Magic (leather armor); Atk +6 melee (dagger, 1d4+2);
Missiles (5th level, 31 charges, this odd wand looks like a or +7 melee (scimitar, 1d6+2, 18-
pistol). 20/x2); SV Fort +5, Ref +7, Will +4; AL NE;
Typical Pirate Crews Str 14 (+2), Dex 14 (+2), Con 12 (+1), Int 11
The following NPCs represent standard pirates. There (+0), Wis 12 (+1), Cha 8 (-1).
are three categories: Scurvy rats, Sea-dogs, Sea-wolves. Skills and feats: Appraise +3, Balance +4,
Scurvy-rats: These crewmen are mainly thugs and Climb +8, Hide +8, Intimidate +5, Intuit
cutthroats who ply their criminal trade at sea, rather than Direction +3, Innuendo +6, Jump +5, Move
professional sailors. As such, they are reliable as Silently +4, Profession (sailor) +6, Spot +4,
combatants (so long as they are commanded with an iron Swim +5, Tumble +5, Use Rope +5.
hand), but not very effective as sailors. Scurvy-rats hire at Toughness, Lightning Reflexes (+2 Ref saves),
3 gp per week. Iron Will (+2 Will saves). Sneak Attack
Scurvy rat: human Rogue 1: HD 1d6; hp 9; Init +0; Spd (+2d6), Evasion, Uncanny Dodge. Weapon
30 ft; AC 10; Attack +0, dagger 1d4 or club 1d6; SV Fort Focus (scimitar), Dodge.
+0, Ref +4, Will +0; AL NE; Str 10 (+0), Dex 11 (+0),
Con 11 (+0), Int 8 (-1), Wis 10 (+0), Cha 8 (-1).
Skills and feats: Balance +2, Climb +4, Hide +4,
Intimidate +3, Intuit direction +2, Innuendo +4, Jump +3,
Profession (sailor) +3, Spot +3, Swim +2, Tumble +2, Use
ropes +3. Toughness, Lightning Reflexes (+2 Ref saves).
Sneak-attack (+1d6).
Sea-dogs: These are veteran pirates of many raids and
battles. Both sailors and bandits, these men fight
ferociously and show no mercy to their victims. They
understand the value of cooperation on a ship, and so are
fairly loyal to their fellow pirates-crewmen. Sea-dogs hire
at 6 gp per week.
Sea-dog: human Rogue 3: HD 3d6; hp 18; Init +1; Spd
30 ft; AC 13 (leather armor); Attack +3, dagger 1d4+1 or
scimitar 1d6+1; SV Fort +2, Ref +6, Will +1; AL NE; Str
12 (+1), Dex 12 (+1), Con 12 (+1), Int 9 (-1), Wis 10
(+0), Cha 9 (-1).
Skills and feats: Appraise +2, Balance +3, Climb +5,
Hide +7, Intimidate +5, Intuit direction +3, Innuendo +6,
Jump +4, Move-silently +3, Profession (sailor) +5, Spot
+4, Swim +4, Tumble +4, Use ropes +4. Toughness,
Lightning Reflexes (+2 Ref saves), Scimitar proficiency.
Sneakattack (+2d6), Evasion, Uncanny Dodge. 335
Equipment: roll d100: 01-25, normal defied mortality and yet existed in a state of blasphemous unlife.
equipment; 26-75 they also have 1d3 magical Just as they were noticed, so these ancient monstrosities now
noticed Johannes’ community. They sought to hold sway over
potions; 76-00 they also have a simple
the population through their diabolical
magical item (usually of the +1 sort). magic. Johannes readied his weapons and armor. He
First-mate: Any ship will have a first mate hoped his faith would be enough to shield him from their
seconding the captain. These are as Sea-wolf, sorcery.
but with also 1d3 levels of Sea-Hawk class •••
(see this class elsewhere in the book of Puritans are stern zealots who strive to lead pure lives
Classes

Classes). according to their religious dogma. Their faith is typically


Class a monotheistic lawful-neutral religion that emphasizes sin,
Level BaBFort Ref Will Special and imposes stringent restrictions upon behavior. Puritans
1st +1 +2 +0 +0 Sea Combat, Taunt are expected to spend their time working, not having fun.
2nd +2 +3 +0 +0 Sneak Attack +1d6
Similarly, even if magic is not seen as outright evil, it is
3rd +3 +3 +1 +1 Inspire Crew, Sea Combat +1
4th +4 +4 +1 +1 Cheap Shot
still a corruption of the work ethic. A Puritan’s doctrine
5th +5 +4 +1 +1 Sneak Attack +2d6 stresses the necessity of humility in abiding to a world of
6th +6 +5 +2 +2 Preceding Reputation, Sea natural phenomena, trusting only in non-magical methods
Combat +2 of doing things. In their eyes, use of magic eventually
7th +7 +5 +2 +2 Pirate-Captain Expertise leads to sin and crime, through encouraging laziness and
8th +8 +6 +2 +2 Sneak Attack +3d6 avarice. As a result of this stringent outlook, Puritans must
9th +9 +6 +3 +3 Fearsome Reputation, Sea learn many skills and cannot cast spells or possess or use
Combat +3 any kind of magic items. Willingly giving into the
10th +10 +7 +3 +3 Unnatural Reputation
temptation to cheat with magic is a serious matter;
Puritan Prestige Class equivalent to a Paladin doing evil. Only through truly
Author: Dominique Crouzet powerful faith and discipline can the Puritan attain his
Note from Author: The Puritan was originally a true potential. Puritans are often witch-hunters, and
homebrew class for a previous edition of the demon-slayers.
game by M. Shelton (aka Xeno) Puritans reject all magic, but tolerate that wielded by
mlsheltn@cc.memphis.edu). My conversion to
parsons, the priests of their religion. However, parsons
D20 was made with his approval. The Puritan
would best apply in a European-like setting
themselves refrain from inconsiderate casting of spells.
(Gothic Earth or similar), but also in most Puritans similarly tolerate paladins and rangers from their
Moorcock types of campaigns, where this own communities. Since Puritans strive for purity, they
prestige class can make a coherent “Agent of will not seek to benefit from divine aid. Healing disease or
Law.” Johannes Brashburg was in a really bad resurrecting a dead loved one cannot be indulged for this
temper. His community had fled their native involves magic. Puritans abhor arcane magic-users,
country, for the Church had grown corrupt, using especially bards (who add frivolity to spell-casting),
their magic and authority to live off a subservient sorcerers (for whom magic is innate), and witches
populace. Anyone could get remission of his
(because of their rejection of patriarchy, as well as the
sins for the right price. The nobility could indulge
in crimes unfettered, then pay the Church, and
stigmata usually associated with witchcraft).
quickly recoup their expenses by taxing the Puritans cannot be magic-users of any sort. Traditional
peasants. More often, however, the people would applicants for the prestige class include fighters, rogues,
no longer endure such hypocrisy. A secret and monks, as well as paladins and rangers who did not
council, led by Johannes Brashburg, decided to reach a level at which they gained spells.
emigrate to a distant land, there to settle and live Requirements
virtuous lives in accordance with their faith.
To qualify to become a Puritan, a character must fulfill
The first years went well, though life in the
primitive land often proved difficult. Hard work
allthefollowingcriteria:
and piety formed the granite kernel of their life, Alignment: Lawful neutral.
and they rejected any form of sin, the worst being Base Attack bonus: +4.
witchcraft. But then came a time when they Profession or Craft (any): 8 ranks (the Puritan must have
discovered the Atlazni. They were a people long honest work).
dead, only ruins of their antique civilization Knowledge (Religion): 4 ranks
remaining. The Atlazni were debased Feat: Iron will.
necromancers and summoners of demons. The
336 worst and most powerful of their rulers had
Special: Puritans may not be spellcasters of any sort,
except possibly ex-Paladins or rangers without spells.
Special: The character must be free of sin before taking anything magical in nature, and what it is.
this class. The candidate must destroy (not sell or give However, this knowledge remains basic: this ability
away) all magical items in his possession. cannot determine the school of magic, and or what
Class Skills effectsitproduces.
The Puritan’s class skills (and the key ability for each Righteous Strike (Su): Puritans cannot use
skill) are: Craft (Int), Disable device* (Cha), Gather magical items, including magic weapons.
information* (Cha), Handle animal (Cha), Heal (Wis), However, their magical resistance and hate of
all magical creatures gives them the ability to

Classes
Knowledge (Religion, Nature*) (Int), Listen (Wis),
Profession (Wis), Ride (Dex), Search (Int), Sense motive penetrate damage-reduction. The puritan must
(Wis), Spot (Wis). See Chapter 4: Skills in Core use a weapon of at least masterwork quality.
Rulebook I for skill descriptions. At 2nd level, the Puritan may wield the weapon
Skills Points at Each Level: 4 + Int modifier. as if it were magical +1. This bonus increases
(*Same skills, new uses: Disable-device enables the to +2 at 4th level, +3 at 6th level, and +4 at 8th
Puritan to desecrate magical things; Gather-information is level. This ability does not actually give the
used to discover sorcery in the area; Knowledge-nature weapon bonuses to hit and damage.
differentiates natural things from artificial ones; Cancel Magic (Su): this ability works exactly
Sensemotive determines if an accused witch lies or not.) as the arcane spell Dispel magic, except the
dispel check is 1d20 + Cha modifier + Puritan
Class Features
level. Puritans may use it once per day at 4th
All the following are class features of the Puritan prestige
level, twice at 6th, and three times at 8th level.
class.
Disable Spellcasting: The puritan can use
Hit-Die: d8.
this ability three times per day. It severs the
Weapon and Armor Proficiency: Puritans do not gain
connection between a spellcaster, or magic-
any new weapon or armor proficiencies.
using or magical creature, and its source of
Magic Resistance (Ex): At 1st level, puritans gain this
magic. This ability requires the target to make
special power very similar to spell resistance. It operates
a Fortitude saving throw (spell resistance does
continuously and cannot be lowered at will. It can also
not hinder this supernatural power), against a
render magical items inert, when held by the puritan. (That
DC equal to the Puritan’s magic resistance. If
is, the item does not function magically while held by the
the save fails, the target suffers the following
Puritan.) Puritans have Magic Resistance 10 + Cha
effects for 10 minutes per level of the puritan.
modifier + 1/Puritan level.
• Creatures normally immune to non-magical
Sense Unnatural (Ex): Puritans can detect magic at will, weapons lose their immunity.
but this supernatural ability doesn’t work like the spell. • Spellcasters cannot cast spells or use spell-like
The puritan must concentrate for a full round, then will powers. (Ability to use magical items is not
sense if something is magical (they do not see magical affected by this disabling power.)
auras as per the Detect magic spell). Range is 5 feet per The disabling effect may be cancelled with the
puritan level, in the direction the character is facing. The following spells: Limited wish, Greater
level of the puritan determines how precise this perception restoration, Miracle, and Wish.
is: • 1st level (primal): the Puritan can sense that some magic Greater Cancel Magic (Su): this ability
lurks before him, but cannot distinguish what it is exactly. This works exactly as the arcane spell
ability reveals magic as generated by active spells or magical Mordenkainen’s Disjunction. Puritans may use
items, but the puritan doesn’t know what radiates magic, it once per day.
unless directly touching it with his hands. The Puritan will
sense the relative strength of that magic. Multiple sources of
Class Hindrance
magic in the same place will blend as one emanation. Alignment: Puritans must abide by a strict
• 3rd level (magic items, active spells): the Puritan can now ethic of law. As such they must be LN. A
determine the source of the magic: item (and which one) or puritan who changes to another lawful
activespell. alignment stops gaining levels as a puritan.
• 5th level (magic-users, magic beings): the Puritan can sense The character can atone, and may resume
that a person (or creature) is a magic user, even if no spells are progression upon returning to LN. However, if
active, and no magical items worn. Likewise, he can sense if a they cease to be lawful entirely, they loose all
creature is of a magical nature.
special abilities, and atonement is impossible.
• 7th level (hidden magic): the Puritan can sense magical things
of a hidden nature (such as non-detection spells or items). Note about LG and LE from a Puritan point
• 9th level (anything magic precisely): the puritan can sense of view: A Puritan who becomes LG, give 337
precedence to people over the law. Those who of rescue. In such cases, the Puritan will loose XP, plus a
become LE on the other hand, indulge in evil temporary loss of magic-resistance. The loss of XP is up to
acts, which would be sins, and thus a the GM, but should typically be 100 XP per spell level (of
transgressionoftheirethic. spell or effect) or per HD of the magical creature. Magic
Level BaBFort Ref Will Special resistance is lost for one day per 100 XP lost.
1st +1 +2 +0 +2 Sense unnatural (primal), Magic resistance (10 + However, willingly using magic to benefit from an obvious
Cha mod + 1/level) advantage in any situation is clearly a betrayal of the
2nd +2 +3 +0 +3 Righteous Strike (+1) Puritan ethic. If using a specific magic item is required to
Classes

3rd +3 +3 +1 +3 Sense unnatural (magical items, active spells) save the world, perhaps the world does not deserve to
4th +4 +4 +1 +4 Righteous Strike (+2), Cancel magic (1/day), exist, according to the Puritan ethic. Violating his magic
5th +5 +4 +1 +4 Sense unnatural (magic-users, magical beings)
taboo cannot be justified by a good deed.
6th +6 +5 +2 +5 Righteous Strike (+3), Cancel magic (2/day),
Psychic Powers: In campaigns where psionics are just
Disable Spellcasting (1/day)
7th +7 +5 +2 +5 Sense unnatural (hidden magic)
another form of magic, Puritans avoid and oppose it just
8th +8 +6 +2 +6 Righteous Strike (+4), Cancel magic (3/day), as they do arcane magic. In settings where psionics are
Disable Spellcasting (2/day) different, Puritans may consider it to be like divine magic;
9th +9 +6 +3 +6 Sense unnatural (anything magical precisely) but this should be discussed between the GM and player.
10th +10 +7 +3 +7 Disable Spellcasting (3/day), Greater Cancel Sample Puritan
magic (1/day). Johannes Brashburg is the constable and leader of a
Magic-use: Puritans are strictly forbidden to remote community of puritans. This huge bearded man
use any sort of arcane magic. Doing so results rarely smiles or laughs. He customarily wears dull garb,
inthelossoftheirspecialabilities,and dark gray plate armor, and a wide black hat.
inability to progress further in levels of Johannes Brashburg: Male human Fighter 5/Puritan 7,
Puritan. On the other hand, Puritans will Medium-size humanoid, hp 98, Init +4, Spd 30, AC 18
tolerate divine magic when wielded by priests (touch 10, flat-footed 18); Atk +14/+9/+4 melee (d10+5,
of their own society. They do not see it as evil, 17-20/x2, masterwork bastard sword) or +12/+7/+2 melee
but as a crutch for the weak of soul, a stopgap (d6+3, 19-20/x2, shortsword); AL LN; SQ magic
remedy for those who lack the true Puritan’s resistance 20; SV Fort +11, Ref +3, Will +9; Str 16, Dex
strength of will. Puritans may tolerate (with 10, Con 14, Int 11, Wis 13, Cha 16.
contempt) a benign use of magic for others, but Skills and Feats: Craft (blacksmith) +8, Craft (weapons)
absolutely refuse it for themselves. They see it +8, Handle animal +7, Heal +7, Knowledge (religion) +4,
as the utmost corruption from which they Profession (constable) +7, Ride +6, Search +4, Sense
should stay afar to preserve their identity and motive +4, Spot +4; Weapon Focus (bastard sword),
protecttheintegrityoftheirfaith.Infact,their Weapon Specialization (bastard sword), Improved Critical
own abilities to resist and fight magic come (bastard sword), Improved Initiative, Power Attack,
from an inflexible commitment to this belief. Cleave, Great Cleave, Iron Will, Leadership (19);
Hence, transgressing this taboo results in Righteous Strike (+3), Sense Unnatural (hidden magic),
loosing these special abilities. (Remember, this Cancel Magic (2/ day), Disable Spellcasting (1/day),
penalty is incurred only for willful Magic Resistance (20).
misconduct. If a Puritan knows that a magical Possessions: Full plate armor, Masterwork bastard
item is activated by touch, she must not touch sword, Dagger, Short sword.
it; but if she never saw it before and is unaware Note on Parsons
of its properties, her magic-resistance will Puritans are religious characters as much as paladins.
hopefully insulate her. A Puritan affected by They usually come from communities in which faith is
magic because of failure of her magic- prevalent. Parsons are the priests of such communities.
resistance does not necessarily require They are clerics or ecclesiastics of lawful alignment, with
punishment—only if she willingly access only to the following domains (in accordance with
desires and accepts the use of magic.) their religion/god): Good, Healing, Law (mandatory),
A Puritan’s will is often tested. Examples Protection,
include: being near death with only a parson’s War. Moreover, parsons can only Turn Undead,
magical healing to keep him alive; being never Rebuke. Lastly, they typically prepare their spells
trapped in a room with a door that only from the following list:
opens with a command word; or falling off a
338 cliff with a gold dragon nearby your only hope
Parson Spell List: (cleric spells) of him. He started walking off in the other
0 level: Create water, cure minor wounds, detect magic, direction. Since that was where he wanted to go,
detect poison, guidance, purify food and drink, Dedillindum saw it as a good sign and signaled the
resistance,virtue. others to follow. Maybe the priests could fix
1st level: Bless, bless water, cure light wounds, detect whatever was still wrong with him when they got
chaos-evil, detect undead, magic weapon, protection from back.
evil,sanctuary. ooo

Classes
2nd level: Aid, calm emotion, consecrate, cure moderate The echoing caverns of the underground
wounds, gentle repose, lesser restoration, remove welcome them. The deepest, darkest tunnels
paralysis, zone of truth. where even Drow fear to tread offer
3rd level: Create food and water, cure serious wound, comfortable sanctuary. The stone draws them
dispel magic, magic circle against chaos-evil, negative out; away from their people, their homes, and
energy protection, prayer, remove curse, remove disease. everything else most living creatures of the
4th level: Cure critical wound, dimensional anchor, vast underground realms cling to. Rock Ghosts
death ward, discern lies, dismissal, neutralize poison, are completely attuned to their underground
restoration, spell immunity. surroundings. They are always from races
5th level: Atonement, break enchantment, commune, dispel with an attachment to stone and earth, and
chaos-evil, hallow, healing circle, spell resistance, true become lone guardians of the natural stone.
seeing. Rock Ghost frequency: The typical Rock
6th level: Banishment, forbiddance, greater dispelling, Ghost is found wandering the tunnels of the
heal,heroes’feast. underground. He could be a random encounter
7th level: Dictum, greater restoration, holy word, for a party not showing the proper respect for
repulsion. their surroundings, or rescue a group from a
8th level: Antimagic field, holy aura, shield of law. too-powerful encounter. Dwellers of the
9th level: Miracle, soul bind. surface lands don’t even know of their
Otherwise, Parsons are of stern countenance, and wear existence, while they are beings of whispered
legend among the various underground races.
dull garb of simple design and gray or black color. The Svirfneblin speak of them in admiring
Rock Ghost Prestige Class tones, heaping glory after glory on their names
Author: Rebecca Glenn and claiming fame should they have a Rock
Gillibin screamed with the agony of it as the Drow wizard’s Ghost somewhere in the family line. Dwarves
magic turned the section of tunnel wall he had chosen who abandon the ordered, structured life of
to meld with into soft, rubbery flesh. The mass spewed him the citadel to wander the stone paths leave
out onto the tunnel floor at the drow’s feet. There were behind their clans and all ties with the
three of them, standing over the small deep gnome with dwarven community. Duergar, Derro and other
their red glaring eyes. The two warriors grinned as they
subterranean races also hear the call of the
raised their weapons, then looked back up the tunnel as
something approached.
stone. Once they enter the embrace of the
The wizard hissed in frustrated anger and signaled a rock all racial enmities are left behind. Rock
retreat, and Gillibin passed into blank darkness. Ghosts call each other Stonebrothers or
Mineleader Dedillindum crouched over the crumpled Rockbrothers, or cousins if they are complete
form of his third-rank. His whole team was spaced out strangers and are unsure of each other. Joined
along the tunnel, keeping watch for the drow patrolling the by their common bond through the stone, even
area. The healing had taken, but Gillibin was still unconscious. Drow are welcomed.
Even as he watched, the little svirfneblin moaned Rock Ghost relations: The Rock Ghost is a
and opened his eyes. They had a distant light and didn’t
wandering holy man who talks to stones. As
focus on the Mineleader.
“Gillibin? Gillibin are you well? We’ve got to leave now,
such he’ll get along well with other religious
before they return.” types who show him common courtesy,
Gillibin sat up, and then stood, his eyes still fixed on especially Druids and Shamans. He tends not
something distant. He shook his head, pointing his ears as to get along well with most arcane spellcasters
though trying to hear something faint. “Can you hear it?” as they have little regard for his medium. He
“What? What do you hear? Point?” Dedillindum called to should have a lot in common with an
the end of the tunnel, thinking the drow had returned. elementalist focusing on earth spells, however.
But Gillibin didn’t hear him, didn’t even seem to be aware Adventure hooks: Most adventures driven by 339
pain of stone. Qualifying events: stone broken while
a Rock Ghost involve the underground and melded with it, pieces broken off while turned to stone,
stone. Some ideas include: failed Fortitude save on return to flesh (then raised).
• The PCs are hired by a dwarven community to
clear out an underground area they seek to mine. Class Skills
The PCs discover they have an unusual nemesis in The Rock Ghost’s class skills (and the key ability for
the person of a Rock Ghost trying to protect a huge each skill) are Climb (Str), Craft (Int), Intuit Direction
geode from being shattered and mined for gems. (Wis), Jump (Str), Hide (Dex), Knowledge (Geology)
Class
Classes

(Int), Move Silently (Dex), Use Rope (Dex), Wilderness


Level BaBFort Ref Will SpecialSpells Per Day 1 2 3 4 Lore (Wis). See Chapter 4: Skills in Core Rulebook I for
1st 0 2 0 2 Meld Into Stone 1/d, Rebuke Earth 0 - - -
skilldescriptions.
2nd 1 3 0 3 Stonesense (+2), Skill Check 1 - - -
Skill Points at Each Level: 4 + Int modifier.
3rd 2 3 1 3 Bonus Language 1 0 - -
4th 3 4 1 4 Meld Into Stone 2/d 1 1 - - Class Features
5th 3 4 1 4 Stonesense (+3), Stone Tell (1) 1 1 0 - All of the following are class features of the Rock Ghost
6th 4 5 2 5 Bonus Language 1 1 1 - prestigeclass.
7th 5 5 2 5 Meld Into Stone 3/d 2 1 1 0 Hit Die: d8
8th 6 6 2 6 Stonesense (+4) 2 1 1 1 Weapon and Armor Proficiency: Rock Ghosts are
9th 6 6 3 6 Bonus Language 2 2 1 1
proficient with all simple weapons plus all hammers and
10th 7 7 3 7 Meld Into Stone 4/d, Stone Tell (2) 2 2 2 1
• The PCs are being overwhelmed by Drow forces picks, as well as light and medium armor. Note that armor
when they receive unexpected aid from a strange check penalties for armor heavier than leather apply to the
quarter. He asks only that the group help him oust a skills Balance, Climb, Escape Artist, Hide, Jump, Move
human mining concern at another location. Silently, Pick Pocket and Tumble. Also, Swim checks
• The stones beneath the PC’s hometown have suffer a -1 penalty for every 5 pounds of armor and
been trembling for a week and are getting worse. equipment carried.
What is causing it? The PCs are sent into the Meld Into Stone (SU): Starting at 1st level the Rock
nearby caves to find out if they can. They find Ghost is able to meld with stone once per day as per the
(after however long a search) a Rock Ghost, who
spell, at his class level. At 4th level he can do it 2 times
tells them the stones are angry/afraid because of
something happening far, far underground. Will per day, 3 times at 7th level, and 4 at 10th level.
they undertake the quest to fix the problem? Rebuke/Command Earth: Like the clerical ability to
The Rock Ghost will accompany them. turn undead, this ability allows the Rock Ghost to Rebuke
• The Lord’s castle has been breached. Some sort or Command Earth Elementals and creatures whose
of killer has broken the sanctity of the stone walls natures are fundamentally tied to earth. A Rock Ghost may
and walks freely in the halls at night. Every attempt to Rebuke a number of times per day equal to 3
morning a new crime is discovered: items plus his Cha modifier. The mechanic is just like Cleric
stolen from store rooms, mirrors and windows Turning Undead.
shattered, tapestries slashed, food tainted, animals
Stonesense (EX): Rock Ghosts have an innate sense for
set loose and finally, people slain in the night. There
are no breaks in the walks and the architects who the stone around them. They get the indicated bonus to
built the castle are long dead, the secrets of its checks to notice unusual stonework, unsafe stone
walls sealed in the grave, yet obvious signs are left surfaces, shaky stone ceilings and the like. They can also
at the entrances of secret tunnels, hidden chambers detect fake stone (surfaces disguised to look like stone).
and murder holes. It seems nothing is safe. What This ability increases to +3 at 5th and +4 at 8th level. If
manner of haunt disturbs the dreams of the Lord’s the character already has Stonecunning, the bonuses from
castle? Stonesense stack.
Requirements Skill Check (EX): The Rock Ghost gets a +4 competency
To qualify to become a Rock Ghost, a bonus to Hide, Wilderness Lore and Move Silently
charactermustfulfillallthefollowingcriteria. rolls when in underground and rocky terrain.
Alignment: Any Neutral. Bonus Languages: The Rock Ghost gains a bonus
Race: Dwarf, Gnome, or any subterranean language of one of the subterranean races, or Terran (to
Base Attack Bonus: +3 speak with earth-based creatures).
Climb: 8 ranks Stone Tell (SU): Starting at 5th level the Rock Ghost
Knowledge (Geology) or Craft gains the innate ability to communicate with stone. This
(Stonemasonry): 5 ranks ability is as the 6th level Druid spell of the same name.
Special: The character must at some time in
340 his past or as part of an initiation rite feel the
The Rock Ghost can use this ability once per day. At 10th
level he gains an additional use.
Spellcasting: Beginning at 1st level, the Rock Ghost The caster knows if the Messenger reaches its
gains the ability to cast a small number of earth-(mostly destination successfully. If not, he gets a
stone)-based spells. These spells are considered of divine general sense of direction and distance where
origin, as the Rock Ghost gets them from his mystical link the Messenger disappeared or was destroyed.
to the stone. He must meditate each day while within 10 Stone Pass
feet of a large quantity of natural stone (at least twice his Transmutation
body mass) to gain his daily allotment of spells. To cast a Level: Rgh 1

Classes
spell, the Rock Ghost must have a Wis score of 10 + the Components: V, S
level of the spell. The difficulty class to save against a Casting Time: 1 action
Rock Ghost’s spell is 10 + spell level + Wis modifier. Range: Touch
Targets: One creature/level touched
Bonus spells are based on Wis. When the Rock Ghost gets
Duration: 10 minutes/level
0 spells of a level, he may get bonus spells of that level. Saving Throw: Will negates (harmless)
Rock Ghost Spell List Spell Resistance: Yes (harmless)
Rock Ghosts choose their spells from the following list: The subjects can move through the rocky
1st Level—Magic Stone, Stone Pass*, Summon Monster passages of the underground realms without
I (badger or other underground creature), Summon leaving footprints or scent. Tracking the
Nature’s Ally I (underground creatures only) subject is impossible by nonmagical means.
2nd Level—Soften Earth and Stone, Summon Monster Sample Rock Ghost Character
II (underground creatures only), Summon Nature’s Ally Gillibin is a Rogue/Fighter/Rock Ghost who heard
(underground creatures only) the call from the stone after barely escaping death
3rd Level—Meld Into Stone, Stone Messenger*, Stone at the hands of drow raiders. He is still new to the
Shape, Summon Monster III (earth creatures only), mysteries of stone, but may some day prove
Summon Nature’s Ally III (Earth creatures only) worthy of the Rock Ghost legend.
4th Level—Lesser Planar Ally (Earth Elemental Only), Gillibin: Male Deep Gnome Rogue 2/Fighter
Spike Stones, Stoneskin, Summon Monster IV (earth 4/Rock Ghost 2; small humanoid; hp 51; Init
creatures only), Summon Nature’s Ally IV (earth creatures +7; Spd 20 ft; AC18 (touch 13, flat-footed
only) *These are new spells described below. 16); Atk +9/+4 melee (1d4+3/x2, 20 ft, 2 lb
Stone Messenger small bludgeoning Light Hammer +1), +9/+4
Conjuration (Summoning) [Earth] ranged (d8+2/19-20x2, 80 ft, 6 lb Light
Level: Rgh 3, Drd 3 Crossbow +1, Bolts +1, +10/+5, d8+3 if 30
Components: V, S ft); AL LN; SQ: Darkvision 120',
Casting Time: 1 full round Stonecunning, +2 save vs Illusions; SV Fort
Range: Close (25 ft + 5 ft/2 levels) +8, Ref +9, Will +5; Abilities: Str 10 (+0),
Target: 1 small earth elemental Dex 15 (+2), Con 12 (+1), Int 8 (-1), Wis 13
Duration: 1 day/level (see text)
(+1), Cha 15 (+2).
Saving Throw: None
Spell Resistance: No
Skills and Feats: Climb +9, Craft
The caster summons an earth elemental of the smallest (Stonemasonry) +6, Hide +15, Jump +1,
sort for a specific task. The elemental may only be Listen +10, Move Silently +11, Search +0,
summoned if there is open rock within range, and appears Spot +5, Tumble +3, Use Rope +3,
through that rock. The caster may hand a fine item (note, Wilderness Lore +6. Alertness, Improved
gem, etc.) to the elemental, who engulfs it and accepts Initiative, Point Blank Shot, Weapon Finesse:
direction. The caster, who must be able to communicate Light Hammer, Weapon Focus: Light
with the Messenger (Terran is sufficient), must tell the Hammer, Weapon Specialization: Light
elemental where to deliver the message. The Messenger Hammer. Sneak Attack +1d6, Meld Into
will do its best to deliver the message within the duration, Stone 1/day, Rebuke Earth 5/day, Stonesense
traveling at its best speed to the location. If it cannot reach +2, Skill Check.
the destination within the duration, it disappears and Possessions: Cloak of Resistance +2, Bag of
whatever it was carrying is left behind on the material Holding (1), Studded Leather +1, Ring of
plane. The Messenger cannot pass through water or air and Protection +1, Pearl of Power (1st), Stone of
will attempt to bypass these obstacles. It will avoid lava if Alarm, Light Hammer +1, Light Crossbow
it can, but will pass through it, taking damage, if there is +1, Bolts +1 (50), Potions: Heroism,
Protection from Acid x2, Protection from
no other path.
Fire, Nondetection, Blur, Hiding x2, 341
by a landlubber noble from back home; those rocks are her last
Sneaking x2, Vision x2, Cure Light Wounds resting place. A good hundred seamen went down with her, each
x6, Jump, Cure Moderate Wounds x2, knowing the fool captain should not have risked it. If only he’d
Levitate, Lesser Restoration, Cat’s Grace, listened. Now you see why the pirates won’t catch us?”
Bull’s Strength, Haste. And indeed, he was right; the pirates turned back as the
Spells Cast Per Day: 2/0/0/0; base DC = 11 + number of white shoals all around us increased. We spent
spelllevel). the afternoon under half sail, slowly finding a passage
through the treacherous waters, zig-zagging back and forth
1st level: Magic Stone, Stone Pass.
Classes

between hidden dangers the captain seemed to know of


Sea-Hawk Prestige Class beforehand.
Author: Tomas Carl Abraham Cramér It was the most tiring day of my life, but also the most
Three days out of Xantos, we sighted our first exiting. And somewhere along the line, I had forgot my
pirate. Along with my master, the merchant, I hid seasickness!
below decks, the captain laughing at us as we ran. ooo
“No one catches Red Roman on a windy day!” Class
I nearly twisted an ankle on my way down as the Level BaB Fort Ref Will Special
ship veered sharply, a new rhythm of creaks and 1st 0 2 2 0 Sea legs, Navigation
moans coming from the tortured timbers. Each 2nd 1 3 3 0 Patois, Sea perceptions
wave brought a cacophony of noises to my tortured 3rd 2 3 3 1 Celestial navigation, Spin yarn
senses. This was a living, floating hell! The terror- 4th 3 4 4 1 Dead reckoning, Explorer
filled hold was suffocating, and my stomach 5th 3 4 4 1 Down with the ship, Sea track
churned worse than ever before. Finally my master
ordered me to the deck, where my noxious
spewings would not sicken him as well.
“Aye lad, I though you’d not be the type to stay
below in a fine chase like this!” Roman stood on
the small quarterdeck, king of his own domain,
even as it was threatened by approaching pirates. I
did not bother to correct his assumption,
as my nausea left at the sight of the looming pirate.
“Th- they’re getting closer!”
“Just what a landlubber would say. Aye, they are
closer, as the bird flies. Soon they’ll be close
enough for our decks to kiss, but before that
happens I’ll have a little surprise for their lazy
captain. Do not fear, you are in safe hands.”
Indeed, over the next few hours, the pirate ship
drifted more and more astern, as the captain called
it. At first, she came closer, but as the afternoon
passed she started falling behind once again. The
fresh air did me good, and the captain gave me
chores to put my mind at rest; arranging all those
ropes in neat circles was a challenge on a swaying
deck. I was feeling a lot less miserable when I
spotted something that awakened my terror once
again. “Look captain, a ship to the front!”
“It’s on the port bow, boy, not to the front. And I
have seen her and expected her. The wolf pirates
rarely hunt alone.”
“Then we are all lost! We will be killed and thrown
to the sharks!” For a Sea-Hawk, the sea and ocean is the ultimate
“Nay lad, even if they caught ye, they would hardly adventure. Across the seas lie strange countries and
kill ye; I sense you’d make a good ship’s boy and unimaginable riches. The sea is free of borders and
they would tooNobody’s catching us; we are restrictions,
almost there now. See those white shoals leeward?”
a place to escape the rigors of civilized life. But it is
“Aye.” Roman smiled at my unconscious use of
the word.
also a dangerous place of monsters, sudden storms and
342 “Those are the spikes of Mariah. A good vessel, the hidden reefs. It is not everyone who dares to challenge the
seaforitsriches.
Mariah, but too big for these waters; and captained
A master of the open sea, the Sea-Hawk dares go where success, safe from navigational errors such as
no one has sailed before. Piracy, pirate hunting and long running into shoals or becoming lost.
range trade is the bread and butter of the Sea-Hawk. Naval Patois (Ex): A Sea-Hawk has visited a
exploration is his second nature, and almost impossible hundred ports at least during his career. He
without a Sea-Hawk as a leader. may not speak many languages, but he can
This class represents sailors from an advanced maritime make himself understood almost anywhere.
culture. Sea-Hawks are not just fishers and mariners This lets the Sea-Hawk communicate basic

Classes
(though most started out as such), but sturdy adventurers things and barter for supplies, even if he has
accustomed to a life of danger and suspense on the no language in common with the locals. The
vastness of the high seas. Landbound cultures do not people he speaks to must have a language
produce Sea-Hawks; primitive maritime cultures might that the Sea-Hawk could potentially learn.
impose a limitation on how high you can progress in the You may use no more than two words in a
class. sentence and one syllable in each word when
Requirements role-playingthisability.
To qualify as a Sea-Hawk, the character must fulfill all Sea Perceptions (Ex): By observing subtle
thefollowingcriteria. changes in the climate, sea, etc, the Sea-Hawk
Balance: 2 ranks can predict dangers at sea. This includes
Climb: 5 ranks sudden weather changes, encounters
Profession (sailor): 8 ranks with ships and monsters, reefs, maelstroms
Special: You must have spent at least half your time at and similar things. Use Profession (sailor) for
sea during the last six months. this. On a result of 20, the Sea-Hawk gets a
Class Skills bad feeling about the situation, and is
The Sea-Hawk’s class skills (and the key ability for each ready and alert when it happens, but does not
skill) are: Balance (Dex), Bluff (Cha), Climb (Str), Craft know what it is in advance. On a result of 25,
(Int), Intuit Direction (Wis), Jump (Str), Knowledge he gets a last minute warning and has just
(geography, nature) (Int), Profession (Wis), Sense Motive enough time to avoid the danger if he does
(wis), Spot (Int), Swim (Str), Tumble (Dex), and Use Rope the right thing. On a result of 30, he predicts
(Dex). See Chapter 4: Skills in Core Rulebook I for skill the danger in advance and can avoid it easily.
descriptions. Celestial Navigation (Ex): When the Sea-
Skill Points at Each Level: 6 + Int modifier. Hawk can see the clear sky, at night or day, he
Class Features is always reasonably sure of his directions; he
will not misjudge the direction of true north
All of the following are class features of the Sea-Hawk
on an intuit direction roll of 1.
prestigeclass.
Spin Yarn (Ex): Any Sea-Hawk worth his
Hit Die: d6
salt has more stories to tell than a bard. As
Weapon and Armor Proficiency: Sea-Hawks are
long as the drinks are coming, he can keep
proficient
telling them. Most sailors only tell tall
with all simple weapons, as well as the axe (hand),
tales, but experienced Sea-Hawks know
longspear, rapier, sap, scimitar, sword (short) and trident.
which stories contain a kernel of truth. This
They are also proficient with light armor but not with
works like and stacks with the bard’s Bardic
shields.
Knowledge ability, but only applies to the
Sea Legs (Ex): Early on, Sea-Hawks learn to compensate
sea. The Sea-Hawk can also entertain with his
for the rocking motion of ships. In any fight on a rocking
stories,usinghisbluffskillasifitwerethe
surface, such as aboard a ship at sea, the Sea-Hawk
perform skill when storytelling.
gets a +4 bonus on initiative. If the rocking motion is
Dead Reckoning (Ex): Determining how far
enough to cause a penalty, the Sea-Hawk can either ignore
a ship has sailed without landmarks is very
thepenalty(ifitis-2orless)orhalveit(ifitis-3or
difficult with primitive navigational tools, but
greater).
a Sea-Hawk gets an instinctive feel for
Navigation (Ex): A Sea-Hawk gets a +1 bonus per level
distance as he gains in experience. Use intuit
to intuit direction, knowledge (geography), knowledge
directionforthis,thedifficultyis30.
(nature) and profession (sailor) rolls pertaining to the sea.
Navigation bonuses apply (q.v.). On a failed
In addition, at each level they learn one new route to go
from one point to another (usually ports) with automatic
roll, the Sea-Hawk misjudges the distance
traveled by 5% per point of failure.
343
Explorer (Ex): On naval charts there are in an elevated position, there is a +1 bonus for each foot
large areas of reefs, shallows, archipelagos, of height. The reverse applies if you wish to swing
whirlpools, treacherous currents or monster upwards. If you make the roll, you swing successfully as a
infestation that are not charted in detail. move-equivalent action that does not trigger attacks of
These areas are simply marked as unsafe opportunity. If you fail, you botch the swing and end up a
waters and most captains avoid them. Any sea number of squares along the path equal to your skill roll,
area for which you lack a chart is also unsafe. and you also trigger attacks of opportunity along the way.
A veteran Sea-Hawk can sail in such waters, Sample Sea-Hawk
Classes

but will do so cautiously (at half speed). You Red Roman grew up in the gutters near the port, his
can expect the DM to throw encounters and mother a tavern wench, never knowing his father. Early on,
other problems at you when you try this, he turned to thievery to support himself, and like most
especially the first time you sail a young thieves, he was caught. The law said a thief should
particular waterway. An ordinary sea captain loose a hand, but the navy was short of hands, so Roman
was forced to join with both of his still intact. Thrown in with
can sail such waters, but it never becomes
a crew of thieves, cutpurses and assorted dregs, Roman
routine; it is a stressful experience each time found a new calling. Nimble as a monkey, he was always
and speed is one-fifth normal, at best. first to reach the crow’s nest and spot approaching danger.
Down with the Ship (Su): Traditionally, the When his ship, the Mariah, floundered under her new captain,
captain should be the last man to leave a he had already made ship’s mate thanks to some
sinking ship. When his ship is sinking, a Sea- forged papers.
Hawk who is the acting captain can ensure the Officially dead in the shipwreck, he was now free of his
safety of his passengers and crew by staying duty to the navy and started out as a captain for hire. Now
aboard as the ship goes down. As long as he he plies the trade routes he used to patrol with the navy,
but longs for new horizons and new challenges. His small
sacrifices himself in this way, all passengers
ship put him heavily in debt, so he has little in the way of
and crew are assured of a safe evacuation into equipment, and would be willing to go anywhere for the
the lifeboats. Their further adventures right prize.
are still in the hands of fate. The Sea-Hawk Red Roman: male human Rogue 5/ Sea-Hawk 4: Size
need not die; he might be saved by some sea M (5' 8" tall); hp 39; Init +6 (+2 Dex, +4 sea-legs); Spd
creature or swept to some unknown coast, but 30 ft; AC 15 (+3 armor, +2 Dex); Atck +9/+4 melee
he must abandon all means of saving himself (Scimitar, d6 +3); SV Fort +5, Ref +10, Will +3; AL N;
and put his fate in the hands of the sea Str 12 (+1), Dex 15 (+2), Con 10 (+0), Int 13 (+1), Wis 13
itself. (+1), Cha 9 (-1).
Sea-track (Ex): Sea-Hawks can track ships, Languages Spoken: Aquan, Common.
and even aquatic creatures (such as whales Skills and feats: Appraise +9, Balance +4, Bluff +7,
and sea monsters) on the sea. They can do it Climb +8, Craft +7, Escape artist +8, Forgery +8, +2,
from a long habit of observing sea currents, Intuit direction +13, Jump +14, Knowledge (geography) +
prevalent winds, and other common nautical 9, Knowledge (nature) +7, Listen +10, Move silently +10,
conditions, which eventually turns into Profession (sailor) +17, Spot +15; Alertness, Dodge,
instinct. This ability works as follows: Mobility, Spring Attack.
To track a ship or creature at sea, the Sea- Class abilities: Sneak Attack +3d6, Uncanny Dodge
Hawk must succeed a profession (sailor) roll (Dex bonus to AC), Sea Legs, Evasion, Navigation (three
against a DC variable according to the safe routes), Patois, Sea Perceptions, Celestial Navigation,
situation. Make one roll per day: Spin Yarn (Knowledge roll at +4), Dead Reckoning,
New use of Skills Explorer.
Jump (Swinging): If a rope, or other Equipment: Masterwork studded leather armor, scimitar
swinging line is available, you can swing +2, potion of water breathing, small ship with crew of ten.
across open spaces, such as across the sea (Note that Roman is down on his luck after the wreck, and
between two ships lying close together or has nowhere near the equipment expected of a ninth level
from mast to mast. Finding and moving into character. That is part of the reason he would want to work
position with such a swinging line in the forplayercharacters.)
rigging of a ship is a standard action. Typical Ship Crew
Swinging is a separate move-equivalent action The following NPCs represent standard sailors. There
344 using the jump skill; the difficulty is the
number of feet you wish to move. If you start
are three categories: Mates, Mariners and Old-salts.
Mates: These professional sailors make up the majority
of ships’ crews. They are capable, conscientious, and fairly Shaman Variant Core Class
loyal (at least provided their captain treats them well), but Author: Rebecca Glenn
cannot be counted on when a fight occurs. Mates hire at 2 The shaman is a mystical agent intervening
gp per week. with spirits on the behalf of his tribe, family,
Mates: human Expert 1: HD 1d6; hp 6; Init +0; Spd 30 clan, race or just the natural world. Either
ft.; AC 10; Attack +0, dagger 1d4 or club 1d6; SV Fort isolated on some lonely mountaintop or
+0, Ref +2, Will +2; AL LN; Str 10 (+0), Dex 11 (+0), surrounded by those he protects in the central

Classes
Con 11 (+0), Int 10 (+0), Wis 10 (+0), Cha 10 (+0). abode in a village, the Shaman is at once never
Skills and feats: Balance +2, Climb +4, Intuit direction and always alone. His congress with the
+1, Jump +2, Knowledge (nature: sea) +3, Profession spiritual world separates him forever from his
(sailor) +6, Spot +4, Swim +3, Tumble +1, Use ropes +4. people. Yet so long as he is mortal he will
Skill focus (+2 profession sailor), Lightning reflexes (+2 never be fully a part of the spiritual world.
Ref saves). Adventures: The shaman adventures to gain
Mariners: These are experienced sailors, older mates knowledge and experience, or to find
with longer time at sea. Often, mariners will have had something specific required by his totem or
some adventures of their own, and will take up arms to some other powerful spirit. Shamans new to
defend themselves and their ship when need be. You often their powers have much to learn before they
find these men recounting exotic stories of seas and ships can become the spiritual center of a
over a good drink, in taverns by the port. Mariners hire at community. Others may have something to
4 gp per week. prove before they will be accepted.
Mariner: human Expert 3: HD 3d6; hp 15; Init +1; Spd Characteristics: Shamans have somewhat
30 ft.; AC 13 (leather armor); Attack +3, dagger 1d4+1 or limited spellcasting ability compared to clerics
scimitar 1d6+1; SV Fort +2, Ref +4, Will +3; AL LN; Str and druids. They gain their spells directly from
12 (+1), Dex 12 (+1), Con 12 (+1), Int 10 (+0), Wis 11 their totems. Shaman magic is drawn from
(+0), Cha 10 (+0). Skills and feats: Balance +5, Climb +7, spiritual essence and each spell represents a
Intuit direction +3, Jump +3, Knowledge (nature: sea) +3, particular type of spirit. Bear may grant
Profession (sailor) +8, Spot +6, Swim +5, Tumble +4, Use healing and strength while Owl grants
ropes +6. Skill focus (+2 profession sailor), Lightning powerful divination spells. The shaman should
reflexes (+2 Ref saves), Scimitar proficiency. choose his totems carefully (or the DM should
Old-salts: These are seasoned sailors who have spent choose totems for the character carefully). All
most of their lives on the oceans. Such men aren’t easily spells cast by the shaman require somatic
impressed; they travel far and wide and know much about components, whether listed in the spell
distant lands and ports. They are experienced adventurers description or not. Only by using the
and not easily intimidated. They are fonts of epic tales and Metamagic Feat Still Spell can the shaman
wondrous information; outrageous yarns, with as much avoid this requirement. Shamans know a very
fictionasfactanddifficulttotellthedifference.Old-salts limited selection of spells, but do not
hire at 6 gp per week. memorize or pray for them in advance. As a
Old-salt: human Expert 4/Fighter 1: HD 4d6 + 1d10; hp spell is needed the Shaman calls upon the
26; Init +1; Spd 30 ft.; AC 13 (leather armor); bab: +4 (+5 supplying totem and it is granted or not,
with Str modifier) / dagger: att +5 and 1d4+1 dmg; or depending on his current relationship.
scimitar: att +6 and 1d6+1 dmg (threat: 16-20); SV Fort Alignment: While the shaman is separated by
+4, Ref +4, Will +5; AL LN; Str 13 (+1), Dex 12 (+1), his calling from the surrounding community,
Con 12 (+1), Int 11 (+0), Wis 12 (+1), Cha 11 (+0). he is also a strong proponent of tradition and
Skills and feats: Balance +5, Climb +9, Intuit direction what others might call superstition.
+5, Jump +5, Knowledge (nature: sea) +4, Profession He insists on following tradition, for to do
(sailor) +10, Spot +7, Swim +6, Tumble +4, Use ropes +7. otherwise might anger the spirits. More than
Skill focus (+2 profession sailor), Lightning reflexes (+2 anyone in the community the shaman knows
Ref saves), Weapon-focus (scimitar), Dodge. the consequences of breaking taboo and
Equipment: roll d100: 01-25, normal equipment; 26-75 angering the spirits. Those shamans who live
they also have 1d3 magical potions; 76-00 they also have a alone with only rare contact with others have
simple magical item (usually of the +1 sort). their own rigid codes of taboos but rarely pay
First-mate: Any ship will have a first mate seconding
the captain. These are as Old-salt, but with also 1d3 levels
attention to the laws of others except where
spiritsareinvolved.
345
of Sea-Hawk class.
Background: A potential shaman is introduced to the
Religion: The shaman interacts with spirits,
spirits by his tribal shaman, who tests the youngster to see
from the puny to the powerful, on a daily basis.
if the spirits are drawn to him. Either a tribal shaman will
They are aware of the invisible spiritual world
see the potential in a child of his community, or the locals
that exists alongside the mundane world most
will select the strangest of their own to send to the
see. While they are unlikely to give worship to
isolated shaman for training. There are no schools for
any particular deity they will revere and respect
shamans or really any sort of formal organization.
them as powerful spirits.Class
Sometimes the most powerful shamans of several related
Classes

Level BaBFort Ref Will Special Spells per Day 0 1 2 3 4 5 6 7 8 9


1st 0 2 0 2 Banish Spirit, Bind Spirit, Spirit Sense tribes may gather to consider issues of paramount
1/day, Totem Quest/Taboo, Second- Sight 2 0 — — — — — — importance to their people, but this is rare. Each shaman is
2nd 130331———————— supreme in his area and it would be considered rude to
3rd 2 3 1 3 Spirit Sense 2/day 3 2 0 — — — — — — — intervene without invitation. Despite this, however, there
4th 3 4 1 4 Spirit Sight 3 3 1 — — — — — — — occur rivalries between shamans
5th 3 4 1 4 Totem Quest/Taboo 3 3 2 0 — — — — — — ofrivaltribesordifferingethicalstandards.
6th 4 5 2 5 Spirit Sense 3/day 3 3 3 1 — — — — — —
Races: Shamans are most commonly of any race that
7th 5 5 2 5 Spiritwalk 3 3 3 2 0 — — — — —
has a tribal or clan structure. Monster tribes with
8th 6/1 6 2 6 3 3 3 3 1 — — — — —
9th 6/1 6 3 6 Spirit Sense 4/day 3 3 3 3 2 — — — — —
especially wise members may also have shamans as
10th 7/2 7 3 7 Spiritwalk (Astral Projection), Totem opposed to the more common adept. Rarely, a person from
Quest/Taboo 3 3 3 3 2 0 — — — — a civilized society will get training from an isolated
11th 8/3 7 3 7 4 3 3 3 3 1 — — — — shaman and will take his training back to the civilized
12th 9/4 8 4 8 Spirit Sense 5/day 4 4 3 3 3 2 0 — — — world, where he intervenes with the spiritual world as a
13th 9/4 8 4 8 Visionquest 4 4 4 3 3 3 1 — — — medium.
14th 10/5 9 4 9 Spiritwalk (Body Projection) 4 4 4 4 4 3 2 — — — Other Classes: A shaman is more often the advisor to
15th 11/6/1 9 5 9 Spirit Sense 6/day, Totem Quest/Taboo 4 4 4 4 4 4
the leader in a party than a leader himself. While
30——
charismatic in the extreme, the shaman has a rustic, wild
16th 12/7/2 10 5 10 5 4 4 4 4 4 4 1 — —
17th 12/7/2 10 5 10 5 4 4 4 4 4 4 2 0 —
appearance that has a negative impact when first dealing
18th 13/8/3 11 6 11 Spirit Sense 7/day 5 5 4 4 4 4 4 3 1 — with civilized creatures. He most commonly associates
19th 14/9/4 11 6 11 5 5 5 4 4 4 4 4 2 — with Barbarians, Druids and Witches, and less commonly
20th 15/10/5 12 6 12 Totem Quest/Taboo 5 5 5 5 4 4 4 4 3 0 with Rangers. The other classes are, for the most part,
products of civilization and are alien to the Shaman.
Further information on various Witch traditions may be
found in our associated publication, the Netbook of
Witches and Warlocks.
GAME RULE INFORMATION
Shamans have the following game statistics.
Abilities: Charisma determines how powerful a spell a
shaman can cast, how many spells the shaman can cast per
day, and how hard those spells are to resist. Most of his
class skills are based on Intelligence, Wisdom and
Charisma.
Alignment: Any
Class Skills
The shaman’s class skills (and key abilities for each
skill) are Alchemy (Int), Animal Empathy (Wis), Bluff
(Cha), Concentration (Con), Craft (Int), Diplomacy (Cha),
Heal (Wis), Knowledge (Spirits) (Int), Knowledge
(Nature)(Int), Profession (Wis), Sense Motive (Wis),
Spellcraft (Int) and Wilderness Lore (Wis). See Chapter 4:
Skills in Core Rulebook I for skill descriptions.
Totems and Class Skills: A shaman with a totem granting
Knowledge as a domain also gains all Knowledge (Int)
skills as class skills. If a totem grants Trickery, the shaman
346 gains Disguise (Cha) and Hide (Dex) as class skills. See
Totems, Domains and Domain spells, below, for more Banish Spirit (Ex): A shaman has the ability
information. to banish outsiders. Spirits are outsiders (see
Skill Points at 1st Level: (4 + Int modifier) x 4. the description of Spirits in the Netbook of
Skill Points at Each Additional Level: 4 + Int modifier. Creatures), but are closely tied to the prime
Class Features material plane. Normally this is a Banish roll
All of the following are class features of the shaman. (d20), adding the shaman’s Cha modifier and
level, against a DC of 10 + the HD of the

Classes
Hit Die: d8
Armor and Weapon Proficiency: Shamans are proficient outsider. If the outsider is bound or has been
with the club, dagger, dart, longspear, quarterstaff, summoned or called, the DC is 10 + the level
shortspear, sickle and sling. Shamans are proficient with of the binder + the level of the spell used.
light armor and shields. Armor of any type interferes with Banishing a bound spirit from a fetish does not
spellcasting that requires somatic components, and can destroy the fetish, which may be re-used.
cause spell failure. All shaman spells have a somatic Outsiders successfully banished return to their
component. home plane and may not return for 1 day. A
Armor check penalties for armor heavier than spirit, having stronger ties with the prime
leather apply to Balance, Climb, Escape Artist, Hide, material plane, is not banished from the plane
Jump, Move Silently, Pick Pocket, and Tumble. Swim also but leaves the area and may not return for 1
suffers a –1 penalty for every 5 pounds of armor and day per level of the shaman. It may choose not
equipment carried. to return at all. If the shaman fails in the
Spells: A shaman casts spells according to the Shaman attempt, he must advance a level before
character table. This table indicates how many spells of attempting to banish the same outsider again.
each level a shaman may cast in a day. A shaman gains If the shaman has successfully performed the
bonus spells based on his Cha, reflecting his relationship Spirit Sense ritual to communicate with a
with his totems. The Difficulty Class for a saving throw spirit, he gains a +2 to the roll. The Shaman
against a shaman’s spell is 10 + the spell’s level + the may attempt to Banish 3 times per day
shaman’s Cha modifier. plus his Cha modifier. This ability may not be
Shamans acquire spells from their totems. The shaman used against Totems or god-like beings, who
does not have to pray or study or even sleep to refresh his are far beyond the ability of the shaman to
spells as they are granted by powerful spirits. However, banish.
each totem requires some sort of sacrifice in the form of a Example: Glubra is ordered by his tribal chieftain to
taboo (something the shaman must do or not do). The banish an unfriendly spirit haunting the woods
taboo is normally a daily activity. Sample taboos are given north of their encampment. The spirit is Elk, and it
has wandered these woods for untold ages. It
in the Totem section. If the shaman fails to abide by his
doesn’t like the hobgoblins as they chop down his
taboos, the slighted totems will hold back their spells and trees and scare off his descendents. Elk is 3
gifts until the shaman makes amends in some way. Note HD (3 HD base species). Glubra must make a
that even if a shaman loses access to one of his domains, Banish roll vs DC 13. He has a +11 (Cha +2, level
the number of spells he can cast is unchanged. +9) modifier to his d20 roll. His chances are very
Each shaman starts off at first level with one totem and good, so he does not attempt to first communicate
gains another at 5th, 10th, 15th and 20th level. Each totem with the spirit. With a successful roll, Elk
grants access to one domain and all of its benefits, is banished from the area for 9 days, by which time
reflecting the nature of the totem. This is up to the DM, the Hobgoblins will have moved on.
but some sample totems and their domains are provided Bind Spirit (Su): The Shaman has the ability
under the description of totems. to bind spirits into items (called fetishes) or
The Shaman can cast any spell from any of his domains, locations.
up to his limit per day. He casts spells like a Sorcerer, Fetish: Binding a spirit into a fetish creates a
spontaneously. He is subject to the same limits and minor or major magic item. Each fetish can
conditions as a sorcerer in using Metamagic feats. contain one spirit, which will perform one
While the Shaman’s selection of spells that he can cast spell appropriate to it and chosen by the
is very limited, he is unlimited in the types of spells he can shaman. This varies by spirit (see sample
bind into a fetish. All he needs is the right spirit. This is spirits).Youmustfirstattractthespiritby
detailed under Bind Spirit. performing the normal Sense ritual to
communicate (this ability is described
later). When the spirit is near, make a Binding 347
Shaman’s Cha modifier. If the function includes casting its
roll (d20), adding your level and Cha modifier. spell, the level of the spell is subtracted from this number.
The result obtained is the DC of the Will save The Shaman follows the same procedure as for binding
theSpiritmustmake.Ifthespiritfails,itis a spirit into a fetish. The Sense roll must be performed at
bound into the fetish you provide and must the chosen location, as well as the Binding. If the Shaman
perform its magic on command. The spirit desires to bind multiple spirits to the location, he must
must have at least 1 HD per level of the desired perform the rituals completely for each such spirit. Each
spell. Work out the cost of this item using the
Classes

spirit already bound into the location increases the DC for


Wondrous Item creation rules in the back of the Sense ritual by +5, and reduces the saving throw for
Core Rulebook II. For the purposes of cost the new spirit (if the Shaman chooses not to fight it
calculation, the fetish is considered a single- instead) by –5).
use item, multiplied by the number of uses the Special: You can avoid the xp cost in binding a spirit if
shaman can get. You must still pay the xp cost, youparticipateinspiritualbattlewithit,pittingyourlife
but there is no gp cost. Instead, the shaman force against its. In this case, you do battle normally
must spend the appropriate amount of time instead of forcing the saving throw upon the spirit. You
(i.e., the calculated gp cost in days divided by each take subdual damage rather than actual damage.
1000) gathering the materials to make his Whoever is knocked out first loses. If the spirit loses, it is
fetish, crafting the fetish and making bound to the fetish at no xp cost. If you lose, the spirit
appropriatesacrificestothespirits. takes the xp and the fetish and escapes. Note that it is
A fetish may be used automatically by the easier to battle spirits when in Ethereal form.
binding shaman. If the fetish is used by anyone Bound Spirit Limit: There is a limit to the number of
else, however, he must make a Cha roll against spirits any one character can keep bound at one time. Once
a DC of 15 + the HD of the spirit or the item a character has reached this limit he cannot bind another
does not work. A shaman may add his class spirit until one of his existing ones is released or
level to this roll. A character who rolls a destroyed. This includes spirits bound into fetishes or
natural 1 on this attempt accidentally releases locations. This limit is 3 plus the character’s Cha modifier.
the spirit, who is then free to attack or flee. A Example 1: Glubra wants to make a fetish with healing
fetish may be used a number of times magic, as he has no access to any direct healing magic of his
equal to the HD of the bound spirit minus the own. He has one of the females of his tribe weave a special
level of the spell plus the Cha modifier of the blanket. He adds his own embellishments using his Craft
binding Shaman before it is exhausted and the Fetish skill. When the blanket is ready, Glubra performs a
spirit freed (treat the spirit as Rejuvenating— Sense ritual (see description under Spirit Sense). He attracts
see Spirit description in the Netbook of the attention of a small Bear spirit. The spirit has 3 HD,
which is fine for his purposes, and Glubra attempts to bind
Creatures). Activating a Fetish is a standard
it. He rolls d20, adding +11 (+2 Cha, +9 levels) and gets a
action that does not normally provoke an result of 18. The Bear spirit must make a Will save DC 18 or
attack of opportunity. If a fetish is destroyed, it is bound into the blanket. Assuming it fails, Glubra now
the spirit within is released. Some fetishes are has a blanket, which will heal those who are wrapped within
made in such a way that the bound spirit can it with a Cure Light Wounds spell for d8+3 hp (3 HD =
be released temporarily by untying a knot or caster level 3). It will perform this task 4 times (3 HD + 2
opening a box or some such action, rather than Cha modifier – 1 level of spell) before it is released.
destroying the fetish. Example 2: Glubra has noticed upon returning to his tent
Location: Binding a spirit into a location that things are disturbed and moved about. To prevent
unwelcome visitors from entering his tent, he wants to bind
forces it to remain in the area you define and
a combative spirit to the area. He performs his Sense ritual
perform a specific function. This function and attracts an aggressive spirit. A normal Boar spirit (3
must be within the spirit’s capabilities. HD) enters the area and Glubra makes his binding roll. This
Normally this ability is used to create a time the result is 20 and again, the Boar fails to resist. Glubra
guardian over an area that attacks anyone not now has a Boar spirit guarding his tent. For details on
knowing the proper pass sign. spirits and how they interact with the world, see the Spirit
Unlike a fetish, a location may hold more than Template description in the Netbook of Creatures. The Boar
one bound spirit, though if the spirits are spirit will remain as guardian to Glubra’s tent until it has
incompatible and the shaman forces them to fought for him 5 times (3 HD creature + 2 Cha modifier) or
is destroyed or otherwise released.
work together, he could suffer reprisals later.
When the Shaman Dies: Spirits are bound into fetishes
348 The spirit will perform the designated function
by the will of the Shaman and held there by his will alone.
a number of times equal to its HD + the
When they have served their term, they leave. If the may attempt to communicate with him. He is an
shaman dies, however, there is no will holding them, and intelligent spirit, but may not know any of Glubra’s
languages.
they are released. Upon the death of the shaman, all spirits
Totem Quest/Taboo (Su): At 1st level, a
currently bound by him are released. Their behavior
shaman is assumed to have gone on a quest to
depends on their condition and their relationship with the
determine his first totem. This totem grants the
Shaman.
shaman access to one domain and its special
Spirit Sense (Ex): The Shaman has been trained in the
ability, plus one 0-level spell appropriate to

Classes
ways of spirits and may communicate and interact with
the totem. In return for these boons, the shaman
them. By performing his personal ritual (which must take
takes on a taboo of the totem’s choosing. Such
at least 10 minutes), the Shaman opens himself to the
taboos are normally either something the
spirits of his current location. If he speaks the language of
shaman must do every day (or if particularly
the spirit or has some magical method of translation, they
onerous, every week) or not do at all. Samples
may have a conversation. Otherwise, communication is
are listed with the sample totems and domains.
limited to images and emotions. The shaman may attempt
The shaman gains additional totems, along with
to Spirit Sense 1/day at 1st level. He gains additional
their boons/taboos, at 5th, 10th, 15th and 20th
attempts as he gains levels. The attempt is a Sense roll,
level. Boons/taboos are normally granted/
adding his Cha and class level to the roll. The DC is 10 +
imposed during the course of an assigned quest
the HD of the spirit.
or vision. It is up to the individual game master
Interacting with spirits is more difficult when untrained
and his player as to whether to roleplay these
persons are nearby. Nonshaman characters present in the
quests. Spells granted by the totem can be
area may attempt a Concentration check vs DC 15 if they
based on existing domains or completely
are trying to remain quiet and not disturb the shaman. If
customized to suite the specific totem or
successful, they have no impact on the ritual. If
campaign. The examples given under each type
unsuccessful, or if they don’t even try, each nonshaman
of totem use existing domains for convenience
character in the area applies a +5 to the DC of the Sense
and to save space.
attempt. This ability can be used to attract or locate a
Ultimately, the shaman can acquire five separate
specific spirit or to find out what kinds of spirits inhabit a
totems as he rises in level. There are three
particular location. If the shaman fails in his attempt, it is
different types of Totem Spirits, each with
assumed that either the desired spirit is not nearby or that
different areas of concern. A shaman
it resists his attempts to communicate. The game master
may choose a totem spirit of the same type as he
should determine whether there are any spirits in the area
rises, or he may choose from among the three
and their level of power.
differenttypes.
The ability to communicate with spirits is no guarantee
This could have consequences should the
of friendliness or cooperation. Intelligent spirits or those
totems conflict in any way, so the shaman
who have dealt with shamans before will recognize his
should choose carefully. Once a totem is
spiritual power and respect him, but are otherwise not
chosen, it may not be changed. Animal Totems:
influenced.
Animal spirits represent core survival
Spirit Sense is one of the core abilities of the Shaman.
elements to a tribe: food, shelter, clothing,
He must have this ability to create fetishes and interact
armor, weaponry and tools, as well as desirable
with the spirits that make up a large part of his powers.
Example: Glubra and his tribe have entered a new territory, characteristics(i.e.,Int,Str,Dex,courage,
filled with strange creatures and unknown dangers. As soon determination, cleverness, etc.). Animal
as they have set up camp for the night, Glubra leaves the totems appear as anything from typical members
area, heading out for a place of solitude and quiet. Having of their race to grand archetypes, depending on
found a suitable site, Glubra makes himself comfortable and their desire. • Bear: Healing (eat honey every day)
performs his personal Sense ritual, begging his totems, Dark • Owl: Knowledge (read something every day)
Stryder and Tusk, to intercede upon his behalf with the local • Raccoon or Fox: Trickery (steal something
spirits. The game master has previously decided that there is everyday) Ancestor Totems: Ancestor totems are
a very powerful ancestral spirit here, all that remains of a typically great heroes of the ancient past or even
legendary ancient civilization. The ruins are but a mile from mythical figures. They may take on the
the camping spot chosen by Glubra’s tribe, and this spirit
appearance of legend, or something more
could make things extremely difficult for them. Glubra’s DC for
sensing this spirit is 25 (10 + 15 HD). If he succeeds, familiar (your recently-deceased uncle Unro)
Ashande (the spirit) will be drawn to the area and Glubra depending on the nature of the shaman’s 349
the area. He must still perform Sense rituals
relationship with the totem. forthatfunction.
• Geronimo (or equivalent hero): War (never Spiritwalk (Su): Beginning at 7th level, the shaman may
surrender)
separate his spirit from his body and go on a Spiritwalk.
• Hippocrates: Healing (always heal upon request)
• Arbiter: Law (recite the laws of your people every His body remains behind while his spirit enters the
night) border ethereal. This allows him to interact with spirits
Nature Totems: These are elemental forces and and other ethereal creatures. He forms an ethereal body
Classes

spirits of natural geographical features. with the same statistics as his actual body. While he is
Anything from the spirit of a babbling brook or Spiritwalking, he can observe things happening on the
peaceful glade to the great Skyfather or the Sun prime material plane, but cannot interact with creatures on
qualify as nature totems. Plants can also be that plane. He is treated as Noncorporeal (see description
included in this category. Their forms will be in Core Rulebook III). The shaman may use this ability
either purely elemental or personifications of once per day, for up to 1 minute per level. He gains one
elements of nature. additional use of this ability per 3 levels over 7th.
• Wind: Air (burn incense every day) At 10th level, the Shaman gains a limited form of Astral
• River: Water (drink 64 oz water every day) Projection once per day. He may enter the Astral plane as
• Spirit of the Dark Woods: Plant (never eat meat) per the spell, but cannot bring others along with him. At
More sample totems are provided at the end of 14th level he may choose to have his body travel along
thisarticle. withhisspirit.
Second Sight (Su): This is a form of minor Visionquest (Su): Starting at 13th level the shaman may
divination. attempt a visionquest, which duplicates the effects of
The shaman may perform a ritual, which Commune or Legend Lore, cast at the Shaman’s level.
garners information as a minor divinatory spell Because of the taxing nature of this quest, the Shaman
(i.e., 1st-4th level). The shaman need not know may only attempt this once in a month. In preparation for
the spell or have access to it through a fetish. this ritual, the shaman must isolate himself, often by
He is limited to a number of attempts equal to finding a secret sanctuary in the wilderness, and fast for
his level each day. This is a supernatural ability four days. During this time he must remain undisturbed,
whereby the shaman, using special herbs and offering up songs, smoke and trinkets to the spirits in
minerals, enters a trance and seeks knowledge returnfortheirhelp.Essentially,heiscallingthespiritsto
on a specific subject. commune with him directly and convene a council to
The basic roll is modified by the shaman’s discuss his problem.
level. The DC is 15 plus the level of the The shaman may guide a non-shaman on a Visionquest
divination spell effect the shaman using this ability, but in addition to the normal limitations
is attempting. The shaman can increase his of the spell, the Shaman must make a d20 roll as described
chances by +1 per hour spent in ritual under Second Sight, DC 15 + the level of the spell (i.e.,
preparation (fasting, chanting, Commune or Legend Lore).
etc.). If successful, the shaman gains the Illiteracy: Shamans, like Barbarians, do not automatically
information according to the divination spell know how to read. They must spend 2 skill points to
he was duplicating. become literate in all their known languages.
Example: Before going off on his own to commune Human Shaman Starting Package
with the spirits of this new and strange place,
Armor: None, speed 30 ft
Glubra performed a second-sight ritual to see if he
could get any inkling of what his immediate future Weapons: Sickle (1d6, crit x2, 3 lb, Small, Slashing),
held. He performed a Divination (4th level spell), for Sling (1d4, crit x2, 50 ft, 0 lb, Small, Bludgeoning)
a DC of 19. Glubra, at 9th level, gets a +9 to Skill Selection: Pick a number of skills equal to 2 + INT
his roll, so his chances are pretty good. However, modifier (+1 for human)
this is important to him, so he spends an hour Feat: Spirit Affinity (see new feat described below)
chanting in his tent before attempting the Divination Bonus Feat: Alertness
so he’ll have a total of +10 to his roll. Totem: Bear (Healing): +1 level for healing
Spirit Sight (Ex): Beginning at 4th level, the Spells Known
shaman can see incorporeal beings within his • 0-level: Cure Minor Wounds
normal visual range. This allows him to more • 1st level: Cure Light Wounds
350 easily identify and communicate with spirits in Gear: Backpack with waterskin, one day’s trail rations,
Blank Shot, Dodge, Improved Initiative,
bedroll, sack, flint and steel. Hooded Lantern, 5 pints of
Mobility.
oil. Spell components pouch, 5 empty glass vials. Pouch
with 20 sling bullets.
Class Abilities: Banish Spirit, Bind Spirit,
Spirit Sense 4/day, Second Sight, Spiritwalk.
Gold: 3d4 gp (or roll as Druid if don’t take package)
Shamans tend to select skills and feats that focus on
Possessions: Bag of Tricks (tan, rust & gray),
Amulet of Natural Armor +2, Boots of
community issues (Diplomacy), increase natural
Elvenkind, Bracers of Armor
knowledge (Sense Motive, Wilderness Lore), or help with

Classes
+2, Cloak of Resistance +2, Robe of Useful
physical survival (Alertness, Dodge, Listen, Toughness,
Items. Spells Cast Per Day: 3/4/4/3/2
etc.)oftheindividualortribe.
First Totem: Dark Stryder (ancestral totem):
Spirits in the Campaign Dark Stryder was a legendary leader of
Spirits come in many forms. Some are the powerful Glubra’s tribe many generations ago. He was
totemic essences, which provide a shaman with casting known for his clever use of fear and
spells. Other, simpler spirits may grant only one specific darkness, and for his mysterious ways of
spell, keyed to it by the fables and legends of a culture. gathering information on his enemies.
When a shaman calls a spirit it is for a specific task, which Gift: Hide and Move Silently are Class skills
the spirit can fulfil with one spell, or its other attack for Glubra and he gains a +2 competence
forms. bonus to both skills.
A spirit summoned for a specific spell will have at least 1 Taboo: Dark Stryder’s spells and gifts are not
HD per level of the spell, and its caster level will be equal available during the day.
to its HD. It can have more HD than the level of the spell. Spells (0 – 9th level): Daze, Cause Fear,
This simply means that the Shaman has called a more Detect Thoughts, Nondetection, Phantasmal
powerful spirit and will have to work harder to bind it. For Killer, Scrying, Find the Path, Greater
mechanics purposes, spirits are toned-down Ghosts, but Scrying, Mind Blank, Foresight. Second
are Outsiders rather than Undead. For a complete writeup Totem: Tusk (animal totem): The great and
on the Spirit template and how to apply it, see the entry in powerful boar spirit is admired by Glubra’s
the Netbook of Creatures. tribeforitsstrength,ferocity,andtenacious
New Rules pursuit of food. Gift: 1 Martial Weapon of
Spirit Affinity [Special] Choice. Taboo: Cannot use any reach
You have a greater capacity for holding spirits bound. weapons (especially boar spears).
Prerequisite: Cha 13+ Spells (0 – 9th level): Purify Food & Drink,
Benefit: You may have an additional 3 spirits bound at a Magic Weapon, Bull’s Strength, Create Food
time. & Water, Greater Magic Weapon, Righteous
Normal: Characters are normally limited to 3 + Cha Might, Heroes Feast, Repulsion, Earthquake,
modifier in bound spirits at a time. Summon Monster IX. Bound Spirits. Glubra
Sample Shaman has a total of 8 bound spirits (3 + 2 Cha mod
Glubra is a hobgoblin shaman. He is part of a large tribe + 3 Spirit Affinity feat). If he wanted to bind
that dominates the hilly region north of a human settlement. another spirit, he would first have to release
They occasionally raid down into the human lands, one of his current bound spirits or use up its
using their superior tactical understanding to elude military magic. Fetishes (7):
patrols. Glubra aids his tribe by interceding on their behalf
• Cure Light Wounds (Blanket): 1st-level spell,
with the spirits of the region, and calling upon the ancestors
casterlevel3,4uses.
of the tribe to give it strength.
• Hold Person (rope): 2nd level spell, caster level
Glubra: Male Hobgoblin Shaman 9, medium humanoid, 3,3uses.
hp 46, Init +5, Spd 30, AC 15 (touch 11, flat-footed 14); • Lightning Bolt (crystal tipped stick): 3rd level
Atk +5/+0 melee (d6-1d6-1/x2 quarterstaff) or +5/+0 spell,casterlevel5,4uses.
melee (d6-1/x2 sickle) or +7/+2 ranged (d4/x2, 50’ Sling, •Sleep(Pipe):1stlevelspell,casterlevel2,3uses.
+8/+3, d4+1 if 30’); AL LE; SQ Darkvision 60’, SV Fort • Stoneskin (carved river stone): 6th level spell,
+9, Ref +6, Will +9; Abilities: Str 8 (-1), Dex 13 (+1), casterlevel6,2uses.
Con 13 (+1), Int 12 (+1), Wis 12 (+1), Cha 15 (+2). • Heal (skull tipped rod): 4 uses
• Entangle (holly wreath): 1st level spell, caster
Skills and Feats: Bluff +6, Concentration +9, Craft
level 3, 4 uses. Locations (1):
(Fetish) +5, Diplomacy +10, Hide +5, Knowledge
• Glubra has bound a boar spirit (3 HD) to his hut,
(Spirits) +9, Knowledge (Nature) +5, Move Silently +19, which will attack anyone who enters without his 351
Sense Motive +7, Spellcraft +3. Spirit Affinity, Point
permission. Glubra has instructed the boar spirit to foreitheroftheseskills.
use its normal attacks, so it will guard his hut until Spells:
it has defended it on 5 (3 HD + 2 Cha mod) • 0-level: Resistance
separate occasions. • 1st-level: Detect Snares and Pits
Sample Totems • 2nd-level: Snare
Totems are symbolic representations of an • 3rd-level: Displacement
ideal. They have meaning, sometimes only to a • 4th-level: Freedom of Movement
• 5th-level: Dream
few and sometimes to a whole nation.
Classes

• 6th-level: Summon Nature’s Ally VI


Countries, states, even cities have their • 7th-level: Animal Shapes
symbolic animal, flower, bird and even color. • 8th-level: Holy Aura
Cultures throughout history have come up with • 9th-level: Call the Hunt (Summon Monster IX)
esoteric meanings and properties for creatures, Spider: The spirit of spiders understands the intricate
objects, places, whatever sparked the weavings of fate, respects wisdom and creativity, and
imagination. A spring gains a reputation for penetrates
healing properties and suddenly it’s a mystical easilythepatternsofillusions.
source of healing. Our imaginations invest Gift: +2 save vs mind-affecting effects, +2 to disbelieve
objects of our fascination with figments.
characteristics we desire. Bear is seen by many Taboo: Never destroy a finely-crafted object or kill any
Native American traditions as a force of spiders.
healing and protection. The Willow tree is Spells:
linked with life and death, love, protection • 0-level: Mending
and peace. Many cultures revere their • 1st-level: Message
ancestors and look to them for guidance. Rose • 2nd-level: Detect Thoughts
quartz is thought to have healing properties. • 3rd-level: Clairaudience/Clairvoyance
All of these are sources for totems and minor • 4th-level: Minor Creation
• 5th-level: Major Creation
spiritsinthissystem.
• 6th-level: True Seeing
Animal Spirits • 7th-level: Forcecage
Crow. This spirit is a respected advisor on • 8th-level: Maze
matters of the past, present and future. He is a • 9th-level: Time Stop
guide in darkness and void and he changes Ancestral Spirits
form to suit his need. Gift: Blind-fighting feat Cheok, Hero of the Last Stand at Twostone Pass: This
for free Taboo: Crow requires that his friends Ancestral Hero is legendary among his people for the
meditate in the dark 1 hour each night. Only in bravery he showed in the final battle at Twostone Pass. If
this way may they have the wisdom to accept not for his stalwart courage, the enemy would have gotten
his guidance. through and ravaged the countryside.
Spells: Gift: Immune to Fear effects.
• 0-level: Guidance Taboo: Never surrender.
• 1st-level: Remove Fear Spells:
• 2nd-level: Augury •0-level:Virtue
• 3rd-level: Deeper Darkness • 1st-level: Magic Weapon
• 4th-level: Polymorph Self • 2nd-level: Bull’s Strength
•5th-level:Scrying • 3rd-level: Magic Vestment
• 6th-level: Legend Lore • 4th-level: Divine Power
•7th-level:Vision • 5th-level: Righteous Might
• 8th-level: Discern Location • 6th-level: Stoneskin
• 9th-level: Shapechange • 7th-level: Repulsion
Wolf: Courageous, steadfast and clever, Wolf • 8th-level: Holy Aura
is a strong social spirit, guiding and protecting • 9th-level: Summon Monster IX (actually summons Cheok)
his friends, outwitting his enemies, and Grandfather O’Connel (founder of the clan):
moving quickly and unseen through the Grandfather
changes of the world. Gift: +2 competence was known for his wisdom and generosity. He was a
bonus to Move Silently, Hide in Shadows and true leader of men, and sired many children on his several
Sense Motive rolls Taboo: Cannot put any
352 ranks in Disguise or Bluff, or take Skill Focus
wives.
Gift: Knowledge (History) is a class skill and +2 to all
North Wind: He blows cold down out of the
Diplomacy rolls.
north, freezing all in his path. He is
Taboo: Must ensure the continuation of the tribe by
indomitable, merciless and unstoppable.
marrying
Gift: Rebuke/Command Air Elementals as a
and having children.
cleric. May use this ability 3 times per day
Spells:
plus Cha modifier.
• 0-level: Create Water

Classes
Skill Ranks Ability
• 1st-level: Command
Alchemy 4 INT
• 2nd-level: Calm Emotions
Animal Empathy 4 WIS
• 3rd-level: Create Food and Water
Bluff 4 CHA
• 4th-level: Discern Lies
Craft 4 INT
• 5th-level: Greater Command
Diplomacy 4 CHA
• 6th-level: Heroes’ Feast
Heal 4 WIS
• 7th-level: Power Word: Stun
Knowledge (spirits) 4 INT
• 8th-level: Command Plants
Knowledge (nature) 4 INT
• 9th-level: Dominate Monster
Sense Motive 4 WIS
Merciful Mother: This woman roamed the lands freely Spellcraft 4 INT
back in ancient times, helping all she could. Her healing Wilderness Lore 4 WIS
touch saved countless lives. Her compassion knew no Taboo: Those who link themselves with the
limits. North Wind
Gift: Cast healing spells at +1 caster level become severe and unyielding in their dealings
Taboo: Never harm a living creature (note that undead, with others.
constructs and many outsiders are not included in this This imposes a penalty of –2 on all Cha-based
definition). skills
Spells: except Intimidate.
• 0-level: Cure Minor Wounds
Spells:
• 1st-level: Cure Light Wounds
• 0-level: Ray of Frost
• 2nd-level: Cure Moderate Wounds
• 1st-level: Endure Elements
• 3rd-level: Cure Serious Wounds
•2nd-level:Shatter
• 4th-level: Cure Critical Wounds
• 3rd-level: Call Lightning
• 5th-level: Healing Circle
• 4th-level: Sleet Storm
•6th-level:Heal
• 5th-level: Control Winds
• 7th-level: Regenerate
• 6th-level: Chain Lightning
• 8th-level: Mass Heal
• 7th-level: Control Weather
• 9th-level: True Resurrection
• 8th-level: Whirlwind
Nature Spirits • 9th-level: Elemental Swarm
Willow: The Spirit of Willow is a force of love, Sacred Valley: The Valley has been sacred to
protection, your people for time out of mind. It holds the
healing and peace. Willow is also associated with spirits of your ancestors, and was the
water and intuition. birthplace of your people. The spirit of
Gift: Charm Person spell usable once per day. the valley protects it from incursion, and
Taboo: Never attack or allow to be attacked the person sometimes lends her strength to you.
you have charmed. Only fight when necessary (look for a Gift: +2 Wilderness Lore and Intuit Direction
friendlyoptionfirst) (the character always knows the way to the
Spells: Valley and can use that as a compass)
• 0-level: Create Water Taboo: Must protect the valley from any sort
• 1st-level: Cure Light Wounds of destruction, no matter how minor (logging,
• 2nd-level: Barkskin
campfires, humanoid incursions, disease, etc.).
• 3rd-level: Speak with Plants
• 4th-level: Quench
Spells:
• 5th-level: Commune with Nature • 0-level: Cure Minor Wounds
• 6th-level: Livewillow (like Liveoak, but with Willow) •1st-level:Entangle
• 7th-level: Regeneration • 2nd-level: Tree Shape
• 8th-level: Antimagic Field • 3rd-level: Meld Into Stone
• 4th-level: Reincarnate
• 9th-level: True Resurrection
• 5th-level: Commune with Nature 353
• 6th-level: Transport Via Plants Nature Spirit: Earth Elemental
• 7th-level: Creeping Doom Small Outsider (Incorporeal)
• 8th-level: Repel Metal or Stone Hit Dice: 3d8+3 (16 hp)
Initiative: –1 (Dex)
• 9th-level: Shambler
Speed: 20 ft
Sample Minor Spirits AC: 17 (+1 Size, –1 Dex, +7 Natural) for ethereal encounters,
All of these examples are creatures from Core 11 (+1 Size, –1 Dex, +1 Deflection) when manifested (see
below)
Rulebook III which have had the Spirit
Attacks: Slam +5 melee
Classes

Template added on. You can do the same. If Damage: Slam 1d6+4
you want a spirit to have a particular spell, Face/Reach: 5 ft by 5 ft/5 ft
add on Hit Dice until it qualifies. There is no Special Attacks: Manifestation, Spirit Touch, Ride, Earth Mastery,
Push
reallimit.
Special Qualities: Rejuvenation, Outsider type, Incorporeal
Then just increase its abilities according to the subtype
advancement rules at the beginning of Core Saves: Fort +5, Ref –1, Will +0
Rulebook III. The only problem comes with Abilities: Str 17, Dex 8, Con 13, Int 4, Wis 11, Cha 11
Skills: Listen +5, Spot +5
determining the level of the spell.
Feats: Power Attack
Some of these spells are available on different Challenge Rating: 2
listsatdifferentlevels.Thehigherthelevelof Treasure: None
the spell, the tougher the spirit must be. This Alignment: Usually neutral
also means the spirit can cast the spell more Diminish Plants (3rd level): A fetish with this spirit
often and has a higher casting level, so the bound can cast Diminish Plants zero times plus the Cha
spell is more effective. You must decide these modifier of the binding shaman.
things when creating the spirit. Nature Spirit: Fire Elemental
Small Outsider (Incorporeal)
Ancestor Spirit: Fighter 10th level
Hit Dice: 3d8 (13 hp)
Medium Outsider (Incorporeal)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Hit Dice: 10d10+20 (90 hp)
Speed: 50 ft
Initiative: +1 (Dex)
AC: 15 (+1 size, +1 Dex, +3 natural) for ethereal encounters,
Speed: 20 ft
13 (+1 size, +1 Dex, +1 Deflection) when manifested (see
AC: 19 (+1 Dex, +8 Full Plate) for ethereal encounters,
below)
12 (+1
Attacks: Slam +3 melee
Dex, +1 Deflection) when manifested (see below)
Damage: Slam d4 and d4 fire
Attacks: Longsword +14 melee
Face/Reach: 5 ft by 5 ft/5 ft
Damage: Longsword 1d8+5
Special Attacks: Burn, Manifestation, Spirit Touch, Ride
Face/Reach: 5 ft by 5 ft/5 ft
Special Qualities: Rejuvenation, Outsider type, Incorporeal
Special Attacks: Manifestation, Spirit Touch, Ride
subtype, Fire subtype
Special Qualities: Rejuvenation, Outsider type,
Saves: Fort +1, Ref +5, Will +1
Incorporeal
Abilities: Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11
subtype
Skills: Listen +5, Spot +5
Saves: Fort +9, Ref +4, Will +3
Feats: Improved Initiative, Weapon Finesse (slam)
Abilities: Str 17, Dex 13, Con 14, Int 10, Wis 10, Cha
Challenge Rating: 2
10
Treasure: None
Skills: Climb +9, Craft +6, Hide +9, Jump +3, Listen
+9, Ride Alignment: Usually neutral
+14, Search +8, Spot +8, Swim +3. Flaming Sphere (2nd level): A fetish with this spirit
Feats: Improved Initiative, Weapon Focus: bound can cast Flaming Sphere 1 time plus the Cha
Longsword, modifier of the binding shaman.
Weapon Specialization: Longsword, Improved Critical:
Longsword, Animal Spirit: Polar Bear
Dodge, Mobility, Spring Attack, Whirlwind Attack, Large Outsider (Incorporeal)
Expertise, Quickdraw. Hit Dice: 8d8+32 (68 hp)
Challenge Rating: 11 Initiative: +1 (Dex)
Treasure: None Speed: 40 ft, swim 30 ft
Alignment: Any AC: 15 (–1 size, +1 Dex, +5 natural) for ethereal encounters, 11
(–1 size, +1 Dex, +1 Deflection) when manifested (see below)
Blade Barrier (6th level): A fetish with this
Attacks: 2 claws +13 melee, bite +8 melee
spirit bound Damage: Claw 1d8+8, bite 2d8+4
can cast Blade Barrier four times plus the Cha Face/Reach: 5 ft by 10 ft/5 ft
modifier of Special Attacks: Manifestation, Spirit Touch, Ride, Improved
Grab
the binding shaman.
Special Qualities: Rejuvenation, Outsider type, Incorporeal
354 subtype, Scent
Saves: Fort +10, Ref +7, Will +3 Speed: 30 ft, climb 20 ft (40 ft, climb 20 ft)
Abilities: Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6 AC: 14 (+3 Dex, +1 natural) for ethereal encounters,
Skills: Hide –2 (+10 in snowy areas), Listen +4, Spot +7 14 (+3
Challenge Rating: 5 Dex, +1 Deflection) when manifested (see below)
Treasure: None Attacks: Bite +4 melee
Alignment: Always neutral Damage: Bite 1d6 and poison
Ice Storm (4th level): A fetish with this spirit bound can Face/Reach: 5 ft by 5 ft/5 ft
cast Ice Storm four times plus the Cha modifier of the Special Attacks: Manifestation, Spirit Touch, Ride,
Poison,

Classes
binding shaman. Web
Ancestor Spirit: Fighter 10th level Special Qualities: Rejuvenation, Outsider type,
Medium Outsider (Incorporeal) Incorporeal
Hit Dice: 10d10+20 (90 hp) subtype, Vermin
Initiative: +1 (Dex) Saves: Fort +4, Ref +3, Will +0
Speed: 20 ft Abilities: Str 11, Dex 17, Con 12, Int 3, Wis 10, Cha 2
AC: 19 (+1 Dex, +8 Full Plate) for ethereal encounters, 12 (+1 Skills: Climb +12, Hide +10, Jump +0 (+6 if hunting),
Dex, +1 Deflection) when manifested (see below) Spot +7
Attacks: Longsword +14 melee (+15 if hunting)
Damage: Longsword 1d8+5 Feats: Weapon Finesse (bite)
Face/Reach: 5 ft by 5 ft/5 ft Challenge Rating: 2
Special Attacks: Manifestation, Spirit Touch, Ride Treasure: None
Special Qualities: Rejuvenation, Outsider type, Incorporeal Alignment: Always neutral
subtype Snare (2nd): A fetish with this spirit bound
Saves: Fort +9, Ref +4, Will +3
Abilities: Str 17, Dex 13, Con 14, Int 10, Wis 10, Cha 10
can cast Snare zero times plus the Cha
Skills: Climb +9, Craft +6, Hide +9, Jump +3, Listen +9, Ride modifier of the binding shaman.
+14, Search +8, Spot +8, Swim +3. Animal Spirit: Great Owl
Feats: Improved Initiative, Weapon Focus: Longsword, Large Outsider (Incorporeal)
Weapon Specialization: Longsword, Improved Critical: Longsword, Hit Dice: 6d8 +18 (39 hp)
Dodge, Mobility, Spring Attack, Whirlwind Attack, Initiative: +3 (Dex)
Expertise, Quickdraw. Speed: 10 ft, fly 40 ft (average)
Challenge Rating: 11 AC: 16 (–1 size, +3 Dex, +4 natural) for ethereal
Treasure: None encounters, 13
Alignment: Any (–1 size, +3 Dex, +1 Deflection) when manifested (see
Mordenkainen’s Sword (7th level): A fetish with this below)
spirit bound can cast Mordenkainen’s Sword 3 times plus Attacks: Claws +11 melee
Damage: Claws 1d6+6
the Cha modifier of the binding shaman. Face/Reach: 5 ft by 10 ft/5 ft
Animal Spirit: Monstrous Spider (Huge Vermin) Special Attacks: Manifestation, Spirit Touch, Ride
Huge Outsider (Incorporeal) Special Qualities: Rejuvenation, Outsider type,
Hit Dice: 10d8+10 (55 hp) Incorporeal
Initiative: +3 (Dex) subtype
Speed: 30 ft, climb 20 ft (40 ft, climb 20 ft) Saves: Fort +8, Ref +5, Will +7
AC: 16 (–2 size, +3 Dex, +5 natural) for ethereal encounters, 12 Abilities: Str 22, Dex 11, Con 16, Int 3, Wis 14, Cha 4
(–2 size, +3 Dex, +1 Deflection) when manifested (see below) Skills: Listen +14, Move Silently +20, Spot +6 (+14 at
Attacks: Bite +9 melee dusk and in darkness)
Damage: Bite 2d6+6 and poison Feats: Flyby Attack
Face/Reach:15 ft by 15 ft/10 ft Challenge Rating: 3
Special Attacks: Manifestation, Spirit Touch, Ride, Poison, Treasure: None
Web Alignment: Always neutral
Special Qualities: Rejuvenation, Outsider type, Incorporeal True Seeing (6th): A fetish with this spirit
subtype, Vermin
Saves: Fort +8, Ref +6, Will +3
bound can cast True Seeing zero times plus
Abilities: Str 19, Dex 17, Con 12, Int 3, Wis 10, Cha 2 the Cha modifier of the binding shaman.
Skills: Climb +16, Hide +2, Jump +4 (+10 if hunting spider),
Spot +7 (+15 if hunting spider)
Spell Thief Prestige Class
Challenge Rating: 5 Author: Dominique Crouzet
Treasure: None Felrogard O’Fist waited calmly, hidden inside a
Alignment: Always neutral wagon near Shalia’s bookstall. Shalia looked like a
Polymorph Any Object (8th level): A fetish with this wizened old merchant, selling junk possibly of an
spirit bound can cast Polymorph Any Object 2 times plus arcane nature; but she wasn’t. She was certainly
the Cha modifier of the binding shaman. old, but not so wizened as she currently appeared;
Ancestor Spirit: Monstrous Spider, Medium Vermin and her skills were those of a thief, not a scholar
Medium Outsider (Incorporeal) or spellcaster. In fact, Shalia was the swindler
Hit Dice: 2d8+2 (11 hp) of Felrogard’s gang of thieves: the Midnight 355
Initiative: +3 (Dex) Gamblers. He chose this name as most fitting for
the adventurous souls who nightly pit their lives temporarilygain the ability to cast those spells, they
against the lives and livelihoods of their victims. The cannot learn the true art of magic. It has been suggested
symbol of the group was an ace-of-hearts that spell-thieves were too lazy to learn magic, explaining
playing card, with a dagger pinned in it… why they steal from true spellcasters instead of doing the
Felrogard O’Fist thought himself the grand master work themselves required to wield magic. But spell-
of thieves for his amazing ability to steal not only thieves know stealing a spell from someone’s mind is far
the purses of unfortunate passersby, but also the more difficult than memorizing it from a book. Searching
very spells from the minds of mages who crossed out victims, researching their habits, stalking them and
Classes

his path. However, the stealing of spells required


finally moving in to reap their magical harvest-these are
some preparation, and his scam with Shalia would
draw several victims to him during that market’s the true challenges that make life worthwhile. Following
day. are some examples of the types of spell-thieves and their
As he watched, the first victim appeared; a man of motivations.
medium build and stature, but with an air of power. 1) Priests of an evil god of magic and trickery: These
In fact, over the years Felrogard had learned to priests believe they should be the sole authority on
recognize members of the arcane brotherhood. A magical matters. As such, they train in the art of spell-theft
quick scan informed him that the man now looking to get some power over wizards, and hold them in fear if
at the books on the stall had some spells hanging in they can. Their spell-theft ability is a closely guarded
his aura, awaiting a quick gesture and spoken word
secret, and they will mercilessly pursue and kill any who
to trigger release.
“Aaaah, your lordship…” said Shalia with the voice learnofit.
of a near senile granny. “…touch ye not this dark
libram, unless ye can withstand the curse of
Baphomet!”
The wizard smiled down at Shalia dubiously. Old
though the book looked, he found it unlikely that a
feeble old grandmother would have anything so
dangerous on her cart. Seeing her selling game for
what it was, he played along.
“Would this be the curse that grows horns on my
head or the one where flowers die as I walk by?”
But as he touched the book, the wizard felt a
sudden headache rage through his brain and reeled
back. What manner of a book was this? A few dizzy
moments passed before he recovered his spirits and
looked again at the tome. Touching it had triggered
some sort of magical effect, certainly, but he had
withstood it. Magic was normally only used to
protect secrets. The book must hold something
worth seeking. Perhaps the old granny wasn’t so
feeble after all. He decided to learn more about this
mystery, and pulled out his a purse full of gold.
Shalia rubbed her hands together and prepared to
bargain. The first of Felrogard’s victims for the day
lost spells as well as a nice sum of money for a
useless book detailing gardening in an ancient
tongue. A moment later, another tome, this time
with a brilliant purple cover, replaced the dark
libram on the stall.
ooo
Spell-thieves are predators of the magical
world. Where pickpockets merely purloin
purses, and burglars loot mansions, 2) Thieves of a land ruled by a caste of wizards: Those
the spell-thief, with her unique abilities, who are born as commoners don’t have access to
represents the elite among those who steal-she magicuse, which is a privilege carefully held by the nobles
steals magic. She is a unique character who can who use it to maintain their tyranny. In such a land, you
356 rob mages of their spellsdirectly from their
minds! While spell-thieves can steal spells, and
can’t learn magic if you are not born to the right caste.
Some developed a way to steal the spells of their hated with light armors, but not shields.
oppressors, sometimes even using these spells against the Spellcasting: Spell-Thieves can cast the
very ones from whom they stole them. spells they steal (see below), exactly as if they
3) Psychopath: Envy can become maniacal jealousy, were wizards having prepared their spells
bordering on insanity. Better known as Jackals, these (even when stealing divine spells or spell-like
spell-thieves obsess over their victims, loving and hating abilities). However, they do not know how to
them simultaneously. By stealing the magic of their prepare or pray for spells, like a regular

Classes
victims, they thus can take a petty revenge on those with spellcaster would. Their level determines
the talent they were unjustly denied. One such Jackal was which level of spells they are able to steal, and
notorious for aiding witch-hunters in their searches, the sum of spell levels they may hold in their
discreetly stealing the spells from his victims before mind. Note that even when stealing divine
taking pleasure in their demise. spellsorspelllikeabilities,thesearethereafter
Spell-theft is a dangerous and rewarding occupation. treated as memorized arcane spells for their
While such a crime is unlikely to be proven in any court, casting (which means that armor may interfere
those spellcasters who have been victimized by this rogue with their ability to cast spells with somatic
will wreak a horrible vengeance against a thief caught components).
stealingtheirspells. Spell-Thieves cast the spells they steal at their
Psions and rogues are the most likely candidates for the level of Spell-Thief class. If the Spell-Thief
spell-thief path, but any nonspellcasting character who also has levels in a spellcasting class, add
meets the requirements could qualify. Since Spell-Thieves those levels to their Spell-Thief level of spell-
see spellcasters as their rightful prey, they are unlikely to thief when casting spells available to that
assistaspellcasterinjoiningtheirranks. class. For example, a 6th level cleric/4th level
Requirements Spell-Thief has stolen one arcane spell, one
To qualify to become a Spell-Thief, a character must druid spell and one cleric spell. She casts the
fulfillallthefollowingcriteria: arcane and druid spells as a 4th level
Alignment: Spell-Thieves cannot be good or lawful spellcaster (4th level Spell-Thief), but the
(they are restricted to N, NE, CN, CE). cleric spell she casts at 10th level (6th level
Concentration or Use-magic-device: 8 ranks cleric + 4th level Spell Thief).
Spellcraft: 4 ranks Spell-Thieves are not true spellcasters and
Spot: 4 ranks therefore do not gain access to Item Creation
Feats: Skill focus (either with Concentration or or Metamagic feats. However, spells they steal
Usemagic- device skill, in relation to above choice of may have metamagic feats applied to them
required skill at 8 ranks). already (as in a spell prepared by a wizard
Special: A prospective spell-thief must find out about with a metamagic feat). In such a case, the
the ability to steal spells somehow, either from an existing stolen spell is treated as a spell of the adjusted
Spell-thief who teaches him or from the Libram of Spell level, and is cast as such, with all effects of
Theft(describedlater). the metamagic feat.
Class Skills Spell Theft: This is the ability to steal magic
The Spell-Thief’s class skills (and the key ability for from the mind of spellcasters. At first level,
each skill) are Bluff (Cha), Concentration (Con), Disguise Spell-Thieves can only steal spells from
(Cha), Gather information (Cha), Hide (Dex), Knowledge arcane spellcasters who prepare their
(Arcana) (Int), Listen (Wis), Move silently (Dex), Search spells (i.e., wizards). As they gain additional
(Int), Spellcraft (Int), Spot (Wis), Scry (Int), Use Magic levels, they improve their Spell Theft ability
Device (Cha). See Chapter 4: Skills in Core Rulebook I and may steal from any spellcaster. Unusual
forskilldescriptions. spellcasters include non-player character
Skill Points at Each Level: 4 + Int modifier. races with levels of a spellcasting class. At the
highest level they eventually can steal from
Class Features
creatureswithinnate,spell-likeabilities,
All of the following are class features of the Spell-Thief
including dragons and outsiders.
prestigeclass:
Spell-Theft is handled as follows:
Hit Die: d6.
1) Contact: Spell-Thieves have a limited form
Weapon and Armor Proficiency: Spell-Thieves are
of Telepathy/ Detect Magic that enables them
proficient with all simple weapons. They are proficient
to scan nearby minds for the presence of spells 357
automatically fails his saving throw.
they may steal. This ability does not work
Spell Theft by Level: As Spell-Thieves progress in level,
automatically (like a true Detect Magic spell),
they become able to steal from different sorts of
but requires a Spot check (see Frequency of
spellcasters:
Prospective Victims). Establishing contact with
o 1st level: Wizards: the Spell-Thief can only steal from
the prospective victim takes 1 action, and
wizards and other arcane spellcasters who prepare their
require a successful Spell-Theft roll: d20 +
spells.
CHA modifier + Spell-Thief Level against a DC
Classes

o 2nd level: Spell-Thieves: the Spell-Thief can now also


of 5 + the victim’s spellcaster level. Any
steal from other Spell-Thieves (any spell they may have
magical protection that shields the mind
stolen).
prevents Spell-Thieves from making
o 4th level: Divine Spellcasters: the Spell-Thief can now
initial contact, so they can neither scan nor
steal from clerics, druids, and other characters who cast
stealspells.
prepared divine spells.
2) Scan for Spells: Scanning for spells takes
o 6th level: Bards, Sorcerers, etc.: the Spell-Thief can now
1d4 minutes, at which time the Spell-Thief gets
steal from bards, sorcerers and other spellcasters who
alistingofthespells,theirlevelsandtypes.
don’t need to prepare their spells prior to casting.
3) Steal Spells: The Spell-Thief steals the
However, as Spell-Thieves cannot learn magic on their
chosen spells. This process takes 1 round per
own, once they target a bard, sorcerer or any other similar
level of each stolen spell. A Spell-Thief may
spellcaster, they gain spell slots of a fixed size that they
steal from her victim spells equal to twice
can use to duplicate any of their currently held spells. The
her level of Spell-Thief in spell levels. As an
victim loses that spell slot until she can rest and regain it
example, a 10th level rogue/6th level Spell-
normally.
Thief, may steal up to 12 (6th × 2) spell levels
This spell slot may duplicate a spell of equal or lesser
from a victim at once. Note: While a spell-thief
level. If the Spell-Thief does not have any spells currently
performs her scanning and theft, she must
held in his mind, he must wait until he gets some. Until
concentrate and can do nothing more than
then,theslotisuseless.
walk or ride at a normal pace. Any other action,
o 8th level: Unusual Spellcasters: the Spell-Thief can now
such as dodging or attacking, breaks the contact
steal spells from creatures who cast prepared spells as a
and prevents any theft of spells. She must also
character class would, like for instance dragons, nymphs,
keep her victim in her line of sight, or the
or rakshasas.
contact is broken.
o 10th level: Spell-like Ability: the Spell-Thief can now
4) Number of Thefts: Spell-Thieves can use
steal even a spell-like ability of creatures like beholders,
their Spell- Theft ability only once every 15
dragons, and others. When they steal an ability usable a
minutes.
limited number of times per day, the stolen ability is
5) Saving Throws: When a victim is drained of
deducted from that number. When they steal an ability
spells, he feels suddenly weak and dizzy. He
usableatwill,thecreaturefailsitsnextuseofthatability.
will realize what is happening if he makes a
Note that the Spell-Thief doesn’t acquire the spell-like
Will saving throw against a DC equal to the
ability the same way the monster has it, but like any other
Spell-Theft roll the Spell-Thief made originally
normal spell.
to contact his mind. While the victim may
Note on material components: If the campaign requires the
become aware of what is happening, this
use of material components, the Spell-Thief is responsible
realization comes slowly, up to 1d4+1 rounds
for providing any material components required for his
after the theft has begun. At that time the victim
stolen spells. The Spell-Thief learns which components
may make a Spot check against a DC of 5 +
are necessary only when he actually steals the spells,
Bluff or Hide ability of the Spell-Thief. He may
not when scanning. If he is familiar with a spell (i.e., has
try to break the contact psychically with a Will
stolen and used it before), he will know what is required
saving throw DC
forthatparticularspellbeforestealingit.
10 + Spell-Thief level. Ways of breaking the
Spells which require a divine focus: the Spell -Thief
contact, which the victim does not necessarily
must be a follower of some religious cult, and will have to
know, include attacking the Spell Thief and
use its holy symbol to cast divine spells.
getting out of his line of sight. If the victim
casts a mind-affecting spell at the Spell-Thief
358 while still in contact with him, the Spell-Thief
Level BaBFort Ref WillSpecial Max level of spell absorbed Max # of spelllevels/ day have a victim she may steal from according to
1st +0 +0 +2 +2 Spell Theft: Wizards 0 and 1st level 2 her level. Also, adjust levels as to be coherent
2nd +1 +0 +3 +3 Spell Theft: Spell-thieves 0 to 2nd level 4 with the setting. Don’t forget that victims do not
3rd +2 +1 +3 +3 0 to 3rd level 7
vanish after being drained, and could well be
4th +3 +1 +4 +4 Spell Theft: Divine Spellcasters 0 to 4th level 11
met at a later time by the spellthief character.
5th +3 +1 +4 +4 0 to 5th level 16
6th +4 +2 +5 +5 Spell Theft: Bards, Sorcerers, similar casters 0 to 5th
Risks of Discovery: A successful Spell-Thief
level 22 may remember locations where he found easy

Classes
7th +5 +2 +5 +5 0 to 6th level 29 victims, going back whenever he needs a quick
8th +6 +2 +6 +6 Spell Theft: Unusual Spellcasters 0 to 6th level 37 fix. Or he may never fish in the same pond
9th +6 +3 +6 +6 0 to 7th level 46 twice. Even a spell-thief who has never been
10th +7 +3 +7 +7 Spell Theft: Spell-like abilities 0 to 7th level 56
caught in the act and remains unknown, could
Libram of Spell Theft be caught by a careful investigator. The victim
To become a Spell-Thief, a character must first learn of may investigate what happened to her-why she
the possibility, then learn the techniques. This requires was drained of spells. She may go to a doctor at
either the tutelage of a Spell-Thief of at least 4th level for first, but when answers are not forthcoming, she
1d6 months, or the Libram of Spell Theft. may go to investigators, or use some powerful
Book of magical knowledge: The Libram of Spell-Theft divination spells. Sooner or later the spell-thief
is a magical book, which enables the character to become will be discovered.
of a Spell-Thief. Unlike other magic books, the Libram of Table-1: Difficulty Class for Victim Spotting
Spell-Theft does not vanish once read. However, being Searched Area
magical, one cannot simply copy it, to have another book. Magic Level of Campaign
Studying the book to become a Spell-Thief takes one full Low Average High
month (+ the appropriate XP to get a advance a level). Wilderness 30 25 20
Caster level: 7th; Prerequisite: Craft Wondrous Item, Village 25 20 15
Detect magic, Read magic, Detect thoughts, Vampiric Big Castle 20 15 10
touch; Price: 10,000 gp.; Weight: 1 lb. Note that to Town 20 15 10
City 15 10 5
manufacture this item, the creator must be a Spell-Thief,
Table-2: Modifiers to the Spot Roll
or have a copy of the book at his disposal. Circumstances Modifier
Frequency of Prospective Victims Spell-thief knows identity and location of victim
Finding victims to steal from: The problem when +5
handling a PC Spell-Thief is to know how many victims Successful Gather Information check (to know
(that he may steal from), he may encounter. In fact, the where to search) prior to beginning search. +5
Experience level as spell-thief (Takes into
major drawback with this character class, is that Spell-
account that spell-thief has access to greater
Thieves are dependant upon others for their powers. If
range of prospective victims)
they don’t meet any spellcasters to steal from, Spell- +1/Level
Thieveshavelittleelsetooffer. Day +0
There are two ways of doing things. The GM can plan Night -10
how many spellcasters are available and where they may Special day-event, such as a Carnival, Fair/
be found. The second is when the GM has nothing Market, etc. +5
prepared for this situation. In such case, you can use the Retry after a failed attempt +0
following procedure: Retry to find another victim after a successful
The Spell-Thief character decides to get some spells, attempt -2
and spends one hour searching for an appropriate victim.
This is resolved by making a Spot skill check, adding the
relevant modifier (Table 2) according to circumstances.
The DC is determined using Table 1. If the check is
successful, use the third table to determine who has been
found. Thereafter, the spell-thief may try to search again
(whether the first search was successful or not), but it will
be with a cumulative penalty to the check.
Once the character has made a successful Spot check,
she discovers a victim. Table 3 is designed to determine
who the victim is, but only in cases where the GM had 359
nothing prepared. Adjust the roll, so the spell-thief may
Shortsword +2, Ring of mind-shielding.
Table-3: Victim Result Spell-theft: max 29 spell levels per day, and up to 6th level
Urban Rural Target Level spells from any human/demi-human spellcaster. Spell-theft
01-20 01-03 Wizard 1d20 roll: 1d20 + 8 against a DC = 5 + victim’s level of
21-25 - spell-thief (5+) 1d10 spellcaster. Will save vs theft at DC = 17; Spot the thief at
26-45 04-06 Cleric 1d12+1d6 DC = 19 (if he bluffs) or 22 (if he hides). The thief may
46 07-26 Druid 1d12+1d6 only steal up to 14 spell-levels at once; taking 1d4
47-62 27-29 Bard 1d12+4
minutes (scanning) + 1 round/level of spell stolen.
Classes

63-72 30-39 Sorcerer 1d20


Example of spells memorized: Charm person, Cone of
73-75 40-49 Ranger 1d8+6
cold, Cure serious wounds, Dispel magic, Heat metal,
This may be handled very simply, with the Hold person, Invisibility, Lightning bolt, Teleport. Note
spell-thief character making a Hide skill roll smoothly as possible. Executioners draw their weapons
against the relevant DC as determined below. mainly to intimidate, defend the raiding-party, etc. If a fight does
Iftheskillcheckissuccessful,thespell-thief happen, they protect their companions and flee as soon as
is safe; but if it is failed, it means that he has possible.
been discovered. (What happens thereafter is The Midnight Gamblers are also careful to not steal too much
up to the GM, but usually involves some form from spellcasters of their own city. Instead, the raiding- parties
ofretaliation.) travel to other towns and cities to perform their thefts. As a side
to their theft efforts, they have developed a great information
Sample Spell-thief network focused on spellcasters of all sorts.
Felrogard O’fist is the leader of the Midnight
Gamblers, a gang of thieves and cutthroats. Several
Midnight Gamblers Organization
years ago, he was forced to leave the city in which The Midnight Gamblers are a thieves’ guild whose lowest
he operated, after a failed attempt at robbing a members are simple thieves, but whose leaders are trained in the
powerful wizard. The mage in fact destroyed his art of stealing spells. The guild hierarchy is as follows:
thieves’ guild, and Felrogard fled as far as he o Informants: the lowest ranking members of the guild, usually
could to escape the wrath of his victim. He swore 1st and 2nd level rogues. Their job is to search for victims-
to avenge himself upon all those damned spellcasters. They gather as much information as they can
sorcerers, and spent a long time searching for a without arousing suspicion, then report to the guild.
way to exact his revenge. Eventually he discovered o Spies: do the next part of the job. They are normally
a mysterious libram in a musty 3rd to 5th level rogues, and their mission consists of gathering
crypt, and learned the secrets to becoming the more precise information on prospective victims reported by
most extraordinary thief. Felrogard returned came Informants. Once the information is gathered, they report to the
back to the city, and since then the powerful Supervisors.
wizard is the most regular target of his thefts. o Executioners: are called upon when it comes time to ambush
Felrogard O’Fist: Male Human Rogue 8/Spell- a victim. They are normally multiclassed 2nd-lvl
fighter/3rd-lvl rogue, and assist the Raid Party with strength of
Thief 7; medium humanoid; hp 90; Init +3;
arms.
Spd 60 ft; AC 17; Atk +13/+8/+3 melee o Chief Executioner: the assassin of the guild (a 6th-lvl rogue/
(d6+3, 19-20/x2, Shortsword +2), AL 7th-lvl assassin), who is called upon to deal with anyone who
NE; SQ Darkvision 60', SV Fort +7, Ref +14, would cause serious harm to the Midnight Gamblers.
Will +7; Abilities: Str 12 (+1), Dex 17 (+3), o Supervisors: are the quartermasters of the guild. They stage
Con 14 (+2), Int 15 (+2), Wis 10 (+0), Cha 13 and lead Raids on victims found by informants and spies.
(+1). Supervisors are all 5th to 7th level rogues with 1d4 levels as
Skills and Feats: Appraise (+6), Bluff (+14), spell-thieves. They usually raid the less powerful victims
Climb (+10), Disable device (+6), Disguise discovered, leaving the most powerful targets to the Overseer. o
Overseer: Felrogard O’Fist, leader and founder of the guild (see
(+17), Escape artist (+5), Gather information
description above). Felrogard retains the only copy (or so he
(+17), Hide (+27), Listen (+6), Move silently believes) of Libram of Spell-Theft, and trains guildmembers
(+17), Open locks (+10), Pick-pockets (+12), who show promise.
Profession (gambler) (+11), Spellcraft (+9), Goals: The Midnight Gamblers do not want to destroy
Spot (+16), Use-magic device (+19). Evasion, spellcasters, but rather live off them. They are careful to not steal
Sneak attack (+4d6), Uncanny Dodge (can’t everything from their victims, but drain them a bit at a time, so
be flanked). Alertness, Ambidexterity, they can steal from them on a regular basis.
Leadership, Point-blank-shot, Rapid shot, They never kill their targets, except when such a character would
Run, Skill-focus (Use-magic-device). become a real threat to the guild.
When raiding a wizard, the Midnight Gamblers are
Possessions: Boots of speed, Bracers of armor
360 +5, Cloak of Elvenkind, Goggles of night,
always well prepared and informed, and do the job assmoothly
as possible. Executioners draw their weapons
mainly to intimidate, defend the raiding-party, etc. If a fight Stormrider frequency: Stormriders are rare,
does happen, they protect their companions and flee as as few survive the main requirement. Those
soon as possible. who do tend to move about a lot, following
The Midnight Gamblers are also careful to not steal too storms or searching out unusual
much from spellcasters of their own city. Instead, the raiding- weather patterns. They are most likely to be
parties travel to other towns and cities to perform their
found at the site of a massive storm—
thefts. As a side to their theft efforts, they have developed a
great information network focused on spellcasters of all
hurricane, tornado, typhoon, blizzard. Rarely,
a Stormrider is asked to alter the weather

Classes
sorts.
Roleplaying Suggestions: The Midnight Gamblers in a region. Desperate farmers with no other
would make a fun encounter for a group of PCs with a wizard. recourse will do anything for rain. If they also
These thieves would regularly steal spells from the get hailstones the size of oranges, well, that’s
mind of the PC wizard, but would also relieve his party of better than drought.
the burden of their magical items and treasures! The guild Stormrider relations: Those who embrace the
will be very well informed about the party’s abilities, and act storm are adopted by it, and sever all ties to
accordingly. Moreover, their goal is to steal a little, and as
theirformerrace.
discreetly as possible; therefore, there should be some
time before the PCs figure out what is happening.
Most people think Stormriders are crazy, not
The guild could also be a valuable source of information to mention dangerous, and avoid them when
on wizards and other spellcasters. This information could possible. Stormriders themselves care little for
be for sale; but buying it may also be an opportunity for the what others think and can get along equally
Midnight Gamblers, to learn about spellcasters within the well (or not) with anyone.
PC party. Adventure hooks: Most adventures involving
Otherwise, Spell-thieves are nearly unheard of. Thus a Stormrider occur in outdoor settings:
PCs may be hired to solve the mystery of an unknown disease • Any PC Stormrider traveling through an area is
which makes wizards loose their memory. watched warily by any NPCs who know what he is.
Roleplaying Suggestions: The Midnight Gamblers He’ll often be asked for rain. If the weather takes a
would make a fun encounter for a group of PCs with a wizard. nasty turn, he’s the first they blame whether he had
These thieves would regularly steal spells from the anything to do with it or not.
mind of the PC wizard, but would also relieve his party of the • A Stormrider is hired to stop an advancing army
burden of their magical items and treasures! The guild will be with rotten weather. The PCs (if one is not the
very well informed about the party’s abilities, and act Stormrider) are hired to keep him safe while he
accordingly. Moreover, their goal is to steal a little, and as does his thing. The advancing army has scouts out
discreetly as possible; therefore, there should be some time who will find out about this and try to stop it.
before the PCs figure out what is happening. • A rift to the Elemental Plane of Air has opened
The guild could also be a valuable source of information on and elementals are streaming through. The
wizards and other spellcasters. This information could be for Stormrider has the best chance of dealing with the
sale; but buying it may also be an opportunity for the Midnight problem.
Gamblers, to learn about spellcasters within the PC party. Level BaBFort Ref Will Special
Otherwise, Spell-thieves are nearly unheard of. Thus PCs may 1st 0 2 0 0 Fly 1/day, Air Companion, Influence Weather, Lightning Bolt
be hired to solve the mystery of an unknown disease which 1/day, Save
makes wizards loose their memory. Bonus, Predict Weather, Shocking Touch, Turn Lightning
2nd 1 3 0 0 Call Lightning 1/day, Control Winds 1/day
Stormrider 3rd 2 3 1 1 Body of Air (S or M, 1/day)
Author: Rebecca Glenn 4th 3 4 1 1 Fly 2/day, Air Companion, Lightning Bolt 2/day
Stormriders embody the pure expression of the storm. 5th 3 4 1 1 Call Lightning 2/day, Ride the Lightning
Some people don’t know when to come in out of the rain. 6th 4 5 2 2 Body of Air (S, M or L, 2/day)

Some do, but prefer not to, and are often mistaken for the 7th 5 5 2 2 Fly 3/day, Air Companion, Control Weather 1/day or Control
Winds 2/day,
former type. When most are huddled by the fire, warming
Lightning Bolt 3/day
their hands against the storms battling in the skies above,
8th 6 6 2 2 Call Lightning 3/day
Stormriders are out exposed to the elements, smiling into 9th 6 6 3 3 Body of Air (S, M, L or H, 3/day)
the teeth of the wind, railing at the rain, screaming at the 10th 7 7 3 3 Air Companion, Control Winds 3/day (or Control Weather
and Control
thunder and meeting the ferocity of the storm with their Winds each 1/day), Lightning Bolt 4/day
ownfiercespirits. Requirements
Stormriders are unpredictable and wild, emulating the To qualify to become a Stormrider, a character
storms they follow. They revel in the power of weather mustfulfillallthefollowingcriteria.
unbound, master it, and make it their own, challenging the Feat: Aerobatics 361
storm gods themselves for dominion over the middle air. Alignment: Chaotic
Wilderness Lore: 5 ranks Fly (SU): The Stormrider gains a bonus Fly spell once per
Speak Language: Auran day. At 4th level he may cast it twice per day, and three
Spellcasting: Must be able to cast at least 5 times at 7th. The Stormrider’s level stacks with his
different spells affecting Air or Weather. This spellcaster class for the purposes of caster level for this
includes any spell of the Air and Storm ability.
domains and Summon spells used to summon Air Companion (EX): The Stormrider summons a
creaturesofAir. companion composed of Elemental Air. This companion is
Classes

Special: Must have survived the experience totally loyal to the Stormrider, though its actions are
of taking a hit from a skyborne electrical sometimes chaotic. The Stormrider gains an air elemental
attack of at least 8 dice in of small size, 2HD at first level. At 4th level the
strength. Qualifying attacks include natural Stormrider gains another companion and both increase to
lightning, Call Lightning and the breath mediumsize, 4HD creatures. At 7th level he gains another
weapon of a Blue Dragon. and all grow to medium-size, 6HD creatures. At 10th level
he gains his final companion and all grow to large-size,
Class Skills
8HD elementals.
The Stormrider’s class skills (and the key
If an elemental is destroyed, or the Stormrider chooses to
ability for each skill) are Concentration
dismiss it, the Stormrider must attempt a Fortitude saving
(Con), Craft (Int), Diplomacy
throw (DC 15). If he fails, he loses 200 xp per Stormrider
(Cha), Intuit Direction (Wis), Knowledge
level. A successful saving throw reduces the loss by ½, to
(Nature) (Int), Knowledge (Religion) (Int),
100 xp per Stormrider level. The Stormrider’s experience
Profession (Wis), and Wilderness Lore (Wis).
can never go below 0 as the result of an elemental’s
See Chapter 4: Skills in Core Rulebook I for
dismissal or destruction. A destroyed or dismissed
skilldescriptions.
elemental cannot be replaced for a year and a day.
Skill Points at each level: 2 + Int modifier.
Influence Weather (EX): Wherever the Stormrider goes,
Class Features the winds follow. When the Stormrider spends a week or
All of the following are class features of the more in one location, he starts to unconsciously
Stormrider prestige class. affect the local winds, causing all wind results in weather
Hit Die: d8 to be increased to the next strength level. As an example,
Weapons and Armor: The Stormrider is Whitefire is spending time in a local valley. He has been
proficient in the longbow and shortbow, the there for a couple of weeks and the DM is rolling for
sling, all spears and the javelin. He has no weather. The result is for a strong wind, but because
armor proficiency and is prohibited Whitefire is in the area the strength of the wind is jumped
from wearing metal armor. A Stormrider who up to severe.
wears prohibited armor is unable to use any Lightning Bolt (SU): Starting at first level, the
of his magical powers while doing so and for Stormrider can, once per day, discharge a lightning bolt as
24 hours thereafter. per the spell. He can do this twice per day at 4th level,
Caster Level: The Stormrider’s level stacks three times per day at 7th level and four times per day at
with his spellcaster class for the purposes of 10th level. The Stormrider’s level stacks with his
caster level when casting spells of the Air or spellcaster class for the purposes of caster level for this
Storm domains, or any spell with Air or ability.
Electricityinthedescriptor. Save Bonus (EX): Stormriders get a +2 bonus to all
saves vs lightning and electrical attacks.
Predict Weather (EX): The Stormrider may predict
weather in an area. The Stormrider makes a normal
Wilderness Lore check, adding his class level to his
modifier, against a DC of 15 + 1 per day in advance the
characterpredicts.
Shocking Touch (SU): The Stormrider carries a static
charge around with him at all times. Once per day per
class level he can discharge this excess energy by a touch
attack, with effects as per the Shocking Grasp spell. The
Stormrider’s level stacks with his spellcaster class for the
362 purposesofcasterlevelforthisability.
Turn Lightning (EX): A Stormrider no longer fears
Sample Stormrider Character
lightning in any form. Beloved of the storm, the
Whitefire Cyrillin’s Wrath is a Cleric/Stormrider.
Stormrider may alter the path of a Lightning Bolt or Chain
Whitefire Cyrillin’s Wrath: Male Human Clr
Lightning, or even change the strike area for Called
7/Stormrider 8; medium humanoid; hp 130,
Lightning.
Init +6 (+3 Dex, Improved Initiative), Spd 30
This must be declared as a Readied Action (so the
ft, AC 21 (touch 21, flatfooted 19); Atk +14/
Stormrider must have some notice that a Lightning effect
+9 melee (1d6+2/x2, light mace +2) or +15/

Classes
is planned or possible). The Stormrider makes a
+10 ranged (1d8 +2 + d6 electricity
Spellcaster Level check against the opposing caster or
Composite Longbow +2 Distance, Shocking
item or effect, using only his class level as the modifier.
Burst, +17, d8+4+d6 if use Arrows +2); AL
Call Lightning (SU): The Stormrider gains the ability
CN; SV Fort +13, Ref +10, Will +14;
to call lightning out of the sky. This ability is identical to
Abilities: Str 10 (+0), Dex 14 (+2), Con 14
the 3rd level Druid spell. At 2nd level he can do this once
(+2), Int 14 (+2), Wis 20 (+5), Cha 15 (+2).
per day. This rises to twice per day at 5th level and again
Skills and Feats: Concentration +19, Craft
to three times per day at 8th level. The Stormrider’s level
bowyer/ fletcher +9, Diplomacy +13, Heal
stacks with his spellcaster class for the purposes of caster
+9, Intuit Direction +12, Knowledge
levelforthisability.
(Nature) +9, Knowledge (Religion) +19,
Body of Air (EX): Beginning at 3rd level, the Stormrider
Profession (Sailor) +12, Scry +6, Spellcraft
may transform his body into that of an air elemental.
+6, Wilderness Lore +19. Improved
He is limited to S or M size and may do it once per day. At
Initiative, Aerobatics, Point Blank Shot,
6th level he may choose S, M or L and may do it twice in a
Combat Casting, Dodge, Lightning Reflexes,
day. At 9th level he may choose S, M, L or H and may do
Weapon Focus: Light Mace.
it 3 times per day. In elemental form the Stormrider gains
Class Abilities: Turn Undead 5/day, Fly 3/
all the special abilities of the elemental while retaining his
day, Air Companions (3), Influence Weather,
own hitpoints and other attributes. He also retains all
Lightning Bolt 3/day. Save Bonus, Predict
special abilities of his class. Each such transformation
Weather, Shocking Touch 8/day, Turn
restores lost hitpoints as though the Stormrider had rested
Lightning, Call Lightning 3/day, Control
foraday.
Winds 2/day, Body of Air (S, M or L, 2/day),
Ride the Lightning (SU): The Stormrider can travel
Ride the Lightning, Control Weather.
instantly from his current location to anywhere along the
Possessions: Rod of Thunder & Lightning,
length of a lightning bolt or other electrical discharge. He
Composite Longbow +2 (Distance, Shocking
uses this most often when he uses his Lightning Bolt
Burst), 50 Arrows +2, Ring of Shooting
ability.
Stars, Ring of Protection +2, Bracers of
He must decide where he will go before he casts the
Armor +7, Cloak of Resistance +2, Periapt
lightning bolt, as the movement is instantaneous once
of Wisdom +2, Wind Fan, Potions:
willed. This movement is as instantaneous as a Teleport
Protection from Elements (1 each Cold, Fire
and does not trigger attacks of opportunity, though casting
and Acid), Heroism x2, Cure Serious
the Lightning Bolt might.
Wounds x2, Tongues x2, Invisibility x3 and
The Stormrider can travel along the lightning bolt of
Cure Light Wounds x2.
another caster, but he must act simultaneously with the
Spells Cast Per Day: 6/5+1/4+1/3+1/2+1;
other caster. In other words, they must cooperate or the
base DC = 15 + spell level). Domains: Storm
Stormrider must have the initiative and ready an action to
andAir.
trigger his Ride ability upon the casting of the spell.
Air Companions: Whitefire has three 6HD
Control Winds (SU): The Stormrider may control
air elementals who are his constant
winds as per the spell once per day. This increases to twice
per day at 7th level and three times at 10th level. His companions.
Stormrider levels are his casting levels. Tattoo Mage Prestige Class
Control Weather (SU): Instead of two castings of Author: Dominique CrouzetSlovar suddenly
Control Winds per day, the Stormrider may cast Control felt nervous. It was the beginning of winter, and
Weather. The Stormrider’s level stacks with his spellcaster the weather was really cold. But the man in front
class for the purposes of caster level for this ability. of him had unfastened his great cloak, revealing
that above his pants he wore no clothes. His bare
chest, shoulders, 363
and arms were not only naked, but entirely Class Skills
covered with tattoos. Writhing snakes of bright The Tattoo-Mage’s class skills (and the key ability for
colors intertwined with all manner of spirals and each skill) are: Concentration (Con), Craft (Int),
geometric designs. Countless strange symbols
Diplomacy (Cha), Heal (Int), Knowledge (any) (Int), Scry
doted his body, seeming to flow with mystical
power. Slovar addressed a silent prayer to his god, (Int),
for who knew what sort of man this was, and what and Spellcraft (Int). See Chapter 4: Skills in Core
horrendous powers he possessed. Rulebook I for skill descriptions.
Classes

The tattooed man shrugged his shoulders, letting Skill Points at Each Level: 2 + Int modifier.
his cloak fall to the ground. The sight of his upper Class Features
body naked in the freezing air, completely tattooed
with what seemed to be magical symbols, made All of the following are class features of the Tattoo- Mage
Slovar even more nervous. prestigeclass:
Then the man spoke: “My name is Yordhvul, I am Hit-Die: d4.
a master magician, and I have come to …” Weapon and Armor Proficiency: Tattoo-Mages do not
ooo get any additional weapon or armor proficiencies.
The Tattoo-Mage improves his spellcasting Spells: Tattoo-Mages continue their spell-progression as
abilities by engraving magic into his flesh in their former class (similar to the Loremaster class in
beyond what he can keep in his mind. These this regard). Characters with more than one previous
magical tattoos eventually cover his body spellcasting class must select which class will receive the
with bright blue symbols and drawings, new caster level.
making them strange and possibly frightening Tattoos: Each new level, a Tattoo-Mage can have one new
to look upon. The ignorant often believe the magical tattoo scribed by a fellow Tattoo-Mage on his
Tattoo-Mage is evil and shun them body. At 10th-level, the whole upper body is covered,
accordingly. Tattoo-Mages all belong to an except for the hands and head. Tattoos must be displayed
informal brotherhood that meets irregularly to openly to be effective. A Tattoo-Mage is not forbidden
give and receive new tattoos. Since a Tattoo from wearing clothes, but cannot use the powers of his
Mage cannot tattoo himself, he must seek the tattoos while they are covered. Any spell inscribed in a
help of his associates, and thus is the tattoo must be of a level the Tattoo Mage may normally
brotherhood bound together by mutual need. cast according to his spellcasting level (in the relevant
For this reason, rumors have spellcasting class where appropriate).
spread that tattoo-mages are in fact a sect of Inscribe Magical Tattoos: All 1st-level Tattoo-Mages
evil warlocks gathering power to some learn to inscribe the tattoos shown listed below onto other
nefarious purpose. Candidates for this class Tattoo-Mages. In addition, a Tattoo-Mage can tattoo any
are essentially wizards and sorcerers. Bards spell he knows and is able to cast (either normally, or from
and divine spellcasters (clerics, druids, one of his tattoos).
ecclesiastics, shamans, etc.) can find use from Tatoos and Physical Damage: Since tattoos are inscribed
a level or two in this class. The lack of in the flesh, wounds suffered by the Tattoo-Mage can
combat abilities and special powers usually affect them. Note that only wounds that affect his skin can
discourages concentration in this class. alter the tattoos. This includes wounds suffered from
Requirements melee weapons or a Fireball spell, but not loss of hitpoints
To qualify to become a Tattoo-Mage, a due to ingested poison, as an example. The first 10 points
character must fulfill all the following of wound damage do not affect the tattoos. Thereafter, for
criteria: every 5 points of damage suffered, one tattoo becomes
Knowledge (Arcana): 8 ranks. unusable until the character has been healed. The tattoo
Spellcraft: 8 ranks. lost is determined randomly. When the character is
Craft (tattooing): 4 ranks. healed, he recovers the use of his tattoos. Since they are
Feats: Scribe Scroll part of his body, when the body is healed the tattoos are
Spellcasting: Ability to cast 2nd-level restored.
(divine or arcane) spells. Reaction Penalty: At low levels Tattoo-Mages usually
Special: Tattoo-Mages need the help of do not attract much attention, because only some, easily
fellow tattoomages for tattooing new spells concealed, parts of their bodies are tattooed. High level
on their bodies. Tattoo-Mages eventually end up with their whole body
364 tattooed.
renders a spell permanent. The spell must
Furthermore, these tattoos convey an aura of magical be one that the Tattoo-Mage knows and must
power identifying the bearer as a spellcaster. Most be listed below. When the Tattoo-Mage
medieval people are superstitious and ignorant, and view a receives this tattoo, one of his spell-slots of
character whose whole body is covered with magical the relevant level becomes unusable. If the
symbols suspicious at best. As a result, the Tattoo-Mage spell is dispelled (by Dispel Magic or any
suffers a penalty on all his Cha-based checks of -1 at other appropriate circumstance), the tattoo
4thlevel; -2 at 7th-level; and -3 at 10th-level. This penalty remains and can be refilled with the same

Classes
iseffectiveonlyifthetattoosarevisible.Acarefully spellthroughlatercasting.Ifthetattoois
clothed Tattoo-Mage is not subject to this penalty. Of left empty, the next day the unusable spell-
course, he also has no access to his tattoo powers. slot is once again usable, until such time as
List of Tattoos thetattooisfilled.
The following are general tattoos known to all Tattoo The spell rendered permanent must be in an
Mages. appropriate tattoo, such as one all around
Tattoo of Spontaneous Magic: This tattoo is an emulation the eyes for Darkvision. As such, a tattoo-
of the cleric’s spontaneous casting ability. The character mage thus cannot get two tattoos affecting
is tattooed with a spell that he may now cast in his eyes, as only one tattoo can be inscribed
replacement of any prepared spell of equal or higher level. around his eyes. The spells that can be
The spell chosen must be one the Tattoo-Mage can rendered permanent are:
normally know to (i.e., a divine spellcaster can only get a • Comprehend languages (ears)
divine spell in this fashion, or an arcane spellcaster an • Darkvision (eyes)
arcane spell). This tattoo is of no use to bards and •Detectspell(evil,invisibility,magic,etc.)(eyes)
• Protection from evil, law, etc. (neck)
sorcerers, only spellcasters who must prepare/memorize
• Protection from arrows (chest)
their spells before casting them. • Read magic (eyes)
Tattoo of Increased Magical Knowledge: This tattoo • Tongue (mouth)
enables a Tattoo-Mage to know more spells than his class • Mage hand (one hand)
normally allows. As such, this tattoo is useless to wizards, Other Tattoos: Other D20 supplements also
who are unlimited in the number of spells they can know. describe forms of tattoo-magic. For instance,
This tattoo is useful primarily to bards, sorcerers, and Relics & Rituals (by Sword & Sorcery
other classes who have a limited to spells known. This Studio) have their own rules for tattoomagic.
tattoo can hold up to three new spells of up to nine total It is suggested that tattoo-mages also know
levels. these tattoos. However, the rules are
While the Tattoo Mage can have this tattoo multiple modified when it comes to inscribing them
times, he can never hold more than three spells of any one on other tattoo-mages: any of them can
level. Spells learned in this way must be chosen from the replace one of the above tattoos, and will
Tattoo-Mage’s existing spell list. incur no gp or XP cost. However, the
Tattoo of Unusual Magical Knowledge: This tattoo maximum number of tattoos the tattoo-mage
enables a character to learn a spell not on his normal spell can get is still determined normally, and no
list.Thatis,awizardcouldlearnaspellofftheclericlist, additional tattoo can be got that way. That
or a cleric could learn a spell off the Wizard/Sorcerer list. is, a 5th-level tattoo-mage cannot have 5
The spell must still be of a level he can cast. Each tattoo tattoos + additional tattoos according to the
will hold one spell. Wizards often choose this tattoo to get Relics & Rituals rules. He can only have
access to a cure-wound spell. 5 tattoos, which work as described for this
Tattoo of Extra Spellcasting: This tattoo enables a Tattoo- class.
Mage to cast more spells per day. It holds up to two Sample Tattoo-Mage
spell slots for a total of 4 spell levels. Once inscribed, Meervald is a female wizard shunned by all her
these slots are fixed and cannot be changed (for instance, neighbors, who consider her to be some sort of
one 4th-level spell, or two 1st- or 2nd-level spells, etc.). If witch. This rumor refers to the strange symbols
the spellcaster prepares spells in advance, the slots hold and drawings tattooed on her hands and arms, as
the spells he prepares. If the spellcaster is a spontaneous well as around her eyes. She is wellknownfor her
caster (like a bard or sorcerer), these slots increase his ability to scribe magical tattoos for people for the
natural capacity for casting spells. right price (use Relics & Rituals rules). In such
Tattoo of Permanent Magic: This tattoo case, the beneficiary of the tattoo must pay the
XP cost of the tattoo.
365
Meervald: Female human Wizard 5/Tattoo- Fighters are the most common veterans, but rogues,
Mage 5; medium humanoid; hp 38, Init -1, rangers and barbarians are all common. The more
Spd 30 ft, AC 9 (touch 9, flat-footed 9); Atk glamorous classes find the veteran too cynical, though the
+4 melee (1d6 - 1 quarterstaff or 1d4 dagger); veterans themselves just claim to be realistic.
AL CN; SV Fort +4, Ref +2, Will +10; Requirements
Abilities: Str 9 (-1), Dex 9 (-1), Con 12 (+1), To qualify as a veteran, the character must fulfill all the
Int 18 (+4), Wis 13 (+1), Cha 13 (+1). followingcriteria.
Skills and Feats: Alchemy (+8),
Classes

Base Attack Bonus: +4


Concentration (+14), Craft-tattooing (+12), Feats: Alertness, Endurance.
Heal (+6), Knowledge-arcana (+13), Scry
Class Skills
(+11), Spellcraft (+17), Spot (+8). Brew
The Veteran’s class skills (and the key ability for each
potions, Find-familiars, Scribe Scrolls, Iron
skill) are Appraise (Int), Balance (Dex), Bluff (Cha),
will, Spellpenetration, Transference*. Inscribe
Climb (Str), Craft (Int), Disable Device (Int), Forgery
magical tattoos, and 5 magical tattoos:
(Int), Gather Information (Cha), Handle Animal (Cha),
Spontaneous magic (Magic missiles), Unusual
Heal (Wis), Hide (Dex), Intimidate (Cha), Intuit Direction
magical knowledge (Cure-light-wounds),
(Wis), Jump (Str), Knowledge (local) (Int), Listen (Wis),
Permanent magic (Mage hand and Detect
Profession (Wis), Ride (Dex), Search (Int), Sense Motive
magic) Extra spellcasting (2 × 2nd spells).
(Wis), Spot (Wis), Swim (Str), Wilderness Lore (Wis). See
Hindrance: Meervald suffers a -1 penalty on
Chapter 4: Skills in Core Rulebook I for skill
all Chabased checks, as well as reaction rolls.
descriptions.
Familiar: Raven.
Skill Points at Each Level: 6 + Int modifier.
Spells Cast Per Day: 4/5/5+2/4/4/2; base DC
= 14 + spell level). Spells prepared: Read Class Features
magic, Ray of frost / Change self, Cure light All of the following are class features of the veteran class.
wounds (×3), Expeditious retreat / Hit Die: d10
Arcane lock, Detect thoughts, Invisibility, Weapon and Armor Proficiency: Veterans are proficient
Magic mouth, Protection from arrows, See with all simple martial weapons as well as light and
invisibility, Whispering wind medium armor, and with shields.
/ Dispel magic, Lightning bolt (×2), Phantom Uncanny Dodge: This is the same as the rogue ability
steed / Charm monster, Minor globe of from Core Rulebook I. If you have previous levels in some
invulnerability, Polymorph other class that has the uncanny dodge ability (such as
others, Remove curse / Summon monster V, rogue or barbarian), these levels stack.
Teleport. Sample Veteran
Possessions: Dagger +1, Ring of Warmth, Ruric Half-hand is a grizzled veteran of a dozen rangewars.
Scroll (Slow, Haste, and Gaseous form), Wand He has slain hundreds of orcs and goblins and
of Hold-person (24 charges), Wings of flying. defended thousands of acres of untouched forest.
Ruric Half-hand: Male half-elf Ranger 6/Veteran 3,
*This feat may be found in the book of Feats,
but also in the book of Classes (Artificer medium humanoid, hp 66, Init +2 (Dex), Spd 30, AC 17
class). (touch 12, flat-footed 15); Atk +11/+5 melee (d8+2
Longsword+1) and +9 melee (d6, shortsword masterwork
Veteran in off hand) or +12/+7 ranged (d8+2, composite longbow
Author: Tomas Carl Abraham Cramér mighty, distance, 220); AL CG; SQ Immune to Sleep, +2
The veteran is a grizzled warrior, a survivor of save vs Enchantment, Low-Light Vision, Racial skill
a hundred dirty fights. He may be a bit bonuses, SV Fort +9, Ref +5, Will +5; Abilities: Str 13
disillusioned about the world and have a grim (+1), Dex 14 (+2), Con 12 (+1), Int 8 (–1), Wis 14 (+2),
outlook on reality, but he is an Cha 12 (+1).
excellent combatant and has learned all the Skills and Feats: Craft (Bow) +4, Hide +4, Intimidate
tricksofthetradeandallthelittlethingsthat +3, Listen +8, Move Silently +4, Search +4, Sense Motive
allow men to survive under impossible +4, Spot +9, Use Rope +3, Wilderness Lore +8; Alertness,
circumstances. Veterans have seen past the Endurance, Point Blank Shot, Far Shot.
exercise field and parade ground. They know Class Abilities: Track, Favored Enemy: Orc +2, Favored
that awareness and survival skills are what Enemy: Goblin +1, Ambidexterity & Two Weapon
366 matter in war; combat tricks might be nice, Fighting, Uncanny Dodge (Dex to AC).
but most soldiers die in camp or from ambush.
Possessions: Longsword +1, Shortsword (masterwork), Sense Motive: 8 Ranks
Composite Longbow +1 Mighty (+1) Distance, Studded Diplomacy: 4 Ranks
Leather +2. Knowledge (Local): 4 Ranks
Spells Cast Per Day: 2 (Save DC 12 + spell level): 1 – Scry: 4 RanksSpellcasting: Must be able to
Alarm, Entangle. cast 1st-level spells (divine or arcane)
Level BaB Fort Ref Will Special Special: Must have gained a +1 bonus to
1st 1 2 0 0
Wis, either through age or by allocating a
2nd 2 3 0 0

Classes
3rd 3 3 1 1 Uncanny dodge (Dex bonus to AC)
characteristic increase from experience.
4th 4 4 1 1 Special: Must be accepted by the elders of
5th 5 4 1 1 the community as one of their own, and
6th 6 5 2 2 Uncanny dodge (can’t be flanked) initiatedintothatposition.
7th 7 5 2 2 Normally at least 40 years old, but not
8th 8 6 2 2 always.
9th 9 6 3 3
Class Skills
10th 10 7 3 3 Uncanny dodge (+1 against traps)
Wise class skills (and the key ability for each
Wise Prestige Class skill) are Animal Empathy (Cha), Bluff (Cha),
Author: Rebecca Glenn Craft (Int), Diplomacy (Cha), Heal (Wis),
The Wise are revered elders of their community, drawing Innuendo (Int), Knowledge (Arcana) (Int),
upon decades of rich experience to advise rulers, guide Knowledge (Local) (Int), Knowledge
their people and keep them safe from hazards both (Religion) (Int), Listen (Wis), Perform (Cha),
mystical and mundane. Normally these elders are found in Read Lips (Int, exclusive skill), Scry (Int,
tribal cultures, where age and experience are respected and exclusive skill), Search (Int), Sense Motive
adults in their prime recognize the wisdom of a person (Wis), Spellcraft (Int) and Spot (Wis). See
who has survived the rigors of life to become old. More Chapter 4: Skills in Core Rulebook I for skill
rarely, they can be found in rural civilized areas-either on descriptions.
the outskirts or in the middle of things-holding positions Skill Points at Each Level: 4+ Int modifier.
as community elders, crazed hermits and grandparents or Class Features
old uncles. All of the following are class features of the
The Wise seeks to benefit her community through her Wise prestige class.
penetrating insights, thoughtful advice and sometimes Hit Die: d6
decisive actions. She has learned through experience and Weapon and Armor Proficiency: The Wise
can be a great asset to any community, no matter the size. is proficient in all simple weapons. Wise are
The Wise prestige class is open to people from all walks not proficient in any armor.
of life. The Wise can start off as a cleric or shaman Spells: The Wise gains access to a limited
wandering from tribe to tribe to minister to his people, or selection of spells to assist in her duties. She
a rogue doing his best to survive on the outskirts of tribal holds a revered position in any tribe and is
lands, or a Bard singing for her food and keeping alive the strongly linked with the patron deity of that
oral traditions of the tribes. Even psions, wizards and tribe, whether she is a cleric or not. Through
sorcerers sometimes make the attempt, though these are this association she eventually learns to cast a
rare. However they get there, these people are respected limited number of divine spells in pursuit of
throughout the tribal culture and more civilized villages as her duties. This begins at 1st-level, when she
wise advisers to rulers. Sometimes they even come to rule is first invested as a Wise of the tribe. To cast
themselves. The Wise are chosen by the current elders of a spell, the Wise must have a Wis score of at
the community to join their ranks. They must have proven least 10 + the spell’s level, so a Wise with a
their wisdom to the satisfaction of the existing Wise Wis score of 9 or lower can cast none of these
before they are allowed to join such groups and learn the spells. Wise bonus spells are based on Wis,
secrets that protect their communities. While most Wise and saving throws against these spells have a
are chosen from those past their prime years, on rare Difficulty Class of 10 + spell level + Wis
occasion a candidate is chosen who had demonstrated modifier. When the Wise gets 0 spells of a
wisdom beyond his years. given level, she gets only bonus spells. A
Requirements Wise casts spells as a Sorcerer, choosing them
To qualify to become one of the Wise, a character must from the Wise Spell List. A 367
fulfillallthefollowingcriteria.
Wise’s caster level is her class level. Scry Shield: At 5th-level the Wise may use her Scry
Detect Truth: At 1st-level, the Wise can use ability to interfere with the scrying of others. In an
Sense Motive with far greater perception than opposed roll, the Wise rolls her Scry ability against that of
most users. She gains a +4 competency bonus the scryer. If she succeeds, the scrying attempt fails.
to overcome Bluff rolls. Reveal the Dweomer: At 6th-level, the Wise has the
Local History: The Wise is steeped in the ability to reveal enchantments. If observing an item or
lore of her people. She makes all knowledge individual, a successful Spot roll reveals any
Classes

checks concerning the history and legends of ensorcellment, including curses, charms, and other magics.
her people with a competency bonus of +1 The Wise may then use Spellcraft to reveal the nature of
per class level. This bonus is normally the enchantment, and possibly the specific spell. This
limited to a specific geographic region, such ability is modified by a -5 penalty if outsiders or outsider-
as the Desert Riders of White Sands or the based magic are involved.
Green Warriors of the Land’s End swamp. Reveal Fate: At 8th-level, the Wise’s second sight has
Scry Eye: A Wise is especially sensitive to become so attuned to the truth that she can now see the
the magic of scrying and so has +2 to hand of fate on a person. The Wise can see if fate has
chances of detecting others scrying taken an unusual interest in a particular individual, and
upon her or the area around her. what that interest may bring. She can see if the individual
Avert Evil Eye: Starting at 2nd-level, the has any dire enemies, how powerful they are and how far
Wise may, once per day, shield one person or near. She can see if outsiders have an interest in the
from the effects of a curse. This is treated as individual, and whether beneficent or malicious. To use
a Counterspell, but the Wise does not this ability, the Wise must study the individual for at least
need to have a spell slot available and does ten minutes, in his presence. She then makes a Scry roll,
not use any available spell slots for the using whatever tools she chooses, to see what fate has in
action. This has no effect on a curse already store for him.
in effect on the target. It is used to prevent a Divine Focus: At 9th-level the Wise casts all spells of
target from becoming cursed. the Divination school at +2 caster levels.
Resist Charm: The Wise is strongly resistant Reverse Fate: The Wise has learned much in her long
to magical charms. At 2nd-level she gains +2 dealings with fate-even how to avert the worst fate has in
to all saving throws vs Enchantment spells. store, or at least delay the inevitable. At 10th-level the
This increases to +4 at 5th-level and +6 at Wise gains the ability to, once per day, change a failure to
8th. a success. A failed die roll is altered so that the result was
Heightened Awareness: At 3rd-level, the the minimum necessary to succeed. This cannot be used to
Wise adds her Wis modifier to Search rolls. generate a threat, but it can be used on the subsequent die
She may search for secret doors, concealed roll to confirm a critical success. The Wise may use this
panels, or similar items using the Search ability on her own rolls or those of another.
ability,asarogue. Wise Spell List
Pierce the Veil: At 4th-level, the Wise is able The Wise choose their spells from the following list:
to detect illusions as well as mirages. When 0 level—Daze, detect magic, detect poison, flare,
the Wise encounters an illusion, the GM guidance, light, read magic, resistance.
secretly makes her Spot roll. Success reveals 1st level—Charm person, command, comprehend
the illusion or mirage for the falsehood it is, languages, detect chaos, detect evil, detect good, detect
and in addition shows what is being law, detect secret doors, detect undead, hypnotism,
concealed. If she makes this roll by 5 or identify, message, true strike.
more, she may attempt to dispel the magic 2nd level—Animal messenger, animal trance, augury,
involved through force of will. The Wise calm emotions, detect thoughts, enthrall, find traps, hold
makes another roll, adding her class level and person, hypnotic pattern, locate object, misdirection, see
Cha modifier, against the level of the illusion invisibility, silence, speak with animals, suggestion,
plus the caster. If successful, temporary undetectable alignment, whispering wind, zone of truth.
illusions are dispelled while permanent 3rd level—Bestow curse, clairaudience/clairvoyance,
illusions are disrupted for 1 round per Wise confusion, continual flame, dispel magic, emotion, fear,
level. This ability is modified by a -5 penalty glyph of warding, invisibility purge, obscure object,
if outsiders or outsider-based magic are remove curse, speak with dead, speak with plants,
368 involved. tongues.
4th level—Arcane eye, break enchantment, detect scrying, arcane mark; 1st - magic missile, magic
dimensional anchor, discern lies, divination, dominate weapon.
person, imbue with spell ability, locate creature, modify Level BaB Fort Ref Will Special Spells Per Day 0 1 2 3 4 5
memory, scrying, sending, status. 1st 0 0 2 2 Detect Truth, Local History, Scry Eye 1 0 - - - -
5th level—Commune, dream, false vision, find the path, 2nd 1 0 3 3 Avert Evil Eye, Resist Charm (+2) 2 1 - - - -
greater command, legend lore, mark of justice, prying 3rd 1 1 3 3 Heightened Awareness 2 1 0 - - -
4th 2 1 4 4 Pierce the Veil 3 1 1 - - -
eyes, Rary’s telepathic bond, spell resistance, true seeing.

Classes
5th 2 1 4 4 Scry Shield, Resist Charm (+4) 3 1 1 0 - -
Sample Wise 6th 3 2 5 5 Reveal the Dweomer 4 2 1 1 - -
Granny Applesmith is a wizened old woman who lives in 7th 3 2 5 5 Reveal Fate 5 3 2 2 1 -
a tiny cottage out on the edge of the largest apple orchard 8th 4 2 6 6 Resist Charm (+6) 5 3 2 2 1 -
in Ruckers. Used to be her family owned that apple 9th 4 3 6 6 Divine Focus 5 3 3 3 2 0
orchard, but after the youngsters moved out on their own 10th 5 3 7 7 Reverse Fate 5 4 3 3 2 1
old Granny got tired of running the place herself and sold it Book of Classes Volume 2
to a young and growing family new to town and looking to
settle. She kept only the storage shed out on the edge and Alchemist Variant Core Class
gradually cleaned it up and did repairs and transformed it Author: Carl Cram r
slowly over the years into her comfortable little cottage. Alchemists take a practical approach to magic;
Granny is the oldest of the town elders and most of the
by working with and refining base materials,
other graybeards bow to her well-known wisdom.
Granny led a colorful life before she settled down in they can concentrate the magical elements
Ruckers, and even then she didn’t quite settle. She joined enough to cast spells. They do this without
the local militia and did her share defending the town and actually channeling the power through
always spoke her mind and made quite a name for herself. themselves, through a process akin to science.
Now she’s paying for it. Adventures: Most alchemists want to earn
Granny Applesmith: Female human Rogue 2/Fighter 3/ their keep by keeping shop in cities, creating
Sorcerer 2/Wise 4; CR 11; medium humanoid; hp 34, Init and identifying magical items. Their lore is
+5 (+1 Dex, +4 improved initiative), Spd 30 ft, AC 16 found through research and experimentation
(touch 16, flat-footed 15); Atk +8 melee (d4-2, 19-20/x2, rather than dug up in old tombs. But many
dagger) or +9 ranged (d8+1, 160 ft., +1 repeating find themselves displaced by disgruntled
crossbow masters, war, monsters, public outrage from
of distance); AL NG; SV Fort +3, Ref +10, Will +16; failed experiments or simply because there is
Str 7, Dex 12, Con 7, Int 17, Wis 20, Cha 16. an over-establishment of alchemists in the area.
Skills and Feats: Animal empathy +9, appraise +8, bluff Others choose the adventuring life for a cause,
+8, diplomacy +11, heal +9, hide +6, intimidate + 8, intuit or to strike it rich. And once set on the path of
direction +10, knowledge (arcana) +6, knowledge (local) adventure, most find it rewarding.
+7, listen +7, move silently +6, read lips +8, ride +4, scry Characteristics: Alchemists work their magic
+11, sense motive +16, spellcraft +6, spot +14, use magic through powders, potions and sleight-of-hand.
device +8; alertness, weapon finesse, improved initiative, They take mundane substances and refine
scribe scroll, iron will, toughness, point blank shot. magical elements out of them. Starting out with
Class Abilities: Sneak attack +1d6, evasion, detect truth, normal materials like spring water, ash, a
local history +4, scry eye, avert evil eye, resist charm (+1), breeze, or fermented dung and refining them
heightened awareness, pierce the veil. through processes like dissolution, distillation,
Possessions: +1 Repeating crossbow of distance, ring of fermentation, and condensation. This is a part
chameleon power, +1 ring of protection, wand of dispel of the everyday spell preparation of the
magic, wand of hold person, +2 amulet of health, +4 alchemist. Every alchemist must be able to
bracers of armor, +1 cloak of resistance, pearl of power survive the rigors and fumes of the lab and
(2nd), potions: cure light wounds x6, fly, fire breath, convince a skeptical customer on occasion, so
invisibility x2, cure moderate wounds, nondetection and they become an unusually practical breed of
speak with wnimals. arcane spellcasters. But all alchemists dream of
Wise Spells Per Day (3/3/3; DC 15 + spell level): 0-level one day working with gold and precious
- detect magic, light, read magic; 1st - comprehend metals, and alchemical spell research and item
languages, detect evil, message; 2nd - detect thoughts, creation involves exotic experiments with
hold person, zone of truth. expensive materials. The ultimate goal of
Sorcerer Spells Known (7/5, DC 13 + spell level ): 0- level many alchemists is still the permanent 369
- resistance, ray of frost, dancing lights, mage hand, transmutation of base metals into gold.
An alchemist masters all forms of elemental the price of magic items and services, and regulate the
magic, and the magic of change and substance. number of practicing alchemists in each area. A common
They can create, transform, and manipulate the reason for young alchemists to adventure is that there is no
elements and their manifestations in physical opening for them to set up shop in their hometown
Spells per Day Level BaBFort Ref Will Special 0 1 2 3 4 5 6
objects and creatures. They can boost or stymie 1st +0 +2 +0 +0 Brew potion 2
the abilities of other creatures. They are 2nd +1 +3 +0 +0 3 0
masters of potions, and very talented in the use 3rd +2 +3 +1 +1 Produce chemicals 3 1
Classes

and creation of all sorts of magical items. They 4th +3 +4 +1 +1 3 2 0


5th +3 +4 +1 +1 Item creation feat 3 3 1
can heal almost as well as clerics, and even 6th +4 +5 +2 +2 3 3 2
create life. But they lack affinity for pure 7th +5 +5 +2 +2 Potion batch 3 3 2 0
energies, such as those manifested in force, 8th +6/+1 +6 +2 +2 3 3 3 1
extradimensional or teleport spells. Most 9th +6/+1 +6 +3 +3 Item creation feat 3 3 3 2
10th +7/+2 +7 +3 +3 33 3 2 0
enhancements and necromancy is also beyond 11th +8/+3 +7 +3 +3 Greater potion (4th level) 3 3 3 3 1
their ken, as are illusions that do more than 12th +9/+4 +8 +4 +4 33 3 3 2
change the appearance of a single target. 13th +9/+4 +8 +4 +4 Item creation feat 3 3 3 3 2 0
They are masters at locating and analyzing 14th +10/+5 +9 +4 +4 4 3 3 3 3 1
15th +11/+6/+1 +9 +5 +5 Greater potion (5th level) 4 4 3 3 3 2
objects and magic, but otherwise poor at 16th +12/+7/+2 +10 +5 +5 4 4 4 3 3 2 0
divination. Any new spells developed for other 17th +12/+7/+2 +10 +5 +5 Item creation feat 4 4 4 4 3 3 1
classes that deal with the alchemist s areas of 18th +13/+8/+3 +11 +6 +6 4 4 4 4 4 3 2
competence would most likely be useable by 19th +14/+9/+4 +11 +6 +6 Greater potion (6th level) 4 4 4 4 4 4 3
alchemists as well. The GM will have 20th +15/+10/+5 +12 +6 +6 4 4 4 4 4 4 4
to decide this on a case-by-case basis, Races: Elves dislike alchemy, seeing it as a base and
comparing the new spell to those already on the simplified. Dwarfs like it; it fits their mentality much
alchemistspelllist. better than regular arcane magic. Gnomes make
Alignment: Alchemy is akin to science, and particularly
the rigorous discipline needed promotes fine alchemists because of their keen sense of smell
lawfulness. An alchemist that turns to chaos and inquisitive minds. Many humans and halflings find
will find it difficult to be accepted in the alchemy a practical tool, more worldly and less demanding
ordered guild structure, and the guild may try than wizardry. Half-orcs rarely have the intelligence
to censure or even persecute her, but she can to become alchemists, and alchemists are completely
still progress in the class and continue to use unknown
her class abilities. In fact, the most powerful among the savage humanoids, but ancient and
alchemists are often chaotic eccentrics. intelligent races like the Yuan-Ti and Mind Flayers
Religion: Alchemists rarely follow any gods, sometimes master the alchemical arts.
in their belief any intelligent creature can Other Classes: Alchemists rarely work alone. Their
manipulate reality just as well as a god. Those magic works best in support of other classes, whether
that do worship gods tend to choose gods of sneaky rogues or mighty barbarians. They can work with
magic and learning. Others devote themselves other spellcasters, but many prefer not to; the alchemist
to inhuman elemental gods. Gnomes consider considers her versatile collection of spells superior to that
Garl Glittergold the greatest alchemist of all, of other spellcasters, both divine and arcane.
and many alchemists of other races also turn to GAME RULE INFORMATION
him in their quest to turn base metals to Alchemists have the following game statistics.
shining gold. Abilities: Intelligence determines how many spells an
Background: Alchemy is a learned science, alchemist can cast, how powerful spells she can cast, and
and most alchemists are trained at guilds and how hard those spells are to resist. To cast a spell, an
universities. Some grow up under the tutelage alchemist
of a mentor. A few were sponsored by must have an Intelligence score of at least 10 +
ambitious guardians, but many alchemists are the spell’s level. In addition, an alchemist receives bonus
unable to get such privileged students, and pick spells based on Intelligence. The Difficulty Class of a
up some intelligent stray they encounter to be saving throw against an alchemist’s spell is 10 + the
their handyman and later their apprentice. spell’s level + the alchemists Intelligence modifier. A
370 Almost all alchemists are members of guilds good constitution helps an alchemist cast her spells under
thattightlyregulatethecraft,teachspells,set. adverse conditions and give extra hit points, while a high
Dexterity makes her guns and touch attack spells more read magic, which all alchemists can prepare
accurate, and provide a better armor class to make up for from memory). Alchemists can learn the Spell
the alchemist’s lack of armor Mastery feat and use it just like wizards do.
Alignment: Any. Free Spells: An alchemist starts out knowing
Class Skills all level 0 spells but no spells of level 1 or
The Alchemist s class skills (and the key ability for higher. Each level after the first, she gains
each skill) are Alchemy (Int), Appraise (Int), Bluff (Cha), two free spells that she learns as a part of her

Classes
Concentration (Con), Craft (Int), Handle Animal (Cha), ongoing studies. These spells must be picked
Heal (Wis), Knowledge (all skills, taken individually) from the alchemist list of spells and be of a
(Int), Profession (Wis), Spellcraft (Int), Use Magic Device level she can cast at her new level. An
(Cha, restricted skill). See Skills Overview and further of alchemist can learn further spells from
the SRD for skill descriptions. research, scrolls, captured spell books and by
Skill Points at First Level: (4 + Int modifier) x4. trading with other spellcasters.
Skill Points at Each Additional Level: 4 + Int modifier. Brew Potion: At 1st level, an alchemist
Class Features learns the Brew Potion feat. Ignore the
All of the following are class features of the Alchemist. normal level requirements for this feat.
Hit Die: d6. Produce Chemicals: The alchemist learns to
Weapon and Armor Proficiency: Alchemists are produce alchemical concoctions at a much
proficient with all simple weapons, but not with armor or greater rate than normal. Production rate is in
shields. In a world with gunpowder weapons, the gold pieces, rather than silver pieces. See the
alchemist is proficient in these as well. Note that the Craft and Alchemy skill descriptions for
standard armor check penalties to skills apply. Like other more on this.
arcane spellcasters, alchemists risk spell failure when Item Creation Feat: The alchemist learns
casting spells with somatic components in armor. one item creation feat that she otherwise
Spells: An alchemist casts arcane spells. She is limited qualifiesfor.
to a certain number of spells of each spell level per day, Potion Batch: The alchemist can create
according to her class level. An alchemist must prepare simple potions with great facility. Each time
spells ahead of time by getting a good night s sleep and she creates a potion with a caster level less
spending 1 hour studying her spellbook and using an than half her class level, she will
alchemist’s kit. While studying, the alchemist decides actually create a batch of potions. Make an
which spells to prepare. To learn, prepare, or cast a spell, Alchemy check and divide the result by five
an alchemist must have an Intelligence score of at least 10 (rounding all fractions down, as usual), the
+ the spell’s level. An alchemist’s bonus spells are based result is the number of potions created.
on Intelligence. The Difficulty Class for saving throws Cost in money and experience points is the
against alchemist spells is 10 + the spell’s level + the same as for a single potion.
alchemist’s Intelligence modifier. Greater Potion: As she advances in level,
When the number of spells for a given level is zero, the alchemist learns to make potions out of
the alchemist can only cast spells of this level if she has higher-levelspells,startingwithfourth-level
sufficient Intelligence to have bonus spells of this level. spells and gaining the ability to create
All alchemist spells lack verbal components, as if cast potions of spells up to sixth level.
using the Silent Spell feat, but always require material Alchemist Spell List
components. There is no way for an alchemist to get Alchemists choose their spells from the
around the material component requirement, feats, magics followinglist:
or other special abilities notwithstanding. These extra 0-level — arcane mark, create water, cure
materials are made out of base elements by the alchemist minor wounds, dancing lights, detect magic,
herself, and does not cost any money, but an alchemist detect poison, flare, light, magic stone,
cannot prepare her spells unless she has access to an mending, purify food and drink, ray of
alchemist’s kit. The alchemist must use any normal frost, read magic, resistance.
material components in addition to the extra alchemical 1st level — barkskin, burning hands, cause
materials. fear, change self, charm person, comprehend
Spellbooks: Alchemists must study their spellbooks languages, cure light wounds, detect secret
doors, endure elements, enlarge, expeditious
each day to prepare their spells. An alchemist cannot
retreat,featherfall,grease,identify,jump, 371
prepare any spell not recorded in her spellbook (except for
magic aura, magic weapon, obscuring mist, Skill Ranks Ability Armor
Alchemy 4 Int
produce flame, ray of enfeeblement, reduce, Concentration 4 Con
shocking grasp, sleep, spider climb, Craft 4 Int
undetectable aura, whispering wind Heal 4 Wis
2nd level — acid arrow, alter self, arcane Knowledge (arcame) 4 Int
Profession (alchemist) 4 Wis
lock, blindness/ deafness, bull’s strength, cat’s Spellcraft 4 Int
grace, cure moderate wounds, darkvision, Use Magic Device 4 Cha
Classes

daylight, delay poison, detect thoughts, Feat: Combat Casting


endurance, flaming sphere, fog cloud, Bonus Feat: Skill Focus (Use Magic Device)
glitterdust,invisibility,knock,lesser Gear: Backpack, alchemist kit, bedroll, flint and steel,
restoration,levitiate,misdirection, base components, waterskin, one day s trail rations, three
pyrotechnics, resist elements, scare, see pages of parchment, ink, quill.
invisibility,web Gold: 3d4 gp.
3rd level - cure serious wounds, dispel magic, Sample Alchemist
fireball, fire trap, flame arrow, fly, gaseous Filaron Burntnose comes from a long line of gnomish
form, gentle repose, greater magic weapon, alchemists. The family, it is said, first received its surname
gust of wind, haste, hold person, when the originator of the family was dabbling in alchemy
keen edge, lightning bolt, magic vestment, when it was very much in its infancy. An experiment went
meld into stone, neutralize poison, dramatically wrong and after the smoke cleared his nose
was permanently burnt. The other gnomes sarcastically
nondetection, poison, protection
called him Burntnose and he decided to wear that name
from elements, remove blindness/deafness, with honor.
remove disease, remove paralysis, shrink Filaron himself lives in a human outpost city. He originally
item, sleet storm, slow, stinking cloud, water lived far away, but his current abode is ideal for him
breathing as his neighbours don t say much if an explosion wakes
4th level — analyze dweomer, arcane eye, them in the middle of the night. Also some of his patrons
bestow curse, charm monster, contagion, are not what most would consider on the respected path,
control water, fire shield, ice storm, improved but Filaron doesn t care much as long as they pay him and
invisibility, minor creation, polymorph other, he can continue to afford the expenditure required by his
experiments.
polymorph self, remove curse, solid fog,
Filaron Burntnose: Male gnome Alchemist 12; Small
walloffire,wallofice
humanoid; HD 12d6+24; hp 66; Init +1; Spd 20 ft; AC 17
5th level — animal growth, cloudkill, cone of
(Dex +1, bracers of armor +4, amulet of natural armor
cold, dimensional anchor, disintegrate,
+2); Atk +11/+6 +2 flaming light mace (1d6+2+1d6, crit
fabricate, flesh to stone, major creation, mass
x2); AL CN; SV Fort +10, Ref +5, Will +6; Str 10 (+0),
haste, passwall, permanency, stone shape,
Dex 12 (+1), Con 14 (+2), Int 19 (+4), Wis 15 (+2), Cha
stone to flesh, stoneskin, transmute mud to
13 (+1).
rock, transmute rock to mud, wall of iron,
Languages: Common, dwarven, gnome, halfling, terran.
wall of stone
Skills & Feats: Alchemy +23, Appraise +19,
6th level — acid fog, antimagic field, chain
Concentration
lightning, clone, control weather, delayed
+17, Craft (glassblowing) +19, Heal +7, Knowledge
blastfireball,firestorm,freezingsphere,
(arcana) +19, Spellcraft +19, Use Magic Device
greater dispelling, heroes feast, incendiary
+18; Craft Wand, Dodge, Run, Scribe Scroll, Skill Focus
cloud, iron body, move earth, polymorph any
(Alcemy, Use Magic Device), Spell Penetration.
object, statue, transformation, true seeing,
Class Abilities: Brew Potion, Produce Chemicals, Potion
wind walk
Batch, Greater Potion (4th).
Alchemist Starting Package (Human)
Spells Cast per Day: 3/4/4/4/3. Base DC 14 + spell
Armor: None, Spd 30 ft
level.
Weapons: Morningstar (1d8, crit x2, 8lb.,
Spellbook: 0 — all, 1 — expeditious retreat, magic
Medium Bludgeoning and Piercing), Light
weapon, cure light wounds, barkskin, spider climb, charm
Crossbow and 20 bolts (1d8, crit 19-20 x2,
person. 2 — cat s grace, bull strength, endurance,
6lb., 80 ft., Small Piercing)
glitterdust,
Skill Selection: Pick a number of skills equal
web, flaming sphere, arcane lock, acid arrow, daylight.
372 to 5 + INT modifier.
3 — dispel magic, greater magic weapon, magic
vestment, hold person, stinking cloud, cure serious Animan Prestige Class
wounds, fly, remove disease, water breathing. 4 — Author: Ian Cheesman
polymorph self, polymorph other, bestow curse, The Animals in the forest speak to me. They tell
contagion, fire shield, improved invisibility. me all I need to know. You say you can speak with
Possessions: +2 flaming light mace, bracers of armor the animals also?
+4, amulet of natural armor +2, masterwork alchemical But can you understand them the way I do? Can
lab, wand of stinking cloud, decanter of endless water, you be as true to the animals as I am? I think

Classes
universal solvent, sovereign glue, stone salve, all not, for only I can understand their deepest
alchemical desires and actions. You see, for I am one of
products for sale, up to 5 potions of each spell them, and you, are not. Animals and Beasts
that can be cast into a potion. have been around long before the humanoid
Other NPCs races were. Unfortunately, they might not be
Durnajol: Male human Ftr2/Alchemist1; AL NG. around forever. Seen as creatures to hunt for
Durnajol started life as a mercenary guard. On one food and sport, or misunderstood and hunted
such trip he saved the life of the merchant in question and for the greater good , animals and beasts have
the merchant was so grateful that he taught Durnajol a few a hard time in our world. There are a few
things about Alchemy. Durnajol was soon hooked by the select individuals, however, that have
wonderful things that could be done with powders and found that the realms of humanoids and the
other substances. Now he looks for a master to apprentice realms of the animals and beasts are not
himself to. This is if he doesn t blow himself up beforehand entirely different. These persons
experimenting on his own.
try to bring the ideals of the two groups closer
Phelarn Fil ok uit: Male drow Clr5/Alchemist8; AL CE.
Phelarn lives alone in the caverns far beneath the together so that all their friends might live
Lands Above, practicising his craft. He lives alone as he together. These persons are called the
was made outcast by his family after his experiments Animen. The Animen are the sacred servants
came to the attention of his mother. However he does a of the god of the animals. They serve as
brisk trade in the items he creates and thus does not want clerics, rangers, fighters, and even druids in
for much. His residence is not far from an underground the struggle to protect these creatures.
settlement and everyone in the city knows of him and In return for their service, their god grants
where to find him. amazing abilities and powers. As always,
Dorin Voldart: Male dwarf Exp8/Alchemist3; AL LG.
though, with power comes pain. Animen are
Dorin was once a mastersmith. He still does smithery if
the price is good enough, but nowadays he spends more almost always outcasts, as their forms and
of his time experimenting with new metals, trying to actions are no longer suitable for the civilized
accomplish humanoid populations. Animen both worship
different effects with known metals. Most nature and the god of animals. They receive
dwarves view him as an eccentric, as if metals haven t their spells and many of their abilities from
been bettered their forefathers, what chance does he have the god of animals, but at the same time still
of improving them? But Dorin shares the support of the respect the primal forces that have been
clan chief, thus silencing any criticism against Dorin. That around long before the gods were ever
is until an explosion rocks the dwarven town again.
thought of. Elves, Gnomes, and Dwarves are
Vladra Ungerat: Female human Alchemist9; AL CN.
Vladra lives in a very large city where money rules. actually the most common Animen. They seem
She makes her way as the pre-eminent Alchemist in the to radiate towards the powers and favors of
city, even though she is not part of the Alchemist Guild. the goddess of animals in an almost unnatural
Vladra can call upon the support of the ruling Merchant way. Half-elves, and Halflings can, and
Council, as her wares are sold all around the world, and occasionally do become Animen, but rarely
she makes a lot of revenue for the city. Vladra is still progress far in it s path. For some reason,
young, and will go far in her profession, unless the Guild unknown to any mortal (except
succeeds in assassinating her. maybe the Animen) there has never been a
Furduch Langnasel: Male gnome Alchemist5; AL NG.
human admitted to this group.
Furduch is a young gnome, apprenticed to a master
Alchemist. He is still learning and will continue learning for There has occasionally been cooperation
another 50 years or so. By that time he should be able to between the Verdants and the Animen. As
take over from his master. That is unless his sense of adventure both groups are the pinnacles of wilderness
doesn t lead him away from home first. defenders, it seems natural that they should
work together. However, more often then not, 373
when the two groups gather together, the air is (Dex), Climb (Str), Concentration (Con), Craft (Int),
thick with tension and even hostility, as both Handle animal(Cha), Hide (Dex), Intuit Direction (Wis),
think the other has ignored the more important Knowledge (nature, religion) (Int), Listen (Wis), Move
halfofnature. Silently (Dex), Spot (Wis), Wilderness Lore (Wis). See
GAME RULE INFORMATION Skills Overview and further of the SRD for skill
Animen have the following game statistics. descriptions.
Abilities: To cast a spell, an Animan must have Skill Points at Each Level: 4 + Int Modifier.
Classes

a Cha score of 10 + the spell s level. An Animan Class Features


gains bonus spells based on Cha. The DC of a All of the following are class features of the Animan
saving throw against an Animan s spell is 10 + prestigeclass:
the spell s level + her Cha mod ifier. Hit Die: d8
Alignment: Animen respect the power of Weapon and Armor Proficiency: Animen gain
careful neutrality. As such, they are neutral in at proficiency in all simple weapons, the shortbow, and
least one aspect. whip. They do not gain proficiency with any type of armor
Requirements orshield. The Animan cannot wear any sort of armor
Knowledge (nature): 8 ranks. unless it is made from hides, fur, or other animal products
Wilderness Lore: 8 ranks. exclusively. This includes shields.
Spells: ability to cast 4 spells with the word Spells: Animen continue to cast divine spells in the
animal in them, at least one of which must be manner that they cast them before and they gain new
3rd level, or 4 spells that are within the animal spells as shown on the chart above. However, Animen are
domain. limited in the spells that they can cast. Because of their
Alignment: NG, LN, CN, NE, or Neutral affinity to animals, they have a restriction; no plant spells
Special: The prospective Animan must gain the can be cast by an Animan. They also, however, gain the
favor of the god of the animals in some way or ability to cast spells that they may or may not have been
another. Unlike their cousins, the Verdants, able to cast before.
prospective Animen do not seek out a quest If the Animan previously cast spells based off of an
from their god; rather they gain the choice to ability other than Charisma, readjust spells cast per day
enter only after they have done the deeds on and DCs to match charisma. All spells cast by an Animan
their own. This deed could be something as are from the following list, regardless of their previous
simple as saving a kitten from a burning spellabilities.Ifthecharacterhastheclericabilityto
building, to saving an entire forest population spontaneously cast cure or harm spells, they loose that
from marauding goblins. Once a deed that the ability. A cleric does retain their domain spells though,
god deems appropriate has been completed, the unless they come from the plant domain.
god appears to the humanoid to offer the gifts Orisons — calm animals, create water, detect animals
and accept them into the order. If the candidate or plants (animals only), detect magic, detect poison,
chooses so, he must journey with three animal know direction, light, purify food and drink, and
companions for about a week, during which resistance.
time he learns more and more about how to be 1st level — animal friendship, animal trance, bless water,
an animal. Because of the animosity between detect snares and pits, hold animal, invisibility to
the Verdants and the Animen, no Verdant will animals, magic fang, mount, and summon natures ally I.
ever be admitted as an Animan, and visa-versa. 2nd level — aid, animal messenger, charm person or
LevelBaBFort Ref Will Special Spells per Day animal, consecrate, delay poison, dominate animal, pass
1st +0 +2 +2 +0 Animan Anatomy (+2) +1 level of existing class
2nd +1 +3 +3 +0 Speaker, Call of the Wild I +1 level of existing class without trace, summon nature s ally II, and speak with
3rd +2 +3 +3 +1 Call of the Wild II +1 level of existing class
4th +3 +4 +4 +1 Beast, Call of the Wild III +1 level of existing class animals.
5th +3 +4 +4 +1 Tracker s Step, Call of the Wild IV, Anatomy 3rd level — bull strength, cat s grace, create food and
(+4) +1 level of existing class
6th +4 +5 +5 +2 Call of the Wld V +1 level of existing class water, greater magic fang, neutralize poison, repel
7th +5 +5 +5 +2 Animal Attraction, Call of the Wild VI +1 level of existing
class vermin,
8th +6 +6 +6 +2 Animal Infusion, Call of the Wild VII +1 level of existing snare, and summon nature s ally III.
class
9th +6 +6 +6 +3 Call of the Wild VII +1 level of existing class 4th level — antiplant shell, commune with nature, divine
10th +7 +7 +7 +3 Animal Infusion, Call of the Wild IX, Anatomy (+6) +1
level of existing class power, black tentacles, locate creature, poison,
The Animan s class skills (and the key ability reincarnate,
374 for each) are Animal Empathy (Cha), Balance and summon nature s ally IV.
5th level — animal growth, antilife shell, awaken (animals a Giant Constrictor Snake (COTW IV). The snake
only), hallow, faithful hound, unhallow, and summon can teach Bloodpounder any of the following
nature s ally V. abilities which are used exactly as the snake can:
6th level — animal shapes, flesh to stone, forbiddance, Improved Grab, constrict (1d8+10), Scent, use Str
or Dex to climb, and Bite (1d8+10).
heroes feast, stone to flesh, and summon nature s ally VI.
7th level — creeping doom, permanency, repulsion, These callings take 1 minute per animal level.
summon nature s ally VII, and true seeing. No matter what level the Animan is, he can
never have more than one ability from the

Classes
8th level — discern location, horrid wilting, repel metal
or stone, shapechange, and summon nature s ally VIII. same creature level at one time. Note that the
9th level — antipathy, earthquake, implosion, summon Animan can call different animals each time
nature s ally IX, and sympathy. to diversify their skills. However, even
Animan Anatomy (Ex): After the Animan s journey though the Animan chooses the animal, the
with the animals, the Animan fall into a deep slumber for animal chooses the gift (random or GM s
one full day. The animals that he traveled with watch over choice). Some gifts that can be taught would
him and protect him during this time. After the 24-hour seem to not be useable by the Animan. Gifts
period of rest, he awakens to find his nature changed. His such as Constrict and Swallow Whole (for
skin has hardened to a hide-like or scale-like substance anything bigger than tiny) are often
(player s choice). The Animan s new skin grants him a +2 physically impossible for the Animan to do.
natural bonus to his armor class per three levels of Ifthissituationarises,therearetwo
Animan. The Animan appears in the same general shape as possibilities.
he did before, except that his skin has turned into hide- One — the creature will not teach that gift to
like or scale-like material. The back of the Animan s head, the Animan, and thus will teach a different
hands and arms is covered with extra hair, or with a loss of gift.
hair (depending on the skin change). His fingers are Two — the Animan might be able to make
tapered, and the nails grow to appear like claws or talons. use of the gift in a modified way. For
Speaker (Su): The Animan is able to speak with animals instance, a Animan might be
atalltimes. able to constrict with a long whip.
Call of the Wild (Ex): The Animan gains amazing Beast: The Animan has finally completed her
animal-like abilities through the use of this special ability. transformation into that of an animal/
The animals and beasts of the world understand and humanoid mix. One of the first things he
respect the Animan. They respect him so much, that they gains is Low-light vision. The Animan s
are willing to teach him the secrets of their species. fingernails or claws have hardened to the
Once per week, the Animan can call a wild creature as point where they can be used as natural
per the summon nature s allies spells. Unlike the spell, the weapons, doing 1d6 damage each hand.
Animan can choose any of the available animals on the When using these in battle, the Animan is
lists, and call that specific type of animal. The creature considered armed and proficient in his
will appear and teach the Animan a gift, even if that animal claws. The Animan may also gain the Scent
does not normally live in the area that the Animan is ability as a normal feat. However, they
in. This gift will be either a special attack of the creature s become subject to any spells aimed at
or a special quality of the creature s. animals or beasts (such as detect animals or
Example: Bloodpounder calls a badger (COTW I). The animal friendship). They do regain some of
badger can teach Bloodpounder any of the following abilities their humanoid qualities and thus gain a +2
that are used exactly as the badger can: Rage, Scent, or burrow to all saving throws against these spells
(10 ft). The ability lasts for one week, or until the Animan though.
dismisses the ability. The Animan then must then wait till Tracker s Step (Su): This ability allows the
the next day before he can call another animal. Animan to mimic any form of animal or beast
As an Animan grows in power, he is able to not only tracks instead of his or her own. This is
call bigger and more powerful creatures to teach him useful in throwing off a tracker, confusing
abilities, he is also able to call more than one at a time. a tracker, or even attempting to sneak into an
Thus a 4th level Animan is able to use CotW I, II, and III animal s lair that might notice an odd
all at the same time. An Animan is never able to use more footprint.
than 5 of these abilities at once, and cannot call more than Animal Attraction: (Su): Animals recognize
one per day. The day after calling a Badger, Bloodpounder calls the Animan, not only as one of their own, but 375
also as a protector of them all. As such, animals Bloodpounder: Male dwarven Clr8/Animan5; Medium-
will not normally attack an Animan. size Animal; HD 13d8+39 (hp 95); Init —1; Spd 20 ft.;
Additionally, whenever an Animan is in life- AC 9 (-1 Dex); Atk +13/+8 melee (1d8+4/x2, morningstar
threatening situations, nearby animals will +1) or +12/+7 melee (1d6+3/x2 claws) or +8/+3 ranged
attempt to help, whether they can or not. (1d4+3/x2, thundering sling); AL CN; SV Fort
Whenever an animal might attack the Animan, +13, Ref +5, Will +10; Str 16 (+3), Dex 8 (-1), Con 16
they must succeed at a will check DC = 15 + (+3), Int 10 (+0), Wis 16 (+3), Cha 17 (+3)
Classes

Animan level. If they succeed, they can attack Languages: Dwarven, Common, Sylvan
asnormally.Iftheyfail, Skills & Feats: Animal Empathy +19 (16+3), Craft
they will not attack the Animan unless he (stonecarving) +15 (12+3), Knowledge (nature) +16 (16),
attacks them. In addition, an Animan may Knowledge (religion) +14 (14), Wilderness Lore +19
attempt to force an animal to attack an (16+3); Alertness, Combat Casting, Craft Wand , Track.
opponent. This can only be attempted once per Racial Traits: base speed 20 ft., Darkvision,
day + wisdom bonus, and acts as the spell stonecunning, +2 vs. poisons, +2 vs. spells/spell-like
dominate animal. This ability cannot be used effects, +1 vs orcs and goblinoids, +4 dodge vs. giants, +2
on an animal that is attacking the Animan. appraise checks, +2 craft checks.
Bloodpounder is battling a group of evil warriors Class Features: Rebuke Undead, Animan Anatomy,
lead by a druid. The druid summons animals to Speaker, Animal, Tracker s Step, Call of the Wild I-IV
attack and sends her animal companion to attack as Spells per day: 6/6+1/5+1/5+1/3+1/3+1/2+1 DC 13 +
well. At the beginning of the next round, all the spelllevel
animals must make their opposed will saves in order
Spells Prepared: 0 — calm animals, create water, detect
to attack the Animan. If any do not make their save,
and thus don t attack, the Animan may attempt to animals or plants (animals only), detect magic, detect
force an attack, probably against the druid. poison, know direction, light, purify food and drink, and
Animal Infusion: The Animan may make one resistance; 1 — animal friendship, animal trance, bless
of the gifts that he has learned permanent. This water, detect snares and pits, hold animal, invisibility to
is not disspellable, as it is now a natural part of animals, magic fang, mount, and summon nature s ally I;
the Animan s body. At 7th level, it may be any 2 — aid, animal messenger, charm person or animal,
gift gain from CotW I-VI. At 9th level he may consecrate, delay poison, dominate animal, pass without
choose again any gift gained from COTW IVIII. trace, summon nature s ally II, and speak with animals; 3
Unlike other CotW gifts, this does not count — bull strength, cat s grace, create food and water,
towards the limit of 5 total gifts being used at greater magic fang, neutralize poison, repel vermin,
any one time. However, a Animan cannot have snare, and summon nature s ally III; 4 — antiplant shell,
more than one gift of the same level. commune with nature, divine power, black tentacles,
Bloodpounder chooses to make a gift permanent by locate creature, poison, reincarnate, and summon nature
infusing the gift into his body. He chooses to s ally IV; 5 — animal growth, antilife shell, awaken
summon a Giant Constrictor Snake (CotW III) and (animals only), hallow, faithful hound, unhallow, and
see what gift the animal is willing to make. The summon nature s ally V; 6 — animal shapes, flesh to
Snake arrives, and offers to teach the ability of stone, forbi ddance, heroes feast, stone to flesh, and
Improved Grab. Bloodpounder accepts, and the gift summon nature s ally VI; + animal and earth domains up
is now a permanent ability, much like a feat.
to6thlevels
Bloodpounder now cannot use CotW III anymore.
Possessions: Thundering sling, Morningstar +1, wand
Sample Animan
of Black Tenticles — 28 charges, Feather Token — whip,
Bloodpounder is a young dwarf who loves the
woods. She loves to travel with her companions on Feather Token — Swan Boat.
adventures, especially any adventure that involves Anti-Paladin Prestige Class
animals. One night, she heard a story about an elf Author: Jason Currie
that loved the animals so much, that he became an Shieela gazed through her crystal ball, reviewing all
animal himself. Bloodpounder decided that that the defenses and guardians of her hometown. The people
was the path that she wanted to follow. of Leutrantiir were asleep for the most part at this time of
Over the next 15 years, she researched that choice, the night.
crossing continents to track down tales and Issuing some commands she sent the predators into
legends. Finally she felt she was ready, and prayed the city to kill the guards and some of it’s most powerful
to her goddess for help. The next morning, her life defenders.
376 began anew. As soon as most of the guards were downed she gave
the order for her army to march. Silent and deadly the
to reign in hell. And that is the reason that the
army moved along, and with it her infernal allies.
anti-paladin devotes so much time to the
But it seems not all of the predators managed to killtheir prey
because the wizard Galandir appeared from his study of arms. He realizes that, as an
tower, using his magic to alert the rest of the town, and occupational hazard, the forces of good will
starting to cast spells to destroy her army. Immediately attempt to lay him low, and unless he is better
she used her teleport ring to appear behind him and than they, they will succeed. Of course, a
summoned forth the infernal fire burning inside her to him, large army of terrified and loyal retainers

Classes
killing him with her touch. to take the brunt of the assault doesn t hurt
Alas, the town was already alerted but her skeletons either. While cowardice and greed, treachery
zombies, wights and wraiths were already inside the town and violence are frequently combined in the
walls and they were more numerous than the elven defenders.
character of this most ignoble NPC,
Her predators, the 30 vampires she enlisted, also did
their part in reducing the effective defense of the town sometimes the innovative genius of Vlad the
defenders. Impaler,theartisticsensitivityofAttilathe
In less than 2 hours the town was hers, and she began Hun or the charm and hospitality of Lucretia
to animate the many dead to augment her army. Now she Borgia is also displayed. This is not to say
turned her eyes north to the elven city of Tryngail. The that these historical figures were Anti-
elves will repay for rejecting her. She will show them that Paladins, only that there are Anti-Paladins
this half-elf is very dangerous to cross. that share these negative associated traits. No
O O O matter what his personality traits, however,
The Anti-paladin is the anathema of all that good people the Anti-Paladin will always seek maximum
hold dear. He represents everything that is mean, low profit with a minimum of effort. To this end,
and despicable in the human race. No act of treachery is the only real path that the Anti-Paladin
too base, no deed of violence too vile for him. Thoughtless need come from, is one with a pentient to
cruelty, sheer depravity and senseless bloodshed are inflict chaos and evil upon the world, but
his hallmarks: Chaotic and Evil deeds are, in fact, his very generally only those who are both battle
lifeblood. GMs already have these traits, but rarely do they trained and underhanded can qualify.
get the opportunity to really display them to the players. Blackguards make the most common Anti-
Well, here is your chance. Paladins, with Assassins following up.
The anti-paladin is not your typical standard bad Fighter/Rogues and Ranger/Rogues both
guy . There is nothing that can be stereotyped about the make good Anti-Paladins and a Barbarian/
motivations or aims of such a loathsome individual, and Rogue turned Anti-Paladin is a frightening
two anti-paladins are likely to only be similar in abilities. thing to behold. Paladins, Druids and Monks
I stress to make each of these villains as individual as cannot take this prestige class for obvious
possible when you introduce one into your game, lest they alignment reasons, and the number of
become commonplace and mundane. Characters should Wizards, Sorcerers and Bards is negligible at
know fear at the rumor of one of these dastards. best.
Recognizing the Anti-paladin should be fairly easy for LevelBaBFort Ref Will Special Spellcasting
the players. He should be distinguishable from the masses 1st +1 +2 +0 +2 Fear and Charm, Magic Circle Versus Good
2nd +2 +3 +0 +3 Infernal Fire, Aura of Menace +1 to divine spell casting
in some way. More grandiose, more flamboyant, more class
3rd +3 +3 +1 +3
cocky and self-assured. Profane Insolence, Touch of Contagion
This is to conceal his cowardly black heart. Yes, 1/week
4th +4 +4 +1 +4 Walk through Hell, Rebuke Undead, +1 to divine spell
though the character IS powerful and capable, he has casting class
5th +5 +4 +1 +4 Poison Use, Smite Good
learned these skills to hide behind, and to mask his greater 6th +6 +5 +2 +5 Touch of Contagion 2/week +1 to divine spell casting
craven nature. Confront him, and the characters will find class
7th +7 +5 +2 +5 Legions of Death
they have backed a wolverine into a corner, but give him 8th +8 +6 +2 +6 Horrifying and Alluring +1 to divine spell casting class
9th +9 +6 +3 +6 Touch of Contagion 3/week
a way out, and rest assured, he will take it.
10th +10 +7 +3 +7 Aura of Terror +1 to divine spell casting class
He is liable to take any and all means to ensure his
own survival, but is not stupid enough to think that he will
reign in hell. Quite to the contrary, the anti-paladin is
usually more than aware of what awaits him on the other
side, and it is for these reasons that he devotes everything
in his being to insure that he will never have to see it.
That is, at least, until he honestly is powerful enough 377
resort against their enemies. If the character was not an
Requirements evil divine spellcaster before
To qualify to become an Anti-Paladin, a becoming an anti-paladin, this has ability does not apply
charactermustfulfillallthefollowingcriteria. to them. Those with this ability are granted access to 2
Alignment: Chaotic Evil additional spells listed below.
Base Attack Bonus: +6 Fear and Charm: The Anti-Paladin is both terrifying and
Sneak Attack +2d6 mystifying at the same time. He gains a +4 profane bonus
Intimidate: 6 ranks to all bluff, diplomacy and intimidation checks.
Classes

Knowledge (the planes): 4 ranks Magic Circle Versus Good: The Anti-Paladin is
Feats: Leadership, Iron Will, Great Fortitude. continually surrounded by an effect which mimics this
Proficiency with 1 weapon that does at least spell. He cannot suppress the ability, and thus tends to
1d8 damage. avoid large populations of good entities.
Special: Must have made peaceful (well at Infernal Fire: The Anti-Paladin can summon forth the
least nonlethal) contact with a demon-lord very fires of hell into a nightmarish strike. When using
who is willing to be the character s patron. this ability, the anti-paladin s hands and eyes glow with a
Class Skills hellish green (or red) aura that hurts the soul to look at.
The Anti-Paladin s class skills (and the key Though this has no game mechanic, it is terrifying to
abilityforeachskill)are:Bluff, anyone with even the remotest hint of goodness, as it quite
Concentration, Diplomacy, Handle literally is balefires of the lower planes. Note that
Animal (useful for training vicious man-eating creatures immune to fire have no immunity to this, as it is
dogs), Heal (knowing how to heal, means unholy power, not fire at all, and inflicts grievous wounds
knowing how to hurt), Intimidate, Knowledge upon the creatures of the Upper Planes (treat as unholy
(religion), Knowledge (the planes), Ride. See water for the purposes of regeneration). It has no effect
Skills Overview and further of the SRD for whatsoever on fiends of any kind. To use it, he must
skilldescriptions. succeed at a melee touch attack, which does not provoke
Skill Points at Each Level: 4 + INT modifier. an attack of opportunity. If successful, he delivers a
Class Features painful, burning touch that delivers damage equal to his
All of the following are class features of the character level multiplied by his strength modifier. For
Anti- Paladin prestige class. example, a 4th fighter/3rd rogue/6th anti-paladin with a 16
Hit Die: d8. Str would do 13 x 3 (39) damage. He need not inflict all of
Weapons and Armor: The Anti-paladin is the damage at once, however, and can divide this attack up
proficient in all armor and shields as well as among many separate attacks, so long as the total damage
all simple and martial weapons. delivered in a day does not exceed his maximum. This is a
Spells: If the Anti-paladin was previously a supernaturalability.
divine spell caster of evil alignment, the Aura of Menace: The Anti-Paladin always makes
powers of darkness continue to reward him wholesome people uncomfortable, but this menacing aura,
with added spell progression. These additional and the anti-paladin s past cruelties and depravities, also
levels add to his already existing ability makes his servants fear him. In fact, there is nothing on
to cast spells. Thus when the Anti-paladin this world or the next that they fear more. Due to this,
gains additional spells (every even level), the when within 10 feet of the Anti-Paladin (perceived
character also gains new spells per day as if striking distance), all servants and allies are immune to
she had gained a level in the divine fear, from sources other than the Anti-Paladin. Against his
spellcasting class she belonged to before enemies, there is no real game mechanic, though the GM
having become an Anti-paladin. She does not, may wish to apply penalties to social (charisma) rolls, for
however, gain any other benefit a character of this character to interact with others.
that class would have gained (such as Profane Insolence: Where goodness values charm
increased rebuking undead). This ability only and poise, evil respects only strength. The Anti-Paladin
applies if the character worshiped an evil epitomizes that strength, and the powers of darkness bless
power, faithfully for at least 3 levels before him. At 3rd level, he adds his strength modifier as a profane
becoming an Anti-Paladin. Though the powers bonus to all saving throws.
of evil rewards greed, they are not stupid and Touch of Contagion: Once per week (twice at 6th and
are not about to place additional powers into thrice at 9th) the Anti-paladin can inflict a terrible
378 the hands of those who turn to them as a last contagion upon a subject with but a touch. This duplicates
the effects of Demon Fever (found in the Special Abilities does not apply to this ability. Note, however,
section of the SRD), except that the incubation is that his ability to do so has not improved, so
immediate (if the Anti-paladin desires) and the DC of the most Vampires and the like are not likely to be
save is equal to 10 + the Anti-Paladin s Str modifier + his affected unless the character is very powerful.
Anti- Paladin Class level. Aura of Terror: So terrifying to his servant s
Poison Use: The Anti-Paladin no longer suffers any is this Anti-Paladin that he can cause them to
chance of accidentally poisoning himself when using and react in ways they would not normally, even

Classes
mixing poisons. Unlike an assassin, who only uses poison suicidally. All of his words have the effect of a
to get a job done, the Anti-Paladin considers poisoning to suggestion spell upon any servant or ally
be both an esthetic pleasure and a means of artistic within his Aura of Menace. Furthermore, his
expression. Thus, the act itself must be artfully aura now extends out to 30 feet.
accomplished with finesse under the right conditions of Horrifying and Alluring: Once per day, as a
mood, light and setting. This does not mean that the Anti- supernatural ability, the Anti-Paladin can use
Paladin cannot be free in his choice of reasoning for using an effect which duplicates the effect of a
a poison, however. For example, he might poison an symbol of fear, or a symbol of persuasion.
enemy to gain a desired end; or to test a new poison This is invoked as a silent act of will, and
distilled for him by his resident alchemist; or to determine though it is not actually a symbol in any form,
if his stock of vintage poisons is still potent; or simply to it shares the effects of the aforementioned
see if he can get away with it! symbols, for purposes of range saves and
Smite Good: The Anti-Paladin of 5th level has gained actual game mechanics.
sufficient power that the lords of hate grant him a special Sample Anti-Paladin
smite good ability. 3/day against a good opponent, any Shieela is not a typical anti-paladin, in that she
chosen threat roll is considered a critical hit. This does not focuses on arcane prowess, but that does not
confer any ability upon the Anti-Paladin to detect the detract from the power she has amassed. Not
opponent s alignment, and the ability fails if used on a many know that she was forced to thievery at a
nongood opponent. Once per day, using all of his ability young age to survive. It is not known how she
(it costs him all 3 uses), he can use this smite against a came by her arcane knowledge, but it is
known that one day about 5 years ago she
Paladin or Lawful Good Cleric, to additional effect. Not
appeared in the court of the tyrant, Melfun the
only does this cause the threat to be an automatic critical, Arrogant, slew his court wizard, and took up that
it raises the multiplier of the attack by x1, so that a x2 position herself. It is during her employment with
critical, becomes x3. the tyrant that she came to the attention of a pit
Walk through Hell: It is said that this fiendish soul fiend and after more observation, he became her
could tread in the furnaces of hell and not scorch his patron. With the abilities gained by linking
cloak. While this is not entirely accurate, he is immune to herself with the pit fiend, Shieela has been finally
all diseases, so he could walk through a leper colony. able to get her revenge on those her outcast her
Rebuke Undead: The Anti-paladin s ability to rebuke and her parents at her birth.
undead is special. He makes rebuking checks at only _ his Shieela: Female half-elf Rog3/Wiz9/Anti-
level, and this affects previous rebuking abilities. paladin 5; HD 3d6+9d4+5d8 (hp 56); Spd 30
However, the rebuking damage is at his full level ft.; Init +7 (+3 Dex, Improved Initiative); AC
(combined with previous levels that have this ability) and 21 (Dex +3, bracers of armor +6, ring of
the number rebuked is doubled. This means that the Anti- protection +2); Atk +14/+9/+4 nine lives
paladin is likely to be surrounded by hordes of mindless stealer (1d8+2, crit 17-20 x2); AL CE; SV
skeletons and zombies, but no self-respecting vampire or Fort +10, Ref +11, Will +16; Str 10 (+0), Dex
lich in the world is going to be swayed by this. He may 16 (+3), Con 11 (+0), Int 21 (+5), Wis 16
use this ability 3 times per day plus his charisma modifier. (+3), Cha 15 (+2).
Example. A Rogue/Cleric/Anti-paladin of 3/5/7 levels rebukes Skills & Feats: Alchemy +14, Bluff +17,
undead as a 6th level cleric ((5+7)/2) but rebukes 2 (12 + Concentration +18, Escape Artist +9, Gather
Cha modifier + 2d6) Information +8, Hide +9, Intimidate +8,
Legions of Death: At this level, any undead rebuked Knowledge (arcana) +14, Knowledge (planes)
by an Anti-Paladin immediately and permanently switch +23, Knowledge (religion) +14, Listen +9,
loyalties to the anti-paladin. He need not continue to Move Silently +9, Open Lock +11, Ride +12,
rebuke them. Even free willed undead recognize a loyalty Search +12, Spellcraft +14, Spot +9, Use
to the Anti-Paladin with this ability, and turn resistance Magic Device +8; Craft Wondrous Item, 379
Krond Biggrug: Male orc Brb6/Rog3/Anti-paladin5; AL
Extend Spell, Great Fortitude, Improved CE.
Critical (longsword), Improved Initiative, Iron Anyone looking at Krond would not believe the powers he has
Will, Leadership. at his disposal. Krond revels in the brutality of
Class Abilities: Sneak Attack +2d6, Evasion, warfare and takes a frontline role in any combat situation..
Uncaany Dodge (Dex to AC), Fear and Charm, It is not known where he gained his powers, but because
of them he has become war-chief of a number of large
Magic Circle against Good, Infernal Fire, Aura
orcish clans and they threaten all settlements in their way.
of Menace, Profance Insolence, Touch of Hundeq Ilunir: Female human Rog3/Clr6/Antipaladin8;
Classes

Contagion 1/week, Walk Through Hell, Rebuke AL CE.


Undead, Poison Use, Smite Good. Hundeq gre up on the streets, but was redeemed by
Spells cast per Day: 4/6/5/7/3/2. DC 15+spell servants of charity. There she learnt dogma and came to
level. the help of other homeless. Hundeq finally gave up with
Spellbook: 0 — all. 1 — charm person, cause the futility of it all and renounced her faith. Wandering
fear, magic missile, shield, feather fall. 2 — faithless for many years, she encountered a kindred soul
alter self, scare, blur, protection from arrows, in a demon lord and started a cult in her service. Now
Hundeq leads a large lay following in the sewers of a
mirror image, acid arrow, shatter. 3 — dispel
number of cities, where one day she hopes to overthrow
magic, lightning bolt, fireball, flame arrow, the rulers.
haste. 4 — fear, stoneskin, improved Julian Huzzat: Male human Ftr7/Rog3/Anti-paladin10;
invisibility, polymorph other, contagion. 5 — AL CE.
animate dead, magic jar, cloudkill, dominate Julian is name known to nearly every sentient thing on
person. Familiar — Syroulkar (raven). the Prime Material. He rules his kingdom with an iron fist
Possessions: Nine Lives Stealer, bracers of and has successfully defeated various good armies. However
armor +6, ring of protection +2, cloak of no-one knows the price he had to pay to get to where
displacement, ring of wizardry III, crystal ball, he is now. Julian has recently hired a number of wizards
hoping that they can help with a problem he has.
wand of cure moderate wounds, wand of
polymorph other, pearl of power (4th), mask of
New Spells:
Lower Aura
theskull.
(Abjuration)
Other NPCs Level: Anti-Pal 1
Loctol Greynor: Male human Pal6/Blackguard7/ Casting Time: 1 action
Antipaladin4; Components: S, DF
AL CE. Range: Personal
Loctol is the classical villian. He was once a Duration: 1 hour/level (d)
paladin sworn to uphold justice. However he was Target: The caster
corrupted by the power he gained and eventually By use of this spell, an anti-paladin can lower his magic
was driven out by his peers. Seeking revenge he circle, for the duration allowing him to pass among good
sought out a demon lord know for revenge. During
creatures without notice. This spell also disguises his
his servitutde to the demon, Loctol gained many
powers and gained the revenge he sought. After intentions and alignment for the duration, rendering him
this trial the demon lord made Loctol commander immune to detect evil and detect chaos spells, as well as
of his forces and now Loctol commands a great other means of determining a person s outlook (psionic
army, seeking revenge on the humans. aura sight, etc). While using the spell, the caster cannot
Andref Huirt a: Male drow Ftr4/Rog4/Anti- cast any spell with the evil descriptor, or any spell of the
paladin2; AL necromancy school, without ending the effects of this
CE. spell.
Andref was born a commoner in a medium-sized Unholy Sword
drow city. As such he was taught as a fighter to Evocation (evil)
join the ranks of some family s army. In that time Level: Anti-Pal 4
he engaged insome petty thievery and came to the Components: V, S
attention of the family wizards as a potential spy. Casting Time: 1 action
Andref was involved in a civil war and came to the Range: Touch
attention of a minor demon lord looking for Target: Weapon Touched
more power. Andref agreed to serve the demon as Duration: 1 round/level
he saw it as a means for power and secretly hopes Saving Throw: None
to one day overthrow the demon lord and take his Spell Resistance: No
powers.
380 This spell duplicates the effects of the Holy Sword
spell (See Spells (H) section of the SRD), save that the
effect is evil and all effects are versus good or under the tutelage of a dedicated mentor.
Special Hindrance This intensive, repetitive training has a
To become an anti-paladin, the character literally sells detrimental effect upon spontaneity; the
his soul, and the fiends drive a hard bargain. Due to this, arcanist is not known for creativity. Arcanists
the character cannot be raised or resurrected by anything can be of any alignment. The mental discipline
short of a Miracle, and it is unlikely that there is any of the class is a lawful trait, but many arcanists
are outcasts from religious or magical orders,

Classes
entity between heaven and hell who is going to directly
beseech upon their God for this person. Even if they do, chaotic individualists who put their own
the (former) anti-paladin and the cleric who raised him personal development before all other
forever earn the enmity of the lower planes. The effects of concerns. Only religions that respect self-
this enmity are left solely up to the GM, but I suggest that sacrifice or magic are likely to encourage their
they be as harsh as you can imagine, because the fiends followers to become arcanists. But some
do not like to be cheated (funny that, for a race of cheating clerics go rogue in order to become arcanists;
bastards). Furthermore, the character is no longer capable these may have agents and followers of their
of raising as an anti-paladin and loses all of the special former patrons
abilitiesofthisclass.Inalllikelihood,thecharacteris at their heels. Most wizards admire the
still a coward, now more than ever. arcanist’s dedication and willingness to give it
End Notes all up for magical power, but find them lacking
in magical creativity. Bards, sorcerers, and
A Note on Anti-Paladin followers via the Leadership
druids generally fail to see the point of
feat: the types of people who follow an Anti-Paladin are
arcanism, and may even be hostile to such
sycophantic yes men, or monsters who see the antipaladin
narrowly focused individuals.
as a bastion of power. As such, the followers granted him
under the leadership feat, can be monsters as well as Requirements
warriors and experts (no commoner in his right mind To qualify as an arcanist, the character must
would follow an Anti-Paladin). Also, due to the fact that fulfillallthefollowingcriteria.
the Anti Paladin s followers are sycophantic and terrified Concentration: 7 ranks
of him, he ignores all modifiers under the Leadership Knowledge (Arcana): 5 ranks
Modifiers table in the Leadership feat. For monster Knowledge (Nature or Religion): 5 ranks
followers, use their HD to determine the number as their Spellcraft: 7 ranks
level (I realize this can give him grossly inaccurate levels Spellcasting: Ability to cast first level divine
of followers (a succubus has only 6 HD but is a CR 9 spells and
creature)butitfitswellwiththeclass. firstlevelarcanespells.
Class Skills
The Arcanist s class skills (and the key ability
Arcanist Prestige Class for each skill) are Concentration (Con),
Author: Carl Cramer
Knowledge (any)(Int), Scry (Int, exclusive
Balance Rating: 3.7 (Pow 3.25, Purp 3.92, Port 3.83,
Comp 4.42, Rule 3.08) skill),andSpellcraft(Int).See
The arcanist trades all other abilities in his pursuit of more the Skills section of the SRD for skill
magic and power. Always a multiclass spellcaster of more descriptions.
than one spell-casting class, the arcanist oversteps borders Skill Points at Each Level: 2 + Int modifier.
and taboos to practice his magic as powerfully as possible. Class Features
He uses both arcane and divine magic, ignoring the All of the following are class features of the
strictures of gods, to cast more spells of the highest levels arcanistprestigeclass.
possible. As such, they are willing to trade all other Hit Die: d4
abilities. Weapon and Armor Proficiency: The
The classic arcanist usually has levels of cleric or arcanist gains no new ability to use weapons
druid combined with levels of sorcerer or wizard. The and armor.
class is less appealing to bards, rangers, and paladins, as Spells per Day: An arcanist continues training
they have more class-related abilities to lose. in magic as well as her field of research. Thus,
The arcanist trains his mind as a precise tool of magic. when a new arcanist level is gained, the
This takes hours of rote memorization, opening that final character gains new spells per day as if the
potential of the mind. Training takes place in monasteries arcanist had also gained a level in one arcane 381
advancement.
and one divine spellcasting class she belonged
to before she added the prestige class. The Sample Arcanist
Wexell Dran lived in fear throughout his childhood and
character does not, however, gain any other
could think of nothing he wanted more than the power to
benefit a character of that class would gain make others fear him. In his quest for power, he abandoned
(improved chance of controlling or rebuking all avenues of education that did not immediately
undead, metamagic or item creation feats, etc.). result in granting him more power. He thrust aside all
This essentially means the arcanist adds his consideration of research or dealing with undead or
Classes

class level to the level of two other counseling worshippers. He found a god whose service he
spellcasting classes, then determines spells per could accept and has finally attained a level of power he finds
day and caster level accordingly. The spells of acceptable. Now he shores up his defenses against those
each class are cast as normal for that class and who plot against him to wrest away his power. No one can
deceive him. He can see inside their minds and knows
retaintheirbasictype(i.e.,divineorarcane).
which are his enemies and which think themselves his
This combined spell ability is very powerful, allies. Of course, all are expendable in his pursuit of more
but has several drawbacks, as outlined under power.
speciallimitations. Wexell Dran: Male human Clr2/Wiz2/arcanist8;
Special Limitations Medium- size humanoid; HD 2d8+10d4 (hp 42); Init +1;
The arcanist must accept limitations to his Spd 30 ft.; AC 18 (touch 14, flat-footed 17); Atk +5/+0
ability to use spells. Power on this level melee (dagger, 1d4-1, 19-20/x2); AL NE; SV Fort +9, Ref
requiressacrifice. +8, Will +14; Str 8 (-1), Dex 12 (+1), Con 12 (+1), Int 19
Limited Magic Item Creation Feats: An (+4), Wis 16 (+3), Cha 13 (+1).
arcanist may not count his arcanist levels Skills and Feats: Concentration +16, Diplomacy +6,
against the level requirements of item creation Knowledge (Arcana) +19, Knowledge (the Planes) +7,
feats. As an example, a wiz 3/clr3/arcanist 5 Knowledge (Religion) +19, Listen +5, Scry +19,
cannot learn any item creation feats requiring Spellcraft +21, Spot +5; Alertness*, Combat Casting,
a caster level over three to learn, despite the Lightning Reflexes, Scribe Scroll**, Skill Focus
factthathiscasterlevelaseitheraclericor (Spellcraft), Spell Focus (Evocation), Spell Focus
wizard is eight. (Transmutation), Spell Penetration. *from her familiar.
Prohibited Metamagic: An arcanist cannot **free feat from wizard class.
use or learn any metamagic feats with Class Abilities: Turn Undead, Summon Familiar.
spellcasting classes improved by his arcanist Possessions: Pearl of Power (3rd), Headband of Intellect
class. Any metamagic feats heknows become +2, Boots of Speed, Cloak of Resistance +3, Bracers
useless to him unless he has a third of Defense +4, Ring of Protection +3, scrolls: identify x3,
spellcasting class not affected by his arcanist mage armor x3, summon monster II x3, minor globe of
spellcastingabilities. invulnerability x2, cloudkill, summon monster V x2.
Level Ba B Fort Ref Will Special Domains: Evil and Luck
1 +0 +0 +0 +0 +1 spellcaster level in 2 existing classes
2 +1 +0 +0 +0 +1 spellcaster level in 2 existing classes Cleric Spells Per Day (6/5+1/5+1/4+1/3+1/2+1, DC
3 +1 +1 +1 +1 +1 spellcaster level in 2 existing classes 13 + spell level, 15 if Evocation or Transmutation): 0-
4 +2 +1 +1 +1 +1 spellcaster level in 2 existing classes level — create water, cure minor wounds x3, guidance x2;
5 +2 +1 +1 +1 +1 spellcaster level in 2 existing classes 1 — bane, command, cure light wounds x2, entropic
6 +3 +2 +2 +2 +1 spellcaster level in 2 existing classes
7 +3 +2 +2 +2 +1 spellcaster level in 2 existing classes shield , shield of faith; 2 — cure moderate wounds x2,
8 +4 +2 +2 +2 +1 spellcaster level in 2 existing classes desecrate , find traps, hold person, spiritual weapon; 3
9 +4 +3 +3 +3 +1 spellcaster level in 2 existing classes — animate dead, cure serious wounds x2, dispel magic,
10 +5 +3 +3 +3 +1 spellcaster level in 2 existing classes protection from elements ; 4 — cure critical wounds,
Prohibited Spell Research: Arcanists cannot freedom of movement , spell immunity, status; 5 — break
research new spells for spellcasting classes enchantment, dispel good, greater command. Domain
improved by his arcanist class. Arcanists fill spell.
their minds by rote learning to prepare the Wizard Spells Per day (4/5/5/4/4/2, DC 14 + spell
maximum possible number of spells. This level, 16 if Evocation or Transmutation): 0-level — flare*,
rigidtraininginhibitsthecreativityrequiredto mage hand*, detect magicx2; 1 — burning hands*,
research new spells. This does not prohibit an charm person, magic missilex3*; 2 — blindness*,
arcanist with a spellbook from scribing or levitate*, shatter*, summon monster IIx2; 3 — blink*,
382 copying spells, and such a character still gets
the two free spells with each level of
fireballx2*, haste*; 4 — ice stormx2*, polymorph
otherx2*; 5 — cone of cold*, teleport*. *Evocation or
Transmutation spell.
Spellbook: 0-level - all; 1 — burning hands*, charm
Barber Prestige Class
Author: Carl Cram r
person, identify, mage armor, magic missile*, ray of
Barbers are rogues who live by their wit and
enfeeblement, shocking grasp*; 2 — blindness/deafness*,
charm more than their combat prowess.
levitate*, shatter*, summon monster II; 3 — blink*,
Rather than delving through dusky tombs,
fireball*, haste*, lightning bolt*; 4 — ice storm*, minor
they banter and cajole their way into prestige
globe of invulnerability, polymorph other*, mnemonic
and riches. Almost every Barber is a dabbler

Classes
enhancer*; 5 — cloudkill, cone of cold*, summon
in a variety of fields. They meet many people
monster V, teleport*.
in their work, and they try to educate
Familiar (Edgar): male toad.
themselves into erudite and respectable
Other NPCs personages. Most only succeed in becoming
Killian Olearon: Female elf Drd5/Sor6/Arcanist5; AL
dabblers, spreading their knowledge too thin
CG.
Killian grew up with a deeper than normal reverence
over too wide an area of expertise. This
for nature. However her natural magical talent soon extends to magic as well. Barbers dabble in
manifested while in training. Unsure of which way to go, bardic magic, but unless they are also real
she prayed in a month long ritual, at the end of which she bards, they rarely progress to the point where
found peace of mind. Now Killian can be found helping to their magic becomes much of an asset.
extend the forest boundaries after the years of human Barbers thrive in cities and markets. Some
foresting. travel from market to market, but most prefer
Polferin the Unlucky : Male human Wiz3/Clr9/ Arcanist1; to settle in a larger town and practice their
AL CN.
profession where there are plenty of
Polferin was once an apprentice to a powerful mage.
The mage saw great potential in Polferin, even from an
wealthy customers. Some Barbers use their
early age. However a backlash of an spell gone wrong abilities in various get-rich schemes. Most are
impeded his advancement in the arcane arts. His master content with a life as a part of the social
expelled him and it was only the fact that priests of magic circuit of their towns, keeping track of
sought him out that Polferin didn t end his life. Polferin gossip and subtly helping their favorites on
threw himself into his studies and was recently rewarded the social scene, gaining influence through
for his efforts. His deity granted him limited access to arcane friends and favors rather than through wealth
magic again. and power. A Barber will rarely use violence
Alaghin Jutina: Male half-elf Clr5/Wiz5/Arcanist5; AL
to coerce his customers, relying on quick wit,
LE.
Alaghin s world has always been one of division. Reviled
learning and trickery to forge their way in the
as a child sought escape in the world of religion. He world. Striking out on their own a Barber can
sought out priests of vengeance and found them. His god win influence over the affairs of court by
told Alaghin to learn the secrets of arcane might, so that helping his favorites with advice and by
he might tap untold power. Now Alaghin delights in torturing grooming, and a snide word or subtly
those who made his childhood a living hell. His plans disfiguring hairdo can be as devastating as a
are to one day join divine and arcane magic into one, thus knife in the ribs. And Barbers make the
making unique and giving praise to his god in making it perfect confidantes and aides for a socially
happen.
active noble or a party in an intrigue.
Angela Yuild: Female human Brd10/Clr2/Arcanist4; AL
CG.
Believe it or not, the only surgeons available
Angela always has had a beautiful voice. She can virtually in medieval times were barbers. Their talent
charm the birds from the trees. She decided to give with blades accounted in part for this medical
thanks for her gift by joining the clergy of joy. Because of bent. Equally important, Barbers were well
her dedication, her godess allowed her to continue learning versed in the folk treatments and herbal
in both aspects at once. Angela now wanders organising medicines of the time. Though this class has
musical events in praise of her goddess. access to the heal skill, any deeper medical
Huigren Seeker: Male kobold Adp3/Sor4/Arcanist2; AL knowledge must be sought elsewhere. There
CE.
is a companion prestige class, the surgeon,
Huigren is becoming a large nuisance as the leader of
a rather organised tribe of kobolds. However Huigren
that a Barber will find it very easy to qualify
would rather someone else led as he seeks out power. He for; many Barber characters alternate between
only leads the tribe as he gets first pick of the spoils. And advancing in level as a Barber and a surgeon.
what he considers valuable, no one else in the tribe wants, Requirements 383
so both parties win.
To qualify to become a Barber, the character Bardic Spell Progression: A Barber learns and casts
mustfulfillallthefollowingcriteria. arcane spells as a bard of the same level. A character that
Gather Information: 4 ranks has levels as both a bard and a Barber may combine
Profession (barber): 8 ranks hislevels in these classes for the purpose of spellcasting
abilities. The Barber casts these spells without needing to
Class Skills
memorize them beforehand or keep a spellbook. Barbers
The Barber s class skills (and the key ability
receive bonus spells for high Charisma, and to cast a spell
for each skill) are Alchemy (Int), Appraise
Classes

a bard must have a Charisma score at least equal to 10 +


(Int), Bluff (Cha), Decipher Script (Int,
the level of the spell. The Difficulty Class for a saving
restricted skill), Diplomacy (Cha), Disguise
throw against a Barber s spell is 10 + the spell’s level +
(Cha), Forgery (Int), Gather Information
the Barber s Charisma modifier.
(Cha), Heal (Wis), Innuendo (Wis), Intimidate
Grooming (Ex): By spending half an hour and making
(Cha), Knowledge (all skills, taken
a Profession (barber) skill roll with a difficulty equal
individually) (Int), Listen (Wis), Pick Pocket
to the target’s Charisma score, the Barber gives that person
(Dex), Profession (Wis), Read Lips (Int,
an enhancement bonus to Charisma. For every five
restrictedskill),Scry(Int,restrictedskill),
points of margin on the skill roll, the recipients Charisma
Sense Motive (Wis), Speak Language,
is temporarily increased by one. A margin of less than
Spellcraft (Int), Use Magic Device (Cha,
five improves appearance, but not enough to increase
restricted skill), Use Rope (Dex). See Skills
Charisma. This lasts until the recipient s next rest period
Overview and further of the SRD for skill
(never more than 24 hours) and is an extraordinary ability.
descriptions.
Example: Wuzzat the young Barber (profession (barber)
Skill Points at Each Level: 4 + Int modifier.
skill bonus +6) tries to do some grooming on Az’irat
Class Features the gnome (Charisma 8). A profession (barber) result of 8
All of the following are class features of the
indicates successful grooming, but no beneficial effect. A
Barber prestige class.
roll of 13 indicates an enhancement bonus to charisma of
Hit Die: d6
+1, a roll of 18 gives a bonus of +2 and a roll of 23 gives
Weapon and Armor Proficiency: Barbers
a bonus of +3 (the maximum possible in this case).
are proficient with the dagger, club, dart, sap,
Enthrall (Ex): By speaking continuously, the Barber
sword (short), and kukri and with light armor.
can enthrall his audience. This is an extraordinary ability,
Note that the standard armor check penalties
and works just like the spell. The Will Saving throw DC
to skills apply. Barbers do not gain
is 10 + half the Barber’s level + the Barbers Charisma
proficiency with shields.
modifier. The Barber can use this ability as often as he
Bardic Knowledge (ex): Like a bard, a
likes, but a target that passes the Saving throw is immune
Barber may make a special bardic knowledge
to further enthrall or suggestion attempts from him for 24
check with a bonus equal to his level + his
hours.
Intelligence modifier to see whether he knows
If you are currently grooming someone, the save DC
some relevant information about local notable
is at +3, and they can’t get out of the enthrallment
people, legendary items, or noteworthy places.
automatically
This check will not reveal the powers of a
in case of danger, after all, they have your razor
magic item but may give a hint as to its general
at their throat. They do get a chance to save each round
function. The Barber may not take 10 or take
while in danger.
20 on this check; this sort of knowledge is
Makeup Artist (Ex): If the Barber helps someone put
essentially random. The GM will determine
on a disguise (including himself), there is a +4
the Difficulty Class of the check by referring
circumstance
to the table below.
modifier to all disguise rolls. This ability is not
DC Type of Knowledge
10 Common, known by at least a substantial minority of cumulative with the bonuses provided by spells like
the local population. change self, alter self or polymorph-type spells.
20 Uncommon but available, known by only a few people Suggestion (Ex): By clever wording and verbal trickery,
in the area.
the Barber can make almost any proposition seem
25 Obscure, known by few, hard to come by.
30 Extremely obscure, known by very few, possibly reasonable (or at least preferable to having to listen to
forgotten by most who once knew it, possibly known only more of the Barber’s banter). In this way, the Barber can
by those who don’t understand the significance of the use suggestion on anyone he has first enthralled. The Will
384 knowledge.
Saving throw DC is 10 + half the Barber’s level + the
Barber s Charisma modifier. The Barber can use this nobility) +1 (+1 Rank), Listen +2 (+2 Wis),
ability as often as he likes, but a target that passes the Move silently +2 (+2 Dex), Profession
Saving throw is immune to further enthrall or suggestion (barber) +20 (+11 Rank, +2 Wis, +2 Skill
attempts for 24 hours. Focus, +5 competence), Search +3 (+3
Final Touch (Ex): At this level of ability, your Rank), Spot +7 (+5 Rank, +2 Wis); Dodge,
grooming skills have become legendary. Even if one of Mobility, Skill Focus (profession (barber)),
your assistants does the actual grooming, you get to make [Track].

Classes
the skill roll and decide what the final bonus is, as long as Bard Spells Known (3/4/3): 0 level —
you spend at least a minute making final touch-ups. dancing lights, daze, detect magic, light,
Sample Barber mage hand, prestidigitation. 1st — charm
Philippe was born in the eastern lands of the caliphate, person, identify, sleep, summon monster I.
where he was a bodyguard. But his charge was slain in a 2nd —
pirate raid while traveling in the west. Now, he can never daylight,levitate,locateobject.
return to his beloved homeland, so he changed his name Possessions: Razor of Al-Azzan (+5
and settled down in the west. competence bonus to Profession (barber)),
Trying to settle in, he found that nobody wanted to hire the book On Cutting and Soothing (allows
a foreign bodyguard — but that westerners thought highly
training in the barber class), kukri +2,
of the barbering skill of all easterners, so he became a
charlatan barber. Since the competitions were mostly bracers of armor +3, wand of cure light
charlatans, too, he was quite successful and finally a wounds (38 charges), various potions and
genuine interest in the craft grew in him — which developed unguents worth a total of 2500 gp, 3000 gp
into true artistry when he found the ancient tome On in cash and jewelry, a small but fashionable
Cutting and Soothing . house and workshop in the noble district
Now, Philippe is the most famous and well-paid barber worth 3000 gp, wardrobe of fine clothes,
in the city, and nobles use both favors and fortune to get plenty of favors among
his ministrations. This has given him considerable influence, the local upper classes.
which in turn has made him several enemies. All his
noble friends and money can t protect him from assassins, Other NPCs
so he has started looking for some adventurers to add to Kiraf Huiden: Male human Rog6/Barber2; AL
his list of people who owe him favors. NE.
Philippe still looks like a warrior, broad-shouldered and Kiraf is a leech. He seeks to take what others
with a powerful frame. He usually wears loose robes to have as his own. To do this he acts the part of a
cover this fact, as he feels it can be intimidating. He is barber and learns whatever secrets he can from
always impeccably dressed and coiffured, playing up his his customers. He then uses this information for
exotic dark hair and olive skin. But his balding palate and his own ends. He is not averse to slitting a
a chin scar suffered in the pirate raid means he will never customer s throat if the customer has lots of
be as beautiful as his vanity demands. money on him at the time.
He likes to reminiscence about his homeland, but has Kenkin Longtoes: Male halfling Rog5/Sor4/
no real desire to return there. Few today would recognize Barber1;
the bodyguard of old, as Philippe is now effeminate and AL CN.
seemingly weak. But he has an iron streak of discipline in Kenkin is quite well known in the marketplace.
his personality, and this could be awakened if he is put He can always been found on the outskirts
under pressure once again. plying his wares. As he is still new to barbering
Philippe Bajaur: Ftr2/Rog3/Barber3: CR 8; Mediumsize he is not averse to using his powers to mask any
imperfections he might accidently make. Kenkin
humanoid (5 ft., 5 in. tall); HD 2d10+6d6+8 (hp 44);
also learns as much as possible about caravans
Init +2 (+2 Dex); Spd 30 ft.; AC 15 (+2 Dex, +3 bracers leaving the market and provides this
of armor); Atk +5 (+4 Base, +1 Str) melee, or +6 (+4 information to bandits (childhood friends).
Base, +2 Dex) ranged; AL LN; SV Fort +6, Ref +6, Will Lokart Cadert: Male human Brd9/Barber5;
+10; Str 13 (+1), Dex 15 (+2), Con 12 (+1), Int 10 (+0), AL CN.
Wis 14 (+2), Cha 15 (+2). Lokart likes to sing as he works. He sees
Languages: Common, Eastern common. barbering as an art and hopes to one day open
Skills and feats: Climb +7 (+6 Rank, +1 Str), Diplomacy a school of barbering. He sees it as his gift to
+8 (+6 Rank, +2 Cha), Gather Information +11 (+9 civilization — to educate his st udents
in making others less fortunate in looking
Rank, +2 Cha), Handle animal +6 (+4 Rank, +2 Cha),
beautiful. Lokart s one flaw is that he says
Hide +2 (+2 Dex), Intuit direction +8 (+6 Rank, +2 Wis),
Jump +7 (+6 Rank, +1 Str), Knowledge (royalty and
whats on his mind when it comes to someone s
looks.
385
Genieve Illanda: Female human Brd6/Barber4; especially deadly with their sneak attacks and opportunist
AL CG. ability. Fighters, with a little bit of effort, can become
Genieve is good at what she does. She good at great Bonded. There are a few monastic and mercenary
ferreting out secrets from those who don t even organizations that are composed entirely of Bonded. They
realise they are giving them away. She is also are often single-sex as well. To become Bonded, the two
quite good at her normal job — barbering. prospective candidates
Genieve is an attractive woman who has a varied undergo an extremely intensive one-month long training
range of customers. From males wishing to see if period. The two must endure grueling physical and mental
Classes

she can be courted, to women seeking some of her


training under the guidance of another Bonded. During
secrets. Who Genieve reports to is a mystery, even
to herself as she never sees her contact. She just this period of time, a length of rope or chain always
hopes that her information is used for good attaches the trainees to each other. The distance they can
purposes. separate is limited by their trainer, 10 feet or less (but
Alanson Yuhik: Male human Ftr6/Rog3/ usually 5 feet). The pair learns to eat, sleep, cook, do
Barber1; AL chores, go to the bathroom and most importantly: fight
LN. while connected. They also learn to tolerate each other in
Alanson is new to professional barbering, as can close proximity, if they haven t already. The rope connects
be seen by his handiwork. Alanson gets no them at the waist, the hands and the feet, but not
satisfaction from his job. He would rather be in
necessarily to the same part of their partner. Having your
the middle of combat, but a crippling injury saw
him leave fighting in his past. He had hand bound to your partner s foot for a few days is a good
to resort to thievery for a while to get by, but he way to learn to work together.
now plies his skills, mainly to other fighters. At the end of the training period, the pair go through
Alanson is looking into tattooing as a side rituals of purification and cleansing, and hold a private
profession to draw in extra cash. ceremony where they share their blood and pledge loyalty
Level BaB Fort Ref Will Special to each other. A Bonded individual knows his strength is
1st +0 +0 +0 +2 Bardic knowledge, Bardic Spells, with his partner and holds that bond to be sacred above all
Grooming
2nd +1 +0 +0 +3 Enthrall others.
3rd +2 +1 +1 +3 Makeup artist Requirements
4th +3 +1 +1 +4 Suggestion To qualify to become Bonded, a character must fulfill all
5th +3 +1 +1 +4 Final touch
thefollowingcriteria.
Bonded Prestige Class Alignment: The alignment of both Bonded characters
Author: Adam Nave cannot be more than one step in difference. For instance,
Bonded are warriors who train in pairs and in a pair the alignments could be CG and NG, or CG and
become extremely effective at fighting side by CN, but not CG and LG or CG and TN.
side. They learn to anticipate each other’s Base Attack Bonus: +5.
movements and very thoughts, allowing them Tumble: 5 ranks.
an extremely high degree of coordination. Jump: 8 ranks.
They are usually siblings, lovers or close Feats: Dodge, Mobility.
friends. They are sometimes known as Blood Special: To become Bonded, two people must both take
Brothers or Blood Bonded because of their the class at the same time. They do not need to be the same
blood sharing ritual. Bonded are very level, but they must become a level 1 Bonded or already
acrobatic when they fight, leaping over each have levels as Bonded. The two people must also
other and flipping past enemies. They usually have an emotional attachment to each other. They are
fight in light or no armor and use light typically siblings, lovers or close friends. They must go
weapons. Longer weapons, such as the spear, though a period of training and bonding, lasting one
are sometimes used, but generally Bonded month, during which the pair put themselves through
prefer weapons with finesse to those involving rigorous physical and mental training. No adventuring may
sheer brute force. Monks who become Bonded be done at this time.
usually fight unarmed. Monks and rogues Class Skills
make the best Bonded because of their skills. The Bonded class skills (and the key ability for each skill)
Typically rogues are not interested in the are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int),
lifestyle as they prefer to rely on themselves Innuendo (Wis), Jump (Str), Profession (Int), Sense
386 rather than others, but rogues can be Motive (Wis), Swim (Str) and Tumble (Dex). See Skills
Overview and further of the SRD for skill descriptions.
Skill Points at Each Level: 2 + INT modifier.
Double Team (Ex): At second level, while the
Class Features Bonded are both fighting a single opponent,
All of the following are class features of the Bonded
they gain +2 on attack, damage and AC versus
prestigeclass.
that opponent, due to their fancy footwork
Hit Die: d10.
and coordination. This action must be
Weapon and Armor Proficiency: Bonded gain no
declared before the first Bonded makes an
weapon or armor proficiencies.

Classes
attack and both must attack at the same time
Blood Bond (Su): The link between Bonded is
(one may need to delay their action to make
supernaturally strong. As a result, the two always know
this possible). Declaring a Double Team is a
the physical and mental condition of the other. Regardless
free action. The Double Team lasts until one
of distance, with a successful Wisdom check (DC 15) a
Bonded forgoes attacking their mutual
Bonded character knows his partner’s current wounds
opponent or changes his initiative, either by
(none, light, medium, severe, dying or dead), physical
refocusing or holding his action. This ability
condition (poisoned, diseased, ability drained, conscious
stacks with any other flanking bonus gained.
or unconscious) and mental state (influenced (including
Tight Squeeze (Ex): At third level the
charmed or dominated), impaired (including confused or Bonded learn to occupy the same square in
hypnotized) or unaffected). The actual nature of the
combat without penalty. They may also move
condition is unknown to the partner. He only knows that
through the square occupied by their
his partner is (for instance) unwounded, conscious and
partner at no penalty. Both Bonded must be
influenced, or severely wounded, poisoned and
wearing light or no armor to use this ability.
unconscious and mentally unaffected.
While technically at any given point a Bonded
Level BaBFort Ref Will Special may have partial cover from his partner, it is
1 +1 +2 +2 +0 Blood Bond, Silent Speech
even more likely (because of movement and
2nd +2 +3 +3 +0 Double Team
3rd +3 +3 +3 +1 Tight Squeeze the direction of attack) that he does not, so
4th +4 +4 +4 +1 Tactical Mobility usually no cover bonus is gained while
5th +5 +4 +4 +1 Force Opening occupying the same square. However, if one
A condition can only be detected if the affected Bonded declares themself to be acting as
Bonded is aware of the condition (such as wounds and cover for the other, use the cover and striking
physical condition) or the condition causes some outward cover rules as appropriate. Typically a person
signs that may be noticeable to another person, such as an would grant _ cover to another of the same
inexplicable behavior change. Thus, if one of the pair has size.
been suggested, but the suggestion has not taken effect Tactical Mobility (Ex): In combat, Bonded
yet, the bond would not show it. Both Bonded must be on frequently leap over or roll under each other
the same plane for this ability to function. to attack opponents who would normally be
Silent Speech (Ex): When the two initiates go out of reach. At fourth level, while the
through their intensive training, they learn to read each Bonded are in adjacent squares and are
other’s subtle body language and attune themselves to both conscious and mobile, they may attack
non-verbal cues. The result is rather like a coded language opponents that they cannot reach, as long as
only the two Bonded know. While within 15 feet and their partner can. Essentially, the Bonded are
within clear sight of each other, the pair can communicate able to swap positions for just a moment in
short messages to each other non-verbally with a order to attack their opponents. For example,
successful Innuendo roll (DC 15). The message must be a Bonded Alan and Bob are standing next
short phrase or concept, such as attack him, look over to each other. An orc is attacking Alan and
there,orduck.. two kobolds are attacking Bob. The orc is
To someone that does not notice the subtle cues, it appears next to Alan but out of Bob’s normal reach.
that the duo are reading each other s minds. The Kobold 1 is within the normal reach of both
communication is completely silent and not normally Alan and Bob, and kobold 2 is within only
noticeable by others unless someone is looking directly at Bob’s normal reach. With the Tactical
the signaler. Such a person can make an Innuendo check Mobility ability, Alan and Bob can attack any
(DC 20) to realize that communication is taking place. If of the nearby enemies, but the orc and
the result is above 30, the viewer can understand the kobolds can only attack the person they could
message. before. The Bonded do not gain additional 387
attacks, but can make standard melee attacks, years to blossom if they have just recently met.
using either a full round attack or the single For instance, Ely, (Bonded 3) lost his original partner. He
attack. This ability cannot be used with bull finds a new one and undergoes the bonding rituals.
rush, charge, grappling or any other attack that The new partner becomes a level 1 Bonded. Ely regains
requires that either Bonded be in a new the abilities of a level 1 Bonded. Ely can’t take Bonded
position at the end of the action. Trip, disarm levels until his partner is a level 3 Bonded. Then Ely can
and sunder are all permissible. Both Bonded advance to level 4. He doesn’t get to use the Tactical
must be wearing light or no armor to use Minds ability until his partner is also level 4.
Classes

thisability. If two unpaired Bonded decide to pair up, they need to


Force Opening (Ex): At fifth level a Bonded undergo a training period of one month per level of
individual that is currently Double Teaming an Bonded of the less experienced character. Once all the
opponent can choose to force an opening. The training is complete, the pair are fully functional Bonded.
Bonded attempting this must be the first to If the training is done in increments of one month, the
attack in that round (because both are Bonded can only access as many levels as they have
attacking at the same time (because of Double trained, in months. Once they are trained up as far as they
Team), either can choose to first). He uses a can go, they progress just like any other pair of Bonded
standard action feinting and confusing the (see above.)
opponent, then makes an opposed Bluff roll. For example, assume Carla, a level 3 Bonded meets
The opponent rolls Sense Motive. If the up with Isabel, a level 2 Bonded. They are both unpaired
Bonded wins, his partner (and only his and decide to become partners. They will need to undergo
partner) may make an attack of opportunity at 2 months of training, which is Isabel s limit, in order to
against the opponent. The opponent is access all of the available abilities. If they were to train
considered flat-footed for this attack (and only for only 1 month, they would only be able to access the
this attack). Thus, rogues can do sneak attack first level abilities of a Bonded.
damage. This ability ignores Uncanny Dodge. Sample Bonded
The Double Team bonuses apply to the attack. Gregor and Geoff Tarkin are clearly thugs. Unlike
Other characters may not take attacks of regular thugs, they look out for each other as much as
opportunity against the opponent for this they do themselves. The Tarkin brothers grew up on the
action, such as with the Opportunist ability. rough side of town. The only way to survive was to find
someone that you could trust to watch your back.
This action does not grant any more attacks of
They established themselves as enforcers with a major
opportunity than the character would normally thieves guild boss, Glen The Boot Murow, who saw their
get in a round. potential and later paid a large amount of money to a secret
Loosing a Partner monastery to have them trained as Bonded.
If a pair of Bonded are ever broken up, they The Tarkin brothers decided to repay Murow by robbing
both loose their abilities. A break up is either a the guild vault and running off with the money. He s
major parting or a death. The GM can been hunting them ever since, with little success. He ll be
determine a major parting, such as a falling out even more disappointed when he finds out that the brothers
already spent it all.
between siblings or a couple breaking up. An
Geoff, the younger brother, is clearly the decisionmaker
alignment change is an acceptable reason. This and spokesman of the two. He is loud, talkative and
must be a real split, not a simple disagreement clearly only interested in himself and his brother s best
or spat. A character without a partner cannot interests. In combat he fights with a short sword +1 and a
gain levels as a Bonded unless he finds a new steel buckler+1.
partner (but he is not restricted from taking Gregor, the older brother, is the legs of the pair. When
other class levels). If a new partner is found, someone needs to be hurt, scared or convinced , he s the
the original Bonded regains his abilities at the one to do it. Gregor is slightly more interested in things
same rate his partner acquires them. He can other than his brother, and has been known, occasionally,
to pass up the opportunity to steal candy from small children.
also take Bonded levels again as long as he
He tends to speak in one and two syllable words, but
never has more than one more level as Bonded don t underestimate his intelligence. Gregor fights with a
than his partner. He can’t use his higher-level bastard sword +2. If he has a chance to prepare, he may
abilities until his partner catches up. Note that outfit himself with a masterwork large shield and use the
a new pairing can only occur if there is a sword one-handed. Otherwise, he uses it two-handed.
significant emotional bond between the In combat, the brothers will seek to flank a foe and
388 potential pair. This may take months or even Double Team him until he falls. This usually happens
rather quickly, since both brothers will use their sneak through life s experince. Thankfully they are more
attacks as much as possible. equipped than most to go through life.
Geoff Tarkin: Male human Ftr3/Rog3/Bonded3: Raniel Shaiicia: Male elf Ftr6/Wiz3/Bonded1;
Medium-size humanoid (5 ft., 8 in. tall); HD 6d10+3d6 AL CG.
(hp 52); Init +3 (+3 Dex); Spd 30 ft.; AC 20 (+3 Dex, +5 Raniel and his wife Rianneth are the epitome of
Chain shirt+1, + 2 steel buckler+1); Atk +10/+5 melee, elven love. They do all together, even fight side by
or +11/+6 ranged; SA Double Team, Sneak attack +2d6, side during times of conflict. Elven grace is very
much apparent when the two fight. Their style of
Tactical Mobility; SQ Blood Bond, Evasion, Silent

Classes
fighting bewilders their opponents ad enchants
Speech, Traps, Uncanny Dodge; AL CN; SV Fort +6, Ref
their friends. Many songs and ballads have been
+10, Will +4; Str 15 (+2), Dex 17 (+3), Con 10 (+0), Int created in honor of the two lovers.
11 (+0), Wis 13 (+1), Cha 15 (+2). Rianneth Shaiicia: Female elf Wiz6/Ftr3/
Language: Common. Bonded1; AL CG.
Skills and feats: Jump +10, Tumble +12, Climb +8, Rianneth is more the thinker of the couple.
Ride +6, Swim +5, Pick pockets +9, Bluff +8, Sense Already she thinks of the future, even though she
Motive +4, Spot +6, Listen +7, Innuendo +4; Alertness, and her husband have just started this new style
Ambidexterity, Combat reflexes, Dodge, Mobility, Spring of fighting. She wonders if constant conflict will
allow them to have a family as she wishes. She
Attack, Weapon Finesse (short sword).
also wonders what else the two of them might
Possessions: 200 gp. Chain shirt +1, steel buckler +1, accomplish with this new fighting style. Maybe if
short sword +1, Chime of Opening, Glove of Storing. they learn enough, they will be able to teach more
Gregor Tarkin: Male human Ftr3/Rog3/Bonded3: elves. This would be very useful as their style of
Medium-size humanoid (5 ft., 11 in. tall); HD fighting is very effective against the goblinkin
6d10+3d6+18 (hp 68); Init +6 (+2 Dex, +4 Improved attacking their ancestoral home.
Initiative); Spd 30 ft.; AC 17 (+2 Dex, +5 chain shirt+1); Yvette: Female half-elf Ftr4/Rog3/Bonded2; AL
Atk +11/+6 melee, or +10/+5 ranged; SA Double Team, CN.
Sneak attack +2d6, Tactical Mobility; SQ Blood Bond, Yvette has recently experienced a traumatic
tragedy. Her partner and lover was recently killed
Evasion, Silent Speech, Traps, Uncanny Dodge; AL N;
while the two battled drow in a ruin they had
SV Fort +9, Ref +9, Will +5; Str 16 (+3), Dex 15 (+2),
uncovered. Yvette feels bereft and is unsure of her
Con 14 (+2), Int 11 (+0), Wis 10 (+0), Cha 10 (+0). place in the world. She is unsure if she will ever
Language: Common. feel towards another being as she did towards
Skills and Feats: Jump +11, Tumble +11, Climb +9, Kira, as the two experienced love beyond what
Ride +5, Swim +6, Intimidate +8, Bluff +9, Spot +4, other couples usually feel.
Listen +3, Innuendo +3; Dodge, Combat reflexes, Exotic Calligrapher Prestige Class
Weapon Proficiency (bastard sword), Improved Initiative,
Author: Itzhak Even
Iron Will, Mobility, Weapon Focus (bastard sword).
Wu Mai sat near her writing desk, pondering her
Possessions: 200 gp. Chain shirt +1, bastard sword reply to the message she received. She knew if it
+2, Necklace of Fireballs (Type I). were ever discovered she would be killed.
Other NPCs At that moment, she heard footsteps moving in
Guilane Vikurt: Male human Mnk8/Bonded4; AL LN. the manor, and realized someone must have
Guilane is a rather average looking human. betrayed her. She immediately took a scroll from
Nondescript and unassuming, most people just pass him her desk and began chanting, feeling her skin
by and never notice him. That is the way Guilane prefers harden. A second scroll surrounded her in an
it. Emotionally scarred at childhood, Guilane and his aura warding off evil. As she finished her
brother entered a monastery for healing. There they learnt preparations, a large form ripped through the
discipline and the path of searching for oneself. Guilane door to her room, and was immediately engulfed
and Firthan possess a bond that goes beyond normal in flames from the ruptured glyph. Wu Mai took
monkish brothers and have been lucky enough to train up her quarterstaff and hit the creature before it
together, thus giving them insights into each other s could recover, with enough force to knock him
behaviour. out. She ran from the house, knowing she could
Firthan Vikurt: Male human Mnk8/Bonded4; AL LN. not return and wishing she had time to pack a
Firthan is more the leader of the duo and that suits his few of her scrolls. She was thankful she still had
brother just fine. Guilane lets Firthan do the talking in all the book in the folds of her clothes.
enocunters if possible. Even though he is more outgoing, While running, she activated her ring, and was
Firthan is very protective of his brother. The duo have no immediately teleported to her hideout. Once there
she began to study the book intently, knowing
real plans in life, they just wish to experience life as much
as possible and see if the search for fulfillment is possible that if she could unlock its language she could 389
figure what was so important. It took her just a traverse the landand record their journeys. Wherever they
few minutes to decode it, and she was shocked are, they accumulate rumors and bits of knowledge, and
by the contents. Eagerly she read the entire book, read ancient texts. They have a knack for seeing through
and knew that now she was ready to defend the falsehood garnered from long hours reading the histories
knowledge kept there from those who would abuse
and accounts of men.
it. The people of the orient hold art in great
esteem, from peasants to nobles, and even the
Requirements
emperor. Strangely enough, they have no To qualify to become a calligrapher, a character must
Classes

equivalent to the western bard class, but art is fulfillallthefollowingcriteria.


encouraged as a pastime. Some individuals, Alignment: Any lawful.
with their knowledge of ki and magic, have Craft (Calligraphy): 8 ranks.
learned to tap their art to create magical Decipher Script: 4 ranks.
effects. Each art has a following and people Feats: Skill focus (Calligraphy), Expertise.
that learn to tap its secrets, and each of these Special: The character must have been in a situation
groups represents a path of art. where he was attacked for knowledge someone wanted,
Of the different arts, calligraphy is held in eithertodestroyitorobtainit.
most regard. While most people are literate, it Class Skills
is considered a mark of honor for a person to The calligrapher s class skills (and the key ability for
have skill at calligraphy. Calligraphy is always each skill) are Appraise (Int), Concentration (Con), Craft
used in the documents of nobles and the (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge
emperor, and sometimes even in the writings of (all, each taken individually; Int), Profession (Wis),
commoners, which means that great knowledge Search (Int), Sense Motive (Wis), Spellcraft (Int), and
is locked within. The libraries of monasteries Spot (Wis). See Skills Overview and further of the SRD
and palaces are filled with information vital to forskilldescriptions.
the internal workings of the land, and all of it Skill Points at Each Level: 6 + INT modifier.
is written in calligraphic style. This has led Class Features
criminal organizations to educate some of All of the following are class features of the calligrapher
their own in the use of calligraphy to forge prestigeclass.
official documents. Knowledge became even Hit Die: d6
more important, especially when noble houses Weapon and Armor Proficiency: The calligrapher
were kidnapping calligraphers to learn the has proficiency in simple weapons and light armors, but
secretsoftheirrivals.Therivalsofhis notshields.
merchant employer kidnapped a scholar named Spells per Day: Beginning at 1st level, a calligrapher
Wang-Liu. After his release, he determined gains the ability to cast a small number of arcane spells.
to protect the knowledge he held, and began to To cast a spell the calligrapher must have an Intelligence
train as a fighter. This choice was ill suited to score of at least 10 + the spell s level, so a calligrapher
his lifestyle and previous training, however, with an Intelligence of 10 or lower cannot cast spells.
and he sank into despair. After careful Calligrapher spells are based on Intelligence, and saving
research, he developed a method allowing him throws against these spells have a DC of 10 + spell level
to incorporate the fine art of calligraphy into + Intelligence modifier. When a calligrapher gets -
his fighting, in a style based on defense and spells per day of a given level the character cannot cast
small weapons, requiring both a strong will spellsofthatlevel.
and a steady hand. The knowledge of this craft The calligrapher s spell list appears at the end of the
spread throughout the land, and knowledge class description. When she gains a level, she learns 2
was protected once again. Calligraphers are spells, from whatever level she can cast. A calligrapher
more interested in defense than offense, and must have a spellbook to record her spells and must
emphasize it in their fighting and their magical prepare
abilities. Some calligraphers roam the land her spells like a wizard. Unlike a wizard or a sorcerer,
looking for events to record. Some function as she cannot use metamagic feats to affect her spells,
scholars in a monastery, noble house, or a but she can take the Spell Mastery feat.
merchant house. Some are bureaucrats in the Scribe Scroll (Su): At 1st level, the calligrapher gains
land s government. While most calligraphers the Scribe Scroll feat for free. A calligrapher can cast an
390 are more of the home-type there are many who abjuration spell from any scroll, even if it is not on her
list.
Comprehend Languages (Sp): At 2nd level, the 5th level — break enchantment, dismissal,
calligrapher gains the ability to use Comprehend spellresistance.
Languages three times per day, plus his Int modifier. This Notes
ability is as the spell and is cast at the Calligrapher s class Calligraphy: When people think of the
level. orient and writing they usually think of
Decode: At 3rd level, the calligrapher knows all sorts calligraphic writing, but that is not entirely
of codes designed to hide knowledge from the peering true. There were two styles of writing: one

Classes
eye. He has mastered the use of these codes, and can more for the everyday use and one mainly for the
easily use them to code his writing or to decode another s. nobles. The style reserved for the nobles is
He gains a +1 insight bonus to Decipher Script. At 5th calligraphy. The ability to use calligraphy is a
level, this bonus increases to +2, then +3 at 7th level and mark of honor and distinction in the orient.
+4 at 9th level. This bonus also adds to the calligrapher s A person who has calligraphy in the orient is
Spellcraft check when trying to learn spells from a wizard not only held in high regard, but has an edge
s spellbook or from a scroll. against others. Only those who master this art
Efficient Scroll (Ex): At 4th level, the calligrapher has can read calligraphic letters. Calligraphy is
mastered the art of efficiently writing magical scrolls. The used by monasteries, nobles, the bureaucracy
XP cost is cut in half. and the emperor s household, for important
Steady Hand: At 5th level, the calligrapher can take records and in books.
10 for writing things even in the midst of combat, or on a Writing: A writing is a text that encompasses
rocking boat. It can also be used when copying spells to anything from one sentence to one book.
their spellbook. Sample Calligrapher
Protect Knowledge (Sp): At 6th level, the calligrapher Wu Mai is a noble woman and a talented poet. At
can put a magical protection on any writing of his. This the age of 24, after her marriage to a samurai,
ability can be used once per day, and can only affect she saw some of his henchmen killing a librarian
something he is writing that day. He can choose to apply when he didn t have the book that they sought.
one of the following effects: Sepia Snake Sigil, Illusory Curious about it, she began to search for the
book on her own, and discovered it described
Script, or Secret Page. These effects are cast at the
her husband s misdeeds. She sent the book by
calligraphersclasslevel. emissary to her father, asking him for advice on
Ignore Glyph (Ex): At 8th level, if he succeeds at a what to do, but her husband had herfather killed,
Will save DC 20 + spell level, the calligrapher can bypass and locked her away. She was rescued by a
any glyph placed on a writing (e.g., Explosive Runes, calligrapher and taught the trade, and since
Sepia Snake Sigil, Illusory Script, Secret Page) as if it then she has used her powers to uncover her
were not there, so he does not trigger it. former husband s misdeeds, as well as those of
Clean-up (Su): At 10th level, the calligrapher can try others like him.
to clean up a passage of text. This ability is similar to a Wu Mai: Female human Ari5/Exp2/
Greater Dispel, but can affect only writings. Use of this Calligrapher 6: Medium-size humanoid (5 9
ability will erase scrolls, spellbooks, and other magical tall); HD 5d8+8d6 (hp 68); Init +5 (+1 Dex,
writings, if the writing fails its save. The calligrapher can Improved Initiative); Spd 30 ft.; AC 17
use this ability up to 1 + his Int modifier times per day. (touch 13, flat-footed 16); Atk +8/+3 melee
The ability is performed at his calligrapher class level. (quarterstaff, 1d6/x2); AL LG; SV Fort +5,
Calligrapher Spell List Ref +9, Will +19; Str 10 (+0), Dex 12 (+1),
Calligraphers choose their spells from the following Con 11, Int 16 (+3), Wis 16 (+3), Cha 18
list: (+4).
1st level — alarm, endure elements, entopic shield, Skills & Feats: Craft (Calligraphy) +20,
protection from chaos/evil/good/law, sanctuary, shield. Perform (Poetry) +19, Decipher Script +12,
2nd level — arcane lock, barkskin, protection from Listen +18, Diplomacy +19, Knowledge
arrows, resist elements. (Nobility) +18, Sense Motive +18,
3rd level — dispel magic, explosive runes, glyph of Knowledge (History) +18, Knowledge
warding, magic circle against chaos/evil/good/law, (Local) +18, Concentration +15; Expertise,
nondetection, protection from elements. Improved Initiative, Iron Will, Skill Focus
4th level — dimensional anchor, fire trap, minor globe (Craft Calligraphy), Scribe Scroll, Quick
of invulnerability, remove curse, repel vermin, spell Draw, Combat Casting.
immunity, stoneskin. Calligrapher Spells per day: 4/4/3, DC 13 + 391
through the dedication she shows when copying a manuscript
spelllevel.
or tome. Daniela is usually quite timid, except for when her
Spellbook: 1 - alarm, endure elements, books are in danger or she starts talking about a subject she
protection from evil, shield; 2 — arcane lock, knows quite a lot about. Her speciality of knowledge is
barkskin, protection from arrows, resist cartography and how maps change over the years.
elements; 3rd level - dispel magic, glyph of Grummer Frostin: Male dwarf Ftr7/Dwarven Defender3/
warding, magic circle against evil, protection Calligrapher5; AL LG.
from elements. Not many would think of a dwarf as a calligrapher.
Possessions: Ring of Protection +2, Bracers However that is exactly what Grummer is. He has been
Classes

of Armor +2, Amulet of Natural armor +2, raised from birth to protect the records of his people. He
has learnt special skills to see that the records are not
Cloak of Resistance +2. Please note that this
violated if his homeland is ever overrun.
equipment list is 3,000 gp short. This
LevelBaBFort Ref Will Special 1 2 3 4 5
is because she lost her collection of scrolls, 1st +0 +0 +2 +2 Scribe Scroll 1 - - - -
valued at 2,500 gp. The other 500 gp are in 2nd +1 +0 +3 +3 Comprehend Languages 2 - - - -
regular equipment and coins. 3rd +2 +1 +3 +3 Decode 2 1 - - -
Other NPCs 4th +3 +1 +4 +4 Efficient Scroll 3 2 - - -
5th +3 +1 +4 +4 Steady Hand 3 2 1 - -
Myrruj Kinane: Male human Ro6/ 6th +4 +2 +5 +5 Protect Knowledge 3 3 2 - -
Calligrapher2; AL LE. 7th +5 +2 +5 +5 4 3 2 1 -
Myrruj has always been the scribe for his lord. 8th +6 +2 +6 +6 Ignore Glyph 4 3 3 2 -
What his lord doesn t know, is that Myrruj uses 9th +6 +3 +6 +6 4 4 3 2 1
what he learns during his daily work for his own 10th +7 +3 +7 +7 Clean-up 4 4 3 3 2
ends. Myrruj has collected a small fortune for his Darkdelver Variant Core Class
knowledge. But what is even more remarkable is
Author: Robert J. Hall
that when spies infiltrate his lord s home looking
for secrets, Myrruj has attacked them with a
Deep beneath the gentle lands and quiet forests of the
fanatical rage and defending his lord s books surface lies a place of dark nightmares, where dangerous
plus his own writings at the expense of his flesh. beasts and powerful creatures vie for the riches beneath
Etbren Nuihelan: Elf Wiz6/Loremaster2/ the earth. No place for the meek or helpless, the
Calligrapher4; subterranean regions require far more potent skills and
AL LN. abilities than are normally taught to surface dwellers.
Etbren has always been fascinated by knowledge. The Darkdelvers are solemn mystics who have learned
What exactly have people before him uncovered to survive and thrive in this harsh, unforgiving
and what might he discover in some lost tome.
environment.
Now Etbren is the master of the museum that his
people have accumulated of all the world s
To become masters of the deadly underground
knowledge. Anything from any race that realm, their physical and mental abilities have been
has had a civilization has made its way to the exquisitely honed to an extreme degree using a methodical
museum. There anyone can walk through its halls regimen of difficult mystical exercises. By continually
and discover what sentient races are capable of. perfectingtheirart,theyareabletoattainacloseaffinity
Etbren is quite proud of his accomplishment and to the earth and to the denizens that dwell therein.
quietly trains his staff in the way of greater Darkdelvers travel the underground ways, using their
protection of knowledge. abilities to serve and benefit their wards. The darkdelvers
Hensu Grimble: Male gnome Wiz (Illusionist)/
gain their power not by dominating their environment, but
Rog3/ Calligrapher8; AL LG.
Hensu is always having jokes played on him by
by being at one with the earth and stone in which they
other gnomes. They see him as too serious and dwell.
not having enough fun. Hensu however takes his Adventures: Darkdelvers adventure to increase their
duties seriously. He has decided to record the knowledge of the underground and its mysteries, and to
history of the gnomes and plans on informing all hone and enhance their mystical, earth-based abilities.
gnomes of the legacy that went before them at They often serve or aid a patron or a group, helping them
some future point in time. That is, if he is left in to survive the dangers of the underground. Darkdelvers
peace to work as he needs. are the caretakers, travelers, explorers, couriers, and
Daniela Certa: Female human Exp6/
avengers of the underground ways. They often travel
Calligrapher8; AL
LG.
alone, relying on their special abilities rather than the
Daniela is the librarian of a small library in a protection provided by a group. However they will readily
large city. Daniela gained her job after spending join with a band to serve a greater purpose.
392 a number of years working as a scribe, and While often uncomfortable and out of their element on
the surface, the abilities of a darkdelver are still highly Members of the brutal subterranean humanoid
respectable in such an environment. When they do choose races can also acquire the necessary skills,
to stay out in the open they prefer rugged mountain areas although such will often be evil in nature.
or cosmopolitan settlements. Many darkdelvers have an Other Classes: Many darkdelvers are
aversion to ocean travel or entering the wild growths of a adventurers by nature, and readily take to a
surfaceforest. wandering life of danger. They will freely join
Characteristics: Darkdelvers have such a close link a party ofadventurers, particularly if their

Classes
to the underground, that he can actually draw upon the interests and goals coincide. While
innate mystical power of their surroundings to cast divine underground the darkdelver will see to the
spells. Their spells are focused on stone, insects, survival, survival needs of the party, and will use her
and the subterranean. In addition to spells, darkdelvers skills and abilities to ensure their success. She
gain an increasing portfolio of mystical powers as they can provide comparable abilities to a rogue or
increase in experience, including the ability to take the druid in this environment. On the surface a
form of various vermin. darkdelver will have difficulty adjusting to the
By necessity Darkdelvers are trained in the combat open conditions, especially in areas of wild
arts. They can use simple and martial weapons, although growth. She will be a reluctant participant in
they typically never learn to use martial ranged weapons. outdoor, wilderness adventures, and on
They are also trained in the use of light and medium occasion can even be a disagreeable
armor, since armor does not interfere with divine spells as companion if a druid or ranger is present.
it does with arcane spells. Finally they are also practiced GAME RULE INFORMATION
in the use of shields. Darkdelvers have the following game
Alignment: Darkdelvers can be of any alignment. statistics.
Good darkdelvers are often avengers of evil deeds. Lawful Abilities: Wisdom determines how powerful a
darkdelvers may be caretakers who protect an underground spell a darkdelver can cast, how many spells
people. Chaotic darkdelvers may be explorers and the darkdelver can cast per day, and how hard
couriers. Evil darkdelvers typically ally themselves with itistoresistthesespells.Tocastaspella
villainous forces; particularly those associated with darkdelver must have a Wisdom score of 10+
vermin. the spell s level. A darkdelver gets bonus
Religion: Darkdelvers revere the earth and the spells based on Wisdom. The Difficulty Class
underground ways, and usually gain their magical power of a saving throw against a darkdelver s spell
from their mystical communion with the surrounding is 10 + the spell s level plus the Wisdom
stone. Many will also revere or at least respect gods that modifier. Wisdom, Dexterity, Intelligence,
represent earth or stone, exploration, travel, protection, and Strength are important for many of the
secret knowledge, vermin, and the underground races. darkdelver s class skills (see below).
Background: Most darkdelvers are members of a Races: Darkdelvers can be any intelligent,
secretive, mystical sect or organization. They will typically subterranean race that can gain class levels.
use an established guild as a front for this organization, Alignment: Any.
then hire out their members for various services. These Class Skills
organizations are very selective about the individuals they The darkdelver’s class skills (and the key
allow to join, only choosing those who are already ability for each skill) are Balance (Dex),
physically well suited to a dangerous life underground. Climb (Str), Concentration (Con), Craft (Int),
Darkdelver organizations usually form within a specific Disable Device (Int), Escape Artist (Dex),
species, although sects can instead appear based on a Hide (Dex), Intuit Direction (Wis), Jump (Str),
particular alignment. Darkdelvers operating on their own Knowledge (underground) (Int), Listen (Wis),
initiative are not uncommon, however, although they are Move Silently (Dex), Profession (Wis), Search
expected to maintain the general creed and principles of (Int), Spellcraft (Int), Spot (Wis), Swim (Str),
close affinity with the earth and its inhabitants. Tumble (Dex), and Use Rope (Dex). See Skills
Races: Darkdelvers are exclusively native to the Overview and further of the SRD for skill
subterranean regions, since only such creatures have the descriptions.
innate survival tools and close affinity with the earth. Thus Skill Points at 1st Level: (4 + Int modifier)
darkdelvers are typically drawn from the common x4.
subraces that dwell underground. Deep dwarves, deep Skill Points at Each Additional Level: 4 +
Intmodifier.
393
gnomes, and deep halflings can become darkdelvers.
Class Features Tunnel Runner: Starting at 3rd level, a darkdelver may
All of the following are class features of the move across rugged, irregular ground at her normal speed
darkdelver NPC class. and without suffering damage or other impairment.
Hit Dice: d8. However rugged, irregular areas that are enchanted or
Weapon and Armor Proficiency: magically manipulated to impede motion still affect the
Darkdelvers are skilled with all simple darkdelver.
weapons and martial melee weapons, Insect Awareness: Starting at 4th level, a darkdelver can
Classes

light armor, medium armor, and shields. Note focus her mind as a round action then become aware of
that armor check penalties for armor heavier insects within a 15 ft. radius. On the following rounds the
than leather apply to the skills Balance, darkdelver can remain focused and gain a general
Climb, Escape Artist, Hide, Jump, Move impression of the condition of the insects and their
Silently, Pick Pocket, and Tumble. Also, activities.
Swim checks suffer a -1 penalty for every 5 This sense will function unhindered through any
pounds of armor and equipment carried. nonmagical barrier, allowing the character to locate
Spells: A darkdelver casts divine spells openings and areas of soft earth that are occupied by
according to the table above. The darkdelver insects.
can prepare and cast any spell on the list that
LevelBaB Fort Ref Will Spells per Day
appears at the bottom of this class description,
1st +0 +2 +2 +2 Underground sense 2 - - - - - -
provided she can cast spells of that level. She 2nd +1 +3 +3 +3 Close fighting 3 0 - - - - -
prepares and casts spells the way a druid does. 3rd +2 +3 +3 +3 Tunnel runner 3 1 - - - - -
To prepare or cast a spell, the darkdelver must 4th +3 +4 +4 +4 Insect awareness 4 1 - - - - -
5th +3 +4 +4 +4 Vermin form (1/day) 4 2 0 - - - -
have a Wisdom score of at least 10 + the
6th +4 +5 +5 +5 4 2 1 - - - -
spell’s level. The Difficulty Class for a saving 7th +5 +5 +5 +5 Vermin form (2/day) 5 3 1 - - - -
throw against a darkdelver’s spells is 10 + the 8th +6/+1 +6 +6 +6 Wall runner 5 3 2 0 - - -
spell’s level + the darkdelver’s Wisdom 9th +6/+1 +6 +6 +6 Vermin form (3/day) 5 3 2 1 - - -
10th +7/+2 +7 +7 +7 Dusk flesh 6 4 3 1 - - -
modifier. Bonus spells for darkdelvers are
11th +8/+3 +7 +7 +7 Vermin form (4/day) 6 4 3 2 0 - -
based on Wisdom When the darkdelver gets 0 12th +9/+4 +8 +8 +8 Lesser tremorsense 6 5 3 2 1 - -
spells of a given level, such as 0 1st-level 13th +9/+4 +8 +8 +8 Vermin form (Large) 6 5 4 3 1 - -
spells at 1st level, the darkdelver only 14th +10/+5 +9 +9 +9 Fissure merge 6 5 4 3 2 0 -
15th +11/+6/+1 +9 +9 +9 Vermin form (Tiny) 6 5 5 3 2 1 -
gets bonus spells. A darkdelver without a
16th +12/+7/+2 +10 +10 +10 Tremorsense 6 5 5 4 3 1 -
bonus spell for that level cannot yet cast a 17th +12/+7/+2 +10 +10 +10 Vermin form (Huge) 6 5 5 4 3 2 0
spellofthatlevel. 18th +13/+8/+3 +11 +11 +11 6 5 5 5 3 2 1
Bonus Languages: A darkdelver knows the 19th +14/+9/+4 +11 +11 +11 6 5 5 5 4 3 1
20th +15/+10/+5 +12 +12 +12 6 5 5 5 4 3 2
Undercommon language, in addition to any Vermin Form: At 5th level, a darkdelver gains the
bonus languages available to her because of spell-like ability to polymorph self into a small or
herrace. medium- size vermin and back again once per day. This
Underground Sense: A darkdelver can ability otherwise functions identically to the wild shape
identify types of natural stone and their ability of a druid. The darkdelver can use this ability more
properties with perfect accuracy. She can times per day at 7th, 9th, and 11th level, as noted on the
know whether an area of rock is safe or table above.
hazardous to traverse. She can also tell In addition a darkdelver gains the ability to take the
whether an underground source of water is shape of a large vermin at 13th level, a tiny vermin at
safe to drink or dangerous (polluted, 15th level, and a huge vermin at 17th level.
poisoned, or otherwise unfit for consumption.) Wall Runner: Starting at 8th level, a darkdelver can
Close Fighting: Starting at 2nd level, a perform a portion of their movement along the surface of
darkdelver can fight in tight quarters with less a vertical wall. The total distance that can be traveled
hindrance. When attacking in conditions along the wall in any stretch of movement is equal to 15
where natural rock cover is being used, the feet. The movement along the wall surface can be in any
defender’s AC bonus due to cover is reduced direction, but it must end on a stable floor. Thus a wall
by -2. The darkdelver suffers no additional runner with a 30 foot movement rate could move 10 feet
penalties when using small or medium-size along the ground; run up a vertical wall 15 feet; then
394 weapons in cramped spaces. move an additional 5 feet along a ledge.
Dusk Flesh: Starting at 10th level, once per day a Knowledge (Underground) 4 Int
Listen 4 Wis
darkdelver can systematically adjust the physiology of her
Move Silently 4 Dex -3
body to become less visible to creatures using dark vision. Search 4 Int
When doing so she gains a +4 bonus to her Hide check to Spellcraft 4 Int
avoid being spotted by such creatures. When stationary or Spot 4 Int
only moving a 5-foot step, she is effectively invisible to Feat: Alertness.
darkvision beyond a distance of 10 feet. It has no effect Gear: Backpack with waterskin, dark cloak,
threeday’strailrations,20ft.rope,bedroll.

Classes
on other forms of vision or on magical scrying.
While this mystical ability remains in effect, a -2 penalty Case with 10 bolts.
is applied to any Fortitude saving throws by the Darkdelver Spell List
darkdelver. Dusk Flesh remains active until it is Darkdelvers choose their spells from the
deactivated as a full round action, or until the darkdelver following list. Spells with an asterisk are
loses consciousness or falls asleep. modified versions of existing spells.
Lesser Tremorsense: Starting at 12th level, a darkdelver 0-level — create water, cure minor wounds,
gains a partial form of tremorsense with a range of daze, detect magic, detect poison, flare,
30 feet. She must maintain contact with the ground and guidance, inflict minor wounds, know
spend a full action in order to use this sense. Hence the direction, purify food and drink, read
darkdelver must expose some bare flesh, whether on the magic, resistance.
feet, hands, or elsewhere, to use this ability. The lesser 1st level — calm vermin*, cure light wounds,
tremorsense ends as soon as the darkdelver moves. See detect secret doors, endure elements,
the Special Abilities section of the SRD for further expeditiousretreat,faeriefire,inflictlight
information. wounds, invisibility to vermin, jump, magic
Fissure Merge: Starting at 15th level, a darkdelver stone, magic weapon, pass without trace,
gains a spell-like ability to become part of a rock face as a shield of faith, spider climb, true strike.
full round action by merging into a narrow crack or seam 2nd level — cat’s grace, chill metal, darkness,
in a rock face. The longest dimension of the crack must be delay poison, find traps, heat metal, lesser
at least half the height of the darkdelver, but any width or restoration, make whole, misdirection, resist
depth of the crack will serve. Upon doing so the elements, see invisibility, soften earth and
darkdelver gains a +10 bonus to her Hide skill. If the crack stone, speak with vermin*, summon swarm,
runs through a stone wall that is one foot thick or less, the vermin messenger*.
darkdelver can instead pass through the wall as the full 3rd level — contagion, create food and water,
round action. The ability remains in effect until the cure moderate wounds, deeper darkness,
darkdelver leaves the wall. dominate vermin*, inflict moderate wounds,
Tremorsense: Starting at 16th level, a darkdelver invisibility purge, meld into stone, neutralize
gains the supernatural tremorsense ability with a range of poison, nondetection, poison, protection
60 feet. She can automatically sense the location of any from elements, remove disease, snare, spike
movement within 60 feet that is in contact with the growth, stone shape.
ground. She must have direct physical contact with the 4th level — cure serious wounds, dispel
earthtousethisability. magic, freedom of movement, giant vermin,
Deep Dwarf Darkdelver Starting Package inflict serious wounds, minor
Armor: Hide armor +3 AC, small metal shield +1 creation, nondetection, repel vermin, rusting
AC, armor check penalty -3, speed 15 ft, 31 lb. grasp, scrying, sending, spike stones, status,
Weapons: Heavy Pick (1d6, crit x4, 6 lb., Piercing). water breathing.
Light crossbow (1d8, crit 19-20/x2, 80 ft., 6 lb., Small, 5th level — commune with nature, cure
Piercing). critical wounds, death ward, ethereal jaunt,
Skill Selection: Pick a number of skills equal to 4 + inflict critical wounds, insect plague, major
Intmodifier. creation, passwall, spell resistance,
Ability Ranks Ability Armor transmute mud to rock, transmute rock to
Climb 4 Str -3 mud, vermin growth*, wall of stone.
Concentrate 4 Con 6th level — animate objects, creeping doom,
Disable Device 4 Int
Heal 2 Wis etherealness, find the path, greater
Hide 4 Dex -3 dispelling, healing circle, move earth, stone
Intuit Direction 4 Wis tell,stoneskin,trueseeing. 395
Alanna Hygart: Female human Rog3/Darkdelver1; AL
Sample Darkdelver NE.
Haelinga Frumpstone had always been a strange Alanna lives underground not by choice. She knows
child. She didn t feel connected to the dwarves of that if she was found above ground she would be hunted
her clan like other dwarves. She had a desire for and tried for the crimes she had committed. She hates the
solitude and the beauty of her underground home. caverns and constant stone, but has come to admire its
She had no wish to kill the rock by breaking it for protection. It is unsure if she should be a Darkdelver, but
the ore it might contain. So when she was old someone has granted her prayers for spells.
enough, she left her parents and just set off for the Branduik Strenbeam: Male dwarf Darkdelver15; AL
Classes

wilds of the caverns to see what she could find. LG.


Thankfully an experienced darkdelver chanced Branduik may be the son of the local clan chief, but he
upon her when he did, otherwise Haelinga would hopes never to have to serve as clan chief. If he did, he
have been the dinner for some underground would have to forgoe his cherished wanderings. Branduik
predator. Haelinga is now an accomplished is seldom found in the city. He could be thousands of
darkdelver in her own right. She has a greater miles away, charting an underground river or seeing
understanding for her home caverns and can be where an ore vein leads.
found usually not too far from a settlement. Fruderra Berd ol a: Male drow Ftr7/Darkdelver5; AL
Haelinga Frumpstone: Female dwarf CN.
Darkdelver 6; Medium-size humanoid; HD Fruderra was exiled as he was seen as an aberration
6d8+18 (hp 45); Init +1, Spd 20 ft.; AC 16 (+1 to the drow. He is technically under pain of death to return
Dex, +5 mithril shirt +1); Atk +8 melee to any drow settlement, but he doubts he will ever see
(1d4+3, crit x4, +1 light pick); AL CG; SV another drow again. Fruderra tried to keep his love of the
Fort +8, Ref +6, Will +8; Str 14 (+2), Dex 12 depths to himself as he was trained. But it was all to no
(+1), Con 16 (+3), Int 13 (+1), Cha 8 (-1). avail, when the scouting party he was with started mining
indiscriminately at a vein of mithril. Since then Fruderra
Skills & Feats: Concentration +9, Hide +7,
has lived a solitary existence as anyone he encounters
Intuit Direction +9, Knowledge (underground) believes he is like all other drow.
+12, Move Silently +7, Spellcraft +7, Spot +9;
Modified Spells
Blind-fight, Skill Focus (Knowledge
Some of the darkdelver spells are minor variations of
underground), Weapon Focus (light pick).
existing spells as follows.
Class Abilities: Underground Sense, Close
Calm Vermin — identical to the calm animals spell
Fighting, Tunnelrunner, Insect Awareness,
except it only operates on vermin.
vermin form (1/day).
Dominate Vermin — identical to the dominate animal
Spells per day: 4/3/2, DC 13 + spell level.
spell except it only allows control of vermin.
Possessions: +1 light pick, +1 mithril
Invisibility to Vermin — identical to the invisibility to
chainshirt, 4 potions of cure moderate wounds,
animals spell except it functions against vermin.
bag of holding (bag 2).
Speak with Vermin — identical to the speak with animals
Other NPCs spell except it only allows communication with vermin.
Eckel Uijok: Male gnome Wiz (Illusionist)
Vermin Growth — identical to the animal growth spell
6/Darkdelver9; AL CG.
Eckel lives on the fringes of gnome society. He except it only allows vermin to be increased in size.
teaches the young gnomes about their Vermin Messenger — identical to the animal messenger
surroundings and what they can do to survive in spell, except it uses a tiny insect as the courier instead.
the deep. And during birthdays, he uses his
illusions to entertain them and also inform
Dark Gardener Prestige Class
them of the things they can find if traversing the Author: Itzhak Even
depths of the world. Eckel has never seen the sun The dark gardener does not fit into your average image
and does not wish to. He is content below the of a gardener, and his plants are a far cry from what
ground. most gardeners grow.
Aberd Black: Male human Ftr2/Darkdelver4; Some druids have a fanatic belief that civilization is
AL CN. damaging to nature, and prefer to see all races living as
Aberd was once a miner. Once the mine was played nomadic tribes, hopefully under their watchful eye, and
out he decided to stay as he had fallen in love with
they use many ways to undermine society, but there is a
the rugged beauty of the depths. He did servant
duties for a mage in exchange for goggles of the
darker branch to that organization.
night so that he wasn t at a disadvantage That branch uses their knowledge of nature to create
underground. He now can be encountered carnivorous plants, thereby giving nature a hand against
396 anywhere around where the mine was once civilization. As they gain in power they can create bigger
as he makes the former mine his home. plants, which usually pose a greater threat, but they can
also give their creations the ability to reproduce. made.
Their ability to create bigger carnivorous plants expands Rebuke Plants (Su): One of the first things
as time goes by, but their continued exposure to the the gardeners of the shadow circle is how to
plants, and the process used in creating them, that they command plant creatures. This is similar to
gain some of their powers. the Turn undead power of clerics and uses the
This group is not composed solely of druids, though same mechanic. Like the Command Undead
they are the most numerous. It is whispered that on some power wielded by Evil priests he can
worlds there are dark gods of nature whose clerics join

Classes
command a number of plant creatures whose
thisgroup. total HD cannot be higher than his dark
Even worse, there are whispers that some of these are gardener level. If the gardener has the ability
actually multi-classed druid/sorcerers or druid/wizards to rebuke plants from another class the levels
that imbue their carnivorous plants with their arcane stacks.
spells as well, giving them abilities that duplicate those The gardener may attempt to rebuke plants a
spells. number of times per day equal to three plus
Requirements his Charisma modifier.
Alignment: Neutral Evil Extra Turning: As a feat a dark gardener can
Knowledge (Nature): 12 ranks take extra Turning. This feat allows him to
Knowledge (Arcana): 6 ranks rebuke plants four more times per day than
Spellcraft: 12 ranks normal. A gardener can take this feat multiple
Wilderness Lore: 9 ranks times, gaining four more extra daily rebuking
Feats: Craft Wondrous Item attempts each time.
Spellcasting: Must be able to cast at least 5 divine Carnivorous Plants (Su): When first
spells that affect plants, one of which must be at least 3rd gaining access to this prestige class the
level. character gains the knowledge of creating
Class Skills carnivorous plants. The process is done
The dark gardener s class skills (and the key ability almost the same as crafting magical items,
for each skill) are Alchemy (Int), Concentration (Con), except that the plants are oftentimes
Craft (Int), Heal (Wis), Knowledge (Arcana) (Int), somewhat intelligent. After calculating the
Knowledge (Nature) (Int), Profession (Wis), Scry (Int, market price of the carnivorous plant the dark
exclusive skill), Spellcraft (Int), and Wilderness Lore gardener must invest half the market price
(Wis). See Skills Overview and further of the SRD for in gp and 1/25 of the market price in XP.
skilldescriptions. It takes 1 week per size category plus 1 day
Skill Points at Each Level: 4 + Int modifier. per 1,000 gp or market price to nurture a
Class Features plant.
All of the following are class features of the dark The Dark Gardener can nurture several plants
gardener: at the same time, growing 2 HD of plants per
Hit Die: d6. level. While the plants grow he needs to make
Weapon and Armor Proficiency: Dark gardeners do a Knowledge (Nature) check every week with
not gain any new weapon or armor proficiencies. a DC of 10 +Plant s HD to see if it grows at
Spells per Day: At every other dark gardener level, all that week. If he misses the check by 10 or
starting at 1st level, the character gains new spells per day more for 2 weeks in a row the plant dies. This
as if had also gained a level in a divine spellcasting class means that all the money is lost, but no XP
he belonged to before adding the prestige class. He does has been lost.
not, however, gain any other benefit a character of that While they learn how to create carnivorous
class would have gained (hit points beyond those he plants these are small ones, and the ability to
receives create larger plants increases as he goes up in
from the prestige class, turn/rebuke undead, wild levels. See table 1-2 for more details.
shape, and so on), except for the increased effective level Level Maximum Size Base Time
of spellcasting. If a character had more than one divine 1 Tiny 1 week
3 Small 2 weeks
spellcasting class, that allows her to cast the necessary 5 Medium 3 weeks
spell, before becoming a gardener of the shadow circle he 7 Large 4 weeks
must decide to which class she adds her gardener of the 9 Huge 5 weeks
shadow circle levels. This choice cannot be changed once 397
Level BaBFort Ref Will Special Spells per Day Huge (8 HD) 1,000 gp 20 5,000 gp
1st +0 +2 +0 +2 Carnivorous Plants, Rebuke Plants +1 Note 1: When adding the first HD to a Tiny plant it grows to 1 HD.
divine spellcasting level Note 2: No matter how much their HD has been increased their size
2nd +1 +3 +0 +3 remains the same.
3rd +1 +3 +1 +3 Barkskin +1 +1 divine spellcasting level For the base abilities of each plant size refer to the table at
4th +2 +4 +1 +4 Reproducing Plants theendofthefile.
5th +2 +4 +1 +4 +1 divine spellcasting level The next step is to decide whether you want to improve
6th +3 +5 +2 +5 Barkskin +2
7th +3 +5 +2 +5 +1 divine spellcasting level the base stats of the creature. Consult the table below for
Classes

8th +4 +6 +2 +6 Knowledge of the Oak costs.


9th +4 +6 +3 +6 +1 divine spellcasting level Effect Base Price
Barkskin: When the dark gardener gains levels Ability score Point_ squared x 100 gp (calculated
per ability score)
he has learned to treat his skin with secret
Natural armor Bonus_ squared x 200 gp
ointments made from rare plants that give him a Movement 2,000 gp per 10
tougher skin. This grants him a natural armor Damage Reduction
bonus equal to +1 at 3rd level and +2 at 6th Per bonus (-/+x) Bonus squared x 1,000 gp
Per number (x/-) Number squared x 50 gp
level.
Feat 3,000 gp
Reproducing Plants (Ex): When a dark Evil-aligned 3,000 gp
gardener reaches 4th level he can give his Extra attacks Total number of attacks squared x
creations the ability to reproduce. This costs an 500 gp
Damage (per attack) Base Price
additional 500 gp for tiny plants, and an
1d2 # of dice squared x 50 gp
additional 1000 gp per size category beyond 1d3 # of dice squared x 75 gp
tiny. 1d4 # of dice squared x 100 gp
Knowledge of the Oak: At 8th level the dark 1d6 # of dice squared x 150 gp
1d8 # of dice squared x 200 gp
gardener has learned all kinds of esoteric bits
1d10 # of dice squared x 250 gp
about plants, giving him a +4 insight bonus to 1d12 # of dice squared x 300 gp
all Knowledge (nature) and Profession 1d20 # of dice squared x 500 gp
(Herbalism) skill checks. _ Point refers to the number of ability points you add, so if you raise the
Str from 12 to 14 it coasts 400 gp [(2x2)x100]
Rooted One: Due to long exposure to the
_ The Bonus in these entires refers to the bonus you want to add, so if
energies used in creating carnivorous plants the you want to increase the Strength of a plant by 4 points you will have to
dark gardener learns how to change his body to pay (4 x 4 x 100) 1,600 extra gp.
that of a plant if he so desires. This ability is For all other abilities a gardener adds to a carnivorous
gained at 10th level. plant calculate it as you would for a magical item. Find a
He gains the ability to create a special tree that spell that does roughly the same thing as the ability and
will serve as its new body. When creating this useittocalculatethecostofthatability.
special tree the gardener of the shadow circle There are several things to note:
leaves his old body behind, and his spirit The plant type does not cost a thing.
houses the tree. This process is similar to Note that the gardener has to have the spells in
thatofalich. question, or find someone who would cast those spells for
Creating Carnivorous Plants him during the nurturing of the carnivorous plant.
The dark gardener must first choose what is the A carnivorous plant is always neutral in alignment,
size of the carnivorous plant he wishes to unless the gardener elects to spend more time and
create. The base stats for such a plant are resources to make it evil.
similar to that of an animated object of the While the newly created carnivorous plant is initially
same size, except the type is Plant, they have d8 indifferent to its creator the gardener can use his rebuke
for HD and their base constitution score is 10. plants ability to command it.
The table below lists the basic costs according The carnivorous plants are unable to reproduce on
to size, the cost for extra HD, and the maximum their own once created, unless the gardener is at least 5th
HD for each size. level and he invests the time and resources.
Size Extra HD If the carnivorous plant has a weakness or
Cost vulnerability
Max HD Base Price
Tiny (1/2 HD) 150 gp 2 200 gp
it might be best to calculate it s worth and reduce the
Small (1 HD) 200 gp 4 500 gp price.
Medium (2 HD) 500 gp 8 1,000 gp Tiny Plant Small Plant Medium-Size Plant
398 Large (4 HD) 750 gp 12 2,500 gp Hit Dice 1/2d8 1d8 2d8
Initiative +2 (Dex) +1 (Dex) +0
Speed0ft.0ft.0ft. they were fully grown she disappeared. Some
AC 14 (+2 Size, +2 Dex) 14 (+1 size, +1 Dex, +2 natural) 14 (+4 say they killed her, but other think she has
natural) moved on to nurture another batch of
Attacks Slam +1 melee Slam +1 melee Slam +2 melee nightshade assassins, or some other
Damage Slam 1d3- 1 Slam 1d4 Slam 1d6+1 carnivorous plants. The nightshade assassins
Face/Reach 2 _ ft. by have since spread, gifted with the ability to
2_ft./0ft.5ft.by5ft./5ft.5ft.by5ft./5ft.
reproduce, and have became a menace in the

Classes
Special Qualities
elven forest, but the elves are now mobilizing
Plant Plant Plant
Saves Fort +0, Ref +2, Will -5 Fort +0, Ref +1, Will -5 to battle these plants wherever they are found
Fort +0, Ref +0, Will -5 to try and eradicate them. Their Vampiric
Abilities Str 8, Dex 14, Con 10, Int -, Wis 1, Cha 1 Str 10, Dex Touch ability is treated as if cast by a 5th level
12, Con 10, Int -, Wis 1, Cha 1 wizard.
Str 12, Dex 10, Con 10, Int -, Wis 1, Cha 1 Market Price: 59,000 gp, Nurture Time: 73
Large Plant Huge Plant days.
Hit Dice 4d8 8d8 Cost to Grow: 29,500 gp, XP Cost: 2,360 xp
Initiative +0 -1 (Dex) Price Breakdown:
Speed 0 ft. 0 ft. Small Plant — 500 gp
AC 14 (-1 size, +5 natural) Extra 3 HD — 600 gp (3x200)
13 (-2 size, -1 Dex, +6 natural) 30 movement — 6,000 gp (3x2,000)
Attacks Slam +5 melee Slam +9 melee 6 Int points — 3,600 gp (6x6x100)
Damage Slam 1d8+4 Slam 12d6+7 6 Dex points — 3,600 gp (6x6x100)
Face/Reach 5 ft. by 10 ft./5 ft. (long) 3 points of natural armor — 1,800 (3x3x200)
5ft.by5ft./10ft.(tall) Damage Reduction (5/-) — 1,250 (5x5x50)
10ft.by20ft./10ft.(long) Feat — 3,000
10ft.by10ft./15ft.(tall) Evil — 3,000
Special Qualities 1d6 damage — 150 gp
Plant Plant Constrict (Entangle) — 2,000 (use activated spell
Saves Fort +1, Ref +1, Will -4 effect:
Fort +2, Ref +1, Will -3 1x1x2,000)
Abilities Str 16, Dex 10, Vampiric Touch (Vampiric Touch) — 30,000
Con 10, Int -, Wis 1, Cha 1 Ability to reproduce — 1,500 (500+1,000)
Str 20, Dex 8, Con 10, Int -, Wis 1, Cha 1
Plant: Plants are immune to poison, sleep, paralysis, Nurture Break Down:
stunning, and polymorphing. They are not subject to Small Plant — 2 weeks
critical hits or mind-influencing effects (charms, 1day/1,000 gp - +59 days.
compulsions, phantasms, patrterns, and morale effects). ROOTED ONE TEMPLATE
Plants have low-light vision. When a dark gardener reaches 10th level he
Nightshade Assassin
can decide to create a special tree that will
Small Plant
house is spirit, in a way that is somewhat
Hit Dice 4d8
Initiative +4 (Dex) similar to that used by priests, sorcerer and
Speed 30 ft. wizards to create a lich phylactery, except that
AC 20 (+1 size, +4 Dex, +5 natural) the dark gardener s body merges with the tree.
Attacks Slam +7 melee The special tree form is similar to that of a
Damage Slam 1d6 treant, but looks darker and more menacing.
Face/Reach 5 ft. by 5 ft./5 ft. The creation of a rooted one s tree costs
Special Attacks Constrict, Vampiric Touch (2d8) 120,000 gp and 4,800 xp. If the gardener
Special Qualities
wants to modify this base form he can, but the
Plant, DR 5/-
cost needs to be recalculated.
Feats Weapon Finesse (Slam)
Saves Fort +4, Ref +5, Will -4 CREATING A ROOTED ONE
Abilities Str 10, Dex 18, Con 10, Int 6, Wis 1,Cha 1 Rooted One is a template that can be added to
Alignment Neutral evil any humanoid, monstrous humanoid or giant
The nightshade assassins were created by Arensol (referredtohereafterasthecharacter),
Wolffoam to be used against her elven neighbors. She provided it has 5 levels of the dark gardener
nurtured a large batch of these plants, but a few days after prestige class. The creature s type changes to 399
Wilderness Lore.
Plant.Itusesallthecharactersstatisticsand Feats: Same as Character.
special abilities except as noted here. Climate/Terrain: Any land.
Size: Changes to Huge Organization: Solitary or troupe (1 rooted one, plus
Hit Dice: Changes to d8. severalplants)
Speed: 30 (he loses any other type of movement Challenge Rating: Same as character s +2.
rate, and loses his wings, if the former form had Treasure: Half coins; standard goods; double items.
Classes

any) Alignment: Always Neutral Evil.


AC: The character has +6 natural armor, or the Advancement: By character class.
character s natural armor, or whichever is higher. Dracomancer Prestige Class
Attacks: The character can make two slam Author: Rhys Hess
attacks per round. Dracomancers strive to become spiritually closer to
Damage: The character can cause 2d6 + Str one type of dragon. Through meditation the dracomancer
modifier points of damage with each attack. seeks to move away from his or her human (or other
Special Attacks: A rooted one retains all the race s) patterns of thought and approach the draconic.
character s special attacks and also gains those This inner transformation is marked by an outer
listed below. Saves have a DC of 10 +1/2 rooted transformation as well, as he or she begins to gain abilities
one s HD + rooted one s Charisma modifier. from the chosen dragon totem.
Fear Aura (Su): Rooted ones exude an aura of Dracomancers use a variety of means to identify with
evil and hatred around them. Creatures of less their totem. One option would be to search for a dragon of
than 5 HD in a 60- foot radius that look at the the chosen type to serve. For a good dracomancer,
rooted one must succeed a Will save or be emulating a good dragon s actions could be the chosen
affected as though by fear cast by a sorcerer of path, secretly aiding those without evil intent. An evil
the rooted one s level. dracomancer may hunt and kill dragons of the chosen
Spell-like abilities: The rooted one can use the totem, seeking to become one with them by consuming
following spell-like abilities at will:entangle, their flesh. Although a solitary pursuit, dracomancers are
pass without trace, and warp wood. Activating occasionally found with cults that venerate dragons, or as
these abilities is a move-equivalent action. part of an adventuring band which is likely to encounter
Spells: The rooted one can cast any spell it dragons of the chosen type.
could cast while in his former form. Sorcerers (and members of the optional base class
Special Qualities: A rooted one retains all the draconic sorcerers) are well suited to become
character s special qualities and those listed dracomancers.
above, and also gain the Plant type (see Wizards sometimes follow this path for its power and
Creature Overview of the SRD). knowledge, as well as the promise of an extended life
Turn Resistance (Ex): Being a plant a rooted span. Bards very rarely or never become dracomancers.
one becomes vulnerable to attempts by priests Requirements
and other gardeners to try and rebuke or turn To qualify to become a dracomancer, a character must
him, but he is harder to rebuke/turn than other fulfillallofthefollowingcriteria.
plants. He has a +5 turn resistance. Alignment: Within one step of the chosen dragon totem
Damage Reduction (Ex): his tough body grants s usual alignment (see below).
the character a damage reduction of 15/+1. Knowledge (arcana): 10 ranks.
Saves: Same as the character. Knowledge (dragons): 6 ranks.
Fire vulnerability (Ex): A rooted one takes Spellcasting: Ability to cast 5th-level arcane spells.
double damage from fire attacks, unless the Ability to spontaneously cast 1st level arcane spells (like a
attack allows a save, in which case it takes sorcererorbard).
double damage on a failure and no damage on a Special (optional): You must have some draconic
success. blood in your veins. Determining this can be campaign
Abilities: A rooted one gains a +2 to his specific. The ability to cast spells as a sorcerer should
Constitution and Wisdom, but suffers a —2 to probably be allowed as proof of such blood.
Dex. Class Skills
Skills: A rooted one gains a +8 racial bonus to The dracomancer s class skills (and the essential ability
400 Intuit Direction, Knowledge (nature),
Profession (herbalist), and
for each skill) are Alchemy (Int), Concentration (Con),
Craft (Int), Diplomacy (Cha), Knowledge (arcana) (Int),
Knowledge (dragons) (Int), Profession (Wis), Scry (Int, does not lose any bonuses gained from a
exclusive skill), and Spellcraft (Int). See Skills Overview previous type, including, but not limited to,
and further of the SRD for skill descriptions. feat or skill bonuses, ability score
Skill Points at Each Level: 2 + Int modifier. modifications or special abilities.
Class Features Dragon Special Abilities: Gain special
All of the following are class features of the dracomancer abilities of the dragon totem. These vary
prestigeclass. based on the totem and the level in
dracomancer. Listed below are the abilities

Classes
Hit Die: d4.
Weapon and Armor Proficiency: Dracomancers gained for chromatic and metallic dragons.
gain no proficiency in any weapon or armor. Refer to the descriptions of these dragons for
Spells per Day: A dracomancer is still able to do details on the powers. The abilities are listed
some training in an original spell-casting class, and by totem, with the class level at which each
therefore ability is gained. Abilities that depend on the
every other level gains the ability to cast and learn age category of a dragon to determine their
new spells as if going up a level in the existing class. No power instead use the class level in
other benefits of going up a level in that class apply (such dracomancer. To use other dragons as totems
asspecialfeats,additionalskillpoints,etc.).Ifthe follow these guidelines. Parcel out the
dracomancer dragon s special abilities so that the
has levels in more than one spell-using class, dracomancer will gain a new one at nearly
these benefits apply to only one chosen class. every level from 2nd to 9th. As a rough
Totem: As a first level dracomancer, choose a dragon guideline,avoidoffensivespell-likeabilities
totem, the dragon to be emulated. The totem may be any above the fourth spell level, or other spell-
dragon the gamesmaster allows (examples for standard likeabilitiesabovethesixthspelllevel.
dragons are given below, but other totems could certainly A dracomancer gains no ability to cast divine
be allowed). The dracomancer s alignment must be within spells(notincludingthespell-likeabilities
one step of the chosen totem s usual alignment. For below), even if the corresponding dragon can.
example, Black Dragon Totem: 2nd - acid immunity; 3rd
to choose a black dragon, the dracomancer s - darkness; 4th - corrupt water; 5th - plant
alignment must be CN, CE or NE. growth; 6th - water breathing; 8th - insect
In association with this choice, the character s appearance plague; 9th - charm reptiles. Blue Dragon
will begin to alter. For instance, the character s skin Totem: 2nd - electrical immunity; 3rd -
could roughen, and shift in shade towards the color of the create/destroy water; 4th - sound imitation;
dragon totem, or small horns could sprout at the angles of 5th - ventriliquism; 6th - hallucinatory
the jaw. These changes become more pronounced as more terrain; 8th - veil; 9th - mirage arcana.
levels of dracomancer are gained. No special abilities are Brass Dragon Totem: 2nd - fire subtype; 3rd -
granted, such as flying, since, except at the very end, the speak with animals; 5th - endure elements; 6th
dracomancer s journey is mainly spiritual and magical, - suggestion; 8th - control winds; 9th - control
not physical. weather. Bronze Dragon Totem: 2nd -
Dragon Type: The dracomancer s creature type electrical immunity; 3rd - speak with animals,
permanently create food and water; 4th - water breathing;
changes to dragon. The usual abilities associated 5th - fog cloud; 6th - polymorph self; 7th -
with a dragon creature type are gained: immunity to detect thoughts; 8th - control water; 9th -
sleep and paralysis effects, darkvision 60 ft., and lowlight control weather. Copper Dragon Totem: 2nd -
vision. Although the dracomancer is treated as solely acid immunity; 3rd - spider climb; 4th - stone
being of the dragon type for all spells or effects, he or she shape; 5th - transmute mud to rock; 6th -
Level BaBFort Ref Will Special Spells per Day transmute rock to mud; 8th - wall of stone; 9th
1st +0 +0 +0 +2 Totem, dragon type - move earth. Gold Dragon Totem: 2nd - fire
2nd +1 +0 +0 +3 Dragon special abilities +1 level of existing class subtype; 3rd - bless; 4th - detect gems; 5th -
3rd +1 +1 +1 +3 Damage reduction 5/+1
4th +2 +1 +1 +4 Dragon presence +1 level of existing class water breathing; 6th - polymorph self; 8th
5th +2 +1 +1 +4 Damage reduction 10/+1 - luck bonus; 9th - geas/quest. Green Dragon
6th +3 +2 +2 +5 +1 level of existing class Totem: 2nd - acid immunity; 4th - water
7th +3 +2 +2 +5 Damage reduction 15/+2 breathing; 6th - suggestion; 7th - plant growth;
8th +4 +2 +2 +6 Dragon spell resistance +1 level of existing class
9th +4 +3 +3 +6 9th - dominate person. Red Dragon Totem: 401
10th +5 +3 +3 +7 Dragon transformation +1 level of existing class
2nd - fire subtype; 4th - locate object; 6th - an old dragon (CR19). A player character who
suggestion; 9th - find the path. Silver Dragon undergoes this transformation becomes an NPC,
Totem: 2nd - cold and acid immunity; 3rd - effectively retiring, the concerns of a full dragon no
feather fall; 4th - fog cloud; 5th - cloudwalking; longercongruent with those of an adventurer.
6th - polymorph self; 8th - control winds; 9th - Feats, hit points, skill ranks and spells all have to be
control weather. White Dragon Totem: 2nd - re-determined for the transformed dragon. Strength,
cold subtype; 3rd - ice walking; 4th - fog cloud; Dexterity and Constitution are the average values for a
Classes

5th - gust of wind; 6th - freezing fog; 8th - wall dragon of that age category. For Intelligence, Wisdom and
of ice; 9th - control weather. Charisma, use the average value for a dragon of that age
Damage Reduction: This supernatural ability category or the character s scores, whichever are higher.
may only be used a total number of rounds per The new dragon no longer advances by gaining experience
day equal to the class level in dracomancer. points, but by aging (which in effect ends the gaining of
Damage reduction may be activated and new levels in a normal campaign).
deactivated as a free action, and may be The transformation to dragon form occurs at the very
used multiple times per day as long as the daily end of the year long meditation. Should this
limit is not exceeded. transformation be impossible (the collapse of the roof of
Dragon Presence: The extraordinary ability to the underground chamber housing the dracomancer, who is
cause fear in those within 30 ft. As a standard now entombed under tons of rock), the transformation is
action once per day, force all non-allies to delayed until it becomes possible. The dracomancer can
succeed at a Will save (DC 10 + dracomancer waitinthisstateindefinitely.
level + Charisma modifier) or become shaken Sample Dracomancer
for 4d6 rounds. Creatures with more hit dice Tanesh has been fascinated by dragons since an early
than the dracomancer s class level are not age, ever since hearing the family tale of a dragon among
her ancestors. Once she became a sorcerer, she was able
affected.
to pursue the truth behind the tale, learning a brass
Dragon Spell Resistance: Gain Spell dragon was indeed a forebear seven generations back.
Resistance of 10 + dracomancer level + Since then she has studied such dragons intensely,
Wisdom modifier. approaching them in spirit ever more closely.
Dragon Transformation: The dracomancer Tanesh Wyrm-eye: Female human
gains the ability to undergo a special ritual. At Sor10/Dracomancer 9 (brass totem); Medium-size
any time in the future, the dracomancer may dragon; HD 19d4+38 (hp 90); Init +6 (+2 Dex, +4
retire into seclusion, to spend a year in Improved Initiative); Spd 30 ft.; AC 21 (touch 14, flat-
meditation. While meditating, the body s footed 19); Atk +9/+4 melee (1d8 morningstar crit 20/X2),
functions are suspended, requiring no food or +13/+8 ranged (1d8 light crossbow crit 19-20/X2); SQ
water. During meditation the dracomancer has fire sub-type, sleep immunity, paralysis immunity,
the equivalent of a nondetection spell in effect darkvision 60 ft., low-light vision, dragon presence
at the dracomancer s character level (total of all (1/day, Will save DC 26), spell-like abilities, DR 15/+2
class levels) against all attempts to magically (up to 9 rounds/day); SR 19; AL NG; SV Fort +8, Ref +8,
scry his or her location. A meditating Will +13; Str 9 (-1), Dex 14 (+2), Con 14 (+2), Int 12
dracomancer is easily killed if located, since he (+1), Wis 10 (+0), Cha 25 (+7).
or she will be totally unaware of intruders. The Skills and Feats: Concentration +24, Knowledge (arcana)
meditation can only be ended without the +23, Knowledge (dragons) +16, Spellcraft +23;
death of the dracomancer by succeeding at a Empower Spell, Enlarge Spell, Improved Initiative,
dispel magic or similar spell against a spell- Scribe Scroll, Silent Spell, Spell Focus (Evocation), Spell
like effect of the dracomancer s character level. Penetration, Toughness.
At the end of the yearlong meditation the Spell-like Abilities (Sp): at will - speak with animals,
dracomancer becomes a dragon of the totem s 3/day - endure elements (90 ft. radius), 1/day - suggestion,
type. All class abilities from dracomancer and control winds, control weather.
other classes are lost. The character has Possessions: Morningstar +1, masterwork light crossbow,
become a dragon of an age category that has a masterwork bolts (20), bracers of armor +5, cloak
challenge rating no greater than 19. For of charisma +6, gloves of dexterity +2, ring of protection
example, with a white dragon totem the +2, amulet of natural armor +2, ring of wizardry II,
402 character becomes a wyrm (CR18). With a
silver dragon totem, the character becomes
scroll: power word, stun, scroll: teleport.
Spells Cast Per Day: 6/8/14/8/ 7/7/6/4; DC 17 + spell
level (Evocation DC = 19 + spell level). learn to develop and control their powers on
Spells Known: 0th-arcane mark, daze, detect magic, their own. Draconic Sorcerers gain little from
detect poison, disrupt undead, ghost sound, light, sharing knowledge, and have much less
prestidigitation, read magic; 1st-charm person, identify, interest in creating magical items than do
magic missile, shield, sleep; 2nd-invisibility, mirror image, wizards. They seldom congregate, similar to
resist elements, see invisibility, summon monster II; 3rd- the dragons they claim as forebears.
dispel magic, fireball, fly, haste; 4th-confusion, stoneskin, Races: Draconic sorcerers most often are

Classes
summon monster IV, wall of fire; 5th-cone of cold, hold human or half-elven, although the ability can
monster, passwall; 6 th-globe of invulnerability, summon appear in any common race.
monster VI; 7th-prismatic spray. Intelligent creatures from more savage lands
Draconic Sorcerer Variant Core Class tend to favor intuitive magic over the
Author: Rhys Hess formalisms of wizardry. Kobolds, especially,
What if sorcerers really are descended from dragons, favorthisclass.
and certain of them have retained the innate ability to cast Other Classes: Draconic sorcerers get along
spells as did the legendary dragons who are said to have better with the more undisciplined, less
originally mastered magic? organized classes, such as bards, druids or
Draconic sorcerers are such individuals. Inborn ability, rangers. They sometimes come into conflict
not book learning, powers their spells. Claiming descent with more rigid types, such as monks and
from dragons, their arcane spell casting parallels paladins. A natural rivalry exists with wizards,
that of their declared ancestors. although it is usually limited to proving
Draconic sorcerers are further differentiated from wizards whose magic is more useful.
than are sorcerers, having unique abilities and their GAME RULE INFORMATION
own spell list including many new spells. Draconic sorcerers have the following game
Adventures: Draconic sorcerers adventure to improve statistics.
their abilities, gaining increased competence through the Abilities: Charisma determines how powerful
rigors of exploration. Many also hope to learn more about a spell a Draconic sorcerer can cast, how
their draconic ancestors, eventually even to encounter a many spells can be cast per day, and how
dragon. powerful these spells are to resist. To
Some good Draconic sorcerers seek to emulate the cast a spell at all, a draconic sorcerer must
metallic dragons, destroying evil they encounter and have a Charisma score of 10 + the spell s
aiding individuals of good intent. Evil Draconic sorcerers level. A draconic sorcerer gains bonus spells
may pattern themselves after chromatic dragons, to cast based on Charisma, although the
aggressively gathering as much personal power and wealth number of spells known is not modified by
aspossible. anyabilityscore.
Characteristics: Draconic sorcerers cast spells as Level BaBFort Ref Will Special Spells per Day 0 1 2 3 4 5 6 7 8 9
1st +0 +0 +0 +2 Dragon element resistance 4 3 - - - - - - -
intuitive abilities. They know fewer spells than wizards 2nd +1 +0 +0 +3 5 4 - - - - - - - -
do, as well as having knowledge of fewer areas of magic. 3rd +1 +1 +1 +3 5 4 0 - - - - - - -
However, they have no need to prepare spells ahead of 4th +2 +1 +1 +4 5 5 2 - - - - - - -
time, guaranteeing the best choice for any situation. 5th +2 +1 +1 +4 Special selection 5 5 3 0 - - - - - -
6th +3 +2 +2 +5 5 5 4 2 - - - - - -
It is necessary for a draconic sorcerer to specialize in 7th +3 +2 +2 +5 5 5 5 3 0 - - - - -
one of the dragon elements (acid, cold, electricity, fire, or 8th +4 +2 +2 +6 5 5 5 4 2 - - - - -
sonic). 9th +4 +3 +3 +6 5 5 5 5 3 0 - - - -
Alignment: By nature loners emphasizing the individual 10th +5 +3 +3 +7 Improved dragon element resistance 5 5
5542----
s need for self-expression, draconic sorcerers tend 11th +5 +3 +3 +7 Special selection 5 5 5 5 5 3 0 - - -
to favor chaos over law, although they can be of any 12th +6/+1 +4 +4 +8 55 5 5 5 4 1 - - -
alignment. 13th +6/+1 +4 +4 +8 5 5 5 5 5 5 2 0 - -
Religion: Draconic sorcerers for their arcane abilities 14th +7/+2 +4 +4 +9 Special selection 5 5 5 5 5 5 3 1 - -
15th +7/+2 +5 +5 +9 5 5 5 5 5 5 4 2 0 -
follow draconic rather than divine inspiration, so they can 16th +8/+3 +5 +5 +10 5 5 5 5 5 5 4 3 1 -
be found worshipping any deity, or none at all. 17th +8/+3 +5 +5 +10Special selection 5 5 5 5 5 5 4 4 2 0
Background: Draconic sorcerers first begin to develop 18th +9/+4 +6 +6 +11 5 5 5 5 5 5 4 4 3 1
their powers at puberty. Although occasionally tutored 19th +9/+4 +6 +6 +11Special selection 5 5 5 5 5 5 4 4 4 2
by a more experienced mentor, they usually must 20th +10/+5 +6 +6 +12 5 5 5 5 5 5 4 4 4 4 403
cast spells of this level using bonus spells. Picking spells
The Difficulty Class of a saving throw for a
to know of a given spell level is only possible if the
cast spell is 10 + the spell s level + Charisma
draconic sorcerer can cast at least one spell of that level. A
modifier. A high Dexterity improves the
draconic sorcerer must pick a dragon element in
Draconic sorcerer s armor class, as well as
which to specialize. Dragon elements are acid, cold,
aiding in gaining the initiative. High
electricity, fire, and sonic. All spells you cast that have the
Constitution is useful for any class, but
descriptor of the chosen element gain a +1 bonus to their
especially for Draconic sorcerers given their
save Difficulty Class, as well as a +1 bonus to penetrate
Classes

low base hit points.


Spell Resistance. Spells with an elemental descriptor that
Alignment: Any.
is a non-specialized dragon element are treated as if the
Class Skills caster level is one lower when resolving them (minimum
The Draconic sorcerer s class skills (and the of first level). This includes range, duration, damage
essential ability for each skill) are Alchemy dealt, ability to overcome spell resistance, etc. For
(Int), Concentration (Con), Craft (Int), example, a sixth level draconic sorcerer specializing in
Knowledge (arcana) (Int), Knowledge acid casts a fireball. The range is only 600 ft., and the
(dragons) (Int), Profession (Wis), Scry (Int, spell only does five dice of damage.
exclusiveskill),andSpellcraft(Int).SeeSkills Draconic sorcerers follow the same rules as sorcerers
Overview and further of the SRD for skill and bards when adding metamagic feats to their spells.
descriptions. Dragon Element Resistance: Protects from damage
Skill Points at 1st Level: (2 + Int modifier) x from the element chosen above. Provides the extraordinary
4. ability to absorb the first 5 points of damage each
Skill Points at Each Additional Level: 2 + round from a magical or physical source. This protection
Intmodifier. does not stack with any other spell or ability that grants
Class Features elemental resistance.
All of the following are class features of the Special Selection: At certain levels a draconic sorcerer
Draconic sorcerer. picks one of the following abilities: spell swap, single
Hit Die: d4. spell expertise or dread aura. All of these can be
Weapon and Armor Proficiency: Proficient chosen more than once if desired.
with all simple weapons. Not proficient with Spell Swap: The draconic sorcerer swaps one already
any type of armor, or with shields. Any type of known spell for a new spell of the same level. For
armor interferes with the movements needed to example, at fifth level sleep could be permanently
cast spells, which can cause them to fail (any forgotten, replaced by shield. This selection can also be
spell with a somatic component). The usual used to swap in a spell that was previously researched
penalties due to armor apply to certain skills. (following the normal rules on researching). The swap
Spells: Draconic sorcerers cast arcane spells. must be selected as soon as this ability is chosen. It may
The number of spells known is extremely not be saved up for future use.
limited. You may pick three 0th level spells Single Spell Expertise: Choose one known spell. This
(cantrips) and two 1st level spells of your spell cannot be one which was just learned on attaining
choice as a first level mage. Upon gaining each this level. The spell can now optionally be cast without
succeeding level you may pick additional requiring any verbal or somatic components, and without
spells, as shown by the Spells Known chart. any material components which cost 1 gp or less. This
The number of spells that may be known is not does not raise the level or casting time of the spell,
modified by Charisma in any way. It is only however you must expend an additional 10 XP per spell
possible to cast a limited number of spells level when using this option. Single spell expertise does
per spell level per day, but there is no need to not change the need for any expensive material
prepare spells in advance. A draconic sorcerer components, a focus, or the expenditure of experience
may use a higher level slot to cast a lower level points already required by the spell. Dragon Fear Aura:
spell, such as using a 2nd level slot to cast a 1st Something of the frightful presence of a dragon is gained.
level spell. Draconic sorcerers receive bonus As an extraordinary ability useable once per day, one
spells for high Charisma. For the situation targeted creature within 30 ft. must succeed at a Will save
where a Draconic sorcerer receives 0 spells of a (DC 15 + charisma bonus) or become shaken, suffering a -
given level, such as 0 2nd level spells for a 3rd 2 morale penalty to attack rolls, saves, and checks for 2d6
404 level draconic sorcerer, it is only possible to rounds. As normal with fear effects, this does not affect
1st level burning hands, cause fear, charm
undead or non-intelligent creatures. Each additional
person, comprehend languages, detect ***,
choice of dragon fear aura allows it to be used one more
doom, endure el ements, feather fall,
time per day.
globule*, hypnotism, identify, mage
Improved Dragon Element Resistance: As dragon
armor, protection from ***, remove fear,
element resistance, except the first 10 points each round
shield, shoc king grasp, sleep, splinter*,
are absorbed.
startle*,truestrike.
Class Feats (Available only to this class)

Classes
2nd level alter self, bodily enhancement***,
Draconic Sorcerer Spell Focus [General]
chill metal, find traps, flaming sphere,
Limitation: This special feat replaces the Spell Focus
ground*, heat metal, knock, levitate, locate
feat for spells of draconic sorcerers. This feat does not
object, magic missile, acid arrow, obscure
apply to spells cast using other classes. The Spell Focus
object, protection from arrows, resist
feat only applies to spells cast using other classes. The
elements,scare,seeinvisibility,shatter,
only exception is a focus in Enchantments, which applies
sound burst, hideous laughter.
to spells cast from all classes whether gained from the
3r d level clairaudience/clairvoyance,
Draconic Sorcerer Spell Focus feat or the normal Spell
corrosive stream*, dispel magic, fear,
Focus feat.
fireball, flame arrow, fly, haste, hold person,
Benefit: Choose a dragon element (acid, cold, electricity,
icy eruption*, lightning bolt, magic
fire or sonic) or the school Enchantment. Spells of
circle against ***, nondetection, protection
that element or school are more potent than normal,
from elements, shaker*, sleet storm, slow,
adding +2 to their save Difficulty Class.
suggestion, tongues, water breathing.
Special: This feat may be chosen more than once,
4th level arcane eye, charm monster,
each time pertaining to a different element or school. In
confusion, detect scrying, dimension door,
the case where there is an overlap (for instance, an
dimensional anchor, discern lies, explosive
Enchantment spell with the sonic descriptor), this bonus
runes,fireshield(chill)**,fireshield
may only be claimed once.
Additional Spell Knowledge [General]
(warm), ice storm, lesser geas, locate
Limitation: This feat only applies to spells known creature, minor globe of invulnerability,
through obtaining levels in Draconic Sorcerer. It can polymorph self, scrying, shout, stoneskin,
never be used for spells gained by other classes that walloffire,wallofice.
spontaneously cast spells, such as Bards. 5th level break enchantment, caustic barrier*,
Benefit: Learn two additional spells above those already cone of cold, contact other plane, dismissal,
specified on the Spells Known table. As the class dominate person, eyebite (fear)**,
level increases, additional spells are still learned normally feeblemind, hold monster, mind fog, modify
as called out in that table, so this feat always gives bonus memory, resilient sphere, passwall,
spell knowledge above what would otherwise be possible. permanency, prying eyes, telepathic bond,
It is not possible using this feat to learn any spell of a spell immunity, telekinesis, teleport, wall of
level higher than you can cast. sound*.
Special: It is possible to pick this feat more than once, 6th level acid fog, analyze dweomer,
each time learning two additional spells. antimagic field, chain lightning,
For example, a first level draconic sorcerer could use contingency, forbiddance, geas/quest,
thisfeattolearntwofirstlevelspells,afirstlevelanda globe of invulnerability, greater dispelling,
cantrip spell, or two cantrip spells. legend lore, mass haste, mass suggestion,
freezing sphere, repulsion, spell resistance,
Draconic Sorcerer Spell List
standing wave*, streamers of flame*,
Draconic sorcerers choose their spells from the following
transformation, true seeing, wall of force.
list. Many are new spells or variations of existing
7th level banishment, beam of cold s bite*,
spells. Note the emphasis on elemental spells and the
caustic shower*, delayed blast fireball,
limited mix of other types of spells, reflecting the focus of
greater scrying, insanity, lightning weave*,
thisclass.
limited wish, prismatic spray, reverse
0th level arcane mark, daze, detect magic, flame
gravity,sequester,spellturning,
palm*, frightening word*, mage hand, open/close,
teleportation without error, vanish, vision,
prestidigitation, ray of frost, read magic, resistance,
white noise*.
searing whip*, sparkler*. 405
8th 6 4 3 2 1 - - - - -
8th level antipathy, binding, discern location, 9th 6 4 3 2 2 1* - - - -
forcecage, incendiary cloud, iron body, mass 10th 6 4 4 3 2 1 - - - -
charm, mind blank, sword, irresistible dance, 11th 6 4 4 3 2 2 1* - - -
12th 6 4 4 4 3 2 1 - - -
prismatic wall, protection from spells, 13th 6 4 4 4 3 2 1 1* - -
sunburst, symbol, sympathy. 14th 6 4 4 4 3 3 2 1 - -
9th level acid vortex*, dominate monster, 15th 6 4 4 4 3 3 2 1 1* -
foresight, forking bolt*, gate, maze, meteor 16th 6 4 4 4 3 3 2 2 1 -
17th 6 4 4 4 3 3 2 2 1 1*
Classes

swarm, disjunction, prismatic sphere, refuge, 18th 6 4 4 4 3 3 2 2 2 1


shapechange, teleportation circle, time stop, 19th 6 4 4 4 3 3 3 2 2 1
wail of the banshee, winter s touch*, wish. 20th 6 4 4 4 3 3 3 2 2 2
* New elemental spell, found in the Netbook * As long as the draconic sorcerer has sufficient Charisma
of Spells. Optionally, substitute sufficient to have a bonus spell of this level.
elemental spells from another source to allow Note to Game Masters
adiverseselection. Draconic sorcerers can either be allowed alongside
** Variation of existing spell, as detailed sorcerers, or as replacements for them. If they are used, it
below. is suggested that dragons also cast spells as draconic
Eyebite (fear): As the spell eyebite, but limited sorcerers
tothefeargaze. rather than as sorcerers.
Fire Shield (chill):As the spell fire shield, but It is possible to change the dragon elements. For instance,
limited to the chill shield version. since no dragons in the core rules have a sonic
Fire Shield (warm): As the spell fire shield, breath attack, sonic could be dropped from the elements.
but limited to the warm shield version. Similarly, shadow could be added to the elements. Spells
*** Allows casting of one of several similar with matching descriptors should be dropped or added to
spells. the spell lists in these cases. In the latter case, this should
The exact version is chosen at the time of allow the option to pick a spell of the new element at most
casting. For example, detect counts as only spelllevels.
one spell known, but when cast it can be If draconic familiars (such as pseudodragons) are allowed,
chosen to function as detect chaos, they should be available to draconic sorcerers. To
detect evil, detect good or detect law. balance this, a draconic sorcerer must expend 1000 XP in
Bodily Enhancement: Functions as one of the addition to any normal requirements to obtain a new
body enhancement spells, bull s strength, cat s familiar.
grace or endurance, except it is limited to It is possible this may require a delay in gaining
affectingthecaster. the familiar until the experience point cost can be paid
Detect : Functions as one of the detect without dropping you back down a level.
alignment spells, detect chaos, detect evil, Researching Spells
detect good or detect law. When researching new spells, use the following
Magic Circle Against : Functions as one of guidelines.
the magic circle against alignment spells: Draconic sorcerers learn dragon element spells as
magic circleagainst chaos, magic circle would sorcerers. Force spells are generally learned one
against evil, magic circle against good or spell level higher than would otherwise be the case.
magic circle against law. Draconic sorcerers have no trouble learning spells
Protection From : Functions as one of the from the Divination, Enchantment or Evocation schools,
protection from alignment spells, protection or fear spells (in fact, fear spells are usually learned at one
from chaos, protection from evil, protection spell level lower than would otherwise be the case). They
from good, or protection from law, except it is can usually learn Abjuration and Transmutation school
limitedtoaffectingthecaster. spells, especially those which affect the caster, or that
Spells Known involve dimensional travel. They can only learn
Level 0 1 2 3 4 5 6 7 8 9
1st 3 2 - - - - - - - -
Necromantic
2nd 4 2 - - - - - - - - school spells that include fear effects. They can
3rd 4 3 1* - - - - - - - only learn Conjuration school spells that utilize dragon
4th 5 3 1 - - - - - - - elements or force effects (and can never summon
5th 5 3 2 1* - - - - - -
406 6th 6 4 2 1 - - - - - -
creatures).
They cannot learn spells from the school of Illusion.
7th 6 4 2 2 1* - - - - -
Human Draconic Sorcerer Starting Package Additional Spell Knowledge (one each 6th
Armor: None, speed 30 ft. and 7th level spell), Empower Spell,
Weapons: Morningstar (1d8, crit X2, 8 lb., Mediumsize, Improved Initiative, Silent Spell, Spell Focus
Bludgeoning and Piercing). Light crossbow (1d8, (Acid), Spell Focus (Enchantment),
crit 19-20/X2, 80 ft., 6 lb., Piercing). Toughness. Possessions: Morningstar +1,
Skill Selection: Pick a number of skills equal to 3 + masterwork light crossbow, masterwork bolts
Intmodifier. (20), bracers of armor +3, cloak of charisma

Classes
Skill Ranks Ability Armor +4, gloves of dexterity +2, ring of protection
Spellcraft 4 Int +2, amulet of natural armor +1, scroll: hold
Concentration 4 Con
Alchemy 4 Int
monster, wand of magic missile (9th level
Knowledge (arcana) 4 Int caster, maximized). Spells Cast Per Day: 5/
Knowledge (dragons) 4 Int 7/7/6/ 6/6/5/2; DC 16 + spell level
Gather Information (cc) 2 Cha (Enchantment DC 18 + spell level, Acid DC
Diplomacy (cc) 2 Cha
Hide (cc) 2 Dex 0
19 + spell level). Spells Known: 0-level
Move Silently (cc) 2 Dex 0 arcane mark, detect magic, frightening
Feat: Toughness word, mage hand, read magic, searing
Bonus Feat: Improved Initiative whip; 1st-cause fear, detect , globule, shield;
Spells Known: 0th-level spells detect magic, read 2 nd-levitate, magic missile, acid arrow, see
magic, (spell matching specialized element). invisibility; 3rd-corrosive stream, dispel
1st-level spells sleep, (spell matching specialized magic, haste, hold person; 4th-charm
element). monster, dimension door, ice storm; 5th-cone
Gear: Backpack with waterskin, one day s trail rations, of cold, hold monster, spell immunity; 6 th-
bedroll, sack, and flint and steel. Hooded lantern, 5 acid fog, chain lightning, greater
pints of oil. Spell component pouch. Case with 10 dispelling; 7th-caustic shower,insanity.
crossbow bolts. Dragoon Prestige Class
Gold: 1d4 gp.
Author: Adam Nave
Alternative Draconic Sorcerer Starting Dragoons, historically, are light horsemen
Package armed with lance, cavalry saber and a carbine
As human, except: (short rifle). They are usually trained as part
Race: Dwarf, elf, gnome, half-elf, half-orc, halfling. of a standing army or otherorganization,
Armor: Speed 20 ft. (dwarf, gnome and halfling only) because firearms are expensive and rare.
Skill Selection: Pick a number of skills equal to 2 + They train extensively with their mounts,
Intmodifier. teaching them to be fearless in combat.
Bonus Feat: None. Dragoons themselves are renowned for their
Sample Draconic Sorcerer fearlessness and versatility in combat. If
Since he was forced out of his home at age 14 after necessary, Dragoons fight on foot and
manifesting his first magical abilities, Nelmick has pursued frequently go places their mounts cannot.
mastering his talents in solitude. He considers the legends
Almost all Dragoons start their military
of dragons among the ancestors of such as him to be
careers as fighters. In combat, Dragoons
unfounded,
although he does find them of use to impress the wear a breastplate and fight on unbarded
gullible. horses. They use their firearms and lances to
Nelmick: Male Human Draconic Sorcerer 15 (acid); break up enemy lines and then close with the
medium humanoid; HD 15d4+30 (hp 72); Init +6; Spd 30 saber. A common attack strategy for a unit is
ft.; AC 18 (touch 14, flat-footed 16); Atk +7/+2 melee to charge with the lances (inflicting triple
(1d8 morningstar crit 20/X2), +11/+6 ranged (1d8 light damage), then fire their guns at close range
crossbow crit 19-20/X2); SQ: acid resistance 10, dragon before engaging with the saber or
fear aura (1/day, Will save DC21), single spell expertise disengaging for another charge. This tactic
(dimension door), spell swap (detect for sleep); AL LN; can easily break a weak line.
SV Fort +7, Ref +7, Will +9; Str 9, Dex 14, Con 14, Int Dragoons are part of elite military units and
12, Wis 10, Cha 22. receive a high grade of pay, which winds up
Skills and Feats: Concentration +20, Knowledge (arcana) going to the usual vices wine, women and
+19, Knowledge (dragons) +19, Spellcraft +19; song. Dragoons are also known for being 407
boastful when they are in their cups, but they
are usually able to back it up, either with their ridden by or is next to a dragoon (within 5 feet) and only
comrades or their weapons. They rarely pick applies to one mount at a time.
fights, but they always finish them. Because of Ride Bonus (Ex): At levels one and four, the dragoon
this bravado, it is not uncommon to see solo gets a bonus to all Ride checks. New bonuses supersede
Dragoons, off on some quest for a beautiful the old ones.
maiden or kicked out of his unit for bad Courageous Aura (Ex): At level two, the dragoon s
behavior. courage becomes contagious. He radiates courage,
Classes

Requirements granting a +2 morale bonus against fear to his allies within


To qualify to become a Dragoon, a character 10 feet. Other dragoons are not affected by the aura. This
mustfulfillallthefollowingcriteria. does not stack with other similar abilities unless they
Base Attack Bonus: +5. grant a different kind of bonus (i.e., sacred or
Ride: 8 ranks. competence).
Handle Animal: 8 ranks. Fear Bonus (Ex): At levels two and five, the dragoon
Feats: Exotic Weapon Proficiency gets a bonus to all fear saves. New bonuses supersede the
(Renaissance firearms), old ones.
Mounted Archery, Mounted Combat, Point Bonus Feat: At levels three, seven and nine the dragoon
Blank Shot. may select a feat from the following list: any
Special: Must have a riding horse or warhorse mounted combat feat, any ranged combat feat that applies
as a mount (or a pony or warpony if size to firearms, improved critical, weapon focus or weapon
Small). specialization (with cavalry saber, Renaissance firearms
Class Skills orlance).
The Dragoon’s class skills (and the key ability Fast Reload (Ex): By sixth level, the dragoon has
for each skill) are Climb (Str), Craft (Int), learned to reload a firearm as a move-equivalent action
Handle Animal (Cha), Jump (Str), Profession instead of a standard action. This allows the dragoon to
(Wis), and Ride (Dex). See Skills Overview fire and reload his weapon once every round instead of
and further of the SRD for skill descriptions. every other round. Remember, without Fast Reload,
Skill Points at Each Level: 2 + INT modifier. firearms take a standard action to reload, which means the
Class Features dragoon (and other characters) cannot attack during a
All of the following are class features of the round in which they reload their weapon.
Dragoon prestige class. Fearless Mount (Ex): At sixth level, the dragoon can
Hit Die: d10. make his mount fearless. It never startles in combat and is
Weapon and Armor Proficiency: The not afraid of fire, combat, loud noises or explosions. It is
dragoon is proficient in all simple weapons, also immune to magical fear. This only applies while the
and also gains martial weapon proficiency dragoon is mounted or nearby (within 5 feet) and applies
(cavalry saber) and martial weapon proficiency to any mount the dragoon rides.
(lance). Dragons are proficient in light and Heroic Bravery (Ex): The dragoon becomes immune
medium armor. They are not proficient with to all forms of fear, including magical.
shields. The cavalry saber is functionally Contagious Fearlessness (Ex): The dragoon is so
equivalent to a scimitar. Small dragoons are impressive that his fearlessness spreads to others to an
proficient with a smaller version of the cavalry even greater degree. Any ally that can clearly see the
saber, doing 1d4 damage and weighing 2 lb. dragoon gains a +2 morale bonus to fear saves. Any ally
Courageous Mount (Ex): The dragoon’s within 10 feet of the dragoon gains a +4 bonus to fear
mount is brave in combat. Non-war horses saves. This ability replaces the Courageous Aura ability
become effectively warhorses in terms of Ride and is identical to it in all other ways.
checks to control the mount. Actual warhorses Firearm Notes
(and warponies) trained in this way are never Dragoons typically use a special type of firearm called
frightened by combat, fire, loud noises or a carbine. It is essentially a rifle or musket that has the
explosions. This is especially important when barrel cut down to allow easier handling from horseback.
fighting with firearms. In short, except under This reduces the effective range and weight and allows
special circumstances (like magic), a dragoon the weapon to be fired one-handed. Some dragoons
should never need to make a Ride check to (particularly those that are Small sized) use pistols instead
of or in addition to the carbine.
408 control his mount due to fear. Note that this
only applies to the mount while it is being Carbine: 400 gp, 1d12 dmg, 20/x3 crit, 75 ft. range
increment, 7 lb weight, piercing. Bullets are 10 for 3 gp. Proficiency (carbine), Mounted Combat,
Takes a standard action to reload. Weapon Focus (carbine), Mounted Archery,
Firing a gun from horseback is a loud and violent action Point Blank Shot, Spirited Charge, Weapon
that may startle a horse, especially one unused to it. Specialization (carbine), Ride-by Attack.
When firing from the back of a non-war horse, the rider Sneak Attack +2d6, Uncanny Dodge (Dex
must make a Ride check (DC 20), to control the mount in bonus to AC), Evasion, Courageous Mount,
battle or the horse will rear and the rider will have to Ride Bonus (+2), Courageous Aura, Fear
spend a move-equivalent action controlling the beast (this Bonus (+2).

Classes
carries over to the next round, if necessary). When firing Possessions: Masterwork military riding
from the back of a warhorse, the DC of the check is 10. If saddle (+4 to ride checks to keep from
a horse has been specially trained to fight around firearms, falling out of saddle), heavy lance +1,
the check is not necessary. masterwork carbine, bullets +1 (20),
Sample Dragoon horseshoes of speed, breastplate +2, cloak of
Henri De La Follet is an officer and a gentleman, resistance +2, light warhorse.
though he by no means began his career that way. Now a Other NPCs
promising young officer in his troops elite cavalry, Henri Hunret Fijun: Male human Ftr5/Dragoon5;
was once arrested on the streets of the capital city for AL CG.
mugging people in alleyways. He had fallen on hard times Hunret’s family has always been part of the
when his family was accused of treason, their most influential military tradition in their country. Hunret
members executed, and their lands and wealth confiscated. decided to join the prestigious
Henri, then a young boy, was abandoned to his dragoon corps. Hunret is now an underofficer
fate and had to scrabble for food with the other children with the dragoons. He has fought in many
already on the streets. After his arrest, it was only a matter skirmishes against monstrous humanoids
of time before he was sent to fill in holes on the royal road, crossing the border. Hunret hopes
part of a large work crew never meant to survive the task. in a couple of years to become an officer and
He was befriended by his cheerfully cynical fellow prisoners, stay the rest of his life in the military.
who saw it as their lot in life to rob the wealthy, and LevelBase Attack BonusFortSaveRefSaveWillSave
either get caught and die or become legendary villains. Special
They tried to teach Henri their way of life, but he really did 1st +1 +2 +0 +0 Courageous Mount, Ride Bonus +2
not want to spend all his time robbing people and fleeing 2nd +2 +3 +0 +0 Courageous Aura, Fear Bonus +2
from the authorities. He did want to fight, and his anger at 3rd +3 +3 +1 +1 Bonus Feat
the injustices piled on his head fueled his burning desire 4th +4 +4 +1 +1 Ride Bonus +4
5th +5 +4 +1 +1 Fear Bonus +4
for justice. Unknown to him, one of his new friends was
6th +6 +5 +2 +2 Fast Reload, Fearless Mount
actually an agent for a commanding general in the royal 7th +7 +5 +2 +2 Bonus Feat
army, sent to observe conditions for prisoners. When he 8th +8 +6 +2 +2 Heroic Bravery
had the information he needed, he made his escape and 9th +9 +6 +3 +3 Bonus Feat
took Henri with him, seeing a promising young warrior in 10th +10 +7 +3 +3 Contagious Fearlessness
the rebellious youth. The general agreed with his agent Elvirius Kirayun: Female elf Wiz5/Ftr4/
and took Henri under his wing, training him in the fine arts Dragoon1; AL NG.
of horsemanship and soldiery. Henri has never forgotten Elvirius is a little more adventrous than her
what was done to his family, but he understands that fellow elves. Just recently she left her home forest
power lies with the military and is determined to be a valued to learn more of a weapon she acquired that
asset to his troop. One day, when the political climate killed many elves when used against them. She is
changes, he will restore his family name and reclaim his quite shocked by its power, but wants to learn
ancestral estates. Until then, he fights with honor and more so she can find an effective counter to
courage, leading cavalry charges into battle. it. Elvirius recently was accepted into a unit
Henri De La Follet: male human ftr3/rog3/dragoon 3: that learn mobility as well as this new weapon.
Size M (6 2 tall); HD 6d10+3d6+36; hp 76; Init +4 (+4 Here she will see the weapon at its fullest
Dex); Spd 20 ft; AC 21 (touch 14, flat-footed 17); Atk potential as mobility to get somewhere and then
+14/+9 melee (heavy lance +1, 1d8+5/x3) or +15/+10 the shock of a volley is something she hopes to
see never used against elves.
ranged (masterwork carbine, 1d12/x3, 75 ft. (+16/+11,
Durnim Hundlestein: Male dwarf Ftr2/Rgr1/
1d12+3/x3 if within 30 ft.); AL LN; SV Fort +13, Ref Rog3/ Dragoon2;
+11, Will +4; Abilities: Str 18, Dex 18, Con 18, Int 10, AL LG.
Wis 9, Cha 15. Durnim is a scout for his clan’s army. He patrols
Skills & Feats: Craft [Leather] +8, Handle Animal the outlying mines and trails on his riding
+12, Jump +16, Listen +3, Ride +20 (+24 for checks to lizard. Durnim knows he is an experiment as the 409
avoid falling out of saddle), Spot +3. Exotic Weapon artificers wish to determine the effectiveness of
one of their inventions. So far results are precious to those living underground. Also, while druids
promising as the rifle in closed quarters is very are often loners, dwarno are active
effective as a ranged weapon before closing into members of their communities, helping them cope with the
melee. Durnim likes the rifle for its armor piercing environment.
qualities, but wishes there was some way to muffle Adventures: Ideally, a dwarno ’s adventures support
the sound as the sound echoes down caverns and his underground community’s needs. However, the
can attract curious predators. This is what the dwarno also adventures to gain knowledge, especially of
clan artificers are working on at the moment. the earth and its mysteries.
Classes

Nialar Buviol: Male human Ftr8/Dragoon10; AL


Characteristics: Dwarno cast divine spells in the
LE.
Nialar was sold at birth to slavers and never knew same way as clerics and druids, though they get their
his parents. The slavers sold him to a mercenary spells from the power of the Earth-Mother, not from the
company when young to do menial chores. There gods or nature. Their spells are oriented towards helping
he learnt how to fight as well and soon worked his their communities, and dealing with the elements. In
way to frontline fighter. He bought his freedom addition to spells, dwarno get an increasing array of
when he saved the commander of the mercenaries magical powers as they gain experience, including the
from an ambush that Nialar himself had set up. ability to gate elements. Dwarno prefer to wear metal
From there Nialar created his own company and armors, as metal comes from the Earth.
he utilised concepts he had learnt while soldiering
Alignment: Like druids, the dwarno , in keeping with
in the other company. Now Nialar lives the life of
content from the monies earnt and won from a life the earth’s ultimate indifference, must maintain at least
of fighting. He still works out every day and does some measure of objectivity. As such, they must be neutral
have many enemies which keeps his time occupied in some way, if not true neutral.
every now and then. Religion: Dwarno typically worship the Earth
Chandra Nuguira: Female halfling Rgr4/Rog4/ Mother, and the Mountain Father. The dwarno ethos
Dragoon3; AL CN. states that the earth is a living being, the source and
Chandra was once a scout for the unit that a mother of all life, and extracting its riches shows a lack of
nearby noble created during the last war. She respect. They respect the mountains and stones, and the
distinguished herself during the conflict and was
treasures they conceal, and believe that veins of gold are
rewarded with one of the few prized rifles captured
during the war. Chandra went home after the war, to the earth what nerves are for living beings. As such, it
but was dissatisfied with country life. So she is sacrilege for a dwarno to mine gold, but only where
joined a few likeminded friends she had made veins of pure gold are concerned. Dwarno tolerate the
during the war and started an adventuring BaBFort Ref Will Special 0 1 2 3 4 5 6 7 8 9Spells per Day Class
company. All were equipped with the new weapons 1st +0 +2 +0 +2 Bonus language ; Earth sense 3 1 - - - - - - - -
2nd +1 +3 +0 +3 Earth stride 4 2 - - - - - - - -
and are learning to use them as a unit. They now
3rd +2 +3 +1 +3 Stealth underground 4 2 1 - - - - - - -
seek some way to make them more quiet as they 4th +3 +4 +1 +4 Resist elemental magic 5 3 2 - - - - - - -
are quite noisy when used. 5th +3 +4 +1 +4 Gate chosen element (1/day) 5 3 2 1 - - - - - -
Dwarno Variant Core Classss 6th +4 +5 +2 +5 Gate chosen element (2/day) 5 3 3 2 - - - - - -
7th +5 +5 +2 +5 Gate chosen element (3/day) 6 4 3 2 1 - - - - -
Author: Dominique Crouzet 8th +6/+1 +6 +2 +6 Gate elements (1 additional element) 6 4 3 3 2 - - - -
Note: The dwarnoi concept first appeared in an 9th +6/+1 +6 +3 +6 Poison immunity 6 4 4 3 2 1 - - - -
old Internet house-rule for a previous edition 10th +7/+2 +7 +3 +7 Gate chosen elements (4/day) 6 4 4 3 3 2 - - - -
11th +8/+3 +7 +3 +7 Gate elements (1 additional element) 6 5 4 4 3 2 1 -
of the game. However, this version owes 12th +9/+4 +8 +4 +8 Gate elements (1 additional element) 6 5 4 4 3 3 2 -
nothing to that former class, except for its 13th +9/+4 +8 +4 +8 A stone-like body (+1 ; 1/-) 6 5 5 4 4 3 2 1 - -
name. Instead, this dwarnoi is meant to be a 14th +10/+5 +9 +4 +9 Gate chosen elements (5/day) 6 5 5 4 4 3 3 2 - -
sort of dwarven elementalist—druid of the 15th +11/+6/+1 +9 +5 +9 A stone-like body (+2 ; 2/-) 6 5 5 5 4 4 3 2 1 -
16th +12/+7/+2 +10 +5 +10 Elemental-shape (1/day) 6 5 5 5 4 4 3 3 2 -
underground. 17th +12/+7/+2 +10 +5 +10 A stone-like body (+3 ; 3/-) 6 5 5 5 5 4 4 3 2
¥¥¥ 1
Dwarno have been called underdruids by some, 18th +13/+8/+3 +11 +6 +11 Gate chosen elements (6/day) 6 5 5 5 5 4 4 3
and elementalist—priests by others. Where 32
19th +14/+9/+4 +11 +6 +11 A stone-like body (+4 ; 4/-) 6 5 5 5 5 5 4 4 3
druids are natureoriented priests living in the 3
wilderness, dwarno have a similar role 20th +15/+10/+5 +12 +6 +12 Elemental-shape (3/day) 6 5 5 5 5 5 4 4 4 4
underground. The dwarno cares not for animals mining of ore. Otherwise, dwarno invest the four elements
or plants, but for the stone, the fire at the core found inside the Earth-Mother with religious significance:
of the earth (lava), the water of the air is the breath of the Earth; lava is its
410 underground lakes and rivers, and the air so primordial life energy; stone is its flesh and bones; and
water its blood. Class Skills
The holy symbol of the dwarno is a piece of stone. The dwarno s class skills (and the key ability
When initiated into the Dwarno order, the acolyte receives for each skill) are Climb (Str), Concentration
this stone, which is a bit of lava taken from a (Con), Craft (Int), Heal (Wis), Intuit
magma pool or river, cooled in pure water. At first, the Direction (Wis), Jump (Str), Knowledge
stone is irregularly shaped, but it becomes smooth and (underground) (Int), Listen (Wis), Scry (Int,
well-rounded as time goes by and the dwarno rises in exclusiveskill),Spellcraft(Int),Swim(Str),

Classes
level. It is said the stone is polished by the breath of the and Underground Lore* (Wis). See Skills
Earth. Losing the holy stone symbol requires a penance of Overview and further of the SRD for skill
some sort; probably some minor quest if the loss was due descriptions. (*Underground lore is in fact
to a good reason, a major endeavor if not. exactly like Wilderness lore, but pertains to
Background: All dwarno belong to the Dwarno order, the underground, caverns, and so on, rather
which is akin to the druidic order. In fact, where than to the surface world.)
druids worship and protect nature on the surface, dwarno Skill Points at 1st Level: (2 + INT
do it in the underground, especially with respect to rock modifier) x 4.
and earth (not underground life, which is the province of a Skill Points at Each Additional Level: 2 +
few underground druids). Dwarno are respected members INT modifier.
of their underground communities, and use their magic to Class Features
protect and serve their race. Every underground town/city All of the following are class features of the
will have at least one dwarno ; and any clan of dwarves Dwarno core class.
has a 5% cumulative chance per 10 members to have a Hit Die: d8.
dwarno . For deep-gnomish clans, the percentage is 2% Weapon and Armor Proficiency: Dwarno
per 10 clan members. On the other hand, Elder and are proficient with the following weapons:
Venerable dwarno (the leaders of the Dwarno order) reside crossbow (light), mace (light and heavy),
in their own sacred caverns, which are always apart from hammer (light and war), and pick (light
towns and cities and are heavily defended. and heavy). Their spiritual oaths prohibit
Races: The typical dwarno is a dwarf or deep gnome. them from using other weapons than these.
Any other race living in the underground could have They are proficient with light and medium
dwarno among their numbers, but humans dwarno are armors, but are prohibited from wearing
rare, while elves, forest gnomes, halflings, half-orcs, and nonmetal armor (thus they may wear only
half-elves, are very unlikely to follow that path. breastplate, chainmail, or chain shirt). They
Other Classes: Dwarno get along best with people are not proficient with shields.
who show a reverence for the earth, such as the Caverner They could theoretically wear heavier metal
and Rock Ghost (prestige classes found in the Netbook of armors, but in practice these are really too
Classes Volume 1). They are often at odds with arcane hindering and cumbersome when traveling
spellcasters who use elemental magic without any concern underground.
for the earth and its natural order, and otherwise Spells: Dwarno cast divine spells, and may
rarely understand the ways of surface dwellers. Dwarno prepare and cast any spell on the dwarno
otherwise are accepting of diversity, and take little offense spell list provided they can cast spells of that
from others. level. They prepare and cast spells the way a
GAME RULE INFORMATION cleric does (though they cannot loose a
Dwarno have the following game statistics. prepared spell to cast cure spells in its
Abilities: Wisdom determines how powerful a spell a place). To prepare or cast a spell, a dwarno
dwarno can cast, how many spells the dwarno can cast must have a Wisdom score of at least 10 +
per day, and how hard those spells are to resist. To cast a thespell’slevel.Thedifficultyclassfora
spell, a dwarno must have a Wisdom score of 10 + the saving throw against a dwarno ’s spell is 10
spell’s level. A dwarno gets bonus spells based on + the spell’s level + the dwarno ’s Wisdom
Wisdom. modifier. Bonus spells for dwarno are based
The Difficulty Class of a saving throw against a on Wisdom.
dwarno ’s spell is 10 + the spell’s level + the dwarno ’s Bonus Language: A dwarno may substitute
Wisdom modifier. terran for one of the bonus languages
Alignment: Dwarno may only be of NG, LN, N, CN, available to him because of his race. In
or NE alignments. addition, all dwarno know a special language 411
consisting of stone-tapping. It is elementary at (air, earth, fire, or water) chosen once. As he progresses in
best (similar to Morse code), but is sufficiently level, he gains access to additional planes, until 12th level,
developed to transmit simple messages. Anyone where he can gate from all four. In using this ability, the
could hear these stonetappings, but only the dwarno opens a gate to one of the elemental planes he can
dwarno understand this language. The range of access. Range is 15 yards, and duration is instantaneous.
this stone-tapping is 1 mile per level, provided The element gated is non magical, and remains thereafter
the message can go through hard stone all the asappropriatetothecircumstances(i.e.,firepersistsifit
way until it reaches the receiver. Hearing this has something to burn, etc.). This element is pure, raw and
Classes

message requires a Listen roll with a DC = 10 + basic, but never specific (i.e., you cannot choose to
1/mile of distance. conjure obsidian or diamonds from the plane of earth,
Earth Sense (Ex): Somewhat similar to the only basic nondescript hard stone or soft earth). The
Stonecunning ability of dwarves (and maximum amount of elemental material gated is one cubic
cumulative with it), this ability gives a +2 foot per two levels of the dwarno . The dwarno may dictate
competence bonus to the dwarno for noticing/ the general shape it will take (a boulder, a wall of stone,
detecting the characteristics of the natural etc.), and it may otherwise be used offensively when
environment underground: Unsafe stone applicable (a rock falling on the target, a ball of flames,
surfaces, shaky stone ceilings, and the like, as etc.). When used to attack, it does 1d6 points of damage
well as something that isn’t stone but is per two levels. It can affect 1 to 3 creatures of medium size
disguised to appear as stone. A dwarno who at the same time, provided they are within 5 feet of each
comes within 10 feet of such things can make a other, but the damage is distributed among the targets (a
check as if he were actively searching. A 6th level dwarno could gate magma on 1 target for 3d6
dwarno can also use this ability to determine damage, or on 3 targets for 1d6 damage each). The targets
the depth of a crevice, tunnel, cavern, are entitled to a Reflex save for half damage, but spell
underground lake, etc. He can predict resistance does not apply. Here follow a few examples of
earthquakes, or volcanic eruptions. This bonus possible uses of such gated elements:
applies to any attempt to learn something about Air: Adds breathable air. Offensively it works like a
the underground environment observed by the gust-of-wind spell.
dwarno . Fire: Light flammable materials or instantly
Earth Stride (Ex): Starting at 2nd level, a disappears.
dwarno may move on unstable natural grounds Offensively it can be used like a fireball spell of lesser
(sand, scree, etc.) at his normal speed and effectiveness.
without risking a landslide or similar accident. Magma: Brings molten rock, which takes several
Moreover, he leaves no trail while doing hours to cool: ideal to warm an area. It can also ignite
so, and cannot be tracked. This ability is flammable materials. Offensively it falls on the target,
effective only underground, or above ground in doing burning damage.
deserts, mountains, etc., that is: any rocky/ Stone: Create a pillar, wall, boulder, etc., but not a
sandy areas. It doesn’t work in forests, steppes, sculpture, and the object does not merge with the
grassyareas,etc. surrounding stone (as for wall of stone spell). Offensively
Stealth Underground (Ex): Starting at 3rd it typically makes rocks fall on the targets for crushing
level, the dwarno gets a +2 circumstance bonus damage.
to Hide and Move Silently checks while in Water: Drinkable water, as for a create water spell,
natural underground areas (such as caverns). which can appear in a container, or fall in a shower.
Resist Elemental Magic (Ex): Starting at 4th Offensively it could affect creatures of fire.
level, the dwarno gets a +4 bonus to saving Poison Immunity (Ex): At 9th level, the dwarno becomes
throws against the spell-like abilities of immune to all mineral poisons or poison-gas but
creatures native to the elemental planes. not organic poisons (including those of monsters).
Gate Element (Su): Starting at 5th level, the Stone-like Body (Su): Starting at 13th level, the
dwarno gains the ability to gate material dwarno ’s skin takes on the aspect and quality of stone. It
directly from the elemental planes. This ability becomes grayish as well as more resistant to injury.
may be used once per day at 5th level, but as the Dwarno gain a bonus to natural armor, plus damage
dwarno progresses in level he gains more uses, reduction.
up to six per day at 18th level. At 5th level he Furthermore, when they are almost nude, their
412 may gate from one of the four elemental planes skin enables them to blend in rocky environments,
granting a circumstances bonus to Hide checks. This 8th Level — earthquake, phase door (stone
bonus is +1 (and 1/-) at 13th level, increasing by one point only), repel metal or stone, reverse gravity,
every two levels thereafter, up to +4 (4/-) at 19th level. statue, symbol, whirlwind, word of recall.
Elemental Shape (Sp): At 16th level, a dwarno gains 9th Level — antipathy, elemental swarm,
the spell-like ability to polymorph-self into a Small, foresight, gate, iron body, mass heal,
Medium- size, or Large air, earth, fire, or water elemental sympathy.
and back again once per day. He gains all the elemental’s Additional spells: When adding new spells

Classes
special abilities when doing so. Unlike the standard use of to this list, dwarno use any druid spell which
the spell, however, the dwarno may only adopt one form doesn’t pertain to animals or plants, and any
and stick with it for the duration. Otherwise, the dwarno clerical spell which pertains to the elements,
does not risk the standard penalty for being disoriented and to supporting the community (like cure
while in his elemental shape (see polymorph-self spell in wounds, create food, etc.). Then, when there
the SRD). At 20th level, the dwarno can use this ability are elemental spells with different levels
up to three times per day. whether the spell is clerical or druidic, the
Ex-Dwarno lowest of the two should be given for the
A dwarno who ceases to revere Mother Earth or who dwarno spell list. Finally, some lesser
changes to a prohibited alignment looses all spells and sorcerer/ wizard spells pertaining to the four
dwarno abilities and cannot gain levels as a dwarno until elements could be also included, generally at
he atones (see the atonement spell description in the one level higher (but nothing like fireball,
SRD). horridwilting,etc.).
Dwarno Spell List Dwarno Starting Package
Dwarno choose their spells from the following list: Armor: chain-shirt +4 AC, speed 30 ft., 25
0 Level — create water, cure minor wounds, detect lb.
magic, know direction, light, mending, purify food and Weapons: Light pick (1d4, crit x4, 4 lb.,
drink,resistance,virtue. small size, Piercing); Warhammer (1d8, crit
1st Level — burning hands, cure light wounds, endure x3, 12 lb., medium size, Bludgeoning).
elements, faerie fire, magic stone, obscuring mist, pass Gear: Backpack with waterskin, one day s
without trace. trailrations,bedroll,sack,andflintandsteel.
2nd Level — bull’s strength, chill metal, delay poison, Stone holy symbol. Three torches.
endurance, fire trap, flaming sphere, heat metal, lesser Gold: 1d4 gp.
restoration, produce flame, resist elements, shatter, soften Feat: Toughness
earth and stone. Bonus Feat: Endurance (Human only)
3rd Level — continual flame, create food and water, Skill Selection: Pick a number of skills
cure moderate wounds, glyph of warding, meld into equal to 2 + INT modifier.
stone, neutralize poison, poison, protection from Skill Ranks Ability Armor
Climb 4 Str Yes
elements, remove blindness/deafness, remove diseases, Concentration 4 Con
spike growth, stone shape, water breathing, water walk, Craft 4 Int
wind wall. Heal 4 Wis
4th Level — air walk, control water, cure serious Intuit direction 4 Wis
Jump 4 Str Yes
wounds, dismissal, dispel magic, divine power, freedom Knowledge (underground) 4 Int
of movement, quench, restoration, rusting grasp, scrying, Listen 4 Wis
spell immunity, spike stones. Scry (exclusive skill) 4 Int
5th Level — atonement, commune with nature Spellcraft 4 Int
Swim 4 Str Yes
(underground environment only), cure critical wounds, Underground lore 4 Wis
hallow, transmute mud to rock, transmute rock to mud, Sample Dwarno
true seeing, unhallow, wall of fire, wall of stone. Jeldar Bartenhold is the priest of Clan Baldhart,
6th Level — banishment, ethereal jaunt, find the path, the small dwarven clan in which he was born 75
greater dispelling, greater glyph of warding, healing years ago. This isolated clan was quiet for years,
circle, passwall, plane shift, righteous might, stonetell, but recently more and more goblins poured from
wall of iron. nobody knows where. Jeldar regularly leads
7th Level — etherealness, fire storm, flesh to stone, patrols in the caverns around the clan’s home,
greater scrying, greater restoration, heal, heroes feast, keeping an eye on the goblins, and trying to find
the passage they are using so he can seal it. 413
move earth, stone to flesh, true seeing, wind walk.
Jeldar Bartenhold: Male dwarf Dwarno 6, Boliec sometimes wishes humans lived aboveground again. He
Mediumsize humanoid (dwarf), HD 6d8+24, has heard many stories of the sun and wonders if they are true.
Boliec lives in a settlement far below ground where wild magic
hp 50, Init +0, Spd 20, AC 17 (touch 10, flat-
will not affect humans. Here he and his fellow humans have
footed 17); Atk +8 melee (1d8+4/x3, had to learn new ways to survive.
warhammer +2); AL LN; SV Fort +9, Ref +2, They have survived this long thanks to a Dwarnoi
Will +8; Str 14, Dex 10, Con 18, Int 12, Wis order that taught them much of the Underearth. Dwarnoi
16, Cha 12. play a large part in the settlement’s survival as they are
Classes

Skills and Feats: Climb +8, Concentration able to travel without much trouble in the wilds around
+10, Heal +9, Knowledge (underground) +10. them. Boliec originally trained as a scout trying to find a
Craft magic arms and armor, Endurance, way up without too many perils, but became a dwarnoi
Toughness. Earth’s sense, Earth stride, when he realised that he didn’t know enough about the
world around him.
Stealth underground, Resist elemental lure,
Heruna Vilifa: Female dwarf Dwarnoi5/Wiz5/Arcanist5;
Gate Magma element (2/day). AL LN.
Possessions: Chainmail +2, Warhammer +2. Heruna gives thanks every day to the elements around
Dwarnoi Spells Prepared (5/4/4/3, base DC her in an hour long devotion each morning. During this
13 + spell level): 0-level - create water, detect time those chancing upon her see lights swirling around
magic, know direction, light, mending. 1 - her and sometimes here noises, even though no-one else
burning hands, cure light wounds (x2), is close by. Heruna has the reputation of a seer and many
obscuring mist. 2 - flaming sphere (x2), heat come to her for healing or divinations. Heruna helps all
metal (x2). 3 - cure moderate wounds, stone who ask and gives more than required by teaching those
who will listen of the dangers they may encounter in the
shape, water breathing.
lives underground. Heruna is quite old for a dwarf, but
Other NPCs does not look it. Her friends from when she was young
Gunther Nildheim: Male dwarf Dwarnoi8/Ft1; have all passed on and Heruna wonders why she has not
AL NG. joined them, but believes she has not finished her role in
Gunther never knew his parents. His clan was this world yet and gives thanks every day that she still
wiped out shortly after he was born. He was draws breath on this plane of existence.
taken in by a friendly hermit who taught him the Dreqrev Truif’wuiz: Male drow Wiz9/Dwarnoi4; AL NE.
ways of the Underearth. Gunther is quite shy and Dreqrev was happy living life as a wizard in a medium
very different to ’standard’ dwarves. sized drow city, until he learnt that inferior under-races
He recently has befriended some dwarves from a knew more about the elements than he did. Dreqrev decided
town that he lives closeby to. They have started to find out what he could about these Dwarnoi and
teaching him to fight as they do not believe that now wishs to try and amalgamate what he knows with his
he can survive in the wilds with what he knows. arcane studies. Dreqrev is really loathing of other races
In turn he teaches them trivia of things he has and limited his contact through intermediates and then
gleaned about the world around him. through slavery.
Feruina Nithing: Female half-elf Dwarnoi3; AL
CN. Dweomerist Prestige Class
Feruina wishes she knew her parents. She was Author: Duane Nutley
found abandoned by a dwarven couple as they Decius and Taff crept through the dark chapel silently
returned from trading one day. The couple, making sure they were alone. They had found no traps so
having no children of their own, decided to bring far and were expecting none until they reached the private
the baby Feruina back with them and raise her as quarters. They grinned at each other in anticipation of the
their own. This lead to outrage by the dwarven loot they could bring in from this take. They had scouted
elders as they had believed the coupld had stolen the temple for a week and had seen no-one but the lone
the child. Turning to the seers for help it was middle-aged cleric. Make sure we question him first for where
determined that the couple could raise the child the loot is , whispered Decius.
as their own and at her majority she would The thieves approached the end of the hall where a
return to the surface to decide her fate. Feruina light could be seen in the room to the left. Using hand signals
loves her parents and returned after seeing some they readied themselves. Bursting into the room, they
of the above world. She recently joined an were surprised to see that the male cleric was in fact
order of Dwarnoi to better appreciate the bond standing for them and smiled as they ran into the library.
between under-races and the elements. Feruina He quickly chanted some arcane words and bright bolts hit
wishes to remainwhere she is for the time being the thieves in the thigh and chest, shocking them with the
as she enjoys her life, even though she is pain. As the thieves covered the rest of the distance to the
technically an outsider by blood.
414 Boliec Coverux: Male human Rgr4/Dwarnoi12;
priest, he quickly chanted two more spells, one causing
Taff to turn back in fear and the other causing the priest s
AL NG.
hand to glow softly. Decius thrust his dagger at the priest, fulfillallthefollowingcriteria.
but the priest calmly sidestepped, stepped into Decius s
Concentration: 9 ranks.
reach and touched Decius on the face. Decius felt a bolt of
electricity course through his body and he turned and ran Spellcraft: 9 ranks.
in fear. He quickly caught up to his parther and Taff said: I Knowledge — Religion: 5 ranks.
thought he was just a simple cleric! Where did he learn Knowledge — Arcane: 5 ranks.
that type of magic? Feat: Any one metamagic feat.
SHE told me , thought Jordanus to himself as he Feat: Any one item creation feat.

Classes
watched from afar as the thieves ran into the night. Spellcasting: Ability to cast 2nd level divine
The Dweomerist knows that all magic is one. It spells.
doesn t matter whether it is arcane or divine, it is all one Spellcasting: Ability to cast 2nd level arcane
and the same. How do they know this? Their deity told spells.
them so. Class Skills
Dweomerists are priest-magicians who deal with all The Dweomerist s class skills (and the key
things magical. They are part of the church, but still ability for each skill) are Alchemy (Int),
outside of it. They are not particularly concerned with the Concentration (Con), Craft (Wis),
flock or finding converts or fighting blasphemers. They Knowledge (all skills, taken individually)
are concerned with magic, its secrets and what can be (Int), Profession (Wis), Scry (Int), Spellcraft
done with it in service to their deity. (Int).SeeSkills
It is said that the first Dweomerists were priests of the Overview and further of the SRD for skill
deity of Magic who whispered secrets of arcane magic in descriptions.
their ear. Other deities found out about this, and informed Skill Points at Each Level: 2 + INT
their chosen of similar secrets, until in the end every deity modifier.
had at least one Dweomerist as part of his clergy. Class Features
Dweomerists All of the following are class features of the
tend to mainly be drawn from the ranks of clergy Dweomerist prestige class.
that deal with magic, knowledge and obscure lore, but all Weapon and Armor Proficiency:
faiths have some hidden away in some temple. Dweomerists gain no new proficiencies in
The day to day life for a Dweomerist is concerned weapons or armour. Arcane spell failure for
with magic. He could be crafting a magic item, discussing casting arcane spells in armor apply
with his superior how to defeat an unknown magical normally.
blight on the crops, adventuring in the wilds looking for a Spellcasting: A Dweomerist continues
lost magic item or scrap of knowledge that his deity is training in magic as well as his new class
leading him to or just reading a tome about some obscure abilities. Thus, when a new Dweomerist level
ritual. is gained, the character gains new spells
As their life is magic and they are suffused with its per day as if she had also gained a level in a
raw power, they learn quickly in their career how to read, spellcasting class he belonged to before he
perceive and identify magics around them. This helps added the prestige class. He does not,
greatly in their everyday life and they see it as a special however, gain any other benefit a character
blessing from their deity. of that class would have gained (improved
Any combination of arcane and divine spellcaster can chance of controlling or rebuking undead,
become a Dweomerist. No special rituals or tuition is metamagic or item creation feats, and so on).
needed. Clerics and wizards are in the vast majority, but it This essentially means that he adds half the
is not uncommon to see a druid become a Dweomerist to level of Dweomerist to the level of one other
help nature and suffuse it with the raw energy required to spellcasting class the character has, then
bring vitality to the land. Bards of a more mystical or determines spells per day and spells known
magical bent are drawn to this class for the opportunity of accordingly. The first time a level in
secrets learned. It is however rare for a ranger or paladin Dweomerist is taken, he must decide whether
to become a Dweomerist unless the pursuit of magic and the first +1 spellcasting level will go to
knowledge become more important to them. one of his arcane or divine classes. This
Hit Die: d4. becomes the primary spellcasting class. The
Requirements second time becomes the secondary
To qualify to become Dweomerist, a character must spellcasting class. Eg. Jordanus (3rd Cleric 415
3rd Wizard/1st Dweomerist) chooses that his
Dweomerist gains a level in any of his classes and the
wizard spells will be upped first, thus spell level increases because of it, the Spell Boost gives
becoming the primary spellcasting him access to one spell per day one level higher than he
class. The next time he takes a level in could already cast. Also if theDweomerist has a high
Dweomerist, it would be his cleric spells that enough ability score that affects bonus spells, he can cast
would be affected and thus becoming the one plus the amount of bonus spells for that new level.
secondary spellcasting class, and so on. Let s take Jordanus as an example. He is a 3rd Cleric/3rd
Combined Spell levels: (Ex) The Dweomerist Wizard/3rd Dweomerist with an Int 18. When he gains the Spell
Classes

learns a way to overcome the greatest Boost ability, his arcane spells will be affected as that is the
drawback of multiclassing with more than one primary spellcasting class. Normally he would cast spells as a 5th
spellcasting class. Any spell that is on both level arcane spellcaster (3rd wizard + 2 arcane spellcasting levels)
arcane and divine spell-lists the Dweomerist and therefore have access to 3rd level spells, but with the
knows is greatly improved by the fact that he Spell Boost ability he can cast 2 4th level spells per day (once for
Spell Boost and once for bonus spell due to high Int). If he
can add his primary and secondary spellcasting
didn t know any 4th level spells, he would learn one that he
level with the Dweomerist levels to determine would prepare for that day.
any spell variables. Eg. A dispel magic spell Sorcerers and Bards learn the stated amount of spells
cast by Jordanus (3rd Cleric/4th Wizard/2nd for the new level only. They do not learn any more spells
Dweomerist) would act as if cast by a 9th level of a level lower then the new spell level learnt. Eg.
spellcaster, not a 4thlevel cleric or 5th level Clarissa, 5th Sorcerer/3rd Druid/3rd Dweomerist, has her
wizard, thus giving a + 9 to the spellcaster sorcerer spells affected by the Spell Boost ability. She
levelcheck. casts her arcane spells as a 7th sorcerer, but with Spell
Item Creation Levels: (Ex) When Boost she can cast 3 4th level spells and will know as
determining what Item Creation feats are many 4th level spells as a 8th sorcerer, ie one 4th level spell
available to him and the level required forthatday.
to create magic items, the Dweomerist adds all At 6th level, the Dweomerist can use the new spell slot
his spellcasting levels together. Eg. Jordanus for a metamagicked spell instead of a new spell known of
(5th Cleric/5th Wizard/6th Dweomerist) is that level. If he decides this, the cost of the metamagic is
considered to be a 16th level spellcaster when one level less than normal. A spell metamagicked this
determining what Item Creation feats he can way cannot reduce the level increase to under one level.
take and the Prerequisite caster level for That is an Extended spell will still take up a spell slot one
creating items instead of a 8th Wizard or 8th levelhigherthanthespellitself.
Cleric. Jordanus (3rd Clr/3rd Wiz/6th Dweomerist) knows the Empower
Read Magic: (Sp) At 2nd level the Dweomerist Spell metamagic feat. He could choose to either learn one
can use read magic at will at his class level. new 4th level spell and prepare it for his 4th level spells, or he
Detect Magic: (Sp) At 2nd level the could use the 4th level spell slot to memorize an empowered
Dweomerist can use detect magic at will at his fireballas this is one level lower than the normal 5th level spell
classlevel. slot that this metamagicked spell would normally have taken up.
Spell Boost: (Su) At 3rdand 7th level, the The Spell Boost ability cannot be used in conjuction
Dweomerist gains the ability to cast spells one with item creation in regard to items being created with
spell level higher than his current highest spell the new spell known. Jordanus could not use fireball if this
level. The Dweomerist also gains was the new spell known with the Spell Boost to create scrolls
or wands of fireball or to create a flaming weapon.
a single spell known for that level if he does
Leve lBaBFort Ref Will Special Spells per Day
not otherwise know any spells of that level, 1st +0 +0 +0 +2 Combined Spell Levels, Item Creation
but remember that when a divine spellcaster Levels +1 level of primary spellcasting class
gains a new spell level, they know all 2nd +1 +0 +0 +3 Read Magic, Detect Magic +1 level of secondary
spellcasting class
spells of that level. The only restriction to this
3rd +1 +1 +1 +3 Spell Boost +1 level of primary spellcasting class
ability is that the Spell Boost only applies to 4th +2 +1 +1 +4 Identify 1/day +1 level of secondary spellcasting class
one of his spellcasting classes until the other 5th +2 +1 +1 +4 Arcine or Divane? +1 level of primary spellcasting class
level is gained and then both arcane and divine 6th +3 +2 +2 +5 Spell Boost - Metamagic +1 level of secondary
spellcasting class
spells are affected by Spell Boost. At 3rd level
7th +3 +2 +2 +5 Spell Boost +1 level of primary spellcasting class
the primary spellcasting class is under the 8th +4 +2 +2 +6 Identify 2/day +1 level of secondary spellcasting class
affect of Spell Boost. At 7th level the secondary 9th +4 +3 +3 +6 Spontaneous Casting +1 level of primary spellcasting

416 spellcasting class is affected by Spell Boost. class


10th +5 +3 +3 +7 Ritual of completion +1 level of secondary spellcasting
This ability applies at all times. When the
class
Identify: (Ex) 1/day at 4th level a Dweomerist can end of the period, all new spells known are
Identify magical items as the spell at his class level.. It lost and the Dweomerist returns to his
takes 4 hours of studying the magical items to deduce normal spell progression. Note that this
what they are. No material components or tomes are stacks with Spell Boost and high Int, so that
required. Jordanus could cast one 8th level arcane or
At 8th level he can Identify 2/day, each time taking 4 one 8th level divine spell while under the
hours. affect of the ritual unless he had a high
Arcine or Divane?: (Sp) At 5th level the Dweomerist

Classes
enough Int or Wis to gain bonus 8th level
learns to cast a spell that appears on both his arcane and spells. As with Spell Boost, sorcerers and
divine spell lists at the lowest spell level. Eg animate bards know as many spells as they would be
dead is a 3rd level cleric spell, but a 5th level wizard spell. allowed for that level. Jordanus knows that he
So a Dweomerist can then prepare one of his 3rd level will have to defend the temple against thieves
arcane slots with animate dead instead of a 5th level slot. tomorrow, so he spends the day in ritual and at
Note Domain spells are not affected by this ability and the end decides to have the spellcasting ability of
the Dweomerist must know the arcane version of the 3rd Cleric/13th Wizard. Instead of being able to
spell,notjusthaveitavailableinhisspelllist. cast 4 0, 4 1st, 3 2nd, 3 3rd, 2 4th and 1 5th levels
Spontaneous Casting: (Su) At 9th level the Dweomerist spells (with Spell Boost) he would be able to
cast 4 0, 4 1st, 4 2nd, 4 3rd, 4 4th, 3 5th, 2 6th, 1 7th
gains the ability to convert prepared spells into a
and 1 8th (with Spell Boost) and knowing as
predetermined spell. This is similar to the cleric s ability
many spells as he normally would, plus 1 6th, 1
to spontaneously convert prepared spells into healing 7th and 1 8th level spells.
spells of the same level. Notes
The Dweomerist must choose a certain number of The spells listed below are spells that appear
spells which they can convert. To do this take the average on both spell lists for given multiclass
of the modifiers of the ability score that affects their combinations. These are to be used when
spellcasting for each class and then round it down. Eg. determining which spells are affected by
Jordanus has an Int 18 and Wis 16. As Int and Wis are the the Combined Spell Levels ability and the
ability scores which affect his Wizard and Cleric spells, Arcine or Divane ability. Where Sorcerer is
the ability modifiers will be averaged and then rounded mentioned, Wizard is also implied.
down. So Jordanus will choose 3 spells with which to Bard/Cleric
convert prepared spells. Bestow Curse
These can be either divine or arcane and once determined Blindness/Deafness
cannot be changed. The Dweomerist can convert Break Enchantment
any spell of that spell level or higher as they choose. Eg. Bull Strength
Jordanus chooses dispel magic, magic missiles and hold Poison
person. If Jordanus suddenly needed dispel magic, he Cause Fear
would have to spontaneously cast one 3rd level or higher Neutralize Poison
arcane or divine spell. Control Water
Ritual of Completion: (Su) Once a week, the Control Weather
Dweomerist can perform a day long (24 hour) ritual Cure Critical Wounds
involving fasting and alternating periods of meditation and Darkness
chanting. Daylight
The time of starting depends on the deity and when a Delay Poison
priest would normally pray for spells and costs 500gp in Detect Magic
exotic and rare material components that are used up Dismissal
during the ritual. At the completion of the ritual, the Dispel Magic
Dweomerist can prepare spells as if the + 1 spellcasting Enthrall
level applied to one spellcasting class, while losing all Geas/Quest
bous levels in the other class. Greater Dispelling
Eg Jordanus is now a 3rd Cleric/3rd Wizard/10th Dweomerist
Greater Magic Weapon
and after performing the ritual could prepare spells as if he were
a 13th Cleric/3rd Wizard or a 13th Wizard/3rd Cleric instead of 8th Greater Scrying
Cleric/8th Wizard. Healing Circle
Hold Person
This ability lasts for 24 hours. The Dweomerist learns
one spell to be cast at each new spell level gained. At the Light 417
Cure Serious Wounds
Locate Object Delay Poison
Magic Circle vs Chaos Dispel Magic
Magic Circle vs Evil Greater Magic Weapon
Magic Circle vs Good Magic Circle vs Evil
Magic Circle vs Law Magic Weapon
Magic Weapon Neutralize Poison
Classes

Mending Protection from Evil


Neutralize Poison Read Magic
Obscure Object Resistance
Plane Shift Undetectable Alignment
Protection from Chaos Bard/Ranger
Protection from Evil Alarm
Protection from Good Cure Light Wounds
Protection from Law Cure Serious Wounds
Read Magic Delay Poison
Remove Curse Neutralize Poison
Remove Disease Read Magic
Repulsion Remove Disease
Resistance Sleep
Scrying Wind Wall
Shatter Cleric/Sorcerer
Silence Animate Dead
Sound Burst Antimagic Field
Summon Monsters Astral Projection
Tongues Banishment
Undetectable Alignment Bestow Curse
Wind Wall Blindness/Deafness
Bard/Druid Bull Strength
Animal Trance Cause Fear
Control Weather Comprehend Languages
Cure Critical Wounds Contagion
Cure Light Wounds Continual Flame
Cure Moderate Wounds Control Water
Cure Serious Wounds Control Weather
Delay Poison Darkness
Detect Magic Daylight
Dispel Magic Detect Magic
Greater Dispelling Detect Poison
Greater Scrying Dimensional Anchor
Healing Circle Discern Location
Light Dismissal
Mending Dispel Magic
Neutralize Poison Endurance
Read Magic Endure Elements
Remove Disease Energy Drain
Resistance Etheral Jaunt
Scrying Etherealness
Summon Swarm Gate
Wind Wall Geas/Quest
Bard/Paladin Gentle Repose
Cure Light Wounds Greater Dispelling
418 Cure Moderate Wounds Greater Magic Weapon
Greater Scrying Obscuring Mist
Hold Person Protection from Elements
Light Read Magic
Locate Object Resistance
Magic Circle vs Chaos Resist Elements
Magic Circle vs Evil Reverse Gravity
Magic Circle vs Good Scrying

Classes
Magic Circle vs Law Shapechange
Magic Weapon Sleet Storm
Mending Stone Shape
Obscure Object Summon Swarm
Obscuring Mist Sunburst
Plane Shift Sympathy
Protection from Chaos Transmute Mud to Rock
Protection from Elements Transmute Rock to Mud
Protection from Evil True Seeing
Protection from Good Wall of Fire
Protection from Law Wall of Stone
Read Magic Water Breathing
Refuge Wind Wall
Remove Curse Paladin/Sorcerer
Repulsion Detect Poison
Resistance Dispel Magic
Resist Elements Endure Elements
Scrying Greater Magic Weapon
Sending Magic Circle vs Evil
Shatter Magic Weapon
Soul Bind Protection from Evil
Stone Shape Read Magic
Summon Monsters Resistance
Symbol Resist Elements
Tongues Ranger/Sorcerer
True Seeing Alarm
Wall of Stone Nondetection
Water Breathing Polymorph Self
Wind Wall Protection from Elements
Druid/Sorcerer Read Magic
Animal Growth Resist Elements
Antipathy Sleep
Contagion Wind Wall
Control Weather
Detect Poison
Familiar Mage Prestige Class
Author: Itzhak Even
Dispel Magic
Wizards and Sorcerers have the ability to summon
Endure Elements
a familiar. Through their link both sides gain
Finger of Death
power, albeit a familiar gains more immediate
Fire Trap
power than his master. Most wizards and sorcerers
Flaming Sphere
prefer to have an ally to defend them while they
Foresight
cast their spells, or someone who will agree to
Greater Dispelling
serve as a guardian of their tower or home while
Greater Scrying
they are gone. To this end they will create a
Ice Storm
golem, hire a bodyguard or summon and bind a
Light
Mending
creature to do their biding. Still, others have 419
noticed that they have the right creature for any of
these jobs right at hand, their familiar. that no normal animal can.
While the familiar is a magical beast, it is Adventuring Ideas:
small and appears to be an animal, so it can A familiar mage approaches the party in disguise. He
fool most opponents of the wizard that will tells them that an evil mage has kidnapped his beloved
dismiss it as non-consequential. And this cat, and has done some experiments on it. He wants
can be used against them. Who would believe them to retrieve the cat, unharmed.
that the little cat walking the house of a An official of a city they are passing through asks
them to investigate a strange occurrence. For the last 3
Classes

wizard that has left his house for an adventure


will suddenly become a large mass of muscles days rats and dire rats are coming from the sewers at night
and claws and teeth that will attempt to slay to plague the citizens, and destroying foodstuffs.
you, or that the toad next to the sorcerer The city has arrested an evil mage a few days ago, and
casting spells at your enemies will his rat familiar is using his improved abilities, coupled
suddenly grow and entangle you with it s with his rather high intelligence to strike back at the
sticky tongue. people of the city. (If you do not like this change the
Few would have believed it could be true. But rats into ravens and see Hitchcock s movie come to
itcould. life).
A familiar mage has decided to forgo his The druid in the party notices that the wildlife in the
magical training in order to explore the link area seems to be in an internal war. It could involve
between him and his familiar. But since he is snakes, cats, rats, and even hawks and eagles. Two familiar
becoming more martial his own fighting mages that live in the area feel an enmity towards
ability is improved in the process. each other, and their familiars are rallying the animals
Tales say that the first familiar mage was a forthebattle.
young mage who seems to have reached the Requirements
highest power he could ever wield as a wizard, Knowledge (Arcana): 8 ranks
and it was far from those of his peers. He grew Feats: Martial Weapon Proficiency (Any melee
so jealous that he began to spend a lot weapon)
of time with his familiar, hoping it will grant Spellcasting: Must be able to cast arcane spells
him some insight into the working of magic so Special: Must have a familiar that can speak with him.
that his ability to wield great power will grow. Special: Must have a familiar that is able to attack
Level BaB Fort Ref Will Advanced Familiar Class
What he gained was a deeper connection, and 1st +0 +2 +0 +2 Advanced Familiar 55%
his familiar began to gain strange abilities, 2nd +1 +2 +0 +3 Able Body I Familiar Growth
while he himself has gained knowledge of 3rd +2 +3 +1 +3 Weapon Focus 60%
martial combat. 4th +3 +3 +1 +4 Familiar Form (1/day)
5th +3 +3 +1 +4 Acute Senses (alert) 65%
Whether this tale is true or false, it has served 6th +4 +4 +2 +5 Familiar Combat Dire Growth
to give hope to many an apprentice whose 7th +5 +4 +2 +5 Able Body II 70%
intellect or charisma was not enough to give 8th +6 +4 +2 +6 Familiar Form (2/day)
him access to the high echelons of magical 9th +6 +5 +3 +6 Weapon Specialization 75%
10th +7 +5 +3 +7 Acute sense (detect) Speed Growth
power and wished to gain a better rapport
withhisfamiliar. Class Skills
Halflings and Gnomes who take this path will The familiar mage s class skills (and the key ability
also enjoy the fact that if they have the right for each skill) are Concentration (Con), Craft (Int), Handle
familiar they can ride on it when it can assume Animal (Cha), Heal (Wis), Knowldege (All; each
a large enough form, although some mages taken individually) (Int), Profession (Wis), and Spellcraft
and sorcerers have taken to cast Reduce on (Int). See Skills Overview and further of the SRD for skill
themselves in order to utilize this advantage, descriptions.
which is better than going through the tedious Skill Points at Each Level: 2 + Int modifier.
job of buying a riding mount and taking care Class Features
of it, which takes time from their studies. All of the following are class features of the familiar
Some say that druids and rangers can gain mage.
close bonds with their animal companions, Hit Die: d6.
but even if so, the powers gained are surely Weapon and Armor Proficiency: Familiar mages
have a proficiency in all simple weapons. He also has
420 different.Afterallsincethefamiliarisa
magical creature it can be improved in ways proficiency in all Light armors.
Spellcasting: Familiar mages do not continue their Acute Senses (Ex): At 5th level the mage s
spell-progression, unless they take a level in their connection to his familiar grants him
spellcastingclass. improved senses. He gains a +2 to his Listen
Advanced Familiar (Ex): As the Familiar mage and Spot checks, which is stackable with the
raises a level his familiar continue to gains the normal Alertness feat. At 10th level the mage s senses
powers he would have gained if the character has gained a are such that he can make use of Detect
level as a wizard or a sorcerer. Note that this means that Magic and See Invisibility at a level equal to

Classes
his levels as a familiar mage count as wizard or sorcerer his class levels and his sorcerer or wizard
levels for the purpose of determining the familiar s levels. Each of these abilities can be used up
abilities, Int, and natural armor, as outlined in the section to 3 + Wis modifier times per day.
Familiars, Mounts & Companions of the SRD. Familiar Combat (Ex): At 6th level the
Familiar Ability Descriptions: wizard and familiar has gained a special
Hit Points: As the familiar mage rises in levels his rapport that allows them to act even more
familiar gets more hit points. harmoniously together. When attacking the
For example, Jangel s familiar has 65% of her 50 hp, same opponent they gain a +1 dodge bonus to
for a total of 32 hp. their AC and a +1 synergy bonus to their
Familiar Growth: The familiar has gained the ability attack rolls. If both wizard and familiar are
to magically grow bigger. He can increase in size by one flanking the same opponent they gain a +4 to
size category. This ability can be used a number of times their attack rolls instead of the usual +2.
equal to 3 + it s Int modifier, and lasts a number of rounds Weapon Specialization: At 9th level the
equal to it s Master Class Level. (See the section familiar mage gains this feat in regard to a
Familiars, Mounts & Companions of the SRD). The martial melee weapon that he gained the
change is a full round action that draws attacks of Weapon Focus for.
opportunity. Familiar Death: Should the familiar die the
For more info please refer to the explanation at the character must make the same save as with a
end of the file. This is a supernatural ability. normal familiar who dies. If he fails his save
Dire Growth: The familiar s growth power causes it to he will lose 200 xp for every wizard/ sorcerer
increase two size categories when it transforms. When the level he has and 400 for every familiar mage
familiar uses its growth ability it can decide whether to level he has, with a successful Fortitude save
grow one size category or two. A dire growth is treated as (DC 15) reducing the amount by half.
one use of the Familiar Growth ability. For example, Jangel is a Wizard 6/Familiar Mage
For more info please refer to the explanation at the 5. Should his cat familiar die he will suffer 3,200
endofthefile. xp on a failed save. (200x6 for his wizard levels
This is a supernatural ability. plus 400x5 for his Familiar Mage levels)
Speed Growth: The familiar can use its Familiar Familiar Growth and Dire Growth —
Growth and Dire Growth abilities as a Move-equivalent Expanded Info
action, instead of a full-round action. While the familiar changes in size, he does
Able Body (Ex): Due to the strong connection between not followall the rules concerning size
the character and his familiar the character s ability changes. When changing size categories the
scores improve as his connection to his familiar deepens. familiar does not have his Dex score reduced,
At 2nd level the familiar mage gets a +2 inherent bonus and in fact gains a +2 for every size category
to his Dexterity score. he increases. In addition, the familiars speed
At 7th level he gains a +2 inherent bonus to his Con increases. All familiars gain a +10 to their
score. primary movement method per size category
Weapon Focus: At 3rd level the familiar mage gains they increase. So a raven increases his flight,
this feat in regard to a martial melee weapon that he has a while a toad increases its jump distance. If a
proficiencyin. familiar has more than one movement method
Familiar Form (Sp): At 4th level, the familiar mage that can be considered primary (like a snake s
may change his form into that of his familiar. This is a crawl, climb and swim movements) the
spell-like ability useable once a day, identical to the familiar decides to which movement method
polymorph self spell in all respects apart from the fact that he gains the increase, and he can even add
the only form that may be assumed is that of his familiar. each increase to a different movement method.
At 8th level he can use it twice per day. For example, if a snake familiar increases by two
421
size categories he can decided that his crawl, climb chosen when you take this ability, and cannot be changed
or swim will increase by +20 , or he can decide that afterwards.
he wants his swim and climb to increase by +10
each. In addition, at levels 2nd, 6th, and 10th the Feneskor Prestige Class
familiar can choose an extra ability that only Author: Itzhak Even
manifests when the familiar is using his Gnomes prefer to keep their homes hidden, but their
Familiar Growth, Dire Growth or Speed preference for wooded hills makes the prospect of finding
Classes

Growth abilities. The extra abilities are detailed a suitable home a bit harder. While some gnomes travel to
below, and unless stated otherwise they cannot find a prefect place to build a home, and some settle for
be taken more than once. less desirable locations, the feneskor communicates with
Extra Attack — If the familiar s form can the earth itself, and in this way protects his home, and
accommodate an extra natural attack form he creates a suitable location.
can use it as a secondary attack with a damage Feneskor, in the gnome tongue, means Craftsman of
that is one dice lower than his primary attack. the Hills or Wiseman of the Earth. Feneskor hold
For Example, Tsilian is a wizard 5/familiar mage 7 positions of high esteem in gnomish communities. The
and his hawk familiar his using his Dire Growth feneskor taps into the secrets of the earth, and speaks with
ability to attack. Normally his BAB is +7 (like his it about changing its look. Gnomes are attuned to the earth
master), with a bonus of +5 from Dexterity (21 and worth with it in a manner that makes changes look
Dexterity when in dire growth form), for a total of natural. Unlike man-made buildings, gnomish buildings
+12 to attack. His claws does 1d8 + 2 damage (14 blend well with the terrain, and disrupt the harmony of
Strength when in dire growth form). With the Extra
natural settings very little. Gnomes have also found the
Attack ability he can now use his beak to attack with
a +7 (after the normal —5 to secondary attack), and
feneskor s skills of use on the field of battle, where a
he can cause 1d6 + 1 damage (1d6 being the next change in terrain can strengthen positions, provide cover,
lower dice after 1d8, and +1 because he gains only and hamper enemy advances.
half his Str modifier to damage). Note — familiars Rangers, rogues, and fighters are the most common
such as bats, rats, and snakes are not normally feneskors, but druids and clerics can also excel in this
eligible for this ability, unless your GM says field. A few gnome sorcerers or bards who feel an affinity
otherwise. to the earth have also taken this class. Rangers and
Diseased — A familiar with this ability is fighters are more prone to use their powers to gain an
a disease carrier, and his natural attacks can be advantage in combat circumstances.
used to transmit it to his opponents. The A potential feneskor must find another feneskor to
familiar carries the Filth fever disease, and it s teach him. While tales of the feneskor are told in gnomish
DC is 12 + _ the master s character level communities, making it easier to find them, the candidate
+ the familiar s Constitution modifier. must still prove his worth to the tutor, usually by
For example, Sientila is a necromancer 7/familiar defending a gnomish community from an enemy or saving
mage 4, and her rat uses his Familiar growth ability. a beautiful spot of nature.
He attacks with his bite, and manages to hit. The DC Requirements
for the fortitude save against the disease is 12 + 5 To qualify to become a feneskor, a character must
(halfSientila scharacter level) +0(herrat
meet all the following criteria.
familiar has a Constitution score of 10) for a total of
17.
Race: Gnome
Watcher — A watcher familiar s senses Wilderness Lore: 8 ranks
improve when he transforms, giving him a +5 Knowledge (Geography): 4 ranks
inherent bonus to Listen and Spot checks. Knowledge (Nature): 4 ranks
Learned — The familiar has gained some Base Attack Bonus: +4
insight through his connection and can choose Feats: Skill Focus (Knowledge [geography]), Track.
a feat. The GM must approve this feat, though Special: Must be taught by another Feneskor for at least 1
it is suggested that they not be allowed to month.
choose any special, magic item creation Class Skills
or any metamagic feats. This ability can be The class skills for the feneskor (and the relevant
chosen more than once. ability for each skill) are Climb (Str), Concentration
Enhanced — A familiar with this ability (Con), Craft (Int), Hide (Dex), Intuit Direction (Wis),
422 gains a +2 inherent bonus to one of his ability Jump (Str), Knowledge (Geography) (Int), Knowledge
(Nature) (Int), Profession (Wis), Swim (Str), and
scores. The ability score to be affected must be
Wilderness Lore (Wis). See Skills Overview and further of Stone Speak (Su): When a feneskor reaches
the SRD for skill descriptions. 2nd level, he learns how to communicate with
Skill Points at Each Level: 4 +Int modifier stone. He goes into a trance while touching
Class Features an area of stone, and after 10 minutes he can
speak with it as though he cast Stone Tell.
All of the following are class features of the feneskor
This ability can be used once per day at 2nd
prestigeclass.
level, twice per day at 5th level and three
HD: d8

Classes
times per day at 8th level. Use of this ability
Weapon and Armor Proficiencies: A feneskor is
provokes an attack of opportunity.
proficient with all simple weapons, and light and medium
Minor Power (Sp): Until 3rd level, the
armor.
feneskor has learned how to change the lay of
Spell-like powers: A feneskor gains some spell-like
the land, but his changes look unnatural to
powers, and supernatural powers that work like spells, as
the trained eye (Knowledge [geography]
he gains levels. He can use these powers as a spellcaster
check at DC 15, if the changes look
of his class level + the highest spellcasting levels he has.
reasonable, so a mountain in the middle of a
These spell-like powers operate just like the spells.
Example: A Rgr3/Brd2/Sor3/Feneskor 4 would use his plain would be easy to discern as unnatural).
spell-like and supernatural abilities as a sorcerer of 7th level (3 At 3rd and 6th level, the feneskor gains
sorcerer levels plus 4 feneskor levels). new insight into how wind, water, plants and
Earth Power (Sp): After being tutored by another other natural factors affect the lay of the
feneskor for 1 month, the newly trained feneskor has land, and can manipulate these to a small
gained some powers related to stone. As he rises in levels, degree. These manipulations help make
he increases the number of times he can use those powers, changes appear natural, and the DC to notice
and the range of his powers. The powers and their the changes increases to 20 + the feneskor s
advancement are listed in the table below: level. In addition, the feneskor can choose
Level one of the following at 3rd level, 6th level and
Power 1 2 3 4 5 9th level. Minor Wind Power: Cast obscuring
Move Earth 1/day 1/day 1/day 2/day 2/day
Soften Earth
mist twice per day and wind wall once per
& Stone day. Minor Water Power: Cast create water
- 1/day 1/day 1/day 2/day three times per day, and water breathing once
Stone Shape - - 1/day 1/day 1/day per day. Minor Plant Power: Cast entangle
Rock to Mud - - - - -
Mud to Rock - - - - -
twice per day, and plant growth once per day.
Hallucinatory Minor Electric Power: Cast endure elements
Terrain (electricity) twice per day, and call lightning
----- once per day. Minor Fire Power: Cast endure
Level BaB Fort Ref Will Special
1st +0 +2 +0 +2 Earth Power
elements (fire) twice per day, and flame
2nd +1 +3 +0 +2 Stone Speak — 1/day arrow once per day. Minor Animal Power:
3rd +2 +3 +1 +3 Minor Power Cast magic fang twice per day, and summon
4th +3 +4 +1 +3 Nature Sense nature s ally III (only animals) once per day.
5th +3 +4 +1 +3 Stone Speak — 2/day Nature Sense: At 4th level, a feneskor can
6th +4 +5 +2 +4 Minor Power identify plants and animals (species and
7th +5 +5 +2 +4
special traits) with perfect accuracy. He can
8th +6 +6 +2 +4 Stone Speak - 3/day
tell whether water is safe to drink or
9th +6 +6 +3 +5 Minor Power
10th +7 +7 +3 +5 Large Tract
dangerous (polluted, poisoned, or otherwise
Power 6 7 8 9 10 unfit for consumption).
Move Earth 2/day 3/day 3/day 3/day 4/day Large Tract (Ex): At 10th level, the
Soften Earth feneskors knowledge of earth and the forces
& Stone
2/day 2/day 3/day 3/day 3/day
that shape it is such that he affects greater
Stone Shape 1/day 2/day 2/day 3/day 3/day areas. All of his spell-like powers can affect
Rock to Mud 1/day 2/day 2/day 2/day 2/day up to twice their normal area of effect.
Mud to Rock 1/day 2/day 2/day 2/day 2/day Sample Feneskor
Hallucinatory
Terrain
A ranger in his early life, Vanegaer
Stonewanderer discovered he had the ability to
- - - 1/day 1/day
become a feneskor when 423
other Feneskors. Andulin is a loud, boisterous gnome who
he encountered an old gnome. The knowledge of
takes himself seriously, and this causes him to be the on the
Earth Wisdom was lost to his original village, and
wrong end of his fellows’ jokes.
remained only in stories and songs.
Deryuin Fambletin: Male gnome Drd4/Wis (Illusionist)
When he learned this craft he went back to his
9/Feneskor5; AL NG.
village and wanted to help his fellow villagers
Deryuin was asked by his parents to become a Feneskor
against the humans, but he discovered it was no
as soon as possible. The only Feneskor in the community
easy task, so he gathered as many villagers as he
was aging poorly and they needed someone to
Classes

could and set out to find a new place far from


take his place. In his younger days, Deryuin was quite the
humans.
rebel. So he rebelled from his druidic path and undertook
Vanegaer Stonewanderer: Male gnome Illusionist studies. He tamed down during this studies and
Rgr6/Feneskor 6: Small humanoid (3 8 tall); regretted the actions of his youth. During the last days of
HD 6d10+6d8+12 (hp 100); Init +1 (+1 Dex); the old Feneskor he learnt all he could and now uses his
Spd 20 ft.; AC 19 (touch 17, flat-footed 18); illusion magic to support his artistry.
Atk +13/+8 melee (short sword, 1d6+3, 17-20/ Jillian Buviol: Female gnome Rgr6/Feneskor9; AL NG.
x2), or +13/+8 ranged (short bow, 1d6+2, 20/ Jillian and her sister Guinacort are wandering Feneskors
x3, 120 ft.); AL NG; SA Spells, favored enemy helping community better shelter themselves. Jillian
+2 goblinoids, +1 giants; SQ spell-like is the more outspoken of the two. She likes to taunt her
opponents with racial slurs, thus enraging them and lessening
abilities, nature sense; SV Fort +13, Ref +7,
their defence. She takes her duties as a Feneskor
Will +10; Str 12, Dex 13, Con 13, Int 11, Wis seriously and hopes that her services help communities
14, Cha 19. that are not lucky enough to have a resident Feneskor.
Skills & Feats: Animal Empathy +10, Guinacort Buivol: Female gnome Drd6/Feneskor9; AL
Concentration +10, Knowledge (Nature) +14, NG.
Knowledge (Geography) +10, Spot +8, Guinacort loves a good joke, even more so than most
Wilderness Lore +16. Track, Skill Focus gnomes. This makes her more more approachable than
(Knowledge [Geography]), Point Blank Shot, her sister as the gnomes want to learn more practical
Precise Shot, Rapid Shot, Far Shot. jokes. During these teachings, she looks for those who
may have the aptitude for learning the Feneskor way. She
Ranger Spells Per Day (2; DC 12 + spell
and her sister then spend the time needed to train up the
level): 1st pass without trace, magic fang . new Feneskor and they don’t mind it at all. A month spent
Animal Companions: 4 dire badgers and 2 dire teaching a new Feneskor is very well spent as it could
weasels. save the lives of those living in that community.
Spell-likeabilities(castasa9thlevel Loupgave Huindert: Male gnome Brb8/Feneskor2; AL
spellcaster): Stone speak 2/day, Entangle 2/day, CG.
Plant growth 1/day, Endure elements (fire) 2/ Loupgave comes from a line of gnomes that have descended
day, Flame arrow 1/day, Move earth 2/day, into savagery. Because of centuries of insistent
Soften earth and stone 2/day, Stone shape monstrous attacks, the gnomes of that area have lost their
sense of humour and learned to survive in hostile climes.
2/day, Transmute rock to mud 1/day, Transmute
Feneskors are known and welcome amongst these
mud to rock 1/day. gnomes as it improves the chances of hiding from orcs,
Possessions: Leather armor +3, Earth piercer trolls, and the like. Loupgave was chosen by his village to
— a +2 keen short sword, 3 potions of cure receive Feneskor training and now he takes his duties
light wounds, potion of vision, ring of seriously, even though he loves a good fight if it should
protection +2, ring of animal friendship, happen.
bracers of archery, short bow +2 of distance,
boots of speed, cloak of resistance +2.
Gembha Prestige Class
Author: Ian Cheesman
Other NPCs Startlebard was in trouble. The orcs had trapped him
Andulin Singlenose: Male gnome Rgr6/ and his friends in a mine. As they were running, Startlebard
Feneskor2; AL tripped and fell down a hole in the ground to another
CG. level of the cave.
Andulin believes he is the sole protector of his And to make things worse, he just heard something
small gnomish village. The elders let him believe very big coming towards him.
this as his work in contouring the land is very Looking around, Startlebard couldn t find any of his
good and quite innovative. If he could just adventuring gear. Not his sword, his daggers, not even his
dampen his enthusiasm and temperament a precious gems. All of a sudden, he spotted a glint in the
bit, they believe he would be good enough to teach nearby wall.
424 What? Could it be? Yes!! It is!!
to teach them can use the amazing powers of
These cave systems used to be a diamond mine,
many, many years ago, and it seemed that the miners their gods and goddesses to augment the
didn t retrieve all of the diamonds that were around. Half amazing powers of the gems even more. Once
buried in the wall was a small diamond. in a blue moon, a high level Paladin is
Not having enough time to take the diamond out and instructed to take up the teachings of the
study it, Startlebard hoped that it would be good enough Gembhma. They can cause holy wars
as he touched the gem and cast his first spell. searching for the true gem for their

Classes
There, now that I am protected from evil, lets see what god(ess). While never having happened yet,
this beastie is. it is technically possible for a druid or ranger
Slowly, from around the corner came not one, but two
to use these powers, providing of course they
bulettes. Startlebard knew that he couldn t deal with them
both alone, especially not without all of his gear, so he can find a teacher. The abilities that are most
tried to teleport away. useful to a Gembhma are those that affect his
Drat! The stone must not be big enough for that much spell casting ability. Likewise, Intelligence
power. I guess I will have to do this the hard way! and Wisdom affect a number of their skills.
Quickly launching a magic missile at the first bulette, At the same time, however, Charisma can be
Startlebard let go of the diamond and started running very important when dealing with others to
down the corridor, screaming like a little girl. attempt to acquire new gems. It is important
Gems: Pretty little shiny things that can be traded and both for haggling and for hiring others to
used for decorations, monetary substitutes, decorations, or acquire gems.
even the catalysts in magical spells. Gems are prized by Requirements
many persons for their ease of transport, and for their easy Craft (gemcutting): 10 ranks
manifestations of power and wealth. However, a gem is Knowledge (arcane): 5 ranks
also a lock to an enormous amount of power and abilities Spellcasting: ability to cast 3rd level spells.
that very few have the key to fit. Those few that do, Feats: Craft Wondrous Item, Skill Focus
however, are to be feared, and awed for their special (Craft [gemcutting]),
abilities. Gembhma can come from practically any walk of Skill Focus (Knowledge [arcana])
life, as long as they have had at least some training or Special: speak Terran
ability in magic. A Gembhma is usually Dwarven or Special: learn the secrets of the Gembhma
Human, although anyone who has access to a teacher can from either another Gembhma or a Greater
become such a mage. There are rumors of earth elementals Earth Elemental
and other creatures from those planes that have the powers Level BaBFort Ref WillSpecial Spellcasting
and knowledge of the Gembhma as well. It is, in fact, 1st +0 +0 +0 +2 Lesser Gem Focal +1 level of existing
from those creatures that the knowledge of the Gembhma class
2nd +1 +0 +0 +3 Imbue Gem +1 level of existing class
first came to mortals. When adventurers meet with such
3rd +1 +1 +1 +3 +1 level of existing class
awesome creatures, beware them, as they care for nothing 4th +2 +1 +1 +4 Gem Focal +1 level of existing class
but finding the next set of gems. 5th +2 +1 +1 +4 +1 level of existing class
All Gembhmas, no matter what their background, 6th +3 +2 +2 +5 Bauble +1 level of existing class
7th +3 +2 +2 +5 +1 level of existing class
dream of finding that one perfect gem. This elusive gem
8th +4 +2 +2 +6 Greater Gem Focal +1 level of existing
has been the focus of many adventures and many lifetimes class
of work. The gem would allow (supposedly) a 9th +4 +3 +3 +6 +1 level of existing class
Gembhma to cast any spell that they know to great ability. 10th +5 +3 +3 +7 Soul Stones +1 level of existing class
Those stones are rare, and often highly guarded. It is not Class Skills
unheard of for a Gembhma to hire a group of adventurers The Gembhma s class skills (and the key
to steal, err, acquire such gems for the Gembhma. ability for each) are: Alchemy (Int), Appraise
Those Gembhmas who come from a wizard’s background (Int), Concentration (Con), Craft - all (Int),
are often extremely studious, only leaving their Knowledge - all (Int), Profession - all (Wis),
studies to find new gems for use in their studies. The Scry(Int),andSpellcraft(Int).See Skills
bards who take up this style of life are often gaudy Overview and further of the SRD for skill
dressers, using little gems to cover their bodies and thus descriptions.
have quick access. The few sorcerers who take years to Skill Points at Each Additional Level: 2 +
learn the matrices of gems are often the most fearsome and Int Modifier.
powerful, using the powers of gems to the fullest abilities.
The very few Priests who can convince a Gembhma 425
affecting), so spell is now cast at19th level (18+1).
Class Features
A spell does not need to be cast with Lesser Gem Focal if
All of the following are class features of the
the Gembhma does not wish to. Note that the Gembhma
Gembhma prestige class:
can only cast those spells gained through their Gembhma
Hit Die: d4
levels through one of the Focal abilities.
Weapon and Armor Proficiency: Gembhmas Spell level Lesser Gem Focal Gem Focal Greater Gem Focal
gain no new proficiencies in weapons or armor. 0 25 gp 375 gp 5625 gp
Classes

Spells: Gembhmas cast their spells through the 1 50 gp 750 gp 11,250 gp


use of gems. Any spellcasting ability that they 2 100 gp 1500 gp 22,500 gp
3 150 gp 2250 gp 33,750 gp
previously had stays the same, both for spells 4 200 gp 3000 gp 45,000 gp
per day and spells known. The Gembhma can 5 250 gp 3750 gp 56,250 gp
also cast additional spells as if they had gained 6 300 gp 4500 gp 67,500 gp
additional levels when using the Gem Focal 7 350 gp 5250 gp 78,750 gp
8 400 gp 6000 gp 90,000 gp
abilities. 9 450 gp 6750 gp 101,250 gp
Example: Startlebard is a wizard 7/gembhma 3. He Spell Descriptor Gem: +1 caster level Gem: +2 caster levels Gem: +3 caster levels
can cast his wizard spells (at 7th level ability) Good Jacinth Diamond Psicrystal
normally or with the ability Lesser Gem Focal. Evil Bloodstone Diamond Psicrystal
Additionally, he can cast an additional 1 - Lawful Jade Pearl Psicrystal
2nd, 1 - 3rd, 2 - 4th, and 2 - 5th level spells (the Chaotic Smoky
difference between a 7th and 10th level wizard), but Quartz
Pearl Psicrystal
only through the Lesser Gem Focal ability. Fire Ruby Fire Opal XXX
All spellcasting ability gained and used through Cold Tourmaline Turquoise XXX
gem focal abilities are used as normal, so a Acid Agate Obsidian XXX
priest Gembhma would still pray for the daily Electricity Sapphire Zircon XXX
Sonic Rock Crystal Lapis Lazuli XXX
allotment of spells, some would only be useable Light Topaz XXX XXX
through gem focal though. These spells can also Darkness Obsidian XXX XXX
be used to create Imbued gems, Baubles, and Teleportation Garnet XXX XXX
Soul Stones. Mind-affecting Emerald XXX XXX
Force Amber XXX XXX
Lesser Gem Focal: At 1st level, the Gembhma’s Fear Hematite XXX XXX
study of gems allows him to no longer use Death Spinal XXX XXX
specific material or focal components to cast Note that casting a spell through a living crystal (includes
their spells, all they need is a gem (unless the Psicrystals, Crystal Golems, Crystal Dragons,
spell requires a divine focus, in which Crysmals, etc) damages the crystal. The crystal takes two
case the divine focus must still be used). This damage per spell level (no save), with 0-level spells doing
gem is used as a focus for their powers, and one damage. If a Psicrystal is used that is your own
affects the quality of their spell casting. As a Psicrystal, you may choose to take the damage to yourself
focus, this gem is not consumed in the instead of the Psicrystal.
casting process. The gems being used can be any Casting a spell through a non-willing living crystal
type of precious stone, such as those found in involves a normal touch attack through which the spell is
the gem table as part of the Treasure section of delivered. You cannot focus a spell through your own
the SRD. The value of the gem used must at body.
least match the given value in the table below. Imbue Gem: One of the Gembhma s most unique
Any xp cost must still be expended, however. ability is that in which they imbue small gems with
Note that some spells have descriptors (like magic, effectively creating a spell ready to be cast inside
good,evil,fire,sonic,mind-affecting,etc.). the gem. This act is extremely similar to creating a scroll,
When certain gems are used for casting these except for a few differences.
spells, the forces connect with the innate forces In essence, the Gembhma gains the Scribe Scroll feat,
within the gems to boost the power of the but for a different medium. Costs, time, and XP cost are
spell.Ifaspellhasmultipledescriptors,(i.e.- all figured in identical manors as to the scrolls.
Nightmare, Evil and Mind-affecting), either row The Imbued Gem is activated by a command word
of gems may be used. that is chosen at the time of creation. Note that an arcane
Example: Startlebard (Wizard 10/Gembhma 8) is Gembhma cannot use a divinely imbued gem, just as a
casting Hold Person, using an Emerald that cost 347
426 gp. The Emerald makes it easier to cast (mind-
divine Gembhma cannot use an arcanely imbued gem.
When an Imbued gem has been used, it crumbles to
worthless dust. This means that unlike scrolls, only a value of the gem.
single spell may ever be imbued in a single gem. As with Creating a Bauble takes a large amount of
Lesser Gem Focal, certain gems are more aligned to careful planning, as the spells able to be
different types of gems, and thus the second gem table is placed in the gem depend on what type of
effective for Imbued Gems. gem is being used. The limits are the same are
Example: Startlebard is making two identical Ice Storm Imbued the second gem table’s bonus lists. Thus a
Gems. However, one is made from a diamond while the fire spell can only be placed in a ruby or a

Classes
other is made from a turquoise. The turquoise gem will cast the fire opal, nightmare can be placed in a
Ice Strom two levels higher than the diamond, even if this
bloodstone, diamond, or emerald (both evil
means they are cast at a higher level than Startlebard is!
and mind-affecting), and wish cannot be used
When a Gembhma attempts to focus a spell through
at all. Note that living crystals (i.e. —
an Imbued Gem, one of three things happen. If the spells
Psicrystals) cannot be used to create Baubles.
are opposed (chaotic - law, light - dark, etc.) the spells
The cost of the Bauble is equivalent to that of
cancel each other out. For this purpose, different elements
crafting a wand. If two spells are being placed
(fire,cold,acid,electricity,andsonic)areallconsidered
into the same bauble, add the two spell levels
opposites of each other. The spell attempting to be cast is
together to come up with the spell level to use
not cast (although that spell slot is used for the day) and
in the formula. A Bauble with one spell has
the Imbued Gem crumbles as if it was used. If the two
50 charges. A Bauble with two spells has 75
spells are not the same, and not opposed to each other
charges. As the gems used to make the
(magic missile and wish, cure light wounds and
Baubles limit the spells, they gain no bonuses
prestidigitation,fireballandflamingsphere,etc.),the
from specific gems. To use the Bauble,
spell cannot be focused through the Imbued Gem, and thus
the command word is spoken aloud. This
no bonuses are gained.
command word is chosen at the time of
If the two spells are the exact same spell, then the
creation (and will be different for each spell
spell gains an additional +2 to it’s caster level, or is cast at
if two spells are used). Each use of the
the caster level of the Imbued Gem, whichever is higher.
Bauble decreases the number of charges in
Note that this uses up the powers inside of the Imbued
the following manner: spell level of 0-3rd - 1
Gem, and thus it crumbles to dust (as if it was used
charge, 4th-6th level - 2 charges, 7th-9th level
normally).
- 3 charges. Baubles cannot be used to focus
Gem Focal: At 4th level, a Gembhma becomes better
spells in any manner, as the matrices used to
able to focus his energies through his gems. In addition to
store the spells do not allow focusing.
not using material components, he is able to forgo the
Greater Gem Focal: At 8th level, the
fancy somatic movements normally involved in a spell.
Gembhma becomes a master at using the
Again, as a focus for the spells, the gem is not consumed
matrices of gems to increase the power of his
in the casting process. Realize that this is not a
spells, using gems to cast spells without
replacement of Lesser Gem Focal, but in addition to it,
material, somatic, or verbal aspects. This
thus a Gembhma can cast spells using either method, as
allows, for instance, an imprisoned
well as regular casting. This is especially important in
Gembhma, who has been bound and gagged
spells that do not have somatic components (no need to
to merely touch a gem and cast a spell. As
have the extra expensive gems).
with Gem Focal, this is not meant to replace
Note that all other aspects of Gem Focal are identical
Gem Focal or Lesser Gem Focal, but to offer
to that of Lesser Gem Focal (including interactions with
another method to the Gembhma for casting
Imbued Gems, Baubles, and Soul Stones).
their spells. The Gembhma follows the same
Bauble: At 6th level, the Gembhma takes his abilities
rules for cost and type of gem as he did with
to Imbue gems even farther. By placing the spells along
Lesser Gem Focal and Gem Focal, as well as
the crystalline structures is special ways; the Gembhma is
the same rules for Imbued Gems, Baubles,
able to create a permanent magical item with charges that
and Soul Stones.
can be expended as needed.
Soul Stone: At 10th level, the Gembhma is
The Bauble will be able to cast one or two spells as
able to instill into their work part of the very
long as enough charges remain in the gem. If a Bauble is
soul of the gems. They are able to create
reduced to 0 charges, it crumble to worthless dust, similar
magical items that can be compared
to that of an Imbued Gem. The number of charges in a
Bauble depends on two things, the spells within it, and the
to some of the greatest magical items in the 427
20thlevel.
world.
Example: A soul stone is made by a Wizard-Gembhma out of a
More importantly, the items are not created 32,000 Lapis Lazuli. The gem is grafted into the hilt of a +2
entirely out of one gem, as is the case with greatsword. Among other things, the grafting uses hair from a
Baubles and Imbued Gems. Interestingly, Pegasus, feathers from a griffon, and scales from a dragon, all
though, a soul stone (at least the gem part) collected off of live specimens. The total cost is 39,000 gp. It
can be used to focus a spell, just as normal, but casts Fly (3-16th level) 6/day, Levitate (2-16th level) 3/day,
the soul stone does grant a inherent bonus of Whispering Wind (2-16th level) 1/day, and Wind Wall (3-16th
Classes

+1 caster level to any spell the Gembhma casts level) 6/day. Also, the Lapis Lazuli allows the owner of the soul
through it, no matter what descriptors the spell stone to cast Holy Word (7-20th) 1/day. The soul stone also
takes 3,900 XP, and takes 39 days to craft. Note that Holy Word
has. Thus slay living cast through a spinal or
does not count into the cost or time spent to craft.
jade soul stone will gain +1 caster level.
Sample Gembha
Remember that this only works for the creator
Startlebard Stonepounder III was always an unusual
of the individual soul stone. tyke, interested in his books more than in the swing of a
A soul stone is similar to a staff, in the fact hammer, more in the pleasures of creating small flames
that it allows a user to cast a number of than great weapons. His parents were very upset with this,
different spells per day merely through and sent him off on a journey to destroy an orcish outpost
command words. However, unlike staffs, with some other dwarves so that he might learn the
the soul stone also usually has other uses (i.e. - importance of fine crafted steel and mithral.
a soul stone made partially out of a sword can Unfortunately for his parents, their plan backfired on
also be used as a sword). A soul stone is also them. The dwarves were captured, and were going to be
executed when Startlebard discovered his affinity for
very similar to a wizard s or sorcerers familiar.
gems. Recalling a magic spell that could free them, he
In fact, they are so similar, that a Gembhma was discerned to discover that all his components were
cannot have both a Soul Stone and a familiar at ruined. He noticed that the scepter that the orcish ruler
the same time. Also, a Gembhma can only have carried had a huge gem on top of it, and decided to try and
one soul stone at any one time, and the cast the spell through the gem. He wasn’t sure what would
destruction of a soul stone causes the happen.
Gembhma to take 200 xp damage unless they To his surprise, the spell worked better than ever before.
succeed at a Will save of DC 25. The dwarves escaped, and Startlebard
There is always a small amount of chance Stonepounder III was a hero. He decided that he must
know more about how that gem helped him cast his spell,
involved in making a soul stone. The soul
and so went in search of others who had had similar
stone is created by using a flawless gem of at experiences.
least 25,000 gp value. This gem is attached Eventually he met up with Jhona Stimps, who
tootheritems(staff,sword,shield,statue,etc.) taught him many of the secrets of the Gembhma before
of at least 5,000 gp. The final value of the soul passing away.
stone’s parts must be equal to or greater than Now Startlebard Stonepounder III travels through the
the total spell level x caster level x total uses world searching for new students who have the capabilities
per day x 15. It takes 1 day per 1,000 gp (final to learn the secrets of the Gembhma.
cost) to create the soul stone. 1/10 of the Startlebard Stonepounder III: Male dwarf
final cost is also expended in experience Wiz10/Gembhma8; Medium-size humanoid; HD
points. At the end of creation, an additional 18d4+54 (hp 99); Init +3; Spd 20 ft., AC 13 (Dex +3);
random spell becomes usable through the soul Atk +9/+4 melee (1d4, 19-20/x2 dagger+2), +14/+9
stone. The spell comes directly from the soul missile
of the gem used to create the soul stone, and (1d4, 19-20/x2 dagger+2); AL N; SV Fort +8, Ref +8,
thus must have the same descriptor as the gem Will +15; Str 6 (-2), Dex 16 (+3), Con 17 (+3), Int 22
relates to. If the gem used is not one of the (+6), Wis 10 (+0), Cha 9 (-1)
above gems, the GM should make a decision as Languages: Aquan, auran, celestial, common, draconic,
to which category it should use. This spell is dwarven, elven, gnoll, gnome, halfling, ignan, terran,
also always at least 7th level. The spell can be undercommon
either a divine spell or arcane spell, having no Racial Traits: Spd 20, Darkvision, Stonecutting, +2
relation to the creator of the soul stone. The vs. poisons, +1 vs. spells/spell-like effects, +1 vs. orcs
spell is usable 1/day if 7th level, 1/week if 8th, and goblinoids, +4 dodge vs. giants, +2appraise (stone or
metal), +2 craft (stone or metal)
428 and 1/month if 9th level, and is always cast at
Skills & Feats: Alchemy +27 (+21+6), Appraise +24 Clanrefart is known throughout dwarven lands
(+16+6+2), Concentration +24 (+21+3), Craftgemcutting as a teacher of esoteric learning. His knowledge
+29 (+21+6+2), Knowledge - arcana +29 (+21+6+2), is very broad and the only reason he knows
Scry +27 (+21+6), Search +18 (+12+6), Spellcraft +27 about gem magic is that he prides himself on
(+21+6); Craft Wondrous Item, Empower Spell, Forge knowing all dwarven magic. He teaches
to an army of apprentices and many of these
Ring, Iron Will, Skill Focus (Appraise), Skill Focus (Craft
have become powerful Gembha in their own
[gemcutting]), Skill Focus (Knowledge [arcane]), Simple

Classes
right. Now Clanrefart is getting old and his
Weapon Proficiency, Spell Penetration. eyesight poor. He is looking for a gem that will
Class Features: Summon familiar, Scribe Scroll, Gem replace his eyes, but cannot find two perfect
Focal, Imbue Gem, Improved Gem Focal, Bauble, Greater gems for this. A call has gone out through
Gem Focal known dwarven lands looking for these gems
Spells per day: 4/6/6/5/5/5/5/3/3/2 and it is known that Clanrefart and the dwarven
Base DC: 16 + spell level king will pay handsomely for matching perfect
Spells Known: many various spells, including a few gems.
Jasminuet Vrickelnas: Male gnome Wiz
that he has created himself based on gems
(Illusionist)
Possessions: Dagger +2, Fire Opal Fireball + Flame 8/Gembha3, AL NG.
Arrow Bauble - 24 charges left (out of 33), 10 gems Jasminuet is an accomplished illusionist and
(around 1500 gp each), 14,750 gp pearl, many various entertainer. He is now looking for a type of gem
small gems = 300 gp total. that will power glamor spells. So far he has
Other NPCs found nothing, but he will keep searching as
Kaerac: Male human Rog3/Sor6/Gembha4; AL LE. long as it takes to find a type of gem that will do
Kaerac grew up as the son of a wealthy merchant. His what he wants. In the mean time he experiments
love of jewelry and gems drove him to the path of thievery. with all gems he finds to see what boost they
At his majority he was tested for magic and it was discovered give. His companions are happy as well as they
that he could do magic without rigorous training. know that he will happily take the gems in any
Kaerac was forced into 5 years of study in which he learnt treasure they find, leaving coinage and magic
to use his magical abilities. During the end of his time items for them.
there, he learnt of arcanists who could use gems to increase
their abilities. He found an elderly dwarven Gifted Maker Prestige Class
Gembha after he left his home and became his apprentice. Author: Michael J. Kletch
He killed his master and took all his gems when he Many are the tales of great craftsmen who possess no
thought he knew enough to strike out on his own. magical ability, but create a great work a marvelous
Vivi Retward: Female human Wiz (Evoker) 7/Gembha7; item of great power through craft and force of will.
AL CN. Sometimes there is the aid of a magical hammer or
Vivi once saw a barn burn during a thunderstorm. She mystic forge. Other times, the power comes directly
loved the way it burnt and since then has had a passion from the maker. In still other cases, rare and arcane
for all extremes of elements. This drove her to learn as much of materials are needed in creating the item. In The
elemental magic as she could. Vivi now uses Crystal Shard, Bruenor Battlehammer, a warrior
gems to increase her power. Those who know her, think and smith, makes the mighty hammer Aegis-Fang
she is mad and should be subdued before she uses her from a block of mithril.
knowledge of gems and the elements to great destruction. In Dragonlance Chronicles, the Dragonlances are
Vivi is currently researching a spell that will use all the forged with a magical hammer and a silver arm.
elements in 1 spell and is searching the world for the perfect With no system of magic and minimal evidence of
gem to use as a focus for this spell. spells, the Tolkien legendarium is filled with great and
Hannisa Luvresa ’the Green’: Female half-elf, Brd10/ powerful armaments and wondrous items such as the
Gembha3; AL CG. Rings of Power, Luthien s cloak, Anglachel, the
Hannisa is renowned for her sweet voice and dancing Dragon Helm of Dor Lomin, Narsil/Anduril, Boromir
skills. One would not think she is a Gembha, unless one s horn and the Silmarils of F anor.
knew that all the gems sewn into her clothes were real, not How are these items made? Where does the magic
fake and the foci for various spells. She gets her nickname come from? In each case, no spells are needed; the
for her love of wearing emeralds and green clothing. Hannisa magic is imbued during the process of a master
likes to weave spells into her songs, esp those that craftsman pursuing his or her art. This could
make the audience think they are part of the song. theoretically be extended to any craft. In a world of
Clanrefart Nijenmost: Male dwarf Wiz9/Loremaster5/ high magic, the mystical arts are not confined to
Gembha5; AL LG. those that mutter enchantments, call upon
deities and hurl bolts of lightning. Any character can 429
become a gifted maker. In fact, most are NPC ranks allowed by his character level. When
experts who have mastered a particular using this skill, the character may make magical items,
craft. However, this path requires a dedication to even if he has no spellcasting ability or item creation feats.
the craft, and is most applicable to NPCs or A gifted maker cannot create charged items (e.g., Ring of
characters in an extended campaign setting that Wishes) or single use items (e.g., Tome of Understanding).
has downtime. When using this skill to create a magic item, the cost to
Requirements create the item is 75% of the market price. If the item has a
To qualify to become a gifted maker, a bonus of +3 or higher, or normally requires a spell of 4th
Classes

character must meet all the following criteria. or higher level, some rare material will be needed in its
Craft or Profession: 10 or more ranks in one manufacture. Usually, a quest or great journey is necessary
craft or profession. The character must have to procure the material. If the item has a bonus of +5, or
the maximum number of skill points allocated normally requires a spell of 7th or higher level, a unique or
to this craft or profession allowed by his or her ultra-rare material will be needed to create the item.
characterlevel. Level BaBFort Ref Will Special Max Market
Feats: Iron Will, Skill Focus in the 1st +0 +2 +0 +2 Arcane Craft (1), Craft Excellence 2,000gp 200%
2nd +1 +3 +0 +3 4,000gp 190%
appropriate Craft or Profession skill. 3rd +2 +3 +1 +3 Craft Mastery 8,000gp 180%
Knowledge: 5 or more ranks in a field 4th +3 +4 +1 +4 Arcane Craft (2) 12,000gp 170%
relevant to the chosen Craft or Profession. 5th +3 +4 +1 +4 18,000gp 160%
Class Skills 6th +4 +5 +2 +5 Apotheosis 27,000gp 150%
7th +5 +5 +2 +5 Transcendent Craft, Arcane Craft (3) 40,000gp 125%
The gifted maker s class skills (and the key 8th +6 +6 +2 +6 60,000gp 100%
ability for each skill) are Alchemy (Int), 9th +6 +6 +3 +6 Paragon of the Art 90,000gp 90%
Appraise (Int), Craft (Int), Knowledge (all, 10th +7 +7 +3 +7 Arcane Craft (4) 135,000gp 90%
taken individually) (Int), and Profession The market value of the item cannot exceed the
(Wis). See Skills Overview and further of the value given for the character s gifted maker level in the
SRD for skill descriptions. level progression table.
Knowledge fields should be limited to those The XP cost is initially 200% normal (2/25 of the
that have some relevance to the character s market value), but this cost drops with each gifted maker.
craft or profession. The GM may determine A gifted maker may expend sufficient experience points
that certain choices for the Knowledge skill that he or she would lose one or more experience levels,
are not allowed within a particular campaign. but the level(s) are always lost from the character s gifted
Skill Points at Each Level: 4 + Int modifier makerlevelsfirst.
Class Features The time to create the item is the same as that needed
All of the following are class features of the to create a masterwork item of that type.
gifted maker prestige class. At 4th, 7th and 10th levels, the gifted maker may select
Hit Dice: d6 another Craft or Profession skill that can be used with the
Weapon and Armor Proficiency: Gifted Arcane Craft ability. However, this skill must have at
makers do not gain any weapon or armor least 10 ranks, the character must have Skill Focus in that
proficiency, although they will usually carry Craft or Profession, and the gifted maker s effective level,
some from other classes. There are three for purposes of Maximum Market Value and XP cost, is
exceptions: reduced by three, six and nine levels respectively. These
Gifted makers who specialize in Craft selections cannot be saved and used at a later time if the
(weapons) at 1st level are proficient with all character does not meet the 10 rank requirement for an
simple and martial melee and thrown weapons. applicable skill. Skill points gained at 4th, 7th or 10th level
Gifted makers that specialize in Craft may be used to meet this requirement before selecting a
(bowyer/fletcher) at 1st level are proficient with new Arcane Craft.
all simple and martial bows and crossbows. Craft Excellence: When allocating skill points to a
Gifted makers that specialize in Craft Craft or Profession chosen as an Arcane Craft, the
(armor) at 1st level are proficient with Light maximum ranks allowed is determined by the following
and Medium armors and all shields. formula: max ranks = 3 + character level + gifted maker
Arcane Craft: This is the core ability for the class level. In effect, gifted maker levels count double
gifted maker prestige class. At 1st level, the toward the maximum skill ranks.
gifted maker selects one Craft or Profession Craft Mastery: Construction times for normal items
430 skill he has, with the maximum number of are reduced by 25%. Construction times for masterwork
items are reduced to the normal construction time. The Sample Gifted Maker
construction time for items created with Arcane Craft is Blink Din is a dedicated craftsman and a
not reduced. master of the arts of gemcutting and jewelry
Apotheosis: Although a gifted maker gains this ability making. His family heritage also includes an
at 6th level, most characters will opt to delay its use, for it extensive background and knowledge in
can only be used once. If the character uses Apotheosis alchemy, and more recently he has turned his
talents to the field of intricate mechanical traps
when using Arcane Craft to make a magic item, the
to protect his more valuable creations. Blink s

Classes
Maximum Market Value allowed to that project is doubled work is valued throughout his gnome
(i.e., 270,000gp items for a 10th evel gifted maker)! community and has even gained a reputation in
Enhancement and other bonuses can be as high as +6 if non-gnomish communities hundreds of miles
the character is 6th -9th level in gifted maker or even +7 if away. His gems are known for their brilliance
the character is a 10th level gifted maker. The total and luster, and are rumored to possess mystical
effective bonus for a weapon, shield or armor after properties imbued by his masterful
additional abilities are added can be as high as double the craftsmanship and dedication. As such, they are
enhancement bonus limit. in demand for use in jewelry marking special
occasions.
The cost to the character using this ability is high,
Blink Din: Male gnome Exp7/Gifted Maker
however. Not only is the XP cost double the base XP cost
2; Small humanoid (gnome); HD 9d6 (hp
(regardless of the gifted maker s experience level), but the
31); Init +0; Spd 20 ft.; AC 10 (touch 10,
character can never again use the Arcane Craft ability or
flat-footed 10); Atk +6/+1 melee (1d6/x2,
gain further levels in gifted maker. The use of this ability
light mace) or +8/+3 ranged (d8, 19-20/x2,
marks the pinnacle of an gifted maker s career, although
80 ft., masterwork light crossbow and bolts);
otherclassabilitiescanstillbeused.
AL NG; SV Fort +5, Ref +4, Will +13; Str
At the GM s discretion, Apotheosis can be used to
10, Dex 10, Con 10, Int 19, Wis 16, Cha 13.
create minor and even major artifacts — someone has to
Skills and Feats: Alchemy +22, Appraise
create them. Creation of an artifact should involve
+16, Craft (gemcutting) +20, Craft (jewelry)
additional costs to the character (e.g., substantial XP cost,
+14, Craft (traps) +10, Disable Device +12,
levelloss,abilityscoreloss,physicaldisability,etc.).In
Hide +4, Knowledge (geology) +9, Listen
addition, such an act might attract the attention of various
+5, Profession (miner) +8, Search +18, Spot
powers that would have an interest in the item. In any
+8; Iron Will, Lightning Reflexes, Skill
case, the crowning achievement for a powerful gifted
Focus (Craft [gemcutting]), Skill Focus
maker often marks that person with great fame, infamy or
(Alchemy); Arcane Craft (Craft
notorietyeverafter.
[gemcutting]), Craft Excellence.
Transcendent Craft: If the gifted maker uses materials
Possessions: Masterwork light crossbow, 20
that cost 150% of the market value when using Arcane
masterwork crossbow bolts, masterwork
Craft, he or she spends no XP in the creation of the item.
craft tools (gemcutting, jewelry, trap)
In fact, the gifted maker gains XP in the amount of 1/25th
headband of intellect +2, periapt of wisdom
of the market price of the item. In general, an item cannot
+2, lens of detection.
be sold for more than its market value, regardless of the
materialcost. Other NPCs
Transcendent Craft may not be combined with Munzrin Gembattle: Male dwarf Exp7/Ari2/
Gifted Maker10; AL LG.
Apotheosis.
Munzrin is an accomplished smith, that is all
Paragon of the Art: All normal items created by the smithery - weapon, armor, black, silver and
gifted maker are considered masterwork items unless the gold. It is is excellence in his crafts that earned
materials used are inappropriate or grossly deficient in him dwarven nobility. Even though he has more
some way; no additional cost is incurred. Items money than he could possibly know what to
specifically do with, he continues creating new products. It
created as masterwork items instead have double is his love of the forge that makes him a perfect
their normal bonuses; this is not a magical bonus. smith. Warriors pay top coin for anything
In addition, a gifted maker of 9th or higher level may forged with his mark as they know the quality is
above what even other smiths make. Munzrin
Take 20 when using a Craft or Profession skill in which
is now forging the ultimate arms, armor and
he or she has at least 5 ranks, although the creation of an royal regalia for the current king.
item must result from this skill use. When Taking 20 to Rangar Uithert: Male human Rog5/Ftr2/Ass2/
create an item, the item creation time is increased by 10%. Gifted Maker5; AL LE. 431
This small man is nowadays a leading maker of Ikonians were known for the weapons they wielded.
poison daggers. Most of those in the killing Ikons forged powerful blades by taking a part of their soul
speciality know of him and hope to one day be able and placing it into a weapon. These weapons hummed in
to afford one of his weapons. Rangar likes to battle and seemed to have a mind of their own. Each blade
temper his weapons in a living person, to was unique and was an extension of the wielder. People
ensure the poison of its usual potency. By day,
could tell an Ikonian by the very blades they carried.
Rangar works in his house in the center of town.
The locals know him as a solitary man who is
In all life there is balance and an Ikon s life was no
different. To balance out the physical training an Ikon
Classes

polite to those he meets. Noone knows of his craft


or the visitors he gets during the nighttime hours. learned to focus with his mind. This focus gave them inner
Kara Tenarif: Female human Wiz7/Gifted strength when fighting foes and they were able to use
Maker3; AL NG. their minds to affect the world around them.
Kara has always like to make little metal trinkets Once a candidate is accepted into the Order, they must
and charms. She now spends her days creating go through the Trial of the Mind, Body and Soul. Those
little charms and enchanting them with various that survived the great trial became Ikons. All Ikons were
spells, usually of protection or love, never any
marked with a strange tattoo of an open eye on the palm
warlike spells. Her knowledge of metals is nearly as
good as a dwarf ’s, but she lacks the strength for
of their hands. No one outside of the order knows what
larger pieces. the conditions of the test were and Ikons where forbidden
Elenderole Caraze: Male elf Clr7/Gifted Maker1; to talk about it. There is a legend that elder Ikons could
AL CG. keep tabs on other Ikons by peering into their eye tattoo.
Elenderole has always been blessed by innovation Unbeknownst to the world at large the Order does exist
and invention. He venerates a human deity of today but they remain in hiding. They do not wish to
invention, but the elves let him be as he creates the reveal themselves. They are waiting and watching for the
best musical instruments. Crafting musical return of what they call the Ancient Evil . This Evil
instruments has always been a hobby and stress-
helped to wipe out most of the Order long ago, but they
reliever for Elenderole, while he strives for new
inventions. He is an accomplished player of many
know that they will recognize it again when it returns,
instruments, but it is his stringed instruments that The one true enemy of the Order is the Shado. Their
most people desire. Elenderole can usually be found name comes from the betrayer and traitor of the Order.
either in his house or behind it in the shrine/ This traitor long ago opened the door that let the Ancient
craftroom. Evil almost decimate the Order. Today there is an ongoing
Mikael Lancert: Male human Ftr8/Gifted secret conflict between the two groups, which the rest
Maker7; AL N. of the world knows nothing about. The Shado have some
Mikael thinks of himself as an artiste in all he type of connection to the plane of shadow, but only they
does. Whether it be duelling, brawling or crafting,
know exactly what type of connection. The Shado pull the
Mikael has a large grin as he exerts himself to his
fullest. He finds crafting the most challenging and
stings of kings like puppet masters and cause nations to
therefore the most rewarding as it depends on what crumble and fall. Those who seek the Shado s help are
material you have as to how well it the final doomed to be caught in their web. The Order is one of the
product is. Mikael crafts mainly war objects, eg. few things keeping them in check. This conflict is
weapons, shields, armors, but also vehicles of currently
war. Mikael sells to anyone who appreciated his at a stalemate with each side trying to gain the advantage.
work and pays well, sometimes even to warring Both sides are waiting for someone or something
people. His only rule is no fighting on his land. to break the deadlock.
Ikon Prestige Class One does not choose to join the Order, the Order
Author: David Adwokat chooses you. The Order seeks out the best and brightest
The Ikon (pl. Ikonian) Order was an ancient Physic Warriors for its numbers. On rare occasions they
brotherhood that wandered the planet and acted find a Psion that will meet their requirements. When they
as protectors of the common folk. They where think a person is ready to join, they invite them to train
known as peacekeepers and acted as judges in but the offer is only given once. Those that refuse the
local disputes but they are now all but forgotten. offer never remember the encounter.
Even at the height of their power they were Requirements
rarely seen in large numbers, however they To qualify to become an Ikon, a character must fulfill
always seemed to be in the right place at the allthefollowingcriteria.
right time. They were well respected and trusted Alignment: Lawful or Neutral Good.
432 mainlyduetotheirinabilitytotellalie. Base attack: +5
Base power points/day: 5+ (not including bonus) Soul Sword (Sp): An Ikon must craft a blade
Skills: Concentration 8 ranks, Knowledge (Psionics): at 1st level that houses a part of his soul that
4 ranks and Tumble 5 ranks. only he can wield. This sword is a living part
Feats: Craft Psionic Arms and Armor, Psionic of the Ikon s soul and extension of their very
Weapon, and Speed of Thought. being. Ikons use this blade exclusively unless
Special: After passing the Trial of Mind, Body and it as taken away from them. If someone tries to
Soul (See below) the new Ikon goes under a Geas that wield this blade it will fly out of the hand and

Classes
will not allow him to lie. Ikons have been known to embed itself into the ground. Only the Ikon
stretch the truth or not reveal all of it, but they do not lie. can retrieve it. The only exception is the
Class Skills ability for a blood relative to wield the blade.
The Ikon s class skills (and the key ability for each When wielded by kin the sword is considered
skill) are Autohypnosis (Wis), Concentration (Con), to be half it s level. For example a 6th level
Diplomacy sword will only have the powers of a 3rd level
(Cha), Heal (Wis), Jump (Str), Knowledge blade in the hands of a relative. The kin can
(Psionics) (Int), Psicraft (Int), Ride (Dex), Sense Motive only wield this blade for 10 minutes per
(Wis), Stabilize Self (Str), Spot (Wis) and Tumble (Dex). character level per day. The Soul Sword
See Skills Overview and further of the SRD for skill contains a Psicrystal that operates much like
descriptions. the Psion’s Psicrystal (See SRD). The Ikon s
Skill points: 2 + Int modifier own hands must forge this sword. The weapon
LevelBaBFortRefWillPowerPointsSword AttackSpecial Effective Manifesting Level must be at least masterwork quality and non-
1st +0 +0 +2 +2 +3 +1 Soul Sword, Soul Strike 1/day magical in nature. Upon passing the Trial of
2nd +1 +0 +3 +3 +5 +2 Defensive Fighting Mind, Body and Soul the Ikon receives a
3rd +2 +1 +3 +3 +5 +3 +1 existing manifesting level
4th +3 +1 +4 +4 +5 +4 Soul Strike 2/day
crystal that will become a part of the blade.
5th +3 +1 +4 +4 +7 +5 Closed Mind 1/day The nature of the crystal is related to which
6th +4 +2 +5 +5 +7 +6 +1 existing manifesting level part of his personality goes into the crystal.
7th +5 +2 +5 +5 +7 +7 Soul Strike 3/day The owner picks one of the personalities
8th +6 +2 +6 +6 +9 +8 Mental Leap
9th +6 +3 +6 +6 +9 +9 +1 existing manifesting level
found in the table below.
10th +7 +3 +7 +7 +9 +10 Soul Strike 4/day, Closed Mind 2/day Soul Sword Personality Table
Class Features Personality Special
Artiste Owner gains +2 bonus on Craft checks.
All of the following are class features of the Ikon Bully Owner gains +2 bonus on Intimidate checks.
prestigeclass. Coward Owner gains +2 bonus on Hide checks.
Hit die: d8 Friendly Owner gains +2 bonus on Diplomacy checks.
Hero Owner gains +2 bonus on Fortitude saves.
Weapon and Armor Proficiencies: Ikons can use all
Meticulous Owner gains +2 bonus on Search checks.
simple weapons. They also receive one type of martial or Observant Owner gains +2 bonus on Spot checks.
exotic sword proficiency, such as a long sword or bastard Poised Owner gains +2 bonus on Balance checks.
sword. This is their chosen weapon. They are proficient Resolve Owner gains +2 bonus on Will checks.
Sage Owner gains +2 bonus on any one Knowledge skill
with light armor and no shields.
he
Effective Manifester Level: At every level indicated already knows; once chosen, this does not vary.
on the class table, the character gains new power points Singleminded Owner gains +1 bonus on Concentration
per day and access to discovered powers as if he had also checks.
Sneak Owner gains +2 bonus on Move Silently checks.
gained a level in the psionic class he belonged to before
Sympathetic Owner gains +2 bonus on Sense Motive
adding the prestige class. He does not gain any other checks.
benefit a character of that class would have gained (Such Ikons focus their entire combat prowess into
as bonus feats, psionic combat modes Etc ). He does one weapon: the Soul Sword. The Ikon must
gain the following benefits: an increased effective level of pick one sword type (long, short, double-
psionic manifestation, additional power points, effective bladed, Etc ) when creating a Soul Sword.
additional levels for psicrystal powers and additional free This newly forged Soul Sword is considered
manifestation of 0-level powers. If a character had more a weapon of Masterwork quality. When
than one psionic class before becoming a member of the fighting with this type of weapon they get a
Ikon class, he must decide to which class adds the new better Attack Bonus as reflected on the table
level for the purposes of determining Effective Manifester above. This bonus is used instead of the
Level. Ikon s normal Base Attack Bonus. For
example a 5th Level Ikon whose chosen blade
433
is the Long Sword will receive a +5 (plus power as indicated on the table.
their previous class bonus) when using a Awareness: A soul weapon can sonically sense its
Long Sword. To use a Soul Sword s powers environment as well as a normal sighted, hearing creature.
the Ikon must have a greater intelligence than It is unaffected by darkness, including the supernatural
the blade. If he does not then the Ikon can variety.
only use the swords powers that are less then Supernatural silence on the other hand effetely
or equal to his intelligence. For example if blinds it. The soul weapon can only “see” out to 40 feet.
Classes

the Ikon has an intelligence of 12 he can only When sensing its surroundings it does make an audible
use a sword power up to level 8. (See Table hum. Ikons called this sound singing.
below for Details) The Soul Sword increases Shroud: By expending five power points, the soul
in power as the Ikon gains levels but this weapon can mask its true power. It can become
increase is not with out cost. Before an undetectable by any psionic or magical means short of a
Ikon can gain a new level he must upgrade his wish or divine favor. To the observer it appears to be a
blade by taking it to the forge and perform the normal mundane sword. The Ikon must expend five power
Ritual of Renewal. This ritual transfers a part points per hour to keep the sword masked.
of the Ikon s soul to the blade. It takes 1d6 Telepathic Link: The Ikon has a telepathic link with
days per level to complete the ritual. Each his Soul weapon for a distance of one mile. He still cannot
time the ritual is performed something else is see through his weapon, but it can relay the information it
added or changed about the basic design. The detects through a mental dialog.
blades get more ornate as an Ikon gains levels. Self-propulsion: If the Ikon expends three power
Outsiders can tell how powerful the Ikon is points, the soul weapon is capable of self-propulsion. This
by the design of the blade. The cost for the propulsion takes the form of a slow levitation. The Ikon
Ritual and the XP drain is detailed on the can boost this ability by expending an additional three
chart below. power points. Each combat round the Ikon expends three
Level Soul Sword Intelligence Ritual Cost XP Drain Special power points; the soul weapon can act as a dancing
1 5 N/A N/A Empathic Link weapon (fighting on its own, using the Ikon’s base attack
2 6 800gp 500 Recall bonus). The Ikon can only take partial actions when
3 7 1,800gp 1,500 +1 Enhancement Bonus
performing self-propulsion.
4 8 3,200gp 2,500 Awareness
5 9 5,000gp 3,000 Shroud Ethereal Blade: The blade of the Soul Sword can turn
6 10 7,200gp 4,500 +2 Enhancement Bonus into pure energy at will at the cost of three power points
7 11 9,800gp 6,500 Telepathic Link as a free action. This does not modify the sword s weight.
8 12 12,800gp 8,500 Self-propulsion
The blade gives off light as a torch (20-foot radius). The
9 13 16,200gp 10,000 +3 Enhancement Bonus
10 14 20,000gp 15,000 Ethereal Blade Ethereal Blade ignores nonliving matter. Armor and
Intelligence: The soul weapon is intelligent as enhancement AC bonuses do not count against it because
indicated on the table. It makes any Will the weapon passes through armor. (Dexterity, deflection,
Saves using the Ikon s Will Bonus. Note that dodge, natural armor, and other such bonuses still apply.)
it’spersonalitytraitcolorsallempathic, The Ethereal Blade cannot harm undead, constructs, and
telepathic, and verbal interaction. objects. When the blade is in ethereal form it does not get
Empathic Link: The Ikon has an empathic an enchantment bonus. This effect lasts for 4 hours or
link with his soul weapon for a distance of up until the Ikon mentally deactivates it.
to one mile. An Ikon cannot see using the Soul Strike (Sp): Ikons believe that the mind can
weapons sighted ability, but CAN overcome some weakness of the flesh. Starting at 1st level
communicate empathically — emotions only. once per day, an Ikon can focus his will into a single blow
Recall: As long as the blade is with 25ft+5 that can strike down even the hardiest of enemies. An
per level the Ikon can mentally recall the Ikon can add his Ikonian Wisdom modifier to all attack
sword to his hand. This can be done as partial rolls (but not damage) for one round. This ability only
action and a free action at 6th level. works against living (not automations, constructs or
Enhancement bonus: The soul sword operates undead) and only with the Ikon s chosen sword type. For
as a magical weapon receiving a bonus to hit example if a Ikon chooses to have a short sword as his
and damage as well as affecting creature with blade, at 4th level he will get a +4 to all short swords
Damage Resistance. At third level, it is including his Soul Sword. At 4th level an Ikon can use
434 equivalent to a +1 weapon, and progresses in Soul Strike 2 times a day, this increases to 3 times at level
7 and 4 times at level 10.
Defensive Fighting (Ex): Ikonians believe that mobility abilities. The creature has a unique ability; it
and speed is the key to a good defense. Ikons learn can turn the student to stone if it makes a
at 2nd level to keep their bodies moving in a fluid motion successful touch attack. The student can
to avoid blows. Ikons who choose to fight this way receive make a reflex save to try to avoid this effect.
a —2 penalty on all attacks in a round but gain a +2 If the student survives he goes on to the next
dodge bonus to AC. Ikons with 5 ranks in the tumble skill stage. If he fails he is now a permanent statue
get a +3 bonus to AC instead of the normal +2. Also if an in the room. The final part of the trial takes

Classes
Ikon has 15 ranks in tumble they get a +4 bonus to AC. place in a pocket dimension. This dimension
They cannot use this ability if they are encumbered or is a floating flat stone surface 50 ft by 50 ft
wearing anything but light armor. surrounded by a starry sky. In the center of
Closed Mind (Su): Beginning at 5th level an Ikon can the stone surface is a platform with a clear
turn off his psionic powers once per day. This can be crystal on it. On the other side off the
done as a Free Action and can be activated or deactivated platform is an extract copy of the student
at will. It lasts for 1 hour per Ikon class level or until the fully healed. The student must defeat this
Ikon choose to cancel the effect. Closed Mind renders him copy using both psionic and physical means.
undetectable with psionics as well as gives him the When the copy s hit points are reduced to
nonpsionic bonus in psionic combat. This ability blocks zero it fades into a mist and the mist get
mental communication with the Soul Sword, and the absorbed into the crystal. This crystal is to
blade s special abilities are nullified except its become the core of the Soul Sword. If the
enhancement bonus. At 10th level they can use Closed candidate entered the trail with a psicrystal it
Mind twice per day. Closed Mind was originally merges with the newly formed one losing its
developed to help keep Ikons hidden from the world and previous abilities. To exit the plane the
more importantly their enemies the Shado. newly minted Ikon must place his hand on an
Mental Leap (Ex): At 8th level an Ikon can jump eye symbol below the crystal. This symbol
twice as far or as high as is indicated on by his Jump burns in to his hand leaving a permanent
check. Their maximum jump (a function of your height) is mark. After the mark cools a dimensional
twice normal, and extra distance jumped (above and door opens up leading the Ikon back home.
beyond the normal distance rolled) is not counted against Sample Ikon
their total allowed movement in the round. They cannot Duane was the seventh son of a noble born in a
use this ability if they are encumbered or wearing anything sleepy province on the edge of the Sultanate of
but light armor. Talmar. Even at a young age he had more in
Ex-Ikons: An Ikon who becomes evil cannot gain common with the ordinary folk than nobility. He
new levels as an Ikon but retains all Ikonian abilities. If an was so cherished by the ordinary folk that
he became an advisor to the Elder Assembly in
Ikon gains a new class or raises another class by a level he
the small hamlet of Arron. His father thought it
may never again raise his Ikon level, thought he retains all was idiotic to join some fancy community
orhisabilities. council when it would not gain any political
The Trial of Mind, Body and Soul: advantages with nobility. Duane was a good
After a year of training on the order s history, tactics man with a good heart but he was also a harsh
and politics the student must under go a trial to prove he taskmaster when things needed to get done.
is worthy to become an Ikon. He grew up in peace and tranquility until the
The first part of the trial the student is led unarmed down Sultanate of Talmar decided that it needed
growing room and went on the offensive. His
a hall filled with incense into a marble stone room. The
father summoned him and told to join
seamless room is barren but for two stone chairs. As soon the call to arms. Since he was far form the line
as the student sits down in one of the chairs, a psionic of secession and felt that he had a duty to
creature that is -2 CR level of the student appears in the defend his home, he decide to take up arms
chair. A Psionic duel ensues. If the student survives the against the aggressors. For years he trained as
encounter he goes on to the next room. If he fails the a warrior but he also had the gift of mind sight,
student is catatonic for the rest of his life. The second part a skill unknown to him before. When he was
of the trial takes place in a chamber that has many statues about fifteen years old he started to get
and various arms and armor. Inside this chamber is a headaches and see things that where not there.
His father thought Duane was cursed and sent
creature or character that was the toughest the student has
him away to the Magic Guild in the capital
ever faced. The creature CR is adjusted so that it is -2 CR
of the student. This creature never has psionic power or
hoping they could explain what was affecting 435
pulsing with life. She touched her palm against his forehead
him. The mages did not discover what was
and the knowledge of the Ikoinan order filled his
causing his problems until the Elvin Magi
brain. He learned their history, code and ethics but most
Sacarisa told him to seek the monks at the
importantly he learned of the war with the Shado. To
Monastery of the Mind one hundred leagues
Duane the time passed in the blink of an eye but in reality
away. He traveled for months and finally reached
a year passed.
his destination.
A saddened Duane looked at his companion whose
The monks instantly knew that he was one of
name he now knew. Dreea of the Iknoian order and the
them: a Psychic Warrior. For three years he
daughter of Sacarisa spoke to Duane gently You now
Classes

trained with the monks before his father


know what we are up against. She pointed deeper into
summoned him back. Duane kept his abilities
the cave. Now go and finish what you have begun. It is
secret from his father and others around him. He
time for the Trial of Mind, Body and Soul. If you survive I
was afraid of being persecuted for his differences.
will meet you here. Dreea put a log on the fire pit and
He joined his father and brothers and marched to
Duane stood up walked deep into to the cave moving ever
protect his homeland. The war took place in a
closer to his destiny.
harsh desert where the unwary would die from the
Sir Duane Windsor: Male Human PsW6/Ikn2; Medium-
blistering heat. Duane and his brothers were
fighting a losing battle. After months of fighting size humanoid; 6d10+2d8+8 (hp 51); Init +6 (+2
only three of his brothers, his father and Duane Dex Improved Initiative); Spd 30 ft.; AC 18 (touch 12,
remained alive to carry on the family name. It flat-footed 16); Atk +9/+4 melee (1d8+2, 19-20/x2, Soul
was time to make a last stand and defend the Longsword) or +7 ranged (1d8 +1, 19-20/x2, Masterwork
House of Windsor or die trying. When the sun was Longbow); AL NG; SV Fort +6, Ref +9, Will +9; Str 15
high in the sky they finally came. The whirling (+2), Dex 14 (+2), Con 12 (+1), Int 14 (+2), Wis 18 (+4),
dervish of the sultans army cut a bloody path Cha 15 (+2).
though the front lines and headed to the Skills and Feats: Concentration +9, Jump +10,
womenfolk and children that had been following
Knowledge (Psionics) +6, Swim +10, Tumble +11, Use
the army across the desert. Duane drew his blade
and knew that he could not hold back any more. Psionic Device +10, Craft Psionic Arms and Armor,
He used every ounce of strength and training that Improved Initiative, Power Attack, Psionic Weapon,
that monks had instilled in him to fight back. Quickdraw, Speed of Thought and Weapon Focus
After hours of combat he was the last one (longsword).
standing. His family, his companions and his Class Abilities: Defensive Fighting, Psionic Combat
people where decimated. After looking around at (Empty Mind, Mental Barrier, and Tower of Iron Will),
the carnage before him he collapsed. Soul Strike 1/day and Soul Sword (Int 6, Hero
He awoke at night inside a cave with a cloaked Personality, Empathic and Recall).
figure and a fire burning in the corner. You
Power Points: +16
survived a trial by fire, now are you ready for you
next test? the figure said in a rich female voice. Psionics: 0-level: Detect Psionics, Elfsight and Know
Duane blinked at the light while his eyes got used Direction. 1st level: Biofeedback, Combat Precognition
to the gloom of the cave and responded, My kin and Hustle. 2nd level: Levitate and Vigilance.
has been killed and my home is still under siege. I Possessions: Soul Longsword, Masterwork Daggers
must go back and assist in any way I can. Duane (x2), Masterwork Longbow and Mithral Chainmail.
stagger on to his feet as the figure smiled. You are
destined for greater things young Windsor. It is Jade Imperial Guard Prestige Class
not the sultan s armies that endanger your home Author: Itzhak Even
but the Shado. What do you mean? Duane said Jade Imperial Guards are the elite guardsmen of the
looking confused. I can show you, but once this rulers of the Jade Empire. These warriors forswear their
path is chosen you can never go back to your life allegiance to their former noble house in favor of absolute
of innocents. For you will know the truth about
loyalty to the Imperial family. Only the greatest warriors
the evil that is menacing the world. Duane looked
even more puzzled and said I don t understand. are chosen to serve.
The figure lowered the hood on her cloak Jade Imperial Guards follow a path of perfection,
revealing a beautiful half-elvin woman. It is time sharpening the mind and sword until both attain the
to pick. Choose knowledge or innocents . Duane legendary qualities of jade. The most powerful and
thought about it for a long while and decided respected Jade Imperial Guards form the core known as
that any knowledge that would help him defeat the Thirteen Gems of the Empire. These 13 Jade Imperial
the Sultan was worth the risk. I choose Guards are directly assigned to the Empress, and are with
knowledge. He whispered weakly. The Woman her at all times. In ancient poetry, this was described as the
436 pulled her right hand from her robe. Embedded in
the center of her hand was a crystal
great lady walking surrounded by her precious jewels; any
who tried to harm her were beset by razor sharp gems with for that round, and when that person is
precise focus. attacked during the round the guard can swap
Low-ranking Jade Imperial Guards are assigned to places with him as a free action.
protect the Imperial family in the relative safety of the You chose the person to be guarded on your
Palace grounds, while mid-level guards are sent on various turn, and you cannot change it again until your
(usually secret) missions for their ruler. The Thirteen next turn. Note that if the person resists, both
Gems (minimum 5th level Jade Imperial Guard) are on parties must make an opposed strength check
continuous assignment directly to the Empress. to see whose stance is stronger. This ability

Classes
Note: If your campaign does not feature an empire, can be used a number of times per round
the Jade Imperial Guard may be an order of elite equal to the attacks of opportunity the jade
guardsmen, but the order is best used if it is based in one imperial guard can make in a round.
nation, and caters to the rulers. Imperial Property: Jade Imperial Guards are
Requirements apart from other citizens of the empire. They
To qualify to become a Jade Imperial Guard, a character are expected to abide by the laws of their
must meet all the following criteria. nation, but in practice only answer to the
Race: Human Empress. They must be totally obedient to her,
Alignment: Any Lawful and must forswear any other allegiance to
Knowledge (Nobility): 5 ranks family or liege. However, as a result of being
Spot: 6 ranks so close to the Empress, Jade Imperial Guards
Sense Motive: 6 ranks have a higher social status, giving them a +2
Base Attack Bonus: +10 circumstance bonus to Cha-based skills and
Feats: Exotic Weapon Proficiency (bastard sword), checks, when dealing with people of the
Weapon Focus (bastard sword), Weapon Specialization Empire, or nobility of allied foreign nations.
(bastard sword), Iron Will, Alertness. This bonus works only if the other person
Special: The character must take a vow of guardianship knows the character as being an imperial
to the monarch of the Jade Empire, and forswear any guard. Should a Jade Imperial Guard fall into
vow he had to others. disfavor, he loses that bonus, instead suffering
Special: The character must be deemed worthy by another a —4 penalty from anyone who knows of the
jade imperial guard in order to gain training in this disfavor.
class. Jade Blade (Ex): At 2nd level the jade imperial
Class Skills guard s bastard sword blade takes on a green
The class skills for the jade imperial guard and the tinge, and special sharpness, but only when he
relevant ability scores are Climb (Str), Hide (Dex), wields it. With this weapon only, the jade
Intimidate imperial guard gains an increased chance to
(Cha), Knowledge (Nobility) (Int), Jump (Str), achieve critical hits. Any time an attack is
Listen (Wis), Sense Motive (Wis), and Spot (Wis). See marked as a threat, the jade imperial guard
Skills Overview and further of the SRD for skill gains +1/level to the second roll to confirm the
descriptions. critical hit. The weapon gains this ability only
Skill Points at Each Level: 2 +Int modifier while wielded bythe imperial guard. The
Class Features ability is lost immediately when
All of the following are class features of the jade imperial the imperial guard loses contact with it.
guard prestige class. Example: Bradal, a Ftr12/jade imperial guard 3 with
HD: d10 14 Str hits a monster with a critical threat. On his
second roll to confirm the critical, he adjusts the
Weapon and Armor Proficiency: A jade imperial guard
roll as follows: +15 (BAB), +1 (weapon focus), +2
does not gain any new weapon or armor proficiencies. (Str modifier), +3 (jade blade) = +21.
Level Ba B Fort Ref Will Special
1st +1 +2 +0 +2 Guardian, Imperial Property
Hospitality: At 2nd level, the jade imperial
2nd +2 +3 +0 +3 Jade Blade, Hospitality guard receives free lodging and food for
3rd +3 +3 +1 +3 Hardened Mind himself plus one companion per level
4th +4 +4 +1 +4 Jade Sword anywhere within the Empire. He is welcome at
5th +5 +4 +1 +4 Crystal
the castles of nobility as well, where food is
Guardian (Ex): The jade imperial guard, if within 5
better, but should be aware that they will try to
feet of someone, can decide to guard him and change
places with his ward to take the blow instead. The
manipulate him and extract information for
their own uses. To gain the benefit of
437
character must declare on his turn who he wants to guard
keen, Ring of protection +3, Cloak of resistance +3,
hospitality, the guard must identify himself, Boots of speed, Large Metal Shield +2, Gauntlets of ogre
normally by turning a bastard sword green power.
when unsheathed. Other NPCs
Hardened Mind (Ex): At 3rd level the jade Dragwern Frighun: Male human Rgr10/Jade Imperial2;
imperial guard can repel mental attacks. He AL LN.
gains a +4 bonus to his Will save. This bonus Dragwern once lived virtually alone. He lived in the
replaces the bonus gained from the Iron Will wilds of the country enjoying all he encountered. His life
Classes

changed when he saved the life of the current king from


feat;itdoesnotstack.
an enraged dire bear. For his reward, he asked to return
Jade Sword (Ex): At 4th level the jade imperial with the king and see civilization. The king took Dragwern
guard s weapon becomes even sharper in his back with him and asked that he be trained as one of his
hands, and takes on an almost translucent own bodyguards. Dragwern now accompanies the king
bright green color. The weapon now has its everywhere he goes and lives his reward to the fullest.
threat range and critical modifier increase
by one. Example: Jade Bastard Sword, 1d10, 18-20/
x3. The +1 to threat range is added only after
all other modifiers have been applied, so on a
keen bastard sword the threat range is 16-20
(19-20 normal, with +2 from keen and +1 from
Jade Sword). Note that the weapon gains this
ability only while wielded by the imperial
guard. The ability is lost immediately
when the imperial guard loses contact with it.
Crystal (Su). The jade imperial guard has long
trained both mind and body. At 5th level he
gains two powers. On a successful Will save
against a mind-affecting effect, he can reflect
the effect back at its originator. He can do this
a number of times per day equal to 1 + Wis
modifier. The following spells, usable once
each per day, cast as a sorcerer of his class
level: Blur, Mirror Image and Shield Other.
Sample Jade Imperial Guard
Bradal: Male human Ftr12/Jade Imperial
Guard 3; Medium-size humanoid (human); HD
15d10+30 (hp 112); Init +5 (+1 Dex, Improved
Initiative); Spd 30 ft.; AC 27 (touch 14, flat-
footed 26); Atk +22/+17/+12 melee (1d10+8,
15-20/x2, bastard sword +3 keen); AL LG; SV
Fort +16, Ref +11, Will +15; Str 17, Dex 13,
Con 15, Int 13, Wis 12, Cha 13.
Skills and Feats: Intimidate +6, Jump +10,
Knowledge (nobility) +6, Listen +8, Ride +16,
Sense Motive +7, Spot +13; Exotic Weapon
Proficiency (bastard sword), Weapon Focus
(bastard sword), Weapon Specialization Jikarta Vynisha: Female human Ftr8/Rog5/Jade Imperial4;AL LN.
(bastard sword), Iron Will, Alertness, Improved Jikarta was always fleet of foot and dextrous as a
Critical (bastard sword), Improved Initiative, child. It was these qualities that brought her to the attention
Lightning Reflexes, Dodge, Mobility, of the Empress’s guard. A child trained from a young
Expertise, Spring Attack, Whirlwind age would live long enough to protect the heir as she grew
older herself. Jikarta was given no choice in her life, as her
Attack; Guardian, Imperial Property, Jade
mother agreed to the new life for her daughter. Since then
Blade (+3), Hospitality, Hardened Mind (+4).
438 Possessions: Chain shirt +5, Bastard sword +3
Jikarta as learnt to make the most of what she has.
Guilare Fivarelli: Male human Wiz10/Ftr5/Jade Imperial5;AL LG.
Purpose/Goals
Anyone looking at Guilare would not think him a bodyguard No one is truly sure what the Shado really
of the king. Dressed usually in silk robes and carrying want. They seem to be focused on gaining
no visible weapons, Guilare is one of the king’s more control of various nations, groups and
unusual protectors. Guilare uses his magics to determine factions. They are slowly becoming the power
if there are any threats to the king that his other bodyguards behind the thrones of many nations and may
cannot see. Guilare also protects the king from one day rule the world though guile and
outsiders as it is known that many enemies of the king use
intimidation rather then force.

Classes
minor demons and devils to try and slay him.
Seasvin Willon: Male human Rog10/Ftr3/Jade Imperial2; AL LG.
Membership
Seasvin uses his underworld contacts to determine if The Shado recruit from all walks of life since
anyone wishes to threathen the life of the king. He is not they want to have eyes and ears everywhere.
one of his usual bodyguards, but he still protects the king Their inner circle is more selective, only the
in his own way. The king also values Seasvin for trade best can wield true power. The most feared of
information and people’s feelings that he brings in as well. the Shado are the dreaded Shadow Fades.
It is from these that he makes many judgements. Seasvin They are sometimes often referred to as the
is a small man and the bastard sword that he wields is
Hands of the Shado since they do all the dirty
nearly as large as him. But he wields it like it was a stick.
Hassan Manuit: Male human Ftr15/Jade Imperial3; AL LE.
work and allow the true powers to keep their
Hassan relished his role as bodyguard for the king as hands clean. The most influential members of
he gets to kill people. Hassan is bodyguard to a ruler who the Shado are the spell wielding Shadow
is not well liked by his people or his enemies. As such, Walkers. Who is a member and how many
there are many attempts on the king’s life. Hassan is over there are is a closely guarded secret.
7 foot tall and has a muscular body to match. Common Organizational Structure
people say that he has ogre blood in him, but this is The Shado has no ranks but has a pyramid
unconfirmed
leadership structure. Those on the top
as Hassan was an orphan. He wields the bastard
sword with a finesse many do not expect in one so
command those below them and everyone
large. His favourite sword was a gift from his liege that has knows his or her position within the group.
many abilities and even a sentience of its own, some Towards the bottom of the pyramid there is
whisper less organization and more of a cell structure.
Shado, The (Sidebar) Many cells work for the Shado (they may or
Their name comes from the ancient betrayer of the many not know that they are) each tasked with
Ikonian Order. —Namdobs the Bard. individual goals that are suited for them.
They have been touched by the plane of shadow and These cells rarely know of each other and if
use this taint to corrupt men s will. — Dria Archmage. discovered they won t lead back to the Shado.
The Shado pull the stings of kings and emperors like Recent Actions
they are puppet masters -Dalrich Spymaster.
They are the blackest of all assassins because they
Most of the Shado s activities remain a
can steal your soul. - Paladin Kendrick Brightsword mystery but recently one incident in the
They are undead from a place where no light shines! Sultanate of Talmar as come to light. Talmar
—Toothless Willie was amid a crisis that would cause a civil
Those who seek their help are doomed to be caught war in the sultanate. The Shado approached
in their web —Namdobs just before he vanished. the Sultan and offered their help in eliminating
There have been whispers in the night that there is a rival faction. They told him the first favor
infighting between two different factions of their society. - was free but next would cost him. The sultan
Kerdan the Rogue (now deceased).
accepted. Three days later the rival faction
No one finds the Shado they find you. — Namdob s
Ghost.
collapsed due to infighting that was sparked
by the death of their leader. The sultan was
Overview
pleased but he did not realize the Shado
No one really knows who the Shado are except for
helped to spark the rebellion in the first
the Shado themselves. There are more rumors than facts
place. A month later the rival faction tried to
about this mysterious organization. Even those who know
assassinate him but the Shado foiled the plot.
of the Shado are afraid to speak about them since those
The Shado s fee saving the sultan s life was to
that do have a tendency to disappear and are never heard
place one of their own kind on the on the
from again. Whenever there is treachery afoot the Shado
twelve member advisory council to the Sultan.
seem to be there.
The advisory council by Talmar Law had to 439
villages of Verdec and Arron. The villages of Verdec and
assist the Sultan in most decisions of state
Arron may have been leagues apart but both of then felt
and if it was unanimous they could override
the touch of the Knights. The orc tribes that lived in the
his decisions. Over the next several months
hills near the village of Verdec were constantly harassing
the Sultan kept asking for more favors until
the common folk. A chapter of the knights took it upon
the majority of the council was under the
themselves to protect the village. On a night of a new
control of the Shado. During the times of
moon, the village was cloaked in darkness as an orc raid
crisis the Shado coerced the rest of the
began. Even with their orcish darkvison they could not
Classes

council into following their lead and


pinpoint the location of the village. The orcs only saw a
eventuality had them under their control. The
void in front of them. The orc vanguard charged into the
Shado without war or conflict conquered an
void and as soon as they passed the threshold of the dark,
entire nation and had a scapegoat in the
screams of the dead and dieing could be heard. When the
Sultan if anything went wrong.
sun arose the leaders of the orc tribes discovered what
Knight of the Eclipse PrestigeClass happened to the vanguard. Every last one of them were
Author: David Adwokat killed as warning to never bother the village of Verdec
Knights of the Eclipse are the few specialized again. Unlike the defenders of Verdec the Knights that
warriors who have learned to peer into the dealt with the village of Arron were of a different sort.
realm of shadows in order to find their foes These knights saw Arron as an opportunity for plunder.
while being shrouded by darkness. While Under the cover of night these knights blanketed the
some warriors may fear the dark, Eclipse Village with darkness and slaughtered every man, woman,
Knights embrace the dark and thrive in such and child. The village was picked clean of everything of
conditions. They are so well versed in the value, only the rotting carcasses remained. In one single
technique of dark fighting that they evening the future of Arron was shattered due to the greed
learn how to tap into the plane of shadow to of the knights. Many common folk believe that the
create a field of darkness and use it as a Knights are evil because they have been touched by
defensive maneuver. Not only can darkness be darkness, but this is not necessarily true. The Knights are
used as a shield but also it can be used as just misunderstood, unorganized and each chapter acts
an effective weapon. Eclipse Knights become independently from the others. They are far from being
so attuned with the darkness that they seem to unified. One of the main reasons for this perception of
fade in and out of sight as they learn to leap being evil is that the Shado use some of the chapters as a
from shadow to shadow in order to confuse front for their true activities. The Shado are power brokers
and confound their foes. Their greatest gift and manipulators of nations. They work behind the scenes
is to be able to forge arms and armor from the to create the outcome they want. More than one nation has
very shadows that envelope them. Knights of fallen due to the Shado schemes. Most believe they are a
the Eclipse are knights only in name and myth but they are very real. The Shado use the Knights as
not deed. At one time the Knights of the a proving ground for potential members. They take the
Eclipse were forces for good but over time best, the brightest and most violent for their numbers.
they have splintered and many of them have They use these Knights as frontline shock troopers when
become corrupted by the evils they once finesse and guile will not work. Different Chapters of
fought. Today they are more like a collection Knights of the Eclipse accept different classes as
of mercenaries each with their own ideas of members. The Knights most commonly draw fighters and
conduct but there is no overall structure. Only rogues into their fold. Bards completely distain the
those that follow the old code resemble the Knights since it stops others from seeing them performing.
heroes they once were. The Knights are now The vows of the paladin and cleric orders also keep them
broken down in to different chapters, each away from the Knights, whileRangers occasionally join
chapter has it s own code of conduct. Only them. The most unusual members are arcane casters. Only
two things bind all the chapters together, the the most militant spell casters have been known to join the
symbol they wear, and the title of the leader of Knights.
each chapter. This leader is called the Knight Level BaBFort Ref Will Special
Protector. Even the more noble and orthodox 1st +0 +2 +2 +0 Darkness (20ft), Eyes of the Eclipse
2nd +1 +3 +3 +0 Shadow Forge 1/day
Knights of the old code have lost the 3rd +2 +3 +3 +1 Darkness (40ft), Shadow Leap (30ft)
knowledge of their origin in the seas of time. 4th +3 +4 +4 +1 Shadow Forge 2/day
440 Nowhere is the dichotomy of the Knights of 5th +3 +4 +4 +1 Darkness (60ft), Shadow Leap (60ft)
the Eclipse better shown as in the tales of the
Eclipses in a Fantasy World day per class level as a standard action and it
Each fantasy world is unique and the amount of lasts for 10minutes per class level. They can
moons and stars in its planetary system would determines deactivate this ability at will. At 3rdlevelthe
the amount of times a year an Eclipses would range increases to 40 feet. Finally at 5th level
occur. As a general guideline Partial Lunar Eclipses the Knight of the Eclipse can generate a field
should be fairly common happening a few times a of darkness up to 60 feet.
year. A Full Lunar Eclipse and a Partial Solar Eclipse Eyes of the Eclipse (Su): Knights of the
should be uncommon happing once a year or every

Classes
Eclipse have ability to peer in to the realm of
few years. A Full Solar Eclipse should be a rare event shadows to see reflections of the real world.
happening once every 4 to 6 years. For each additional While using this ability the Knight s pupils
moon or sun in a system should the frequency of an dilate to their maximum potential and the
Eclipse should increase by 2x. Knight s irises reflect an orange-yellow light,
Requirements this gives their eyes a look of a solar eclipse.
To qualify to become a Knight of the Eclipse, a character Eyes of the Eclipse make invisibility and
mustfulfillallthefollowingcriteria. darkness (even magical darkness) irrelevant to
Alignment: Any Neutral. the Knight of the Eclipse (though they still can
Base Attack +6 t see ethereal creatures). Since the knights are
Skills: Intuit Direction 5 Ranks and Spot 5 Ranks. viewing the reflections of the material world in
Feasts: Alertness and Blind-fight. the shadow plane they can only see in shades
Special: The character must be inducted into a chapter of black, white and gray. At times it is difficult
of the Knights of the Eclipse. Each chapter s methods of for the knight to make out the shape and the
induction are different. One chapter might require a relationship the shadows have in the material
donation of gold while another might require a quest to world. This means that at some ranges, the
answer a riddle. knight is required to make a spot check to
Class Skills determine if he or she can perceive his or her
The Knights of the Eclipse s class skills (and the key opponent s correct position in the material
ability for each skill) are Climb (Str), Craft (Int), Hide world. While peering into the shadow realm a
(Int), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Knight of the Eclipse can only see for a limited
Listen (Wis), and Spot (Wis). See Skills Overview and distance in from of him. The ranges and spot
further of the SRD for skill descriptions. difficulty checks are specified in the table
Skill Points: 2 + Int below.
Class Features Eyes of the Eclipse Range Table
Class Level
All the following are class features of the Knight of Maximum
the Eclipse prestige class. Range in feet
Hit Die: d8 Spot Check for
Weapon and Armor Proficiency: Knights of the that range
1st 0-10 N/A
Eclipse spend more time honing their shadow abilities 2nd 11-30 DC 10
then martial ones. This makes the knights not inherently 3rd 31-60 DC 15
skilled with any armor or shields. They do not gain any 4th 61-80 DC 20
new armor proficiencies. They prefer to use speed and 5th 81-100 DC 25
guile as their defense. However they are proficient with Shadow Leap (Su): At 3rd level, the Knights
Simple and Martial Weapons. of the Eclipse gain the ability to travel between
Darkness (Sp): This ability allows the Knights of the shadows as if by means of a dimension door
Eclipse to radiate darkness out in a 20-foot radius with the spell. The limitation is that the magical
center point being the knight himself. Not even creatures transport must begin and end in an area with at
that can normally see in the dark (such as with darkvision) least some shadow. The Knights of the Eclipse
can see in this area of darkness. Normal lights (torches, can jump up to a total of 30 feet each day in
candles, lanterns, and so forth) do not work, nor do light this way, although this may be a single jump of
spells that are lower than the class level of the Knight of 30 feet or three jumps of 10 feet each. At 5th
the Eclipse. If a light spell is a higher level than the level the distance a Knights of the Eclipse can
Knights of the Eclipse class level it is not affected by the jump each day doubles to 60 feet. This amount
darknessability. can be split among many jumps, but each one,
Knights of the Eclipse can generate darkness once per no matter how small, counts as a 10-foot 441
increment. Shadow Leap is a move-equivalent weapon permanent is not an easy one and it is not without
action and does not provoke Attacks of cost. To create a permanent shadow weapon a Knight has
Opportunity. to prepare for a 1 day per 1,000gp of the ceremony cost
Shadow Forge (Sp): Knights of the Eclipse before the eclipse. The knight must prepare a normal forge
learn a mystic ritual that blends the immaterial with mystic writings and items. The cost of this
light and dark in to the physical form of arms preparation is based on the quality of weapon and the type
and armor. The details of this ritual have been of eclipse (See Eclipse Ceremony Table). A 5th level
Classes

handed down from knight to knight over the Knight of the Eclipse can only perform this ceremony
centuries. Knights of the Eclipse at 2nd level during an eclipse. Weapons forged in this manner have an
can create temporary small sized melee enhancement bonus based on the type of eclipse when the
weapons made out of shadowstuff. They can weapon was forged (See table Eclipse Ceremony Table).
only create weapons that they have a Like temporary shadow weapons the light condition
proficiency in. The damage, critical hit and affects permanent shadow weapons. In weak daylight or
range are the same as found in the SRD. These better (See Shadow Forge Table) a shadow weapon will
shadow weapons gain an enhancement perform to its maximum enhancement bonus. If the light
bonus depending on the light condition as condition is continual light or less then the shadow
indicated on the Shadow Forge Table below. At weapon receives a penalty based on the Enhancement
4th level a Knight learns how to forge medium bonus found on the Shadow Forge table. For example: a
sized melee weapons. Knights also have the sword forged during a Partial Solar Eclipse (+3) in bright
ability to create shadow armor that they are daylight (-2) will have an effective enhancement bonus of
proficient in. Shadow Armor is considered to +1. If a weapon is created during a full solar eclipse the
have a deflection bonus and it covers the Knight has a choice of making it have a +4 bonus or it can
wearer with an inky black darkness. The be Shaded. A Shaded weapon ignores nonliving matter
armor‘s AC bonus depends on the light and does not effect constructs or undead creatures. Armor
condition as described on the Shadow Forge and enhancement AC bonuses do not count against it
Table below. because the weapon passes through armor. (Dexterity,
The Shadow Forge ritual is similar in the way a deflection, dodge, natural armor, and other such bonuses
spellcaster casts spells and can be interrupted stillapply.)
as a spell can. The ritual takes 1 round per Eclipse Ceremony Table
Eclipse Maximum Ceremony Preparation
level of Knight and shadow arms and armor Type Enhancement Cost Time
last for 10 minutes per class level. They Bonus
can be created once per day at 2nd level and Lunar Partial +1 2,000gp 2 day
twice per day at 4th level. Only the creator of Lunar Full +2 8,000gp 8 Days
Solar Partial +3 18,000gp 18 Days
the shadow arms and armor can use them and Solar Full +4 or Shaded 32,000gp 32 Days
only one item can be forged at one time. Sample Knights of the Eclipse
Shadow arms and armor cannot have a bonus Jericho was a simple child that grew up dreaming of
greater than Knight s Class level. For example, Knights and Paladins. As long as he could remember he
a 2nd level knight with shadow forge would wanted to be Paladin and save damsels in distress.
only receive a +2 bonus with a light condition Unfortunately
ofcandlelightorstarlight. he was missing a few simple ingredients that
Shadow Forge Table all Paladins have: Faith and Patience. Jericho tried to join
Light Condition a few Paladin orders but none would let him in. Since he
Enhancement was only good at two things: fighting and charming the
Bonus ladies he was forced to join the local militia. Years of
Total darkness -3 dealing with vagabonds and local riff-raff had taken its toll
Bright daylight -2 on him. In Jericho s final year as a member of the homeguard
Continual light -1 life changed from boring to interesting. Orcs had
Weak daylight, dusk, or light +0
Late twilight, strong moonlight, lantern light +1
begun their assault on his home village of Verdec. A call to
Weak moonlight, torch light +2 arms was sounded as every able-bodied villager tried to
Candlelight, starlight +3 defend their home. The orcs raids were about to crush the
Day of the Eclipse Ceremony remnants of the village when a group of Eclipse Knights
arrived. The Knights told everyone to stay in their homes.
The day of an eclipse is very important to a
That fateful brought only screams and the sounds of
knight. On theses few days a year the knight
442 can forge a shadow weapon and make it
battles to Jericho s ears. In the morning the villagers
discovered that the orcs were crushed and that their
permanent. The ceremony that makes a shadow
homesteads where safe. Jericho ran up to the Knight face of a beautiful woman. The woman spoke is a
Commander who was talking to the village elders and clear voice that cut though the soul We have
asked to join them. The Commander smiled at him and discovered a problem in Arron. The Ikonians are
said, When you find your true heart you can join us. The using it as a base for their activities against us.
commander turned away and continued to ride after the Purge Arron of the Ikonians and their
fleeing orcs. The confused Jericho returned to his post sympathizers. Jordan smiled at Alexis and said,
confused since he had no idea what the commander As you command mistress. The woman nodded as
meant. her image faded away. Jordan picked up the

Classes
It was years later in life when he found his true heart. crystal from the basin and coved it up again. He
His daughter s second birthday brought the return of the walked though several corridors to get to
orcs. Jericho as the Capitan of the homeguard setup a the outside of the keep where the Eclipse Knights
hasty but good defense. The homeguard fought valiantly had gathered. From the stairs, Jordan surveyed
but they where too few to hold off the oncoming orcs and the mounted warriors who eagerly awaited his
several raiders made it past the defensive perimeter. The words. Looking around at his Knights, in a
raiders started to loot and pillage and the killed several of booming voice he yelled Arron! and jumped on his
the villagers before the homeguard was able to stop them. armored mount as the Knights cheered and
Among the dead were Jericho s wife and child. After staring banged their weapons against their shields. He
at the lifeless bodies of his family he found his heart. then spurred his horse onward as he and his
He now understood what the Knight commander had said knights charged to the sleepy hamlet of Arron
all those years ago. He did not want to join the Knights for leaving a trail of dust behind them.
adventure but for the protection of the helpless. After Jordan Flowers, Male Half-Elf Ftr7/KoE3:
burying his family he set out to find the Knights and join
Medium- sized humanoid; HD 7d10+3d8+10
their number.
(hp 71); Init +5 (+1 Dex, +4 Improved
Jericho Mordagin, Male Human Rgr2/Ftr4/Kot2
Initiative); Spd 20 ft.; AC 20 (flatfooted
Medium-size humanoid; HD 6d10+2d8+16 (hp 64); Init
19, touch 11); Atk Heavy Flail +1 +12/+7
+5 (+1 Dex, +4 Improved Initiative); Spd 30 ft.; AC 16
(1d10+5 19-20/x2) or Shortspear +2 +14/+9
(flatfooted 15, touch 11); Atk Mighty Composite
(1d8+10 20/x3) or Shortspear +2 (Thrown)
Longbow (+4 Strength Bonus) +8/+3 (1d8+3 20/x3) or
Shortswords +8/+3; +8 (1d6+3/1d6+1 19-20/x2 Two- +11/+6 20’/P (1d8+8 20/x3 B) AL NE; SV
Weapons); AL NG; SV Fort +12, Ref +5, Will +3; Str 17, Fort +11, Ref +8, Will +6; Str 18, Dex 13,
Dex 12, Con 14, Int 10, Wis 14, Cha 15 Con 12, Int 10, Wis 13, Cha 14
Skills and Feats: Intimidate +8, Intuit Direction +8, Race Abilities: Elven Blood, Immunity to
Ride +9, Spot +10, Swim +8, Wilderness Lore +7; sleep, save +2 vs. enchantment spells; Low-
Alertness, Blind-Fight, Cleave, Great Cleave, Improved light Vision
Initiative, Power Attack, Quick Draw and Track Class Abilities: Darkness (40ft), Eyes of the
Class Abilities: Favored Enemy (Orcs) +1 Darkness Eclipse, Shadow Forge 1/per day, Shadow
(20 ft), Eyes of the Eclipse, Shadow Forge 1/per day Leap (30ft)
Possessions: Elven Chain, Bracers of Armor +2, Skills and Feats : Intuit Direction +6, Spot
Boots of Striding and Springing, Ring of Sustenance, +9; Aler tness, Blind-Fight, Combat Reflexes,
Mighty Composite Longbow (+4 Strength Bonus), 2 Dodge, Improved Initiative, Toughness (1x),
Potions of Cure Moderate Wounds, 24 Silvered Arrows, Weapon Focus (Shortspear), Weapon
Backpack, Pouch (Belt), Waterskin, Whetstone, Flint and Specialization (Shortspear) Possessions:
Steel, 3 Rations (Trail/Per Day), and 2 +1 Shortswords Adamantine Full Plate, Cloak of Resistance
The knight commander walked into the antechamber +2, Flail +1 (Heavy), Potion of Bull’s
and looked around him. Every piece of furniture was covered Strength, Potion of Levitate, 2 Potions of Cure
with a silken black cloth and the stone walls seemed Serious Wounds, Shortspear +2, Backpack,
cold and uninviting. The sun was setting and a fireplace Bedroll, Flint and Steel, Rations (Trail/Per
crackled to life in one corner creating life-like shadows on Day), Spyglass, Waterskin, and a Whetstone.
the opposite wall. One of the humanoid shaped shadows
had burring red eyes and spoke in an unearthly voice the
Shado, The (Sidebar)
to the commander The mistress wishes to speak to you. Their name comes from the ancient betrayer of
The Knight Commander nodded and uncovered a cool the Ikonian Order. —Namdobs the Bard.
basin of water in the center of the room. He dropped a They have been touched by the plane of shadow
blue illuminated crystal in the water. The blue light of the and use this taint to corrupt men s will. — Dria
crystal created shadows that rippled on the surface of the Archmage.
water. The Shado pull the stings of kings and emperors
Soon the ripples on the water s surface turned into a like they are puppet masters -Dalrich Spymaster. 443
459
They are the blackest of all assassins because they
sultan accepted. Three days later the rival faction collapsed due
can steal your soul. - Paladin Kendrick to infighting that was sparked by the death of their leader. The
BrightswordThey are undead from a place where no sultan was pleased but he did not realize the Shado helped to
light shines! —Toothless Willie spark the rebellion in the first place. A
Those who seek their help are doomed to be caught month later the rival faction tried to assassinate him but
in their web —Namdobs just before he vanished. the Shado foiled the plot. The Shado s fee saving the sultan
There have been whispers in the night that there is s life was to place one of their own kind on the on the
infighting between two different factions of their twelve member advisory council to the Sultan. The advisory
council by Talmar Law had to assist the Sultan in
Classes

society. - Kerdan
the Rogue (now deceased). most decisions of state and if it was unanimous they could
No one finds the Shado they find you. — Namdob s override his decisions. Over the next several months the
Ghost. Sultan kept asking for more favors until the majority of the
Overview council was under the control of the Shado. During the
times of crisis the Shado coerced the rest of the council
No one really knows who the Shado are except for
into following their lead and eventuality had them under
the Shado themselves. There are more rumors than
their control. The Shado without war or conflict conquered
facts about this mysterious organization. Even those
an entire nation and had a scapegoat in the Sultan if anything
who know of the Shado are afraid to speak about
went wrong.
them since those that do have a tendency to
disappear and are never heard from again. Whenever Lictor Prestige Class
there is treachery afoot the Shado seem to be there. Author: Carl Cram r
Purpose/Goals Law enforcement authority usually rests in the hands
No one is truly sure what the Shado really want. of judges or inquisitors, scholars and clerics that serve as
They seem to be focused on gaining control of
judges and authorities on ethical behavior in society. But
various nations, groups and factions. They are
slowly becoming the power behind the thrones of
when all is said and done, someone must still go out into
many nations and may one day rule the world the world of vice and corruption to find those who are
though guile and intimidation rather then force. guilty and bring them to justice. This is where the lictor
Membership class comes in. Lictors do not make the law, but they
The Shado recruit from all walks of life since they enforce it. They ferret out the truth and find criminals and
want to have eyes and ears everywhere. Their inner troublemakers. When working for special interest groups,
circle is more selective, only the best can wield true they will hunt heretics, witches, spies, and dissidents. A
power. The most feared of the Shado are the dreaded lictor can easily be mislead and become a bigoted
Shadow Fades. They are sometimes often referred to persecutor of freedom, but some try to maintain their
as the Hands of the Shado since they do all the dirty integrity and only persecute those who have provided just
work and allow the true powers to keep their hands
cause. For a lictor, finding the identity of the culprit is
clean. The most influential members of the Shado
are the spell wielding Shadow Walkers. Who is a
only the beginning. Then she must be found, captured,
member and how many there are is a closely interrogated, and possibly turned into an informant or spy.
guarded secret. Only when the entire conspiracy has been uncovered is it
Organizational Structure time for final reckoning, judgement and punishment,
The Shado has no ranks but has a pyramid preferably public and made in such a way as to discourage
leadership structure. Those on the top command any repetition or copy-cat criminals. And then, there is the
those below them and everyone knows his or her confiscated property to take care of; good lictors will try
position within the group. Towards the bottom of the to return as much stolen property as possible, while
pyramid there is less organization and more of a cell corrupt ones usually keep the loot for themselves.
structure. Many cells work for the Shado (they may This is not a class for the faint of heart. Lictors often
or many not know that they are) each tasked with
find themselves working alone and in the worst
individual goals that are suited for them.
These cells rarely know of each other and if
conditions; under cover, on stakeout, in dungeons and
discovered they won t lead back to the Shado. torture chambers. In many cases, their job is very similar
Recent Actions to that of the criminals they hunt; endless hours of
Most of the Shado s activities remain a mystery but watchfulness and boredom, followed by a brief ambush
recently one incident in the Sultanate of Talmar as and possibly a chase. A good lictor is like a predator;
come to light. Talmar was amid a crisis that would patient, yet able to strike suddenly with devastating force.
cause a civil war in the sultanate. The Shado Most lictors are former rogues. As the saying goes;
approached the Sultan and offered their help in use a thief to catch a thief. Some were even forced into
444 eliminating a rival faction. They told him the first
favor was free but next would cost him. The
the profession, or offered to take the job to escape
punishment for former crimes. Bards also make good, if
unusual, lictors. Other classes can become lictors, but find 4th +3 +1 +4 +4 Special ability
5th +3 +1 +4 +4 Sneak attack +3d6
the entry requirements cumbersome. Lictors tend to be of
6th +4 +2 +5 +5 Special ability
lawful alignment, but private investigator types are often 7th +5 +2 +5 +5 Sneak attack +4d6
chaotic. 8th +6 +2 +6 +6 Special ability
The class is almost always taught through on-the-job 9th +6 +3 +6 +6 Sneak attack +5d6
10th +7 +3 +7 +7 Special ability
training. Education consists of tips from elders in the
profession With a sap (blackjack) or an unarmed strike,
the lictor can make a sneak attack that deals

Classes
and the collective experiences of the law enforcement
community, or simply practical experience for a subdual damage instead of normal damage.
privateinvestigator. The lictor cannot use a weapon that deals
Requirements normal damage to deal subdual damage in a
To qualify as a lictor, the character must fulfill all the sneak attack, not even with the usual —4
followingcriteria. penalty. A lictor can only sneak attack a living
Gather Information: 6 ranks creature with a discernible anatomy. Any
Intimidate: 8 ranks creature that is immune to critical hits is also
Knowledge (local): 2 ranks not vulnerable to sneak attacks. The lictor
Sense Motive: 6 ranks must be able to see the target well enough to
Class Skills: pick out a vital spot and must be able to reach
Appraise (Int), Balance (Dex), Bluff (Cha), Climb a vital spot. The lictor cannot sneak attack
(Str),Craft(Int),DecipherScript(Int,restrictedskill), while striking a creature with concealment
Disable Device (Int), Disguise (Cha), Forgery (Int), or striking the limbs of a creature whose vitals
Gather Information (Cha), Handle Animal (Cha), Hide are beyond reach.
(Dex), Innuendo (Wis), Intimidate (Cha), Jump (Str), Special Abilities
Knowledge (local, religion) (Int), Listen (Wis), Move At level one and every even level thereafter, the
Silently (Wis), Open Lock (Dex), Profession (Wis), Read lictor gains one special ability from the
Lips (Int, restricted skill), Ride (Dex), Search (Int), Sense following list. You can choose any ability
Motive (Wis), Spellcraft (Int), Spot (Wis), Use Rope whose number is equal to or lower than
(Dex). See Skills Overview and further of the SRD for your class level plus intelligence modifier.
skilldescriptions. These are all extraordinary abilities.
Skill points at each level: 8 + Int modifier. 1. Arms of the Law: You have the option of
causing subdual damage with a any blunt
Class Features
weapon. You can also sneak attack with these
All of the following are class features of the Lictor.
weapons for subdual damage.
Hit Die: d6
2. Police Tactics: In addition to normal sneak
Weapon and Armor Proficiency: Lictors are proficient
attack opportunities, you can sneak attack
with all simple weapons as well as with the sap,
against someone who is dazzled, entangled,
whip and net. If the mancatcher is used in the campaign,
nauseated or prone. See Conditions Summary
they are proficient with this weapon as well. They also
in the SRD for further information about this.
have proficiency with light and medium armor and with
3. Interrogation: You can retry your
shields.
intimidation checks when interrogating
Sneak Attack: Any time the lictor’s target would be
prisoners. You must wait one day or escalate
denied a Dexterity bonus to AC (whether the target
the threat in some manner between each
actually has a Dexterity bonus or not), or when the lictor
attempt. Escalation can either be torture
flanks the target, the lictor’s attack deals extra damage.
(causes 1d4 temporary constitution damage),
The extra damage is +1d6 at 1st level and an additional
offering a good plea bargain, showing some
1d6 every two levels thereafter. Should the lictor score a
significant new piece of evidence, or by
critical hit with a sneak attack, this extra damage is not
threats against friends, loved ones and so on.
multiplied.
4. Master of Disarm: You learn the Improved
Ranged attacks can only count as sneak attacks if the
Disarm feat, ignoring the normal prerequisites.
target is within 30 feet. The lictor can’t strike with deadly
I f you later learn or already know this feat,
accuracy from beyond that range.
Level BaBFort Ref Will Special
you get a +2 modifier to Disarm attack rolls
1st +0 +0 +2 +2 Sneak attack +1d6, special ability instead.
2nd +1 +0 +3 +3 Special ability 5. Frightful Reputation: Most lictors 445
3rd +2 +1 +3 +3 Sneak attack +2d6
develop a frightful reputation. This grants a +4 way to retrieve information without leaving any physical
bonus to the Intimidation skill. This only evidence. This allows you to analyze
works if you reveal yourself as a lictor or is clues and ask the GM questions about a place where you
otherwise well known. have been, just as if you were still standing there.
6. Whip Mastery: You can damage armored 11. Debriefing: You have a very thorough mind; you can
creatures with a whip. You can also choose to examine and cross-examine a testimony and find all
inflict lethal or subdual damage with it, as you the little clues that were there but not noticed at the time.
prefer. You must have a cooperative person to cross-examine,
Classes

7. Evidence Analysis: You are highly skilled and the process takes twice as long as the actual events
at finding clues and analyzing evidence. When you wish to talk about, but afterwards, all the little details
looking through a location to get an idea of will be known and all facts and evidence will be recalled
what occurred there recently, you can make a as if the debriefed person had Memory Training. If the
search roll to find clues. A result of 15 gives person you are cross-examining wishes to hide something,
you a general idea of what happened, such as he must roll Bluff opposed by your Sense Motive. An
the number of people involved and the basic unwilling subject can be coaxed into cooperating, but this
type of activity. A result of 20 gives you clues takes four times as long as the events examined and
to each persons identity, such as threads of requires
clothing or footprints. A result of 25 discovers a successful Intimidate roll.
more detailed clues as to what was going on, Sample Lictor
such as imprints left of something that was Eyvind Dandel grew up on the streets of the city. He
written down, identifiable leftover spell never knew his parents, and was just one of the many
components, a half-burned map in the fireplace street brats haning around on the streets. He learnt to live
and so on. of his wits from a young age and took to thievery with a
passion as he knew it was the only way he would survive
8. Find Stooge: You have developed an
on the streets.
uncanny awareness about people. To infiltrate One day his luck ran out and he was caught by the
someplace, you usually need the aid of a local. City Watch. He was offered a choice, either work for the
With Find Stooge, you can discern if it is watch as a Lictor or the gallows. Eyvind, liking to keep his
possible to approach a person to use him or head, of course decided on the first option. Of course now
her in this way. When you use sense motive to Eyvind gets to do what he wants, in the manner that he
get a hunch about someone, you will wants and no-one can tell him otherwise. He uses his old
understand how involved they are in any crimes contacts for information and is more than welcome to betray
that you are currently investigating. You can an old accomplice if he can find the truth.
also use Sense Motive to scan a group of Eyvind Dandel Male human Rog7/Lictor 3: Mediumsize
people and find the most suitable stooge. This humanoid (5 5 ); HD 10d6+10 (hp 50); Init +9
takes at least an hour, and only one attempt per (+4Improved Initiative, +5 Dex); Spd 60 ft.; AC 21 (); Atk
day is possible. The difficulty of this task is 20 +8/+3 (sword of subtlety, 1d6+2, 19-20/x2); AL LE; SA
if there are a lot of people involved, 25 if the Sneak Attack +6d6; SQ Evasion, Uncanny Dodge; SV
people have undergone some screening or are Fort +3, Ref +15, Will +9; Str 12, Dex 20, Con 12, Int 15,
generally competent and/or loyal, and 30 (or Wis 18, Cha 15.
even more) if the people are all highly Skills and Feats: Decipher Script +13, Diplomacy +6,
motivated. The stooge you find is usually Escape Artist. Ambidexterity, Combat Reflexes, Improved
among the weakest and most low-leveled Initiative, Lightning Reflexes, Track.
people involved in the situation. Abilities: Police Tactics and Memory Training.
9. Conditioning: The lictor is conditioned not Possessions: sword of subtlety, mithril chainshirt +2,
to reveal his secrets even under direst torture. boots of striding and springing, hat of disguise, bag of
The difficulty of intimidate rolls to question holding 2, vest of escape.
him are increased by 4, and he gets a special +4 Other NPCs
bonus to Bluff rolls when being interrogated. Alusair the Magnificent (formerly Rafe Trund): Male
human Brd6/Lictor2; AL CG.
He will not reveal his secrets when magically
Alusair is known in the city as a fair to good minstrel.
charmed. His title of Magnificient is of his own design. However
10. Memory Training: You can recall noone knows that he works for the City Watch as an
anything you have seen or heard up to one
446 week per level in the past. This is a powerful
investigator of crimes unsolved. Alusair is rather nondescript,
but when he opens his mouth his words are musical Master of the high seas and ships of all sizes,
and lyrical. the mariner is an adventurer who lives a life
Guiden: Rog1/Ftr8/Lictor2; AL NE. few can comprehend. While most use the open
Guiden is a thug. He grew up on the streets and has
ocean for rare transport or trade routes, the
made his living from them as well. He uses his brute
strength to intimidate his sources of information. Guiden is
sea is an entire way of life for the mariner.
a hulking 6 7 with black hair and grey eyes. They live their lives on the ocean and ports or
Jelifer Uilser: Female half-elf Rog4/Wiz (Diviner) 3/Lictor1; AL NG. cliffs where the sea air blows constantly. The
mariner is the wizened sailor who saved the

Classes
Jelifer always wanted to learn magic. However she
had to resort to thievery to pay her way. Now she pays her ship in the terrible storm, the old bent man
master back by using her powers to help the authorities. who tells wild tales in the dockside inns,
She is just learning her trade, but has already made her the deckhand on a great sailing ship, and the
mark with the results her powers have brought. She is a ruthless pirate attacking any that he dares.
soft spoken slim lady, with waist length brown hair.
High level mariners usually captain their own
Karasin Valar: Male elven Rog12/Lictor6; AL CN.
Noone knows Karasin background for he does not divulge
ship, crewed by experts. Occasionally, a ship
it himself. All people know of him is if they have a will be almost entirely crewed by mariners
crime to solve, you ask around for Karasin. Soon enough (with the possible exception of persons like
he will hear of the request and will present himself to the the cook and cabin boy). Old mariners who
client. Karasin s facial features are unknown as he always retire from sailing still need to stay close to
keeps the hood down and speaks with a weird accent. the water for their own sanity. They often own
Roszke Proskin: Male dwarven Ftr3/Brd4/Lictor6; AL LN. taverns or other businesses found on docks
Roszke is a member of the city army. However he is and in small seaside towns. Mariners don t so
used by his superiors to infiltrate other areas to uncover
much go out seeking adventure, as live a life
information. He relies on his hat of disguise to not draw
attention to himself and uses his social skills to pass himself
where every day is an adventure. The sea is a
off as a native. ruthless and unforgiving mistress, and those
who survive become very powerful.
Mariner Variant Core Class Mariners hang out with other people with ties
Author: Ian Cheesman to the sea. Occasionally they are hired by a
From high above in the crows nest, a call came down group of adventurers, or may pick up a level
of a ship sighted on the horizon. The first mate looked at
or two of other classes. As the sea can be calm
Findorth for approval. With a sharp nod of his head, the
deck leapt into action as bows were loaded, swords or raging, so can the mariner. Mariners can be
drawn, and the ship steered towards the other ship. any alignment and belong to any religion,
The small girl found as a stow away moments before although a god of travel, water, oceans, or seas
scampered away, bouncing off barrels and railings as the is the most appropriate deity.
ship rolled back and forth. As she ran, her toe caught on a GAME RULE INFORMATION
strand of thick rope, knocking the cloth that was given to Mariners have the following game statistics.
her by the evil elf out of her hand. She jumped to grab it, Abilities: Most of a mariner s skills are based
and noticed the design on it for the first time, and shuddered.
on Dexterity, and Wisdom, and Strength.
It was a skull and crossbones flag.
The other ship slowed to a stop, for its captain knew Alignment: Mariners may be of any
there was no escaping the speed of the pirate ship. He alignment.
quickly ordered half his force below decks, pistols loaded, Class Skills
swords ready. He left a skeleton crew on deck with himself, The Mariner s class skills (and the key ability
to meet the pirates. He gave orders not to hurt either for each skill) are Balance (Dex), Bluff (Cha),
ship. If the pirate vessel were destroyed, he reasoned, the Climb (Str), Craft (Int), Intuit Direction
pirates would fight all the harder to survive. (Wis), Jump (Str), Knowledge (geography,
When the pirates boarded the waiting vessel, they
navigation, seas) (Int), Listen (Wis),
laughed at the pitiful crew. Findorth sent her people to
search the ship while she questioned the captain. She had Profession (Wis), Speak Languages (—), Spot
just reached him when she heard the sound of gunfire. (Wis), Swim (Str),
She ordered called for reinforcements, when they were Level BaB Fort Ref Will Special
1st +0 +2 +2 +0 Earring, Rolling Seas
cut off by sailors swinging down the rigging. From behind
2nd +1 +3 +3 +0 Uncanny Dodge (Dex bonus to AC)
came more mariners, including a few wizards who cut the 3rd +2 +3 +3 +1
pirates apart. In a few minutes, the battle was over, and 4th +3 +4 +4 +1 Spotter
the captain now had two ships of cargo to sail home, and 5th +3 +4 +4 +1 Bonus Language
this time, no pirates. 6th +4 +5 +5 +2 Acrobatic Attack 447
7th +5 +5 +5 +2
Mariner Non- 1-4 Vs. Vs. Vs. Vs.
8th +6/+1 +6 +6 +2 Climb Rigging Level Mariner Mar 5-8 9-12 13-16 17-20
9th +6/+1 +6 +6 +3 Uncanny Dodge (Can t be flanked) Mar Mar Mar Mar
10th +7/+2 +7 +7 +3 Bonus Language 1-4 +1 - - - - -
11th +8/+3 +7 +7 +3 5-8 +1 +1 - - - -
12th +9/+4 +8 +8 +4 Lore of the Seas 9-12 +2 +1 +1 - - -
13th +9/+4 +8 +8 +4 Sure Stance 13-16 +2 +2 +1 +1 - -
14th +10/+5 +9 +9 +4 Improved Acrobatic Attack 17-20 +3 +2 +2 +1 +1 -
15th +11/+6/+1 +9 +9 +5 Bonus Language In addition, a mariner with spellcasting abilities is never
16th +12/+7/+2 +10 +10 +5 Evasion
Classes

17th +12/+7/+2 +10 +10 +5 Lore of the Oceans subject to concentration checks because of the sometimes-
18th +13/+8/+3 +11 +11 +6 Improved Climb Rigging erratic movements of the ship.
19th +14/+9/+4 +11 +11 +6 The mariner only has these abilities while wearing light or
20th +15/+10/+5 +12 +12 +6 Bonus Language no armor.
Tumble (Dex), Use Rope (Dex), and Uncanny Dodge (Ex): Starting at 2nd level, the mariner
Wilderness Lore (Wis). See Skills Overview does not loose his dex bonus to AC when caught
and further of the SRD for skill descriptions. flatfooted. At 9th level, the mariner can no longer be
Skill Points at 1st level: (6 + Int modifier) flanked.
x4. The exception to this is another character with this ability
Skill Points at Each Additional Level: 6 + who is four levels higher than the mariner.
Intmodifier. Spotter: Starting at 4th level, a mariner is watching for
Class Features weather, other ships, obstructions in the water, etc., gains
All the following are class features of the a bonus equal to his level to his spot checks. This bonus
mariner variant core class. does not work unless the mariner is at least 15 feet above
Hit Die: d8. the deck of the ship.
Weapon and Armor Proficiency: A mariner’ Bonus Language: At 5th level, the mariner gains a free
s weapon training focuses on weapons language due to his extensive travels. He gains another at
suitable for shipboard combat. Mariners are 10th, 15th, and 20th level.
proficient with all simple weapons, as well as Acrobatic Attack (Ex): At 6th level, if the mariner attacks
thecutlass(treatasshortsword),net,rapier, by jumping at least 10 ft., jumping down at least 10 ft., or
sap, shortbow, and pistol. For those swinging on a rope or similar object for at least 10 ft., he
campaigns that do not use pistols, gains a +2 circumstance bonus to attack and
handcrossbows might be a suitable damage rolls. This bonus does not stack with the Rolling
alternative. Mariners are proficient with light Seas ability, as the character is not standing on the deck
armor. Note that normal armor check during his attack. This also takes a full attack action and
penaltiesapply. triggers an AoO. The mariner may only use this ability
Earring: A mariner becomes gradually more while wearing light or no armor. At 14th level, the bonuses
scarred through battles. He also sports a lot increase to +4.
of tattoos. His most distinctive marking, Climb Rigging (Ex): The mariner can climb with
however, is the single earring he wears. All tremendous agility and speed. He spends hours each day
mariners eventually place a magical ring on climbing masts, rigging, and ladders. A mariner retains his
oneoftheirears. Dex bonus to AC while climbing, and can climb at half his
The mariner gains an additional magic item normal speed as a full-round action. The mariner only
slot in one ear. This slot does not interfere gains these benefits while wearing light or no armor, and
with any normal slot, and is only useable for only when climbing a rope or similar object. At 18th
a magic earring. These magic earrings cost the level, the mariner can climb at his full speed.
mariner the same as a ring. A mariner may not Lore of the Seas: The mariner collects secrets and stories
wear more than one earring, unless the others about places in the seas. He gains a +2 bonus to all
are nonspecific location magic items. Knowledge (sea) checks concerning secrets, stories, or
Rolling Seas (Ex): As the mariner grows legends dealing with the sea. This ability stacks with
more used to the motion of the sea, he gains Bardic Knowledge. At 17th level (Lore of the Oceans), the
an increasing advantage over those not used bonus increases to +4.
to the sea. The mariner gains a +1 bonus to Sure Stance (Ex): The mariner gains the ability to
all Balance, Climb, Jump, Profession (sailor), perform skill checks even when the ship is rolling in
and Tumble checks when on a ship. He also stormy weather or engaged in battle. The mariner can Take
448 gains this bonus to all attack rolls and AC, 10 on the following skill checks, even when he
according to the following chart. would not be able to normally from stress or distractions:
449
Classes
Ginko Buti’jin: Male drow Mariner7/Rog3; AL CN.
Balance, Climb, Jump, Profession (sailor),
Ginko is an oddity, even amongst such an unknown
Tumble, and Use Rope. The mariner may only race. Ginko sails his ship in the rivers and seas found below
use this ability while wearing light or no the surface. His crew is nearly unique in that they all
armor. share a love of the sea, even though they have never
Evasion (Su): At 16th level, a mariner gains seen the sea above. Ginko is a trader in a niche market,
the ability to evade spells and effects that no-one else uses a ship to transfer goods from one area to
could kill a man. If exposed to any effect that another. It is only a matter of time before someone else
Classes

normally allows a character to attempt a Reflex thinks of it, but until then Ginko will charge any price he
saving throw for half damage (such as decides and to anyone who can pay. His crew is a veteran
one, with the number of attacks from aquatic monsters
fireball), he takes no damage with a successful
they have had to stave off.
saving throw. Iola Deriet: Male human Mariner5/Ftr4; AL CG.
Sample Mariner Iola is a marine on the warship “Victory”. Iola started
Findorth: Female elven mariner 12; Medium- his career as a cabin boy, as he ran away from home,
size humanoid; HD 12d8 (hp 58); Init +7 (+3 wishing to sail the seas. He found berth with a kindly
Dex, +4 Improved Initiative); Spd 30 ft.; AC shipowner
22 (touch 16, flat-footed 19); Atk +15/+10 and learnt the ways of the seas with him. When he
ranged (1d4+5, 19-20/x2, 10 ft., daggers of died, Iola joined the new navy being formed. His skills on a
ship served him well and he came to the notice of the
returning +3) or +13/+8 melee (1d6+4, 17-20/
captain during a skirmish. He decided to have Iola trained
x2, keen cutlass +2); AL NE; SV Fort +4, Ref better as a fighter, and now Iola only works on the ship if
+11, Will +7; Str 14, Dex 16, Con 11, Int 10, there are no planned battles during the day. The warship
Wis 17, Cha 16. is mainly used to hunt pirates, but has been used in warfare
Languages: Common, elven, goblin, halfling. as well.
Racial Traits: Immunity to sleep, +2 vs. Erina Yuvefine: Female elf Mariner4/Wiz3; AL LG.
enchantments, Low-light vision, Proficient Erina is new at her profession and has a lot to learn,
with longsword, Proficient with shortbow, but she still has the years in which to learn. Erina’s uncle
Locate secret doors owns the ship that she sails with, and she helps out on the
ship, while learning the trade of a shipmage. Her master is
Skills and Feats: Balance +20, Intuit Direction
an accomplished mage as well as a sailor, and one day
+12, Knowledge (seas) +9, Profession (sailor) she hopes to be as good. She has not seen combat as of
+12, Spot +12, Swim +7, Tumble +12, Use yet, but then the waters that the ship plies are relatively
Rope +20; Dodge, Endurance, Improved safe as the elven navies keep them that way.
Initiative, Skill Focus (Balance), Skill
Focus (Use Rope); Earring, Rolling Seas, Master of the Call Prestige Class
Uncanny Dodge (Can t be flanked), Spotter, Author: Itzhak Even
Bonus Language x2, Acrobatic Attack, Climb Lord Angelmar s troops were drilling outside his castle.
In a valley nearby, the sounds of fireballs and other destructive
Rigging, Lore of the Seas.
spells could be heard. Galvina surveyed the locale
Possessions: Dagger of Returning +2, Dagger and decided the annoying Lord Angelmar must be
of Returning +2, Keen Cutlass +2, Chain Shirt eliminated. She took off her armor and equipment, put on
of the Deep (as plate of the deep) +2, Ring of a beautiful dress, and signaled the palanquin to move towards
Swimming, Ring of Water Walking, Earring of the castle.
Protection +3. Lord Angelmar, smitten by her beauty, greeted Lady
Other NPCs Anigiel warmly. They talked long hours, and he enjoyed
Gypsy Rose: Female human Mariner12; AL NE. her company, but after a week he began to feel ill. A messenger
Gypsy is a pirate at heart and a pirate for real. was dispatched to the nearest church to ask for a
She loves the chase for the thrill and the matching priest to heal the lord. During his illness, the Lady Anigiel
of talent. Her love of money is great, but the love sat beside his bed and fed and cared for him.
she has for her ship is greater still. She will not At nights the Lady Anigiel used her dark magic to learn
attempt anything that will put her ship into too as much as she could about the castle s defenses, the
great a danger. He crew, Gypsy picked herself and army camped outside, and the powers and numbers of the
she is glad for the couple of clerics of violent wizards. After three weeks of visit, knowing that in a day or
storms and wizard onboard as they are more than two the cleric was due to arrive, the Lady Anigiel walked
worth their weight in gold. The flag of her ship, a into Lord Angelmar s room and awoke him. She uttered a
red rose entwined on a sword on a black single word and he found himself in a ruin, with a large
fiend standing over him.
450 background, is feared the length of the continent.
There is no sea Gypsy has not sailed, or weather Sometimes referred to as Infernals or Celestians,
she fears, but what she does fear is death itself. Masters of the Call are the great masters of summoning. It
is said that Masters of the Call are never without some the prestige class. He does not, however, gain
sort of aid nearby, and can bring more in a heartbeat. any other benefit a character of that class
Masters of the Call can be any alignment. Their ranks would have gained (improved chance of
include sorcerers and wizards, but clerics, druids, and controlling or turning undead, metamagic
even rangers sometimes take training in this class to or item creation feats, hit points beyond
augment their summoning ability. Masters of the Call have those he receives from the prestige class,
an affinity with the creatures they summon, often etc.), except for the increased effective level
reflecting a former class in preference.

Classes
of spellcasting. If a character had more than
The ultimate source of their powers remains a mystery. one spellcasting class before becoming a
Some say it is their deeper knowledge of summoning, master of the call, he must choose which
some argue the existence of a secret art. Still others class gains the new spellcasting levels. This
claim they have learned their knowledge from an outsider. choice cannot be changed once made.
The source of a Master of the Call s power depends on Level BaBFort Ref Will Special Spellcasting
whether he gained his knowledge as part of an 1st +0 +0 +0 +2 Summoning Specialization
organization or by himself. The GM is free to decide that a 2nd +1 +0 +0 +3 Extend Summoning +1 spellcasting
level
clerical order of Masters of the Call learned these secrets 3rd +1 +1 +1 +3 +1 spellcasting level
from a celestial sent by their god, while a cabal of evil 4th +2 +1 +1 +4 Creature Bond +1 spellcasting level
wizards made a pact with powerful fiends. 5th +2 +1 +1 +4 Improved Binding
6th +3 +2 +2 +5 Augmented Summoning +1 spellcasting
Adventuring Ideas level
A cabal of evil Masters of the Call summons fiendish 7th +3 +2 +2 +5 +1 spellcasting level
creatures and powerful outsiders to terrorize the region. 8th +4 +2 +2 +6 Quicken Summoning +1 spellcasting
A reclusive Master of the Call is ill, and only a rare level
9th +4 +3 +3 +6 Greater Summoning
herb can heal him. If he dies, a powerful fiend will be 10th +5 +3 +3 +7 Swarm Summoning +1 spellcasting
unleashed to destroy the countryside. Will the party level
heal him in time? Or will they have to deal with a Summoning Specialization (Ex): Upon
powerful fiend? gaining this prestige class, the master of the
A powerful celestial was witnessed performing evil call reduces his spell capability in spells that
acts. Can the PCs find the Master of the Call controlling do not belong to the conjuration school. The
the entity and defeat him? caster is now treated as a specialist conjurer,
Requirements and must choose a prohibited school.
To qualify to become a master of the call, a character Note that this grants the master of the call
must meet all the following criteria. the ability to cast one extra spell per level,
Knowledge (the Planes): 10 ranks or Knowledge which must have the summoning or calling
(Nature): 10 ranks designator. See the end of this class
Feats: Spell Focus (Conjuration), Extend Spell description for further notes on
Spellcasting: Must be able to cast at least 4 spells specialization.
with the Summoning designator, one of which must be Specific Creatures: When a master of the
4thlevel. call casts his summoning spells he must use
Class Skills the Specific Creatures variant rule from Core
The master of the call s class skills (and the key ability Rulebook II. Also, since his knowledge of
for each skill) are Concentration (Con), Craft (Int), summoning is so much more extensive he
Knowledge (All; each taken individually) (Int), Profession can replace a creature twice every level.
(Wis), and Spellcraft (Int). See Skills Overview and Extend Summoning (Su): At 2nd level the
further of the SRD for skill descriptions. master of the call can summon creatures for a
Skill Points at Each Level: 2 + Int modifier. longer duration. All summon spells lasts 2
Class Features rounds per caster level. If Extend Spell is
All of the following are class features of the master of used in conjunction with this feat, the
thecall. duration is 3 rounds per level, not 4.
Hit Die: d4 Creature Bond (Su): At 4th level a master
Weapon and Armor Proficiency: Masters of the call of the call may once per day cast one of his
gain no new weapon or armor proficiencies. summoning spells with a duration of 1 hour
Spells per Day: When a new level is gained, the character per level. This spell takes 10 minutes to
gains new spells per day as if he had also gained a cast, and its spell level cannot exceed 1/3 of 451
level in a spellcasting class he belonged to before adding the characters caster level. The creature(s)
schools according to that list. They should not be allowed
summoned may be ordered to fight, or pursue to choose a school for which they would normally have no
some errand or task, guard an area, etc. This spells,asthatisno
ability cannot be used in conjunction with penalty. It is rare for a druid or ranger to have Necromancy
any metamagic feat or any of the other special or illusion spells, while both clerics and rangers
abilitiesgainedbythisclass. have few Evocation spells. The GM should make the
Improved Binding (Ex): At 5th level the decision
master of the call has learned to better bind
Classes

after seeing what schools are available.


creatures. Any creatures the master of the call As another option, the GM can decide that a cleric or
summons using Lesser Planar Binding, druid must choose 3 spells of each level that he cannot
Planar Binding, or Greater Planar Binding has cast. A paladin or ranger should choose 2 spells of each
the DC to the save, the SR check and the level.
Charisma check increased by +4, and they
Sample Master of the Call
must make a Will save to effectively
Galvina is a priestess of a dark god, and in his name,
work their dimensional magic to escape. The she has had many dealings with devils. She is very ambitious,
DC for the Will save is the same as the spell s and together with several allies she is striving to
DC. create a massive permanent gate between the infernal
Augmented Summoning (Ex): While planes and the prime material plane. To further her aims
unlocking the secrets of summoning the master she removes her armor and weapons and goes to her
of the call has increased the power of his enemy armed only with her good looks and quick tongue.
summoned creatures. Any creatures summoned She uses her spells, stilled and silent for the most part, to
root out information. Usually she summons a fiendish
by him have +2 hp per HD and gain a +1
creature or some devil before she leaves. She has on occasion
competence bonus to attack and damage rolls.
grabbed an important person and used her Word of
Quicken Summoning (Su): At 8th level a Recall to take them to a safe haven where she can deal
master of the call can quicken one of his with them at her leisure.
summoning spells, without paying the extra Galvina Pedron: Female human Clr7/Master of the
levels normally associated with casting a Call 7; Medium-size humanoid (5 8 ); HD 7d8+7d4+14;
Quickened spell. This only works if the spell hp 81; Init +0 (+0 dex); Spd 30 ft.; AC 21 (touch 11, flat
can be cast in 1 round or less, and the spell footed 21); Atk +8/+3 melee (Unholy Morningstar +1,
cannot be higher than 6th level. 1d8); SA spells, death touch; AL LE; SV Fort +8, Ref +4,
Greater Summoning (Su): At 9th level the Will +15; Str 9, Dex 11, Con 13, Int 15, Wis 20, Cha 14.
master of the call can summon twice the Skills & Feats: Concentration +18, Diplomacy +15,
number of creatures once per day, when Knowledge (religion) +19, Knowledge (the Planes) +19,
casting a spell of up to 6th level. This ability Spellcraft +19. Extend Spell, Spell Focus (Conjuration),
cannot be used in conjunction with Quicken Combat Casting, Scribe Scroll, Still Spell, Silent Spell.
Summoning. Domains: Knowledge, Death
Swarm Summoning (Su): At 10th level the Spells per day (6/8+1/6+1/6+1/5+1/5+1/3+1; DC 15+
master of the call gains the greatest insight spell level): 0 level — detect magic x2, light, read magic,
into the workings of summoning spells. Once resistance, cure minor wounds; 1st level — cause fear*,
per week he can cast one of his summoning divine favor, entropic shield, protection from good, shield
spells (of up to 6th level) that will summon of faith, sanctuary, summon monster i x2; 2nd level —
five times the regular number of creatures. This detect thoughts*, bull s strength x2, desecrate, hold
ability cannot be used in conjunction with person, silence, summon monster ii; 3rd level —
Quicken Summoning or Greater Summoning. clairaudience*, magic vestment, protection from
Specialization & this Class elements, doom (stilled and silent), summon monster iii
If a conjurer takes this prestige class, he only x2, animate dead; 4th level — death ward*, dismissal,
gains an extra +2 bonus to his spellcraft divine power, silence (stilled and silent), summon monster
checks to learn conjuration spells. I iv, lesser planar ally (Hellcat); 5th level — slay living*,
recommend that other specialists not be flame strike, spell resistance, bestow curse (stilled and
allowed to take this class. Master of the Call silent), summon monster v x2; 6th level — create undead*,
focuses on summoning. banishment, word of recall, summon monster vi.
Divine Masters of the Call Possessions: Full Plate, Spell Storing (Inflict Serious
452 Druids, clerics and rangers should list their Wounds) Unholy Morning Star +1, Wand of Cure Light
spells by school, then choose forbidden Wounds (25), Necklace of Fireballs (type III), Incense of
Meditation, Shield +1. Mountaineer Prestige Class
Other NPCs Author: Matthew Hedges)
Frampina Querin: Female dwarf Clr11/Master of the The mountaineer is found high up in the
Call4; AL CG. peaks and valleys of mighty mountain ranges.
Frampina is a cleric of the forge and uses her magic to He climbs across terrain even the hardiest
mainly summon elementals for service. She is asked to ranger would find all but impossible to cross,
call elemental fire creatures to work the furnace and elemental
exposing himself to cold that that chills the

Classes
earth creatures to find ores and create passageways
and caverns. She is on friendly terms with some
toughest frost barbarian. The mountaineer
good-alignes outsiders who serve her deity. Frampina also lives for the mountains and his skill at scaling
spends her time teaching new clerics how best to summon the unscalable is the stuff of legend.
these creatures. She has used her summoned creatures Mountaineers can be of any race, though
as a reserve in some battles the dwarves have fought, but humans are by far the most common. Smaller
these have been few in number. races find their lack of reach (height) a great
Gergi Bumblen: Male human Sor8/Master of the Call9; disadvantage. The skills of a ranger go hand
AL LN. in hand with the mountaineer. Fighters,
Gergi is said to have been born by the faeries. This
paladins, barbarians and even druids can
term means he has more luck than most and it seems he
has led a charmed life. Born into a peasant family, Gergi
do well. A handful of rogues (often bandits)
used his inborn talents to leave home and become an have the ability and desire to qualify for this
adventurer. He found that he was best suited to calling prestige class. Monks belonging to a local
outsider creatures for aid in battle. One day he found a mountain monastery could well find this class
tome that was a diary of a former Master of the Call. In it suitable for them. Bards wandering the
he found techniques to strengthen his summoning powers. mountainous regions of the world also find
The party he was with thought of him as a lucky rabbit’s the climbing skills invaluable.
foot, as their fortunes turned to the better from the day the
Requirements
took Gergi into their party.
Vialla Rianuie: Female elf Drd7/Master of the Call1; AL
To qualify to become a mountaineer, a
NE. character must meet all the following criteria.
Vialla loves to summon animals to do her dirty work. Feats: Endurance, Great Fortitude
She has just learnt that she can make them serve longer Climb: 8 ranks
than normal or stronger in battle. In her forest, Vialla rules Use Rope: 5 ranks
supreme. She is now contemplating how to summon evil Balance: 2 ranks
outsiders or undead as she is curious as to whether she Jump: 2 ranks
can strengthen nature by combining either of these elements Special: Must own a masterwork climber’s
with natural forces.
kit.
Sasquor Nive’llor: Male drow Wiz2/Clr2/Arcanist8/
Master of the Call5; AL CE.
Special: To learn the skills of a mountaineer,
Sasquor is liked by all drow in power as he can summon a character must find one willing to teach
powerful fiends. Sasquor has lots of magic at his fingertips him.
and this has made him a few enemies, but he Class Skills
believes those in power will protect him, and if not some of The mountaineer’s class skills (and key
the demons he is acquainted with will definitely help him. ability for each skill) are Balance (Dex),
Sasquor does not much concern himself with summoning Climb (Str), Intuit Direction (Wis), Jump
lessor creatures. Nowadays he summons servants of the
(Str), Knowledge (nature) (Int), Listen (Wis),
gods or fiends from the hells depending on the need of
those paying him.
Spot (Wis), Swim (Str), Tumble (Dex), Use
Humprew Janglen: Male human Wiz10/Master of the Rope (Dex), and Wilderness Lore (Wis). See
Call5; AL CG. Skills Overview and further of the SRD for
Humprew looks like the stereotypical wizard. Old in skilldescriptions.
age, with a long white beard and staff in hand. Not many Skill Points at Each Level: 4 + Int modifier.
know that the staff is a powerful magical item used to help Class Features
summon creatures not of this plane. Humprew lives in a All of the following are class features of the
stereotypical tower on the outskirts of town. He is tolerated
mountaineer.
in the town as he isn’t into alchemical experiments and not
many know that he binds creatures to his side. He has
Hit Die: d10
however summoned elementals to battle when the town is Weapon and Armor Proficiency:
in danger, and occassionally summoned celestials to determine Mountaineers are proficient with the 453
the fate of someone missing. following weapons: light pick, heavy pick,
feet as subdual damage (normally a character gets this only
staff, light hammer and hand axe. They gain no if they intentionally jump). Additionally, the mountaineer
additional proficiency in armor or shield. gains a +2 circumstance bonus to any Jump skill checks
Mountaineers shun heavy armor as being too made for lessening the impact of a fall. These bonuses
cumbersome for their needs. They have no use apply only while wearing light armor.
for shields as they require both hands, and Level BaB Fort Ref Will Special
usually select light armor and wear cloaks for 1st +1 +2 +0 +0 Defensive Climb, Mountain Foe 1
the cold air. Note that armor check penalties 2nd +2 +3 +0 +0 Climber’s Strength, Mountain Lore
Classes

3rd +3 +3 +1 +1 Negate Higher Ground, Soft Landing


for armor heavier than leather apply to the
4th +4 +4 +1 +1 Inner Warmth, Fast Climber, Reflex Snag
skills Balance, Climb, Escape Artist, Hide, 5th +5 +4 +1 +1 Mountain Stride, Mountain Foe 2
Jump, Move Silently, Pick Pocket and Tumble. Inner Warmth (Ex): Mountaineers do not feel the
Defensive Climb (Ex): The mountaineer is cold like lowlanders do. They subtract the first 3 points of
skilled at evading attacks while clinging to a cold damage they receive each round.
precarious position. While wearing light Fast Climber (Ex): When a mountaineer tries accelerated
armor, the mountaineer keeps his dexterity climbing (moving at normal speed) he only suffers
bonus to AC while climbing (usually a a -2 penalty instead of a -5 penalty to his Climb skill
character loses it while climbing). check. To receive this bonus, the mountaineer must be
Mountain Foe (Ex): At 1st level, wearing light armor.
mountaineers must select one species found in Reflex Snag (Ex): The mountaineer receives a +4
their native mountain range as their mountain circumstance bonus when trying to catch himself on a
foe. Thereafter they gain +1 on damage rolls wall, branch or outcropping when falling (on a slope or a
and appropriate skill checks against that foe, straight fall). To receive this bonus, the mountaineer must
exactly as defined for a ranger’s favored be wearing medium armor or lighter.
enemy. If the character also has ranger levels Mountain Stride (Ex): Mountaineers can climb over
then mountain foe stacks with favored enemy. mountains and walk along mountain passes without
At 5th level mountaineers get a second leaving a discernable trail, similar to the Druid’s ability
mountain foe, for which they get +1 bonus on woodland stride. To receive this ability, the mountaineer
damage and skill checks. The foe selected at must be wearing medium armor or lighter.
first level goes up to a bonus of +2. Sample Mountaineer
Climber’s Strength (Ex): A mountaineer’s Heather earned her mountaineer name traipsing
muscles are so attuned to surges of extra- across the bare vertical face of Mount Skrag in pursuit of
strength that they can be called upon to rogue ogres fleeing her wrath. She holds herself responsible
perform above normal for very short periods. for any giants or goblinoids who live in or near Mount
Once per day, the mountaineer receives a +2 Skrag, and so watches their activities alertly for any signs
of destructive intentions. Vengeance is swift, and so are
bonus to his Strength ability score. This effect
her arrows, if any of her targets decide they can risk it for
lasts 3 rounds plus one round for each a raid.
mountaineer level the character has. Heather Stonefoot: Female half-elf Rgr5/ Mountaineer3;
Mountain Lore (Ex): Mountaineers can add a Medium-size humanoid; HD 8d10+8 (hp 52); Init
+2 circumstance bonus to any wilderness lore, +2 (+2 Dex); Spd 30 ft.; AC 17 (touch 12, flat footed 15);
spot or search checks made while in a Atk +9/+4 melee (masterwork longsword, 1d8, 19-20/x2)
mountain range (including those made for or +12/+7 ranged (composite longbow +2, 1d8+2/x3, 110
tracking). ft.); SQ Low-light vision, immunity to sleep; AL NG; SV
Negate Higher Ground (Ex): Mountaineers Fort +10, Ref +4, Will +6; Str 10, Dex 15, Con 12, Int 10,
have practiced fighting styles that help negate Wis 14, Cha 13.
the advantage of higher ground. Opponents Skills & Feats: Animal Empathy +4, Balance +5,
attacking the mountaineer from above do not Climb +11 (+13 with kit), Hide +13, Jump +33, Listen
gain the usual +1 to attack rolls so long as +6, Move Silently +14, Search +1, Spot +6, Use Rope +8,
the mountaineer is wearing medium or lighter Wilderness Lore +8; Endurance, Great Fortitude, Iron
armor. Will, Track; Favored Enemy +2 (Giants), Favored Enemy
Soft Landing (Ex): Mountaineers have a lot +1 (Goblinoids), Defensive Climb, Mountain Foe +1
of practice at falling. They can train their (Giants), Climber s Strength, Mountain Lore, Negate
bodies to maneuver while falling so the impact Higher Ground, Soft Landing.
454 is not as dangerous. If the mountaineer falls Spells per day (1; base DC 12+ spell level): 1st level —
accidentally,hestilltakesthefirst10 entangle
Possessions: Boots of Elvenkind, Cloak of Elvenkind,
Ring of Jumping, Studded Leather +2, Composite
Officer Prestige Class
Author: Adam Nave
Longbow +2, Masterwork Climber s Kit, Rope of
Officers are commanders in professional
Entanglement.
military organizations. They are corporals,
Other NPCs
majors, lieutenants and generals in large
Niamon Fillamon: Male dwarf Rgr7/Mountaineer3; AL
CG.
armies. They are good at commanding
Niamon is a dwarf who loves being on top of mountains men and have skills that regular warriors and

Classes
as well as under them. His greatest thrill is to climb a fighters do not. Officers tend towards
new mountain face amongst the range above his home. medium armor and melee weapons, but will
He has not tried them all yet and hopes to have climbed frequently make use of the same weapons as
every berg in the range before he dies. Niamon is accompanied the troops they are commanding. Many
by a large mountain cat that he befriended a couple officers ride horses because it allows them
of years before. When he is aboveground it follows him to see battlefields more clearly and
everywhere he goes.
maneuver more easily. Officers come from
Juscator Wendive: Male human Rog3/Rgr5/ Mountaineer1;
AL NG.
many different backgrounds, with fighters
Juscator has always been a guide. He usually guides being the most common. Warriors,
merchants in the lowland plains, but has recently thought aristocrats and commoners can easily
to open up the passes and be an exclusive agent. He had become Officers. Arcane spellcasters
a tough time finding someone willing to teach him the rarely become Officers, but it is not unheard
ways of the mountains, but eventually he did. Juscator is a of, especially if they are part of an army with
small, wiry man of sharp reflexes whose eyes watch all a division of wizards and sorcerers. Druid
about him. Officers are nearly nonexistent.
Fiala Guiyaerse: Female elf Drd6/Rgr3/Mountaineer2;
AL N.
Requirements
Fiala likes to make her home in the mountain range To qualify to become an Officer, a character
that sits amidst the elven forest. Here she can perform her mustfulfillallthefollowingcriteria.
duties where few pass. Her master before her was also a Base Attack Bonus: +5.
Mountaineer who taught her all she knows. She hopes to Knowledge (war): 4 ranks.
have many years amongst the stark beauty of the mountains Ride: 4 ranks.
before she has to teach someone to pass the legacy Special: Must be a member of a standing
onto. Fiala has a small house located next to a mountain army or military organization and be
lake, but is more often found in the mountain range, tending
promoted to an officer rank or have attended
those plants trying to survive in the harsh winds.
Lianol Veryter: Male human Rog5/Ass5/Mountaineer4;
some form of Officer s training school.
AL CE. The Officer does not need to stay with an
Lianol plays the role of a guide quite well. In fact he is army to continue to take levels in the Officer
a guide and knows his way through many mountain class.
passes. He needs to know many as some think it strange Class Skills
that a party that he leads through the mountains usually The Officer’s class skills (and the key
turns up missing or dead months later. Lianol guides those ability for each skill) are Climb (Str),
he thinks he can kill easily while climbing mountains. One
Diplomacy (Cha), Gather Information
of his favourite tricks is to cut a few strands of rope that is
being used, and let friction do his work for him.
(Cha), Heal (Wis), Intimidate (Cha), Intuit
Trevond Reese: Male half-elf Brd12/Mountaineer5; AL Direction (Wis), Jump (Str), Knowledge
CG. (war or military history) (Int), Profession
Trevond is a hermit living alone in the wilds. He has (cook, driver, groom, sailor, scribe or
spent many years in the mountain range as he does not siege engineer) (Int), Ride (Dex), Sense
want to be disturbed in his playings. He left civilization by Motive (Wis), Spot (Wis), Swim (Str) and
his own choice, as he wanted to experience the chaos of Rope Use (Dex). See Skills Overview and
nature and try and capture it into his music. He likes to further of the SRD for skill descriptions.
choose lonely mountain peaks as his stage, the winds his
Skill Points at Each Level: 4 + INT
audience. Recently he has come to the attention of some
of the giants residing in the range and above it. Trevond
modifier.
himself does not know this, but he soon might be getting Class Features
more of an audience than he expects. All of the following are class features of the
Officerprestigeclass. 455
Hit Die: d10.
Level BaBFort Ref Will Special
Weapon and Armor Proficiency: Officers
1st +1 +2 +0 +0 Bonus Feat, Inspire Troops
are proficient in all simple and martial 2nd +2 +3 +0 +0
weapons and all armor and shields. 3rd +3 +3 +1 +1 Bonus Feat
Bonus Feat: At every odd level the Officer 4th +4 +4 +1 +1
5th +5 +4 +1 +1 Command Feat
may select a feat from this list of feats:
6th +6 +5 +2 +2
Alertness, Endurance, Great Fortitude, 7th +7 +5 +2 +2 Bonus Feat
Improved Initiative, Iron Will, Lightning 8th +8 +6 +2 +2
Reflexes, Run, Skill Focus, Toughness. From 9th +9 +6 +3 +3 Bonus Feat
Classes

10th +10 +7 +3 +3 Command Feat


the book of Feats: Campaigner (4.6), Light
Small requests, such as new boots or a new weapon
Sleeper (4.8), Rank Fighting (5.0) and Team
usually happen quickly and without the need for a
Fighting(4.2).
superior s approval, but larger requests, such as horses and
Inspire Troops (Ex): An Officer can inspire
a wagon or a squad of soldiers require the approval of a
his men and bolster their courage as long as
superior officer. GMs can determine whether these
he is with them and able to command them.
requisition attempts are successful, based of the
An Officer must observe a battle for one full
availability of supplies and the support of superiors.
round (taking no actions other than
On the other hand, the Officer must account for his
defending or a 5 step) so that he can analyze
actions and cannot be away from the army without leave
it and offer advice. While an Officer is
from his superiors. Thus he cannot go adventuring at his
shouting orders and encouragement,
leisure. If he is AWOL (Away With Out Leave), he will
his allies gain a +2 morale bonus on saves
be punished upon his return. Deserters are usually
versus charm and fear effects. They also gain
captured and executed. An officer can choose to resign his
a +1 morale bonus on attack and damage
commission and leave the army during peacetime, but this
rolls. During every round that he shouts
is usually forbidden during wartime and on campaigns.
orders, he may only take partial actions. He
The Officer can apply for leave, assuming that he is not
spends the remaining time observing other
desperately needed at the time. The longer the Officer has
aspects of the battle and commanding the
been with the army, the more leave time he has
other troops. If the Officer does not shout
accumulated, some of it paid. Leave time can be as little as
orders for a round, he must spend one full
a few hours for a trip into town or as much as several
round only observing (taking no action other
months to recuperate from wounds.
than dodging or taking a 5 step) before he
Sometimes Officers are given special missions, such
can use the ability again. If the Officer is
as reconnaissance and information gathering. These
silenced, the troops are no longer inspired
missions are usually open-ended, which allows an Officer
and the Officer must start from scratch. There
a certain amount of leeway to go adventuring. Many
is no limit to the duration or the number of
Officers become mercenaries after leaving the military.
times this can be used.
With their leadership skills they can easily gather trained
Command Feat: At levels five and ten the
men around them and quickly organize an effective
Officer may select a feat from this list of
fightingforce.
command and leadership oriented feats:
Leadership. From the book of Feats: Sample Officer
Hafgrim was virtually born for the army. His mother
Ambitious Leader (3.6), Battle Leader (4.4),
was a camp follower and his father one of the soldiers.
Inspiring Leader (3.6) and Natural Leader Hafgrim grew up learning about fighting and, of course,
(4.5). wanted to join the army when he was old enough. He soon
Being Part of an Army learned that even though he was used to army way of life,
Officers usually start as part of an army or that actually being a combatant was completely different.
mercenary company. While they belong to the He nearly didn t survive his first fight. After he had done
army, they gain certain benefits, but must his service, he decided he knew no other way of life and
abide by rules and regulations. Some decided to stay in. He showed that he could understand
tactics and strategy and was asked if he would like to attend
companies are more strict about behavior
Officer training. At first Hafgrim was reluctant, but he
than others. As a member of a standing army, was won over in the end by the stupidity of some of his
the Officer is paid a wage and given room more recent officers. Now he commands an elite unit of
and board, usually on the order of 10 sp per fighters.
level per week, depending on rank. He can Hafgrim: Male human Ftr4/Veteran3/Officer5: Medium-
456 also requisition equipment and troops. size humanoid (6 2 ); HD 12d10+24 (hp 100); Init
+6 (+2 Dex, +4 Improved Initiative); Spd 30 ft.; AC 20
(+8 breastplate, +2 Dex); Atk +17/+12/+7 (+2 keen a battleaxe and large steel shield.
longsword 1d8+5, 15-20/x2); SQ Uncanny dodge; AL Author’s Notes: The Officer is simple, but I
LN; SV Fort +10, Ref +8, Will +5; Str 15, Dex 14, Con think it s a nice trade off: gain some skills and
15, Int 13, Wis 12, Cha 14. some ability to command troops and lead men,
Skills and Feats: Climb +8 (6 ranks, +2 Str), Heal +8 loose access to some combat feats. They
(7 ranks, +1 Wis), Jump +8 (6 ranks, +2 Str), Knowledge actually come out 1 feat ahead of the fighter,
War +10 (9 ranks, +1 Int), Ride +13 (11 ranks, +2 Dex), but what they get isn t as powerful as the
Search +7 (6 ranks, +1 Int), Sense Motive +7 (6 ranks, +1 Dodge and Expertise feat chains. Feel free to

Classes
Wis), Spot +7 (6 ranks, +1 Wis), Swim +8 (6 ranks, +2 add other feats from other books as
Str), Wilderness Lore +7 (6 ranks, +1 Wis); Alertness, appropriate, as these choices are somewhat
Cleave, Endurance, Great Cleave, Improved Critical, limited.
Improved Initiative, Leadership, Lightning Reflexes,
Power Attack, Toughness, Weapon Focus (longsword),
Phoenix Blade Prestige Class
Author: Itzhak Even
Weapon Specialization (longsword).
Hope and freedom two words that hold great
Abilities: InspireTroops.
power over the hearts of living creatures,
Possessions: +2 longsword, +3 breastplate, cloak of
especially humans, elves, halflings, dwarves,
displacement (major).
gnomes and half-elves. Since the dawn of
Other NPCs
time, humans have believed that hope can
General Huret Longly: Male human Ftr5/Veteran5/
Officer10; AL LG. carry them through hardships, and freedom is
Huret is the standing commanding officer in his Majesty the ultimatestate of being, where you are free
s army. He worked his way up through the ranks to to do as you please, yet your actions do not
the position holds today. Huret stands as straight as when impede the freedom of another. The ultimate
he was young, with white hair and piercing blue eyes. symbol of these two ideals is the phoenix,
Celedor Filiadora: Male elven Ftr2/Wiz8/Officer 4; AL embodying hope and freedom in its endless
NG. cycle of rebirth. Since its first appearance, the
Celedor is from a noble family that has always had one phoenix has captured the hearts and minds of
child in the standing elven army. Celedor completed his
living creatures who strive to make these
training in the academy and has proven himself during the
Orcish Wars. Celedor has silver hair, green eyes and a ideals a part of everyday life. While some
scar the length of his face from an orcish balde. worship a god of hope whose symbol is
Marnoik Zoosen: Male dwarven Ftr5/Officer8; AL LN. the phoenix, others take a more direct route
Marnoik was once a miner. But when the drow decided and worship the phoenix itself, without the
they wanted the dwarven mines, he distinguished himself mediation of a god. Both groups have powers
enough, that the clan chief decided to send him to a human for hope and freedom, and take up arms
military academy to be properly trained. Since coming against those who seek to enslave and spread
back, he has ensured that the drow a no longer a despair. While a paladin is a righteous fighter
problem. Marnoik has started to go grey in his long beard,
for noble ideals, and bringing hope is a part
and his trusty dwarven waraxe is never far from his side.
Gronz the runt : Male half-orc Ftr4/Brb4/Officer1; AL of his oath, freedom is not at the forefront in
CE. his mind. The Phoenix Blade is an order
Gronz was born to a human slave in a large structured of warriors who follow these ideals. It is rare
orcish town. He earned his title of runt as he was smaller for two or more blades to work together. This
and weaker than his peers. To compensate for his lack of is not out of rivalry. Rather, they prefer to
strength, Gronz became sneaky and intelligent. He used work at bringing their ideals to as many
his intelligence to advantage in the orcish unit he was places and people as they can, and the small
conscripted to. He recently became officer to the unit he size of their order forces them to spread thin
leads, after informing the orcish king of his predecessor s
throughout known lands, as well as uncharted
lack of competence and then killing said predecessor.
Gronz is only man-height with a shaven skull full of orcish areas, to spread their message.
tattoos. Multiclass Note: Paladin characters can
Neanna Fuighy: Female human Clr7/Officer3; AL LN. freely multiclass with this class, as long as
Neanna comes from a very religious family. When she they retain their lawful good alignment.
was old enough she became an acolyte for the deity of Requirements
battle and has stood guard over his temples ever since. To qualify to become a phoenix blade, a
She now heads the security for the main temple of the city
and worries incessantly about who the temple s enemies.
character must fulfill all the following 457
criteria.
Neanna can always be found wearing full plate armor with
class, he gains another use per day, and his class levels
Alignment: Any Good stack with the levels from any other class that grants his
Base Attack Bonus: +5 Smite to determine the damage bonus Example: an 8th level
Knowledge (Religion): 10 ranks. cleric with the Destruction domain, who gets a Smite ability,
Sense Motive: 5 ranks. takes 2 levels of Phoenix Blade and can now use Smite Evil
Feats: Extra Turning, Weapon Focus (Heavy twice per day, with +4 to hit, and +10 to damage.
Flail)* Flaming Weapon (Su): At 3rd level, the phoenix
Patron: God of Hope and Freedom or belief in blade can channel some of his power into his weapon and
Classes

the Phoenix. make it burst into flames, inflicting an extra 1d6 points of
*Note: In my campaign the favored weapon for fire damage per hit. This ability lasts for 1 round per
the god of hope and freedom is the heavy flail. level. Use of this ability costs one Turn Undead attempt.
If you have a similar god but he has a different Beacon of Hope (Su): At 4th level, a phoenix blade
favored weapon feel free to require weapon becomes more of a living embodiment of hope. His Aura
focus for that favored weapon. of Hope grows as detailed in the following table:
Class Skills Level Aura of Hope
4 15 radius
The phoenix blade s class skills (and the key 5 20 radius
ability for each skill) are Concentration (Con), 6 25 radius
Craft (Int), Diplomacy (Cha), Heal (Wis), 7 30 radius
Knowledge (Religion) (Int), Profession (Wis), 8 35 radius
9 40 radius
Ride (Dex), Sense Motive (Wis), Spellcraft 10 50 radius
(Int), and Spot (Wis). See Skills Overview and If the phoenix blade has the Aura of Courage ability,
further of the SRD for skill descriptions. the above radius increases by 10 feet.
Skill Points at Each Level: 2 + Int modifier. Penetrating Gaze (Ex): At 5th level, the phoenix
Class Features blade can more easily see through lies and deceit. He
All of the following are class features of the gains a +4 insight bonus to his Sense Motive checks when
phoenix blade prestige class. someone is trying to use Bluff against him.
Hit Die: d10. Free the Mind (Su): At 6th level, the phoenix blade
Weapon and Armor Proficiency: The can help others become free. By taking a full round action,
phoenix blade has proficiency in all armors he can create an effect similar to Dispel Magic, but
and shields, but gains no new weapon can use it only against mind-influencing effects. He can
proficiencies. use his Sense Motive check to sense a mind-influencing
Extra Turning: Those who have this prestige effect, and then use this ability to negate the effect. Use of
class can take this feat, and any other feat that this ability costs one Turn Undead attempt.
affects their ability to channel positive energy Greater Flaming Weapon (Su): At 7th level, the
in new uses or new ways. Note that this class phoenix blade grants his weapon the Flaming Burst
does not grant this as a bonus feat. special ability. This ability cannot be used in conjunction
Aura of Hope (Su): At 1st level the phoenix with Flaming Weapon. The ability lasts a number of
blade projects an aura of hope in a 10-ft rounds equal to his phoenix blade level, and costs two
radius. Allies within the area gain a +1 morale turn undead attempts.
bonus to saving throws, attack rolls, ability Cleansing Fire (Su): At 8th level, the phoenix blade
checks, skill checks, and weapon damage rolls. can call a cleansing fire. This effect is like the flamestrike
Note that the phoenix blade is also affected by spell, cast at half his class level plus his divine casting
his aura. If the phoenix blade has the paladin s level. So a character Clr8/phoenix blade 8 casts this as a
Aura of Courage ability, the two abilities work 12th level caster (8 cleric levels +8/2 from his phoenix
together and he can affect anyone within 20 ft. blade levels). Use of this ability costs 4 Turn Undead
The morale bonus granted by this aura stacks attempts.
with other morale bonuses from spells like Fountain of Life (Ex): At 9th level, the phoenix
emotion, bless, etc, but not with the Aura of blade s life force is very strong, and resistant to effects
Hope generated by another phoenix knight. that weaken it. The phoenix blade gains a +4 bonus to
Smite Evil (Su): Starting at 2nd level, the saveagainstalleffectsthatdrainlife,abilityscores,levels
phoenix blade gains the ability to Smite Evil. or effects of instant death. Furthermore, he gains a saving
When he uses this ability against an evil throw even against such effects that normally do not allow
458 creature, he gains +4 to hit and +1/level to a saving throw, at half his normal save, and without
damage. If he has Smite Evil from another the +4 bonus from this ability.
Example: Jaelana is a Pal8/phoenix blade 8 and is attacked +1, Cloak of Charisma +2, Amulet of Natural
by an evil mage. The mage casts finger of death at her. The DC Armor +3, Staff of Earth and Stone (5
for her save is 23, and she has +6 for her Fortitude save from her charges), Large Steel Shield.
paladin levels, another +6 from her phoenix blade levels, +2
from her Con modifier, +3 from her Divine Grace paladin ability
Other NPCs
and +4 from Fountain of Life, for a total of +21, so she needs to Ueriva Huceand: Female elf Pal10/Phoenix
rolla2orbetter. Blade6; AL LG.
Later that battle, the mage tries to cast Enervation against Ueriva has a mission in life - to free as many as

Classes
her. Normally there is no save against this spell, but Jaelana gets many of her people as possible from the drow.
one because of this ability. Since this is also a Fortitude save and Ueriva was once a slave captured by drow as a
we have the calculations we just have to remove 4 from the child. She escaped when an elven raiding party
above example (21 — 4 = 17) and divide by half (17 / 2 = 8.5, rescued her and her fellow slaves. She dedicated
rounded down to 8) for a final save modifier of +8 against a DC herself to the freedom of all elves and in doing so
of20. drew the attention of the elven god of freedom.
Since her dedication she has rescued hundreds of
Summon the Phoenix (Su): At 10th level, the phoenix
elves. Her name has become feared in drow lands,
blade gets his most powerful ability: he can now imbue as many have failed to harm her while rescuing
his essence with that of the phoenix. When using this elves.
ability, the blade is surrounded by flames, inflicting 2d6 Binja’riol Kidfern: Male half-elf Rog3/Clr7/
points of divine fire damage to any evil creature within 20 Phoenix Blade2; AL NG.
feet. The fire damage bypasses fire resistance. The phoenix Binja’riol grew up on the streets of a large city.
blade takes half damage from cold and fire attacks, He was forced to thievery to survive. It was this
and no damage if the attack allows a Reflex save for half thievery that drew him to the attention to the
and you roll a successful save. Use of this ability costs clerics of a local temple. These clerics were under
a mission to save as many ’lost souls’ as possible,
five Turn Undead attempts. It lasts for 1 minute.
and decided that thieving street urchins would
Sample Phoenix Blade be their aim. Binja’riol was helped by these
Lanshara was raised by the people of the Liberty Hall, kindly priests and joined their order to do
a temple dedicated to the god of hope. From an early age penance. He now wants to show those once like
she felt a stirring in her heart when she heard the priests him that a better life is possible and is
talk about the god, and she began to train as a paladin. determined to help as many as possible in the
When she grew up and began adventuring she felt city.
something was missing, and after a fight with a young red Clangedor Brutress: Male dwarf Ftr4/Clr8/
dragon her god gave her a vision. Following her vision, Phoenix Blade5; AL LG.
she used the money she gained from the dragon s hoard Clangedor tries to keep the spirit of his fellow
to create new armor, enchant it, and follow the instructions dwarves alive. This is a daunting task in the face
of her god. After two years of solitude, she returned to the of unsurmentable odds as the dwarves of his
Liberty Hall, and demonstrated her newfound powers. A homeland face extinction from the goblinoid
short time after that she had the chance to test them when armies besieging them. Clangedor has lived
a group of drow attacked the temple. his whole life with this threat and believes the
Since then she has turned her full attention upon drow, dwarves are at their darkest hour. He believes
to free the miserable creatures living under their yoke. however, that if they face this threat and survive,
Lanshara: Female human Pal7/Phoenix Knight 5: the race will be reborn from the ashes just like the
Medium-size humanoid (5 8 tall); HD 12d10+36 (hp Phoenix. He pins his hope that the order he is a
128); Init +0; Spd 30 ft.; AC 26 (touch 16, flat-footed 24); part of will gather an alliance to rescue them,
Atk +14/+9/+4 melee (heavy flail, 1d10+2d6+4, 17- and that it is only a matter of time before they do
20/x2); SA spells, smite evil; SQ spell-like abilities, turn so.
undead, divine health, aura of hope, aura of courage; AL Nadiana Gyrter: Female human Pal8/Phoenix
Blade3; AL LG.
LG; SV Fort +17, Ref +8, Will +13; Str 14, Dex 10, Con
Nadiana wishes for the old days as they are sung
16, Int 11, Wis 14, Cha 20. in the sagas - heroes righting wrongs and evil
Skills & Feats: Diplomacy +8, Heal +5, Knowledge vanquished. There seems to be so much evil
(religion) +10, Ride +14, Sense Motive +12. Extra nowadays, she wonders how it came to be so out
Turning x2, Weapon Focus (heavy flail), Mounted of hand. She only has these thoughts in her
Combat, Ride-by Attack, Improved Critical (heavy flail). darkest days. Normally she wanders the land on
Paladin Spells Per Day (2; DC 12 + spell level): her trusty steed righting wrongs she finds on her
1st protection from evil, divine favor. ways. Lately she has encountered strong
opposition from barbarian tribes who are
Turn Undead — 16/day.
Possessions: +2 Full Plate of Command (like Breastplate attacking settlers new to the land. She hopes to 459
come to a mediation between the two people,
of Command), +2 Holy Heavy Flail, Ring of Protection
but fears enough butchery has been committed on Requirements
both sides. To qualify to become a Pistoleer, a character must fulfill
Gaxen Duitesse: Male human Ftr6/Clr3/Phoenix allthefollowingcriteria.
Blade9; AL CG. Base Attack Bonus: +5.
Gaxen lives a double life. By day he is a carpenter Tumble: 5 ranks.
in a city ruled by an evil warlord. By night he Feats: Exotic Weapon Proficiency (Renaissance firearms),
helps those trying to escape this horrid life. He Point Blank Shot, Dodge, Ambidexterity.
teaches all who ask that better days do exist
Class Skills
Classes

beyond the city walls and helps those who are


willing to take the chance of a better life. So far The Pistoleer’s class skills (and the key ability for each
Gaxen believes he has not been discovered by the skill) are Balance (Dex), Craft (Int), Jump (Str),
authorities. He takes every precaution possible Profession
that he and those he helps are not discovered. (Int), Spot (Wis) and Tumble (Dex). See Skills Overview
Lately Gaxen has been approached by rebels and further of the SRD for skill descriptions.
working within the city opposed to the tyrant’s Skill Points at Each Level: 2 + INT modifier.
rule. He is undecided whether to help them or not Class Features
and prays every day for a sign that will help him
All of the following are class features of the Pistoleer
decide.
Level BaBFort Ref Will Special
prestigeclass.
1st +1 +2 +0 +2 Aura of Hope Hit Die: d8.
2nd +2 +3 +0 +3 Smite Evil Weapon and Armor Proficiency: Pistoleers gain
3rd +3 +3 +1 +3 Flaming Weapon Martial Weapon Proficiency (rapier) and the light armor
4th +4 +4 +1 +4 Beacon of Hope
5th +5 +4 +1 +4 Penetrating Gaze
proficiency. They usually carry over better proficiencies
6th +6 +5 +2 +5 Free the Mind from other classes.
7th +7 +5 +2 +5 Greater Flaming Weapon Two-Gun Fighting (Ex): The Pistoleer s stock and
8th +8 +6 +2 +6 Cleansing Fire trade. He can wield and fire two pistols simultaneously.
9th +9 +6 +3 +6 Fountain of Life
10th +10 +7 +3 +7 Summon the Phoenix
Each pistol has a -2 penalty to attack and uses the
Pistoleer s highest BAB. Each pistol can still only fire
Pistoleer Prestige Class once per round.
Author: Adam Nave Fast Reload (Ex): The Pistoleer can reload a single
Pistoleers are gun-toting warriors known for pistol as a move-equivalent action instead of a standard
using pistols, particularly two at once. These action. This allows him to fire and reload one pistol or
gun-masters learn the nuances of their choice reload both pistols in a single round (taking no other
weapons, becoming better marksmen and faster actions).
on the draw. Lightly armored (or not armored Remember, without Fast Reload, firearms take a
atall),thebravePistoleerchargesintobattle, standard action to reload, which means that normal
hitting hard and fast. It is not uncommon for a characters cannot attack during a round in which they
Pistoleer to carry several loaded pistols just to reload their weapon. The Pistoleer can even reload while
keep his rate of fire up. When he gets low on he has two pistols or a rapier and a pistol in his hands.
ammunition, the Pistoleer switches to his The GM may allow other small items or weapons at their
backup weapon — the quick and light rapier. discretion.
Most Pistoleers are drawn from the ranks of Combat Marksman (Ex): By second level, the Pistoleer
fighters and other warriors, but brigands, has learned the art of using a ranged weapon in
highwaymen, pirates, swashbucklers and melee. He no longer provokes attacks of opportunity
rogues of all kinds are drawn to the life of the when using pistols in melee.
Pistoleer. Many become rapier-men and vice Gunman’s Defense (Ex): Also at second level, the
versa, because of the similarity in lifestyle and Pistoleer s reflexes become highly tuned and he learns to
theoverlapofskillsets.Pistoleersareself- avoid attacks upon his person. When wearing light or no
reliant by nature, often shunning the armor and wielding at least one pistol, the Pistoleer adds
help of others. They are almost never found in his Int bonus to his Dex bonus for the purpose of
large groups or in military organizations. As modifying AC. If the Pistoleer is denied his Dex bonus, he
evidenced by their backgrounds, Pistoleers looses this bonus as well. This does not stack with similar
prefer a life of freedom and an open road. They abilities.
also tend to be brave to the point of Weapon Focus (Renaissance firearms): At level
460 recklessness and are wild fighters. three the Pistoleer gains the feat of the same name. If he
already has it, no additional benefit is gained.
Gunman’s Secret (Ex): The Gunman’s Secret is: he gunpowder
doesn’t always have to use a gun. At fourth level the requires an Alchemy check (DC 25). Assume
Pistoleer learns to fight with a rapier in one hand and a the manufacture of gunpower costs 6 gp per
pistol in the other. If the Pistoleer takes a full attack with pound in raw materials and it takes one day
the rapier, he has a -2 penalty on all attack rolls but gains to make 1 pound. Gunpowder can be created
an additional ranged attack with the pistol (rather, with a in larger batches, but add two to the DC for
bullet) at his highest attack bonus (including the -2 every additional pound in the attempt. For
penalty).

Classes
instance, a 5-pound batch of gunpowder costs
The pistol is always considered to be in the offhand. 30 gp in raw materials and requires an
Small Pistoleers usually use a small rapier, which Alchemy check at DC 33. Gunpowder
does 1d4 damage and has a threat range of 18-20/x2. The typically sells for around 18 gp per pound but
pistol can also used as a blunt instrument (1d4 damage, it can go for as much as 10 times that in areas
20/x2). In this case, normal two-weapon fighting rules where it is rare or in demand. Bullets are easy
apply. to make or come by. Pistol bullets are
Weapon Specialization (Renaissance firearms): At simple lead spheres that can be made by
level five the Pistoleer gains the feat of the same name. If anyone with a fire, some lead and a bullet
he already has it, no additional benefit is gained. mould. A bullet mould resembles a pair of
Lightning Reload (Ex): At sixth level the Pistoleer s pliers with a hole in the side where the
practiced movements allow him to become more efficient molten lead is poured in. When the lead
at reloading his pistols. He can now reload two pistols as a cools, the mould is pried apart (it swings
single move-equivalent action. Reloading one pistol still open like a pliers) and the bullet falls out. It
takes a move-equivalent action. The Pistoleer can now usually still has some flash left on it (impe
fire and reload both pistols in a single round. The rfections from the moulding process), which
Pistoleer is able to do this by holding both pistols in one is carved off with a sharp knife. Some moulds
hand and filling both at the same time. The Pistoleer can cast multiple bullets. Making 10 bullets
cannot be holding other objects when using Lightning requires 24 ounces of lead, appropriate
Reload. tools and a Craft check (anything involving
Free Attack (Ex): By seventh level the Pistoleer has metalworking, DC 5). Most people can make
developed a keen eye for openings and quick hand. Once this check untrained. However, most
per round, if an ally gains an attack of opportunity against Pistoleers simply buy their bullets from a
an opponent, the Pistoleer may also make an attack of blacksmith or weaponsmith at a mere 1 sp per
opportunity with a pistol against the same opponent. The 10bullets.
Pistoleer must be able to see the opponent, have a pistol Sample Pistoleer
ready and loaded and be within one range increment to Jonquil Roland: Male human Rgr5/
take advantage of the opening. Pistoleer7: Medium- size humanoid (6 4 );
Quick Draw: At level eight the Pistoleer gains the HD 5d10+7d8+24 (hp 83); Init +3 (+3 Dex);
feat of the same name. If he already has it, no additional Spd 30 ft.; AC 21 (+2 mithril chain shirt,+3
benefitisgained. Dex, +2 Int); Atk +18/+13/+8 (+2 shock
Superior Weapon Focus (Renaissance firearms) rapier 1d6+5+1d6 shock, 18-20/x2) or +16 (2
(Ex): At ninth level the Pistoleer gains an additional +1 pistols 1d10+2, x3); SV Fort +8, Ref +9,
bonus to attack with a firearm. This stacks with Weapon Will +5; Str 16, Dex 16, Con 14, Int 14,
Focus. Wis15, Cha 14.
Superior Weapon Specialization (Renaissance Skills and Feats: Balance +10 (7 ranks, +3
firearms) Dex), Handle animal +9 (+7 Rank, +2 Cha),
(Ex): At tenth level the Pistoleer gains an additional Hide +26 (+8 Rank, +3 Dex, +15
+2 bonus to damage with a firearm. This stacks circumstance), Intuit direction +8 (+6
with Weapon Specialization. Rank, +2 Wis), Jump +10 (7 ranks, +3 Str),
Gunpowder and Bullets Listen +2 (+2 Wis), Move silently +2 (+2
In life, a Pistoleer s primary concern is finding gunpowder, Dex), Ride +9 (+6 Rank, +3 Dex), Search +8
money to buy gunpowder or materials to make it. (+6 Rank, +2 Int), Spot +17 (+15 Rank, +2
A single shot consumes 1 ounce of gunpowder (1/16th of a Wis), Tumble +11 (8 ranks, +3 Dex),
pound). Most never master the ability to make it with the Wilderness Lore +12 (+10 Rank, +2 Wis);
exception of gnomish Pistoleers, who consider it a point Dodge, Exotic Weapon Proficiency 461
of honor to be able to make their own. Creating (renaissance firearms), Improved Critical
(rapier), Point Blank, Precise Shot, Weapon Author’s Notes: It is expected that the Pistoleer is using
Focus (rapier). single-shot black power pistols, as opposed to multi-shot
Abilities: Two-Gun Fighting, Fast Reload, revolvers. They can hit hard, but they’re a bit
Combat Marksman, Gunman s Defense, slow on the attack (max 2 per round, 4 if hasted and
Gunman s Secret, Lightning Reload, Free circumstances permit). Gunpowder is rare and expensive,
Attack. limiting the availability of the class. Reloading a pistol is
Posessions: +2 shock rapier, +2 mithril shirt, a standard action, which limits normal characters to firing
every other round. Quick draw early on is recommended.
Classes

ring of feather falling, wand of cure serious


wounds (50 charges), robe of blending, goggles The use of a rapier helps to offset the small number of
ofthenight. attacksathigherlevels.
Level BaBFort Ref Will Special
Other NPCs 1st +1 +0 +2 +0 Two-Gun Fighting, Fast Reload
Legolar Juskiv: Male human Wiz10/Pistoleer5; 2nd +2 +0 +3 +0 Combat Marksman, Gunman’s Defense
AL CG. 3rd +3 +1 +3 +1 Weapon Focus (Renaissance firearms)
Legolar is virtually one of a kind in that he is a 4th +4 +1 +4 +1 Gunman’s Secret
user of the arcane arts, but he is fascinated with 5th +5 +1 +4 +1 Weapon Specialization (Renaissance firearms)
technology. He prefers to use his pistols instead of 6th +6 +2 +5 +2 Lightning Reload
his powers during a confrontation as he wishes to 7th +7 +2 +5 +2 Free Attack
8th +8 +2 +6 +2 Quickdraw
test the power of his weapons. Now he seeks to
9th +9 +3 +6 +3 Superior Weapon Focus (Renaissance firearms)
combine technology with magic and try and find a 10th +10 +3 +7 +3 Superior Weapon Specialization (Renaissance
way to enchant his side-arms. Legolar is tall firearms)
and thin, with hazel eyes and blond hair.
Rinya Weiraxsi: Female elven Rgr4/Ftr2/ Rock Thrower Prestige Class
Pistoleer9; AL N. Author: Itzhak Even
Rinya wishes to prove the superiority of woman Grolk was uneasy. He and his friends agreed to help
over men and has used her dazzling reflexes to the human kill the approaching group of elves, but he was
defeat her male opponents. Many have not certain the human would not turn on them after the
underestimated this small slim woman and that elves were dead. As the elves approached he stood still,
has been their undoing. Rinya likes the fact that waiting for his time to attack.
her pistols make her equal to any man and Elthandil led his fellows through the woods, using his
she everything with a pistol in her hand. knowledge to track the human necromancer that attacked
Ashnak: Male half-orc Ftr6/Pistoleer4; AL NE. their town. Suddenly he realized the woods were too quiet
Ashnak came across a pair of pistols after looting Something was afoot, but before he could alert his friends
an abandoned mine. In the mine he found the ten trolls appeared out of nowhere and began throwing
equipment necessary to make gunpowder and rocks, hitting with great accuracy and stunning Fleuril, the
bullets. He has started a business selling his cleric.
weapons to all evil races. In time he might come to Elthandil began to loose arrows from his flaming bow
the notice of the powers of good as his at the trolls, and was satisfied to see two of them going up
weapons could tip the balance between good and in flames from his arrows. From the corner of his eyes he
evil. saw Meamuril, the wizard, preparing to cast a spell, and
Nialom Yuric: Male half-elf Brd7/Pistoleer3; AL he felt sure the acid or fire spell unleashed would be
CN. devastating
Nialom uses his pistols only to defend himself if to the trolls.
things look grim. He prefers to trust in his name Then the tree just 20 feet from Meamuril became a
as a minstrel to keep him from harm, but if things troll, who threw a rock at the wizard and knocked him out.
look bleak, he engages with his pistols to even the Elthandil loosed three arrows at this newly arrived troll
balance. Nialom always has a lute on his back and and was surprised to see the monster evade his arrows.
usually plays a flute on his wanderings. His surprise did not last long when a rock thrown by another
Ziefirad Dragonskin: Male half-dragon Sor6/ troll stunned him, and the troll who killed Meamuril
Ftr4/ Pistoleer2; threw three rocks back at him, killing him.
AL LG. After Grolk and his friends looted the bodies, they
Ziefirad has a purpose in life. He was born to headed out to meet with the human. Grolk arrived at the
ensure that technology did not become too meeting place ten hours before the appointed time and set
prevalent. However he has come to see the use in himself in a hidden place so he could view it but be unseen
some technologies, but one he fervently opposes is himself.
gunpowder. He uses it only to even the odds When the human arrived and met the trolls to finish the
against those who also use it. Ziefirad is a large deal, he cast a spell at the trolls, making them move
462 human male with scaly hands and a thick golden slowly, and Grolk used his vantage place to throw a rock
brow. at the human, aiming it so it would bounce back and hit
the spellcaster s raven familiar. The human was enraged, Level BaB Fort Ref Will Special
but his expression turned to horror when the rock ricocheted 1st +1 +2 +0 +0 Impact
2nd +2 +3 +0 +0 Missile defense +1
into his raven familiar and smashed him into small
3rd +3 +3 +1 +1 Improved Far Shot
bits. 4th +4 +4 +1 +1 Missile defense +2
The human managed to escape, but the trolls hailed 5th +5 +4 +1 +1 Threatening Throw
Grolk as their leader. 6th +6 +5 +2 +2 Missile defense +3
Most adventurers know giants can throw rocks a good 7th +7 +5 +2 +2 Ricochet
distance, rivaling the best of the ranged weapons. Few, 8th +8 +6 +2 +2 Missile defense +4

Classes
9th +9 +6 +3 +3 Great Impact
however, have heard of the great experts of the giant races 10th +10 +7 +3 +3 Missile defense +5
andothercreaturesofsimilarsize(trolls,ettins,hags, character may stun the attacked creature.
minotaurs and ogres). Adventurers are full of tips on how The creature struck must make a Fortitude
to beat these creatures from afar, using arrows and spells. save DC 10 + the thrower s Str modifier. If
An unfortunate few, however, have encountered the the creature fails his save he is stunned for
dreaded Rock Throwers, and will speak in hushed voices 1 round. A stunned creature cannot act and
oftherangedtacticsthatfailed. loses any Dexterity bonus to AC, while
Many a smug elf has been squashed from afar because attackers gain a +2 bonus on attack rolls
he thought he was safely out of range with his bow, or against a stunned creature. Constructs,
spells. Even cover does not always provide the normal oozes, plants, undead, incorporeal creatures
safety. and creatures immune to critical attacks
The races that commonly have Rock throwers do not cannot be stunned by this ability. This
generally have a tradition of weapon crafting, except for ability can be used only once per round, and
some giants, and even giants prefer rocks for ranged no more than once per thrower s level every
combat. day.
Some of them perfected rock throwing. Those who Missile Defense (Ex): At 2nd level, the rock
take class levels tend towards barbarian, fighter or ranger, thrower has gained enough insight on
but can qualify even without this. missile combat that he gets a +1 dodge
Note: The feats presented in each monster s entry are bonus to his AC against missile attacks.
for an average member of this race, and individual This bonus increases to +2 at 4th level, +3 at
monsters can have different feat selection. 6th level, +4 at 8th level and +5 at 10th level.
Requirements The rock thrower does not lose this bonus
To qualify to become a Rock Thrower, a character even when caught flat-footed.
mustfulfillallthefollowingcriteria. Improved Far Shot (Ex): By 3rd level the
Size: Large or larger. rock thrower has learned to better use his
Creature Type: Humanoid, Monstrous humanoid, or muscles when throwing objects. This has
Giant. the effect of doubling the range increment of
Base Attack Bonus: +5 (see info at the end of file). thrown objects.
Feats: Point Blank Shot, Far Shot, Exotic Weapon Threatening Throw (Ex): By 5th level, the
Proficiency (Rocks). rock thrower threatens areas up to 30 feet
Class Skills away with his thrown stones. Any action
The rock thrower s class skills (and the key ability for within 30 feet of him that provokes an
each skill) are Climb (Str), Intimidate (Cha), Jump (Str), attack of opportunity will do so, if the
Spot (Wis), Swim (Str), and Wilderness Lore (Wis). See thrower has the ability to make an attack of
Skills Overview and further of the SRD for skill opportunity that round. He can still make
descriptions. only one attack of opportunity, unless he
Skill Points at Each Level: 2 + Int modifier. has the Combat Reflexes feat. Note that he
Class Features can only threaten areas this far if he has a
All of the following are class features of the rock rock at hand, or within easy reach.
thrower prestige class. Ricochet (Su): At 7th level, the rock thrower
Hit Die: d10 can make a special throw. If his initial attack
Weapon and Armor Proficiencies: Rock throwers roll hits, he makes a second attack roll with
are proficient with all simple weapons and with all rocks, the same bonuses against a second target no
as well as light and medium armor and shields. more than 10 feet away from the original
Impact (Su): Any bludgeoning weapon thrown by the target. This attack can only be used with a 463
thrown weapon whose size category is at
least one size smaller than the thrower.
Great Impact (Ex): At 9th level, the rock confident that not only had they not posted a sentry, but they
thrower has learned a lot about hitting were facing towards the fire As Fantandt waited in his tree, he
heard a snowy-owl
opponents and taking them out.
call from the tree on the other side of the clearing. Although
Once per day, he can make at attack that the ogres took no notice, Fantandt knew that his
works like the Impact ability, except that a partner, Shantanl was positioned in a tree of her own,
failed save will cause the creature to be ready to attack. After all, snowy-owls couldn t possibly
stunned for 1d4+1 rounds and knock him survive in this sub-tropical heat.
Classes

back 5 ft + 1 ft per 5 points of damage He silently loaded his bow and took aim at the leader
inflicted on him. of the group, knowing that Shantanl was doing the same.
Rocks — Exotic Weapon They both waited for the same moment, when the ogre
Size Weight Damage Critical Range would stand up and stretch to go to sleep. They had been
Increment* following it for three weeks now, and the ogre always
Small 10-30 pounds 1d10 x2 120 ft. stretched in the same way.
Small 30-50 pounds 2d6 x2 120 ft. Suddenly, a cry was heard from behind and below him.
Medium 50-70 pounds 2d8 x2 120 ft. He looked down and saw a group of regulars rushing towards
Medium 70-90 pounds 2d10 x3 120 ft. the ogres. The ogres had plenty of time to respond
* If a creature decides to use both hands to to the humans, as they had started their attack to early.
throw thebut Durin/Dorin are on good terms Just like regulars though Fantandt.
with the human. It is unsure where the ettin first Cursing under his breath, Fantandt let loose his first
came from and the necromancer does not pry arrow into the leader s chest, followed by two more, as
too much. He is just glad he has such an well as two of Shantanl s. While Shantanl s arrows continued
effective guard. to fly, Fantandt proceeded to attempt to aid the misfortunate
Enderol: Male minotaur Ftr2/Rock Thrower7; regulars in their poor attempts at survival by
AL LE. casting minor magics on them.
Enderol is very unlike other minotaurs. He is Within about 10 seconds, the battle was over. Although
very intelligent and knows what he wants from all the ogres were dead, only one of the five was
life — to be treated just like every other race. He by a regular s sword, the others were by arrows from
does not wish to be seen as a freak, but as a Fantandt and Shantanl. As the regulars were looking at
speaking sentinent humanoid. Unfortunately the bodies and wondering what had happened and where
for Enderol, not many are willing to listen to a the arrows had come from, the two slid from their trees
large hairy monster with horns on its head. and circled around the backs of the regulars.
Thus Enderol has had to learn to defend himself, The General will hear about your ineptitude, Captain.
especially from a distance as these humans The captain of the regulars spun around and stared
usually try to kill him with arrows. into the face of two scouts standing smugly at the edge of
Lionarn Bukaro: Male half-dragon Sor6/Ftr4/ the woods. As he was about to start yelling, he noticed the
Rock Thrower 5; AL CN. small stylized rank strips on their bows. These two reported
Lionarn has no real purpose in life. He is very directly to the General.
unsure what to do and just wishes to see as He bowed his head in an apology, and herded his soldiers
much of the world as is possible in the time back to their patrol.
allotted to him on this plane. At one point he Shantanl shook her head in silent wonder, trying to figure
was captured by an Ogre Magi and forced to out how that man could be allowed to lead others.
fight for him, and it was from this Ogre Magi Throughout the history of warfare, there have been
that Lionarn learnt the skills of a Rock Thrower. different divisions of warriors. There were the front line,
Sissilics: Male abomination Yuan-Ti Rock heavily armored and massively weaponed fighters, the
Thrower1; AL CE.
lighter armored cavalry, and the almost non-armored
Sissilics is an honor guard for a high-ranking
noble Yuan-ti. His master likes to sometimes
archers. Perhaps the most interesting type of warrior,
ride on his back as this is safer and the two are however, is the Scout.
not easily separated then. Sissilics is new to his The scout combines the best areas of many of the different
role, but spent all of his younger years in a types of warriors. They often have the speed of the
special order where all bodyguards are taught cavalry, the ranged abilities of the archers, and the
the ways of a Rock Thrower. frontline abilities of the fighters. Although they have all of
Scout Variant Core Class these, they are not the best at any of them. They take care
Author: Ian Cheesman of this with one more, very special addition. Just as
Fantandt looked through the foliage of the tree rangers cast nature spells and paladins cast divine spells,
464 he was standing in. Below him was the group of the Scouts have limited arcane casting abilities.
ogres sitting around a campfire. They were so . Adventure: Scouts adventure for many reasons, for
fame, money, and even just for an opportunity to practice Scout is expected to be able to survive in any
their skills. Scouts tend to adventure with mixed groups, type of engagement in any place.
as they aren t the best front line fighters or spell casters. No matter where the training occurs, another
Thus they tend to fall into support roles in adventuring scout, usually of at least 5th level always does
groups, just as they do when in a large battle. the training. Only by receiving the training of
Characteristics: Scouts excel at ranged combat, another scout can someone learn the Scout
whether shooting arrows or flipping daggers. They also Attack. The training also involves some time

Classes
have a limited spell casting ability that helps to keep spent with battle- mages, learning how to cast
persons wary and confused about the Scouts. Never forget spells, how to read magical tomes, how to
that the scout is also a warrior, though, or they can remind improvise material components, etc. It is from
you in many ways. theseteachersthattheylearntheirfirstspell.
Alignment: Scouts tend more towards the extremes, In addition to their military training and
with each Scout being very opinionated in just about magical training, Scouts also receive training
everything. in the arts of spying. Often used as
Level BaB Fort Ref Will Scout Special Spells per information gatherers, information disrupters,
Attack Day1st 2nd 3rd 4th
1st +0 +2 +2 +0 +0 Scout Attack 0 - - - and even assassins, Scouts often times find
2nd +1 +3 +3 +0 +1 Ranged Learning 1 - - - themselves sneaking through areas that other
3rd +2 +3 +3 +1 +2 1 0 - - military persons wouldn t dream of being able
4th +3 +4 +4 +1 +3 Sortie Learning 1 0 - - toenter.
5th +3 +4 +4 +1 +3 1 1 - -
6th +4 +5 +5 +2 +4 Ranged Learning 1 1 0 - Races: Halflings, humans, and half-elves are
7th +5 +5 +5 +2 +5/+1 2 1 0 - the most common scouts. Their bonus to
8th +6/+1 +6 +6 +2 +6/+2 2 1 1 - dexterity and/or bonus feat gives those
9th +6/+1 +6 +6 +3 +6/+2 2 1 1 0 characters a head start with ranged weapons.
10th +7/+2 +7 +7 +3 +7/+3 Ranged Learning 2 2 1 0
11th +8/+3 +7 +7 +3 +8/+4 2 2 1 1 Dwarves and half-orcs prefer the more up-and-
12th +9/+4 +8 +8 +4 +9/+5/+1 Sortie Learning 3 2 1 1 front methods of fighters and barbarians.
13th +9/+4 +8 +8 +4 +9/+5/+1 3 2 2 1 Likewise, elves and gnomes prefer the
14th +10/+5 +9 +9 +4 +10/+6/+2 Ranged Learning 3 2 2 1 delicacies of pure arcane magic to the
15th +11/+6/+1 +9 +9 +5 +11/+7/+3 3 3 2 1
16th +12/+7/+2 +10 +10 +5 +12/+8/+4 3 3 2 2 diluted form that Scouts use.
17th +12/+7/+2 +10 +10 +5 +12/+8/+4 3 3 2 2 Classes: Scouts will usually get along well
18th +13/+8/+3 +11 +11 +6 +13/+9/+5/+1 Ranged Learning 3 3 3 2 with fighters and rangers the best, provided of
19th +14/+9/+4 +11 +11 +6 +14/+10/+6/+2 3 3 3 2 course that neither class attempts to put them
20th +15/+10/+5 +12 +12 +6 +15/+11/+7/+3 Sortie Learning 3 3 3 3
down. Scouts usually also have a fairly good
Those scouts who are lawful are often found
relationship with wizards, as that is where
serving as a part of an army, following the strict rigors
they commonly receive their spells. Scouts
and constrictions with ease. Those who are chaotic are
share a common bond with monks and bards
found wandering the land, using their abilities as they see
as all three are often overlooked. For that
fit. Both good and evil scouts are found in armies, in
reason alone, groups of the three classes make
adventuring groups, and even as leaders of mercenaries.
a deadly force.
Religion: Scouts as a whole have no special tendencies
Abilities: Intelligence determines how
towards or against any specific religions, but those
powerful a spell a scout can cast, how many
who do choose to follow a god or goddess tend to be
spells he can cast per day, and how hard those
some of the most rigorous defenders and promoters of
spells are to resist. To cast a spell, a scout
theirfaiths.
must have an intelligence of 10 + the spell s
Background: All Scouts have some amount of formal
level. A scout gains bonus spells based on
training, mainly to teach the weapon skills and methods of
intelligence. The DC of saving throws against
attacks. The easiest way, and most common way, to get
a scout s spell is 10 + the spell s level + his
this training is through a professional military of some
intelligence modifier. Dexterity and strength
sort. Occasionally there are retired scouts who will train
are also very important for a number of skills
interested parties for a fee. Even this manner of training,
andforbattle.
however, is very militaristic in style, as that is the way the
veteran was trained. Class Skills
This training involves a myriad of tactics, types of The scout’s class skills (and the key ability for
weapons and armors, and how to survive off of the land. each skill) are Bluff (Cha), Climb (Str),
Concentration (Con), Craft (Int), Escape Artist
465
Trained in tree, horse, boat, and land fighting tactics, a
(Dex), Gather Information (Cha), Handle powerful fighters, they practice a special way of attacking
Animal (Cha), Hide (Dex), Intuit Direction that allows them to attack slightly faster then others can.
(Wis), Jump (Str), Listen (Wis), Move Silently While this style of attacking is always taught from another
(Dex), Profession (Wis), Ride (Dex), Search scout to a new scout, there are a number of styles out
(Int), Spellcraft (Int), Spot (Wis), Swim (Str), there. One group may use fancy footwork to be just a little
and Wilderness Lore (Wis). See Skills bit faster, while another group practices deft handwork.
Overview and further of the SRD for skill In a similar fashion to the increased attack speed of
descriptions. unarmed monks, Scouts attack at a -4 progression instead
Classes

Skill Points at 1st level: (6+Int modifier) x 4. of at the normal -5 progression (see SAB on the table
Skill Points at each additional level: above). This increased attack speed is only usable with
6+intelligence modifier. light weapons and with bows (short or long).
Scout Class Abilities As with the similar monk s unarmed attacks, this attack
All of the following are class features of the rating does not increase when their BAB increases.
scout. Thus if a scout were to pick up a level of fighter, their
Hit Die: d8 BAB would continue to increase normally, while the SAB
Armor and Weapon Proficiencies: Scouts would not. If a scout were to pick up a level of monk, the
are proficient with all simple weapons and all player would have to worry about BAB, UAB, and SAB.
ranged martial weapons. They are also Ranged Learning: The Scout gains a large proficiency
proficient with light armors and bucklers. with ranged weapons, both missile and thrown.
Note that arcane spell failure is as normal. Every fourth level, starting at 2nd level, the scout gains
Spells: Scouts gain arcane spells from the one of the following feats for free. Note that they must
limited list below. The spells must be prepared complete all prerequisites normally. As some of these
in a fashion similar to that of a wizard, which feats can refer to many different types of weapons, they
includes studying from their spellbook. can only be gained for ranged weapons through Ranged
This spellbook is one of the most prized Learning (i.e., improved critical, weapon focus, etc.)
possessions of the Scout. In order to gain new Armed Deflect Arrows*, Called Shot*, Ducking
spells in their spell book, they must transcribe Shot*, Expert Aim*, Far Shot, Improved Critical,
those spells from a wizard’s spellbook, or Improved Far Shot*, Mounted Archery, Point Blank Shot,
other similar written form. These spells Precise Shot, Rapid Shot, Shot on the Run, Weapon
can be scribed at any time, but a scout cannot Focus, Weapon Specialization (chosen at 6th level or
scribe a higher-level spell then he can cast. higher).
During their initial training, a Scout learns Sortie Learning: As the scout does not spend all their
one 1st level spell. Unlike any other spell they time focusing on ranged weapons, Scouts learn a number
can learn in the future, this spell is not found ofotherabilities.Everyeightlevels,startingat4thlevel,a
on the spell list below. Instead, this spell is scout can choose one of the following feats for free. Not
one that is specially granted to the that they must complete all prerequisites normally.
Scout by the battle-mages he or she works Accurate Attack*, Armored Caster*, Camouflage*,
with. The spell can be any spell that the mage Dodge, Expert Cower*, Fast Mover*, Improved Initiative,
knows that is not on the regular Scout spell Quick Draw, Weapon Finesse.
list. If a veteran Scout outside of an Spell List for Scouts:
established military training situation trains a 1st Level — detect magic, detect poison, detect snares
Scout, or if the military organization and pits, expeditious retreat, felb’s dissolving arrow*,
has no battle-mages, and thus learns their flare, know direction, light, mage hand, mending,
magical knowledge and skills from another open/close, prestidigitation, read magic, resistance, and
Scout, the newly trained Scout is limited to the original spell the Scout receives.
thespellthatthetrainerreceivedat1stlevel. 2nd Level — alarm, cat’s grace, detect secret doors,
Unlike a sorcerer, wizard, bard, or other arcane felb’s bedtime arrow*, felb’s fire arrow*, mage armor,
spell casters, a scout does not automatically magic weapon, message, mount, obscuring mist, pass
learn new spells as they progress. They must without trace, sleep, true strike
learn all of their spells from spell books 3rd Level — bull s strength, continual flame, darkness,
(either from other scouts or wizards). daylight, endurance, felb’s targeteer*, find traps, fog
Scout Attack: While Scouts are not the best cloud, knock, locate object, protection from arrows,
466 at front line attacking, or even the most silence
4th Level — arcane eye, blink, felb’s armorless arrow*, become Fades but when they do they tend to
felb’s weighty arrow*, gaseous form, glyph of warding, be the most powerful.
greater magic weapon, haste, keen edge, solid fog, wind Requirements
wall To qualify to become a Shadow Fade, a
Shadow Fade Prestige Class character must fulfill all the following
Author: David Adwokat
criteria:
Most races have a story they keep from their children. Alignment: Lawful or Neutral Evil

Classes
If the children knew of this story they would never sleep Race: Any
in their own beds. Adults laugh at this story and joke Base Attack: +5
about it being a fairy tale but they are most mistaken since Skills: Move Silently 8 ranks, Hide 8 ranks
the fairy tale is indeed based in fact. The fairy tale is and Listen 8 ranks.
about a nightmare, which has never been seen by anyone, Feats: Blind-fight, Combat Reflexes,
and very few know of their name. They are called Improved Unarmed strike.
Shadow Fades and they kill without remorse or regret. Special: Must be chosen to join the Shadow
Shadow Fades are hunters and assassins for the Fade brotherhood. During the ritual that
mysterious Shado. When someone needs to disappear the completes a Fades training, the character is
Shado summon a Shadow Fade. Their sole purpose in life permanently blinded. Only the spells like
is to dispatch the enemies of the Shado and those that Wish or Miracle allows the character to regain
disobey the Shado mandates become outcasts and are hersight.
hunted down. The Shado is a group bent on getting power Class Skills
by manipulating and controlling nations. Many nations The Shadow Fade s class skills (and the key
have fallen into their web by first asking for a favor and ability for each skill) are Concentration
having it granted. The rulers then are indebted to the (Con), Climb (Str), Craft (Int), Intuit
Shado and the Shado then control them. The Shado are Direction (Wis), Jump (Str), Knowledge
often the true power behind the throne in many nations. (Any) (Int), Listen (Wis), Hide (Dex), Jump
A Shadow Fade s life is not an easy one and begins (Str), Move Silently (Dex), Profession (Wis),
when they join with the Shado. Shadow Fades go through Sense Motive (Wis), Swim (Str) and Tumble
rigorous and harsh training. Some of the training involves (Dex). See Skills Overview and further of the
a trance like state and they become enthralled with the SRD for skill descriptions.
shadow. The training washes away the old personality and Skill Points at each Level: 4 + Int Modifier
all that is left is a husk for the Shado to fill and use. Many Class Features
don t survive the training ordeals to the final rights of All the following are class features of the
passage. shadow fade prestige class.
There is a legend among the few that know of the Hit Die: d8
Fade s existence. They believe the Fades where not always Weapon and Armor Proficiency: Shadow
evil. The Fades made a deal with the Shado to gain Fades are proficient with all simple weapons,
knowledge of the future and the Shado agreed to give the throwing axe, handaxe, sap, short sword,
them such knowledge as long as they willing served them. lightflail,rapier,scimitar,glaive,scythe,
The Fades agreed not knowing that they had doomed kama, nunchaku, and shuriken. Shadow
themselves, in order to see the future they must be blinded Level BaB Fort Ref Will Unarmored AC Special
Bonus
tothepresent. 1st +0 +0 +2 +0 +0 Shadow Sight (Darkness), Shadow
The culmination of the Shadow Fade s training is to Climb (+10)
have molten silver poured into their eyes. This arcane 2nd +1 +0 +3 +0 +0 Shadow Strike (Paralyze), Uncanny
ritual permanently blinds the Fades and allows them to Dodge (Dex bonus to
AC)
peer into the realm of shadows and the future. Forever is 3rd +2 +1 +3 +1 +0 Foresight +1
the light of day beyond their reach. 4th +3 +1 +4 +1 +0 Shadow Step 1/day
In between the light and dark is the shadow. The 5th +3 +1 +4 +1 +1 Shadow Sight (Invisible), Shadow
shadows are where the Fade is at home. Fades learn to tap Climb (+20)
6th +4 +2 +5 +2 +1 Foresight +2, Uncanny Dodge (Can t
into the shadow and the shadow grants them their be flanked)
abilities. 7th +5 +2 +5 +2 +1 Shadow Meld
Monks and rogues are the most common Shadow 8th +6 +2 +6 +2 +1 Shadow Step 2/day
Fades. Fighters at times seek the calling of the Shadow 9th +6 +3 +6 +3 +1 Foresight +3, Shadow Strike (Death)
10th +7 +3 +7 +3 +2 Shadow Walk, Shadow Sight 467
Fade. Clerics, Druids, Sorcerers and Wizards rarely
(Ethereal), Shadow Climb (+30)
Fades are not proficient with any armor or Fade gains the ability to manipulate shadows to create
shields. A Shadow Fade adds her Wisdom handles out of shadowstuff. This gives them a +10 bonus
bonus (if any) to AC, in addition to her totheir
normal Dexterity modifier, and her AC climb checks and allows them travel on vertical surfaces
improves as she gains levels. (Only add this or even traverses ceilings. To use this ability the area being
extra AC bonus if the total of the Shadow climbed must be cloaked in shadows. This can be activated
Fade’s Wisdom modifier and the number in as a free action. The Fade climbs at half her speed.
A creature can make a contested Strength roll with the
Classes

the “AC Bonus” column is a positive


number.) The Wisdom bonus and the AC Shadow Fade in order to attempt to pull the Fade off a
bonus represent a preternatural awareness of wall. The Shadow Fade receives a +2 bonus to this
danger, and a Shadow Fade does not lose Strength roll at 1st level a +4 at 5th level and a +6 at 10th
either even in situations when he loses his level. This ability can only be used if the Fade is in light
Dexterity modifier due to being unprepared, or no armor. At 5th level the climb bonus increases to
ambushed, stunned, and so on. (Shadow +20and at 10th level it increases to +30.
Fades do lose these AC bonuses when Shadow Strike (Ex): At 2nd level the Fade can try to
immobilized.) When wearing armor, a paralyze her prey. The Fade must study her victim for 3
Shadow Fade loses her AC bonus for rounds and then makes an unarmed attack that
Wisdom, AC bonus for class and level. successfully
Furthermore, her special abilities all face the deals damage. This unarmed attack has the additional
arcane spell failure chance that the armor effect of possibly paralyzing or at higher levels
type normally imposes. killing the target. This attack has to occur while hiding
Shadow Sight (Su): Beginning at 1st level inside a shadow and being undetected by the victim.
Shadow Fades have the ability to use their While studying the victim, the Fade can undertake other
silver eyes to perceive the shadow world actions so long as her attention stays focused on the target
around them. The world to them is seen in and the target does not detect the Fade.
shades of grey with the shadows being truly Once the Fade has completed the 3 rounds of study,
evident. Shadow Sight does not allow the she must make the shadow strike within the next 3
Shadow Fade to distinguish color or visual rounds. If a shadow strike is attempted and fails (the
contrast. This ability makes darkness (even victim
magical darkness) irrelevant to the Fade. This makes his save) or if the Fade does not launch the
ability extends in a 20’ cone for every class attack within 3 rounds of completing the study, 3 new
level of the Shadow Fade. If a being or an rounds of study are required before she can attempt
object outside the range of Shadow Sight the another
Fade can make a Listen check to determine if shadow strike.
she is able to find the target. Use the normal The victim has a chance to defend himself from the
Listen Difficulty Classes to determine shadow strike. The victim can make a Fortitude saving
the target number for the check. Shadow throw (DC 10 + the Fade s class level + the Fade s Wi
Sight makes Fades unable to use any ranged sdom
weapons that are beyond their sight range. modifier). If the saving throw fails against the paralysis
For this reason they mainly use throwing effect, the victim s mind and body become
weapons for ranged attacks. At 5th level Fade enervated, rendering him completely helpless and unable
become so in tuned with the shadow world to act for 1d6 rounds plus 1 round per level of the Fade. If
they are able to detect invisible creatures and the victim s saving throw succeeds, the attack is just a
being. At 10th level the Fade can detect normal unarmed attack.
ethereal beings. The Fade cannot read with Starting at 9th level the Fade can chose to kill the target
Shadow Sight. Shadow Sight makes the Fade of this attack. If the victim of such an attack fails his
immune to gaze attacks. Shadow Sight Fortitude saving throw (DC 10 + the Fade s class level +
prevents the Fade from casting any spells the Fade s Wisdom modifier) against the kill effect, he
that require a Somatic component. The dies. If the victim s saving throw succeeds, the attack is
reason for this is that the Somatic just a normal unarmed attack. A Fade can use shadow
components require precise motions of the strike once per day per Fade level. For Example a 6th level
Fade can Paralyze 6 times a day.
468 body, which the Fade cannot do blinded.
Shadow Climb (Su): At 1st level the Shadow Uncanny Dodge (Ex): Starting at 2nd level, the
Shadow Fade gains this ability to react to danger before In the region of shadow, the character can
her senses would normally allow her to be aware of it. At move at a rate of up to seven miles every 10
2nd level she retains her Dexterity bonus to AC (if any) minutes, moving normally on the borders of
regardless of being caught flat-footed or struck by an the Plane of Shadow but much more rapidly
invisible attacker. (She still loses any Dexterity bonus to relative to the Material Plane. Thus, a
AC if immobilized.) At 6th level, the Shadow Fade can no character can use this spell to travel rapidly
longer be flanked, since she can react to opponents on by stepping onto the Plane of Shadow,

Classes
opposite sides of her as easily as she can react to a single moving the desired distance, and then
attacker. stepping back onto the Material Plane. The
The exception to this defense is that a rogue at least 4 character knows where the character will
levels higher than the Shadow Fade can flank her (and come out on the Material Plane.
thus sneak attack her). Shadow walk can also be used to travel to
If the Shadow Fade has another class that grants the other planes that border on the Plane of
uncanny dodge ability, add together all the class levels of Shadow, but this requires the potentially
the classes that grant the ability and determine the perilous transit of the Plane of Shadow to
character’s uncanny dodge ability on that basis. This arrive at a border with another plane of
ability can only be used if the Fade is in light or no armor. reality. The transit of the Plane of Shadow
Foresight (Su): At 3rd level a Shadow Fade can predict requires 1d4 hours. The Fade can only use
the movements of her opponents. She effective sees this ability once per week + their Wisdom
where the opponent s shadow will be in the near future. modifier(Ifpositive).
The Shadow Fade may only track one of her opponents at Ex-Shadow Fades: A character that
a time and only those opponents that he can perceive with becomes nonevil cannot gain new levels as a
her Shadow Sight ability. She may switch her ability to Shadow Fade but retain all Shadow Fade
another opponent as a free action during her turn. This abilities. If the Fade regains her sight all the
ability gives her competency bonuses of +1 dodge bonus classabilitiesarelost.
to AC against that opponent, a +1 on all saves vs. spells or Sample Shadow Fade
effects caused by that opponent and a +1 attack bonus to Krisa sniffed the air. She knew that her prey
hit that opponent. At 6th level, this ability increases to a was close. She felt the carriage pass her with
bonus of +2 to dodge, saves and attacks. At 9th level this ten well-trained and well-equipped bodyguards
ability increases to bonuses of +3. on horseback. She smiled inwardly for this
Shadow Step (Su): Starting at 4th level the Shadow assignment was more than a mission for
the Shado it was personal. The portly passenger
Fade can use shadows to blur her form once per day. This
got out of his carriage and wobbled nervously
distortion grants the Fade one-half concealment (20% towards the inn s door flanked by his
miss chance) and a +4 blur bonus to AC. A See Invisibility bodyguards. After an hour or so she heard the
spell does not counteract this effect, but a True Seeing merchant go up the creaking stairs to his room.
spell does. Opponents who cannot see the subject ignore He locked and warded his door but this would
thisabilitieseffect. not protect him for the Shado s most feared
This ability lasts for one minute per Shadow Fade weapon: The Shadow Fade. His bodyguards
class level and must be done in the presence of shadows. patrolled the hallways and were posted in front
This ability can only be used if the Fade is in light or no of his door. The moonless night was the perfect
setting for her task. She timed the guard patrols
armor. The Fade can do this twice per day at 8th level.
and slowly sneaked to the edge of the inn. She
Shadow Meld (Su): Beginning at 7th level Shadow scaled three stories on the side of the building
Fades can use the Hide skill even while being observed. using the shadows as her handholds. It took a
As long as they are within 10 feet of some sort of shadow, little time but she found what she was looking
a Shadow Fade can hide from view in the open without for, Gregore s window. The fool was so
anything to actually hide behind. They cannot, however, confidant in his bodyguards that he failed to
hide in their own shadows. lock his window. Krisa tumbled silently into the
Shadow Walk (Su): At 10th level a Shadow Fade can room and with one quick strike to Gregore s
travel by using the plane of shadows as a conduit. To use throat he was paralyzed. His eyes flung
open and he tried to scream for help. He saw
the shadow walk ability, the character must be in an area
his death in the beautiful raven haired woman
of heavy shadows. The character is transported along a standing before him. Gregore stared at his
coiling path of shadowstuff to the edge of the Material
Plane where it borders the Plane of Shadow. The effect is
blinded daughter and sweat started to drip off
his brow. Krisa smiled. She
469
largelyillusory,butthepathisquasi-real.
their spells and fool the weak minded. Shadow Walkers,
normally did not talk to her victims but this time like most other spell casters, have a
she would make an exception and only this time. I
thirst for knowledge. Unlike some others they
see you remember me. Krisa whispered. The
merchant tried to speak, maybe beg for his life but
find unique ways to gain their insight of magic. They use
he could not move a muscle. I remember all the shadows of others to see what they are doing and learn
those years ago when you sliced me with your of new sources of magic. Some of the more devious
blades. Every scar is a badge of honor for me. Now Shadow Walkers use this knowledge to blackmail the
its my turn to pin a medal on your chest. she unwary.
hissed. The merchant s eyes widened with fear as
Classes

They know what is needed at a given time because they


Krisa plunged the poisoned blade into his heart. It have seen it in the shadows. Many monarchs have fallen
cut was so precisely done not a drop of blood was into their clutches by use of the technique of shadow
spilled on his robes. Almost finished. Krisa
scrying.
thought. She threw a shuriken shaped like the
symbol of chaos above the body of her father and it
The most powerful and ruthless Shadow Walkers have
embedded itself into the wall. She wiped her banded together to exploit their abilities and to further
blade clean on Gregore s tunic and silently jumped their agenda. While others trade in arms and armor these
out of the window. She faded into the shadows Shadow Walkers trade in secrets and knowledge. One of
knowing that her masters would be pleased with the biggest and most secretive organizations controlled by
the nights work. the Shadow Walkers is called the Shado. Shado is an
Krisa Karlak: Female half-elf Rog8/Shf4; ancient word for betrayer of the light. Shadow Walkers
Mediumsize humanoid; HD 8d6+4d8 (hp 56); aligned with the Shado weave a web of lies in order to
Init +7 (+3 Dex, +4 Improved Initiative); Spd bend the rest of the world to their will.
30 ft.; AC 18 (touch 15, flatfooted 12); Atk For a few Shadow Walkers the quest for knowledge is
+14/+9 melee (1d6+2, 19-20/x2, +3 so great, that they shed their mortal coil to become one
Shortsword) or +12 ranged (1, x2, Shado with the plane of shadow. These outsiders are some of the
Shuriken); AL LE; SV Fort +4, Ref +12, Will most feared beings in the inner circles of arcane study.
+6; Str 14 (+2), Dex 16 (+3), Con 10 (+0), Int Beware those that cross their path, for their shadow
14 (+2), Wis 16 (+2), Cha 12 (+1). legions will not be far behind. A Shadow Walker such as
Skills and Feats: Balance +12, Disable Device this has earned the name Lord of Shadows.
+11,Gather Information +10, Hide +13, Requirements
Innuendo +10; Intimidate +10, Listen +14, To qualify to become a Shadow Walker, a character
Move Sense Motive +10, Move Silently +14, mustfulfillallthefollowingcriteria:
Open Lock +10, Search +11, Tumble Alignment: Any non-chaotic and non-good.
+12, Use Magic Device +12, Blind-fight, Feats: Blind Fight, Spell Focus (Illusion)
Combat Reflexes, Improved Initiative, Skills: Knowledge (Arcana) 8 ranks, Knowledge (The
Improved Unarmed Strike and Toughness. Planes) 5 ranks, and Scry 8 ranks.
Class Abilities: Evasion, Foresight +1, Shadow Spells: The ability to cast 4th level spells.
Sight (Darkness), Shadow Climb (+10), Special: Shadow walkers may not cast spells from the
Shadow Strike (Paralyze), Shadow Step 1/day, school of Evocation. A shadow walker, who breaks this
Sneak Attack +4d6 and Uncanny Dodge (Dex rule, loses all abilities of the prestige class. Many wizards
bonus, Can t be Flanked +1 AgainstTraps). who become shadow walkers chose Evocation as their
Possessions: +3 Shortsword, Masterwork opposition school.
Daggers (x2), 20 Shado (Chaos Shaped) Class Skills
Shurikens and Ring of Protection +3. The shadow walker s class skills (and the key ability
Shadow Walker Prestige Class for each skill) are Alchemy (Int), Concentration (Con),
Author: David Adwokat Craft (Int), Knowledge (Any) (Int), Profession (Wis),
Between the light and the dark there is shadow. Scry (Int), and Spellcraft (Int). See Skills Overview and
There are a few spell casters whose lust for further of the SRD for skill descriptions.
power and knowledge lead them to the Skill points at each Level: 2 + Int modifier
mysterious ways of the shadow. They want to Class Features
control what other mortals may fear. These All the following are class features of the shadow
spell casters take the patterns of light and dark walker prestige class.
and weave them into spells from another plane. Hit dice: d4
470 They are known as Shadow Walkers. Shadow Weapon and Armor Proficiency: A shadow walker is not
Walkers tap in the plane of shadow to augment proficient in any armor or shields. They can use simple
weapons. reaches 2nd level they can create visual
Spells per Day: As spell casters, shadow walkers illusions from surrounding shadows. This
continue training in their existing parent class and gain ability mimics the minor image spell and can
the spells per day as if they had advanced in that class. be used once per day per class level.
For example, an 8th level sorcerer that takes a level in Shadow Scry (Sp): Beginning at 3rd level, the
shadow walker will gain the spells per day of a 9th level shadow walker is able to use shadows to scry
sorcerer. However, shadow walkers gain no other benefits on creatures. Since a creature s shadow is
oftheirparentclasses(e.g.bonusfeats,classabilities,

Classes
bound to the creature s material form, there is
etc.). Also, if a player meets the requirements for more conflict between the walker s attempts to
than one arcane spell casting class, they must choose use the shadow against its caster. This conflict
which is to be the parent class throughout their training as takes place on a subconscious level for the
a shadow walker. creature being scried upon. They do get a
Darkvision (Ex): Shadow Walkers have an intimate saving throw to counter the shadow walker s
connection with the shadow. At 1st level gain the ability to scry attempt. When using shadow scry, the
see normally in darkness at a range of 30ft. Darkvision is Shadow Walker makes an opposing roll of
black and white only but otherwise like normal sight. theirscryskillvs.thecreaturesWillsave.If
Darkvision does not grant one the ability to see in magical successful, the Shadow Walker is able to
darkness. When the shadow walker reaches 5th level she is project part of their mind into the target
able to see up to 60 in utter darkness including magical s shadow. If unsuccessful the target has a
darkness. If the character already has Darkvison the range sensation that they are being watched but are
of it increases by the stated amount. uncertain of where or how. Shadows Walkers
Shadow Touched (Sp): Shadow Walkers open their are then able to see and hear their
souls to the realm of shadows to gain insight and power. surroundings, as well as know their location in
Level BaBFort Ref Will Special Spells per Day
1st +0 +0 +0 +2 Darkvision (30ft), Shadow Touched +1 level of existing
the plane of Shadow, which overlaps the
class Material Plane. They are not able to affect their
2nd +1 +0 +0 +3 Shadow Illusion surroundings, unless they have other aids such
3rd +1 +1 +1 +3 Shadow Scry +1 level of existing class as a crystal ball of telepathy. Shadow Scry
4th +2 +1 +1 +4 Shadow Tendrils
5th +2 +1 +1 +4 Darkvision (60ft), Shadow Scry +2 +1 level of existing
can be stopped by any means that would
class prevent normal scrying attempts. The scry skill
6th +3 +2 +2 +5 Summon Shadow check is modified by the following situations:
7th +3 +2 +2 +5 Shadow Scry +4 +1 level of existing class Situation Modifier
8th +4 +2 +2 +6 Shadow Form No knowledge of subject -15
9th +4 +3 +3 +6 Shadow Walk +1 level of existing class Secondhand knowledge -10
10th +5 +3 +3 +7 Lord of the Shadows Firsthand knowledge -5
This touching of the shadow plane forever changes them. Familiar with subject +0
Has likeness or picture +5
This connection with the plane of shadow determines how Possession or garment +8
powerful a shadow walker s spells will be. A shadow Body part, lock of hair etc +10
walker s effectiveness is tied to the amount of light at the As the Shadow Walker s connection with
time they cast their spells. Shadow walkers are at a Shadow Realm improves, they get bonuses to
disadvantage in bright daylight but their spells get their scrying skill (+2 at 5th level, and +4 at 8th
progressively stronger as the light fades. Even thought level), but only when attempting to shadow
they don t like to admit it shadow walkers need some light scry. Shadow scry can be used once a day for
for what is a shadow with out the light to project it. In every 2 levels of shadow walker, and is
conditions of total darkness they become very weak. initiated as a full round action. The shadow
Below is the table that shows this progression. walker must concentrate in order to maintain
Light Condition the scrying (10 min/level).
Effective
Class Level
Shadow Tendrils (Sp): Shadow Tendrils
Bright daylight -2 creates 1d4 prehensile tendrils that the shadow
Continual light -1 walker can control. Theses tendrils seem to
Weak daylight, dusk, or light +0 burst out from the shadow walker and head
Late twilight, strong moonlight, lantern light +1
Weak moonlight, torch light +2
toward the target. Each round, in addition to
Candlelight, starlight +3 whatever actions a shadow walker could
Total darkness -3 normally make, the tendrils can make either an 471
Shadow Illusion (Sp): When a shadow walker “unarmed” disarm or grapple attack with a
(such as a solid wall), the walker is pushed out to the
reach of 5 feet per shadow walker level.
nearest open space and take 1d6 points of damage per 5
These attacks do not draw an attack of
feet that the walker traveled. Shadow form can be used for
opportunity. The tendrils are treated as
a total of 1 minute per level per day. For example a 8th
Medium and have an attack bonus of 5 plus
level shadow walker, who uses Shadow Form for 5 rounds,
the shadow walker s class level. The tendrils
still has 7_ minutes of Shadow Form left for that
Strength score is your Strength +5. While
24-hour period.
grappling each tendril does 1d4 points of
Shadow Walk (Su): At 9th level a Shadow Walker
damage plus the strength modifier.
Classes

can travel by using the plane of shadows as a conduit. To


The tendrils are immaterial and can only be
use the shadow walk ability, the character must be in an
damaged by weapons that affect incorporable
area of heavy shadows. The character is transported along
creatures or objects. If attached the tendrils
a coiling path of shadowstuff to the edge of the Material
have an AC of 10 + the shadow walker s dex
Plane where it borders the Plane of Shadow. The effect is
bonus and hit points equal the shadow
largelyillusory,butthepathisquasi-real.
walker s level. This ability can only be used in
In the region of shadow, the character can move at a
a light condition that is +1 or higher. See light
rate of up to seven miles every 10 minutes, moving
condition table above. This ability can be used
normally on the borders of the Plane of Shadow but much
1 times a day for every two shadow walker
more rapidly relative to the Material Plane. Thus, a
levels for a total of 10 minutes per level.
character can use this spell to travel rapidly by stepping
Summon Shadow (Sp): At 6th level Shadow
onto the Plane of Shadow, moving the desired distance,
Walkers gain the ability to summon a shadow.
and then stepping back onto the Material Plane. The
Unlike a normal shadow, this shadow s
character knows where the character will come out on the
alignment matches that of the shadow walker.
Material Plane.
The summoned shadow cannot be turned,
Shadow walk can also be used to travel to other planes
rebuked, or commanded by any third party.
that border on the Plane of Shadow, but this requires the
This shadow serves as a companion to the
potentially perilous transit of the Plane of Shadow to
shadow walker and can communicate
arrive at a border with another plane of reality. The transit
intelligibly with the Shadow Walker. The
of the Plane of Shadow requires 1d4 hours.
Shadow Walker can summon an amount of
The Shadow Walker can shadow walk once per day
shadows equal to her charisma modifier. A
and it last for 10 hours.
shadow walker adds +1 HD (and the requisite
Lord of the Shadows: At 10th level the Shadow
base attack and base save bonus increases)
Walker through long association with the shadow plane
to all her shadow companions for every three
completely transforms into a being of shadow. Her type
class levels she has. If a shadow companion is
changes to Outsider , which means (among other things)
destroyed, or the Shadow Walker chooses to
she is no longer affected by spells that specifically target
dismiss it, the Shadow Walker must attempt a
humanoids, such as charm person, but she can be pushed
Fortitude saving throw (DC 15). If the saving
out by a magic circle spell against her alignment. The
throw fails, the Shadow Walker loses 2000
Shadow Walker no longer looks like the race she once
experience points. A successful saving throw
was. She is made out of material shadow stuff and takes
reduces the loss by half, to 1000 experience
the form of a silhouette shadow of the race she once was.
points. The Shadow Walker s experience
Her body feature are hard to distinguish but can be made
can never go below 0 as the result of a
out. The most telling sign of the change is that the
shadows dismissal or destruction. A destroyed
Shadow Walker s eyes now have an eerie silver glow to
or dismissed shadow companion cannot be
them. The Shadow Walker can now command shadows
replaced for a year and a day.
and other outsiders/undead touched by the plane of
Shadow Form (Su): Upon reaching 8th level
shadow such as shadow mastiffs and nightshades as an
the Shadow Walker becomes so in tuned with
evil cleric rebukes undead. This clerical rebuke is as a
the shadow realm she can take the form of a
cleric of a Shadow Walker s level and is added to any
living shadow. This transformation is a full
previous clerical rebuking ability.
round action. The Shadow Walker becomes an
incorporeal shadow, along with her
Sample Shadow Walker
Alexia s boots make a clinking sound as she crossed
equipment. When this ability expires, the
the obsidian floor to the threshold to the Shado s Inner
character returns to a corporal existence. If the
472 Shadow Walker deactivates the ability and
Sanctum. The smooth glass black doors opened for the
albino elf as she approached them. Stepping though the
become material while inside a material object portal she quickly moved to the candle on the opposite
end of the room. With ancient words of the arcane she lit Summon Familiar and Summon Shadow.
the candle. She turned to face the mirror behind her and Spells per Day: 6/6/6/6/6/4.
focused her eyes on the reflection of the candles shadow Spells Known: 0-level arcane mark, detect
in the mirror. You summoned me lord Shado? she said. magic, Disrupt Undead, Mage Hand,
The shadow refection in the mirror swirled like the Mending, Open/Close, Ray of Frost, Read
early morning mist and it took the form of a cloaked man.
Magic and Resistance. 1st Cause Fear,
They have retuned. The shadow shaped responded.
Chill Touch, Identify, Mage Armor and
Who has my lord? Alexia asked looking puzzled. The

Classes
Ikonins. Deal with them before they learn of me. The Magic Missile. 2nd Darkness, Invisibility,
shadow dissipated and the candle went out. As you wish Levitate, Mirror Image, and Misdirection. 3rd
my lord. Alexia said as she departed form the room. Dispel Magic, Fireball, Hold Person and
Three Shadows met Alexia as she move away form Major Image. 4th Fear, Phantasmal Killer and
the doors to the sanctum. What is your command my Shadow Conjuration. 5th Nightmare and
Mistress? they asked unison. She turned to the first Shadow Ev ocation.
Shadow and commanded it to report. The merchant mage Possessions: Ring of Protection +3, Robe of
Gregore has lied to us, my mistress. He delivered the
the Archmagi (Black), Amulet of Natural
Keystone we seek to another who offered him more gold
Armor +2, Dagger +1 (x2), Dagger of Venom,
and he tried to sell us a fake. Alexia sighed Send Krisa to
leave our mark on him as a warning to those who lie to and wand of web.
us. The Shadow bowed and disappeared down the hall.
Alexia faced the second Shadow and said Rally the
Eclipse Knights I have a task for them. The Shadow
bowed and she turned to the third. The Traitor Lucien
awaits you embrace my mistress. The Shadow said.
Take me to him. She followed the Shadow to the oubliette
were she saw a frail old man whose feet where incased
in stone.
Why did you betray us old man? Was it gold?
Woman? What? What could cause you to break your bond
with the Shado? The old man coughed and left his head
to look at Alexia in the gloom. In a harsh whisper of a
voice he said, It was something you don t not understand
you illegitimate witch! It was for honor! Alexia looked at
Lucien with fire in her eyes. Flowing black tendrils shot
forth from her body and wrapped around his neck.
Lucien s face started to turn blue. No Lucien, you are the
only illegitimate bastard born here. Lucien grabbed at the
tendrils at his neck as his eyes bulged from their sockets.
Soon his head twisted off and was flung against the wall
as it left a trail of blood across the room. Alexia looked at
her Shadow Companion and said Clean up the mess and
return me in the Library. I have a task for you. The
Shadow bowed as Alexia turned so fast it made her skirts Sonomancer Prestige Class
flutter. Author: Spencer The Sigil Cooley
Alexia Ilbourne: Female half-elf Sor8/Shw6; M edium- The Sonomancer is a mage whose studies focus
size humanoid; HD 14d4 (hp 28); Init +4 (Improved on the magic of sound. Many Sonomancers are
Initiative); Spd 30 ft.; AC 20 (touch 20, flat-footed 20); drawn from the ranks of bards, especially those
Atk +8/+3 melee (1d4+1, 19-20/x2, Dagger of Venom) or who become fascinated by magic, although
+9/+4 ranged (1d4 +1, 19-20/x2, Dagger +1); AL NE; SV wizards and sorcerors are not uncommon.
Fort +5, Ref +5, Will +12; Str 8 (-1), Dex 11 (+0), Con 10 The occasional rogue or cleric (usually of a
(+0), Int 14 (+2), Wis 14 (+2), Cha 20 (+5). music-loving deity) may become a sonomancer,
Skills and Feats: Concentration +12, Knowledge (A but members of other classes are almost never
rcana) +12, Knowledge (The Planes) +9, Scry +12, found among their ranks.
Spellcraft +12, Bind-fight, Craft Wondrous Item, Sonomancers walk a line between a bard s love
Improved Initiative, Leadership, Spell Focus (Illusion) and of song and curious nature and the calculating
Spell Penetration. battlereadiness of a hardened sorcerer. They
Class Abilities: Darkvision (60 ft.), Shadow Illusion, love music, but also love the crack of thunder, 473
Shadow Tendrils, Shadow Touched, Shadow Scry +2, the roar of a waterfall, or complete silence, as
sonomancer has a caster level of 12. If he gained a level of
all of these are manifestations of sound. When
sorcerer, his sorcerer spells would have a caster level of 4
faced with a challenge, a sonomancer is as
(one from sorcerer and three from sonomancer), while his
likely to use the destructive energies at his call
bard spells would continue to have a sonomancer level of
as he is try to talk his way around the problem.
12 (three from sonomancer plus nine from bard).
He still maintains a love of song and can create
Level Ba BFort Ref Will Special
magical effects via song as well. 1st +0 +0 +2 +2 Combined Levels, Sonomancer Cantrips, Sonomancer
Requirements Music
To qualify to become a Sonomancer, a character 2nd +1 +0 +3 +3 Spell Boost, Access to Sonomancer Spell List
Classes

3rd +1 +1 +3 +3 Deafening Sonics


mustfulfillallthefollowingcriteria. 4th +2 +1 +4 +4 Spell Boost, Sonic Subsumption
Perform: 8 ranks. 5th +2 +1 +4 +4 Irrepressible Voice
Spellcraft: 6 ranks. 6th +3 +2 +5 +5 Spell Boost, Echolocation
Knowledge (Arcana): 6 ranks. 7th +3 +2 +5 +5 Silencing Sonics
8th +4 +2 +6 +6 Spell Boost, Sonic Subsumption
Class Skills 9th +4 +3 +6 +6 Thunderous Sonics
The sonomancer s class skills (and the key 10th +5 +3 +7 +7 Spell Boost, Sonic Mastery
ability for each skill) are Diplomacy (Cha), Sonomancer Music Ability: See separate sub-header
Gather Information (Cha), Knowledge (Arcana) below.
(Int), Perform (Cha), Profession (Wis), Speak Access to Sonomancer Spell List: At second level,
Language (—), and Spellcraft (Int). See the character learns to integrate his knowledge of sound
Skills Overview and further of the SRD for with any existing spellcasting knowledge. A character
skilldescriptions. with levels in another arcane spell-casting class may
Skill Points at Each Level: 4 + Int modifier. choose spells from the sonomancer spell list as though
Class Features they were class spells for his other arcane class.
All of the following are class features of the Spell Boost: A sonomancer s study of magic allows
sonomancer prestige class. him to increase in spellcasting ability. The character gains
Hit Die: d4 1 spell slot per day whose level is one higher than the
Weapon and Armor Proficiency: The highest level spell he can already cast in a particular
Sonomancer gains no new weapon or armor arcane spellcasting class (and, if this is a class that
proficiencies. spontaneously casts spells, such as a sorcerer, also gains
Sonomancer Cantrips: At first level, a one spell known at that level). The sonomancer chooses
sonomancer learns a small number of arcane one arcane spellcasting class to apply this spell boost to at
spells and gains the ability to cast them. The each boost the decision is made when the spell boost is
sonomancer gains these spells from the acquired and cannot be changed later. Spell boosts stack.
sonomancer spell list. He may cast three 0-level The spell boost ability is always applied after determining
spells per day and knows four spells of 0-level. the character s ability to cast spells in the chosen class.
These are cast in the same manner as a bard or Sonomancers may choose to apply the spell boost
sorcerer (i.e., Spell DC is tied to Charisma). ability to his sonomancer class (indeed, for some
Sonomancers gain further spells only through sonomancers, the sonomancer is their only arcane
their spell boost ability. These cantrips are cast spellcasting class). This limits available spells to those on
at the sonomancer s class level. the sonomancer class list. If a character that can cast 9th
Sonomancers without other arcane spellcasting level spells gains this ability, the character instead gains
classes: Some sonomancers do not have access one extra 9th-level spell slot (and an additional known
to arcane spells from other classes. They have spellof9thlevel).
an arcane caster level equal to their sonomancer Deafening Sonics (Su): When casting a spell with the
level. They only learn spells from the sonic descriptor and an instantaneous duration, the
sonomancer list and not from any other class sonomancer
spell list. The Combined Levels ability does not may choose to add deafening volume to the spell.
apply in this case; the sonomancer s caster level Any creature affected by the spell must also make a
ishisclasslevel. Fortitude save (DC 10 + spell level + sonomancer s
Combined Levels: A sonomancer adds his Charisma modifier) or become deafened for 1 round per
sonomancer class level to the class level he has sonomancer level. Unlike metamagic feats, this does not
achieved in any arcane class when determining change the level of the spell slot required, nor does alter
casting time. It cannot be combined with the sonomancer
474 caster level for that class. Extra spells per day
and other benefits are not received. s Silencing Sonics ability, nor with his Thundering
Thus, a 9th-level bard who is also a 3rd-level Sonics ability. This ability may be used three times
perday. required, nor does it alter casting time. It
Sonic Subsumption: Each time this ability is indicated, cannot be combined with the sonomancer s
the sonomancer chooses one form of energy other Deafening Sonics ability, nor with his
thansonic(e.g.,fire,cold,electricity).He gains access to Thundering Sonics ability. This ability may
any spell with that descriptor from any class list as though be used three times per day.
it were a sonomancer class spell at the level listed for the Sonic Mastery (Su): At 10th level, the
original class. The Access to Sonomancer Spells ability sonomancer gains complete mastery over sound

Classes
effectively grants all of the sonomancer’s arcane classes and silence magical effects. As a move-
access to these spells. The subsumed spells substitute equivalent action that provokes an attack of
sonic energy for the listed energy type. For example, a opportunity, the sonomancer may attempt to
6thlevel bard gains four levels in sonomancer and chooses dispel any silence effect that would otherwise
cold as his energy type. His spell boost ability has affect him. Treat this as though the sonomancer
provided him with a spell of 4th level. He selects as his had cast a targeted dispel magic at the silence
spell ice storm (from the sorcerer list, not the bard list), effect. He may use this ability as often as he
which has the cold descriptor, but instead it becomes wishes. Furthermore, the sonomancer gains
sonic storm, behaving precisely as ice storm but dealing Energy Resistance (Sonic) 10 and is
sonic damage instead of cold damage. completely immune to non-damaging sonic or
Irrepressible Voice (Su): The sonomancer has such a sound-based attacks (e.g., the singing of a
mastery of sound that he is unaffected by silencing effects harpy). Finally, he may attempt to counter any
when casting spells. Those in the area of the silence effect spell with a sonic descriptor by using any
can hear the sonomancer s voice as he intones the spell. prepared spell (or spell slot) of equal or greater
This ability does not enable the sonomancer to otherwise level. This is otherwise treated as a standard
speak in a silence effect. counterspell attempt. For example, if a sorcerer
Echolocation (Su): The sonomancer becomes so attempted to cast shout (a 4th-level spell), a
well-attuned to sound and silence that he is able to detect sonomancer could use any spell or spell slot of
creatures’ positions by their sound. He gains the at least 4th level to attempt a counterspell.
echolocation ability (see Special Ability section of the Sonomancer Musical Abilities
SRD) with a range of 30 feet. Much like the bard, the sonomancer learns to
Silencing Sonics (Su): When casting a spell with the use music to duplicate magical effects. A
sonic descriptor and an instantaneous duration, the sonomancer may use these abilities once per
sonomancer may choose to add a silencing effect to the sonomancer level per day. If the sonomancer
spell. also has levels in the bard character class,
Any creature affected by the spell must also make a Will these uses per day stack, and using either a
save (DC 10 + spell level + Sonomancer s charisma bardic ability or a sonomancer ability counts
modifier) or become silenced for 1 round per sonomancer against these total daily uses. Note that this has
level. Unlike metamagic feats, this does not change the no effect on the Bardic Knowledge class
level of the spell slot required, nor does it alter casting ability, which is completely separate.
time. It cannot be combined with the sonomancer s Sonomancers may use their musical abilities to
Deafening Sonics ability, nor with his Thundering Sonics create the following effects. All effects are
ability. This ability may be used three times per day. Spell-like abilities. All may be countered by
Thundering Sonics (Su): When a casting a spell with the countersong ability of a bard or another
the sonic descriptor and an instantaneous duration, the sonomancer.
sonomancer may choose to add extra power to the spell to Countersong: A sonomancer with at least 3
dispel magical silence effects. Any magical silence in the ranks in Perform may use the countersong
area of the spell cast by the sonomancer is also treated as ability.Thisabilityisidenticaltothebards
though a targeted dispel magic had been cast on it, using countersong ability (see Basic Character
the caster level of the sonomancer to attempt the dispel. Classes I under Bard in the SRD). Recall that
For example, this allows a shout spell to attempt a dispel bard and sonomancer levels stack for purposes
of a globe of silence spell in addition to the shout spell s ofusingthisability.
normal effects. The dispel effect takes place prior to other Doubletime: A sonomancer with at least 8
spell effects, so if, in the above example, the shout spell ranks in Perform may motivate a single creature
dispelled the globe of silence, those in the globe would within hearing to move and act more quickly (if
suffer the effects of the shout spell. Unlike metamagic the creature is unwilling, a Will save of DC 10 475
feats, this does not change the level of the spell slot plus the sonomancer s Charisma modifier is
allowed). The creature gains an extra partial (this is not due to a piercing sound but rather the
action each round (this stacks with any partial force and pressure of the sonic waves set up by the
actions otherwise granted, such as from a sonomancer).
haste spell). The sonomancer can maintain The bubble badly disrupts missile fire; all tiny
this effect for as long as he continues singing projectiles passing through the area (including those fired
and can perform mundane actions (such as from within the area) automatically miss, deflected by the
combat) but not magical actions (including the sound pressure. Small projectiles suffer a —8 penalty to
casting of spells, use of scrolls, etc.) up to a hit, Medium projectiles suffer a —4 penalty, and Large
Classes

maximum of 5 rounds. The effect ends projectiles suffer a —2 penalty. Projectiles of Huge or
immediately when the sonomancer stops greater size are unaffected. The effect can be maintained
singing. A sonomancer with at least 13 ranks for one round plus one round per point of Charisma bonus
in Perform may affect two creatures the sonomancer possesses (minimum total time of one
simultaneously with this effect. This increases round). A magical silence effect automatically cancels
to three at 18 ranks, and four at 23 ranks in thiseffect.
Perform. Sound Wall: A sonomancer with at least 20 ranks in
Song of Silence: A sonomancer with at least 8 Perform can create a wall of pure sonic energy anywhere
ranks in Perform may create a musical effect within 30 feet of himself. The wall thus created must be at
that dampens all sound in an area. The area so least 5 feet in each dimension (height and width) and can
affected is a sphere with a 15-foot radius, be no greater than 20 feet in any dimension (note that
centered on the sonomancer. Anyone physical barriers and physical barriers only may cause
attempting to make a Listen check within this the wall to be smaller than the listed dimensions). The
area has a —10 circumstance penalty to his wall affects missile fire in the same manner as the sound
roll, and anyone trying to make a Move bubble effect above. Attempting to pass through the
Silently check has a +10 circumstance bonus sound wall requires a successful Bull Rush; treat the wall
to his roll. The sonomancer may maintain this as being of the same size as the creature attempting to
effect for up to 5 rounds. The sonomancer may pass through and having a Strength score equal to the
take mundane actions, but not magical actions, Sonomancer s Charisma score for determining the success
while maintaining this effect. of the attempt. Creatures attempting to pass through the
Shrill: A sonomancer with at least 11 ranks in wall take 2d6 sonic damage for each attempt (no save)
Perform may create a shrill vibration that will and are deafened for 2d6 rounds (a Fortitude save vs DC
shatter a single mundane object of his choice. 16 plus the sonomancer s Charisma modifier negates this
The sonomancer must take a full-round action effect). The wall can only be detected by a low hum until
to perform the shrill, and designates a the creature actually enters the wall. The wall can be
single nonliving target within 30 feet. At the maintained for a number of rounds equal to the
end of the shrill, the target takes 5d6 points of Sonomancer
sonic damage, ignoring hardness, with a s Charisma bonus (minimum of one round). The
Fortitude save for half (DC 13 plus the Sonomancer may perform mundane actions, but may
sonomancer s Charisma modifier). perform
Sound Bubble: A sonomancer with at least 15 no magical actions while maintaining the wall. A
ranks in Perform may create a highly intense magical silence effect automatically cancels the wall in
sound so intense that the sound pressure is theareaaffected.
quite easily discerned. The sound bubble has a Sonomancer Spell List
15-foot radius, centered on the sonomancer. Sonomancers who have another arcane spellcasting
The sonomancer must take a full-round action class use that class list, adding these spells to it at the
to initiate the sound bubble. Each round, any appropriate levels. Sonomancers who have no other arcane
creature other than the sonomancer within the spellcasting classes choose their spells from the following
area of effect must make a Fortitude save (DC list only. Note that though they can only achieve 5th-level
15 plus the sonomancer s Charisma modifier) spells with their own spell boost ability in this case, other
or be deafened as long as it stays within the spell boost abilities, such as those that apply to Epic-
bubble and 1d4 rounds thereafter. The creature Level characters may apply, hence the list for
also suffers 1d6 points of sonic damage on a completeness:
failed save. Creatures that have been deafened 0 level — daze, detect magic, ghost sound, mage hand,
476 (or do not hear at all) must still make a saving mending, read magic
throw each round to avoid the sonic damage 1st level — alarm, charm person, command, identify,
message, ventriloquism +2 (+2 Dex); Spd 60 ft.; AC 22 (touch 16,
2nd level — enthrall, hold person, shatter, silence, flat-footed 20); Atk +12/+7/+2 melee (1d6,
sound burst, whispering wind 15-20/x2, rapier +1 keen) or +15/+10/+5
3rd level — bestow curse, charm monster, dispel magic, ranged (1d8+1, 19-20/x2, 160 ft., light
remove curse, sculpt sound crossbow +1 distance); AL N; SV Fort +8,
4th level — confusion, emotion, lesser geas, minor Ref +16, Will +15; Str 8, Dex 15, Con 10,
globe of invulnerability, shout Int 16, Wis 12, Cha 22.
5th level — dominate person, greater dispelling, mind Skills & Feats: Concentration +6, Craft

Classes
fog, permanency (lute) +8, Diplomacy +21, Gather
6th level — globe of invulnerability, mass suggestion, Information +21, Jump +9, Knowledge
permanent image, true seeing (arcane) +26, Listen +14, Perform +31 (+33
7th level — antimagic field, limited wish, power word with lute), Scry +10, Sense Motive +4,
stun, spell turning Spellcraft +26, Spot +3, Use Magic Device
8th level — demand, mass charm, power word blind, +17; Alertness, Dodge, Expertise, Far
symbol Shot, Great Fortitude, Mobility, Point Blank
9th level — dominate monster, power word kill, wail of Shot, Skill Focus (perform); Bardic/
the banshee, wish Sonomancer Music 20/day, Bardic
Sample Sonomancer Knowledge +13, Deafening Sonics, Sonic
Cynthia Finelli began her career as a court bard, entertaining Subsumption (Cold, Fire), Irrepressible
in first a minor nobleman s court and moving Voice, Echolocation, Silencing Sonics,
from there to ever-more-influential circles as her reputation Thunderous Sonics, Sonic Mastery,
grew. Eventually she heard whispers of a group of musicians Spell Boost (3rd, 4th, 5th, 6th x2).
with such power over music they outshown any bard Possessions: Gloves of Dexterity +2, Cloak
ever known. She could not stand the idea that anyone of Charisma +4, Ring of Protection +4,
could out-perform her, and set out to discover this secret
Bracers of Armor +6, Masterwork Lute,
society. She was rebuffed at all turns, sent away as nothing
more than a minstrel or spoiled courtier out to impress
Boots of Striding & Springing, Rapier
some monarch. She was finally denounced in public as a +1 (keen), Light Crossbow +1 (distance).
power-seeking, tin-eared jongleur who would end her days Bard Spells Per Day (3/5/5/4/2/2/3; DC 16
teaching scales to wealthy brats. +spelllevel)
Devastated and humiliated, Cynthia fled society and Bard Spells Known (6/4/4/5/3/1/2)
went into isolation. She knew well the truth of the insults, 0-level — detect magic, ghost sound, light,
but burned with anger than anyone would dare attack her mage hand, prestidigitation, read magic
so in public. She knew word would get around in her circles 1st-level — charm person, hypnotism,
and she would never be able to perform in court
message, ventriloquism
again. Worst of all, she knew she had true talent, but had
never applied herself fully to the music, relying instead on
2nd-level — enthrall, minor image, sonic
the magical tricks she could perform. She had learned metal (chill metal), sound burst
enough in her investigations to know that, truly, any 3rd-level — charm monster, emotion, haste,
Sonomancer major image, sculpt sound
could easily out-perform her, as their tie to the 4th-level — dominate person, shout, sonic
music itself was much stronger. storm (ice storm)
In a quiet sort of penance, Cynthia worked alone, with 5th-level — persistent image
her lute, delving into the mysteries of the melody. She 6th-level — project image, sonic seeds
went back to the basics, starting with scales and working
(fireseeds)
her way through all the training exercises of her youth.
This time, however, she lingered over each note, each Other NPCs
scale, each rhapsody of sound. She learned every sound Angeiola Erteriuj: Female elf Brd6
her lute could make, and went from there. All unknowing, Sonomancer8; AL CG.
Cynthia worked at this, until her playing was heard from a Angeiola is a little known performer in the royal
great distance by those who attuned themselves to such court. She prefers it that way as she is then able
things. to get some work done. And her work is to
When Cynthia returned to civilization, she had a few protect the elvish king. One might think that a
more lines on her face, but no one paid much attention to bard is a weird choice as a bodyguard, but
that once she started playing. She has mastered the path Angeiola specialises in bringing down enemies
of the Sonomancer and her name grows legendary. in ways they are not expecting. She can usually
Cynthia Finelli: Female human Brd10/Sonomancer be found performing in the royal court when the 477
king is in attendance, usually strumming a
10: Medium-size humanoid; HD 10d6+10d4 (hp 60); Init
stringed instrument as background music. The reputation where he lives. No-one knows he is the thief preying
only time any sound is heard from her, is when on unsuspecting merchants and nobles, but every knows that a
she is attacking an assassin. Otherwise Angeiola cat burglar
lets her music doing her talking for her. is on the loose. Ujok just loves the challenge this now
Zedmund Deepington: Male dwarf Ftr3/Brd5/ represents and wonders how much longer he can remain
Sonomancer3; AL NG. anonymous before he will have to ’retire’ for a time.
Zedmund is an unusual choice of Sonomancer,
but an effective one, especially if he perfects his
Verdant Prestige Class
Author: Ian Cheesman
Classes

technique of percussion. Zedmund is a battle


Have you ever spoken to a tree? More than just to ask
bard, assisting warriors in
it if that party of orcs passed by or whether there were
battle with keeping a certain rhythm going. He
dragons in the area. I mean, really had a conversation.
started experimenting
They know more than you think. They see everything, and
with ways the sound could be used offensively
they never, ever forget. Everything a tree has known is
a couple of years ago and is slowly adding to his
buried somewhere in its rings.
repetoire. When not in battle, Zedmund goes into
If you can meld with the plant life of the world, you can
the mines and assists the miners or even the forge
finally see what it is to be part of an unimaginably huge
to help smiths with keeping a certain tempo that
organism. One world.
they can work with.
Naygor Febston: Male human Sor8/Brd2/ The Verdant is an amazing creature. Both humanoid
Sonomancer1; AL LE. and plant, the Verdant wanders the world as a champion
Naygor was a quiet child. You would never think of the deity of Nature. A Verdant might be found taking
that looking at him now. Now Naygor speaks with the role of a druid, a cleric, or even of a ranger in many
a loud voice whereever he goes. He likes to make areas of the world. Even though the powers gained are
his presence known, even before he actually great, the path is rare, for the problems gained are great
arrives somewhere. Under this facade, Naygor is too. The Verdant, while working with plants and for
able to plan treachery to those who think ill of plants, also has his own goals.
him. No-one knows of his arcane prowess, all
Those few mortals who choose the path of a Verdant
think him a young minstrel with a loud voice,
trying to make his mark on the world. Recently are live in a world that most cannot begin to fathom a
Naygor discovered that he could produce world where plants speak and have emotions and desires,
devasting effects with his voice. He plans to just like you and I. Most Verdants come from either Druid
retreat for a year or so and see what else he can or Ranger backgrounds. More rarely, a cleric of the
learn about this new-found power. goddess of nature will choose this path to better serve her
Katerina Blumfield: Female human Clr7/Brd3/ goddess. There is a rumor that once a bard tricked the
Sonomancer5; AL LN. deity into accepting him as a Verdant, but this could
Katerina has always loved music. Instead of simply be a wild story for the firesides.
becoming a minstrel or singer, she decided to try
Verdants maintain neutrality in almost every thing that
and find the source of music and her search led
her to her deity. Katerina knows no home temple they do. Whether this is an aspect of their previous life, or
or even a normal home. She wanders on her own through the new perspective gained from their closeness
whim, learning about all the different types of to nature doesn t matter. Verdants worship both nature
music available. To do this properly, she learned and the deity of nature. They receive their spells and
some skills from talented bards, so that she could many of their abilities from the deity of nature, but at the
record accurately the music she discovered. From same time still respect the primal forces that have been
one of these bards, she learnt the craft of the around since long before the gods existed, and gain many
Sonomancer and how to protect herself with just powers from those forces as well. Very few can garner the
her voice. Anyone listening to Katerina would
forces from both areas, and it is one of the many things
think she were an elf, or of elvish blood
due to her lyrical voice. that lead the Verdant to be honored, respected, and
Ujok Trenfert: Male human Rog10/Brd1/ sometimes feared.
Sonomancer8; AL NE. Verdants keep aloof and distant from most humanoid
Ujok is a cat burglar by trade. He likes to enter and animal communities. However, few are more
hard to reach houses and pilfer any valuables he passionate about their lives and those they care for than
finds. He stumbled upon the fact that certain the Verdant. Verdants, for some odd reason, are fascinated
sounds can create certain effects. He finds that if by the lifestyles of earthen creatures, and will study them
he pitches his voice at just the right level, he can to great extent. It is one of the few things that can break
cause glass to shatter. And of course there
their concentration when dealing with plants.
478 would be no silence if there were no sound. So by
understanding sound better, he has been able to Elves, half-elves, halflings, and humans are the most
move silently better. Ujok has a certain infamous common Verdants. Dwarven Verdants are as rare as
dwarven druids, while gnomes are far too social to readily
with alignment CN, LN, NG, or NE becomes
take up this path. The possibility of a sentient plant
N, whereas someone who was CG could be
gaining the abilities of the Verdant has raised some
CN or NG.
unsettling visions of a planet swept clean of animal life.
Note: No Animan will ever be admitted into
An interesting note is that of the relationship between
the Verdants. Likewise no Verdant could ever
the Verdant and the Animan. While both of these groups
become an Animan (as their philosophies are
represent the epitome of the forces of plants and animals
too different to ever connect).

Classes
(respectively), they rarely work together. In fact, they
Class Skills
often look at the other as a group of poorly misguided
The Verdant s class skills (and the key ability
persons, who should be pitied, but also watched, just in
for each) are Concentration (Con), Craft (Int),
case.
Handle Plant (Cha) [as handle animal, but
Requirements
works on plants instead of animals], Hide
To qualify to become a Verdant a character must fulfill
(Dex), Intuit Direction (Wis), Knowledge
allthefollowingcriteria.
— nature, religion (Int), Plant empathy (Cha)
Knowledge (nature): 8 ranks.
[ as animal empathy, but works on plants
Knowledge (religion): 4 ranks.
instead of animals], Profession (Wis),
Profession (herbalist): 8 ranks.
Wilderness Lore (Wis). See Skills Overview
Wilderness Lore: 8 ranks.
and further of the SRD for skill descriptions.
Spells: ability to cast 4 spells with the word plant in
Skill Points at Each Level: 4 + Int Modifier.
them, at least one of which must be 3rd level, or 4 spells
Class Features
that are within the plant domain.
All of the following are class features of the
Special: Any prospective Verdant must convince the
Verdant prestige class:
nature deity to accept her into this rare order and lifestyle.
Hit Die: d6.
This is very hard to do, and will be different for each
Weapon and Armor Proficiency: Verdants
applicant.
gain proficiency in all simple weapons. They
It might be a task such as single handedly stopping
gain no proficiency with any type of armor or
a group of 100 orcs from destroying a forest. It might
shield. The Verdant cannot wear any sort of
be growing and caring for the perfect flower, battling
armor or shield unless it is made from wood,
disease and insects.
vines, leaves, or other plant products,
Once the task is completed, the applicant must spend
exclusively (includes magical items).
one week in a forested area to become one with the trees
Spells: Verdants continue to cast divine spells
and plants. This area need not be a special area to the deity
(from the nature deity) as their previous class.
or to the applicant, but must be predominated by plant
However, they change their spell list to the
life. During this time, the applicant may undertake any
Verdant Spell List. If the character had access
normal actions such as studying magic, practicing fighting
LevelBaBFort Ref Will Special Spells per Day
to the animal domain or the fire domain
1st +0 +2 +0 +2 The Path or The Way, Verdant Body, speak with as a cleric, they loose the ability to cast those
plants +1 level of existing class spells, and they loose the domain abilities for
2nd +1 +3 +0 +3 Command plants, Woodland stride those domains. They gain in their stead,
3rd +2 +3 +1 +3 Plant, Special Feat +1 level of existing class
4th +3 +4 +1 +4 Commune with Nature, Eat the Earth — 2 hours
however, access to the plant or earth domains,
5th +3 +4 +1 +4 Sap (1/-, +2) +1 level of existing class one per domain lost.
6th +4 +5 +2 +5 Branch, Eat the Earth — 5 hours Example: Rootbasker was a cleric of the nature
7th +5 +5 +2 +5 Transport via Plants +1 level of existing class deity with the animal and plant domains. After
8th +6 +6 +2 +6 Sap (2/-, +4), Eat the Earth — 8 hours becoming a Verdant, Rootbasker forsook the
9th +6 +6 +3 +6 Special feat +1 level of existing class animal domain and gained the earth domain
10th +7 +7 +3 +7 Shambler, Eat the Earth — 11 hours
as a replacement (already having the plant
skills, etc, as long as more than half of their time is spent
domain). Wisdom determines how powerful a
learningthelifeofaplant.
spell a Verdant can cast, how many spells the
At that time, they must also make a decision to follow
Verdant can cast per day, and how hard those
one of two paths, the Path of the Pine, or the Way of the
spells are to resist. To cast a spell, a Verdant
Willow (see Class Features below for more details).
must have a Wisdom score of 10 + the spell s
Special: The Verdant finds that she has taken a more
level. A Verdant gains bonus spells based on
neutral view on life after her period of attunement. If he
Wis. The DC of a saving throw against a
was not True Neutral before the change, he finds himself
Verdant s spell is 10 + the spell s level + the
479
moved one step closer to true neutrality. Thus, a character
Verdant s Wisdom modifier.
becomes) a cleric with the Plant domain, the levels stack
The Path/The Way (Ex): After the Verdant s
for the purpose of this ability.
oneweek attunement, she undergoes a period of
A Verdant can gain any of the turning feats such as extra
change. During this change, the Verdant begins
turning, as a cleric. These feats apply to the Verdants plant
to physically manifest her choice in paths.
turningabilityonly,nottoturningabilitiesthataffect
Regardless of which path is chosen, the
undead or other creatures. The Verdant is not able to use
Verdant becomes very vulnerable to fire
this ability to power any of the other divine
damage. She will suffer an additional 1 point
channeling abilities that the cleric has.
Classes

of damage per die of fire damage suffered.


Woodland Stride: At 2nd level the Verdant gains this
Thus a fireball spell will do more damage than
druid ability (see SRD for details). If the character already
usual, but so will stepping on a hot coal.
has this ability, magically enchanted areas no longer affect
The Path of the Pine: One of the first things
hereither.
that the Verdant will notice, is that their skin
Plant: At 3rd level, the Verdant gains the Plant type,
gradually becomes more like bark. This results
and is subject to all the penalties and abilities of the plant
in two things. It gradually makes the Verdant s
type:
skin tougher, but it also makes the Verdant
Immune to poison, sleep, paralysis, stunning, and
stiffer,decreasingdexterity.Atfirstlevel,the
polymorphing.
Verdant gains a +2 to their Natural Armor
Not subject to critical hits or mind-influencing
bonus. This bonus increases by 1 or 2 every
effects.
three levels (+3 at 4th, +5 at 7th, and +6 at 10th).
Low-light vision.
However, the Verdant also gains a permanent
The Verdant becomes subject to plant-affecting spells,
—1 to dexterity at 1st and 7th levels.
as well as the commanding attempts of clerics with access
The Way of the Willow: Those Verdants that
to the Plant domain. However, because he retains some
chose this path often feel that the stiffness of
human qualities, he gains a +5 bonus to his saving throws
the Pine is too much to give up. While their
against such powers, and has turn-resistance 5.
skin still toughens, it gets nowhere near the
Special Feats: A Verdant gains one of the following
strength of those that follow the Path of
feats at 3rd and 9th levels for free: Extra Turning,
the Pine. They, however, do not loose any
Toughness,
mobility during this strengthening.
or Track. Note that Track can only be received once.
At first level, the Verdant gains a +1 to their
Commune with Nature (Sp): Upon reaching 4th level,
Natural Armor bonus. This bonus increases by
the Verdant can use commune with nature once per day.
one at 5th level and again at 10th level (total +3
Eat the Earth (Ex): Beginning at 4th level, the Verdant
Natural Armor).
can accelerate their healing by rooting their feat into
Verdant Body (Ex): As the Verdant becomes
the ground. After carefully burying their feet in acceptable
more in tune with the natural world, their body
soil (the type that would normally grow plants), the
begins to reflect their choice. Their coloration
Verdant s feet and toes act as roots.
and shape begins to reflect their path. The
For every hour that the Verdant spend rooted, she will
Verdant appears in the same general shape as
regain 1d10 hp. At 4th level, the Verdant can only spend
he did before. Her fingers become tapered;
up to 2 hour in this way per week. At 6th level this
appearing much like gnarled branches or stems.
increases
From her feet and ankles grow tangles of short
to 5 hours, at 8th level it increases to 8 hours, and
roots. A Verdant has new abnormal behaviors.
at 10th level it increases to 11 hours total per week.
Whenever possible, she will go barefoot, to be
Note that any amount of time less then one hour or
closer to the soil, she spends as much time as
under one-hour increments count towards the total allotted
she can tending and protecting plants, she will
time, but does not help with hp. Also note that no
walk about in the rain with a blissful
Verdant can ever spend more than 5 hours in this way at
expression,etc.
any one point in time.
Speak with Plants (Su): The Verdant is able
Sap: At 5th level, the Verdant may ignore a certain
to speak with plants at will.
amount of damage. Her blood has turned into sap, which
Command Plants (Su): The 2nd level Verdant
is thicker and harder to spill than blood, and thus the
can rebuke or command plant creatures in the
Verdant
same fashion that an evil cleric rebukes or
takes less damage. This is reflected as damage reduction
480 commands the undead. He may invoke this
ability a number of times per day equal to 2 +
1/—. By examining the effects of her sap on (and
within) her own body, the Verdant also gains a greater
his Charisma modifier. If the Verdant is (or
understanding of plant-derived poisons. This grants her
Verdant Spell List
+2 to all herbalist and healing checks when dealing with Verdants choose their spells from the
these poisons. At 8th level the bonuses from Sap increase followinglist:
to 2/— and +4, respectively. 0-level (Orisons) create water, detect poison,
Branch (Ex): At 6th level the Verdant can grow an entangle, goodberry, know direction, light,
extra limb. The extra branch-like limb slowly sprouts pass without trace.
from the Verdant s body at a random spot. This limb 1st level barkskin, calm plants (as calm

Classes
holds both plant and humanoid properties, just like the animals, but plants), cure minor wounds,
Verdant herself. detect plants (as detect animals or plants, but
This branching attempt can only be attempted once a plants only), detect snares and pits, endure
month, as it is a great strain on the Verdant. It takes an elements, faerie fire, inflict minor wounds,
hour of concentration to fully grow the branch, after plant friendship (as animal friendship, but
which the Verdant is winded for an additional hour. The plants),shillelagh.
extra limb only remains for 2d6 days, and then falls off. 2nd level charm plants (as charm monster, but
A Verdant who has the wildshape ability (or any other plants), cure light wounds, delay poison,
method of changing forms) cannot Branch when not in hold plant (as hold animal, but plants),
her natural state. The new limb has a number of possible inflictlightwounds,invisibility
uses, some of which are determined by the path of the to plants (as invisibility to animals, but
Verdant. plants), plant growth, resist elements, shatter,
For more information about extra limbs, see the SRD. soften earth and stone, warp wood, wood
The benefits gained are as follows: shape.
Acts as another hand. Useful for anything from 3rd level control plants, cure moderate
crafting wounds, diminish plants, inflict moderate
to carrying to fighting. Normal penalties apply, and the wounds, neutralize poison, protection from
new limb is considered yet another off-hand. elements, spike growth, snare, tree shape.
+2 on attack rolls when engaged in wrestling or 4th level antiplant shell, cure serious wounds,
grappling. i nflict serious wounds, poison, quench, tree
+2 bonus to all strength checks where arm strength is stride, wall of thorns.
a 5th level awaken (plants only), commune with
factor (kicking a door wouldn t count, but punching it n ature, cure critical wounds, inflict critical
would) wounds, insect plague, repel wood,
Any Verdant who has branched more than ten times transmute mud to rock, transmute rock to
may learn the feats multi-attack and multi-dexterity mud.
normally. 6th levelantilifeshell,changestaff,circleof
Additionally, each path has a special benefit and doom, find the path, healing circle,
hindrance ironwood, liveoak, spellstaff,
gained while the Verdant has the extra limb: stone tell, transport via plants.
The Path of the Pine: The extra growth causes even 7th level command plants, control weather,
more reduced dexterity, giving the Verdant an additional harm, heal, repulsion, sunbeam, transmute
—2 to dexterity as long as the limb is attached. metal to wood.
The limb does, however, grant the Verdant a +2 8th level phase door (wood only), plant
strength bonus as well. shapes (as animal shapes, but plants),
The Way of the Willow: The extra branch can be used regenerate, repel metal or stone, shambler,
as a whip. As this whip is connected naturally to the whirlwind.
Verdant herself, all attacks in this way are made as if the 9th level antipathy, earthquake, horrid
Verdant had proficiency and focus in the whip. However, wilting, mass heal, shapechange (plants
the branch of a Willow Verdant is very exhausting only), sympathy.
to the Verdant, causing a —4 to all constitution checks Sample Verdant
(including fortitude, concentration, etc.) Susanian has recently learned about the
importance of the plant world. Like many people,
Transport via Plants (Sp): Upon reaching 7th level,
she did not realize how diverse and important
the Verdant may cast transport via plants once per day. the plant world is to humanoids. After meeting a
Shambler (Sp): Upon reaching 10th level, the Verdant
may cast Shambler once per day.
high level cleric of plants, she changed her 481
ways and begged the goddess of nature for a
chance to redeem herself. She received instructions few exceptionally devoted members of other classes, these
for her quest. She was ordered to replant an entire train as warrior-acrobats A warrior-acrobat specializes in
forest destroyed by ogres. The problem was, the movement on the battlefield and in outflanking opponents.
ogres were still there, and seemed to take delight in Warrior-acrobats often make friends with well-armed,
waiting until the forest was half planted and static fighters, circling around them and picking off foes
destroying it again. After 10 years, she finally that present a clear target. A warrior-acrobat and a dwarven
finished, and three of the ogres set off on their own
defender could make a strange but effective team. But as
quests for the goddess.
they progress, they learn how to use their mobile tactics
Classes

Susanian: Human Drd9/Willow Verdant 3;


solo. Because the warrior-acrobat relies on skill and
Mediumsize plant; HD 9d8+3d6+24 (hp 88);
dexterity rather than strength, elves and halflings excel at
Init +1 (+1 Dex);Spd 30 ft.; AC 16; Atk +10/+5
the class. For the same reason, dwarfs and half-orcs are
melee (1d8+3 crit x2 defending morningstar+3)
rare. But any race can become a warrior-acrobat.
or +10/+5 ranged (1d4+2 crit x2 thundering
sling +2); AL N; SV Fort +12, Ref +5, Will Requirements
+13; Str 11 (+0), Dex 12 (+1), Con 15 (+2), Int To qualify as warrior-acrobat, the character must fulfill
12 (+1), Wis 18 (+4), Cha 8 (-1) allthefollowingcriteria.
Languages: Common, druidic, sylvan. Tumble: 8 ranks
Skills: Animal Empathy +9 (+10-1), Handle Base Attack Bonus: +4
Animal +11 (+12-1), Handle Plant +6 (+7-1), Feats: Dodge, Mobility and Spring Attack
Knowledge (nature) +11 (+10+1), Knowledge Class Abilities: Evasion
(religion) +5 (+4+1), Profession (herbalist) +16 Class Skills
(+12+4), Plant Empathy +6 (+7-1), Wilderness The Warrior-acrobat s class skills (and the key ability
Lore +16 (+13+4). for each skill) are Balance (Dex), Climb (Str), Jump (Str),
Feats: Power Attack, Alertness, Endurance, Move Silently (Wis), Profession (Wis), Spot (Wis), Swim
Extra Turning, Toughness. (Str), Tumbling (Dex). See Skills Overview and further of
Class Features: Nature Sense, Animal the SRD for skill descriptions.
Companion, Enhanced Woodland Stride, Skill points at each level: 4 + Int modifier.
Trackless step, Resist Natures Lure, Wild shape Class Features
(3/day) (Large), Venom Immunity, The Way of All of the following are class features of the
the Willow, Verdant Shape, Speak with warrioracrobat
Plants, Command Plants, Plant. prestigeclass.
Spells per day (6/6/5/5/4/3/2; DC 14 + spell Hit Die: d8
level) 0 — create water x2, detect poison, Weapon and Armor Proficiency: Warrior-acrobats
entangle x2, goodberry; 1 — detect animals or are proficient with all simple and martial melee weapons.
plants (plants only), endure elements, Warrior-acrobats are not proficient with any armor or
faerie fire, plant friendship, shillelagh x2; 2 — with shields.
cure light wounds x2, inflict light wounds, Monk Unarmed Attack: The base attack bonus from
plant growth, resist elements; 3 — control this class stacks with the monk s when calculating
plants, cure moderate wounds, spike growth, iterative
snare, tree shape; 4 —poison, quench, tree unarmed attacks, and monks that take up this prestige
stride, wall of thorns; 5 — commune with class can return to the monk class as they wish. However,
nature, cure critical wounds, insect plague; 6 they can never perform more than five iterative attacks in
— change staff, liveoak. a round, even if your unarmed base attack exceeds +15.
Possessions: Fire resistant Vine armor (AC +2, Non-monks cannot use this ability.
max dex 6, arcane spell failure 0%) +2, large Advanced Tumbling: You can tumble further than
wooden shield, thundering sling +1, defending the normal 20 ft. in a round. Add 10 ft. to maximum
morningstar +3, 14 Feather Token — Tree. tumbling
distanceatfirstlevelandforeveryfivefulllevels.
Warrior-Acrobat Prestige Class You can take half your maximum tumbling distance of a
Author: Carl Cram r fall with a successful tumbling roll rather than the
Most rogues specialize by selecting a type of standard 10 ft.
crime or crime fighting, and develop their Flank attack: When you flank the target, your attack
abilities from that. But some like to focus more deals extra damage. The extra damage is +1d6 for every
482 on the fighting aspects of their profession. two class levels. Should you score a critical hit with a
Along monks specializing in mobility, and a
flank attack, this extra damage is not multiplied. This is the booze! Lets party tonight, and tomorrow we
similar to, but not the same as Sneak Attack, and stacks show those monks who really rules this province!
with that class ability. Warrior Acrobat levels count as Rosie Golden Eye: Female human ex Mnk6/
rogue levels for the purpose of outflanking an opponent WaA 6: CR 12; Medium-size humanoid (5 ft.,
with the uncanny dodge ability. 6 in. tall); HD 12d8-12 (hp 44); Init +4; Spd
Disorienting Move: You move so fast that your 50 ft.; AC 18 (+4 Dex, +3 Wis, +1 Mnk); Atk
opponents can t keep up. If you begin your move on one +11/+6/+1 melee, or +14/+11/+8/+5 monk, or

Classes
side of a creature, then move to the other side, so that the +14/+9/+5 ranged; SV Fort +5, Ref +14, Will
creature would be flanked if someone was still standing at +10; AL CN; Str 13 (+1), Dex 18 (+4), Con 8
your point of origin, that creature is considered flanked (-1), Int 10 (0), Wis 16 (+3), Cha 9 (-1).
when you attack. This is highly taxing, so you can only Languages: Common.
use this ability a number of times each day equal to your Skills: Climb +6 (+5 Rank, +1 Str), Craft +5
class level + Constitution bonus. (+5 Rank), Hide +4 (+4 Dex), Jump +13 (+12
Improved Evasion: Against an attack that causes half Rank, +1 Str), Listen +12 (+9 Rank, +3 Wis),
damage with a successful save, you take half damage on a Move silently +19 (+15 Rank, +4 Dex),
failed save and no damage on a successful save. To use Perform +4 (+5 Rank, -1 Cha), Spot +3
this ability, you must be wearing no armor or light armor, (+3 Wis), Swim +10 (+9 Rank, +1 Str),
and have light encumbrance. Tumble +19 (+15 Rank, +4 Dex).
Fleet Footed: When using your Disorienting Move Feats: Blind-fight, [Deflect arrows], Dodge,
ability, you get to make a normal move as a bonus free Mobility, Improved initiative, [Improved trip],
action for the round. You need not attack in a round when [Improved unarmed strike], [Stunning fist],
you do this, but if you don t, it still counts against your Spring Attack, Weapon Finesse (unarmed).
daily limit on disorienting moves. Level BaB Fort Ref Will Special
1st +1 +0 +2 +0 Advanced tumbling +10 ft, Monk
Sample Warrior Acrobat unarmed attack
Rosie knew there was no return now. This was the final 2nd +2 +0 +3 +0 Flank attack +1d6
test; this was where her years of training would finally pay off. 3rd +3 +1 +3 +1 Disorienting Move
The drum beats 4th +4 +1 +4 +1 Flank attack +2d6
Her slippered feet strike the wood lightly, silently. A 5th +5 +1 +4 +1 Advanced tumbling +20 ft
man on the side swings a staff at her, which she deftly 6th +6 +2 +5 +2 Flank attack +3d6
7th +7 +2 +5 +2 Improved Evasion
dodges
8th +8 +2 +6 +2 Flank attack +4d6
The drum beats again 9th +9 +3 +6 +3 Fleet footed
Her husband is taken away, beaten and bloody, leaving 10th +10 +3 +7 +3 Flank attack +5d6, Advanced tumbling
her a young soon to be widow +30 ft
The drum beats a third time
Like icicles in reverse, the stalagmites reach out of the
Witch-finder Prestige Class
water, worn by hundreds of dancing feet, but still all sharp. Author: Dominique Crouzet
Worn by the feet of the monks who used to live and train Reynald Macduff walked as cautiously as he could.
in this cave, before they were all killed. She jumps for the He remembered when he was just a soldier. During
first those times, he was used to face any problem boldly,
Fourth beat a sword in hand. He looked condescendingly at
Striking out at her master during meditation, unthinkable! Findal, casting spells from behind, and Nedio
But done. Now she is running, running through the trying to strike foes in the back. But then they
woods, running from the discipline and the canes encountered Kosh Atmon Hellfire. Then he
Boom learned the value of attacking from behind or with
Dancing around, striking at the rogues from behind, spells, when he fell and nearly died to the
below, above — one by one, they are going down. No mere horrendous magic of the evil witch. And by some
monk could do what she is doing now! awful quirk of fate, the friends who saved his life
BOOM with their tactics were killed. Several years had
In the somber gown of a novice, she was taken to see passed since then. After that terrible
his grave. An unworthy student, rebellious. Not like you at day, Reynald decided all practitioners of evil magic
all. You are lucky to be rid of him, disciple must be punished. Thus he joined the ranks of the
BOOM, BOOM, BOOM witch-finders. Reynald readied himself. He was
Crashing back to reality, she smiles as she turns back certainly a more seasoned fighter than before.
on her new gang, her new partners in crime, her new Hence, he used methods as treacherous as he used
brethren. They are trying to crawl out of the cold water — a them against. Reynald slowly unrolled a scroll
few with bruises but all with a new respect for her. No prepared days ago, and discreetly unleashed 483
more training, no more discipline for us, boys! Break out its magic onto himself. The witch-finder faded
from sight, then slowly walked towards his target, as fiends and witches to justify their actions.
silently trying to reach his back before he could These give the profession its bad reputation.
react. A few days before, a knight of Soltar had Candidates for the witch-finder trade may come from
defied the Necromancer of Tuurl openly, his reward any class; however, most are fighters, rogues or rangers.
for his bravery being turned into a wraith. Reynald Though rare, a spellcaster taking up the trade can be
had to deal with the newly spawned undead, and especially powerful and effective. Witch-finders may be of
thanked his witch-finder training for pulling him
any alignment
through. Now, Reynald sought by his sneak attack
Classes

to prevent the necromancer from casting more Requirements


ignoble magic before he brought his full attacks to To qualify to become a witch-finder, a character must
bear. fulfillallthefollowingcriteria:
¥¥¥ Base Attack Bonus: +4
Witch-finders, despite their name, don t hunt Gather Information: 4 ranks
witches to the exclusion of anything else. The Knowledge (Arcana): 4 ranks
name stems from people referring to any evil Feats: Iron will, Track.
practitioner of magic as a witch, especially Special: the character must have combated magicusing
when female. Witch-finders are professionals foes before, and also must have suffered from their
whose trade is to pursue and eliminate evil magic (as determined by the GM).
magicusers (wizards, clerics, sorcerers, adepts, Class Skills
etc.), as well as evil supernatural creatures that The witch-finder s class skills (and the key ability for each
threaten the general populace. Whenever a skill) are Concentration (Con), Diplomacy (Cha),
community is plagued by a magical monster, or Disable Device (Int), Gather Information (Cha), Hide
fears the wrongdoings of a necromancer, it (Dex), Intimidate (Cha), Knowledge (Arcana, Local, the
turns to a witch-finder for aid. Witch-finders Planes, Religion) (Int), Listen (Wis), Move Silently
are either appointed as magistrates by a (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int),
community to protect it from magical Spot (Wis), Use Magic Device (Cha), and Wilderness
influences, or are solitary characters (also Lore (Wis). See Skills Overview and further of the SRD
called witch-hunter rather than witch-finder) forskilldescriptions.
wandering the land in search of work. All Skills Points at Each Level: 4 + Int modifier.
witch-finders wear the distinctive garb of their Class Features
trade: black clothing and cloak, tall, wide- All the following are class features of the witch-finder
brimmed black hat, black knee-boots, and a prestigeclass:
gray scarf. Whereas a slayer of the damned (to Hit-Die: d8.
be featured in a later issue of the Netbook of Weapon and Armor Proficiency: Witch-finders are
Classes) primarily pursues heretics for fanatical proficient with all simple weapons, plus one martial or
reasons, the witch-finder is a coldblooded exotic weapon of their choice. They do not gain any new
professional. Witch-finders have various armor proficiencies.
reasons for pursuing this dangerous and Spells: Witch-finders are focused on magic and its
sometimes thankless trade, including revenge or practitioners (for the purpose of combating them), and
religion. The true professional, however, has no find it useful to learn such things themselves.
stated policies on magic or religion; his Witchfinders
main concern is money. The witch-finder is cast arcane spells from the Sor/Wiz spell list,
similar to the bounty-hunter in this regard. based on Intelligence for DC, ability to learn spells, and
Witch-finders are not holy knights pursuing bonus spells per day. They suffer normal arcane spell
sacred quests, but cool professionals failure chances when wearing armor. They prepare spells
akin to mercenaries. Their experience with from their spellbook, and can know an unlimited number
magic-using foes teaches them to be wary, and of arcane spells. Each new level of experience they gain
they will strike from behind whenever they can, two free spells known, chosen only from the Abjuration
increasing the chances of taking down their and Divination schools of magic. To learn spells from
target. While most witch-finders are ethical other schools, they must find them in scrolls, spellbooks,
and pursue only those spellcasters who have etc., as normal. When the witch-finder gains zero spells of
proven their evil, there are some who will a given level, such as 0 1st-level spells at 3rd level, he
persecute any spellcaster or magical creature so
484 long as they are paid, and even others so filled
gains only bonus spells. A witch-finder without a bonus
spell for that level cannot yet cast a spell of that level.
with hate they will define any of their enemies
Witch-finders cast spells at their level of witch-finder. gains some understanding of their spells. This
If the witch-finder was formerly a wizards, witchfinder grants him a bonus to Use-magic-device
and wizard levels stack for determining caster level attempts when attempting to cast a spell not
(at the GM’s discretion, this may also apply to other on his list from a scroll. This is a competence
arcane spellcasters who prepare spells). bonus equal to his witch-finder level. Also,
Note that in areas where magic is reviled and witchfinders hiseffectivecasterlevelisalwaysatleast
are welcome, they typically pretend to not use any equal to his witch-finder level. (The witch-

Classes
magic of their own. finder still cannot copy such spells into his
Infamous: Witch-finders are often reviled as a profession, spellbook.).
but especially by magic-users, even those who have Witch-hunt: Witch-finders get a +4
done nothing wrong but fear they would be taken unjustly. circumstance bonus to Diplomacy, Disable-
As such, witch-finders suffer a —2 circumstances device, Gather-information, Search, and
penalty with any spellcaster or friend/admirer of a Sense-motive checks for the following
spellcaster to all Cha-based skills or checks. This is not a purposes:
supernatural hindrance, and the NPC must first be aware Diplomacy: Negotiating fees for hunting
of the character being a witch-finder. a spellcaster or supernatural monster;
Level BaBFort Ref Will Special Spells per day 0 1 2 3 convincing victims of such creatures to help,
1st +0 +2 +0 +2 Turn undead; Use scrolls; Witch-hunt; Infamous 1 or pay the witch-finder for his services.
2nd +1 +3 +0 +3 Sneak attack (+1d6) 20 Disable Device: Destroy a place or thing
3rd +2 +3 +1 +3 Bonus save vs magic (+1) 21
4th +3 +4 +1 +4 Penetrating attacks (1/day); Scribe scrolls 210 holytoawitch/cleric/cultist/etc.,orhavinga
5th +3 +4 +1 +4 Bonus save vs magic (+2) 311 specific use for magical work (such as a
6th +4 +5 +2 +5 Sneak attack (+2d6) 3110 pentagram). The witch-finder must first be
7th +5 +5 +2 +5 Bonus save vs magic (+3) 3211 able to identify the object in question with
8th +6 +6 +2 +6 Penetrating attacks (2/day); Detect outsider presence
3211 use of the proper skill (Spellcraft, etc.). Any
9th +6 +6 +3 +6 Bonus save vs magic (+4) 4221 object or place so defiled becomes thereafter
10th +7 +7 +3 +7 Sneak attack (+3d6) 4222 unusable magically or ritually.
Gather Information: Targeting magic-
users and supernatural creatures.
Search: Searching for evidences of
magic-use or supernatural activity.
Sense Motive: When a character tries to
lie(bluff)abouthisabilitiesandactivitiesas
a magic-user.
Sneak Attack: Witch-finders prefer to not
confront magic-users and magical creatures in
straightforward attacks, especially when they
are protected by bodyguards. Rather, they
employ devious ways to strike down their
foes, such as striking in the back if they can.
At 2nd level, the witch-finder gains the
sneak-attack ability, like that of the rogue.
Turn Undead: The witch-finder can Turn-Undead Sneak attack dice stack with any gained from
(but not Rebuke) like a cleric. However, he can only turn a previous class. At 2nd level, the witch-
undead a number of times per day equal to 1 + Cha finder does +1d6 damage. This increased to
modifier. +2d6 at 6th level and +3d6 at 10th level.
If the witch-finder already had Turn Undead from a Bonus Save vs Magic: The witch-finder
previous class, the levels of witch-finder stack with that gains a bonus to all saving throws against
class for determining its effectiveness, but he does not spells and magical effects of +1 at 3rd level.
gain additional turning attempts per day; instead, he gets This bonus increases to +2 at 5th level,
whichever number is higher (the total for witch-finder or then +3 at 7th level, and +4 at 9th level.
thetotalforthe previousclass). Penetrating Attacks (Su): The witch-finder
may temporarily improve the efficacy of his
Use Spell Scroll: In studying magic and its practitioners
(primarily for purpose of hunting them), the witchfinder weapons against damage-reduction defenses. 485
The witch-finder must first study his
opponent for a full round. Then, for the Sample Witch-finder
Reynald Macduff was a simple soldier and adventurer
duration of subsequent combat against this
until he lost his best friend to the attack of an evil mage.
particular opponent (up to a maximum of 1 Thereafter he became a witch-finder, and has ever since made
minute per level of witch-finder), all a living at hunting evil spellcasters and magic-using
weapons he uses against it are considered to monsters. This solitary character is extremely cautious
have a +1 magical bonus, with respect to and goes on a hunt only with careful preparation.
overcoming damagereduction defense only Reynald Macduff: Male human Ftr6/Witch-finder 4,
Classes

(doesn’t add actual bonuses to hit and Medium-size humanoid; HD 10d6+4d8+30 (hp 90); Init
damage). As such, a non-magical weapon or +5 (+1 Dex, +4 Improved Initiative); Spd 30 ft.; AC 15
missile will be able to hit as if +1, a +1 (touch 15, flat-footed 14); Atk +11/+6 melee (longsword
magical weapon will be able to hit as if +2, +1, 1d8+6, 19-20/x2) or +9/+4 ranged (light crossbow,
etc. Witch-finders may use this ability once per 1d8, 19-20/x2, 80 ft.); AL LN; SV Fort +12, Ref +6, Will
day at 4th level, and then twice per day at 8th +9; Str 16, Dex 13, Con 16, Int 14, Wis 12, Cha 11.
level. At 8th level they may either choose to Skills and Feats: Climb +9, Gather information +8,
use this ability normally, or if need be, Jump +9, Knowledge (arcana) +8, Listen +5, Move
combine both uses in only one, to get a +2 Silently +5, Ride +7, Search +6, Use Magic Device +2,
bonus instead of a +1 bonus (this does not and Wilderness-lore +5. Weapon focus and specialization
increase the study time necessary). (longsword), Improved initiative, Power attack, Cleave,
Scribe Scrolls: The witch-finder knows that Great cleave, Iron will, Lightning reflexes, Track. Turn
magic is an important asset when combating undead (as cleric 4th level 1/day), Use spell scrolls (+4),
spell-casters and fiends. However, his own Witch hunt (+4), Infamous (-2), Sneak attack (+1d6),
spellcasting capability is somewhat limited. At Bonus save magic (+1), Penetrating attack (1/day), Scribe
4th level, he gains the Scribe Scroll item- scrolls.
creation-feat, enabling him to create scrolls. Spells Per Day (2/2/1, DC 12 + spell level)
Detect Outsider Presence: A blackguard may 0-level detect magic, mage hand
have a fiendish horse that looks like a normal 1st-level endure elements, spider climb
horse, while a magic-user may employ an 2nd level protection from arrows, see invisibility
outsider (fiend, genie, etc.) disguised as a Spellbook: 0-level detect magic, detect poison, light,
mundane creature. Being able to discern the mage hand, read magic; 1st detect secret doors, endure
difference between a cat and a fiend in the elements, identify, shield, spider climb; 2nd invisibility,
guise of a cat could well make the difference obscure object, protection from arrows, see invisibility.
between life and death for a witch-finder. Possessions: Longsword +1, Bracers of armor +4,
Starting at 8th level, the witch-finder can lightcrossbow,spell-scroll(Invisibilityx2),spell-scroll
sense the presence of outsiders or summoned / (cure moderate wounds x3).
conjured creatures in the vicinity. This requires Other NPCs
a Spot check as follows: Varew Bunstoc: Male human Clr7/Witch-finder4; AL N.
DC 5: Fiend with a mundane disguise Varew hates all arcane spellcasters. He sees them as
(lessthan60feet). a plague upon this world and they must all be exterminated.
DC 10: That normal-looking creature is Unfortunately he is not alone in thinking this. Varew
in fact a fiendish servant, or a creature is part of a cult that wishes to see all arcane magic gone
from this world. In order to achieve this, the cult has learnt
summoned (less than 30 feet).
some specialised techniques in combating magic. They
DC 15: Fiend under magical disguise believe in order to fight fire, one must know fire first to
(polymorph, etc.) (less than 30 feet). better understand its capabilities. Varew can be found
DC 15: If a character is possessed by a anywhere a hint of magic is suspected. Elves are his favourite
fiend or is under a fiendish influence (less than target as everyone knows elves are the very beings
15feet). of magic, right?
DC 20: If murder or mayhem was caused Novagod Yilth: Male human Rog6/Ass2/Witch-finder1;
by fiends (less than 10 feet). AL LE.
DC 20: If a trail or track on the ground Novagod is part of an organisation of assassins that
deals in killing spellcasters. As long as anyone is willing to
was left by a fiend (less than 5 feet).
pay the price, they can get any spellcaster killed. Depending
DC 25: Sense that a fiend lurks in the on what is known about the person in question,
486 vicinity (invisible, behind something, etc.)
(lessthan60feet).
the price may increase. Novagod has been part of the
organisation for awhile, but has never killed an actual
spellcaster before. He has been learning various tricks a brilliant but reckless wizard by the name of
and useful information, before plying his trade. Novagod Amator. He and his friends went back 1200
normally works as a butler in a noble’s manor and because years and found Sartaget. They spoke with him
of this, he is able to learn a lot of information for his and obtained several books and magic items
masters. from him.
Olvaniox Werther: Male half-elf Ftr2/Rog4/Lictor2/ Percival Wickenthal, a spellcaster
Witch-finder3; AL NG.
decided to begin this order. He dedicated his
Olvaniox is a specialised investigator. He works for
life to the pursuit of all things Talason.

Classes
anyone willing to pay his fee to determine if a person in
question is a witch. Olvaniox has trained himself solely for
this purpose. Witches killed his brothers and sisters for HD d3
their vile rites, and because of this he will see every last Requirements:
witch burnt at the stake. He learnt a lot of what he knows To qualify to become an initiate of the Order
about witches from old tomes he has collected. Olvaniox is of Ancient Knowledge, a character must fulfill
always found wearing black clothes, and if asked why, he all of the following criteria.
says he is still in mourning for his dead siblings. Alignment: Any
Cerivig Juir’bure: Male drow Ftr6/Witch-finder9; AL CE.
Skills: Knowledge Arcana 5 Ranks,
Cerivig is a popular person amongst male drow in the
Concentration 3 Ranks, Read Ancient
know. He has created for himself a certain reputation
about killing drow priestesses. This of course has made Language 3 Ranks and Spellcraft 5 Ranks.
him not welcome in normal drow society, but still he Spells or Spell-Like Abilities: Ability to cast
breathes. It is unknown why Cerivig is so willing to risk the 3rd level arcane or divine spells.
wrath of powerful priestess and their deity, but all are willing
to take advantage of it. Class Skills:
Edwurve Regenca: Male human Wiz8/Witch-finder6; The Order of the Ancient Knowledge’s class
AL CG. skills (and the key ability for each skill) are
Edwurve may seem a strange choice for a Witchfinder,
Alchemy (Int), Appraise Ancient Item (Int),
but Edwurve only uses his magic in emergencies,
Concentration (Con), Diplomacy (Cha), Heal
thus no-one suspects that he knows magic. Edwurve became
a witch-finder, in order to better fight those monsters (Wis), Knowledge Ancient lore (Int), Listen
that use spellshifting magic to assume human form. He (Wis), Profession Archeology, Profession
was once betrayed by a doppelganger when his wife was Scribe (Wis), Profession Teacher (Wis), Search
killed by one and the doppleganger tried to kill him. Since (Int), Spellcraft (Int), Spot (Wis).
then Edwurve has done his utmost to find and kill all
doppelgangers Skill points at each level: 4 + Primary
and other shapeshifters he encounters. He is Attribute modifier.
added in his quest by a magical shortsword that can sense
Class Features:
the presence of shapechangers.
All the following are class features of the
Initiates of the Order of Ancient Knowledge
Initiates of the Order of Ancient Knowledge Prestige Class.
By Paul S. Weintraub Copyright 2006
The Order of Ancient Knowledge is a secret society, Weapon and Armor Proficiency: Initiates of
dedicated to learning about the Ancient Talasons. The the Order of the Ancient Knowledge gain no
Talasons lived about 1200 years ago. Then the great plague proficiency with any weapon or armor.
occurred on the main continent. The Talason’s left the
continent to the various outer continents. Over the years Spells per day/Spells Known: The table
the great magic of the Talason’s has been lost. Today’s below shows the advanced progression of the
magic is not as powerful as the magic of the Talasons. (See expansion of the Initiates new casting level
Gestalt characters in Unearthed Arcana) The initiates of and powers. He will no longer gain any
the order are not only mages, but are archeologists as well. benefits from any former class, such as bonus
An Initiate will spend months, even years to feats or special traits. At levels 2, 4, 6 and 8
discover the secrets of the Talason’s. Several initiates the Initiate gains one new level of spell
have been known to disappear for long stretches of time to knowledge as if increasing in your normal
uncover and unravel these mysteries. Sartaget, a wizard spell casting class. At levels 1, 3, 5, 7and 9
from the time of the breaking of the old nation, figured out the Initiate gains two levels of spell knowledge
how to move through time by making an hourglass of time as if increasing two full levels of spell casting 487
travel. This device was found by accident and activated by in your normal spell casting class.
Benefit: You can feel the presence of magic
Ancient Knowledge: At first level you gain the
with your bare hands. You can detect the presence of
ability to understand ancient languages and
magic in an item (as if you had cast detect magic on that
lore. You gain a +3 competency bonus when
item) if you make a successful search check DC 15. You
reading from ancient tomes or identifying
can detect the presence of magic on an item that you do
ancient items and artifacts.
not touch on a successful search check against DC 20, as
long as it is within 30 feet. Per day, each use after the first
Miser with Magic: At first level you gain this
suffers a cumulative –2 penalty, as overuse blurs your
Classes

feat even if you do not possess the


magic sensitivity. Use of this ability is a standard action.
prerequisites.
Bonus Feat: Bonus feats are extra feats granted at levels
Your character draws upon the minimum
4 and 8.
amount of arcane energy needed to cast a spell.
Improved Item Familiar: At 6th level, Increase the power
You can make a Spellcraft roll to retain the use
of your Item Familiar, if you don’t have an Item Familiar
of a spell after you cast it. The Spellcraft DC
you may take one now as if you had taken one before your
10 + twice the spell’s level. If you succeed, you
6th character level.
managed to conserve enough magical energy,
Benefit: By establishing or reestablishing a link to a
from this and other spells you have cast, that
particular item, you enable that item to gain power as you
the spell (or spell slots for sorcerers) is not
gain levels. The exact nature of the item and the powers
considered spent and may be used again. You
are described in the text on pages 170-174 of Unearthed
may only use this ability on a number of spell
Arcana, and the additions on the accompanying page.
Table 1-1: The Initiates of the Order of Ancient Knowledge
Level BaB Fort Ref Will Special Spells per day/ Spells Known
1 0 +2 +1 +2 Miser with Magic,
Ancient Knowledge +2 level of existing spellcaster class
2 0 +3 +1 +3 +2 Primary Attribute +1 level of existing spellcaster class
3 +1 +3 +2 +3 Dragon Blood +2 level of existing spellcaster class
4 +1 +4 +3 +4 Bonus Feat +1 level of existing spellcaster class
5 +2 +4 +3 +5 +2 level of existing spellcaster class
6 +2 +5 +4 +5 Improved Item Familiar +1 level of existing spellcaster class
7 +3 +5 +4 +6 +2 level of existing spellcaster class
8 +3 +6 +5 +6 Bonus Feat +1 level of existing spellcaster class
9 +3 +6 +5 +7 +2 level of existing spellcaster class
10 +4 +7 +6 +7 +2 Primary Attribute
levels equal to the ability score modifier
If you already have any of the special bonus feats granted
appropriate to the type of spells you cast
by the Initiates of the Order of the Ancient Knowledge
(Charisma for sorcerer or bard spells, for
Prestige Class, you may substitute any other bonus feat of
example).
your choosing.
Special: If you fail the roll by 5 or more, you
have spent insufficient energy to cast the spell
at all. You lose the spell or spell slot and the Sample Initiate of the Order of Ancient
spell has no effect. Knowledge
Attribute Boost: At second and tenth level
your primary attribute gains a +2 point bonus. Percival Wickenthal: Male human Spellcaster 6/ Initiate of
(Int for Wizards or Cha for Sorcerers and the Order of Ancient Knowledge 6; CR 12; Medium
bards). humanoid; HD 6d4 +6d3 +32; HP 65; Init –1; Spd 30ft;
AC 16*, touch 9, flat footed 12; Base Atk +3; Grp 0; Atk
Dragon Blood: At third level the Initiate gains or Full atk +5 Ray; SQ Ancient Knowledge, Miser with
the feat of Dragon Blood regardless of meeting Magic, Dragon Blood, Feeble, Hardy, Advanced Caster
the prerequisites of the feat. Level; AL NG; SV Fort +14, Ref +4, Will +12; Str 5, Dex
Related to dragons or not, you have a natural 8, Con 18, Int 12, Wis 15, Cha 18.
ability to feel the presence of magic. Skills and Feats: Alchemy 3, Appraise Ancient Item
488 5,Concentration 5, Diplomacy 1, Heal 3, Knowledge
Arcana 5, Knowledge Astronomy 1, Knowledge Local 2,
Percival also gained an extra spell slot of the 6th
Knowledge Read Ancient Language 3, Listen 1,
level by investing a 8th level slot. Now as a 6th
Profession Herbalist 2, Profession Archeology 3, Scribe 1,
Initiate he may add an extra 2% XP per level to
Profession Teacher 3, Search 1, Spellcraft 9, Spot 3.
gain a 12% XP bonus for the rest of his career.
Languages: Merchant Tongue 3/3, Sealander 3/3, Low
He may also invest 5 skill points to gain 2 bonus
Elven 2/2, Ancient Talason 0/3
skill points. Furthermore, he may invest a spell
slot of any level beneath his highest and gain one
Ancient Knowledge: Percival has a +3 competency bonus

Classes
spell slot one level lower than the one invested,
when reading from ancient tomes or identifying ancient
or he may invest his highest spell slot and gain
items and artifacts.
two slots three levels lower. The familiar will
gain Increased Sapience for free.
Miser with Magic: At first level Percival gained this feat
even though he was not a 7th level caster.
Feeble: You are un-athletic and uncoordinated.
Your character draws upon the minimum amount of arcane
energy needed to cast a spell. You can make a Spellcraft
Hardy: You are made of tougher stuff than the
roll to retain the use of a spell after you cast it. The
average person, but you’re not quite as quick to
Spellcraft DC 10 + twice the spell’s level. If you succeed,
you managed to conserve enough magical energy, from this react to dangerous effects.
and other spells you have cast, that the spell (or spell slots
for sorcerers) is not considered spent and may be used
again. You may only use this ability on a number of spell Disciples of the Underdark
levels equal to the ability score modifier appropriate to the By Paul S. Weintraub Copyright 2006
type of spells you cast (Charisma for sorcerer or bard Disciples of the Underdark are a group of
spells, for example). individuals that gather to learn new powers from
Special: If you fail the roll by 5 or more, you have spent each other. Each new member brings a power
insufficient energy to cast the spell at all. You lose the that will enhance the body of the whole. Most
spell or spell slot and the spell has no effect. members are Warlocks; however, Spellcasters
and Sorcerers are also invited. The Disciples
Advanced Spell Caster: Percival is able to cast four gather on an irregular basis, when they do, they
levels higher than a caster of the same level not in the exchange their highest level invocations and/or
Order. spells. Each member must take one new member
under his or her wing for a period of six weeks.
Dragon Blood: At third level the Percival gained the feat If the new member is not found to be suitable,
of Dragon Blood the mentor may expel him or her.
Related to dragons or not, you have a natural ability to A suitable recruit will add his highest
feel the presence of magic. level invocation or spell to the Grand Oracle.
Benefit: You can feel the presence of magic with your This stone holds all the spells and invocations of
bare hands. You can detect the presence of magic in an the disciples coven. The stone will be open to
item (as if you had cast detect magic on that item) if you all members after they have put at least one
make a successful search check DC 15. You detect the invocation or spell into the stone. The Grand
presence of magic on an item that you do not touch on a Oracle holds an unlimited number of invocations
successful search check against DC 20, as long as it is and spells.
within 30 feet. Per day, each use after the first suffers a The Grand Oracle is the leader of his or
cumulative –2 penalty, as overuse blurs your magic her coven.
sensitivity. Use of this ability is a standard action.
HD d6
Improved Item Familiar: Percival has chosen his Class Requirements:
Ring of Message Sending as his Item Familiar. Percival To qualify to become an initiate of the Disciples
invested 1034 XP, at 6th level, into the ring to gain an 10% of the Underdark, a character must fulfill all of
XP bonus each time he gains XP. He has also invested 3 the following criteria.
skill points, one to profession Archeology, one to Knowl- Alignment: Any Non-Lawful
edge arcana, and one to Spellcraft gaining an additional Skills: Knowledge Arcana 5 Ranks,
+1 which he put into his Ancient Language bonus. Concentration 5 Ranks and Spellcraft 5 Ranks, 489
Use Magic Device 5 Ranks. on P. 47 of the PHB 3.0, P. 50 PHB 3.5. The table below
Spells or Spell-Like Abilities: Knowledge of entails the growth of this ability.
3 invocations or ability to cast 3rd level arcane
or divine spells. Spells per day/Spells Known: The table below shows
Special: Must be invited to join, or discover, a the progression of the disciple’s new casting level and
coven of the Disciples of the Underdark. powers. He will no longer gain any benefits from any
former class, such as bonus feats or special traits.
Classes

Class Skills:
The Disciples of the Underdark’s class skills Attribute Boost: At second and ninth level your primary
(and the key ability for each skill) are Alchemy attribute gains a +2 point bonus, (Int for Wizards or Cha
(Int), Appraise (Int), Balance (Dex), Bluff for Sorcerers and Warlocks).
(Cha), Concentration (Con), Craft (Int),
Disguise (Cha), Diplomacy (Cha), Escape artist Bonus Feat: Bonus feats are extra feats granted at levels
(Dex), Heal (Wis), Intimidate (Cha), 3 and 7.
Knowledge (the planes) (Int), Knowledge
(religion) (Int), Profession (Wis), Read Lips Improved Familiar *: At fifth level Spellcasters and
(Int), Sense Motive (Wis), Listen (Wis), Search Sorcerers may use this bonus feat. Spellcasters need not
(Int), Spellcraft (Int), Spot (Wis), Use Magic have the Familiar feat to use this feat. Warlocks gain no
device (Cha). extra bonus feat at this level. This feat allows the
Spellcaster or Sorcerer to gain a special familiar from the
Skill points at each level: 4 + Int extended list of familiars.
modifier.
Improved Item Familiar: At fifth level any disciple may
Class Features: take this feat, if he or she already has an Item Familiar.
All the following are class features of the The Improved Item Familiar has all of the attributes of the
Disciples of the Underdark Prestige Class. Item Familiar on P. 170-174 in the Unearthed Arcana
book. It also gains the extra powers in the description
Weapon and Armor Proficiency: Disciples of below.
the Underdark gain the proficiency with light
armor. Other Coven Access: At 8th level the Disciple is invited
into any other coven to use their Grand Oracle. To find
Eldritch Blast: Warlock disciples keep their other Covens, an 8th level Disciple will seek out other
Eldritch Blast gaining power with it using the covens by accessing their own Grand Oracle. The Grand
chart below. Oracles all know of the existence of each other within 100
miles of its location. The Oracle decides which other
Access Grand Oracle: At first level the Oracle it will allow the Disciple to access.
Disciple can gain access to any Invocation or
spell in the Grand Oracle. To do this, the Elevate to Grand Oracle: At 10th level a disciple
Disciple Grand Oracle first adds his or her becomes a Grand Oracle. He/she is magically enhanced by
highest level invocation or spell to the Grand the coven and becomes a supernatural being. He or she
Oracle. In return, the disciple may retrieve any will begin a new coven, taking three members of the coven
invocation or spell equal to or less then the he or she is leaving. The three of them are to go out and
invocation or spell put into the Grand Oracle. gain one new member each. The Grand Oracle from the old
The disciple is allowed to place multiple coven imparts the knowledge of invocation and spell
invocations or spells into the Oracle and gain holding. The new Grand Oracle will gain A + 12 to both
greater powered invocations or spells. I.e. A INT and CHA to help attain the needed intellectual power
disciple places two lesser invocations and to evolve. A Grand Oracle must have at least a + 5 in both
removes one Greater invocation in its place. INT an CHA to be considered for elevation. Grand Oracles
live for hundreds of years, they never forget any spell or
Sneak Attack: Disciples gain the sneak attack invocation that is imparted to them. This level may only be
feature that works just like the Rogues, found obtained by permission of the DM. The character for all
490 intents and purposes, becomes an NPC.
Table 1-1: Disciples of the Underdark
Level BaB Fort Ref Will Special Spells per day/ Spells Known/Warlock Powers
1 0 +0 +1 +0 Access Grand Oracle +1 level of existing spellcaster class
Sneak Attack 1D6 +1D6 to existing Eldritch Blast

2 0 +2 +2 +1 +2 Primary Attribute +1 level of existing spellcaster class


3 +1 +2 +3 +1 Bonus feat +1 level of existing spellcaster class

Classes
+1D6 to existing Eldritch Blast
4 +1 +2 +4 +2 Sneak Attack 2d6 +1 level of existing spellcaster class
5 +2 +3 +4 +2 Improved Familiar*
Improved Item Familiar +1 level of existing spellcaster class
+1D6 to existing Eldritch Blast
6 +2 +3 +5 +3 Sneak Attack 3d6 +1 level of existing spellcaster class
7 +3 +3 +6 +3 Bonus Feat +1 level of existing spellcaster class
+1D6 to existing Eldritch Blast
8 +3 +4 +6 +3 Other Coven Access +1 level of existing spellcaster class
9 +3 +4 +7 +4 +2 Primary Attribute
Sneak Attack 4d6 +1 level of existing spellcaster class
+1D6 to existing Eldritch Blast
10 +4 +4 +8 +4 Elevate to Grand Oracle
If you already have any of the special bonus feats granted Eldritch Blast or any weapon with which the he is
by the Disciples of the Underdark Prestige Class, you may proficient.
substitute any other bonus feat of your choosing.
Primary Attribute Bonus: At 2nd level Percival
Sample Disciple of the Underdark gained a permanent +2 to his CHA.

Bonus Feat: At 3rd level Percival gained Power


Percival Wickenthal: Male human Spellcaster 6/ Disciples
Resting
of the Underdark 6; CR 12; Medium humanoid; HD 6d4
+6d6 +48; HP 107(wounds 18); Init –1; Spd 30ft; AC
Improved Item Familiar: Percival has chosen his
16*, touch 9, flat footed 12; Base Atk +5; Grp 2; Atk or
magic class ring of message sending as his Item
Full atk +7 Ray; SQ Grand Oracle Access, Sneak Attack
Familiar. Percival has invested 6600 XP into the
3D6, Improved Familiar, Weapon Focus: Ray, Eschew
ring to gain a 10% XP bonus each time he gins XP.
Materials, Scribe Scroll, Turn Undead, Cannibalistic
He has also invested 3 skill points to Ancient
Casting, Item Familiar, Supernatural Transformation,
Language, gaining an additional +1 to his Ancient
Power Resting, Eldritch Blast 4D6, Feeble, Hardy; AL
Language bonus. Percival also gained an extra
NG; SV Fort +12, Ref +5, Will +12; Str 5, Dex 8, Con
spell slot of the 6th level. In addition to the above,
18, Int 12, Wis 15, Cha 18.
Percival re-invested life force into the ring for 2%
more of his XP a total of 740XP. Now he will gain
Skills and Feats: Alchemy 3, Appraise 5,Concentration 5,
12% extra XP each time he gains experience. He
Diplomacy 1, Heal 3, Knowledge Arcana 5, Knowledge
also re-invested skills and can put up to 5 skill
Astronomy 1, Knowledge Local 2, Listen 1, Profession
points into the ring, gaining +2 bonus skill points.
Herbalist 2, Scribe 1, Profession Teacher 3, Search 1,
Percival also re-invested spell slots into it gaining
Spellcraft 9, Spot 3, Use Magic Device 5.
two extra lower level spell slots for the one higher
Languages: Merchant Tongue 3/3, Sealander 3/3, Low
level invested. The ring gained Increased Sapience
Elven 2/2
for free, can hear and see to 100’ and speaks in
common, orally and mentally.
Access Grand Oracle: At first level and every level there
after, Percival gained access to the Grand Oracle in his
Feeble: You are unathletic and uncoordinated.
coven. This allows Percival to gain any Invocation or spell
of Greater Invocation or less and, because Percival is both
Hardy: You are made of tougher stuff than the
a spellcaster and a Warlock, any spell of 4th level or less.
average person, but you’re not quite as quick to
Sneak Attack: Percival gained the sneak attack skill like a
Rogue with 3D6 extra damage when using either his
react to dangerous effects. 491
Legal Stuff
Introduction

Greetings, and welcome to the The Ultimate book of Fantasy D20; Legal Stuff section. Here
you can read about and hopefully come to understand the legal ins and outs of the OGL, D20
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and all that good stuff. The author of this section is not a Lawyer and anything you read is of
course not legally binding, except for the actual contracts in the OGL andD20 sections. The
book of FeatsCreatures, Spells & Magic, Traps, Races, Timeand Books are published using the
Open Gaming License (OGL). The OGL is a special kind of contract that is sometimes
referred to as Copy Left. It was patterned after similar contracts used by the open source
software movement, best exemplified by GNU LINUX. The idea is that if you publish
something using the license you give everyone unlimited rights to use the material in
perpetuity, and furthermore, no one else can ever claim exclusive rights to it. So basically it
belongs to the whole world instead of any one person. Now the OGL does have some
limitations. First off, it lets you pick and choose which parts of your document are Open
Gaming Content (OGC). Only the portions that you designate OGC are available to everyone
free and clear. All the other stuff is still covered by traditional copyright laws. Because of this
anyone using
the OGL needs to clearly designate which portions of their document are OGC and which
are not.
Secondly, it requires that if you use any OGC from any other OGL publication you
must use the OGL yourself, and abide by all its terms. It’s kind of self perpetuating that way.
Thirdly, it limits your ability to use trademarks and Product Identity (PI) from other
publications unless you get specific written permission from the trademark holder or the
author of the PI. PI is basically any material that an author using the OGL chooses to
designate as PI. Under standard copyright law you can do this sort of thing, make references
to other peoples work, but if you use the OGL you must abide by its additional restrictions.
This limitation applies to the whole document, not just the OGC material.
Finally, you must credit the original authors of any OGC material you publish in your
document, and if adding your own original material you must assert that is entirely your own
work. So what does all this have to do with anything? Basically Mages of the Beach (not their

real name due to OGL) wanted to be able to let amateurs publish material that could be used
with their game (name omitted due to OGL restrictions). So they took the rules from said
game and created the System Reference Document, and then published it as OGC using the
OGL. So now anyone can create material based on the SRD rules and publish it free and clear,
and completely legally. But there is more to it than just that. As authors add material to the
pool of works published as OGC the whole gaming community becomes richer. Authors can
build off each other’s ideas and improve on them. But Mages of the Beach went farther than
that. They also created the D20 logo and license so that authors who wanted to could identify
their products as being compatible with the rules system from the unmentionable but oh
sofamous game. The reason they restrict the use of their trademarks (and the trademarks of
others)
492
is that they need to protect them or loose them. So be good and don’t use them in the spirit of
fair play. In order to use the D20 license you must send Mages of the Beach a
request card. A lot of confusion arises as to just how these contracts work and what all these
acronyms mean. If you want to publish OGC works or use the OGL or D20 you had best read
up on all of it and make sure you understand everything. There are a couple of web sites you will

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want to check out.
The open gaming foundation is an organization dedicated to Open Gaming in general and is
headed up by the guy who came up with the OGL and D20 and all that: Ryan Dancey. I strongly
recommend checking out the mailing lists if you really want to be an expert. OGF: http://
www.opengamingfoundation.org/index.html
And of course there is Mages of the Beach’s website dealing with these licenses. D20: http://
www.wizards.com/D20/
main.asp?x=welcome,3
Legal Q and A
Q: What can I do with the Ultimate book of Fantasy D20?
A: Just about anything. You can download it, copy it, send it to friends, print it out, sell it to
strangers, give it as a gift, change it, re-edit it, re-publish it, sit on it, use it to insulate your home,
or even use it in your game. If youuse some or part of it you must use the OGL with the document you use
the QBOF material in, and you must abide by the rules in the OGL, including giving credit to the original authors
of the material in the UBOFD20.
Q: Can other people make money off of my work if it is OGC?
A: Yes, if that’s a problem for you, don’t publish using the OGL. It’s a share and share alike system, they can make
money off of your work and you can make money from theirs.
Q: How does the Ultimate book of Feats ensure that all the work it publishes is the authors original work?
A: We publish material gathered in two ways. The first is to publish works from members of the Community
Council. Each contributor signs a legal agreement that any work they submit to us is their own original work. The
second is to use material published by others using the OGL that they have designated as OGC. We try to be
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Q: Can an author decide to take back work submitted as OGC?
A: No once you make something OGC the rights you grant to everyone cannot be revoked. Your work is now
permanently available for anyone to use nearly any way they want to. The one thing you can do is make sure than
anyone using it follows the guidelines laid down in the OGL including crediting you as the author.
Q: Who owns the feats in the Ultimate book of Feats?
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Q: How can I tell what is OGC and what is not?
A: Every document should make it clear what is OGC and what is not. The UBOFD20 does so in the
Introduction
Section and right here.
Q: What parts of the UBOF are OGC?
A: I’m so glad you asked. Almost everything. The only portions that are not OGC are the OGL itself, the D20
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imagine folks wanting to use our Q&A or About the Ultimate book sections for anything.

OPEN GAME LICENSE


Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, 493
Inc (“Wizards”). All Rights Reserved.
1. Definitions:
(a)”Contributors” means the copyright and/or trademark owners who have contributed
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Counter Strike By: Agustín Martín;
Ducking Shot, Improved Far Shot, Minor Spell Mastery
By: Albert Nakano (Bertman4);
Anything Goes Combat By: Anne Bernardo;
Armor Focus, Armor Specialization, Heroic Evasion,
Shield Focus, Shield Specialization By: B. Marcus Lindberg;
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Create Camouflage, Cross-class Learning, Defensive Casting, Defensive Position, Defensive Study, Destructive
Force, Determined Soul, Divine Dominion, Divine Gift, Expert Cower, Expert Healing, Fast Mover, Favored
Class, Find Flaw, Flurry Of Blows, Gifted Learner, Greater Divine Dominion, Greater Held Charge, Hardy
Brawler, Learning Mastery, Learning Sacrifice, Life Line, Linked Learning,Mind’s Eye, Mindless Effort, Natural
Leader, Pack Mule, Pack Rat, Quick Defense, Recharge, Research Genius, Research Trinity, Restore Effort, Skill
Mastery, Skill Perfection, Soul Sacrifice, Spell Learning Combination, Spell Level Combination, Stand Against
Spell, Touch Mastery, Transference By: Bradley H. Bemis Jr.;
Accurate Attack, Fearsome Display, Flashy Attack By: Brendan Quinn;

497
Create Opportunity, Double Weapon Fighting, Tumbling Attack By: Brian A. Smith;
Additional Domain, Aggressive Casting, All-out Attack,
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Improved Mounted Combat, Improved Recovery, Improved Toughness,
Improvised Weapons, Lethal Fist, Light Sleeper, Magic
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Power Of The Mind,

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Turn/rebuke Resistance, Twin Psionic Attack, Twin Weapon Fighting, Vampire Mind, Vigilant Psychic Defender,
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Surge, Combat Tactics, Deflect Attack, Deft Lunge, Ever-ready Shield, Expert Aim, Fracture, Hardened Spell, Impact Spell,
Improved Combat Focus, Improved Deflect Attack, Improved Sneak Attack, Inner Depths Of The Soul, Inspiring Leader,
Missile Proof, Penetrating Shot, Self Item, Shield Mastery, Spell Toughness, Sudden Action, Tap Item, Trick Spell, Vital

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Suyt’s Relative Spacial Lock - Copyright © 2002 by Paul
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Ultimate Book of Magical Treasures Copyright 2001-04, DnD Community Council author Micah J. Higgins; Authors
Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.; Armor of
Defiance, Black Armor, Divine Armor, Divine Armor of the Faithful, Divine Armor, Lifekeeper, Shield of Shelter, Shifting
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All Netbooks Copyright 2001-2002, FANCC
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System Rules Document Copyright 2000, Wizards of the Legions of Hell
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