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librum equitis

A BOOK
OF

PRESTIGE CLASSES

Written by: M Jason Parent Additional Material by: Mike Downs, Brendan Quinn, Denise Robinson Designer: M Jason Parent Editor: Larry Theden Interior Artwork: Tony Squidhead Monorchio Layout / Typesetting / Cover: M Jason Parent Dedication To Denise Robinson, for the support, love, and amazing parties.
THIS EDITION OF LIBRUM EQUITIS COMPILED IS PUBLISHED UNDER VERSION 1.0A OF THE OPEN GAME LICENSE AND VERSION 3 OF THE D20 SYSTEM TRADEMARK LICENSE, D20 SYSTEM TRADEMARK LOGO GUIDE AND SYSTEM REFERENCE DOCUMENT BY PERMISSION FROM WIZARDS OF THE COAST. SUBSEQUENT EDITIONS WILL INCORPORATE FINAL VERSIONS OF THE LICENSE, GUIDE AND DOCUMENT. DESIGNATION OF PRODUCT IDENTITY: THE FOLLOWING ITEMS ARE HEREBY DESIGNATED AS PRODUCT IDENTITY IN ACCORDANCE WITH SECTION 1 (E) OF THE OPEN GAME LICENSE, VERSION 1.0A: ANY AND ALL AMBIENT INC. LOGOS AND IDENTIFYING MARKS AND TRADE DRESS INCLUDING ALL AMBIENT INC. PRODUCT AND PRODUCT LINE NAMES INCLUDING BUT NOT LIMITED TO: THE AMBIENT LOGO, DREADGAZEBO GAMING RESOURCES, LIBRUM EQUITIS; ANY LOCATIONS, GODS, HISTORIC EVENTS, ORGANIZATIONS; AND ANY AND ALL STORIES, STORYLINES, PLOTS, CHARACTERS, THEMATIC ELEMENTS, FICTION AND DIALOGUE; AND ALL ARTWORK, SYMBOLS, DESIGNS, DEPICTIONS, ILLUSTRATIONS, MAPS AND CARTOGRAPHY, LIKENESSES, POSES, LOGOS, GRAPHIC DESIGNS, EXCEPT SUCH ELEMENTS THAT ALREADY APPEAR IN THE D20 SYSTEM REFERENCE DOCUMENT AND ARE ALREADY OGC BY VIRTUE OF APPEARING THERE. THE ABOVE PRODUCT IDENTITY IS NOT OPEN GAME CONTENT. DESIGNATION OF OPEN CONTENT: SUBJECT TO THE PRODUCT IDENTITY DESIGNATION ABOVE, THE FOLLOWING PORTIONS OF LIBRUM EQUITIS COMPILED ARE DESIGNATED AS OPEN GAME CONTENT: ALL PRESTIGE CLASSES EXCEPT THE PRESTIGE CLASS DESCRIPTION (MATERIAL BETWEEN THE NAME OF THE PRESTIGE CLASS AND THE HIT DIE), ALL FEATS, SPELLS AND MAGIC AND PSIONIC ITEMS. IT IS THE EXPRESS INTENT TO RELEASE ALL MATERIAL BASED ON THE SRD AS OPEN GAME CONTENT INCLUDING THE NAMES OF THE PRESTIGE CLASSES, ALL PRESTIGE CLASS ABILITIES, SPELLS, FEATS AND MAGIC AND PSIONIC ITEMS. SPELL NAMES ARE RELEASED AS OPEN GAME CONTENT WITH THE EXCEPTION OF THOSE SPELL NAMES LISTED BELOW. THE
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table of contents
Chapter 1 - Prestige Classes Algorites AnamGlac Blighted Slayer Bokor Bone Archer Bounty Hunter Brotherhood of the Golden Blossom Children of the Snake Chosen Warlord Circle of the Lute Collegiate Bard Corpulent Dark Heart Dark Minstrel Dirty Monk Earthbound Elite Cavalry Feral Ravager Forge Singer Imperial Crossbowman Initiates of Cordun Knight Channeler Longbowman Lord of Sorcery The Lotahm Mad Tailor Military Archer Mind Thief New Treant Order of Cordun Pale Riders Phalanx Practical One Prophet Psychopyretic Raserei Riders of the Duras Sacred Paladin Siege Mage Sniper The Society of Heavenly Movements Swashbuckler Tainted Warlock Timer Tribal Berserker Troll Hunter Two-Fisted Sorcerers of TArg Venomous Weapon Cult Paragon Zombie Master Chapter 2 - Spells New Spell Lists Clerical Domains Spells (alphabetical) Chapter 3 - Simple Blight Magic Chapter 4 - Psionic Devices of the DuanKhat Metafragments Dawn Spheres Page 1 Page 2 Page 4 Page 7 Page 9 Page 11 Page 13 Page 16 Page 18 Page 21 Page 23 Page 25 Page 27 Page 29 Page 31 Page 34 Page 36 Page 38 Page 39 Page 41 Page 44 Page 46 Page 48 Page 50 Page 52 Page 54 Page 56 Page 60 Page 62 Page 64 Page 66 Page 68 Page 69 Page 71 Page 73 Page 74 Page 76 Page 78 Page 80 Page 82 Page 84 Page 85 Page 88 Page 90 Page 92 Page 94 Page 96 Page 98 Page 99 Page 101 Page 103 Page 105 Page 105 Page 105 Page 107 Page 111 Page 112 Page 112 Page 113

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chapter one prestige classes


Welcome to the compiled edition of Librum Equitis - literally "the book of cavaliers". This chapter is the core of the book, 50 prestige classes handcrafted from the finest d20 components and playtested to a hard edge for use in your fantasy d20 campaigns. These classes include all the classes included in the original electronic editions of Librum Equitis volumes 1 and 2, as well as the additional class found in the print edition of Librum Equitis volume 1. Weve also included several classes from Thee Compleat Librum ov GarUdoks Necromantic Artes including a class only found in the print edition of said book, Necromancers Legacy. Finally we have included several new classes that appear here for the first time. More than likely, not all the prestige classes will be incorporated into an existing or new campaign. Others will easily find a home in any campaign, while others may require some amount of contortion to fit in. Many classes make reference to organizations, cults and societies that are fairly campaign-specific. These can be changed to organizations already in a campaign world, while other GMs may find that there are niches these organizations can easily fill. Remember that the campaign world you run your games in is yours to mold and work, and with a little work, prestige classes appropriate for most organizations, cults, cabals and guilds can be made from the 40 classes published so far in these volumes. Feel free to tweak the classes a little for your campaign. Do you have a very religious gnomish nation with a large badlands area? Take the Riders of Duras, rename them to the Tarvin Zephyrs, give them Knowledge (religion) as a class skill and change the racial requirements to gnomes and half-gnomes. Add some text about the mounted patrols of the Tarvin Zephyrs upon their trained wardogs and you are done. A note on formatting - Just as in the prior volumes that this book is compiled from, classes are formatted such that each class begins on a new page. This results in some amount of white space on some pages, but it also allows for easier printing of the prestige classes you want to use in your campaigns without printing out chunks of other prestige classes also. We obviously dont use this formatting style for the print editions of Librum Equitis, but when buying PDFs you arent paying per page, but for content. Some classes use unusual level progressions throughout this book, being 5, 7 and 12 level prestige classes. Here is the basis by which we build the level progressions for our prestige classes. Three level prestige classes are minor specializations, almost always directly tied to another character class or social function, or employment. They do not define a character, and are most often taken to specialize in a single aspect of a class ability or a tangent from a normal class training. Five level prestige classes are generally used for "professional" prestige classes - those attached to employment, training and military service. Persons of very high level will normally not define themselves by a prestige class of this scale, and thus it cannot make up a majority of his experience levels due to its small span of levels. Seven level prestige classes are the middle ground between 5 and 10 level classes. More than a pass-time or a sub-class, these classes still do not completely redefine the character who takes it. Ten level prestige classes are generally used for "subclass" prestige classes. These are prestige classes that can be used to redefine a character. A high level character in one of these classes may well define himself more by his prestige class than his primary class. Prestige classes with more than 10 levels are seen as career moves that are as final as becoming a paladin or monk in most game worlds - these are decisions not taken lightly that will lead the character down his own path to power, with little left of his original class or classes when he gets there.

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Algorites
Trudging through the hip-deep snow by moonlight was comforting. The moon lit up the white expanses clearly for miles around, affording them a sense of security that they were lacking during the snow-blind days. I could feel the moisture of my breath freezing into the many scarves wrapped about my head, and see the mist it created sparkle in the crisp night air, the moon just peeking over the snow bank to our right. Then the snowbank exploded like a thousand tiny jewels in the night. Something huge and blue-white came hurtling out of the snow, leathery wings making a snapping noise like a flag in the arctic wind. Whatever the beast was, it disappeared into a cloud of powdered snow, with a hideous crunching sound of bones snapping as it crashed down upon Moerus, the rogue who had been watching our back through this frozen land. I reached for my scimitar, barely able to feel the steel hilt through my heavy gloves. Beside me, Angelia nocked an arrow to her elven longbow, somehow already in her hands and ready. As my blade cleared the sheath, her first arrow went flying into the settling cloud of snow, a trail of ice crystals behind it. And the beast came flying out, her arrow jammed into its shoulder. Angelia loosed a second arrow at it as it blocked out the glow of the moon, wings unfurled again like those of a bat, and then it hurtled down upon her, burying her under its weight in the thick snow. Jarred into action, I rushed towards the blue-white beast with scimitar overhead, nearly sliding over the snow that seconds before I had been trudging through. Into the cloud of thrown snow, my blade dug deep into the beast's flank, drawing its attention momentarily from Angelia. Not that she needed the help - her bow was already aside, and she had already scored home with at least one of her punch-daggers. As the beast turned its head to me, I snapped forwards once again, feeling the strength of the ice around me driving my blade home, at the same moment as Angelia slammed her left-hand blade into its chest with the sound of shattering ice. The Algorites are a secret society of arctic adventurers and rangers who fight with the strength of the ice about them. Once the Algorites were the defenders of an order of sorcerers and wizards based in the northlands, enchanted and enhanced by their icy magics and eldritch runes. But these same magi betrayed the trust of the Algorites, crafting a gate of ice through which the coldests parts of the abyss could be reached. And from these recesses of the planes came ice demons ferocious and vile, and to satisfy their Table 1-1: Algorite Level Advancement Class Attack Fort Ref Level Bonus Save Save 1 +1 +2 +0 2 +2 +3 +0 3 +3 +3 +1 4 +4 +4 +1 5 +5 +4 +1 6 +6 +5 +2 7 +7 +5 +2 8 +8 +6 +2 9 +9 +6 +3 10 +10 +7 +3

appetites, the whole order of the Algor was sacrificed to the beasts. Those Algorites that survived the night of cold hell struck back, slaying the magi and closing the gate. But the remnants of that cold night of hell still haunts the lands. There are still demons and half-demonic things crawling through the white arctic snows. And the Algorites, now in their sixth generation, still hunt these beasts and defend the people of the lands against them. Some Algorites see themselves as noble defenders, helpers of those not blessed by the rites of frost that they have undergone. Others are indeed as cold as their enemies, possessed and driven hunters who only seek the destruction of the ice-spawned horrors. Most Algorites are rangers and barbarians, with a few hardy warriors also chosen to defend the lands. Few spellcasters are suffered within their ranks, as there is still bitterness that they were betrayed by the very magi who gave the Algorites the rites of frost and their powers. Hit Die: 1d10 Requirements To qualify to become an Algorite (Agt), a character must fulfill all the following criteria. Alignment: Any non-evil Base Attack Bonus: 6+ Base Fortitude Save: 6+ Feats: Endurance, Track Knowledge (nature): 5 ranks Wilderness Lore: 8 ranks Special: Be chosen by the Algorites to take the Rites of Frost. Class Skills The Algorite's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Intuit Direction (Wis), Knowledge (nature) (Int), Knowledge (planes) (Int), Listen (Wis), Spot (Wis), and Wilderness Lore (Wis). See Chapter 4: Skills in Core Rulebook 1 for skill descriptions. Skill Points at Each Level: 4 + Int modifier. Class Features All of the following are features of the Algorite prestige class. Weapon and Armor Proficiency: The Algorite is proficient with all simple and martial weapons and with light and medium armor, but not with shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets and Tumble.

Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Special Icy Footing, Cold Strike 1/day Favored Enemy Cold Strength 1/day, Frozen Step Hard as Ice 1/day Cold Strike 2/day Cold Strength 2/day Favored Enemy Cold Subtype, Hard as Ice 2/day Cold Strength 3/day Cold Strike 3/day

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Icy Footing (Su): The Algorite never suffers movement penalties when moving on or through ice and snow, and makes any balance checks needed on ice or snow with a +20 competence bonus. Cold Strike (Su): Once per day a warlord may make a single melee attack with a +2 attack bonus and dealing cold damage equal to twice her level in the Prestige Class (if she hits). The Algorite must declare the smite before making the attack. At level 5 an Algorite can smite twice per day, and at level 10 this increases to three times per day. Favored Enemy (Ex): Algorites gain a favored enemy identical to the ranger ability of the same name. This stacks directly with the ranger ability, thus increasing any other favored enemy bonuses the character may have from levels in the ranger class or other classes or prestige classes that grant this ability. The Algorite is restricted to selecting either Beasts, Magical Beasts or Outsiders as a favored enemy using this ability. Cold Strength (Sp): Once per day per three character levels, the Algorite can use the spell-like ability of bull's strength, but only upon herself. This is cast as a sorcerer of the Algorite's class level. This ability can only be used when the ambient temperature is below that of the freezing point of water. Frozen Step (Su): Whenever standing still or nearly still on ice, snow or frozen ground or rock (and having not moved more than 5 feet this round), the Algorite is immobile as if frozen to the very ground. Creatures cannot bull rush the Algorite, nor force him to move through any amount of physical force or effort. Any trampling attack against an Algorite using this ability only deals half damage unless the trampling creature is at least 3 size categories larger than the Algorite. Hard as Ice (Su): Once per day per four character levels, the Algorite can take upon the hardness of ice. This ability requires a move-equivalent action to trigger, and lasts for one round per character level. During this time, the Algorite gains a hardness equal to one half his character level (rounded down). This ability can only be used when the ambient temperature is below that of the freezing point of water. Cold Subtype (Ex): At level 8, the Algorite gains the cold subtype. This provides the Algorite with complete cold immunity, but she then suffers double damage against fire attacks except on a successful save.

Rites of Frost
The rites of frost are performed by the mystics of the Algorites, those few members who have taken to the study of magic in order to perform these very rituals. There are very few Algorite mystics who are capable of performing the rites, as most Algorites distrust spellcasters within their ranks and it is seen as a great sacrifice to learn and perform the rites. Level: True Ritual - Wizard 3 Components: V, S, M, XP Casters Required: 4 Proxy: Yes: Any character with the Gift of Frost ability. Casting Time: 12 hours Range: Close (25 ft + 5 ft / 2 levels) Target: Individual to join the Algorites Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The casting of this ritual is a long and arduous affair requiring the application of ritual eldritch tattoos through a long night (at least 12 hours of darkness) in arctic climates. The target must be naked or lightly dressed for the duration of the ritual (and undoubtedly suffers from subdual or even lethal damage from exposure or frostbite). The target of this ritual is able to take levels of the Algorite prestige class. In addition, this ritual grants the target Cold Resistance 4. Material Component: Tattooing equipment and special inks and dyes that cost 500 gp. XP Cost: 800 XP

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Special: Must be initiated into the secrets of the Anam'Glac

AnamGlac
Ooooh, a lucky find--a mighty religious warrior fallen in battle, left behind for dead! You there! Remove the armor, I have no use for it--pass it along to those ghouls. Thank you, oh All-Father, for this, Thy Paladin. Blessed art Thou for sharing of Thy strength. Grant me his strength that I may continue to fight better. Grant me his fortitude that I may withstand the blows of misfortune. As we consume these parts of his body, let the spirit that animated it inhabit us and bless us with his gifts. Careful now, don't damage the heart, mmmmm, yes, still warm. Perfect. Prepare the Chalice. Filed, pointed teeth and grisly battle rites: the Anam'Glac have discovered the true cycle of life, and have defiled it. They draw power from the souls of the dead into themselves, to feed off it and become more powerful. Instead of returning souls to the circle of life, they consume them and destroy them. The Anam'Glac is one of the rare orders of druids founded upon this desecration and perversion of the magic of the circle of life. They recruit and train neutral evil druids to become, in time, Anam'Glac themselves. They are known as the Blood Druids to some, or the Dark Circle. They barely hold onto their beliefs as worshippers of nature, more often worshipping dark nature gods and godlings. There are supposedly other, smaller druidic groups that have embraced this path to power, but none are as well organized or as politically powerful as the Anam'Glac. The most ancient Anam'Glac is an ancient druid, master of nature who attained the power of timeless body, effectively immortal through the mixture of Druidic magics and the souls of those he has consumed. Most, however, are corrupt younger druids desiring the quick fix to power through the souls of their victims. In this way, the elders ensure that they remain the elders as the young die away beneath them. The candles that burn twice as bright.... And even then it doesn't end. With their cannibalistic ways, rare indeed is the Anam'Glac who does not rise once again from the grave as a fell ghoul. It is as if in response to their abandoning of the circle of life, the circle will no longer accept them back. Hit Die: d8 Requirements To qualify to become one of the Anam'Glac (Agl), a character must fulfill all the following criteria. Alignment: Any evil Spellcasting: Ability to cast reincarnation Table 1-2: AnamGlac Class Attack Fort Level Bonus Save 1 +0 +0 2 +1 +0 3 +2 +1 4 +3 +1 5 +3 +1 6 +4 +2 7 +5 +2 8 +6 +2 9 +6 +3 10 +7 +3

Class Skills The Anam'Glac's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Nature) (Int), Move Silent (Dex), Scry (Int), Spellcraft (Int), Swim (Str) and Wilderness Lore (Wis). Skill Points at Each Level: 4 + Int modifier. Class Features All of the following are features of the Anam'Glac prestige class. Weapon and Armor Proficiency: The Anam'Glac receive no additional training with armor, but learn to use the Khukuri, a curved short-sword designed for its ability to cut exceptionally deep because of its axe-like design (see the sidebar on page XX for stats on the Khukuri). Spellcasting: The Anam'Glac's training focuses on the power of the consumed soul over that of magical perfection. With every three levels of Anam'Glac the character gains, he also gains new spells per day as if he had also gained a level in the spellcasting class he belonged to before he added the prestige class (that was able to cast the reincarnation spell). He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on). An Anam'Glac cannot cast spells of an alignment opposed to his own. Craft the Dead (Ex): At level 1 the Anam'Glac learns how to invest the head of a slain enemy with divine energies. He can invest any necromantic, divination or evil spell that he can cast into the dried skin cut from a sentient creature's head. Triggering the spell invested in a dried head takes a standard action as a spelltrigger device (although only persons with the Craft the Dead ability can trigger them). Investing a spell into a dried head takes 1 day per 1,000 gp of its base price. The base price of such a dried head is its spell level multiplied by its caster level multiplied by 25 gp. To invest the spell into a dried head, the Anam'Glac must harvest and dry the skin himself from a sentient creature, and then spend 1/25 of the base price in XP and use up ritual materials costing one fifth of the base price. Any head that has a spell with costly material component or an XP cost invested in it also carries a commensurate cost. In addition to the costs derived from the base price, the Anam'Glac must expend the material component or pay the XP cost when investing the spell.

Level Advancement Ref Will Save Save Special +0 +2 Craft the Dead +0 +3 Affinity for the Dead, Skinwalking +1 +3 Eating Souls - Physical +1 +4 Eating Souls - Mental +1 +4 Eating Souls - Memories +2 +5 Eating Souls - Skills +2 +5 Eating Souls - Feats +2 +6 Eating Souls - Life +3 +6 Eating Souls - Feast of the Dead +3 +7 Eating Souls - Magic

Spellcasting +1 Spellcaster Level

+1 Spellcaster Level

+1 Spellcaster Level

+1 Spellcaster Level

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Affinity for the Dead, Skinwalking (Ex): At level 2, the Anam'Glac gains access to two new divine Spells. Affinity for the dead reflects their affinity for great heroes, fallen warriors, rulers and sages, all dead. Skinwalking allows them to take the skin of someone slain to assume their shape and appearance. They can prepare these spells as any other level 2 spell (in the case of affinity for the dead) or level 3 spell (in the case of skinwalking) in their spell list. Eating Souls (Su): When given (or having taken) the body of a sentient creature recently slain (within 12 hours), the Anam'Glac can cannibalize the corpse to gain some of its anima, or essential mystical power. In order to gain this power, the Anam'Glac must consume the vital organs of the dead, consuming the soul symbolically with the consumption of the flesh. At higher levels, this power actually destroys the soul of the person consumed. Removing and consuming the vital organs of a corpse always takes at least 30 seconds (ten full-round actions) and it provokes an attack of opportunity. Most Anam'Glac would prefer to savor their dark meals; some even cook them, but sometimes ritual is discarded to necessity. Any benefit gained from Eating Souls lasts for 12 hours per hit die of the victim. The Anam'Glac cannot have the benefits of more than his level of uses of Eating Souls at one time (an ability score bonus from the physical or mental abilities, a single person's memories, 1/2 the character's class levels of skill bonuses from the skills ability, a single feat from the feats ability, or a spell level from the spellcaster levels ability each count as one benefit). An Anam'Glac can consume at most four meals of this type in a day. A meal of a creature one size smaller than the Anam'Glac counts as one-half a meal (and two sizes smaller counts as onequarter, and so on). A meal of a creature one size larger than the Anam'Glac counts as two meals (and two sizes larger counts as four meals). Eating the dead comes with its own risks. The price paid is far dearer than the two coppers for the ferryman's fee. Technically, cannibalism is often the cause of prion infections, which cause serious, often fatal, neurological disorders. In game terms, every second character level (in this class or any other) the Anam'Glac goes up after achieving level 3, he must subtract one point from either Intelligence or Dexterity as the neurological damage sets in. Five character levels later, the Anam'Glac becomes delusional, suffering a -4 insanity penalty to Sense Motive rolls and a -2 insanity penalty to Spot and Listen checks. Additionally, many of the dead can be a source of parasites and other diseases - there is a 10% chance per corpse that the Anam'Glac is exposed to a disease or parasite, rolling for the exact type on the following table: 1 2 3 4 Filth Fever (System Reference Document) The Shakes (System Reference Document) Slimy Doom (System Reference Document) Cryptosporidios (see sidebar)

Physical: An Anam'Glac of third level has learned the basics of consuming the soul. In the process of eating the soul of the dead, he consumes a part of their physical prowess. As long as the consumed body had an ability modifier in the targeted stat (thus an ability score of 12 or greater), the Anam'Glac gains a 1d6+1 profane bonus to the targeted physical ability score. This power can only target Strength, Dexterity and Constitution. A person who is resurrected or otherwise returned from the dead after being the victim of this power loses half of the ability score in question as temporary ability damage, with an additional two points of ability drain to the same stat. Mental: At level 4, the Anam'Glac can consume the mental abilities of the victim as well. This is identical to Eating Souls, Physical (above) except that it can also target Intelligence, Wisdom and Charisma. Memories: At level 5, the Anam'Glac can consume some of the victim's memories. For each person's memories the Anam'Glac currently holds, he can make a recall roll (1d20 plus class level plus Intelligence bonus) to gather forth a memory that he is searching for (no rerolls are allowed for this roll). This ability has no serious long-term after-effects on the victim should he be brought back from the dead, although he will initially suffer from complete amnesia for 1 day per level of the Anam'Glac. DC 10 - "Routine Activities", activities, people, places and abilities the victim knew intimately, such as their employer's face, the way to their house, names and habits of close family and friends, etc. DC 15 - "Common Knowledge", things most people know that the victim may have known, such as common rumors and gossip, the location of the king's castle, the best inn in town. DC 20 - "Specific Minutia", little things the victim knew well, such as command words, passwords, secret hiding places, and other things the victim knew but didn't use regularly. DC 25 - "Lost Knowledge", minutia that the victim only knew vaguely, such as a password he was once told, or the taxation rate in the kingdom. Skills: At level 6, the Anam'Glac can draw from the skills of his victims. Select a number of skills equal to the Anam'Glac's class level from those that the victim had ranks in. The Anam'Glac gains a +4 profane bonus when using any of these skills. At level 10, the Anam'Glac can choose any skill to take the bonuses in, not just skills the victim had, as he transforms the victim's potential into the skill bonus instead of drawing from the victim's innate skills. A victim of this power who is later returned from the dead suffers a -4 profane penalty on skill checks involving these skills until both 1 day passes per level of the Anam'Glac and the victim receives a restoration spell. Feats: At level 7, the Anam'Glac can gain one of the victim's feats (or more, but each feat gained counts as one benefit gained from the Eating of Souls). This feat must be chosen from those the victim has. A victim of this power who is later returned from the dead cannot use these feats (or any feats which require these feats as a prerequisite) until both 1 day passes per level of the Anam'Glac and the victim receives a restoration spell. Life: At level 8, the Anam'Glac gains one of the most horrific of his powers. By consuming the soul of one who is rich in life, the Anam'Glac can extend his own lifespan. This does nothing to ease

New Disease
Cryptosporidios Incubation Period: 1d12 days Damage: 1d2 Con DC: 16 A disease that strikes persons eating in unsanitary conditions. Symptoms of cryptosporidios include abdominal cramps, mild nausea, vomiting, headache and loss of appetite.

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the pains and ravages of time, as the Anam'Glac is still subject to all the ability modifications for old age, but it pushes back the eventual time of his death. To determine how much time has been added to the Anam'Glac's final age of death, subtract the victim's age from 20 and divide the result by 5. This is the number of years added to the Anam'Glac's lifespan. This power completely consumes the soul of the victim, and the Anam'Glac cannot use the soul to gain any other abilities with the Eating Souls powers, nor can the victim ever be returned from the dead. Feast of the Dead: At level 9, the Anam'Glac learns how to extract energy from the soul of the dead and to share it with his fellows. By preparing a feast of the dead, the Anam'Glac can provide a bonus to any one chosen ability score (as per the Physical and Mental abilities above) to all those who partake of the feast (up to the Anam'Glac's class level plus his Charisma bonus). This profane ability score bonus only lasts for 4 hours per hit die of the victim, and each use of this power counts as two abilities gained from the Eating Souls power. Alternately, the Anam'Glac can prepare a feast for the entire community. This version can feed a number of people equal to the Anam'Glac's class level plus his Charisma bonus, all multiplied by the Hit Dice of the victim. This provides a +1 profane bonus to all attack rolls, saving throws and skill checks for 1 week. For either of these abilities, the entire body of the victim must be consumed, down to the jelly of the eyes and cracking the bones to suck out the marrow. The victim can never be brought back from the dead, as his entire soul has been consumed. Magic: At level 10, the Anam'Glac can draw raw magical power from the souls of those he consumes. The victim must have had some magical ability - either a spellcasting ability, a supernatural power, or a spell-like ability for this power to take effect. Immediately, the Anam'Glac regains a number of spent spell-levels equal to half the victim's hit dice. Additionally, the Anam'Glac has gained an additional spellcaster level for the duration of this ability, and all benefits derived therefrom (additional spells per day, ability to access higher level spells, but no addition to hit points, saving throws or other special abilities).

The Khukuri
(Exotic Weapon)

Khukuri are curved, bladed weapons based on the most primitive "hooked" swords. Because of the curvature and the heavy head, a Khukuri chops with exceptional strength, dealing significant damage when aimed properly. Full decapitations are not unknown using these weapons. Khukuri come in three sizes in game terms: Small blades (15 inches long), Medium blades (21 inches long) and the enormous 36 inch Large blade. All are exotic weapons. Small Khukuri, 1d4 damage, critical range: 19-20/x3 Medium Khukuri, 1d6 damage, critical range: 19-20/x3 Large Khukuri, 2d4 damage, critical range: 19-20/x3

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Blighted Slayer
Many assassins begin to amass a small collection of arcane tricks and magics to aid in their endeavors. For many, these eldritch spells are a minor addition to their skills of slaying, but some discover new potentials as spellcasters, and seek quick roads to power in order to improve their skills and potential. In a group as immoral as assassins, it is not hard to find one who will take the path of damnation in order to increase his power. The balance of nature is not the concern of the assassin, and the lure of blight is thus strong to them - more power in trade for death. These are terms the assassin is familiar with. These devotees of corruption and death learn to externalize the corruption within them to increase the potency of their weapons and skills. Whereas most masters of blight magic have access to potent arcana, most assassins turned blighted slayers have only a small repertoire of spells, and learn other methods to use the blight they collect within themselves. Blighted slayers are already familiar with the trade of death. Many are quite skilled assassins seeking additional power, others have only begun to scratch the surface of the ways of slaying, but were already adept with arcane spellcraft. Because of the trail they leave, both of evil and of destroyed plants and taint, few remain members of any assassin's guild for long, striking out on their own, freelance slayers and killers. Some lose sight of their original motivation to become an assassin, and become murderers and thrillkillers, killing for the sake of the evil act itself. As the blight takes a firmer hold over their corrupted hearts with the passing of years, those who survive are rarely thought of as assassins any more. Intelligence and an amoral outlook on life and the value thereof is essential to the blighted slayers. These fell assassins have most likely discovered this path to power on their own, often they feel pushed to it in a desperate bid for additional power. Few are very charismatic to begin with, and once the blight takes its toll, few are even recognizable members of their own race. Hit Die: d6 Requirements To qualify to become a blighted slayer (Bls) a character must fulfill all the following criteria. Alignment: Any evil Hide: 12 ranks Knowledge (arcana): 8 ranks Move Silently: 12 ranks

Feats: Blight Magic Spellcasting: Able to cast at least level 2 arcane spells. Special: Death Attack special ability. Class Skills The blighted slayer's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Knowledge (Arcana) (Int), Move Silently (Dex), Open Lock (Dex), Search (Int), Spellcraft (Int), Spot (Wis) and Use Rope (Dex). Skill Points per level: 4 + Int modifier Class Features All of the following are class features of the blighted slayer prestige class. Weapon and Armor Proficiency: The blighted slayer is proficient in all simple and martial weapons but receives no additional training with armor. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armor or equipment carried. Spellcasting: A blighted slayer casts arcane spells according to his prior arcane spellcasting class. In the case of blighted slayers who do not have a core spellcasting class (ie: blighted slayers whos only spellcasting class is assassin, for example), the blighted slayer gains spellcasting abilities either according to the prestige class they were part of previously, or as a Wizard (as decided

Blight Magic

[General]

Allows the spell caster to practice the art of Blight Magic Prerequisites: Must be of evil alignment, must be able to cast arcane or divine spells. Benefits: Using Blight Magic rituals, power is taken from natures living things, sucking them dry of all life essence. This is a foul art but one that leads to quick power. Taking this feat allows you to practice Blight Magic as per the rules in this document.

Table 1-3: The Blighted Slayer Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +0 +2 +2 Corrupt Poison - Strength 2 +1 +0 +3 +3 Sneak Attack +1d6 3 +2 +1 +3 +3 Corrupt Poison - Damage 4 +3 +1 +4 +4 5 +3 +1 +4 +4 Blighted Strike - Penetration 6 +4 +2 +5 +5 Sneak Attack +2d6 7 +5 +2 +5 +5 Blighted Strike - Deadly 8 +6 +2 +6 +6 9 +6 +3 +6 +6 Blighted Strike - Persistant 10 +7 +3 +7 +7 Sneak Attack +3d6, Taint Death

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

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by the blighted slayer). At the indicated levels, the character gains new spells per day as if he had also gained a level in the chosen spellcasting class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those he receives from the prestige class, and so on), except for an increased effective level of spellcasting. Corrupt Poison - Strength (Su): The blighted slayer can manifest his blight levels into any poison he wields. This ability can only be used to augment a poison at the moment the blighted slayer delivers it unto his victim, and thus cannot be used with ingested poisons, or to strengthen a poison prior to its delivery. The blighted slayer can increase the save DC of a poison by 1 per level in this class. The slayer must spend one blight level per two points of DC increase, rounded up. Using this ability forces a roll for corruption just like casting a spell using blight levels. Sneak Attack (Ex): Any time the blighted slayer's target would be denied her Dexterity bonus to AC (whether she actually has a Dexterity bonus or not), the blighted slayer's attack deals +1d6 points of damage. This extra damage increases by +1d6 points every three levels (+2d6 at 4th level, +3d6 at 7th level, and so on). Should the blighted slayer score a critical hit with a sneak attack, this extra damage is not multiplied. It takes precision and penetration to hit a vital spot, so ranged attacks can only count as sneak attacks if the target is 30 feet away or less. With a sap or an unarmed strike, the blighted slayer can make a sneak attack that deals subdual damage instead of normal damage. He cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, not even with the usual -4 penalty, because he must make optimal use of his weapon in order to execute the sneak attack. A blighted slayer can only sneak attack living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Additionally, any creature immune to critical hits is similarly immune to sneak attacks. Also, the blighted slayer must also be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. The blighted slayer cannot sneak attack while striking at a creature with concealment or by striking the limbs of a creature whose vitals are beyond reach. If a blighted slayer gets a sneak attack bonus from another source (such as rogue levels), the bonuses to damage stack.

Corrupt Poison - Damage (Su): The blighted slayer can enhance the damaging effects of a poison he wields. This power is identical to the Corrupt Poison - Strength ability, except that it increases the damage from the poison by up to +1 per 2 class levels, at a cost of 1 blight level per additional point of damage. Using this ability forces a roll for corruption just like casting a spell using blight levels. Blighted Strike - Penetration (Su): The corruption and blight of the blighted slayer strikes deeply into all targets, even those who would normally shrug off his blows. The blighted slayer's attacks can ignore a target's DR and always deals lethal damage using this ability. Once per day per 2 class levels, the blighted slayer can cause all attacks he makes that round ignore the target's DR and all damage caused by the attack is lethal damage, even against regenerating creatures. Blighted Strike - Deadly (Su): Beginning at level seven, whenever the blighted slayer makes a successful sneak attack, he can spend one or more blight levels to cause the damage to be aggravated by the blight. He can spend up to a third of his class level in blight levels to fuel this ability, and every level spent increases the sneak attack damage by 1d6. This damage is always lethal damage, and cannot be subdual, nor can it be converted into subdual damage by abilities such as regeneration. This is a free action that can be used once per round. Using this ability forces a roll for corruption just like casting a spell using blight levels. Blighted Strike - Persistent (Su): Beginning at level 9, the damage from a blighted slayer's sneak attacks persists even after the weapon is no longer within the wound. Any and all sneak attack damage dealt with either of the blighted strike abilities is rolled again the round after the sneak attack, and is applied as negative energy damage to the victim. This is a free action that costs the blighted slayer a single blight level, but does not require a corruption roll. Taint Death (Su): At level 10, the blighted slayer gains the ability to draw the last life force from a slain foe and twist it to his cruel ways. By taking a full-round action and kneeling upon the body of the dead, the blighted slayer can draw forth the last essences of a creature slain in the last six seconds (the previous round), reducing the creature's body to a black ash and drawing from it one-third of the creature's Challenge Rating as blight levels. This is a full round action which provokes an attack of opportunity as the blighted slayer lets down his guard to draw forth the essence of the slain. This ability can be used a number of times per day equal to the blighted slayer's Wisdom bonus (minimum of once per day).

For more information about blight magic, there is a synopsis of the blight magic system in chapter 3 of this volume. We also recommend the Mystic Eye Games book: Arcane Mysteries - Blight Magic.

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Bokor
With a deft cut, the goblin guard was dispatched by Drelga's knife, his life-blood gushing over her muddied hands and thick, yellow claws. Not that she liked using it, but quietly killing guards was not a job for a half-orc warrior with a long spear. Unfortunately, not all the guards had gone so quietly, and the last few had been on full alert, making the job significantly more challenging. Somewhere in this horrid swamp, someone was enchanting the Burgomaster with a bleeding disease; one that that made him vomit blood; one that returned every night, even after applications of cure disease from the clerics. Drelga and Sapphire parted the spanish moss hanging from the swamp-willows - making out the torchlit glow of the goblin shaman's hut not a hundred feet away. The hut was quite old; there were holes in the roof, and spanish moss draped over it. They approached as quietly as they could through the black knee-deep waters of the swamp. Decorating the perimeter were skulls and bones of all shapes and sizes, mostly other swamp denizens but obviously some goblin and human skulls in the mix. Pushing through the curtains, they made their way inside. The inside of the hut well lit and almost warm, with candles all about, the smell of blood thick in the air. Obviously, the goblin shaman had heard them coming. The hut was abandoned, but nailed to the central post by a dark dagger was a single doll made of burlap and crude stitching, obviously a caricature of the Burgomaster. Beneath it sat a bowl of freshly-drawn blood from a dead, black rooster. The Bokor are lords of curses, dark sorcerers of voodoo-esque arcana. They have sought power from dark forces, and rule those around them through intimidation and fear of their dark arts. They are rumored to traffic with devils, to slay people with strange incantations and then have the slain work for them as their undead servants. Those living in the same community as a Bokor usually live in awe and fear of his powers. Many powerful mages see the Bokor's obsession with intimidation and dark arts used to such ends as petty, but most Bokor seek not arcane power, but power over their fellows. Many Bokor are hurtful, spiteful creatures that revel in their power and dark habits. Bokor are usually drawn from the ranks of sorcerers and wizards. Some clerics worship deities who see the path of the Bokor as suited to their divine agents, and some dark druids have also taken this path - making their wildernesses something to be feared by the common man, thus protecting them from their predations. Bards are also attracted to this class, as the combination of magical training and the "interpersonal" aspects of the Bokor's pursuits

appeal to dark raconteurs. If anything, the bardic music makes the Bokor more intimidating, granting his followers additional abilities during ceremonial chants. Hit Die: d4 Requirements To qualify to become a Bokor (Bok) a character must fulfill all the following criteria. Alignment: Any evil Intimidate: 5 ranks Knowledge (arcana): 6 ranks Knowledge (religion): 6 ranks Spellcraft: 10 ranks Feats: Craft Wondrous Item Spellcasting: ability to cast at least two necromancies and bestow curse. Class Skills The Bokor's class skills (and the key ability for each skill) are Alchemy (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), and Spellcraft (Int). Skill Points per level: 4 + Int modifier Class Features All of the following are class features of the Bokor prestige class. Weapon and Armor Proficiency: The Bokor is proficient in all simple weapons but with no armor nor with shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets and Tumble. Spellcasting: At the indicated levels, the Bokor gains new spells per day as if he had also gained a level in the spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those he receives from the prestige class, and so on), except for an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming a Bokor, he must decide to which class he adds the new level for purposes of determining spells per day. The Bokor also gains access to a new level 2 spell, minor curse, detailed in the spells chapter. Terrifying Presence (Ex): The Bokor develops the ability and aura of fear and confidence. He can inspire obedience through

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

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

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fear, making those who fear him nearly unable to attempt to do anything to cross him. Anyone who has been successfully Intimidated by the Bokor, as well as those who are his underlings or who answer to his authority suffer a morale penalty on attacks, skill checks and Will saves against the Bokor. At level 1, the penalty is -1. It increases to a -2 penalty at level 4, -3 at level 7 and -4 at level 10. Poison Use (Ex): The Bokor are skilled in the use of poisons, as they often use various toxins to instill fear, and never risk accidentally poisoning themselves when applying poison to a blade or other tool. Sympathetic Figure (Su): The level 2 Bokor learns the most well known trick of his class, the creation of small dolls that represent living people. The dolls evoke sympathetic magic, allowing the Bokor to direct spells at a doll that affect the person the figure represents. A Sympathetic Figure allows the Bokor to use sympathetic magic in order to cast spells against a target not currently within the spell's range. To create a Sympathetic Figure, the Bokor must collect items that have a strong "sympathy" with the person the Figure is meant to represent. These items must be either parts of the person (hair, teeth, nails, etc.) or be something they have worn or held for many years. The objects are crafted into a tiny figure of the target, taking one day per level of the person the Figure represents, as well as 1,000 gp for each level. Activating the Sympathetic Figure costs 1/25 of the gp cost in XP (40 XP per level of the target). A Sympathetic Figure is good for 10 uses before it needs to be recharged. Recharging the Sympathetic Figure requires at least one new item from the person in question, and requires a ritual costing half the normal cost in XP and gp and taking half as long to perform as the creation of the Figure. Any spell may be cast upon an active Sympathetic Figure. Provided the target is on the same plane as the figure and is not protected by spells such as antimagic field or the like, he undergoes the full effects of the spell cast upon the Figure (with the

usual saving throws and spell resistance rolls to avoid the spell's effects). Spells cast on the Figure that normally have an area of effect are limited to affecting only the person in whose image the Figure is made. A level 2 Bokor may only cast Enchantments through a Sympathetic Figure. He gains the ability to cast Transmutations through the Figure at level 3, Abjurations at level 5, Necromancies at level 6, Evocations at level 8 and Conjurations at level 9.

Bokor and Zombies


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

New Poison
Zombie Dust Format: Ingested Save DC: 18 Primary Onset: instantaneous Primary Damage: 1d6 Int Secondary Onset: 1 minute Secondary Damage: 2d4 Int Spot DC: 13 Market Value: 420 gp Zombie Dust is normally mixed into drinks or served with food, often to persons who are fully aware that the Bokor is poisoning them as they consume the poisonous fare before them, with zombies watching over them. A person reduced to zero Intelligence by zombie dust is not rendered comatose, instead he becomes almost an automaton, easily controlled by anyone he fears. A DC 20 Intimidate check will make a victim of zombie dust do as he is commanded. Usually the Bokor administering the zombie dust has a circumstance bonus on this roll due to prior brainwashing that has occurred as well as his Terrifying Presence ability.

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Bounty Hunter
"Mulled wine," said Herrin, "get me a mulled wine. Still hot." He stood by the merchants' stall in the dusty marketplace, staring across the street to the run-down house that all leads pointed to. He heard the sound of the heavy stoneware mug pushed towards him across the rough plank that served as a counter. "I've got you now," Herrin said, but not to the half-orc behind the counter. He pulled out a few silvers more than needed for the drink. The half-orc took it in his rough hand and moved away, looking for more business in the market - business that wouldn't be put off by the dust-stained bounty hunter leaning against the counter, with repeating crossbow and short sword at his side. He had been on the trail for three weeks now, and could almost taste her lingering perfume. He was still sitting in the market six hours later when Aleen walked up to the building, long after most of the stalls had closed for the day, sitting on an old wooden crate that had once carried someone's wares to the market. His hat and coat were gone, as were all his obvious armament. He was patiently whittling a small wooden duck with a short knife, a small pile of shavings at his feet and the admiration of two half-elven children focussed on his every cut. He glanced up as she began to climb the first flight of stairs, but registered no particular interest in her fair form. The stairs were poorly-crafted wood, worn and concave from the constant traffic in and out of the old rental building over the years. Aleen's apartment was on the third floor, the door poorly set and the lock mechanism rough to handle. As she reached into her belt pouch under her green cloak to pull out the key, she caught the blur of movement from the corner of her eye. Herrin had dropped the carving and flipped over the crate he had been sitting on, exposing his crossbow, sword, coat and hat. He grabbed his trusted weapons and sprang towards the base of the stairs in three graceful strides. Aleen wasn't going to take the chances that his treatment of her would be as graceful - from under he cloak she threw a handful of shuriken at Herrin, and then hesitated looking down the stairs. He dodged the shuriken neatly, but didn't return fire with his crossbow, instead beginning a dash up the rickety stairs that creaked and rattled under his feet. On the landing in front of her door, Aleen hesitated. The ground was a good twenty feet below her, and behind the locked door was a majority of her equipment as well as the elven staff. But for all she knew the hunter had already been inside and reclaimed the staff, or even planted a trap for her; she had no time to fumble with Table 1-5: Bounty Hunter Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save 1 +1 +0 +2 +2 2 +2 +0 +3 +3 3 +3 +1 +3 +3 4 +4 +1 +4 +4 5 +5 +1 +4 +4 6 +6 +2 +5 +5 7 +7 +2 +5 +5 8 +8 +2 +6 +6 9 +9 +3 +6 +6 10 +10 +3 +7 +7

the lock. Gritting her teeth she jumped over the railing and landed squarely on the sandy market grounds. Then something hit her from behind, sending her reeling to the ground. For a time, she lay face down in the sand, but as the dizziness relaxed in her head, she recovered and attempted to thrust her arms out before her, to find they were bound with rough hemp cord. As her vision cleared, she recognized the elven lord from whom she had stolen the staff walking across the courtyard towards her. From the edge of her vision she could see one of Herrin's boots, the other planted evenly upon her back. As the elven lord handed Herrick a sum of gold in a small leather bag, she watched the two half-elven children run off with the small carved duck Herrin had been making... "Bring 'em back"... Usually it's bring them back alive, but not always. However you want them, the Bounty Hunter is ready to deliver, for a price. The Bounty Hunter's treasure is the personal or institutional vendettas of others. Some states and nations employ Bounty Hunters to track down escaped prisoners, political activists and enemies of the state. Other Bounty Hunters work for organized crime rings or other powerful entities; many work freelance, taking on whatever bounties are offered. Most Bounty Hunters have little respect for others in their profession (as each is another competitor for their bounties), but all have respect for the profession of the Hunt. In some nations Bounty Hunter guilds exist, but they are rarities, usually leftovers from previous eras. Few hunters can be found who would work well with others. Hit Die: d8 Requirements To qualify to become a Bounty Hunter (Bou) a character must fulfill all the following criteria. Base Attack Bonus: 5+ Spot: 8 ranks Gather Information: 8 ranks Intimidate: 5 ranks Move Silent: 5 ranks Feats: Track, Alertness Class Skills The Bounty Hunter's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (any) (Int), Listen (Wis), Move Silent (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis) and Wilderness Lore (Wis).

Special Bounty +1 Sneak Attack +1d6 Exotic Weapon Bounty +2 Sneak Attack +2d6 Skill Focus Bounty +3 Sneak Attack +3d6 Exotic Weapon Bounty +4

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Skill Points at Each Level: 6 + Int modifier. Class Features All of the following are class features of the Bounty Hunter prestige class. Weapon and Armour Proficiency: Bounty Hunters are proficient with all simple and martial weapons and light and medium armour, but not shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets and Tumble. Bounty (Ex): Beginning at first level, the Bounty Hunter gains specific bonuses against his bounty. The Bounty Hunter gains a +1 bonus to Bluff, Diplomacy, Gather Information, Listen, Sense Motive, Spot and Wilderness Lore checks when using these skills against or involving his chosen target. Likewise, he gets the same bonus to subdual damage rolls against his target (this damage bonus obviously does not apply to targets who are immune to subdual damage or who are immune to critical hits). Every third level thereafter (level 4, 7 and 10) the bonus increases by 1. To gain these advantages the Bounty Hunter must know the target well or have done some research into the target's behaviour and techniques (Gather Information DC 15 and a day of research at the target's haunts). The Bounty bonus only applies to one target at a time for whom the Bounty Hunter is searching. If the Bounty Hunter is searching for a small group of people (The Adventurers of the Black Inn) the bonus is reduced by half (round down), and for a large group or a species ("the king has posted a reward for all goblins captured!") the bonus is reduced to one third (round down). Unlike most damage bonuses, the subdual damage bonus can be applied when using weapons not meant to deliver subdual damage (such as using the flat of a sword at a -4 penalty on attacks). Sneak Attack (Ex): Beginning at level 2, the Bounty Hunter gains the Sneak Attack ability just like a Rogue. This begins at +1d6 and goes up at levels 5 and 8. This stacks with any other Sneak Attack abilities granted by levels of Rogue, Assassin, Dirty Monk or any other source. Unlike most sneak attacks, this sneak attack damage can be subdual damage when used with a weapon dealing subdual damage, even if the weapon isn't normally used as such (such as using the flat of a sword at a -4 penalty on attacks in order to deal subdual damage). Exotic Weapon (Ex): The tools of the trade are often quite diverse for the typical Bounty Hunter. At level 3 and level 9 a Bounty Hunter gains a bonus Exotic Weapon Proficiency feat. Skill Focus (Ex): At level 6 the Bounty Hunter gains a bonus Skill Focus feat for any of the Bounty Hunter class skills.

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Skill Points per level: 2 + Int modifier

Bone Archer
The black sniper sat upon his perch. Before him, a dozen barbed shafts of bone stood, each of the hand-carved arrows waiting for a warm target within which to lodge itself. He had carved each one from the bones of his slain foes, knowing the curves and spines of each intimately, knowing exactly how each would mate with his longbow for that instant before he kissed it with dark energy and let it fly towards its chosen target. Bone Archers are craftsmen. They have learned an ancient craft of fletching (crafting arrows) using bones. These arrows are light and barbed, and they almost seem to seek out living targets when wielded by their craftsman. Those already familiar with the necromantic arts find these handcrafted bone arrows are easily enchanted with short-duration necromantic energies. Because of the necessity for familiarity with necromantic magic to truly take on the path of the Bone Archer, all are at least minor spell-casters, mostly multi-classed necromancers or clerics. Because of the traditional elven skill with bows, they are more likely to qualify for the class with only levels in wizard previously. Hit Die: d8 Requirements To qualify to become a Bone Archer (Bon) a character must fulfill all the following criteria. Spellcasting: ability to cast four or more necromantic spells, with one at least level 2. Feats: Weapon Focus (any bow), PointBlank Shot Spellcraft: 6 ranks Knowledge (arcana): 6 ranks Craft (fletcher): 8 ranks Special: Learned the craft of Bone Fletching from a Bone Archer. Class Skills The Bone Archer's class skills (and the key ability for each skill) are Alchemy (Int), Appraise (Int), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Spot (Wis), and Spellcraft (Int).

Class Features All of the following are class features of the Bone Archer prestige class. Weapon and Armor Proficiency: The Bone Archer is proficient in all simple weapons as well as all bows (longbow, shortbow, etc) but with no armor nor with shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets and Tumble. Bone Archery (Ex): As the Bone Archer progresses, he becomes more skilled with his personally crafted bone arrows. Any time he attacks using a missile weapon he is skilled with, loaded with bone arrows he has personally crafted, he gains a bonus to his attack roll. Archery Feat (Ex): At the indicated levels, the Bone Archer gains a bonus archery feat selected from the following list: Improved Critical (any bow)*, Weapon Focus (any bow)*, Far Shot, Mounted Archery, Precise Shot, Rapid Shot, Shot on the Run, Skill Focus (Craft: Fletcher). Some of the bonus feats available to the Bone Archer cannot be acquired until the Bone Archer has gained one or more prerequisite feats. A Bone Archer can select feats marked with an asterisk (*) more than once, but it must be for a different weapon each time. A Bone Archer must still meet all prerequisites for a feat, including ability score and base attack bonus minimums.

Table 1-6: The Bone Archer Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +0 +2 +2 Bone Archery +1 2 +1 +0 +3 +3 Archery Feat 3 +2 +1 +3 +3 4 +3 +1 +4 +4 Bone Archery +2 5 +3 +1 +4 +4 Archery Feat 6 +4 +2 +5 +5 7 +5 +2 +5 +5 Spontaneous Bones 8 +6 +2 +6 +6 Archery Feat 9 +6 +3 +6 +6 10 +7 +3 +7 +7 Bone Archery +3

Fletchings Known 1 2 3 4 5 1 2 2 1 2 2 3 2 1 3 2 2 3 2 2 1 3 3 2 2 3 3 2 2 1 3 3 3 2 2

Fletchings per Day 1 2 3 4 5 2 4 4 2 6 4 6 4 2 6 4 4 6 6 4 2 6 6 4 4 6 6 4 4 2 6 6 6 4 4

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Spontaneous Bones (Su): Beginning at level 7, the Bone Archer gains the ability to spontaneously create up to his Con bonus (minimum of 1) bone arrows per day as one or more free actions, drawing them from the negative energy plane. These bone arrows count as personally crafted bone arrows for the purposes of his bone archery and fletchings. They remain in existence for a maximum of 1 round per Bone Archer level. Fletchings (Su): Bone Archers have the ability to imbue personally crafted bone arrows with negative energy for a variety of effects. As they gain levels they learn more techniques and can trigger them more often per day. Effectively, a fletching is a spell that is transmitted by a bone arrow. Imbuing a bone arrow with a fletching and firing it is a standard action which provokes an attack of opportunity. If the arrow hits, then the effects of the fletching take effect on the target. The save DC against a fletching is equal to 10 plus the fletching level plus the Bone Archer's Con modifier. A Bone Archer does not gain additional fletchings per day based on high ability scores. Only one fletching can be used on a particular bone arrow.

Level 1 Bone Archer Fletchings Bloody Arrow This fletching causes the arrow to crackle and hiss with dark energies that immediately cause any wound inflicted with the arrow to weep and bleed. Creatures not immune to critical hits that are struck by a bloody arrow take one additional point of damage each round thereafter, for 1 round per level of the Bone Archer. Skull Snare This fletching causes the head of the arrow to become a human skull. The skull bites whomever the arrow strikes, dealing 1 additional point of damage and latching on. Until the skull is destroyed (AC 10, 2 hardness, 1 hit point) it reduces the target's speed by one half. True Arrow This fletching strikes true on target, the arrow bending and curving in flight to strike home. It confers a +10 profane bonus on attack rolls. Level 2 Bone Archer Fletchings Chill Arrow This fletching makes the arrow a conduit for the black cold of negative energy. Any living creature struck by it takes 1d6 cold damage and must make a Fortitude save to avoid taking 2 points of Strength damage. Bolt of Fear This fletching causes fear in the target struck. If the creature succeeds at a Will save, it becomes shaken for 1 round. If it fails, it flees from the Bone Archer as best it can for 1d4 rounds. If it cannot flee, it fights with a -2 morale penalty on attack, weapon damage rolls and saving throws. Black Wave This fletching causes the arrow to explode in a wave of negative energy upon impact. All creatures within 10 feet of the point of impact take 1d4+1 negative energy damage (or are healed the same amount if undead). Level 3 Bone Archer Fletchings Explosive Fletching This fletching causes the arrow to shatter into a blast of bone shards. All creatures within 10 feet of the point of impact take 2d6 piercing damage (half damage with a successful Reflex save). Living creatures that are not immune to critical hits who fail their save also bleed for 1 point of damage per round until they either receive medical aid in the form of a cure wounds spell or a DC 15 Heal check. Hold Person This fletching freezes the target in place. The target must succeed at a Will save or be affected as if by a hold person spell for one round per class level. Shadow Shaft The target of this fletching is enveloped in a swirling cloud of negative energy. The energy deals 1d4+1 strength damage and stuns the target the next round (both are negated with a successful Fortitude save). Additionally the subject suffers a -2 morale penalty to attack rolls, ability checks, skill checks and saving throws for 1 round per 2 class levels. Level 4 Bone Archer Fletchings

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Vampiric Shaft This fletching deals an additional 1d6 points of negative energy damage per two caster levels of the Bone Archer (never to exceed the hit points of the target), and grants them to the Bone Archer as temporary hit points. These temporary hit points disappear 1 hour later. Filthy Darts The target of this fletching is exposed to Filth Fever, with the DC to resist it being increased to 14 + Bone Archer's Con modifier and the primary effects taking effect immediately (no incubation period). Soul Biter The target of this fletching has a cold piece of negative energy lodged in his person. Initially this may feel like a piece of the arrow, but it is more of a metaphysical taint; no amount of healing will remove it. All necromantic spells and effects (including other fletchings) that target the victim have a +2 profane bonus to their DC, and those that deal damage deal an additional point per die. This effect remains until a remove curse is cast upon the victim. Level 5 Bone Archer Fletchings Enervation The target of this fletching is struck with 1d4 negative levels that remain for 1 hour per Bone Archer level. Since these cannot remain for 24 hours, they will never result in actual level loss. Shrieking Missile This fletching binds nearby spirits to the arrow, and it screams the cries of a thousand tortured souls as it flies through the air, unnerving those near it. Anyone within close range (25 ft + 5 ft / 2 levels) of the target of this fletching is affected as if by a fear spell.

Bone Fletching
Bone fletching is the craft of manufacturing razor-sharp, barbed arrows suited to negative energy channelling out of bones. This craft is taught to few by the Bone Archers except those they are eyeing as potential Bone Archers in their own right. Crafting a bone arrow is the equivalent of crafting a masterwork arrow (value 7gp) except that the ingredients are free to the Archer, as long as he has bones. The bones of a creature the same size category as the archer will only yield a single arrow. Those of a creature one size category larger will yield four, and those of a creature two sizes larger will yield 16, and so forth (multiplying the number of arrows by 4 for each size category larger). Because of their light weight and strange construction, bone arrows have somewhat shorter range than their wooden, metal tipped counterparts (subtract 20 ft from the normal range increments of the bow they are used with), but they are still masterwork weapons providing a +1 bonus on attacks, and the sharp barbs of the arrows (and their supposed determination to rend the flesh of the living, something every Bone Archer can attest to) increase the Crit multiplier by one.

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Brotherhood of the Golden Blossom


The blow slammed into Craytex, lifting him up off his feet, and shattering ribs. The crushing pain overwhelmed Craytex, and before the darkness overwhelmed him, he saw the stranger's foot sweep around and noticed that the heavy calluses on the man's bare feet were dusty. Shin Tou stood over his downed foe, smashing his foot twice more into the bones. He knew that the dread being's soul had fled to its arcane shelter, but that would pose no problem. He looked around the ancient laboratory as he idly kicked the bones away from one another. The place was dusty in some areas, with half completed arcane projects. Tou could not guess at the purpose they were to serve, or had served. His hand still tingled where he had disrupted much of the unnatural creature's life force with a single Eagle's Claw blow. He shook his hand out to return feeling to it as he approached what his Elders had spoken of, and dusty tomes within the monastery's libraries had whispered of in their rustling voices. Some have left behind the rigorous life of a monk to join the holy martial orders of their churches of their lands, wartime service to their Deity overcoming their earlier calling to the ascetic life. There are others who have left their martial order to join the spartan, contemplative life of a monastery. In both cases, their martial training and understanding of their inner selves have fused into a synthesis that takes them beyond their previous peers, as the calling of their god leads them against some of their churches' most fearsome foes. The melding of the abilities of a paladin and a monk creates one who can face undead and demonic foes, is never unarmed, and carries his own armor inside of him. Those who receive the calling feel an urging, a longing for a place they have never seen before. Lured by a longing, they are guided by dreams until they locate one of the hidden Golden Blossom monasteries. Once there, they receive a quest, or a testing, to prove their worth. Once this test has been passed, the questor becomes an initiate within the Brotherhood of the Golden Blossom. Initiates are shown the detailed and massive libraries of the brotherhood, where they are trained in the knowledge of undead, outsiders, or both. The training they receive at the hands of those too old or too injured to carry on the fight brings out abilities deeply buried within them so that they are never unarmed, and learn to no longer rely on just swords, or just hands. They are armed with the knowledge of the minds.... Members of the Brotherhood search out and destroy those enemies of the Church, and of the forces of Good, with whom there can be no parley. They are methodical, patient, and careful, fully researching any demonic or undead creature who is preying on members or the church or goodly folk. These warriors mix the Paladin's innate abilities to confront undead and demonic forces with the Monk's fearsome hand to hand combat abilities. Golden Brothers do not hate their foes, but instead respect the abilities and intellect of the Brotherhood's sworn foes. The meditation and extreme training bring out deeply buried abilities that assist them in overcoming demonic and undead foes. The Golden Brothers carry with him the support of their Deity, and the weaponry that their Deity has given to them, within themselves. Hit Die: d8 Requirements: To qualify to become Golden Brother (Gbr) a character must fulfill all the following criteria. Alignment: Lawful Good Base Attack Bonus: +10 Skills: Knowledge (Undead) and Knowledge (Planes): 10 ranks in one, 6 ranks in the other (character's choice) Feats: Weapon Focus, Improved Unarmed Strike Special: Must have the ability to channel positive energy, Smite Evil and Ki Strike abilities. Special: The character must seek out and find a monastery of the Golden Blossom, applying for membership and passing a quest/test/challenge to prove their worthiness to the Elders of the Monastery. Class Skills The Golden Brother's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Knowledge (all skills - taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Tumble (Dex), and Wilderness Lore (Wis). Skill Points per level: 2 + Int modifier Class Features All of the following are class features of the Brotherhood of the Golden Blossom prestige class. Weapon and Armor Proficiency: The Golden Brother is proficient in the use of light, medium and heavy armor; all shields; and simple, martial, and monkish weaponry. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets and Tumble.

Table 1-7: The Brotherhood of the Golden Blossom Level Advancement Class Attack Fort Ref Will Unarmed AC Level Bonus Save Save Save Damage Bonus Special 1 +1 +2 +0 +2 1d12 +1 Improved Ki Strike (+1), Empower Weapon 2 +2 +3 +0 +3 1d12 +2 True Fist, Core Strike (Fist) 3 +3 +3 +1 +3 1d12 +2 Sunder the Unholy, Inner Harmony 4 +4 +4 +1 +4 1d12 +2 Improved Ki Strike (+2), True Blade, Core Strike (Weapon) 5 +5 +4 +1 +4 1d12 +3 Shielded Soul, Manifest Destiny

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Unarmed Damage (Ex): Trained as monks, deadly of foot and fist, Golden Brothers deal significantly more damage unarmed than most characters. This damage is scaled as normal for Golden Brothers of sizes larger or smaller than medium. If the Golden Brother has another ability which increases his unarmed damage, then use the greater of the two abilities. Abilities which add directly to unarmed damage instead of changing the die type are still added to this damage. Armor Class Bonus (Ex): Training in the arts of body, soul and mind trains the Golden Brother also in defensive arts. This is conferred as a bonus to Armor Class as indicated. This bonus represents a preternatural awareness of danger, and the Golden Brother does not lose it even in situations when he loses his Dexterity modifier due to being flatfooted, stunned and so on (although he does lose this AC bonus when immobilised). This Armor Class bonus stacks with the Monk's similar Armor Class bonus, although this bonus also applies to a Golden Brother wearing armor. Improved Ki Strike (Su): Because of the damage-resistant nature of the foes of the Brotherhood, Golden Brothers are trained to improve the ability of their Ki strikes. This increases the effective bonus of the Golden Brother's unarmed attacks for the purpose of bypassing damage resistance. This bonus is added to the bonus given by the normal Ki strike ability. Empower Weapon (Su): When wielding any weapon with which the Golden Brother has the Weapon Focus feat, the Golden Brother may use his Ki Strike ability to determine if the weapon can bypass a creature's Damage Resistance. If the weapon is inherently magical already, then either use the Golden Brother's combined Ki Strike and Improved Ki Strike, or the weapon's magical bonus plus the Golden Brother's Improved Ki Strike bonus. True Fist (Ex): Seeking a "true" point to strike is central to the training of the Golden Brother. Beginning at level 2 a Golden Brother may attack with an unarmed strike as a touch attack, dealing normal damage. This extraordinary ability can be used a number of times per day equal to the Golden Brother's class level plus his Charisma bonus.

Core Strike (Su): Using his unarmed attacks, a level 2 Golden Brother can cause critical hits against undead and evil outsiders that are normally immune to critical hits. Beginning at level 4, the Golden Brother can also cause critical hits against these same targets using weapons with which he has the Weapon Focus feat. Sunder the Unholy (Su): While perfecting his Ki Strike ability, the Golden Brother learns to specialize this ability against evil undead and evil outsiders. Against these targets, a level 3 Golden Brother always ignores their damage resistance or hardness ratings, directly affecting the object or being itself. Inner Harmony (Ex): The level 3 Golden Brother becomes immune to all fear- and morale-based effects. True Blade (Ex): Seeking the "true" point to strike has become a much easier task for the level 4 Golden Brother. He may now attack with any weapon with which he has the Weapon Focus feat as a touch attack. To use this ability with a ranged weapon, the target must be within 30 feet. This extraordinary ability can be used a number of times per day equal to his Charisma bonus plus two. Shielded Soul (Ex): The level 5 Golden Brother does not suffer from negative levels or ability drain when attacked by evil beings utilizing spells or supernatural abilities that cause such damage. Manifest Destiny (Su): When facing a foe not completely existing on the same plane, the Golden Brother may attempt to force it to manifest on the same plane as the Golden Brother. The target creature must make a Willpower save (DC 10 + Cha Bonus + Golden Brothers class level) or be pulled physically into the plane and forced to manifest. The creature will be unable to leave the plane for one hour per level of the Golden Brother, or until the Golden Brother is killed. Outsiders killed while under the effects of this power are treated as if they were killed on their home plane. Ex-Golden Brothers: Should the Golden Brother ever change from lawful good, he loses all extraordinary and supernatural abilities granted by his levels in this prestige class (except armor class and unarmed damage modifiers) until his alignment returns to lawful good and he makes an atonement.

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Children of the Snake


The scream was almost inhuman. Christos could hardly believe it was coming from his own throat. He watched the veins on his arms stand out in stark relief from his muscled frame as the venomous blood of the yuan-ti concoction worked its way through him. Each moment was burning agony as it changed his body, bit by bit, into something primal and pre-human. The jungle birds scattered from the ancient stone temple as he lurched against the chains that restrained him to the yuan-ti altar. He could feel the change tearing him apart - the venoms were something, alien, yuan-ti, non-human and deadly. All the while, the yuan-ti priest stared him in the eyes and spoke quietly to him in the draconic tongue, describing his new duties to the ophidian god they worshipped. The priest's eyes were strangely mesmerising, his quiet voice easily heard and understood by Christos, even through his screams of pain under the burning mid-day sun. As the sun set, the last spasms of the venom-shock finally left Christos' dehydrated body. The serpent-priest had left hours ago, leaving Christos to the last throes of the poison alone on the temple-top. Finally his knees buckled and he fell to the ancient flagstones, worn smooth by millennia of worshippers. As a slave carried up the keys to release him from his chains, Christos was proud of his new place among these ancient serpent creatures. Once rulers of the world, they would rise again, retaking the reigns of power--with Christos at their side. There are those humans who choose alien masters over the rest of humanity; those who find solace in the conquering armies and the malevolence of the yuan-ti; even those who yearn for a connection to the ancient pre-human saurian races that lived here millennia past. Some of these live out their dreams and nightmares. They seek out the yuan-ti temples of the Serpent God and his priests to convert them into the yuan-ti themselves, or at least halfhuman servants of the yuan-ti. The priests are picky about who gets converted and who will die from the deadly poisons of the ritual. It takes speed and awareness to survive the initiation into the path of the Snake. The ritual involves deadly poisonous snakes and more than one opportunity to be slain by the half-bloods in attendance. The Children of the Snake show little physical change from the mutative process instigated by the yuan-ti priests, but often their personalities and mannerisms show their taint: they develop habits such as licking their lips, drawing out sibilants and keeping large snakes as pets. More importantly, the transformation awakens latent psionic ability in those who pass through it alive, granting them powers and abilities similar to those of a pure-blood yuan-ti. Children of the Snake are usually spies and saboteurs or insurgents in societies unfriendly to the yuan-ti priesthood. Some are also trained as assassins and have been known to join the Red Fangs prestige class in order to perfect their naturally deadly nature. Others go on to perfect the psionic potential that is brought about by the change. The Children of the Snake are a varied lot. Hit Die: d6 Requirements To qualify to become a Child of the Snake (Csn) a character must fulfill all the following criteria. Race: Human, half-elf Feats: Alertness, Dodge, Improved Initiative Special: Must make friendly contact with the yuan-ti and be converted to their faith. Special: Must succeed at a DC 18 Fortitude save or be slain by the deadly venoms during initiation (creatures immune to poison are exempt) Class Skills The Child of the Snake's class skills (and the key ability for each skill) are Animal Empathy (snakes only) (Cha), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Hide (Int), Knowledge (all skills taken individually) (Int), Listen (Wis) and Spot (Wis). Skill Points per level: 4 + Int modifier Class Features All the following are class features of the Children of the Snake prestige class. Weapon and Armour Proficiency: Children of the Snake gain no additional training or proficiency with weapons or armor. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets and Tumble. Power Points (Ex): Children of the Snake gain power points per day as shown on Table 1-5: Children of the Snake Psionics. These

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

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power points are added to any power points the character had from other classes (if any). Children of the Snake do not gain additional power points based on any ability score. Psionic Powers (Sp): Children of the Snake discover a small assortment of psionic powers as they advance in levels, as shown on Table 1-5: Children of the Snake Psionics. These powers are added to the character's list of powers known (if any). The Child of the Snake gains psionic attack and defense modes as a Psychic Warrior of the same level. Each power is listed with a level, which is used to calculate the cost in power points to manifest the power as well as the DC to resist it. (For example, at level one, the Child of the Snake gains Detect Poison (level 1), which will have a base DC of +1 and a power point cost of 1 as with any other level 1 psionic power.) Acuity (Ex): The sharp senses of the yuan-ti transformation grant the Child of the Snake a +2 racial bonus on all Spot and Listen checks. Draconic Heritage (Ex): Shortly after their conversion, Children of the Snake are taught the Draconic tongue and the common language of the yuan-ti. Deadly Venom (Sp): At level 2, the Child of the Snake can begin to psionically manifest a lethal poison. Since most Children of the Snake lack a natural attack to apply the poison to, they usually manifest it on a weapon. Unlike the normal psionic or magical poison ability, this venom cannot be delivered through a normal touch attack. A Child of the Snake can manifest this ability as a standard action once per day per two class levels (provoking an attack of opportunity as any other spell-like ability). The Venom has a save DC of 10 + class level + Constitution bonus and deals 1d10 Constitution damage immediately and again in one minute. Poison Resistance (Ex): The Child of the Snake's ability to manifest poison at will also results in subtle metabolic changes which protect him from the same toxins. A level 2 Child of the Snake gains a racial bonus on all saving throws against poisons and toxins equal to half his class level. Against the natural poisons of other yuan-ti (including the psionically manifested poisons of other Children of the Snake), this increases to a bonus equal to his class level. Snake Companion (Ex): Beginning at level 3, Children of the Snake can "recruit" a snake companion. Treat this animal like a Druid's animal companion. If the snake is slain, it can be replaced in d3 weeks at no cost to the character. At level 3 the snake is restricted to a single CR 2 snake (either a medium constrictor or a large viper; see the System Reference Document under Animals for more information and stats for snakes). At higher levels more snakes or more potent snakes can be recruited as indicated. For example a level 5 Child of the Snake can have CR 6 worth of snakes, so either 3 medium constrictors (CR 2 each) or a Huge Constrictor (CR 5) and a Medium Viper (CR 1) are appropriate.

Sneak Attack (Ex): If a Child of the Snake of level 3 or higher attacks an opponent who is unable to defend himself effectively, the Child of the Snake can strike a vital spot for extra damage. This ability is identical to the rogue ability of the same name, and sneak attack dice granted by the Children of the Snake prestige class stack with sneak attack dice granted by any other source. The extra damage is +1d6 at level 3 and an additional 1d6 every three levels thereafter. Infusions (Ex): Many of the powers of the Children of the Snake come from their metamorphosis into yuan-ti. This requires occasional painful infusions of yuan-ti blood and ichor that deal 1d6 Con primary and secondary damage to the recipient (this could be resisted as a poison with a DC of 20, but doing so would also eliminate the usefulness of the infusions). Without these infusions the character cannot advance beyond level 3 in this prestige class. A minimum of one infusion must be submitted to between levels in order to continue to advance in the class (until level seven, when the draconic ichor has finally been successfully internalized). yuan-ti produce the infusions with their own venom and blood, but non yuan-ti can also do so with a DC 24 Alchemy check, requiring 200 gp worth of ingredients and access to one or more poisonous snakes. Inhuman Flexibility (Ex): At level 5, the transformation of the character into a yuan-ti is nearing completion. The Child of the Snake becomes more and more flexible as his blessings increase, until he can warp and contort his body in incredible fashions. This grants the Child of the Snake a +4 racial bonus on all Escape Artist checks, a +2 racial bonus on all Grappling checks, as well as a +2 racial bonus to Dexterity. This also grants a +2 racial bonus to Perform (dance) checks when flexibility is important (such as bellydancing). At this point, the Child of the Snake is no longer a humanoid, and his creature type changes to monstrous humanoid; his race changes to yuan-ti. Spell Resistance (Ex): The transformation into the yuan-ti is nearly complete, the constant infusions of draconic and yuan-ti venoms have imbued the Child of the Snake with spell resistance of 15. At this level the yuan-ti blood is dominant in the Child of the Snake and he no longer requires infusions to continue to advance in the prestige class. The Spell Resistance granted by this ability increases to SR of 20 at level 10.

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

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Treat the spells on Table 1-5: Children of the Snake Psionics as psionic powers with descriptions identical to those of the spells listed. Spells with verbal components are given Audible (Au) displays, those with somatic components are given Visible (Vi) displays and those with Material components are given Mental (Me) displays. The spell-like powers on table 1-5: Children of the Snake Psionics are divided into the disciplines as follows: Telepathy: Animal Trance, Cause Fear Psychometabolism: Neutralize Poison, SnakeForm Campaigns that don't use the psionics rules can use these abilities as spell-like abilities that the character can trigger as a standard action. Each psionic power can be treated as a spell of the same name. The Aversion and Chameleon powers are detailed in the yuan-ti entry in the System Reference Document. Each one can be cast using power points equal to twice the level listed beside the power, minus one.

New Psionic Power


SnakeForm Psychometabolism (Str) Level: Csn 4 Display: Vi, Ma Manifestation Time: 1 action Range: Personal Target: You Duration: 10 minutes / level Power Points: 7 As polymorph self, except this power enables the manifester to assume the form of any viper, of sizes tiny through large, or return to his normal form. The new form works like a polymorph self form, gaining all extraordinary powers of the new form, including a poisonous bite, as indicated in the System Reference Document under Animals, Snake. Once this power has been manifested, the manifester can change form once each round as a free action. The change takes place either immediately before or after the character's regular action, but not during the action. When the duration ends, the manifester returns to his normal form.

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Chosen Warlord
Chirn feared that the rally would be too late. The faithful stood around him, panting and drained, sweat running in rivers cutting through the grime of the battlefield mud splattered across faces and armor. Many of them bore minor injuries from the fighting, others were being dragged by their companions back towards the Hold. Her own sword almost twitched in her hand in time with her pulse as she looked down at her chainmail covered in mud and the blood of the heathens. She was in no better shape than the rest of the faithful. The battle had worn them down, and the enemy still approached the temple city of Garren's Hold. The twenty score heathen infantry were reorganizing the dire wolves for yet another rush on their lines. "At arms" came the call from the front line as the wolves began their rush, the heathens running as fast as they could, the wolves quickly outrunning them in their run for the faithful lines. Many faithful looked to one another for support, and seeing only blood and mud, their nerve began to break visibly, and more of them began casting looks towards the walls of Garren's Hold. From the gates then came the sound of horses. Each of the faithful was stunned to see the gates of Garren's Hold open, but then the shock turned to cheers as ten warriors in full plate charged out on their black steeds, pennants and holy symbols of Garren's power about them, they rushed into the fold of the faithful, bolstering spirits with their presence. The aura of strength they bore with them was contagious, and just their pennants were enough to remind the faithful where their loyalty lay. Then as a warlord came within hailing distance of Chirn's men, and the aura was so much more, with a rush of exaltation she felt the breath of Garren upon her, lifting her feet, her mud-soaked armor and her sword arm in defiance of the heathens and their wolves. And upon the faith of those ten warlords of Garren's Hold, the tide of battle shifted, the faithful renewed in their belief. Blessed by his deity, wading into the battlefield wielding his sacred weapons, the Chosen Warlord is an icon of war for the churches of the mighty war-gods. Chosen Warlords are living banners of their deity's might, boosting the morale of faithful troops while bearing the blessings of sharp steel to the infidels. Some Chosen Warlords are iconic commanders of their armies, others work in small elite cadres of warlords as part of a larger army. But all carry the blessings of their Deity, and all around them know it well.

Most of the Chosen are taken from the ranks of faithful warriors and fighters of the church (although some primitive religions also have barbarian shock troops to draw Warlords from), but many are of clerical and paladin backgrounds, holy warriors from the beginning. Hit Die: d10 Requirements To qualify to become a Chosen Warlord (ChW) a character must fulfill all the following criteria. Base Attack Bonus: 7+ Knowledge (religion): 5 ranks Feats: Power Attack, Leadership, Weapon Focus (Deity's favored weapon) Equipment: Magical weapon of his Deity's favored type. Special: Must worship a Deity that grants the War domain to his or her clerics, and be in good standing with the church of said Deity to receive the blessings of the Chosen Warlord. Class Skills The Chosen Warlord's class skills (and the key ability for each skill) are Intimidate (Cha), Jump (Str), Knowledge (Religion) (Int), Profession (Wis), and Spot (Wis). Skill Points per level: 2 + Int modifier Class Features All the following are class features of the Chosen Warlord prestige class. Weapon and Armour Proficiency: Chosen Warlords are proficient with all simple and martial weapons and all types of armour and with shields. Courage (Ex): The mere presence of the Chosen Warlord wading into combat gives all allies of the same faith (followers of the same deity exclusively) a +2 morale bonus to will saves and a +1 morale bonus to hit and damage. This is an extraordinary ability. Personal Blessing (Su): Three times per day, the second-level Warlord can call upon the supernatural blessing of his deity, giving a +2 sacred (for good and neutral deities) or profane (for evil deities) bonus to hit and damage rolls and a +2 deflection bonus to AC for 1 round per level in the Prestige Class. These bonuses increase to +3 at level 4 and to +4 at level 7.

Table 1-9: The Chosen Warlord Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save 1 +1 +2 +0 +0 Courage, Smite 1/day 2 +2 +3 +0 +0 Personal Blessing +2 3 +3 +3 +1 +1 Mass Blessing +1 4 +4 +4 +1 +1 Personal Blessing +3 5 +5 +4 +1 +1 Smite 2/day 6 +6 +5 +2 +2 Mass Blessing +2 7 +7 +5 +2 +2 Personal Blessing +4 8 +8 +6 +2 +2 Spirit of the Fray 9 +9 +6 +3 +3 Mass Blessing +3 10 +10 +7 +3 +3 Smite 3/daya

Special

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Mass Blessing (Su): Once per day, plus one additional time per point of Charisma bonus, the Warlord can call upon the supernatural blessing of his deity, giving all who fight with him within 100 feet (who aren't followers of a deity diametrically opposed to the Chosen Warlord's patron) a +1 sacred (for good and neutral deities) or profane (for evil deities) bonus to hit and damage rolls and a +1 deflection bonus to AC for 1 round per level in the Prestige Class. These bonuses increase to +2 at level 6 and +3 at level 9. Smite (Su): Once per day a warlord may make a single melee attack with a +4 attack bonus and a damage bonus equal to her level in the Prestige Class (if she hits). The Warlord must declare the smite before making the attack. At level 5 a warlord can smite twice per day, and at level 10 this increases to three times per day. If the Chosen Warlord already has a smite evil or smite ability (for example, a paladin or cleric with the Destruction domain), she can use the ability one extra time per day (two extra at level 5, and three extra times at level 10). The attack bonus does not increase, but the damage bonus is based on the character's combined level (Chosen Warlord plus Cleric or Paladin level).

Spirit of the Fray (Ex): Once per day, an eighth-level Chosen Warlord can call upon her fervour of battle to double her attacks for one round. For example, a level 8 warlord / level 8 fighter (BAB +16) with two-weapon fighting and ambidexterity feats normally attacks with her primary weapon at +14 / +9 / +4 / -1 and with her (light) off-hand weapon at +14. With Spirit of the Fray, once per day she can attack with her primary weapon at +14 / +14 / +9 / +9 / +4 / +4 / -1 / -1 and with her off-hand weapon at +14 / +14. This is an extraordinary ability. Ex-Warlords Warlords who give up the calling of their god and/or church (who work against the will of deity or church, or who cease to follow the desired and demands thereof) lose access to all Supernatural and Extraordinary abilities of the Chosen Warlord prestige class, and cannot advance in level in the Prestige Class until atoned by a high-ranking priest of their faith.

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Circle of the Lute


Braer McFinn glanced around the dark tavern as he entered, his preternaturally refined sight quickly adjusting from the bright day outside to the smoky confines of the establishment. None of the ubiquitous town guard were present on first inspection, and a longer look into the barkeep's mirror as he purchased an ale assured him that none of the patrons were members of the watch working under cover. Braer tipped the dwarven barkeep and asked if he had heard any news about the war with the orc tribes to the north. Of course there was little news, as the king had been faking the on-going battle with the orcs in order to cover up troop movements towards his eastern neighbor. Some rulers have learned of the Bardic College of Mac-Fuirmid meddling in foreign affairs, and now keep Collegiate Bards at arm's length from the seat of power, if not exiling them outright from their domain. Into these kingdoms, the Bardic College of Mac-Fuirmid sends the Circle of the Lute, a secret order of spies and diplomats who carry the mission and goals of the college much more quietly than the already subtle Collegiate Bards. The Circle of the Lute attempts to quietly foment revolt against the hostile rulership, becoming members of and aiding the efforts of revolutionary groups, cabals and secret cults. They also collect what information they can from such countries to pass along to the Bardic College, where the useful pieces are in turn disseminated to whichever other countries can best use the information to further the aims of the College. The Circle of the Lute requires very specific spellcasting abilities, and unlike most bardic colleges, members are trained in a very structured arcane mastery more akin to wizardry than sorcery. Since the Bardic College is a generally peaceful organization; members of the Circle are rarely dispatched to cause active uprisings or assassinations, instead the few trained Circle members are usually used to keep these hostile countries in check to avoid major wars or conflicts. Membership in the Circle of the Lute is by invitation only - most members have proven themselves in the past as members of the College of Mac-Fuirmid and often as Collegiate Bard diplomatic envoys. Obviously, most members are of the Bard class, but some rogues have entered the Circle over the years. All members of the Circle of the Lute have a red tattoo of a stylized lute inside a circle somewhere on their body, usually on a Table 1-10: Circle of the Lute Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +0 +2 +2 Bardic Knowledge 2 +1 +0 +3 +3 Spellcasting Expertise 3 +2 +1 +3 +3 4 +3 +1 +4 +4 Alternate Sources (1) 5 +3 +1 +4 +4 Subliminal Innuendo 6 +4 +2 +5 +5 Subtle Magic - Silent 7 +5 +2 +5 +5 8 +6 +2 +6 +6 Alternate Sources (2) 9 +6 +3 +6 +6 10 +7 +3 +7 +7 Subtle Magic - Still

shoulder or shoulder blade. Hit Die: d6 Requirements To qualify to become a member of the Circle of the Lute (Clt) a character must fulfill all the following criteria. Alignment: non-evil Bluff: 10 ranks Diplomacy: 10 ranks Disguise: 8 ranks Innuendo: 6 ranks Knowledge (Arcana): 5 ranks Knowledge (Nobility & Royalty): 5 ranks Special: Either 15 ranks of Gather Information or 10 ranks of Gather Information and the Bardic Knowledge ability or it's equivalent Class Skills The Circle of the Lute's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Innuendo (Wis), Intimidate (Cha), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Nobility & Royalty) (Int), Knowledge (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Read Lips (Int), Scry (Int - Exclusive skill), Search (Int), Sense Motive (Wis), Speak Language, Spellcraft (Int). Skill Points per level: 6 + Int modifier Class Features All the following are class features of the Circle of the Lute prestige class. Weapon and Armour Proficiency: The Circle of the Lute provides no additional training with weapons or armor. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets and Tumble. Spellcasting: Unlike most bards, members of the Circle of the Lute are taught specific arcane spellcasting abilities. Because of the training involved, these are not like spontaneous spellcasting of bards or sorcerers. Intelligence determines how powerful a spell a Circle of the Lute member can cast, how many spells he can cast, and how hard thee spells are to resist. To cast a spell, a Circle of the Lute member must have an Intelligence score of 10 + the spell's level. In addition, the member gets additional spells per

1 2 3 3 3 3 3 3 4 4 4

Spells 2 0 1 2 3 3 3 3 3 4

per Day 3 4 0 1 2 0 2 1 3 2 3 2 3 3

5 0 1 1

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Level 1 Circle of the Lute Spells Charm Person. Makes one person your friend Change Self. Changes your appearance Comprehend Languages. Understand all spoken and written tongues Darkvision. See 60 ft in total darkness Detect Secret Doors. Reveals hidden doors within 60 ft Erase. Mundane or magical writing vanishes Expeditious Retreat. Doubles your speed Hold Portal. Holds one person helpless for 1 round / level Hypnotism. Fascinates 2d4 HD of creatures Message. Whispered conversation at distance Read Magic. Read scrolls and spellbooks Bardic Knowledge (Ex): The College of Mac-Fuirmid Sleep. Put 2d4 HD of creatures into comatose slumber keeps the Circle of the Lute up to date to the best of their abil- Undetectable Alignment. Conceals alignment for 24 hours ity through messengers, contacts, travelling bards and so on. Whispering Wind. Sends a short message one mile / level

day based on Intelligence. The DC of a saving throw agaisnt a member's spell is 10 + the spell's level + the caster's Intelligence bonus. A member of the Circle of the Lute must prepare spells ahead of time by studying a spellbook exactly the same way a wizard does. To determine the member's spellcaster level when casting spells gained in this manner, the character's Circle of the Lute level is added to half his spellcaster level in any one other arcane spellcasting class he may have. Circle members often conceal their spellbooks in the form of Illuminated texts, a set of scrolls, or a book of songs and hymns. At each level gained, the Circle of the Lute member gains two new spells chosen from the Circle of the Lute spell list. Additional spells can be scribed into their spellbooks in the same manner as a wizard's.

Table 1-11: Circle of the Lute Spell List

Because of this, and the constant involvement of the Circle Level 2 Circle of the Lute Spells members in local events and society, Circle of the Lute members gain the Bardic Knowledge ability. Levels of the Prestige Arcane Lock. Magically locks a portal or chest Class stack with levels of the Bard class and with any other Befuddle. Confuses a single target Cat's Grace. Subject gains 1d4+1 Dex for 1 hour / level class granting the Bardic Knowledge ability. Spellcasting Expertise (Ex): Starting at level 2, the Circle of the Lute member can apply one half his class level to the spellcaster levels he has in another arcane spellcasting class in order to determine his spellcaster level in those classes when casting spells - this does not increase the number of spells per day he may cast or prepare, only at what spellcaster level he casts them. For example, a level 8 Bard with 4 levels of Circle of the Lute casts Bardic spells at spellcaster level 10 and casts Circle of the Lute spells at spellcaster level 8. Alternate Sources (Ex): Once the Cirlce of the Lute member is well dug into his new environment (requiring a DC 20 Knowledge (Local) and Diplomacy check, each roll requiring a full day of work ingratiating the character into local society), a member of level 4 or greater can tap into many sources of information. Effectively, the character can now make one additional Gather Information check in one evening of information gathering. At level 8 he gains the ability to make a third check in one evening as his network grows. member can use the Innuendo skill even when communicating with characters that don't have it. The Circle member makes an Innuendo check as normal to communicate, but if the check is successful, the listening character gets the message without needing to have the skill also. Others trying to discern the hidden message sent using Subliminal Innuendo make an Innuendo skill check as normal, but suffer a -5 circumstance penalty.

Darkness. 20 ft radius of supernatural darkness Detect Thoughts. Allows "listening" to surface thoughts Enthrall. Captivates all within 100 ft + 10 ft / level Foxs Guile. Subject gains 1d4+1 Cha for 1 hour / level Invisibility. Subject is invisible for 10 min / level Knock. Opens locked or magically sealed door Locate Object. Sense direction toward object Misdirection. Misleads divinations for one creature or object Sanctuary. Opponents can't attack you, and you can't attack Silence. Negates sound in 15 ft radius Suggestion. Compels subject to follow stated course of action Tongues. Speak any language

Level 3 Circle of the Lute Spells Clairaudience / Clairvoyance. Hear or see at a distance for 1 min / lvl Confusion. Makes subjects behave oddly for 1 rnd / lvl Detect Scrying. Alerts you of magical eavesdropping Emotion. Arouses strong emotion in subject Invisibility Sphere. Makes everyone within 10 ft invisible Illusory Script. Only intended reader can decipher Lesser Geas. Commands subject of 7HD or less Scrying. Spies on subject from a distance Secret Page. Changes one page to hide its content Subliminal Innuendo (Ex): At level 5, the Circle of the Lute Nondetection. Hides subject from divination / scrying

Level 4 Circle of the Lute Spells Dominate Person. Controls humanoid telepathically Dream. Sends message to anyone sleeping False Vision. Fools scrying with an illusion Legend Lore. Learn tales about a person, place or thing Locate Creature. Indicates direction to familiar creature Modify Memory. Changes 5 minutes of subject's memories Nightmare. Sends vision dealing 1d10 damage, fatigue Subtle Magic (Ex): A level 6 Circle member gains the abil- Polymorph Self. You assume a new form ity to use the Silent Spell metamagic feat spontaneously on Shadow Conjuration. Mimics conjuring below level 4

any spell he can cast without extending the casting time. This can be performed up to twice per day and can be used on spells already modified by other metamagic feats. At level 10 the member also gains the ability to use the Still Spell feat in an identical manner twice per day.

Level 5 Circle of the Lute Spells Feeblemind. Subject's Int drops to 1 Geas/Quest. As lesser geas, affecting any creature Greater Scrying. As scrying, faster and longer Mass Suggestion. As suggestion, plus 1 subject / lvl

Mislead. Turns you invisible and creates illusory double Repulsion. Creatures can't approach you

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Collegiate Bard
Mahndee Laylat circled the room, strumming her lute and stopping here and there to entertain the guests with new songs from the Guild. The music inspired confidence, and even though the words described the satisfaction of a plowman tending his fields and the rewards of his hard work, all who heard it couldn't help but smile upon the recently crowned ruler. It was his due, and even those who had been his detractors didn't begrudge a nod of approval as the young prince moved through the hall to take his throne. "The coronation feast is going smoothly thus far," thought Mahndee, modulating the tone of her instrument and upping the tempo to a more martial theme, a call to arms to defend the rightful heir disguised as a revised edition of the local anthem. She slipped around tables accepting wine and sweets, gems and coins for her efforts- even a few propositions from the young lusty lordlings of the court. But wait- one was missing- where could that poor, blustering fool be? Frauzel answered that unspoken query that moment, storming into the hall, his fur cloak thrust aside to provide easy access to his sword. "I demand to be heard!" boomed his deep, commanding voice. "I am a legitimate heir to the throne, and yet you all deny my proof! I have defended this country since I was able to hold aloft a sword, and yet this is how you repay me? Exiled to some reclusive keep on the borderlands to waste away while this emaciated brat rules? I deserve better! This country deserves better than to be represented by this fading lily!" The court paid Frauzel no heed. They pointedly ignored him, returning to more important conversations about the weather, and rumored invasions of barbarians, and whether the weather would affect these incursions. Frauzel turned on his heel and left the hall to the court of whispers, continuing all the while to rant about the injustice. Mahndee sighed quietly, wishing that things could have gone another way, but his strong presence and military experience was needed far more elsewhere. The rumors of barbarians were being deliberately squashed to prevent a panic, but the invasions were a real threat. The young prince- and Mahndee suppressed a giggle: he really did look like a wilting flower- was quite adept in politics and maintaining the peace talks with the southern neighbours. Besides, he was far more malleable than his stronger willed older half-brother. Frauzel would serve his country far better defending the keep from the northern threat. Mahndee resumed her stroll around the room, sipping her wine with a sad, satisfied smile.

The Bardic College of Mac-Fuirmidh is considered the premier school of bardic music, and is regarded as a politically neutral entity: an opinion the college encourages and propagates as it protects their agents in foreign cities. Persons recruited to be representatives of the Bardic College in foreign capitals are trained as diplomats and spies. Their job in the courts is officially to act as a liaison for the College, to provide entertainment as a "gift" from the College and to help search out rising bardic talent in the area. In reality, the Collegiate Bard is sent to sway political opinion, to get the ear of the ruler of the host kingdom, to keep an eye on current events and to filter news that reaches his host as to best serve the status-quo, pro-peace agenda of the MacFuirmidh Bardic College. Hit Die: d8 Requirements To qualify to become a Collegiate Bard (Clb) a character must fulfill all the following criteria. Gather Information: 9 ranks Diplomacy: 9 ranks Bluff: 6 ranks Perform: 8 ranks Special: Bardic knowledge ability Class Skills The Collegiate Bard's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Decipher Script (Int - exclusive skill), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Hide (Dex), Innuendo (Wis), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Pick Pocket (Dex), Read Lips (Int - exclusive skill), Search (Int), Sense Motive (Wis), Spot (Wis). Skill Points per level: 4 + Int modifier Class Features All the following are class features of the Collegiate Bard prestige class. Weapon and Armour Proficiency: Collegiate Bards are proficient with all simple and martial weapons but receive no additional training with armour or shields. Spellcasting: The Collegiate Bard advances in spellcasting ability as a bard. If he had no bardic spellcasting ability prior to his entry into the Collegiate Bard prestige class then he begins to advance from level one as a bard spellcaster, otherwise levels of Collegiate Bard provide for additional spells per day, spellcaster levels and spells known as if the Collegiate Bard had gone up a level of Bard, without granting any additional abilities associated

Table 1-12: The Collegiate Bard Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +0 +0 +2 Networking, Collegiate Music 1/day 2 +1 +0 +0 +3 Gossip +2 3 +2 +1 +1 +3 Collegiate Music 2/day, Silver Tongue 4 +3 +1 +1 +4 Gossip +4 5 +3 +1 +1 +4 Collegiate Music 3/day 6 +4 +2 +2 +5 Gossip +6 7 +5 +2 +2 +5 Collegiate Music 4/day, Silver Tongue

+1 +1 +1 +1 +1 +1 +1

Spellcasting level of bardic casting level of bardic casting level of bardic casting level of bardic casting level of bardic casting level of bardic casting level of bardic casting

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with such levels (additional bardic music uses, etc). The Collegiate Bard also gains access to a small selection of additional spells not normally in the Bard spell list (listed in table 1-2: additional spells). Networking: The Collegiate Bard in the field is kept up to date with current events, rumours and other news and history through messengers and travelling bards affiliated with the Mac-Fuirmidh school. Because of this, levels of Collegiate Bard stack with levels of any other class that grants the Bardic Knowledge ability. Collegiate Music: The Collegiate Bard has ability to perform any bardic music abilities he would normally have access to based on his perform skill ranks, in addition to one additional ability to Alter Memory. He can use these music abilities once per day at level one and one additional use per day every two levels thereafter. These uses of Collegiate Music stack with any uses of Bardic Music the Collegiate Bard may have. Altered Memory (Sp) [Mind-Affecting, Compulsion, Enchantment]: A Collegiate Bard with 16 or more ranks in Perform can use his music or poetics to subconsciously affect a target within 60 feet, causing its memories to change. The creature affected must have a line-of-sight to the musician, and must be able to hear him. Treat this effect as though the Collegiate Bard had cast modify memory on the target creature, except it is camouflaged as song and does not turn up as a spell for spellcraft checks. Gossip: The Collegiate Bard in the field taps in to the court gossip as well as incoming news and current events made accessible by his position in the court. This position of trust grants a +2 competence bonus on all Bardic Knowledge and Gather Information checks at level 2, increasing to +4 at level 4 and +6 at level 6. Silver Tongue: At levels 3 and 7 the Collegiate Bard gains a +3 competence bonus to all checks for one of the following skills: Bluff, Diplomacy, Gather Information, Innuendo (a different skill is chosen at levels 3 and 7).

Table 1-13: Additional Spells for the Collegiate Bard Level 0 Collegiate Bard Spells Detect Poison - detects poison in one creature or small object Guidance - +1 on one roll, save or check Level 1 Collegiate Bard Spells Command - One subject obeys one-word command for 1 round Comprehend Languages - Understand all spoken and written languages Random Action - One creature acts randomly for one round Remove Fear - +4 on saves against fear for one subject +1/four levels Level 2 Collegiate Bard Spells Find Traps - Notice traps as a rogue does Sanctuary - Opponents can't attack you, and you can't attack Level 3 Collegiate Bard Spells Helping Hand - Ghostly hand leads subject to you Knock - Opens locked or magically sealed door Level 4 Collegiate Bard Spells Discern Lies - Reveals deliberate falsehoods Imbue With Spell Ability - Transfer spells to subject Level 5 Collegiate Bard Spells Greater Command - As command, but affects one subject/level Mark of Justice - Designates action that will trigger curse on subject Level 6 Collegiate Bard Spells Word of Recall - Teleports you back to designated place

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Corpulent
Outside the town walls, waters flowed black with poisons and waste. If ever a place called for a sacred cleansing, this hole was it. Crosint Purewinter was the man to bring it. Armed with the holy might of his deity, a score of men-at-arms and his trusted friend Thulkos the conjuror, a team that no beast nor dragon nor ancient evil had ever proven stronger, he would prevail and destroy the unholy temple at the rotten heart of the town. Each men-at-arms looked upon his sacred armaments, blessed by Purewinter's church, some wrapped in a clear white nimbus of sacred energy, and each looked around at the others and back to the tainted town. They had come from this very town, not three years before, and instead of return victorious with tales of glory to share, they were returning now to raze it, to bury the blackness that had overtaken it, hopefully for all time. "Our people are enslaved or destroyed by the evil here, and we now ask ourselves what to do? We were never this indecisive with dragons nor nightgaunts, why now when faced with the taint of our own kind? As sacred warriors, we have no choice in this. We must avenge and cleanse!" They went in at full prep - divination spells, protection from evil, bull's strength and endurance, ready for everything and anything. The townsfolk ran from them as they walked into town, heading straight for black temple through streets covered in refuse and trash. At the temple doors they met their first solid resistance. Then they were in their element, swords swinging, spells flying, the carnage of the righteous on all sides. Up past pyramids of gold in the center of the temple they went, through a haze of narcotic smoke. A room of cushions, low seats, pipes still lit and packed with black herb. Lying against the wall were still a few locals, too dazed in a narcotic stupor to understand why the room was suddenly abandoned - they stared languidly at the armored forces that broke into their dreams. They shied away from them, from the white order of force and Law. As if triggered by their movement, a curtain in the far wall parted and into the haze stepped a monstrosity - thousands of pounds of fat proppued up on short legs the girth of tree trunks. It looked vaguely and disturbingly human except in magnitude. There was a collective sigh of love and adoration from the intoxicated tenants which was drowned out by the roar of the beast as it stepped forwards, neatly folding the wizard Thulkos under a massive pillar of a leg and then squatting on his prone form. They rushed the beast in a flurry of arms, but the blows of the

lesser men barely seemed to affect it, and it ignored them all except Purewinter, who's sword had cut a hideous gash in its side. Its mobility was impaired, both by its unbelievable girth and by the fact it was still sittig upon Thulkos, crushing the life from his elven form. It hurled insults at him, and received another rude slash from Purewinter's holy blade in response. Then it did what Purewinter least expected - it squatted back on its haunches and summoned forth dark power that froze Crosint to his sport, rooting him to the floor with shield raised and sword back, suddenly without the ability to move. Once again the swordsmen rushed the massive beast, only to have their blows sink into it without visible effect, and another lost his life to the juggernaut's thrashing fists. It finally moved forwards towards Crosing who could only look passively at the crushed form of Thulkos in its wake, and then he too was engulfed in its fleshy mass. Corpulents are priests of voracious gods of greed. Few are as "blessed" by the gods as the Corpulent, who gives up increased divine casting ability for other dark blessings of his deity. Corpulents are huge, obese leaders of congregations of greed, so ungainly in size that they can barely move under their own power. Roll upon roll of fat almost hides their human form. Hit Die: d8 Requirements To qualify to become a Corpulent (Cor) a character must fulfill all the following criteria. Feat: Endurance, Great Fortitude Spellcasting: Able to cast 2nd level divine spells Special: Worshipper of a deity with the portfolio of greed or hunger. Class Skills The Corpulent's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (Religion) (Int), Profession (Wis), Listen (Wis), Scry (Int, exclusive skill), and Sense Motive (Wis). Skill Points at Each Level: 2 + Int modifier. Class Features All of the following are class features of the Corpulent prestige class. Weapon and Armour Proficiency: The Corpulent gains no new proficiencies with weapons or armour. In addition, his massive bulk makes armour much heavier and more expensive. Armour of medium size for a Corpulent costs double normal price, and eight

Table 1-14: The Corpulent Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +2 +0 +2 Aberration, -2 Charisma, 2/3 Movement 2 +1 +3 +0 +3 DR 1/-, Domain Spells (1 domain) 3 +2 +3 +1 +3 Large Size, Bludgeoning Reduction 4 +3 +4 +1 +4 DR 2/-, Envelop 5 +3 +4 +1 +4 1/3 Movement, Domain Spells (2 domains) 6 +4 +5 +2 +5 DR 3/7 +5 +5 +2 +5 -2 Charisma 8 +6 +6 +2 +6 DR 4/-, Domain Spells (3 domains) 9 +6 +6 +3 +6 Huge Size, 1/6 Movement 10 +7 +7 +3 +7 Immunities

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times normal price (and four times normal weight) for armour for a Large Corpulent. Huge Corpulents cannot wear armour as it would immobilize them completely. Note that armour check penalties for armour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets and Tumble. Aberration (Ex): The Corpulent becomes an Aberration, and is no longer considered to be a humanoid. Domain Spells (Su): Gifted by their lord of greed, Corpulents can cast clerical spells from one to three of the domains normally granted by their deity (starting with access to one domain, and gaining additional domains as the Corpulent gains levels). They can cast each domain spell once per day, and can access spells on the domain list of levels up to one level below their current Corpulent level. (Example, a level 4 Corpulent can access the level 1 through 3 spells on each domain list, and can cast each spell once per day). Save DC against these spells is DC 10 + spell level + the Corpulent's Wisdom modifier. For all effects, the Corpulent casts these spells as a cleric of twice his Corpulent level. The Corpulent gains no other benefits from this domain access normally accompanying clerical domain access (such as the ability to prepare one clerical spell per day from these domains, or any granted domain powers from these domains). Charisma Reduction (Ex): As the Corpulent gains levels, it's Charisma is reduced (except when dealing with other followers of it's deity) as indicated. Movement (Ex): As it gains mass, the Corpulent finds it more and more difficult to move its bulk around. At level 1, the Corpulents movement rate is reduced to 2/3 of its normal movement rate (round up to the nearest 5 ft). At level 5, the Corpulents movement rate is reduced to 1/3 of its normal movment rate (round up to the nearest 5 ft). At level 9, the Corpulents movement rate is reduced to 1/6 of its normal movement rate (round up to the nearest 5 ft). Damage Reduction (Ex): The Corpulent's sheer bulk provides for an impressive near-immunity to damage. Beginning at level 2 the Corpulent gains a Damage Reduction of 1/- which increases as indicated. Large Size (Ex): The Corpulent becomes Large Sized, weighing up to 4,000 pounds (normally about 1000 pounds at level 3, averaging around 3000 pounds at level 6). Unlike most Large creatures, the Corpulent is usually still under 8 feet tall at this size, with the size modifications coming from sheer bulk and fat. This increase in size gives the Corpulent a +4 bonus to Strength and Constitution and a -4 penalty to Dexterity. The Corpulent's size modifier to AC and attack rolls is now a -1 (as for all Large creatures). The Corpulent's unarmed crushing attacks now deal 1d6 damage. For creatures not initially of Medium size, this results in a size increase of one size category. For example, a halfling corpulent becomes medium-size at level 3. Envelop (Ex): The Corpulent may now envelop their enemies. With a successful grappling check, the Corpulent can capture an opponent up to the size indicated (small at level 4, medium at level 9). A Strength or Escape Artist roll is required to pry ones self free of a Corpulent's folds (DC 10 + Corpulent Level + Strength modifier). When being enveloped, an Escape Artist roll (DC 10 + Corpulent Level + Dexterity modifier) allows the victim to keep a hand or leg free of the massive Corpulent, which friends can grab hold of to assist in pulling the victim free of the mass of lard (each

person helping to a maximum of two helpers provides a +2 on rolls to escape the Corpulent's envelop attack). Victims of the envelop attack are considered to be drowning. Huge Size (Ex): The Corpulent becomes Huge Sized, weighing upwards of 6,000 pounds (with some level 10 Corpulents reportedly as obscenely large as 24,000 pounds). Unlike most Huge creatures, the Corpulent is usually under 10 feet tall at this size, with the size modifications coming from sheer bulk of fat. This increase in size gives the Corpulent a further +4 bonus to Strength and Constitution, and a -4 penalty to Dexterity. The Corpulent's unarmed crushing attacks now deal 2d4 damage. For creatures not initially of Medium size, this results in a size increase of one size category. For example, a halfling corpulent becomes large at level 9. Bludgeoning Reduction (Ex): At level 3 the fatty rolls of the Corpulent also becomes excellent physical protection against bludgeoning weapons, which now only deal half damage (after any Damage Reduction the Corpulent may have). Immunities (Ex): At tenth level, the fatty rolls of the Corpulent become an immense soft lump of armour, eliminating all damage from bludgeoning attacks and reducing damage from slashing attacks by half (after any Damage Reduction the Corpulent may have). This overrides (does not stack with) the benefits of Bludgeoning Reduction.

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Dark Heart
With each passing year, the struggle for conquest became more a trial of habit than the ambition of the ancient necromancer. Each day he rose and had to remind himself of his goals and ambitions, of how he would be king above all, that Gar'Udok would only be second to death itself. While some undead exist others have the power and the ability to channel and make us of the negative energies that keep their corpses animate. These are ancient necromancers, often liches, who manipulate and shape the dark energy within them to find ever greater powers and to extend the abilities granted to them in undeath. The Dark Heart seems to exude negative energy, becoming more and more apparent as the once-human creature ages, until the dark aura of negative energy becomes a cloying, black, and deadly force that surrounds and caresses the ancient form of the undead necromancer. Hit Die: d12 Requirements To qualify to become a Dark Heart (Dkh), a character must fulfill all the following criteria. Race: Undead Alignment: Any Evil Base Will Save: 11+ Intimidate: 10 ranks Knowledge (Arcana): 20 ranks Knowledge (Planes): 10 ranks Spellcasting: Ability to cast any 2 level 9 necromancy spells Feats: Turn Resistance, Spell Focus (necromancy) Special: Must have been undead for at least 4 years. Class Skills The Dark Heart's class skills (and the key ability for each skill) are Concentration (Con), Intimidate (Cha), Knowledge (all skills taken separately) (Int), Scry (Int), and Spellcraft (Int). Skill Points at Each Level: 4 + Int modifier. Class Features All of the following are features of the Dark Heart prestige class.

Weapon and Armor Proficiency: The Dark Heart receives no additional training with weapons or armor. Dark Necromancer (Sp): While the Dark Heart does not progress as a spellcaster (which is of little import to most Dark Hearts, who are usually masters of spellcraft already), they gain the ability to cast necromantic spells as a spell-like ability. At the indicated levels, the Dark Heart selects one necromantic spell of the listed level or lower from any spell list. The Dark Heart gains the ability to cast this spell as a spell-like ability once per day. At level 4, the Dark Heart gains the ability to use the level 1 through 3 spell-like abilities twice per day. At level 8, the Dark Heart gains the ability to use the level 1 through 3 spell-like abilities three times per day, and the level 4 through 6 abilities twice each per day. All spell-like abilities gained through this ability are treated as spells cast by a character of the Dark Heart's spellcaster level. Eerie Presence (Ex): The mere presence of the Dark Heart is unsettling to most. This grants the Dark Heart a circumstance bonus to all intimidate checks equal to his class level. In addition, this eerie presence is enough to mark the character as being of evil alignment, something that cannot be masked or concealed by any known magic. The way of the Dark Heart is not for one who wishes to hide his true intent and power. Aged Advancement (Ex): As many of the powers of the Dark Heart require the control and use of the negative energy that animates his form, the actual time spent as an undead is a limiter to the maximum level a character can take in this class. Each level can only be gained once the character has been undead for the amount of time indicated. level level level level level level level level level level 1 = 4 yrs 2 = 16 years 3 = 36 years 4 = 64 years 5 = 100 years 6 = 144 years 7 = 196 years 8 = 256 years 9 = 324 years 10 = 400 years

Turn Resistance (Ex): As the Dark Heart gains additional control over the negative energies coursing through his corpse, he also learns to prevent others from having such control over him. This grants Turn Resistance equal to one-half the Dark Heart's class level.

Table 1-15: The Class Attack Level Bonus 1 +0 2 +1 3 +1 4 +2 5 +2 6 +3 7 +3 8 +4 9 +4 10 +5

Dark Heart Level Advancement Fort Ref Will Save Save Save Special +2 +0 +2 Dark Necromancer +3 +0 +3 Dark Necromancer +3 +1 +3 Dark Necromancer +4 +1 +4 Dark Necromancer +4 +1 +4 Dark Necromancer +5 +2 +5 Dark Necromancer +5 +2 +5 Dark Necromancer +6 +2 +6 Dark Necromancer +6 +3 +6 Dark Necromancer +7 +3 +7 Dark Necromancer

(level 1), Eerie Presence, Aged Advancement (level 2), Turn Resistance +1 (level 3), Unhallowed Presence (more castings), Turn Resistance +2, Unnatural Enhancement (abilities) (level 4), Blighted Touch (+1d6) (level 5), Turn Resistance +3, Touch of Desecration (level 6), Unnatural Enhancement (spells) (more castings), Turn Resistance +4 (level 7), Blighted Touch (+2d6) (level 8), Unholy Presence, Turn Resistance +5

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Unhallowed Presence (Su): Beginning at level 3, the Dark Heart's great mastery of negative energy allows it to flow around him in an almost palpable field. This is treated as an unhallow spell effect centered on the Dark Heart (although without the possibility of an additional spell effect tied to the spell). This grants the Dark Heart the effect of a magic circle against good effect. In addition, all turning checks to turn undead suffer a -4 profane penalty and turning checks to rebuke undead gain a +4 profane bonus. Spell resistance does not apply to this effect. This unhallowed presence radiates to a range of 10 feet per class level of the Dark Heart. Should the unhallowed presence effect overlap with a hallow spell effect, make a dispelling check using the total character level of the Dark Heart as the caster level of the Unhallowed Presence. If this dispelling fails, the unhallowed presence effect is dispelled for one round, and attempts to dispel the hallow effect again the next round. Unnatural Enhancement (Ex): At level 4, the DC to resist any of the Dark Heart's abilities granted as a result of it being undead (such as a vampire's domination, or a lich's paralyzing touch) is increased by 4. At level 7, this bonus applies also to all the Dark Heart's necromantic spells and spell-like abilities. This bonus stacks with the DC bonus granted by the Spell Focus (necromancy) feat. Blighted Touch (Su): At level 5, the Dark Heart's negative energy is enough o cause harm to all those whom he touches. This increases the damage from all touch, slam and natural weapon attacks by 1d6 negative energy damage. At level 9, this increases to 2d6 negative energy damage. In addition, this damage is doubled to natural (non-magical) plant-life, which results in the slightest touch of the Dark Heart killing nearly any plant-life so unfortunate as to be the victim.

Touch of Desecration (Su): At level 6, the touch of the Dark Heart can create a desecration effect as the spell of the same name, cast as a cleric of three times the Dark Heart's class level. This ability can be used once per day per class level above 5. While this usually provides no bonus against turning attempts in the area (as the Dark Heart's Uhallowed Presence is more powerful), it does make undead created by the Dark Heart more powerful and dangerous. Unholy Presence (Su): At level 10, the Dark Heart's aura of negative energy is a dark and palpable thing, evil to the core. This is treated as an unholy aura spell effect on the Dark Heart. While the unholy presence is in effect, the Dark Heart gains a +4 deflection bonus to AC and a +4 resistance bonus to saves. The Dark Heart also gains SR 25 against good spells and spells cast by good creatures, and if a good creature succeeds at a melee attack against the Dark Heart with the unholy presence, the attacker takes 1d6 points of temporary Strength damage. Finally, the unholy presence blocks possession and mental influence, just as a protection from good does. The unholy presence can be dispelled by casting dispel evil, dispel magic or holy aura upon it, and will not return until the next nightfall.

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Dark Minstrel
He sat by the well in the town square, a lone figure sitting on the masonry, worn smooth by generation after generation of villagers drawing their water from it's depths. The townfolk were awed and curious, few elves ever travelled this way, deep into the wastes away from their beloved forests. With his lean frame, tall ears and fair complexion, he was obviously an elf, but none expected that he would be so sombre and dark. He almost never spoke in the first week after his arrival, drinking occasionally from the well and eating sparingly from a bag of rations at his side. As the rations wore thin, the townfolk took to supplementing his fare with bread and cheese from their kitchens. But when he began to speak, it was if the floodgates of torment had been opened. He would speak quietly, as if to himself, but his voice carried throughout the square - telling tales of the burning forest of his youth, of orcs and foul beasts tearing down the living city, of thousands of elves falling before fell magics. These tales of sorrow bore darkly into the hearts of his listeners, bringing them nightmares and the lethargy of depression. The children of the village would stop playing when he spoke, some even falling to tears. The good folk of the village understood all too well that the tales brought to them by the wandering elf were trouble, but they could no less ignore him as they could throw him out into the wastelands during the dry season. Two moons later, one of the farmers ran into town exhausted, screaming that dark-skinned humanoids had attacked the farmstead, and that the other farms were burning. They would surely be at the village soon. They assembled a quick militia in the square, and as they began to plan, the wanderer began his tales again, this time in more depth and detail, weaving the stories of dying elves, burning forests and hopeless odds. We wove tales so intricate that the leaders of the militia stood entranced, listening in awe and fear as the orcs moved to the outskirts of the village. Only the cries of villagers and the burning of buildings broke them from the tales, but by then the damage was done... the orcs were within the village already. Survivors of tragedies. Raconteurs of the last moments of mighty kingdoms. Bards of the Abyss. The Dark Minstrel spreads the words of great tragedies they have witnessed, or those witnessed by other Dark Minstrels. Through their dark performances they spread dread and fear across the lands, keeping children Table 1-16: Dark Class Attack Level Bonus 1 +0 2 +1 3 +1 4 +2 5 +2 6 +3 7 +3 8 +4 9 +4 10 +5

from sleeping at night, and arousing basest fears in adults. For some the turning point was watching the sack of a great city. Others sat back and watched, forever scribing into their memories the death of their families at the hands of barbarians or worse. They have witnessed a great wrong that they felt was beyond their ability to do anything about, and instead of acting they have turned it into their motivation. They travel now, spreading the tales of woe and sin they have learned, always remembering. Any race or class may become a Dark Minstrel should the opportunity present itself, and no training specific to the Prestige Class is required, just a darkened spirit and musical ability. Hit Die: d6 Requirements To qualify to become a Dark Minstrel (Dkm) a character must fulfill all the following criteria. Alignment: Any non-good Perform: 8 ranks Hide: 4 ranks Feats: Alertness Special: Been a passive witness to a great tragedy or wrongdoing that will forever be remembered (by yourself at least). Class Skills The Dark Minstrel's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int, exclusive skill), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (any) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Speak Language (Int), Spellcraft (Int), Swim (Str), Use Magic Device (Cha, exclusive skill). Skill Points per level: 4 + Int modifier Class Features All the following are class features of the Dark Minstrel prestige class. Weapon and Armour Proficiency: A Dark Minstrel is proficient with all simple weapons, light armour, medium armour and shields. Note that armour check penalties for armour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets and Tumble. Spells: A Dark Minstrel casts spells from the Dark Minstrel spell list according to Table 1-1: The Dark Minstrel. She can cast these spells without needing to memorize them beforehand or

Minstrel Level Advancement Fort Ref Will Save Save Save Special +0 +0 +2 Dark Music: Song of Sorrow +0 +0 +3 +1 +1 +3 Dark Music: Song of Silence +1 +1 +4 +1 +1 +4 Dark Music: Cacophony +2 +2 +5 +2 +2 +5 Dark Music: Dark Melody +2 +2 +6 +3 +3 +6 Dark Music: Death Chant +3 +3 +7

Spells per Day 1 2 3 4 1 2 0 2 1 3 1 0 3 1 1 3 2 1 0 3 3 2 1 4 3 2 2 4 3 3 3 4 4 4 3

Spells Known 1 2 3 4 3 4 1 4 2 5 2 1 5 3 2 5 4 2 1 5 4 3 2 6 5 3 2 6 5 4 3 6 6 5 4

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keep a spellbook. All dark minstrel spells have verbal component (singing, reciting or music). Dark Minstrels receive bonus spells for high Charisma and to cast a spell a Dark Minstrel must have a Charisma score at least equal to 10 + the level of the spell. The Difficulty Class for a saving throw against a Dark Minstrel's spell is 10 + the spell's level + the Dark Minstrel's Charisma modifier. Dark Music: Once per day per level, a Dark Minstrel can use song or poetics to produce magical effects on those around him or her. While these abilities fall under the category of Dark Music, they can include reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. As with casting a spell with a verbal component, a deaf Dark Minstrel suffers a 20% chance to fail with Dark Music. If the Dark Minstrel fails, the attempt still counts against the daily limit. Song of Sorrow: A level 1 Dark Minstrel with 9 or more ranks in Perform can inspire sorrow and feelings of melancholy in his or her enemies. To be affected, a target must hear the Dark Minstrel sing for a full round. The effect lasts as long as the Dark Minstrel sings and for 5 rounds after the Dark Minstrel stops singing (or 5 rounds after the ally can no longer hear the Dark Minstrel). While singing, the Dark Minstrel can fight but cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Affected targets receive a -2 morale penalty to all Will Saves and a -1 morale penalty to attack and weapon damage rolls. Song of Sorrow is a supernatural, mind-affecting sonic ability. Song of Silence: A level 3 Dark Minstrel with 10 or more ranks in Perform can counter magical effects that depend on sound (but not spells that simply have verbal components). As with Song of Sorrow, a Dark Minstrel may sing, play, or recite a Song of Silence while taking other mundane actions, but not magical actions. Each round of the Song of Silence, the Dark Minstrel makes a Perform check. Any creature within 30 feet of the Dark Minstrel (including the Dark Minstrel) who is affected by a sonic or language-dependent magical attack may use the Dark Minstrel's Perform check result in place of his saving throw if, after rolling the saving throw, the Perform check result proves to be better. The Dark Minstrel may keep up the Song of Silence for 10 rounds. Song of Silence is a supernatural ability. Cacophony: A level 5 Dark Minstrel with 11 or more ranks in Perform can create a performance so unnerving and unnatural that it causes confusion in those targeted by the act. As with Song of Sorrow, a Dark Minstrel may cause a Cacophony while taking other mundane actions, but not magical actions. Each round of the Cacophony, the Dark Minstrel makes a Perform check. Any target creature within 60 feet of the Dark Minstrel must make a Will save (DC equal to the Perform roll) or be affected as if by a Confusion spell for that turn. The Dark Minstrel may keep up the Cacophony for 1 round per level of Dark Minstrel. Cacophony is a supernatural, mind-affecting sonic ability. Dark Melody: A level 7 Dark Minstrel with 12 or more ranks in Perform can perform a dirge which magically stills good magical abilities. In order to cast a spell with the "good" descriptor within 60 feet of the Dark Minstrel or upon anyone within 60 feet of the Dark Minstrel, the spellcaster must succeed at a Caster Level Check (d20 + caster level) as if attempting to defeat a Spell Resistance equal to the Dark Minstrel's Perform Check. Any ability that requires the channelling of positive energy (such as turning undead), and all Paladin special abilities must also succeed

at this same check in order to work. Death Chant: A level 9 Dark Minstrel with 13 or more ranks in Perform can sing the dreaded Death Chant. The Death Chant takes one full turn to complete, and in all other ways is treated as the Circle of Death spell, with the spell effect centered on the Dark Minstrel. Dark Minstrel Spell List 1st Level Dark Minstrel Spells
Alarm Wards an area for 2 hours/level. Bane Enemies suffer -1 attack, -1 on saves against fear. Cause Fear One creature flees for 1d4 rounds. Doom One subject suffers -2 on attacks, damage, saves, and checks. Erase Mundane or magical writing vanishes. Expeditious Retreat Doubles your speed. Hypnotism Fascinates 2d4 HD of creatures. Inflict Light Wounds Touch, 1d8 +1/level damage (max +5). Mage Armor Gives subject +4 armor bonus. Magic Weapon Weapon gains +1 bonus. Message Whispered conversation at distance. Protection fr Good/Law +2 AC and saves, counter mind control, more Silent Image Creates minor illusion of your design. Sleep Put 2d4 HD of creatures into comatose slumber. Ventriloquism Throws voice for 1 min./level.

2nd Level Dark Minstrel Spells


Blindness/Deafness Makes subject blind or deaf. Blur Attacks miss subject 20% of the time. Bull's Strength Subject gains 1d4+1 Str for 1 hr./level. Calm Emotions Calms 1d6 subjects/level, negating emotion effects. Cat's Grace Subject gains 1d4+1 Dex for 1 hr./level. Darkness 20-ft. radius of supernatural darkness. Enthrall Captivates all within 100 ft. + 10 ft./level. Hold Person Holds one person helpless for 1 round/level. Hypnotic Pattern Fascinates 2d4+1 HD/level of creatures. Inflict Moderate Wounds Touch attack, 2d8 +1/level damage (max +10). Invisibility Subject is invisible for 10 min./level or until it attacks. Locate Object Senses direction toward object (specific or type). Minor Image As silent image, plus some sound. Misdirection Misleads divinations for one creature or object. Obscure Object Masks object against divination. Scare Panics creatures up to 5 HD (15-ft. radius). Silence Negates sound in 15-ft. radius. Suggestion Compels subject to follow stated course of action. Summon Swarm Summons swarm of small crawling or flying creatures. Tongues Speak any language. Undetectable Alignment Conceals alignment for 24 hours. Whispering Wind Sends a short message one mile/level.

3rd Level Dark Minstrel Spells


Animate Dead Creates undead skeletons and zombies. Bestow Curse -6 to an ability; -4 on attacks, saves, and checks (more) Confusion Makes subject behave oddly for 1 round/level. Deeper Darkness Object sheds absolute darkness in 60-ft. radius. Dispel Magic Cancels magical spells and effects. Emotion Arouses strong emotion in subject. Fear Subjects within cone flee for 1 round/level. Gust of Wind Blows away or knocks down smaller creatures. Invisibility Sphere Makes everyone within 10 ft. invisible. Keen Edge Doubles normal weapon's threat range. Magic Circle against Good/ Law 10-ft. radius protection spell Phantom Steed Magical horse appears for 1 hour/level. Contagion Infects subject with chosen disease. Slow One subject/level takes only partial actions, -2 AC, -2 melee rolls. Dismissal Forces a creature to return to native plane. Dominate Person Controls humanoid telepathically. Hold Monster As hold person, but any creature.

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Modify Memory Changes 5 minutes of subject's memories. Poison Touch deals 1d10 Con damage, repeats in 1 min. Rainbow Pattern prevents 24 HD from attacking or moving away

4th Level Dark Minstrel Spells


Control Water Raises, lowers, or parts bodies of water. Control Weather Changes weather in local area. Dream Sends message to anyone sleeping. Eyebite Charm, fear, sicken or sleep one subject. Giant Vermin Turns insects into giant vermin. Mass Suggestion As suggestion, plus one/level subjects. Mind Fog Subjects in fog get -10 Wis, Will checks. Mislead Turns you invisible and creates illusory double. Nightmare Sends vision dealing 1d10 damage, fatigue. Persistent Image As major image, but no concentration required. Repulsion Creatures can't approach you.

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Dirty Monk
With a quick leap he was over the short wall and on his way across the dusty marketplace, running straight towards the sun. The jeweller was screaming bloody murder and was seemingly grappling with the wall, trying to get over it and after Mikantes. Two of the town guard, sweating in their leather armor, were thrust into motion by the desperate yells of the merchant, but their view was obscured by the sun, and Mikantes was running with stunning speed. One had the soundness of mind to blow on the watch whistle to advise the other guards of the alert. As Mikantes rounded the corner, jewelled necklace still in hand, he nearly collided with a guard reacting to the alarm. The guard looked up in time to see Mikantes' hand jut out impossibly fast and slam into his throat, sending him reeling backwards, unable to call for help. Mikantes kept running, taking two steps up the guard's hard leather armor and leaping up to grab the railing of a balcony overhead. Slipping the necklace into a pouch sewn into the hem of his silk shirt, he slipped a cruel knife into his other hand and began to move quietly through the second-story apartment he had entered. From the peaked rooftop of the tenement, Mikantes could see the town guard quietly working their way around the buildings in the market area. It was only a matter of time before they found his current place of concealment. He carefully set a thin silk line to the weathervane on the peak of the roof and dropped the end of the line down the south face of the building. Crawling over the claytiled roof, he looked down on the east side, finally leaping down the full four stories in an instant, landing gracefully if a little hard on the cobbles between the building and the next. About a block away, he heard the alarm raised when they found his silk line on the other side of the building. Now the distraction should be nearly perfect for his run to the port. The Dirty Monk is traditionally a monk who has fallen from the path and pursued less honourable and stringent professions, using his monastic skills to "earn" a living as a rogue or even a drunkard. In time, some of these fallen monks seek again the training and discipline they have lost, and sometimes they manage to get it and rejoin their orders, only dirtied from their deeds beyond the monastery walls. Others are those who have sought the monastic training of monks but who could not meet their stringent requirements and went looking to less reputable institutions for their training such as the Citadel of T'arg. Hit Die: d6

Requirements To qualify to become a Dirty Monk (Drm), a character must fulfill all the following criteria. Base Attack Bonus: +4 Alignment: Neutral Evil, Lawful Evil, Neutral Feats: Improved Unarmed Strike Heal: 4 ranks Special: must have the Sneak Attack ability dealing 2d6 damage or more. Class Skills The Dirty Monk's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Dex), Concentration (Con), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Move Silently (Dex), Tumble (Dex). Skill Points per level: 4 + Int modifier Class Features All the following are class features of the Dirty Monk prestige class. Weapon and Armour Proficiency: The Dirty Monk is proficient in all basic and monk weapons as well as light armour. Note that armour check penalties for armour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets and Tumble. Student of Perfection (Ex, Su): As a student of perfection, the Dirty Monk gains the unarmed attack bonus, unarmed damage, AC bonus and unarmoured speed as if he were a monk whose level equalled the total of his Monk and Dirty Monk levels. Throat Strike (Ex): With a successful unarmed attack, the Dirty Monk can smash an opponent's throat. This attack causes those struck to roll a fortitude saving throw (DC 10 + damage caused) to avoid being sent stunned and reeling for 1d4 - 1 rounds (minimum of 1 round, max of 3.) while gripping their throat in extreme pain, unable to verbalize or make much more than burbling noises. This attack takes a full attack action and is executed with a -2 attack penalty, and cannot be combined with multiple attacks. Preferred MultiClassing (Ex): Beginning at level 3, Dirty Monks may multiclass freely as Monks, Rogues and Assassins. They may even multiclass as monks with a Neutral Evil alignment in this way. Sneak Attack (Ex): Beginning at level 3, the Dirty Monk gains the Sneak Attack ability just like a Rogue. This begins at +1d6 and

Table 1-17: The Dirty Monk Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +2 +2 +2 Student of Perfection, Bonus Feat 2 +1 +3 +3 +3 Throat Strike 3 +2 +3 +3 +3 Preferred Multiclassing, Sneak Attack +1d6 4 +3 +4 +4 +4 Very Dirty Fighting, Bonus Feat 5 +3 +4 +4 +4 Eye Strike 6 +4 +5 +5 +5 Reeling Blow, Sneak Attack +2d6 7 +5 +5 +5 +5 Bonus Feat 8 +6 +6 +6 +6 Crippling Blow 9 +6 +6 +6 +6 Sneak Attack +3d6 10 +7 +7 +7 +7 Deadly Strike

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goes up at levels 6 and 9. This stacks with any other Sneak Attack abilities granted by levels of Rogue, Assassin or any other source. Very Dirty Fighting (Ex): Beginning at level 4, during a full attack action, a Dirty Monk may substitute additional attacks for extra damage to a single attack, striking the foe in eyes, genitals or other soft spots. ALL additional attacks must be substituted for extra damage at a rate of 1 attack for 1d6 extra damage. This cannot be combined with Sneak Attack, and cannot be used against creatures not subject to critical hits. Eye Strike (Ex): Beginning at level 5, on any attack (armed with a light weapon or unarmed) a Dirty Monk may force an opponent to make Fort (DC 10 + 1/2 of damage dealt + Wis mod) save or become partially blinded (opponents enjoy partial concealment) (fully blinded if they only have one eye). They are also treated as Nauseous for the next round. Using this skill a second time results in total blindness. Blindness and Partial Blindness last for a Dirty Monk's class level in days. This ability can be used once per day for every 2 class levels. Eye strike can only be used on creatures with obvious and visible eyes, provided that it is not immune to critical hits Reeling Blow (Ex): Starting at level 6, if Dirty Monk makes a successful unarmed strike against a stunned opponent, the opponent must make a successful Fortitude save (same DC as a stunning attack). If he fails this save, he is staggered. Staggered characters can only take partial actions each round. The victim remains staggered for a number of rounds equal to the Dirty Monks class level. Bonus Feats (Ex): At the indicated levels, the Dirty Monk gains one feat, selected from the following list: Blind-Fight, CloseQuarter Fighting, Death Blow, Feign Weakness, Improved Trip, Pain Touch, Prone Attack, Quick Draw, Throw Anything. Crippling Blow (Ex): At level 8, the Dirty Monk learns the unsubtle art of crippling blows. This is identical to an Eye Strike, but deals 1d6 + Wis modifier temporary Strength damage. Deadly Strike (Ex): Once per day the level 10 Dirty Monk can strike a target fatally. This requires that the Dirty Monk fight defensively for three rounds against the target, or watch the target fight for three rounds without interruption (in which case he cannot be involved in combat himself). The Deadly Strike against that target in the next three rounds may instantly kill the target if he fails a Fortitude Save (DC 10 + Dirty Monk level + Int bonus). A Deadly Strike is a full-round action, and must be declared before attacking, if it misses, the use is wasted for the day.

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EarthBound
Derrace walked slowly towards the Citadel, years perhaps since his last visit to the home that had raised him and was now raising his children. He was stocky, reddish-brown, and barefoot. Through the stone, he could feel the defenders step to the winches to open the front gate at his approach. He had no desire to return to the confined society he had left so long ago to listen to the rock, but the rock had spoken to him, and it warned of troubles. Troubles the dwarves would be unable to handle without warning and rock-lore. The EarthBound are dwarves who have heard the summons of the earth. They claim to hear the voice of stone and earth calling to them, talking to them, protecting and even nurturing them. The EarthBound are usually drawn away from Dwarven society in order to be in silence to listen to the rock and earth around them. Most are barefoot, with torn and dirty clothing, when they make their appearances in deep dwarven communities. Since few dwarves take up a path of magic to begin with, the EarthBound are particularly rare specimens of their race. Most are clerics of earth, stone and mining deities, with some few drawn from the rare dwarven wizards and sorcerers. There are also rumors of some stone giants who understand the voice of the earth and who have the necessary spellcasting abilities to become one of the EarthBound. Hit Die: d8 Requirements To qualify to become an EarthBound (Erb) a character must fulfill all the following criteria. Race: dwarf or stone giant Feats: Toughness, Great Fortitude, RockBrother Spellcasting: Ability to cast at least 2 different transmutation spells of level 2 or higher. Class Skills The EarthBound's class skills (and the key ability for each skill) are Appraise (Int), Climb (Str), Concentration (Con), Craft (Int), Search (Int), and Spellcraft (Int). Skill Points at Each Level: 4 + Int modifier. Class Features Table 1-19: EarthBound Spellcasting Spells per Day Level 1 2 3 4 1 2 2 3 3 4 2 4 5 3 5 6 4 2 6 6 5 3 7 6 6 4 2 8 6 6 5 3 9 6 6 6 4 10 6 6 6 5 11 6 6 6 6 12 6 6 6 6

Table 1-18: EarthBound Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save 1 +0 +2 +0 +2 2 +1 +3 +0 +3 3 +1 +3 +1 +3 4 +2 +4 +1 +4 5 +2 +4 +1 +4 6 +3 +5 +2 +5 7 +3 +5 +2 +5 8 +4 +6 +2 +6 9 +4 +6 +3 +6 10 +5 +7 +3 +7 11 +5 +7 +3 +7 12 +6 +8 +4 +8

Special Earthstep EarthKin EarthFed Craft Tablets

EarthBinder

One Earth

All of the following are class features of the EarthBound prestige class. Weapon and Armor Proficiency: EarthBound gain no additional training with weapons or armor. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets and Tumble. Spellcasting: An EarthBound casts arcane spells according to Table 1-8: EarthBound Spellcasting. An EarthBound's selection of spells is limited by his level. At each level, the EarthBound gains additional spells known and additional spell slots to cast spells, as indicated. The number of spells an EarthBound knows is not affected by his Wisdom bonus, if any. An EarthBound is limited to casting a certain number of spells of eah level per day, but he need not prepare his spells in advance. The number of spells he can cast per day is improved by his bonus spells from Wisdom, if any. An EarthBound may use a higher-level slot to cast a lower-level spell if he so chooses. To learn or cast a spell, an EarthBound must have a Wisdom score of at least 10 plus the spell's level. The Difficulty Class for saving throws against EarthBound spells is 10 + the spell's level + the EarthBound's Wisdom modifier. Earthstep (Ex): At level 2, the EarthBound gains a +2 circumstance bonus on all move silent checks while barefoot on rock, earth or sand. This bonus increases to +4 at level 6 and to +6 at

5 2 3 4 5

1 3 4 5 6 7 7 8 8 9 9 9 9

2 1 2 3 4 5 6 7 7 8 8

Spells Known 3 1 2 3 4 5 6 7 7

4 1 2 3 4 5 6

5 1 2 3 4

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level 10. EarthKin (Ex): At level 3, the EarthBound gains the ability to speak Terran if he did not have this ability already. EarthFed (Su): Beginning at level 4, an Earthbound who maintains contact with large quantities of earth or stone no longer needs food to survive. The contact must be made with at least 100 tons of earth or stone that is connected in some way to the ground, or to the elemental plane of earth. Cobblestones in a cloud city wouldn't count, nor would a dwarven boat with a stone fortress atop it. This contact must be maintained at least 16 hours out of every 24. The EarthBound still requires water to survive. Craft Tablets (Ex): At level 5, the EarthBound gains the ability to craft stone or clay tablets that contain most of a spell. This ability is identical to the Scribe Scroll feat, except for the material being used. Each tablet weighs 2 pounds, has a hardness of 8 and 5 hit points. Tablets are spell-completion items. Because they are made of common materials, the cost in gold and XP is 25% less than a scroll to scribe.

New Feat
RockBrother [General] You know stone like a close family member Prerequisites: Craft (Stonework) skill, member of a race with a close connection to stone (dwarf, stone giant, xorn, etc) Benefit: The character gains the dwarven Stonecunning racial ability. Characters who already possess this ability gain a +3 inherent bonus on all rolls using Stonecunning.

EarthBinder (Su): At level 8, the EarthBound gains the ability to rebuke or control creatures with the Earth sub-type. They can attempt to do so once per day, plus one additional time per two EarthBound levels greater than 7, plus their Charisma modifier. This is treated identically to a negative-energy channeling cleric rebuking or turning undead, with the EarthBound's character level being used as his cleric level in the attempt. One Earth (Su): At level 12, the EarthBound becomes one with the earth. His creature type changes to Elemental (earth), and he becomes immune to critical hits.

Table 1-20: EarthBound Spell List Level 1 EarthBound Spells Clay Step. Halves movement of target Enlarge. Object or creature grows +10%/lvl (max +50%) Endure Elements. Ignore 5 damage / rnd from 1 energy type Hands of Clay. May climb stone and earth surfaces Mage Hand. 5-pound telekinesis Magic Stone. 3 stones gain +1 attack, deal 1d6+1 damage Mending. Makes minor repairs on object Mountain's Fortitude. Remain motionless to gain DR 10 / +1 Pass Without Trace. One subject / level leaves no tracks Reduce. Object or creature shrinks 10%/lvl (max -50%) Soften Earth and Stone. Turn stone to clay and earth to sand Stony Purge. Target is hurt, but poisons are reduced Level 2 EarthBound spells Barkskin. Grants +3 (or better) natural armor bonus Bull's Strength. Subject gains 1d4+1 Str for 1 hr/lvl Claim from the Earth. Exhumes one person or object Endurance. Subject gains 1d4+1 Con for 1 hr/lvl Glitterdust. Blinds creatures, outlines invisible creatures Glyph of Warding. Inscription harms those who pass it Meld Into Stone. You and your gear merge with stone Murmur of the Earth. Shock wave topples targets Slow. 1 sub/lvl takes only part actions, -2 AC, -2 melee attacks Stone Shape. Sculpts stone into any form Summon Monster III. Small earth elemental only Tremor. Cause a minor earthquake in the area Wall of Earth. 5 foot cube of earth / level Spells in italics can be found in Chapter 2. Other spells are from the System Reference Document.

Level 3 EarthBound spells Commune with Nature. Learn about terrain for 1 mile / lvl Earth's Defender. Allows the subject to act below 0 hit points Granite Steel. Weapon gains hardness and hit points Magnetic Covering. Target is immobilized by dust and rock Passwall. Breaches walls 1 ft thick / lvl Protection from Elements. Absorb 12 dmg/lvl from one energy Spike Stones. Creatures in area take 1d8 dmg, may be slowed Summon Monster V. Medium-size earth elemental only Swim Through Earth. Subject melds into stone and can move Transmute Rock to Mud. Transforms 2 10 ft cubes / lvl Transmute Mud to Rock. Transforms 2 10 ft cubes / lvl Wall of Stone. 20hp / 4lvls, can be shaped Level 4 EarthBound spells Blast of Earth. 1d4+1/lvl blast of earth buries targets Flesh to Stone. Turns subject creature into a statue Greater Glyph of Warding. 10d8 dmg glyph of warding Guardian of Earth. Binds an earth elemental to guard an area Move Earth. Digs trenches and builds hills Statue. Subject can become a statue at will Stone to Flesh. Restores petrified creature Stoneskin. Stops blows, cuts, stabs and slashes Summon Monster VII. Huge earth elemental only Level 5 EarthBound spells Earthquake. Intense tremor shakes 5 ft radius / lvl Essence of Earth. DR 25 / +1 and minor spell immunity Iron Body. Your body becomes living iron Oubliette. Ground collapses, devouring target Summon Monster VIII. Greater earth elemental only

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Skill Points per level: 2 + Int modifier

Elite Cavalry
Chunks of dirt and sod flew up under the relentless assault of the running wolves. Each wolf was easily 35 stone, and the heavy barding and goblin rider increased the weight substantially. Bloodred pennants snapped in the wind of their speed as they tore across the glades towards the elven fortress. The power of each dire wolf would be humbling to most riders, but the elite goblin cavalry mounted on these were accustomed to the raw and rippling muscle beneath their saddles - machines of destruction custombuilt by mother nature for the elite worg riders. As they broke into the glade, the riders let out a fierce shout as the wolves beneath them sprung forward into the elven troops and their human mercenaries. The first crash was the sound of dire wolf barding smashing into the front ranks of troops as the wolves frantically fought for purchase on the armor of those fallen beneath them, huge teeth reaching forwards to rip the legs out from under the second rank of troops. Above them, the goblins lay about with morningstars and axes, quickly smashing through the armored forms about them. Truly this would be a battle for the shamans to chant about for ages! Elite Cavalry are mounted warriors, elite knights and heavy soldiery of classical warfare. Trained as shock troops and brave enough to charge into even heavily fortified troop formations (or at least overconfident enough in the benefits granted by their higher station and heavier armor), Elite Cavalry are an essential part of any standing army. Most races have their versions of these soldiers - from the classic human heavy cavalry in full plate to the fanatical goblin wolf riders. Not all mounted troops are Elite Cavalry as such; most are level 1 warriors aspiring to this station. Most Elite Cavalry are drawn from the ranks of warriors and fighters, with some from the other fighting classes and many rangers among the elven troops. Hit Die: d10 Requirements To qualify to become Elite Cavalry (Ecv) a character must fulfill all the following criteria. Base Attack Bonus: 3+ Handle Animal: 6 ranks Ride: 6 ranks Feats: Martial Weapon Proficiency, Mounted Combat, Ride-by Attack, Spirited Charge. Special: Training in the cavalry unit of any standing army. Class Skills Elite Cavalry's class skills (and the key ability for each skill) are Animal Empathy (Cha - exclusive skill), Climb (Sr), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex) and Swim (Str). Table 1-21: Elite Cavalry Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save 1 +1 +2 +0 +0 2 +2 +3 +0 +0 3 +3 +3 +1 +1 4 +4 +4 +1 +1 5 +5 +4 +1 +1

Class Features All of the following are class features of the Elite Cavalry prestige class. Weapon and Armor Proficiency: Elite Cavalry are trained in the use of all simple and martial weapons and with light, medium and heavy armor as well as with shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets and Tumble. Man of the Horse (Ex): Extensive training on horseback grants the Elite Cavalry a competence bonus on all ride checks equal to his class level. Fast in the Saddle (Ex): The level 1 Elite Cavalry no longer needs to make a Ride check in order to mount or dismount from a steed as a free action. Mounted Team (Ex): The level 2 Elite Cavalry learns how to fight with a mount under him, taking full advantage of the increased mobility, power and altitude conferred upon him, while aiding the steed to avoid blows and aiming it to better targets. This grants both the Elite Cavalry and his mount the benefit of one-quarter cover (+2 Armor Class, +1 on Reflex saves) and a +1 competence bonus on all attack rolls. Barding Specialisation (Ex): Given the necessary time (twice the normal time needed to outfit a steed with barding), a level 3 Elite Cavalry can perfect the placement and attachment of the barding such that a properly trained animal gains additional mobility within it. Training the mount is the same as training it to wear barding in the first place (Handle Animal check, DC 20) but only takes a week instead of the usual two. The mount treats the barding as having an armor check penalty one point less than normal and a maximum Dexterity bonus one point greater than normal. Combined with masterwork barding, a powerful charger can perform almost as unencumbered in this fashion. Bonus Feat: A levels 4, the Elite Cavalry gains any one feat that has Mounted Combat as a prerequisite as a bonus feat. If the Elite Cavalry already has all feats made available by this ability, he may instead select any feat from the Fighter's bonus feat list. This bonus feat is in addition to the feats that a character gains through level advancement. Mounted Cleave (Ex): The Elite Cavalry learn how to follow through on a powerful blow. If a level 5 Elite Cavalry strikes down an opponent (typically by reducing it to below 0 hit points, killing it, etc.) during a Ride-by Attack, he is granted an extra melee attack at the same attack bonus as the blow that struck down his target. Before making this attack, he may continue the movement of his mount as per the Ride-by Attack feat, using this extra melee attack anywhere along the new movement of his mount. Special +1, Fast in the Saddle +2, Mounted Team +3, Barding Specialization +4, Bonus Feat +5, Mounted Cleave

Man Man Man Man Man

of of of of of

the the the the the

Horse Horse Horse Horse Horse

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ter of the giant.

Feral Ravager
A dungeon expedition was supposed to occur in the dungeon, figured Perrin. The carnage was already considerable, and they hadn't managed to penetrate even to the stairs down to the catacombs. They had travelled the badlands to find the ruins of Telin'Arrak, ancient city of the dark god of madness. Certainly enough, they found the city based on the research done in the church libraries. Most of it was long destroyed, but the ancient temple of the mad god was still visible in the centre, and below that was supposedly the catacombs of Telin'Arrak, home to great treasures and certain madness - a sure-fire lure for adventurers of all kinds. Within sight of a pit leading down into the earth in the center of the temple, the halfling (and supposed rogue) Trufence managed to stumble on a tripwire. And the battles began. Initially they were rushed by a small group of orcs and two trolls which were quickly dispatched. Deciding to make camp in order to refresh their spells and switch from travel and exploration magics to combat spells was probably their biggest mistake. An hour after sunset another, better prepared, raiding group of humanoids hit their campsite and the fighting was fierce, but they proved more potent by far. But the raid was just a test of their defenses. Soon dark humanoids were swarming out of the pit in the center of the temple, all in a mad rush towards their campsite. They fended off assault after assault, and as morning approached it seemed that the humanoids had exhausted their troop supply. Unfortunately that was not the case, fifteen minutes after daybreak the true assault began, this time with creatures who lacked nightvision - two battle-scarred halfling sorcerers with summoned demons, a score of well-equipped and combat trained lizardfolk and, towering above them all, a hill giant in armor bearing a massive sword of daunting dimensions. The battle was joined and heartily fought, but without prepared spells they were forced to deal with the threats in open combat. Initially the battle looked fairly balanced, with the party fighting a slow retreat out of the ruined city. But whenever they began to take down attackers, the sword of the hill giant would interfere, slamming Krin the ranger back and out of the fight, time and again. It was as if the towering mass of the giant was an unassailable fortress, constantly beating back attacks and laughing at their every attempt to harm it. It lunged out with it's 20 foot spear time and again, his arms and chest peppered with bolts from the Perrin's and the wizard's crossbows. Finally the party broke ranks and ran, chased out of Telin'Arrak by the laughTable 1-22: Feral Ravager Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save 1 +1 +2 +0 +0 2 +2 +3 +0 +0 3 +3 +3 +1 +1 4 +4 +4 +1 +1 5 +5 +4 +1 +1 6 +6 +5 +2 +2 7 +7 +5 +2 +2 8 +8 +6 +2 +2 9 +9 +6 +3 +3 10 +10 +7 +3 +3

Not all large humanoids become warriors and barbarians, and even among those that do, some find their calling as Feral Ravagers, wading in to battle those smaller than themselves with weapons massive even to their mighty girth. These giants of the battlefield take full advantage of their giant gait and massive reach to smite down all who approach, holding their place on the field of battle, or stomping their way across it. They are not a brotherhood, or even an organization. Aspiring Feral Ravagers are those who have ambitions bigger than even their own size, who see the field of battle as a proving grounds, a place to show the superiority of their race over the small creatures who think they run the place, and moreover, to show their own superiority even over those of their race. Feral Ravagers are drawn from the ranks of Fighters, Warriors and Barbarians primarily, although some Giants can become Feral Ravagers without any levels in other classes. Hit Die: d10 Requirements To qualify to become a Feral Ravager (Fer) a character must fulfill all the following criteria. Race: Giant, Humanoid or Monstrous Humanoid Reach: natural 10 ft reach or greater Base Attack Bonus: 6+ Feats: Power Attack, Cleave, Weapon Focus (any weapon one size larger than the character) Class Skills The Feral Ravager's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Intimidate (Cha), Intuit Direction (Wis), Jump (Str) and Wilderness Lore (Wis). Skill Points per level: 2 + Int modifier Class Features All the following are class features of the Feral Ravager prestige class. Weapon and Armour Proficiency: Feral Ravagers are proficient with all simple and martial weapons and all armour but not shields. Bonus Feat (Ex): At levels 1, 5 and 9 the Feral Ravager gets a bonus feat in addition to any other feats they get for their character level. These bonus feats must be drawn from the same list as the Fighter's bonus feats (see Core Rulebook 1).

Special Bonus Feat Toughness, Lord of the Domain Massive Cleave Rage 1/day Bonus Feat, Toughness Impassable Domain Mighty Stride Toughness, Rage 2/day Bonus Feat Smashing Blow

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Toughness (Ex): At levels 2, 5 and 8 Feral Ravagers gets the Toughness feat as a bonus feat, in addition to any other feats they may get for their character level. Lord of the Domain (Ex): Kings of the battlefield, by taking advantage of their natural reach, second level Feral Ravagers can prevent opponents from closing inside their reach, thus keeping smaller opponents out of range to attack the Feral Ravager. Whenever the Feral Ravager makes a successful attack of opportunity against an opponent moving inside his threatened area, he and the opponent must make an opposed strength check (with a +4 bonus for each size category larger he is than the opponent, or a -4 penalty for each size category smaller he is than the opponent). If the check succeeds, the opponent is forced back five feet into the square he just left, and his movement is ended. Massive Cleave (Ex): At third level, the Feral Ravager gains the extraordinary ability to take a 5-foot step before making a Cleave or Great Cleave attack (if the Feral Ravager has the Great Cleave Feat). This can only be done once per round, and only if the Feral Ravager has not taken a 5-foot step that round. Rage (Ex): Beginning at fourth level, the Feral Ravager learns to let loose his feral nature, flying into a screaming blood frenzy. This is treated identically to the barbarian rage ability, useable once per day (twice per day at level 8). If the Feral Ravager already has the ability to rage as a barbarian, then he gains the ability to rage one additional time per day (or two additional times per day at level 8).

Impassable Domain (Ex): The most irritating thing a "small one" can do is bypass the Feral Ravager's natural reach by tumbling. With practice, the level six Feral Ravager learns the extraordinary ability of intercepting tumbling foes. If the Feral Ravager can beat the tumbler's Tumble check with a d20 + Feral Ravager level + Tumble skill (or Dex bonus if the Ravager has no Tumble skill or his armour check penalty brings it below zero), then he may make an Attack of Opportunity as normal against the tumbling foe (and may use the Lord of the Domain ability also). Mighty Stride (Ex): At seventh level, the Feral Ravager takes full advantage of his longer legs and huge stride to move confidently through the battlefield. Whenever the Feral Ravager would normally be entitled to take a single 5 foot step (which does not provoke an attack of opportunity), he is instead entitled to take a 10 foot step (which does not provoke an attack of opportunity). Smashing Blow (Ex): Once at level ten, the Feral Ravager has mastered the full bounty of her strength. She may declare any twohanded attack to be a smashing blow, taking a -5 penalty to hit with the attack, but adding twice her strength bonus to the damage instead of the normal one-and-a-half times for wielding a twohanded weapon. In addition, any time a Smashing Blow does 12 or more damage to a target up to one size larger than the Feral Ravager, the Feral Ravager gets to make a free trip attack against the target of the attack. If this trip attack fails, the opponent does not get to make a counter-trip attempt.

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Forge Singer
The dwarven pulse is that of the beating hammers at the forge. At the center of almost every dwarven citadel is the forge chamber, where the dwarven iron priests and Forge Singers beat out the wares of their labor and the heartbeat of their society. They sing as they work, keeping time with the bellows and hammers of the forges. There, in the depths of the earth, the Forge Singers draw together the fire, earth, sweat and song into the souls of his brethren, and sometimes even their souls into the magics they craft there. Forge Singers are viewed as both the master smiths of the dwarven holds, as well as their spiritual heart. All dwarven Forge Singers are clerics of the dwarven gods, although many have also multi-classed as bards - indeed the skills of the Forge Singer are almost wasted on those without training in the Bardic traditions. Supposedly there are black orc Forge Singers as well - who goad the orcs into building weapons and armor for months at a time in order to successfully field fully equipped armies. It is said that few orcs have the endurance and skill to keep up with the Forge Singers, and the body count during a long build-up to war can be in the thousands as orcs die of heat exhaustion at the forge. Hit Die: d8 Requirements To qualify to become a Forge Singer (Fgs) a character must fulfill all the following criteria. Knowledge (religion): 6 ranks Craft (any metal craft): 8 ranks Perform (song): 6 ranks Spellcasting: Ability to cast divine enchantments of at least level 3 Feats: Endurance and at least 1 metamagic feat and 1 item creation feat. Class Skills The Forge Singer's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (religion) (Int), Perform (Cha), Spellcraft (Int). Skill Points at Each Level: 2 + Int modifier.

Class Features All of the following are class features of the Forge Singer prestige class. Weapon and Armor Proficiency: Forge Singers gain no additional training with armor or weapons. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets and Tumble. Spellcasting: At the indicated levels, the Forge Singer gains new spells per day as if he had also gained a level in the divine spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those he receives from the prestige class, and so on), except for an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming a Forge Singer, he must decide to which class he adds the new level for purposes of determining spells per day. Forge Domain: At level 1, the Forge Singer gains the Forge Domain, adding the Forge Domain spells to the spells he can select as a domain spell, and gaining the domain ability of the Forge Domain. Musical Ability (Ex): The Forge Singer is granted divine skill and confidence in his songs. Forge Singers can perform a number of songs per day granted by this class equal to his class level. If the Forge Singer has any Bardic Music or similar musical abilities (such as the Dark Minstrel's Dark Music ability from Librum Equitis volume 1), he gains the ability to use his song or poetic effects one additional time per day per two levels of Forge Singer. Song of the Forge (Ex): A level 2 Forge Singer with at least 7 ranks in Perform gains the ability to inspire workers to great feats of endurance and skill at the forges. With a successful DC 20 Perform check, the Forge Singer keeps his song of inspiration alive for 16 hours a day, granting up to twice his level of forge workers the ability to work at the forges for 16 hours a day. This effectively doubles how much they can produce in a day of work. Additionally, any worker who can hear the Song of the Forge gains a +2 morale bonus on applicable Craft checks during the time of the song. Song of the Forge is an extraordinary, mind-affecting sonic ability. Fire Resistance (Ex): Constant exposure to the heat of the forge combines with the prayers and magics of the Forge Singer to grant

Table 1-23: The Forge Singer Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +2 +0 +2 Forge Domain, Musical Ability 2 +1 +3 +0 +3 Song of the Forge 3 +2 +3 +1 +3 Fire Resistance (2) 4 +3 +4 +1 +4 Song of Strength +4 5 +3 +4 +1 +4 Stokers Song 6 +4 +5 +2 +5 Song of Sharing 7 +5 +5 +2 +5 8 +6 +6 +2 +6 Song of Strength +8 9 +6 +6 +3 +6 Fire Resistance (6) 10 +7 +7 +3 +7 Forge of Self

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

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

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

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

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

Sample Iron Elemental: The following sample uses a Huge Earth Elemental as the base creature

Iron Elemental, Huge


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

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Imperial Crossbowman
He had spent the last six hours, at least, hiding in the belltower. The crossbow in his hands was wet with sweat, it almost felt like he could feel grooves in it's grip from the pressure he exerted on it in his white-knuckle fear that had trapped him here for so long. He thought of anything else to avoid thinking of what waited for him out there. He had memorized the shape and texture of the bell before him, it's black iron form imperfect and rough on the outside. The flies walking over it slowly in the sun. Dust motes. The outline of it's wing... huge and strong... even the shadow sent shudders through his heart. The wing moved, and the dragon swept across the sky to another vantage point over the city. People screamed below, panicking for better cover, for any protection from the great wyrm that had held their town besieged for six hours now. Finally, he was free to move without the dragon seeing him, smelling him, hearing him. Now perhaps he could run. But six hours of cold, raw fear had taken the run right out of him. He stood up finally, feeling the tension in his legs, the cramps from hours in the same position. He looked out the window into the setting sun, it's red reflecting off the rooftops below him, bathing the city in brilliant crimson. He looked to the church, its steeple sending up a plume of smoke as it smouldered, and sitting upon one of it's parapets, not 400 yards from the belltower, was the Wyrm. Huge and deep red, it seemed that the redness of this beast bathed the whole town below him. Its massive, serpentine form claimed dominion over all it could see. He raised the crossbow at his side and carefully loaded his finest bolt from the open case on the floor. He looked again across to the beast and took aim at it. Watching as it spread its wings in the light of the setting sun, as if absorbing every bit of redness that it could draw from there, the shadow it cast drawing the redness away from the rooftops and into itself. His heart began to pound again as the dragon suddenly took flight, rising into the sky as if trying to capture the last streaks of the red sun, and then diving... Diving straight at the belltower again! He didn't feel the overpowering fear this time. It was as if the dragon had eaten every last bit of fear he had. Instead he raised the crossbow calmly and kept his aim true until he could see the beast's eye... and his bolt flew home, perfectly straight and true, piercing into the dragon's eye and beyond. The wyrm veered, trying to turn away and then smashing into the belltower, sending stones, iron bell, and the lone crossbowman to the courtyard below.

The town guard weren't all trained with the best martial weapons, many had cut their teeth in the watch as peasant farmers looking for an extra income... But in time they became known for their accuracy and effectiveness with the Crossbow, the watch's preferred ranged weapon. While some guards become well trained in melee, giving up their Commoner or Warrior pursuits for that of the Fighter class, others pick up the Crossbow and become snipers and long-range support for their comrades. These are the Imperial Crossbowmen. Hit Die: d8

Requirements To qualify to become an Imperial Crossbowman (Xbm), a character must fulfill all the following criteria. Feats: Point Blank Shot, Weapon Focus (any crossbow), Improved Crossbow Handling Base Attack Bonus: +2 or greater Spot: 6 ranks Class Skills The Imperial Crossbowman's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Intimidate (Cha), Listen (Wis), Spot (Wis), Profession (Int). Skill Points per level: 4 + Int modifier

New Feat
Improved Crossbow Handling [General] [Fighter]
You have trained with a crossbow until you can reload it blindfolded Prerequisites: Weapon Focus (any crossbow) Benefit: When reloading any crossbow or crossbow-styled weapon short of siege engines, the reload time is improved by one step as follows: Standard Reload Time Move-equivalent action Full-round action More than 1 full round Improved Reload Time Free action Move-equivalent action reduce reload time by half (round up)

Additionally, the penalty for firing a crossbow one-handed is halved from -4 to -2.

Table 1-24: Imperial Crossbowman Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +1 +0 +2 +0 Quareller 2 +2 +0 +3 +0 Brutal Shot +1d6 3 +3 +1 +3 +1 Pinpoint Accuracy 4 +4 +1 +4 +1 Brutal Shot +2d6 5 +5 +1 +4 +1 Penetrating Shot

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Class Features All of the following are class features of the Imperial Crossbowman prestige class. Weapon and Armour Proficiency: The Imperial Crossbowman is proficient in all basic weapons as well as light armour. Note that armour check penalties for armour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets and Tumble. Quareller (Ex): The Crossbowman gains proficiency with all crossbows, including the exotic hand crossbow, spring loaded gauntlet and any other bizarre crossbow-styled weapons. If he ever encounters a crossbow that he has never seen before, he can still pick it up and use it as a proficient user. Brutal Shot (Ex): The Crossbowman gains the Sneak Attack ability (as the rogue ability) as indicated. This can only be used with a crossbow, but does stack with other sneak attack bonuses he may have, but again, only with crossbows. Although normal sneak attack damage can only be dealt to a 30 foot range, Brutal Shot damage can be applied anywhere within the crossbow's first range increment.

Pinpoint Accuracy (Ex): At 3rd level and higher, the Crossbowman can spend a full round action doing nothing else but aiming at a target, and then gains a +2 circumstance bonus to the attack roll against that target. (Aiming can last up to one round per point of Wisdom Bonus, with a minimum of one round and a maximum of 4 rounds, adding +2 to the bonus for each additional full round of aiming). The Crossbowman must use a full-attack action to make one attack that receives this bonus and he cannot be in an area threatened by an enemy while aiming. (If an enemy moves and threatens the Crossbowman while he is using Pinpoint Accuracy, he does not gain any bonuses to his attack.) Penetrating Shot (Ex): The Crossbowman can take a full round action to make a single attack with his crossbow that is treated as a ranged touch attack.

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Initiates of Cordun
The guards followed his procession down the long carpeted foyer. They seemed out of place, half-orc brutes in the elegant house, home to the biggest crime lord in the city. It seemed to Korto that although the mafioso could buy a stylish house, he still felt the need to impress through brute muscle instead. One of the guards, decked out in fine studded leather, slipped into a door near the foot of the staircase. The remaining two looked mildly nervous in the presence of the Initiates, skin slightly pale, making their ritual facial tattoos more stark. The lone guard returned a moment later, holding the heavy black mahogany door. "Okay, Mistah Gurash's gonna sees you now" she said. Korto was about to pass her. "Mistah, you no stay too long." She said it meaning to sound threatening... in control. But Korto's stare had her buckle and it ended up sounding like she was begging him. She stepped back from the door, embarrassed. Korto moved into the room with his two companions, still silent. He was surprised that the man behind the expansive marbletopped desk also bore the tribal tattoos and the indented nose of a half-orc, but it was a quick moment off-guard, and one he hid well. "Good eve, come into my abode, you are welcome here." His common was clear and sharp, educated. The room was immaculate and well-appointed, a wash of expensive deep red and browns, lit by the fireplace and filled with the sound of the half-orc's powerful voice. "Welcome to my city. I understand your church is looking for quiet... inroads here. Ones above or below suspicion as it were." The door closed behind them, two of the guards staying in the room with the guest party and their boss, Mr Gurash. "Forgive me, please. Sometimes I let business take over, welcome to my home." After a slow wave to show off the room, the half-orc extended his right hand to shake hands in greeting. Korto just stared at him until he looked down momentarily and noticed that Korto's right arm ended abruptly at the wrist, leaving him with no hand to shake. Suddenly caught off balance, the half-orc stumbled on, and rapidly began talking business again. But Korto was no longer listening, he watched the half-orc mafioso's movements, memorizing them. He then reached into his own sharpened mind and found that spell, almost complete. Suddenly remembered, it rolled around powerfully in his mind, blotting out sight and sound of the half-orc behind powerful arcane symbols and words... words he completed with one movement of his lips and left hand. The mafioso stopped talkingsuddenly. His skin paled visibly

almost to white in a second, his manicured fingers jabbing into the marble desktop desperately. And he died, staring at Kortos without understanding. The two guards also slumped to the floor, assassin's knives thrust into their ribs by Korto's companions. The next night, the mafioso called in his lieutenants for a meeting. He was pale, but his voice still carried well. The thick smoke of pipeweed and incense filled the room, masking the new smell of decau. And at the half-orc's side stood a tall dark human with one hand. The Initiates of Cordun are a group of lawful evil arcane and divine spellcasters who gathered together in the worship of Cordun, an ancient Cleric / Sorcerer of great renown and evil deeds. The group has two faces, a "public" gathering at their Ebon Keep where they are universally reviled by their neighbours, and the secret membership which exists in most cities across the continent. Through the magics of Cordun they have learned great flexibility in the learning and casting of dark magic, mind-affecting sorceries and necromantic rituals. The public in general goes about unknowing of the presence of the Initiates within their cities because of a misconception that all Initiates members have removed one of their hands to become a member. In reality only the upper level members of the order have undergone this sacrifice in order to join the Full Circle of the Initiates. The prestige class is open to all spell-casting classes, and membership extends across them all. There are bards, rangers, sorcerers, wizards, blackguard, clerics and even the occasional druid in their ranks... "We are no longer Nature's children, but her masters..." (Oath of the Initiates) Hit Die: d4 Requirements To qualify to become an Initiate of Cordun (Ini), a character must fulfill all the following criteria. Alignment: Neutral Evil, Lawful Neutral, Lawful Evil Spellcasting: Ability to cast at least 4 spells from the Initiates Spell List (table 1-2 below) and 4 necromantic spells, at least one of each being a 3rd level spell or higher. Knowledge (religion): 5 Ranks Will Save: +4 or greater Special: Must seek and obtain membership in the Order. Clerics must be worshippers of Cordun (Death, Madness, Evil, Law)

Table 1-25: Initiates of Cordun Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +0 +0 +2 Flexible Casting (1/day) 2 +1 +0 +0 +3 Cross Casting 3 +1 +1 +1 +3 Flexible Casting (2/day) 4 +2 +1 +1 +4 Overdrawn Casting (1/day) 5 +2 +1 +1 +4 Flexible Casting (3/day) 6 +3 +2 +2 +5 Overdrawn Casting (2/day), Sacrifice 7 +3 +2 +2 +5 Cross Casting, Flexible Casting (4/day) 8 +4 +2 +2 +6 Flexible Casting (5/day) 9 +4 +3 +3 +6 Overdrawn Casting (3/day) 10 +5 +3 +3 +7 Flexible Casting (6/day)

+1 +1 +1 +1 +1 +1 +1 +1 +1 +1

Spellcasting Spellcaster Level Spellcaster Level Spellcaster Level Spellcaster Level Spellcaster Level Spellcaster Level Spellcaster Level Spellcaster Level Spellcaster Level Spellcaster Level

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Class Skills The Initiate of Cordun's skills are Alchemy (int), Concentration (Con), Craft (Int), Knowledge (Arcane) (Int), Knowledge (Religion) (Int), Profession (Wis), Scry (Int) and Spellcraft (Int). Skill Points at Each Level: 2 + Int modifier. Class Features All of the following are features of the Initiates of Cordun prestige class. Weapon and Armour Proficiency: The Initiates of Cordun are proficient in all basic weapons as well as light armour. Note that armour check penalties for armour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets and Tumble.

Overdrawn Casting (Su): An Initiate of Cordun may draw upon her very life force to cast spells from the Initiate of Cordun Spell List (table 1-2 below) or necromantic spells, even if she has no remaining spells that day. These spells must still be ones she would normally be able to cast. The Initiate of Cordun takes 1d6 damage per spell level of the spell she casts in this way, and may cast a maximum number of spells in this way each day as indicated. Clerics may also use Overdrawn Casting to cast additional Domain Spells. Sacrifice (Ex): At the indicated level, the Initiate of Cordun is expected to Sacrifice one hand of their choice (usually their offhand). Until this is done, the Initiate may not progress to the next level.

Spell Casting: When a new Initiate of Cordun level is gained, the Table 1-26: Initiates of Cordun Spell List character gains new spells per day as if she had also gained a level in Arcane Spells the spellcasting class she belonged to before adding the prestige class. Contact Other Plane She does not, however, gain any Darkness other benefit a character of that Death Blade class would have gained (improved Evard's Black Tentacles chance of controlling or rebuking Gloom undead, metamagic or item creation Insanity feats, hit points beyond those he Magic Circle Against Chaos / Good receives from the prestige class, Mind Fog and so on), except for an increased Mind Raid effective level of spellcasting. If a Protection From Chaos / Good character had more than one spellRune of Darkness casting class before becoming an Sacrifice Spell Initiate of Cordun, she must decide Shadow Conjuration to which class she adds the new Summon Monster I-IX (Fiendish Outsiders only) level for purposes of determining VerminPlague spells per day. Cross Casting (Ex): An Initiate of Cordun may learn a single spell of any level he or she can normally cast that is not in her actual spell lists but which is on the Initiates Spell List (table 1-2 below), or any Necromantic spell. Clerics will learn these spells as divine spells, wizards as arcane spell, as appropriate. The spells are learned as a spell of the caster's proper type (arcane or divine) at one level higher than the spell is normally. (So an Initiate of Cordun Bard would learn the level 1 Divine "Bane" spell as a level 2 Arcane spell). Flexible Casting (Su): The Initiate of Cordun may convert spell slots or memorized spells into a "spell level pool" for the casting of spells from the Children Spell List (table 1-2 below) or for Necromantic spells as long as the Initiate of Cordun could normally have cast those spells (so you can't sacrifice a fireball to cast a level 3 cleric spell from the list if you didn't have the ability to cast level 3 cleric spells already). They may sacrifice a number of spells per day in this way as indicated on the progression chart (table 11 below). For example, a Level 7 Wizard / Level 1 Initiate may sacrifice a memorized level 4 spell to be able to cast a level two and two level one spells from the Initiates Spell List (as long as she already has access to those spells, either being in her spellbook in the case of this wizard, or being spells she already has internalized if she was a Sorcerer, or being of levels she could normally cast in the case of a Cleric or Druid). Clerics may not sacrifice spells granted by their domains for this.

Divine Spells Bane Blasphemy Darkness Deeper Darkness Desecrate Dictum Divination Doom Giant Vermin Greater Command Magic Circle Against Chaos / Good Protection From Chaos / Good Unhallow Spells in italics are from Relics & Rituals and are copyright 2001, Clark Peterson

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Knight Channeler
When Hell freezes over... It was a favourite saying of some, but here it was a cold and deadly reality. Hell had frozen over. All around him was gray snow and his own plate armor was frosted with dirty ice. The perpetual heat and sulfurous fumes had given way to this strange nightmare land that Heironomous now trudged through. He travelled ever towards the dark citadel on the horizon, where his quest led him to release his mentor from the torment's of hell. To his right was a massive cliff face of solid ice, grey with filth, tinted slightly blue by the sheer depth of the ice. To his left stretched a great plain of ice to the distance, upon which a fierce wendigo of a wind blew, sending blowing snow his way, where it lay in dirty gray banks in the lee of the cliff face where he walked. The ichor of devils that had smoked on his holy blade was now frozen, red crystals that flaked away as he brushed the blade with his armored gauntlet. Almost as if on cue, another fell legion of this frozen hell erupted from a bank of filthy snow and surged towards him. Sword drawn he watched them approach, six of them rushing with a seventh, a huge spined creature whiter than the filthy snow here bearing a huge frozen trident, holding back, as if gauging the encounter. Heironomous met the massed charge with a slash and parry, letting the beasts feel the goodness of which his sword was made as it burned into their hides. Then they were all about him, clawing at his armor, one even clambering onto his shield to get at him. With a surge of energy drawn from his faith, he swung mightily, sending the pitiful wretches flying, striking each one once with the suddenly searing blade in his hand. Sword steaming and dripping hot ichor, he faced the ice devil. It lowered it's trident at him, no expression to be seen on it's insectile head, nor to be gleaned from it's multi-faceted eyes. Reaching for the power of his faith, Heironomous wreathed himself in the fires of purity and took up the beast's challenge. He suddenly stepped forwards, swinging his sword underhandedly at the devil's midsection. His open assault left him wide for the long reach of the beast's trident which tore through his shield and into his shield arm, as if his sacred armor were no more than paper. As the coldness of the weapon leeched at the strength of his shield arm, his sword struck home and through the fine adamantite blade he forced his faith, his soul, his power, sending the Devil flying backwards, it's gut torn open and blue sluggish blood dripping down between it's digitigrade legs. Warming himself with these same energies that he struck at his foes with, Heironomous pushed the attack. His shield arm no

longer numb, he felt warmed and quickened by the holy fire he bore into the depths of Hell itself. This time the Devil had no chance to strike back at him as he bore down upon it, and his holy sword struck it true, severing it's head from shoulders and burning it with holy flames. Still wreathed in flames, Heironomous paused in his journey to the dark citadel, embedded his sword's tip into the chest of the slain Devil, and said a prayer of thanks to his Lord for his blessings in battle. There are those who have learned to channel the energy of the positive elemental plane in order to turn the undead or to heal their comrades. There are others though, who learn other martial uses of positive energy. The Knight Channelers are taken from those who have felt the awesome flow of the very energies of life and rebirth through their bodies and who have somehow become attuned to it. Some churches seek these devotees out to train them to use the powers they can tap to greater effect, but they always choose those who have enough military training to be able to fend for themselves, as the channelling of positive energy can be a powerful aid, but it is not a crutch or a weapon of it's own. Other Knight Channelers come from the ranks of the church itself, as it is a natural path for a Paladin or militant Cleric to follow. The only classes rarely encountered among the Knights are arcane spellcasters and rogues. Hit Die: d10 Requirements To qualify to become a Knight Channeler (Knc) a character must fulfill all the following criteria. Base Attack Bonus: 5+ Alignment: Any Good Feats: Martial Weapon Proficiency (any 2), Shield Proficiency, Heavy Armour Proficiency, Weapon Focus (1 martial weapon). Special: Blessing of a church that is Lawful Good or within one alignment step of Lawful Good. Must have been healed of major damage (at least 75% of total hit points) by divine curing magic. Class Skills The Knight Channeller's class skills (and the key ability for each skill) are Concentration (Con), Jump (Str), Knowledge (Religion) (Int), Profession (Wis) and Sense Motive (Wis). Skill Points per level: 2 + Int modifier

Table 1-27: The Knight Channeler Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +1 +2 +0 +2 Channels I 2 +2 +3 +0 +3 Channels I, Bonus Turning 3 +3 +3 +1 +3 Channels I 4 +4 +4 +1 +4 Bonus Turning 5 +5 +4 +1 +4 Channels II 6 +6 +5 +2 +5 Channels II, Bonus Turning 7 +7 +5 +2 +5 Channels II 8 +8 +6 +2 +6 Bonus Turning 9 +9 +6 +3 +6 Channels III 10 +10 +7 +3 +7 Channels III, Bonus Turning

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Class Features All the following are class features of the Knight Channeller prestige class. Weapon and Armor Proficiency: Being too focussed on the channelling of positive energy leaves the Knight Channeler with no time to learn additional Weapon and Armour Proficiencies, which is why they are recruited from those already martially proficient. Turning Undead (Su): The Knight Channeller can turn undead as a cleric of one half her Knight Channeler level (round down), a number of times per day equal to 3 plus her Charisma modifier. This does not improve the potency of any other turnings the character may be able to perform. For example, a level 8 cleric / level 2 knight channeller with 12 wisdom can turn undead 3 times per day as a level 8 cleric and 4 more times per day as a level 1 cleric. Bonus Turnings (Ex): The Knight Channeler can turn undead two additional times per day (this stacks with other Bonus Turnings, so a level 6 Knight Channeller can turn undead 9 times per day plus his Charisma modifier). Channels (Su): The Knight Channeler learns many ways to channel the positive energy that flows through them, the least of these being the turning of the undead. At each level indicated, the Knight Channeler can choose a power from the category listed or from a category of lower level than the one listed. (For example, at level 6 a Knight Channeler can choose a Channelling power from the Channels I or II lists). Using a channel is a free action for a Knight Channeler, and each use counts as an attempt to turn undead (thus reducing the number of turnings the character has left that day). If a Knight Channeler can no longer turn undead that day, he can use no further Channels. A Knight Channeler can only perform one channel per round.

Channels I (select one of the following) Mighty Channel: You and all your allies within 10 feet add an sacred bonus to Strength equal to your Charisma bonus (minimum 2) for 1 round per point of Charisma bonus. Channel of Life: You and all your allies within 10 feet are cured of damage equal to 1d8 + 1 per level of Knight Channeller (max of 1d8+10). Vigorous Channel: You gain a burst of speed and vigour, increasing your base speed by 10 feet and giving you a +2 sacred bonus to your Constitution for 2 rounds plus twice your Charisma modifier (if any). Channeled Blade I: You gain a +1 to the critical threat range of a weapon you have the Weapon Focus feat for, for one round per level of Knight Channeller. Channeled Smite: Your next attack deals +1d6 damage and the opponent must make a Fort save (DC 10 + Knight Channeler Level + Strength Bonus) or be knocked back 10 feet from the impact - if the target cannot move back that far it falls prone as far back as it can be moved and takes an additional 1d6 damage. Channels II (select one of the following, or one Channel from Channels I) Towers Channel: You and your allies within 10 feet each gain a +2 sacred bonus to AC for one round plus one round per point of Charisma bonus (if any) Channeled Blade II: You gain a +1 to the critical multiplier of a weapon you have the Weapon Focus feat for, for one round per level of Knight Channeller. Blessed Aim: You and all your allies within 10 feet get a +4 sacred bonus on all attacks this round. Channel of Purity: You and all your allies within 30 feet get a +4 sacred bonus on all Fortitude saves for 2 rounds per level of Knight Channeller and all secondary effects that have not yet occurred of poisons already in effect are cancelled (as a remove poison spell). Channeled Resistance: You and all allies within 30 feet gain resistance to either fire, cold or electricity of 6 points for 1 round per Knight Channeler level. This resistance does not stack with similar resistances, such as those granted by spells ro special abilities. Channels III (select one of the following, or one Channel from Channels I or II) Zealous Channel: Your next attack action can be done as if you had the Whirlwind Attack feat. Holy Fire: You are wreathed in a halo of white flames for 1 round per 2 Knight Channeller levels. Any evil enemies and undead within 5 feet of you take 1d8 damage plus your Charisma bonus (if any) per round spent within this aura. Channeled Blade III: Your attacks with a weapon you have the Weapon Focus Feat for deal an additional 2d6 damage against evil enemies and undead for one round per level of Knight Channeller as it burns with holy fire.

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Longbowman
"Nice work if you can get it," he chuckled to himself. Sure, the jarring of the cart in the ruts can be annoying and interfere with sleep, and the hours these simple traders keep is ungodly, but the pay is certainly good. Getting up before dawn, on the road in time for the East-bound caravan to be trudging into the sunrise, it's no life for an honest person, but who ever said Arbor Samme was honest? To an untrained eye it would appear as though he were brushing a loose strand of his long hair across his forehead behind his slightly pointed ear, when in fact he was.shading his eyes with his long-fingered hands, confirming his earlier suspicions- something was definitely moving up ahead. A silhouette up on the ridge- a perfect location for an ambush if the caravan were caught unawares. Palming the arrow he kept up his sleeve, he casually nocked it into the bow across his lap. Stretching his arms as if yawning and moving his head about as though working out travel-weary bones, he scoped the rest of the skyline, but was unable to see any other potential attackers. Quickly spinning about, he silently loosed his arrow, and as he sped to release its friend, he saw the lone figure drop. With any luck, the mysterious figure was alone. But Samme hadn't been very lucky lately. More importantly, Samme hoped that noone else in the wagon train had noticed this little interaction- otherwise they might get spooked and insist upon making camp and battening down the hatches again, increasing the likelihood of his creditors from the city he had somewhat hastily left catching up with him. He started to craft another arrow with the feather of the exceptional hawk he felled yesterday, casting about visually to see if any suspicion had arisen. "Nice work. Fresh air, exercise, does a body good." The Longbowman is an archer of exceptional skill and mastery over his weapon of choice, the longbow. Longbowmen have taken the advantages of their chosen weapon and have trained to exceed the logistical envelope of their chosen role. They live and breathe longbow, eat longbow, drink longbow and dream longbow. They measure distances in "flights", being the distance an arrow will fly from a standard longbow at an optimal angle of launch (approximately one thousand feet), but also being significantly less than the range a Longbowman can eke out of his finely tuned weapon. Table 1-28: Longbowman Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save 1 +0 +0 +2 +0 2 +1 +0 +3 +0 3 +2 +1 +3 +1 4 +3 +1 +4 +1 5 +3 +1 +4 +1 6 +4 +2 +5 +2 7 +5 +2 +5 +2 8 +6 +2 +6 +2 9 +6 +3 +6 +3 10 +7 +3 +7 +3

While some longbowmen are in large organized armies, many more have military training but work in skirmishing units or independently of military units completely. They are also relied upon in the defence of fortifications, and some with the inclination become Snipers. Most Longbowmen are drawn from the ranks of Fighters (more often than from the Warriors), with others drawn from Rangers and even Rogues. Few Barbarians or Paladins find the role satisfying as it doesn't involve any melee combat except as a last-ditch defence while retreating. Most equip themselves with the best mighty composite long bows they can obtain, and carry extra bowstrings and the very straightest arrows. Hit Dice: d8 Requirements To qualify to become a Longbowman (Bow), a character must fulfill all the following criteria. Feats: Point Blank Shot, Precise Shot, Martial Weapon Proficiency (any bow) Special: Training from another Longbowman (any level) or Military Archer of level 5 or greater Base Attack Bonus: 4+ Class Skills The Longbowman's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Spot (Wis) and Swim (Str). See Chapter 4: Skills in Core RuleBook 1 for skill descriptions. Skill Points Per Level: 2 + Int Modifier Class Features All of the following are class features of the Longbowman prestige class. Weapon and Armour Proficiency: The Longbowman gains no new weapon or armour proficiencies. Primary Weapon (Ex): At level 1, the Longbowman selects the longbow as his primary weapon. At 1st level the character receives a +2 competence bonus to all attacks made with his primary weapon. This bonus increases by one every three levels: at 4th level the bonus increases to +3, at 7th level the bonus increases to +4 and at 10th level the bonus increases to +5. This bonus stacks with the Weapon Focus feat. (The primary weapon bonus balances out the slower BAB progression for the Military Archer, making him a better shot than an equivalent-level Fighter, but a worse melee combatant.)

Special Primary Weapon +2 Range Increase Pinpoint Accuracy Primary Weapon +3 Distance Shot +1 Extreme Range +2 Primary Weapon +4 Distance Shot +2 Extreme Range +4 Primary Weapon +5

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Range Increase (Ex): At 2nd level, the Longbowman can eke extra range out of his longbow. This increases the base range increment of the weapon by 50% of it's base value. When combined with the Far Shot feat, this increases the range increment to double it's base range increment. Pinpoint Accuracy (Ex): At 3rd level and higher, the Longbowman can spend a full round action doing nothing else but aiming at a target, and then gains a +2 circumstance bonus to the attack roll against that target. (Aiming can last up to one round per point of Wisdom Bonus, with a minimum of one round and a maximum of 4 rounds, adding +2 to the bonus for each additional full round of aiming). The Longbowman must use a full-attack action to make one attack that receives this bonus and he cannot be in an area threatened by an enemy while aiming. (If an enemy moves and threatens the Longbowman while he is using Pinpoint Accuracy, he does not gain any bonuses to his attack.)

Distance Shot (Ex): At 5th level, the Longbowman can shoot at targets as if they were one range increment closer than they are, thus eliminating the -2 penalty for shooting at targets in the second range increment, and reducing the penalties for shooting at more distance targets by 2. This does not allow the Longbowman to fire beyond the standard 10 range increments. At level 8 this power allows the Longbowman to shoot at targets as if they were two range increments closer than they are. Extreme Range (Ex): At 6th level, the Longowman has the ability to shoot targets (with his primary weapon) who are at fantastic range. He may now shoot up to 2 range increments further than normal (or a max of 12 range increments). Standard range modifiers still apply. At 9th level this increases by a further 2 range increments to 4 additional range increments (or a max of 14 range increments).

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Lords of Sorcery
As the giant turtle surfaced into the brilliant blue daylight beside the trading frigate "Maxwell's Honor", Forris stepped out of the bubble of air he had attached to its shell. Men on the Maxwell raised a cry upon sighting the massive beast suddenly on their port side- not realizing the true danger was barely a speck on its back. Forris raised his staff and looked at the deck of the ship, strange words spouting from his lips. In a blink of cold darkness, Forris felt the wood of the deck underfoot and heard the hue and cry of the ship's crew right at hand. Eschewing the passwall he had memorized, he turned the power of the spell into a shockwave of force that blasted across the deck of the ship, sending barrels of goods and scrambling crewmen up and over the railings and into the sea beyond. The giant turtle began to submerge, keeping pace, it seemed, with the charred ruins of the frigate beside it. There are some among the wizards who see the spontaneous casting abilities of the Sorcerers and yearn for their flexibility, but most of those who seek training in the sorcerer's ways find the limitation extreme and unsatisfying when they discover that so little of their relished arcane lore can be used in this way. The Lords of Sorcery are those who have learned the true mastery of the sorcerer's ways combined with the arcane knowledge of their wizardly pursuits. By focussing on one aspect of their magical studies, they have learned to spontaneously create arcane effects within that field. The Lords of Sorcery are divided by Schools of Magic, just like specialist wizards (see Core Rulebook 1, page 54, sidebar), and generally membership in a Chosen School is primarily made up of wizards who are also specialists in that school. Lords of Sorcery, as the name implies, are usually quite haughty about their mastery of two forms of arcane spellcasting, looking down upon other arcane spellcasters as "dabblers" and unenlightened. There are no known schools for these sorcerous spellcasters, although among them there are rumours of the Silver Tower, a place where Lords of Sorcery in the field of Divination have gathered over the years to search for the true, scientific answers to life itself. Instead most aspirants must seek their own path, attempting to learn the innate mastery of arcane magics shown by Sorcerers and some Bards. Hit Dice: d4 Requirements To qualify to become a Lord of Sorcery (LoS) a character must fulfill all the following criteria. Knowledge (Arcana): 8 Ranks Feat: Spell Focus (Chosen School) Spells: Ability to prepare and cast arcane spells of 3rd level or higher, including at least three spells at each level from the

Chosen School. Special: May be a specialist wizard in the Chosen School, but may not be a specialist wizard in any other school. Special: Must be apprenticed by an arcane spellcaster who can cast spells without preparation including at least 10 spells from the Chosen School. Class Skills The Lord of Sorcery's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (Int, Profession (Wis), Scry (Int, exclusive skill), Speak Language (Int), and Spellcraft (Int). See Chapter 4: Skills in Core Rulebook 1 for skill descriptions. Skill Points at Each Level: 2 + Int modifier. Class Features All the following are class features of the Lord of Sorcery prestige class. Weapon and Armour Proficiency: Lords of Sorcery gain no additional proficiency in any weapon or armour. Spells per Day: When a new Lord of Sorcery level is gained, the character gains new spells per day as if she had also gained a level in the prepared arcane spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those he receives from the prestige class, and so on), except for an increased effective level of spellcasting. If a character had more than one spellcasting class capable fo casting prepared arcane spells before becoming a Lord of Sorcery, she must decide to which class she adds the new level for purposes of determining spells per day. Restricted School (Ex): The Lord of Sorcery's extreme devotion to a flexibility within the Chosen School of magic comes at a cost of inflexibility outside of that Chosen School. The Lord Of Sorcery must choose one or more prohibited schools of magic as a specialist wizard of the Chosen School would (see Core Rulebook 1, page 54, sidebar). These prohibited schools cannot be chosen from schools the Lord Of Sorcery already has as prohibited schools. For example, an Abjurer (specialist wizard in the School of abjuration) has chosen Transmutation as her prohibited school during character creation. When the Abjurer becomes a Lord Of Sorcery with Abjuration as her Chosen School, she must choose another school from the prohibited list which can't include Transmutation. She chooses Divination and Necromancy as her additional Prohibited Schools. Although it is quite likely that the Lord of Sorcery already knows spells from the newly-prohibited school(s), he loses the ability to prepare these spells at all as well as the ability to use spell-trigger or spell-completion items requiring spells from the newly-prohibited school. In all ways this is treat-

Table 1-29: Lords of Sorcery Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +0 +0 +2 Restricted School, Spontaneous Casting: 1 2 +1 +0 +0 +3 Spontaneous Casting: 3 3 +1 +1 +1 +3 Spontaneous Casting: 5 4 +2 +1 +1 +4 Spontaneous Casting: 7 5 +2 +1 +1 +4 Spontaneous Casting: 9

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ed as a normal prohibited school. If the spellcaster in question was not a specialist wizard in the Chosen School, he is now considered one for any feats or prestige classes that require school specialization, although he does not gain the advantages associated with such School Specialization. Learning Spells (Ex): At each level, the Lord of Sorcery learns two additional arcane spells, just like any other wizard or prepared arcane spellcaster. Unlike other spellcasters, both of these spells must be taken from the Chosen School's spells. Spontaneous Casting (Su): The Lord of Sorcery gains the ability to spontaneously exchange one prepared spell for any spell of the Chosen School that he knows of that spell's level or lower. The maximum level of spell he can spontaneously cast in this way is indicated on the level chart below. These spells are cast as if the Lord of Sorcery was a Sorcerer in all respects.

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the Lotahm
Gentle rise, slight temperature difference, the joy of riding the thermal. Armwings outspread, wind rushing across fingerfeathertips. Silence of the heights, almost still while speeding, exhilaration and freedom at last. Soaring just above the misty white coldness, then dive through the clouds--we have work to do. Below-there-yes, small specks resolving into distinct forms, the target, the hunted--the supply train. Just past the forest fording the river, approaching the pass between the mountains--a perfect ambush location. Must notify the dirtbound then we can fly again. The sudden loss of the joined mind, the jarring return to flesh, sluggish grime encrusted fingers rub blue eyes in an effort to refocus. The weight of armor and obligation weighs heavily, making movement sluggish. Senses bombarded with smoke of the camp, stench of burning, unwashed bodies, clanging of weapons repaired. Must report. "Captain, Sir. I've spotted them." The Lotahm are an ancient order of psions who bond with a bird that they enhance with their own psionic energy. They take on traits of their birds, psionically bonding with them as extensions of themselves. The Lotahm were an ancient order even in the days of Gar'Udok. He discovered them when two joined his camp with their swooping black birds and their eye for distance. They became his most prized scouts, and he began searching out those who had the abilities to become Lotahm--those with latent psionic abilities and an affinity for animals. Most Lotahm are rangers and nomads, and a very few are druids. In Gar'Udok's camp almost all were rangers with latent psychic ability instead of nomads, who would have been more suited to the task. But the Lotahm can be of any alignment, not just the black, evil Lotahm that people associate with Gar'Udok. A character's alignment is reflected in the colour of his Mystic Bird. They range in colour from white, silver and gold to bloody, rusty blacks and dark, metallic grey. Hit Die: d8 Requirements To qualify to become a Lotahm (Lot) a character must fulfill all the following criteria. Feats: Skill Focus (Handle Animal) Handle Animal and Animal Empathy: 8 ranks in one, 4 ranks in the other (you choose which to have at 8 ranks). Manifesting: Ability to manifest at least one psychometabolic and one clairsentient psionic power. Table 1-30: The Lotahm Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save 1 +0 +0 +2 +2 2 +1 +0 +3 +3 3 +2 +1 +3 +3 4 +3 +1 +4 +4 5 +3 +1 +4 +4 6 +4 +2 +5 +5 7 +5 +2 +5 +5 8 +6 +2 +6 +6 9 +6 +3 +6 +6 10 +7 +3 +7 +7

Class Skills The Lotahm's class skills (and the key ability for each skill) are Animal Empathy (Cha), Concentration (Con), Handle Animal (Cha), Intimidate (Cha), Intuit Direction (Wis), Knowledge (Nature) (Int), Move Silently (Dex), Remote View (Int), Spot (Wis), Wilderness Lore (Wis). Skill Points at Each Level: 4 + Int modifier. Class Features All of the following are features of the Lotahm prestige class. Weapon and Armor Proficiency: The Lotahm are proficient with all simple weapons, all bows and crossbows, and light and medium armor, but not with shields. Manifesting: The Lotahm are minor psions, able to manifest their unique abilities as psionic powers. They gain power points at each level equal to their class level. For example, a level 5 Lotahm will have gained 15 power points from Lotahm levels, in addition to whatever power points he may have had from previous classes. Bird Companion (Ex): Upon becoming a Lotahm, the character calls a Mystic Bird to serve him. The Mystic Bird has stats as given below, and gains abilities based on the level of the Lotahm. At level 5 the Lotahm gains a second Mystic Bird, and at level 9 he gains a third. If a Mystic Bird is slain, it cannot be replaced until the character gains a level (in any class) at which point the slain bird(s) are replaced. Bird Evasion (Ex): The Mystic Bird companion of a Lotahm gains the Evasion ability. If it is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage on a successful saving throw. Bird Empathy (Su): The Lotahm has a psionic, empathic link with his bird companion(s) out to a distance of up to onehalf mile per class level. This limits communication to strong feelings, such as confidence, fear, uncertainty, resolve and so on, so misunderstandings are always possible. Eye Strike (Ex): The Lotahm as well as his Mystic Birds gain the ability to strike an opponents eyes. As a full round action, they can make a single melee attack at their normal attack bonus; this attack provokes an attack of opportunity, but only from the target of the eye strike. If the attack hits, the target must make a Reflex save (DC equal to the attack roll) or suffer damage to one eye. Damage to an eye results in a -2 penalty to Spot, Search, Appraise, Alchemy, Forgery, Decipher Script, Open Lock, Disable

Special Bird Companion, Bird Evasion, Bird Empathy, Manifesting Eye Strike, Eagle's Claws Bird's Eyes, Bigger Bird Speed of Flight 2 Bird Companions, Bigger Bird Endurance, Animal Affinity Bird's View, Speaking Bird, Bigger Bird Improved Bird Evasion, Shield of Prudence 3 Bird Companions, Bigger Bird Bird Shape

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Device, Craft, Read Lips, Scry, Sense Motive and Spellcraft checks, Wilderness Lore checks (for tracking only), Initiative checks, Reflex saves and Dexterity checks. Damage to all eyes results in blindness. This damage is only healed when the victim is healed of all damage. Eagle's Claws (Su): At level 2, the Lotahm discovers the Eagle's Claws power if he hadn't discovered this power already. Bird's Eyes (Sp): At level 3, the Mystic Bird doubles the range of its darkvision and low-light vision. The Lotahm at this point discovers the powers of Elfsight, Darkvision, Expanded Vision and Vigilance (if he hadn't discovered these powers already). Bigger Bird (Ex): At the indicated levels, the Lotahm's Mystic Bird(s) gain one additional hit die and all commensurate benefits (increased BAB, base saves, +1 skill point per hit die). In addition, their natural armor improves by 2 and their Intelligence improves by 2 as well. Speed Of Flight (Su): At level 4 the Lotahm's Mystic Bird(s) increase their speed to: Spd 10 ft, fly 100 ft (good). At this level the Lotahm discovers the "Burst" power (if he hadn't discovered this power already) and gains the ability to use it one time per day per class level at no power point cost. He also discovers the "Glide" power if he hadn't discovered this power already. Endurance (Ex): At level 6 the Lotahm and his Mystic Birds gain the Endurance Feat as a bonus feat. Animal Affinity (Su): At level 6 the Lotahm discovers the Animal Affinity power if he hadn't discovered this power already. Bird's View (Su): At level 10, the Lotahm gains the ability to extend all his senses through the senses of one of his Mystic Birds. This ability requires a Remote View skill check with the DC being 10 plus the distance to the Mystic Bird in miles. Speaking Bird (Ex): At level 7 the Lotahm's Mystic Birds gain the ability of speech. It can be used as a messenger, and can communicate what it has seen to the Lotahm or to others. It can speak in all the languages the Lotahm can (barring magical assistance). Improved Bird Evasion (Ex): At level 8, the Lotahm's Mystic Birds gain the Improved Evasion ability as a rogue. Shield of Prudence (Su): At level 8, the Lotahm discovers the Shield of Prudence power if he hadn't discovered this power already. Bird Shape (Su): At level 10, the Lotahm gains the ability to change into the form of any avian animal of Tiny to Huge size, as per the Wild Shape druidic ability.

New Psionic Power


Eagle's Claws
Psychometabolism (Str) Level: Psion 1, Psychic Warrior 1 Display: Vi, Ma Manifestation Time: 1 action Range: Personal Target: You Duration: 1 hour Power Points: 1 The manifester of this power grows claws that grant a claw attack (which does not draw an attack of opportunity) with a base damage of 1d8. The manifester can use this power in conjunction with feats, powers or spells allowing additional attacks in 1 round, and it can be used with multiple attacks gained through level advancement.

Mystic Birds
CR1; Tiny Magical Beast; HD 2d10+2; hp 13; Init +3 (+3 Dex); Spd 10 ft, fly 80 ft (good); AC 17 (+2 Size, +3 Dex, +2 Natural Armor); Melee claw +7 (1d4), bite +2 (1d4); Face 2 1/2 ft x 2 1/2 ft; Reach 0 ft; SQ Darkvision 60 ft., Low-light vision; AL N; SV Fort +4, Ref +6, Will +2; Str 10, Dex 17, Con 12, Int 2, Wis 14, Cha 6. Skills and Feats: Listen +5 (3), Spot +5 (3); Weapon Finesse (Claw, Bite)

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Mad Tailor
The diminutive tailor looked over his latest masterpiece in progress. It was functional, no doubt, but not particularly pretty. But then again, the materials available this time left a lot to be desired. He looked around, almost furtively, seeking the missing ingredient for this piece. His little beady eyes became two pinpricks over his long nose as he saw the messenger enter his study with a package in hand. That was what he needed! With a gesture and a word from the tailor, the messenger froze in his tracks, and was then lifted towards the masterpiece in the middle of the study. His eyes frozen in mute horror, the messenger was quickly sewn into the massive construct of flesh by the agile hands of the tailor. Chuckling and almost tittering to himself, the tailor examined the masterpiece once more with his critical eye, this time with a content smile upon his drawn lips. The Mad Tailor is someone who has decided to "remodel" people and creatures, to craft masterpieces from living flesh, not nearstatic golem-like constructs from the inanimate or gruesome animated dead. The Mad Tailor crafts his masterpieces using a mix of magic and old-fashioned haute-couture. He can never be found without needle and thread in hand. Mad Tailors are usually wizards and sorcerers, as few others ever learn the magics needed for the gruesome process of their constructions. It is generally a self-taught path, although some truly infamous mad tailors attract a small entourage of wannabes. Hit Die: d4 Requirements To qualify to become a Mad Tailor (Mdt), a character must fulfill all the following criteria. Alignment: Any non-lawful, non-good Craft (Tailor): 10 ranks Handle Animal: 4 ranks Diplomacy: 4 ranks Knowledge (Arcana) or Knowledge (Psionics): 6 ranks Heal or Knowledge (Anatomy): 8 ranks Feat: Craft Wondrous Item Special: Ability to cast or manifest Polymorph Other

Class Skills The Mad Tailor's class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (Anatomy) (Int), Profession (Int), and Spellcraft (Int). Skill Points at Each Level: 4 + Int modifier. Class Features All of the following are features of the Mad Tailor prestige class. Weapon and Armor Proficiency: Mad Tailors receive no additional training in armor or weapons use. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets and Tumble. Spellcasting (Su): At each level, the Mad Tailor gains new spells per day as if he had also gained a level in the spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those he receives from the prestige class, and so on), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a Mad Tailor, he must decide to which class he adds the new level for purposes of determining spells per day. If the character can manifest the Polymorph Other power instead of casting it, then he can elect to treat these spellcasting levels as manifesting levels instead. First Signs (Ex): As the Mad Tailor first learns the arts of his trade, his mind begins to slip (no sane man could do such work as this). The first signs of insanity manifest as inappropriate laughter (Will save, DC 20, to keep from laughing when doing so would be a bad idea) and minor delusions (cannot take 10 on Listen and Spot rolls, -2 insanity penalty on Sense Motive checks). Mad Construct I (Ex): The Mad Tailor first hones his skills with flesh, bone, sinew and thread upon animals and other predictable victims - ones that the Mad Tailor can force to listen to commands. The act of building a Mad Construct I takes one week of sewing and "modifying" (often the finishing touches are referred to by their creator as "hemming" and "basting") the source creatures. A Mad Construct I requires one small animal or beast as the base for the construction, and two to five additional animals or beasts of small size or smaller to complete (if the additional creatures beyond the base are of smaller size than the base creature,

Table 1-31: The Mad Tailor Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +0 +0 +2 First Signs, Mad Construct I 2 +1 +0 +0 +3 3 +1 +1 +1 +3 Mad Construct II 4 +2 +1 +1 +4 Homunculus, Delusions 5 +2 +1 +1 +4 Mad Construct III 6 +3 +2 +2 +5 7 +3 +2 +2 +5 Mad Construct IV 8 +4 +2 +2 +6 Psychosis 9 +4 +3 +3 +6 Mad Construct V 10 +5 +3 +3 +7 Magical Construct

+1 +1 +1 +1 +1 +1 +1 +1 +1 +1

Spellcasting Spellcaster Level Spellcaster Level Spellcaster Level Spellcaster Level Spellcaster Level Spellcaster Level Spellcaster Level Spellcaster Level Spellcaster Level Spellcaster Level

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then they are sewn and grafted entirely into the construct; in the case of creatures of the construct's size, parts of the creatures in question are grafted and sewn into the construct). The process consumes 1,000 gp worth of special but obtainable ingredients (special threads and cat-gut sutures, tubing, clamps, staples, lab equipment) and costs the Mad Tailor 100 XP to perform. Once created, it will follow simple orders from the Mad Tailor. Mad Construct II (Ex): Beginning at level 3, the Mad Tailor begins his trade in earnest, able to assemble creatures from much finer raw materials. A Mad Construct II is made from a single medium-sized animal, beast or humanoid (alternately three small-sized animals, beasts or humanoids can be substituted) with two to five additional animals, beasts or humanoids of mediumsize or smaller to complete it. A Mad Construct II takes three weeks of sewing and modifying the source creatures. The process consumes 4,000 gp worth of ingredients and costs the Mad Tailor 300 XP to perform. Homunculus (Ex): The Mad Tailor can begin to ply his trade upon his own form, often out of boredom. The usual result of this is a strange homunculus - a construct created from the Mad Tailor's own flesh. The creation of the homunculus' body from the Mad Tailor's own flesh requires a Craft (tailor) check (DC 20) and requires a full week of work. The construction consumes 100 gp of ingredients and materials and costs the Mad Tailor 25 XP to perform. In all other ways the Homunculus is treated as the Homunculus entry in the System Reference Document. Delusions (Ex): As the Mad Tailor's mind slips further away, his delusions become more prominent. These include delusions of grandeur (+2 morale bonus on saves against fear), paranoia and mild hallucinations (-4 insanity penalty on sense motive checks, -2 insanity penalty on listen and spot checks), and mood swings. Mad Construct III (Ex): At level 5, the Mad Tailor's constructs require a larger facility for their construction. A Mad Construct III is made from a single large-sized animal, beast, humanoid or giant with two to five additional animals, beasts or humanoids of large size or smaller to complete it. (As always, 3 creatures of one size smaller than indicated can substitute as a creature of the indicated size - such as four dogs substituting for a human). A Mad Construct III takes five weeks of sewing and modifying the source creatures to create. The process consumes 10,000 gp worth of ingredients and costs the Mad Tailor 700 XP to perform. Mad Construct IV (Ex): At level 7, the Mad Tailor can create a much more powerful construct than the Mad Construct IV. Requiring the same base creatures (although often adding a few more "minor" creatures to the mix for additional limbs and muscle tissue), the Mad Construct IV takes seven weeks to complete. The process consumes 20,000 gp worth of ingredients and costs the Mad Tailor 1,300 XP to perform. Psychosis (Ex): At level 8, the Mad Tailor is truly slipping into the deep end. He becomes manic-depressive (roll 1d6 for the character's mood each morning and after a major stressful event -

on a 1-3 he is manic, on a 4-6 he is depressed. Manic characters gain a +1 morale bonus on all skill checks and a -1 morale penalty on all Will saves and tend to be very outgoing and excitable, but generally brash. Depressed characters receive a -2 morale penalty on all skill checks and saves and rarely take interest in anything except their own masterpieces). In times of extreme stress (such as combat or being hunted down by a mob of torch-bearing peasants), he may fall prone to hysterics (Will save DC 10+1 per round of combat or minute of stress to prevent hysterics). While in hysterics treat the Mad Tailor as being in a barbarian rage, except that he gains no bonuses, just the -2 to AC and the inability to do anything requiring serious thought or concentration. Mad Construct V (Ex): At level 9, the Mad Tailor begins making truly monstrous constructs, able to tower over most siege devices. Requiring a single huge-sized animal, beast, humanoid or giant as

the base creature, with a multitude of additional creatures used throughout the assembly, the Mad Construct V takes nine weeks to assemble. The process consumes 30,000 gp worth of ingredients and costs the Mad Tailor 1,900 XP to perform. Magical Construct (Ex): At level 10, the Mad Tailor can now use magical beasts as an ingredient in his Mad Constructs. Each Mad Construct can take on one Extraordinary or Supernatural ability from this magical beast (such as a gorgon's breath weapon or a manticore's spike volley).

Mad Constructs
"They were caught short by a pitiful mewing noise. From around the corner lurched a beast which looked like a patchwork

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hunting dog, sewn together from who knows what. It snarled, dripping bloody foam to the cobbles beneath it. Then its master followed, a towering 20 foot monstrosity that may have once been a small giant, now a quiltwork of body parts and strange, unfathomable limbs. From its shoulder the mewing continued from the face of a small cat, grafted there for some obscure ornamental purpose." Mad Constructs are created from living specimens by the Mad Tailor. While they are still alive, unlike most constructs, they lose their free will and are otherwise treated as most other constructs in the game - albeit constructs that require food and drink to survive. They are patchwork creations, a quilt of various living beings meshed together into a horrific monstrosity under the will of its creator. Creating a Mad Construct When crafting a Mad Construct from it's component beings, select special abilities for it from the lists below. Each Mad Construct gets a certain number of special abilities from this list, based on the type of construct. Attempts should be made to keep the powers granted to a Mad Construct in line with the creatures used in it's construction. Construct: Constructs usually have no Intelligence scores and never have Constitution scores. A construct is immune to mindinfluencing effects (charms, compulsions, phantasms, patterns and morale effects) and to poison, sleep, paralysis, stunning, disease, death effects and necromantic effects. Constructs cannot heal damage, though they can be healed using curative magics. They can be repaired as an object can, using Craft (Tailor). A construct is not subject to critical hits, subdual damage, ability damage, ability drain or energy drain. It is immune to any effect that requires a Fortitude save (unless the effect also works on objects). A construct is not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed. A construct cannot be raised or resurrected, although its component parts may be. Unlike most constructs, a Mad Construct requires air, food and water to survive.

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

Hit Dice Initiative Speed AC Attacks Damage Face / Reach Special Attacks Special Qualities Saves Abilities Climate / Terrain Organization Challenge Rating Treasure Alignment Advancement

Mad Construct I Small Construct 1d10 (5 hp) +1 (Dex) 30 ft 15 (+1 size, +1 Dex, +3 natural) Slam +3 melee Slam 1d6+3 5 ft by 5 ft / 5 ft 1 ability from Group I Berserk Fort +0, Ref +1, Will +0 Str 15, Dex 13, Con -, Int -, Wis 10, Cha 4 Any land and underground Solitary 1/3 None Always neutral None

Mad Construct II Medium-size Construct 3d10 (16 hp) +1 (Dex) 40 ft 17 (+1 Dex, +6 natural) Slam +6 melee Slam 1d8+6 5 ft by 5 ft / 5 ft 2 abilities from Group I Berserk Fort +0, Ref +1, Will +1 Str 19, Dex 13, Con -, Int -, Wis 12, Cha 4 Any land and underground Solitary 2 None Always neutral None

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

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Mad Construct Group I abilities Additional Attack: Extra limbs give the Mad Construct one additional attack at its highest attack bonus. Agile (Ex): Use of light and agile creatures for the construction grants the Mad Construct a +2 inherent bonus to Dex. This gives it a +1 on initiative rolls, armor class and Reflex saves. Multiple uses of Agile do not stack. Armor: Implanted exoskeletal bones, armor plates or even rhinoceros hide provides a +2 inherent bonus to the Mad Construct's natural armor. Resistance (Ex): Choice materials and special preparations during the crafting of the Mad Construct make it resistant to one or more energy forms. Choose one of fire, cold, acid, electricity or sonic resistance 5. The same resistance can be chosen multiple times and stacks. Sprint (Ex): Powerful legs from a wild animal grant the Mad Construct the ability to run incredibly fast for short periods. Once per hour, the Mad Construct can take a charge action to move 10 times normal speed Swim: The Mad Construct is aquatic, and perhaps even nearly streamlined. It gains a swim speed of 60 ft. Trample (Ex): As a standard action during its turn each round, the construct can run over an opponent at least one size smaller than itself. It has to move over the opponent to deal bludgeoning damage equal to 1d6 plus Strength modifier (see Trample in the System Reference Document for more information on Trample attacks). Trip (Ex): Suckers, tentacles, hooks, or even grasping appendages attached to very strange places grant the Mad Construct a trip attack. If the Mad Construct hits with a slam attack it can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the Mad Construct. Mad Construct Group II abilities (You may replace any ability from this Group with three abilities from Group I) Brutal (Ex): Massive musculature taken from just about any Mad Construct IV Large Construct 13d10 (71 hp) +0 50 ft 21 (-1 size, +12 natural) Slam +20 / +15 melee Slam 1d12+18 5 ft by 5 ft / 10 ft 2 abilities from Group II Berserk, Damage Reduction 10/+2 Fort +4, Ref +4, Will +6 Str 35, Dex 11, Con -, Int -, Wis 14, Cha 4 Any land and underground Solitary 8 None Always neutral None

source can be of use to a brute like this. The Mad Construct gains a +4 inherent bonus to Strength. This gives it an additional +2 on its attack rolls and +3 to damage from its slam attack (and +2 damage with other attacks). Multiple uses of Brutal do not stack. Charge (Ex): Headstrong and ferocious, if the Mad Construct charges a foe during the first round of combat, it can make a full attack even if it has already taken a move action. Heavy Armor (Ex): The use of heavy armor plating (perhaps even the grafting of metal and wooden armor to the construct) grants the Mad Construct a +5 inherent bonus to its natural armor. Improved Grab (Ex): A bear hug is always a good tactic for a large creature to take care of smaller threats. To use this ability, the Mad Construct must hit with its slam attack. Tough (Ex): Made from hardy beasts and animals, the Mad Construct gains 3d10 hit points added to its hit point total. Multiple uses of Tough do not stack. Mad Construct Group III abilities (You may replace any ability from this Group with three abilities from Group II) Armor Plating (Ex): Entirely covered with armor in the form of bones, steel plates and other reinforcements, the Mad Construct gains a +8 inherent bonus to it's natural armor. Gristle (Ex): By working only with the hardest muscles and bones, the Mad Tailor grants his Mad Construct an additional 10d10 hit points. Multiple uses of Gristle do not stack. Siege Engine (Ex): The massive fists of the Mad Construct are reinforced with extra bones and armor. They ignore the hardness of targets struck and grant the Mad Construct the benefits of the Sunder feat.

Hit Dice Initiative Speed AC Attacks Damage Face / Reach Special Attacks Special Qualities Saves Abilities Climate / Terrain Organization Challenge Rating Treasure Alignment Advancement

Mad Construct V Huge Construct 19d10 (104 hp) -1 (Dex) 50 ft 23 (-2 size, +15 natural) Slam +27 / +22 / +17 melee Slam 2d8+22 10 ft by 10 ft / 15 ft 1 ability from Group III Berserk, Damage Reduction 15/+3 Fort +6, Ref +5, Will +8 Str 41, Dex 9, Con -, Int -, Wis 14, Cha 4 Any land and underground Solitary 10 None Always neutral None

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Military Archer
Peering down into the ravine from between the low shrubbery, Bilthig's unit tried to find the most advantageous position for the approaching battle. They had spent the last four days working the hills by the broken lands. The rain had been incessant, and they had been forced to unstring their composite shortbows to keep the strings dry. Gnomes were not meant to crawl through mud and sleep under dripping trees, Bilthig kept telling himself, almost a mantra against the damp. The orders had arrived the morning before, a hawk with a message bearing the signet of Prince Durin. The map indicated the ravine by which the goblins were expected to make their break into the Durin Hills, and from there, straight towards the nearly defenseless gnomish towns on the coast. The royal guard were setting up their defences at the end of the ravine, and the archery units were to take up skirmishing positions along the hilltops. As the sun set over the Durin Hills, the rains also came to a lull. It felt as if the whole of nature was taking a deep breath, preparing for what was to come. Bilthig quietly had his men string their bows, making sure they each kept at least one spare string dry in case the weather should return. Then they came. A warning was called from the ravine floor, and faerie fires lit up the night - and the massed concentration of goblins swarming down towards the Hills. The faerie fires lit them up in an eerie glow, like a bubbling rush of mud flowing down the ravine under eldritch torches, their spears like sticks trapped in the flow. Mixed among them were taller forms of ogres and hobgoblins, no less muddy and bestial however. "Loose" Bilthig uttered hoarsely, suddenly truly wishing he was back in the safety of the royal courts instead of knee-deep in mud, fighting for his life and his countrymen. While most soldiers rely on melee combat, steel on steel, to defeat their opponents, the Military Archer relies on his skill with the bow. Military Archer units wield their bows as a natural extension of themselves, knowing the moment the arrow is released if their aim was true. Archers are important to the success of any army. The Military Archer is never without his bow while on-duty. He practices regularly to maintain and improve his skills and takes special care of his weapon. Most also carry spare bowstrings in their helmets. Constant practice under a variety of conditions allows the archer to concentrate, aim, and fire with deadly accuracy, even during the heat of battle.

Any country that maintains a standing army recognizes the Military Archer's usefulness. Most Military Archers are drawn from the ranks of Warriors with some few Fighters, Rangers and Rogues. Hit Dice: d8 Requirements To qualify to become a Military Archer (Mar), a character must fulfill all the following criteria. Feats: Point Blank Shot, Rapid Shot, Martial Weapon Proficiency (any bow) Special: Military training in an Archery unit. Base Attack Bonus: 1+ Class Skills The Military Archer's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Spot (Wis) and Swim (Str). See Chapter 4: Skills in Core RuleBook 1 for skill descriptions. Skill Points Per Level: 2 + Int Modifier Class Features All of the following are class features of the Military Archer prestige class. Weapon and Armour Proficiency: The Military Archer is proficient in all basic weapons as well as with shortbows, longbows, composite short- and long-bows. They are proficient in light armour but not with shields. Note that armour check penalties for armour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets and Tumble. Primary Weapon (Ex): At level 1, the Military Archer selects one of the following ranged weapons to be his primary weapon: heavy crossbow, light crossbow, longbow, shortbow. At 1st level the character receives a +2 competence bonus to all attacks made with his primary weapon. This bonus increases by one every three levels: at 4th level the bonus increases to +3, at 7th level the bonus increases to +4 and at 10th level the bonus increases to +5. This bonus stacks with the Weapon Focus feat. (The primary weapon bonus balances out the slower BAB progression for the Military Archer, making him a better shot than an equivalent-level Fighter, but a worse melee combatant.) Volley Fire (Ex): Trained to work as a unit against other units, Military Archers firing at targets beyond 100 feet can elect to fire at

Table 1-32: Military Archer Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +0 +2 +0 Primary Weapon +2 2 +1 +0 +3 +0 Volley Fire 3 +2 +1 +3 +1 Pinpoint Accuracy 4 +3 +1 +4 +1 Primary Weapon +3 5 +3 +1 +4 +1 Improved Rapid Shot 6 +4 +2 +5 +2 7 +5 +2 +5 +2 Primary Weapon +4 8 +6 +2 +6 +2 Improved Point-Blank Shot 9 +6 +3 +6 +3 Extreme Range 10 +7 +3 +7 +3 Primary Weapon +5

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the enemy unit instead of individual enemies. This makes the target area much larger and the chance of hitting improves, but arrows rain down on random soldiers in the enemy unit instead of precise targets. This provides a +1 to hit per 3 targets in the enemy unit, to a maximum bonus of one-half the Military Archer's level. Hits are then randomly distributed within the unit. Improved Rapid Shot (Ex): A Military Archer at level 5 or higher no longer suffers the -2 penalty to hit for using the Rapid Shot feat. Pinpoint Accuracy (Ex): At 3rd level and higher, the Military Archer can spend a full round action doing nothing else but aiming at a target, and then gains a +2 circumstance bonus to the attack roll against that target. (Aiming can last up to one round per point of Wisdom Bonus, with a minimum of one round and a maximum of 4 rounds, adding +2 to the bonus for each additional full round of aiming). The Military Archer must use a full-attack action to make one attack that receives this bonus and he cannot be in an area threatened by an enemy while aiming. (If an enemy moves and threatens the Military Archer while he is using Pinpoint Accuracy, he does not gain any bonuses to his attack.) This ability can be combined with the Volley Fire ability.

Improved Point-Blank Shot (Ex): At 8th level, the Military Archer's ability to hit targets within 30 feet with his primary weapon improves. He gains a +2 competence bonus to hit and damage for these attacks, this overlaps (does not stack) with the bonus from the Point-Blank Shot feat. Extreme Range (Ex): At 9th level, the Military Archer has the ability to shoot targets (with his primary weapon) who are at fantastic range. He may now shoot up to 12 range increments. Standard range modifiers still apply.

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Mind Thief
The Grey School of Tuarek is one of the few known schools of psionics in the world. Many a young psion has found training behind the tall, stone walls of Tuarek; and the psychic warriors trained there are known for their combination of psionics and samurai swordsmanship. The true secret of Tuarek, however, are the Mind Thieves. Psions who show promise in the arts of movement are watched to see if they have a certain moral flexibility. Those that do are invited to the order of the Mind Thieves of Tuarek. The Mind Thieves of Tuarek are supreme specialists in mobility and striking into the most tender portions of their foes' bodies, minds and souls. Most members of this secret society are assassins who hire out specifically against wizards and clerics. Others are merely rogues with a talent for manifesting psychoportive powers and a knack for the arcane. Most Mind Thieves were originally psions with a few levels of rogue, and most of these are nomads, psions specializing in psychoportive powers. A few are soulknives, mastering the art of striking deep into their foes with their fearsome mind blades. A very few psionic rogues discover their way to these skills on their own, but a vast majority are trained by the order of the Mind Thieves of Tuarek. Hit Die: d4 Requirements To qualify to become a Mind Thief (Mth) a character must fulfill all the following criteria. Alignment: non-lawful. Base Attack Bonus: +4 Concentration: 6 ranks Jump: 7 ranks Knowledge (psionics): 5 ranks Tumble: 7 ranks Use Magic Device: 6 ranks Feats: Any two psionic feats (including metapsionic and psionic item creation feats) Manifesting: Ability to manifest at least three psychoportive powers, one of which must be at least level 2 and one or more telepathic power Special: Sneak Attack ability

Class Skills The Mind Thief's class skills (and the key ability for each skill) are Balance (Dex), Climb (Dex), Concentration (Con), Craft (Int), Disable Device (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (psionics) (Int), Move Silent (Dex), Open Lock (Dex), PsiCraft (Int), Search (Int), Spot (Wis), Tumble (Dex), Use Magic Device (Cha) and Use Rope (Dex). Skill Points per level: 6 + Int modifier Class Features All of the following are class features of the Mind Thief prestige class. Weapon and Armor Proficiency: The Mind Thief is proficient in all light simple and martial weapons and with light and medium armors. (Light weapons are weapons up to one size category smaller than the Mind Thief.) Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets and Tumble. Manifesting: At the indicated levels, the Mind Thief gains new powers and power points per day as if she had also gained a level in the manifesting class she belonged to before becoming a Mind Thief. She does not, however, gain any other benefit a character of that class would have gained (additional psionic combat modes, hit points beyond those she receives from the prestige class, and so on), except for an increased effective level of manifesting. If a character had more than one manifesting class before becoming a Mind Thief, she must decide to which class she adds the new level for purposes of determining manifestation. Sneak Attack (Ex): If a Mind Thief can catch an opponent when she is unable to defend herself effectively from his attack, he can strike a vital spot for extra damage. This is treated exactly as the Rogue's Sneak Attack ability, and all damage bonuses stack with other Sneak Attack bonuses the character may have. Uncanny Dodge (Ex): Starting at level 2, the Mind Thief gains the extraordinary ability to react to danger before his senses should allow her to even be aware of it. At level 2 and above, she retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (She still loses her Dexterity bonus to AC if immobilised.) At level 5, the Mind Thief can no longer be flanked, since she can

Table 1-33: The Mind Thief Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +0 +2 +0 Sneak Attack +1d6 2 +1 +0 +3 +0 Uncanny Dodge (Dex bonus to AC) 3 +2 +1 +3 +1 Sneak Attack +2d6 4 +3 +1 +4 +1 Mind Strike 5 +3 +1 +4 +1 Sneak Attack +3d6, Uncanny Dodge (cannot be flanked) 6 +4 +2 +5 +2 Soul Bite 7 +5 +2 +5 +2 Sneak Attack +4d6 8 +6 +2 +6 +2 Greater Mind Strike 9 +6 +3 +6 +3 Sneak Attack +5d6 10 +7 +3 +7 +3 Greater Soul Bite, Uncanny Dodge (+1 vs traps)

Manifesting +1 Manifester Level +1 Manifester Level +1 Manifester Level +1 Manifester Level +1 Manifester Level +1 Manifester Level +1 Manifester Level

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react to opponents on opposite sides of her as easily as she can react to a single attacker. This defence denies rogues the ability to use flank attacks to sneak attack the Mind Thief. The exception to this defence is that a rogue at least four levels higher than the Mind Thief can flank her (and thus sneak attack her). At level 10, the Mind Thief gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus to Reflex saves made to avoid traps. If the Mind Thief has another class that grants the uncanny dodge ability, add together all the class levels of the classes that grant the ability and determine the character's uncanny dodge ability on that basis. Mind Strike (Su): At level 4, the Mind Thief learns the art of the mind strike. On a successful sneak attack against a spellcaster or manifester, the Mind Thief can spend 5 Power Points and forego 2d6 of his sneak attack damage in order to effect a mind strike. The target of a mind strike must make a Fortitude save (DC 10 + Mind Thief level + Charisma bonus) or be unable to cast any spells or use any spell-like abilities for 1d6+1 rounds. Soul Bite (Su): At level 6, the Mind Thief's knowledge of body and soul becomes so finely tuned that she becomes capable of striking into the animating force of undead and constructs. The Mind Thief becomes capable of soul biting undead and constructs in any circumstance that would normally allow a sneak attack, regardless of the target's immunity to sneak attacks and critical hits. The soul bite is treated identically to a sneak attack, but only deals half the normal sneak attack damage bonus (round down). A Mind Thief can only make a soul bite attack if she has at least 9 Power Points.

Greater Mind Strike (Su): At level 8, the Mind Thief improves his mind strike ability. As long as the Mind Thief has at least 7 Power Points, he can trigger a greater mind strike whenever he successfully sneak attacks a spellcaster or manifester. The Mind Thief foregoes 4d6 of his sneak attack damage to trigger this ability, which duplicates the effects of a normal mind strike, but also draws away some of the target's spellcasting ability. The victim of a greater mind strike loses 1d4 prepared spells or spell slots (starting with their highest-level spells) and the Mind Thief gains Power Points equal to the total spell levels of lost spells. If the victim is a manifester, he loses 1d3 times the power point cost of his highest level psionic power, and the Mind Thief gains half that many Power Points. The Power Points gained by Greater Mind Strike can bring the Mind Thief's Power Point total above his normal maximum. If the Power Points above his maximum are not spent within 2 rounds per Mind Thief level, they are lost and deal 1 point of damage to the Mind Thief per Power Point lost. Greater Soul Bite (Su): At level 10, the Mind Thief's ability to strike at the animating force within a construct or undead is improved, and she becomes able to draw the animating force from them using the same techniques as the greater mind strike. As long as the Mind Thief has at least 13 Power Points, whenever he makes a soul bite attack against an undead or construct, he gains half the damage he dealt with the soul bite ability as temporary hit points that remain for one hour.

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New Treant
The run through the hills had been rough on the remaining men. The engagement at Mires Ford had been hard on the Order of Cordun- they were reduced to a small fractino of their initial force size, perhaps two dozen of the Order in their chitinous black armor and twice that number of mercenaries, many of them injured. Among them Essir led the four surviving Initiates. With the rag-tag army of elves still in pursuit, they rushed headlong into the dark forest of Elissa's Grove. Spanish moss, dark and moist, hung down from ancient trees overhead, seeming to reach down to touch or strangle them as they rushed on, heedless, looking for advantageous terrain upon which to make a stand. The run quickly dwindled to a forced march, then to a walk, under the vigilant silence of the trees. While the Order's knights and Initiates sought higher ground or a natural defensive terrain, the mercenaries began to whisper back and forth strange tales of these woods and the creatures that defend it. But the Initiates ignored these tales, for they sawy tehmselves as nature's masters, never her thrall. The trees began to thin, and the war party came upon a river with a visible ford. The other bank was higher, rougher, and just beyond it was a grassy hill with a lone tree at the top and some loose boulders. Gauging the water, they called for a crossing- the men tied themselves together and began to ford the rushing waters. By the time they assembled on the hilltop around the tree, they had lost a half dozen mercenaries to the river, although fortunately none of the Order, as their chitinous armor was buoyant compared to the chainmail worn by the other troops. As the last of them lay down on the rocks hoping for a moment of respite, the elven outriders erupted from the forest across the river and opened fire with bows and magics. Desperately seeking a third wind, the men ducked for cover behind rocks and tree, the mercenaries opening cases of bolts for their crossbows. The magic was quickly counter-spelled by the Initiates, but the arrows weren't so easily deflected. Several yard-long shafts drove themselves home into mercenaries and knights of the Order alike. Fire and counter-fire continued with the Initiates reserving most of their magic defensively, watching for elven spellcasters and readying counter-spells. Then a deeper sound, thicker and lower than the sounds of the pitched battle, washed over the field. The Initiates exchanged looks of foreboding, for each recognized that the deep otherworldly voice was calling forth powerful magic, some even recognizing the spell in question, but none knowing from whence it came. The voice paused and the sounds of battle Table 1-34: New Treant Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +2 +0 +2 TreeSpeach, Tree's Age 2 +1 +3 +0 +3 Tree Shape +1/day 3 +1 +3 +1 +3 BarkForm 4 +2 +4 +1 +4 Improved Tree Shape 5 +2 +4 +1 +4 Tree Shape +1/day 6 +3 +5 +2 +5 Untamed Growth 7 +3 +5 +2 +5 8 +4 +6 +2 +6 Tree Shape +1/day 9 +4 +6 +3 +6 Improved Tree Shape 10 +5 +7 +3 +7 Form of the Treant

were clear again, but now the sky grew black under the wings of thousands of insects which swarmed over the hillsides, biting and stinging all within. Some of the greener mercenaries broke at that moment, running into the woods to escape the cloud of vermin. The elven spellcasters were suddenly much more effective, their spells tearing into the ranks of the Order as the Initiates swatted futilely at the wasps and flies covering them, crawling under armor, into eyes and mouths. Finally Essir broke free of the cloud of insects, climbing to the top of the hill to be away from them. On the other side of the river before him stood nearly a hundred elves - for his own preservation he quickly dodged behind the sole tree on the hilltop to keep it between himself and their deadly arrows. From behind him, he heard screams in the forest, and the sounds of wild animals. As he contemplated how fitting it was that the mercenaries who ran had run afoul of the forest's beasts, he heard a cheer from the elven ranks. Looking up around the tree he saw them pulling back into the woods, one by one disappearing into Elissa's Grove. A branch from the tree rubbed against his neck. As he went to brudh it away, it grasped his hand roughly, incredibly strong, and then another branch grabbed for his left arm, pinning it to his side. Helplessly he was lifted by the living tree, which began to cast yet another spell in its deep, haunting voice. The New Treants is a title not chosen by the druids of this order, but by the elder treants who have met them and aided them in their quest. Dedicated to the stolid yet defenceless buttresses of nature, the New Treants seek to become one with the forests of the land to best defend them from encroachment and ruin. There are others who also seek the way of the trees for the longer lives this entails, as New Treants are known to live for many times their normal life span. Their dedication to the forest makes poor adventurers of a new Treant, as they must remain in their chosen woods to defend them. Only some of the most powerful can leave the home of their bond, and then only by creating a Steward for their woods - either a younger New Treant or an actual Treant who has stepped up to the task. There are also stories of Rogue New Treants that travel the world now that their host forests have been destroyed. Over the years, a New Treant resembles his namesake more and more, gaining rough, brown skin and gradually becoming more sedentary in their activities. Some even grow green hair, while most find the actual upkeep of their hair to be too much effort and wear hair and facial hair in long, dirty dreadlocks. Various New Treants view their oath with different levels of severity. Many see no problem in allowing minor woodcutting within their boundaries, as long as full scale deforestation is not the goal. Others even allow for more prominent logging operations as long as the woodsmen have been doing it for longer than the New

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

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Treant has been defending the wood in question. Others see all human or sentient encroachment to be against the oath, even to the extreme of stopping elves from building their living tree citadels. Hit Die: d8 Requirements To qualify to become a New Treant (Ntr) a character must fulfill all the following criteria. Knowledge (nature): 10 ranks Wilderness Lore: 8 ranks Spellcraft: 6 ranks Spellcasting: Ability to cast level 3 divine spells Special: Must worship a deity of nature or plants or be a druid. Special: Must be able to shapeshift (druidic Wild Shape ability, member of a shapeshifting race, etc) Special: Must swear an oath to defend a specific forest from marauders and encroachment. Class Skills The New Treant's class skills (and the key ability for each skill) are Animal Empathy (Cha, Exclusive Skill), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intuit Direction (Wis), Knowledge (nature) (Int), Swim (Str) and Wilderness Lore (Wis). See Chapter 4: Skills in Core Rulebook 1 for skill descriptions. Skill Points at Each Level: 4 + Int modifier. Class Features All of the following are class features of the New Treant prestige class. Weapon and Armour Proficiency: new Treants gain no new armour or weapon proficiencies. Spells per Day: When a New Treant level is gained, the character gains new spells per day as if she had also gained a level in the divine spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those he receives from the prestige class, and so on), except for an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming a New Treant, he must decide which class she adds the new level for purposes of determining spells per day.

TreeSpeach: Once they begin the metamorphist path of the New Treant, they gain the supernatural ability to speak the language of the trees. This is identical to the Speak With Plants spell (Core Rulebook 1), except it only works with trees and can be used at will as a free action. Tree's Age: Many seek the path of the New Treant not just for altruistic goals. New Treants age much slower than most others of their race, and it takes their New Treant level in years to age the equivalent of one year. For example, a level 4 New Treant ages 1 year for every 4 that pass. Tree Shape: Beginning at level 2, the New Treant gains the ability to use Wild Shape to take the form of a foot-wide tree. As a tree, they become Huge sized and immobile, unable to use any spells or abilities that require Verbal, Somatic or Material components or actions. The New Treant gains a Hardness of 5 and a hit point total of 120 hit points. Each time the New Treant gains this ability, he gains an additional use of Tree Shape per day. BarkForm: At level 3, the New Treant gains a rough, bark-like hide that acts as the BarkSkin spell, but which is an inate Extraordinary power that cannot be ended. Improved Tree Shape: At level 4 and 9 the New Treant can add a new form to his Tree Shape ability, choosing one of the following forms each time: Carnivorous Tree (Creature Collection II, Dark Menagerie), Shambling Mound (Core Rulebook 3) or Tendriculos (Core Rulebook 3). Untamed Growth: At level 6, the New Treant experiences the culmination of his physical growth, becoming one size level larger than before (so medium-sized New Treants become large-sized). The New Treant gains all stat, attack, damage and armour class modifiers of his new size, as per the size increase tables in Core Rulebook 3. Form of the Treant: At level 10, the New Treant gains the ability to Wild Shape into the form of a Treant, with unlimited duration if the New Treant so wishes.

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Order of Cordun
Out of the darkness they rode, eight dark knights on fell steeds, many wrapped in a hard shell of some strange blue-black organic exoskeleton. The knights carried no light, but they were followed by a team of human and half-orc mercenaries bearing torches and lanterns. Some of the mercenaries also bore the blue-black exoskeletal armor which they wore with some pride in their station. The heavy oak city gates had been left open; the guards lay on the damp stone floors of their watch-stations, sleeping off the effects of dark socereries cast in the name of Cordun. Few looked out their shuttered windows to see the procession work its way through town to the tenderloin district; those that did made sure to double-bar their doors after they saw the ilk of man that now walked their streets. In the tenderloin they were met by a man in black leathers and cloak who greeted them with both arms outstretched as if crucified on an invisible cross - except that his left arm ended in a clean white stump where his hand had once been. As the knights rode past him double-file, the Initiate of Cordun touched each with either his fingertips or his stump as he blessed their arrival. When all he faced were the mercenaries, the Initiate turned also and followed the Knights up into the manor house they had appropriated from its previous owner, a half-orc crime lord whose operations they had taken over. Korto, the Initiate of Cordun in charge of operations in the city, was relieved to see the Knights of the Order had arrived. First, it meant that he now had a military presence in town that he lacked previously, and the backing of his church. But more importantly, their arrival without incident meant that the rest of the nation was unaware that the Followers of Cordun were re-establishing themselves here. Dark tides would soon wash over the city. The Initiates of Cordun may be the true believers in the faith of Cordun, but they are represented on the field of battle by their armies of mercenaries, the best of whom are dressed in armor made from the Tirric, a species of armored creature crafted and bred by the Order in their Onyx Keep. Above these soldiers of fortune are the elite Order of Cordun - warrior-priests of Cordun, knights in black armor, fell ravagers and destroyers. While a majority of the Order of Cordun are drawn from clerics of the faith, some few are blackguards who have found the road of Cordun to be pleasing to their twisted selves, and rare others are actual Initiates of Cordun with a more martial bent than their fellows. Hit Die: d10

Requirements To qualify to become a Knight in the Order of Cordun (Ocd) a character must fulfill all the following criteria. Alignment: Chaotic Neutral or Chaotic Evil Base Attack Bonus: 6+ Feats: Heavy Armor Proficiency, Weapon Focus (one martial weapon), Cleave, Combat Reflexes Knowledge (religion): 6 ranks Ride: 5 ranks Spellcasting: must be able to cast divine spells Special: Must swear allegiance to the Order of Cordun and the Initiates of Cordun Class Skills The Order of Cordun's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Knowledge (religion) (Int), Ride (Dex) and Swim (Str). Skill Points at Each Level: 2 + Int modifier. Class Features All of the following are class features of the Order of Cordun prestige class. Weapon and Armor Proficiency: Knights of the Order of Cordun gain no additional training with armor, but are proficient with all martial weapons. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets and Tumble. Spellcasting: At each even level, the Knight of the Order of Cordun gains new spells per day as if he had also gained a level in the divine spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those he receives from the prestige class, and so on), except for an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming a Knight of the Order of Cordun, he must decide to which class he adds the new level for purposes of determining spells per day.

Table 1-35: Order of Cordun Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +1 +2 +0 +0 Living Armor 2 +2 +3 +0 +0 Aura of Courage 3 +3 +3 +1 +1 4 +4 +4 +1 +1 Unholy Smite 5 +5 +4 +1 +1 6 +6 +5 +2 +2 Armored Grace 7 +7 +5 +2 +2 8 +8 +6 +2 +2 Unholy Strikes 9 +9 +6 +3 +3 10 +10 +7 +3 +3 Unto Death

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

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Aura of Courage (Ex, Su): The second-level Knight of the Order of Cordun is immune to fear (magical or otherwise). Allies within 10 feet of the Knight of the Order of Cordun gain a +4 morale bonus on saving throws against fear effects. Granting the morale bonus to allies is a supernatural ability. Unholy Smite (Su): The Knight of the Order of Cordun learns to imbue his attacks with the power of the infernal. He can sacrifice spell slots or prepared spells in order to increase the damage dealt in an attack. The Knight must sacrifice 3 spell levels worth of spell slots or prepared spells as a free action to trigger this supernatural ability (for example, 3 level 1 spells, a level 1 and level 2 spell or a level 3 spell). When triggered, the Knight's next attack to strike its target gains a damage bonus equal to the Knight's class level plus his Charisma bonus. If the next attack misses, the power remains in effect until an attack hits or until a number of rounds equal to the Knight's class level have passed. Armored Grace (Ex): The Knight of the Order of Cordun's training in armor has progressed to the point where he moves in it like a natural thing. This reduces the armor check penalty of any medium or heavy armor the Knight wears by 2 points, and increases his max Dex bonus by 1 point. Unholy Strikes (Su): The Knight of the Order of Cordun can sacrifice his infernal magics in order to rain down a flurry of blows upon his opponents. By sacrificing 6 spell levels worth of spell slots or prepared spells as a free action, the Knight gains one additional attack on his next round of combat at his full attack bonus. This supernatural ability can only be used once per round. Living Armor (Ex): The Knights of the Order of Cordun are blessed with a suit of black, chitinous armor culled from the hide of the Order's own slave race, the Tirrics. Tirric hide armor, when properly cured and fitted, is comparable to a suit of masterwork half-plate armor, with protrusions and spikes covering it. The Knight is not required to wear this armor, especially if he has a superior suit of armor already. It is treated as masterwork half-plate with armor spikes and spiked gauntlets, with a max Dex bonus of +2 and an armor check modifier of -6. As the Knight of the Order of Cordun gains in levels, he may invest his personal power into the armor. These investments cost the Knight a small portion of his accumulated XP to perform. At any time, a Knight may bring his armor to the temple of Cordun to have it imbued. This requires one day per 50 XP spent in this way. The bonus (if greater than +1) can include special magical qualities (such as spell resistance, or any other magical armor ability in the System Reference Document). The values listed on the table are the total expenditure required. If the Knight of the Order of Cordun already has +4 Tirric Armor, then enchanting it to a +5 bonus costs the Knight 800 XP and 16 days in contemplation at the temple (the difference between the new bonus and the old). If a Knight of the Order of Cordun wishes to remove a power invested in his armor (usually to replace it with Table 1-36: Order of Cordun Armor Enhancement Class Level Armor Bonus XP Sacrifice 2 +1 100 4 +2 400 6 +3 1,000 +4 1,400 8 +5 2,200 +6* 3,000 10 +7* 4,500

something more powerful) he may do so at the same time, at no cost, but the power and the XP that were invested to gain the power are both lost. While the table includes listings for +4 and +6 bonuses, only at even levels does the Knight of the Order gain advances to his maximum enchantment. At level 10 the Knight can enhance the armor to the equivalent of a +7 enchancement. As normal, enchancement bonuses above +5 do not exist, and any remaining enhancement bonuses must be spent on additional powers. Unto Death (Ex): Seemingly propped up by faith and his armor, a level 10 Knight of the Order of Cordun can continue to fight when lesser men would have fallen in their tracks. With a successful DC 20 Fort save each round, the Knight may continue to act as normal when reduced to zero hit points or below. This save must be made each round at zero hit points or below until it is failed and the Knight topples into unconsciousness and begins to die as normal, or until the Knight is cured above zero hit points. If the Knight fails the roll once, this ability ends until the Knight is healed back above zero hit points.

Armored Tirric
Medium Aberration Hit Dice: 3d8+6 (20 hp) Initiative: +0 Speed: 20 ft AC: 18 (+8 Natural) Attacks: 2 Claws +3 melee, Bite +0 melee Damage: Claws 1d4+1, Bite 1d6+1 Face/Reach: 5 ft by 5 ft / 5 ft Saves: Fort +3, Refl +1, Will +1 Abilities: Str 12, Dex 10, Con 14, Int 6, Wis 6, Cha 4 Skills: Hide +4, Spot +4, Listen +4, Move Silently +4 Climate/Terrain: Underground, indoors Organization: Stragglers (1-3), Gang (2-8), Breeding Pit (3-36), Colony (5-50). Challenge Rating: 2 Treasure: Normal Alignment: Usually chaotic neutral Advancement: 4-5 HD (Medium-size); 6-8 HD (Large-size) Bred by the Master Breeders of Cordun based on the ornate carapaces exhibited by some Arcane Tirrics, the Armored Tirric is almost a piece of art in design. The Armored Tirric is nearly humanoid in shape and size, and is covered with interlocking armor plates almost as strong as steel plate armor. The Armored Tirrics were also bred to have more natural weaponry than previous Tirrics, thus making the armor suits crafted from them more effective. When an Armored Tirric is killed (usually accomplished by the Initiates of Cordun while they were sleeping by jamming a steel spike into the soft spot under the back of the Tirric's skull), the plates make for a very economical suit of plate mail. COMBAT Armored Tirrics were the first of their kind to ever show any aptitude for combat, with their collection of natural weapons and larger size than the previous Tirrics. Fortunately they were bred to be cowards, and the constant culling of the herd to make armor for the mercenaries hired by the Order of Cordun keeps them in check. They prefer to attack in a rush of other Tirrics, biting and clawing with reckless abandon once in the fight.

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Pale Riders
They rode all night, and then that day and again as such for a fortnight, neither they nor their fell steeds suffering from the exertion of such a forced march. The three riders bore the dark news to their lord Gar'Udok, giving him time to mount defenses against the coming invasion. The Eternal Order was founded by priests of a demon who lies in torpor, awaiting those who would awaken him from his dark slumber to rise above the world once again. Steeped in dark traditions and blood cults, the Eternal Order feigns a face of respectability, but they are usually closely watched by those who remember that their military order, the Pale Riders of the Eternal Order, were knights and cavalry in the service of Gar'Udok as well as his representatives in many southern cities. Most members of the Pale Riders of the Eternal Order come from the ranks of warriors and fighters, but they are not exclusive, even taking in those who would not be accepted into the Eternal Order itself because of a lack of faith in their dark god. Hit Die: d10 Requirements To qualify to become a Pale Rider (Prd), a character must fulfill all the following criteria. Alignment: Lawful evil or neutral evil. Base Attack Bonus: 6+ Feats: Mounted Combat, Power Attack, Trample Ride: 10 ranks Class Skills The Pale Rider's class skills (and the key ability for each skill) are Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (Undead) (Int), Ride (Dex) Skill Points at Each Level: 2 + Int modifier. Class Features All of the following are features of the Pale Riders prestige class. Weapon and Armor Proficiency: Pale Riders are proficient with all simple and martial weapons, with all armors and with shields. Ghoulish Steed (Ex): Upon becoming an Initiate of the Pale Riders of the Eternal Order, the Pale Rider is bestowed with a gift of a ghoulish warhorse. The steed uses the stats of a heavy warhorse from the System Reference Document with the Ghoul template from the monster chapter of this volume. It has maximum hit points for its first two hit dice, with the remainder rolled as normal. Should the Steed be destroyed, any warhorse or other mount

ridden to death by the Pale Rider will rise the next night as a Ghoul, under the command of the Pale Rider. If the Pale Rider has no steed when he goes up a level in this class, he gains another Ghoulish Steed identical to one granted to a new Pale Rider at level 1. Smite Living (Su): Once per day a Pale Rider can make a single melee attack against a living foe with a +4 attack bonus and a damage bonus equal to twice his level in this prestige class (if he hits). The Pale Rider must declare the smite before making the attack. If the Smite attack targets a non-living target, there is no effect, and the smite attempt is lost. At level 5, the Pale Rider gains the ability to Smite the Living twice per day. Undeath (Su): Upon reaching level 3, the Pale Rider is granted the ability to serve the Eternal Order for all time, in the form of a skeletal knight. The Pale Rider loses his Con stat, his creature type changes to undead, and all hit dice accumulated to this point are converted to d12s (although hit dice gained from class levels after this point are granted as normal). Piercing and Slashing weapons now only deal half damage to the Pale Rider. Finally, the Pale Rider gains all the abilities of the undead creature type (immunity to mind-influencing effects, poison, sleep, paralysis, stunning, disease and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain or death from massive damage). Turn Resistance (Ex): At level 4, the Pale Rider gains +2 Turn Resistance. Mounted Feat (Ex): At level 4, the Pale Rider gains one of the following virtual feats that he can only use while mounted: (Cleave, Combat Reflexes, Exotic Weapon Proficiency, Great Cleave, Improved Critical, Mounted Archery, Point-Blank Shot, Rapid Shot, Ride-by-Attack). Ex-Pale Riders: A Pale Rider who falls out with the Eternal Order or who changes alignment to any non-evil or chaotic alignment can no longer advance as a Pale Rider, but loses none of their abilities granted by levels of this class. Generally, Pale Riders are granted a significant amount of autonomy in their operations as the Eternal Order is a very patient group.

Table 1-37: Practical One Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +1 +2 +0 +0 Ghoulish Steed 2 +2 +3 +0 +0 Smite Living 1/day 3 +3 +3 +1 +1 Undeath 4 +4 +4 +1 +1 Turn Resistance, Mounted Feat 5 +5 +4 +1 +1 Smite Living 2/day

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Phalanx
Before them, the horizon wavered and shifted in the sun... Raksasha magic or heat distortion, it wasn't clear, common sense assured the second, but two weeks of Raksash probing of their defenses made on jumpy at the possibility of the first. The camp had been set in the ruined city as the two aged clerics led the excavations and exploration of the old temples. The faithful acolytes who had come with them set the camp and defenses and the elite mercenary force took up guard positions and built temporary barracks and latrines into the desert-covered ruins. Under the supervision of ancient wind-eroded stone idols, Geordy watched the horizon's changes for signs of more of the desert cats that had harassed them the past two weeks- like humanoid tigers they were, armed with reverse-hooked falchions that they used to seiarm and trip the mercenaries before running off to the desert again. Losses of men had been minimal to date, but they had torched stores and caused serious damage to morale and confidence. Neither his eyes nor those of his lieutenants were of any helpthe alarm was raised when the cats crossed through a ward, setting off alarms and outlining the five foremost cats in twinkling faerie fire. Suddently there were everywhere in greater force than ever before. They seemed to appear out of the sand itself- tawny catlike forms bearing their huge blades just emerging from the amber sands of the desert like angry ghosts rising from the ground. The feline forms flowed through the outer lines of mercenaries and acolytes, human bodies dropping around as they flowed around and over the defenders like amber flood waters. Instead of hitting and running as they had in the previous weeks, they continued past the outer guards, not aiming for the supplies, but for the excavation site, seeming to flow over the few defenders they encountered as they rushed through the streets and courtyards of the ruined city. But just like a wave, their rush broke, shattered in the center of the old temples like water on a rock. There, defending the sole entrance to the great temple, stood forty of Geordy's finest in halfplate, shields interlocked and spears extended. They were as an immovable object against which the cat-demons threw themselves again and again, only to be repulsed anew by the wall of armor and weapons. Their huge falchions' hooks become entangled in the bases of shields instead of finding home in the ankles of the defenders, and the few javelins they threw bounced harmlessly off the nearly continuous wall of interlocking plates. Once their headlong rush through the encampment and ruins was slammed to a standstill, it became a strange deja-vu of the previous strikes, with the cats slipping back into the desert, unseen and nearly invisible. But this time they left behind their dead and wounded upon the field, lying in heaps around Geordy's mercenary Phalanx.

Phalanxes are elite heavy foot soldiers trained to maintain a nearly impenetrable rank and file of shields and bristling swords and spears. Each individual in a phalanx is not necessarily formidable, but as a unit they can be nigh unbreakable. Hit Dice: d10 Requirements To qualify to become a Phalanx (Pha), a character must fulfill all the following criteria. Feats: Medium Armour Proficiency, Shield Proficiency, Martial Weapon Proficiency in one spear or sword, Iron Will Base Attack Bonus: 2+ Special: Training in a Phalanx unit maintained by a standing army. Class Skills The Phalanx's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Listen (Wis), Spot (Wis) and Swim (Str). See Chapter 4: Skills in Core RuleBook 1 for skill descriptions. Skill Points Per Level: 2 + Int Modifier Class Features All of the following are class features of the Phalanx prestige class. Weapon and Armour Proficiency: The Phalanx's training gains no additional weapon or armour proficiencies. Close Order Fighting: The Phalanx trainee gains the benefits of the Close Order Fighting feat (from Chaosium Inc.'s Dragon Lords of Melnibone). The Phalanx trainee knows how to work with a fighting partner, providing the solder on his left with a modest bit of cover, not interfering with the blows of his fellows and taking advantage of the slight cover from the shield on his right. When fighting side-by-side with other soldiers with the Close Order Fighting ability or feat, the soldier on the left gains the benefit of fighting behind one-quarter cover (+2 AC, +1 Reflex save). One Initiative: All characters with One Initiative can select one of their number to roll for initiative for the entire group, using the average initiative bonus of the group. Group Mobility: On a round in which the Phalanx members used their One Initiative ability, the Phalanx members can all take their movement actions simultaneously, allowing the Phalanx to move as a single model while travelling in combat (and thus maintaining their benefits of Close Order Fighting against attacks of opportunity and so on).

Table 1-38: Phalanx Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save 1 +1 +2 +0 +2 2 +2 +3 +0 +3 3 +3 +3 +1 +3 4 +4 +4 +1 +4

Special Close Order Fighting, One Initiative Group Mobility, Unbreakable +2 Improved Shield Handling Unbreakable +4

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Unbreakable: At levels two and four, the Phalanx members gain a bonus to all Will saves, all rolls to resist tripping attempts, bull rushes and grapple attempts as long as they have other members of the Phalanx prestige class on at least two of their facings. This bonus begins at +2 at level two and increases to +4 at level four. Improved Shield Handling: Phalanx members now protect each other even better with their shields. This increases the benefits of the Close Order Fighting ability to the equivalent of one-half cover (+4 AC and +2 reflex saves). This supersedes (does not stack with) the benefits of Close Order Fighting. In addition, second-rank soldiers can use their shields to protect first and second rank soldiers from bowfire, increasing their AC in the same manner as if they were side-by-side (so providing the Close Order Fighting benefits vs arrows to themselves and the soldiers directly in front of themselves).

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Practical Ones
Finally, a break from sneaking down dry, dusty corridors! A secluded pool in the mines of the crater ridge afforded the considerable luxury of a bath for the gore-encrusted party. As Binford and Yama kept watch at the cave entrance, the three females shucked armor and weaponry for a quick dip in the clear water. Grutok, the crazy half-ogress noisily shed her plate mail, Kessa daintily stripped off her mithral chainshirt, and InkFingers the Rhood divested herself of cloak, studded leather armor and everything except her modest undergarments. The two clerics slowly waded into the water and splashed water over tired limbs while the amphibian assassin happily dove headfirst into the pool. InkFingers surfaced, luxuriating on her back in the pool, and almost missed the warm glow emanating from the ceiling and quickly hissed a warning to Grutok and Kessa. Suddenly the red glow turned white and molten rock splashed into the water with pops and hisses. The quickly expanding hole in the ceiling revealed a huge rocklike worm's head emerging from the rock domed chamber. As Grutok and Kessa quickly checked their inventory for appropriate spells, the Thoqqua dropped. Three blades flashed from InkFinger's hands and found their way home into the hideous creature's mottled flesh. It dropped, dead with a piercing scream into the pool in a billowing cloud of steam. The scream and the steam attracted the attention of the two male guards at the tunnel who rushed to investigate. Afterwards, Binford marvelled at how InkFingers had been practically naked when she was swimming, and wondered from whence she had procured those daggers, but for the sake of the assassin's modesty and his own intact hide, kept his questions to himself, and was simply thankful that they kept her on retainer. In the city-state of Kalis, there is a dark and sombre guild-house where many nobles send their sons and daughters for a good education. In fact, there are few institutions that can offer a better one, in reading, writing, diplomacy, foreign languages and more. So much more. Students are also taught the proper uses of poison, human anatomy and it's weakest points, the concealment of weapons and how to kill quickly and silently. This is the Kalisti Assassin's Guild. The basic training course at the guild is a sevenyear process, instructing the initiates in the arts of diplomacy, languages, awareness and all the important skills of hiding, sneaking and the tenderest parts of the human anatomy. By the end of these seven years, the would-be assassins (assuming they started their

education here) are level 4 rogues, level 1 aristocrats, and then they may take the Graduation Exercise. In fact, any initiate may challenge the exercise at any time, but for those not brought in from a life of adventure, taking it early is tantamount to suicide. (Characters joining the guild who already have the pre-requisites can therefore challenge the test immediately for guild membership). Once they graduate, members of the guild call themselves the Practical Ones, while the population of the city calls them Assassins (but never to their faces). They usually dress in the best in black silks and fine clothes and are usually some of the few in the city that walk around seemingly unarmed (all the more reason to give them a wide berth while travelling the streets of Kalis). The Kalisti Assassins Guild has a strict set of rules regarding killing. A Practical One even suspected of murdering someone without a Guild Writ is immediately suspended from the guild, and if the suspicions are confirmed the guild writes an open Guild Writ for the Assassin's death. Most members of this prestige class started within in the class as students at the school and no previous adventuring careers. Most other Practical Ones fit the same mould, Aristocrats and Rogues (often the same), some rare Bards and even a few Monks have joined the school. Hit Die: d6 Requirements To qualify to become an Practical One (PrO), a character must fulfill all the following criteria. Alignment: Lawful Neutral, Lawful Evil, Neutral or Neutral Evil Move Silently: 8 ranks Hide: 8 Ranks Disguise: 4 Ranks Climb: 8 Ranks Spot: 8 Ranks Listen: 6 Ranks Heal: 2 Ranks Diplomacy: 4 Ranks Languages: Three or more Feats: Skill Focus in any of the prerequisite skills, Alertness Special: Must pass the Assassin's Guild test. Class Skills The Practical One's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Spot (Wis). See Chapter 4: Skills in Core Rulebook 1 for skill descriptions.

Table 1-39: Practical One Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +0 +2 +0 Conceal Blades, Poison Use, Poison Identification, Sneak Attack +1d6, Death Attack 2 +1 +0 +3 +0 Acuity, Uncanny Dodge (Dex bonus to AC) 3 +2 +1 +3 +1 Sneak Attack +2d6, Advanced Study 4 +3 +1 +4 +1 Grace 5 +3 +1 +4 +1 Sneak Attack +3d6, Uncanny Dodge (cannot be flanked) 6 +4 +2 +5 +2 Blindsight 30', Advanced Study 7 +5 +2 +5 +2 Sneak Attack +4d6 8 +6 +2 +6 +2 Fast Sneak 9 +6 +3 +6 +3 Sneak Attack +5d6, Advanced Study 10 +7 +3 +7 +3 Blindsight 60', Always Silent

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Skill Points per level: 6 + Int modifier Class Features All of the following are class features of the Practical One prestige class. Weapon and Armour Proficiency: The Practical One is proficient in all basic and martial weapons as well as with two exotic weapons of his choice. They are proficient in light armour but not with shields. Note that armour check penalties for armour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets and Tumble. Advanced Study: Every three levels a Practical One is given an advanced studies course. Normally this is in one of the skills the Practical One finds crucial to his trade (and therefore gains a Skill Focus feat in the appropriate skill). Other Advanced Study courses include Knife Climbing (Using knives and daggers as pitons in climbing, reducing the difficulty of climbing any but the smoothest, crack-free surfaces to 15 for 5 feet per dagger used); Evasion (for persons who joined the guild without two levels of rogue, as per the rogue ability page 48); Defensive Roll (as the rogue special ability, page 48); and Skill Mastery (as the rogue special ability, page 48). Concealed Blade: A Practical One is never without a knife, until they've used a few dozen at least. A Practical One with this ability can conceal on his or her person his class level plus his Dex modifier worth of throwing and climbing knives beyond those that would make immediate sense (so not counting the usual two in the belt, one in the boot, etc). To find these knives during anything short of a strip search (even then the knives will quite often remain concealed in the clothing removed and will be regained by the assassin with his clothes) requires a Search roll DC 20 + Practical One level + Wisdom bonus. Poison Use: The Practical One is trained in the use of poison and never risks accidentally poisoning himself when applying poison to a blade or other device. Poison Identification: Whenever presented with a poison in any format, the Practical One is allowed to make a spot roll (DC 20, 25 for poisons in food and drink, 30 for very well concealed poisons) to detect it's presence. A second roll (DC 35 minus the poison's DC) allows the Assassin to identify it's type. Sneak Attack: If a Practical One can catch an opponent when she is unable to defend herself effectively from his attack, he can strike a vital spot for extra damage. This is treated exactly as the Rogue's Sneak Attack ability, and all damage bonuses stack with other Sneak Attack bonuses the character may have.

Death Attack: This is the Practical One's ability to kill in a single blow. This ability is identical to the Assassin's Death Attack ability (Core Rulebook 2, page 30). Acuity: The Practical One's training gives him a +2 bonus to all spot and listen checks which stacks with the bonuses given by Alertness. Uncanny Dodge: Starting at 2nd level, the Practical One gains the extraordinary ability to react to danger before his senses would. This ability is functionally identical to the Rogue's Uncanny Dodge ability, and if the Practical One has another class that grants the uncanny dodge ability, add together all the class levels of the classes that grant the ability to determine the character's uncanny dodge ability. Grace: At this level, the Practical One gains an additional +2 competence bonus to all Reflex saving throws. This ability functions for the Practical One only when wearing no armour or light armour. Blindsight: By this level the Practical One has learned to use nonvisual senses, such as sensitivity to vibrations, scent, acute hearing or echolocation to manoeuver and fight just as well in darkness as in light. Invisibility and darkness are irrelevant, though the Practical One still cannot discern ethereal beings. Fast Sneak: When using Move Silently or Hide, the Practical One can move at his normal speed without suffering a penalty to those skills. Always Silent: The Practical One is always taking 10 on Move Silently. Unless the Practical One wants to be seen or heard, make opposed Listen checks to detect his presence. Ex-Assassins: Should a Practical One ever be exiled from the guild, he can no longer progress as a Practical One (although, if evil, he may attempt to join another Assassin's Guild in another city, and follow the Assassin Prestige Class from the DMG). In fact, even if they are not exiled from the guild, a Practical One who kills someone in any other form than pure self-defence or changes alignment away from the alignments of the class must stop progressing in the Prestige Class (although they keep all abilities gained to that point).

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Prophet
It was no secret that Gar'Udok had no love of the Gods of Death. He was a cleric of the ideal of undeath, who sought chaos and destruction and cared little for the comings and goings of the Gods. But when Chondri The Dark, one of Gar'Udok's High Priests of the "Fallen Priesthood", took on the mantle of prophet for his lord Bulboros, God of Pestilence, it became too much. After a private conference with Gar'Udok, where Chondri explained that no cleric has the option to turn down his own God's blessings, Chondri was slain by a dark form in the night, and Bulboros was without voice in the North. Sometimes a god needs more than his clerics to achieve his goals. When such times arise, the god taps one of his followers and gives him more specific direction, making the follower a prophet. This is usually done by direct communication from one of the god's minions (such as an angel) or even by appearing himself. The god may continue to give direction during the prophet's quest. By serving his god under such circumstances, the prophet becomes less militant and gains greater access to his god's power. If the prophet completes his quest then the god will usually assign him to another task. If for some the reason the god no longer needs the prophet then the character retains his prophetic abilities but can no longer gain prophet levels. Hit Die: 1d6 Requirements To qualify to become a Prophet (Prp), a character must fulfill all the following criteria. Alignment: Same as Deity Feats: Any two metamagic feats Knowledge (religion): 8 Ranks Spellcraft: 8 Ranks Concentration: 8 Ranks Spellcasting: Can cast level 3 divine spells Special: Has access to at least one divine domain from their patron deity. Class Skills The Prophet's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (religion) (Int), Profession (Wis), Spellcraft (Int) Skill Points at Each Level: 2 + Int modifier. Class Features All of the following are features of the Prophet prestige class.

Weapon and Armor Proficiency: The Prophet receives no additional training in armor or weapon use. Spellcasting: As the Prophet gains levels, his effective spellcasting level increases for his divine spellcasting class as well as for his Prophet spells. For both spells from his original class and for spells gained as a Prophet, his caster level is equal to the sum of his Divine Spellcasting class level and his Prophet class level. For example, a level 7 Cleric / level 4 Prophet casts his Cleric spells and his Prophet spells as a level 11 spellcaster. The Prophet has his own spellcasting progression, and gains additional bonus spells for Charisma. The DC of the Prophet's spells is also based on his Charisma. Prophet spells are divine and must be prepared from the Cleric spell list. The +d at each level is a domain spell that must be prepared from one of the Prophet's domains. Domain (Ex): At the indicated levels the Prophet gains access to another Clerical domain from his deity's domains, as well as the granted power that comes with the additional domain. Prophet levels stack with the character's previous Divine Spellcasting class to determine Domain abilities for domains gained as a Prophet and domains already possessed prior to being a Prophet. If the Prophet already has access to all of his Deity's domains, he gains no benefit from this power. Innate Spell (Sp): The prophet selects one of his domain spells. The spell's level cannot be greater than the level listed. Once the spell is chosen it cannot be changed. The spell may be a metamagic version of itself, but its total spell level still cannot exceed the level listed and the metamagic applied to it is also permanent. The prophet may cast this spell for free once per day and does not need to prepare it. Any components with a GP cost or XP cost needed to cast the spell are still required. Domain Mastery (Ex): The prophet chooses one of his domains and gains mastery over it. He can now spontaneously cast his domain spells by converting prepared spells of the domain spell's level or higher. The prophet may only do this if the domain spell also appears on the Cleric Spell list. This works similar to a good cleric's ability to spontaneously cast cure spells. Metamagic Feat (Ex): The prophet gains a free metamagic feat. Power of God (Su): Once per day the prophet can invoke the power of his god to increase the power of his spells. The prophet gains an effective caster level 2 levels higher than his actual level, and the DC of his spells increases by 2. Using this ability is a free action and the effect lasts a number of rounds equal to 3 plus his Charisma bonus.

Table 1-40: The Prophet Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +0 +0 +2 Spellcasting, Domain 2 +1 +0 +0 +3 Innate Spell (2) 3 +1 +1 +1 +3 Domain Mastery 4 +2 +1 +1 +4 Metamagic Feat 5 +2 +1 +1 +4 Innate Spell (4) 6 +3 +2 +2 +5 Domain 7 +3 +2 +2 +5 Domain Mastery 8 +4 +2 +2 +6 Innate Spell (6) 9 +4 +3 +3 +6 Metamagic Feat 10 +5 +3 +3 +7 Power of God

1 d 1+d 1+d 1+d 1+d 1+d 1+d 1+d 1+d 1+d

2 d 1+d 1+d 1+d 1+d 1+d 1+d 1+d 1+d

3 d 1+d 1+d 1+d 1+d 1+d 1+d 1+d

Spells per Day 4 5 6 7 8 9 d 1+d d 1+d 1+d d 1+d 1+d 1+d d 1+d 1+d 1+d 1+d d 1+d 1+d 1+d 1+d 1+d d 1+d 1+d 1+d 1+d 1+d 1+d

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Psychopyretic
"Over to the wall, then turn and face me" From the flicker of pain at the back of his mind, the Collector realized that discussion now would be useless. The man was not just a vagrant, he was a disturbingly powerful psion, and he was wound with tension, like the cord of a trebuchet, ready to snap and loose at any provocation. "Nice and easy, put the dorje on the floor" That pretty much cinched it, few knew a dorje from a chunk of crystal besides those psionically endowed. The vagrant-psion's friend put away his hand crossbows quickly and pulled out what most certainly was a portable hole. A bit of cloth, utterly black and non reflective into which he started placing the jewelry and the Collector's dorje of greater concussion. He then grabbed the coin purse and leather sack from the Collector's prize body guard, held motionless against his will, no doubt by the mind of the vagrant. As the scrawny accomplice went to shove both into the hole, the Collector, realizing what would happen to the contents, snapped forward and yelled... And everything became fire. He couldn't see. All he could feel was burning. His mind itself was burning. He tried all his defences, every trick of psychic armament he ever considered or heard of and it kept getting hotter... burning... His body hung, momentarily motionless, eyes staring ahead wide open in disbelief; then slowly, grotesquely it slid to the floor. The vagrant stood motionless, his ears ringing even through there had been no noise to the conflict, his eyes red and blurry, staring through the trail of vaporous ectoplasm dispersing between himself and the Collector. He felt somehow detached now, as if the burning hatred and anger had been purged in that act of flame, looking down on the body of the Collector, his eyes steaming in the night. With a *pop*, his accomplice tossed the two leather bags into the portable hole, which suddenly ceased to exist, taking with it the loot from this very venture of murder. It seemed the bodyguard's sack was no ordinary bag... The vagrant walked back to the street alone, his back bathed in blue light of the electrical discharges arcing back and forth between his already unconscious companion, and the bodyguard still trapped within the vagrant's mind.

Some angry psions have little control over their own rage and hatred, while others learn to channel these hostile emotions into massive barrages of psionic force and the heat of their anger. The psychopyretic even learns to channel his hatred into physical manifestations of heat that literally burn through the mental channels of other psionically-aware entities, earning them the moniker of "Brain Burner". Persons with Psychopyretic tendencies often manifest within psionic groups and cultures that have suffered extreme hardships and tribulations. Thus they are particularly watched for by mind flayers and other "slave master" races such as the Aboleths. Hit Die: d6 Requirements To qualify to become a Psychopyretic (PsP) a character must fulfill all the following criteria. Attack Modes: ability to manifest all 5 psionic attack modes Manifester: Ability to manifest at least one flame-based psionic power. Base Power Points / Day: 10+ (not including bonus power points) Feats: Mental Adversary Class Skills The Psychopyretic's class skills (and the key ability for each skill) are Concentration (Con), Craft (any) (Int), Knowledge (psionics) (Int), and Psicraft (Int). See Chapter 4: Skills in Core Rulebook 1 for skill descriptions. Skill Points per level: 2 + Int modifier Class Features All the following are class features of the Psychopyretic prestige class. Weapon and Armour Proficiency: Brain Burners gain no additional proficiency in any weapon or armour. Manifesting: When a new Psychopyretic level is gained, the character gains new powers and power points per day as if she had also gained a level in the manifesting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained (additional psionic combat modes, hit points beyond those he receives from the prestige class, and so on), except for an increased effective level of manifesting. If a character had more than one manifesting class before becoming a PsychoPyretic, she must decide to which class she adds the new level for purposes of determining manifestation.

Table 1-41: Psychopyretic Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +0 +0 +2 Inner Anger 2 +1 +0 +0 +3 Mental Assault +1 3 +1 +1 +1 +3 Deadly Reflex +6 4 +2 +1 +1 +4 Brain Burn 5 +2 +1 +1 +4 Mental Assault +2 6 +3 +2 +2 +5 Deadly Reflex +4 7 +3 +2 +2 +5 Psionic Backlash 8 +4 +2 +2 +6 Mental Assault +3 9 +4 +3 +3 +6 Deadly Reflex 10 +5 +3 +3 +7 Manifestation of Rage

+1 +1 +1 +1 +1 +1 +1 +1 +1 +1

Manifesting Manifester Level Manifester Level Manifester Level Manifester Level Manifester Level Manifester Level Manifester Level Manifester Level Manifester Level Manifester Level

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Inner Anger (Ex): At each level the Psychopyretic gains 1 power point plus the number of power points gained from the previous Inner Anger (like the Inner Strength feat, the number of points gained is always increased by one). These power points can only be used to manifest psionic attack modes or to power augmentations to these attacks (such as Mental Adversary and Disarm Mind). If a Brain Burner ever gains the Inner Strength feat, she may convert the feat into another Inner Anger level instead. Mental Assault (Ex): A Brain Burner gains the indicated bonus to the DC of Will saves against his psionic attack modes. Deadly Reflex (Ex): The Brain Burner can manifest psionic attack modes as if using the Quicken Power feat at the cost listed. Brain Burn (Ex): The PsychoPyretic gains a new attack mode that becomes his namesake, the Brain Burn (see sidebar). Psionic BackLash (Su): Whenever the PsychoPyretic with this ability and a reserve of 5 or more power points successfully saves against a psionic attack mode, he can strike back at the psionic attacker by converting the psionic energy expended into heat energy. This backlash (if it defeats the attacker's Power Resistance) deals 1d4 fire damage per ability point of damage the attack would have dealt to the PsychoPyretic if he had failed the save against the attack. Manifestation of Rage (Ex): You can manifest Psionic Attack Modes as a cone effect with a range of 30 feet instead of a singletarget effect with close range. This costs a number of power points equal to the attack mode's standard cost +8.

Psionic Attack Mode


Brain Burn
Attack Mode (Cha) Display: Me, Au Manifestation Time: 1 action Range: Close (25 ft + 5 ft / 2 levels) Target: One living creature Duration: Instantaneous Saving Throw: Will negates (see text) Power Resistance: No Power Points: 9 With a sharp crackle as if of burning logs, a pyrokinetic blast launches into the target's psionic channels, nearly burning them out. Unlike most attack modes, the Brain Burn does physical AND mental damage to the target. A successful use of Brain Burn deals 2d4 damage, divided evenly between Con and Wis, with any remaining damage applied to Con. Save DCs are applied as follows: Empty Mind: +4, Intellect Fortress: +0, Mental Barrier: -4, Thought Shield: -2, Tower of Iron Will: -1, Nonpsionic Buffer: -10, Flat Footed or out of power points: +9.

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Raserei
"By Gore! A fine battle this will be!" Kelthis the crazed swarf called as he rushed down the masterfully constructed dwarven corridors towards the steel-on-steel sounds of combat. The clanging of alarm bells seemed almost in time with his heart-beat as he pounded into the Great Hall. All about were the black-skinned bodies of dark elves. The dwarven high lord and his hearth guard held their own at the head table, resplendent in gold-crafted armor. Scattered through the hall were other groups of dwarves, fighting the invaders, less well-equipped for the job at hand. "Graaa!" went forth the cry as Kelthis waded in, huge flail swinging wildly overhead until an elf was unfortunate enough to be close enough to strike. The dark elf turned from dispatching a wounded dwarf in time to stare wide-eyed at the head of the flail just before it slammed him. Bloody and smashed to the floor. As Kelthis waded deeper into the Great Hall he beganb losing track of where his mighty flail lept, how many fell before his might. With a sickening crunch the flail removed the head of a dark elf, and Kelthis suddenly felt himself swimming in blood. All became red in his eyes, the sounds of battle subdued behind the beating of his heart. From the red fog a tall dark form began to emerge, and he struck it down with his flail, stepped towards the body and screamed for more blood, more elves. He smashed the body below him with a mailed boot and yelled again. This time again Gore, god of the slaughter, answered him and four elves emerged from the red fog. A sweep of the flail dealt with two of them almost instantly. As he stepped forwards and swept the third down beneath his might he felt a prickling sensation on the back of his neck. Ignoring it he lept forward smashing his flail through the shield of the fourth elf who slashed back with a thin rapier- no weapon for dismemboweling dwarves! Another pinprick in his neck he ignored as he smashed the offending elf to the floor and crushed it under the haft of his weapon. Turning with three long, black shafts embedded in his neck, he sought the source of his irritation. Peering blindly into the red fog of war and blood, it seemed to part like a curtain, showing him a dark elven archer, aiming up another shot at his neck. He charged, saw the arrow loose and felt the pin-prick as it struck home into his shoulder. And another elf felt the honor of his steel.

The Raserei are the unhinged warriors of various battle cults and chaotic war gods. Able to lose control of themselves in combat at a level unhoped for by even the irascible barbarians, Raserei are both feared and respected by their companions. In human and half-orc Barbarian cultures, the Raserei are members of warrior cults who drink the blood of their foes to gain their strength and who worship dark gods of chaos and destruction. Even among the darkest Barbarian tribes the Raserei are a separate culture because of their near-cannibalism, and must perform their rites and ceremonies in secret. They would be exiled from their tribes if they weren't so often culled from the strongest and bravest of the warriors of said tribes (a tactic that the leaders of the cult practice for that very reason). Others (primarily dwarves and some humanoid races) become Raserei out of a desire for self-destruction. A disgraced dwarven warrior may take up the ways of the Raserei secretly hoping to die in combat, the sooner the better, and taking as many foes with him as dwarvenly possible. The tribal humanoid cultures such as the Orcs and Ogres may become Raserei for the same goal (selfdestruction), but out of a sense of greatness instead of shame, as their lives are already nasty, brutish and short, living it as a Raserei can't make it any worse, and in fact often leads to admiration and preferential treatment from their tribes until their death upon the field of battle. Hit Die: d12 Requirements To qualify to become a Raserei (Ras) a character must fulfill all the following criteria. Alignment: any chaotic Race: Human, Orc, Half-Orc, Dwarf, any primitive humanoid (minotaurs, ogres, etc) Base Attack Bonus: +5 Feats: Toughness, Power Attack, Cleave Special: Must worship a Chaotic god of War or Destruction and been inducted into a blood drinking cult, or must have the ability to Rage at least once per day as a barbarian. Class Skills The Raserei's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Intimidate (Cha), Listen (Wis), Ride (Dex) and Wilderness Lore (Wis). See Chapter 4: Skills in Core Rulebook 1 for skill descriptions. Skill Points per level: 2 + Int modifier Class Features All of the following are class features of the Raserei prestige class.

Table 1-42: Raserei Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +1 +2 +0 +0 Blood Frenzy 2 +2 +3 +0 +0 Blood Lust 3 +3 +3 +1 +1 Rage Baby 4 +4 +4 +1 +1 Rage Machine 5 +5 +4 +1 +1 Mangler 6 +6 +5 +2 +2 Great Lust 7 +7 +5 +2 +2 Mass Destroyer 8 +8 +6 +2 +2 Hell-Forged Revenge 9 +9 +6 +3 +3 Terror of Madness 10 +10 +7 +3 +3 Great Hack

Weapon and Armour Proficiency: The Raserei is proficient in all basic and martial weapons. They are proficient in light and medium armour but not with shields. Note that armour check penalties for armour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets and Tumble. BloodFrenzy (Ex): Whenever the Raserei is dealt more than 20% of his current hit points (not his total hit points) in a single attack sequence from one opponent, he begins to Rage as a barbarian (as per Core Rulebook 1), unless he makes a Will save (DC 20 plus his Raserei level) (he always has the option to purposefully fail this save). The duration of the Rage is determined by the amount of damage his was dealt in the attack that triggered the BloodFrenzy - he must deal damage in melee combat equal to three times the amount that triggered the BloodFrenzy, to the point

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of attacking friends if there are no enemies in sight. BloodFrenzies can be triggered during BloodLusts as well as during "regular" barbarian rages. The aftermath of a BloodFrenzy is twice as debilitating as a Barbarian Rage (-4 to strength, -4 to dex, can't charge or run) for the remainder of that encounter. BloodLust (Ex): When the Raserei deals a critical hit in melee combat, he immediately enters into a Rage as a barbarian (as per Core Rulebook 1), unless he make a Will save (DC 22 plus his Raserei level). The duration of the Rage is determined by the amount of damage he dealt with the critical hit - he must deal damage in melee combat equal to three times the amount that triggered the BloodLust, to the point of attacking friends if there are no enemies in sight. BloodLust rages cannot be triggered during a BloodFrenzy or any other type of rage. The aftermath of a BloodLust is twice as debilitating as a Barbarian Rage (-4 to strength, -4 to dex, can't charge or run) for the remainder of that encounter. Rage Baby (Ex): The Raserei learns how to trigger a BloodFrenzy on his own. This takes a standard action and a Will save DC 20 and can be tried every round until it begins. The BloodFrenzy is treated identically to a normal Blood Frenzy as above, with a "damage quota" of up to 1d20 per level of the Raserei - the Raserei chooses how many D20 to roll, up to the maximum, and at least one half of the maximum number. A BloodFrenzy is normally triggered in this way when a Raserei knows there are enemies ahead but out of sight... with a bit of psyching up he gets in the right mood to rush a machine-gun nest or a squad of well-defended archers. Rage Machine (Ex): At level 4 the penalties after a BloodFrenzy or BloodLust are reduced by half to be the same as after a Barbarian Rage (-2 Strength & Dexterity instead of -4).

Mangler (Ex): During the duration of a BloodLust or BloodFrenzy, the Raserei is treated as having the Great Cleave feat. Great Lust (Ex): Beginning at level 6, BloodLust rages grant +6 to Strength and Constitution and +3 morale bonus to Will saves. (The AC penalty remains at -2.) Mass Destroyer (Ex): When caught in a flanked position by two or more enemies, the Raserei can execute a Whirlwind attack as a full round action as if he had the feat. If any of the flanking targets dies during this Whirlwind attack, the deathblow is treated as if it had been a critical hit, possibly triggering a Bloodlust as normal. Hell-Forged Revenge (Ex): Beginning at level 8, BloodFrenzy rages grant +6 to Strength and Constitution and +3 morale bonus to Will saves. (The AC penalty remains at -2.) Terror of Madness (Ex): When in a BloodFrenzy or BloodLust, the Raserei causes fear in all opponents within 120 feet with Hit Dice equal to or less than the Raserei level. Persons affected must make a Will save (DC 10 + Raserei level + Cha bonus) to stand and fight, otherwise suffering as if shaken for the remainder of the fight. Creatures with one-half the Bloodrager's level of Hit Dice (or less) are panicked instead of shaken. Great Hack (Ex): During a BloodLust or BloodFrenzy, the Raserei can take a 5-foot step before every Cleave attempt using his Cleave or Great Cleave feat.

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Riders of the Duras


Perringlas stood high in the saddle, his brown cloak settling behind him as his mount came to a stop at his signal. His fine blond hair was a windblown mess, something birds could easily mistake for a nest, his clothes unkempt and worn. His elven heritage showed in his fine and pointed ears, but he was certain his appearance would startle or upset his fey kin considering the poor form he kept himself in. Looking down from the comfortably worn saddle on his roan mare, he could see the obvious signs of recent passage through the undergrowth here. Just what they needed - Hurak's goblin raiders were back in the area, and from the looks of it not only were they heading straight to Diem, but they also had a one day lead on him. Border Patrol and mounted skirmishers, the Riders of the Duras are looked up to on their steeds as the protectors of the land. They patrol their edges of their protectorate, keeping an eye out for hostile forces, evil humanoids and other unwelcome guests. Travelers who stick to the main roads and beaten paths are unlikely to meet a Rider except at country inns and taverns, where they stop in their travels. Others don't even stop there, only coming back from extended patrols when they have grave news. They have sharp senses, including an eye for trouble and troublemakers. Most Riders of the Duras are rangers, but some cavalry move on to this station, as well as fighters, warriors and even the occasional druid. Hit Die: d10 Requirements To qualify to become a Rider of the Duras (Rdr) a character must fulfill all the following criteria. Race: Elf, Half-Elf or Human Base Attack Bonus: 5+ Feats: Alertness, Medium Armor Proficiency, Mounted Archery, Mounted Combat, Track Ride: 8 ranks Sense Motive: 5 ranks Wilderness Lore: 5 ranks

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

Class Skills The Riders of the Duras' class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Intuit Direction (Wis), Knowledge (nature) (Int), Knowledge (local) (Int), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Wilderness Lore (Wis). Skill Points at Each Level: 4 + Int modifier. Class Features All of the following are class features of the Riders of the Duras prestige class. Weapon and Armor Proficiency: Riders of the Duras are trained with all simple and martial weapons, but are not given additional training with armor or shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets and Tumble. Favored Enemy (Ex): At level 1, a Rider of the Duras must select a type of creature as a favored enemy. Due to his training, the Rider of the Duras gains a +1 bonus to Bluff, Listen, Sense Motive, Spot and Wilderness Lore checks when using these skills against this type of creature. Likewise, he gets the same bonus to weapon damage rolls against this creature. The Rider also gets the damage bonus with ranged weapons, but only within 30 feet. At levels 4 and 7, the Rider must select a new favored enemy, and the bonus associated with every previously selected favored enemy goes up by +1, just like the ranger class ability of the same name. The new favored enemy may be the same creature as a previous favored enemy, in which case the bonuses stack. Unlike the ranger ability, the Rider of the Duras must select a specific creature as a favored enemy, not a creature type. For example, while a ranger may have Beasts as a favored enemy, a Rider of the Duras would have Owlbears instead. The creatures available as favored enemies include Dire Animals (all), Ettins, Hill Giants, Ogres, Otyugh, Owlbears, Trolls, or any Humanoid race (taken individually). In some campaigns, this list is subject to change (see sidebar).

Table 1-43: Riders of the Duras Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +1 +2 +0 +0 Favored Enemy +1, Track from the Saddle 2 +2 +3 +0 +0 Coordinated Attack +1 3 +3 +3 +1 +1 Travelling Shot 4 +4 +4 +1 +1 Second Favored Enemy, Coordinated Attack +2 5 +5 +4 +1 +1 Slayer 6 +6 +5 +2 +2 Coordinated Attack +3, Higher Ground 7 +7 +5 +2 +2 Third Favored Enemy, Night Watch

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Track from the Saddle (Ex): Rarely dismounted, a Rider of the Duras gains an eye for tracking, even from horseback. A level 1 Rider can use the Track feat from a mount walking at normal speed without penalty to his Wilderness Lore roll. Riders of the Duras also gain this benefit to all search checks from the saddle. Coordinated Attack (Ex): The Riders of the Duras take full advantage of the mobility, size and speed of their mounts. If multiple mounted Riders charge the same target in the same round, each Rider after the first gains a +1 competence bonus on attack rolls against that target as they swarm at it and past it, striking from all sides. In the case of flanking attacks, this stacks with the bonus provided for flanking the target. The initial attack does not have to be from someone with this ability, but must have come from someone charging the target from horseback. The competence bonus for a Coordinated Attack increases to +2 at level 4 and +3 at level 6. Travelling Shot (Ex): As scouts and border patrol, often the Riders of the Duras have to engage a fleeing enemy, or one at extreme range. They are therefore trained in shooting from the saddle of a rapidly moving mount. When using a missile weapon from the saddle, the Rider of the Duras suffers no penalty when attacking during a double move, and only a -2 circumstance penalty to hit when his mount is running. This supersedes the normal penalties associated with shooting from a moving mount, as well as those granted by the Mounted Archery feat.

Slayer (Ex): Level 5 Riders of the Duras are exceptionally skilled at taking down their foes. Whenever a Rider of the Duras scores a critical threat with a weapon (within 30 feet in the case of ranged weapons), he deals an additional 1d6 damage to the target, regardless of whether or not the attack resolves as a critical hit. This bonus is not multiplied in the case of a critical hit. Creatures that are immune to critical hits are immune to this ability. Higher Ground (Ex): A level 6 Rider has learned how best to use his elevated position to aid himself in his patrols. As long as he is mounted, he gains a +4 altitude bonus on Spot rolls. Night Watch (Ex): Constantly working against creatures that travel under cover of night increases the Rider of the Duras' senses to an almost preternatural level. A level 7 Rider of the Duras gains a 50% increase to his low-light vision. For creatures who lack low-light vision, this means they now can see 50% further than most creatures in a low-light condition. For Riders who already have low-light vision, this increases the range 50% (so a level 7 Rider elf can see 3 times further in the dark than a normal human).

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Sacred Paladin
Russain's blade dug deep into the body of the last orc bodyguard. Finally he stepped forward across the etched stone floor of the dark goblinoid temple towards the inner fane where the high priest stood snarling, having expended most of his supposedly divine might attempting to prevent Russain's very presence here. With no further guards between them, Russain took the time to gloat as he sheathed his short sword and prepared to teach the noseless priest about the divine right which he bore with him. His spiked gauntlets whispered quietly, darkness seeming to ooze forth from them. The orc looked slightly impressed, but held aloft his staff, which bore the runes of a hundred slain elves, and brought forth a storm of axes and swords behind the dark paladin. The blades smashed into Russain's armor, sending him hurling forwards towards the priest, no longer gloating, his bloody back sending him raging to destroy the foul orc. As Russain lept, the orc raised an invisible shield before him, but not one powerful enough to deflect the profanely charged blow that bore down upon him. Russain's gauntlet struck him soundly above his right ear, rending open his skin and exposing bright red skull. The second blow came from the left, smashing the black spikes into Table 1-44: Sacred Paladin Level Advancement Class Attack Fort Ref Level Bonus Save Save 1 +1 +2 +0 2 +2 +3 +0 3 +3 +3 +1 4 +4 +4 +1 5 +5 +4 +1 6 +6 +5 +2 7 +7 +5 +2 8 +8 +6 +2 9 +9 +6 +3 10 +10 +7 +3 11 +11 +7 +3 12 +12 +8 +4

the orc's foul throat and sending it sprawling from the impact. The priest's staff skipped across the floor as his crimson blood sprayed up onto the altar of his god. With their temple destroyed and their priest slain, no longer would the Black Rock orcs be useful allies of the village of Trieste, and soon the village would fall to the encroaching evils. Sacred Paladins are the holy warriors of their church, god and faith. Unlike true Paladins, who find their vocation of their own will, Sacred Paladins are often drawn from the clergy or defenders of the temples. They are crusading knights who face the unfaithful, heretics and infidels at every turn. Holy warriors of all alignments, all churches, all faiths, the Sacred Paladin represents the wrath and blade of his church. They wield their deity's sacred weapons into combat against all forces that may oppose them. Most churches that have any real number of Sacred Paladins have dedicated orders of knight-paladins quartered near the headquarters of the church (although only the most military of churches actually have the knight-paladin order's temple on the same grounds or even in the same city as their primary temple, for political reasons at the very least). Most Sacred Paladins are fighters who have heard the call of the divine and have taken up the station of holy defenders or holy avengers, as the case may be. Some few are drawn from the ranks of clerics and even some rogues and other classes have taken up the call over the years, depending on the church of course. Hit Die: d10 Requirements To qualify to become a Sacred Paladin (Scp) a character must fulfill all the following criteria. Alignment: Same alignment as patron deity Base Attack Bonus: 6+ Feats: Heavy Armor Proficiency, Iron Will, Weapon Focus (deity's favored weapon) Knowledge (religion): 4 ranks Class Skills The Sacred Paladin's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Knowledge (religion) (Int), Knowledge (royalty and nobility) (Int), Ride (Dex) and Swim (Str). Skill Points at Each Level: 2 + Int modifier.

Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8

Special Divine Grace Domain Channel Energy Weapon Specialization Channel Strike Domain Channel Speed

Domain, Channel Spell

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Class Features All of the following are class features of the Sacred Paladin prestige class. Weapon and Armor Proficiency: Sacred Paladins gain no additional armor training, but are proficient with all simple and martial weapons. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets and Tumble. Spellcasting: The Sacred Paladin can cast a small number of divine spells granted by his deity. To cast a spell, the Sacred Paladin must have a Wisdom score of at least 10 + the spell's level. Sacred Paladins do not gain bonus spells based on high abilities. Saving throws against Sacred Paladin spells have a Difficulty Class of 10 + spell level + Wisdom modifier. A Sacred Paladin has a very restricted list of spells known. Each spell known must be selected from either the Paladin or Cleric spell lists. Spells with an alignment descriptor (good, chaos, etc) can only be selected by a Sacred Paladin of that alignment. A Sacred Paladin prepares and casts spells just as a cleric does (though the Sacred Paladin cannot use spontaneous casting to lose a spell and cast a cure or inflict spell in its place). Divine Grace (Ex): A Sacred Paladin receives divine protection from harm from his deity. This manifests as a divine bonus on all saving throws equal to the Sacred Paladin's Charisma bonus. This bonus does not stack with the Divine Grace bonus granted to a core class Paladin. Domain (Ex): At the listed levels, the Sacred Paladin gains access to one of his deity's domains normally granted to their clerics. The Sacred Paladin gains the domain ability of the domain, and adds the level one through six domain spells to his Sacred Paladin spell list. Channel Energy (Su): At third level, the Sacred Paladin gains the ability to channel divine energy. For good Sacred Paladins this is positive energy, and for evil Sacred Paladins, this is negative energy. Neutral Sacred Paladins must select whether it is positive or negative energy, using their deity's attitude and domains as a guide (the Sacred Paladin player should consult with the Game Master on this). Once the Sacred Paladin has chosen what type of energy he channels, this choice cannot be changed. A Sacred Paladin can channel divine energy up to one half his class level times per day (rounded down). The primary use for channelled Table 1-45: Sacred Paladin Spellcasting Spells Known Level 1 2 3 4 1 1 2 2+d 3 2+d 0+d 4 2+d 1+d 5 3+d 1+d 0+d 6 3+d 2+d 1+d 7 3+2d 2+2d 1+2d 0+2d 8 4+2d 2+2d 2+2d 1+2d 9 4+2d 3+2d 2+2d 1+2d 10 4+2d 3+2d 2+2d 2+2d 11 5+2d 3+2d 3+2d 2+2d 12 5+3d 4+3d 3+3d 2+3d

energy is to turn or rebuke undead. A Sacred Paladin turns or rebukes undead as a cleric two levels lower than his Sacred Paladin level. At levels 6, 9 and 12 the Sacred Paladin learns additional methods of channelling this divine energy. Weapon Specialization (Ex): Beginning at level 4, the Sacred Paladin becomes eligible to take the Weapon Specialization feat using one of his normally-obtained feats. This is not a bonus feat. The Weapon Specialization must be taken with the Sacred Paladin's deity's favored weapon. Channel Strike (Su): At level 6, the Sacred Paladin learns to channel the divine energy granted by his deity into his weapon. The Sacred Paladin may declare any melee attack to be a Channel Strike. Regardless of whether or not the attack hits, this counts as a channelling attempt. If the attack hits, it deals an additional 1d8 divine damage to the target. Channel Speed (Su): At level 9, the Sacred Paladin can channel the divine energy granted by his deity into a lightning-fast strike. The Sacred Paladin may use this ability in combination with any attack action, allowing the Sacred Paladin an additional attack at his full attack bonus during that action. This counts as two channelling attempts. Channel Spells (Sp): At level 12, the Sacred Paladin can channel divine energy into spell-like effects. The Sacred Paladin can cast any spell from his Sacred Paladin domain lists using channelling attempts as a spell-like ability. Each spell cast in this way counts as a number of channellings equal to the spell's level.

5 0+2d 1+2d 1+2d 2+3d

6 0+2d 1+3d

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

2 1 2 2 2 3 3 3 4 4 4

Spells per Day 3 4 1 2 2 1 2 2 3 2 3 2 3 3 4 3

5 1 2 2 2

6 1 2

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Siege Mage
The School of Warfare has taught many of the realm's greatest military leaders. The sages there have picked through generations of books and manuscripts regarding tactical warfare, and they hire many old generals to help teach or to aid the scribes in recording their knowledge. The students at this school are warriors and nobles, men who lead (or expect to lead) sizeable military forces. They leave with a strong knowledge of mass combat and warfare, but also with the understanding that war between nations should be kept as civilized as possible (something that not all students take to heart, but a lesson taught nonetheless). But within the repository of information that is the School of Warfare, there are also many books and scrolls detailing the uses of magic in warfare. Against armies, a few strong spells can wield incredible results. Ancient sages and scribes have worked to uncover ancient battle magics that are supposedly recorded in the documents they have collected. Nearly sixty years ago they succeeded at uncovering the lore of tower magic. Now they gather small numbers of arcane students who seek this knowledge some for defending their own towers, but most in the employ of larger military forces who need defensive or offensive aid in coming campaigns. They are known within the school as the Siege Magi. Hit Die: d4 Requirements To qualify to become a Siege Mage (Sgm) a character must fulfill all the following criteria. Knowledge (Arcana): 7 ranks Knowledge (Architecture & Engineering): 7 ranks Feats: Enlarge Spell, Craft Magic Arms and Armor as well as either Craft Wand or Craft Staff Spellcasting: must be able to cast at least one arcane abjuration and one arcane evocation spell of level 3 or greater. Class Skills The Siege Mage's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (all skills taken individually) (Int), Search (Int), and Spellcraft (Int). Skill Points at Each Level: 2 + Int modifier.

Class Features All of the following are class features of the Siege Mage prestige class. Weapon and Armor Proficiency: Siege Magi gain no additional training with weapons or armor. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets and Tumble. Siegecraft (Su): Siege Magi are able to invest some of their spells to improve constructions they are in contact with. The size and type of construction, as well as the level of the Siege Mage, determine how many spells of what levels can be invested. Each type of construction lists a maximum number of spell levels that can be invested into it on the table below. Additionally, a Siege Mage cannot invest a spell of a level higher than the level indicated on table 1-19: Siege Mage Level Advancement. Spells invested into the construction can be activated by the Siege Mage who placed them there as if the construction was a spell trigger device, but requiring only a move-equivalent action to trigger (and not provoking an attack of opportunity). Investing a spell into a construction costs the Siege Mage materials and rare components worth 10gp times the level of the spell times the spellcaster level, and 2/25 of this price in XP. Spellcasters other than the Siege Mage who invested the spells cannot trigger them. All spells invested in military constructions are cast as if under the effect of the enlarge spell feat, at no additional cost in time or spell levels. Spell Striker (Ex): Because damage to buildings and siege constructs is vital to a siege or defeating a siege, Siege Magi are taught how to get the best effect out of their spells against these immobile (yet tough) targets. All spells that a level 2 or higher Siege Mage casts ignore the hardness of constructions or buildings that they target. Fortification (Ex): Defensive spellcasting is a powerful ally, and correctly used walls can shore up even the most damaged structures. Beginning at level 4, the Siege Mage casts all "wall of" spells as a spellcaster of one level higher when determining duration, size, thickness and all other level-based variables. Additionally, at this level a Siege Mage can cast abjuration spells that normally only target "one creature" or "creature touched" to target "structure touched" instead. This is normally used to cast spells such as resist elements on besieged fortifications.

Table 1-46: Siege Mage Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +0 +0 +2 Siegecraft - level 2 +1 +0 +0 +3 Spell Striker 3 +1 +1 +1 +3 Siegecraft - level 4 +2 +1 +1 +4 Fortification 5 +2 +1 +1 +4 Siegecraft - level 6 +3 +2 +2 +5 Danger Zone I 7 +3 +2 +2 +5 Siegecraft - level 8 +4 +2 +2 +6 Danger Zone II 9 +4 +3 +3 +6 Siegecraft - level 10 +5 +3 +3 +7 Siegecraft Lore

1 spells 2 spells 3 spells 4 spells 5 spells

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

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

Table 1-47: Siegecraft Construction Non-military vehicle (cart, wagon, boat) Small non-military construction (house) Large non-military construction (mansion) Siege weapons (catapult, ballista) Siege constructs (siege tower, covered ram) Huge military vehicles (armed boats) Small stone construction (mannor house) Medium stone construction (wizard's tower, gate house) Large stone construction (moathouse, small keep) Huge stone construction (castle, fortress) Massive stone construction (mountain fortress)

Spells 2 spell levels 3 spell levels 6 spell levels 3 spell levels 6 spell levels 10 spell levels 6 spell levels 10 spell levels 16 spell levels 20 spell levels 28 spell levels

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Sniper
It's all about control breathe in And patience breathe out Keep your heart under your control... work with the beats, find your groove. breathe in Watch for the perfect shot. Watch for his eyes. Know your target. breathe out Try to place yourself outside your body. Senses wide open, absorbing everything around you. breathe in Looking for the target. breathe out Don't jump at the first shot as the troops appear through the trees. Have faith in your concealment, your position, your aim. breathe in Watch them ride by. Haughty elves high in the saddle, green and brown tunics trying to blend with the forest. The forest that holds you, hides you, as you watch each rider go by. Near the back of the group is the leader; better armor, finer horse, but not brave, hiding among his men. The arrowtip follows him as he rides, as does another across the way, your partner has him sighted too... one step, two steps and... SNAP - two arrows embed themselves in his throat, one from each side, he reaches up desperately to grab the shafts, blood already trickling down his face from open mouth. Two riders quickly try to spot the assailants as the rest of the unit bolts at top speed, the commander falling from his horse, already dead. breathe out The extremists of the Archer set, Snipers are guerrilla and tactical archery experts. Instead of working with teams of other archers and longbowmen, Snipers often set up independently and shoot for particular targets, usually officers, spellcasters and unit leaders. Often they will set-up positions before a battle high in trees or in other camouflage locations in preparation for an upcoming battle. They are generally serious people, considered to be dry of wit and they often seem to have little interest in anything besides their single-minded focus on the perfect shot. Snipers are recruited from expert archers and longbowmen, and always have several levels of those prestige classes before becoming snipers. Hit Dice: d8

Class Skills The Sniper's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Listen (Wis), Spot (Wis) and Swim (Str). See Chapter 4: Skills in Core RuleBook 1 for skill descriptions. Skill Points Per Level: 2 + Int Modifier Class Features All of the following are class features of the Sniper prestige class. Weapon and Armour Proficiency: The Sniper's training gains no additional weapon or armour proficiencies. Primary Weapon (Ex): At level 1, the Sniper selects one of the following ranged weapons to be his primary weapon: heavy crossbow, light crossbow, longbow, shortbow. At 1st level the character receives a +1 competence bonus to all attacks made with his primary weapon. This bonus increases by one at level 5. This bonus stacks with the Weapon Focus feat as well as with other Primary Weapon bonuses. (The primary weapon bonus balances out the slower BAB progression for the Sniper, making him a better shot than an equivalent-level Fighter, but a worse melee combatant.) A sniper who already has the Primary Weapon ability from another class must select the same primary weapon. Extended Sneak Attack (Ex): Beginning at level 1, the Sniper gains the ability to perform a sneak attack (as per the rogue ability, Core Rulebook 1) using his primary weapon exclusively. In addition, unlike a normal sneak attack, this sneak attack an be done at ranges of up to 5 range increments from the Sniper. If used within a range of 30 feet, (and within the other normal restrictions of a sneak attack) then this extraordinary ability stacks with any other sneak attack the character may have from levels of Rogue or Blackguard, etc. Improved Pinpoint Accuracy (Ex): At 2rd level and higher, the Sniper improves his Pinpoint Accuracy ability, able to maintain it for one additional round (for an additional +2 circumstance bonus to his attack roll). Eagle's Eye (Ex): At fourth level, the Sniper gains a +4 competence bonus on all spot rolls.

Requirements To qualify to become a Sniper (Sni), a character must fulfill all the following criteria. Alignment: non-chaotic Feats: Point Blank Shot, Precise Shot, Weapon Focus (any bow) Table 1-48: Sniper Level Advancement Base Attack Bonus: 6+ Special: Pinpoint Accuracy special ability Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +0 +2 +2 Primary Weapon +1, Extended Sneak Attack +1d6 2 +1 +0 +3 +3 Improved Pinpoint Accuracy 3 +2 +1 +3 +3 Extended Sneak Attack +2d6 4 +3 +1 +4 +4 Eagles Eye 5 +3 +1 +4 +4 Primary Weapon +2, Extended Sneak Attack +2d6

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The Society of Heavenly Movements


The sky ( of Plancus' city ) forebodes to us Through clear signs and fixed stars, That the time of its sudden change is approaching, Neither for its good, nor for its evils. Within the pit will be found the bones, Incest will be committed by the stepmother: The state changed, they will demand fame and praise, And they will have Mars attending as their star. The great force which will pass the mountains. Saturn in Sagittarius Mars turning from the fish: Poison hidden under the heads of salmon, their war-chief hung with cord. from the prophecies of Nostradamus The Society of Heavenly Movements tracks the movements of the stars and planets, and how each relates to the casting of magical spells and enchantments. They are regarded as loremasters of the heavens, drawing insight and powers from their studies of the night sky. The society is a very loose grouping of sages and wizards dedicated to this study of the heavens and heavenly magic. Within the society are a variety of cliques and clans, groups of wizards and sages who share the same goals and ambitions, often linked together by alignment, sometimes by nationality or race. Millennia ago, the stars were mapped into constellations that are accepted by the Society for their research. This solar zodiac was based on several racial constellations and the astrological beliefs most prevalent within the Society at the time - thus most of them are based on draconic and elven heritage and mythology, as are most of the old books of astrological lore the Society has collected since its inception. This gives the Society as a whole a subtle but distinct elven bias that is constantly fought against by the few dwarven members. Most of the (now dominant) human membership dismiss these concerns, pointing out the draconic material's dominance and the continued use of draconic to this day in most matters of arcana. Officially, the Society meets annually, although only the most upper-ranking members usually arrive at these convocations. Major convocations of the Society occur once every nine years at a time that is agreed to be fairly boring for students of the heavens. The convocations are supposed to be used to establish what major changes have been discovered by various members, but are generally used instead to reconnect with old friends and researchers within the society and to introduce new members to the group. Additionally, there are smaller meetings during many major celestial events, usually at the location of a researcher who has a large enough observatory to suit a larger group of Society members who share his interests and ethics. Due to the studious arcane nature of the Society, almost all members are wizards. Few sorcerers find the pure research to their taste; although those that do discover they learn new spells quite unusual to their ilk. Even some rare bards have become members of the Society over the ages, forever telling tales of the mythology of the constellations and their interactions. Hit Die: d4 Requirements To qualify to become a member of the Society of Heavenly Movements (Shm) a character must fulfill all the following criteria. Knowledge (arcana): 10 ranks Search: 5 ranks Read Language: Elven & Draconic Feats: Any one metamagic feat Spellcasting: Ability to cast at least 2 arcane divinations and 2 arcane enchantments of level 3 or higher. Class Skills The Society of Heavenly Movements' class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Decipher Script (Int - exclusive skill), Gather Information (Cha), Heal (Wis), Knowledge (all skills - taken individually) (Int), Profession (Wis), Scry (Int), Search (Int), Sense Motive (Wis), Speak Language, SpellCraft (Int), and Use Magic Device (Cha, exclusive skill). Skill Points at Each Level: 4 + Int modifier. Class Features All of the following are class features of the Society of Heavenly Movements prestige class. Weapon and Armor Proficiency: Members of the Society of Heavenly Movements gain no additional training with weapons or armor. Note that armor check penalties for armor heavier than

Table 1-49: The Society of Heavenly Movements Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +0 +0 +2 Astrological Studies 2 +1 +0 +0 +3 Night Casting +1 3 +1 +1 +1 +3 Heavenly Lore 4 +2 +1 +1 +4 Astrological Studies 5 +2 +1 +1 +4 Night Casting +2 6 +3 +2 +2 +5 Lesser Conjunction 7 +3 +2 +2 +5 Astrological Studies 8 +4 +2 +2 +6 Night Casting +3 9 +4 +3 +3 +6 Greater Conjunction 10 +5 +3 +3 +7 Astrological Studies

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

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leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets and Tumble. Spellcasting: At the indicated levels, the member of the Society of Heavenly Movements gains new spells per day as if he had also gained a level in the arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those he receives from the prestige class, and so on), except for an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming a Member of the Society of Heavenly Movements, he must decide to which class he adds the new level for purposes of determining spells per day. The character does not learn new spells as normal for gaining a level in a spellcasting class (i.e.: he does not learn two new spells from the spell lists for prepared spellcasters, nor does he gain the normal spell known for a spontaneous spellcaster); instead he gains access to new spells as indicated in the Astrological Studies ability below. Astrological Studies (Ex): At the indicated levels, the member of the Society of Heavenly Movements must select one astrological feature to have learned magical abilities from. This grants the member of the Society of Heavenly Movements knowledge of nine spells, (one of each level,) associated with the heavenly body or astrological feature studied. Night Casting (Ex): Empowered by the stars above, whenever casting spells under the night sky, the level 2 member of the Society of Heavenly Movements increases the DC of all saves against his spells by one. This bonus increases to +2 at level 5 and +3 at level 8. This does not apply when the character is underground or in a building, as he must be exposed to the night sky. Heavenly Lore (Ex): The knowledge gathered through the stars is diverse indeed. At third level, members of the Society of Heavenly Movements gain the ability to know legends and information regarding various topics as a bard with the Bardic Knowledge ability. The member of the Society of Heavenly Movements adds half his level and his Intelligence modifier to the Bardic Knowledge check, as per the ability description for the bard class in the System Reference Document. Lesser Conjunction (Su): Once per night, a level 6 member of the Society of Heavenly Movements may cast a single spell, spontaneously using a known metamagic feat on it without increasing the level of the spell slot required. The metamagic feat used cannot be one that would increase the spell slot by more than two levels. Using this ability increases the casting time of the spell to a full round action. Greater Conjunction (Su): Once per night, a level 9 member of the Society of Heavenly Movements may cast a single spell, spontaneously using any known metamagic feat on it without increasing the level of the spell slot required. Using this ability increases the casting time of the spell to a full round action.

Astrological Studies of the Society


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

Aquarius
1 2 3 4 5 6 7 8 9 Endure Elements. Ignore 5 dmg / round from one energy type Soften Earth & Stone. Turn stone to clay or dirt to mud Water Breathing. Subjects can breathe underwater Solid Fog. Blocks vision and slows movement Commune with Nature. Learn about terrain for one mile / level Luke's Freezing Sphere. Freezes water or deals cold damage Control Weather. Changes weather in local area Horrid Wilting. Deals 1d8 damage / level within 30 ft Summon Monster IX. Water elementals only

Aries
1 2 3 4 5 6 7 8 9 Pass without Trace. One subject / level leaves no tracks Bull's Strength. Subject gains 1d4+1 Str for 1 hr / level Meld into Stone. You and your gear merge with stone Stoneskin. Stops blows, cuts, stabs, and slashes Wall of Stone. 20 hp / 4 levels, can be shaped Summon Natures Ally VI. 1d3 dire boars or earth elementals Summon Natures Ally VII. Earth elementals only Earthquake. Intense tremor shakes 5 ft / level radius Summon Natures Ally IX. Earth elementals only

Cancer
1 2 3 4 4 6 7 8 9 Mage Armor. Gives subject +4 armor bonus Bull's Strength. Subject gains 1d4+1 Str for 1 hour / level Magic Vestment. Armor or shield gains +1 / 3 levels Sleet Storm. Hampers vision and movement Stoneskin. Stops blows, cuts, stabs, and slashes Summon Monster VI. Fiendish Chuul Iron Body. Body becomes living iron Regenerate. Subjects severed limbs grow back Implosion. Kills one creature / round

Capricorn
1 2 3 4 5 6 7 8 9 Magic Fang. Natural weapon gets +1bonus Speak with Animals. Communicate with natural animals Summon Nature's Ally III. Calls creature to fight Greater Magic Fang. Natural weapon gets +1 / level (max +5) Animal Growth. One animal / two levels doubles in size, HD Summon Nature's Ally VI. Calls creature to fight Liveoak. Oak becomes treant guardian Animal Shapes. One ally/level polymorphs into chosen animal Summon Nature's Ally IX. Calls creature to fight

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Gemini
1 2 3 4 5 6 7 8 9 Charm Person. Makes one person your friend Mirror Image. Creates decoy duplicates of you Charm Monster. Makes one creature your friend Scrying. Spies on subject from a distance False Vision. Fools scrying with an illusion Mislead. Turns you invisible and creates illusory double Shadow Walk. Step into shadow to travel rapidly Reverse Gravity. Objects and creature fall upward Shapechange. Transform into any form, change form 1/rnd.

Scorpio
1 2 3 4 5 6 7 8 9 Chill Touch. 1 touch / level deal 1d6 damage / level Summon Swarm. Swarm of small crawling or flying creatures Poison. Touch deals 1d10 Con damage, repeat in 1 minute Giant Vermin. Turns insects into giant vermin Insect Plague. Limits vision, inflicts damage, creatures flee Acid Fog. Fog deals acid damage Creeping Doom. Carpet of insects attacks at your command Horrid Wilting. Deals 1d8 damage / level within 30 ft Implosion. Kills one creature / round.

Leo
1 2 3 4 5 6 7 8 9 Faerie Fire. Outline subject with light Flame Blade. Touch attack deals 1d8+1 per 2 levels Flame Arrow. Shoots flaming projectiles or fiery bolts Summon Nature's Ally IV. Lion Summon Nature's Ally V. d3 lions, 1 dire lion or fire elemental Commune with Nature. Learn about terrain for one mile / level Fire Storm. Deals 1d6 fire damage / level Incendiary Cloud. Cloud deals 4d6 fire damage / round Summon Monster IX. Fire elementals

Taurus
1 2 3 4 5 6 7 8 9 Bless. Allies gain +1 attack and +1 saves against fear Bull's Strength. Subject gains 1d4+1 Str for 1hr/level Magic Vestment. Armor or shield gains +1 / three levels Divine Power. Gain attack bonus, 18 Str, an 1 hp per level Wall of Stone. 20 hp / four levels; can be shaped Stoneskin. Stops blows, cuts, stabs, and slashes Earthquake. Intense tremor shakes 5 ft / level radius Shield of Law. +4 AC, +4 Resistance, & SR 25 vs Chaos Bigby's Crushing Hand. Provides cover, pushes, or grapples.

Libra
1 2 3 4 5 6 7 8 9 Magic Weapon. Weapon gains +1 bonus Bull's Strength. Subject gains 1d4+1 Str for 1 hr./level Keen Edge. Doubles normal weapon's threat range Divine Power. You gain attack bonus, 18 Str, and 1 hp / level Righteous Might. Your size increases and you gain +4 Str Heroes' Feast. Food for one creature / level cures and blesses Mordenkainen's Sword. Magic blade strikes opponents Symbol. Triggered runes have array of effects Summon Monster IX. Calls creature to fight

Virgo
1 2 3 4 5 6 7 8 9 Charm Person. Makes one person your friend Detect Thoughts. Allows "listening" to surface thoughts Charm Monster. Makes monster believe it is your ally Emotion. Arouses strong emotion in subject Dominate Person. Controls humanoid telepathically Mass Suggestion. As suggestion, plus one / level subjects Sympathy. Object or location attracts certain creatures Antipathy. Object or location repels certain creatures Dominate Monster. As dominate person, but any creature

Pisces
1 2 3 4 5 6 7 8 9 Know Direction. You discern north Invisibility. Invisible for 10 min/ level or until attacks Haste. Extra Partial Action and +4 AC Dimension Door. Teleports you and up to 500 lb. Ice Storm. Hail deals 5d6 damage / level Find the Path. Shows most direct way to a location Plane Shift. Up to eight subjects travel to another plane Horrid Wilting. 1d8 damage / level within 30 ft. Astral Projection. Project selft and companions to the astral

Planets
For the Planets, we've designated a clerical domain that best suits each planet. As with the constellations, when converting a domain into a spell list for the Society of Heavenly Movements, remove the "granted power" of the domain. We have not included Uranus, because the traditional Uranus is the father of the gods in Roman myth, not given his own portfolio. Mercury - Travel domain spells Venus - Love domain spells Mars - War domain spells Saturn - Plants domain spells Jupiter - Storms domain spells Neptune - Water domain spells Pluto - Death domain spells Sun - Sun domain spells

Sagittarius
1 2 3 4 5 6 7 8 9 Goodberry. 2d4 berries each cure 1 hp (max hp/24 hours) Warp Wood. Bends wood (shaft, handle, door, plank) Speak with Plants. Talk to normal plants and plant creatures Antiplant Shell. Keeps animated plants at bay Commune with Nature. Learn about terrain for one mile/level Ironwood. Magical wood is strong as steel Changestaff. Staff becomes a treant on command Sunburst. Blinds all within 10 ft., deals 3d6 damage Storm of Vengeance. Storm rains acid, lightning, and hail

the Moon
1 2 3 4 5 6 7 8 9 Faerie Fire. Outline subject with light See Invisibility. Reveals invisible creatures and objects Charm Monster. Makes monster believe it is your ally Emotion. Arouses strong emotion in subject Shadow Evocation. Mimics evocation less than 5th level Permanent Image. Includes sight, sound and smell Insanity. Permanent confusion on one target Animal Shapes. One ally/level polymorphs into chosen animal Gate. Connects two planes for travel and communication

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Swashbuckler
He couldn't claim he hadn't known better. From the moment he received the letter indicating that an anonymous buyer was interested in the star sapphire of Rhodan his common sense screamed it was a setup. But even as a setup, Jordan's interest in finding out who knew he had stolen the sapphire overcame his reason. It turns out, it was the thieve's guild. As per the instructions provided in the letter, Jordan had entered the basement of the abandoned east block prison for the meeting. Once downstairs the guild sprung its trap. As crossbow bolts flew past overhead, Jordan dropped his whole 3 foot form prone, dodging all but one of the bolts which tore through his left forearm. With a curse and a laugh he rolled for the stairs opposite the ones he had descended and flipped nimbly to his feet, short sword in one hand, dagger in the other. He snapped the dagger out towards one of the jail cells the bolts had been launched from and immediately bolted up the stairs, avoiding a second hail of quarrels. Jordan swept onto the ground floor of the old jail, neatly avoiding the axe readied for his arrival. Jumping up onto a table top, he struck once at the squinty-eyed half-orc with the axe and flipped back to the floor, leaving the table between himself and the halforc. As the half-orc jumped over the table, Jordan tripped him with a kick to the shin just as he was landing, sending the axe-man sprawling on the floor. Deftly cutting free his voin purse while tumbling across his prone form, Jordan then made for the back door where the well-known Guild thug waited, sword down. Knowing that the half-orc was moving towards his back, Jordan sprang to the attack against the superior sword-arm of Hollace, forcing Hollace back through the door with fancy footwork and a series of incredibly quick slashes at his knees. Free of the confines of the old prison, Jordan made speed to get out of that end of town completely. What place indeed, for the suave swordsman? The swashbuckler is a man of style over substance, one who hopes his reputation and fancy showmanship can win through any fight. He is about wits and style, daring-do and aplomb. This is not a job for the armoured fighter, swashbucklers don't do it with huge axes, they do it with style and flair. Swashbucklers are usually charismatic rogues and bards first and foremost, living life day-to-day in the urban centers or upon the decks of boats with their only destination being excitement. Swashbucklers otherwise are not fond of travel, as caravans can become quickly tiresome, and they are not cut out for mercenary Table 1-50: Swashbuckler Level Advancement Class Attack Fort Ref Level Bonus Save Save 1 +0 +0 +2 2 +1 +0 +3 3 +2 +1 +3 4 +3 +1 +4 5 +3 +1 +4 6 +4 +2 +5 7 +5 +2 +5 8 +6 +2 +6 9 +6 +3 +6 10 +7 +3 +7

work (or any other real employ for that matter). They can wield a sword with style, but they are not trained to be a deadly opponent with it, moreover, they use their fighting skills to pull themselves out of predicaments that their sharp tongues may put them into. Hit Die: d8 Requirements To qualify to become a Swashbuckler (Swa) a character must fulfill all the following criteria. Base Attack Bonus: 6+ Perform: 6 ranks Tumble: 6 ranks Balance: 6 ranks Jump: 6 ranks Feats: Dodge, Mobility, Ambidexterity, Expertise Class Skills The Swashbuckler's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Innuendo (Wis), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Sense Motive (Wis), Spot (Wis), Swim (Str) and Tumble (Dex). See Chapter 4: Skills in Core Rulebook 1 for skill descriptions. Skill Points per level: 6 + Int modifier Class Features All the following are class features of the Swashbuckler prestige class. Weapon and Armour Proficiency: Swashbucklers are proficient with all simple and martial weapons of up to their size level (not with any weapons a size level larger than they are, nor with any projectile weapons) and light armour but not shields. Quick Wits (Ex): When not wearing armour (or wearing armour with an armour-check penalty of zero), swashbucklers add their Int bonus (if any) to their Dexterity bonus to modify AC and Reflex saves. Any situation that would deny their Dex bonus to AC also denies this Int bonus. Uncommon Footing (Ex): The Swashbuckler is used to fighting on unusual and uneven surfaces (such as beer-moistened tabletops, the backs of toppling chairs, and so on) and receives a +4 competence bonus on all balance checks, and can fight at full proficiency on nearly any terrain or surface, unless he fails the balance check.

Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Special Quick Wits Evasion Bonus Feat Uncommon Footing Fancy Footwork Bonus Feat Tumbling Step Pressing Attack Bonus Feat Uncanny Defence

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Evasion (Ex): At 2nd level, a swashbuckler gains evasion. If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the swashbuckler takes no damage with a successful saving throw. Evasion can only be used if the swashbuckler is wearing no armour (or armour with an armour check penalty of zero). It is an extraordinary ability. If the Swashbuckler already has the Evasion ability, he instead gains a +2 bonus to all Reflex saves that Evasion would normally apply to. Bonus Feat (Ex): At third, sixth and ninth level, the Swashbuckler gains a bonus feat. This feat must be taken from the following list of feats: Spring Attack, Improved Trip, Improved Disarm, Two-Weapon Fighting, Improved Two-Weapon Fighting, Blind-Fight, Quick Draw. Fancy Footwork (Ex): With a whirl and a twist, the swashbuckler can involve his feet in any altercation. The swashbuckler can use his feet in an off-hand kick attack or trip attack as per the normal two-weapon fighting rules, without provoking an attack of opportunity (as long as he is also wielding a weapon, as if he had the improved unarmed strike feat), and gaining an additional +4 surprise bonus to hit the first time he does this in a combat, and a +2 surprise bonus the second time.

Tumbling Step (Ex): Whenever the Swashbuckler would normally be entitled to take a single 5 foot step (which does not provoke an attack of opportunity), the Swashbuckler is entitled to take a 10 foot step (which does not provoke an attack of opportunity). This extraordinary ability only functions when the swashbuckler is wearing no armour or armour with an armour check penalty of zero. Pressing Attack (Ex): When wearing no armour, or armour with an armour check penalty of zero, the swashbuckler can declare any full attack action to be a pressing attack action. With each attack, the opponent must make a Will save (DC = 10 + Swashbuckler level + Cha bonus) or take a five-foot step backwards (this may also force a balance check for crossing terrain without looking, or one at DC 15 if run into a wall in this way). The swashbuckler may follow up into their old square as a free action. For the turn that Swashbuckler committed himself to a pressing attack, he suffers a -2 AC penalty. Uncanny Defence (Ex): At level 10, the Swashbuckler masters the ability to survive any fight through agility and wits. He gains both the Defensive Roll and Improved Evasion abilities of a highlevel rogue.

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Tainted Warlock
I had travelled far and wide- to every part of my world that I found remotely interesting, and to hundreds, perhaps thousands of others. The boundaries of the planes were as paper to me. I could tear through them, even burn them as I needed. In my journeys I encountered many strange entities, but the most fascinating to me was one form that I found nearly everywhere- the undead. Somehow planar boundaries applied differently to them... they contained or were a product of a link between their own plane and another- a source of dark, crackling energy that was bitter cold, blacker than night, and that could touch a person's very soul, drawing the warmth of life from them. But this energy could animate the dead just as life animates the living- refilling the frozen soul with dark energy and providing the energy for muscles to move and for magic to be cast. Finally, feeling prepared by my research into the phenomenon, I travelled across the planar boundary to the source of this dark energy. It was a world cold beyond reason, darker than black. It sucked at my soul, pulling the warmth of my being from me, trying to make me one with it. But instead of losing my life to it, I drew a small portion of it into my heart, savored its raw cold and drew power from it. I emerged from that dark place hurt and frozen, but empowered by its darkest energies. Tainted Warlocks have embraced the hurt and degeneration of negative energy. They have somehow captured a small piece of negative energy and held it within their bodies until it has encroached upon their soul and essence. Their magic becomes infused with negative energy, the black, crackling energy that originates on the Negative Material Plane. From the moment they grasp the dark hole within themselves to be the root of their power, Tainted Warlocks are transformed. They become cold to the touch and the whites of their eyes turn deep purple, dark blue or even black. Many Tainted Warlocks are necromancer specialist wizards who have found another source of power than the traditional armies of the undead. Many are also wizards and sorcerers who crave more power but who don't have the high intelligence or charisma needed to master powerful spells. Hit Die: d4

Requirements To qualify to become a Tainted Warlock (Twa) a character must fulfill all the following criteria. Alignment: Any Evil Base Will Save: 6+ Knowledge (Arcana): 8 ranks Knowledge (Planes): 8 ranks Feats: Iron Will Spellcasting: Able to cast at least two arcane spells dealing directly with negative energy such as Animate Dead, Circle of Death, Energy Drain, Enervation, Finger of Death and Horrid Wilting. Class Skills The Tainted Warlock's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (arcana or planes) (Int), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft (Int). See Chapter 4: Skills in Core Rulebook 1 for skill descriptions. Skill Points at Each Level: 2 + Int modifier. Class Features All of the following are class features of the Tainted Warlock prestige class. Weapon and Armour Proficiency: The Tainted Warlock gains no new proficiencies with weapons or armour. Note that armour check penalties for armour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets and Tumble. Carry Taint (Su): To use any powers granted by the Tainted Warlock prestige class (including bonus spells and additional spellcaster levels), the character must always maintain an inner piece of negative energy. This is done by using the Carry Taint supernatural ability. Using a prepared action, a Tainted Warlock can absorb a portion of a negative-level attack and carry it as the core of his magical abilities. Effectively this "traps" the negative level, so that it never goes away (and therefore will also not result in actual level loss). This loss of vital energy is treated as a normal negative level in all other ways - the Tainted Warlock suffering a -1 penalty to all skill checks, ability checks, attack rolls and saving throws, and a 1 effective level penalty for all calculations based on character level except for spellcasting abilities (levels of spells cast, effects of spells, etc). The Tainted Warlock can never hold more than one negative level in this way.

Table 1-51: Tainted Warlock Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +0 +0 +2 Carry Taint 2 +1 +0 +0 +3 Black Spellcasting +1d6 3 +1 +1 +1 +3 4 +2 +1 +1 +4 Black Spellcasting +1d8 5 +2 +1 +1 +4 6 +3 +2 +2 +5 Black Spellcasting +1d12 7 +3 +2 +2 +5 Unholy Spellcasting 8 +4 +2 +2 +6 Black Spellcasting +2d8 9 +4 +3 +3 +6 10 +5 +3 +3 +7 Black Spellcasting +3d8

Spellcasting

Bonus Spells 3 3 3 3

+1 spellcaster level

+1 spellcaster level 3 3 +1 spellcaster level 4

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Bonus Spells (Ex): At most levels of Tainted Warlock gained, the character gains bonus spells to the number of arcane spells per day he normally casts. These bonus spells can be added to whatever level of spells the Tainted Warlock can currently cast, but no more than one can be added to the character's highest current spell level at each level. For example, Christos leNoir is a level 11 Wizard who takes a level of Tainted Warlock. He can take one bonus level 6 spell (the highest level spells he can cast) and one bonus spell in one other level (level 0 through level 5 - most likely level 5). For spellcasting effects, Tainted Warlock levels do not increase the caster's spellcasting level, except as indicated. Spell Casting: At every third level of Tainted Warlock, the character gains new spells per day as if he had also gained a level in the arcane spellcasting class she belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those he receives from the prestige class, and so on), except for an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming a Tainted Warlock, he must decide to which class he adds the new level for purposes of determining spells per day.

Black Spellcasting (Su): At the indicated levels, the Tainted Warlock can give extra power to any spells (arcane or divine) when casting them by adding negative material energy. In addition to its normal effect, any spell also inflicts the indicated amount of negative energy damage to the target if the spell takes effect (assuming the target fails his saving throw, if any). This damage heals undead instead of damaging them. Spells with different effects based on the success or failure of a saving throw (such as disintegrate or slay living) inflict the additional damage either way. Unholy Casting (Su): Beginning at level 7, all spells cast by the Tainted Warlock (arcane or divine) gain the [evil] descriptor (replacing the [good] descriptor if applicable) and add +2 to the save DC if the target or creatures within the area are of good alignment.

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Timer
Like an arrow from a tight-strung bow, Errises erupted from the shadows towards the hideous, tentacled head of the mind flayer. The mind flayer turned, preparing a blast of psionic energy to send Errises back to the recesses from which he had exploded. But momentarily, time seemed to cease for the flayer, as Errises ran along the wall and ceiling, dropping down in front of the creature and sending it reeling back towards the black precipice. As time seemed to right itself, the surprised flayer launched a blast of psychic energy at Errises, sending a shockwave rippling past him that no amount of dodging could avoid. The blast jarred his mind, but did not slow his progress. Once again time seemed to play tricks on the flayer. Errises stepped forwards again and tripped the beast, then struck it with his crystal katana as it began to fall, following up the blow with yet another strike once the flayer landed upon the basalt beneath it. Timers are as fast as thought itself. They have honed their psionic arts to be able to move faster than anyone else, to the point of bending time to their needs. They jump further, move faster, run up walls and dodge harder than anyone else. Due to the incredible amount of psionic and physical prowess required to become a Timer, almost all timers are psychic warriors with a few drawn from other psionic classes, most typically nomads. Hit Die: d8 Requirements To qualify to become a Timer (Tmr) a character must fulfill all the following criteria. Knowledge (Psionics): 5 ranks Tumble: 8 ranks Feats: Dodge, Psionic Charge, Psionic Dodge, Speed of Thought, Up the Walls Class Skills The Timer's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Jump (Str), Knowledge (psionics) (Int), Stabilize Self (Str), Swim (Str), Tumble (Dex), and Use Psionic Device (Cha). Skill Points at Each Level: 4 + Int modifier.

Class Features All of the following are class features of the Timer prestige class. Weapon and Armor Proficiency: Timers gain no additional training with weapons or armor. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets and Tumble. Manifesting: At the indicated levels, a Timer gains additional power points per day and discovers psionic abilities as if increasing in level in the manifesting class he had prior to becoming a Timer. He gains no other benefits normally associated with gaining a level in that class (hit points, saving throws, additional psionic combat modes, etc). Personal Time (Su): The level 1 Timer can slow his perceptions of time just enough that he never feels harassed or worried. This allows him to take 10 on any skill check even in situations where this would normally not be allowed. The Timer may manifest this ability once per day per class level at no cost; additional manifestations of this ability cost 1 power point per use. Dodge This (Su): At level 2, the Timer can focus his dodging against a single opponent. During his action, the Timer designates an opponent and receives a +1 dodge bonus to Armor Class against attacks from that opponent. This can be the same opponent or opponents designated for the standard Dodge and Psionic Dodge feats, in which case the dodge bonuses stack. The Timer can reassign his opponents as a free action on each action. A condition that makes the Timer lose his Dexterity bonus to Armor Class (if any) does not make him lose the dodge bonus(es) from this feat. Every second level after level 2, the Timer gains an additional opponent that he may target with this ability (or he may apply the dodge bonuses against the same opponent, as normal). Act Up (Su): A level 3 Timer can accelerate his own time frame sufficiently to allow an additional partial action in a round. Manifesting this ability is a free action for the Timer. This partial action is treated the same as any other partial action, and can be used for an attack action or a move-equivalent action or for anything else that does not require a full round action to complete. At level 3 the Timer can manifest this ability once per day. It may be manifested one additional time per day per two class levels thereafter (as per table 1-22: The Timer). A Timer may manifest

Table 1-52: Timer Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +2 +2 +0 Personal Time 2 +1 +3 +3 +0 Dodge This (1) 3 +2 +3 +3 +1 Act Up 1/day, Mental Speed 4 +3 +4 +4 +1 Dodge This (2) 5 +3 +4 +4 +1 Act Up 2/day, Up and Over 6 +4 +5 +5 +2 Dodge This (3) 7 +5 +5 +5 +2 Act Up 3/day, Instant Action 8 +6 +6 +6 +2 Dodge This (4) 9 +6 +6 +6 +3 Act Up 4/day, Mental Speed 10 +7 +7 +7 +3 Dodge This (5)

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

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

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Tribal Berserker
Mingar knew neither fear nor reluctance. Across the muddy field were the organized phalanxes and archers of the high elven armies. Beyond them, the tall and fine trees of their home - trees that would soon be used for longhouses and warships. Mingar Gowl felt the bile rise in his throat, filled with revulsion for such frail creatures who dared to claim stewarship over the vast forests that the tribes needed for their own survival. No elf that met Mingar today would live to tell the tale; it would be a day of slaughter for the Dark Wolf whom he served. Mingar surged forward with a feral cry on his lips. Around him, the horde exploded into movement, a mass rush towards the elven lines. Arrows rained down among them, stopping many in their tracks to feed their blood to the earth mother, but Dark Wolf pulled Mingar forwards through the rain of wood. Screaming and frothing, he launched himself towards the phalanx that stood between himself and the Archers. The Dark Wolf leaping up within him at the promise of blood, filling him with power and ferocity. He yearned for the blood of his foes, and they saw it in him. And they ran. The phalanx shattered even before Mingar was within it, his charge pulling him through their ranks and straight into the archers who were preparing for the next volley. The red of the Dark Wolf welled up within him, stronger again with every elf that fell to his axe that day. Tribal Berserkers are at once feared and revered by the barbarian tribes they come from. They are members of strange animal battle-cults that were originally founded ages ago. Many tribal bloodcults or warrior groups keep a magically pre-

served store of blood from their lycanthropic totem. A promising young warrior of the tribes is sometimes chosen to join the ranks of the berserker tribes in a ritual that involves the mingling of her blood with the tribal stores of their lycanthropic totem. Some tribes are aligned with a specific lycanthrope, while in other tribes the Berserkers are more of a religious blood cult tolerated within the tribe because of their fierce nature as tribal warriors. Regardless, the Berserkers are ready and willing front-line shocktroops known for their savage frenzies even within a culture where raging barbarians are the norm, not the exception. Almost all Tribal Berserkers are barbarians, although some are holy warriors of the blood cults, clerics and druids who have multiclassed as barbarians before gaining levels of Tribal Berserker. Hit Die: d12 Requirements To qualify to become a Tribal Berserker (Tbz), a character must fulfill all the following criteria. Alignment: any non-lawful alignment Base Attack Bonus: +6 or higher Base Fortitude Save: +5 or higher Intimidate: 6 Ranks Feats: Power Attack, Cleave Special: Been bitten by or have consumed the blood of a lycanthrope in the heat of combat and have been accepted into the ranks of one of the lycanthrope-affiliated barbarian tribes or blood-cults. Special: Ability to rage. Class Skills The Tribal Berserker's class skills (and the key ability for each skill) are Control Shape (Wis), Handle Animal (Cha), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Listen (Wis), Ride (Dex) and Wilderness Lore (Wis). Skill Points at Each Level: 2 + Intelligence modifier Class Features All of the following are class features of the Tribal Berserker prestige class.

Table 1-53: Tribal Berserker Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +1 +2 +0 +0 Berserk Rage 1/day 2 +2 +3 +0 +0 Damage Reduction 1/3 +3 +3 +1 +1 Heightened Senses, Fearsome Rage 4 +4 +4 +1 +1 Berserk Rage 2/day 5 +5 +4 +1 +1 Damage Reduction 2/6 +6 +5 +2 +2 WereRat Shape, Detect Invisible 7 +7 +5 +2 +2 WereWolf Shape, Berserk Rage 3/day 8 +8 +6 +2 +2 WereBoar Shape, Damage Reduction 3/9 +9 +6 +3 +3 WereTiger Shape, Great Berserk Rage 10 +10 +7 +3 +3 WereBear Shape, Berserk Rage 4/day

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Table 1-54: Effects of Fearsome Rage Level Difference Effect 5+ -4 morale penalty +1 to +4 -3 morale penalty 0 -2 morale penalty -1 to -4 -1 morale penalty -5 No effect

to to to to

attacks rolls, concentration and saves, -2 morale penalty to target's allies within 40' attacks rolls, concentration and saves, -1 morale penalty to target's allies within 40' attack rolls, concentration checks and saving throws attack rolls, concentration checks and saving throws

Weapon and Armour Proficiency: Tribal Berserkers are proficient in all basic and martial weapons except projectile weapons (bows, crossbows and the like) and shields, but are not trained with any armor. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets and Tumble. Berserk Rage (Ex): The Tribal Berserker's Berserk Rage ability is almost identical to the Barbarian's rage except as follows. The Berserk Rage lasts for (5 + new Constitution modifier) rounds. If the Berserker is still in his Berserk Rage when all opponents have fallen, there is a flat 11% chance each round that he will turn on a friendly character. This chance is reduced by 1% per level in the Tribal Berserker prestige class. During a Berserk Rage, a Tribal Berserker with the Cleave feat in light or no armour is treated as having the Great Cleave feat. If the Tribal Berserker has the Great Cleave feat already and is wearing light or no armour, then treat her as having the Whirlwind Attack feat. Berserk Rages are always distinguished from normal Barbarian Rages, and most berserkers can choose to either berserk rage or barbarian rage. Damage Reduction (Ex): A Tribal Berserker's damage reduction (gained at level 2) does not stack with damage reduction provided by other sources or classes except the Barbarian class. For Barbarian Tribal Berserkers, one half the Tribal Berserker damage reduction can be stacked with the character's Barbarian damage reduction if it would produce a higher damage reduction than the Tribal Berserker damage reduction on its own. Heightened Senses (Ex): The Tribal Berserker gains a +2 bonus to Spot, Listen and Search rolls from her refined animallike senses (this does not stack with racial modifiers). Fearsome Rage (Ex): The Tribal Berserker's Berserk Rage can cause morale penalties in enemies. Compare the Tribal Berserker's level to the opponent's level or Hit Dice on table 124: Effects of Fearsome Rage when a Tribal Berserker in Fearsome Rage attacks. For purposes of this table only, treat the Tribal Berserker as being two levels higher if she is wearing no armour other than a shield, or four levels higher if she is completely skyclad (again, except for a shield) and in warpaint. Detect Invisible (Ex): The Tribal Berserker's senses are preternaturally sharp and she now treats invisible foes as having 50% concealment (20% miss chance instead of 50% miss chance). Great Berserk Rage (Ex): As with the Barbarian "Great Rage" ability, at this level the Berserker's stat bonuses are greater during a Berserk Rage (but not during a Barbarian Rage).

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

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Troll Hunter
It takes a special kind of crazy to go out looking for trolls. More than that, it takes some serious combat training to take down a troll and keep it down until the backup shows up with the alchemist's fire. Troll Hunters have it in spades. They are the toughest, meanest guys in town, trained to be savage butchers. They keep the beasts down not with finesse, but with massive damage and gory chunks. Troll Hunters favor large two-handed weapons that can rend gobbets from their foes, usually axes and other large blades. Because of their focus on offense instead of defense, Troll Hunters that manage to survive are some of the hardiest and most scarred members of their races. Obviously, most Troll Hunters are drawn from the ranks of barbarians and fighters, with some particularly determined rangers making up most of the remainder. Troll Hunters tend to be loud and boisterous, living life as a grand and deadly game that seems to revolve around drinking and chopping up Trolls. Hit Die: d12 Requirements To qualify to become a Troll Hunter (Trh) a character must fulfill all the following criteria. Base Attack Bonus: 7+ Wilderness Lore: 5 ranks Feats: Hardcore, Power Attack,Toughness, Weapon Focus (any weapon at least one size larger than the character with a critical multiplier of x3 or greater). Special: Must have fought with and slain at least two regenerating creatures Class Skills The Troll Hunter's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), and Swim (Str). Skill Points at Each Level: 2 + Int modifier. Class Features All of the following are class features of the Troll Hunter prestige class.

New Feat
Hardcore [General] You are as tough as they come, able to take punishment that a raging, hardened barbarian would cringe at. Prerequisites: Toughness, Con 15+ Benefit: When you gain this feat, add your current base Fortitude save +1 to your hit point total. Special: This feat can be taken multiple times; the benefits stack.
Weapon and Armor Proficiency: Troll Hunters are proficient with all simple and martial melee weapons as well as with all types of armor, but not with shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets and Tumble. Greater Power Attack (Ex): The first lesson of Troll Hunting is to take them down as fast as possible. When wielding a weapon at least one size category larger than himself, a Troll Hunter using the Power Attack feat gains +3 to damage for every -2 taken to his attack roll. This ability supersedes (does not stack with) the extra damage normally granted by the Power Attack feat. Rending Blow (Ex): Whenever a level 2 Troll Hunter successfully deals a critical hit with a weapon that he has the Weapon Focus feat with, he deals an additional 1d6 damage above and beyond the normal damage dealt by the attack. This bonus damage increases by 1d6 at levels 5 and 8. Mighty Charge (Ex): When a level 3 Troll Hunter charges a foe, he may declare it to be a Mighty Charge. Mighty Charges gain a +4 bonus to hit and a +2 bonus to damage, but reduce the charging Troll Hunter's Armor Class by 5 points for the round. This ability supersedes (does not stack with) the normal bonuses for charging into melee. Bloody Murder (Ex): Beginning at level 4, half of any damage dealt by the Troll Hunter's Rending Blow ability is exceedingly hard to heal (even in the case of regenerating monsters). This is because the Troll Hunter is ripping and cleaving this flesh from the body of his opponent, often sending gobbets of troll-meat flying for yards around with every attack. Each point of damage

Table 1-55: Troll Hunter Level Advancement Class Attack Fort Ref Level Bonus Save Save 1 +1 +2 +0 2 +2 +3 +0 3 +3 +3 +1 4 +4 +4 +1 5 +5 +4 +1 6 +6 +5 +2 7 +7 +5 +2 8 +8 +6 +2 9 +9 +6 +3 10 +10 +7 +3

Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Special Greater Power Attack Rending Blow +1d6 Mighty Charge Bloody Murder Rending Blow +2d6 Massive Power Attack Rending Blow +3d6 Limb Ripper

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

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Two-Fisted Sorcerers of TArg


Like an omen, a shadow blotted out the noonday sun for an instant- and the attack on the caravan began. The screech of the griffon spooked the horses as it hurtled out of the sky, deadly talons outstretched. At the same moment, the sand around them exploded to life as dwarven raiders erupted from hidden doors. In a moment, the griffon was already flying upwards with the caravan's mercenary archer and pointman pinned between its bloody talons, the two dwarves on its back firing bolts from steel crossbows at the other defenders. A dusty dwarf in a red turban and cloak over banded mail rushed at Tluakos, greataxe held overhead in a deadly charge. Tulakos took a single step back across the grainy sand and hurled the dwarf back, end over end, with a telekinetic punch that winded both the raider and his companion onto whom he had been hurled. Certain that he wasn't threatened for a moment, Tulakos hasted himself and surged forwards, his silk pants a deep purple blur across the desert sands. More dwarven raiders were emerging from a trap door suddenly thrown open just beside the caravan trail. Tulakos summoned his arcane magics forth once more, foreshortening the gestures needed to manifest the eldritch bolts, but making them with both hands. From his outstretched hands two volleys totalling over a dozen bolts of fire between them flew into the midst of the dwarves. Wreathing himself in flames, he followed the bolts into the middle of the fray, laying about with flaming fists. Deep within the deserts, far from the great cities of the realms, can be found the Two-Fisted Sorcerers of T'arg, a group of sorcerers and bards who have learned to produce magic using both hands. These nomadic spellcasters consider themselves an elite corps of brawling sorcerers who have been hand-picked by older members of the group, and through them by T'arg himself. T'arg is believed to have founded the order, having previously been a monk / sorcerer who had fallen to the thrall of the Gods of Chaos hundreds of years ago. Membership includes several multiclassed Sorcerer / Rangers and Sorcerer / Monks, but is mostly Sorcerers and a few Bards. The Two-Fisted Sorcerers travel the deserts with caravans and nomadic tribesfolk who are always glad for their presence and spellcasting abilities (if not their hard drinking and brawling habits). Some grow tired of the lifestyle of the deserts (particularly among those Two-Fisted Sorcerers recruited from foreigners who were just "passing through" at the time) and begin to travel further, bringing their strange magics to the rest of the world. These travellers, however, don't usually recruit new members to the order of the Two Fisted Sorcerers, instead sending aspirants to the deserts where they were trained, to seek out fist-fights and barroom brawls in the hopes of encountering a teacher of the order (often on the other side of the brawl). Hit Die: d4 Requirements To qualify to become a Two-Fisted Sorcerer (2FS) a character must fulfill all the following criteria. Spellcasting: Ability to spontaneously cast arcane magic spells of 3rd level or higher Feats: Ambidexterity, Still Spell, Improved Unarmed Strike Spellcraft: 6 ranks Knowledge (arcana): 6 ranks Special: Been witnessed (and considered worthy) in a barehand brawl by a member of the Two-Fisted Sorcerers of T'arg (often against a member of the Two-Fisted Sorcerers). Class Skills The Two-Fisted Sorcerer's class skills (and the key ability for each skill) are Alchemy (Int), Appraise (Int), Concentration (Con), Diplomacy (Cha), Knowledge - Arcana (Int), and SpellCraft (Int). See Chapter 4: Skills in the Core Rulebook 1 for skill descriptions. Skill Points per level: 2 + Int modifier Class Features All of the following are class features of the Two-Fisted Sorcerer prestige class. Weapon and Armour Proficiency: The Two-Fisted Sorcerer is proficient in all basic weapons as well but with no armour nor with shields. Note that armour check penalties for armour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets and Tumble. SpellCasting: At most levels the Two-Fisted Sorcerer gains spellcasting ability as if he had gained a level in his primary arcane spell spontaneous-casting class.

Two-Fisted Casting (Su): Beginning at first level, the Two-Fisted Sorcerer gains the supernatural ability to cast two copies of the same spell at the same time in one combat round as a full round action, as long as the spell has a casting time of 1 action or less and is of the level indicated or lower. Both spells must be cast at Table 1-56: Two-Fisted Sorcerer Level Advancement the same target. For example a Class Attack Fort Ref Will level 5 Two-Fisted Sorcerer with Level Bonus Save Save Save Special Spellcasting Two-Fisted Casting:2 can cast up 1 +0 +0 +0 +2 Level 1 Two-Fisted Casting, 1/day spells up to level 2 in this way. The 2 +1 +0 +0 +3 +1 Spellcaster Level Arcane Spell Failure chance for any 3 +2 +1 +1 +3 +1 Spellcaster Level armour worn is doubled for this abil4 +3 +1 +1 +4 Level 2 Two-Fisted Casting, 2/day ity, and must be checked for both 5 +3 +1 +1 +4 +1 Spellcaster Level spells cast. 6 +4 +2 +2 +5 +1 Spellcaster Level Two-Way Casting (Su): Two7 +5 +2 +2 +5 Two-Way Casting 8 +6 +2 +2 +6 +1 Spellcaster Level Fisted Sorcerers with this ability can 9 +6 +3 +3 +6 +1 Spellcaster Level cast two-fisted spells (using the Two-Fisted Casting ability above) at 10 +7 +3 +3 +7 Level 3 Two-Fisted Casting, 3/day two different targets.

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Venomous
The Venomous is a prestige class followed by several different groups and organizations. Most of the Venomous are holy yuan-ti assassins (as were the original members of the class), granted special powers by their dark saurian gods. Other sentient races with natural poisons such as medusae have duplicated the efforts of the Venomous, and even some senior assassins and evil sorcerers with the poison spell have learned the tricks of this trade. The Venomous focuses training on physical movement and manipulation as well as the fortification of their natural poisons, as opposed to the more personal and interpersonal skills that many assassins master. Most NPC Venomous are low-brow assassins - those who are more concerned with the dispatching of their target than the finer arts of getting to and from the target. Some few are top professional assassins who seek ways to make their venoms deadlier for use against more powerful opponents, or members of nearforgotten races who seek to make their mark in the world. Hit Die: d6 Requirements To qualify to become a Venomous (Vnm) a character must fulfill all the following criteria. Alignment: Any evil Base Fortitude Save: +7 or greater (including any save bonuses specifically versus poison the character may have automatic if the character is immune to poison through any nonmagical means) Move Silently: 10 ranks Hide: 10 ranks Special: Ability to create poison spontaneously either through a natural poison ability, or the poison spell Class Skills The Venomous' class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Swim (Str) and Tumble (Dex). Skill Points at Each Level: 4 + Int modifier.

Class Features All of the following are class features of the Venomous prestige class. Weapon and Armor Proficiency: Venomous are proficient with all simple weapons, their choice of three light and one nonlight martial weapon, and any one exotic weapon. They gain no additional proficiencies with armor or shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets and Tumble. Poison Resistance (Ex): The Venomous work constantly with poisons and slowly grow more and more resistant to their effects. This is reflected by a resistance bonus on all saving throws against poison gained at level 1 that increases at each level gained until level 6, when the Venomous gain complete immunity to poison. Poison Use (Ex): The Venomous are keenly aware of the effects of poisons, and never risk accidentally poisoning themselves when applying poison to a blade. Deadly Poison (Su): The core of the art of the Venomous is their extremely potent, spontaneously created poisons. This includes poisons from natural attack forms as well as those created through the use of the spell or psionic ability poison, but does not include those created alchemically or via the Craft (poison) skill. Beginning at level 2, the DC of all saves against these poisons are increased by 1. This increases an additional 2 points every two class levels thereafter. Alternate Damage (Su): Beginning at level 3, the Venomous can change the form of his spontaneously created venom such that it deals damage to a different ability score than normal. The new ability score must be selected when the Venomous gains this ability, and from then on, any dose of poison can either deal its normal damage, or the same damage to the alternate ability score, decided by the Venomous when the attack is made. For most Venomous who have natural poisons that don't deal Con damage, the first choice is obviously to deal Con damage. At level 7, the venomous can select a second alternate ability score that the poison can damage. More Poison (Sp): The level 3 Venomous is capable of producing more poison per day than is normal for his racial or class ability. This ability allows the Venomous to spontaneously create poison as if casting the Poison spell once per day, as a spell-like

Table 1-57: Venomous Level Class Attack Fort Level Bonus Save 1 +1 +2 2 +2 +3 3 +3 +3 4 +4 +4 5 +5 +4 6 +6 +5 7 +7 +5 8 +8 +6 9 +9 +6 10 +10 +7

Advancement Ref Will Save Save +2 +0 +3 +0 +3 +1 +4 +1 +4 +1 +5 +2 +5 +2 +6 +2 +6 +3 +7 +3

Special Poison Resistance +1, Poison Use Poison Resistance +2, Deadly Poison +1 Poison Resistance +3, Alternate Damage, More Poison (1/day) Poison Resistance +4, Deadly Poison +3 Poison Resistance +5 Poison Immunity, Deadly Poison +5, More Poison (2/day) Alternate Damage, Magical Poison Deadly Poison +7 More Poison (3/day), Body of Ichor Deadly Poison +9, Magical Poison

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ability. The Venomous can use this ability one additional time per day at level 6, and again at level 9. Poison Immunity (Ex): Constant exposure to and experimentation with poisons and venoms has rendered the Venomous completely immune to poisons at level 6. Magical Poison (Su): A level 7 Venomous has begun to transcend the barriers between mere toxins and magic. The Venomous may select one of the qualities from the list below to be added to all his spontaneously created poisons. At level 10, the Venomous selects a second magical effect he can add to his poisons (both effects take place, even if they seem contradictory, such as HeartBurning and SoulChilling). Black: The victim suffers one negative level each time he fails a saving throw against the poison. Crippling: The incredible pain caused by the poison gives the victim a -3 pain penalty to attack rolls, skill checks and saving throws for 1 minute per failed saving throw against the poison. Fear: the victim must make a Will save to avoid suffering as if panicked for 1d8 rounds. HeartBurning: the victim suffers an additional 2d6 fire damage with each failed saving throw against the poison. SoulChilling: the victim suffers an additional 2d6 cold damage with each failed saving throw against the poison. Subtle: The victim must make a Will save in addition to a Fort save against the poison. If failed, he does not recognize that he has been poisoned. Body of Ichor (Ex): The constant exposure to more and more deadly poisons has made the level 9 Venomous mildly poisonous in his own right. Any person who ingests any bodily fluid or part of the Venomous becomes subject to a variety of ill effects. Treat all such bodily humours as being a mild ingested poison (DC 10 + half venomous class level + Con bonus) that causes primary and secondary damage of 1d2 Wisdom, Dex and Con. While this is rarely deadly, it can be quite distressing. By cutting himself with a piercing or slashing weapon, the Venomous can coat the weapon with an injury version of this same venom. This causes 1 point of damage to the Venomous for a weapon two sizes smaller than himself, plus one point of damage per size category of the weapon larger.

New Weapon Enhancement


Venomous
This piercing weapon allows the wielder to inflict a poison spell (DC 14) upon a creature struck by the blade once per day. The wielder can decide to use the power after he has struck. Doing so is a free action, but the poison must be inflicted on the same round that the dagger strikes. Caster Level: 5; Prerequisites: Craft Magic Arms and Armor, poison; Market Price: +1 bonus

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Weapon Cult Paragon


Many militaristic and warlike religions sponsor the existance of the weapon cults. Few deities of war are welcome in peace-loving countries, and the warrior cults they normally bring with them are even less welcome. The weapon cults are often the reaction of a people who have been converted to the faith of such a deity whos worship is unwelcome in their lands. Some lesser evil deities cultivate weapon cults as a primary form of worship for their young religions. But not all weapon cults serve secret deities or hidden agendas, some deities well known for their armament have so-called weapon cults in their worship also, as their chosen weapon is an easy sign of faith and a tangible benefit of worship. Weapon cults are usually small churches or cult cells who represent themselves by their use of their deity's favored weapon instead of their deity's holy symbol. Deities who are particularly out of favor in an area are more likely to have weapon cults in that area than a deity who is well received. Weapon Cults usually see themselves as fighting for their right to worship, as underdogs and believers among heretics and infidels. The leaders of the Weapon Cults are often not actual members of the individual cells, but wandering warrior clerics who fight for their faith. These Paragons use the weapon cults as a means to hide when under too much duress and a place to re-equip or to collect needed help for strikes against the established religions in the area. Hit Die: d8 Requirements To qualify to become Weapon Cult Paragon (Wcp) a character must fulfill all the following criteria. Base Attack Bonus: +5 Gather Information: 5 ranks Knowledge (religion): 8 ranks Feats: Leadership, Weapon Focus (deity's favored weapon) Spellcasting: ability to cast level 2 divine spells Special: Access to either the War or Weaponry domains.

Class Skills The Weapon Cult Paragon's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (local) (Int), Knowledge (religion) (Int), Sense Motive (Wis), and SpellCraft (Int). Skill Points per level: 2 + Int modifier Class Features All of the following are class features of the Weapon Cult Paragon prestige class. Weapon and Armor Proficiency: The Weapon Cult Paragon is proficient in all simple and martial weapons and with light and medium armors and shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets and Tumble.

Spellcasting: At the indicated levels, the Weapon Cult Paragon gains new spells per day as if she had also gained a level in the divine spellcasting class he belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those she receives from the prestige class, and so on), except for an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming a Weapon Cult Paragon, she must decide to which class he adds the new level for purposes of determining spells per day. Smite (Su): Once per day a Weapon Cult Paragon may make a single melee attack with a +4 attack bonus and a damage bonus equal to her level in the prestige class (if she hits). The Weapon Cult Paragon must declare the smite before making the attack. At level 5 a Weapon Cult Paragon can smite twice per day, and at level 10 this increases to three times per day. If the Weapon Cult Paragon already has a smite evil or smite ability (for example, a paladin or cleric with the Destruction domain), she can use the ability one extra time per day (two extra at level 5, and three extra times at level 10). The attack bonus does not increase, but the damage bonus is based on the character's combined level (Weapon Cult Paragon plus Cleric or Paladin level).

Table 1-58: Paragon Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +2 +0 +0 Smite 1/day 2 +1 +3 +0 +0 Wandering Warlord 3 +2 +3 +1 +1 Renown +2 4 +3 +4 +1 +1 Faithful Blow 1/day 5 +3 +4 +1 +1 Smite 2/day 6 +4 +5 +2 +2 Renown +4, Faithful Blow 2/day 7 +5 +5 +2 +2 8 +6 +6 +2 +2 Faithful Blow 3/day 9 +6 +6 +3 +3 Renown +6 10 +7 +7 +3 +3 Smite 3/day, Faithful Blow 4/day

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

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

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Zombie Master
Derek ran through the swamp, desperately trying to avoid the deeper water in the dark. A strand of spanish moss brushed past his face and shoulder, cold and wet like the hands of the corpses that had dragged him here before. They had carried him from the Inn in town under a veil of total silence, even the old wooden stairs failed to creak as they had descended. Their master was a foul magician who lived deep in the marsh in an old water-logged manor house. There Derek had been force-fed a meal of raw meat the source of which he did not dare imagine. He escaped the room they locked him in by pulling the bars out of the rotten window frame and began his run across the fens, hoping that he was indeed travelling north, back towards the village. The corpses controlled by the foul magician had tried to stop his escape, but they were slow and clumsy and easily outrun, their putrid flesh may have the strength of the dead, but it seemed rigor mortis had taken its toll. Finally through the huge ancient sycamores, Derek saw the warmth of firelight- lanterns in the village! He began a headlong sprint that sent him into a deep pool of rancid water, climbing up the roots of a tree on the edge of the pond he sought out the lights again and made for them, more cautiously this time. Peering through the trees he saw the lights flickering gently in the distance. He caught himself just short of a large pool of water and began looking for a clear way around it when he heard the sound of bushes being pushed aside behind him. Turning, expecting to see more of the undead corpses, he was startled by the magician himself stepping into the hopn not twenty paces behind. Derek turned and jumped into the water, desperately swimming towards the lights- the lights that floated over the water like three will-o-the-wisps under the direction of the dark mage. Cursing for allowing himself to be misled by such lowly magics, he continued to swim forwards into the clutching garsp of the zombies who dragged him down into the deep, black waters. The paths of the necromancer are many, but few are as singlemindedly devoted as that of the Zombie Master. While the true necromancer and many other lords of the dead work with the many varieties of animated corpses and life-beyond-death, the Zombie Master focuses on the simpler-to-control animated corpses of his namesake. Many arcane necromancers have come to this path, while it remains significantly less common among divine spellcasters who gain access to more powerful undead creations at higher levels. Some Zombie Masters become so familiar with the undead that they seek the transformation themselves... Hit Die: d6

Requirements To qualify to become a Zombie Master (Zmb), a character must fulfill all the following criteria. Alignment: non good Spellcasting: Ability to cast Animate Dead Knowledge (undead): 8 Ranks Heal: 5 Ranks Special: Must surround self with unintelligent animated dead for at least one month, never separated from them for the duration. Class Skills The Zombie Master's skills are Alchemy (int), Concentration (Con), Craft (Int), Knowledge (Arcane) (Int), Knowledge (Undead) (Int), Profession (Wis), and Spellcraft (Int). See Chapter 4: Skills in Core Rulebook 1 for skill descriptions. Skill Points at Each Level: 2 + Int modifier. Class Features All of the following are features of the Zombie Master prestige class. Weapon and Armour Proficiency: The Zombie Master receives no additional training in armour or weapon use. Spell Advancement: Each time the character gains a level of Zombie Master, she gains additional spell slots and casting ability as if going up a level in her original or favoured spell-casting class that meets the class prerequisites. Horde (Su): The Zombie Master has the ability to control three times his spellcaster level in Hit Dice of undead (instead of the usual limit of twice his spellcaster level). Bolster Undead (Su): The Zombie Master can bolster undead to prevent turning / rebuking or to cancel a successful turning / rebuking as a negative-energy-channelling cleric of three times his Zombie Master level. This power can be used (three plus charisma modifier) times per day, and is in addition to any other bolstering / rebuking abilities the Zombie Master may have from other classes. These bolstering uses cannot be used to control undead or for any other use that requires negative energy channelling. Returning Dead (Su): Zombies animated by the Zombie Master which later fall in combat can be re-animated with another application of the Animate Dead spell (normally slain undead creatures cannot be re-animated). Zombie Doctor (Su): Zombie Masters can cast Inflict Wounds spells upon zombies under their control within close range.

Table 1-59: Zombie Master Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +2 +0 +2 Horde, Bolster Undead 2 +1 +3 +0 +3 Returning Dead, Zombie Doctor 3 +1 +3 +1 +3 Empower Zombies 4 +2 +4 +1 +4 Spontaneous Animation 5 +2 +4 +1 +4 Army of Darkness

+1 +1 +1 +1 +1

Spellcasting Spellcaster Level Spellcaster Level Spellcaster Level Spellcaster Level Spellcaster Level

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Empower Zombies (Su): Zombies created by the Zombie Master can (at the Zombie Master's choice) be animated with 50% more hit dice than a normal zombie of it's size, and with a +4 Strength bonus. Spontaneous Animation (Su): The Zombie Master always has access to the tricks of his trade, being able to spontaneously convert any spell slot or memorized / prepared spell of the same level or higher into an Animate Dead spell. Army of Darkness (Su): The Zombie Master has the ability at level 5 to control four times his spellcaster level in Hit Dice of undead (superseding the Horde ability).

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chapter two spells & magic


Bard Spell List Additions
Level 2
Befuddle. Confusion affects a single target Foxs Guile. Target gains 1d4+1 Cha for 1 hour / level

Clouds Domain
Granted Power: Clerics of Clouds can see through natural and supernatural clouds, fog and rain without any impairment. 1 2 3 4 5 6 7 8 9 Clouds Domain Spells Obscuring Mist. Fog surrounds you Fog Cloud. Fog obscures vision Stinking Cloud. Nauseating vapours, 1 round / level Air Walk. Subject treads on air as if solid Solid Fog. Blocks vision and slows movement Cloudkill. Kills 3 HD or less, 4-6 HD save or die Acid Fog. Fog deals acid damage Prismatic Spray. Rays hit subject with a variety of effects Incendiary Cloud. Cloud deals 4d6 fire damage / round

Druid Spell List Additions


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

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

Level 3
Earth's Defender. Allows the subject to act below 0 hit points

Forge Domain
Granted Power: The cleric gains a +4 sacred bonus on all craft checks working with metal. 1 2 3 4 5 6 7 8 9 Forge Domain Spells Magic Weapon. Weapon gains +1 bonus Bull's Strength. Subject gains 1d4+1 Str for 1 hr / lvl Granite Arms. Weapon gains 5 hardness & hit points Major Creation. Create a metal object (no cloth, stone, wood) Wall of Iron. 30 hp / 4 lvls, can topple onto foes Permanency. Makes certain spells permanent Stoneskin. Stops blows, cuts, stabs and slashes Iron Body. Your body becomes living iron Elemental Swarm. 2d4 Large, 1d4 Huge Iron Elementals.

Level 7
Essence of Earth. DR 25 / +1 and minor spell immunity

Sorcerer / Wizard Spell List Additions


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

Level 3
Befuddle. Confusion affects a single target Claim from the Earth. Exhumes one person or object Murmur of the Earth. Shock wave topples targets

Horses Domain
Granted Power: Clerics of Horses can maintain a hustle for one half hour per point of constitution. 1 2 3 4 5 6 7 8 9 Horses Domain Spells Mount. Summons riding horse for 2 hours / level Expeditious Retreat. Doubles your speed Phantom Steed. Magical horse appears for 1 hour / level Heal Mount. As heal on warhorse or other mount Summon Monster V. (Celestial or Fiendish Pegasus) Summon Monster VI. (Celestial or Fiendish Unicorn) Wind Walk. You and your allies turn vaporous and travel fast Animal Shapes. One ally / level polymorphs into animal form Summon Monster IX. (Nightmare)

Level 4
Blast of Earth. 1d4+1/lvl blast of earth buries targets Magnetic Covering. Target is immobilized by dust and rock

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Negative Energy Domain


Granted Power: Clerics of Negative Energy cast all Inflict Wounds spells at +2 caster levels. 1 2 3 4 5 6 7 8 9 Negative Energy Domain Spells Bane. Enemies suffer -1 attack, -1 on saves vs fear Desecrate. Fills are with negative energy Animate Dead. Creates undead skeletons and zombies Circle of Doom. Deals 1d8+1/level damage in all directions Unhallow. Designates location as unholy Harm. Subject loses all but 1d4 hit points Destruction. Kills subject and destroys remains Unholy Aura. +4 AC, +4 resistance, SR 25 vs good spells Energy Drain. Subject gains 2d4 negative levels

Traps Domain
Granted Power: Clerics of Traps gain the rogue ability to detect traps when the search DC is higher than 20. 1 2 3 4 5 6 7 8 9 Traps Domain Spells Alarm. Wards an area for 2 hours / level Glyph of Warding. Inscription harms those who pass it Explosive Runes. Deals 6d6 damage when read Fire Trap. Opened object deals 1d4+1/level damage Greater Glyph of Warding. Glyph deals 10d8 or level 6 spell Guards and Wards. Array of magical effects protect area Symbol. Triggered runes have array of effects Trap the Soul. Imprisons subject within gem Imprisonment. Entombs subject beneath the earth

Positive Energy Domain


Granted Power: Clerics of Positive Energy can create a Positive Energy Ward , a spell-like ability to grant herself or someone touched a +5 sacred bonus on all saves against attacks utilizing negative energy (such as inflict wounds spells) and all special abilities of the undead. 1 2 3 4 5 6 7 8 9 Positive Energy Domain Spells Bless. Allies gain +1 attack and +1 on saves vs fear Consecrate. Fills area with positive energy Negative Energy Protection. Resist level and ability drain Death Ward. Immunity to death spells and effects Hallow. Designate location as holy Heal. Cures all damage, diseases and mental conditions Greater Restoration. restoration, plus restores levels and stats Holy Aura. +4 AC, +4 resistance, SR 25 vs evil spells True Resurrection. Resurrection, remains arent needed

Weaponry Domain
Granted Power: Clerics of Weaponry gain a +3 sacred bonus on Craft and Appraise rolls regarding weapons. 1 2 3 4 5 6 7 8 9 Weaponry Domain Spells Magic Weapon. Weapon gains +1 bonus Spiritual Weapon. Magical weapon attacks on its own Keen Edge. Doubles threat range of slashing or piercing wpn Greater Magic Weapon. +1 bonus / 3 levels (max +5) Slay Living. Touch attack kills target Blade Barrier. Blades encircling you deal 1d6 dmg / lvl Legend Lore. Learn tales about a person, place or thing Iron Body. Your body becomes living iron Power Word: Kill. Kills one or more targets

Stone Domain
Granted Power: Clerics of Stone get the Toughness feat as a bonus feat. 1 2 3 4 5 6 7 8 9 Stone Domain Spells Magic Stone. 3 Stones gain +1 attack, 1d6+1 damage Endurance. Target gains 1d4+1 Con for 1 hr / level Stone Shape. Sculpts stone into any form Spike Stones. Creatures take 1d8 damage, may be slowed Wall of Stone. 20 hp / 4 lvls; can be shaped Stoneskin. Stops blows, cuts, stabs, slashes Statue. Subject can become a statue at will Earthquake. Tremor shakes 5-ft radius per level Elemental Swarm. Earth Elementals only

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Affinity for the Dead


Necromancy Level: Agl 2 Components: V,S,M Casting Time: 1 action Range: Personal Target: You Duration: 1 hour / level (D) The Anam'Glac draws upon his knowledge and familiarity with the ancient dead - kings, heroes, sages and mighty shamans - in order to gain an inkling of their power. This power manifests as a bonus to one ability score of the caster's choice. Each casting can only benefit one ability score, although multiple castings can in turn affect multiple ability scores. Each casting provides an enhancement bonus to one ability score of 1d3+1 points, or 1d4+1 points if the material component was freshly cut from someone slain within the day. Material Component: A piece of flesh from a dead sentient creature, to remind the ancient dead of their connection with the living.

Claim from the Earth


Transmutation Level: Erb 2, Sor/Wiz 3 Components: V,S Casting Time: 1 action Range: Short (25 ft + 5 ft / 2 levels) Target: 1 Creature or 1 object up to 1 cu ft / level Duration: Instantaneous Saving Throw: Reflex negates Spell Resistance: No Claim from the earth, the opposite of oubliette, causes the ground to shift, gently raising to the surface any single buried creature (dead or alive) or object designated by the caster. The caster must know that such a creature or object exists for the spell to work, although he need not know its exact nature. For example, the caster may elect to exhume a body buried in a grave plot without knowing its identity or how long it has been interred. If the creature or object to be exhumed is buried deeper than ten feet, the spell fails.

Befuddle
Enchantment (Compulsion) [Mind-Affecting] Level: Brd 2, Clt 2, Sor/Wiz 3 Components: V, S, M Casting Time: One action Range: Medium (100 ft + 10 ft / level) Target: One creature Duration: 1 round per level Saving Throw: Will negates Spell Resistance: Yes Creatures affected by this spell behave in a strange and random fashion, as per the confusion spell. Material Component: 2 half nut shells knocked together.

Clay Step
Transmutation Level: Erb 1 Components: V, S, M Casting Time: 1 action Range: Close (25 ft + 5 ft / 2 levels) Target: Once creature Duration: Ten minutes Saving Throw: Special Spell Resistance: Yes The target of this spell has his own strength turned against him as the earth in his body is weighed down. The target's speed and jump distances are halved (rounded down). Expeditious retreat dispels and counters clay step and is countered by clay step. Material Component: a pinch of wet clay.

Blast of Earth
Evocation (earth) Level: Erb 4, Sor/Wiz 4 Components: V,S,M Casting Time: 1 action Range: Short (25 ft + 5 ft / 2 levels) Area of Effect: Cone Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes This spell creates a blast of hurtling earth in a cone of short range. The cone inflicts 1d4+1 impact damage per level of the caster, to a maximum of 10d4+10 damage. Creatures of up to Large size struck by the cone who fail their Reflex save are partially buried and must spend 1-2 rounds digging their way out. While digging their way out, they are considered prone and immobile. Those victims who make a successful reflex saving throw suffer half damage and are not buried. Huge and largersized creatures cannot be buried by this spell (but still receive damage as normal). Material Component: a small piece of fool's gold.

Earths Defender
Transmutation Level: Erb 3, Drd 3 Components: V, S Casting Time: 1 action Range: Touch Target: One living creature touched Duration: 1 minute / level Saving Throw: Will negates Spell Resistance: Yes By summoning the inner strength of the target, this spell allows a creature to continue to function for a time after they normally would have been laid low. For the duration of the spell, if the target ever drops to 0 (or lower) hit points, or would be knocked unconscious or even immediately killed, he instead may continue to move and act normally for the duration of the spell. This effect is broken if the target is reduced to -50 hit points.

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Essence of Earth
Enchantment Level: Erb 5, Drd 7 Components: V,S, M Casting Time: 1 action Range: Personal Target: You Duration: 5 minutes / level This spell turns the caster into a walking incarnation of the earth. His features become a little sharper and more angular, and his skin and hair take on a gray-brown tone. While this spell is in effect, the caster gains 25/ +1 DR and is immune to damage from spells of 3rd level or lower. The caster's movement rate is also reduced by one-third (rounded down), and he cannot be affected by a haste spell. Material Component: 400 gp worth of gemstone dust.

Guardian of Earth
Conjuration (Summoning) [Earth] Level: Erb 4 Components: V, S, M Casting Time: 1 full round Range: 10 ft Effect: 1 50 sq. ft area + 5 sq. ft per level Duration: Permanent Saving Throw: None Spell Resistance: No This spell calls a medium-sized or two small earth elementals. They can obey simple commands from the caster, but must remain in the area defined by the spell. No two spells of this type (including other "Guardian of" spells) may have overlapping areas of effect. Material Component: One small rock or two pebbles.

Fox's Guile
Transmutation Level: Brd 2, Clt 2, Drd 2, Sor/Wiz 2 Components: V,S,M/DF Casting Time: 1 action Range: Touch Target: Creature touched Duration: 1 hour / level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The target of this spell gains an enhancement bonus to Charisma of 1d4+1 points, adding the usual benefits to all Charisma-based skill checks, turning / rebuking undead, and so on. Arcane Material Component: a few hairs, or a pinch of dung from a fox.

Hands of Clay
Transmutation Level: Erb 1 Components: V, S Casting Time: 1 action Range: Personal Target: You Duration: 1 minute This spell allows the caster the benefits of a spider climb spell, but only when climbing on earthen or stone surfaces.

Magnetic Covering
Transmutation Level: Erb 3, Sor/Wiz 4 Components: V,S,M Casting Time: 1 action Range: Short Target: One creature Duration: 4 rounds + 1 round / level Saving Throw: Fort partial Spell Resistance: Yes When this spell is cast, the victim is covered in a "magnetic" field that attracts nearby loose earth, sand or gravel and dust. If the victim fails a Fortitude saving throw, on the first round, he is covered by a thin film of dust particles. Enough particles of significant size accumulate on the second round to cause a -2 circumstance penalty to the victim's armor class, attack rolls and all skill checks that normally suffer from an armor check penalty. The victim suffers the effects of a slow spell on the third round. On the fourth round and thereafter, the victim is immobilized until a successful dispel magic is cast upon him or the accumulated particles are washed away. Two gallons of liquid per size category of the victim (ten gallons for man-sized creatures) can wash the matter away. If the victim makes his saving throw, the dust causes him only to sneeze once, disrupting his concentration (DC 20 Concentration check to not lose a spell being cast). Material Component: dried quicksand and magnetized iron filings.

Granite Arms
Abjuration Level: Erb 3, Forge 3 Components: V, S, M, XP Casting Time: 8 hours Range: Touch Target: Weapon touched Duration: Permanent Saving Throw: Will negates (object) Spell Resistance: Yes (object) This spell allows the caster to place a portion of his own essence within a blade, greatly strengthening the steel against wear and damage. The target weapon gains +5 hardness and +5 hit points. A weapon may only be targeted by this spell once. Material Component: Dust containing manganese or molybdenum ore (5 gp value) XP cost: 100 XP

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Minor Curse
Transmutation Level: Bok 2 Components: V, S Casting Time: 1 action Range: Medium (100 ft + 10 ft / level) Target: One living creature Duration: 10 minutes / level Saving Throw: Will negates Spell Resistance: Yes This minor curse gives the target a -3 profane penalty on all skill and ability checks, attack rolls and saving throws. A minor curse can be dispelled or removed by any spell or effect that removes the effects of a bestow curse spell.

make a second Reflex saving throw to determine whether he managed to get a good gulp of air while falling. If the saving throw succeeds, he can hold his breath as normal. If the second save fails, the victim was too startled to fill his lungs with air and can hold his breath for only one-half the normal time, rounded up. The ground upon which the victim formerly stood is immediately safe to walk upon but has obviously been disturbed, marking the site of the entombment. Regardless of the victim's size, his head is always located ten feet beneath the surface. In the case of entombed objects, the top of the object is always ten feet beneath the surface. If there is an open space ten feet beneath the location where the spell is cast, then the target is deposited there (with normal falling damage), without the knowledge of the spellcaster.

Mountain's Fortitude
Transmutation Level: Erb 1 Components: V, S Casting Time: 1 action Range: Personal Target: You Duration: 1 minute (D) Mountain's fortitude allows you to take on some of the enduring qualities of a mountain. As long as you take no action (standard, full round or move-equivalent) and aren't forced to make a Reflex saving throw, you gain damage reduction of 10 / +1.

Skinwalking
Transmutation Level: Clr 4, Sor/Wiz 3, Asn 4, Agl 3 Components: V,S,F Casting Time: 1 full round Range: Touch Target: Touched creature Duration: 3 hours / level Saving Throw: Will negates (harmless) Spell Resistance: Yes Through this spell, a person can take on the full semblance of someone they have slain. The target of this spell gains a perfect visual disguise of the slain individual, in addition to their voice and intonation, tics, mannerisms and so on. This grants a +25 on all disguise checks to imitate the slain individual for the duration of the spell. The spell can be dispelled by the target by removing the spell focus (see below). Spell Focus: The skin from the face of the slain individual to be imitated. The skin must be peeled off and placed over the face of the target of this spell. The skin is only good for 1 day times the result of a Wilderness Lore roll made by the person skinning the victim. Persons who rely on this spell such as the SkinDancer are known to carry three or four such skins at a time.

Murmur of the Earth


Evocation Level: Erb 2, Sor/Wiz 3 Components: V, S Casting Time: 1 action Range: Close (25 ft + 5 ft / 2 levels) Area: 2-dimensional cone parallel to a flat surface Duration: Instantaneous Saving Throw: Reflex negates Spell Resistance: No By striking the ground with your fist, you generate a shock wave, accompanied by a low rumble, which topples creatures and loose objects (flying creatures are unaffected). All creatures in the affected area take 2d6 damage and are knocked prone.

Stony Purge
Conjuration Level: Erb 1, Drd 1 Components: V, S, M Casting Time: 1 action Range: Touch Target: Creature touched Duration: See text Saving Throw: Fortitude half Spell Resistance: Yes This spell sends a surge through the target's body, clearing our all impurities it encounters. This causes 1d4 subdual damage, and grants the target a +5 resistance bonus against poison and disease for the next hour. Material Component: a pinch of salt.

Oubliette
Transmutation Level: Erb 5 Components: V,S Casting Time: 1 action Range: Short (25 ft + 5 ft / level) Target: 1 Creature or 1 object up to 1 cu ft / level Duration: Instantaneous Saving Throw: Reflex negates Spell Resistance: No By means of this spell, the caster causes the target to be swallowed by the ground beneath him. The ground beneath the target suddenly collapses; a victim failing a Reflex save tumbles into the hole created by the spell and is buried alive. The victim cannot move and eventually suffocates unless freed as per the drowning rules. A victim who makes a successful save leaps clear of the hole and is not entombed. An entombed victim must

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Swim Through Earth


Transmutation Level: Erb 3 Components: V, S Casting Time: 1 action Range: Touch Target: Creature touched Duration: 1 minute / level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) As meld into stone, except that it affects a willing creature by touch. In addition, the target can move through natural stone and earth at normal walking speed for the duration of the spell.

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

Wall of Earth
Conjuration (Creation) Level: Erb 2 Components: V, S, M Casting Time: 1 action Range: Close (25 ft + 5 ft / 2 levels) Effect: Earthen wall, 1 5 ft cube per level Duration: 1 minute / level This spell creates a barrier of soft earth in an unoccupied area. The barrier takes up a single 5 foot cube per level of the caster and can be stacked, at most, 10 feet tall. This barrier has 10 hit points per inch and can be toppled by a successful Strength check (DC 25). The wall can be used as cover or used as a simple obstacle. When the wall is destroyed (or the duration expires), the entire wall crumbles into dust and vanishes. Material Component: a sprinkle of earth.

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chapter three simple blight magic


This is a capsule version of the Blight Magic rules as presented in Arcane Mysteries: Blight Magic and The Hunt: Rise of Evil World Book by Mystic Eye Games. For more information on Blight Magic and its uses, we recommend both of these titles.

Corrupt Level
1 2

Corruption Effects
-1 Charisma (change in demeanor) -1 Charisma (physical change) Phobia: Suffer from a single phobia. Will save DC 20 or suffer as if the target of a fear spell cast by a 10th-level spellcaster until the cause of the phobia is gone. Cannot be raised from the dead except by wish or miracle or divine intervention. -1 Charisma (pallid skin, blackened nails) Character must make a Will save (DC 18) Success: Phobia DC increases to 22 Failure: Paranoia - no longer trusts fellows, distrusts all motivations and friends. If the character failed the Will save at Corruption Level 4, then they immediately gain an additional phobia. If the character succeeded, they must make a Will save DC 25 suffering the results of Corruption Level 4 again. -1 Charisma (physically repulsive) If the character has not yet gained the paranoia, then make a Will save as per Corruption Level 4 again, at DC 26. If the character has not yet suffered from the paranoia, it begins to manifest now. In addition, he begins to suffer from an obsession. Every time he faces the obsession, he must make a Will save (DC 20) or pursue the obsession with all of his power for 24+1d6 hours. -1 Charisma (easily mistaken for undead) Obsession DC increases to 24. Whenever under stress or in combat, a Will save DC 14 is required to prevent convulsive fits lasting 1d6+2 rounds. -1 Charisma At this point, the madness takes over completely, and each time the character casts spells from his Blight magic, he must make another corruption roll as normal. If failed, the character's body and mind cease to function and the character dies. A character that dies in this way cannot be brought back by any means short of divine intervention.

The Blight Magic ritual takes one or more hours to perform. Setting up the ritual takes one hour before the actual ritual proper. The ritual causes a circle of destruction ten feet in diameter, which grows by 10 feet for each hour the ritual is performed (so a 1 hour ritual produces a 20 ft. diameter circle, while a 10 hour ritual will destroy a 110 ft. diameter circle). The destruction is caused by the means chosen by the ritual caster, but the caster must have the means to cause it (ie: a torch to destroy the area with fire, a box of insects to destroy it by insect plague, a vial of poison to destroy it by poison). To perform the ritual, the character must have the Blight Magic feat and the ritual costs 50 gp x the length of the ritual in hours. Once the ritual is almost complete, Constitution damage is rolled and the ritual caster makes the Knowledge (arcana) check to see if the ritual is a success. If the ritual is a failure, then the swathe of destruction's diameter increases by 5 feet per point the check is failed, and the caster gains no blight levels. Either way, all plant and minor animal and insect life in the area is destroyed, and the patch of blight will never support life again. The blight caster can use the blight levels gained to prepare spells (for classes that prepare spells) or to spontaneously cast spells (for sorcerers and bards). In addition, the caster can substitute blight levels for the additional levels needed to apply a metamagic feat to a spell. Whenever a spellcaster accumulates spell levels via blight magic, it is tallied and kept track of. The total levels of spells is never reduced. Each time the character casts spell levels gained from these powers, a d20 roll is made, and any time the roll is 21 or greater, a new level of corruption is gained. There is no way to gain a corruption level until 10 spell levels have been accumulated via blight magic, and thus it is not necessary to make corruption rolls until the 10th spell level has been added to the pool. The Blight Magic feat can be found with the Blighted Slayer prestige class on page 5.

3 4

8 9 10

Accumulated Corruption Spell Levels Roll


0 10 25 50 100 150 200 250 +0 +1 +2 +3 +4 +5 +6 +7

Hours DC Blight Levels Con Damage 1 12 1 2+1d4 2 14 1d3 3+1d4 3 16 1d4+1 4+1d4 4 18 1d6+1 5+1d4 5 20 1d6+2 6+1d4 6 22 1d8+2 7+1d4 7 24 2d4+2 8+1d4 8 26 2d6+2 9+1d4 9 28 2d8+2 10+1d4

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psionic devices of the duankhat


The Duan'Khat (doo-on - kaht) were an ancient human citystate controlled by six imperial families, each dedicated to one of the six known psionic disciplines. Their patron deity taught that the psionic disciplines were his gift to their enduring reign. During the peak of their rule, their temples researched many great psionic creations and are even credited with the creation of the first psicrystals, trapping a small piece of a person's essence and subconscious personality into a crystal matrix where it can grow and become a semi-independent part of the psion. More information on the Duan'Khat, their fallen city-state and their many wondrous creations will be the central focus of the 2003 Ambient Inc. module, "Jungles of the Mind". Persistent MetaFragment The user can manifest one psionic power as if using the Persistent Power metapsionic feat. Manifester Level: 10; Prerequisites: Craft Universal Item, Persistent Power feat; Market Price: 3,000 gp Hidden MetaFragment The user can manifest one psionic power as if using the Hide Power metapsionic feat. Manifester Level: 10; Prerequisites: Craft Universal Item, Hide Power feat; Market Price: 500 gp Maximizing MetaFragment The user can manifest one psionic power as if using the Maximize Power metapsionic feat. Manifester Level: 10; Prerequisites: Craft Universal Item, Maximize Power feat; Market Price: 2,000 gp Twinning MetaFragment The user can manifest one psionic power as if using the Twin Power metapsionic feat. Manifester Level: 10; Prerequisites: Craft Universal Item, Twin Power feat; Market Price: 3,000 gp Spellcasters & MetaFragments The energies imbued in a MetaFragment can be accessed by spellcasters also. With a successful DC 15 Psicraft or DC 20 Spellcraft roll, a spellcaster can successfully use a MetaFragment with a divine or arcane spell.

MetaFragments
MetaFragments, or "metashards" are very small fragments of crystal, usually too flawed to be used in most psionic work, but not so insignificant in size and quality as to be used as skill Shards. Each MetaFragment is charged with psionic energy embedded in a power matrix to augment the manifestation of a psionic power. Using a MetaFragment requires only that the manifester be holding it in a hand or other grasping appendage and manifest a power "through" the MetaFragment, burning out the fragile psionic matrix within it in the process. This grants the benefit of the encoded metapsionic feat to the power manifested through it. This does not increase the power point cost of the psionic power it alters. MetaFragments are use-activated (but manifesting psionic powers in a threatened area still provokes attacks of opportunity). A manifester may only use one MetaFragment on any given psionic power, but can also combine the metapsionic augmentation from the MetaFragment with with any metapsionic feat the character possesses (although these obviously would affect the power point cost of the psionic power manifested). Chaining MetaFragment The user can manifest one psionic power as if using the Chain Power metapsionic feat. Manifester Level: 10; Prerequisites: Craft Universal Item, Chain Power feat; Market Price: 2,000 gp Delaying MetaFragment The user can manifest one psionic power as if using the Delay Power metapsionic feat. Manifester Level: 10; Prerequisites: Craft Universal Item, Delay Power feat; Market Price: 2,000 gp Enlarging MetaFragment The user can manifest one psionic power as if using the Enlarge Power metapsionic feat. Manifester Level: 10; Prerequisites: Craft Universal Item, Enlarge Power feat; Market Price: 500 gp Extending MetaFragment The user can manifest one psionic power as if using the Extend Power metapsionic feat. Manifester Level: 10; Prerequisites: Craft Universal Item, Extend Power feat; Market Price: 500 gp

Chain Power

[metapsionic] You can manifest powers that arc to secondary targets. Benefit: The power manifested with this feat targets a single primary target (if it normally targeted multiple targets or had an area effect, it becomes a single target power; cone powers become ray powers with this feat). The Power resolves against the primary target as normal. Once the power hits the primary target, secondary rays then arc from the primary target to hit a number of secondary targets. The manifester may generate a maximum number of secondary rays equal to his caster level. The caster makes a ranged touch attack to strike each additional target. The caster may choose which secondary targets he hits, but they must all be within 30 feet of the primary target. While more than one extra ray may be targeted at a secondary target, the target will only suffer the results of one secondary ray, no matter how many succeed in striking him. The manifester may choose to affect fewer additional targets than the feat allows. Secondary targets sufer half damage from the power. If the power causes an effect other than damage, the save DC for secondary targets is reduced by 4 points. For example, a chained disintegrate power's secondary targets would receive +4 to their saving throw, and the characters would suffer only half damage on a failed save. A chained power costs a number of power points equal to its standard cost +6.

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Dawn Spheres
As crystals became more and more scarce, the Duan'Khat conducted extensive research into the art of non-crystal psionic energy conduction such as psionic skins and psionic tattoos. One major breakthrough was the creation of the Dawn Spheres, 1 inch diameter metallic spheres etched with psionic runes that hover, rotating about the head of the owner at a distance of 1d3 feet. In order for the Dawn Spheres to have any effect upon the owner, they must be in their orbital path and must be within 3 feet of the owner's head. Attacking a Dawn Sphere is the same as attacking an attended object, with an AC of 19 (+4 size, +5 in-hand) plus the bearer's Dexterity bonus and the bearer's deflection bonus. This attack provokes an attack of opportunity. Dawn Spheres have a hardness of 10 and 5 hit points. In order to grab a Dawn Sphere, the attacker must initiate a grapple with the Dawn Sphere. The grapple check is made as if the Dawn Sphere had a Strength of 10 and no size modifiers are used for either party. If the grapple check succeeds, the attacker now has the Dawn Stone in his hand and possession. A large variety of Dawn Spheres exist, duplicating many of the effects of Ioun stones without requiring the valuable crystal components used therein. They are difficult to tell apart, seemingly identical in construction except for the psionic runes and tracings embossed across the entire spherical surface. All the basic Ioun stones from the System Reference Document are available as Dawn Spheres, in addition to the following. Armed Sphere These Dawn Spheres can spontaneously produce long pointed shafts and blades of steel from their surface as they spin about. By concentrating on a Arm Sphere, the owner can trigger this effect, suddenly creating a 3-foot long blade extending from the Dawn Sphere as a standard action. This blade gets a single attack at the owner's full attack bonus with a +2 surprise bonus the first time it is used in a combat, and never twice against the same opponent. An Arm Sphere blade is treated as a +1 scimitar. Once it has been triggered, the owner can grasp the newlyformed blade using the sphere as a handle as a move equivalent action and wield it as a +1 scimitar. Otherwise the blade "retracts" instantly back "into" the sphere. Caster Level: 12; Prerequisites: Craft Universal Item, Craft Psionic Arms and Armor; Market Value: 4,000 gp Psi Shielding These sought-after Dawn Spheres provide 1 point of mental hardness against any psionic attack performed by or against the owner of the Dawn Sphere. While debilitating to a powerful psion's own combat manifesting, they are an invaluable aid for weaker psions or those who will be fighting against psionic creatures who have unlimited uses of potentially deadly psionic attack modes such as mind flayers. Caster Level: 12; Prerequisites: Craft Universal Item, Psychic Bastion feat; Market Value: 4,000 gp Shield Sphere This variant on the Arm Sphere can spontaneously generate a rounded plate of steel extending from the Dawn Sphere as a shield. Since the owner of the Dawn Sphere does not need to wield the shield, it has no armor check penalty or arcane spell failure chance, nor does it take up one of the user's hands. When

active, the Shield Sphere provides a +2 shield bonus to AC that stacks with any other shield or armor bonuses the owner may have. Also, when active, the large metal shield circling the owner's head can interfere with sight, causing a -4 circumstance penalty on all Spot and Search rolls while the Dawn Sphere is active. Activating or deactivating the Dawn Sphere requires a command word. Caster Level: 12; Prerequisites: Craft Universal Item, Craft Psionic Arms and Armor; Market Value: 5,000 gp Mirror Sphere The mirror sphere protects against gaze attacks and all forms of petrification. It grants its owner a +2 resistance bonus on all saving throws against gaze attacks and against any form of petrification. Caster Level: 12; Prerequisites: Craft Universal Item, steadfast gaze; Market Value: 2,000 gp QuickSilver Sphere Bright and darting, the QuickSilver Sphere has an additional +4 dodge bonus to its own AC against attacks aimed at the sphere. Additionally, it grants its owner a +2 speed bonus to initiative. Caster Level: 12, Prerequisites: Craft Universal Item, combat prescience; Market Value: 7,500 gp Radiant Sphere While the owner has the Radiant Sphere in use, all light sources in his or her possession illuminate an additional 20 ft beyond their normal range or radius. Caster Level: 12; Prerequisites: Craft Universal Item, my light; Market Value: 7,500 gp

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

Jason Parent is a 30 year old cannuck living on a 200 acre chunk of privacy in Eastern Ontario with his lovely wife and two kids. He has been playing these crazy games since his introduction to the red box Basic Rules set bought by his parents over 20 years ago. He was the webmaster and chief writer for the largest CyberPunk fansite on the net. He still ran original Basic Rules style campaigns for his family and friends until late 1999. With the advent of the d20 license, he put his gaming skills towards the writing of d20 supplements. On line, he can usually be found sneaking around the message boards at www.realmsofevil.net, even occasionally posting preview and playtest material there.

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SUBLICENSES SHALL SURVIVE THE TERMINATION OF THIS ANY PROVISION OF THIS

LICENSE.

1. DEFINITIONS: (A)"CONTRIBUTORS" MEANS THE COPYRIGHT AND/OR TRADEMARK OWNERS WHO HAVE CONTRIBUTED OPEN GAME CONTENT; (B)"DERIVATIVE MATERIAL" MEANS COPYRIGHTED MATERIAL INCLUDING DERIVATIVE WORKS AND TRANSLATIONS (INCLUDING INTO OTHER COMPUTER LANGUAGES), POTATION, MODIFICATION, CORRECTION, ADDITION, EXTENSION, UPGRADE, IMPROVEMENT, COMPILATION, ABRIDGMENT OR OTHER FORM IN WHICH AN EXISTING WORK MAY BE RECAST, TRANSFORMED OR ADAPTED; (C) "DISTRIBUTE" MEANS TO REPRODUCE, LICENSE, RENT, LEASE, SELL, BROADCAST, PUBLICLY DISPLAY, TRANSMIT OR OTHERWISE DISTRIBUTE; (D)"OPEN GAME CONTENT" MEANS THE GAME MECHANIC AND INCLUDES THE METHODS, PROCEDURES, PROCESSES AND ROUTINES TO THE EXTENT SUCH CONTENT DOES NOT EMBODY THE PRODUCT IDENTITY AND IS
AN ENHANCEMENT OVER THE PRIOR ART AND ANY ADDITIONAL CONTENT CLEARLY IDENTIFIED AS

14 REFORMATION: IF

LICENSE

IS HELD TO BE UNENFORCEABLE, SUCH

PROVISION SHALL BE REFORMED ONLY TO THE EXTENT NECESSARY TO MAKE IT ENFORCEABLE.

15 COPYRIGHT NOTICE OPEN GAME LICENSE


V

1.0 COPYRIGHT 2000, WIZARDS

OF THE

COAST, INC. E.

SYSTEM REFERENCE DOCUMENT COPYRIGHT 2000-2002, WIZARDS OF THE COAST, INC.; AUTHORS JONATHAN TWEET, MONTE COOK, SKIP WILLIAMS, BASED ON ORIGINAL MATERIAL GARY GYGAX AND DAVE ARNESON. ROKUGAN, COPYRIGHT 2001, ALDERAC ENTERTAINMENT GROUP MAGIC
OF

BY

OPEN GAME CONTENT


EXCLUDES

BY THE

CONTRIBUTOR,

AND MEANS ANY WORK COVERED BY THIS

LICENSE, ROKUGAN, COPYRIGHT 2001, ALDERAC ENTERTAINMENT GROUP


FROM

INCLUDING TRANSLATIONS AND DERIVATIVE WORKS UNDER COPYRIGHT LAW, BUT SPECIFICALLY

PRODUCT IDENTITY. (E) "PRODUCT IDENTITY"

MEANS PRODUCT AND PRODUCT LINE

NAMES, LOGOS AND IDENTIFYING MARKS INCLUDING TRADE DRESS; ARTIFACTS; CREATURES CHARACTERS; STORIES, STORYLINES, PLOTS, THEMATIC ELEMENTS, DIALOGUE, INCIDENTS, LANGUAGE, ARTWORK, SYMBOLS, DESIGNS, DEPICTIONS, LIKENESSES, FORMATS, POSES, CONCEPTS, THEMES AND GRAPHIC, PHOTOGRAPHIC AND OTHER VISUAL OR AUDIO REPRESENTATIONS; NAMES AND DESCRIPTIONS OF CHARACTERS, SPELLS, ENCHANTMENTS, PERSONALITIES, TEAMS, PERSONAS, LIKENESSES AND SPECIAL ABILITIES; PLACES, LOCATIONS, ENVIRONMENTS, CREATURES, EQUIPMENT, MAGICAL OR SUPERNATURAL ABILITIES OR EFFECTS, LOGOS, SYMBOLS, OR GRAPHIC DESIGNS; AND ANY OTHER TRADEMARK OR REGISTERED TRADEMARK CLEARLY IDENTIFIED AS PRODUCT IDENTITY BY THE OWNER OF THE PRODUCT IDENTITY, AND WHICH SPECIFICALLY EXCLUDES THE OPEN GAME CONTENT; (F) "TRADEMARK" MEANS THE LOGOS, NAMES, MARK, SIGN, MOTTO, DESIGNS THAT ARE USED BY A CONTRIBUTOR TO IDENTIFY ITSELF OR ITS PRODUCTS OR THE ASSOCIATED PRODUCTS CONTRIBUTED TO THE OPEN GAME LICENSE BY THE CONTRIBUTOR (G) "USE", "USED" OR "USING" MEANS TO USE, DISTRIBUTE, COPY, EDIT, FORMAT, MODIFY, TRANSLATE AND OTHERWISE CREATE DERIVATIVE MATERIAL OF OPEN GAME CONTENT. (H) "YOU" OR "YOUR" MEANS THE LICENSEE IN TERMS OF THIS AGREEMENT.

OPEN GAME CONTENT NEPHEW.

THE TIDE

OF

YEARS COPYRIGHT 2001, MICHELLE A. BROWN

SEAFARERS HANDBOOK, COPYRIGHT 2001, FANTASY FLIGHT, INC. OPEN


GAME CONTENT FROM

COPYRIGHT

ENCYCLOPEDIA ARCANE: NECROMANCY - BEYOND 2001, MONGOOSE PUBLISHING

THE

GRAVE

CREATURE COLLECTION COPYRIGHT 200, CLARK PETERSON RELICS & RITUALS, COPYRIGHT 2001, CLARK PETERSON 3E TOWER
COPYRIGHT

2000-2002, JOHN T. DODSON; AUTHOR JOHN T. DODSON

2. THE LICENSE: THIS LICENSE APPLIES TO ANY OPEN GAME CONTENT THAT CONTAINS A NOTICE OPEN GAME CONTENT MAY ONLY BE USED UNDER AND IN TERMS OF THIS LICENSE. YOU MUST AFFIX SUCH A NOTICE TO ANY OPEN GAME CONTENT THAT YOU USE. NO TERMS MAY BE ADDED TO OR SUBTRACTED FROM THIS LICENSE EXCEPT AS DESCRIBED BY THE LICENSE ITSELF. NO OTHER TERMS OR CONDITIONS MAY BE APPLIED TO ANY OPEN GAME CONTENT DISTRIBUTED USING THIS LICENSE.
INDICATING THAT THE

DRAGONS COPYRIGHT 2001, ALDERAC ENTERTAINMENT GROUP, AUTHORS A.A. ACEVEDO, J. DARBY DOUBLAS III, PETER FLANAGAN, ANDREW GETTING, MIKE LEADER, MIKE MEARLS, JIM PINTO, REE SOESBEE, DOUGLAS SUN. UNDEAD COPYRIGHT 2001, ALDERAC ENTERTAINMENT GROUP, AUTHORS NOAH DUDLEY, ANDREW GETTING, TRAVIS HEERMAN, MIKE MEARLS, JIM PINTO, REE SOESBEE, ERIC STEIGER, DOUBLAS SUN AND RICH WULF. THE PRIMAL CODEX COPYRIGHT 2001, NETHERLAND GAMES, INC. LEGIONS
OF

3.OFFER

AND

ANCE OF THE TERMS OF THIS

ACCEPTANCE: BY USING LICENSE.

THE

OPEN GAME CONTENT YOU

INDICATE

YOUR

ACCEPT-

4. GRANT AND CONSIDERATION: IN CONSIDERATION FOR AGREEING TO USE THIS LICENSE, THE CONTRIBUTORS GRANT YOU A PERPETUAL, WORLDWIDE, ROYALTY-FREE, NON-EXCLUSIVE LICENSE WITH THE EXACT TERMS OF THIS LICENSE TO USE, THE OPEN GAME CONTENT. 5.REPRESENTATION OF AUTHORITY TO CONTRIBUTE: IF YOU ARE CONTRIBUTING ORIGINAL MATERIOPEN GAME CONTENT, YOU REPRESENT THAT YOUR CONTRIBUTIONS ARE YOUR ORIGINAL CREATION AND/OR YOU HAVE SUFFICIENT RIGHTS TO GRANT THE RIGHTS CONVEYED BY THIS LICENSE.
AL AS

HELL, COPYRIGHT 2001, GREEN RONIN PUBLISHING; AUTHOR CHRIS PRAMAS


OF

ARCANA: SOCIETIES

MAGIC, COPYRIGHT 2001, KEVIN BRANNAN

AND

JAMES MALISZEWSKI

DRAGON LORDS OF MELNIBONE COPYRIGHT 2001, CHAOSIUM, INC.: AUTHORS CHARLIE KRANK, LYNN WILLIS, RICHARD WATTS. SOVEREIGN STONE CAMPAIGN SOURCEBOOK COPYRIGHT 2001, SOVERIGN PRESS, INC.; AUTHORS TIMOTHY KIDWELL, JAMIE CHAMBERS, DON PERRIN, BASED ON ORIGINAL MATERIAL LARRY ELMORE, MARGARET WEIS AND TRACY HICKMAN. DUNGEONS
COPYRIGHT OF

BY

6.NOTICE OF LICENSE COPYRIGHT: YOU MUST UPDATE THE COPYRIGHT NOTICE PORTION OF THIS LICENSE TO INCLUDE THE EXACT TEXT OF THE COPYRIGHT NOTICE OF ANY OPEN GAME CONTENT YOU ARE COPYING, MODIFYING OR DISTRIBUTING, AND YOU MUST ADD THE TITLE, THE COPYRIGHT DATE, AND THE COPYRIGHT HOLDER'S NAME TO THE COPYRIGHT NOTICE OF ANY ORIGINAL OPEN GAME CONTENT YOU DISTRIBUTE. 7. USE
OF

2001, ALDERAC ENTERTAINMENT GROUP

THE ENCHIRIDON PUBLISHING)

MYSTIC MUSIC COPYRIGHT 2002, SPENCER T. COOLEY (S.T. COOLEY

PRODUCT IDENTITY: YOU

AGREE NOT TO

USE

ANY

PRODUCT IDENTITY,

INCLUDING AS

AN INDICATION AS TO COMPATIBILITY, EXCEPT AS EXPRESSLY LICENSED IN ANOTHER, INDEPENDENT

MYSTIC WARRIORS COPYRIGHT 2001, MYSTIC EYE GAMES DEADLANDS: D20 COPYRIGHT 2001, PINNACLE ENTERTAINMENT GROUP THE HUNT RISE
OF

PRODUCT IDENTITY. YOU AGREE NOT TO INDICATE COMPATIBILITY OR CO-ADAPTABILITY WITH ANY TRADEMARK OR REGISTERED TRADEMARK IN CONJUNCTION WITH A WORK CONTAINING OPEN GAME CONTENT EXCEPT AS EXPRESSLY LICENSED IN ANOTHER, INDEPENDENT AGREEMENT WITH THE OWNER OF SUCH TRADEMARK OR REGISTERED TRADEMARK. THE USE OF ANY PRODUCT IDENTITY IN OPEN GAME CONTENT DOES NOT CONSTITUTE A CHALLENGE TO THE OWNERSHIP OF THAT PRODUCT IDENTITY. THE OWNER OF ANY PRODUCT IDENTITY USED IN OPEN GAME CONTENT SHALL RETAIN ALL RIGHTS, TITLE AND INTEREST IN AND TO THAT PRODUCT IDENTITY.
WITH THE OWNER OF EACH ELEMENT OF THAT

AGREEMENT

EVIL: WORLD BOOK COPYRIGHT 2002, MYSTIC EYE GAMES.

MYSTIC WARRIORS, COPYRIGHT 2001, MYSTIC EYE GAMES NIGHTMARES & DREAMS: A CREATURE COLLECTION COPYRIGHT 2001/2002 MYSTIC EYE GAMES THE PIT
OF AND

NIGHTMARES & DREAMS II

ARE

8. IDENTIFICATION: IF 9. UPDATING

YOU DISTRIBUTE

WHICH PORTIONS OF THE WORK THAT YOU ARE DISTRIBUTING ARE THE

OPEN GAME CONTENT YOU MUST CLEARLY INDICATE OPEN GAME CONTENT.

LOCH-DURNAN, COPYRIGHT 2001, MYSTIC EYE GAMES

LICENSE: WIZARDS OR ITS DESIGNATED AGENTS MAY PUBLISH UPDATED VERLICENSE. YOU MAY USE ANY AUTHORIZED VERSION OF THIS LICENSE TO COPY, MODIFY AND DISTRIBUTE ANY OPEN GAME CONTENT ORIGINALLY DISTRIBUTED UNDER ANY VERSION OF THIS LICENSE.
SIONS OF THIS A COPY OF THIS

OF PLACES MOST FOUL, COPYRIGHT 2001, MYSTIC EYE GAMES LIBRUM EQUITIS VOL 1 COPYRIGHT 2001-2002, AMBIENT INC. PORTABLE HOLE FULL AMBIENT INC.
OF

BEER (THIS

PRODUCT CONTAINS NO ALCOHOL),

COPYRIGHT 2002,

10 COPY OF THIS LICENSE: YOU MUST INCLUDE THE OPEN GAME CONTENT YOU DISTRIBUTE.

LICENSE

WITH EVERY COPY OF

11. USE OF CONTRIBUTOR CREDITS: YOU MAY NOT MARKET OR ADVERTISE THE OPEN GAME CONTENT USING THE NAME OF ANY CONTRIBUTOR UNLESS YOU HAVE WRITTEN PERMISSION FROM THE CONTRIBUTOR TO DO SO. 12 INABILITY TO COMPLY: IF IT IS IMPOSSIBLE FOR YOU TO COMPLY WITH ANY OF THE TERMS OF LICENSE WITH RESPECT TO SOME OR ALL OF THE OPEN GAME CONTENT DUE TO STATUTE, JUDICIAL ORDER, OR GOVERNMENTAL REGULATION THEN YOU MAY NOT USE ANY OPEN GAME MATERIAL SO AFFECTED.

THEE COMPLEAT LIBRUM OV GARUDOKS NECROMANTIC ARTES COPYRIGHT 2002, AMBIENT INC.; AUTHORS M JASON PARENT, DENISE ROBINSON, CHESTER DOUGLAS II. LIBRUM EQUITIS
VOLUME

2, COPYRIGHT 2001-2002, AMBIENT INC.

LIBRUM EQUITIS COMPILED, COPYRIGHT 2001-2003, AMBIENT INC.

THIS

Ambient Inc.

114

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