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A Tome of Exotic Lore


2nd Publishing

CREDITS
Writing, Design and Development, Cover Art, Graphic Design and Typesetting: Steven F. Johnson
Interior Illustrations: Bradley K McDevitt (Postmortem Studios Clipart Critters), Go Media Vector Art, Robert Anderson,
Steven F. Johnson,
Vintage Clipart, V.Shane Arcane Artifacts
Produced by: Steven F. Johnson (Magic Skull Games)

Requires the use of the Pathfinder Core Rulebook, and some content makes use of rules from the Advanced Players
Guide, Bestiary 3, Ultimate Combat, and Ultimate Magic.

Published Under the SRD, OGL, and d20 (v 3) License 2000, Wizards of the Coast, Inc.

Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See
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name and logo is copyrighted and is a trademark owned by Steven F Johnson. This material is protected under the copyright laws of
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Magic Skull Games. Any reproduction, retransmission, or unauthorized use of the artwork or non-Open Game Content herein is
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Leonardo Monetti (order #4527934) 1


Table of Contents

Bear Clan Warchief ......................................................................................... 29


Black Lord ........................................................................................................ 30
Champion of Light .......................................................................................... 33
Cobra Master ................................................................................................... 35
Dread Crusher ................................................................................................. 36
The Coming of Darkness .................................................................................. 5 Eagle Clan Warchief........................................................................................ 38
The Call of the Light ......................................................................................... 6 Earth Lord ........................................................................................................ 40
Today .................................................................................................................. 8 Faceted Conjurer ............................................................................................. 42
Fire Lord ........................................................................................................... 44
Horse Clan Warchief ....................................................................................... 46
Knight Heretic ................................................................................................. 48
Knight Inexorable ............................................................................................ 50
Shapeshifter ....................................................................................................... 9 Knight of the Black Glade............................................................................... 53
New Shapeshifter Feats .................................................................................. 15 Knight of Entropy............................................................................................ 55
Aspect of the Beast (APG) .............................................................. 15 Knight of the Death Angel ............................................................................. 57
Extended Form of the Dragon ......................................................... 15 Knight of the Lion Rampant .......................................................................... 59
Extended Form of the Mythical Beast ............................................. 15 Master of the Flamberge ................................................................................. 61
Extended Giant Form ...................................................................... 15 Master of the Hand Axe ................................................................................. 63
Extra Favored Form ........................................................................ 15 Master of the Razor Scourge .......................................................................... 65
Extra Form of the Dragon ............................................................... 15 Panther Clan Warchief.................................................................................... 66
Extra Form of the Mythical Beast ................................................... 15 Python Master.................................................................................................. 68
Extra Form Power ........................................................................... 15 Serpent Druid .................................................................................................. 69
Extra Giant Form............................................................................. 15 Serpentine Necromancer ................................................................................ 70
Extra Shapechange .......................................................................... 15 Serpent Temple Warrior ................................................................................. 72
Greater Natural Weapon Focus ....................................................... 16 Serpent Warlock .............................................................................................. 74
Improved Favored Form .................................................................. 16 Silent Adder ..................................................................................................... 77
Improved Form of the Dragon ......................................................... 16 Snake Clan Warchief ....................................................................................... 79
Improved Form of the Mythical Beast ............................................ 16 Snake Cult Leader ........................................................................................... 80
Improved Giant Form ...................................................................... 16 Storm Knight.................................................................................................... 83
Natural Attack Specialization .......................................................... 16 Temple Assassin .............................................................................................. 85
Natural Spell.................................................................................... 16 Viper Assassin ................................................................................................. 86
Winter Warlock ............................................................................................... 88
Powerful Shape (UM) ..................................................................... 16
Wolf Clan Warchief ......................................................................................... 91
Quick Wild Shape (UM) .................................................................17
Shaping Focus (UM) ....................................................................... 17
Pyro ................................................................................................................... 18
New Pyro Feats ............................................................................................... 25
Cunning Torch and Steel .................................................................25 Maulgron, Shapeshifter .................................................................................. 93
Divine Fire ...................................................................................... 25 Angus the Red, Pyro ....................................................................................... 93
Double Torch Strike ........................................................................ 25 Baron Varkon, Knight of the Death Angel ................................................... 94
Extra Pyro Talent ............................................................................ 25 Black Ashaya, Snake Cult Leader.................................................................. 94
Extra Special Torches ...................................................................... 25 Caragh Snake Tamer, Snake Clan Warchief................................................. 94
Extra Special Torch Attack ............................................................. 25 Karazad the Crusher, Dread Crusher ........................................................... 95
Flaming Weapon Master .................................................................25 Captain Lassiter, Master of the Flamberge................................................... 95
Inferno Torch .................................................................................. 26 Lord Deusius, Champion of Light ................................................................ 95
Inquisitors Fire ............................................................................... 26 Master Adar, Cobra Master............................................................................ 95
Sir Marcus Avalar, Knight Inexorable .......................................................... 96
Master Fire Breather........................................................................ 26
Sonama, Faceted Conjurer.............................................................................. 96
Master Imbuer ................................................................................. 26
Vanar Skullsplitter, Master of the Hand Axe ............................................... 96
Master Immolator ............................................................................ 26
Veraxus, Storm Knight ................................................................................... 96
Master of Arson............................................................................... 27 Vladislan, Winter Warlock ............................................................................. 97
Rain of Sparks ................................................................................. 27 Xaltheon, Serpent Warlock............................................................................. 97
Searing Burns .................................................................................. 27 Zotha Mon, Temple Assassin......................................................................... 98
Searing Critical................................................................................ 28
Supreme Fire Breather..................................................................... 28
Supreme Immolator ......................................................................... 28
Torch Weapon Mastery ................................................................... 28

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Eldritch Path: Secrets of the Arcane Fortress .............................................. 99
Eldritch Path: Secret of Blades I.................................................................. 100
Eldritch Path: Secret of Blades II ................................................................ 100 New Deadly Venomous Snake Types......................................................... 162
Eldritch Path: Secrets of Terror................................................................... 101 Using with Summon Monster/Natures Ally Spells ................................ 162
Eldritch Path: Secrets of the Beast .............................................................. 101 Using with Shape Changing Abilities ......................................................... 162
Eldritch Path: Secrets of the Fiend ............................................................. 102 Collecting Deadly Poison ............................................................................. 162
Eldritch Path: Secrets of the Grimoire ....................................................... 102 Deadly Dire Snake, Black Mamba .............................................................. 163
Eldritch Path: Secrets of the Heavens ........................................................ 103 Deadly Dire Snake, Gaboon Viper ............................................................. 163
Eldritch Path: Secrets of the Mist ............................................................... 104 Deadly Dire Snake, King Cobra................................................................... 164
Eldritch Path: Secrets of the Mystic Seal ................................................... 104 Deadly Dire Snake, Krait .............................................................................. 165
Eldritch Path: Secrets of the Phantom Darkness ...................................... 105 Deadly Dire Snake, Rattlesnake................................................................... 165
Eldritch Path: Secrets of the Wind ............................................................. 106 Deadly Dire Snake, Spitting Cobra ............................................................. 166
Deadly Snake, Black Mamba........................................................................ 167
Deadly Snake, Gaboon Viper ....................................................................... 167
Deadly Snake, King Cobra ........................................................................... 168
Deadly Snake, Krait ...................................................................................... 168
New Weapon Types ..................................................................................... 107 Deadly Snake, Rattlesnake ........................................................................... 169
Magic Armor ................................................................................................. 108 Deadly Snake, Spitting Cobra ...................................................................... 170
Magic Weapons ............................................................................................. 109 Medusa, Serpentine....................................................................................... 170
Miscellaneous Magic Items .......................................................................... 110 Scaly Otyugh .................................................................................................. 171
Trog Ettin ....................................................................................................... 171
Trog Troll ....................................................................................................... 171
Xocouatl .......................................................................................................... 172
Alchemist Formulae...................................................................................... 114
Anti-paladin Spells ....................................................................................... 114
Bard Spells ..................................................................................................... 115
Cleric/Oracle Spells ...................................................................................... 115 Amphisbaena Serpent Template ................................................................. 173
Druid Spells ................................................................................................... 115 Creature of Primal Chaos Template ............................................................ 173
Inquisitor Spells............................................................................................. 116 Fear Feeder Template ................................................................................... 175
Magus Spells .................................................................................................. 116 Half-Serpent Template.................................................................................. 175
Paladin Spells ................................................................................................ 117 Hydran Serpent Template ............................................................................ 177
Sorcerer/Wizard Spells ................................................................................ 117 Sentient Serpent Template ........................................................................... 177
Summoner Spells .......................................................................................... 120 Serpentine Undead Template ...................................................................... 178
Witch Spells ................................................................................................... 121 Snake Vomiting Undead Template ............................................................. 179
Spell Descriptions ......................................................................................... 123 Vampiric Serpent Template ......................................................................... 180
Viperian Dragon Template........................................................................... 180

Acquiring Signs ............................................................................................. 150


Sign Descriptions .......................................................................................... 150
Celestial Signs ................................................................................................ 151
Evil Signs........................................................................................................ 155

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Introduction
Grimoire Viperian contains new base classes, prestige classes, number of slit eyes as cold and unblinking as death stared from
NPCs, feats, magic items, spells, and monsters intended to be its mass, while hissing, whispering maws lined with envenomed
used as supplemental material to spice up any Pathfinder fangs appeared, gaping with insatiable hunger, often on the ends
campaign. It also contains rules for new concepts called Eldritch of long, strangling serpentine necks or whipping tentacles. It
Feats and Supernatural Signs. Eldritch Feats are designed to would often appear as a writhing mass of partially congealed
provide interesting powers for characters that follow a path of snake bodies, eyes and maws, or condense into a single immense
certain similar themed spells, while Supernatural Signs are viper with the rippling, powerful body of a constrictor,
basically flexible, customizable templates that can be applied to noisomely sprouting extra heads, or sometimes with no heads at
any creature. all.
Grimoire Viperian obviously gets its name from the snake-themed Entropic warping and blight took the lands where the thing
characters, monsters, and magic ideas permutating its pages. Its crawled, as if its very touch was an anathema to the earth.
no accident that theres so much snake flavored stuff packed into Deadly serpents, snake-like monsters and all manner of twisted
its pages. The world of fantasy fiction abounds with snake- creatures followed in its wake, called by its evil will. The
themed tales made famous by some of the greatest fantasy deadliest of the serpentine creatures awoke from their dull-
authors out there. We all know of a famous burly, swashbuckling witted animal stupor, achieving full intelligence and self-
barbarian who frequently goes up against giant snake monsters awareness. These serpents, the sentient serpents, were the first of
and evil wizards from a nation of snake worshippers, to the the things creations and followers. The greatest of these were
Egyptian legends of the serpent god Set and his followers, the Mehneet the Cobra Mother and Apophis the Python King,
legend of Medusa, the Norse legends of the Midgard Serpent, to diabolically intelligent serpents with great powers of sorcery.
certain classic half-human, half-snake dungeon monsters and
Drawn to the flesh and blood of the living, and craving the souls
Pathfinders own new snake-people themed adventure path, just
of men, the thing ravaged and terrorized the lands, bringing with
to name a few. Theres something about snakes as villains and
it a plague of serpents and twisted evil creatures of Entropy.
symbols of the dark side that makes for great, classic adventures,
Great Sarkuroth, meaning serpent demon-god was the
and Grimoire Viperian was written with that spirit in mind.
fearful name given to it in the long forgotton tongue of the old
While the book includes a lot of serpentine-themed material world.
related to a story set in a generic world, all this material should
Many brave warriors and champions gave their lives attempting
be easily adapted to just about any existing world. Theres also
to slay Sarkuroth, but all failed, suffering horrible deaths. In
plenty of non-serpentine material, as well, which can be used to
desperation, the populace of a wicked city-state ruled by
add loads of flavor to any game, regardless of its theme.
misguided warlocks and practitioners of black magic sought to
save themselves by appeasing Great Sarkuroth with forbidden
rituals and unspeakable sacrifices. For many days and nights
they repeated their efforts in vain, until their city lay within
Story bloody ruins. At the last moment, the most powerful of the
warlocks and their servants threw themselves upon the ground
before Sarkuroth, promising their souls and eternal obedience if
only it would spare their lives. In response, Sarkuroth formed
multiple snake heads and struck each of the weakest grovellers
The Coming of Darkness with lightning speed, its venom blackening their bodies as they
died. Those who were spared became its high priests and were
gifted with unholy knowledge, but were bound to eternal

I
servitude.
n ages past, a thing of unimaginable horror crept into the
world. Whether spawned from the black voids between the Sarkuroth then withdrew with Apophis the Python King, leaving
stars or the depths of Hell, the Abyss or some other nameless the remains of the city and its populace to the rule of Mehneet,
pit, scholars are unsure. Demon, devil, daemon, alien, demi-god the wicked sentient cobra queen. Wielding dark magic to raise
it could have been any or all of these things. multitudes of undead, Mehneet transformed the city into a
necropolis. Both the living and the dead became her servants and
Bubbling and flowing, its dark form constantly shifted, writhed, playthings, while the newly ordained high priests became
shuddered and coalesced as if in a never ending struggle advisors and executors of her will.
between chaos and stability. Yet one theme of its twisting form
seemed to continually appear in countless hideous varieties -- Under Mehneets rule a new army was raised, augmented with
that of a terrible serpent-like thing of viperian countenance. Any undead, cultists and assassins trained in the ways of the serpent,
then unleashed to conquer and pillage neighboring states.

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Mehneet, secretive and cunning by her cobra nature, appointed a again far and wide, then repeat his cycle of slumber and growth.
half-serpent human queen to rule as her puppet, then withdrew Though Apophis sought no worshippers, he attracted scores of
from the public eye. During this time, the court of the queen snake cultists and monks who revered his lairs as unholy places
grew fabulously rich and powerful from the spoils of war, and and guarded them while he slept.
became decadent to the extreme. No vice was forbidden to them,
and they lived lives of luxury while grinding the common people
under their cruel heels.
The Call of the Light
Mehneet was not idle while her human puppet assumed the
throne. She personally trained new priests and warrior

F
champions with her own knowledge of the dark arts, initiating
them into the cabal of Entropy. These disciples of evil recorded or many years the reign of Sarkuroth and its minions held
her knowledge and forbidden secrets in a book called the sway over the lands, until the people could endure no
Grimoire Viperian, and grew powerful. Each was gifted with the more. Noble kings and holy knights aided by priests of
Sign of Evil, Entropy, Death, Insanity or the Vile Serpent in celestial gods banded together to martial a huge army from
exchange for their eternal loyalty. The greatest of Mehneets various nations and lands, for the sole purpose of destroying
priests became clerics of Scalykind, serpent warlocks and Sarkuroth once and for all. It was a desperate gamble. Success
serpentine necromancers, and many were transformed into half- would mean freedom and the banishment of great evil, while
serpents. By their religious edict, the powers of Entropy and failure would mean certain death or an eternity of enslavement
deadly serpents of all kinds were now to be worshipped as and slaughter. Calling themselves the Armies of Light, they
divine beings. The ranks of Sarkuroths cult now swelled with mobilized for battle.
new members: the snake cultists of Mehneet. Some scholars Mehneets many spies learned of the gathering Armies of Light
believe the cult merger was not entirely smooth, with cultists of and alerted her to the rising danger. In response, she ordered
each sect secretly plotting and murdering each other in bids for Vulkos the Dark Whisperer to gather Sarkuroths forces and meet
power. them upon the battle plain. Sarkuroth itself heaved its chaotic
Those few warrior champions who survived Mehneets training bulk onto the plain, eagerly awaiting the reaping of more souls.
became evil knights, temple warriors and shapeshifters. At its side, ever hungry, lurked the monstrous Apophis.
Foremost among these champions were Vulkos the Dark The Armies of Light met and clashed with Sarkuroths forces on
Whisperer, believed to be a mighty Black Lord or Knight of the battle plain. It is said that the din of battle could be heard for
Entropy, and Zulgoor the Strangler, a shapeshifting assassin who miles, and that the sounds of deadly magic explosions, roars of
could assume the form of a deadly constrictor snake. Vulkos hideous monsters and screams of the dying rent the air.
became Mehneets high general, ruling her legions of warriors
with an iron fist. Zulgoor acted as her chief assassin, charged As the battle raged back and forth, the Armies of Light were
with the bloody-handed task of murdering enemy heads of state betrayed from within. An order of secretly heretical knights and
and serving as enforcer of her laws and executioner of traitors. their followers, waiting for the opportune moment, suddenly
changed sides. Wielding dark powers given by their secret
Her work sowing the seeds of Entropy done, Mehneet then bred masters, they attacked the weakened flank of their former allies.
countless broods of cobras, some of which were born sentient At this signal, Sarkuroths powerful minions used dark magic to
and evil. The children of Mehneet stealthily prowled the lands, summon additional creatures of Entropy and swarms of deadly,
hunting at their pleasure, and served as her personal spies. venomous snakes. Soldiers were torn apart, dissolved by the
The conquering of one city state and acquisition of human corrupting forces of Entropy, or writhed on the ground, frothing
followers had not dulled Sarkuroths desire for destruction or from fatal poisonous bites. The tide turned in favor of
quenched its evil thirst for souls. Like a plague, it crawled the Sarkuroths forces. All seemed lost.
lands, always accompanied by Apophis, the Python King and In this hour of their greatest darkness, the beleaguered soldiers of
hordes of twisted serpentine spawn and creatures of Entropy. In light desperately cried out to the celestial heavenly powers to
the wake of this entropic corruption and death, the lands became save them, and were answered.
a twisted, alien landscape prowled by hideous, unnatural
creatures. Years passed and still none could stand before Storm clouds roiled, thunder boomed, and lightning bolts
Sarukuroth. Many civilizations were destroyed or abandoned as cracked the sky. The sky was riven by driving shafts of light, and
their occupants fled, but Sarkuroth made no effort to conquer mighty angels descended, led by Archaenon, the Angel of Death.
them, seeking only to sate its hunger and revel in terror. Their intricate brass armor gleamed and their great swords,
spears and hammers glittered, while lightning played about
Apophis shared his creators insatiable hunger and swelled to a them. Too long had the forces of Entropy spread their evil upon
huge size, becoming immensely strong and dwarfing all other the world, and too much destruction had they wrought. Onto the
pythons. He made no effort to raise a kingdom for himself, but viperian horde the angels fell like meteors, smiting about them,
would lair in the ruins of cities and ancient abandoned temples. glowing with intense, searing light. Their prayers answered, the
There he would lie dormant and slumber for years while his celestial armies rallied with fierce war cries, and threw back their
body grew. Upon waking, he would hunt and terrorize the lands traitorous enemies with renewed vigor.

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Other, unexpected forces now also answered the call of the and coiled about the angels in a crushing grip, only to be
Armies of Light. Within the nearby hills and forests, druids decapitated by a lethal stroke from Archaenons implacable
gathered in ancient circles of standing stones. Together they sword.
called upon the true animals and totemic barbarian tribes to join
Sarkuroth bubbled and boiled in alien fury, slithered and
the fight against Sarkuroth and the forces of Entropy, whose
writhed toward the angels, striking with lightning fast venomous
depredations and very presence had blighted the land for so
maws. Then, its form swelled and heaved until it completely
long. The howling of wolves, roaring of bears and great cats, and
engulfed several angels, snuffing out their celestial light forever.
piercing eagle cries heralded the arrival of the druidic forces, as
Archaenon himself staggered and fell to one knee as Sarkuroths
scores of predatory animals and fierce barbarian warriors rushed
supernatural venom coursed through his body, blackening his
into the fray, savaging Sarkuroths entropic horde from the rear.
skin as it spread.
As the druidic forces attacked the rear of the horde, Archaenons
At this moment the remaning champions of light and noble
angels strove to reach Sarkuroth, carving a path through hordes
knights smashed through the entropic horde and hurled
of monstrous creatures and Vulkos regiment of evil knights.
themselves in a suicidal charge upon Sarkuroth. As Sarkuroth
Vulkos, surrounded by an evil sentient darkness, strove against
shuddered and writhed in pain from this distracting attack,
the angels and slew several until their combined light
Archaenon spoke a powerful holy word and began to glow with
overwhelmed him. He cried out as his body was reduced to ash
blinding light. Using the last of his strength, he cleaved
and smoke, while his armor fell to the ground in empty pieces.
Sarkuroth again and again, his huge blade carving the creature of
Apophis, terrible to behold in his insatiable hunger despite
Entropy into pieces until it lay smoking, quivering and
having devoured scores of enemies during the battle, reared up

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dissolving away into nothingness. As the last of Sarkuroths
essence faded from the world, it emitted a long, alien wail of
Today
despair and hate. Seeing their master utterly destroyed, the
hordes of Entropy immediately routed and fled shrieking in fear.

I
Cheers rose up from the Armies of Light as victory was snatched t is said that Sarkuroths corrupting force still lingers in
from the jaws of defeat. They pursued and slew as many of their certain wild places, where the landscape and life appears
fleeing enemies as possible, though many still managed to twisted into alien, unnatural forms, and strange phenomena
escape. occur. These unhallowed places seem to attract all manner of
weird creatures and pupils of dark magic.
Now Mehneet, being ever cunning, treacherous and self-
preserving, had taken little part in the fighting, and fled away Scattered snake cults are also rumored to exist, holding
into the trackless wilderness at the first sign of the battle going ceremonies in secret hidden lairs, often led by sentient serpents
against Sarkuroth. It is believed she perished many years later, or or half-serpents who still remember the old times. In the
hid herself away in a secret tomb in a state of suspended darkness, they maintain their sinister ways and thirst for
animation or lichdom, though her legacy lives on in the form of revenge, while slowly nurturing new followers. Many seek to
sentient serpents and snake cults. find the hidden tombs and lore of Apophis and Mehneet, and to
gather any still-living creatures of Entropy that may still lurk in
The remaining angels slowly ascended back to the heavens, hidden places of the world.
carrying the severely wounded Archaenon in their arms. As they
rose into the clouds, Archaenons ringing voice could be heard, Rarely, new champions of Entropy have appeared, some
bidding the valiant soldiers of Light farewell and urging them to claiming to be an incarnation of one of Sarkuroths minions.
remain ever vigilant against the forces of evil. Hearing this, many These champions often take the names of Zulgoor the Strangler
men immediately fell to their knees and vowed to uphold all or Vulkos the Dark Whisperer, and claim to have inherited their
celestial virtues as long as they should live. knowledge and power. They are responsible for bringing many
unspeakable new horrors upon the world. Thankfully, they are
Now word came swiftly to Mehneets necropolis of the defeat of few in number.
Sarkuroth and its minions. Hordes of angry citizens and slaves
rose up and struck down their panicked former masters. But even though remnants of Sarkuroths evil live on, so too have
Mehneets puppet queen and her court were slain, their the servants of the celestial light endured. As long as these
accomplices imprisoned for the rest of their lives. Mehneets champions remain vigilant and strong, there will always be
undead servants and cobra children were hunted down guardians ready to move swiftly against the forces of evil.
mercilessly, until all traces of them within the city had been
obliterated. A sense of evil seemed to pervade the necropolis and
it was abandoned, eventually crumbling into ruins over time.

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Chapter 1: New Base Classes

Shapeshifter
Shapeshifters are born or mysteriously gifted or cursed with the innate magical power to change their form, especially into that of a
fearsome animal or beast. Many do not discover their abilities until later in life, when a moment of extreme stress or self preservation
triggers their instinct to change, assuming the form of an entirely different person or a savage beast of legend.

Role: Shapeshifters shape-changing abilities greatly enhance their combat prowess, allowing them to hold their own and contribute in
battle. They do well in the role of a secondary melee fighter, and can provide ranged attack support as new forms with unique and
sometimes magical ranged abilities become available. As they gain more powerful forms and form powers, their combat prowess
greatly increases and they gain access to new and useful magical abilities. Their varied skills and abilities allow them to be highly
versatile, and ensure that no two shapeshifters are alike. Their stealth, disguise and shape-changing ability makes shapeshifters
excellent scouts and spies, easily able to access hard to reach places and blend in with the local populace as man or beast.

THE SHAPESHIFTER
Class Base Attack Fort Save Ref Will Special
Level Bonus Save Save

1st +0 +2 +2 +0 Alter Self (3/day)

2nd +1 +3 +3 +0 Shapechange (1/day)

3rd +2 +3 +3 +1 Monstrous Aspect, 1st Favored Form

4th +3 +4 +4 +1 Shapechange (2/day), Supernatural Attack

5th +3 +4 +4 +1 Form of the Mythical Beast (1/day), Form Power

6th +4 +5 +5 +2 Shapechange (3/day), Bonus Feat

7th +5 +5 +5 +2 2nd Favored Form

8th +6/+1 +6 +6 +2 Shapechange (4/day), Form Power

9th +6/+1 +6 +6 +3 Form of the Mythical Beast (2/day), Bonus Feat

10th +7/+2 +7 +7 +3 Shapechange (5/day), Form of the Dragon (1/day)

11th +8/+3 +7 +7 +3 3rd Favored Form, Form Power


12th +9/+4 +8 +8 +4 Shapechange (6/day), Bonus Feat
13th +9/+4 +8 +8 +4 Form of the Mythical Beast (3/day), Giant Form (2/day)
14th +10/+5 +9 +9 +4 Shapechange (7/day), Form Power
15th +11/+6/+1 +9 +9 +5 Bonus Feat
16th +12/+7/+2 +10 +10 +5 Shapechange (8/day)
17th +12/+7/+2 +10 +10 +5 Form of the Mythical Beast (4/day), 4th Favored Form, Form Power
18th +13/+8/+3 +11 +11 +6 Shapechange (9/day), Bonus Feat
19th +14/+9/+4 +11 +11 +6 Swift form change
20th +15/+10/+5 +12 +12 +6 Shapechange (at will), Form Power

Alignment: Any Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Stealth
(Dex), Survival (Wis), Swim (Str).
Hit Die: d8.
Skill Points at Each Additional Level: 4 + Int modifier.
Starting Wealth: 4d6 10 gp (average 140 gp)
Class Features
Class Skills: The shapeshifters class skills (and the key ability
for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), All of the following are class features of the shapeshifter.
Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), Intimidate
Weapon and Armor Proficiency: Shapeshifters are proficient
(Cha), Knowledge (arcana) (Int), Knowledge (geography) (Int),
with all simple weapons, light armor, and bucklers.

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shapeshifter level, or until he changes back. Changing form (to
animal or back) is a standard action and doesnt provoke an
attack of opportunity. The form chosen must be that of an animal
the shapeshifter is familiar with.
A shapeshifter loses his ability to speak while in animal form
because he is limited to the sounds that a normal, untrained
animal can make, but he can communicate normally with other
animals of the same general grouping as his new form.
A shapeshifter can use this ability an additional time per day at
4th level and every two levels thereafter. As a shapeshifter gains
in levels, this ability allows the shapeshifter to take on the form
of larger and smaller animals. Each form expends one daily
usage of this ability, regardless of the form taken.
At 5th level, a shapeshifter can now turn into flying animals.
At 6th level, a shapeshifter can use Shapechange to change into a
Large or Tiny animal. When taking the form of an animal, a
shapeshifters Shapechange now functions as beast shape II.
At 8th level, a shapeshifter can use Shapechange to change into a
Huge or Diminutive animal. When taking the form of animals, a
shapeshifters Shapechange now functions as beast shape III.
At 10th level, a shapeshifter can change into a Small, Medium, or
Large creature of the magical beast type. When taking the form
of a Small or Medium magical beast, this ability functions as beast
shape III. When taking the form of a Large magical beast, the
ability functions as beast shape IV.
Monstrous Aspect (Su): At 3rd level, a shapeshifter can call forth
aspects of powerful beasts to enhance his natural form. This
ability can only be activated when in his natural form (not in
animal, magical beast, mythical beast, dragon or giant form). The
benefits of the monstrous aspect end immediately if he changes
form. He may choose one of the following: bear's endurance, bull's
strength, cat's grace, or longstrider. This ability is usable once per
day, with a caster level equal to his shapeshifter level.
Favored Form (Ex): At certain levels (3rd, 7th, 11th, and 17th), a
shapeshifter can select a specific type of creature (for example,
centaur, wolf, lion, bear, griffon, etc.) as one of his favored forms.
The form must be one he is currently capable of changing into
using his Shapechange or Form of the Mythical Beast abilities. He
gains the following additional benefits as long as he stays in the
favored form:
+2 enhancement bonus to either Dexterity or Constitution
Alter Self (Su): A shapeshifter gains the ability to assume the while in the favored form. The shapeshifter must choose
form of a small or medium humanoid creature. This works which of these bonuses to apply when the favored form is
exactly like the alter self spell and can be used three times per chosen. Once chosen, it cannot be changed.
day. Changing form (to another creature or back) is a standard
action and doesnt provoke an attack of opportunity. The +2 enhancement bonus to one of the following skills while in
shapeshifter's caster level for this ability is equal to his class level. the favored form: Acrobatics, Climb, Escape Artist, Fly, or
Swim. The shapeshifter must choose which of these bonuses
Shapechange (Su): At 2nd level, a shapeshifter gains the ability to apply when the favored form is chosen. Once chosen, it
to turn himself into any Small or Medium non-flying animal and cannot be changed.
back again once per day. This ability functions like the beast shape
I spell, except as noted here. The effect lasts for 30 minutes per

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At 7th level, a shapeshifter also gains a limited favored differently. The shapeshifter can use this ability one additional
terrain ability when assuming his favored forms. He gains a time per day at 9th, 13th, and 17th level.
+2 competence bonus on initiative checks and Knowledge
Centaur: The form provides a +4 size bonus to Strength, a -2
(geography), Perception, Stealth, and Survival skill checks
penalty to Dexterity, and a +4 natural armor bonus. The
when he is in this terrain. Unlike a ranger, a shapeshifter
shapeshifter also gains the ability to use the centaurs Run feat.
traveling through his favored terrain still leaves a trail and
At 10th level, the shapeshifter can also use the centaurs Improved
can still be tracked. The favored terrain is always the same as
Initiative feat and gains a +2 bonus on Perception checks when in
the creature's environment, as stated in the creature's
the form.
environment entry in the Bestiary book. For example, a
griffon's environment is listed as hills, while a dire apes is Hellhound: The form provides a +2 size bonus to Strength and a
listed as forest. If the form is of a type that has more than +2 natural armor bonus. The shapeshifter also gains extra fire
one listed environment, the shapeshifter must select one of damage when biting, and a fire breath weapon, as listed in the
the terrains. However, once the choice is made, it cannot be hellhound description. The breath weapon can only be used
changed until the favored form is swapped for a new one three times while in the form. The shapeshifter gains the Fire
(see below). creature subtype while in this form, giving him immunity to fire
and vulnerability to cold. At 10th level, the natural armor bonus
Once a favored form is selected, it cannot be changed. However,
increases to +4 and the breath weapon increases to a 20ft. cone,
at certain levels when a shapeshifter gains an additional favored
causing 6d6 damage, with a DC 18 Reflex save for half.
form (7th, 11th, and 17th), he can choose to learn a new favored
form in place of one he already knows. In effect, the shapeshifter Winter Wolf: Requires level 7. The form provides a +4 size bonus
loses the old favored form in exchange for the new one. The new to Strength, a -2 penalty to Dexterity, and a +4 natural armor
favored form must be a form that the shapeshifter is currently bonus. At 10th level, the bonuses change to a +6 size bonus to
capable of changing into. A shapeshifter may swap only a single Strength, a -2 penalty to Dexterity, a +2 size bonus to
favored form at any given level. For example, a 3rd level Constitution, and a +6 natural armor bonus. The shapeshifter
shapeshifter selects wolf as his favored form. At 7th level, he also gains the extra cold damage when biting and a cold breath
chooses to drop wolf and take black bear, instead. He also gains weapon, as listed in the winter wolf description. The breath
an additional new favored form at 7th level. weapon can only be used three times while in the form. The
shapeshifter gains the Cold creature subtype while in this form,
Supernatural Attack (Su): At 4th level, a shapeshifter can
giving him immunity to cold and vulnerability to fire.
enhance his natural attacks so that they count as magic weapons
or aligned weapons, for purposes of bypassing damage Nightmare: Requires level 9. The form provides a +6 size bonus to
reduction. This ability can only be used when the shapeshifter is Strength, a -2 penalty to Dexterity, a +2 size bonus to
in an alternate form that has a natural attack. The shapeshifter Constitution, and a +6 natural armor bonus. The shapeshifter
chooses one effect (magic, good, evil, law or chaos), and applies it to also gains the extra fire damage with hoof attacks and a smoke
one of the form's natural attacks (bite, claw, etc.). The breath weapon, as listed in the nightmare description. The breath
shapeshifter may not choose alignments that are opposed to his weapon can only be used twice while in the form.
alignment. A neutral shapeshifter must choose one type of
Unicorn: Requires level 9. The form provides a +6 size bonus to
alignment and, once the choice is made, it cannot be changed.
Strength, a -2 penalty to Dexterity, a +2 size bonus to
This effect lasts for one minute per shapeshifter level, and can be
Constitution, and a +4 natural armor bonus. The shapeshifter
used once per day at 4th level, and one additional time per three
gains a +2 bonus on saves vs. charm, compulsion, and poison
shapeshifter levels after that (7th, 10th, 13th, etc.). His caster level
and the ability to cast light, cure moderate wounds and neutralize
for this ability is his shapeshifter level.
poison as spell-like abilities. The light spell ends if he assumes a
At 6th level, all of the assumed forms natural attacks are different form. The shapeshifter uses his class level as his caster
affected, instead of just one. level for these spells. Each of the spells may only be used twice
per day, no matter how many times per day the shapeshifter can
At 8th level, this ability can also be used to make an alternate
assume this form.
form's natural attacks count as silver or cold iron weapons. When
the shapeshifter uses this ability, he chooses one material type Lamia: Requires level 9: The form provides a +4 size bonus to
and adds it to either the magic or alignment effect. Strength, a -2 penalty to Dexterity, and a +4 natural armor bonus.
The shapeshifter gains the ability to cast ventriloquism, mirror
Form of the Mythical Beast (Su): At 5th level, once per day for
image, and suggestion as a spell-like ability, using his shapeshifter
one minute per level, a shapeshifter can assume the form of a
level as his caster level, and using his Charisma modifier to
mythical beast and gain some of their special abilities. This
determine the spell DCs. All mirror images immediately vanish
ability functions like the shapeshifters Shapechange ability, but
and all suggested targets are freed from mind-control if he
any of the forms listed below can be assumed, even though they
assumes a different form while they are in effect. Each of the
are not animals, as long as the shapeshifter is high enough level.
spells may only be used twice per day, no matter how many
This ability functions like beast shape II, except where noted
times per day the shapeshifter can assume this form.

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Sphinx (Gynosphinx): Requires level 12. The form provides a +6 Dexterity, and a +8 natural armor bonus. The shapeshifter also
size bonus to Strength, a +2 size bonus to Constitution, a -2 gains damage reduction 10/- and regeneration 5 (cold, good or
penalty to Dexterity, and a +6 natural armor bonus. Otherwise, evil), shroud of flame, complete immunity to fire and
this ability functions like beast shape IV. The shapeshifter also vulnerability to cold. Shroud of flame lasts for 2d4 rounds and
gains the ability to cast comprehend languages, detect magic, read may be used twice per day, no matter how many times per day
magic and see invisibility as spell-like abilities, using his the shapeshifter can assume this form. The shapeshifter also
shapeshifter level as his caster level. The benefits of these abilities gains the ability to cast continual flame, cure critical wounds, see
end if he assumes a different form while they are in effect. Each invisibility and wall of fire as spell-like abilities, using his
of the spells may only be used twice per day, no matter how shapeshifter level as his caster level. The benefits of see invisibility
many times per day the shapeshifter can assume this form. end if he assumes a different form while it is in effect. Each of the
spells may be used twice per day, no matter how many times per
Sphinx (Androsphinx): Requires level 14. The form provides a +6
day the shapeshifter can assume this form. Otherwise, this ability
size bonus to Strength, a +2 size bonus to Constitution, a -2
functions like beast shape IV.
penalty to Dexterity, and a +6 natural armor bonus. The
shapeshifter also gains the ability to cast bestow curse, calm Bonus Feat: At 6th level and every three levels thereafter, the
emotions, resist energy and remove fear as spell-like abilities while shapeshifter gains a bonus feat, selected from the following list,
in this form, using his shapeshifter level as his caster level. The provided he meets the prerequisites: Acrobatic, Alertness,
benefits of resist energy end if he assumes a different form while it Animal Affinity, Aspect of the Beast (APG)*, Athletic, Combat
is in effect. Each of the spells may only be used twice per day, no Reflexes, Dodge, Endurance, Extended Form of the Dragon*,
matter how many times per day the shapeshifter can assume this Extended Form of the Mythical Beast*, Extended Giant Form*,
form. Otherwise, this ability functions like Extra Favored Form*, Extra Form of the Dragon*, Extra
beast shape IV. Form of the Mythical Beast*, Extra Giant
Form*, Extra Shapechange*, Great
Thunderbird: Requires level
Fortitude, Greater Natural Weapon
15. The form allows the
Focus*, Improved Bull Rush,
shapeshifter to change into
Improved Favored Form*,
a gargantuan thunderbird.
Improved Form of the Dragon*,
The form provides a +8
Improved Form of the Mythical
size bonus to Strength, a
Beast*, Improved Giant Form,
+6 size bonus to
Improved Initiative, Improved
Constitution, a -4
Overrun, Improved Sunder, Iron
penalty to Dexterity,
Will, Lightning Reflexes, Natural
and a +8 natural armor
Attack Specialization*, Natural
bonus. The shapeshifter
Spell*, Powerful Shape (UM) *,
also gains its stormsight,
Quick Wild Shape (UM) *, Shaping
storm aura (but without
Focus (UM) *, Stealthy, Toughness.
lightning bolts), control
* See the feat description in the
weather and thunderbolt
New Shapeshifter Feats section.
abilities, and complete
immunity to electricity and sonic At 9th level, the additional monster
attacks. The shapeshifter uses his feats shown below are added to the list of
class level as his caster level for the control bonus feats. However, each monster feat can
weather ability. Control weather and thunderbolt may only be only be used in certain circumstances. Additional monster feats:
used once per day, no matter how many times per day the
Flying feats: Flyby Attack, Hover, Wingover. A bonus flying feat can
shapeshifter can assume this form. Otherwise, this ability
only be used by the shapeshifter when in an alternate form that
functions like beast shape IV.
has wings or the natural ability to fly without wings. They cannot
Sea Serpent: Requires level 16. The form allows the shapeshifter to be used if the shapeshifter has the fly spell cast on him while in a
change into a gargantuan sea serpent. The form provides a +10 form that does not have the natural ability to fly.
size bonus to Strength, a +8 size bonus to Constitution, a -4
Improved Natural Attack: The shapeshifter can take this bonus feat
penalty to Dexterity, and a +8 natural armor bonus. The
even if he does not have any natural weapons (though he must
shapeshifter also gains its darkvision 120ft., capsize and elusive
meet all other feat prerequisites). However, he only gains the
abilities, complete immunity to cold and fire resistance 30.
benefits of this feat when in specific alternate forms that have the
Otherwise, this ability functions like beast shape IV.
specified type of natural attack. Upon taking the feat, he must
Phoenix: Requires level 18. The form allows the shapeshifter to choose one category of creature and one attack to apply the feat
change into a gargantuan phoenix. The form provides a +10 size to. For example, he might choose animals and bite, magical
bonus to Strength, a +8 size bonus to Constitution, a -4 penalty to beasts and gore, dragons and claw, etc. Once the creature

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category and attack types are selected, they cannot be changed. must be at least 8th level to select this power. If the shapeshifter
The shapeshifter may only take this feat once. has levels of barbarian, the damage reduction stacks.
Improved Natural Armor: The shapeshifter can take this bonus feat Intimidating Glare (Ex): The shapeshifter can make an Intimidate
even if he does not already have natural armor (though he must check against one adjacent foe as a move action. If the
meet all other feat prerequisites). However, he only gains the shapeshifter successfully demoralizes his opponent, the foe is
benefits of this feat when in specific alternate forms. Upon taking shaken for 1d4 rounds + 1 round for every 5 points by which the
the feat, he must choose one type of creature to apply the feat to: shapeshifter's check exceeds the DC. This power can be used
animals, magical beasts, dragons, or giants. Once the type is twice per day.
selected, it cannot be changed. The natural armor bonus from this
Knockback (Ex): Once per round, the shapeshifter can make a bull
feat stacks with natural armor bonuses provided by his
rush attempt against one target in place of a melee attack. If
Shapechange, Form of the Dragon and Giant Form abilities
successful, the target takes damage equal to the shapeshifter's
(assuming the form is of the creature type he selected). The
Strength modifier (if the shapeshifter chooses) and is moved back
shapeshifter may only take this feat once.
as normal. The shapeshifter does not need to move with the
Form Power (Ex): Starting at 5th level, and every three levels target if successful. This does not provoke an attack of
thereafter (8th, 11th, 14th, 17th, 20th), a shapeshifter gains a form opportunity. This power can be used twice per day.
power that can be used only when using his Alter Self,
Night Vision (Ex): The shapeshifters visual senses grow
Shapechange, Form of the Mythical Beast, Form of the Dragon,
incredibly sharp while in an alternate form that has low-light
and Giant Form powers. Some of these powers require the
vision, giving him darkvision 60 feet, as well. Furthermore, he
shapeshifter to take an action first. A shapeshifter cannot select
gains a +2 competence bonus on visual-based Perception checks
an individual power more than once. If the shapeshifter has a
when in the dark and assuming a form with darkvision.
similar ability from another class such as barbarian or rogue, the
abilities may not be used in conjunction with each other, No Escape (Ex): The shapeshifter can move up to
unless stated otherwise. For example, a double his normal speed as an immediate action
barbarian/shapeshifter with the barbarian Guarded but he can only use this ability when an adjacent
Stance rage ability and the shapeshifter Guarded foe uses a withdraw action to move away from
Stance ability cannot use both abilities at the him. He must end his movement adjacent to
same time in order to stack the bonuses. the enemy that used the withdraw action. The
shapeshifter provokes attacks of opportunity
Clear Mind (Ex): A shapeshifter may
as normal during this movement. This power
reroll a failed Will save. This
can be used three times per day.
power is used as an immediate
action after the first save is Animalistic Acrobatics (Ex): The
attempted, but before the shapeshifter gets a +1 competence
results are revealed by the bonus per level (max +10) on all
GM. The shapeshifter must Acrobatics skill checks made to jump,
take the second result, even if fall, and cross narrow surfaces, and on
it is worse. This power can be all Climb skill checks. When making a
used twice per day. jump, the shapeshifter is always
considered to have a running start. Also,
Fearless Form (Ex): While in an alternate form of size Large or
when the shapeshifter falls, a DC 15 Acrobatics check allows him
larger, the shapeshifter gains a +4 enhancement bonus on saves
to ignore the first 20 feet fallen, instead of the first 10 feet.
vs. fear effects, including shaken, frightened, and panicked
conditions. Natural Swimmer (Ex): The shapeshifter gets a +2 competence
bonus per level (max +10) on all Swim skill checks and on
Guarded Stance (Ex): The shapeshifter gains a +1 dodge bonus to
Constitution checks to hold his breath.
his Armor Class against melee attacks for a number of rounds
equal to the shapeshifter's current Constitution modifier Rolling Dodge (Ex): The shapeshifter gains a +1 dodge bonus to
(minimum 1). This bonus increases by +1 for every 6 levels the his Armor Class against ranged attacks for a number of rounds
shapeshifter has attained. Activating this ability is a move action equal to the shapeshifters level. This bonus increases by +1 for
that does not provoke an attack of opportunity. This power can every 6 levels the shapeshifter has attained (+2 at 12th level, +3 at
be used once per day. 18th level). Activating this ability is a move action that does not
provoke an attack of opportunity. This power can be used once
Damage Reduction (Ex): As an immediate action, the shapeshifter
per day.
can greatly toughen himself while in alternate form, gaining
damage reduction 2/. This ability lasts for one round per Strength Surge (Ex): As an immediate action, the shapeshifter
shapeshifter level, and can be used once per day. A shapeshifter adds half his shapeshifter level on one Strength check or combat
maneuver check, or to his Combat Maneuver Defense when an

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opponent attempts a maneuver against him. This power can be At 12th level, a shapeshifter can use this ability to change into a
used once per day. Large chromatic or metallic dragon. When taking the form of a
dragon, the ability now functions as form of the dragon II.
Surprise Accuracy (Ex): The shapeshifter gains a +2 competence
bonus on one melee attack roll. This power is used as a swift At 14th level, a shapeshifter can use Shapechange to change into
action before the roll to hit is made, and can be used once per a Huge chromatic or metallic dragon. When taking the form of a
day. dragon, the ability now functions as form of the dragon III.
Terrifying Howl (Ex): Once per day, as a full-round action, the Giant Form (Su): At 13th level, a shapeshifter gains the ability to
shapeshifter can unleash a long terrifying howl, shriek, scream or use giant form to assume the form of a Large humanoid creature
roar. All living enemies within 10 feet that have fewer hit dice of the giant subtype (frost giant, fire giant, cyclops, ettin, hill
than the shapeshifter must make a Will save (DC equal to 10 + giant, ogre, stone giant, or troll), twice per day. This ability
1/2 the shapeshifter's level + the shapeshifter's Charisma functions like the giant form I spell, except as noted here. The
modifier [minimum of +0]) or be panicked for 1d4 rounds. If the effect lasts for 1 minute per shapeshifter level, or until he changes
Will save succeeds, the creature is shaken for 1 round. An enemy back. Changing form (to another creature or back) is a standard
can only be affected by this power once per day. A shapeshifter action and doesnt provoke an attack of opportunity.
must be 8th level and have the Intimidating Glare form power to
At 15th level, a shapeshifter can use this ability to change into a
select this power.
Huge creature of the giant subtype (cloud giant and storm giant
Uncanny Dodge (Ex): The shapeshifter gains the uncanny dodge are the only core Huge creatures with the giant subtype). When
ability equal to a rogues while in alternate form. If a shapeshifter taking the form of a giant, the ability now functions as giant form
already has uncanny dodge from a different class, he II.
automatically gains improved uncanny dodge instead.
Swift Form Change (Ex): At 19th level, a shapeshifter may
Form of the Dragon (Su): At 10th level, a shapeshifter gains the change form as a swift action instead of a standard action when
ability to use form of the dragon I to assume the form of a Medium using his Alter Self, Shapechange, Form of the Mythical Beast,
chromatic or metallic dragon, once per day. This ability functions Form of the Dragon or Giant Form abilities.
like the form of the dragon I spell, except as noted here. The effect
Shapechange at Will (Ex): At 20th level, a shapeshifter may use
lasts for 1 minute per shapeshifter level, or until he changes back.
his Shapechange ability at will.
Changing form (to another creature or back) is a standard action
and doesnt provoke an attack of opportunity.

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New Shapeshifter Feats

The following new feats are designed for the shapeshifter base Prerequisite: Shapeshifter favored form class feature.
class. A shapeshifter can take one of these feats anytime he is
Benefit: You gain an extra favored form.
eligible for a new feat. These feats should also be added to the
shapeshifters list of class bonus feats. Special: This feat can be taken multiple times. Each time you take
the feat, it applies to a new form.

Aspect of the Beast ( APG)


Shapeshifters may take the Aspect of the Beast feat from the
Extra Form of the Dragon
Advanced Players Guide (APG). You can assume dragon form more often than normal.
Prerequisite: For the shapeshifter, the feat prerequisits are: Prerequisite: Shapeshifter Form of the Dragon class feature, base
Shapechange class feature. attack bonus +9.
Benefit: The benefits are the same as those listed under the Benefit: You may use your Form of the Dragon ability two
Aspect of the Beast feat in the Advanced Players Guide. additional times per day.

Extended Form of the Dragon Extra Form of the Mythical Beast


You can assume dragon form for much longer. You can assume mythical beast form more often than normal.
Prerequisite: Shapeshifter Form of the Dragon class feature. Prerequisite: Shapeshifter Form of the Mythical Beast class
feature, base attack bonus +5.
Benefit: The duration of your Form of the Dragon ability
increases to three minutes per level, instead of one minute per Benefit: You may use your Form of the Mythical Beast ability two
level. additional times per day.

Extended Form of the Mythical Beast Extra Form Power


You can assume mythical beast form for much longer. You gain an additional form power.
Prerequisite: Shapeshifter Form of the Mythical Beast class Prerequisite: Shapeshifter form power class feature.
feature.
Benefit: You gain an additional form power.
Benefit: The duration of your Form of the Mythical Beast
Special: This feat may be taken multiple times. Each time, a
ability increases to five minutes per level, instead of one different form power must be taken.
minute per level.

Extended Giant Form Extra Giant Form


You can assume giant form for much longer. You can assume giant form more often than normal.

Prerequisite: Shapeshifter Giant Form class feature. Prerequisite: Shapeshifter Giant Form class feature, base attack
bonus +11.
Benefit: The duration of your Giant Form ability increases to
three minutes per level, instead of one minute per level. Benefit: You may use your Giant Form ability two additional
times per day.
Special: This feat can only be taken once.

Extra Shapechange
Extra Favored Form
You can assume animal and magical beast form more often than
You are adept at assuming more effective forms than normal. normal.

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Prerequisite: Shapeshifter Shapechange class feature, base attack how long they last. This feat does not increase the number of
bonus +2. times per day you can assume mythical beast form.
Benefit: You may use your Shapechange ability two additional Special: This feat stacks with Extended Form of the Mythical
times per day. Beast.

Greater Natural Weapon Focus Improved Giant Form


Choose one type of natural attack (bite, claw, slam, gore, etc.) for You may assume more powerful giant forms than normal.
which you have already selected Weapon Focus. You are a
Prerequisite: Shapeshifter Giant Form class feature.
master of this attack.
Benefit: You count as two levels higher for determining which
Prerequisite: Shapeshifter Shapechange, Form of the Mythical
giant forms you can assume, their powers, and how long they
Beast, Form of the Dragon, or Giant Form class feature. Weapon
last. This feat does not increase the number of times per day you
Focus with selected natural attack, base attack bonus +1, 8th-
can assume giant form.
level shapeshifter.
Special: This feat stacks with Extended Giant Form.
Benefit: You gain a +1 bonus on attack rolls you make using the
selected natural attack. This bonus stacks with other bonuses on
attack rolls, including those from Weapon Focus.
Natural Attack Specialization
You are skilled at dealing damage with one type of natural
Improved Favored Form attack.
One of your favored forms is more powerful than normal. Prerequisites: Shapeshifter level 6th.
Prerequisite: Shapeshifter Favored Form class feature. Benefit: Choose one type of natural attack (bite, claw, slam, gore,
etc.). You gain a +2 bonus on all damage rolls with the selected
Benefit: Select one of your favored forms to apply this feat to. All
natural attack when using your Shapechange, Form of the
your favored form bonuses (Dex or Con bonus, skill bonuses,
Mythical Beast, Form of the Dragon, or Giant Form abilities.
and favored terrain bonuses) are doubled when you assume this
form. Once selected, the chosen form cannot be changed. Special: You can gain this feat multiple times. Its effects do not
However, if you swap the chosen favored form for another stack. Each time you take the feat, it applies to a new type of
favored form due to leveling up, you may apply this feat to a natural attack. This feat does not stack with the Weapon
different favored form. Specialization feat.

Improved Form of the Dragon


Natural Spell
You may assume more powerful dragon forms than normal.
Shapeshifters may take the Natural Spell feat.
Prerequisite: Shapeshifter Form of the Dragon class feature.
Prerequisite: For the shapeshifter, the feat prerequisites are: Wis
Benefit: You count as two levels higher for determining which 13, Shapechange class feature, ability to cast druid spells.
forms of the dragon you can assume, their powers, and how long
they last. This feat does not increase the number of times per day Benefit: For multi-class druid/shapeshifters, this feat allows
you can assume dragon form. them to cast spells while in wild shape and while using the
shapeshifters Shapechange, Form of the Mythical Beast or Form
Special: This feat stacks with Extended Form of the Dragon. of the Dragon abilities.

Improved Form of the Mythical Beast Powerful Shape ( UM)


You may assume more powerful mythical forms than normal. Shapeshifters may take the Powerful Shape feat from Ultimate
Magic (UM).
Prerequisite: Shapeshifter Form of the Mythical Beast class
feature. Prerequisite: For the shapeshifter, the feat prerequisites are:
Shapechange class feature, shapeshifter level 8th or druid level
Benefit: You count as three levels higher for determining which
8th.
forms of the mythical beast you can assume, their powers, and

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Benefit: The benefits of this feat only apply when the shapeshifter feat to.
is using his Shapechange ability, not Form of the Mythical Beast,
Form of the Dragon or Giant Form.
Special: For a multi-class druid/shapeshifter, the Powerful Shape Shaping Focus ( UM)
feat only applies to either their druid wild shape ability or their Shapeshifters may take the Shaping Focus feat from Ultimate
shapeshifter abilities, not both. Upon taking the feat, a Magic (UM).
druid/shape-shifter must decide which class to apply the feat to.
Prerequisite: For the multi-class shapeshifter, the feat
prerequisites are: Shapechange class feature, Knowledge (nature)
5 ranks.
Quick Wild Shape ( UM)
Benefit: If you are a multiclassed shapeshifter, your Shapechange
Shapeshifters may take the Quick Wild Shape feat from Ultimate
ability is calculated as though your shapeshifter level were two
Magic (UM).
higher, to a maximum level equal to your character level. This
Prerequisite: For the shapeshifter, the feat prerequisites are: feat only applies to your Shapechange ability, not Form of the
Shapechange class feature, shapeshifter level 8th. Mythical Beast, Form of the Dragon or Giant Form.
Benefit: The benefits of this feat only apply when the shapeshifter Special: For a multi-class druid/ shapeshifter, the Shaping Focus
is using his Shapechange ability, not Form of the Mythical Beast, feat only applies to either their druid wild shape level or their
Form of the Dragon or Giant Form. shapeshifter Shapechange level, not both. Upon taking the feat, a
druid/shape-shifter must decide which class to apply the feat to.
Special: For a multi-class druid/shapeshifter, the Quick Wild
If they apply the feat to their druid class, it raises their effective
Shape feat only applies to either their druid wild shape ability or
wild shape level by four.
their shapeshifter Shapechange ability, not both. Upon taking the
feat, a druid/shapeshifter must decide which class to apply the

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Pyro
The pyro is an individual with a talent (and some say perverse penchant) for using fire as a weapon. They are adept at using torches as
weapons, typically in their off hand, and use their pyrotechnic alchemy skills to enhance their attacks. They are often explorers and
treasure hunters whose travels lead them into dangerous tombs, dark ruins or underground caves and corridors. As light sources are a
necessity to explore such places, pyros have learned to use torches not only to illuminate the way but also as weapons. Evil pyros tend
to be arsonists whose depredations terrorize the community. Such heinous criminals are highly wanted men.

Role: Like rogues, pyros are highly skilled and versatile and tend to avoid lone hand-to-hand combat. Though they dont possess the
rogues ability to strike vital areas or disarm traps, they excel at using their torches as unexpected and dangerous weapons, often
catching unsuspecting foes off-guard. Their scouting abilities and broad set of skills also makes them handy to have around in just
about any situation.

THE PYRO
Class Base Attack Fort Save Ref Will Special
Level Bonus Save Save

1st +0 +2 +2 +0 Torch attack (+1 fire damage and extinguish DC), catch off-guard

2nd +1 +3 +3 +0 Evasion, fire expert, pyro talent

3rd +2 +3 +3 +1 Torch light adaptation, catch off-guard improvement, special torch attack

4th +3 +4 +4 +1 Pyro talent, uncanny dodge

5th +3 +4 +4 +1 Special torch attack, torch attack improvement (+2)

6th +4 +5 +5 +2 Pyro talent

7th +5 +5 +5 +2 Special torch attack

8th +6/+1 +6 +6 +2 Improved uncanny dodge, pyro talent, torch attack improvement (+2)

9th +6/+1 +6 +6 +3 Special torch attack

10th +7/+2 +7 +7 +3 Advanced talents, pyro talent

11th +8/+3 +7 +7 +3 Special torch attack, torch attack improvement (+2)


12th +9/+4 +8 +8 +4 Pyro talent
13th +9/+4 +8 +8 +4 Special torch attack
14th +10/+5 +9 +9 +4 Pyro talent, torch attack improvement (+2)
15th +11/+6/+1 +9 +9 +5 Special torch attack
16th +12/+7/+2 +10 +10 +5 Pyro talent
17th +12/+7/+2 +10 +10 +5 Special torch attack, torch attack improvement (+2)
18th +13/+8/+3 +11 +11 +6 Pyro talent
19th +14/+9/+4 +11 +11 +6 Special torch attack
20th +15/+10/+5 +12 +12 +6 Master pyro, pyro talent, torch attack improvement (+2)

Alignment: Any (Int), Knowledge (geography), Knowledge (history), Knowledge


(local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha),
Hit Die: d8.
Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex),
Starting Wealth: 4d6 10 gp (average 140 gp) Swim (Str), and Use Magic Device (Cha).

Class Skills: The pyro's class skills are Acrobatics (Dex), Skill Points at Each Additional Level: 6 + Int modifier.
Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Craft
Class Features
(Alchemy)(Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate
(Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) All of the following are class features of the pyro.

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Weapon and Armor Proficiency: Pyros are proficient with all ability can only be used on targets that are no more than one size
simple weapons, short sword, hand axe and throwing axe. They category larger than the pyro. Targets that are immune to fire,
also treat torches as simple light weapons, instead of improvised have no visual sensory organs, or suffered no damage from the
weapons. They are proficient with light armor, but not with attack due to fire resistance are unaffected. Creatures that have
shields. blindsense cannot be blinded by this attack, but they are still
subject to its sickening effect. At 8th level, the sickened duration
Torch Attack (Ex): Pyros are extremely adept at using torches as
increases to 1d6 rounds. At 8th, 12th, 16th and 20th level the
weapons. They treat torches as simple, light weapons, instead of
Reflex DC increases by +1.
improvised weapons, and often use them as off-hand weapons.
When thrown, torches have a range increment of 10 feet. They Distracting torch (Ex): A pyro with this ability learns how to feint
may also use the Weapon Finesse feat with torches. with his torch to distract foes in combat, thrusting it at them and
The pyro gains a +2 competence bonus to hit with torches waving it in front of them. He gains Improved Feint as a bonus
anytime his target is denied its Dexterity bonus to AC (whether feat, even if he does not meet the prerequisites. Furthermore,
the target actually has a Dexterity bonus or not). When flanking
opponents, a pyro gets a +3 flanking bonus to hit with his torch,
instead of the usual +2.
In the hands of a pyro, a torch is a dangerous weapon that
deals bludgeoning damage (1d3 for small creatures/1d4 for
medium creatures, critical: 20/x2), plus 1 point of fire damage,
and ignites opponents on a natural to hit roll of 18-20. A pyro
may automatically ignite a helpless target.
Ignited targets suffer an additional 1d4 points of damage on the
round they are hit and on the following round. If desired, the
target can use a standard or move action to attempt to extinguish
the flames before taking this additional damage. Extinguishing
the flames requires a Reflex save (DC 10 + 1/2 the pyro's level +
the pyro's Intelligence or Dexterity modifier, whichever is
higher). Rolling on the ground provides the target a +2 bonus on
the save. Leaping into a lake or magically extinguishing the
flames automatically smothers the fire.
At higher levels, the pyro becomes even more adept at fighting
with torches. At 5th, 8th, 11th, 14th, 17th, and 20th level, the pyro
gains an additional +2 to his torch fire damage, torch ignited
damage, and the DC to extinguish flames ignited by his torch.
Catch Off-Guard (Ex): A pyro gains Catch Off-Guard as a bonus
feat. At level 3, when a pyro uses the Catch Off-Guard feat to
attack with a torch, unarmed opponents are not only considered
flat-footed but the pyro also inflicts an additional +1d4 damage
with his torch.
Special Torch Attack (Ex): As a pyro gains experience, he learns
a number of special torch attacks. Some of these involve
employing special maneuvers or tactics while using torches and
others involve the creation of special torches. Starting at 3rd
level, a pyro gains one special torch attack. He gains a new
special torch attack for every 2 levels of pyro attained after 3rd
level. A pyro cannot learn an individual special torch attack more
than once.
Blinding torch strike (Ex): Whenever a pyro with this ability is
flanking an opponent or the opponent is denied its Dexterity
bonus to AC, he can use a full round action to make a single
attack at a -2 penalty to strike an opponent in the face, causing
normal torch damage and a Reflex save (DC 10 + pyro class level,
max DC 25) or the target is blinded for 1 round and sickened
(due to pain) for 1d4 rounds. If the pyro scores a critical hit when
attempting this action, the blindness duration is doubled. This

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when the pyro successfully feints in this manner and causes the Penetrating torch: The pyro is amazingly skilled at attacking with
target to lose its Dexterity bonus to AC, the pyro and any of his torches and setting fire resistant targets ablaze with them. All his
allies that are adjacent to the target gain a +1 to hit that target torch attacks (including special torch attacks) inflict an additional
until the pyro's next turn. At 8th, 12th, 16th, and 20th level, the 1 point of fire damage and ignore the first 5 points of the target's
pyro gains an additional +1 on his CMB roll to feint when using fire resistance (or cold resistance for witchlight torches), if it has
this ability, and if it is successful, the bonus provided to himself any. At 7th, 12th, 17th and 20th level, the additional fire damage
and his allies also increases by +1 (+1 on CMB feint roll and +2 increases by 1 point, and the number of points of fire resistance
for all to hit if successful at 8th level, +2/+3 at 12th level, +3/+4 that are ignored increases by 5 points. Targets that are immune to
at 16th, +4/+5 at 20th). fire are unaffected.
Fire breather (Ex): The pyro has learned how to mix a dangerous, Warding torch (Ex): A pyro with the warding torch ability is
volatile alchemical liquid that he can imbibe as a move action skilled at using his torch to force opponents away from him. By
(does not provoke an attack of opportunity) and then spit whirling his torch around, a pyro can force adjacent creatures to
through his lit torch as a standard action, producing a 15ft. cone back away from him. He can also use it to fend off attackers
of fire that inflicts 1d6 damage per two pyro levels (max 10d6), when withdrawing from combat, and for fending off attacks by
with a Reflex save for half. The Reflex DC is equal to 10 + the swarms. However, creatures that are immune or resistant to fire
pyro's class level + the pyro's Intelligence or Dexterity bonus, (or cold if the pyro is using a witchlight torch) are immune to this
whichever is higher. The cone of fire generated from this ability ability.
can be used with any torch, even the pyro's special torches, but it As a standard action, a pyro can make a special bull rush attack
does not inflict additional damage or cause any of the special to use a lit torch to force a creature (including swarms) that is in
effects of the special torch. The only exception is that the cone an adjacent square to retreat 5ft. directly away from him, and he
will cause cold damage if used with a witchlight torch. In order does not need to move to do so. This special bull rush does not
to create this mixture, the pyro must invest a small part of his provoke attacks of opportunity. He gains a +2 on his warding
essence in them using a special alchemist's stone (for a torch bull rush CMB roll if the creature is an animal, magical
description see Special Torches, below), and can only create beast, monstrous humanoid, or is vulnerable to fire (or cold if the
this mixture once per day, plus one per two pyro levels. pyro is using a witchlight torch). If the warding torch bull rush
attempt fails to make the target back off, that creature is immune
Immolation (Ex): The flames on those ignited by any of the pyro's
to all further warding torch attempts by the pyro for the duration
standard torch attacks or special torch attacks (but not any other
of the combat.
abilities or talents) spread and grow rapidly, immolating the
Instead of making a bull rush attack, pyros can use the warding
target. The flames do not easily die out and last for four rounds
torch ability with the Withdraw combat tactic, so that the first
and continue to cause greater damage each round until they are
two squares of the pyro's movement are not considered
extinguished. Immolation fire damage is cumulative, so the
threatened squares, instead of only the first square.
damage is +1d4 the first round of ignition damage, +2d4 the
Warding torch can also provide a useful defense against
second round, +3d4 the third round, etc., to a maximum of +4d4
swarms. When the pyro is in the same space as an attacking
damage on the fourth round, after which the flames
swarm and suffering damage, he can use an immediate action to
automatically die out.
whirl his torch around him in order to fend off some of his
For example, Nero the 9th level pyros torch attack normally
attackers, so that he takes only half damage from the swarm's
causes 1d4 bludgeoning damage, plus 5 points of fire damage.
attack and gains a +2 circumstance bonus on saves to resist the
When he ignites opponents, they suffer 1d4+4 additional points
swarms distraction ability. Last, the pyro can use his torch to
of fire damage on the round they were hit and on the following
damage swarms that are normally immune to melee weapons.
round, then the flames die out. If Nero has the immolation attack,
when he ignites a target it suffers 1d4+4 additional fire damage Special Torches:
as normal on the first round. On the second round, the ignited
A pyro who selects one of the special torch attacks listed below
target is immolated in flame and suffers 2d4+4 damage. On the
can create special torches. Regardless of how many special
third round, the target suffers 3d4+4 fire damage. On the fourth
torches a pyro knows how to make, he can only make a total
round, the target suffers 4d4+4 fire damage, then the flames die
number of special torches per day equal to half his pyro class
out.
level plus his Intelligence modifier. These special torches are
The DC to extinguish the flames increases by +1 each round, to
unstable, and if they are not lit within one round of being
a maximum of +4. A target can only suffer from one immolation
created, they degrade and become inert, normal torches. In order
effect at a time.
to create a special torch, the pyro must invest a small part of his
When the pyro reaches 12th level, immolated targets must also
essence in them using a special alchemist's stone. The pyro uses a
make a Will save (DC 10 + the pyro's class level, max DC 25) or
free action to mentally invoke the power of his alchemist's stone
become panicked for 1d4 rounds. The panic ends as soon as the
to imbue a torch that he is holding. The pyro can create this
flames die out or are extinguished.
alchemist's stone from small amounts of chemicals from an
The pyro must be at least 9th level to take this torch attack.
alchemy lab, and these supplies can be readily refilled in the
same manner as a spellcasters component pouch. Once created,

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the stone remains usable by the pyro for years. It is not possible burst of glowing, colored lights that cause creatures within 20
for the pyro to make special torches that combine more than one feet of the torch to become blinded for 1d4 rounds (Reflex
type. For example, a pyro cannot make a single torch that has negates). The Reflex DC is equal to 10 + the pyro's class level +
both the blazing and pyrotechnic abilities. Also note that the pyro's Intelligence bonus. These creatures must have line of
everburning torches cannot be used to make the pyro's special sight to the fire to be affected. Once used, the torch is completely
torches. consumed and cannot be used again. A pyro must be at least 5th
level to take this ability.
Blazing torch: These torches burn brighter and hotter than a
normal torch. The torch's illumination radius increases to 30ft., its Smoking torch: The pyro applies his alchemist's stone to a torch,
threat range increases by 1 point, it inflicts an additional 1d4 causing it to produce billowing clouds of choking smoke one
points of fire damage and it counts as a magic round later. Pyros then throw these torches at their
weapon. However, the torch only lasts for enemies or drop them on the ground to create smoke
one round per pyro level and then it is screens. A stream of thick smoke billows out from
completely consumed and cannot be the torch, forming a choking cloud that spreads 10
used again. Last, instead of using a feet in all directions and lasts for 1 round per
blazing torch to produce a hot, bright pyro level. After that, the torch is completely
flame, a pyro can use a standard consumed and cannot be used again. All
action and touch it to a melee weapon sight, even darkvision, is ineffective in or
to temporarily imbue it with the through the cloud. All within the cloud
flaming ability for one minute per two have difficulty breathing and suffer a -1
pyro levels. This imbuing ability must penalty to Strength and Dexterity
be used within one round of lighting (Fortitude DC 10 + pyro class level, max
the torch, otherwise the torch DC 25, negates). These effects last for 1d4
functions as a hot blazing torch. rounds after the cloud dissipates or after the
Imbued weapons also count as creature leaves the area of the cloud. At
magic weapons. This imbuing 10th level, the penalties increase to -3 and
ability can only be used once per at 15th level they increase to -5. Creatures
day, regardless of how many that do not breathe are immune to the
blazing torches the pyro can create. choking effect.
At 10th level, the pyro can imbue
Sparking torch: The pyro applies his
weapons with the flaming burst
alchemist's stone to a torch. One round
ability, instead. Imbuing a weapon
after the torch is lit, it produces a loudly
completely consumes and
crackling shower of hot bluish-white sparks
extinguishes the torch. A pyro must
for one full round. All creatures within 5ft.
be at least 5th level to take this ability.
of the torch suffer 1d4 points of fire damage
Dancing torch: The pyro applies his per two pyro levels (max 10d4 - Reflex DC
alchemist's stone to a torch. Once lit, the 10 + the pyro's class level + the pyro's
torch is completely consumed and produces Intelligence bonus, for half damage). Those that
a temporary magical effect identical to a fail the save also have a 50% chance of being
dancing lights spell, with the pyro's level as the ignited. Once the sparks end, the torch is completely
caster level. consumed and cannot be used again. Last, instead of
At 6th level, the pyro can create a flaring version using the sparking torch to produce a shower of
of this special torch which causes the dancing lights sparks, a pyro can use a standard action and touch it
to suddenly flash with the same effects as a flare spell to a melee weapon to temporarily imbue the
whenever anything enters the area of effect (Fort DC weapon with the shocking ability for one minute per
15 + the pyro's Intelligence bonus negates). All two pyro levels. This imbuing ability must be used
creatures within the area of the dancing lights are within one round of lighting the torch, otherwise
potentially affected by the flare. The flare effect does not the torch functions as a sparking torch. This
go "live" until one full round after the torch is ignited, imbuing ability can only be used once per day,
giving the pyro time to leave the area so that he does not regardless of how many sparking torches the pyro
trigger it himself. The dancing lights end immediately can create. At 10th level, the pyro can imbue
after a flare is triggered. weapons with the shocking burst ability, instead.
Imbued weapons also count as magic weapons.
Pyrotechnic torch: The pyro applies his alchemists stone to a
Imbuing a weapon completely consumes and
torch, causing it to explode with fireworks one round after it is
extinguishes the torch.
lit. The pyro typically throws the torch or drops it and runs
before it explodes. The fireworks are a flashing, fiery, momentary

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Thundering torch: The pyro learns how to create torches that Re-roll 1s on damage rolls when attacking with torches,
detonate like a thunderstone. Once such a torch is ignited, the burning oil, or alchemists fire
pyro has three rounds to use it before the thunderstone detonates
Pyro Talent (Ex): As a pyro gains experience, he learns a number
on its own. He may drop the torch and wait for it to detonate, he
of talents that aid him and confound his foes. Starting at 2nd
may detonate it immediately by striking a target in melee
level, a pyro gains one talent. He gains an additional talent for
(though he also suffers the effects), or he may cause it to detonate
every 2 levels of pyro attained after 2nd level. A pyro cannot
immediately by throwing it at a target. The torch counts as a
select an individual talent more than once. A pyro that already
magic weapon, and when it hits a target, the target suffers
has an identical talent from his rogue class cannot take it again as
normal torch damage and the thunderstone detonates, affecting
a pyro talent.
all within 10 ft. (Fort DC 15 + the pyro's Intelligence bonus
negates). Once used, the torch is completely consumed and Brimstone Mixture: A pyro with this talent has learned how to use
cannot be used again. Last, instead of using the thundering torch alchemy to infuse torches with the essence of ground brimstone
to produce a deafening explosion, a pyro can use a standard and powdered holy symbols or holy water, enabling the torches
action and touch it to a melee weapon to temporarily imbue the to affect evil or good outsiders that are normally resistant or even
weapon with the thundering ability for one minute per two pyro immune to fire. When using this mixture, torch fire damage and
levels. This imbuing ability must be used within one round of special torch attacks such as fire breather and immolation cause half
lighting the torch, otherwise the torch functions as a thundering fire and half holy or unholy damage to evil or good outsiders
torch. This imbuing ability can only be used once per day, that are resistant or immune to fire. If the pyro has the fire
regardless of how many thundering torches the pyro can create. arrows pyro talent, he may use this ability to infuse fire arrows
Imbued weapons also count as magic weapons. Imbuing a and bolts, as well. A pyro must have access to a powdered holy
weapon completely consumes and extinguishes the torch. symbol or holy water of a good or evil deity and a source of
brimstone (sulfur). Brimstone is commonly found near natural
Witchlight torch: A pyro with this special torch attack ability can
hot springs or volcanoes and in hot outer planes. It may also be
create a torch that burns with a cold, eerie green witch light.
found in a combined form in many minerals, such as pyrite and
These torches count as magic weapons and inflict cold damage
galena. Brimstone can often be found for sale in exotic stores that
instead of fire damage. Witchlight torches also inflict full damage
sell spell components or alchemical items, usually for 50gp a
to incorporeal creatures and on a critical hit they have a chill
pound. One pound of brimstone combined with one powdered
touch (Will DC 15) effect on undead. Last, instead of using the
holy symbol or flask of holy water produces enough mixture to
witchlight torch to produce a cold flame, a pyro can use a
infuse 3torches (or 6 arrows or bolts), which are considered holy
standard action and touch it to a melee weapon to temporarily
or unholy based on the type of holy symbol/holy water used.
imbue it with either the frost or ghost touch ability for one minute
The infusion lasts for one day before losing its potency. Creating
per two pyro levels. Imbued weapons also count as magic
this mixture requires a DC 15 Craft (Alchemy) check. Applying
weapons. This imbuing ability must be used within one round of
the mixture to a torch or arrow/bolt requires a standard or move
lighting the torch, otherwise the torch functions as a witchlight
action.
torch. This imbuing ability can only be used once per day,
regardless of how many witchlight torches the pyro can create. Combat Trick: A pyro that selects this talent gains a bonus combat
At 10th level, the pyro can instead imbue weapons with the icy feat, provided he meets the prerequisites.
burst ability. Imbuing a weapon completely consumes and
extinguishes the torch. A pyro must be at least 5th level to take Crawl (Ex): While prone, a pyro with this ability can move at half
this ability. speed. This movement provokes attacks of opportunity as
normal. A pyro with this talent can take a 5-foot step while
Evasion (Ex): At 2nd level and higher, a pyro can avoid even crawling.
magical and unusual attacks with great agility. If he makes a
successful Reflex saving throw against an attack that normally Expert Leaper (Ex): When making jump checks, the pyro is always
deals half damage on a successful save, he instead takes no considered to have a running start. Also, when the pyro
damage. Evasion can be used only if the pyro is wearing light deliberately falls, a DC 15 Acrobatics check allows him to ignore
armor or no armor. A helpless pyro does not gain the benefit of the first 20 feet fallen, instead of the first 10 feet.
evasion. Fast Stealth (Ex): This ability allows a pyro to move at full speed
Fire Expert (Ex): At 2nd level, a pyro becomes an expert at using the Stealth skill without penalty.
dealing with fire and gains the following benefits: Finesse: A pyro that selects this talent gains Weapon Finesse as a
Quick light: A pyro may light a torch or prepare a flask of oil bonus feat, provided he meets the prerequisites.
with a fuse as a swift action. Normally, lighting a torch or Fire Arrows: The pyro discovers a secret recipe to create sticky,
preparing an oil flask requires a full-round action. He also flammable alchemical pitch which can be applied to arrowheads
no longer provokes attacks of opportunity when performing and crossbow bolts, then lit. Such flaming missiles incur a -1
these actions. penalty to hit, plus an additional -1 per range increment since the
weight of the flammable pitch somewhat unbalances them, but
+1 competence bonus on Reflex saves vs. fire
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they cause an additional +2 fire damage and have a chance to Resiliency (Ex): Once per day, a pyro with this ability can gain a
ignite creatures on a natural roll of 19-20. Ignited creatures are number of temporary hit points equal to the pyro's level.
treated as if hit by alchemist's fire, but have no splash effect. Activating this ability is an immediate action that can only be
Applying the pitch requires a move action. Lighting these performed when he is brought to below 0 hit points. This ability
missiles requires a swift action for the pyro thanks to his Fire can be used to prevent him from dying. These temporary hit
Expert (Quick Light) ability. Non-pyros require a full action to points last for 1 minute. If the pyro's hit points drop below 0 due
light them. Lit arrows and bolts last for five rounds before they to the loss of these temporary hit points, he falls unconscious and
are destroyed by the alchemical pitch. is dying as normal.
Creating pitch for fire arrows requires 10gp in raw materials. The
Stand Up (Ex): A pyro with this ability can stand up from a prone
actual price of pitch is 30gp (300sp). To craft enough pitch for 6
position as a free action. This still provokes attacks of
arrows or bolts, pay 1/3 the items price in silver pieces (10gp),
opportunity for standing up while threatened by a foe.
then make a DC 20 Craft (Alchemy) check representing 12 hours
of work (or less for very high Craft rolls). This is different than Surprise Attack (Ex): During the surprise round, opponents are
the standard Craft rules where the Craft check represents one always considered flat-footed to a pyro with this ability, even if
week of work. It only takes 12 hours to create this pitch, unless they have already acted.
the Craft check fails.The pitch lasts for one day before going
inert, at which point it becomes useless. Only pyros possess the Torch and Steel: A pyro that selects this talent gains Two Weapon
necessary knowledge to learn this ability - it cannot be taught to Fighting as a bonus feat, even if he does not meet the
others. prerequisites.

Igniter (Ex): The pyros chance of igniting opponents struck by Trap Sense (Ex): A pyro with this ability can sense traps, giving
his torch attacks increases by 1, expanding the ignition range to him a +1 bonus on Reflex saves made to avoid traps and a +1
17-20. Normally, a pyro ignites targets hit by his torch attacks on dodge bonus to AC against attacks made by traps. These bonuses
a natural 18-20. Ignited opponents also suffer an additional +1 rise to +2 when the pyro reaches 6th level, to +3 when he reaches
damage from the flames each round they remain on fire. 9th level, to +4 when he reaches 12th level, to +5 at 15th, and to
+6 at 18th level. The pyro also adds 1/2 his class level to
Improved Torch and Steel: A pyro that selects this talent gains Perception skill checks made to locate traps, and this bonus
Improved Two Weapon Fighting as a bonus feat. A pyro must be stacks with any levels of rogue that he has.
6th level, have a Dex of 17, and have the Two-Weapon Fighting
feat to take this talent. These prerequisites are a special exception Weapon Focus: A pyro that selects this talent gains Weapon Focus
to the standard Improved Two-Weapon Fighting feat as a bonus feat, provided he meets the prerequisites.
prerequisites. Torch Light Adaptation (Ex): By 3rd level, a pyro's eyes have
Intimidator (Ex): A pyro that selects this talent is adept at adapted to torchlight and he gains low-light vision whenever he
intimidating foes by threatening them with his fiery torch, is in the presence of a light source produced by any sort of flame,
flaming weapon, flask of oil, or alchemists fire. As long as the such as a torch, lantern, candle, camp fire, etc. If he already had
pyro is holding a lit torch, flaming weapon, vial of flammable oil low-light vision, its range increases by 10ft. when in the presence
or alchemists fire and it is visible to his target or the target can of these light sources.
feel its heat, he gains a +4 competence bonus on Intimidate Uncanny Dodge (Ex): Starting at 5th level, a pyro can react to
checks to demoralize a single opponent. This bonus increases to danger before his senses would normally allow him to do so. He
+6 vs. creatures with fire vulnerability (or cold vulnerability for cannot be caught flat-footed, nor does he lose his Dex bonus to
witchlight torches), light sensitivity or light blindness. AC if the attacker is invisible. He still loses his Dexterity bonus to
Furthermore, the pyro can now demoralize an opponent in this AC if immobilized. A pyro with this ability can still lose his
way using either a move action or a standard action. Normally, Dexterity bonus to AC if an opponent successfully uses the feint
demoralizing an opponent requires a standard action. Creatures action against him.
with fire resistance/immunity (or cold resistance/immunity for
witchlight torches) are not affected. If a pyro already has uncanny dodge from a different class, he
automatically gains improved uncanny dodge instead.
Ledge Walker (Ex): This ability allows a pyro to move along
narrow surfaces at full speed using the Acrobatics skill without Improved Uncanny Dodge (Ex): A pyro of 8th level or higher
penalty. In addition, a pyro with this talent is not flat-footed can no longer be flanked. This defense denies a rogue the ability
when using Acrobatics to move along narrow surfaces. to sneak attack the character by flanking him, unless the attacker
has at least four more rogue levels than the target has pyro levels.
Pyromania (Ex): A pyro with this twisted talent exults in causing
fires and gains a +2 morale bonus to attack rolls and Will saves If a character already has uncanny dodge (see above) from
when he ignites one or more opponents or a size Huge or larger another class, the levels from the classes that grant uncanny
structure. This bonus lasts as long as at least one opponent or dodge stack to determine the minimum rogue level required to
structure remains ignited and the pyro can see them. Only non- flank the character.
good pyros may take this talent.
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Advanced Talents (Ex): At 10th level, and every two levels Skill Mastery: The pyro becomes so confident in the use of certain
thereafter, a pyro can choose one of the following advanced skills that he can use them reliably even under adverse
talents in place of a pyro talent. A pyro cannot select an conditions. Upon gaining this ability, he selects a number of
individual advanced talent more than once. skills equal to 3 + his Intelligence modifier. When making a skill
check with one of these skills, he may take 10 even if stress and
Additional Special Torch Attack (Ex): The pyro can learn an
distractions would normally prevent him from doing so. A pyro
additional special torch attack instead of an advanced talent.
may gain this special ability multiple times, selecting additional
Defensive Roll (Ex): With this advanced talent, the pyro can roll skills for skill mastery to apply to each time.
with a potentially lethal blow to take less damage from it than he
Slippery Mind (Ex): This ability represents the pyro's ability to
otherwise would. Once per day, when he would be reduced to 0
wriggle free from magical effects that would otherwise control or
or fewer hit points by damage in combat (from a weapon or other
compel him. If a pyro with slippery mind is affected by an
blow, not a spell or special ability), the pyro can attempt to roll
enchantment spell or effect and fails his saving throw, he can
with the damage. To use this ability, the pyro must attempt a
attempt it again 1 round later at the same DC. He gets only this
Reflex saving throw (DC = damage dealt). If the save succeeds,
one extra chance to succeed on his saving throw.
he takes only half damage from the blow; if it fails, he takes full
damage. He must be aware of the attack and able to react to it in Master Pyro (Ex): Upon reaching 20th level, a pyro becomes
order to execute his defensive rollif he is denied his Dexterity incredibly deadly at igniting opponents.
bonus to AC, he can't use this ability. Since this effect would not
The pyro's ignition range for melee torch attacks and fire arrows
normally allow a character to make a Reflex save for half
increase by one. This means the pyro's torch ignites on a roll of
damage, the pyro's evasion ability does not apply to the
17-20, and fire arrows ignite on a roll of 18-20.
defensive roll.
Ignited targets also suffer double fire damage (or cold damage
Feat: A pyro may gain any feat that he qualifies for in place of a
for witchlight torches) each round whenever they are ignited by
pyro talent.
one of the pyro's torch melee attacks, special torch attacks (e.g.,
Greater Torch and Steel: A pyro that selects this talent gains immolation or sparking torch), or fire arrows. Each round a
Greater Two Weapon Fighting as a bonus feat. A pyro must be target fails to extinguish the flames and suffers fire damage, it
12th level, have a Dex of 19, and have the Improved Two-Weapon also suffers 1d2 Con damage.
Fighting feat to take this talent. These prerequisites are a special
exception to the standard Greater
Two-Weapon Fighting feat
prerequisites.
Improved Evasion (Ex): This works like
evasion, except that while the pyro
still takes no damage on a successful
Reflex saving throw against attacks,
he henceforth takes only half damage
on a failed save. A helpless pyro does
not gain the benefit of improved
evasion.
Opportunist (Ex): Once per round, the
pyro can make an attack of
opportunity against an opponent who
has just been struck for damage in
melee by another character. This
attack counts as an attack of
opportunity for that round. Even a
pyro with the Combat Reflexes feat
can't use the opportunist ability more
than once per round.

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New Pyro Feats

Prerequisites: Pyro torch attack class feature, Dex 17, Torch


Cunning Torch and Steel Weapon Mastery base attack bonus +8.

Opponents are bemused by your unorthodox torch and steel Benefit: If you hit an opponent with your melee torch attack at
fighting style and are unused to defending against it. least twice in the same round, you deal an additional 2d6 points
of fire damage (or cold damage for witchlight torches). You can
Prerequisites: Pyro torch attack class feature, Catch Off-Guard, only deal this additional damage once each round.
Two-Weapon Fighting.
Benefits: When you fight with a simple, martial or exotic (non-
torch) melee weapon in one hand and a torch in the other hand, Extra Pyro Talent
opponents often overlook your torch as a threat. On the first
Through constant practice, you have learned another special
round that you attack a target, you gain a +2 bonus on all attack
pyro trick.
and damage rolls with your torch and your torch inflicts x3
damage on a critical hit. The damage bonus only applies to the Prerequisites: Pyro talent class feature.
torch bludgeoning damage, not torch fire damage. This feat
Benefit: You gain one additional pyro talent. You must meet all
applies every time you engage a new target for the first time, but
of the prerequisites for this pyro talent.
it only works once per combat on each opponent. This ability has
no effect against other pyros. The benefits of this feat cannot be Special: You can take Extra Pyro Talent multiple times.
combined with sneak attacks, if the pyro has sneak attack from
another class or ability. A pyro with sneak attack must choose to
either use this feat or the sneak attack on the first round of
Extra Special Torches
engagement.
You are extremely adept and efficient at making special pyro
torches.
Divine Fire Prerequisites: Special torch class feature.
Your pyro skills synergize with and fuel your faith. Benefit: You can create three additional special torches per day.
Prerequisites: Pyro torch attack class feature, ability to cast 1st- Special: You can take Extra Special Torches multiple times. Its
level divine spells, Chaos, Destruction or Fire domain (or any fire effects stack.
subdomain) or oracle Flame mystery.
Benefits: You count half your pyro levels as cleric levels for
determining which domain granted powers you can use and
their effects. For example, a cleric 3/pyro 6 counts as a 6 th-level
Extra Special Torch Attack
cleric when using the Fire domain fire bolt power, and also gains You are particularly gifted and have learned an additional pyro
the domain's fire resistance power. These benefits apply to only special torch attack.
one domain which you must select when taking this feat.
Prerequisites: Special torch attack class feature, knowledge of at
If you are an oracle, you count half your pyro levels as oracle least one pyro special torch attack.
levels for determining how many flame revelations you get and
Benefit: You learn another pyro special torch attack, provided
the effectiveness of their powers. For example, a flame oracle
you meet the prerequisites.
2/pyro 2 counts as a 3rd-level oracle for determining revelations,
and so has two Flame revelations instead of one. When using a
Flame revelation power, he counts as a 3rd level oracle.
Special: If you have levels of both cleric and oracle, this feat Flaming Weapon Master
applies to only one of those classes. The choice must be made
You are skilled with flaming weapons and are able to ignite
upon taking the feat, and cannot be changed.
opponents with them.
Prerequisites: Pyro torch attack class feature, base attack bonus
Double Torch Strike +3.

Striking the target with your torch multiple times, you can inflict Benefit: When you hit an opponent with a weapon that you are
terrible burns. proficient with and that has the flaming or flaming burst property,

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you re-roll all ones on fire damage caused by the weapon, and Master Fire Breather
you have a chance to ignite the target. The chance is the same as
your chance to ignite targets with your pyro melee torch attack. You have mastered the ability to breathe fire through your
Ignited targets suffer the same ignited fire damage as they would torches, and can do so with great effect.
from your torch attack. If you have the immolation pyro special Prerequisites: Pyro fire breather special torch attack class feature,
torch attack, targets are immolated when ignited by your flaming base attack bonus +5.
weapon.
Benefit: Your fire breather special torch attack ability inflicts 1d8
points of damage per two levels, instead of 1d6, and has a 50%
chance to ignite targets that fail their save, as if they had been
Inferno Torch
ignited by your torch melee attack. You may also now imbibe the
Your blazing torches burn hotter than normal. volatile alchemical liquid as a free action instead of a move
action, though spitting the fire still requires a standard action.
Prerequisites: Pyro blazing torch special torch attack class feature,
base attack bonus +5.
Benefit: Your blazing torches inflict an extra 1d8 fire damage,
instead of 1d4. At 14th level, this improves to 2d6, and at 18th Master Imbuer
level, it improves to 2d8. Also, creatures with light blindness When you use your special torch ability to
or light sensitivity are affected by your blazing torches as if imbue a weapon with the torchs power, the
they were daylight spells. weapon remains imbued for much longer.
Prerequisites: Any pyro special torch attack class
feature that can be used to imbue a weapon (e.g.,
Inquisitors Fire blazing torch, sparking torch, thundering
Your zeal for hunting your faiths enemies allows torch, witchfire torch, etc.), base attack
you to transform pyro torch fire damage into bonus +2.
holy/unholy damage and empowers your
Benefit: When you use one of your
inquisitor judgements.
special torches to imbue a weapon
Prerequisites: Inquisitor judgement class with its power, the duration of the
feature, pyro torch attack or special torch attack imbuement is doubled. For
class feature. example, when a 4th level pyro
with this feat uses a blazing torch
Benefit: You gain a new Inquisitors to imbue a weapon with the flaming
Firejudgement. When using this judgement,
ability, the weapon remains flaming for
half your fire damage from pyro torch attacks
four minutes, instead of two minutes.
and special torch attacks is transformed into
Normally, a weapon remains imbued for
holy damage (or unholy damage, depending on
only one minute per two pyro levels.
your alignment) against outsiders and divine In addition, you can now use a swift action
casters opposed to your alignment (good vs.
to imbue a weapon. Normally, imbuing a
evil), and undead. Neutral inquisitor/pyros
weapon requires a standard action.
must choose which type of opposed alignment
this ability affects (good or evil) upon taking
the feat, and once the choice is made, it
cannot be changed. The holy damage is not Master Immolator
subject to being reduced by resistance to Your experience settings thing on fire has taught you how
fire-based attacks. to ignite targets for maximum effect, to ensure the flame
In addition, you count half your pyro levels spreads rapidly.
as inquisitor levels for determining the daily
number of uses of all your inquisitor class Prerequisites: Pyro immolation special torch attack class
judgement abilities. For example, a pyro feature, Torch Weapon Mastery or Master of Arson.
4/inquisitor 2 would count as a 4th level Benefit: Your immolation special torch attack ability inflicts
inquisitor for determining daily judgement d6 additional damage per round instead of d4 (e.g., 1d6,
uses. 2d6, 3d6, etc.) and the immolation lasts for five rounds,
inflicting 5d6 damage on the fifth round with a +5 to the
extinguish DC.

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Master of Arson 1d6 point of damage per two levels, instead of 1d4, and the
radius increases to 10ft.
You have mastered the art of setting things ablaze.
Prerequisites: Pyro torch attack class feature, base attack bonus
+2. Searing Burns
Benefit: Once per day, plus one additional time per two pyro Prerequisites: Pyro torch attack class feature, base attack bonus
levels, when you hit with a pyro torch attack, special torch attack +2.
or another pyro ability that has a chance of igniting the target,
Benefit: When a target is ignited by any of your pyro abilities, it
you may choose to automatically ignite the target, even if you
suffers terrible pain and must make a Will save (DC 10 + 1/2
did not roll high enough to do so. For attacks which may ignite
your pyro level + your Intelligence or Dexterity modifier,
multiple targets at once, such as sparking torch, you may
whichever is higher) or it counts as sickened as long as it remains
automatically ignite more than one target, but each additional
ignited, and for 1d4 rounds after the fire dies out or is
target counts toward your maximum daily uses.
extinguished. A target only has to make one save per round,
regardless of how many times you ignite it in a single round.
Any effect that removes sickening will stop the pain. Creatures
Rain of Sparks that are immune to pain or critical hits are not affected, nor are
You are adept at making sparking torches that spew forth those that take no fire damage due to energy resistance or
unbelievable amounts of sparks. immunity.

Prerequisites: Pyro sparking torch special torch attack class


feature, base attack bonus +5.
Benefit: Your sparking torch special torch attack ability inflicts

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Searing Critical Supreme Immolator
Your searing critical hits cause system shock. Your immolation ability has reached a near-fatal level.
Prerequisites: Pyro torch attack class feature, Torch Weapon Prerequisites: Pyro immolation special torch attack class feature,
Mastery, base attack bonus +8. Master Immolator.
Benefit: Whenever you score a critical hit with a lit torch and the Benefit: Your immolation special torch attack ability inflicts d8
target takes fire damage, the target is severely burned (or additional damage per round (e.g., 1d8, 2d8, 3d8, 4d8, 5d8).
frostbitten for witchlight torches) and takes 2d6 damage per
round from life threatening system shock. System shock works
like a bleed effect, but the damage comes from continually
worsening shock instead of bleeding. System shock can be Torch Weapon Mastery
stopped by a successful DC 15 Heal skill check or through the
You have acquired deadly skill when using a torch as a
application of any magical healing. The effects of this feat stack.
bludgeoning weapon.
Undead, constructs, elementals and creatures that take no fire or
cold damage from the attack (due to energy resistance or Prerequisites: Pyro torch attack class feature, base attack bonus
immunity) are immune to the system shock damage. +3.
Special: You can only apply the effects of one critical feat to a Benefit: Increase the amount of bludgeoning damage dealt by
given critical hit unless you possess Critical Mastery. your torches by one step (for example, 1d3 becomes 1d4, 1d4
becomes 1d6, etc.). Your torch now has a critical threat range of
1920, with a critical multiplier of 2.

Supreme Fire Breather Special: This feat can be taken multiple times. Each time, it
increases the base bludgeoning damage dice of your torches by
Your fire breathing ability is terrifyingly deadly. one step (to a maximum of 1d8), but it does not increase the
threat range. However, it does not further increase the damage
Prerequisites: Pyro fire breather special torch attack class feature,
bonus. This feat does not stack with Improvised Weapon
Master Fire Breather, base attack bonus +8.
Mastery or Improved Critical. The improved threat range doesn't
Benefit: Your fire breather special torch attack ability inflicts 1d10 stack with any other effect that expands the threat range of a
points of damage per two levels and the fire cone increases to weapon.
25ft.

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Chapter 2: Prestige Classes
check result. The typical bear has a starting attitude of
Bear Clan Warchief unfriendly.
To use wild empathy, the bear clan warchief and the animal must
I will crush you. be able to study each other, which means they must be within 30
The bear clan warchief is a barbarian who seeks to emulate feet of one another under normal visibility conditions. Generally,
bears.They are in tune with the great bear spirit, and embody the influencing an animal in this way takes 1 minute, but, as with
bears strength, brute force, rage and unwillingness to die. Such influencing people, it might take more or less time.
individuals command great respect from most barbarian tribes, The bear clan warchief can also use this ability to influence a
and often lead war parties. These barbarians often leave their magical bear-like beast with an Intelligence score of 1 or 2, but he
tribe to wander the world in search of greater attunement with takes a 2 penalty on the check.
the great bear spirit, and are frequently employed as fearsome
bodyguards and elite shock troops. Bears Essence: At 1st level, the bear clan warchief gains a +2
bonus on all Strength-based skill checks. He also gains a +4
Hit Die: d12 competence bonus on Intimidate checks.
REQUIREMENTS Bears Rage (Ex): At 2nd level, the bear clan warchiefs rage
To qualify to become a bear clan warchief, a character must becomes terrible to behold and he rumbles and roars like a
fulfill all of the following criteria. rampaging bear. When raging, the bear clan warchief can choose
one opponent within 30 feet. That opponent must save as if
Class: 5 levels of barbarian affected by a fear spell (Will DC 12 + the bear clan warchiefs
Alignment: any non-lawful prestige class level) that lasts for 1 round per bear clan
Strength: 17+ warchief level. This ability is usable once
Constitution: 14+ per day. Creatures immune to fear and
Skills: Handle Animal: 3 those without visual and auditory
ranks, Knowledge (Nature): senses are unaffected.
3 ranks, Survival: 3 ranks
Feats: Power Attack and Scent (Ex): At 2nd level, twice
either Toughness or Iron per day as a free action the
Will bear clan warchief can call
Special: Must have been a upon the spirits of bears to
member of a barbarian tribe lend him their natural scent
that venerates bears. ability. This ability lasts for 1d4
hours.
CLASS SKILLS
Bear Hug (Ex): At 3rd level, the bear clan
Climb (Str), Craft (Int), Handle Animal warchief gains the Improved Grapple feat, even
(Cha), Intimidate (Cha), Acrobatics (Dex), if he does not meet the prerequisites. He also
Knowledge (Nature) (Int), Perception (Wis), Ride suffers only a -2 penalty to his Dexterity from gaining
(Dex), Survival (Wis), and Swim (Str). the grappled condition, instead of the usual -4.
Skill Points at Each Level: 4 + Int modifier He can also use a fearsome bear hug attack on opponents of up
to his size. The bear hug is a grapple attack and can only be used
CLASS FEATURES to damage or pin opponents. When the bear clan warchief
performs a bear hug grapple and beats his opponents CMD, his
All of the following are class features of the bear clan warchief
opponent is sickened from pain for one round, in addition to any
prestige class.
damage caused by the grapple. The bear clan warchief is
Weapon and Armor Proficiency: considered armed when using a bear hug attack and can inflict
lethal damage instead of nonlethal damage, if he desires.
Bear clan warchiefs are proficient with all simple and martial
weapons, light armor, medium armor, and shields. Bear Mantle: At 4th level, the bear clan warchief must battle an
adult brown (grizzly) bear, polar bear or dire bear and single-
Wild Empathy (Bears) (Ex): At 1st level, the bear clan warchief
handedly defeat it. If he wins, he skins the bear and wears its
can improve the attitude of any bear. This ability functions just
head and fur as a mantle (head or shoulders slot). The mantle is
like a Diplomacy check to improve the attitude of a person. The
infused with the spirit of the bear, and grants the following
bear clan warchief rolls 1d20 and adds his bear clan warchief
magical benefits to the bear clan warchief as long as he wears it:
level and his Charisma bonus to determine the wild empathy

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endure elements (cold), +2 bonus to AC, +1 bonus on Will saves, amount of injury from each blow or attack. This ability is
and +1 bonus on Perception checks. The mantle only works for identical to and stacks with a barbarians damage reduction.
the bear clan warchief. If he ever loses it, he may gain a new one
Bonus Feat: At 7th level, the bear clan warchief gains a bonus feat
by defeating another bear in single combat.
from the following list, provided he meets the prerequisites:
Die Hard: At 4th level, the bear clan warchief gains Die Hard as a Cleave, Great Fortitude, Improved Sunder, Improved Unarmed
bonus feat, even if he does not meet the prerequisites. Strike, Intimidating Prowess, Iron Will, Skill Focus: Climb, Skill
Focus: Intimidate, Skill Focus: Survival, Toughness.
Rage Improvement: At 5th, 6th and 8th level, the bear clan
warchief can either choose a new barbarian rage power, or he can Indomitable Will: At 8th level, the bear clan warchief gains the
use his barbarian rage four additional rounds per day. Once the barbarians Indomitable Will ability.
choice is made, it cannot be changed.
Greater Rage: At 10th level, the bear clan warchief gains the
Damage Reduction (Ex): At levels 5, 7, and 9 the bear clan greater rage ability identical to that of a barbarians.
warchief gains the extraordinary ability to shrug off some

THE BEAR CLAN WARCHIEF


Class Level Base Attack Fort Save Ref Save Will Save Special
Bonus

1st +1 +1 +1 +1 Wild Empathy (Bears), Bears Essence


2nd +2 +1 +1 +1 Bears Rage, Scent 2/day
3rd +3 +2 +1 +1 Bear Hug
4th +4 +2 +2 +2 Bear Mantle, Die Hard
5th +5 +3 +2 +2 Rage Improvement, Damage Reduction 1/-
6th +6 +3 +2 +2 Rage Improvement
7th +7 +4 +3 +3 Damage Reduction 2/-, Bonus Feat (see text)
8th +8 +4 +3 +3 Rage Improvement, Indomitable Will
9th +9 +5 +3 +3 Damage Reduction 3/-
10th +10 +5 +4 +4 Greater Rage

Class: 4 levels of wizard or sorcerer and 1 level of fighter or anti-


Black Lord paladin
Alignment: any non-good
Embrace the darkness. Intelligence or Charisma: 16+
Strength or Constitution: 14+
The dark nemesis of light, a black lord is both a knight and an Skills: Intimidate: 5 ranks, Knowledge (Arcana): 5 ranks,
eldritch wielder of dark magic and necromancy, wrapped in Knowledge (Planes): 3 ranks
shadowy armor and cloaked in black robes, lurking in the Feats: Simple and Martial weapon proficiency, Spell Focus
darkness. They are deadly combatants, steeped in the (Necromancy), Blind-Fight
knowledge of the black arts, striding forth from the shadows to Special: Able to cast both the darkness and blindness-deafness
strike without warning. They can conjure and bend the very spells.
darkness to their will, summon forth terrible creatures of the
void, and tap into the essence of death. Black lords tend to be CLASS SKILLS
cold, ruthless, unfeeling, and villainous, always searching to
Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft
fulfill their own mad designs and lust for power. It is said that
(Int), Fly (Dex), Handle Animal (Cha), Intimidate (Cha),
the cobra queen Mehneets general, Vulkos the Dark Whisperer,
Knowledge (all skills, taken individually) (Int), Linguistics (Int),
may have been a black lord.
Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex),
Hit Die: d10 Survival (Wis), Swim (Str), and Use Magic Device (Cha).

REQUIREMENTS Skill Points at Each Level: 3 + Int modifier

To qualify to become a black lord, a character must fulfill all CLASS FEATURES
of the following criteria.

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All of the following are class features of the black lord prestige to come alive and attack those within it.
class.
The ability to command creatures of darkness works like the
Weapon and Armor Proficiency: command undead spell, but only against creatures of darkness
(undead or not), as described above. However, the duration of
Black lords gain no new weapon or armor proficiencies.
this command is only 10 minutes per black lord prestige class
Bonus Spell: At every even level, the black lord learns a bonus level. A black lord may use this ability three times per day.
spell of any level he can cast, chosen from the black lord spell list.
The ability to manipulate darkness enables the black lord to
Darkvision (Su): At 1st level, the black lord gains darkvision 60ft. coalesce some of the shadows within a darkness or deeper darkness
If he already has darkvision, its range increases to 90ft. spell, forming them into a nightmarish monster equivalent to a
gibbering mouther. The mouther acts like a summoned monster,
Power of the Dark (Su): At 2nd level, the black lord gains
but cannot leave the area of the darkness or deeper darkness spell.
supernatural darkness-related magic powers. Once per day, he
The mouther remains for one round per two caster levels, then
may cast blindness, remove blindness, or deeper darkness as a
vanishes. Creatures engulfed by the mouther when it vanishes
supernatural ability. At 6th and 10th level, the number of times
reappear in the mouthers former space. When the mouther
per day he may use the ability increases.
vanishes or is destroyed, the darkness vanishes, as well. This
In addition, the black lord now casts any spell with the Darkness ability can be used three times per day.
descriptor or that causes darkness or blindness as if he were two
Shadow Armor (Su): At 4th level the black lord gains the
levels higher.
supernatural ability to conjure shadow armor around himself or
Command the Darkness (Sp): At 3rd level, the black lord gains a willing, touched target. The ability is identical to the mage armor
the ability to command the dark magic lurking within the spell, but also provides blindsense up to 15ft. and gives a +4
shadows and certain creatures affiliated with darkness. This competence bonus on Stealth checks. The ability may be used
ability allows him to temporarily command undead shadows or once per day. At 6th level the power of the shadow armor
any non-good creature that can create darkness as an innate improves, providing blindsight instead of blindsense.
spell-like or supernatural ability (such as dark creeper or
Additionally, twice per day the black lord may cause shadow
shadow demon), or to manipulate the very darkness, causing it
armor conjured on himself to emit bone-chilling cold that inflicts

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2d6 points of damage per three caster levels to anything within a 1st level all sorcerer/wizard Necromancy and [Darkness] spells,
5 ft. radius (Fort DC 10 + black lord level + Int or Cha bonus for magic weapon, mount, protection form chaos/evil/good/law, summon
half damage). The cold effect lasts for one round per black lord monster I (fiendish monsters only)
level, and moves with the black lord.
2nd level all sorcerer/wizard Necromancy and [Darkness] spells,
Impenetrable Darkness (Ex): At 8th level, the black lord adds +2 blindness, blur, darkvision, summon monster II (fiendish monsters
to the Difficulty Class of all saving throws against his spells that only), trident of the helldukes*
cause darkness or blindness. This bonus stacks with the Spell 3rd level all sorcerer/wizard Necromancy and [Darkness] spells,
Focus or Greater Spell Focus feats when casting such spells. He blink, deeper darkness, dispel magic, displacement, greater magic
also gains a +2 enhancement bonus when attempting to bypass weapon, magic circle against chaos/evil/good/law, remove blindness,
spell resistance when casting such spells. summon monster III (fiendish monsters only)
Spells: At every other black lord level, the character gains new 4th level all sorcerer/wizard Necromancy and [Darkness] spells,
spells per day as if he had also gained a level in a spellcasting black tentacles, phantasmal killer, phantom steed, phantom warhorse*,
class he belonged to before adding the prestige class (either summon monster IV (fiendish monsters only)
sorcerer or wizard). He does not, however, gain any other benefit
a character of that class would have gained, except for an 5th level all sorcerer/wizard Necromancy and [Darkness] spells,
increased effective level of spellcasting. If a character had levels lesser planar binding, permanency, summon monster V (fiendish
of both sorcerer and wizard before becoming an black lord, he monsters only)
must decide to which class he adds the new level for purposes of 6th level all sorcerer/wizard Necromancy and [Darkness] spells,
determining spells per day. planar binding, transformation, true seeing, summon monster VI
(fiendish monsters only)
Note that even though a black lord has armor proficiency due to
his fighter levels, he still suffers a chance of spell failure when 7th level all sorcerer/wizard Necromancy and [Darkness] spells,
wearing armor. power word blind, instant summons, summon monster VII (fiendish
monsters only)
When a black lord gains new spells, he must choose them from
the black lord spell list. If he already knows all the spells of a 8th level all sorcerer/wizard Necromancy and [Darkness] spells,
given level on the list, he may choose any spell from the greater planar binding, summon monster VIII (fiendish monsters only)
wizard/sorcerer list, but is barred from selecting spells with the
9th level all sorcerer/wizard Necromancy and [Darkness] spells,
Light or Good descriptors.
gate, summon monster IX (fiendish monsters only), weird
BLACK LORD SPELL LIST
0 level all level 0 arcane spells, except light-related spells.

THE BLACK LORD


Class Base Attack Fort Ref Will Special Spells per Day
Level Bonus Save Save Save

1st +1 +1 +1 +1 Darkvision, Bonus Spell +1 level of existing class


2nd +2 +1 +2 +1 Power of the Dark 1/day
3rd +3 +2 +3 +2 Command the Darkness, Bonus Spell +1 level of existing class
4th +3 +2 +3 +2 Shadow Armor
5th +4 +3 +4 +3 Bonus Spell +1 level of existing class
6th +5 +3 +5 +3 Power of the Dark 2/day, Shadow Armor Improvement
7th +6 +4 +6 +4 Bonus Spell +1 level of existing class
8th +6 +4 +6 +4 Impenetrable Darkness
9th +7 +5 +7 +5 Bonus Spell +1 level of existing class
10th +8 +5 +8 +5 Power of the Dark 3/day

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Champion of Light (Su): At 1st level, the champion of light
Champion of Light pledges himself, body and soul, to the cause of championing
good and light and fighting against darkness and evil. He gains
Perhaps this will persuade you to see the light. the ability to use daylight as a supernatural ability once per day,
at a caster level equal to his total character level.
Champions of light are valiant defenders of the weak However, he permanently loses the ability to cast
and deadly enemies of the forces of darkness, darkness spells of any kind.
shining knights and divine casters in the eternal
battle of good vs. evil. They are completely Banish the Dark (Su): At 1st level, the champion
dedicated to fighting evil, especially foes that of light may use dispel magic once per week, as a
would kill light and spread darkness, and supernatural ability. At 2nd level, he may use
who draw strength from darkness. Many either dispel magic or searing light once per
champions of light are cleric/fighters, week. For this ability, his character level
clerics who felt a more martial calling, or counts as his caster level.
paladins with a strong talent or blessing Penetrate the Dark (Ex): At 2nd level,
for casting divine spells. champion of light gains low-light vision. If
Hit Die: d8 he already has low-light vision, he gains
darkvision. If he already has darkvision,
REQUIREMENTS the range increases by 20 ft.
To qualify to become a champion of Luminous Steed (Sp): At 3rd level the
light, a character must fulfill all of the champion of light may summon a softly
following criteria. glowing magical steed. This is identical to
Base Attack Bonus: +5 a phantom steed, but instead of being made
Alignment: any good of shadow, the steed is made of softly
Wisdom or Charisma: 14+ glowing light that sheds light equal to a
Skills: Knowledge (Religion): 5 ranks candle. Also, unlike a phantom steed,
Feats: Blind Fight, Martial weapon animals do not shun the luminous steed.
proficiency (any martial melee weapon) The ability can be used once per day, with a
Special: Ability to cast divine spells, ability caster level equal to the champions character
to channel positive energy, must worship a level. At 8th level, it can be used twice per day.
good-aligned god of the sun or light or whose Triumph of Light (Ex): At 4th level, when
faith promotes seeking out and fighting evil certain evil creatures affiliated with darkness
and creatures affiliated with darkness. die within 30ft. of the champion of light, the
CLASS SKILLS champion is temporarily strengthened and
gains the benefits of an aid spell as if cast by a
Appraise (Int), Craft (Int), Diplomacy (Cha), 5th level cleric. Qualifying evil creatures of
Handle Animal (Wis), Heal (Wis), darkness include shadows, shadow demons,
Knowledge (arcana) (Int), Knowledge evil creatures with light sensitivity, light
(history) (Int), Knowledge (nobility & blindness or light vulnerability, evil
royalty), Knowledge (religion) (Int), creatures that can see in darkness, and any
Knowledge (the planes) (Int), Profession creatures that possess an innate spell-like or
(Wis), Ride (Dex), Sense Motive (Wis) and supernatural ability that creates darkness
Spellcraft (Int). (such as a black dragons or babau demons darkness ability). This
ability is triggered automatically and can only be used once per
Skill Points at Each Level: 2 + Int modifier
day.
CLASS FEATURES
At 7th level, this ability grows more powerful and not only does
All of the following are class features of the champion of light the champion of light gain the aid spell when an evil creature of
prestige class. darkness dies, but all his allies within 30ft. of the creature gain
the benefits of a bless spell as if cast by a 5th level cleric.
Weapon and Armor Proficiency:
Aura of Purifying Flame (Su): At 4th level, a champion of light
Champions of light gain proficiency with a single additional
can bring forth an aura of holy golden light in a 5 ft. radius
martial weapon of their choice, and are proficient with all types
around himself as a standard action. Evil creatures, creatures
of armor (heavy, medium, and light), and with shields (except
with light blindness/sensitivity, creatures affiliated with
tower shields).
darkness, and those with the ability to create darkness as a
natural ability within the area of effect must make a Fortitude

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save (DC 12 + 1 per champion of light level) or they are ignited on them. This ability functions once per day, as soon as the
with holy fire for 1d4 rounds, suffering 1d6 fire or holy damage champion of light is affected by a spell that meets the conditions.
(champions choice) each round. At 9th level, the damage
Spells: Beginning at 1st level, a champion of light gains the
increases to 2d6 per round. Those that successfully save are not
ability to cast a number of divine spells. The champion of light
affected. This ability is usable once per day and lasts for one
may cast the spells on his list even when wearing armor. A
round per champion of light level.
champion of lights spells are based on Wisdom if he has levels of
Endow with Light (Su): At 5th level, the champion of light gains cleric, or Charisma if he has levels of paladin. If the character had
the ability to endow a touched melee weapon with magic light levels of both cleric and paladin before becoming a champion of
for a limited time, turning it into a brilliant energy weapon. The light, he must decide which ability score to use for casting
effect lasts for one round per champion of light level and is champion of light spells. To cast a spell, a champion of light must
usable once per day. have a Wisdom or Charisma score of at least 10 + the spells
level, so a champion of light with a Wisdom or Charisma of 10 or
Resist Darkness (Sp): At 6th level, the champion of light gains
lower cannot cast these spells. Saving throws against these spells
the ability to cast the spell resistance spell once per day for 1
have a DC of 10 + spell level + the champion of lights Wisdom
minute per champion of light level. However, this spell
or Charisma modifier. A champion of lights caster level is equal
resistance only protects the champion of light from spells with
to his champion of light levels plus all other divine caster levels
the Darkness or Evil descriptors.
from previous classes. For example, a cleric 7/champion of light
Holy Sword (Su): At 8th level, the champion of light gains the 3 casts all his cleric spells and champion of light spells as a 10th
ability to use holy sword once per day as a standard action, using level caster.
his character level as his caster level.
The champion of lights spell list appears below. A champion of
Turn Darkness (Su): At 10th level, the champion of light gains light casts spells as a cleric does. A champion of light must
the ability to turn certain spells back upon their casters. The choose and prepare his spells in advance. When the spell table
ability works similarly to the spell turning spell, but only against indicates that the champion gets 0 spells per day of a given spell
spells that obscure vision or have the Darkness or Evil level, he gains only the bonus spells he would be entitled to
descriptors. Additionally, the ability will even turn area effect based on his Wisdom or Charisma score for that spell level.
spells back upon the original caster, causing the effect to center

THE CHAMPION OF LIGHT


Class Base Fort Ref Will Special Spells Per Day
Level Attack Save Save Save
Bonus
1st 2nd 3rd 4th

1st +0 +1 +0 +1 Champion of Light, Banish the Dark 1/week 1 - - -


2nd +1 +2 +1 +2 Penetrate the Dark, Banish the Dark Improvement 2 0 - -
3rd +2 +2 +1 +2 Luminous Steed 1/day 3 1 0 -
4th +3 +3 +1 +3 Triumph of Light, Aura of Purifying Flame 1/day 3 1 1 0
5th +3 +3 +2 +3 Endow with Light 1/day 3 1 1 1
6th +4 +4 +2 +4 Resist Darkness 1/day 3 2 1 1
7th +5 +4 +2 +4 Triumph of Light Improvement 4 3 2 1
8th +6 +5 +3 +5 Holy Sword, Luminous Steed 2/day 4 3 2 2
9th +6 +5 +3 +5 Aura of Purifying Flame Improvement 4 3 2 2
10th +7 +6 +3 +6 Turn Darkness 1/day 5 3 3 2

CHAMPION OF LIGHT SPELL LIST 2nd level all 2nd level paladin spells plus aid, blindness, calm
emotions, consecrate, continual flame, daylight, sanctuary, searing
Champions of light choose their spells from the following list, light, shield of arcane imperviousness*
and they must choose at least one light-producing spell of each
level per day: 3rd level all 3rd level paladin spells plus align weapon (good only),
brilliant energy weapon*, chariot of the warlord*, helping hand,
1st level all 1st level cleric and paladin spells plus alarm, detect invisibility purge, luminous retribution*, magic vestment, protection
evil, flare, light, shield, shield of faith from energy, remove disease, water walk

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4th level all 4th level paladin spells plus divine light weapon*, does not gain any of the other monk special abilities,
freedom of movement, luminous wrath*, repel vermin, spell immunity improvements or bonus feats except those described below.
Initiative Bonus (Ex): At 1st level, the cobra master gains a +2
bonus to initiative. This stacks with the bonus provided by the
Cobra Master Improved Initiative feat.
Cobra Strike: At 2nd level, the cobra master can make melee
The speed and precision of a striking cobra is attainable only by attacks that are so fast the eye cannot follow them and opponents
a master of discipline. are denied their Dexterity bonus to AC. The cobra master may
use this ability once per day at 2nd level and twice per day at 7th
Cobra masters are monks who have studied the ways of the level. He must designate one of his melee attacks to be a Cobra
cobra, seeking to emulate its speed, lethality, and the Strike before he makes his attack roll and if he misses, that use is
psychological effects it has on its prey. Cobra masters must lost. Note that if the cobra master has the ability to make sneak
undergo intense physical training to acquire the speed of a cobra, attacks from a previous class (or when he reaches level 10 in this
and they must train their minds to achieve the supernatural prestige class), he may apply sneak attack damage when making
ability to hypnotize their opponents. A cobra masters unarmed a successful Cobra Strike. Cobra Strike may not be used in
attacks can inflict terrible damage as he learns to target the vital conjunction with any other special monk melee attack, such as
spots of his enemys anatomy, inflicting great pain. Eventually, stunning fist, flurry of blows, painful strike, etc.
the cobra masters incredible mental discipline allows him to
control his body to the point where it can actually generate toxins Diamond Body (Ex): At 2nd level, the cobra master gains the
and transfer them to an opponent on contact. monks Diamond Body ability, making him immune to poison.

Hit Die: d8 Improved Evasion (Ex): At 3rd level, the cobra master gains the
monks Improved Evasion ability.
REQUIREMENTS
Ledge Walker and Rogue Crawl: At 3rd level, the cobra master
To qualify to become a cobra master, a character must fulfill also gains the Ledge Walker and Rogue Crawl rogue talents.
all of the following criteria.
Painful Strike: At 4th level, the cobra master learns to target vital
areas of his opponents body in order to inflict great pain. To
Class: 6 levels of monk inflict a painful strike, the cobra master foregoes all his normal
Dexterity: 16+ attacks in order to make a single unarmed melee attack using the
Wisdom: 15+ full attack option. If he hits, the victim suffers normal damage
Skills: Escape Artist: 3 ranks, Handle Animal: 3 ranks, and must make a Fortitude save (DC 11 + 1 per cobra master
Knowledge (Nature) 2 ranks, Stealth: 3 ranks level + cobra masters Wisdom bonus) or suffer a -2 to attack
Feats: Improved Initiative, Lightning Reflexes, Stunning Fist rolls, saves, skill checks and ability checks for 2d4 rounds. The
Special: Must have spent at least one month studying cobras. effects of multiple painful strikes on the same target are not
CLASS SKILLS cumulative. Constructs, undead, and creatures immune to pain
are not affected. This ability may be used at will. Painful Strike
Acrobatics (Dex), Appraise (Int), Climb (Str), Craft (Int), may not be used in conjunction with any other special monk
Diplomacy (Cha), Escape Artist (Dex), Knowledge (arcane, melee attack, such as stunning fist, flurry of blows, etc.
history, religion) (Int), Intimidate (Cha), Perception (Wis),
Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Cobra Stance (Su): At 5th level, the cobra master may forego one
Stealth (Dex), and Swim (Str). of his melee attacks to strike a threatening pose reminiscent of a
rearing, swaying cobra. Opponents within 10 feet of the cobra
Skill Points at Each Level: 4 + Int modifier master who can see him must make a Will save (DC 10 + cobra
masters character level + cobra masters Wisdom bonus) or
CLASS FEATURES
become shaken for 2d4 rounds. Targets immune to fear are
All of the following are class features of the cobra master prestige unaffected. The cobra master can use this form of cobra stance
class. once per day.
Alternately, the cobra master may use a full round action to use
Weapon and Armor Proficiency:
the stance to fascinate a single opponent within 20 feet who can
Cobra masters gain no new weapon or armor proficiencies. see him. If the opponent fails to save, he becomes fascinated and
can do nothing but stare transfixed at the cobra master as long as
Monk Abilities: The cobra masters Flurry of Blows, Ki Pool
the cobra master maintains his stance (up to a maximum of 1
points, and Fast Movement continue to advance with each
round per cobra master level). However, if the target is
prestige class level as if he had gained a level in the monk class,
physically touched, damaged or forced to make a saving throw
unless otherwise noted in the table below. A cobra masters he immediately snaps out of the trance and may act normally.
unarmored speed bonus advances as if he were a monk two Similarly, if the cobra master suffers any of these conditions his
levels lower than his combined monk/cobra master levels. He
concentration is broken and the target is freed. The cobra master

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can use the fascinating form of the stance twice per week. target fails the initial save by four or more points, they suffer one
of the following random additional effects from respiratory
Ki Strike: At 5th level, the cobra master gains the monks ki strike failure due to the cobra masters poison: 1) blurred vision limited
(lawful) ability. This increases to the ki strike (adamantine) ability to 50ft. in daylight, or 25ft. in dim light, 2) fatigue that lasts 2d4
at 9th level. rounds until the victim receives a delay poison or neutralize poison.
Poisonous Strike: At 6th level, once per day the cobra master can Stand Up (Ex): At 6th level, the cobra master gains the Stand Up
make a poisonous strike. Only one of the cobra masters unarmed rogue talent.
attacks can be a poisonous strike and it may not be used in
Diamond Soul (Ex): At 7th level, the cobra master gains the
conjunction with any other monk special attack ability (such as
monks Diamond Soul ability, making him resistant to spells.
stunning attacks, flurry of blows, etc.). The poisonous strike is a
touch attack that inflicts contact poison, Fort DC 12 + cobra Sneak Attack: At 10th level, the cobra master gains the sneak
masters prestige class level + the cobra masters Wisdom bonus; attack ability identical to a rogues. However, he may only use
frequency 1/round for 6 rounds; effect 1d2 damage to Strength, the ability in melee, not for ranged attacks. If the cobra master
Dexterity, Constitution, Intelligence, Wisdom, or Charisma (the already had sneak attack from a previous class, the sneak attack
cobra master must select and announce the type of damage damage stacks.
before rolling to hit); cure 2 consecutive saves. In addition, if the

THE COBRA MASTER


Class Level Base Attack Fort Save Ref Save Will Save Special
Bonus

1st +1 +1 +1 +1 Initiative Bonus +1, Unarmed Damage 1d10


2nd +2 +1 +1 +1 AC bonus +2, Cobra Strike 1/day, Diamond Body, Bonus Monk Feat
3rd +3 +2 +2 +2 Improved Evasion, Ledge Walker and Rogue Crawl
4th +3 +2 +2 +2 Painful Strike, Bonus Monk Feat
5th +4 +3 +3 +3 AC bonus +3, Cobra Stance 1/day or 2/week, Ki Strike (lawful), Unarmed Damage 2d6
6th +5 +3 +3 +3 Poisonous Strike 1/day, Stand Up, Bonus Monk Feat
7th +6 +4 +4 +4 Diamond Soul, Cobra Strike 2/day
8th +6 +4 +4 +4 Bonus Monk Feat, Slow Fall +10 ft.
9th +7 +5 +5 +5 AC bonus +4, Ki Strike (adamantine), Unarmed Damage 2d8+1
10th +8 +5 +5 +5 Sneak Attack +1d6, Slow Fall +20 ft., Bonus Monk Feat

Feats: Improved Sunder, Power Attack, Cleave, Weapon


Dread Crusher Proficiency, Weapon Focus and Weapon Specialization in one or
more of the following weapons: heavy mace, morningstar, flail,
Feel the weight of this weapon. It will shatter steel, stone and heavy flail, dire flail, greatclub, or warhammer.
bones alike! Special: May not have weapon focus in any other weapons than
those listed above. Must have studied under the tutelage of a
The dread crusher is a warrior who specializes in the use of dread crusher for one month.
heavy bludgeoning weapons. They are known for their brute
force and devastating attacks capable of crumpling even the most CLASS SKILLS
heavily armored opponents. Dread crushers have a reputation
Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha),
for relishing combat and destruction, and are frequently treated
Knowledge (dungeoneering) (Int), Knowledge (engineering)
with caution by friend and foe alike.
(Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim
Hit Die: d10 (Str).

REQUIREMENTS Skill Points at Each Level: 2 + Int modifier

To qualify to become a dread crusher, a character must fulfill CLASS FEATURES


all of the following criteria.
All of the following are class features of the dread crusher
Base Attack Bonus: +6 prestige class.
Strength: 17+

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Weapon and Armor Proficiency: whenever he uses it against opponents with that type of damage
reduction. Furthermore, if the dread crusher obtains a weapon
A dread crusher does not gain any additional weapon or armor
made of a special material different than his mental focus choice,
proficiencies. However, they disdain the use of weapons other
the weapon is considered to have both types. Thus, a dread
than the heavy mace, morningstar, flail, heavy flail, dire flail,
crusher with the ability to bypass alchemical silver and wielding
greatclub or warhammer and suffer penalties when using them
a magic heavy mace, morningstar, flail, heavy flail, dire flail,
(see below).
greatclub or warhammer can bypass both silver and magic
Crushing Discipline (Ex): because of the time and discipline damage reduction.
required to master the dread crushers specialized weapon(s) to
At 10th level, his mental focus increases and he may choose
such a high level, the dread crusher must neglect practice with
another type of damage reduction to bypass from the previous
other weapons and with shields. Over time, his skill with them
list, or he may choose adamantine.
decays and he suffers a 2 penalty to attack rolls with all other
weapons and suffers an additional 2 armor check penalty to Knockback (Ex): At 6th level, on a successful critical hit with one
attack rolls when using shields. These penalties apply even if the of his specialized weapons, the dread crusher can potentially
dread crusher is proficient with these other weapons or shields. knock his opponent back in addition to the extra damage
Furthermore, dread crushers are forbidden from ever taking the inflicted. If he so desires, the dread crusher can make an opposed
Weapon Focus feat for any type of weapon other than the listed Strength roll vs. the target. If he succeeds, the impact of the blow
weapons or they lose all their prestige class abilities. is so great that the target is pushed back 5 ft., as if it had been
bull rushed. Knockback is not effective against opponents two or
Dread Sunder (Ex): At 1st level, the dread crusher gets a +1
more size categories larger than the dread crusher.
damage bonus when attempting to sunder while using a heavy
mace, morningstar, flail, dire flail, or warhammer and a +2 Stunning Blow (Ex): At 7th level, the dread crusher gains the
damage bonus when attempting to sunder using a heavy flail or ability to use his specialized weapons to deliver a stunning blow
greatclub. to his opponents. He must declare that he is attempting a
stunning blow before making his attack roll (thus, a failed attack
Crush Armor (Ex): At 2nd level, the dread crusher becomes an
roll ruins the attempt). Stunning Blow forces a foe damaged by
expert at using his specialized weapons to deliver crushing
the attack to make a Fortitude saving throw (DC 11 + 1 per dread
blows targeted against the weak points in armor. When using
crusher class level), in addition to dealing damage normally. A
one of these weapons against opponents wearing heavy armor or
defender who fails to save is stunned for 1 round. The dread
those with a natural armor bonus of +5 or more, the dread
crusher may attempt a stunning attack once per day for every
crusher gains a bonus to his attack roll. This bonus is +1 at 2 nd
four levels of the prestige class he has attained and no more than
level and increases at 5th and 8th level.
Crushing Whirlwind (Ex): At 3rd level, the dread
crushers skills with his specialized weapons become
so great he can wield two one-handed weapons of
his favored types (heavy mace, morningstar, flail
or warhammer) of equal size with a reduced
penalty (provided he is specialized in them). He
suffers a 5 penalty to his regular attack or attacks
with his primary hand and a 9 penalty to the attack
with his off hand, instead of -6/-10. If he has the two-
weapon fighting feat, his penalties would be reduced to -3/-
3. In addition, a dread crusher who uses a two-handed
version of his specialized weapon rather than two weapons
now gains a +1 competence bonus to initiative.
Improved Power Attack (Ex): At 4th level, the dread crushers
power attack becomes more powerful. When using Power Attack
with one of his specialized weapon types, he re-rolls all 1s and
2s on damage dice.
Crushing Mental Focus (Su): At 5th level, the dread crushers
mental focus with his specialized weapons now reaches a
supernatural level and he gains the ability to bypass certain
types of damage reduction. He may choose one of the
following types of damage reduction: cold iron, alchemical
silver, or magic. Once chosen, the type cannot be changed.
From this point on, any of the dread crushers specialized
weapons counts as if it were made of that type of material

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once per round. Thus, a character with eight dread crusher each opponent. Those he beats are staggered for one round. This
prestige class levels could use the ability twice per day. ability is usable once per day and requires a standard action.
Constructs, oozes, plants, undead, incorporeal creatures, and
Crippling Strike (Ex): At 10th level, the dread crusher can
creatures immune to critical hits cannot be stunned.
deliver devastating blows that cripple his opponents. Once per
Shockwave (Ex): At 9th level, when using two of his one-handed day, he may use one of his melee attacks to make a crippling
specialized weapon types or when using a single two-handed strike with one of his specialized weapons. An opponent
specialized weapon, the dread crusher can smash the ground damaged by this attack takes 2d4 points of temporary Strength or
with his weapon(s), creating a shockwave that can potentially Dexterity damage (dread crushers choice). Ability points lost to
stagger all opponents (no more than one size category larger than damage return at the rate of 1 point per day for each damaged
himself) within 10 ft. who are standing on the ground. The dread ability.
crusher makes a single CMB vs. CMD check which is applied to

THE DREAD CRUSHER


Class Level Base Attack Fort Save Ref Save Will Save Special
Bonus

1st +0 +1 +0 +0 Crushing Discipline, Dread Sunder


2nd +1 +2 +0 +0 Crush Armor +1
3rd +2 +2 +1 +1 Crushing Whirlwind
4th +3 +3 +1 +1 Improved Power Attack
5th +4 +3 +1 +1 Crush Armor +2, Crushing Mental Focus (cold iron, silver, or magic)
6th +5 +4 +2 +2 Knockback
7th +6 +4 +2 +2 Stunning Blow
8th +7 +5 +2 +2 Crush Armor +3
9th +8 +5 +3 +3 Shockwave 1/day
10th +9 +6 +3 +3 Crippling Strike, Crushing Mental Focus (cold iron, silver, magic, or adamantine)

Wisdom: 12+
Eagle Clan Warchief Skills: Survival: 3 ranks, Handle Animal: 3 ranks, Knowledge
(Nature): 3 ranks
Nothing escapes the gaze of a hunting eagle. Feats: Improved Initiative and either Power Attack or Weapon
Finesse.
The eagle clan warchief is a barbarian who venerates birds of Special: Must have been a member of a barbarian tribe that
prey such as eagles, hawk, falcons and owls, and seeks to venerates birds of prey.
emulate them. They are in tune with the great eagle spirit, and
embody a bird of preys speed, agility, keen eyesight, hunting CLASS SKILLS
skills and fearsome attacks. Eagle clan warchiefs make excellent
Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha),
scouts and watchmen, and often lead hunting parties in search of
Acrobatics (Dex), Knowledge (Nature)(Int), Perception (Wis),
elusive prey. Like other animal clan warchiefs, these barbarians
Ride (Dex), Survival (Wis), and Swim (Str).
often wander the world in search of greater attunement with
their totem spirit. Their astounding abilities make them prized Skill Points at Each Level: 4 + Int modifier
bounty hunters, huntsmen, scouts and guards anywhere they
may roam.
CLASS FEATURES

Hit Die: d12 All of the following are class features of the eagle clan warchief
prestige class.
REQUIREMENTS
Weapon and Armor Proficiency:
To qualify to become a eagle clan warchief, a character must
Eagle clan warchiefs are proficient with all simple and martial
fulfill all of the following criteria.
weapons, light armor, medium armor, and shields.
Class: 5 levels of barbarian
Wild Empathy (Birds of Prey) (Ex): At 1st level, the eagle clan
Alignment: any non-lawful
warchief can improve the attitude of birds of prey such as eagles,
Dexterity: 16+
hawks, falcons, and owls. This ability functions just like a

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Diplomacy check to improve the attitude of a person. The eagle Eagle War Cry (Su): At 4th level, the eagle clan warchief can call
clan warchief rolls 1d20 and adds his eagle clan warchief level upon the spirits of birds of prey to lend him the ability to emit a
and his Charisma bonus to determine the wild empathy check piercing cry. The cry is a free action that does not provoke attacks
result. The typical bird of prey has a starting attitude of of opportunity. All opponents within 10 feet who hear it must
unfriendly. make a Will save (DC 12 + 1 per eagle clan warchief prestige
class levels + his Wisdom modifier) or become deafened for 1d6
To use wild empathy, the eagle clan warchief and the animal
rounds. Alternately, the war cry may be used to counter silence in
must be able to study each other, which means they must be
the area, but it has no other effects if used in this manner. Eagle
within 30 feet of one another under normal visibility conditions.
Cry is usable twice per day.
Generally, influencing an animal in this way takes 1 minute, but,
as with influencing people, it might take more or less time. Rage Improvement: At 5th and 8th level, the eagle clan warchief
can either choose a new barbarian rage power, or he can use his
The eagle clan warchief can also use this ability to influence a
barbarian rage four additional rounds per day. Once the choice is
magical bird of prey-like beast with an Intelligence score of 1 or
made, it cannot be changed.
2, but he takes a 2 penalty on the check.
Damage Reduction: At levels 5 and 9, the eagle clan warchief
Eagle Alertness: At 1st level, the eagle clan warchief gains
gains the extraordinary ability to shrug off some amount of
Alertness as a bonus feat. This alertness also makes it harder for
injury from each blow or attack. This ability is identical to a
rogues to sneak attack the eagle clan warchief by flanking. The
barbarians.
eagle clan warchiefs barbarian level is considered two levels
higher when using his improved uncanny dodge ability against a Scent (Ex): At 6th level, once per day as a free action the eagle
flanking rogue. clan warchief can call upon the spirits of birds of prey to lend
him their natural scent ability. This ability lasts for 1d4 hours.
Eagle Dodge: At 2nd level, the eagle clan warchief learns to twist
and dodge like two eagles fighting in mid-flight. He gains Dodge Eagle Talon Strike (Ex): At 7th level, the eagle clan warchief can
as a bonus feat. If he already has Dodge, the AC bonus provided make swift, deadly strikes in combat. Twice per day, the eagle
by the feat increases to +2. clan warchief can designate one of his attacks to be an eagle talon
strike. If he hits, the attack is an automatic critical. If he misses,
Eagle Spirit Power: At 3rd level, the eagle clan warchief gains a
the eagle talon strike is wasted. Only one eagle talon strike can be
boon from the spirit of birds of prey. He may choose one of two
made per round.
abilities: Eagle Eyes or Bird of Prey Companion. Each of these
abilities is described below. Once the choice is made, it cannot be Greater Rage: At 10th level, the eagle clan warchief gains the
undone. greater rage ability identical to that of a barbarians.
Eagle Eyes (Ex): If the eagle clan warchief chooses Eagle Eyes as
his spirit power, his eyesight becomes incredibly sharp. He gains
a permanent +4 enhancement bonus on visual Perception checks,
and a +1 enhancement bonus on saves vs. visual illusions. He
also gains darkvision, 60 ft. If he already has darkvision, the
range increases by 20 ft. Finally, once per day he may take a
standard action to concentrate on detecting hidden things. This
ability functions exactly like a see invisible spell, but requires no
components and lasts for 1 round per three eagle clan warchief
levels. The eagle clan warchief must concentrate each round in
order to use this ability.
Bird of Prey Companion (Ex): If the eagle clan warchief chooses
Bird of Prey Companion as his spirit power, he gains a bird of
prey (eagle, hawk or owl) as an animal companion. This ability
functions identically to that of a druid. Use the eagle clan
warchiefs prestige class levels +3 for determining the
companions abilities. For example, a 3rd level eagle clan warchief
counts as a 6th level druid. If the eagle clan warchief already has a
bird of prey animal companion from a previous class such as
druid or ranger, he does not gain another companion from this
ability. Instead, he counts his druid or ranger levels as three
levels higher for calculating the birds abilities.

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THE EAGLE CLAN WARCHIEF
Class Level Base Attack Fort Save Ref Save Will Save Special
Bonus

1st +1 +1 +1 +1 Wild Empathy (Birds of Prey), Eagle Alertness


2nd +2 +1 +1 +1 Eagle Dodge
3rd +3 +2 +1 +1 Eagle Spirit Power
4th +4 +2 +2 +2 Eagle War Cry 2/day
5th +5 +3 +2 +2 Damage Reduction 1/-, Rage Improvement
6th +6 +3 +2 +2 Scent 1/day
7th +7 +4 +3 +3 Eagle Talon Strike 2/day
8th +8 +4 +3 +3 Rage Improvement
9th +9 +5 +3 +3 Damage Reduction 2/-
10th +10 +5 +4 +4 Greater Rage

CLASS FEATURES
Earth Lord All of the following are class features of the earth lord prestige
class.
My strength flows from the earth.
Weapon and Armor Proficiency:
The earth lord is both a warrior and a wielder of earth magic.
They are typically strong and blunt, possessing a dispassionate Earth lords gain no new weapon or armor proficiencies.
personality, but once aroused, their anger is tremendous and
Bonus Spell: At every odd level, the earth lord learns a bonus
they can command powerful, destructive forces. At their
spell of any level he can cast, chosen from the earth lord spell list.
command the very earth moves and heaves to attack or hinder
their enemies, and they can conjure heat from the earths core. Bull's Strength (Su): At 2nd level, the earth lord may cast bulls
strength on himself once per day as long as he is standing on
Hit Die: d8
earth, sand, or stone.
REQUIREMENTS Bonus Feat: At 2nd level, the earth lord also receives one bonus
To qualify to become an earth lord, a character must fulfill all feat. This bonus feat must be drawn from the feats noted as
of the following criteria. fighter bonus feats.

Class: 4 levels of wizard or sorcerer and 3 levels of fighter Command Earth Elementals (Su): At 4th level, the earth lord
Alignment: any gains the supernatural ability to command earth elementals. This
Intelligence or Charisma: 15+ ability functions the same way as a command undead spell, but
Strength or Constitution: 16+ works only on earth elementals. The caster level is equal to the
Skills: Climb: 5 ranks, Knowledge (Arcana): 5 ranks, Knowledge earth lords prestige class level. This ability is usable once per
(Geology) 4 ranks day per three earth lord levels.
Feats: Simple and Martial weapon proficiency, Spell Focus
Earth Magic (Ex): At 5th level, the earth lord casts the following
(Evocation or Conjuration), Weapon Focus in any blunt melee
spells as if he were two levels higher: animate objects (earth, metal
weapon. or stone objects only), clutch of stone*, earthquake, elemental hands*,
Special: Able to cast at least three earth-related spells. elemental swarm (earth creatures only), explosive meteor*, greater
CLASS SKILLS transmute rock to mud*, malific meteor*, magic stone, major tremor*,
meld into stone, minor tremor*, molten blade*, repel metal or stone,
Acrobatics (Dex), Appraise (Int), Climb (Str), Craft (Int), soften earth and stone, stone shape, stoneskin, stonetell, suffocating
Knowledge (all skills, taken individually) (Int), Linguistics (Int), earth*, summon monster (earth creatures only), transmute mud to rock,
Profession (Wis), Handle Animal (Cha), Intimidate (Cha), Ride transmute rock to mud, wall of stone.
(Dex), Spellcraft (Int), Survival (Wis), and Use Magic Device
Earth Power (Sp): At 6th level the earth lord gains earth magic
(Cha).
power. Once per day, he may use one of the following spell-like
Skill Points at Each Level: 3 + Int modifier abilities at his own caster level: meld into stone, passwall, spider
climb (earth or stone surfaces only), spike stones, stone shape,

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stoneskin, tremorsense*, wall of stone. Each day at dawn, he must 1st level elemental hands*, endure elements, magic stone, summon
choose which ability will be available that day. At 8th and 10th monster I (earth creatures only)
level, the number of times per day he may use this ability
2nd level heat metal, molten blade*(same as flame blade but sword is
increases.
molten metal instead of fire), resist energy, soften earth and stone,
Spells: At every other earth lord level, the character gains new summon monster II (earth creatures only), tremorsense*
spells per day as if he had also gained a level in a spellcasting
3rd level clutch of stone*, curse of the mandrake*, explosive meteor*,
class he belonged to before adding the prestige class (either keen edge, malific meteor*, meld into stone, protection from energy,
sorcerer or wizard). He does not, however, gain any other benefit stone shape, summon monster III (earth creatures only)
a character of that class would have gained, except for an
increased effective level of spellcasting. If a character had levels 4th level magnetism*, minor tremor*, rusting grasp, spike stones,
of both sorcerer and wizard before becoming an earth lord, he stoneskin, summon monster IV (earth creatures only), vein of magma*
must decide to which class he adds the new level for purposes of 5th level magma spray*, passwall, summon monster V (earth
determining spells per day. creatures only), transmute mud to rock, transmute rock to mud, wall of
Note that even though a earth lord has armor proficiency due to stone
his fighter levels, he still suffers a chance of spell failure when 6th level animate objects (earth, metal or stone objects only), flesh to
wearing armor. stone, major tremor*, move earth, stonetell, stone to flesh, summon
When an earth lord gains new spells, he must choose them from monster VI (earth creatures only), wall of iron
the earth lord spell list. If he already knows all the spells of a 7th level magma wave*, plane shift, reverse gravity, statue, summon
given level on the list, he may choose spells from the monster VII (earth creatures only)
wizard/sorcerer list, but is barred from selecting air spells.
8th level earthquake, greater transmute rock to mud*, iron body,
EARTH LORD SPELL LIST repel metal or stone, suffocating earth*, summon monster VIII (earth
creatures only), volcanic eruption*
In addition to the spells listed below, an earth lord may learn any
wizard or sorcerer spell with the Earth descriptor. 9th level elemental swarm (earth creatures only), imprisonment,
meteor swarm, shapechange (earth creatures only), summon monster IX
0 level all level 0 arcane spells, except air-related spells. (earth creatures only)

THE EARTH LORD


Class Base Fort Ref Will Special Spells per Day
Level Attack Save Save Save
Bonus

1st +1 +1 +0 +1 Bonus Spell +1 level of existing class


2nd +2 +1 +0 +1 Bulls Strength 1/day, Bonus Feat
3rd +3 +2 +1 +2 Bonus Spell +1 level of existing class
4th +3 +2 +1 +2 Command Earth Elementals
5th +4 +3 +1 +3 Earth Magic, Bonus Spell +1 level of existing class
6th +5 +3 +2 +3 Earth Power 1/day
7th +6 +4 +2 +4 Bonus Spell +1 level of existing class
8th +6 +4 +2 +4 Earth Power 2/day
9th +7 +5 +3 +5 Bonus Spell +1 level of existing class
10th +8 +5 +3 +5 Earth Power 3/day

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All of the following are class features of the faceted conjurer
Faceted Conjurer prestige class.
Weapon and Armor Proficiency:
Faceted conjurers gain no proficiency with any weapon or armor.
Faceted Magic I: At 1st level, the faceted conjurers caster level is
considered one level higher whenever he casts one of the
following spells: break enchantment, charm person, charm monster,
color spray, displacement, dominate person, eagle's splendor, fabricate,
false vision, glitterdust, greater invisibility, invisibility, invisibility
sphere, lesser geas, magic jar, major creation, minor image, mirror
image, permanency, persistent image, rainbow pattern, scrying, shadow
conjuration, secret chest, shatter, shield, suggestion.
Bonus Spell: At 2nd level, the faceted conjurer learns one bonus
spell of any level he can cast, taken from the wizard/sorcerer
spell list.
Conjure Ioun Stone I (Sp): At 2nd level, the faceted conjurer
gains the ability to conjure an ioun stone up to three times per
day. More than one stone can be conjured at a time, but they may
not be of the same type. The stones orbit the faceted conjurers
head for one hour per two faceted conjurer levels, after which
What secret powers are locked within the infinite depths of rare they vanish. Conjured ioun stones are completely useless to
gems and precious metals? Look and you shall behold anyone other than the faceted conjurer. When conjuring ioun
mysterious forces. stones, the character must choose them from the following list:
Faceted conjurers are rare and enigmatic conjurors who dabble in clear (Sustains creature without food or water), dusty rose (+1
enchantment or illusion, and specialize in magic related to gems insight bonus to AC), deep red (+2 enhancement bonus to
and exotic minerals. Through intense study and innate talent, Dexterity), incandescent blue (+2 enhancement bonus to Wisdom),
they have discovered old magic secrets inherent in the complex pale blue (+2 enhancement bonus to Strength), pink (+2
geometry of rare earths, and the effects of dazzling beauty and enhancement bonus to Constitution), pink and green (+2
colors on the mind. Their closely guarded knowledge lets them enhancement bonus to Charisma), scarlet and blue (+2
wield magic with greater potency, and allows them to conjure enhancement bonus to Intelligence), dark blue (Alertness (as the
eldritch stones and figurines of power. feat)), and vibrant purple (stores three levels of spells, as a ring of
spell storing). As the faceted conjurer gains levels in the prestige
Hit Die: d6 class, he gains the ability to conjure more and different types of
REQUIREMENTS stones in addition to those listed above.

To qualify to become a faceted conjurer, a character must Conjure Figurine I (Sp): At 3rd level, the faceted conjurer learns
fulfill all of the following criteria. to conjure one of the following figurines of wondrous power: bronze
griffon, ebony fly, golden lions, goat of traveling, serpentine owl, or
Intelligence or Charisma: 17+ silver raven. Once he has made his choice, it cannot be changed.
Skills: Appraise: 5 ranks, Knowledge: (Arcana): 7 ranks, He may conjure the figurine once per day. Only the faceted
Knowledge (Precious Gems and Metals): 5 ranks, Spellcraft: 5 conjurer may use the figurine - it is useless to any other person.
ranks The faceted conjurer automatically knows the command words
Feats: Craft Wondrous Item, Spell Focus (Conjuration), and required to use the figurine, and it remains in his possession for
either Spell Focus (Enchantment) or Spell Focus (Illusion) one hour per two faceted conjurer levels (3 hours maximum),
Special: ability to cast 4th level arcane spells after which it vanishes. While it is in his possession, he may
activate it once per day. If a figurine is destroyed or its animal
CLASS SKILLS form is slain, he may not conjure that type of figurine again for
one week.
Appraise (Int), Craft (Int), Knowledge (all skills, taken
Permanent Conjuration I: At 4th level, the faceted conjurer learns
individually) (Int), Linguistics (Int), Profession (Wis), and
arcane secrets which, combined with his extensive knowledge of
Spellcraft (Int).
gem magic, conjuration, and wondrous item creation allow him
Skill Points at Each Level: 2 + Int modifier to permanently conjure one of the following magic items of his
choice, at a cost of only one-quarter the items listed creation
CLASS FEATURES
price: cube of frost resistance, elemental gem, gem of brightness, pearl
of power (6th level spells maximum), pearl of the sirines, periapt of

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health, periapt of proof against poison, periapt of wound closure, or invisibility, mislead, permanent image, prismatic sphere, prismatic
stone of good luck. The faceted conjurer may conjure one of these spray, prismatic wall, programmed image, project image, refuge,
items only once in his lifetime, and once he makes his choice, it scintillating pattern, soul bind, teleport object, trap the soul, true
cannot be undone. seeing, vision.

Conjure Figurine II (Sp): At 5th level, the faceted conjurer learns Prismatic Mastery (Sp): At 9th level, the faceted conjurer unlocks
how to conjure another type of figurine. In addition, the the secret of channeling his magic through faceted surfaces to
following figurines are added to the list of choices: goat of travail, create prismatic effects. Once per week, he may use any gem or
goat of terror, or onyx dog. crystal worth at least 5,000gp as a focus which allows him to use
one of the following spell-like-abilities: prismatic sphere, prismatic
Permanent Conjuration II: At 6th level, the faceted conjurer may spray, or prismatic wall.
conjure another magic item at a cost of only one-
quarter the items listed creation price, as described Conjure Ioun Stone III (Sp): At 10th level, the
under Permanent Conjuration I. The faceted faceted conjurer can now conjure new and
conjurer may conjure one of these items only once different types of ioun stones. He may conjure one
in his lifetime, and once he makes his choice, it of the following stones, once per day: orange (+1
cannot be undone. caster level), lavender and green (absorb spells of 8th
level or lower). The orange stone stays for one hour
Conjure Ioun Stone II (Sp): At 7th level, the faceted per faceted conjurer level, while the lavender and
conjurer can now conjure new and different types of green one stays for one minute per faceted conjurer
ioun stones. He may conjure one of the following ioun stones once level.
per day: iridescent (sustains creature without air), pale lavender
(absorbs spells of 4th level or lower), pearly white (regenerate 1 Permanent Conjuration III: At 10th level, the faceted conjurer
point of damage per 10 minutes), pale green (+1 competence may permanently conjure another magic item, as described
bonus on attack rolls, saves, skill checks, and ability checks). under Permanent Conjuration I and II. The faceted conjurer may
These stones stay for one hour per faceted conjurer level, except conjure one of these items only once in his lifetime, and once he
the pale lavender stone, which stays for only one minute per makes his choice, it cannot be undone.
faceted conjurer level.
Spells: At every even faceted conjurer level, the character gains
Conjure Figurine III (Sp): At 8th level, the faceted conjurer learns new spells per day as if he had also gained a level in the
how to conjure another type of figurine. In addition, the marble spellcasting class he belonged to before adding the prestige class.
elephant and obsidian steed are added to the list. However, the He does not, however, gain any other benefit a character of that
obsidian steeds plane shift and ethereal jaunt abilities may only be class would have gained, except for an increased effective level of
used twice per day instead of at will, at caster level 14. spellcasting. If a character had more than one arcane spellcasting
class before becoming a faceted conjurer, he must decide to
Faceted Magic II: At 9th level, the faceted conjurers caster level is which class he adds the new level for purposes of determining
considered two levels higher whenever he casts one of the spells per day.
following spells: analyze dweomer, binding, contingency, dominate
monster, greater dispel magic, legend lore, greater scrying, greater
shadow conjuration, greater teleport, instant summons, mass

THE FACETED CONJURER


Class Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
Level

1st +0 +0 +0 +2 Faceted Magic I


2nd +1 +0 +0 +2 Bonus Spell, Conjure Ioun Stone I +1 level of existing class
3rd +1 +1 +1 +3 Conjure Figurine I
4th +2 +1 +1 +3 Permanent Conjuration I +1 level of existing class
5th +2 +1 +1 +4 Conjure Figurine II
6th +3 +2 +2 +4 Permanent Conjuration II +1 level of existing class
7th +3 +2 +2 +5 Conjure Ioun Stone II
8th +4 +2 +2 +5 Conjure Figurine III +1 level of existing class
9th +4 +3 +3 +6 Faceted Magic II, Prismatic Mastery
10th +5 +3 +3 +6 Conjure Ioun Stone III, Permanent Conjuration III +1 level of existing class

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choose which ability will be available that day. At 6th and 10th
Fire Lord level, the number of times per day he may use this ability
increases.
Fire is my weapon. Command Fire Elementals (Su): At 4th level, the fire lords gains
The fire lord is both a warrior and a wielder of fire magic, the supernatural ability to command fire elementals. This ability
blending the arts of swordplay, archery and scorching fire upon functions the same way as a command undead spell, but works
the battlefield. Their studies and innate talents often impart them only on fire elementals. The caster level is equal to the fire lords
with an impulsive, emotional personality, easily aroused to prestige class level. This ability is usable once per day per three
anger. fire lord levels.

Hit Die: d8 Flaming Burst Weapon (Su): At 8th level the fire lord gains the
supernatural ability to temporarily transform his sword or bow
REQUIREMENTS into a flaming burst weapon. The weapon retains any other
To qualify to become a fire lord, a character must fulfill all of bonuses and powers it already had (except any water-related
the following criteria. powers), and becomes a flaming burst weapon for 1 round per fire
lord level. The ability may be used up to three times per day.
Class: 4 levels of wizard or sorcerer and 3 levels of fighter
Alignment: any chaotic Spells: At every other fire lord level, the character gains new
Intelligence or Charisma: 15+ spells per day as if he had also gained a level in a spellcasting
Strength or Constitution: 16+ class he belonged to before adding the prestige class (either
Skills: Intimidate: 5 ranks, Knowledge (Arcana): 5 ranks sorcerer or wizard). He does not, however, gain any other benefit
Feats: Simple and Martial weapon proficiency, Spell Focus a character of that class would have gained, except for an
(Evocation or Conjuration), Weapon Focus in any type of sword increased effective level of spellcasting. If a character had levels
or bow. of both sorcerer and wizard before becoming an fire lord, he
Special: Able to cast at least three fire-related spells. must decide to which class he adds the new level for purposes of
determining spells per day.
CLASS SKILLS
Note that even though a fire lord has armor proficiency due to
Acrobatics (Dex), Appraise (Int), Climb (Str), Craft (Int), his fighter levels, he still suffers a chance of spell failure when
Knowledge (all skills, taken individually) (Int), Linguistics (Int), wearing armor.
Profession (Wis), Handle Animal (Cha), Intimidate (Cha), Ride
(Dex), Spellcraft (Int), Survival (Wis), and Use Magic Device When a fire lord gains new spells, he must choose them from the
(Cha). fire lord spell list. If he already knows all the spells of a given
level on the list, he may choose spells from the wizard/sorcerer
Skill Points at Each Level: 3 + Int modifier list, but is barred from selecting water spells.
CLASS FEATURES FIRE LORD SPELL LIST
All of the following are class features of the fire lord prestige In addition to the spells listed below, a fire lord may learn any
class. arcane wizard or sorcerer spell with the Fire descriptor.
Weapon and Armor Proficiency: 0 level all level 0 arcane spells, except water-related spells.
Fire lords gain no new weapon or armor proficiencies. 1st level burning hands, endure elements, produce flame, summon
monster I (fire creatures only)
Bonus Spell: At every odd level, the fire lord learns a bonus
spell of any level he can cast, chosen from the fire lord spell list. 2nd level continual flame, heat metal, flame blade, flaming sphere,
infernal pillar of fire*, resist energy, summon monster II (fire creatures
Fire Magic (Ex): At 2nd level, the fire lord now casts the
only)
following spells as if he were two levels higher: continual flame,
delayed blast fireball, fireball, fire shield, fire storm, fire trap, balor 3rd level fireball, flame arrow, protection from energy, summon
wings*, flame arrow, flame blade, flaming sphere, flame wave*, flaming monster III (fire creatures only)
weapon*, greater fire shield*, greater incendiary cloud*, heat metal,
4th level balor wings*, fire shield, fire trap, flaming weapon*, rain of
incendiary cloud, infernal pillar of fire*, produce flame, protection from
fire*, summon monster IV (fire creatures only), vein of magma*, wall of
energy, pyre of flames*, rain of fire*, ravenous fire*, resist energy*,
fire
superheating flames*, wall of fire*, wall of living fire*.
5th level flame wave*, magma spray*, summon monster V (fire
Fire Power (Sp): At 2nd level the fire lord gains supernatural fire-
creatures only)
related magic power. Once per day, he may use one of the
following spell-like abilities at his own caster level: burning hands, 6th level fire gems*, greater fire shield*, ravenous fire*, summon
fire gems*, fire shield, flaming sphere, flaming weapon*, heat metal, monster VI (fire creatures only), wall of living fire*
protection from energy (fire), wall of fire. Each day, at dawn, he must

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7th level delayed blast fireball, fire storm, magma wave*, plane shift, 9th level elemental swarm, greater incendiary cloud*, pyre of
summon monster VII (fire creatures only) flames*, meteor swarm, shapechange (fire creatures only), summon
monster IX (fire creatures only)
8th level incendiary cloud, summon monster VIII (fire creatures
only), sunburst, superheating flames*, volcanic eruption*

THE FIRE LORD


Class Base Fort Ref Will Special Spells per Day
Level Attack Save Save Save
Bonus

1st +1 +1 +0 +1 Bonus Spell +1 level of existing class


2nd +2 +1 +0 +1 Fire Magic, Fire Power 1/day
3rd +3 +2 +1 +2 Bonus Spell +1 level of existing class
4th +3 +2 +1 +2 Command Fire Elementals
5th +4 +3 +1 +3 Bonus Spell +1 level of existing class
6th +5 +3 +2 +3 Fire Power 2/day
7th +6 +4 +2 +4 Bonus Spell +1 level of existing class
8th +6 +4 +2 +4 Flaming Burst Weapon
9th +7 +5 +3 +5 Bonus Spell +1 level of existing class
10th +8 +5 +3 +5 Fire Power 3/day

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The horse clan warchief can also use this ability to influence a
Horse Clan Warchief magical horse-like beast with an Intelligence score of 1 or 2, but
he takes a 2 penalty on the check.
The thunder of hooves shall be the last thing you ever hear. Excellent Horsemanship: At 1st level, the horse clan warchief
The horse clan warchief is a barbarian who venerates horses. He gains a +2 bonus on all his Ride checks when mounted on a
is in tune with the great horse spirit, and seeks to emulate the horse, and he may use the Mounted Combat feat to let his horse
speed, power, and agility of a horse. His spiritual attunement mount re-roll a failed Reflex saving throw instead of negating a
creates a close bond with horses and lends him extraordinary hit. However, he must accept the results of the second roll, even
abilities, while his arduous training makes him a master of if it is worse than the original. The horse clan warchiefs riding
mounted combat. Horse clan warchiefs often lead troops of skill is so great that he may use the Ride skill even while raging.
mounted barbarians on long-range hunts and raids. Horse clan Last, the horse clan warchief can teach tricks to horses in three
warchiefs who strike out on their own make excellent fast days instead of a week.
cavalrymen, mounted archers, scouts, and messengers. Ride-By Attack or Mounted Archery: At 2nd level, the horse clan
Hit Die: d12 warchief gains either Ride-By Attack or Mounted Archery as a
bonus feat.
REQUIREMENTS
Mounted Spearman: At 2nd level, the horse clan warchief deals
To qualify to become a horse clan warchief, a character must double damage with spears and longspears while on a charging
fulfill all of the following criteria. mount. While mounted, he can wield a spear or longspear with
Class: 5 levels of barbarian one hand.
Alignment: any non-lawful Equine Speed (Ex): At 3rd level, the horse clan warchiefs
Dexterity: 16+ running speed rivals that of a horse. His base land speed
Wisdom: 12+ increases by 5 ft. and he gains the Run feat for free. This benefit
Skills: Ride: 3 ranks, Handle Animal: 3 ranks, Knowledge applies only when he is wearing no armor or light armor and is
(Nature): 3 ranks not carrying a heavy load. Apply this bonus before modifying
Feats: Endurance, Mounted Combat the horse clan warchiefs speed because of any load carried or
Special: Must have been a member of a barbarian tribe that armor worn.
venerates horses.
Great Jump (Ex): At 3rd level, the horse clan warchief gains the
CLASS SKILLS ability to make astounding jumps and to encourage his mount to
Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), make greater jumps, as well.
Intimidate (Cha), Knowledge (Nature)(Int), Perception (Wis), From now on, the horse clan warchief is always considered to
Ride (Dex), Survival (Wis), and Swim (Str). have at least one rank in the Acrobatics skill, even if he put no
Skill Points at Each Level: 4 + Int modifier points into it, and he gains a +4 bonus on Acrobatics checks. The
horse clan warchief is always considered to have a running start
CLASS FEATURES when jumping. This benefit applies only when he is wearing no
armor, light armor, or medium armor and is not carrying a heavy
All of the following are class features of the horse clan warchief
load.
prestige class.
When encouraging his horse mount to make a leap as described
Weapon and Armor Proficiency:
in the Ride skill, the mount also receives a +4 enhancement
Horse clan warchiefs are proficient with all simple and martial bonus to its Acrobatics check, provided it is not wearing heavy
weapons, light armor, medium armor, and shields. barding and is not carrying a heavy load.
Wild Empathy (Horses) (Ex): At 1st level, the horse clan warchief Rage Improvement: At 4th and 8th level, the horse clan warchief
can improve the attitude of any horse. This ability functions just warchief can either choose a new barbarian rage power, or he can
like a Diplomacy check to improve the attitude of a person. The use his barbarian rage four additional rounds per day. Once the
horse clan warchief rolls 1d20 and adds his horse clan warchief choice is made, it cannot be changed.
level and his Charisma bonus to determine the wild empathy
Damage Reduction: At levels 5 and 9, the horse clan warchief
check result. The typical domesticated horse has a starting
gains the extraordinary ability to shrug off some amount of
attitude of indifferent, while a wild horse has a starting attitude
injury from each blow or attack. This ability is identical to and
of unfriendly.
stacks with a barbarians damage reduction.
To use wild empathy, the horse clan warchief and the animal
Equine Senses (Ex): At 6th level, once per day the horse clan
must be able to study each other, which means they must be
warchief can call upon the spirits of horses to lend him their
within 30 feet of one another under normal visibility conditions.
natural scent ability. This ability lasts for 1d4 hours.
Generally, influencing an animal in this way takes 1 minute, but,
as with influencing people, it might take more or less time.

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The horse clan warchief also develops an innate ability to sense Spirited Charge or Trample as a bonus feat, provided he meets
danger. Once per day, whenever he would normally be surprised the prerequisites. If the horse clan warchief chooses Spirited
or caught flat-footed, his danger sense is triggered and he is not Charge, he inflicts triple damage when charging while mounted
considered surprised or flat-footed. and attacking with spears, in addition to lances.
Raging Mount (Ex): At 6th level, when the horse clan warchief is Indomitable Will (Ex): At 8th level, the horse clan warchief gains
raging while mounted, he can incite his mount into a rage, as the barbarians Indomitable Will ability.
well. During this time, his mount shares all the benefits and
Greater Endurance: At 10th level, the horse clan warchiefs
penalties from the barbarians rage or rage power being used.
endurance becomes so great that his endurance feat bonus
The mounts rage ends when the horse clan warchiefs rage ends,
increases to +6 and he becomes immune to any effect that causes
and the mount suffers the same fatigue effects. This ability is
Constitution damage or drain. In addition, if he ever suffers from
usable once per day as a free action.
fatigue or exhaustion, he needs only one-fourth the normal
Spirited Charge or Trample (Ex): At 7th level, the horse clan amount of rest to recover (15 minutes for exhaustion and 2 hours
warchiefs skill at mounted combat and bond with his horse for fatigue). He can also sleep while wearing medium armor and
becomes even greater. The horse clan warchief gains either suffers no penalty.

THE HORSE CLAN WARCHIEF


Class Level Base Attack Fort Save Ref Save Will Save Special
Bonus

1st +1 +1 +1 +1 Wild Empathy (Horses), Excellent Horsemanship


2nd +2 +1 +1 +1 Ride-By-Attack or Mounted Archery, Mounted Spearman
3rd +3 +2 +1 +1 Equine Speed, Great Jump
4th +4 +2 +2 +2 Rage Improvement
5th +5 +3 +2 +2 Damage Reduction 1/-
6th +6 +3 +2 +2 Equine Senses, Raging Mount
7th +7 +4 +3 +3 Spirited Charge or Trample
8th +8 +4 +3 +3 Rage Improvement, Indomitable Will
9th +9 +5 +3 +3 Damage Reduction 2/-
10th +10 +5 +4 +4 Greater Endurance

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medium, and light).
Knight Heretic Bartered Soul: Because the knight heretic has bartered his soul to
an evil entity in exchange for mortal power, he can only be raised
By the decree of my master, your life is forfeit. or resurrected if it would be in the interest of the evil entity that
The knight heretic is a mighty warrior who has abandoned the sponsors him. As a result, the knight heretic may only be raised
path of morality and bartered his soul to an evil god, arch- or resurrected by a divine spell caster who worships the same
demon, arch-devil or other powerful outsider in exchange for evil entity as he does. Furthermore, while the knight heretics
supernatural boons and knowledge of the dark arts. A knight affinity with evil makes him strong, it also makes him more
heretic is frequently charged with the task of hunting down and susceptible in some ways to the power of good, and he suffers a
slaying enemies of his patron, particularly clerics and paladins. It -2 penalty on saves vs. spells with the Good descriptor. He is also
is also common for these fearsome knights to gather evil subject to the damage and penalties incurred by spells that affect
followers of their own and lead bands of marauders on a bloody undead (e.g., searing light, consecrate, etc.), as if he were an
path of war and pillaging. Blood-chilling tales are told of undead creature. However, he is still healed by positive energy
infamous and cruel kings and overlords suspected of secretly and damaged by negative energy.
being knight heretics. Death Knell (Su): At 1st level, the knight heretic gains the
Hit Die: d10 supernatural ability to use death knell as a free action, twice per
day, with a Will DC of 15. His caster level for this ability is
REQUIREMENTS considered equal to his knight heretic levels +1.
To qualify to become a knight heretic, a character must fulfill Heretical Power (Su): At certain levels, a knight heretic gains
all of the following criteria. supernatural heretical powers from his patron. Whenever a new
Alignment: any evil
Base Attack Bonus: +5
Strength: 16+
Intelligence: 12+
Skills: Knowledge (Arcana): 2 ranks, Knowledge
(Religion or The Planes): 2 ranks, Survival: 2 ranks.
Feats: Heavy armor proficiency, simple and
martial weapon proficiency,
Cleave, Power Attack,
Weapon Focus and
Weapon Specialization
in any melee weapon.
Special: Must worship an
evil god, arch-demon, arch-
devil or powerful evil
outsider. Must have bartered
his soul to the same being.
CLASS SKILLS
Climb (Str), Craft (Int), Handle
Animal (Cha), Intimidate (Cha),
Knowledge (Arcana) (Int), Knowledge
(Religion) (Int), Profession (Wis), Ride (Dex),
Survival (Wis), and Swim (Str).
Skill Points at Each Level: 2 + Int modifier
CLASS FEATURES
All of the following are class features of the
knight heretic prestige class.
Weapon and Armor Proficiency:
A knight heretic is proficient with
all simple and martial weapons
and with all armor (heavy,

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heretical power is gained, the knight heretic may select one of the 10/magic, silver, or good (selected by the GM). At 10th level, the
spells from the list below. From that point on, he may use that armors power increases again and grants the knight heretic
spell as a supernatural ability, once per day. He uses his freedom of movement.
Intelligence modifier to calculate any spell DCs, and his caster
Silence the Holy (Su): At 5th level, the knight heretic gains the
level is equal to his knight heretic levels +3.
ability to silence good-aligned spellcasters by striking them with
Heretical power choices: bears endurance, bestow curse, bleeding his melee weapon and intoning the name of his evil patron (Will
wounds*, bulls strength, cats grace, cause fear, chariot of the warlord*, DC 17 + the knight heretics Intelligence bonus negates). The
charm animal, charm person, command, command undead, dancing silence spell affects only the creature struck it does not emanate
weapon*, daze monster, desecrate, detect thoughts, devouring cloud*, in a radius. His caster level for this ability is considered equal to
disguise self, dispel magic, eagles splendor, enthrall, feather fall, foxs his knight heretic levels +2. This ability is usable only once per
cunning, ghoul touch, glibness, ice blade*, jump, lesser numbing wind*, day and if it is used against a non-good target it has no effect and
longstrider, magic weapon, minor dagger swarm*, mirror image, is wasted.
murderous command, owls wisdom, pass without trace, phantom
warhorse*, plague whip*, protection from chaos/evil/good/law, read Unholy Blight (Su): At 8th level, the knight heretic gains the
magic, resist energy, see invisibility, snare, spectral hand, spike growth, supernatural ability to cast unholy blight once per week (Will DC
trident of the hell dukes*, true strike, undetectable alignment, vampiric 20 + the knight heretics Intelligence modifier for partial
touch, wind wall, zombie form*. damage). His caster level for this ability is considered equal to his
knight heretic levels +3.
Unholy Armor (Su): At 4th level, the knight heretics evil patron
magically endows his armor. Whenever the knight heretic dons Dispel Good (Su): At 10th level, the knight heretic gains the
any suit of plate armor, it becomes magic (if it is not already supernatural ability to use dispel good once per week. His caster
magic) as long as he wears it and provides him with energy level for this ability is considered equal to his knight heretic
resistance 5 (type selected by the GM) and light fortification (see levels +3.
magic armor special abilities in the core rulebook), in addition to
any other special abilities it may have. At 7 th level, the armors
power increases and grants the knight heretic damage reduction

THE KNIGHT HERETIC


Class Level Base Attack Fort Save Ref Save Will Save Special
Bonus

1st +0 +1 +0 +0 Bartered Soul, Death Knell 2/day


2nd +1 +2 +0 +0 Heretical Power
3rd +2 +2 +1 +1 Heretical Power
4th +3 +3 +1 +1 Unholy Armor (cold/fire/acid/electricity resistance 5)
5th +3 +3 +1 +1 Silence the Holy 1/day
6th +4 +4 +2 +2 Heretical Power
7th +5 +4 +2 +2 Unholy Armor (damage reduction 5/magic, silver, or good)
8th +6 +5 +2 +2 Unholy Blight 1/week
9th +6 +5 +3 +3 Heretical Power
10th +7 +6 +3 +3 Dispel Good 1/week, Unholy Armor (freedom of movement)

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Knight Inexorable
Nothing shall keep me from my appointed task.
The Knight Inexorable is the quintessential questing knight and a
member of a knightly order obsessed with accomplishing deeds
of valor and making a name for themselves. They roam the
world in search of ever greater challenges and recognition,
seeking rewards and honor. Once they pledge themselves to
accomplish a task, they cannot abandon it without great loss of
honor. They are attracted to war and often seek positions of
command within an army. Their prowess and intimidating
presence bolsters their allies, while their sheer will and
stubbornness lends them great staying power, making them
inexorable juggernauts on the battlefield. Heraldry, medals, and
insignia are extremely important to a knight inexorable, who
proudly displays them at every opportunity and draws strength
and confidence from them. Both great, honorable men and
dastardly but charismatic villains have been known to be knight
inexorables.
Hit Die: d10
REQUIREMENTS
To qualify to become a knight inexorable, a character must
fulfill all of the following criteria.
Base Attack Bonus: +5
Alignment: Any
Wisdom or Charisma: 13+
Skills: Diplomacy: 2 ranks, Handle Animal: 2 ranks, Intimidate 2
ranks, Knowledge (Nobility) 2 ranks, Ride 4 ranks
Feats: Heavy Armor Proficiency, Iron Will, Martial Weapon
Proficiency, Mounted Combat, Weapon Focus (lance) and
Weapon Focus in one of the following weapons: bastard sword,
longsword, morning star, mace, battle axe, warhammer, or flail.
Special: member of an order of knights with a code of honor that
binds them to uphold personal honor and follow through with Aura of Courage (Su): At 1st level, a knight inexorable radiates
any quest they vow to undertake. an aura of courage, identical to a paladins. If he already has the
Aura of Courage ability, the auras range increases to 15 ft.
CLASS SKILLS
Spur Mount (Ex): At 1st level, a knight inexorables mount only
Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), suffers one point of damage when he uses the Ride skill to spur
Intimidate (Cha), Knowledge (arcane, dungeoneering, his mount, and the duration of fatigue it suffers from doing so is
engineering, geography, local, nobility) (Int), Perception (Wis), halved.
Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis),
and Swim (Str). Heroic Willpower (Ex): At 2nd level, the knight inexorables
willpower becomes so strong that he becomes immune to magic
Skill Points at Each Level: 2 + Int modifier sleep and charm effects. The knight inexorable also gains a +1
CLASS FEATURES enhancement bonus on all Will saves. Any mount he is riding
also receives these benefits.
All of the following are class features of the knight inexorable
prestige class. Insignia of Valor: Upon achieving certain levels of this prestige
class, the knights deeds and skills become famous, and his
Weapon and Armor Proficiency: knightly order awards him with an insignia of valor. These
A knight inexorable gains no additional proficiencies in any insignias are magical and provide a number of benefits as long as
weapon or armor. he is wearing, carrying or holding the equipment bearing the
insignia. These powers only work for the knight inexorable. They

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do not work if someone else uses his equipment. A knight who
loses an insignia suffers a loss of honor within his order and
cannot replace the insignia until he completes a particularly
dangerous quest or gains another level in the prestige class.
Each insignia takes on the form of an object that can be affixed to
the knights helm, breastplate, shield, shoulder guard, or
weapon. The knight chooses the form of the insignia from one of
the following:
A brightly colored plume, crest, gleaming eagle or dragon
wings for his helm
A heraldic symbol such as a cross, chevron, fleur-de-lis,
rampant lion, bear, eagle, griffon, dragon, etc. that can be
affixed to his breastplate or shield or attached to his weapon
(typically on the sword hilt or pommel or the shaft or head of
a lance, mace, polearm, etc.)
A large golden medal with royal red or blue ribbons that is
affixed to his breastplate
An elaborate golden symbol that is affixed to his shoulder
guards, such as a winged sword, skull, crown, a symbol of
personal heraldry, or any other symbol the knight deems
fitting
Each insignia can be removed at any time and transferred to a
different piece of equipment of the appropriate type, but this
requires a full minute. The knight can only attach a maximum of
two insignias to the same piece of equipment.
Each time the knight receives an insignia, he may choose one
from the list below. Each insignia can be taken only once.
Insignia of Knightly Prowess: +1 to damage with a specific melee
weapon chosen from the following list: bastard sword, battle axe,
flail, lance, longsword, morning star, mace, or warhammer. Once
the weapon is selected, it cannot be changed.
Insignia of Invulnerability: The insignia grants the knight a +1
deflection bonus to his armor class and light fortification, as the
magic armor of the same name. fighter,
the penalty
Insignia of Commanding Presence: This insignia grants the knight a
reduction and
+2 enhancement bonus on all Charisma-based skill checks, and
maximum
the knight may now cast command once per day as a supernatural
Dexterity bonuses
ability. The knight uses his character level as his caster level for
stack (to a minimum of
this ability. For example, a fighter 5/knight inexorable 2 would
0).
count as a 7th level caster. The Will DC to resist this ability is
equal to 14 + the knights Wisdom or Charisma bonus, whichever Insignia of Arcane
is higher. Imperviousness: This insignia grants a +1 bonus on saves vs. spells
of 3rd level and lower from a single school of the knights choice
Insignia of Inexorable Might: The duration of paralysis effects and
(such as abjuration, enchantment, etc.), and the ability to cast
hold person/hold monster spells used on the knight are reduced by
dispel magic once per day as a supernatural ability. He uses his
half (to a minimum of 1 round). The knight also learns to be more
character level -3 as his caster level when using dispel magic. For
maneuverable while wearing armor. Whenever he is wearing
example, a fighter 5/knight inexorable 2 would count as a 4th
armor, he reduces the armor check penalty by 2 (to a minimum
level caster when casting dispel magic.
of 0) and increases the maximum Dexterity bonus allowed by his
armor by 1. If the knight has armor training from levels of Insignia of Valorous Determination: This insignia allows the knight
to move through 10 feet of difficult terrain each round as if it

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were normal terrain, and allows him to take a 5-foot bonus to his attack roll when making a full attack or
step into difficult terrain. This ability does not charge with a lance. Additionally, when using this
stack with the Acrobatic Steps or Nimble Moves ability he is not affected by the miss chance that
feats. Also, the knight gains a +1 competence applies to attackers trying to strike a concealed
bonus on his CMB and CMD when attempting target. He may use this ability once per day. At
or resisting grapple, bull rush, disarm, 8th level, he may use it twice per day.
overrun, and sunder maneuvers.
Doomwarding (Ex): At 5th level, a knight
Bonus Feat: At 3rd, 6th
and 9th
level, the knight inexorable may re-roll any single die roll,
inexorable gains a bonus feat, chosen from once per day, as an immediate or swift
the following list, provided he meets the action. He must accept the result of the new
prerequisites: alertness, combat expertise, die roll, even if it is worse than the original.
hard, endurance, lightning reflexes, great
Legendary Willpower (Ex): At 7th level, a
fortitude, greater shield focus, improved bull
knight inexorables heroic willpower Will
rush, improved disarm, improved initiative,
save bonus increases to +2. The duration of
improve overrun, improved shield bash,
all stun effects on him are reduced by half (to
improved sunder, shield focus, step up.
a minimum of 1 round), and he gains spell
Inexorable Lance (Ex): At 4th level, when resistance 18 vs. Enchantment spells.
using a lance, the knight inexorable may apply a +5 competence

THE KNIGHT INEXORABLE


Class Level Base Attack Bonus Fort Save Ref Save Will Save Special

1st +1 +1 +0 +1 Aura of Courage, Spur Mount


2nd +2 +2 +1 +1 Heroic Willpower, Insignia of Valor
3rd +3 +2 +1 +1 Bonus Feat
4th +4 +3 +1 +2 Inexorable Lance 1/day, Insignia of Valor
5th +5 +3 +2 +2 Doomwarding
6th +6 +4 +2 +3 Bonus Feat, Insignia of Valor
7th +7 +4 +2 +3 Legendary Willpower
8th +8 +5 +3 +4 Inexorable Lance 2/day, Insignia of Valor
9th +9 +5 +3 +4 Bonus Feat
10th +10 +6 +3 +5 Insignia of Valor

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Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and
Knight of the Black Glade Swim (Str).
Skill Points at Each Level: 4 + Int modifier
None shall pass!
CLASS FEATURES
Legends tell of a knight of unknown purpose that lurked within
the deep dark glades of the forest, mounted on a mighty black All of the following are class features of the knight of the black
charger, and wearing a great helm sporting antlers. It is said the glade prestige class.
knight could vanish within the forest when he wished, and could
Weapon and Armor Proficiency:
make the trees and plants sprout sharp thorns to hinder those
who would follow him. It is also said that the knight's A knight of the black glade gains no additional proficiencies in
appearance was often preceded by a great black stag, which he any weapon or armor.
followed on some mysterious quest.
Horse Animal Companion Advancement: A knight of the black
A knight of the black glade is a warrior and druid who felt a glades horse animal companion continues to advance with each
special calling by the spirits of the forest. Many are beneficent level of the prestige class, just as if the knight had gained another
guardians of forests and the creatures within, often traveling level of druid. This means the horse will continue to gain hit dice,
widely to ensure all forests are respected, preserved and thriving, BAB, save bonuses, ability increases, feats, skills, tricks, etc., as
and to eliminate unnatural threats to them. These knights may listed in the druids Animal Companion Base Statistics table. For
also be silent, mysterious protectors of nearby villages that example, a druid 3/fighter 2/knight of the black glade 1 would
respect the forest and do not overly cut it for timber or overhunt count as a 4th level druid for determining his horse companions
its denizens. Some knights roam the great forests of the land, abilities.
seeking lost, sacred forest groves, glades, pools or stone
Mounted Woodland Stride: At 1st level, the knight of the black
monoliths of druidic significance. Others wander about on some
glades horse animal companion gains the Woodland Stride
mysterious forest-related quest which even they are not
ability. However, his animal companion can only use the ability
completely sure of, but are driven to pursue. Some knights are
when moving no greater than its normal speed.
far less benign, and may consider forests to be their own realm in
which they are the sole ruler. These are often violent, dangerous Favored Terrain (Forest): At 2nd level, the knight of the black
individuals who pose a threat to wanderers, travelers, and glade gains the favored terrain ability of the ranger when in
nearby villages, demanding tribute from those who would pass forests. This gives him a +2 bonus on initiative checks and
through their realm. All knights of the black glade are vengeful Knowledge (geography), Perception, Stealth, and Survival skill
toward those who cause great harm to forests and their natural checks when he is in this terrain. At 4th level, the skill bonus and
denizens, and they often go to great lengths to track down the initiative bonus in forest terrain increase by +2. These bonuses do
interlopers. not stack with forest favored terrain ability gained from previous
levels of ranger.
Hit Die: d8
Metal Armor Acclimation: At 3rd level, the knight of the black
REQUIREMENTS
glade learns to overcome some of the inhibitions of metal armor
To qualify to become a knight of the black glade, a character on his druid spellcasting ability. He may now wear light or
must fulfill all of the following criteria. medium metal armor and freely cast his druid spells and orisons.
Heavy metal armor and all metal shields still interfere with his
Class: 3 levels of druid and 2 levels of fighter or ranger
druid spells. Metal armor of any kind still interferes with the
Alignment: any neutral
druid supernatural ability to wild shape.
Wisdom: 15+
Strength: 15+ Bonus Feat: At 4th, 7th and 10th level, the knight of the black glade
Dexterity: 12+ gains a bonus feat from the following list, even if he does not
Skills: Handle Animal: 4 ranks, Knowledge (Nature): 5 ranks, meet the prerequisites: Augment Summoning, Combat Casting,
Ride: 4 ranks, Survival 3 ranks. Combat Reflexes, Dazzling Display, Defensive Combat Training,
Feats: Mounted Combat, Weapon Focus in one of the following Dodge, Extend Spell, Improved Initiative, Lunge, Ride-By Attack,
(longsword, bastard sword, lance, longspear, battle axe, mace, Shield Focus, Skill Focus (any skill in the prestige class skill list),
morning star, scimitar or warhammer). Spirited Charge, Trample.
Special: Must have a druid horse animal companion.
Black Stag (Su): At 5th level, the knight of the black glade gains
CLASS SKILLS the ability to summon a supernatural black stag to guide him
toward a specific object or creature. The stag can be summoned
Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), once per day as a supernatural ability, for a duration of 5 minutes
Heal (Wis), Intimidate (Cha), Knowledge (geography) (Int), per caster level. While it is summoned, the stag can use either
Knowledge (nature) (Int), Perception (Wis), Profession (Wis), locate creature or locate object one time as a supernatural ability.
The stag uses the knight of the black glades caster level to
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determine the range and duration of this ability. While locating mount, becoming camouflaged and shadowy. This has the
an object or creature, the stag points in its direction and will effect of a displacement spell (50% miss chance), and also grants
move toward it if the knight desires. The stag cannot speak, but a +4 enhancement bonus on Stealth checks when hiding. If he
the knight may communicate with it if he casts speak with animals. wants to impart this effect to his animal companion mount, he
The stag counts as an animal with the same statistics as a normal, must be in contact with his mount when he uses the ability.
untrained light horse, but it always has the same movement rate This ability lasts for 1 round per caster level.
as the knights horse animal companion mount. The stag does
Snare: As the druid spell.
not fight and will flee if attacked, though it will return once the
threat is gone. If the stag is killed, the knight may not summon it Spike Stones: As the druid spell.
again for a week. The knight can banish the stag at any time, as a
free action. Transmute Rock to Mud: As the druid spell.

Power of the Black Glade (Su): At 6th level and 8th-10th level, the Wall of Thorns: As the druid spell.
knight of the black glade can call upon the spirits of nature to Spells: At every even knight of the black glade level, the
lend him supernatural powers. Each time he gains this ability, he character gains new spells per day as if he had also gained a
learns one power from the list below. He can use each power druid level. He does not, however, gain any other benefit a
once per day. When using these powers, his caster level counts as character of that class would have gained, except for an increased
three levels higher. effective level of spellcasting.
Barkskin: As the druid spell.
Cure Moderate Wounds: As the druid spell.
Denizen of the Black Glade: The knight of the black glade can cast
summon natures ally IV to summon one of the following
creatures: dire boar, dire wolf, griffon or grizzly bear.
Restoration, Lesser: As the druid spell.
Shadow of the Black Glade: The knight of the black glade can
alter the appearance of himself and his animal companion

THE KNIGHT OF THE BLACK GLADE


Class Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
Level

Horse Animal Companion Advancement, Mounted


1st +1 +1 +0 +1
Woodland Stride
2nd +2 +2 +1 +2 Favored Terrain (Forest) +1 level of existing class
3rd +3 +3 +1 +3 Metal Armor Acclimation
4th +3 +3 +1 +3 Bonus Feat +1 level of existing class
5th +4 +4 +2 +4 Black Stag
6th +5 +5 +2 +5 Power of the Black Glade (1st power) +1 level of existing class
7th +6 +6 +2 +6 Bonus Feat
8th +6 +6 +3 +6 Power of the Black Glade (2nd power) +1 level of existing class
9th +7 +7 +3 +7 Power of the Black Glade (3rd power)
10th +8 +8 +3 +8 Power of the Black Glade (4th power), Bonus Feat +1 level of existing class

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All of the following are class features of the knight of Entropy
Knight of Entropy prestige class.
Weapon and Armor Proficiency:
Change is inevitable.
Knights of Entropy are proficient with all simple and martial
A knight of entropy is a powerful warrior who willingly enslaves weapons, bastard sword, scythe, all types of heavy armor and all
himself to the will of malignant, destructive, chaotic outsiders, types of shields. However, they disdain the use of ranged
collectively known as the powers of Entropy. Typically, the weapons and will not wear armor less than plate if plate is
powers of Entropy are powerful demons, daemons or other available, even if this means wearing normal plate instead of
strange, evil beings from unfathomable, terrible realms. What magic chain mail, for example.
drives these individuals to follow such a path remains a mystery,
for the slaves of Entropy are doomed to live their lives in eternal Slave of Entropy: If a Knight of Entropy ever forsakes the
conflict, never knowing peace or rest. Some say powers of Entropy or his alignment changes to
it is foolish mortal desire for power or revenge something other than chaotic evil, he immediately
at any cost, while others blame it upon hatred loses all abilities and benefits of the prestige class
or sheer insanity. Whatever the reason, knights (including Large size) until he atones or regains
of Entropy are fearsome opponents, always his former alignment.
found at the forefront of war, violence, unrest,
Touch of Entropy (Ex): At 1st level, the knight of
chaos and destruction, and always
Entropys size increases to Large and
heeding the call of their
he gains a +2 size bonus to
malignant masters.
Strength, a -2 size penalty to
Many still lurk in hidden places Dexterity, and a -1 penalty on
of the world, guarding secret attack rolls and AC. Note that the
shrines or relics of the dark powers of knight will now have to acquire new
Entropy, or gathering hordes of weapons and armor (at least plate)
hideous creatures under their suitable for a being of large size, which
command, waiting for a time when could be difficult to find or have
their masters will be reborn again made.
and their minions unleashed.
Corrupted Weapon: At 2nd
Hit Die: d8 level, the powers of Entropy
enhance the weapon of the knight of
REQUIREMENTS Entropy, giving it a fearsome, twisted
To qualify to become a knight of Entropy, a appearance and deadly power. From this level
character must fulfill all of the following criteria. onward, any sword, greataxe, warhammer,
scythe, flail, morningstar, or mace the knight has
Race: Any medium-sized race Weapon Focus with gains a +1 bonus to hit. This
Alignment: chaotic evil bonus increases to +2 at 4th level, and +4 at 9th level.
Base Attack Bonus: +6 Additionally, the weapon is infused with the power of corruption.
Strength: 17+ A critical hit from a corrupted weapon causes 1 point of
Intelligence: 14+ temporary damage to a randomly determined ability score.
Skills: Intimidate: 3 ranks, Knowledge (The Planes): 2 ranks, These enhancements apply only when the knight is using the
Knowledge (Arcana): 2 ranks, Ride: 4 ranks weapon himself. If the knight drops the weapon or gives it to
Feats: Heavy Armor Proficiency, Martial Weapon Proficiency, another creature, the weapon immediately loses its
Die Hard, Iron Will, Power Attack, Weapon Focus in one of the enhancements until the knight picks it up again.
following: bastard sword, longsword, greatsword, greataxe,
warhammer, scythe, light mace, heavy mace, morning star, flail Armor of Entropy: At 3rd level, the powers of Entropy enhance
or heavy flail. the armor of the knight of Entropy. His helm sprouts immense
Special: Willingly enslaved to the powers of Entropy. horns and his armor grows spikes and fits him like a second skin.
From this level onward, any suit of plate or better armor worn by
CLASS SKILLS a knight of Entropy gains a +1 bonus to AC that stacks with any
other bonuses the armor may already have as long as the knight
Appraise (Int), Climb (Str), Handle Animal (Cha), Intimidate
is wearing it. Additionally, the armors maximum dexterity
(Cha), Knowledge (Arcana) (Int), Knowledge (Religion) (Int),
bonus is always no less than 3 and its skill check penalty is never
Knowledge (The Planes) (Int), Profession (Wis), Ride (Dex),
more than 3 as long as he is wearing it. If the knight removes
Survival (Wis), and Swim (Str).
the armor, it loses these enhancements until he dons it again.
Skill Points at Each Level: 2 + Int modifier
Power of Entropy (Ex): At 3rd level, the knight of Entropy gains
CLASS FEATURES damage reduction 2/- and a randomly chosen bonus feat from

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the following list: 1: Blind-Fight, 2: Combat Reflexes, 3: Spells: Beginning at 3rd level, a knight of Entropy gains the
Endurance, 4: Cleave, 5: Great Cleave, 6: Improved Bull Rush, 7: ability to cast a number of arcane spells chosen from the knight
Improved Critical, 8: Improved Initiative, 9: Mounted Combat, of Entropy spell list. To cast a spell, the knight must have an
10: Improved Sunder. If the feat is one the knight already has or Intelligence score of at least 10 + the spells level, so a knight with
does not meet the prerequisites for, he may roll again. The knight an Intelligence of 10 or lower cannot cast these spells. Knight of
must roll for the feat immediately upon attaining 3rd level. Entropy bonus spells are based on Intelligence, and saving
throws against these spells have a DC of 10 + spell level + the
Minion of Entropy (Sp): At 6th level, the knight of Entropy gains
knights Intelligence modifier (if any). A knight of Entropy
the ability to summon a creature of primal chaos as if using the
learns, prepares and casts spells just as a wizard does, and must
summon monster VI spell. The creature uses the Creature of
keep his spells in a spellbook. Only spells from the knight of
Primal Chaos template (see Chapter 8: Creature Templates). The
Entropy spell list may be learned. The knights caster level is
ability is usable once per month, and there is a 20% chance with
equal to his character level -2. The knight is blessed by the
each summoning that no creature answers the call.
powers of Entropy and suffers only a 10% spell failure chance
Visage of Entropy (Ex): At 7th level, the knight of Entropys from armor when casting one of these spells.
body mutates and his skin takes on a nearly black, quicksilver-
Knights of Entropy perform a certain amount of spell research
like appearance that seems to undulate. The knight loses two
between adventures. Starting at 3rd level and every level after
points of Charisma but gains spell resistance 20.
that, he gains two spells of his choice to add to his spellbook. The
Steed of Entropy (Su): At 8th level, the knight of Entropy gains two free spells must be of spell levels he can cast.
the ability to summon a creature of primal chaos as his steed. The
KNIGHT OF ENTROPY SPELL LIST
type of steed is randomly determined from one of the following
creatures and uses the Creature of Primal Chaos template (see 1st level alarm, animate rope, bane, cause fear, command, death
Chapter 8: Creature Templates): 1: giant advanced warhorse, 2: watch, disguise self, doom, entropic shield, floating disc, hold portal,
giant dire boar, 3: giant brown bear, 4: giant lion, 5: giant identify, magic weapon, protection from arrows, protection from good,
rhinoceros, 6: no creature heeds the call and the summoning is protection from law, read magic, shield
wasted. Regardless of its type, the steed may fight in combat
2nd level bulls strength, charm person, chill grasp*, confusion,
while being ridden and is considered a trained war mount. Once
darkness, darkvision, death knell, desecrate, fear, greater magic weapon,
summoned, the steed remains for four hours. The knight may
magic mouth, plague whip*, resist energy, shield of arcane
summon a new steed once per week. imperviousness*, vultures of death*, summon snake swarm*,
Convergence of Entropy (Su): At 10th level, the knight of tremorsense*, wind wall
Entropy gains the ultimate blessing of the lords of Entropy the 3rd level chaos hammer, chariot of the warlord*, corruption of
ability to temporarily corrupt a portion of the plane he is Entropy*, dispel law, dispel magic, lesser confusion, magic circle
currently on with the essence of the plane of Entropy. This ability against good, magic circle against law, plague scythe of Entropy*,
functions exactly like an earthquake spell and is usable once per plague wind*, suggestion, summon venomous snake swarm*
week.

THE KNIGHT OF ENTROPY


Class Base Fort Ref Will Special Spells per Day
Level Attack Save Save Save
Bonus
1st 2nd 3rd

1st +1 +2 +0 +0 Slave of Entropy, Touch of Entropy - - -


2nd +2 +3 +0 +0 Corrupted Weapon - - -
3rd +3 +3 +1 +1 Armor of Entropy 1 - -
4th +3 +4 +1 +1 Corrupted Weapon Improvement 1 - -
5th +4 +4 +1 +1 Power of Entropy 1 1 -
6th +5 +5 +2 +2 Minion of Entropy 1/month 1 1 1
7th +6 +5 +2 +2 Visage of Entropy 1 1 1
8th +6 +6 +2 +2 Steed of Entropy 1/week 2 1 1
9th +7 +6 +3 +3 Corrupted Weapon Improvement 2 2 2
10th +8 +7 +3 +3 Convergence of Entropy 1/week 2 2 2

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Knight of the Death Angel
By sword, lance and spell, the order of the Death Angel shall
strike.
The Knights of the Death Angel are a legendary order of
mercenary sorcerer-knights, often hired or driven of their own
volition to track down and dispose of or capture dangerous
targets. Their heraldry is a winged sword and skull on a gray
field. Though the original order is said to have descended from
knights who sought to emulate the death angel Archaenon, today
the order has split into factions that are often in conflict with each
other. Some say this is because the order is secretly headed by a
council of lords who have their own hidden agendas, some of
whom may have fallen to evil.
Hit Die: d8
REQUIREMENTS
To qualify to become a Knight of the Death Angel, a character
must fulfill all of the following criteria.
Class: 3 levels of sorcerer and 3 levels of fighter
Alignment: any non-chaotic
Charisma: 15+
Strength or Constitution: 16+
Skills: Diplomacy: 2 ranks, Knowledge (Arcana): 2 ranks, Ride: 2
ranks, Survival: 2 ranks.
Feats: Arcane Armor Training, Weapon Focus in one of the
following: longsword, greatsword, bastard sword, battle axe,
greataxe, mace, morning star, lance, or flail.
Special: Must be accepted into the order of the Knights of the
Death Angel.
CLASS SKILLS
Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft
(Int), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha),
Intimidate (Cha), Knowledge (Arcana) (Int), Perception (Wis),
Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Knight
Survival (Wis), Swim (Str), and Use Magic Device (Cha). of the Death
Angel abilities
Skill Points at Each Level: 4 + Int modifier and cannot advance
CLASS FEATURES any further in the
prestige class.
All of the following are class features of the Knight of the Death
Angel prestige class. Death Angel Spell (Sp): At every odd level, the knight gains the
spell-like ability to cast a specific Death Angel spell, once per
Weapon and Armor Proficiency: day. The spell must be chosen from the Death Angel spell list.
A Knight of the Death Angel gains no additional proficiencies in For example, a 3rd level Knight of the Death Angel would be able
any weapon or armor. to select one 1st level Death Angel spell and one 2nd level Death
Angel spell, each usable once per day as a spell-like ability. When
Tithe: The Knight of the Death Angel must tithe 10% of all his using this ability, he uses his own caster level or the minimum
monetary gains each month to the order. In return, the order sorcerer level required to cast the spell, whichever is higher.
gives him gifts, provides training and an information network. If Upon reaching 3rd level, and at every odd-numbered level after
the character fails to tithe, he risks confiscation of his helm and that (5th, 7th, and so on), a Knight of the Death Angel can choose
expulsion from the order. An expelled character loses all his to learn a new spell-like ability in place of one he already knows.
In effect, the Knight of the Death Angel loses the old ability in

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exchange for the new one. The new spell-like abilities level must Spectral Knight (Su): At 6th level, the order teaches the knight
be the same as that of the ability being exchanged. A Knight of one of its most potent arcane secrets. Once per day, for a duration
the Death Angel may swap only a single spell-like ability at any of one hour, the knight can surround himself in flickering
given level, and must choose whether or not to swap the ability protective force that works like a mage armor spell, but provides a
at the same time that he gains a new ability. +8 armor bonus. While this ability is active, the knight appears to
be a dark, spectral knight wearing a suit of ghostly plate mail
Death Angel Helm: At 2nd level, the order of the
with the Death Angel winged sword and skull insignia
Death Angel gifts the knight with a menacing,
on the breast plate.
magical great helm. The helm provides a +3
enhancement bonus to Intimidate and Bonus Combat Feat: At 3rd, 6th, and 9th level, the
Diplomacy skills and his caster level counts as Knight of the Death Angel gains a bonus
one level higher when casting spells from the combat feat of his choice, provided he meets
Death Angel spell list. The helm does not the prerequisites.
interfere with spellcasting. The helm will
Phantom Warhorse (Su): At 8th level, once per
work for no one else. If the knight ever loses
day, for a duration of one hour, the knight can
the helm, he risks expulsion from the order
cast phantom warhorse*. He uses his own caster
and loses all his prestige class abilities until
level +3 to determine the statistics and abilities
he regains the helm or atones.
of the steed.
Death Angel Spies: At 2nd level, the knight of the
Might of the Death Angel (Sp): At 10th level, the order teaches
Death Angel is indoctrinated into the orders secret spy network.
the knight its most powerful arcane secrets. Once per day, the
When in any city with a population of 1,000 or more, there is a
knight may cast one spell from the following list as a spell-like
20% chance the knight is contacted by one of the orders spies,
ability: finger of death, greater dispel magic, or transformation. The
who may be able to provide information about the city and the
knights character level counts as his caster level when using this
surrounding area, and possibly about any targets the knight is
ability.
tracking. If such a spy exists, he may make a single Knowledge
(Local, Geography, History, Nobility or Religion) skill check with Spells: At every other Knight of the Death Angel level, the
a +5 bonus on behalf of the knight. In addition, if the Knowledge character gains new spells per day as if he had also gained a
check is successful and reveals any useful information about a sorcerer level. He does not, however, gain any other benefit a
target the knight is tracking or pursuing, the knight gains a+2 character of that class would have gained, except for an increased
circumstance bonus on his Survival skill check when tracking the effective level of spellcasting. The Knight of the Death Angel
target, for the next twenty-four hours. must choose at least one spell from the Knight of the Death
Angel spell list whenever he learns a new spell as a result of
Arcane Armor Mastery: At 4th level, the Knight of the Death
gaining a new spellcasting level (0-level spells do not count). All
Angel gains Arcane Armor Mastery as a bonus feat, even if he
other spells can be taken from the sorcerer/wizard spell list.
doesnt meet the prerequisites.

THE KNIGHT OF THE DEATH ANGEL


Class Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
Level

1st +0 +1 +0 +0 Tithe, Death Angel Spell (1st level) +1 level of existing class
2nd +1 +1 +1 +1 Death Angel Helm, Death Angel Spies
3rd +2 +2 +1 +1 Bonus Combat Feat, Death Angel Spell (2nd level) +1 level of existing class
4th +3 +2 +1 +1 Arcane Armor Mastery
5th +4 +3 +2 +2 Death Angel Spell (3rd level) +1 level of existing class
6th +5 +3 +2 +2 Bonus Combat Feat, Spectral Knight
7th +6 +4 +2 +2 Death Angel Spell (4th level) +1 level of existing class
8th +7 +4 +3 +3 Phantom Warhorse
9th +8 +5 +3 +3 Bonus Combat Feat, Death Angel Spell (5th level) +1 level of existing class
10th +9 +5 +3 +3 Might of the Death Angel

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KNIGHT OF THE DEATH ANGEL SPELL LIST Knight of the Lion Rampant
0 level all 0-level sorcerer spells
If you will not desist, then you will be vanquished.
1st level animate rope, chill touch, feather fall, hold portal, identify,
mage armor, magic missile, magic weapon, mount, obscuring mist, The knight of the lion rampant is a member of an order of proud
protection from chaos/evil/good/law, ray of enfeeblement, shield, true militant paladins who wear crimson or black tabards with gold
strike, unseen servant or red rampant lions upon them. Often of royal descent and more
2nd level bear's endurance, blindness/deafness, blur, bull's strength, martial than their paladin brothers, the knights of the lion
cat's grace, darkvision, death knell, detect thoughts, false life, ghoul rampant are quick to anger with evil-doers and just as quick to
touch, ice blade*, invisibility, knock, levitate, locate object, mirror draw sword. Though they are more skilled in combat, they have
image, scorching ray, see invisibility, shield of arcane imperviousness*, less healing and channeling ability and cease to gain additional
spectral hand, trident of the helldukes* spells.

3rd level chariot of the warlord*, clairaudience/clairvoyance, dispel Hit Die: d10
magic, displacement, gaseous form, greater magic weapon, haste, REQUIREMENTS
heroism, hold person, keen edge, magic circle against
chaos/evil/good/law, nondetection, phantom steed, ray of exhaustion, To qualify to become a knight of the lion rampant, a character
ray of ice*, sleet storm, slow, thunderclap*, water breathing must fulfill all of the following criteria.
4th level arcane eye, black swords*, deadly nightshade*, dimension Class: 5 levels of paladin
door, enervation, fear, fire shield, flaming weapon*, greater invisibility, Alignment: lawful good
hallucinatory terrain, lesser globe of invulnerability, locate creature, Strength: 16+
phantasmal killer, phantom warhorse*, resilient sphere, scrying, Charisma: 15+
stoneskin, vampire sword*, wall of fire, wall of ice Skills: Knowledge (Nobility and Royalty) 5 ranks, Ride: 5 ranks
5th level break enchantment, cloudkill, dismissal, feeblemind, hold Feats: Combat Expertise, Power Attack, Weapon Focus.
monster, interposing hand, mage's faithful hound, passwall, Special: Must fulfill a quest to be initiated into the order of the
permanency, prying eyes, telepathic bond, teleport, wall of force, wall of lion rampant.
stone, waves of fatigue CLASS SKILLS
6th level antimagic field, circle of death, forceful hand, freezing Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha),
sphere, greater dispel magic, greater heroism, mislead, shadow walk, Heal (Wis), Intimidate (Cha), Knowledge (nobility and royalty)
transformation, true seeing, veil, wall of crashing waves*, wall of iron,
(Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex),
wall of living fire*
Sense Motive (Wis), Spellcraft (Int), Survival (Wis) and Swim
7th level banishment, finger of death, forcecage, instant summons, (Str).
grasping hand, greater arcane sight, greater scrying, greater teleport,
Skill Points at Each Level: 2 + Int modifier
mage's sword, mass hold person, mass invisibility, power word blind,
spell turning, wall of hurricane winds*, waves of exhaustion CLASS FEATURES
8th level binding, clenched fist, dimensional lock, discern location, All of the following are class features of the knight of the lion
incendiary cloud, iron body, mind blank, moment of prescience, polar rampant prestige class.
ray, power word stun, prismatic wall, protection from spells, symbol of
death, temporal stasis Weapon and Armor Proficiency:

9th level crushing hand, foresight, mage's disjunction, A knight of the lion rampant is proficient with all simple and
imprisonment, mass hold monster, power word kill, prismatic sphere, martial weapons, with all types of armor (heavy, medium, and
refuge, shades, teleportation circle light), and with shields (except tower shields).

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Paladins Mount: The knight of the lion rampants special
paladin mount continues to improve as he gains levels in the
prestige class, just as if he had gained paladin levels.
Lay on Hands (Su): The knight of the lion rampants paladin
ability to lay on hands improves periodically, just as if he had
gained another paladin level. The increases occur at levels 1, 3, 5,
8 and 10.
Bonus Combat Feat (Ex): Due to the knight of the lion rampants
greater focus on his martial skills, he gains bonus combat feats at
certain levels. These feats may only be chosen from the list of
combat feats. The knight of the lion rampant may select any
combat feat, including those that are normally restricted to
fighters only. The knight of the lion rampant gains one bonus
combat feat at every even level.
Smite Evil (Su): The number of times per day a knight of the lion
rampant may use his paladins smite evil ability and the amount
of damage it causes increases periodically, just as if he had
gained another paladin level. He may use it once more per day at
level 5, and again at level 8. For determining damage, his knight
of the lion rampant levels count as paladin levels.
Lions Fortification (Su): At 5th level, the knight of the lion
rampant may call upon the spirit of the order to protect him
against critical hits. Once per day, whenever he is affected by a
critical hit, the knight of the lion rampant may choose to negate
the critical. The attack instead inflicts normal damage.
Lions Shield (Su): At 9th level, the knight of the lion rampant
may call upon the spirit of the order to temporarily transform
any shield he is carrying that is emblazoned with the orders
heraldry into a lions shield. He may do this twice per day for a
duration of 1 round per knight of the lion rampant level.

THE KNIGHT OF THE LION RAMPANT

Class Level Base Attack Fort Save Ref Save Will Save Special
Bonus

1st +1 +1 +0 +0 Paladins Mount, Lay on Hands Level +1


2nd +2 +2 +0 +0 Bonus Combat Feat
3rd +3 +2 +1 +1 Lay on Hands Level +2
4th +4 +3 +1 +1 Smite Evil +1/day, Bonus Combat Feat
5th +5 +3 +1 +1 Lay on Hands Level +3, Lions Fortification
6th +6 +4 +2 +2 Bonus Combat Feat
7th +7 +4 +2 +2 Smite Evil +2/day
8th +8 +5 +2 +2 Lay on Hands Level +4, Bonus Combat Feat
9th +9 +5 +3 +3 Lions Shield
10th +10 +6 +3 +3 Lay on Hands Level +5, Bonus Combat Feat

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Greatsword Speed (Ex): Through extensive strength and
Master of the Flamberge technique training, the master of the flamberge gains a +1
enhancement bonus to his initiative when using a greatsword.
You call that trifle a sword? This is a sword! This stacks with the Improved Initiative feat.

The master of the flamberge is a warrior completely dedicated to Cleave Armor (Ex): At 2nd level, the master of the flamberge
mastering the greatsword. In combat, the master of the becomes an expert at using the greatsword to cut through the
flamberges blade is a whirling storm of steel, cleaving through weak points of heavy armor. When using a greatsword against
the heaviest armor, dealing resounding blows and striking with opponents wearing heavy armor or those with a natural armor
such force and focus that even some supernatural defenses are bonus of +5 or more, the master of the flamberge gains a bonus to
useless against them. his attack roll. This bonus is +1 at 2nd level and increases at 5th
and 8th level.
Hit Die: d10
Greatsword Defense (Ex): At 3rd level, when using the fighting
REQUIREMENTS defensively standard action with a greatsword, the master of the
To qualify to become a master of the flamberge, a character flamberge gains a +3 dodge bonus to his AC. Normally, fighting
must fulfill all of the following criteria. defensively only provides a +2 bonus. When using total defense,
he gains a +5 dodge bonus instead of +4.
Base Attack Bonus: +5
Strength: 18+ Improved Power Attack (Ex): At 4th level, the master of the
Feats: Martial Weapon Proficiency (greatsword), Weapon Focus flamberges power attack becomes more powerful. He re-rolls all
(greatsword), Power Attack, Cleave, Improved Initiative, 1s on his damage dice when using the Power Attack feat.
Improved Sunder Greatsword Mental Focus (Su): At 5th level, the master of the
Special: May not have weapon focus in any other weapon flamberges mental focus with greatswords reaches a
besides the greatsword. Must have studied under the tutelage of supernatural level and he gains the ability to bypass certain types
a master of the flamberge for one month.

CLASS SKILLS
Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha),
Knowledge (dungeoneering) (Int), Knowledge (engineering)
(Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim
(Str).
Skill Points at Each Level: 2 + Int modifier
CLASS FEATURES
All of the following are class features of the master of the
flamberge prestige class.
Weapon and Armor Proficiency:
A master of the flamberge does not gain any additional weapon
or armor proficiencies. However, they disdain the use of
weapons other than the greatsword and suffer penalties when
using them (see below).
Greatsword Discipline (Ex): because of the time and discipline
required to master the greatsword to such a high level, the
master of the flamberge must neglect practice with other
weapons and with shields. Because of this, his skill with them
decays and he suffers a 2 penalty to attack rolls with all other
weapons and suffers an additional 1 armor check penalty to
attack rolls when using shields. These penalties apply even if the
master of the flamberge is proficient with these other weapons or
shields. Furthermore, masters of the flamberge are forbidden
from ever taking the Weapon Focus feat for any type of weapon
other than the greatsword or they lose all their prestige class
abilities. Masters of the flamberge consider this a small price to
pay for the incredible skill they gain with their great blades.

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of damage reduction. He may choose one of the following types levels could use the ability twice per day. This ability may not be
of damage reduction: cold iron, alchemical silver, or magic. combined with Power Attack or Crippling Strike.
Once chosen, the type cannot be changed. From this point
Phenomenal Greatsword Speed (Ex): At 7th level, the
on, any greatsword used by the master of the flamberge
master of the flamberges disciplined training gives him
counts as if it were made of that type of material whenever
even greater speed with his weapon. Twice per day he
he uses it against opponents with that type of damage
can call upon his inner reservoir of strength to get one
reduction. Furthermore, if the master of the flamberge
additional attack per round when using the full attack
obtains a greatsword actually made out of a special
option with a greatsword. However, after making
material different than his mental focus choice, the
this additional attack he is fatigued for 2d4
weapon is considered to have both types. Thus, a
rounds.
master of the flamberge with the supernatural
ability to bypass alchemical silver and who is Crippling Strike (Ex): At 10th level, the
wielding a magic greatsword can bypass both master of the flamberge can deliver devastating
silver and magic damage reduction. blows that cripple his opponents. Once per day, he
may use one of his attacks to make a crippling
At 10th level, his mental focus increases and he may
strike with his greatsword. An opponent damaged
choose another type of damage reduction to bypass
by this attack must make a DC 22 Fortitude save or
from the previous list, or he may choose adamantine.
suffer1d6 points of temporary Strength or Dexterity
Stunning Blow (Ex): At 6th level, the master of the damage (master of the flamberges choice).
flamberge gains the ability to use his greatsword to
deliver a stunning blow to his opponents. He may use a
standard action to take a single attack, and must declare
that he is using this ability before making the attack roll
(thus, a failed attack roll ruins the attempt). Stunning
Blow forces a foe damaged by the attack to make a
Fortitude save (DC 10 + 1/2 the master of the
flamberges character level), in addition to dealing
damage normally. A defender who fails this saving
throw is stunned for 1 round (until just before the
master of the flamberges next turn). The master of the
flamberge may attempt a stunning attack once per day
for every four levels of the prestige class he has attained,
but may make only one stunning attack per round. Thus, a
character with eight master of the flamberge prestige class

THE MASTER OF THE FLAMBERGE


Class Level Base Attack Fort Save Ref Save Will Save Special
Bonus

1st +0 +1 +0 +0 Greatsword Discipline, Greatsword Speed


2nd +1 +2 +0 +0 Cleave Armor +1
3rd +2 +2 +1 +1 Greatsword Defense
4th +3 +3 +1 +1 Improved Power Attack
5th +4 +3 +1 +1 Cleave Armor +2, Greatsword Mental Focus (cold iron, alchemical silver, or magic)
6th +5 +4 +2 +2 Stunning Blow
7th +6 +4 +2 +2 Phenomenal Greatsword Speed
8th +7 +5 +2 +2 Cleave Armor +3
9th +8 +5 +3 +3 Crippling Strike
10th +9 +6 +3 +3 Greatsword Mental Focus (cold iron, alchemical silver, magic, or adamantine)

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of weapon other than the hand or throwing axe or they lose all
Master of the Hand Axe their prestige class abilities. Masters of the hand axe consider this
a small price to pay for the incredible skill they gain with their
In the right hands, this weapon is the meaning of the word weapons.
skullsplitter. Powerful Axe (Ex): Through extensive training, the master of the
The master of the hand axe is a warrior completely dedicated to hand axe gains a +1 damage bonus when using a hand or
mastering the hand and throwing axes. He learns to wield them throwing axe. In addition, he may use the Power Attack feat
just as skillfully single-handed or dually, with great accuracy, when making melee attacks with these weapons, even though
power, and distance. they are light weapons. He gains no special damage bonuses
from wielding them with a two-handed grip, however.
Hit Die: d10
Sundering Throw (Ex): The master of the throwing axe is
REQUIREMENTS particularly skilled at sundering with his axes. As a full attack, he
To qualify to become a master of the hand axe, a character may make a single ranged throw attack with his throwing axe as
must fulfill all of the following criteria. if using the Improved Sunder feat, even if he does not have the
feat. In addition, he adds +2 to the damage to the object.
Base Attack Bonus: +5
Strength: 15+ Dual Axe Wielder (Ex): At 2nd level, the master of the hand axes
Dexterity: 16+ penalties for fighting with two throwing or hand axes (or one of
Feats: Martial Weapon Proficiency (hand axe and each) are reduced by one point. This means that if the
throwing axe), Point Blank Shot, Power Attack, master of the throwing axe has the Two-Weapon
Weapon Focus (throwing axe), Weapon Focus Fighting feat, he suffers only -1 to hit with the
(hand axe) primary hand and -1 to hit with the off-hand,
Special: May not have weapon focus in instead of the normal -2/-2.
any other weapons beside the hand axe Deadly Throw (Ex): At 2nd level, the master
and throwing axe. Must have studied under of the hand axes throwing skill becomes even
the tutelage of a master of the hand axe for one greater. When making a full attack to throw one or
month. more throwing axes, he may apply the deadly throw
CLASS SKILLS ability to one of the attacks. This ability functions the
same as the Deadly Aim feat.
Climb (Str), Craft (Int), Handle Animal (Cha),
Intimidate (Cha), Knowledge (dungeoneering) Daze Attack (Ex): At 3rd level, the master of the
(Int), Knowledge (engineering) (Int), hand axes can attempt to daze nearby
Profession (Wis), Ride (Dex), Survival (Wis), opponents with mighty blows from his axes. To
and Swim (Str). use this ability, he must hit a target no more than
30ft. away with at least two axe attacks in the same
Skill Points at Each Level: 2 + Int modifier round. These can be melee attacks or ranged attacks. If
successful, the target must make a Fortitude save, DC 10 + 1/2
CLASS FEATURES
the master of the hand axes character level, or be dazed for one
All of the following are class features of the master of the hand round. However, if the master of the throwing axe uses daze
axe prestige class. attack for two consecutive rounds, he becomes fatigued. If he
attempts to use it again while fatigued, he becomes exhausted.
Weapon and Armor Proficiency:
Throwing Axe Mental Focus (Su): At 3rd level, the master of the
A master of the hand axe does not gain any additional weapon or
hand axes mental focus with hand and throwing axes reaches a
armor proficiencies. However, they disdain the use of weapons
supernatural level and he gains the ability to bypass certain types
other than the throwing axe and suffer penalties when using
of damage reduction. He may choose one of the following types
them (see below).
of damage reduction: cold iron, alchemical silver, or magic. Once
Throwing Axe Discipline (Ex): because of the time and chosen, the type cannot be changed. From this point on, any
discipline required to master the hand and throwing axes to such hand or throwing axe used by the master of the hand axe counts
a high level, the master of the hand axe must neglect practice as if it were made of that type of material whenever he uses it
with other weapons and with shields. Because of this, his skill against opponents with that type of damage reduction.
with them decays and he suffers a 2 penalty to attack rolls with Furthermore, if the master of the hand axe obtains a hand or
all other weapons and suffers an additional 1 armor check throwing axe actually made out of a special material different
penalty to attack rolls when using shields. These penalties apply than his mental focus choice, the weapon is considered to have
even if the master of the hand axe is proficient with these other both types. Thus, a master of the hand axe with the supernatural
weapons or shields. Furthermore, masters of the hand axe are ability to bypass alchemical silver and who is wielding a magic
forbidden from ever taking the Weapon Focus feat for any type axe can bypass both silver and magic damage reduction.

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At 10th level, his mental focus increases and he may choose prestige class levels could use the ability twice per day. This
another type of damage reduction to bypass from the previous ability may not be combined with power attacks, Daze Attack,
list, or he may choose adamantine. Deadly Throw, or Flurry of Axes.
Powerful Off-Hand (Ex): At 4th level, the master of the hand Axe Speed (Ex): At 7th level, the master of the hand axes
axes off hand damage is no longer halved when using a hand or disciplined training gives him even greater speed with his
throwing axe. weapon and he gains a +2 enhancement bonus to his initiative
when using a hand or throwing axe. This stacks with the
Flurry of Axes (Ex): At 5th level, the master of the hand may
Improved Initiative feat.
strike with a flurry of hand axe blows, while sacrificing accuracy.
When doing so, he may make one extra attack in a round at his Axe Whirlwind (Ex): At 8th level, the master of the hand axe can
highest base attack bonus, but this attack takes a 2 penalty, as make a whirlwind melee attack with his hand axe. This functions
does each other attack made that round. This penalty applies for identically to the Whirlwind Attack feat. If the master of the hand
1 round, so it also affects attacks of opportunity the master of the axe already has the Whirlwind Attack feat, he gains a +1
hand axe might make before his next action. This ability requires enhancement bonus on whirlwind attack rolls. However, if the
a full attack action. master of the throwing axe uses this ability for two consecutive
rounds, he becomes fatigued.
Stunning Blow (Ex): At 6th level, the master of the hand axe
gains the ability to use his hand or throwing axe to deliver a Distance Throwing (Ex): At 9h level, the master of the hand
stunning blow to his opponents. This functions identically to the axes range increment with throwing axes increases by 5ft. Apply
Stunning Fist feat. The master of the hand axe may attempt a this range increment increase before applying other abilities that
stunning attack once per day for every four levels of the prestige increase range, such as the Far Shot feat.
class he has attained, but may make only one stunning attack per
round. Thus, a character with eight master of the hand axe

THE MASTER OF THE HAND AXE


Class Level Base Attack Fort Save Ref Save Will Save Special
Bonus

1st +0 +1 +0 +0 Throwing Axe Discipline, Powerful Axe, Sundering Throw


2nd +1 +2 +0 +0 Dual Axe Wielder, Deadly Throw
3rd +2 +2 +1 +1 Daze Attack, Throwing Axe Mental Focus (cold iron, alchemical silver, or magic)
4th +3 +3 +1 +1 Powerful Off-Hand
5th +4 +3 +1 +1 Throwing Axe Mental Focus (cold iron, alchemical silver, or magic)
6th +5 +4 +2 +2 Stunning Blow
7th +6 +4 +2 +2 Axe Speed
8th +7 +5 +2 +2 Axe Whirlwind
9th +8 +5 +3 +3 Distance Throwing
10th +9 +6 +3 +3 Throwing Axe Mental Focus (cold iron, alchemical silver, magic, or adamantine)

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20/x2, weighs 8 lbs., and can be used to disarm and trip
Master of the Razor Scourge opponents.
Skillful Strike (Ex): At 1st level, a master of the razor scourges
Dont make me use this. skill with the weapon allows him to accurately target vital
The master of the razor scourge is an individual completely anatomy, giving him a +1 damage bonus. The bonus increases by
dedicated to mastering the exotic razor scourge: an intimidating, one point at 3rd, 5th, 7th, and 9th level.
multi-tailed short whip studded with razors. There are few Scourge Intimidation (Ex): At 2nd level, a master of the razor
known masters of this weapon, but tales of their cruel, lashing scourge gains a +2 bonus to Intimidate checks when flourishing
combat style have spread far and wide. his razor scourge.
Hit Die: d8 At 4th level, a master of the razor scourge can make intimidating
REQUIREMENTS whip cracks. As a standard action, he may forego all damage and
use the scourge to gain a +2 bonus when using the Intimidate
To qualify to become a master of the razor scourge, a skill to demoralize one target within 30 ft. This bonus stacks with
character must fulfill all of the following criteria. the razor scourge master's 2nd level intimidation bonus.
Base Attack Bonus: +4 Alternately, when making a sneak attack with the weapon, the
Dexterity: 15+ character can forego 1d6 worth of sneak attack damage to
Feats: Exotic Weapon Proficiency (razor scourge), Dazzling attempt to demoralize the target in addition to causing damage.
Display or Intimidating Prowess or Skill Focus (Intimidate), Slashing Trip (Ex): At 2nd level, the master of the razor scourge
Weapon Focus (razor scourge) may use a full round
Skills: Intimidate: 5 ranks action to make a single
slashing trip attempt.
He suffers a -4
CLASS SKILLS penalty on his trip
attempt, but if he
Acrobatics (Dex),
succeeds the target
Bluff (Cha), Climb
also suffers half
(Str), Craft (Int),
normal razor
Escape Artist (Dex),
scourge damage,
Handle Animal (Cha),
plus any Strength
Intimidate (Cha),
bonus damage.
Perform (Cha),
Normally, trip attacks
Profession (Wis), Ride
with weapons do not
(Dex), Survival (Wis), and
also inflict damage.
Swim (Str)
Sneak Attack: At 3rd level, a
Skill Points at Each Level: 2 + Int modifier
master of the razor scourge can
CLASS FEATURES make sneak attacks when using the
razor scourge. This ability is identical to a rogues. The extra
All of the following are class features of the master of the master
damage dealt increases by +1d6 at 6th and 10th level. If a master of
of the razor scourge prestige class.
the razor scourge gets a sneak attack bonus from another source
Weapon and Armor Proficiency: (such as rogue levels), the bonuses to damage stack, but only
when using the razor scourge.
A master of the razor scourge gains no new weapon or armor
proficiencies. Razor Scourge Mastery (Ex): At 4th level, a master of the razor
scourges disciplined training allows him to use the weapon with
Razor Scourge (New Exotic Weapon): This exotic weapon is a deadly skill. His razor scourge damage increases by one
shorter (5 ft.), multi-tailed, chain whip studded with triangular category, so a size medium razor scourge would inflict 1d6
razors. Unlike a standard whip, it is not a reach weapon. The damage in the hands of a medium character, instead of 1d4.
razor scourge inflicts 1d4 points of lethal damage which is not
negated by high armor classes. A small, slim, curved blade also Critical Focus (Ex): At 6th level, a master of the razor scourge
protrudes from the pommel of the weapon, so it can be used as a gains the Critical Focus feat with the razor scourge, even if he
dagger instead of a scourge if the user desires, although there is a does not meet the prerequisites.
2 penalty to hit when doing so due to the unwieldy length of
Improved Critical (Ex): At 8th level, a master of the razor
studded whips trailing from the handle. A razor scourge costs
scourge gains the Improved Critical feat with the razor scourge,
75gp, inflicts 1d3 lethal slashing damage if the user is small, 1d4
even if he does not meet the prerequisites.
lethal slashing damage if the user is medium-sized, criticals on a

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Bleeding Critical (Ex): At 9th level, a master of the razor scourge
gains the Bleeding Critical feat with the razor scourge, even if he
does not meet the prerequisites.

THE MASTER OF THE RAZOR SCOURGE


Class Level Base Attack Fort Save Ref Save Will Save Special
Bonus

1st +1 +1 +1 +1 Skillful Strike (+1 dmg)


2nd +2 +1 +1 +1 Scourge Intimidation (+2 Intimidate checks), Slashing Trip
3rd +3 +1 +2 +1 Skillful Strike (+2 dmg), Sneak Attack +1d6
4th +3 +2 +2 +2 Scourge Intimidation (whip crack, forego sneak attack damage), Razor Scourge Mastery
5th +4 +2 +3 +2 Skillful Strike (+3 dmg)
6th +5 +2 +3 +2 Critical Focus, Sneak Attack +1d6
7th +6 +3 +4 +3 Skillful Strike (+4 dmg)
8th +6 +3 +4 +3 Improved Critical
9th +7 +3 +5 +3 Skillful Strike (+5 dmg), Bleeding Critical
10th +8 +4 +5 +4 Sneak Attack +1d6

Skill Points at Each Level: 4 + Int modifier


Panther Clan Warchief CLASS FEATURES
You wont know you are being stalked until it is too late. All of the following are class features of the panther clan
warchief prestige class.
The panther clan warchief is a barbarian who venerates great cats
such as panthers, cougars, lions and tigers and seeks to emulate Weapon and Armor Proficiency:
them. He is in tune with the great cat spirit and gains
Panther clan warchiefs are proficient with all simple and martial
extraordinary powers. The panther clan warchiefs fearsome
weapons, cats claws (see below), light armor, medium armor,
weapons, speed, grace, and stealth is legendary among barbarian
and shields.
tribes.
Wild Empathy (Great Cats) (Ex): At 1st level, the panther clan
Hit Die: d12
warchief can improve the attitude of any panther or similar great
REQUIREMENTS cat, such as a cougar, cheetah, leopard, lion or tiger. This ability
functions just like a Diplomacy check to improve the attitude of a
To qualify to become a panther clan warchief, a character person. The panther clan warchief rolls 1d20 and adds his
must fulfill all of the following criteria. panther clan warchief level and his Charisma bonus to determine
Class: 5 levels of barbarian the wild empathy check result. The typical cat has a starting
Alignment: any non-lawful attitude of unfriendly.
Dexterity: 17+ To use wild empathy, the panther clan warchief and the animal
Wisdom: 12+ must be able to study each other, which means that they must be
Skills: Survival: 3 ranks, Handle Animal: 3 ranks, Knowledge within 30 feet of one another under normal visibility conditions.
(Nature): 3 ranks Generally, influencing an animal in this way takes 1 minute, but,
Feats: Lightning Reflexes, Two-Weapon Fighting as with influencing people, it might take more or less time.
Special: Must have been a member of a barbarian tribe that
venerates panthers or similar great cats. The panther clan warchief can also use this ability to influence a
magical cat-like beast with an Intelligence score of 1 or 2, but he
CLASS SKILLS takes a 2 penalty on the check.
Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha),
Intimidate (Cha), Knowledge (Nature) (Int), Perception (Wis),
Ride (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).

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Cats Claws (Ex): At 1st level, the panther clan warchief learns to use his barbarian rage four additional rounds per day. Once the
use exotic, cestus-like gauntlets with metal claws. The gauntlets, choice is made, it cannot be changed.
called cats claws, have the following statistics:
Improved Dodge: At 4th level, the panther clan warchief gains
Cats claws: exotic light melee weapon; cost: 75gp, dmg: 1d6, Dodge as a bonus feat. If he already has the Dodge feat, the AC
critical: 19-20/x2, weight: 2lb., type: piercing or slashing. bonus is +2, instead of +1.
Panther clan warchiefs also know how to use cats claws to gain a
Evasion (Ex): At 5th level, the panther clan warchief gains the
+2 enhancement bonus to Climb checks and a +1 competence
Evasion ability, identical to a rogues.
bonus when attempting to trip an opponent. A character
wielding cats claws cannot hold another item in the same hand Scent (Ex): At 6th level, once per day as a free action the panther
at the same time. clan warchief can call upon the spirit of the great cat to lend him
the scent ability. This ability lasts for 1d4 hours.
The panther clan warchief must purchase his own cats claws
from his clan for the listed price. Panther Charge (Ex): At 7th level, the
panther clan warchief learns to charge
Using cats claws takes intense, dedicated training and the
and pounce like a hunting cat, allowing
knowledge is considered sacred to the panther
him to make one extra attack with his
clan tribe. The panther clan warchief is
cats claws when charging, but at a -3
forbidden from teaching non-panther clan
penalty on his attack roll. Normally, you
warchiefs how to use them, or even
only get one attack when charging. This
allowing others to touch them.
ability may only be used with cats claws,
Darkvision (Ex): At 2nd level, the panther never with other weapons. At 10th level, this
clan warchief gains darkvision, 60 feet. If he ability improves to two extra attacks when charging,
already has darkvision, the range increases by but the second extra attack suffers a 5 penalty to hit.
30 feet. Furthermore, the panther clan warchief
Indomitable Will (Ex): At 8th level, the panther
can see up to 10 ft. away even in magical darkness.
clan warchief gains the barbarians Indomitable
Cat-like Skill (Ex): At 3rd level, the panther clan warchief gains a Will ability.
+2 bonus to his Dexterity when wearing no armor or light armor
Damage Reduction (Ex): At 9th level the panther clan warchief
and not carrying a heavy load. He also gains a +4 competence
gains the extraordinary ability to shrug off some amount of
bonus to Climb and Acrobatics checks, and is always considered
injury from each blow or attack. This ability is identical to and
to have a running start when making jump checks.
stacks with a barbarians damage reduction.
Rage Improvement: At 4th and 8th level, the panther clan
Greater Rage: At 10th level, the panther clan warchief gains the
warchief can either choose a new barbarian rage power, or he can
greater rage ability identical to that of a barbarians.

THE PANTHER CLAN WARCHIEF


Class Level Base Attack Fort Save Ref Save Will Save Special
Bonus

1st +1 +1 +1 +1 Wild Empathy (Great Cats), Cats Claws


2nd +2 +1 +1 +1 Darkvision
3rd +3 +1 +2 +1 Cat-like Skill
4th +4 +2 +2 +2 Rage Improvement, Improved Dodge
5th +5 +2 +3 +2 Evasion
6th +6 +3 +3 +2 Scent 1/day
7th +7 +3 +4 +3 Panther Charge (one extra attack)
8th +8 +4 +4 +3 Rage Improvement, Indomitable Will
9th +9 +4 +5 +3 Damage Reduction 2/-
10th +10 +4 +5 +4 Greater Rage, Panther Charge (two extra attacks)

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monk class, unless otherwise noted in the table below. A python
Python Master masters unarmored speed bonus advances as if he were a monk
two levels lower than his combined monk/python master levels.
The python strikes quickly, disabling its prey with a crushing He does not gain any of the other monk special abilities,
grip from which there is no escape. improvements or bonus feats except those described below.

The python master is a monk who has studied the ways of the Strength of the Python (Ex): At 1st level, the python master gains
python and who seeks to emulate its great strength, natural a +1 bonus on all Strength-based skill checks. Furthermore, when
armor, and its ability to completely incapacitate its prey by grappling, he gains a +1 bonus to damage rolls against his
grappling. This requires complete dedication to a rigorous grappled opponent. The python master does not gain these extra
physical training routine, as well as mental and spiritual training. bonuses when assuming python form (see below), since the form
Eventually, the mind of the python master becomes so already grants significant Strength bonuses.
enlightened and disciplined that he is actually able to assume the Scales of the Python (Su): At 2nd level, the python masters
form of a python. mental training allows him to toughen his skin and he has his
Hit Die: d8 body ritually tattooed with symbolic python scales. Once per
day, as a standard action, the python master may cause the skin
REQUIREMENTS under each scale tattoo to slightly raise and toughen, providing
To qualify to become a python master, a character must fulfill him with damage reduction 3/magic or adamantine for 1 hour
all of the following criteria. per two python master levels. At 6th level, he may use this ability
twice per day. This ability may not be used when the python
Class: 6 levels of monk master assumes python form (see below).
Strength: 16+
Wisdom: 14+ Improved Evasion: At 3rd level, the python master gains the
Skills: Escape Artist: 3 ranks, Handle Animal: 3 ranks, Stealth: 3 monks improved evasion ability.
ranks Python Form (Su): At 4th level, the python master gains the
Feats: Improved Grapple, Improved Initiative, Power Attack ability to assume the form of a medium, large or huge constrictor
Special: Must have spent at least one month studying pythons. snake. This ability is similar to a druids wild shape ability, is
CLASS SKILLS treated as beast shape III and lasts for 1 minute per two python
master levels. The python master may assume this form once per
Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), day at 4th level and twice per day at 8th level.
Intimidate (Cha), Knowledge (history, nature, religion) (Int),
Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Ki Strike: At 5th level, the python master gains the monks ki
Sense Motive (Wis), Stealth (Dex), and Swim (Str). strike (lawful) ability. This increases to the ki strike (adamantine)
ability at 9th level.
Skill Points at Each Level: 4 + Int modifier
Greater Flurry: At 5th level, the python master gains the monks
CLASS FEATURES greater flurry ability.
All of the following are class features of the python master Diamond Soul: At 7th level, the python master gains the monks
prestige class. diamond soul ability, making him resistant to spells.
Weapon and Armor Proficiency: Sneak Attack: At 10th level, the python master gains the sneak
attack ability identical to a rogues. However, he may only use
Python masters receive no new weapon or armor proficiencies.
the ability in melee, not for ranged attacks. If the python master
Monk Abilities: The python masters Flurry of Blows, Ki Pool already had sneak attack from a previous class, the sneak attack
points, Unarmed Damage and AC Bonus continue to advance damage stacks.
with each prestige class level as if he had gained a level in the

THE PYTHON MASTER


Class Level Base Attack Fort Save Ref Save Will Save Special
Bonus

1st +1 +1 +1 +1 Strength of the Python, Unarmed Damage 1d10


2nd +2 +1 +1 +1 Scales of the Python 1/day
3rd +3 +2 +2 +2 AC bonus +2, Improved Evasion
4th +3 +2 +2 +2 Python Form 1/day

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5th +4 +3 +3 +3 Greater Flurry, Ki Strike (lawful), Unarmed Damage 2d6
6th +5 +3 +3 +3 AC bonus +3, Slow Fall +10 ft., Scales of the Python 2/day
7th +6 +4 +4 +4 Diamond Soul
8th +6 +4 +4 +4 Python Form 2/day
9th +7 +5 +5 +5 Ki Strike (adamantine), Unarmed Damage 2d8+1
10th +8 +5 +5 +5 Sneak Attack +1d6, Slow Fall +20 ft.

Snake Affinity: The serpent druid develops a close affinity for


Serpent Druid snakes and loses affinity for other animals. A serpent druid
permanently gives up the ability to use his wild empathy on any
You have entered the domain of serpents. animal other than a snake or snake-like beast. He also
permanently gives up the ability to assume the form of any
Serpent druids have a special affinity for serpents. They focus creature other than a snake, and his animal companions must
their knowledge and magic on learning the secrets of all things always be snakes. Finally, when using the Summon Natures
serpentine, to the exclusion of much other animal lore known by Ally spell, he can only summon snakes.
most standard druids. Many believe that serpents hold a special
place in the world, and are keepers or guardians of secret natural Wild Shape (Su): The serpent druids wild shape ability
lore. Though some serpent druids are known to be evil and may continues to improve as he advances in the prestige class, just as
revere evil serpent gods or entities, others are quick to point out if he were gaining levels in druid. This allows him to assume
that true serpents are not evil and are one of natures most more powerful wild shapes, and more times per day. A serpent
magnificent creations, existing in perfect harmony with the druid may only wild shape into snakes. If no snake of the
natural cycle of life and death. appropriate size exists for the serpent druid to wildshape into, he
can apply the Giant or Young template to it to make it the
Hit Die: d8 appropriate size. For example, a high enough serpent druid can
REQUIREMENTS assume the form of a Huge snake, but there are no Huge
standard snakes in the Bestiary of this size. A large snake can be
To qualify to become a serpent druid, a character must fulfill made into a huge snake by applying the Giant template to it.
all of the following criteria. Alternately, if the GM allows it, he could select one of the new
Class: 5 levels of druid deadly snakes from this book, which count as one size category
Alignment: any neutral higher than their listed size for purposes of wild shaping. For
Strength: 15+ example, a dire krait or a dire spitting cobra are both Large
Wisdom: 16+ creatures, but would count as Huge.
Skills: Escape Artist: 2 ranks, Handle Animal: 5 ranks, Powerful Snake Companion (Ex): When determining the
Knowledge (Nature): 5 ranks powers of his snake animal companion, the serpent druid
Feats: Natural Spell combines his druid levels and serpent druid prestige class levels,
Special: Must have a snake animal companion, must have spent +1. For example, a 5th level druid/1st level serpent druid would
at least 3 months studying serpents. count as a 7th level druid.
CLASS SKILLS The Power of Fear (Ex): At 2nd level, the serpent druid taps into
the snakes ability to instill fear, and uses this fear to force others
Climb (Str), Craft (Int), Escape Artist (Dex), Fly (Dex), Handle
to do his bidding or flee. He adds the following spells to his spell
Animal (Cha), Heal (Wis), Knowledge (geography) (Int),
list, though he must still be high enough level to cast them: cause
Knowledge (nature) (Int), Perception (Wis), Profession (Wis),
fear, command, greater command, fear, scare and symbol of fear. These
Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and
spells count as divine spells for the serpent druid. In cases where
Swim (Str).
a spell has different spell levels (such as Brd 3, Sor/Wiz 4), use
Skill Points at Each Level: 4 + Int modifier the sorcerer/wizard spell level.
CLASS FEATURES Swift Serpent Wild Shape (Ex): At 3rd level, the serpent druid
now only needs a swift action to use wild shape, instead of a
All of the following are class features of the Serpent druid standard action.
prestige class.
Venom Immunity (Ex): At 4th level, a serpent druid gains
Weapon and Armor Proficiency:
immunity to all poisons.
A serpent druid gains no additional proficiencies in any weapon
Giant Serpent Allies (Ex): At 5th level, all snakes the serpent
or armor.
druid summons via summon natures ally gain the Giant template.

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Apply the Rebuild Rules listed under the Giant template to each amphisbaenas regeneration or split abilities, however. See
snake. Chapter 8: Creature Templates, for information on the
amphisbaena serpent template.
Amphisbaena Wild Shape (Su): At 10th level, when the serpent
druid assumes snake form, he may apply the amphisbaena Spells: Except for levels 1 and 3, whenever a new serpent druid
serpent template to himself, giving him an extra bite attack and level is gained, the character gains new spells per day as if he had
the improved uncanny dodge ability. He does not gain the also gained a level in druid.

THE SERPENT DRUID


Class Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
Level

Snake Affinity, Wild Shape +1 time per day,


1st +1 +1 +1 +1
Powerful Snake Companion
2nd +2 +1 +1 +1 Power of Fear +1 level of existing class
Swift Serpent Wild Shape, Wild Shape +1 time
3rd +3 +2 +1 +2
per day
4th +3 +2 +2 +2 Venom Immunity +1 level of existing class
5th +4 +3 +2 +3 Giant Serpent Allies, Wild Shape +1 time per day +1 level of existing class
6th +5 +3 +2 +3 +1 level of existing class
7th +6 +4 +3 +4 Wild Shape +1 time per day +1 level of existing class
8th +6 +4 +3 +4 +1 level of existing class
9th +7 +5 +3 +5 Wild Shape +1 time per day +1 level of existing class
10th +8 +5 +4 +5 Amphisbaena Wild Shape +1 level of existing class

Skills: Handle Animal: 2 ranks, Knowledge (Arcana): 5 ranks,


Serpentine Necromancer Knowledge (Nature): 5 ranks
Feats: Spell Focus (Necromancy)
A serpent represents death itself. Special: Ability to cast 3rd level arcane spells.

A serpentine necromancer is a practitioner of the black arts who CLASS SKILLS


specializes in serpentine undead. Blending the dark powers of
Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate
the undead with the deadly aspects of serpents, these individuals
(Cha), Knowledge (all skills taken individually) (Int), Linguistics
wield truly terrifying and potent magic. Thankfully, their
(Int), Profession (Wis), Spellcraft (Int), and Use Magic Device
knowledge is so esoteric that they are few in number. Some
(Cha).
believe the first serpentine necromancers were the pupils of the
cobra queen Mehneet. Skill Points at Each Level: 2 + Int modifier
Hit Die: d6 CLASS FEATURES
REQUIREMENTS All of the following are class features of the serpentine
necromancer prestige class.
To qualify to become a serpentine necromancer, a character
must fulfill all of the following criteria. Weapon and Armor Proficiency:
Class: Wizard specialized in Necromancy or a sorcerer with the A serpentine necromancer gains no additional proficiencies in
Undead bloodline. any weapon or armor.
Alignment: any non-good
Intelligence: 16+ (wizards only)
Charisma: 16+ (sorcerers only)

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Serpentine Necromancy: At 1st level, the serpentine necromancer template stacks with any other templates, so it is possible to
begins focusing his research and thoughts upon necromancy and summon a fiendish serpentine undead snake, for example.
its uses in conjunction with serpents. When casting any
Spells: Starting at 2nd level, when a new serpentine necromancer
Necromancy spell on a snake or snake-like creature, his caster
level is gained, the character gains new spells per day as if he had
level counts as one level higher. Some examples of snake-like
also gained a level in a spellcasting class he belonged to before
creatures include: couatl, marilith demon, naga, xocouatl, or any
adding the prestige class (either wizard or sorcerer). He does not,
creature whose anatomy includes a snake's head or body. Merely
however, gain any other benefit a character of that class would
having tentacles, slit eyes, scales or a forked tongue is not enough
have gained (metamagic or item creation feats, hit points beyond
to qualify a creature as snake-like.
those he receives from the prestige class, and so on), except for an
Undead Serpent Animation: At 2nd level, whenever the increased effective level of spellcasting. If a character had more
serpentine necromancer uses animate dead or create vampiric than one spellcasting class before becoming a serpentine
serpent* on the remains of snake or snake-like creatures, his caster necromancer, he must decide to which class he adds each level of
level counts as two levels higher. However, from now on, serpentine necromancer for purposes of determining spells per
whenever he animates any other type of creature, his caster level day.
counts as three levels lower.
Undead Familiar: At 4th level, if the serpentine necromancer has
a snake familiar, he gains the spell-like ability to temporarily
transform it into an undead creature for one round per prestige
class level. The familiars type changes to Undead and it gains all
the immunities of an undead creature. All of its other statistics
and abilities remain unchanged. This ability is usable once per
day as a standard action.
If the serpentine necromancer does not have a familiar, he may
instead use this ability to temporarily transform any dead snake
whose hit dice is equal to or less than his own prestige class level
into a skeleton or zombie. While transformed, the undead snake
can understand all the serpentine necromancers verbal
commands and will obey him without question. It can also share
spells and gains an empathic link with its master. The
transformation lasts for one round per prestige class level.
Command Serpentine Undead (Su): At 6th level, the serpentine
necromancer gains the supernatural ability to command
serpentine undead creatures, once per day. This ability functions
the same way as a command undead spell, but works only on
undead snakes and Serpentine Undead (see Chapter 8: Creature
Templates). The caster level is equal to the serpentine
necromancers prestige class level.
Undead Serpent Summoning: At 8th level, when using one of the
summon monster spells to summon a snake or snake-like creature,
the serpentine necromancer may choose to summon a version
with the skeleton or zombie template. This template stacks with
any other templates, so it is possible to summon a fiendish
skeletal snake, for example. In addition, the creature retains its
poisonous bite or constriction attack if it normally has one.
Create Serpentine Undead: At 10th level, when the serpentine
necromancer casts animate dead, monster summoning, create undead
or create greater undead, certain types of creatures can be given the
Serpentine Undead template and his usual penalty for animating
non-serpentine creatures does not apply when doing so. This

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THE SERPENTINE NECROMANCER
Class Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
Level

1st +1 +0 +0 +1 Serpentine Necromancy


2nd +1 +1 +1 +1 Undead Serpent Animation +1 level of existing class
3rd +2 +1 +1 +2 +1 level of existing class
4th +2 +1 +1 +2 Undead Familiar +1 level of existing class
5th +3 +2 +2 +3 +1 level of existing class
6th +3 +2 +2 +3 Command Serpentine Undead +1 level of existing class
7th +4 +2 +2 +4 +1 level of existing class
8th +4 +3 +3 +4 Undead Serpent Summoning +1 level of existing class
9th +5 +3 +3 +5 +1 level of existing class
10th +5 +3 +3 +5 Create Serpentine Undead +1 level of existing class

Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha),


Serpent Temple Warrior Knowledge (dungeoneering, nature, religion) (Int), Perception
(Wis), Profession (Wis), Ride (Dex), Stealth (Dex), Survival (Wis),
When the divine master calls, his warrior hordes shall answer. and Swim (Str).

A serpent temple warrior is a gifted worshipper of a serpent god, Skill Points at Each Level: 4 + Int modifier
highly trained and dedicated to serving the gods temple. They
CLASS FEATURES
may serve as guards or as special agents or soldiers assigned to
carry out missions on behalf of the temple. In civilized lands All of the following are class features of the serpent temple
where serpent cults exist, these warriors are typically human, or warrior prestige class.
whatever race is accepted by the particular cult they serve. In the
Weapon and Armor Proficiency:
wilderness inhabited by serpent-worshipping tribes of
humanoids, they are often elite lizardfolk, troglodytes or half- Serpent temple warriors are proficient with all simple and
serpents. Tales are told of lost cities containing hidden serpent martial weapons, light armor, medium armor, heavy armor and
god temples which are guarded by immense trog trolls and trog shields.
ettins, bred and forged by the temple masters into massive shock
Poison Expertise: At 1st level, the serpent temple warriors
troops.
temple trains him in the use of poison, and he cannot
Hit Die: d8 accidentally poison himself when applying poison to a blade. In
addition, the warrior is trained to aim for vital spots of his targets
REQUIREMENTS anatomy where injected poison will have maximum effect. As a
To qualify to become a serpent temple warrior, a character result, the DC of all injected poisons used by the serpent temple
must fulfill all of the following criteria. warrior is increased by 1.

Base Attack Bonus: +5 Serpentine Weapons: At 2nd level, the serpent temple warriors
Alignment: any (must be within one step of the serpent gods temple gifts him with two python spears (see Tools of the
alignment) Trade). Once he has used all the spears, he may obtain new ones
Strength: 16+ from his temple, but never more than one spear per month, and
Dexterity: 14+ he must pay at least half their value in gold as a tithe. If he ever
Wisdom: 10+ stops worshipping the snake god or abandons the prestige class,
Skills: Knowledge (Religion): 5 ranks he may no longer obtain these weapons from the temple.
Feats: Armor Proficiency (light and medium), Martial Weapon
Augury (Sp): At 2nd level, the serpent temple warrior gains high
Proficiency, Power Attack, Shield Proficiency, Simple Weapon
favor with his god, and is rewarded with the ability to cast
Proficiency, Weapon Focus (spear)
augury once per week, as if cast by a third-level cleric.
Special: Must worship a serpent god and currently or formerly
employed as a soldier of the gods temple. Bonus Feat: At certain levels, the serpent temple warrior gains a
bonus combat feat, provided he meets the prerequisites.
CLASS SKILLS

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Scent (Ex): At 3rd level, twice per day as a free action, the serpent to the warriors religion and its magic abilities will not work for
temple warrior can call upon the snake god to lend him a snakes anyone else. If he loses it, he will never be given a replacement
natural scent ability. This ability lasts for 1d4 hours. and he must atone or risk expulsion from the temple. Until he
has atoned, he may not advance further in the prestige class and
Serpentine Armor: At 4th level, the serpent temple warriors
is barred from obtaining more python spears from the temple.
temple gives him a one-time gift of a blessed suit of light or
medium armor embossed with decorative scales and Shield Tactics: At 6th level, the serpent temple warrior receives
intertwining serpents. The armor provides the serpent warrior special shield training from his temple and gains one of the
with a +2 enhancement bonus to his Strength and Dexterity, and following bonus feats, provided he meets the prerequisites:
a +4 enhancement bonus to Intimidate checks as long as he wears Improved Shield Bash, Shield Slam, Shield Focus, Shield
it. The armor is considered sacred to the warriors religion and its Mastery, or Improved Bull Rush.
magic abilities will not work for anyone else. If he loses it, he will
Aid: At 10th level, the serpent temple warrior may call upon his
never be given a replacement and he must atone or risk
snake god to lend him aid in battle. Once per day, as a spell-like
expulsion from the temple. Until he has atoned, he may not
ability, he may use the aid spell on himself. The caster level is
advance further in the prestige class and is barred from obtaining
equal to his prestige class level.
more python spears from the temple.
Ex-Serpent Temple Warriors: A serpent temple warrior who
Weapon Training: At 5th, 7th, and 9th level, the serpent temple
ceases to be the appropriate alignment for a worshipper of the
warrior receives weapon training. This is the same ability as a
snake god or stops worshipping the snake god loses all the
fighters.
prestige class special abilities. He may not progress any further
Sneak Attack +1d6: At 5th and 10th level, the serpent temple in levels as a serpent temple warrior. He regains his abilities and
warrior receives special training from his temple and learns how advancement potential if he atones for his violations (see the
to strike more effectively at opponents weak spots. He gains the atonement spell), as appropriate.
sneak attack ability identical to a rogues. If he already has the
sneak attack ability from another class, the bonuses stack.
Serpentine Shield: At 6th level, the serpent temple warrior
receives another one-time gift from his temple: a magic steel
shield (heavy or light) with an embossed serpent head with a
gaping, steel-fanged mouth and eyes made of pale green
emeralds. The shield is +3 and the fangs protrude from it,
counting as shield spikes. In addition, the shield allows the
serpent temple warrior to use hypnotic pattern as a spell-like
ability (caster level 6, DC 15 + serpent temple warriors
intelligence or charisma modifier, whichever is higher), cast at
the 10th level and usable once per day. Only the serpent temple
warrior may activate this power. The shield is considered sacred

THE SERPENT TEMPLE WARRIOR


Class Level Base Attack Fort Save Ref Save Will Save Special
Bonus

1st +0 +1 +1 +1 Poison Expertise


2nd +1 +1 +1 +1 Serpentine Weapons, Augury
3rd +2 +2 +1 +1 Bonus Feat, Scent
4th +3 +2 +2 +2 Serpentine Armor
5th +4 +3 +2 +2 Weapon Training, Sneak Attack +1d6
6th +5 +3 +2 +2 Serpentine Shield, Shield Tactics
7th +6 +4 +3 +3 Weapon Training
8th +7 +4 +3 +3 Bonus Feat
9th +8 +5 +3 +3 Weapon Training
10th +9 +5 +4 +4 Aid, Sneak Attack +2d6

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Serpent Warlock CLASS SKILLS
Look into my eyes. Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Handle
Animal (Cha), Intimidate (Cha), Knowledge (all skills taken
There are those students of the arcane for whom the serpent
individually) (Int), Linguistics (Int), Profession (Wis), Spellcraft
holds an irresistible lure. They are fascinated with the serpents
(Int), Stealth (Dex), Swim (Dex) and Use Magic Device (Cha).
powers of stealth, swift deadly attack, armor, fear, and their
spellbinding effect upon the minds of their prey and those who Skill Points at Each Level: 3 + Int modifier
observe them. These individuals are driven to delve deeply into
the mysteries of the serpent, using their knowledge and magic to CLASS FEATURES
unlock its hidden powers. All of the following are class features of the serpent warlock
Many evil serpent warlocks are worshippers of fierce nature prestige class.
gods, snake gods and gods of magic or forbidden knowledge. Weapon and Armor Proficiency:
These serpent warlocks are often found working with snake-cults
and intelligent snake-like monsters, especially in cities where A serpent warlock gains no additional proficiencies in any
such groups and creatures must keep their presence secret from weapon or armor.
the local populace. The serpent warlocks ability
to freely move about the city and interact with
its denizens is invaluable to these groups, who
use the warlock as a go-between or revere them
for their powers.
However, not all serpent warlocks are evil.
There are some who simply regard serpents with
enormous respect and admiration for their
uniqueness and amazing abilities. Others have a
strong bond or fascination with nature, and
regard serpents as efficient animal predators
perfectly in harmony with their environment.
For these individuals, the serpent is a special
creature that symbolizes perfection of form and
function, and secret knowledge.
Hit Die: d8
REQUIREMENTS
To qualify to become a serpent warlock, a
character must fulfill all of the following criteria.
Class: 5 levels of wizard or 6 levels of sorcerer
Alignment: any neutral
Intelligence or Charisma: 15+
Dexterity: 14+
Skills: Handle Animal: 3 ranks, Knowledge
(Nature): 3 ranks, Knowledge (Arcana): 3 ranks.
Feats: Augment Summoning or Spell Focus
(enchantment)
Special: Able to cast beast shape, detect poison and
at least two of the following spells: accelerate
poison, lesser ghost serpent*, pernicious poison, sepia
snake sigil, serpentine reflexes*, serpent sneak attack*,
serpent strike*, speed of the Mamba*, summon snake
swarm*, summon venomous snake swarm*. In
addition, the character must have spent at least 3
months studying serpents.

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Serpentine Emulation: At 1st level, the serpent warlock begins and it may act normally starting on its next round. Also, if the
focusing his research and thoughts upon the mystical nature of serpent warlock suffers any damage or makes a save or a skill
serpentkind. From now on, all his abilities and intellect are bent check while maintaining the gaze on a target his concentration is
on emulating serpents. broken and the target is freed.
From this point on, all summon monster spells the serpent
Snake Fangs (Ex): At 2nd level, as a free action the serpent
warlock can cast, either from spells acquired in the past or from
warlock can grow a set of retractable, venomous snake fangs that
future spells he learns, can only be used to summon snakes
allow him to make a bite attack when in his normal form. The
(celestial and infernal versions are acceptable, as well).
bite attack is a standard action that inflicts 1d4 dmg (1d3 if Small)
If the serpent warlock has any familiars or animal companions
plus the serpent warlocks Strength modifier and injects a
that are not serpents, they immediately leave him without
debilitating poison: Biteinjury; save Fort DC 10 + 1/2 the
incurring any penalties to the serpent warlock. The serpent
serpent warlocks caster level + his Constitution modifier;
warlock may acquire a new familiar or animal companion if he
frequency 1/round for 6 rounds; effect 1 Con damage; cure 1 save.
has some means that allows him to do so, but they must be
The fangs can be used for a number of rounds per day equal to 3
serpents of some kind.
+ the serpent warlocks Intelligence or Charisma modifier. The
Serpent Form (Sp): At first level, the serpent warlock gains the serpent warlock does not get this poisonous bite when using
ability to assume the form of a small, medium or large snake, Serpent Form. If an assumed snake form already has a poison
twice per day, as if using beast shape II. If the snake bite attack, the bite attack and poison for that form is
form can constrict or has poison, the serpent used.
warlock may use these abilities, even though
Serpent Scales (Ex): At 3rd level, the serpent
they are not normally allowed with beast
warlocks skin becomes permanently hard
shape II. While in serpent form, the
and scaly, giving him a +2 natural armor
serpent warlock gains an additional +1
bonus when in his normal form and a
Strength bonus and +3 temporary hit
+2 bonus on Escape Artist checks. The
points for every two serpent warlock
scales become harder and thicker at
levels. These bonuses stack with the
level 6 (+3 AC) and 9 (+4 AC). Because
bonuses provided by the beast shape
of his scaly appearance, the serpent
spells. The serpent warlock gains one
warlock suffers a 2 penalty to Cha
additional daily use of this ability at 8th
checks in social situations with
level.
intelligent, non-reptilian humanoids,
Serpent Sneak Attack: This is like the except when using the Intimidate skill,
rogue ability of the same name, except in which case he gains a +1 enhancement
the serpent warlock may only use this bonus.
ability when using his Serpent Form power.
Serpent Form: Tiny Snake (Sp): At 4th level,
The extra damage dealt increases by +1d6 at 1st
the serpent warlock can now use his Serpent Form
level, 3rd level, 6th level and 8th level.
ability to assume the form of a tiny snake. In addition,
If a serpent warlock gets a sneak attack bonus from another
his Serpent Form ability now functions as beast shape III.
source (such as rogue levels), the bonuses to damage stack when
in serpent form. Serpent Form Spell: At 5th level, the serpent warlock may cast
spells while in serpent form. However, he may do so only once
Eye of the Serpent (Su): At 2nd level, the serpent warlock gains
each time he assumes serpent form. The spell must be one the
the ability to fascinate opponents with his gaze, when using his
serpent warlock knows and/or has prepared. The serpent
Serpent Form ability. The ability is a mind-affecting compulsion
warlock substitutes hissing for verbal components and rhythmic
enchantment usable once per day, requires a full action and
swaying for somatic components. He must have had any
works against only one opponent within 30 ft. who can see the
required material components on his person before assuming
serpent warlocks eyes. The serpent warlock stares intently at his
serpent form and these components are still consumed as
victim, who must make a Will save (DC 13 + 1 per serpent
normal.
warlock level) or stand transfixed, fascinated and unable to take
any action as long as the serpent warlock stares at him, for a Serpent Form: Huge Snake (Sp): At 10th level, the serpent
maximum of 1d6 rounds. If a transfixed victim takes damage or warlock can now use his Serpent Form ability to assume the form
must make a save while transfixed, it is immediately freed. The of a huge snake. While in serpent form, the serpent warlock now
serpent warlock must concentrate to maintain his gaze upon the gains a +2 Strength bonus and +4 temporary hit points for every
victim, and the only action the serpent warlock can take while two serpent warlock levels.
doing so is a 5 step per round. However, the serpent warlock
may make one melee bite attack upon the victim if it is within Spells: At every even serpent warlock level gained, the character
range while transfixed, and this counts as a sneak attack, but gains new spells per day as if he had also gained a level in a
doing so immediately frees the victim from its state of fascination spellcasting class he belonged to before adding the prestige class.

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He does not, however, gain any other benefit a character of that warlock spell list. All other spells may be chosen from his former
class would have gained (metamagic or item creation feats, hit classs spell list.
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
serpent warlock, he must decide to which class he adds each
level of serpent warlock for purposes of determining spells per
day.
Each time the serpent warlock achieves a new level and learns
new spells, at least one of them must be chosen from the serpent

THE SERPENT WARLOCK


Class Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
Level

Serpentine Emulation, Serpent Form 2/day,


1st +1 +1 +2 +1
Serpent Sneak Attack +1d6
Snake Fangs, +1 level of existing class
2nd +2 +1 +3 +1
Eye of the Serpent 1/day
Serpent Sneak Attack +2d6, Serpent Scales (+2
3rd +3 +1 +3 +2
natural AC)
4th +3 +2 +4 +2 Serpent Form: Tiny Snake +1 level of existing class
5th +4 +2 +4 +3 Serpent Form Spell
Serpent Sneak Attack +3d6, Serpent Scales +1 level of existing class
6th +5 +2 +5 +3
(+3natural AC)
7th +6 +3 +5 +4
Serpent Sneak Attack +4d6, Serpent Form: +1 level of existing class
8th +6 +3 +6 +4
3/day
9th +7 +3 +6 +5 Serpent Scales (+4 natural AC)
10th +8 +4 +7 +5 Serpent Form: Huge Snake +1 level of existing class

SERPENT WARLOCK SPELL LIST rogue*, slow, suggestion, summon monster III (serpents only), summon
venomous snake swarm*
In addition to the spells listed below, any sorcerer/wizard spell
with Poison or Venom in its name or its type should be 4th level arcane eye, aura of venom*, beast shape II, bestow curse,
added to the Serpent Warlocks spell list. Divine spells on this list dominate person, fear, freedom of movement, greater ghost serpent*,
count as arcane spells for the serpent warlock and do not require lesser amphisbaena call*, lesser geas, locate creature, python rod*,
a divine focus. scrying, stoneskin, summon monster IV (serpents only)

0 level all 5thlevel animal growth, baleful polymorph, beast shape III, cone of
venom*, feeblemind, greater serpentine whip*, hold monster, mind fog,
1st level animate rope, cause fear, charm person, expeditious retreat, permanency, phantasmal killer, polymorph, prying eyes, serpent coils*,
hypnotism, keen senses, magic fang, speak with animals, summon summon monster V (serpents only), symbol of pain, symbol of sleep,
monster I (serpents only), true strike viper rod*
2nd level darkvision, charm animal, hypnotic pattern, invisibility, 6th level beast shape IV, eyebite, geas/quest, greater dispel magic,
resist energy, scare, see invisibility, serpents wrath*, speed of the mass haste, mass suggestion, mislead, move earth, repulsion, sentient
Mamba*, summon monster II (serpents only), summon snake swarm*, serpent*, summon monster VI (serpents only), symbol of fear, symbol of
virulent venom* persuasion, transformation, true seeing, wall of serpents*
3rd level beast shape I, burrow, dispel magic, dominate animal, 7th level creeping doom, finger of death, greater amphisbaena call*,
greater magic fang, lesser ghost serpent*, haste, hold person, lesser greater scrying, mass hold person, power word blind, sequester,
serpentine whip*, poison, sepia snake sigil, serpentine reflexes*, summon monster VII (serpents only), symbol of stunning, symbol of
serpentine weapon*, serpent sneak attack*, serpent strike*, skill of the weakness, vision

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8th level antipathy, binding, demand, iron body, mass charm Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable
monster, mind blank, power word stun, protection from spells, symbol Device (Dex), Escape Artist (Dex), Intimidate (Cha), Knowledge
of death, symbol of insanity, sympathy, summon monster VIII (serpents (history, local, nature, religion) (Int), Perception (Wis), Perform
only), temporal stasis (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight
of Hand (Dex), Stealth (Dex), and Swim (Str).
9th level dominate monster, foresight, mass hold monster, power
word kill, shapechange, summon monster IX (serpents only), weird Skill Points at Each Level: 4 + Int modifier
CLASS FEATURES
All of the following are class features of the silent adder prestige
Silent Adder class.
Weapon and Armor Proficiency:
Move silently and unseen, then strike with a single deadly
blow. Silent adders are proficient with the same weapons as normal
monks, and also gain proficiency
The Silent Adders are a secret society of with the ninjas kusarigama
monks. They are devoted to studying weapon. They gain no armor
the ways of the adder, admiring its proficiencies.
combination of stealth and swift,
debilitating, poisonous strikes. Monk Special Abilities:
Most simply strive to hone their The silent adders bonuses
combat skills to lethal perfection, in Flurry of Blows, Ki Pool
forming a deadly harmony of points, and AC Bonus
body and mind. Some are continue to advance
obsessed with ideals or their with each prestige
own rigid philosophy, and class level as if he
roam the land seeking had gained a level
ever greater challenges in the monk class.
and enlightenment. However, his
Still others are other monk
attracted to worldly abilities do not
pleasures and continue to advance,
power, or are driven and his unarmed
by revenge, and damage never increases
often form their own past 2d6. Silent adders
assassin clans or offer rely on sneak attacks
their services as elite spies, and poisoned weapons to
agents or assassins to those inflict damage on their foes.
whom they deem to be worthy and Sneak Attack: The silent adder gains
profitable patrons. the sneak attack ability identical to a
Hit Die: d8 rogues. However, he may only use the
ability in melee, not for ranged attacks.
REQUIREMENTS The silent adders sneak attack damage stacks with the sneak
To qualify to become a silent adder, a character must fulfill all attack damage of any of his other classes. The silent adders
of the following criteria. sneak attack damage increases at 5th and 9th level.

Class: 5 levels of monk and 2 levels of rogue, ninja or assassin. Poison Use: Silent Adders are trained in the use of poison and
Dexterity: 16+ cannot accidentally poison themselves when applying poison to
Wisdom: 14+ a weapon. If the character already has poison use from another
Alignment: Lawful neutral or lawful evil class, they become truly skilled at swiftly applying poison to
Skills: Disguise: 2 ranks, Escape Artist: 5 ranks, Handle Animal: weapons, and may apply it as a move action instead of a
2 ranks, Knowledge (Nature): 1 rank, Stealth: 5 ranks standard action, if desired.
Feats: Scorpion Style and either Improved Initiative or Combat Camouflage (Su): At 2nd level, the silent adder gains the
Reflexes supernatural ability to subtly alter the coloration of his skin and
Special: Must have spent at least one month studying adders. equipment to match his surroundings, making him harder to
CLASS SKILLS spot when hiding. This ability gives the silent adder a +4
competence bonus on visual-based Stealth checks and is usable
twice per day for 1 minute per silent adder level.

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Uncanny Dodge (Ex): At 3rd level, the silent adder gains the Improved Uncanny Dodge (Ex): At 7th level, the silent adder
rogues uncanny dodge ability. If the silent adder already has gains the rogues improved uncanny dodge ability.
uncanny dodge from a different class he automatically gains
Diamond Soul (Ex): At 8th level, a silent adder gains the monks
improved uncanny dodge, instead.
diamond soul ability. He adds his monk levels and silent adder
Bonus Monk Feat: At 3rd, 7th and 10th level, the silent adder gains levels to determine the spell resistance.
a bonus monk feat, even if he does not meet the prerequisites.
Invisibility (Su): At 9th level, the silent adder gains the
Improved Evasion (Ex): At 4th level, a silent adder gains the supernatural ability to become invisible. This ability is usable
monks improved evasion ability. twice per day for 1 minute per silent adder level.
Hidden Weapons (Ex): At 4th level, a silent adder becomes a Quivering Palm (Ex): At 10th level, the silent adder gains the
master at hiding weapons on his body. He adds his silent adder monks quivering palm ability. His monk and silent adder levels
level to all Sleight of Hand skill checks made to prevent others stack for determining the save DC.
from noticing them.
Ex-Silent Adders: A silent adder who becomes good or
Diamond Body (Ex): At 6th level, a silent adder gains the monks nonlawful cannot gain new levels as a silent adder but retains all
diamond body ability. silent adder and monk abilities.
Abundant Step (Ex): At 7th level, a silent adder gains the monks
abundant step ability.

THE SILENT ADDER


Class Level Base Attack Fort Save Ref Save Will Save Special
Bonus

1st +1 +1 +1 +1 Monk Special Abilities, Sneak Attack +1d6, Poison Use


2nd +2 +1 +1 +1 Camouflage 2/day, Unarmed Damage 1d10
3rd +3 +2 +2 +2 Uncanny Dodge, Bonus Monk Feat
4th +3 +2 +2 +2 Improved Evasion, Hidden Weapons
5th +4 +3 +3 +3 Sneak Attack +2d6, Ki Pool (lawful)
6th +5 +3 +3 +3 Diamond Body, Unarmed Damage 2d6
7th +6 +4 +4 +4 Abundant Step, Improved Uncanny Dodge, Bonus Monk Feat
8th +6 +4 +4 +4 Diamond Soul
9th +7 +5 +5 +5 Sneak Attack +3d6, Invisibility 2/day
10th +8 +5 +5 +5 Quivering Palm, Ki Pool (adamantine), Bonus Monk Feat

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Poison Resistance (Ex): By constantly exposing himself to
Snake Clan Warchief increasing amounts of snake venom, the snake clan warchief
increases his resistance to poison. At 1st level, the bonus is +2. At
Woe to he who treads upon a serpent, for he shall feel the touch 3rd level, the bonus increases to +3, and at 5 th level it increases to
of death. +4.

The snake clan warchief is a barbarian whose clan venerates Woodland Stride: At 2nd level, the snake clan warchief has
snakes. The snake clan warchief is in tune with the great snake studied snake methods of movement and stealth through the
spirit and embodies a snakes stealth, swift deadly attack, and wilderness long enough that he now gains the druids woodland
fearsome reputation. They are often used as scouts and assassins, stride ability.
and lead war parties organized for ambush. Safe Poison Use: At 3rd level, the snake clan warchief becomes
Hit Die: d12 an expert at working with poisons and no longer risks poisoning
himself when applying them to weapons. Furthermore, the snake
REQUIREMENTS clan warchief learns the best places to strike his enemies to
To qualify to become a snake clan warchief, a character must maximize poison exposure when using injected poisons. The
fulfill all of the following criteria. save DC of all injected poisons he uses are increased by +2.

Class: 5 levels of barbarian Snake Camouflage: At 4th level, the snake clan warchief learns
Alignment: any non-lawful how to ritually paint himself and his equipment with the
Dexterity: 16+ intricate camouflage patterns of many different snakes, giving
Wisdom: 12+ him a +4 bonus on Stealth checks when in the wilderness or
Skills: Handle Animal: 3 ranks, Knowledge (Nature): 3 ranks, caves. When camouflaged in this way, he is also considered to
Stealth: 3 ranks have partial concealment (opponents have a 20% miss chance)
Feats: Improved Initiative, Stealthy whenever he is in a natural outdoor or cave environment, is
Special: Must have been a member of a barbarian tribe that wearing no armor or light armor, and moves no more than half
venerates snakes. his base land speed during a round.
The snake clan warchief must have access to colored paints,
CLASS SKILLS dyes, or oils, although he can make a DC 14 Knowledge (Nature)
check to find plants and natural materials to create the
Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha),
camouflage paint. Applying the camouflage takes 10 minutes
Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis),
and lasts for 1 hour per level of the snake clan warchief. To
Ride (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).
successfully apply the camouflage, he must make a DC 10
Skill Points at Each Level: 4 + Int modifier Knowledge (Nature) check. If he fails, he does not get the bonus
and must start all over again. If a camouflaged snake clan
CLASS FEATURES warchief moves into a significantly different type of natural
All of the following are class features of the snake clan warchief terrain (such as from forest to desert or snow), he must apply
prestige class. new camouflage to match his new surroundings. The camouflage
is ruined if exposed to water for more than three rounds. Spells
Weapon and Armor Proficiency: that reveal hidden and invisible creatures also reveal the
Snake clan warchiefs are proficient with all simple and martial camouflaged snake clan warchief.
weapons, light armor, medium armor, and shields. Master Ambusher: At 4th level, the snake clan warchiefs stealth
Wild Empathy (Snakes) (Ex): At 1st level, the snake clan warchief and snake-like instincts become so honed that his opponents find
can improve the attitude of any snake. This ability functions just it hard to detect him during an ambush, and he becomes very
like a Diplomacy check to improve the attitude of a person. The hard to surprise, himself. A snake clan warchief gains a +2 bonus
snake clan warchief rolls 1d20 and adds his total character level on attack rolls in surprise rounds. When using Stealth, the snake
and his Charisma bonus to determine the wild empathy check clan warchiefs opponents suffer a -4 penalty to all Perception
result. The typical snake has a starting attitude of unfriendly. checks required to notice him if he attempts to surprise them. He
gains a +4 bonus to any Perception check required when
To use wild empathy, the snake clan warchief and the animal determining his own awareness in a surprise round.
must be able to study each other, which means that they must be
within 30 feet of one another under normal visibility conditions. Serpentine Rage: At 5th level the snake clan warchiefs hissing
Generally, influencing an animal in this way takes 1 minute, but, rage freezes his opponents with fear. When raging, the snake
as with influencing people, it might take more or less time. clan warchief designates a single foe (no more than one size
larger than himself) within 20 feet of him who must make a Will
The snake clan warchief can also use this ability to influence a save (DC 12 + the snake clan warchiefs prestige class levels) or
magical snake-like beast with an Intelligence score of 1 or 2, but become nearly frozen with fear, unable to move more than 5ft.
he takes a 2 penalty on the check. per round as long as the snake clan warchief continues to rage
and the target can see and hear him. The victim may otherwise

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act normally, though he is denied his Dexterity bonus. The victim Scent (Ex): At 6th level, twice per day as a free action, the snake
may attempt to make a save each round in order to break out of clan warchief can call upon the spirits of snakes to lend him their
his fear. A victim who successfully saves remains immune to the natural scent ability. This ability lasts for 1d6 hours.
effect of the snake clan warchiefs rage for one day. Creatures
Damage Reduction: At levels 7 and 9, the snake clan warchief
immune to fear and those with no visual or auditory senses are
gains the extraordinary ability to shrug off some amount of
immune to this effect.
injury from each blow or attack. This ability is identical to and
Rage Improvement: At 6th and 8th level, the snake clan warchiefs stacks with a barbarians damage reduction.
rage ability improves. He can choose to use his barbarian rage
Indomitable Will: At 8th level, the snake clan warchief gains the
four more additional rounds per day or he may instead choose a
barbarians Indomitable Will ability.
new rage power selected from the barbarians rage power list.
Once the choice is made, it cannot be changed. Greater Rage: At 10th level, the snake clan warchief gains the
greater rage ability identical to that of a barbarians.

THE SNAKE CLAN WARCHIEF


Class Level Base Attack Fort Save Ref Save Will Save Special
Bonus

1st +1 +1 +1 +1 Wild Empathy (Snakes), Poison Resistance +2


2nd +2 +1 +1 +1 Woodland Stride
3rd +3 +2 +1 +1 Safe Poison Use, Poison Resistance +3
4th +4 +2 +2 +2 Snake Camouflage, Master Ambusher
5th +5 +3 +2 +2 Serpentine Rage, Poison Resistance +4
6th +6 +3 +2 +2 Rage Improvement, Scent 2/day
7th +7 +4 +3 +3 Damage Reduction 2/-
8th +8 +4 +3 +3 Rage Improvement, Indomitable Will
9th +9 +5 +3 +3 Damage Reduction 3/-
10th +10 +5 +4 +4 Greater Rage

with serpent warlocks, serpent druids and even serpentine


Snake Cult Leader necromancers and intelligent reptilian beings in their endless
quest for serpentine knowledge and power. A cult is considered
Bow to the serpent, for it is the keeper of secret knowledge. truly gifted to discover a sentient serpent, which they revere
above all snakes, and who is often more than pleased by the
Throughout the lands, legends tell of secret cults of snake cults attention, gifts and obeisance. Snake cult leaders will work
worshippers, hidden in the most unlikely places. In abandoned directly alongside or beneath sentient serpents, and together they
ancient temples, deep forgotten caves, murky swamps, make a powerful force, though if evil, their great egos and self-
labyrinthine dens within the most squalidly packed slums, and centeredness often result in internal cult clashes or splits.
opulent noble chambers, these cults meet clandestinely, However, not all snake gods are malevolent, and so non-evil
performing exotic and surreal rituals in the name of snake gods snake cults and snake cult leaders have been known to exist. In
or serpentine, otherworldly beings. areas where worship of a snake god or religion is openly allowed
The most devout or cunning of these cultists inevitably rise to or sanctioned, snake cult leaders may command great respect
become the leaders, and are gifted with great powers by the and even rise to positions of rulership.
beings they rapturously worship. They form a close bond and
influence with snakes and snake-like creatures and are able to Hit Die: d8
alter their bodies, acquiring the flexibility and sinuousness of a
REQUIREMENTS
snake. As their powers grow, they acquire more snake qualities,
and may grow fangs and merge their legs into enormous snake To qualify to become a snake cult leader, a character must
tails. Snakes are drawn to them, and they learn to take advantage fulfill all of the following criteria.
of the primal fear of snakes held by most creatures. In exchange
Class: 5 levels of cleric
for these gifts they work towards mysterious ends, secretly
Alignment: Any neutral alignment, or within one step of the
expanding the cult, worming their way into positions of political
serpent god/being worshipped
power and influence. They often seek out and forge alliances

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Wisdom: 16+ All of the following are class features of the snake cult leader
Skills: Handle Animal: 5 ranks, Knowledge (Nature): 5 ranks, prestige class.
Knowledge (Religion): 5 ranks
Weapon and Armor Proficiency:
Feats: Animal Affinity
Special: Ability to cast 3rd level divine spells, must worship a Snake cult leaders are proficient with all simple weapons, flails
deity or religion associated with snakes, must have studied and whips. They do not gain any armor proficiency.
snakes for at least one month.
Wild Empathy (Snakes) (Ex): At 1st level, the snake cult leader
CLASS SKILLS can use wild empathy on snakes, just as if she were a druid, but
with a +4 competence bonus.
Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Escape
Artist (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (all) The snake cult leader can also use this ability to influence a
(Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense snake-like magical beast with an Intelligence score of 1 or 2, but
Motive (Wis), Stealth (Dex) and Spellcraft (Int). she suffers a -4 penalty on the roll (negating her +4 competence
bonus).
Skill Points at Each Level: 4 + Int modifier
Serpentine Body I (Su): At 2nd level, the snake cult leaders body
CLASS FEATURES

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becomes agile and somewhat flexible like a snakes. She can even ability is usable a total of three times per day as a free action, but
slightly unhinge some of her bones in order to squeeze through may not be used more than once per hour. If the staff is slain
tight spaces. This gives her a permanent +2 enhancement bonus when in python form, the snake cult leader may not transform it
to Reflex saves and a +4 enhancement bonus to Escape Artist into a rod of the python again for twenty-four hours.
checks. She suffers no AC penalties when fighting in narrow
If the snake cult leader ever finds a real rod of the python or rod of
spaces. When squeezing through a narrow space, her AC penalty
the viper, she may use it regardless of his alignment and may coax
is only 2 and she does not lose her Dexterity bonus.
more power out of it than a normal user: if her real rod of the
Hide in Plain Sight (Su): At 3rd level, the snake cult leader can python is slain, she may use it again in two days instead of three
change the coloration of herself and her equipment to match her days, and she may use a real rod of the vipers snake head ability
surroundings, allowing her to hide in plain sight. This ability for 15 minutes instead of 10.
works the same as a shadow dancers.
Serpentine Body IV (Su): At 8th level, the snake cult leader can
Evasion (Ex): At 3rd level, the snake cult leader gains evasion, as polymorph her entire head into a snake head. The snake head
the rogue ability. If she already has evasion from another class, grants darkvision 60 ft., a +2 natural armor bonus and a natural
she gains improved evasion, instead. bite attack that inflicts 1d8 damage, plus poison: Biteinjury;
save Fort DC 18; frequency 1/round for 6 rounds; effect 1d3 Con;
Serpentine Body II (Su): At 4th level, the snake cult leader can
cure 1 save. The snake cult leader has enough poison in her
partially polymorph herself to grow large, retractable snake
venom glands to affect a maximum of three opponents. This
fangs and a forked tongue. This gives her the Scent ability and a
ability lasts for one minute per prestige class level and is usable
natural poison bite attack that inflicts 1d8 damage plus poison
once per day.
(Fort DC 15 + the snake cult leaders Wisdom modifier + the
snake cult leaders prestige class level; frequency 1/round for 4 Enhanced Snake Companion (Su): At 9th level, the snake cult
rounds; effect 1d2 Con damage; cure 1 save). This ability lasts for leader can temporarily enhance the power of her snake
one hour and is usable once per day. companion. The companion gains a +4 morale bonus on attack
rolls and saves, plus temporary hit points equal to 1d8 + the
Hidden Knowledge: At 4th level, the snake cult leader gains
snake cult leaders caster level. The companion also gains energy
hidden magical knowledge, and adds the following spells to her
resistance 10 to one type of energy, chosen by the snake cult
spell list: lesser ghost serpent*, lesser serpentine whip*, sepia snake
leader each time the ability is used. The serpent cultist must be
sigil, serpentine reflexes*, serpentine weapon*, serpent sneak attack*,
able to see her companion to enhance it. This ability can be used
serpent strike*, speed of the Mamba*, virulent venom*.
once per day and lasts for one minute per prestige class level.
Snake Companion: At 5th level, the snake cult leader gains a
Revulsion (Su): At 10th level, the snake cult leader may instill
snake animal companion. The companion is identical to that of a
revulsion to snakes in her opponents. This is a mind-affecting
druids. The snake cult leaders prestige class levels are used to
compulsion that affects one creature within 20 ft. The target must
determine the companions abilities, so a cleric 5/snake cult
succeed on a DC 20 Will save or gain an aversion to snakes for 10
leader 5 would count as a 5th level druid. If the snake cult leader
minutes. Affected creatures must stay at least 20 ft. away from
already has a snake animal companion from another class, then
any snake or snake-like creature (including the snake cult leader,
her snake cult leader prestige class levels stack with the other
if she is using Serpentine Body III or IV), alive or dead; if already
class to determine the companions abilities. If the snake cult
within 20 ft., they must move away. An affected victim that is
leader already has an animal companion that is not a snake, she
unable to move away, or who is attacked by snakes or snake-like
must dismiss it in exchange for the new snake companion, and
creatures is overcome by the revulsion, and suffers a -4 Dexterity
suffers no penalties for doing so.
penalty. This penalty remains until the effect wears off or the
Serpentine Body III (Su): At 6th level, the snake cult leader can subject is no longer within 20 ft. of a snake or snake-like creature.
polymorph her legs (including footwear and light or medium leg This ability is otherwise similar to the antipathy spell (caster level
armor), merging them into a long, powerful snake tail. Her base 16th) and is usable once per week.
land speed is reduced by 10 ft. during this time, but the tail gives
Spells: At every other snake cult leader level, the character gains
her the Constrict (Ex) ability, causing 2d6 damage plus her
new spells per day as if she had also gained a level in a
strength bonus. The tail also grants her a +4 enhancement bonus
spellcasting class she belonged to before adding the prestige
to her CMB and CMD when grappling and she cannot be
class. She does not, however, gain any other benefit a character of
tripped. This ability lasts for one minute per prestige class level
that class would have gained (channeling, additional wild
and is usable once per day. This ability is not usable if the snake
shapes, hit points beyond those she receives from the prestige
cult leader is wearing heavy armor.
class, and so on), except for an increased effective level of
Snake Staff (Su): At 7th level, the snake cult leader may spellcasting. If a character had more than one spellcasting class
temporarily transform any non-magic staff she is holding into a before becoming a snake cult leader, she must decide to which
rod of the python or a rod of the viper, which she may use regardless class he adds each level of snake cult leader for purposes of
of her alignment. The staff remains transformed for 1 minute per determining spells per day.
prestige class level and may not be used by anyone else. This

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THE SNAKE CULT LEADER
Class Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
Level

1st +1 +1 +2 +1 Wild Empathy (Snakes) +1 level of existing class


2nd +2 +1 +3 +2 Serpentine Body I
3rd +3 +2 +3 +2 Hide in Plain Sight, Evasion +1 level of existing class
4th +3 +2 +4 +3 Serpentine Body II 2/day, Hidden Knowledge
5th +4 +2 +4 +3 Snake Companion +1 level of existing class
6th +5 +3 +5 +4 Serpentine Body III 1/day
7th +6 +3 +5 +4 Snake Staff 3/day +1 level of existing class
8th +6 +3 +6 +5 Serpentine Body IV 1/day
9th +7 +4 +6 +5 Enhanced Snake Companion 1/day +1 level of existing class
10th +8 +4 +7 +6 Revulsion 1/week

Skill Points at Each Level: 2 + Int modifier


Storm Knight CLASS FEATURES
Yes, a storm is coming. It comes at my bidding. All of the following are class features of the storm knight prestige
class.
Tales are told of the storm knights: rare individuals schooled in
both the art of the blade and arcane arts that command the Weapon and Armor Proficiency:
thunderstorms. Like heroes of legend, they ride the wind on
Storm knights gain no new weapon or armor proficiencies. Like a
mystical chariots pulled by supernatural steeds, smiting with
wizard or a sorcerer, a storm knight may not cast spells while
electrified trident, spear, and javelin, calling down lightning and
wearing armor unless he has some special ability that allows him
thunder upon the heads of their enemies, and binding howling
to do so.
air elementals to their will.
Electric Weapon (Ex): At 1st level, the storm knight can channel
Hit Die: d8
any electric touch spell into a trident, spear, shortspear,
REQUIREMENTS longspear or javelin, and strike with the weapon as a touch
attack, causing half weapon damage in addition to discharging
To qualify to become a storm knight, a character must fulfill the spell.
all of the following criteria.
Storm Rage (Ex): At 2nd level, the storm knight can rage as a
Class: 5 levels of wizard or sorcerer and 2 levels of fighter barbarian does, and he may still cast Electricity or Air spells
Alignment: any chaotic while storm raging. In addition, if a storm raging storm knight is
Intelligence or Charisma: 16+ affected by, within the area of effect of, or using a spell with the
Strength or Dexterity: 14+ Electricity descriptor or Air descriptor/domain or a spell that
Skills: Knowledge (Arcana): 5 ranks, Handle Animal or generates fog or mist, he gains a +4 bonus to Intimidate checks as
Profession (Drive): 5 ranks long as he is within the area.
Feats: Simple and Martial weapon proficiency, Spell Focus
(Evocation or Conjuration), Weapon Focus in one of the Last, the storm rage allows the storm knight to suffer only half
following: trident, spear, shortspear, longspear, or javelin. the normal visual penalties caused by clouds, fog or mist,
Special: Able to cast at least two electricity spells and at least one magical or otherwise. This ability makes the storm knight a
air- or weather-related spell (e.g., fog cloud, gaseous form, obscuring fearsome opponent in combat when he surrounds himself with
mist, sleet storm, wind wall, etc.) obscuring mist or a fog cloud, since he may make short-ranged
melee and ranged attacks or cast spells without visual penalties,
CLASS SKILLS while his enemies flounder about.
Acrobatics (Dex), Appraise (Int), Climb (Str), Craft (Int), Fly At 2nd level, he may use his storm rage ability once per day. At
(Dex), Knowledge (all skills, taken individually) (Int), Linguistics 8th level, he may use it twice per day.
(Int), Profession (Wis), Handle Animal (Cha), Intimidate (Cha),
Ride (Dex), Spellcraft (Int), Survival (Wis), Swim (Str) and Use Note that the storm knights special raging exceptions, such as
Magic Device (Cha). the ability to cast spells, etc., only apply while under the effect of

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his storm rage ability. He does not gain the benefits of these lightning bolt, lightning shield*, overland flight, scare, sleet storm,
exceptions while affected by rage caused by other sources, such sonic boom*, storm of vengeance, summon monster (air creatures
as levels of barbarian or rage-causing magic. only), thunderclap*, wall of hurricane force*, water walk, whirlwind,
wind wall.
Bonus Combat Feat: At 2nd level, the storm knight receives a
bonus Combat feat. Spells: At every other storm knight level, the character gains
new spells per day as if he had also gained a level in a
Bonus Spell: At 3rd, 5th, 7th and 9th level, the storm knight learns
spellcasting class he belonged to before adding the prestige class
a bonus spell of any level he can cast, chosen from the storm
(either sorcerer or wizard). He does not, however, gain any other
knight spell list.
benefit a character of that class would have gained, except for an
Command Air Elementals (Su): At 4th level, the storm knight increased effective level of spellcasting. If a character had levels
gains the supernatural ability to command air elementals. This of both sorcerer and wizard before becoming a storm knight, he
ability functions as a command undead spell, but works only on air must decide to which class he adds the new level for purposes of
elementals. The caster level is equal to the storm knights prestige determining spells per day.
class level. This ability is usable once per day per three storm
Note that even though a storm knight has armor proficiency due
knight levels.
to his fighter levels, he still suffers a chance of spell failure when
Storm Chariot (Su): At 6th level, once per day as a full action, the wearing armor.
storm knight may summon a supernatural storm chariot that he
When a storm knight gains new spells as a result of gaining a
(and only he) may ride in. The storm chariot stays for 1 hour and
new caster level, he must choose at least one from the storm
may only be used by the storm knight. The chariot can do
knight spell list. If he already knows all the spells of a given level
nothing on its own it must be ridden by the storm knight. The
on the list, he may choose any spell from the wizard/sorcerer
chariot appears as a ghostly metal device pulled by a heavy,
list, but is barred from selecting Earth or Fire spells.
black supernatural warhorse with wild manes, frosty breath and
lightning playing about its hooves. Use the light chariot rules STORM KNIGHT SPELL LIST
described in the Pathfinder Ultimate Combat book. The storm
In addition to the spells listed below, a storm knight may learn
knight is considered proficient to drive the chariot and counts as
any arcane wizard or sorcerer spell with the Air or Electricity
having 10 ranks in the Handle Animal skill, unless he already has
descriptor.
more ranks in a chariot driving skill. The chariot horse cannot be
unhitched. The storm chariot may also fly (with a good 1st level cause fear, elemental hands*, endure elements, feather fall,
maneuverability rating) with a maximum speed of 60 ft. and an mage armor, magic weapon, obscuring mist, shield, shocking grasp,
acceleration of 20 ft. The chariots propulsion is still considered to summon monster I (eagle only), true strike
be Muscle when flying, and the driver still uses the Handle
2nd level blur, bull's strength, eagle's splendor, fog cloud, gust of
Animal or Profession (driver) skill to control the chariot. If the
wind, heroism, levitate, resist energy, scare, shatter, sound burst,
horse is slain, the chariot vanishes.
summon monster II (air elementals only), whispering wind
Storm chariot warhorse: Large neutral outsiders; Init +6; Senses
3rd level call lightning, dispel magic, displacement, fly, gaseous form,
darkvision 60 ft.; Perception +12; AC 19, touch 11, flat-footed 17
greater magic weapon, haste, lightning bolt, protection from energy,
(+2 Dex, +8 natural, 1 size); hp 51 (6d10+18); Fort +8, Ref +7,
quench, rage, sleet storm, summon monster III (dire bat only),
Will +3; Speed 50 ft., fly 60 ft. (good); Melee trample +4 (1d6+2
thunderclap*, water walk, wind wall
plus 1d8 electricity); SA: spell resistance 20, damage reduction
3/-, tricks: attack anything, come, down, heel and stay; Space 10 4th level air walk, control water, dimension door, fear, freedom of
ft.; Reach 5 ft.; Str 18, Dex 15, Con 16, Int 5, Wis 13, Cha 12; Base movement, ice storm, lesser numbing wind*, lightning shield*, shout,
Atk +6; CMB +11; CMD 23 (27 vs. trip); Feats: Alertness, solid fog, summon monster IV (air mephit only)
Improved Initiative, Run; Skills: Fly +13, Intimidate +10, 5th level call lightning storm, control winds, eye of the storm*,
Perception +8, Sense Motive +6, Stealth +7, Survival +10. greater heroism, overland flight, sonic boom*, summon monster IV (air
Storm Power (Su): At 10th level, once per day, whenever the elemental only), telekinesis, teleport
storm knight is within a naturally occurring or magically created 6th level chain lightning, control weather, globe of invulnerability,
thunderstorm, hailstorm, sleetstorm, blizzard or hurricane force greater dispel magic, repulsion, summon monster VI (invisible stalker
winds, he may call upon the power of the storm to grant him the only), transformation
benefit of an aid spell, cast at the 10th level.
7th level greater teleport, spell turning, wall of hurricane winds*,
In addition, from now on the storm knight casts the following summon monster VII (air elemental only), whirlwind, wind walk
spells as if his caster level were two levels higher: air walk, call
lightning, call lightning storm, cause fear, chain lightning, control 8th level greater numbing wind*, greater shout, power word stun,
weather, control winds, dread cyclone*, elemental hands*, fear, fly, storm of vengeance, telekinetic sphere*
greater numbing wind*, gust of wind, ice storm, lesser numbing wind*, 9th level dread cyclone*, elemental swarm (air only)

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THE STORM KNIGHT
Class Base Fort Ref Will Special Spells per Day
Level Attack Save Save Save
Bonus

1st +1 +1 +0 +1 Electric Weapon +1 level of existing class


2nd +2 +1 +0 +1 Storm Rage 1/day, Bonus Combat Feat
3rd +3 +2 +1 +2 Bonus Spell +1 level of existing class
4th +3 +2 +1 +2 Command Air Elementals
5th +4 +3 +1 +3 Bonus Spell +1 level of existing class
6th +5 +3 +2 +3 Storm Chariot
7th +6 +4 +2 +4 Bonus Spell +1 level of existing class
8th +6 +4 +2 +4 Storm Rage 2/day
9th +7 +5 +3 +5 Bonus Spell +1 level of existing class
10th +8 +5 +3 +5 Storm Power

Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft


Temple Assassin (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha),
Escape Artist (Dex), Intimidate (Cha), Knowledge (arcane,
Death to the heretics. dungeoneering, local, history, nobility, planes, religion) (Int),
Linguistics (Int), Perception (Wis), Perform (Cha), Profession
The temple assassin is a fervently religious priest or clergyman (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex),
secretly trained in the art of stealth, spying, and assassination. Swim (Str), and Use Magic Device (Cha).
Often acting as a solo vigilante, he targets the enemies of his
religion. Rarely, he is secretly sanctioned by the high priests of Skill Points at Each Level: 4 + Int modifier
his temple, and sent on missions at their request. Non-evil temple
CLASS FEATURES
assassins tend to rationalize their profession as a necessary
means to a righteous end, or as a necessary evil that serves the All of the following are class features of the temple assassin
overall common good. They view themselves as divinely prestige class.
appointed and often above the law (or even as a personal
Weapon and Armor Proficiency:
embodiment of the law), a perspective that is typically not shared
by the local authorities, and as such they lead shadowy, double A temple assassin gains no new weapon or armor proficiencies.
lives. Such assassins walk a fine line between good and evil, and
Poison Use: Temple assassins are trained in the use of poison
must be certain they are following their gods wishes, lest they
and never risk accidentally poisoning themselves when applying
lose their divine powers. Evil temple assassins who worship evil
poison to a blade. Good-aligned temple assassins must
gods typically do not restrict themselves with moral implications,
frequently vow never to use poison except in the most extreme or
and are far more likely to be sanctioned by their sinister temples.
dire circumstances, or at least never to use it except against the
Hit Die: d8 most evil of opponents.
REQUIREMENTS Sneak Attack: This ability is identical to a rogues, except the
additional damage is based on d4s rather than d6s. If a temple
To qualify to become a temple assassin, a character must
assassin gets a sneak attack bonus from another source (such as
fulfill all of the following criteria.
rogue levels), the bonuses to damage stack. For example, a cleric
Class: 3 levels of cleric and 3 levels of rogue 3/rogue 3/temple assassin 2 inflicts +2d6+1d4 sneak attack
Alignment: any but lawful good damage.
Dexterity: 16+
Uncanny Dodge (Ex): Starting at 2nd level, the temple assassin
Wisdom: 14+
gains the rogues uncanny dodge ability. If he already has
Skills: Bluff: 3 ranks, Disable Device: 3 ranks, Disguise: 3 ranks,
uncanny dodge, he gains Improved Uncanny Dodge, instead.
Knowledge (Religion): 3 ranks, Stealth: 3 ranks
Feats: Skill Focus (Knowledge: Religion) Mana of the Deity (Ex): Starting at 3rd level, the temple assassin
Special: Must be an active member of his gods temple. gains his gods favor and may occasionally prepare and cast his
daily cleric spells as if he were two levels higher. This means he
CLASS SKILLS may prepare more spells and higher level spells than he normally

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would. For example, a cleric 3/rogue 3/temple assassin 3 level temple assassin activates the crippling strike ability, then for
character would normally count as a 5th level cleric for purposes the next five rounds, all his or her sneak attacks also deal
of spells. Using Mana of the Deity would allow him to prepare Strength damage. He must then wait another week to use Power
his cleric spells as if he were a 7th level cleric. The ability is usable of the Deity again.
once per week, lasts for only one day, and requires 20
At 7th level, this ability improves and can now be used twice per
uninterrupted minutes of ritualized prayer beforehand.
week.
At 9th level, this power improves and the temple assassin may
Wrath of the Deity (Sp): At 10th level, a temple assassin gains
use the ability twice per week.
one of the following spell-like abilities (dependent on his
Improved Uncanny Dodge (Ex): At 4th level, the temple assassin alignment), usable once per day as a standard action as if cast by
gains the rogues Improved Uncanny Dodge ability. If the temple a cleric equal to his total character level: blasphemy, harm, dictum,
assassin has another class that grants the uncanny dodge ability, holy word, or word of chaos. Once an ability is chosen, it cannot be
add together all the class levels of the classes that grant the changed.
ability and determine the characters uncanny dodge ability on
Spells: At every other temple assassin level, the character gains
that basis.
new spells per day as if he had also gained a level in his cleric
Power of the Deity (Ex): At 5th level, the temple assassins god class. He does not, however, gain any other benefit a character of
grants him the ability to use one of the following rogue special that class would have gained (channeling, hit points beyond
abilities for a duration of one round per temple assassin level: those he receives from the prestige class, and so on), except for an
crippling strike, defensive roll, improved evasion, opportunist, or increased effective level of spellcasting.
slippery mind. Power of the Deity requires an immediate action to
.
activate, and may be used once per week. For example, if a 5th

THE TEMPLE ASSASSIN


Class Base Fort Ref Will Special Spells Per Day
Level Attack Save Save Save
Bonus

1st +1 +0 +2 +1 Poison Use +1 level of existing class


2nd +2 +0 +3 +1 Sneak Attack +1d4, Uncanny Dodge
3rd +3 +1 +3 +1 Mana of the Deity +1 level of existing class
4th +3 +1 +4 +2 Sneak Attack +2d4, Improved Uncanny Dodge
5th +4 +1 +4 +2 Power of the Deity 1/week +1 level of existing class
6th +5 +2 +5 +2 Sneak Attack +3d4
7th +6 +2 +5 +3 Power of the Deity 2/week +1 level of existing class
8th +6 +3 +6 +3 Sneak Attack +4d4
9th +7 +3 +6 +3 Mana of the Deity (improved) +1 level of existing class
10th +8 +3 +7 +4 Sneak Attack +5d4, Wrath of the Deity

administer a deadly bite, or using it as a distraction and flanker


Viper Assassin when he makes his own attack.
Hit Die: d8
A serpents strike is quicker than the eye and deadlier than any
weapon made by man. REQUIREMENTS
The viper assassin spends time studying poisons and models his To qualify to become a viper assassin, a character must fulfill
attacks after the vipers abilities and hunting techniques. Unlike a all of the following criteria.
standard assassin, he is not as skilled at delivering a single death
Alignment: any evil
blow. Instead, he seeks to strike swiftly, inflict a deadly, crippling
Skills: Acrobatics: 4 ranks, Climb: 4 ranks, Disguise: 4 ranks,
wound that will kill the target over a short period of time, and
Handle Animal: 2 ranks, Knowledge (nature): 4 ranks, Sleight of
then retreat to safety and wait. He often employs a trained pet
Hand: 5 ranks, Stealth: 5 ranks
viper in his assassination missions, sending the snake in to
Feats: Improved Initiative, Lightning Reflexes
Special: Must be able to make sneak attacks. Must have spent at

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least 3 months studying the attack methods of vipers, and the still loses his Dexterity bonus to AC if immobilized. A viper
character must kill someone for no other reason than to become a assassin with this ability can still lose his Dexterity bonus to AC
viper assassin. if an opponent successfully uses the feint action against him. If a
viper assassin already has uncanny dodge from a different class,
CLASS SKILLS he automatically gains improved uncanny dodge instead.
Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft Improved Critical: At 2nd level, the viper assassins melee skills
(Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), with a particular weapon type (e.g., short sword, dagger,
Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), shortbow, etc.) improve to the extent that he gains the Improved
Knowledge (dungeoneering, local, nature), Linguistics (Int), Critical feat as a bonus, even if he does not meet the
Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive prerequisites. The assassin must choose the type of weapon
(Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use immediately upon reaching 2nd level, and it must be a type he is
Magic Device (Cha). already proficient with. He may not change it at a later date.
Skill Points at Each Level: 4 + Int modifier Upon reaching 8th level, the viper assassin gains the Improved
Critical feat as a bonus again. It must be a different weapon type
CLASS FEATURES than the type chosen at 2nd level. He may not change it at a later
All of the following are class features of the viper assassin date.
prestige class. Viper Companion: At 3rd level, the viper assassin gains a viper
Weapon and Armor Proficiency: animal companion which he frequently uses on assassination
missions. The viper companion is identical to that of a druids,
A viper assassins weapon training focuses on weapons suitable except that it gains the Ability Focus (poison bite) feat instead of
for stealth and sneak attacks. Assassins are proficient with the the ability to share spells. The viper assassins prestige class
crossbow (hand, light or heavy), dagger (any type), dart, rapier, levels +3 are used to determine the companions abilities, so a
sap, shortbow (normal and composite), and short sword. Viper rogue 5/viper assassin 5 would count as an 8th level druid. If the
assassins are proficient with light armor but not with shields. viper assassin already has a viper animal companion from
Sneak Attack: This is exactly like the rogue ability of the same another class, then his viper assassin prestige class levels stack
name. The extra damage dealt increases by +1d6 at every other with the other class to determine the companions abilities. If the
level (1st, 3rd, 5th, 7th and 9th). If a viper assassin gets a sneak attack viper assassin already has an animal companion that is not a
bonus from another source, the bonuses on damage stack. viper, he must dismiss it in exchange for the new viper
companion, and suffers no penalties for doing so. If the viper
Viper Strike: A viper assassin is constantly honing the speed assassin loses his viper companion, he may gain a new one by
and precision of his combat skills. As a result, on a critical hit, spending 24 uninterrupted hours searching for a suitable
viper assassins re-roll any 1s rolled for damage. In addition, if replacement in an environment where vipers can typically be
using a piercing or slashing weapon, the critical hit bleeds for found.
1d3 points of damage per round for 1 round per viper assassin
level. Bleeding damage increases to 1d4 points per round at 10th Swift Poisoning: At 4th level, a viper assassin can apply a dose of
level. If the viper assassin has the Bleeding Critical feat, the poison to a weapon as a swift action.
bleeding damage stacks. Skilled Assassin: At 4th level, a viper assassin becomes so
Poison Use: Viper assassins are trained in the use of poison and skilled at administering poison and striking critical areas with
never risk accidentally poisoning themselves when applying poisoned weapons that the DC of any poison he uses is increased
poison to a blade. by +1. In addition, he gains a +4 competence bonus when using
the Sleight of Hand skill to hide weapons and small vials of
Viper Speed: At 2nd level, the viper assassins base land speed poison on his body, or to hide his viper companion in a carried
increases by +5 ft. This benefit applies only when he is wearing container, sack or even within his cloak or other clothing.
no armor or light armor and not carrying a heavy load. Apply
this bonus before modifying the viper assassins speed because of Improved Uncanny Dodge (Ex): At 5th level and higher, a viper
any load carried or armor worn. This bonus stacks with any assassin can no longer be flanked. This defense denies a rogue
other bonuses to the viper assassins land speed. the ability to sneak attack the assassin by flanking him, unless the
attacker has at least four more rogue levels than the target has
Save Bonus vs. Poison: Viper assassins train with poisons of all viper assassin levels. If a character already has uncanny dodge
types and slowly grow more and more resistant to their effects. from another class, the levels from the classes that grant uncanny
This is reflected by a natural saving throw bonus to all poisons dodge stack to determine the minimum rogue level required to
gained at 2nd level that increases by +1 for every two levels the flank the character.
viper assassin gains (+1 at 2nd level, +2 at 4th level, +3 at 6th level,
and so on). Bonus Combat Feat: At 6th level, the viper assassin gains a bonus
Combat feat, provided he meets the prerequisites.
Uncanny Dodge (Ex): Starting at 2nd level, a viper assassin
cannot be caught flat-footed, even if the attacker is invisible. He Hide in Plain Sight (Su): At 8th level, a viper assassin gains the
Hide in Plain Sight ability identical to the assassin prestige class.

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THE VIPER ASSASSIN
Class Level Base Attack Fort Save Ref Save Will Save Special
Bonus

1st +0 +0 +1 +0 Sneak Attack +1d6, Viper Strike, Poison Use


2nd +1 +1 +1 +1 +1 save vs. poison, Uncanny Dodge, Viper Speed
3rd +2 +1 +2 +1 Sneak Attack +2d6, Viper Animal Companion
4th +3 +1 +2 +1 +2 save vs. poison, Swift Poisoning, Skilled Assassin
5th +3 +2 +3 +2 Sneak Attack +3d6, Improved Uncanny Dodge
6th +4 +2 +3 +2 +3 save vs. poison, Bonus Combat Feat
7th +5 +2 +4 +2 Sneak Attack +4d6
8th +6 +3 +4 +3 +4 save vs. poison, Improved Critical (second weapon), Hide in Plain Sight
9th +6 +3 +5 +3 Sneak Attack +5d6
10th +7 +3 +5 +3 +5 save vs. poison, Viper Strike (greater blood loss)

specialized in the wizard elemental school of Fire.


Winter Warlock
CLASS SKILLS
My breath is the cold northern wind. My touch is searing ice.
Acrobatics (Dex), Appraise (Int), Climb (Str), Craft (Int), Fly
(Dex), Knowledge (arcana, dungeoneering, geography, nature)
Winter warlocks are rare individuals with an innate talent for
(Int), Linguistics (Int), Perception (Wis), Profession (Wis),
cold magic. Most are reclusive and make their domains in frozen
Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str) and Use
glaciers, cold mountaintops, and icy plains, where only the
Magic Device (Cha).
hardiest of creatures can survive. The icy power flowing through
their veins allows them to thrive in such environments, Skill Points at Each Level: 3 + Int modifier
manipulating the weather and frozen terrain at their whim.
Winter warlocks have a close affinity with creatures of the arctic
CLASS FEATURES
wilderness and are able to assume their forms. Winter is their All of the following are class features of the winter warlock
season of power, and many travel far and wide with the coming prestige class.
of the ice and snow. As the warmer seasons return, they typically
retreat back into colder lands, though some have been known to Weapon and Armor Proficiency:
create their own bastions of perpetual cold in regions that would A winter warlock gains no additional proficiencies in any
otherwise be inhospitable to them. Such bastions are not usually weapon or armor.
welcomed by the local populaces, who often view winter
warlocks as dangerous threats. Cold Focus (Su): Due to their focus on the element of cold,
winter warlocks receive a +2 bonus on saves vs. spells with the
Hit Die: d8 cold descriptor. Cold spells cast by the winter warlock have a +2
REQUIREMENTS bonus to their DC.
Furthermore, the winter warlock may now only use summon
To qualify to become a winter warlock, a character must monster spells to summon creatures affiliated with cold
fulfill all of the following criteria. environments. See the winter warlock spell list below for sample
creatures. In some cases, creatures have been added to the list
that would normally not be summonable with summon monster.
Alignment: Any neutral
Intelligence or Charisma: 16+ Fire Nemesis: A winter warlocks nemesis is fire. A winter
Skills: Knowledge (Arcana): 5 ranks, Knowledge (Nature): 5 warlock can never again cast or learn spells with the Fire
ranks descriptor or which cause heat. If he knew any fire spells before
Spells: Ability to cast 3rd-level arcane spells, able to cast at least becoming a winter warlock, he loses his knowledge of them,
three arcane spells with the Cold descriptor. though he may replace them with equal level spells from the
Special: May not possess a familiar with the Fire subtype, may winter warlock spell list.
not have the sorcerer Elemental Fire bloodline, may not be A winter warlock also becomes vulnerable to fire and hot

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weather. He suffers a -1 penalty against all saves and checks vs. winter warlock may assume winter beast form additional times
fire and suffers +1 damage per die. For example, a winter per day.
warlock suffers 6d6+6 damage if hit by a 6th-level fireball (save for
Bonus Spell: At 4th, 6th, and 8th level, the winter warlock learns a
half). In hot weather above 90 degrees, the winter warlock suffers
bonus spell. The spell must be of a level one lower than the
-1 to attack roles, saves, and skill checks. He does not suffer hot
highest he can cast, and must be selected from the winter
weather penalties if under the effects of endure elements (heat),
warlock spell list. Alternately, he can choose any sorcerer or
resist energy (fire) or protection from energy (fire).
wizard spell of the appropriate level with the Cold descriptor.
Endure Elements (Sp): At 2nd level, the winter warlock gains the
Cold Magic Resistance (Ex): At 5th level, the winter warlock
ability to cast endure elements, once per day, as a spell-like ability,
becomes permanently resistant to cold, gaining energy resistance
at his own caster level.
15 vs. cold.
Winter Wolf Familiar: At 2nd level, the winter warlock gains a
Toughness (Ex): At 5th level, the winter warlocks affinity for
neutral winter wolf as a familiar. The winter warlocks prestige
cold hardens his physique, and he gains the Toughness feat.
class level is used to determine the winter wolf familiars statistic
bonuses and special abilities. If the winter warlock already had a Minor Cold Immunity (Ex): At 9th level, the winter warlock
familiar, it permanently abandons him and the winter wolf takes becomes permanently immune to all cold spells and effects of
its place. The winter warlock suffers no penalties from this level 4 or lower. In addition, he is now permanently immune to
abandonment. normal cold weather effects, as if he had a constant endure
elements (vs. cold only) in effect.
Immunity to Ice Storm and Sleet Storm (Ex): At 3rd level, the
winter warlock becomes completely immune to all damage and Spells: At certain levels, the winter warlock gains new spells per
movement penalties caused by ice storm and sleet storm spells, day as if he had also gained a level in an arcane spellcasting class
though they still may block his vision. A favorite tactic of the he belonged to before adding the prestige class. He does not,
winter warlock is to cast these spells upon himself while in battle however, gain any other benefit a character of that class would
to hinder his enemies. have gained (metamagic or item creation feats, hit points beyond
those he receives from the prestige class, and so on), except for an
Winter Beast Form (Su): At 4th level, the winter warlock gains
increased effective level of spellcasting. If a character had more
the ability to polymorph into a winter beast, twice per day, at his
than one arcane spellcasting class before becoming a winter
own caster level. He may only assume the following winter beast
warlock, he must decide to which class she adds each level of
forms, based on his prestige class level. 4th level forms: snow
winter warlock for purposes of determining spells per day.
leopard (same as a normal leopard), wolf, dire wolf, worg, winter
When the winter warlock learns one or more new spells as a
wolf, dire wolverine, yeti (same as dire ape). At 6th level, new
result of gaining a level, he must choose at least one spell from
forms become available: dire snow leopard (same as tiger), polar
the winter warlock spell list below, or any sorcerer/wizard spell
bear, remorhaz. 9th level new forms: dire bear. 10th level new
of the appropriate level with the Cold descriptor or from the
forms: dire snow tiger (same as dire tiger). At certain levels, the
Divination school.

THE WINTER WARLOCK


Class Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
Level

1st +1 +0 +1 +2 Cold Focus, Fire Nemesis +1 level of existing class


2nd +2 +0 +2 +2 Endure Elements, Winter Wolf Familiar
3rd +3 +1 +3 +3 Immunity to Ice Storm and Sleet Storm +1 level of existing class
4th +3 +1 +3 +3 Winter Beast Form (2/day), Bonus Spell
5th +4 +1 +4 +4 Cold Magic Resistance, Toughness +1 level of existing class
6th +5 +2 +5 +4 Bonus Spell
7th +6 +2 +6 +5 Winter Beast Form (3/day) +1 level of existing class
8th +6 +2 +6 +5 Bonus Spell
9th +7 +3 +7 +6 Minor Cold Immunity +1 level of existing class
10th +8 +3 +8 +6 Winter Beast Form (4/day)

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WINTER WARLOCK SPELL LIST leopard [dire lion], orca dolphin, wooly rhinoceros), wall of ice
thorns** (as wall of thorns, but made entirely of hard ice, and burns
In addition to the spells listed below, a winter warlock may learn in two minutes), waves of fatigue
any sorcerer/wizard spell with the Cold descriptor or from the
Divination school. 6th level circle of freezing death** (as circle of death, but inflicts
cold damage), cold fog** (as acid fog, but inflicts cold damage),
** Spells marked with double asterisks are simply winter warlock flesh to ice** (as flesh to stone, but transforms the target into a
variants of existing spells. These spells are not described in the permanent, unmelting ice statue), freezing sphere, greater dispel
new spell section of this book, but are explained in the winter magic, ice to flesh** (as stone to flesh, but only restores creatures
warlock spell list below. Only winter warlocks may learn these that had been transformed by flesh to ice), summon monster VI
spell variations. (only polar bear [dire bear] and dire snow tiger[dire tiger])
0 level all level 0 arcane spells, except fire spells. 7th level control weather (only sleet, hail, cold weather and wind
1st level chill touch (causes cold damage instead of negative effects), finger of icy death** (as finger of death, but cold damage),
energy damage), create water (as the cleric spell, but creates an freezing storm** (as fire storm, but cold damage, and targets are not
equal volume of ice), elemental hands (cold)*, endure elements, ignited), greater scrying, summon monster VII (only air elemental,
feather fall, longstrider, mage armor, magic fang, mount, obscuring mammoth [mastodon], and frost giant)
mist, pass without trace (only works in areas of ice and snow), ray
8th level freezing cloud** (as incendiary cloud, but cold damage),
of enfeeblement, shield, summon monster I (only husky[riding dog]
greater numbing wind*, ice body** (as iron body, but made of iron-
or snow owl [eagle])
hard ice, you do not take half damage from acid or fire, and you
2nd level chill grasp* (causes cold damage instead of negative are not vulnerable to special attacks that affect iron golems), polar
energy damage), chill metal, greater chill touch** (as chill touch, but ray, summon monster VIII (only air elemental), temporal stasis
1d10 cold damage instead of negative energy damage), cold
9th level dominate ice monster** (as dominate monster but only vs.
skin** (as barkskin, but skin hardens like ice), freezing ray** (as
creatures with the Cold subtype), freezing doom*, ice
scorching ray, but inflicts cold damage), hold animal, icy sphere** (as
imprisonment** (as imprisonment, but entombs the target in a block
flaming sphere, but cold damage and emanates blue light), glyph of
of unmelting ice), power word kill, refuge, shapechange (only
warding (cold effects only), gust of wind, ice arrow** (as acid arrow
creatures with the Cold subtype), storm of vengeance, summon
but inflicts cold damage), ice blade*, ice sheet** (as grease, but
monster IX (only ice devil)
creates a coating of ice, instead), resist energy, shatter, spectral hand,
summon monster II (only air elemental or wolf), whispering wind
3rd level diminish plants, dispel magic, displacement, gentle repose,
fly, greater magic fang, hold person, freezing arrow** (as flame arrow
but inflicts cold damage and cannot ignite objects), meld into ice**
(as meld into stone but can only meld into ice), protection from
energy, ray of ice*, sleet storm, slow, spike growth (as spike growth but
creates icy thorns and works in snow and ice, as well), summon
monster III (only young yeti[dire ape with Cold type], snow
leopard [leopard], wolverine), tiny hut, water walk, wind wall
4th level bestow curse, charm ice monster** (as charm monster but
only vs. creatures with the Cold subtype), freedom of movement, ice
skin** (as stone skin, but skin appears to be made of ice), ice storm,
ice trap** (as fire trap, but cold damage), fire shield (cold version
only), lesser globe of invulnerability, lesser numbing wind*, minor ice
creation** (as minor creation, but objects are made of hard ice),
mnemonic enhancer, secure shelter, scrying, solid fog, ice shape** (as
stone shape, but only works on ice), summon monster IV (only dire
wolf, great snow leopard [lion], ice mephit, yeti), wall of ice
5th level cold strike** (as flame strike, but all damage is cold),
commune with nature (only works in terrain with temperatures at
or below freezing), cone of cold, control winds, freezing cloudkill**
(as cloudkill but damage is caused by extreme cold instead of
poison, and the spell gains the Cold descriptor), freezing wall*,
hold monster, ice barrier** (as blade barrier, but made of sharp ice
shards instead of blades), permanency, polymorph (can only
assume the form of creatures with the Cold subtype), slay living,
spell immunity, symbol of pain, summon monster IV (only king snow

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within 30 feet of one another under normal visibility conditions.
Wolf Clan Warchief Generally, influencing an animal in this way takes 1 minute, but,
as with influencing people, it might take more or less time.
I hear the howl of the pack. I run beside it. Their prey is my The wolf clan warchief can also use this ability to influence a
prey. Their spirit is within me. magical wolf-like or dog-like beast with an Intelligence score of 1
The wolf clan warchief is a barbarian whose clan venerates or 2, but he takes a 2 penalty on the check.
wolves. Through intense training and spiritual attunement to the Wolf Senses: At 1st level, the wolf clan warchiefs senses become
great wolf spirit, he dedicates himself to emulating a wolfs keen like a wolfs. He gains a +2 competence bonus on Survival
speed, group combat tactics, hunting skills and fearsome checks when tracking and a +2 competence bonus on all
presence. This allows him to form a close bond with wolves and Perception checks. He also gains low-light vision. If he already
he gains several extraordinary wolf-like powers. His abilities are has lowlight vision, the range increases by 20 ft.
viewed with awe and respect by most barbarian tribes, and he
often leads war parties in pursuit of the clans enemies or serves Improved Wolf Senses (Ex): At 2nd level, the wolf clan warchief
as an elite scout. Wolf clan warriors who leave their clan to can call upon the spirits of wolves to lend him a powerful natural
venture out on their own often find their skills as trackers, scouts, scent ability. The wolf clan warriors scent range is 40 ft. (60 ft.
guards and fast shock troops are in great demand. upwind/20 ft. downwind) and targets within 10 ft. can be
pinpointed. During this time, he also gains resistance against
Hit Die: d12 scent-based attacks, granting a +2 enhancement bonus on saves
REQUIREMENTS vs. stinking cloud and stench abilities. This ability lasts for 1d4
hours and is usable once per day.
To qualify to become a wolf clan warchief, a character must
fulfill all of the following criteria.
Class: 5 levels of barbarian
Alignment: any non-lawful
Dexterity: 17+
Constitution: 14+
Skills: Survival: 3 ranks, Handle Animal: 3 ranks, Knowledge
(Nature): 3 ranks
Feats: Combat Reflexes, Skill Focus (Survival).
Special: Must have been a member of a barbarian tribe that
venerates wolves.
CLASS SKILLS
Climb (Str), Craft (Int), Handle Animal (Cha), Stealth (Dex),
Intimidate (Cha), Acrobatics (Dex), Knowledge (Nature)(Int),
Perception (Wis), Stealth (Dex), Ride (Dex), Survival (Wis), and
Swim (Str).
Skill Points at Each Level: 4 + Int modifier
CLASS FEATURES
All of the following are class features of the wolf clan warchief
prestige class.
Weapon and Armor Proficiency:
Wolf clan warchiefs are proficient with all simple and martial
weapons, light armor, medium armor, and shields.
Wild Empathy (Wolves) (Ex): At 1st level, the wolf clan warchief
can improve the attitude of any wolf or dog. This ability
functions just like a Diplomacy check to improve the attitude of a
person. The wolf clan warchief rolls 1d20 and adds his wolf clan
warchief level and his Charisma bonus to determine the wild
empathy check result. The typical wolf or dog has a starting
attitude of unfriendly toward a wolf clan warchief.
To use wild empathy, the wolf clan warchief and the animal
must be able to study each other, which means they must be

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The wolf clan warchief also now gains darkvision. If he already dodge bonus to AC for 1 round per two wolf clan warchief
has darkvision, the range increases by 20 ft. levels. This ability can only be used if he is wearing no armor,
light armor, or medium armor and is not carrying a heavy load.
Wolf Pack Tactics (Ex): At 2nd level, the wolf clan warrior
becomes adept at striking his targets weak spots when he is Wolf Howl (Ex): At 5th level, the wolf clan warchief can
flanking them. He gains a +1 bonus to confirm critical hits reproduce the chilling howl of a wolf to cause fear in his enemies.
against opponents he is flanking. The howl is a free action, and all opponents within 20 feet who
hear it must make a Will save (DC 12 + 1 for each level of wolf
Thrill of the Hunt (Ex): At 3rd level, the wolf clan warchief gains
clan warchief prestige class attained) or become shaken for 1d8
a +1 morale bonus to hit any target he has spent at least five
rounds. This ability is usable three times per day. Opponents
minutes tracking in the last hour. The wolf clan warchief must
who are immune to fear are not affected.
have had at least one tracking success during this time in order to
gain the bonus. He must select a single tracked target to apply Trip (Ex): At 6th level, the wolf clan warchief gains Improved
the bonus to, and must do so at the start of combat. The bonus Trip as a bonus feat, even if he does not meet the prerequisites. If
lasts for one round per wolf clan warrior prestige class level. This he already has the feat, he instead gains a +1 bonus on his CMB
ability can only be used once per day. when attempting a trip and a +2 bonus on his CMD when
resisting a trip. The +1 bonus stacks with the bonus provided by
Improved Wolf Pack Tactics (Ex): At 3rd level, the wolf clan
the Improved Trip feat.
warchief has learned how to use wolf pack tactics to keep his
opponents confused and off balance. Whenever the wolf clan Greater Wolf Senses (Ex): At 7th level, the wolf clan warchiefs
warchief and an ally are flanking the same opponent, the wolf senses increases to such an extent that he almost seems to have a
clan warchief not only gets a +2 bonus to hit, but he also receives sixth sense for danger. Once per day, as an immediate action, he
a +2 bonus on damage rolls vs. that opponent. He also becomes may apply a +2 bonus on any single CMD check, opposed ability
harder for rogues to sneak attack by flanking. The wolf clan check, or saving throw. He must choose to use the ability before
warchiefs barbarian level is considered three levels higher when he makes the roll it is to modify. Alternatively, he can apply the
using his improved uncanny dodge ability against a flanking bonus to his AC against a single attack (even if flat-footed).
rogue.
Damage Reduction: At levels 7 and 9, the wolf clan warchief
Rage Improvement: At 4th, 6th and 8th level, the wolf clan gains the extraordinary ability to shrug off some amount of
warchief can either choose a new barbarian rage power, or he can injury from each blow or attack. This ability is identical to and
use his barbarian rage four additional rounds per day. Once the stacks with a barbarians damage reduction.
choice is made, it cannot be changed.
Indomitable Will: At 8th level, the wolf clan warchief gains the
Wolf Speed (Ex): At 4th level, the wolf clan warchiefs base land barbarians Indomitable Will ability.
speed increases by +5 ft. Additionally, once per day as an
Greater Rage: At 10th level, the wolf clan warchief gains the
immediate action, he can dodge like a wolf and receives a +1
greater rage ability identical to that of a barbarians.

THE WOLF CLAN WARCHIEF


Class Level Base Attack Fort Save Ref Save Will Save Special
Bonus

1st +1 +1 +1 +1 Wild Empathy (Wolves), Wolf Senses


2nd +2 +1 +1 +1 Improved Wolf Senses, Wolf Pack Tactics
3rd +3 +2 +1 +1 Improved Wolf Pack Tactics, Thrill of the Hunt
4th +4 +2 +2 +2 Wolf Speed, Rage Improvement
5th +5 +3 +2 +2 Wolf Howl
6th +6 +3 +2 +2 Trip, Rage Improvement
7th +7 +4 +3 +3 Damage Reduction 1/-, Greater Wolf Senses
8th +8 +4 +3 +3 Rage Improvement, Indomitable Will
9th +9 +5 +3 +3 Damage Reduction 2/-
10th +10 +5 +4 +4 Greater Rage

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Chapter 3: Sample NPCs

Possessions: studded leather +2, buckler, heavy frost mace +2,


Maulgron, Shapeshifter heavy crossbow
Favored form (winter wolf): Spd 30 ft.; AC 17 (+3 Dex, +4
natural armor), touch 13, flat-footed 14, BAB +5; CMB +11,
CMD 24; Atk: +11 melee (1d8+9 plus 1d6 cold and trip); SA:
Darkvision 60 ft., Scent, Trip, When assumed using Form of
the Mythical Beast: breath weapon (usable once, 15-ft. cone,
6d6 cold damage, Reflex half DC 17), immune to cold,
vulnerable to fire; Supernatural Attack (alternate form only)
3/day, Favored Winter Wolf Form Bonuses: +2 Dex, +2
Acrobatics, forest favored terrain; Form Powers: Knockback;
AL: CG; SV Fort +7, Ref +9, Will +4; STR 23, DEX 16, CON 14,
INT 12, WIS 12, CHA 10.
Favored form (dire tiger): Spd 40 ft.; 2 claws +17; AC 17 (+3
Dex, +4 natural armor), touch 13, flat-footed 14, BAB +5; CMB
+11, CMD 24; Space 10ft./Reach 5ft., Atk: +11 melee (2d4+6
plus grab, 2 claws), melee +11 (2d8+6/1920 plus grab, bite);
SA: Low-light vision, Scent, Pounce; Supernatural Attack
(alternate form only) 3/day, Favored Dire Tiger Form Bonuses:
+2 Dex, +2 Acrobatics, plains favored terrain; Form Powers:
Knockback; AL: CG; SV Fort +7, Ref +8, Will +4; STR 23, DEX
16, CON 16, INT 12, WIS 12, CHA 10.

Angus the Red, Pyro


Shapeshifter 7; Medium Human; HD (7d8+14); hp 51; Init +7;
Spd 30 ft.; AC 19 (+3 Dex, +5 armor, +1 buckler), touch 13, flat-
footed 16, BAB +5; CMB +9, CMD 22; Atk: +11 melee (1d8+6 Pyro 10; Medium human; HD (10d8+10); hp 76; Init +7; Spd 40
plus 1d6 cold, heavy frost mace +2); +9 ranged (1d8+1, heavy ft.; AC 20 (+4 Dex, +6 armor), touch 14, flat-footed 16, BAB
crossbow ); SA: Alter Self 3/day, Shapechange (tiny, small, +7/+2; CMB +9, CMD 22; Atk: +12/+7 melee (1d6+5, 19-20/x2,
medium or large Animal) 3/day; Form of the Mythical Beast cold iron shortsword +2, main hand); +6 melee (1d4+1 plus 5
(centaur, hellhound, or winter wolf) 1/day; Supernatural points of fire damage, 20/x2, torch, off-hand), +13 ranged
Attack (alternate form only) 3/day; Monstrous Aspect (human (1d8+2, 19-20/x2, light crossbow +2); SA: Torch Attack (+2
form only) 1/day; Favored Forms (winter wolf, dire tiger -- competence bonus to hit flanked opponents and those denied
favored form bonuses: +2 Dex [winter wolf, dire tiger], +2 Dexterity bonus to AC, ignite on 17-20, 1d4+4 ignited damage
Acrobatics [winter wolf, dire tiger], favored terrains); Form plus immolation, Reflex DC 23 to extinguish), Catch Off-
Powers: Knockback; Bonus Feat (Improved Natural Attack Guard, Fire Expert, Pyro Talents: Torch and Steel (Two-
[animals, bite]); AL: CG; SV Fort +7, Ref +8, Will +4; STR 19, Weapon Fighting feat), Finesse (Weapon Finesse feat), Combat
DEX 16, CON 14, INT 12, WIS 12, CHA 12. Trick (Spring Attack), Igniter, Additional Special Torch Attack;
Torch Light Adaptation, Special Torch Attacks (create 7 special
Skills: Acrobatics +8 (+12 in alternate forms, +13 in winter wolf torches per day): Blazing Torch, Sparking Torch (5 ft. radius,
and dire tiger form), Climb +6 (+10 in alternate form), Fly +7, 5d4 fire, Reflex DC 22 for half), Blinding Torch Strike (Reflex
Intimidate +4, Knowledge (nature) +8, Perception +5, Ride +7, DC 20 negates), Fire Breather (15ft. cone, 5d6 fire, Reflex DC 19
Stealth +7 (+11 in alternate form), Survival +5, Swim +6 (+10 in for half), Immolation; Evasion, Improved Uncanny Dodge; AL:
alternate form), Use Magic Device +5. CN; SV Fort +8, Ref +11 (+12 vs. fire), Will +4; STR 16, DEX 19,
CON 12, INT 14, WIS 12, CHA 10.
Feats: Armor Proficiency (Light), Buckler Proficiency, Cleave,
Improved Initiative, Improved Natural Attack (animas, bite - Skills: Acrobatics +11, Bluff +10, Climb +11, Craft (alchemy)
alternate forms only), Power Attack, Vital Strike, Weapon +13, Escape Artist +10, Intimidate +12, Knowledge (arcana) +5,
Focus (heavy mace), Weapon Proficiency (Simple Weapons). Knowledge (dungeoneering) +8, Knowledge (geography) +5,
Knowledge (local) +6, Perception +10, Ride +10, Sense Motive
+8, Stealth +12, Use Magic Device +10.

93

Leonardo Monetti (order #4527934) 1


Feats: Armor Proficiency (Light), Catch Off-Guard, Combat 12, flat-footed 14; BAB +6; CMB +6; CMD 18; melee +8 (1d4+2,
Reflexes, Dodge, Improved Initiative, Mobility, Spring Attack, serpent dagger +2); SA: Animal domain powers: speak with
Two-Weapon Fighting, Weapon Focus (short sword), Weapon animals 1/day, animal companion; Death domain powers:
Finesse (short sword), Weapon Proficiency (Simple Weapons -- bleeding touch (3 rounds, usable 7 times per day); cleric aura,
includes torch), Weapon Proficiency (short sword). channel negative energy 3d6, spells, spontaneous casting
(inflict spells), wild empathy (snakes), serpentine body I, hide
Possessions: chain shirt +2, cold iron shortsword +2, boots of
in plain sight, serpentine body II 2/day, evasion, hidden
striding and springing, wand of magic missiles, light crossbow +2,
knowledge; AL NE; SV Fort +8, Ref +7, Will +11; STR 10, DEX
(12) bolts, (12) torches, (3) alchemist's fire, (2) flasks of oil, (3)
15, CON 14, INT 12, WIS 18, CHA 14
thunderstones
Skills: Bluff +6, Escape Artist +7, Handle Animal +10,
Intimidate +7, Knowledge (Religion) +7, Knowledge (Nature)
+4, Perception +8, Ride +4, Sense Motive +5, Stealth +4,
Baron Varkon, Knight of the Spellcraft +6
Feats: Animal Affinity, Combat Casting, Dodge, Skill Focus
Death Angel (Knowledge: religion), Improved Initiative
Possessions: cobra scale armor, serpent dagger +2
Fighter 3/Sorcerer 3/Knight of the Death Angel 5: Medium
Divine Spells Prepared (caster level 7; 4/4+1/3+1/2+1/1+1;
Human; HD 3d6+3 (sorcerer) + 3d10+3 (fighter) + 5d8+10
save DC 14 + spell level): 0cure minor wounds, guidance, light,
(Knight of the Death Angel); hp 70; Init +1; Spd 20 ft.; AC 19
resistance (2); 1st calm animals (d), cause fear, obscuring mist,
(+8 armor, +1 Dex), flat-footed 18, touch 11; BAB +9/+4; CMB sanctuary, summon monster I; 2ndcure moderate wounds,
+12; CMD 23; Atk +13/+8 (1d8+6 morning star+3); SA: bravery, enthrall, hold animal (d), speed of the mamba*; 3rd
armor training, death angel helm, death angel spies; death angel blindness/deafness, dominate animal (d),scaly skin*;4th
spell-like abilities usable 1/day: ray of enfeeblement, mirror amphisbaena call, lesser*, summon natures ally IV (d).
image, slow; AL: LN; SV: Fort +9, Ref +5, Will +7; STR 16, DEX
12, CON 14, INT 12, WIS 10, CHA 18
Skills: Diplomacy: +9, Intimidate +7, Knowledge (Arcana): +7,
Ride +8, Spellcraft +6
Caragh Snake Tamer, Snake
Feats : Arcane Armor Training, Arcane Armor Mastery, Clan Warchief
Cleave, Combat Casting, Eschew Materials, Great Cleave,
Improved Critical (morning star), Mounted Combat, Power
Attack, Scribe Scroll, Weapon Focus (Morning star), Vital Barbarian 5/Rogue 1/Snake Clan Warchief 4: Medium
Strike Human; HD 5d12+18 (barbarian) + 1d6+3 (rogue) + 4d12+12
(snake clan warchief); hp 90; Init +4 (+2 Dex, +2 feat); Spd 40
Possessions: morning star +3, breastplate +3 (spell failure 5%), ft.; AC 18 (+6 armor, +2 Dex), flat-footed 18, touch 11; BAB +9;
death angel helm, small steel shield, scroll (caster level 5): detect CMB +13; CMD 25; Atk +13/+8 melee (1d8+5 + poison, battle
magic, light, shield, haste, heroism x2 axe +1), Atk +11 melee (1d6+4, python spear); SA: Fast
Sorcerer Bloodline (Destined): bloodline arcana, Touch of movement, rage 15 rounds/day, rage powers: low-light vision
Destiny (Sp), Fated (Su), bonus spell (alarm) & powerful blow, improved uncanny dodge, trap sense +1,
sneak attack +1d6, wild empathy (snakes), poison resistance
Sorcerer Spells Per Day: (caster level 6; unlimited/6/6/4; save +3, woodland stride, safe poison use, snake camouflage,
DC:14 + spell level) master ambusher; AL: CN; SV: Fort +9, Ref +7, Will +4; STR 18,
Spells Known (7/4/2/1): 0 - detect magic, flare, light, message, ray DEX 14, CON 16, INT 10, WIS 14, CHA 12
of frost, read magic, resistance; 1st alarm, ray of enfeeblement, Skills: Acrobatics +6, Bluff +4, Climb +15, Handle Animal +7,
shield, shocking grasp, true strike; 2nd invisibility, scorching ray; Intimidate +9, Knowledge (Nature) +3, Perception +7, Stealth
3rd thunderclap* +12, Survival +7, Swim +1
Feats: Cleave, Combat Reflexes, Improved Initiative, Power
Black Ashaya, Snake Cult Attack, Stealthy

Leader Possessions: battle axe +1, studded leather +3, (3) doses of
injected poison (Fort DC 15, 1d6 Con/1d6 Con), python spear

Cleric 5 of an evil snake god/Snake Cult Leader 4: Medium


Human; HD 5d8+10 (cleric) + 4d8+8 (snake cult leader); hp 69;
Init +6; Spd 30 ft. (6 squares); AC 16 (+4 armor, +2 Dex), touch

94

Leonardo Monetti (order #4527934) 1


CMB +12; CMD 23; Atk +15/+10 (2d6+6 greatsword +2); SA:
Karazad the Crusher, Dread aura of good, detect evil, smite evil 2/day (+2 to hit, +5 to
Crusher damage), divine grace, lay on hands 4/day (2d6), aura of
courage, divine health, channel positive energy (3d6), divine
bond (weapon), champion of light, banish the dark 1/week,
penetrate the dark, luminous steed 1/day (caster level 10),
Fighter 6/Dread Crusher 5: Medium Human; HD 6d10+18 triumph of light 1/day, aura of purifying flame 1/day (Fort
(fighter) + 5d10+18 (dread crusher); hp 107; Init +1; Spd Walk DC 17); AL: LG; SV: Fort +9, Ref +5, Will +9; STR 16, DEX 12,
20 ft.; AC 21 (+9 armor, +2 ring of protection), touch 12, flat-
CON 12, INT 12, WIS 14, CHA 15
footed 19; BAB +10/+5; CMB +15; CMD 26; Atk: +14/+10
melee (1d8+9/19-20/x2, Mace, Heavy +2) or +11/+7/+11 when Skills: Diplomacy: +9, Intimidate +7, Knowledge (Religion):
dual-wielding both heavy maces; SA: dread sunder, crush +5, Ride +8, Spellcraft +6
armor +2, crushing whirlwind, improved power attack,
Feats: Blind Fight, Power Attack, Cleave, Combat Casting,
crushing mental focus (cold iron); AL: NE; SV Fort +11, Ref +4,
Improved Initiative, Weapon Focus (greatsword)
Will +5; STR 20, DEX 12, CON 16, INT 11, WIS 10, CHA 9.
Possessions: greatsword +2, full plate +2
Skills: Acrobatics -3, Climb +3, Intimidate +7, Ride +9, Swim
+3; Prepared Paladin Spells (caster level 7, two 1st level spells): 1st
divine favor, protection from evil
Feats: Cleave, Double Slice, Great Cleave, Improved Critical
(heavy mace), Improved Sunder, Iron Will, Power Attack, Prepared Champion of Light Spells (caster level 10, 4/3/1/1):
Weapon Focus (heavy mace), Weapon Specialization (heavy 1st detect evil, lesser restoration, light, shield of faith; 2nd
mace). consecrate, daylight, searing light; 3rd luminous retribution*, 4th
luminous wrath*
Possessions: half-plate +1; (2) heavy maces +2; ring of protection +2

Captain Lassiter, Master of the


Flamberge

Fighter 6/Master of the Flamberge 4: Medium Human; HD


6d10+18 (fighter) + 4d10+12 (master of the flamberge); hp 80;
Init +6 or +8 with greatsword (+2 Dex, +4 Misc, greatsword
speed ability); Spd 20 ft.; AC 19 (+9 armor), flat-footed 18, Master Adar, Cobra Master
touch 11; BAB +9; CMB +13; CMD 25; Atk +16/+11 melee
(2d6+8 greatsword +2); SA: Greatsword Speed, Cleave Armor
+1, Greatsword Defense, Improved Power Attack; AL: CG; SV: Monk 6/Cobra Master 5: Medium Human; HD 6d8+6 (monk)
Fort +11, Ref +5, Will +4; STR 18, DEX 14, CON 16, INT 12, + 5d8+5 (cobra master); hp 65; Init +10; Spd 60 ft.; AC 19, touch
WIS 12, CHA 12 19, flat-footed 15, BAB +8; CMB +9; CMD 23; Atk: +11 melee
Skills: Acrobatics +1, Handle Animal +6, Intimidate +11, (2d6+1/20/x2, unarmed strike ); SA: improved evasion, flurry
Perception +6, Ride +12, Swim -6 of blows, greater flurry, ki strike magic and lawful, fast
movement, purity of body, slow fall 30ft., still mind, cobra
Feats: Cleave, Great Cleave, Improved Initiative, Improved strike, diamond body, painful strike, cobra stance; AL: LN; SV
Sunder, Power Attack, Weapon Focus (Greatsword) Fort +9, Ref +12, Will +11; STR 12, DEX 18, CON 12, INT 10,
Possessions: greatsword +2, full plate WIS 16, CHA 10.
Skills: Acrobatics +12, Escape Artist +10, Handle Animal +3,
Perception +11, Stealth +12
Lord Deusius, Champion of Feats: Combat Reflexes, Improved Initiative, Improved Trip,
Improved Unarmed Strike, Lightning Reflexes, Stunning Fist,
Light Weapon Finesse, Weapon Focus (Unarmed Strike).

Paladin 5/Champion of Light 5: Medium Human; HD 5d10+5


(paladin) + 5d8+5 (champion of light); hp 67; Init +3; Spd 20 ft.;
AC 19 (+8 armor, +1 Dex), flat-footed 18, touch 11; BAB +9/+4;

95

Leonardo Monetti (order #4527934) 1


alter self, invisibility, scorching ray, web; 3rd dispel magic, fly,
Sir Marcus Avalar, Knight haste, suggestion; 4th - black tentacles, dimension door; 5th -
summon monster V.
Inexorable
Vanar Skullsplitter, Master of
Fighter 5/ Knight Inexorable 5: Medium Human; HD 5d10+10
(fighter) + 5d8+10 (knight inexorable); hp 70; Init +1; Spd 20 ft.; the Hand Axe
AC 24 (+10 armor, +3 shield, +1 Dex), flat-footed 23, touch 11;
BAB +10/+5; CMB +8; CMD 19; Atk +15/+10 (1d8+7 longsword
+1, 18-20/x2); SA: bravery, weapon training, armor training, Fighter 5/Master of the Hand Axe 4: Medium Human; HD
aura of courage, spur mount, heroic willpower, insignias of 5d10+5 (fighter) + 4d10+4 (master of the hand axe); hp 78; Init
valor: commanding presence (royal red plume) and knightly +3; Spd 20 ft.; AC 19, touch 12, flat-footed 17, BAB +8; CMB
prowess (runed decorative plate affixed to base of longsword), +11; CMD 24; Atk: +14/+9 melee (1d6+8/20/x2, Axe, Throwing
inexorable lance 1/day, doomwarding 1/day; AL: LN; SV: Fort +2 ) or +14/+9 ranged (1d6+3/20/x2, Axe, Throwing +2
+7, Ref +3, Will +6; STR 16, DEX 12, CON 14, INT 12, WIS 10, (Thrown), Range 20 ft.; SA: throwing axe discipline, powerful
CHA 14 axe, sundering throw, dual axe wielder, deadly throw, daze
attack, throwing axe mental focus (cold iron), powerful off-
Skills: Climb -3, Diplomacy +4, Handle Animal +4, Intimidate
hand; AL: CG; SV Fort +8, Ref +5, Will +2; STR 16, DEX 16,
+4, Knowledge (nobility) +4, Perception +2, Ride +7, Survival
CON 13, INT 10, WIS 10, CHA 10.
+1
Skills: Acrobatics +4, Climb +8, Perception +2, Ride +7, Swim -
Feats: Mounted Combat, Weapon Focus (lance), Weapon
5
Focus (longsword), Weapon Specialization (longsword), Iron
Will, Power Attack, Cleave, Vital Strike, Improved Critical Feats: Cleave, Combat Reflexes, Far Shot, Point Blank Shot,
(longsword), Critical Focus Power Attack, Precise Shot, Weapon Focus (Axe (Throwing)),
Weapon Specialization (Axe (Throwing)).
Possessions: full plate +2, mithral heavy shield +1, long sword +1,
lance, heavy warhorse with chainmail barding Possessions: axe, throwing +2, chainmail +2, small steel shield +1
(not currently equipped)

Sonama, Faceted Conjurer


Veraxus, Storm Knight
Sorcerer 8/Faceted Conjurer 4: Medium Human; HD 8d4+8
(sorcerer) + 4d4+4 (faceted conjurer); hp 44; Init +5; Spd 30 ft.; Fighter 2/Sorcerer 5/Storm Knight 4: Medium Human; HD
AC 14 (+3 bracers, +1 Dex), flat-footed 13, touch 11; BAB +5; 2d10+4 (fighter) + 5d4+10 (sorcerer) + 4d8+8 (storm knight);
CMB +5; CMD 16; Atk +5 melee (1d4, dagger); SA: Summon hp 61; Init +2; Spd 30 ft.; AC 15 (+2 Dex, +3 ring), flat-footed
Familiar, Faceted Magic I, Conjure Ioun Stone I, Bonus Spell 13, touch 14; BAB +6; CMB +9; CMD 21; Atk +13/+8 melee
(dispel magic), Conjure Figurine I (bronze griffon), Permanent (1d8+6 trident +3) or +12 thrown (1d8+6, trident +3); SA:
Conjuration I (gem of brightness); AL: NG; SV: Fort +6, Ref +4, Summon Familiar, Electric Weapon, Storm Rage 1/day; AL:
Will +9; STR 11, DEX 12, CON 12, INT 15, WIS 12, CHA 17 CN; SV: Fort +7, Ref +4, Will +6; STR 17, DEX 14, CON 12, INT
10, WIS 10, CHA 16
Skills: Appraise +7, Craft +8, Knowledge (Arcana) +12,
Knowledge (Precious Gems and Metals) +7, Perception +4, Skills: Climb +6, Intimidate +5, Knowledge (Arcana) +7,
Spellcraft +14; Perception +1, Ride +9;
Feats: Combat Casting, Craft Wondrous Item, Great Fortitude, Feats: Blind-Fight, Cleave, Combat Casting, Combat Reflexes,
Improved Initiative, Spell Focus (Conjuration), Spell Focus Power Attack, Spell Focus (Evocation), Toughness, Weapon
(Enchantment) Focus (Trident)
Possessions: dark blue ioun stone (alertness), rod of metamagic Possessions: ring of protection +3, trident +3, wand of thunderclap
(lesser quickening), bracers of armor +3, gem of brightness, dust of (27 charges), scroll: fly, heroism, shield, mage armor, obscuring mist.
appearance (3), bag of holding, potions (cats grace, displacement,
Sorcerer Spells Per Day: (caster level 7; 6/7/7/5; save DC:13 +
mage armor).
spell level)
Sorcerer Spells per Day: (caster level 10; 6/7/7/7/5/3; save
Spells Known (7/5/3/2): 0 - detect magic, flare, light, message, ray
DC:13+spell level)
of frost, read magic, resistance; 1st - endure elements, mage armor,
Sorcerer Spells Known: 0 - arcane mark, dancing lights, detect shield, shocking grasp, true strike; 2nd - fog cloud, gust of wind,
magic, flare, light, mage hand, mending, read magic, resistance; 1st - heroism; 3rd fly, lightning bolt
charm person, color spray, hypnotism, magic missile, shield; 2nd -

96

Leonardo Monetti (order #4527934) 1


Feats: Alertness, Improved Initiative, Track
Vladislan, Winter Warlock
Xaltheon, Serpent Warlock
Wizard 5/Winter Warlock 5: Medium Human; HD 5d6+5
(wizard) + 5d8+5 (winter warlock); hp 69; Init +1; Spd 30 ft.;
AC 14 (+1 Dex, +3 ring), flat-footed 13, touch 14; BAB +6; CMB Wizard 5/Serpent Warlock 5: Medium Human; HD 5d6+5
+5; CMD 16; Atk +6 melee (1d4, dagger); SA: summon familiar, (wizard) + 5d8+5 (serpent warlock); hp 60; Init +1; Spd 30 ft.;
cold focus, fire nemesis, endure elements 1/day, winter wolf AC 15 (+1 natural armor, +2 Dex, +2 ring), flat-footed 13, touch
familiar, immunity to ice storm and sleet storm, winter beast 14; BAB +6; CMB +6; CMD 18; Atk +6 melee (1d4, dagger); SA:
form (2/day), bonus spell, toughness, cold magic resistance 15; arcane familiar; cantrips; school specialty (conjuration), serpent
AL: NE; SV: Fort +2, Ref +6, Will +8; STR 9, DEX 12, CON 12, emulation, serpent form (2/day, as beast shape III, tiny to large
INT 17, WIS 16, CHA 12 snake, additional +2 strength bonus and +6hp), serpent sneak
attack +2d6, snake fangs, eye of the serpent, serpent scales +1;
Skills: Linguistics +9, Knowledge (Arcana) +13, Knowledge
AL: N; SV: Fort +4, Ref +7, Will +8; STR 10, DEX 14, CON 12,
(nature) + 10, Perception +5, Spellcraft +13, Survival +7, Swim
INT 17, WIS 12, CHA 10.
+2
Skills: Bluff +5, Climb +8, Handle Animal +6, Intimidate +10,
Feats: Combat Casting (wizard bonus), Empower Spell, Extend
Linguistics +7, Knowledge (Arcana) +11, Knowledge (nature)
Spell, Scribe Scroll (wizard bonus), Spell Focus (Conjuration,
+11, Perception +4, Spellcraft +12, Stealth +10, Swim +5,
Evocation), Toughness
Survival +3
Possessions: cloak of displacement, ring of protection +3, wand of
Feats: Arcane Strike, Augment Summoning, Combat Casting
sleet storm (10 charges), scroll (caster level 8): mage armor, magic
(wizard bonus), Dodge, Extend Spell, Scribe Scroll (wizard
missile, obscuring mist, chill metal, cold skin**, glyph of warding,
greater chill touch**, icy floor**, spectral hand, meld into stone, bonus), Spell Focus (Conjuration)
phantom steed; lesser globe of invulnerability, secure shelter, wall of Possessions: ring of protection +2, wand of magic missile (caster
ice level 7, 10 charges), scroll (caster level 7): dispel magic, obscuring
mist, meld into stone, summon monster III; lesser globe of
Spells per Day: (caster level 8; 4/5/4/4/2; save DC:13+spell
invulnerability
level)
Spells per Day: (caster level 7; 4/5/4/3/1; save DC:13+spell
Prepared Spells: 0 detect magic, light, ray of frost, read magic; 1st
chill touch, elemental hands (cold)*, mage armor, magic missile, level)
shield; 2nd freezing ray, icy floor, levitate, resist energy; 3rd Prepared Spells: 0 detect magic, light, message, read magic; 1st
dispel magic, ice arrow**, sleet storm, wind wall; 4th ice storm, mage armor, shield, speak with animals; 2nd speed of the mamba*,
lesser numbing wind* levitate, resist energy, serpent's wrath*; 3rd serpentine whip*,
lesser ghost serpent*, lesser amphisbaena call*; 4th aura of venom*
Spells Known: 0 - all; 1st chill touch, elemental hands (cold)*,
endure elements, feather fall, floating disk, identify, mage armor, Spells Known: 0 - all; 1st feather fall, mage armor, magic missile,
magic missile, obscuring mist, shield; 2nd chill metal, cold skin**, obscuring mist, shield, speak with animals; 2nd levitate, resist
freezing ray**, glyph of warding, greater chill touch**, icy floor**, energy, serpent's wrath*, shatter, speed of the mamba*, summon
levitate, resist energy, shatter, spectral hand; 3rd dispel magic, ice monster II; 3rd dispel magic, lesser ghost serpent*, lesser
arrow**, meld into stone, sleet storm, wind wall; 4th ice storm, amphisbaena call*, meld into stone, serpent strike*, serpentine whip*,
lesser globe of invulnerability, lesser numbing wind*, secure shelter, summon monster III; 4th aura of venom*, greater ghost serpent*,
wall of ice lesser globe of invulnerability, summon monster IV.
** Spells marked with double asterisks are winter warlock variants of Familiar, Snake, Viper, N Tiny Magical Beast; Init +3; Senses
existing spells. See the winter warlock prestige class spell list for Low-Light Vision, Scent; Perception +11; AC 19, touch 15, flat-
explanations. footed 16 (+3 Dex, +2 size, +4 natural); hp 18 (1d10-1); Fort +1,
Winter Wolf Familiar: Large Magical Beast (Cold); HD Ref +5, Will +6; Spd 20 ft., Climbing (20 feet), Swimming (20
6d10+18 (10 for determine effective level); hp 51; Init +5; Spd feet); Melee Bite (Snake, Viper) +8 (1d2-3 + poison/20/x2);
50 ft.; AC 18 (1 size, +1 Dex, +8 natural), touch 10, flat-footed Space 2 ft.; Reach 0 ft.; Special Attacks: Poison BiteInjury (DC
14; BAB +6; CMB +10; CMD 21; Atk +9 melee (1d8+6 plus 1d6 9, deals 1d2 CON damage, 1/round for 6rounds, cure 1 save.);
cold, bite); SA: Breath weapon, freezing bite, trip, darkvision Str 4, Dex 17, Con 8, Int 9, Wis 13, Cha 2; Base Atk +3; CMB
60 ft., immunity to cold, low-light vision, scent, vulnerability to +4; CMD 11 (can't be Tripped); Feats: Weapon Finesse; Tricks:
fire, improved evasion, share spells, empathic link, deliver Attack, Down, Fetch, Fighting, Guard, Seek, Stay; Skills: Bluff
touch spells, speak with master; AL: N; SV: Fort +8, Ref +6, +1, Climb +22, Fly +7, Handle Animal +2, Intimidate +2,
Will +3; STR 18, DEX 13, CON 16, INT 9, WIS 13, CHA 10 Linguistics +0, Perception +11, Spellcraft +5, Stealth +26,
Survival +3, Swim +19; Alertness, Share Spells, Improved
Skills: Perception +6, Stealth +9, Survival +1.

97

Leonardo Monetti (order #4527934) 1


Evasion, Empathic Link, Deliver Touch Spells, Speak with the deity 1/week; AL: NE; SV: Fort +6, Ref +11, Will +8; STR
Master. 16, DEX 16, CON 12, INT 12, WIS 14, CHA 9.
Skills: Climb +10, Diplomacy +5, Disable Device +6, Disguise
+6, Knowledge (Religion) +8, Sense Motive +6, Stealth +13,
Spellcraft +1
Zotha Mon, Temple Assassin
Feats: Cleave, Combat Casting, Power Attack, Skill Focus
(Knowledge: Religion), Two-Weapon Fighting
Cleric 3 (God of Death)/Rogue 3/Temple Assassin 4: Medium Possessions: two +2 shortswords, 3 doses of injected poison
Human; HD 3d8+3(cleric)+3d8+3 (rogue)+4d8+4 (temple (Fort DC 16, 2d4 Con/2d4 Con), crossbow, light +2, leather armor
assassin); hp 57; Init +3; Spd 30 ft.; AC 20 (+3 Dex, +4 armor, +3 +2, ring of feather falling, ring of protection +3
ring), flat-footed 15, touch 16; BAB +7; CMB +10; CMD 23;
+11/+6 melee (1d6+3+poison, shortsword +2); +11 ranged Prepared Cleric Spells: (caster level 5; 5/4/3/1; save
(1d8+poison, crossbow +2); SA: Death domain granted power: DC:12+spell level); 0 - cure minor wounds, detect magic, detect
bleeding touch 5/day, channel negative energy, evasion, sneak poison, guidance, virtue; 1st - bane, command, doom, shield of faith;
attack (2d6 rogue + 2d4 temple assassin), trapfinding, trap 2nd - bull's strength, darkness, hold person; 3rd - blindness/deafness
sense ability, poison use, improved uncanny dodge, mana of

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Chapter 4: Eldritch Path Feats
Eldritch path feats represent the eldritch secrets of magic
discovered by a spellcaster as his or her knowledge of a series
of themed spells, or path, grows. These secrets are closely
guarded, and allow the caster to draw forth more power and
control over each spell in the path, and in some cases, to tap
into hitherto undiscovered abilities locked within the spell
magic.
To qualify for an eldritch path feat, you must meet all the feat
prerequisites. Whenever you cast one of the spells listed in an
eldritch path feat, you gain the extra power or ability
described. You must already know the spells in order to cast
them. If you lose the ability to cast one of the feats spell
prerequisites, you lose all benefits of the feat.

Eldritch Path:
Secrets of the Arcane
Fortress
Wall of thorns: Once per week, as a standard action, you may
Prerequisites: Spell Focus (evocation or conjuration), caster
animate a single 5ft. square of your wall of thorns to extend and
level 7+, able to cast at least two of the following spells: freezing
wall*, wall of ice, wall of iron, wall of fire, wall of stone, wall of grapple with a single target within 5ft. of it. You must be
thorns. within 30ft. of the wall to use this ability, and you must be able
to see the target. You must make a ranged touch attack to hit
Benefits: the target and initiate the grapple. You use your CMB plus
your Intelligence, Charisma or Wisdom modifier (whichever is
Move Wall: Once per day, as a standard action, you may
appropriate for your class) to resolve the grapple. This attempt
mentally move one of your wall spells from the feat
does not provoke an attack of opportunity from the target of
prerequisite list up to 10ft. in one direction, providing the wall
the grapple. If the grapple succeeds, the target gains the
fits in the new location and has ground to support it. You must
grappled condition and suffers 1d8 damage from the thorns.
be within 30ft. of the wall to move it. The wall disappears from
The wall may grapple a target for only one round. Using this
its former location and reappears in the new location. Using
ability immediately ends the wall of thorns spell as soon as the
this ability reduces the spell duration by half (minimum 1
grapple ends.
round).
Wall of fire: Once per week, as a standard action, you may
Wall of ice/iron/stone: Once per week, as an immediate action,
cause one 5ft. square of your wall of fire to explode, as if you
you may cause your wall of ice, iron or stone to grow spikes,
had cast burning hands (3d4 damage max). The burning hands
causing damage similar to a wall of thorns when something tries
cone is measured from that square, in whatever direction you
to break it, move through it, or move through an adjacent
specify. You must be within 30ft. of the spell to use this ability.
square along its face. You must be within 30ft. of the wall to
Using this ability immediately ends the wall of fire spell.
use this ability. Any creature forced into or attempting to
move through a square adjacent to the wall takes piercing Freezing wall*: Once per week, you may cause your freezing
damage per round of movement equal to 22 minus the wall to emit a freezing blast of ice and cold. This works like the
creature's AC, to a minimum of one point of damage. Dexterity wall of fire ability described above, but inflicts cold damage.
and dodge bonuses to AC do not count for this calculation. You must be within 30ft. of the spell to use this ability. Using
(Creatures with an AC of 22 or higher, without considering this ability immediately ends the freezing wall spell.
Dexterity and dodge bonuses, take no damage from contact
with the wall.) Using this ability ends the spell two rounds
later.

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Keen Edge: Once per day, as an immediate action, you may
Eldritch Path: grant the wielder of a weapon enchanted with your spell a +1
Secret of Blades I bonus on his initiative roll. You must be within 40 ft. of the
wielder to grant this bonus. This reduces the duration of the
spell by half (minimum 1 round).

Prerequisite: Spell Focus (evocation or conjuration or Shillelagh: Once per day, when you hit a target with your
transmutation), caster level 5+, ability to cast at least two of shillelagh, you may immediately choose to cause existing
these spells: dancing weapon*, ice blade*, flame blade, keen edge, vegetation around its feet to grow and entangle the target for
magic weapon, minor dagger swarm*, shillelagh, trident of the one round (Reflex DC 15 negates). This only works in areas of
Helldukes*, true strike. vegetation, and on foes that are standing on the ground. This
reduces the duration of the spell by one minute (to a minimum
Benefits: of 1 round).
Dancing Weapon*: Once per day, you may re-roll a missed Trident of the Helldukes*: Once per day, if a critical hit is scored
attack roll made by the dancing weapon, but at a -3 penalty. If
with the trident, the target is impaled and bleeds for 1d4
you hit, the duration of the spell is reduced by one round.
damage for three rounds. This reduces the duration of the spell
Dagger Swarm, Minor*: Each round, roll a d20. On a natural 19- by half (minimum 1 round).
20, the speed of the swarm increases by 5ft. for that round. This
reduces the duration of the spell by half (minimum 1 round).
Flame Blade: Once per day, you may use an immediate action to
cause a target that has just been struck by the weapon to ignite,
Eldritch Path:
as if it had been hit by burning oil. The target gets a DC 15
Reflex save to avoid getting ignited. This reduces the duration
Secret of Blades II
of the spell by half (minimum 1 round).
Ice Blade*: Once per day, if a critical hit is scored with the Prerequisite: Secret of Blades I, caster level 7+, ability to cast at
weapon, the target suffers frostbite, taking 1d3 points of cold least two of these spells: black swords*, lesser dagger swarm*,
damage each round for three rounds. This reduces the divine light weapon*, flaming weapon*, python rod*, trident of
duration of the spell by half (minimum 1 round). seafury*.
Magic Weapon: Once per day, as an immediate action, you may Benefits:
grant the wielder of a weapon enchanted with your spell a +1
Black Swords*: Once per week, you may use a swift action to
bonus on a single roll to confirm a critical hit with the weapon.
cause the swords to moan. One target within 5ft. of one of the
You must be within 40 ft. of the wielder to grant this bonus.
swords must make a Will save or become shaken for 1d4
This reduces the duration of the spell by half (minimum 1
rounds. This reduces the duration of the spell by one round.
round).
Dagger Swarm, Lesser*: Once per week, as a swift action, you
may cause some of the daggers in the swarm to lunge,
extending the area of the spell by a single 5ft. square. This lasts
for only one round, and reduces the duration of the spell by
one round.
Divine Light Weapon*: Once per day, you may use a swift action
to cause the weapon to cast dispel magic on an area of magical
darkness within 30ft., using your caster level -3 for the check. If
the darkness is dispelled, the divine light weapon spell ends,
as well.
Flaming Weapon* [fire]: Once per week, you may use an
immediate action to cause a target that has just been struck by
the weapon to ignite, as if it had been hit by alchemists fire.
The target gets no save to avoid this. This reduces the duration
of the flaming weapon spell by one minute.
Python Rod*: Once per week, as an immediate or swift action,
True Strike: Once per day, if the beneficiary of this spell rolls a when the rod is in python form and engaged in a grapple you
natural 19-20 to hit on the round they use true strike, they may may cause it to automatically inflict constriction damage on its
choose to perform a bull rush as if they had the Improved Bull target. This reduces the duration of the spell by one minute.
Rush feat, in addition to normal weapon damage.

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Trident of Seafury* [water, cold]: Once per day, if a critical hit is
scored with the trident, you may choose to inflict severe
Eldritch Path:
frostbite on the target, causing 1d4 points of cold damage each
round for three rounds. This reduces the duration of the spell
Secrets of the Beast
by half (minimum 1 round).
Vampire Sword*: Once per day, if you hit a target and rolled a Prerequisites: Spell Focus (transmutation) or Eldritch Claws,
natural 19-20, you may choose to cause the target to suffer caster level 7+, ability to cast at least two of these spells: beast
fatigue for one round (Fort negates). This reduces the duration shape I, beast shape II, beast shape III, beast shape IV, form of the
of the spell by half (minimum 1 round), and reduces the dragon I, form of the dragon II.
duration of any temporary hit points gained from the sword
Benefits:
by half (minimum 1 round).
Powerful Form: Once per day, when casting any of the feats
prerequisite spells to assume the form of a Large or larger size
creature, your Dexterity penalty from size is reduced by two
Eldritch Path: points. When using any of the spells to assume the form of a
Tiny or smaller size creature, your Strength penalty from size
Secrets of Terror is reduced by two points. These benefits last for the duration of
the spell. Using this ability reduces the duration of the spell by
half (minimum 1 round).
Prerequisites: Spell Focus (necromancy), caster level 5+, ability In addition, when you cast any of the feat prerequisite spells,
to cast at least two of these spells: bane, cause fear, crushing roll a d20. On a natural 19-20 the form is unusually potent and
despair, doom, fear, scare, screaming gate*
Benefits:
Terrifying Caster: Your spells are especially terrifying and
unnerving. Once per day, as a swift action, you may cause any
single target that fails its save vs. any of the feat prerequisite
spells to make a second save or suffer two points of nonlethal
damage per level of the spell. You may also re-roll 1s on
damage dice vs. targets that suffer the nonlethal damage, for
the duration of the spell. Using this ability reduces the
duration of the spell by half (minimum 1 round).
Cause fear and scare: Once per day, as a swift action, you can
cause a single target that fails its save vs. your cause fear or scare
spells by five or more points to become so frightened that if the
spell compels it to flee, it will even willingly jump out of or
through windows or over cliffs to get away, as long as the
falling distance would be no greater than 30ft. When fleeing,
the target will attempt to bull rush or overrun any creature that
gets in its way, and will attempt to smash or break objects that
block its way, if necessary.
Fear: Once per day, as a swift action, when casting the fear spell
you may alter it so that it affects only a 15 ft. cone. You feed on
the fear of all targets affected by the spell. For each target that
fails its save, you gain 1 temporary hit point per round as long
as it remains panicked or cowering. You can gain a maximum
of 15 temporary hit points from this ability, regardless of how
many targets were affected. These temporary hit points last for
1 minute.

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possesses unique abilities, and you gain one of the following Deeper Darkness: Once per day, if you use deeper darkness to
random universal monster abilities listed below while in the counter a spell with the [Light] descriptor, as an immediate
form. You may use these abilities even if the spell or form does action you may choose to blast the caster of the light spell with
not normally allow you to use it. If the ability is already negative energy for 1d6 damage (DC 13 Will negates), if they
provided by the form, or it makes no sense for the form you are within 50ft. of you.
are assuming (such as burrow or climb for a fish form, push for
Desecrate: Once per day, as a move action, you can call down a
a form that has no slam attack, or pounce for a form without
single bolt of black lightning on one good target within the
multiple attacks), you may re-roll.
area of effect of your desecrate spell, similar to the druid call
Random Universal Monster Ability (roll 2d8): lightning spell. The bolt inflicts 2d6 damage (DC 13 Reflex for
half). You must be within the desecrated area to use this
2. All-Around Vision
ability, and using the ability reduces the desecrate spell
3. Blindsense 20ft. duration by half (minimum 1 round).

4. Burrow 20ft. Inflict Light Wounds: Once per day, as a swift action, you may
change the range of your inflict light wounds spell from touch to
5. Darkvision 30ft. 20ft. However, your caster level counts as half (rounding
6. Climber (+8 racial bonus on climb checks) down) for determining bonus damage points when using this
ability. For example, a 4th level cleric would cause 1d8+2
7. Ferocity damage instead of 1d8+4.
8. Grab (applies to one randomly selected natural melee Protection from good: Once per day, as an immediate action, you
attack of the form) may cause any good creature that strikes the beneficiary of
9. Hold Breath your protection from good spell with a melee attack to suffer
unholy retribution. You must be within 40ft. of both the
10. Pounce attacker and the protected creature. The attacker must make a
11. Push (slam, 5ft.) DC 13 Will save or suffer one of the following random effects:

12. Swim 30ft. Roll 1d4:

13. Trample (size Large or larger creatures only, damage 1. Fatigued for 1 round
equal to the forms slam, hoof or claw attack) 2. Shaken for 1 round
14. Bleed (applies to one randomly selected natural attack 3. Sickened for 1 round
of the form, bleed damage is 1d4)
4. 1d4 unholy damage
15. Compression
Using this ability reduces the duration of the spell by half
16. Telepathy 100ft. (minimum 1 round).

Eldritch Path: Eldritch Path:


Secrets of the Fiend Secrets of the Grimoire

Prerequisites: Spell Focus (abjuration, conjuration or Prerequisites: Spell Focus (abjuration, conjuration, illusion, or
transmutation), any evil alignment, caster level 4+, ability to transmutation), caster level 5+, must use a spellbook to
cast at least two of these spells: align weapon, desecrate, inflict prepare spells, ability to cast at least two of these spells:
light wounds, deeper darkness, protection from good. explosive runes, illusory script, secret page, sepia snake sigil.
Benefits: Benefits:
Align weapon: Once per day, as an immediate action, you may Summon Spellbook: Once per week, as a standard action, you
grant the wielder of a weapon enchanted with your spell a +1 may summon your spellbook to you if it is within 100ft. The
bonus on a single roll to confirm a critical hit with the weapon. spellbook must have one of your active explosive runes, illusory
You must be within 30ft. of the wielder to use this ability. script, secret page, or sepia snake sigils on it in order to use this
Using this ability reduces the duration of the spell by half ability. This ability is blocked if the spellbook is surrounded by
(minimum 1 round). a layer of lead or is held within an extra-dimensional space. If
you have more than one spellbook, this ability only applies to

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one of them. If the chosen spellbook is destroyed or target. If the target fails its save, it is immobilized for 1d4
permanently lost, you may choose a different spellbook to rounds. Each round on its turn, the subject may attempt a new
apply this ability to. saving throw to end the effect. Using this ability removes all
sepia snake sigils, illusory scripts and explosive runes from your
spellbook or any pages in the spellbook. You may use this
ability once per week, regardless of how many times you cast
sepia snake sigil on the book.

Eldritch Path:
Secrets of the Heavens

Prerequisites: Spell Focus (abjuration, conjuration or


transmutation), any good alignment, caster level 4+, able to
cast at least two of the following spells: align weapon, bless
weapon, daylight, consecrate, cure light wounds, protection from evil,
searing light.
Explosive runes: If you cast explosive runes on your spellbook,
the book suffers only half damage if the spell is triggered. If the
damage would still be enough to destroy the spellbook, the Benefits:
book is not completely destroyed and retains one hit point, but
you suffer the same amount of force damage inflicted on the Daylight and searing light: Once per day, as a swift action, you
book. may cause a single evil creature that is within the area of effect
Additionally, if you cast explosive runes on your spellbook or of your daylight or searing light spell to be shaken for one round
on any page within the spellbook, you may draw forth the (Will negates). If using this ability with the daylight spell, you
power of the spell and transform it into a glyph of warding that must be within the area of daylight. Using this ability reduces
inflicts 3d8 points of force damage as a blast glyph. This glyph the duration of daylight by half (minimum 1 round).
lasts for one hour per caster level (8 hours max). You must be Consecrate: Once per day, as a move action, you can call down
holding your spellbook to use the glyph ability. As a spell-like a single bolt of lightning on one evil target within the area of
ability that requires 10 minutes to complete, you reach out effect of your consecrate spell, similar to the druid call lightning
with a free hand and create a glyph of warding on any suitable spell. The bolt inflicts 2d6 damage (DC 13 Reflex for half). You
surface. Using this ability removes all explosive runes, illusory must be within the consecrated area to use this ability, and
scripts, or sepia snake sigils from your spellbook or any pages in using the ability reduces the consecrate spell duration by half
the spellbook. You may use this ability once per week, (minimum 1 round).
regardless of how many times you cast explosive runes on the
book. Cure Light Wounds: Once per day, as a swift action, you may
change the range of your cure light wounds spell from touch to
Illusory script: Targets that fail to save against your illusory 15ft. However, your caster level counts as half (rounding
scripts suggestion effect must make a second save or they are down) for determining bonus healing points when using this
also sickened for 1d4 rounds. ability. For example, a 4th level cleric would heal 1d8+2hp
Secret page: If you use secret page to conceal a spell within your instead of 1d8+4hp.
spellbook, the spell is imbued with invisibility magic. Once per Daylight: Once per day, if you use daylight to counter a spell
week, after you cast any spell prepared from the secret page in with the [Darkness] descriptor, as an immediate action you
your spellbook, you may use an immediate action to cast may choose to blast the caster of the darkness spell with
invisibility on yourself, as a supernatural ability. You must cast positive energy for 1d6 damage (DC 13 Will negates), if they
invisibility within one round of casting the spell imbued by are within 50ft. of you.
secret page, and you must be holding your spellbook. The
invisibility lasts for one round only. Align weapon and bless weapon: Once per day, as an immediate
action, you may grant the wielder of a weapon enchanted with
Sepia snake sigil: If you cast sepia snake sigil on your spellbook or your spell a +1 bonus on a single roll to confirm a critical hit
on any page within the spellbook, you may draw forth the with the weapon. You must be within 30ft. of the wielder to
power of the spell and transform it into a touch attach. You use this ability. Using this ability reduces the duration of the
must be holding your spellbook to use this ability. As a spell- spell by half (minimum 1 round).
like ability, you may reach out with a free hand and make a
touch attack. If you hit, the sepia snake sigil is discharged on the

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Protection from evil: Once per day, as an immediate action, you If you use any of the abilities described above, the duration
may cause any evil creature that strikes the beneficiary of your of your spell is reduced by half (minimum 1 round).
protection from evil spell with a melee attack to suffer divine
retribution. You must be within 30ft. of both the attacker and
the protected creature. The attacker must make a DC 13 Will
save or suffer one of the following random effects: Eldritch Path:
Secrets of the Mystic Seal

Prerequisites: Spell Focus (abjuration, evocation, illusion, or


transmutation), caster level 3+, ability to cast at least two of the
following spells: arcane lock, floating disc, hold portal, knock, magic
mouth.
Benefits:

Roll 1d4: Arcane eye: Once per week, when using the arcane eye spell, you
may cast scare or hypnotism through the arcane eye on a single
1. Fatigued for 1 round target, as long as you are within 30ft. of the eye. You must
2. Shaken for 1 round know scare or hypnotism and have them prepared or have the
spell slots available. Scare and hypnotism ranges are measured
3. Sickened for 1 round from the eye instead of you. This causes the eye to appear and
4. 1d4 holy damage grow to a staring, 3ft. diameter, bloodshot eyeball. The arcane
eye spell ends immediately after casting one of the listed spells.
Using this ability reduces the duration of the spell by half If the target of the scare or hypnotism spell successfully resists
(minimum 1 round). them, you suffer a magic backlash which staggers you for 1d3
rounds. You may only cast the spells through an arcane eye
once per day, regardless of how many times you can cast
arcane eye.
Eldritch Path:
Arcane lock and hold portal: Once per day, when an object of
Secrets of the Mist your arcane lock or hold portal spells is successfully opened,
breached or dispelled, you can make a DC 18 Spellcraft check
to be alerted and can choose to take an immediate action to
Prerequisites: Spell Focus (evocation or conjuration), caster mentally blast the creature that bypassed or breached the spell
level 5+, ability to cast at least two of these spells: devouring for 1d6 damage (Will DC 12 negates). You must be within
cloud*, fog cloud, gaseous form, ice storm, obscuring mist, sleet 100ft. per level to be alerted and to mentally blast the
storm, solid fog, stinking cloud. perpetrator. You are not made aware of the specific creature
that bypassed the spell. The target can make a DC 18 Spellcraft
Benefits:
or Knowledge: Arcane check to realize what caused the
Mist Mastery: Once per day, when casting devouring cloud*, fog damage, if they have ranks in those skills. Creatures protected
cloud, ice storm, obscuring mist, sleet storm, solid fog, or stinking by spells that protect against mental control or scrying are
cloud you may choose to select two adjacent 5 ft. squares in immune to this damage.
their area of effect that you are partially immune to. You must
Alternately, you can cause objects affected by these spells to
choose the squares as soon as the spell is cast, and cannot
grow spikes for the duration of the spell. These spikes are
change the squares later. For three rounds, those squares do
obvious to all, they increase the DC to break the objects by +2
not hinder your vision in any way, and you are immune to the
and inflict 1d4 damage on creatures attempting to break them.
damaging and nauseating effects of ice storm or stinking cloud
However, you are not alerted when an attempt to break them
when in those squares. You are still affected by any movement
is made.
penalties caused by the spell.
Alternately, if you are in the area of effect of one of these Knock: Once per day, when your knock spell is successful, you
spells, you may spend a standard action to assimilate the can choose to mentally blast the creature that locked the object
essence of the mist. During this time, you are affected as if by a for 1d6 damage (Will DC 12 negates), if the creature is within
gaseous form spell for two rounds. You may use the gaseous form 500ft. of the object when knock was used on it. The target can
ability once per week, and only with spells you personally cast. make a DC 18 Spellcraft or Knowledge: Arcane check to realize
You may not use the gaseous form ability in the same day that what caused the damage. Creatures protected by spells that
you use the square immunity ability. protect against mental control or scrying are immune to this
damage.

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Floating disk: Once per day, your floating disk can now move up unattended object, it automatically goes out. If it is being held
to double your normal speed for the duration of the spell, and or attended, the owner of the light source gets a Will save (DC
appears to be an intricately designed, slightly translucent equal to 10 + the level of your darkness spell) to prevent the
floating brazier of brass and onyx with a 1ft. high cone of blue light from going out. Using this ability reduces the duration of
flame floating above the center of the disk. The blue flame the spell by half (minimum 1 round).
provides light equal to a candle but does not harm objects or
Darkvision: Once per day, as an immediate action, while under
liquids carried in the disk. When casting a spell with material
the effects of your darkvision spell, you may re-roll a single save
components and you are within 10ft. of the disk, you can
vs. any spell or magic effect that would cause you to go blind
throw the components into the blue flame as a free action,
or hinder your vision, at a -2 penalty. However, if you succeed
where they are consumed and create a small cloud of billowing
on the re-roll, the duration of the darkvision spell is reduced by
inky blue smoke nearby. You can do this up to three times. The
half (minimum 1 round).
smoke obscures a single random 5ft. square adjacent to the
disk and provides partial concealment (20% miss chance) for Phantom draught horse*, phantom steed, phantom warhorse*: Once
anything in that square. A moderate or stronger wind per week, your caster counts as two levels higher when casting
dissipates the smoke immediately. The smoke lasts for 1 one of these spells. Using this ability reduces the duration of
round. the spell by half (minimum 1 round).
Furthermore, each time you throw a material component into Phantasmal killer: Once per day, when the target of the spell
the blue flame, roll a d20. On a natural 19-20, a standard successfully makes its Fortitude save, you may re-roll the
homunculus appears within the flame, which you may damage caused by the spell, but you must keep the results of
command as a summoned monster for 2 rounds before it the second roll. You may only re-roll one time.
vanishes. Only one homunculus can be summoned per day.
The floating disc spell ends if a homunculus is summoned.
Magic mouth: When your magic mouth spell is triggered, you
can make a DC 18 Spellcraft check to be alerted If alerted, you
can hear any responses to the magic mouth spell that occur
within 1 round after it is triggered. If alerted, you can also
choose to cast arcane eye, burning hands, fog cloud, gust of wind,
hold portal, minor image, silent image or scare through the magic
mouth within 1 round after it is triggered, if you know the
spells and have them prepared or have the spell slots available.
You must be within 100ft. per level to be alerted and to cast the
response spells. You cannot see the targets of these spells, and
the spells emit directly from the center of the magic mouth. You
may only cast one of the listed spells through a magic mouth
once per week, regardless of how many mouths you have in
effect.

Eldritch Path:
Secrets of the Phantom
Darkness

Prerequisites: Spell Focus (conjuration, evocation or illusion),


caster level 4+, ability to cast at least two of the following
spells: darkness, darkvision, deeper darkness, phantasmal killer,
phantom draught horse*, phantom steed, phantom warhorse*, shadow
conjuration, shadow evocation. Shadow conjuration and shadow evocation: Once per day, when a
single target of your choice fails its Will save to disbelieve your
Benefits:
shadow conjuration or shadow evocation spell, the target also
Darkness and deeper darkness: Once per day, you may cause a suffers a -1 penalty on all saves vs. any of your subsequent or
single non-magical light source within the area of your darkness existing darkness, phantom, phantasmal, or shadow spells.
or deeper darkness spell to go out. If the light source is an This penalty lasts for one round after the target failed its Will

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save to disbelieve. You must specify the target of this ability
when you cast the spell, and only a single target can be
affected per day.

Eldritch Path:
Secrets of the Wind

Prerequisites: Spell Focus (evocation or transmutation), caster


level 7+, ability to cast at least two of the following spells: alter
winds, control winds, dread cyclone*, greater numbing wind*, gust
of wind, lesser numbing wind*, plague wind*, wall of hurricane
winds*, whirlwind, wind wall.
Benefits:
Wind Levitation: Twice per day, after casting any of the feats
prerequisite spells, you may manipulate the winds, causing
you to levitate up to 20ft. in the air. You may use this ability
only while the spell is in effect. This requires an immediate
action, and you must be within 10ft. of the edge of the spell
effect to levitate. If the spell had an instantaneous duration,
you may only use this ability within one round of casting it,
and you must still be within 10ft. of the area that was affected
by the spell. The act of levitating provokes attacks of
opportunities, and the levitate fails if you are struck by such an
attack. You may not cast defensively to avoid attacks of
opportunity provoked by the levitation. The levitation lasts for
one round only, after which you immediately and safely
descend down again.
Deflecting Wind: Twice per day, after casting any of the feats
prerequisite spells, you may use an immediate action to
attempt to manipulate the wind in order to knock aside a
single incoming missile weapon targeted at you. You may use
this ability only while the spell is in effect. If the spell had an
instantaneous duration, you may only use this ability within
one round of casting it. This works like the Deflect Arrows
feat, but you must make a DC 15 Spellcraft check to succeed.
You must be within 10ft. of the edge of the spell effect to use
this ability.
Wind Voice: Twice per day, while casting any of the feats
prerequisite spells, you may throw your voice through the
spell, as if the wind were speaking in a raspy voice. You may
use this ability only while the spell is in effect. You must be
within 100ft. of the spell effect to use this ability. This requires
a swift action and you may only speak a single sentence up to
15 words long. Your voice is loud enough that anyone near
the spells area of effect can hear you, as if you were standing
there. They can hear you even if the spell produces roaring,
hurricane force winds. You may only use this ability to speak
through the wind, you cannot cast magic through it.

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Chapter 5: New Weapons and Magic Items

New Weapon Types

Weapon Cost Damage Damage Critical Range Weight Type Special


(S) (M)

Cats claws
75gp 1d4 1d6 19-20/x2 -- 2 lb. P, S Trip
(exotic light)

Razor scourge
75gp 1d3 1d4 x2 -- 8 lbs. S Disarm, trip
(exotic one-handed)

Cats Claws: Cats claws are clawed, cestus-like weapons. They Razor scourge: This exotic weapon is a shorter (5 ft.), multi-
are extremely rare, exotic light melee weapons created by tailed, chain whip studded with triangular razors. Unlike a
panther clan barbarians that can be used to make trip attacks. standard whip, it is not a reach weapon and using it does not
Using cats claws takes intense, dedicated training and the provoke attacks of opportunity. The razor scourge inflicts 1d4
knowledge is considered sacred to the panther clan tribe. The points of lethal damage which is not negated by high armor
panther clan warchief is forbidden from teaching non-panther classes. A small, slim, curved blade also protrudes from the
clan warchiefs how to use them, or even allowing others to touch pommel of the weapon, so it can be used as a dagger instead of a
them. scourge if the user desires, although there is a 2 penalty to hit
when doing so due to the unwieldy length of studded whips
A character wielding cats claws cannot hold another item in the
trailing from the handle. A razor scourge can be used to disarm
same hand at the same time.
and trip opponents.

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remove fear, resistance; Cost: 4,000gp.
Magic Armor
Armor of Fiery Retribution: Whenever the wearer of this armor
suffers a critical hit from a metal melee weapon (or metal
Amaranthine Shield: The name of these shields means
creature such as an iron golem), it instantly casts heat metal on the
Undying. Whenever the bearer of the shield is affected by
attacker at caster level 9 (Will DC 18 negates).
death spells, magical death effects, energy drain, and any
negative energy effects, the shield instantly protects him as if he Aura: Moderate abjuration; CL 9th; Slot: chest; Price: +8,000gp;
were under the effect of a death ward spell. The shield can do this Weight: as masterwork armor of the appropriate type.
once per day.
Construction Requirements: Craft Magic Arms and Armor, heat
Aura: Strong necromancy; CL 9h; Slot: shield; Price: +14,000gp; metal. Cost: +4,000gp.
Weight: as a masterwork shield of the appropriate type.
Construction Requirements: Craft Magic Arms and Armor, death Black Mamba Scale Armor: This armor is made from the scales
ward; Cost: +7,000gp. of dire deadly black mambas. It is equivalent to masterwork
leather armor. As a free action, the wearer can activate the
armors special abilities, allowing him to move faster for up to 10
Angelic Brass Breastplate: These polished brass and rounds each day. Activating this ability increases the
mithral alloy (orichalcum) breastplates were forged wearers base land speed by 5 ft. In addition, when
by angels and the secret of their making is known by running, the wearer moves five times his normal speed
few. They are beautifully etched, intricate, and (if wearing medium, light, or no armor and carrying no
exceptionally light, yet incredibly strong. Speed more than a medium load) or four times his speed (if
while wearing an angelic brass breastplate is 30 feet wearing heavy armor or carrying a heavy load).
for Medium creatures, or 20 feet for Small ones. The
Aura: Moderate transmutation; CL 8th; Slot: chest; Price:
armor has an arcane spell failure chance of 20%, a 9,000gp; Weight: 15 lbs.
maximum Dexterity bonus of +4, and an armor check
penalty of 2. It is considered light armor and weighs Construction Requirements: Craft Magic Arms and
15 pounds. Each breastplate has a unique power that Armor, expeditious retreat, haste; Cost: 4,500gp.
it bestows upon a good-aligned wearer, allowing them to
use it once per day as a supernatural ability, as a 7 th level caster.
These powers include one of the following: Cobra Scale Armor: This armor is made from the scales of dire
deadly king cobras. It is equivalent to masterwork leather armor,
bless
but also gives the wearer a +4 enhancement bonus to Stealth and
feather fall Intimidate checks and the ability to cast cause fear (caster level 7,
Will DC 14) against one opponent within 10ft, once per day, as a
protection from evil supernatural ability.
Aura: Moderate necromancy and transmutation; CL 7th; Slot:
Aura: Moderate abjuration and transmutation; CL 9th ; Slot: chest; chest; Price: 12,000gp, Weight: 15 lbs.
Price: 14,000gp; Weight: 15 lbs.
Construction Requirements: Craft Magic Arms and Armor, cause
Construction Requirements: Craft Magic Arms and Armor, bless, fear, invisibility, silence; Cost: 6,000gp.
feather fall, protection from evil. Cost: 7,000gp.

Phoenixfire Leather Armor: This dull black masterwork leather


Angelic Brass War Helm: Angelic brass war helms resemble armor is embossed with the image of a phoenix with its
polished brass and mithral alloy (orichalcum) versions wings flared. The armor provides fire resistance 5. When
of knight helms, crested Spartan helmets, or winged the wearer suffers a critical hit from an opponent within
Norse helmets. The helm provides good-aligned 5ft., the armor unleashes a flash of fire at the assailant,
wearers with a +1 deflection bonus to armor class inflicting 2d6 points of fire damage (Reflex DC 15 for half
and a +2 bonus on saves vs. gaze attacks, blinding damage). Last, if the wearer of the armor is good aligned
and deafening attacks, sonic attacks, and fear effects. and goes below -5 hit points, the armor casts a cure light
Aura: Moderate abjuration and transmutation; CL 9th; wounds spell upon him the next round, as if cast by a
Slot: head; Price 8,000 gp; Weight 5 lb. 4th level cleric (1d8+4hp). This miraculous healing
only functions once, after which the armor permanently
Construction Requirements: Craft Magic Arms and loses the ability.
Armor, mage armor (or shield of faith), remove blindness-deafness,
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Aura: Moderate transmutation; CL 7th; Slot: chest; Price:
30,000gp, Weight: 15 lbs.
Magic Weapons
Construction Requirements: Craft Magic Arms and Armor, cure
light wounds, fire shield, resist energy; Cost: 15,000gp.
Champions Weapon of Light: Another angelic creation, these
keen adamantine weapons were usually made into swords,
spears, lances and tridents, and can transform into brilliant energy
Python Scale Armor: This armor is made from the scales of huge
weapons once per day for 1d6 consecutive rounds. However, the
pythons. It is equivalent to masterwork leather armor, but also
keen bonus does not apply when the weapon is in brilliant energy
gives the wearer a +2 enhancement bonus to Strength and
form.
Intimidate checks, and a +2 enhancement bonus to CMB/CMD
when grappling. Aura: Strong transmutation; CL 16th; Craft Magic Arms and
Armor, keen edge, gaseous form, continual flame; Price +4 bonus.
Aura: Moderate transmutation; CL 7th; Slot: chest; Price:
10,000gp; Weight: 15 lbs.
Construction Requirements: Craft Magic Arms and Armor, bulls Hellreaver Battleaxe: These heavy battleaxes appear to be made
strength, scare; Cost: 5,000gp. of dark metal with glowing veins of red fire. The heat of the
blade causes an additional +1d4 fire damage per hit.
Furthermore, on a successful critical hit the wielder may make a
Rattlesnake Scale Armor: This armor is made from the scales of free opposed Strength check vs. the target to push them back 5
huge rattlesnakes. It is equivalent to masterwork leather armor, feet. Finally, once per week the wielder may use the axe to cast a
but also gives the wearer a +2 enhancement bonus on saves vs. minor wall of fire. The wielder smashes the axe into the ground,
poison, a +2 enhancement bonus on Stealth checks and the ability causing a 10ft. high, 1ft. thick, 40ft. long wall of fire to appear no
to cast cause fear (caster level 7, Will DC 14) against one opponent more than 10ft. away from him. If the wielder desires, the wall
within 5ft, once per day, as a supernatural ability. can instead form a 10ft. radius circle around him. The wall
is fixed in place and does not move. In either
Aura: Moderate necromancy and
case, the wall lasts for 1d6 rounds. One
transmutation; CL 7th; Slot: chest; Price:
side of the wall, chosen by the wielder at
9,000gp, Weight: 15 lbs.
the time of creation, is the hot side and
Construction Requirements: Craft inflicts 2d4 damage to those passing
Magic Arms and Armor, cause fear, through it or within 10ft. of it.
delay poison, invisibility, silence; Cost: Anything past that is not affected. The
4,500gp. wall can be dispelled as if it were cast by a
6th level sorcerer.
Aura: Strong evocation and conjuration; CL
Wild Armor: Shapeshifters may wear wild 16th; Craft Magic Arms and Armor, bulls
armor. For shapeshifters, wild armor works strength, greater magic weapon, gust of wind, wall of
just like it does for a druid using wild shape. fire. Price: +5 bonus.
Whenever a shapeshifter equipped with wild
armor is using his Shapechange, Form of the
Mythical Beast, Form of the Dragon or Giant
Python Spear: These spears are carved with the
Form abilities, he gets the armor class benefits
likeness of pythons. They inflict normal spear
provided by the armor
damage. However, one round after they strike a target, they
instantly transform into a medium-sized constrictor snake that
attacks the target for 1d4 rounds and then vanishes.
Viper Scale Armor: This armor is made from the scales of huge
vipers. It is equivalent to masterwork leather armor, but also Aura: Moderate transmutation; CL 7th; Craft Magic Arms and
gives the wearer a +2 enhancement bonus on saves vs. poison Armor, black tentacles, greater magic weapon, summon monster II.
and a +2 enhancement bonus to Stealth, Intimidate and Price: +2 bonus.
Perception checks.
Aura: Moderate necromancy and transmutation; CL 7th; Slot:
chest; Price: 6,000gp, Weight: 15 lbs.
Construction Requirements: Craft Magic Arms and Armor, delay
poison, invisibility, silence; Cost: 3,000gp.

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Weapon of Deadly Venom: A weapon of deadly venom is
always a slashing or piercing weapon. When a weapon of deadly
Serpent Strike Weapon: The serpent strike quality can be given
venom is coated with poison, it automatically increases the DC of
to any piercing or slashing weapon. These weapons are adorned
the poison by +2 on the first target struck by the weapon. The
with snakeskin-wrapped handles and if the weapon has a hilt it
weapon can do this only once per day.
typically resembles two rearing snakes. The steel of these
weapons has a reddish hue. The weapon endows the wielder Aura: Moderate transmutation; CL 7th; Craft Magic Arms and
with some of the speed of a striking snake. The wielder receives a Armor, greater magic weapon, poison; Price +2 bonus.
+2 enhancement bonus to initiative and a+1 enhancement bonus
to Dexterity when holding the weapon. The weapon also distills
a single dose of venom within it, which can be used once per
week. The first victim struck by the weapon is injected with the Miscellaneous Magic Items
poison: save Fort DC 14; frequency 1/round for 6 rounds; effect 1d2
Con damage; cure 1 save.
Aura: Moderate transmutation and necromancy; CL 7th; Craft Animal Totem Headdress: This headdress is made from the
Magic Arms and Armor, greater magic weapon, poison, serpent head and/or pelt of a wolf, bear, buffalo, lion or other great cat,
strike. Price: +3 bonus. giant eagle or giant snake. The headdress counts as a light helm
and provides a +1 deflection bonus to the wearers AC and a +2
bonus to Intimidate checks. The headdress also confers the
Snake Flail: The metal ends of these flails resemble gaping, following bonuses based on its type:
fanged snake heads. On a critical hit, the wielder of the flail may
Bear: +1 Strength or Constitution
choose to release it as a free action and the snake heads will latch
on to the target, causing the target to bleed for an additional 1d4 Buffalo: +1 Constitution or Wisdom
points of damage per round. The target may use a standard
action to remove the flail heads, but suffers an additional 1d4 Wolf: +1 Dexterity or Constitution
points of damage when doing so. Removing the flail heads stops Lion (or other great cat): +1 Strength or Dexterity
the bleeding.
Giant eagle: +1 Charisma or Dexterity
Aura: Moderate transmutation; CL 7th; Prerequisites: Craft Magic
Arms and Armor, greater magic weapon, summon monster I, serpent Giant snake: +1 Dexterity or Wisdom
strike. Price: +2 bonus. Aura: Moderate transmutation; CL 12th; Slot: head; Price:
9,000gp; Weight: 3 lbs.

Strangling Snake Whip: These writhing black whips are Construction Requirements: Craft Wondrous Item, bulls strength,
covered in snake scales and hiss when they strike. They inflict bears endurance, cats grace, eagles splendor, shield of faith; Cost
1d6 points of lethal damage, and on a critical hit vs. an opponent 4,500 gp
no more than 1 size difference larger or smaller than the wielder,
the wielder may will the whip to wrap around the opponent's
neck, inflicting 1d6 points of choking and constriction damage Aqua Vitae: This extremely rare holy water is also known as
each round as long as the whip is held by the wielder. During Water of Life. A dose of aqua vitae has all the effects of a heal
this time, the wielder must retain his hold on the whip, may not spell when drunk by non-evil living creatures, and as a raise dead
use the whip to make other attacks and must stay within 10 feet spell when poured into the mouth of a non-evil dead creature.
of the target. Additionally, the wielder loses his Dexterity bonus No living creature can benefit from the effects of aqua vitae more
and suffers and additional -2 penalty to armor class while willing than once in its lifetime. Repeated doses have no effect. If hurled
the whip to continue strangling. The whip has an AC of 10, as a grenade-like weapon upon undead of 8HD or less, aqua
hardness 5, and 10 hit points. If it is severed, the handle section of vitae acts like a harm spell.
the whip will regrow to its full length within 24 hours.
Aura: strong necromancy; CL 12th; Slot: --; Price: 30,000gp;
Aura: Moderate transmutation; CL 7th; Prerequisites: Craft Magic Weight: 3 lbs.
Arms and Armor, animate rope, greater magic weapon, serpent strike.
Price: +2 bonus. Construction Requirements: Craft Wondrous Item, heal, raise
dead; Cost: 15,000gp; Weight --;

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Banner of the Supernatural Sign: These banners are emblazoned ability when he declares he is making an attack or a full-
with one of the lesser signs described in Chapter 7: Supernatural attack action with a melee weapon. The effects last until his
Signs. The bearer of the banner can call forth the lesser powers of next turn.
the sign, just as if he himself bore the sign. For example, a banner
Aura: Moderate transmutation; CL 8th; Slot: --; Price: 3,000gp;
of the sign of the Great Cross would provide its bearer with two
Weight: 1 lb.
spell-like or special abilities from the lesser sign of the Great
Crosss list of powers. The specific powers are determined by the Construction Requirements: Craft Wondrous Item, bears
GM, based on the signs list. endurance, bulls strength, cats grace; Cost: 1,500gp;
However, the bearers alignment must not be opposed to the
signs alignment (e.g., good vs. evil or law vs. chaos), or the
banner will not function. The banner allows each sign power to Druids Vestment: Shapeshifters may wear druids vestments.
be used once per day, no matter how many times the bearer This grants one more daily use of their Shapechange ability, but
picks up the banner, and no matter how many different bearers not their Form of the Mythical Beast, Form of the Dragon, or
carry the banner in a single day. If a sign special ability power Giant Form abilities.
does not have a listed duration or method of invoking it, such as
Damage Reduction or immunity: disease, etc., it is invoked by
the banner bearer as a free action and lasts for 2d6 rounds. The Ring of the Elemental Adepts: These rings enhance the power of
banner may be held in one hand in order to free the other hand. storm knights, earth lords, fire lords, and arcane casters
specialized in one of the elements (air, earth, fire or water). While
The banner is typically made of a magically hardened wood or wearing one of these rings, every elemental spell of the users
iron frame supporting a cloth, silk, or hide banner. The entire focus type (air, earth, fire, or water) has +1 added to its save DC.
banner has 35 hit points and a hardness of 5.
Once per day, when the wearer of the ring successfully saves vs.
Aura: moderate abjuration, conjuration, evocation and an attackers spell with an elemental descriptor (air, earth, fire or
transmutation; CL 12th; Slot: hand; Price: 30,000gp; Weight: 10 water), he may transform some of its energy and use it for his
lbs. own magical defense. This defense automatically takes the form
of one of the effects listed below on the wearers next turn, as a
Construction Requirements: Craft Wondrous Item, magic circle
move action, if he so desires. The defense effect always matches
against good/evil, shadow conjuration, permanency. Cost: 15,000gp.
the elemental type of the attackers spell.
Effects:
Barbarian Warpaint: Barbarian warpaint endows the subject
with one of the powers listed below for 30 Air: wind wall
minutes after applying it. The wearer Earth: stoneskin (protects against 30
must select a power immediately after pts of damage total)
applying the paint, which requires
one full minute. One pot of warpaint Fire: fire shield
is sufficient to paint the face of one Water: fog cloud
creature. A pot of warpaint has the
ability to endow one of the following The defensive effect must be used on
powers: the ring wearers next turn, and
lasts for only one round.
Hard to Kill: the wearer is hard to
kill. This effect works identically to Aura: Moderate evocation and
the Diehard feat. invocation; CL 9th; Slot: ring; Price:
25,000gp, Weight: --.
Deadly Striker: The wearers threat
range with a single type of weapon Construction Requirements: Forge
increases by 1. Ring, fire shield, fog cloud, stoneskin,
protection from energy, wind wall. Cost:
Swift Striker: The wearer can make 12,500gp
one extra attack of opportunity
each round.
Skilled Combatant: The wearer can Ring of the Gifted Hierophant: These
choose to take a 2 penalty on melee druidic rings carved from hard stone or
attack rolls and combat maneuver exotic wood allow any druid with the
checks to gain a +2 dodge bonus to spontaneous casting ability to channel
his Armor Class. He can only use this stored spell energy into not only

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summoning spells that she hasnt prepared ahead of time, but As long as the ring is worn, the wearers tongue becomes forked
also a single spell from select schools. Each ring allows the and his voice takes on a hissing quality. As a result, he suffers a
spontaneous casting of a single, specific druid spell from the 2 penalty to Charisma-based skill checks in social situations
abjuration, enchantment, conjuration, necromancy or where he must speak.
transmutation schools. The specific spontaneous spell is set when
Aura: Moderate transmutation; CL 9th; Slot: ring; Price: 10,000gp;
the ring is created, and the maximum level spell that can be
Weight: --
spontaneously cast is 3rd. The spontaneous spell level must
always be the same level as the prepared spell. Construction Requirements: Forge Ring, cats grace, invisibility,
serpent strike*; Cost: 5,000gp
For example, a 3rd-level ring could be forged to allow a druid to
spontaneously exchange any 3rd-level prepared druid spell for a
cure moderate wounds spell. A different ring could be forged that
allows the spontaneous exchange of any 2nd-level spell for Shifters Deadly Gloves: These rugged magic gloves are often
barkskin. made of soft leather or fur, stylized with motifs of nature and
animals. They are prized by druids, shapeshifters and
These rings do not replace the druids ability to spontaneously spellcasters who use transmutation magic to assume alternate
cast summon natures ally spells they simply expand it. forms.
Aura: Moderate transmutation; CL 9th; Slot: ring; Price: 6,000gp The gloves double the threat range of one of the wearers natural
(1st level spell), 12,000 gp (2nd level spell), 17,000gp (3rd level attacks while using wild shape, shapechange, Form of the
spell), Weight: -- Mythical Beast, Form of the Dragon, or Giant Form abilities, or
the beast shape, polymorph, form of the dragon or giant form spells.
Construction Requirements: Forge Ring, creator must be able to
cast spells of the spell level to be spontaneously cast, summon Each set of gloves is attuned to one specific type of natural attack,
natures ally (of the level equal to the spell to be spontaneously such as claws, hooves, bite, gore, slam, etc. The increased threat
cast), plus the specific druid spell to be spontaneously cast (e.g., range benefit doesnt stack with any other effects that expand the
cure moderate wounds, etc.). Cost: 3,000gp (1st level spell), 6,000gp threat range of a weapon (such as the keen edge spell or Improved
(2nd level spell), 8,500gp (3rd level spell), Critical feat). The gloves also make the affected natural attack
count as a magic weapon.
Note: These gloves can be enchanted to include a bonus to hit
Ring of the Favored Archpriest: These rings are identical to a
and damage, just as if they were a +1 weapon, for example. Add
ring of the gifted hierophant, but are usable by clerics with the
the cost and construction requirements for a +1 weapon (or +2,
spontaneous casting ability to exchange a prepared divine spell
+3, etc.) to the gloves cost and requirements.
for a cure or inflict spell of the same level. Each ring allows the
spontaneous casting of a single, specific cleric spell from the Aura: Moderate transmutation; CL 6th; Slot: hands; Price:
abjuration, enchantment, conjuration, necromancy or 16,000gp, Weight: --
transmutation schools. For example, a 3rd-level ring could be
forged to allow a cleric to spontaneously exchange any 3rd-level Construction Requirements: Craft Magic Arms and Armor or
prepared cleric spell for a daylight spell. Craft Wondrous Item, beast shape, keen edge; Cost: 8,000gp.

Aura: Moderate transmutation; CL 9th; Slot: ring; Price: 6,000gp


(1st level spell), 12,000 gp (2nd level spell), 17,000gp (3rd level Shifters Wounding Gloves: These magic gloves are made with
spell), Weight: -- pointed fingertips and frequently appear bloodstained.
Construction Requirements: Forge Ring, creator must be able to The gloves empower one of the wearers natural attacks with the
cast spells of the spell level to be spontaneously cast, cure wounds wounding weapon ability when they are using wild shape,
(of the level equal to the spell to be spontaneously cast), plus the shapechange, Form of the Mythical Beast, Form of the Dragon, or
specific cleric spell to be spontaneously cast (e.g., daylight, etc.). Giant Form abilities, or the beast shape, polymorph, form of the
Cost: 3,000gp (1st level spell), 6,000gp (2nd level spell), 8,500gp (3rd dragon or giant form spells.
level spell),
Each set of gloves is attuned to one specific type of natural attack,
such as claws, hooves, bite, gore, slam, etc. The bleed damage
Serpent Ring: These gold rings are fashioned to resemble a snake doesnt stack with any other effects that cause bleeding. The
devouring its own tail and endow the wearer with some of the gloves also make the affected natural attack count as a magic
aspects of a serpent. The wearer gains a +3 competence bonus to weapon.
Stealth and Escape Artist checks. The ring also gives the wearer Note: These gloves can be enchanted to include a bonus to hit
the Scent ability three times per week for one hour, activated as a and damage, just as if they were a +1 weapon, for example. Add
supernatural ability. the cost and construction requirements for a +1 weapon (or +2,
+3, etc.) to the gloves cost and requirements.

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Aura: Moderate evocation; CL 6th; Slot: hands; Price: 16,000gp, Construction Requirements: Craft Wondrous Item, disguise self,
Weight: -- eagles splendor, foxs cunning; Cost 2,000 gp;
Construction Requirements: Craft Magic Arms and Armor or Craft
Wondrous Item, beast shape, bleed; Cost: 8,000gp.
Snake Scale Cloak: These black capes are made of thousands of Staff of the Shining Circle: Named after a secret circle of
fine, supple snake scales. The cloak offers magic protection in the powerful and benevolent spellcasters dedicated to fighting evil,
form of a +1 to +4 resistance bonus on saving throws versus these +2 quarterstaves of defending endow their user with a +1
poison and a deflection bonus to AC. Last, it gives a +2 bonus on concentration checks, caster level checks, and Spellcraft
competence bonus on Climb and Stealth checks. checks. Once per day, the wielder may use the staff to deflect
incoming missiles, as if using the Deflect Arrows feat. The staff
Aura: Faint abjuration; CL 9th; Slot: back; Price 8,000gp (+1), wielder can use this deflect ability even if he is holding the staff
16,000gp (+2), 24,000 gp (+3), 30,000gp (+4); Weight 2 lbs. with two hands.
Construction Requirements: Craft Wondrous Item, Aura: Moderate abjuration, divination and
delay poison, darkness, shield of faith, spider climb; enchantment; CL 8th; Slot: none; Price: 20,000gp;
creators caster level must be at least three times Weight: 5 lbs.
the cloaks bonus; Cost 4,000 gp (+1), 8,000gp
(+2), 12,000 gp (+3), 15,000 gp (+4); Construction Requirements: Craft Staff, cats
grace, identify, shield (or shield of faith); Cost
10,000 gp;
Sorcerous Helm: These masked helms are
usable by sorcerers and wizards. The helms
come in a wide variety of shapes and Zombie Elixir: This horrid elixir transforms
designs, but are always elaborate, fantastic a living or dead creature into a zombie.
and arcane in appearance. They are Living creatures of 8 hit dice or less that
typically made of thin gold, copper, brass, drink the elixir must make a DC 16 Fortitude
bronze or odd metal alloys, are often studded save or enter a nightmarish coma for 24 hours,
with gems and inlaid with gold and runic after which they must make a second save. If
symbols. Some feature large curling horns or they succeed on the second save, they awaken
spikes, or are designed to resemble the heads of and suffer no more effects other than being both
wolves, jackals, hawks, snakes or fantastic beasts. shaken and sickened for a day. If they fail the
Most cover the wearers face completely and are second save, they die and rise as a mindless
designed to conceal their identity. Despite being zombie at midnight. Such unfortunate victims are
made of metal, they do not interfere with arcane spellcasting, and under the control of the zombie elixir creator for 24 hours, after
offer no armor protection due to their delicate and intricate which they become uncontrolled. The process can be prevented if
construction. However, they are infused with magic that a remove curse, break enchantment or dispel evil spell is used on the
enhances the wearers magic powers. victim before they are transformed.
The wearer of the helm counts as two levels higher for If the elixir is administered to a dead creature of 8 hit dice or less,
determining the effects and number of uses per day of his it automatically rises as a zombie at midnight and is under the
bloodline powers or wizard school powers. For example, a 4th control of the zombie elixir creator for 24 hours.
level sorcerer with the Elemental bloodline wearing the helm
would count as a 6th level sorcerer when using his elemental ray Aura: Strong necromancy and transmutation; CL 8th; Slot: none:
bloodline ability and the ray would cause 1d6+3 damage instead Price: 30,000gp; Weight --.
of 1d6+1. Construction Requirements: Craft Wondrous Item, animate dead,
Aura: Moderate transmutation, and abjuration; CL 8th; Slot: head; bestow curse, poison, phantasmal killer (or slay living); Cost 15,000gp;
Price: 4,000gp; Weight: 4 lbs.

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Chapter 6: New Spells
Note: In other sections throughout this book, the new spells Lightning Shield [electricity]. As fire shield, but produces
listed in this chapter are marked with an asterisk. electricity.

6TH-LEVEL ALCHEMIST FORMULAE


Alchemist Formulae Fire Gems [fire]. Gems become grenades and bombs.
Fire Shield, Greater [fire or cold]. As fire shield, plus caster may
release up to three flaming spheres.
2NDLEVEL ALCHEMIST FORMULAE
Sweet Water [water]. Functions like restoration and heals 1d8
Chill Grasp. As chill touch but causes 1d2 Str damage and for points of damage.
every 2 points of Str damage inflicted, caster gains a +1
enhancement bonus to a random physical ability score.
Serpent Strike. Improved initiative, struck victims may become
shaken. Anti- paladin Spells
Serpents Wrath. Touched creature rages similar to a barbarian.
Enemies viewing the creature may become shaken.
Speed of the Mamba. Serpents and snake-like 2ND-LEVEL ANTI-PALADIN SPELLS
creatures are hasted. Bleeding Wounds. Causes wounds to bleed for
Tremorsense [earth]. Recipient 1d4 damage per round.
temporarily gains the tremorsense Plague Whip [disease, evil]. Conjure a
ability. plague-infested whip of shadow the
caster can wield.

3RDLEVEL ALCHEMIST
FORMULAE 3RD -LEVEL ANTI-PALADIN
Infernal Pillar of Fire [fire]. SPELLS
Caster levitates on a pillar of Vultures of Death [death, evil].
fire. Summons three magical vultures
Serpentine Reflexes. Endows to attack your enemies and spot
the recipient of the spell with severely wounded targets.
the evasion ability.
Serpent Sneak Attack. Endows
4TH-LEVEL ANTI-PALADIN
the recipient of the spell with the
sneak attack ability.
SPELLS

Skill of the Rogue. You become skillful, Plague Wind [air, disease, evil]. Short ranged
nimble, faster, and sneakier. However, you gust of wind infects multiple targets with disease.
can no longer cast spells, even from magic items. Zombie Form [evil]. Caster gains some of the immunities
Zombie Form [evil]. Caster gains some of the immunities and and resistances of zombies, and suffers from potential slowness
resistances of zombies, and suffers from potential slowness and and other undead vulnerabilities.
other undead vulnerabilities.

5TH-LEVEL ANTI-PALADIN SPELLS


4TH-LEVEL ALCHEMIST FORMULAE Curse of the Epidemic [evil]. Causes a creature to become a
Aura of Venom [poison]. The caster is surrounded by a carrier of disease, poison, and curses.
poisonous aura.

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4TH-LEVEL CLERIC/ORACLE SPELLS
Luminous Retribution [light, good]. Daylight spell that hinders
Bard Spells evil creatures and creatures of darkness.
Plague Wind [air][evil]. Short ranged gust of wind infects
multiple targets with disease.
2ND-LEVEL BARD SPELLS Summon Slime and Fungi. Summons a random ooze, slime,
Summon Snake Swarm. Summons a swarm of snakes. mold or fungus.
Zombie Form [evil]. Caster gains some of the immunities and
resistances of zombies, and suffers from potential slowness and
3RD-LEVEL BARD SPELLS other undead vulnerabilities.
Summon Venomous Snake Swarm. Summons a venomous
snake swarm.
5TH-LEVEL CLERIC/ORACLE SPELLS
Brilliant Energy Weapon [light, good]. Transforms a melee
4TH-LEVEL BARD SPELLS weapon into a brilliant energy weapon.
Phantom Draught Horse [creation]. Conjures a strong, stocky Curse of the Epidemic [disease, evil]. Causes a creature to
workhorse that can also be ridden and used in mounted combat. become a carrier of disease, poison, and curses.
Phantom Warhorse [creation]. Conjures a fierce destrier that can Deadly Nightshade [poison]. Creates an area of poisonous
be ridden and used in mounted combat. plants. A single 3HD or less creature that dies in the area may
become a zombie.
Luminous Wrath [light, good]. More powerful luminous
retribution also dispels magic darkness and damages those who
Cleric/ Oracle Spells cast it.
Skill of the Rogue. You become skillful, nimble, faster, and
sneakier. However, you can no longer cast spells, even from
magic items.
2ND-LEVEL CLERIC/ORACLE SPELLS
Bleeding Wounds [evil]. Causes wounds to bleed for 1d4
damage per round. 6TH -LEVEL CLERIC/ORACLE SPELLS
Plague Whip [disease, evil]. Conjure a plague-infested whip of Cone of Venom [poison].Venom spews from the casters mouth.
shadow the caster can wield.
Divine Light Weapon [light, good]. More powerful version of
Shield of Arcane Imperviousness. Enchanted shield may deflect brilliant energy weapon that can affect undead, constructs, and
ranged touch spells. objects.
Summon Snake Swarm. Summons a swarm of snakes. Wall of Serpents [poison]. Creates a wall of stone dotted with
holes from which hundreds of vipers attack.

3RD-LEVEL CLERIC/ORACLE SPELLS


Deathly Familiar [death, evil]. Temporarily turns an undead
creature currently under your control into your familiar.
Druid Spells
Serpent Strike. Improved initiative, struck victims may become
shaken.
2ND-LEVEL DRUID SPELLS
Summon Venomous Snake Swarm. Summons a venomous
snake swarm. Ice Blade [water, cold]. As flame blade but made of cold, inflicts
cold damage, and can freeze water. This is an arcane spell.
Vultures of Death [death, evil]. Summons three magical
vultures to attack your enemies and spot severely wounded Serpents Wrath. Touched creature rages similar to a barbarian.
targets. Enemies viewing the creature may become shaken.

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Speed of the Mamba. Serpents and snake-like creatures are
hasted.
3RD-LEVEL INQUISITOR SPELLS
Summon Snake Swarm. Summons a swarm of snakes.
Serpent Strike. Improved initiative, struck victims may become
shaken.
3RD-LEVEL DRUID SPELLS
Serpentine Reflexes. Endows the recipient of the spell with the 4TH-LEVEL INQUISITOR SPELLS
evasion ability.
Luminous Retribution [light, good]. Daylight spell that hinders
Serpent Strike. Improved initiative, struck victims may become evil creatures and creatures of darkness.
shaken.
Plague Wind [air, disease, evil]. Short ranged gust of wind
Summon Venomous Snake Swarm. Summons a venomous infects multiple targets with disease.
snake swarm.

5TH-LEVEL INQUISITOR SPELLS


4TH -LEVEL DRUID SPELLS
Brilliant Energy Weapon [light, good]. Transforms a melee
Curse of the Mandrake [earth]. Shrieking mandrakes cause weapon into a brilliant energy weapon.
deafness and entanglement.
Luminous Wrath [light, good]. More powerful luminous
Deadly Nightshade [evil, poison]. Creates an area of poisonous retribution also dispels magic darkness and damages those who
plants. A single 3HD or less creature that dies in the area may cast it.
become a zombie.
Skill of the Rogue. You become skillful, nimble, faster, and
Plague Wind [air][evil]. Short ranged gust of wind infects sneakier. However, you can no longer cast spells, even from
multiple targets with disease. magic items.
Python Rod. Conjures a rod of the python the caster can use.

Magus Spells
5TH-LEVEL DRUID SPELLS
Quicksand [water]. Transforms earth, mud, clay or sand into a
quicksand pit. 2NDLEVEL MAGUS SPELLS
Viper Rod. Conjures a rod of the viper the caster can use. Chill Grasp. As chill touch but causes 1d2 Str damage and for
every 2 points of Str damage inflicted, caster gains a +1
enhancement bonus to a random physical ability score.
6TH-LEVEL DRUID SPELLS Plague Whip [disease, evil]. Conjure a plague-infested whip of
Freezing Wall [water]. Creates a wall of ice that emanates bone- shadow the caster can wield.
chilling cold. Serpent Strike. Improved initiative, struck victims may become
Sentient Serpent. Snakes become intelligent, self-aware and gain shaken.
special abilities. Serpents Wrath. Touched creature rages similar to a barbarian.
Enemies viewing the creature may become shaken.
Speed of the Mamba. Serpents and snake-like creatures are
Inquisitor Spells hasted.
Tremorsense [earth]. Recipient temporarily gains the
tremorsense ability.
2NDLEVEL INQUISITOR SPELLS
Plague Whip [disease, evil]. Conjure a plague-infested whip of 3RD-LEVEL MAGUS SPELLS
shadow the caster can wield.
Bleeding Wounds. Causes wounds to bleed for 1d4 damage per
Shield of Arcane Imperviousness. Enchanted shield may deflect round.
ranged touch spells.

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Chariot of the Warlord. Summons a light chariot pulled by two 5TH-LEVEL MAGUS SPELLS
horses.
Cone of Venom [poison]. Venom spews from the casters mouth.
Devouring Cloud [air]. Fog attempts to drag those nearby into
its center. Corruption of Entropy [mind-affecting, chaotic]. Tentacles
inflict random insanity.
Infernal Pillar of Fire [fire]. Caster levitates on a pillar of fire.
Flame Wave [fire]. Burst of flame emanates from caster.
Serpentine Reflexes. Endows the recipient of the spell with the
evasion ability. Plague Scythe of Entropy [disease, chaotic]. Summons a magic,
disease-infused scythe.
Serpentine Weapon [poison]. Poison coated on weapon lasts
longer, wielder gains +1 initiative bonus. Sonic Boom [air, sonic]. Deafens multiple targets.

Serpent Sneak Attack. Endows the recipient of the spell with the
sneak attack ability. 6TH-LEVEL MAGUS SPELLS
Skill of the Rogue. You become skillful, nimble, faster, and Freezing Wall [water]. Creates a wall of ice that emanates bone-
sneakier. However, you can no longer cast spells, even from chilling cold.
magic items.
Fire Shield, Greater [fire or cold]. As fire shield, plus caster may
Trident of the Helldukes. Creates a barbed two-handed trident release up to three flaming spheres.
that can be used in melee and has a chance to reduce targets
movement. Ravenous Fire [fire]. Fire jumps from target to target.

Zombie Form [evil]. Caster gains some of the immunities and Wall of Crashing Waves [water]. Creates a wall of violent water.
resistances of zombies, and suffers from potential slowness and Wall of Living Fire [fire]. Creates a wall of fire that can be
other undead vulnerabilities. moved.
Wall of Serpents [poison]. Creates a wall of stone dotted with
4TH-LEVEL MAGUS SPELLS holes from which hundreds of vipers attack.

Aura of Venom [poison]. The caster is surrounded by a


poisonous aura.
Balor Wings [fire]. The caster grows fiery bat wings that enable Paladin Spells
him to fly or can be used to make melee attacks.
Flaming Weapon [fire]. Turns a melee weapon into a flaming
weapon. 2ND-LEVEL PALADIN SPELLS

Lightning Shield [electricity]. As fire shield, but produces Chariot of the Warlord. Summons a light chariot pulled by two
electricity. horses.

Numbing Wind, Lesser [air, cold]. Numbingly cold wind causes Shield of Arcane Imperviousness. Enchanted shield may deflect
nonlethal damage and reduces targets Dexterity. ranged touch spells.

Magma Spray [earth, fire]. A cone of magma and molten rocks


shoots from your fingertips.
Phantom Draught Horse [creation]. Conjures a strong, stocky Sorcerer/ Wizard Spells
workhorse that can also be ridden and used in mounted combat.
Phantom Warhorse [creation]. Conjures a fierce destrier that can
be ridden and used in mounted combat. 1ST-LEVEL SORCERER/WIZARD SPELLS
Rain of Fire [fire]. Creates a rain of flaming sparks. Conj Dagger Swarm, Minor. Summons a small swarm of
daggers that attack those within it.
Trident of Seafury [water, cold]. Creates a two-handed trident of
ice that can be used in melee or to dispel cold effects.
Vein of Magma [earth, fire]. A vein of magma and gas appears, 2ND - LEVEL SORCERER/WIZARD SPELLS
damaging and nauseating creatures nearby.
Necro Chill Grasp. As chill touch but causes 1d2 Str damage
and for every 2 points of Str damage inflicted, caster

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gains a +1 enhancement bonus to a random physical Conj Infernal Pillar of Fire [fire]. Caster levitates on a pillar
ability score. of fire.
Evoc Dancing Weapon [force]. As spiritual weapon but may Evoc Malific Meteor [earth]. Hurtling meteor damages and
choose any weapon in the spell list. The caster uses his knocks back target.
Intelligence or Charisma instead of Wisdom. This is an
Evoc Ray of Ice [water, cold]. A ray of frigid air and ice.
arcane spell.
Trans Serpentine Reflexes. Endows the recipient of the spell
Evoc Ice Blade [water, cold]. As flame blade but made of cold,
with the evasion ability.
inflicts cold damage, and can freeze water. This is an
arcane spell. Trans Serpentine Weapon [poison]. Poison coated on weapon
lasts longer, wielder gains +1 initiative bonus.
Necro Plague Whip [disease, evil]. Conjure a plague-infested
whip of shadow the caster can wield. Conj Serpentine Whip, Lesser. Snake-headed whip can be
used as a weapon or to deliver touch spells.
Ench Serpents Wrath. Touched creature rages similar to a
barbarian. Enemies viewing the creature may become Trans Serpent Sneak Attack. Endows the recipient of the spell
shaken. with the sneak attack ability.
Abjur Shield of Arcane Imperviousness. Enchanted shield Trans Serpent Strike. Improved initiative, struck victims may
may deflect ranged touch spells. become shaken.
Trans Speed of the Mamba. Serpents and snake-like creatures Trans Skill of the Rogue. You become skillful, nimble, faster,
are hasted. and sneakier. However, you can no longer cast spells,
even from magic items.
Conj Summon Snake Swarm. Summons a swarm of snakes.
Conj Summon Venomous Snake Swarm. Summons a
Div Tremorsense [earth]. Recipient temporarily gains the
venomous snake swarm.
tremorsense ability.
Evoc Thunderclap [air, sonic]. Clap of thunder causes 1d4
Trans Virulent Venom [poison]. Increases the potency of the
damage per level plus deafness.
venom possessed by serpents and snake-like creatures.
Evoc Trident of the Helldukes. Creates a barbed two-handed
trident that can be used in melee and has a chance to
3RD- LEVEL SORCERER/WIZARD SPELLS reduce targets movement.

Necro Bleeding Wounds. Causes wounds to bleed for 1d4 Necro Vultures of Death [death, evil]. Summons three
damage per round. magical vultures to attack your enemies and spot
severely wounded targets.
Conj Chariot of the Warlord. Summons a light chariot pulled
by two horses. Necro Zombie Form [evil]. Caster gains some of the
immunities and resistances of zombies, and suffers from
Conj Clutch of Stone [earth]. Stone claws grapple with potential slowness and other undead vulnerabilities.
targets in the area.
Conj Curse of the Mandrake [earth]. Shrieking mandrakes
4TH- LEVEL SORCERER/WIZARD SPELLS
cause deafness and entanglement.
Evoc Aura of Venom [poison]. The caster is surrounded by a
Conj Dagger Swarm, Lesser. Summons a swarm of daggers
poisonous aura.
that attack those within it.
Conj Amphisbaena Call, Lesser. Snakes summoned with the
Necro Deathly Familiar. Temporarily turns an undead
summon monster I-V spells use the amphisbaena serpent
creature currently under your control into your familiar.
template and stay longer.
Conj Devouring Cloud [air]. Fog attempts to drag those
Evoc Balor Wings [fire]. The caster grows fiery bat wings
nearby into its center.
that enable him to fly or can be used to make melee
Evoc Explosive Meteor [earth]. Meteor detonates for 1d6 attacks.
damage per level.
Evoc Black Swords. Summons a trio of swords that attack
Trans Ghost Serpent, Lesser. Gives a snake or snake-like targets you designate.
creature the Incorporeal subtype until it attacks.
Conj Dagger Swarm, Greater. Summons a swarm of daggers
Trans Ice Arrow [water, cold]. As flame arrow but cold that attack those within it.
damage.

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Necro Deadly Nightshade [poison]. Creates an area of Evoc Freezing Wall [water]. Creates a wall of ice that
poisonous plants. A single 3HD or less creature that emanates bone-chilling cold.
dies in the area may become a zombie.
Conj Plague Scythe of Entropy [disease, chaotic]. Summons
Evoc Flaming Weapon [fire]. Turns a melee weapon into a a magic, disease-infused scythe.
flaming weapon.
Necro Plague Wind [air, disease, evil]. Short ranged gust of
Trans Ghost Serpent, Greater. Gives a snake or snake-like wind infects multiple targets with disease.
creature the Incorporeal subtype, even while it attacks.
Trans Quicksand [water]. Transforms earth, mud, clay or
Evoc Lightning Shield [electricity]. As fire shield, but sand into a quicksand pit.
produces electricity.
Conj Serpent Coils. Snakes bite and slow one target.
Evoc Magma Spray [earth, fire]. A cone of magma and
Evoc Sonic Boom [air, sonic]. Deafens multiple targets.
molten rocks shoots from your fingertips.
Evoc Magnetism [earth, force]. Caster can cause metal objects
to become magnetic and stick to each other. 6TH- LEVEL SORCERER/WIZARD SPELLS
Evoc Minor Tremor [earth]. Minor earthquake. Evoc Fire Gems [fire]. Gems become grenades and bombs.
Evoc Numbing Wind, Lesser [air, cold]. Numbingly cold Evoc Fire Shield, Greater [fire or cold]. As fire shield, plus
wind causes nonlethal damage and reduces targets caster may release up to three flaming spheres.
Dexterity.
Evoc Major Tremor [earth]. Lesser earthquake.
Conj Phantom Draught Horse [creation]. Conjures a strong,
stocky workhorse that can also be ridden and used in Evoc Ravenous Fire [fire]. Fire jumps from target to target.
mounted combat. Trans Sentient Serpent. Snakes become intelligent, self-aware
Conj Phantom Warhorse [creation]. Conjures a fierce destrier and gain special abilities.
that can be ridden and used in mounted combat. Conj Serpentine Whip, Greater. Snake-headed whip can be
Evoc Rain of Fire [fire]. Creates a rain of flaming sparks. used as a weapon or to deliver touch spells.

Necro Screaming Gate [chaotic]. Creates a screaming gothic Conj Sweet Water [water]. Functions like restoration and
gateway that sucks in and dimension doors targets, and heals 1d8 points of damage.
may cause temporary, minor insanity. Evoc Wall of Crashing Waves [water]. Creates a wall of
Conj Summon Slime and Fungi. Summons a random ooze, violent water.
slime, mold or fungus. Evoc Wall of Living Fire [fire]. Creates a wall of fire that can
Evoc Trident of Seafury [water, cold]. Creates a two-handed be moved.
trident of ice that can be used in melee or to dispel cold Conj Wall of Serpents [poison]. Creates a wall of stone
effects. dotted with holes from which hundreds of vipers attack.
Necro Vampire Sword. Sword gives you temporary hit points,
and may possibly turn slain humanoids into zombies.
7TH- LEVEL SORCERER/WIZARD SPELLS
Evoc Vein of Magma [earth, fire]. A vein of magma and gas
appears, damaging and nauseating creatures nearby. Conj Amphisbaena Call, Greater. Snakes summoned with
the summon monster I-IX spells use the amphisbaena
serpent template.
5TH- LEVEL SORCERER/WIZARD SPELLS Evoc Cone of Vitriol [acid, water]. Cone of acid damages and
Ench Corruption of Entropy [mind-affecting, chaotic]. rusts targets.
Tentacles inflict random insanity. Necro Create Vampiric Serpent. Creates a vampiric serpent.
Evoc Cone of Venom [poison]. Venom spews from the Evoc Magma Wave [earth, fire]. A cone of thick magma and
casters mouth. molten rocks shoots from your fingertips, damaging
Necro Curse of the Epidemic [evil]. Causes a creature to and trapping opponents.
become a carrier of disease, poison, and curses. Necro Mummification of Nine [evil]. Negative energy
Evoc Eye of the Storm [air]. Hurricane winds surround you. damages targets. Slain victims rise as mummies under
the casters control for nine days.
Evoc Flame Wave [fire]. Burst of flame emanates from caster.
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Evoc Wall of Hurricane Winds [air]. Creates a wall of Virulent Venom [poison]. Increases the potency of the venom
hurricane-force winds. possessed by serpents and snake-like creatures.

8TH-LEVEL SORCERER/WIZARD SPELLS SPELLS 3RD -LEVEL SUMMONER SPELLS


Conj Drowning [water]. Fills the targets mouth and nose Chariot of the Warlord. Summons a light chariot pulled by two
with water, preventing it from breathing. horses.

Evoc Numbing Wind, Greater [air, cold]. Numbingly cold Clutch of Stone [earth]. Stone claws grapple with targets in the
wind causes nonlethal damage and reduces targets area.
Dexterity.
Curse of the Mandrake [earth]. Shrieking mandrakes cause
Trans Suffocating Earth [earth]. Causes earth, mud or sand to deafness and entanglement.
fill targets mouth and nose, preventing them from
Dagger Swarm, Lesser. Summons a swarm of daggers that attack
breathing.
those within it.
Evoc Volcanic Eruption [earth, fire]. Volcanic eruption fills
Devouring Cloud [air]. Fog attempts to drag those nearby into
area with billowing smoke, molten rock, lava and
its center.
superheated, toxic gas.
Infernal Pillar of Fire [fire]. Caster levitates on a pillar of fire.
Evoc Wave of Doom [water]. Violent wave causes damage,
knocks victims down, may cause choking, may turn Serpentine Reflexes. Endows the recipient of the spell with the
over ships or damage structures. evasion ability.
Summon Venomous Snake Swarm. Summons a venomous
snake swarm.
9TH- LEVEL SORCERER/WIZARD SPELLS
Vultures of Death [death, evil]. Summons three magical
Evoc Dread Cyclone [air]. Stronger whirlwind. vultures to attack your enemies and spot severely wounded
Evoc Freezing Doom [cold, water]. Target is encased in ice. targets.

Conj Incendiary Cloud, Greater [fire]. Incendiary cloud plus


heat metal. 4TH -LEVEL SUMMONER SPELLS
Evoc Pyre of Flames [fire]. Flames burn the target and smoke Amphisbaena Call, Lesser. Snakes summoned with the summon
reduces visibility for 4 rounds. monster I-V spells use the amphisbaena serpent template and stay
longer.
Black Swords. Summons a trio of swords that attack targets you
Summoner Spells designate.
Dagger Swarm, Greater. Summons a swarm of daggers that
attack those within it.
1ST LEVEL SUMMONER SPELLS Lightning Shield [electricity]. As fire shield, but produces
electricity.
Dagger Swarm, Minor. Summons a small swarm of daggers that
attack those within it. Phantom Draught Horse [creation]. Conjures a strong, stocky
workhorse that can also be ridden and used in mounted combat.
Phantom Warhorse [creation]. Conjures a fierce destrier that can
2ND LEVEL SUMMONER SPELLS be ridden and used in mounted combat.
Serpent Strike. Improved initiative, struck victims may become Summon Slime and Fungi. Summons a random ooze, slime,
shaken. mold or fungus.
Serpents Wrath. Touched creature rages similar to a barbarian.
Enemies viewing the creature may become shaken.
5TH -LEVEL SUMMONER SPELLS
Speed of the Mamba. Serpents and snake-like creatures are
hasted. Freezing Wall [water]. Creates a wall of ice that emanates bone-
chilling cold.
Summon Snake Swarm. Summons a swarm of snakes.

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Serpent Coils. Snakes bite and slow one target. Virulent Venom [poison]. Increases the potency of the venom
possessed by serpents and snake-like creatures.

6TH-LEVEL SUMMONER SPELLS


3RD-LEVEL WITCH SPELLS
Fire Shield, Greater [fire or cold]. As fire shield, plus caster may
Bleeding Wounds. Causes wounds to bleed for 1d4 damage per
release up to three flaming spheres.
round.
Sweet Water [water]. Functions like restoration and heals 1d8
Clutch of Stone [earth]. Stone claws grapple with targets in the
points of damage.
area.
Wall of Crashing Waves [water]. Creates a wall of violent water.
Curse of the Mandrake [earth]. Shrieking mandrakes cause
Wall of Living Fire [fire]. Creates a wall of fire that can be deafness and entanglement.
moved.
Dagger Swarm, Lesser. Summons a swarm of daggers that attack
Wall of Serpents [poison]. Creates a wall of stone dotted with those within it.
holes from which hundreds of vipers attack.
Deathly Familiar. Temporarily turns an undead creature
currently under your control into your familiar.

7TH -LEVEL SUMMONER SPELLS Devouring Cloud [air]. Fog attempts to drag those nearby into
its center.
Amphisbaena Call, Greater. Snakes summoned with the
summon monster I-IX spells use the amphisbaena serpent Ghost Serpent, Lesser. Gives a snake or snake-like creature the
template. Incorporeal subtype until it attacks.

Wall of Hurricane Winds [air]. Creates a wall of hurricane-force Infernal Pillar of Fire [fire]. Caster levitates on a pillar of fire.
winds. Serpentine Reflexes. Endows the recipient of the spell with the
evasion ability.
Serpentine Weapon [poison]. Poison coated on weapon lasts
longer, wielder gains +1 initiative bonus.

Witch Spells Serpentine Whip, Lesser. Snake-headed whip can be used as a


weapon or to deliver touch spells.
Serpent Sneak Attack. Endows the recipient of the spell with the
1ST LEVEL WITCH SPELLS sneak attack ability.
Dagger Swarm, Minor. Summons a small swarm of daggers that Skill of the Rogue. You become skillful, nimble, faster, and
attack those within it. sneakier. However, you can no longer cast spells, even from
magic items.
Summon Venomous Snake Swarm. Summons a venomous
2NDLEVEL WITCH SPELLS
snake swarm.
Chill Grasp. As chill touch but causes 1d2 Str damage and for
Vultures of Death [death, evil]. Summons three magical
every 2 points of Str damage inflicted, caster gains a +1
vultures to attack your enemies and spot severely wounded
enhancement bonus to a random physical ability score.
targets.
Serpent Strike. Improved initiative, struck victims may become
Zombie Form [evil]. Caster gains some of the immunities and
shaken.
resistances of zombies, and suffers from potential slowness and
Serpents Wrath. Touched creature rages similar to a barbarian. other undead vulnerabilities.
Enemies viewing the creature may become shaken.
Speed of the Mamba. Serpents and snake-like creatures are
4TH-LEVEL WITCH SPELLS
hasted.
Amphisbaena Call, Lesser. Snakes summoned with the summon
Summon Snake Swarm. Summons a swarm of snakes.
monster I-V spells use the amphisbaena serpent template and stay
Tremorsense [earth]. Recipient temporarily gains the longer.
tremorsense ability.
Aura of Venom [poison]. The caster is surrounded by a
poisonous aura.

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Balor Wings [fire]. The caster grows fiery bat wings that enable Serpent Coils. Snakes bite and slow one target.
him to fly or can be used to make melee attacks.
Viper Rod. Conjures a rod of the viper the caster can use.
Black Swords. Summons a trio of swords that attack targets you
designate.
6TH-LEVEL WITCH SPELLS
Dagger Swarm, Greater. Summons a swarm of daggers that
attack those within it. Fire Shield, Greater [fire or cold]. As fire shield, plus caster may
release up to three flaming spheres.
Deadly Nightshade [poison]. Creates an area of poisonous
plants. A single 3HD or less creature that dies in the area may Sentient Serpent. Snakes become intelligent, self-aware and gain
become a zombie. special abilities.

Ghost Serpent, Greater. Gives a snake or snake-like creature the Sweet Water [water]. Functions like restoration and heals 1d8
Incorporeal subtype, even while it attacks. points of damage.

Lightning Shield [electricity]. As fire shield, but produces


electricity. 7TH -LEVEL WITCH SPELLS
Python Rod. Conjures a rod of the python the caster can use. Cone of Vitriol [acid, water]. Cone of acid damages and rusts
Screaming Gate [chaotic]. Creates a screaming gothic gateway targets.
that sucks in and dimension doors targets, and may cause Create Vampiric Serpent. Creates a vampiric serpent.
temporary, minor insanity.
Amphisbaena Call, Greater. Snakes summoned with the
Summon Slime and Fungi. Summons a random ooze, slime, summon monster I-IX spells use the amphisbaena serpent
mold or fungus. template.

5TH-LEVEL WITCH SPELLS 8TH -LEVEL WITCH SPELLS


Cone of Venom [poison]. Venom spews from the casters mouth. Drowning [water]. Fills the targets mouth and nose with water,
Corruption of Entropy [mind-affecting, chaotic]. Tentacles preventing it from breathing.
inflict random insanity. Suffocating Earth [earth]. Causes earth, mud or sand to fill
Curse of the Epidemic [evil]. Causes a creature to become a targets mouth and nose, preventing them from breathing.
carrier of disease, poison, and curses.
Quicksand [water]. Transforms earth, mud, clay or sand into a 9TH -LEVEL WITCH SPELLS
quicksand pit.
Dread Cyclone [air]. Stronger whirlwind.
Plague Scythe of Entropy [disease, chaotic]. Summons a magic,
disease-infused scythe.

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Spell Descriptions
This spell surrounds you with a translucent, writhing aura of
purple and red. Any living creature that comes within 5 ft. of you
AMPHISBAENA CALL, GREATER must save or become poisoned. The poison inflicts 1d4 damage
Conjuration to a random ability (Strength, Dexterity, etc.), with no secondary
Level: Serp Drd 7, Serp War 7, Snk Clt7, Sor/Wiz/Sum 7, Witch damage. Creatures that successfully save are immune to the
7 auras poison for the duration of the spell. All snakes and
Components: V, S, M (two snake heads carved from 300gp creatures that are immune to poison are unaffected by the spell.
emeralds)
Casting Time: 1 round
Target: Caster (see text) BALOR WINGS
Duration: 1 hour/2 caster levels
Evocation [Fire]
Saving Throw: Will negates (harmless)
Level: Magus 4, Sor/Wiz4, Witch 4
Spell Resistance: Yes (harmless)
Components: V, S, M (a bat wing and a piece of sulfur)
Greater amphisbaena call is identical to lesser amphisbaena call, but Casting Time: 1 standard action
can be used to enhance summon monster or summon natures ally I- Range: Personal
IX. The amphisbaena snakes stay one additional round for each Target: You
caster level. Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell is similar to fly, except that the caster grows bat-wings
AMPHISBAENA CALL, LESSER made of fire that he may use to attack when not flying, and
Conjuration maximum flying speed is 30ft. with no penalty for carrying a
Level: Serp Drd 4, Serp War 4, Snk Clt Ldr 4, Sor/Wiz/Sum 4, heavy load. Attacks with both wings count as a single melee
Witch 4 touch attack with a 10 ft. reach and a +1 bonus to hit. The wings
Components: V, S, M (two snake heads carved from 100gp cause a total of 1d8 points of fire damage +1 point per two caster
emeralds) levels (maximum +15). Since the wings are immaterial, your
Casting Time: 1 round Strength modifier does not apply to the damage.
Target: Caster (see text)
Duration: 1 hour/2 caster levels
Saving Throw: Will negates (harmless) BLACK SWORDS
Spell Resistance: Yes (harmless)
Evocation
While lesser amphisbaena call is in effect, the caster can give the Level: Sor/Wiz/Sum 4, Witch 4
amphisbaena serpent template (see Chapter 8: Creature Components: V, S, F (a miniature obsidian sword worth 100gp)
Templates) to any snakes he then summons using the summon Casting Time: 1 round
monster or summon natures ally I-V spells. It also extends the Range: Close (25 ft. + 5 ft./2 levels)
duration the summoned amphisbaena snakes can stay by 1 Effect: 3 swords
round per two caster levels. Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
AURA OF VENOM The spell summons a trio of black, eldritch longswords. Each
Evocation [Poison] sword occupies a 5ft. square (though other creatures can move
Level: Alch 4, Magus 4, Serp War 4, Sor/Wiz4, Witch 4 through their space without penalty), and each sword must
Components: V, S, M (the venom sac of a poisonous snake) always be adjacent with at least one other sword. The swords
Casting Time: 1 standard action strike at any opponents within range, as you desire, starting in
Range: Personal the round that they appear. Each sword attacks its designated
Area: 5-ft.-radius spherical emanation centered on you target once each round on your turn. Its attack bonus is equal to
Duration: 1 round/2 levels (D) your base attack bonus with an additional +2 enhancement
Saving Throw: Fortitude negates bonus. Each sword is considered a magic, cold iron weapon and
Spell Resistance: Yes deals 1d8+2 points of slashing damage, with a threat range of 20
and a critical multiplier of 2.

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The swords always strike from your direction. They get no Duration: 1 round/2 levels
flanking bonuses and cannot help a combatant get one. If any of Saving Throw: Will negates (harmless, object)
the swords go beyond the spell range from you, go out of your Spell Resistance: Yes (harmless, object)
sight, or you are not directing them, all three return to you and
The spell transforms an existing melee weapon into a brilliant
hover.
energy weapon. The spell cannot be cast on a natural weapon,
Each round after the first, you can use a standard action to switch such as an unarmed strike.
one of the swords to a new target. If you do not, each sword
continues to attack the previous round's target.
Each sword's AC is 12 (10, +0 size bonus for Medium object, +2
CHARIOT OF THE WARLORD
deflection bonus), has a hardness of 10 and has 5 hit points. Conjuration [Creation]
If an attacked creature has spell resistance, the resistance is Level: Champion of Light 3, Clr 3, Knight of Entropy 3, Knight
checked the first time one of the swords strikes it. If the sword is of the Death Angel 3, Magus 3, Paladin 2, Sor/Wiz/Sum 3
successfully resisted, that sword is dispelled. If not, the sword Components: V,S
has its normal full effect on that creature for the duration of the Casting Time: 1 round
spell. Range: Close (25 ft. + 5 ft./2 levels)
Effect: One light chariot and two-horse team
Duration: 1 minute per level
BLEEDING WOUNDS The spell summons a light chariot pulled by a single war trained
horse that can only be used by you. The chariot has all the
Necromancy [Evil] normal qualities of a light chariot. Use the light chariot rules
Level: Anti-paladin 2, Clr 3, Magus 3, Sor/Wiz3, Witch 3 described in the Pathfinder Ultimate Combat book. You are
Components: V, S, M (a drop of fresh blood) considered proficient to drive the chariot and count as having 5
Casting Time: 1 standard action ranks in the Handle Animal skill, unless you already have more
Range: Close (25 ft. + 5 ft./2 levels) ranks in a chariot driving skill. The chariot and horse appear
Target: one creature/two levels, no two of which can be more together where you designate but cannot act without a chariot
than 30 ft. apart rider. The chariot and horse cannot be summoned into an
Duration: 1 round/level environment that cannot support them. The horse cannot be
Saving Throw: Fort negates (see text) unhitched from the chariot. The chariot and horse radiate an aura
Spell Resistance: Yes of magic, but otherwise function as normal objects and creatures.
The spell causes all creatures who fail their save to become
susceptible to bleeding. For the duration of the spell, if the targets
suffer any physical wounds or have any existing physical
wounds, they bleed for 1d4 damage per round. Targets suffer
only 1d4 bleed damage per round, regardless of how many
wounds they have. However, if the target is suffering from an
additional bleed effect (such as from a monsters bleed ability or
a bleeding critical hit), the bleed damage from this spell stacks
with the bleed damage from the other effect. Multiple castings of
this spell on the same targets do not stack.
The bleeding can be stopped by a successful DC 17 Heal skill
check. A remove curse or heal spell will also stop the spells
bleeding damage, as will healing the affected creature back up to
its maximum hit points.
Once the spell ends, the bleeding damage from the spell ends.

BRILLIANT ENERGY WEAPON


Transmutation [Light] [Good]
Level: Champion of Light 3, Clr 5, Inquis 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
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CHILL GRASP Clutch of stone is countered by move earth, soften earth and stone,
and transmute rock to mud.
Necromancy
Level: Alch 2, Knight of Entropy 2, Magus 2, Sor/Wiz2, Witch 2
Components: V,S
CONE OF VENOM
Casting Time: 1 standard action
Range: Touch Evocation [Poison]
Target: Creature or creatures touched (up to one/two levels) Level: Clr 6, Magus 5, Serp War 5, Sor/Wiz5, Snk Clt Ldr 6,
Duration: Instantaneous Witch 5
Components: V, S, M/DF (The dried head of a venomous snake)
Saving Throw: Fortitude partial or Will negates; see text;
Casting Time: 1 standard action
Spell Resistance: Yes
Range: 30 ft.
This spell functions like chill touch, inflicting 1d6 points of Area: Cone-shaped burst
damage from negative energy and 1d2 points of Strength Duration: Instantaneous; see text
damage. In addition, for every 2 points of Strength damage Saving Throw: Fortitude negates; see text
inflicted, the caster gains a +1 enhancement bonus to a random Spell Resistance: Yes
physical ability score (Str, Dex, or Con). This bonus lasts for 1
The spell causes venom to spew from your mouth and extend
round per two levels (10 rounds maximum).
outward in a cone. The poison deals 1d6 points of temporary
A touched undead creature takes no damage of either sort, but it Constitution damage immediately and another 1d4 points of
must make a successful Will saving throw or flee as if panicked temporary Constitution damage 1 minute later. Each instance of
for 1d4 rounds + 1 round per caster level. damage can be negated by a Fortitude save (DC 10 + 1/2 your
caster level + your Int or Wis modifier).

CLUTCH OF STONE
CONE OF VITRIOL
Conjuration (creation) [Earth]
Level: Sor/Wiz/Sum 3, Witch 3 Evocation [Acid, Water]
Components: V,S Level: Sor/Wiz7, Witch 7
Casting Time: 1 standard action Components: V, S, M/DF (a piece of metal partially melted by
Range: Close (25 ft. + 5 ft./2 levels) acid)
Effect: 10ft. radius spread Casting Time: 1 standard action
Duration: 1 round per 2 levels Range: 50 ft.
Saving Throw: None Area: Cone-shaped burst
Spell Resistance: Yes Duration: Instantaneous
Saving Throw: Reflex half
The caster conjures clutching stone arms with clawed hands out
Spell Resistance: Yes
of the ground, which must be made of earth or stone. The spell
only affects Tiny, Small, Medium or Large targets that are in Cone of vitriol creates a spray of incredibly corrosive acid,
contact with the ground or are no more than 3 ft. above it. originating at your hand and extending outward in a cone. The
acid deals 1d4 points of damage per caster level (maximum
Every creature within the area of the spell is the target of a
20d4). In addition, up to 1d4 of those who fail their save must
combat maneuver check made to grapple each round at the
make a second save or they are affected as if by a rusting grasp
beginning of your turn, including the round that the spell is cast.
spell. The caster determines one object or item carried by each
Creatures that enter the area of effect are also automatically
target to be affected by the rusting grasp.
attacked. The claws do not provoke attacks of opportunity. The
claws have a BAB of +5, a Strength of 16, CMB +8, and CMD 18.
Roll only once for the entire spell effect each round and apply the
result to all creatures in the area of effect. The claws do not inflict CORRUPTION OF ENTROPY
damage but always attempt to maintain their grapple. If the Enchantment (Compulsion) [Mind-affecting, Chaotic]
claws succeed in grappling a foe, that foe gains the grappled Level: Magus 5, Sor/Wiz5, Witch 5
condition. Each round thereafter, the claws attempt to maintain Components: V,S,M
their grapple. The claws cannot initiate grapple maneuvers such Casting Time: 1 standard action
as move, damage, pin, etc., as their only purpose is to hinder foes Range: Medium (100 ft. + 10 ft./level)
by giving them the grappled condition. If a target escapes the Effect: All creatures in a 15-ft. radius
claws grapple, it is immune to further grapple attempts from the Duration: 1 minute per level
claws for the duration of the spell. Saving Throw: Will negates
Spell Resistance: Yes

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The spell conjures a squirming mass of incorporeal purple The spell allows you to create a vampiric serpent (see Chapter 8:
tentacles which appear to writhe around everything within the Creature Templates) from the corpse of any corporeal snake or
area of effect. The tentacles remain for 1 minute per level of the snake-like creature. Examples of snake-like creatures might
caster. Those within the area of effect must make a Will save each include a couatl, marilith demon, naga, xocouatl, or any creature
round they are within it or suffer from temporary physical whose anatomy includes a snake's head or body. Merely having
mutation and/or insanity. All physical mutations caused by the tentacles, slit eyes, scales or a forked tongue is not enough to
spell (and their benefits and penalties) disappear when the victim qualify a creature as snake-like.
leaves the area of effect or when the spell ends. Insane victims act Vampiric serpents are not automatically under the control of
randomly each round, even if they somehow leave the area, as their animator. If you are capable of commanding undead, you
indicated by the following table: may attempt to command the vampiric serpent as it forms.
This spell must be cast at night.
1d10 Mutation/Insanity Effect
Material Component: A clay pot filled with grave dirt and
1-2 Run from the mass of tentacles for 1d4 rounds
another filled with brackish water. The spell must be cast on a
3-4 Sprout two 5ft. long, feebly waving tentacles from neck or dead snakes body. You must place a black onyx gem worth at
shoulder (no effect other than visual), and Despair for 1 least 50 gp per HD of the undead to be created into the mouth or
round as the crushing despair spell eye socket of the corpse. The magic of the spell turns the gem
into a worthless shell.
5 Skin wrinkles and withers, and suffer fatigue for 1d4
rounds
6 Sprout extra eyes all over body (gain All-Around Sight) CURSE OF THE EPIDEMIC
and do nothing for 1 round
Necromancy [Disease, Evil]
7 Sprout an extra arm/leg* (gain +1 on CMD) and attack Level: Anti-paladin 5, Clr 5, Sor/Wiz5, Witch 5
the nearest creature (friend or foe) for 1 round. Casting Time: 1 standard action
*If wearing medium or heavy armor, the extra limb Components: V, S
magically grows through the armor without damaging it. Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
8 Sprout an extra eye (gain +1 on visual Perception checks)
Duration: 1 round/level (D)
and laugh uncontrollably for 1 round, as the hideous
Saving Throw: Fortitude negates
laughter spell
Spell Resistance: Yes
9 Attack self for 1 round
This spell causes a single living creature to become a carrier of
10 Sprout horns* (gain natural gore attack for 1d4 damage), diseases, poison, and curses. A creature under this curse may
become enraged (as the rage spell) and attack the nearest pass along any disease, poison, or curse they suffer from or
creature (friend or foe) for 3 rounds, but still suffer contract while this spell is in effect.
fatigue for three rounds after. *If wearing a helm, the
Any living creature that comes within 5 ft. of the carrier of curse
horns magically grow through the helm without
of the epidemic must make a save vs. each of the carrier's current
damaging it.
diseases, poisons, or curses, although they get a +2 bonus on each
save. A creature can only contract one of the bearer's diseases,
poisons or curses. If they fail to save vs. more than one, roll
Once a victim makes a successful save, he cannot be affected by
randomly to determine which one they actually contract. The
the tentacles again, unless by a new casting of the spell. When the
effects passed on by the carrier take effect immediately. A
spell expires, the tentacles vanish and all victims are restored to
maximum of three living creatures may be affected by the carrier.
normal.
It is not possible for the carrier to pass along curse of the epidemic
itself. A dispel magic or remove curse spell will remove the effects
passed on by the carrier, even if they normally cannot be
CREATE VAMPIRIC SERPENT removed by those means. Unlike bestow curse, curse of the
Necromancy [Evil] epidemic can be removed from the carrier with dispel magic as
Level: Clr 7, Serp Necro 7, Witch 7 well as remove curse.
Components: V, S, M (see text)
Casting Time: 1 hour
Range: Close (25 ft. + 5 ft./2 levels) CURSE OF THE MANDRAKE
Target: One snake corpse
Conjuration (Creation) [earth]
Duration: Instantaneous
Level: Druid 4, Earth Lord 3, Sor/Wiz/Sum 3, Witch 3
Saving Throw: None
Casting Time: 1 round
Spell Resistance: No

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Components: V, S, M (mandrake root) plant shell will silence and immobilize them for the duration of
Range: Close (25 ft. + 5 ft./2 levels) the spell being cast. Any one of these spells may also serve as a
Area: 10-ft.-radius spread counter to curse of the mandrake. A silence spell silences the
Duration: 1 round/level (D) mandrakes but does not prevent them from making trip attacks.
Saving Throw: Fortitude negates (see text)
Spell Resistance: No
DAGGER SWARM, GREATER
Conjuration [Summoning]
Level: Sor/Wiz/Sum 4, Witch 4
Components: V,S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One 10ft. swarm of daggers
Duration: concentration + 2 rounds
Saving Throw: None
Spell Resistance: No
The spell functions the same as lesser dagger swarm, but the
swarms fly speed is 35ft., its swarm attack inflicts 2d6 damage,
and its wound effect causes 1d4 damage.

DAGGER SWARM, LESSER


Conjuration [Summoning]
Level: Sor/Wiz/Sum 3, Witch 3
Components: V,S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One 10ft. swarm of daggers
Duration: concentration + 2 rounds
Saving Throw: None
Spell Resistance: No
You summon a 10ft. swarm of floating, diminutive, magic
daggers (treated as a swarm of bats with construct traits, a fly
speed of 30ft., and a swarm attack of 1d6 with wounding), which
attacks all creatures within its area. (You may summon the
swarm so that it shares the area of other creatures.) Each round
This spell can only be cast in wilderness areas and areas with an you may spend a standard action to direct the swarm to move up
earth or unworked stone floor, and causes dozens of thrashing, to 25ft., otherwise it pursues the nearest target.
shrieking mandrake roots to erupt from the ground or partially
wriggle and crawl out of cracks or underneath stones. The
mandrakes emit a constant shriek that deafens all those within DAGGER SWARM, MINOR
the area (and for 1d4 rounds after leaving it) unless they succeed
Conjuration [Summoning]
on a Fortitude save. Non-deafened creatures must save each
round they are within the area. Level: Sor/Wiz/Sum 1, Witch 1
Components: V,S
In addition, each round a creature moves more than 5 ft. through Casting Time: 1 round
the area of the thrashing mandrakes, it is subject to a trip attack Range: Close (25 ft. + 5 ft./2 levels)
by the mandrakes (CMB equal to your caster level +2). The Effect: One small 5ft. swarm of daggers
mandrakes do not provoke attacks of opportunity. Only one trip Duration: concentration
attack may be made against each target per round. The Saving Throw: None
mandrakes can make no other attacks. Spell Resistance: No
The mandrakes created by this spell cannot be damaged, but they You summon a small 5 ft. x 5 ft. swarm of floating, diminutive,
can be dispelled as normal. In addition, the following spells will magic daggers (treated as a small swarm of bats with a fly speed
affect them: control plants, command plants, diminish plants, or anti- of 20ft. and a swarm attack that inflicts 1d4 damage, but with no
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bat swarm wounding effect), which attacks all creatures within quarter circle. The plants are 3 ft. high, and the entire area
its area. (You may summon the swarm so that it shares the area provides partial concealment for anything within it.
of other creatures.) If no targets are within its area, the swarm
The plants seem possessed by an evil sentient spirit and lean
attacks or pursues the nearest creature as best it can. The caster
hungrily toward any living thing entering their area, feebly
has no control over its target or direction of travel.
entwining their poisonous stems and leafs around them. This
does not entangle opponents, but the plants touch inflicts deadly
necromantic poison that deals 1d2 Constitution damage per
DANCING WEAPON round for 5 rounds. A successful Fortitude save negates.
Evocation [Force] Poisoned creatures can make a Fortitude save each round to
Level: Sor/Wiz2 negate the damage and end the affliction. Creatures that make
Casting Time: 1 standard action their save become immune to the plants poison for the duration
Components: V, S, F of the spell. The nightshade plants are not undead, but if a
Range: medium (100 ft. + 10 ft./level) consecrate or positive energy burst is used in their area they will
Effect: magic weapon of force die within three rounds. Diminish plants or anti-plant shell counter
Duration: 1 round/level (D) deadly nightshade.
Saving Throw: none If a living creature of 3HD or less dies within the area of effect
Spell Resistance: yes while the nightshade exists, the plants immediately infest it, and
This arcane spell is identical to spiritual weapon, but the casters there is 25% chance it rises in 1d4 rounds as an uncontrolled
Intelligence or Charisma modifier (whichever is higher) is used zombie. However, only one such zombie may be created by the
instead of Wisdom. The caster must choose a weapon spell. When the spell ends, or as soon as a zombie is created, all
appropriate for his alignment. nightshade plants in the area of effect wither and crumble into
harmless dust.

DEADLY NIGHTSHADE
DEATHLY FAMILIAR
Necromancy [Evil, Poison]
Level: Clr 5, Druid 4, Sor/Wiz4, Witch 4 Necromancy [Death, Evil]
Components: V, S, DF Level: Clr 3, Sor/Wiz3, Witch 3
Casting Time: 1 round Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./level) Components: V, S, M (ground undead dust)
Effect: See text Range: Close (25 ft. + 5 ft./2 levels)
Duration: 1 round/2 levels Target: One undead creature
Saving Throw: Fortitude negates Duration: 1 minute/2 levels (D)
Spell Resistance: Yes Saving Throw: None
Spell Resistance: Yes
This spell temporarily turns an undead creature of 4 hit dice or
less that is currently under your control (via the animate dead,
control undead or command undead spells or the Command Undead
feat) into your familiar. This works even if your class cannot
normally have a familiar. Only one undead creature can be your
familiar at a time. The spell has no effect if you already have a
familiar of any kind.
For the duration of the spell, the undead familiar gains the
following benefits:
If the undead creature's intelligence is less than 6, its
Intelligence increases to 6
+2 natural armor adjustment
Channel resistance +2
This spell causes areas of normal vegetation (grasses, briars, Alertness, share spells, deliver touch spells
bushes, creepers, thistles, vines, and so on) within close range (25
feet + 5 feet per caster level) to sprout poisonous deadly Speak with master
nightshade plants. At your option, the area can be a 10-foot-
radius circle, a 15-foot-radius semicircle, or a 20-foot-radius
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You gain a +1 enhancement bonus on saves vs. paralyzation, The spell cannot be cast on a natural weapon, such as an
death effects, stunning, and poison. While the undead familiar is unarmed strike.
within arm's reach, you also gain the Alertness feat.

DREAD CYCLONE
DEVOURING CLOUD
Evocation [Air]
Conjuration (Creation) [Air] Level: Sor/Wiz9, Storm Knight 9, Witch 9
Level: Magus 3, Sor/Wiz/Sum 3, Witch 3 Components: V,S,DF
Components: V, S, M ( and a carnivores tooth) Casting Time: 1 standard action
Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level)
Range: Close (25 ft. + 5 ft./level) Effect: Cyclone 20 ft. wide at base, 50 ft. wide at top, and 50 ft.
Effect: Fog spreads in 10-ft. radius, 10 ft. high tall
Duration: 1 minute/2 levels Duration: 1 round per level
Saving Throw: None; Reflex negates (see text) Saving Throw: Reflex negates
Spell Resistance: Yes Spell Resistance: Yes

The spell functions like fog cloud, except the cloud roils with The spell is identical to the whirlwind spell, but for the following:
morphing images of large, cloudy, monstrous or skeletal maws. a dread cyclone can effect creatures up to size Huge; if the dread
These maws can extend out to grab any creature of size Large or cyclone exceeds the spells range, it moves randomly for 1d6
smaller within 5ft. of the exterior edge of the cloud and instantly rounds; those who fail their save and are suspended by the
drag them into one of the center squares of the cloud (Reflex winds suffer 1d10 damage per round.
negates). Once in the center of the cloud, the maws let go and the
creature is free to act on its next turn, but it is still subject to the
vision impairing effects of the cloud. Targets that have been DROWNING
previously grabbed are immune to further grab attempts by the
cloud. Likewise, once a target successfully saves, it is immune to Conjuration [Water]
further dragging attempts by the cloud. The cloud can only Level: Sor/Wiz 8, Witch 8
attempt to drag one creature per round. If more than one Components: V
creature is within range of the cloud maws, randomly determine Casting Time: 1 standard action
which one the cloud maws attempt to grab. The caster is not Range: Medium (100 ft. + 10 ft./level)
immune to dragging attempts by the cloud. Creatures with spell Target: One living creature
resistance who resist the spell are immune to its vision impairing Duration: 2 rounds per level
effects as well as its grab attempts. Saving Throw: Fort negates
Spell Resistance: Yes
A moderate wind (11+ mph) disperses the cloud in 4 rounds; a
strong wind (21+ mph) disperses the cloud in 1 round. Drowning causes water to fill the targets mouth and nose,
causing it to slowly suffocate. See the drowning rules in the core
The spell does not function underwater. rulebook, but the target suffers a 4 penalty to its Constitution for
determining how long it can hold its breath. Also, spellcasters
must make a Concentration check (DC 22) each round in order to
DIVINE LIGHT WEAPON cast spells. A dispel magic, water breathing or a spell that negates
the need to breathe cast on the target will negate drowning.
Transmutation [Light] [Good] Drowning has no effect on creatures that do not need to breathe,
Level: Champion of Light 4, Clr 6 such as constructs, elementals, oozes, plants, and undead.
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched ELEMENTAL HANDS
Duration: 1 round/level Evocation [Air, Earth, Fire, or Water]
Saving Throw: Will negates (harmless, object) Level: Earth Lord 1, Storm Knight 1, Winter Warlock 1
Spell Resistance: Yes (harmless, object) Components: V, S
The spell functions like brilliant energy weapon, but the weapon is Casting Time: 1 standard action
also endowed with divine light that that gives it an additional +2 Range: 15 ft.
to hit and damage. Unlike a normal brilliant energy weapon, Area: Cone-shaped burst
weapons endowed with this spell can also affect undead, Duration: Instantaneous
constructs, and objects, but only inflict half damage against them. Saving Throw: Reflex half
Spell Resistance: Yes

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Elemental hands is identical to burning hands, but produces a fan nonlethal damage due to battering and buffeting, unless
of electricity (air), magma (earth) fire (fire) or ice (water), they succeed on a DC 25 Fly skill check.
depending on the casters elemental specialty. Storm knights may
Large or smaller creatures are checked by the wind and are
use either electricity or ice, and earth lords use magma. winter
unable to move toward the caster or against the direction of
warlocks use ice. Fire and magma can cause flammable materials
the wind unless they succeed on a DC 10 Strength check (if
to burn similar to burning hands, and electricity and ice cause
on the ground) or a DC 20 Fly skill check if airborne.
those who fail to save to suffer 1 to attack rolls and skill checks
for 1 round. The hurricane-strength winds extinguish all flames in the area
and may fell small trees.
Eye of the storm can do anything a blast of hurricane force would
EXPLOSIVE METEOR
be expected to do. It can create a lashing spray of sand, dust, or
Evocation [Earth] water, extinguish a large fire, break windows and shutters, rip
Level: Sor/Wiz 3 off awnings, hangings or light wooden roofs, keel over small and
Components: V,S,M (A tiny piece of volcanic or meteoric rock) even some medium-sized boats, and blow gases or vapors to the
Casting Time: 1 standard action edge of the range.
Range: Medium (100 ft. + 10 ft./level)
Area: 15 ft. radius spread
Duration: Instantaneous FIRE GEMS
Saving Throw: Reflex half
Spell Resistance: Yes Conjuration (Creation) [Fire]
Level: Alch 6, Sor/Wiz/Sum 6
Explosive meteor is similar to a fireball, but instead of a ball of fire Components: V, S, M (25gp topazes or 50gp rubies)
it is a tiny meteor that detonates, showering the area with chunks Casting Time: 1 standard action
of rock that inflict 1d6 bludgeoning damage per level (max 8d6). Range: Touch
The meteor has no heat and will not set fire to combustibles or Targets: Up to four or eight gems
melt metals as a fireball would. Duration: 10 min./level or until used
Saving Throw: None or Reflex half; see text
Spell Resistance: No
EYE OF THE STORM
This spell is identical to fire seeds, except that 25gp topazes are
Evocation [Air]
substituted for acorn grenades, and 50gp rubies are substituted
Level: Air 5, Storm Knight 5, Sor/Wiz 5
for holly berry bombs.
Components: V,S
Casting Time: 1 round
Range: 20 ft.
Effect: 10 ft. radius x 10 ft. high burst centered on you FIRE SHIELD, GREATER
Duration: Concentration (maximum 4 rounds) Evocation [Fire or Cold]
Saving Throw: None (see text) Level: Alch 6, Magus 6, Sor/Wiz/Sum 6, Witch 6
Spell Resistance: Yes Components: V, S, M (see text)
Eye of the storm creates a 20 ft. diameter, 10 ft. high cylinder of Casting Time: 1 standard action
hurricane winds (75-174 mph) centered on the caster, rotating in Range: Personal
a clockwise or counterclockwise direction (casters choice). The Target: You
caster is immune to the wind. Duration: 1 round/level (D)

The area of wind moves with the caster, but only if he moves no This spell is identical to fire shield, except the maximum damage
more than 5ft. per round. If he moves faster than this, the spell is +20. In addition, the caster may also release two flaming spheres
immediately ends as soon as he begins his movement. from the flames surrounding him. The flaming spheres inflict
either fire or cold damage, depending on the type of fire shield
Medium and smaller creatures on the ground are blown used. Each sphere must be used against different targets, all of
away (knocked prone and rolled 1d4 10 feet in the which must be within 30ft. of each other. Directing both spheres
direction of the wind), taking 1d4 points of nonlethal requires concentration.
damage per 10 feet, unless they make a DC 15 Strength
check. Note that creatures could likely be blown completely Arcane Material Component: A bit of phosphorus for the warm
out of the area of effect, depending on the distance they were shield; a live firefly or glowworm or the tail portions of four dead
blown. ones for the chill shield. A bit of tallow, a pinch of brimstone, and
a dusting of powdered iron for the flaming spheres.
Medium or smaller flying creatures are blown back 2d6 10
feet in the direction of the wind and take 2d6 points of

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FLAME WAVE FREEZING WALL
Evocation [Fire] Evocation [Cold, Water]
Level: Fire Lord 5, Magus 5, Sor/Wiz 5 Level: Drd 6, Magus 5, Sor/Wiz/Sum 5, Winter Warlock 5
Components: V,S Components: V, S, M/DF (an icicle carved from arctic crystal)
Casting Time: 1 standard action Casting Time: 1 standard action
Range: Personal Range: Medium (100 ft. + 10 ft./level)
Area: 25 ft. radius burst around caster Effect: Opaque wall of ice up to 20 ft. long/level or a ring of ice
Duration: Instantaneous with a radius of up to 5 ft. per two levels; either form 20 ft. high.
Saving Throw: Reflex half Thickness: 1 inch/level.
Spell Resistance: Yes Duration: 1 round/level
Saving Throw: None
Flamewave causes a sudden burst of fire to emanate from the
Spell Resistance: Yes
caster, dealing 1d8 damage for every two caster levels (5d8 at
level 10, 6d8 at level 12, 7d8 at level 14, etc., to a maximum of The spell creates an anchored wall of ice that emanates a deep,
10d8) to everything within range. The caster is immune. freezing cold. The wall cannot be formed in an area occupied by
creatures or objects. The wall is 1 inch thick per caster level. One
side of the wall emanates bone-chilling cold, dealing 2d6 points
FLAMING WEAPON of cold damage to creatures within 10 feet and 1d6 points of cold
damage to those past 10 feet but within 20 feet. The wall deals
Evocation [Fire] this damage when it appears and on your turn each round to all
Level: Magus 4, Sor/Wiz 4 creatures in the area. In addition, the wall deals 2d6 points of
Components: V, S, M (a small piece of steel and coal) cold damage +1 point of cold damage per caster level (maximum
Casting Time: 1 standard action +20) to any creature touching it.
Range: Touch
Target: Weapon touched Each 10-foot length of wall has 5 hit points per inch of thickness.
Duration: 1 minute/level Creatures can hit the wall automatically. A section of wall whose
Saving Throw: Will negates (harmless, object) hit points drop to 0 is breached. If a creature tries to break
Spell Resistance: Yes (harmless, object) through the wall with a single attack, the DC for the Strength
check is 15 + caster level.
The spell temporarily transforms an existing melee weapon into
a flaming weapon. Even when the ice has been broken through, a sheet of frigid air
remains. Any creature stepping through it (including the one
The spell cannot be cast on a natural weapon, such as an who broke through the wall) takes 1d6 points of cold damage +1
unarmed strike or bite. point per caster level (no save).
If any 10-foot length of wall takes 25 points of fire damage or
FREEZING DOOM more in 1 round, that length melts. (Do not divide fire damage by
4, as normal for objects.)
Evocation [Cold, Water]
Level: Sor/Wiz 9, Winter Warlock 9 Freezing wall can be made permanent with a permanency spell. A
Components: V, S, M/DF (an icicle carved from arctic crystal) permanent freezing wall that is extinguished by fire damage
Casting Time: 1 standard action becomes inactive for 10 minutes, then reforms at normal
Range: Medium (100 ft. + 10 ft./level) strength.
Target: One creature
Duration: 1 round/level
Saving Throw: Reflex negates GHOST SERPENT, LESSER
Spell Resistance: Yes Transmutation
The spell encases the target in supernaturally cold ice, up to 1 Level: Serp War3, Sor/Wiz 3, Witch 3
inch thick per caster level. The target is completely immobilized Components: V, S, M (a serpents scale and a pinch of grave dirt)
and suffers 3d6 points of cold damage each round. Each round, Casting Time: 1 standard action
the target may make a Strength check vs. DC 20 + 1 per three Range: Touch
caster levels to break out of the ice. However, if the target breaks Targets: One snake or snake-like creature
free, it is severely numbed and frostbitten and suffers 1d6 points Duration: 1 minute/level
of Strength and Dexterity damage that lasts for 1 round per two Saving Throw: Fortitude negates (harmless)
caster levels. Spell Resistance: Yes (harmless)

If the ice takes 50 points of fire damage or more in 1 round, it Ghost serpent was created to allow snakes to serve as assassins
melts. that can easily penetrate a targets lair. The spell temporarily

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gives any snake or snake-like creature the Incorporeal subtype, This arcane spell is similar to flame blade, but creates a cold, blue
allowing it to move through walls and objects. However, the flame that causes cold damage. It cannot ignite objects, but it can
creature may not use any poison or constriction abilities when in freeze up to 1 cubic foot of water per caster level. Using the blade
ghost serpent form. The creature immediately becomes to freeze water requires a standard action. Creatures made of
corporeal when it attacks, ending the spell. water are immune to the freezing effect.

INCENDIARY CLOUD, GREATER


Conjuration (Creation) [Fire]
Level: Sor/Wiz/Sum 9
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Cloud spreads in 20-ft. radius, 20 ft. high
Duration: 1 round/2 levels
Saving Throw: Reflex half; see text
Spell Resistance: No
The spell is similar to incendiary cloud, but also causes heat metal
on targets within the cloud. Targets must make Reflex saves to
reduce the amount of fire damage caused by the cloud (as stated
under the incendiary cloud spell description) and must also make
Will saves to escape the heat metal effect. The number of targets
that may be affected by the heat metal is one creature per two
levels, no two of which can be more than 30 ft. apart; or 25 lb. of
metal/level, all of which must be within a 30-ft. circle. If a target
GHOST SERPENT, GREATER successfully saves against the heat metal, it may not be affected by
it again, even if it re-enters the incendiary cloud (though it could
Transmutation
still suffer fire damage).
Level: Serp War4, Sor/Wiz 4, Witch 4
Components: V, S, M (a serpents scale and a pinch of grave dirt)
Casting Time: 1 standard action
Range: Touch INFERNAL PILLAR OF FIRE
Targets: One snake or snake-like creature Conjuration [Fire]
Duration: 1 round/level Level: Alch 3, Fire Lord 2, Magus 3, Sor/Wiz/Sum 3, Witch 3
Saving Throw: Fortitude negates (harmless) Components: V, S, F (a small pillar of carved obsidian)
Spell Resistance: Yes (harmless) Casting Time: 1 standard action
Greater ghost serpent is identical to lesser ghost serpent, except the Range: Personal
snake or snake-like creature affected by the spell remains Target: You
incorporeal when it attacks, and its incorporeal bite also inflicts Duration: 2 rounds/level (D)
poison. It may also use its constriction ability, if it has one. All Saving Throw: Reflex half
the creatures bite and constriction attacks are incorporeal touch Spell Resistance: Yes
attacks. The spell is similar to levitate, except the caster levitates just
above a 5ft. wide pillar of fire. The caster may levitate to a
maximum height of 20ft. The pillar inflicts 2d6 damage to
ICE BLADE anything touching it or passing through it (Reflex save for half).
Evocation [Cold]
Level: Drd 2, Sor/Wiz 2
Components: V, S, M (a small crystal) MALIFIC METEOR
Casting Time: 1 standard action Evocation [Earth]
Range: 0 Level: Sor/Wiz 3
Effect: Sword-like beam Components: V,S,M (a tiny piece of volcanic or meteoric rock)
Duration: 1 min./level (D) Casting Time: 1 standard action
Saving Throw: Reflex half; see text Range: Medium (100 ft. + 10 ft./level)
Spell Resistance: No Target: One creature
Duration: Instantaneous
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Saving Throw: Reflex half Casting Time: 1 standard action
Spell Resistance: Yes Range: Touch
Target: Object touched
The caster summons a small meteor and sends it hurtling toward
Duration: 10 min./level (D)
a single foe. The meteor travels in a straight line and the caster
Saving Throw: None
must have line of sight to the target. On impact, the target suffers
Spell Resistance: Yes (see below)
1d6 bludgeoning damage per two levels of the caster (max 8d6),
Reflex save for half. Targets who fail their save are knocked back The spell functions identically to the luminous retribution spell.
10 feet away from the caster and fall prone. If an obstacle Additionally, if luminous wrath is used in an area occupied by
prevents the target from getting knocked back, the target and the magic darkness, it acts as a dispel magic against it. If it
obstacle each take 1d6 points of damage, and the target stops in successfully dispels the darkness, it also causes 1d4 damage per
the space adjacent to the obstacle. Flying targets are knocked level of the caster (max 10d4), no save (although spell resistance
back but do not fall. applies), to the creature that created the darkness, provided the
creature is within 100 ft. of the object radiating luminous wrath.
Only one dispel attempt is allowed per casting of luminous wrath.
LIGHTNING SHIELD
Evocation [Electricity] MAGMA SPRAY
Level: Alch 4, Magus 4, Sor/Wiz/Sum 4, Storm Knight 4, Witch
Evocation [Earth, Fire]
4
Level: Magus 5, Sor/Wiz 5
Components: V, S, M (a piece of material from an area struck by
Components: V, S,M/DF (a piece of volcanic rock)
lightning)
Casting Time: 1 standard action
Casting Time: 1 standard action
Range: 40 ft.
Range: Personal
Area: Cone-shaped burst
Target: You
Duration: Instantaneous
Duration: 1 round/level (D)
Saving Throw: Reflex half
This spell is identical to fire shield but produces and protects Spell Resistance: Yes
against lightning, instead of fire. Damage is electrical.
A cone of magma and molten rocks shoots from your fingertips.
Any creature in the area of the takes 1d6 points of damage per
caster level (maximum 12d6), half of which is fire damage and
LUMINOUS RETRIBUTION half of which is bludgeoning. A successful Reflex saves halves
Evocation [Light] [Good] the damage. Flammable materials ignite if the magma touches
Level: Champion of Light 3, Clr 4, Inquis 4 them, as if hit by burning oil. A character can extinguish burning
Components: V, S items as a full-round action.
Casting Time: 1 standard action
Range: Touch MAGMA WAVE
Target: Object touched
Duration: 10 min./level (D) Evocation [Earth, Fire]
Saving Throw: None Level: Sor/Wiz 7
Spell Resistance: Yes Components: V, S,M/DF (a piece of volcanic rock)
Casting Time: 1 standard action
The spell functions identically to the daylight spell. Additionally, Range: 50 ft.
all evil creatures and those associated with darkness suffer a 1 Area: Cone-shaped burst
penalty to attacks, saves, and ability checks while within the Duration: Instantaneous
illuminated area. Qualifying evil creatures of darkness include Saving Throw: Reflex half; see text
shadows, shadow demons, evil creatures with light sensitivity, Spell Resistance: Yes
light blindness, light vulnerability, evil creatures that can see in
darkness, and any creatures that possess an innate spell-like or A cone of thick, heavy magma and molten rock shoots from your
supernatural ability that creates darkness (such as a black fingertips. Any creature in the area of the takes 1d6 points of
dragons or babau demons darkness ability). damage per caster level (maximum 15d6), half of which is fire
damage and half of which is bludgeoning. A successful Reflex
saves halves the damage. Size medium or smaller victims who
LUMINOUS WRATH fail their save and are touching the ground must make a second
save or be knocked down and trapped under a 4 ft. high carpet of
Evocation [Light] [Good] cooling magma and are unable to act until the magma vanishes
Level: Champion of Light 4, Clr 5, Inquis 5 one round later. Flammable materials ignite if the magma
Components: V, S touches them, as if hit by alchemists fire. A character can
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extinguish burning items as a full-round action, provided he is Cave, Cavern, or Tunnel: The spell causes chunks of rock to
able to act. fall from the roof, dealing 5d6 damage to any creature caught
under the partial cave-in (Reflex half DC 15).

MAGNETISM Cliffs: Vertical slabs of rock crumble from the cliffside, causing
a minor landslide that travels horizontally as far as it fell
Evocation [Earth, Force] vertically. Any creature in the path sustains 5d6 points of
Level: Sor/Wiz 4 damage (Reflex half DC 15).
Components: V,S,F (a small magnetic object)
Casting Time: 1 standard action Open Ground: Fissures created by the spell are 10 ft. deep.
Range: Close (25 ft. + 5 ft./2 levels) Reflex DC 18 to avoid falling into one. Victims falling into
Target or Area: One 15 ft. cube fissures are not killed when they grind shut, but suffer 2d6 points
Duration: 1 round/2 levels of damage each round until they are freed. Victims can attempt
Saving Throw: Fortitude negates to drag themselves out of shut fissures by making a DC 18
Spell Resistance: Yes Strength check each round.

The spell causes all medium and heavy metal armor, shields and Structure: Most structures standing on open ground sustain
weapons within the area to become magnetized and stick to any major damage and have a 50% chance of partially collapsing each
other metal objects within 5 ft. of them (Fort save negates). round, dealing 5d6 points of damage to those caught within or
Targets failing to save find their metal shields, metal weapons beneath the rubble (Reflex half DC 15).
and medium or heavy metal armor suddenly stick together,
River, Lake, or Marsh: Fissures drain the depth of the water
requiring a DC17 Strength check to separate them. Only one
down to half, but otherwise have no effect. At the end of the spell
check per round is required by each target to successfully
rest of the body of water rushes in and restores the area to its
separate all its armor, shield and weapons.
original depth.
Stuck weapons are useless and stuck shields provide half their
normal armor bonus. Fighting with magnetized metal weapons
incurs a 1 attack penalty as the wielder must constantly fight
against the force of magnetism to keep them separated from
MINOR TREMOR
other metal objects. If creatures wearing medium or heavy metal Evocation [Earth]
armor and who failed their saves come within 5 ft. of each other, Level: Sor/Wiz 4
their suits of armor will stick together and require a DC 17 Components: V,S, F/DF (a 200gp diamond)
Strength check to separate them (both targets get one attempt Casting Time: 1 standard action
each round). If they cannot separate, both creatures must move Range: Medium (50 ft. + 5 ft./level)
together in adjacent squares (using the slowest movement rate Area: 5 ft./level radius (S)
for creatures with different rates), and they suffer a 2 armor Duration: 1 round
penalty until they are separated. Saving Throw: See text
Magnetized objects automatically demagnetize if they are out Spell Resistance: No
of the spells area of effect for at least two consecutive rounds.
Minor tremor has the same effects as the earthquake spell but with
the following differences:
MAJOR TREMOR Concentration checks to cast spells are made vs. DC 14 + spell
level.
Evocation [Earth]
Level: Sor/Wiz 6 Cave, Cavern, or Tunnel: The spell causes chunks of rock to
Components: V,S, DF fall from the roof, dealing 3d6 damage to any creature caught
Casting Time: 1 standard action under the partial cave-in (Reflex half DC 14).
Range: Medium (60 ft. + 10 ft./level)
Area: 5 ft./level radius (S) Cliffs: Small sections of rock crumble from the cliffside,
Duration: 1 round causing a small landslide that travels horizontally as far as it fell
Saving Throw: See text vertically. Any creature in the path sustains 3d6 points of
Spell Resistance: No damage (Reflex half DC 14).

Major tremor has the same effects as the earthquake spell but with Open Ground: Fissures created by the spell are 7 ft. deep.
the following differences: Reflex DC 16 to avoid falling into one. Victims falling into
fissures are not killed when they grind shut, but suffer 1d6 points
Concentration checks to cast spells are made vs. DC 17 + spell of damage each round until they are freed. Victims can attempt
level. to drag themselves out of shut fissures by making a DC 15
Strength check each round.

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Structure: Most structures standing on open ground sustain Range: 60 ft.
minor damage and have a 10% chance of partially collapsing Effect: Line-shaped cold wind emanating out from you to the
each round, dealing 3d6 points of damage to those caught within extreme of the range.
or beneath the rubble (Reflex half DC 14). Duration: Instantaneous (see text)
Saving Throw: Reflex half
River, Lake, or Marsh: No effect.
Spell Resistance: Yes
This spell creates a numbingly cold wind that originates from
MUMMIFICATION OF NINE you, affecting all creatures in its path. Creatures within the path
must save or suffer 6d4 points of cold nonlethal damage. Those
Necromancy [Death, Evil] who fail to save also take a penalty to Dexterity equal to 1d4+1
Level: Sor/Wiz 7 additional point per two caster levels (maximum 1d4+5). The
Components: V,S,M (mummy dust, embalming cloth) subjects Dexterity score cannot drop below 1. This Dexterity loss
Casting Time: 1 standard action lasts for 1 round per caster level.
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature
Duration: Instantaneous (see text)
PHANTOM DRAUGHT HORSE
Saving Throw: Fortitude negates
Spell Resistance: Yes Conjuration [Creation]
Level: Bard 4, Magus 4, Sor/Wiz/Sum 4
Mummification of nine inflicts 1d6 negative levels on a single,
Components: V, S
living humanoid creature of at least 8 hit dice. A creature slain by
Casting Time: 10 minutes
the spell rises as a mummy after nine days. Mummies created in
Range: 0 ft.
this way must serve the caster for a period of nine days (as if they
Effect: one quasi-real, horse-like creature
were affected by a command undead spell), after which they
Duration: 1 hour/2 levels (D)
crumble to dust. The caster is immune to the despair ability of his
Saving Throw: None
mummies as long as they are under his control. The caster may
Spell Resistance: No
never have more than twice his level in hit dice of mummies
under his control. Thus, a 14th level caster could control up to This spell functions like phantom steed, but conjures a strong,
twenty-eight hit dice of mummies at one time. If the caster stocky work horse that is not easily hindered and can also be
exceeds this limit, all the mummies under his control are used in battle, though it is not as fast or mobile as a phantom
instantly freed, seek to slay him, and will not stop until nine days steed, and does not last as long. The mount is war trained and
have passed or he is slain. will attack if ordered to do so by its rider. Animals normally
shun it, but may still attack it. Only the caster may ride the
phantom draught horse, and he gains +2 bonus on Ride checks
NUMBING WIND, GREATER while doing so.

Evocation [Air, Cold] Spd 40; AC 17, touch 13, flat-footed 13 (+4 Dex, 1 size, +4
Level: Sor/Wiz 8, Storm Knight 8 natural); hp 25 + 3 per caster level (2d8+12), BAB +4*; Atk: 2
Components: V, S, M (a very small crystal or glass cone) hooves +3 (1d6+2), bite +3 (1d4+2); Fort +9, Ref +7, Will +5; Init
Casting Time: 1 standard action +4; Senses low-light vision; Str 20, Dex 18, Con 22, Int 2, Wis 17,
Range: 60 ft. Cha 11; Base Atk +4; CMB +7; CMD 21 (25 vs. trip); Feats:
Effect: Line-shaped cold wind emanating out from you to the Endurance, Improved Sunder, Iron Will, Power Attack, Run;
extreme of the range. Tricks: Combat Training, Heavy Labor, Down, Heel, Stay
Duration: Instantaneous (see text) *The mounts base attack bonus increases by +1 for every three
Saving Throw: Reflex half caster levels after level six (e.g., +5 at caster level nine, +6 at
Spell Resistance: Yes caster level twelve, etc.).
As lesser numbing wind, but the maximum nonlethal damage is If it loses all its hit points, the phantom draught horse
12d4. Dexterity loss is 1d6+1 additional point per two caster disappears. It can bear its rider's weight plus up to 20 pounds per
levels (maximum 1d6+8). caster level.
These mounts gain certain powers according to caster level. A
NUMBING WIND, LESSER mount's abilities include those of mounts of lower caster levels.

Evocation [Air, Cold] 8th Level: The mount can ride over sandy, muddy, or even
Level: Magus 4, Sor/Wiz 4, Storm Knight 4 swampy ground without difficulty or decrease in speed. The
Components: V, S, M (A very small crystal or glass cone) mount gains the Improved Overrun and Improved Bull Rush
Casting Time: 1 standard action feats.

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10th Level: The mount gains the Greater Bull Rush and Greater 8th Level: The mount can ride over sandy, muddy, or even
Sunder feats. The mount and its rider gain a +2 bonus on saves swampy ground without difficulty or decrease in speed. While
vs. entanglement and paralysis effects, hold person and hold mounted on the steed, the caster may also use the Trample feat
monster spells, and a +2 bonus on rolls to escape grapples. twice per day. The mounts bite and hoof attacks are considered
magic weapons.
12th Level: The mount appears wearing chainmail barding (+6 to
AC, cannot be removed, and does not reduce the mount's speed). 10th Level: While mounted on the steed, the caster may also use
While mounted on the steed, the caster may also use the Trample the Spirited Charge feat three times per day.
feat three times per day.
12th Level: The mount appears wearing
14th Level: The mount appears wearing half-plate barding (+8 to chainmail barding (+6 to AC, cannot be
AC, cannot be removed, and does not removed, and does not reduce the mount's
reduce the mount's speed). As a swift speed). The mount's bite and hoof attacks are also
action the mount may use freedom of considered one of the following: good or evil
movement on itself or its rider (but not both) weapons, cold iron, or silver. The caster selects
1/day as a supernatural ability, as a 9th level one type when the spell is
caster. cast, and it cannot be changed
for the duration of the spell.
14th Level: The mount
PHANTOM WARHORSE appears wearing half-plate
Conjuration [Creation] barding (+8 to AC, cannot be
Level: Bard 4, Magus 4, removed, and does not reduce the
Sor/Wiz/Sum 4 mount's speed). The mount's hooves
Components: V, S have one of the following enhancements:
Casting Time: 10 minutes flaming, frost, ghost touch, or shock. The
Range: 0 ft. caster selects one type when the spell is
Effect: one quasi-real, horse-like creature cast, and it cannot be changed for the
Duration: 1 hour/2 levels (D) duration of the spell.
Saving Throw: None
Spell Resistance: No
PLAGUE SCYTHE OF ENTROPY
This spell functions like phantom steed, but conjures a
fierce destrier trained for battle, though it is not as fast Conjuration [Chaotic, Disease]
or mobile as a phantom steed, and does not last as long. Level: Magus 5, Sor/Wiz/Sum 5, Witch 5
Components: V,S,F/DF (A miniature gold and bone scythe
The mount is war trained and will attack if ordered to do so by
worth 250gp)
its rider. Animals normally shun it, but may still attack it. Only
Casting Time: 1 standard action
the caster may ride the phantom warhorse, and he gains +2
Range: Touch
bonus on Ride checks while doing so. The caster gains the ability
Effect: black scythe
to use the Mounted Combat and Ride-by Attack feats while
Duration: 2 rounds/level
riding the warhorse.
Saving Throw: See text
Spd 50; AC 18, touch 14, flat-footed 13 (+5 Dex, 1 size, +4 Spell Resistance: Yes (see text)
natural); hp 25 + 3 per caster level (2d8+10), BAB +5*; Atk: 2
Plague scythe of Entropy summons a magical +2, two-handed
hooves +4 (1d6+2), bite +4 (1d4+2); Fort +8, Ref +8, Will +3; Init
scythe of serrated black bone infused with disease. The scythe is
+4; Senses low-light vision; Str 20, Dex 20, Con 21, Int 2, Wis 17,
usable only by the caster, who is considered to be proficient with
Cha 11; Base Atk +5; CMB +7; CMD 21 (25 vs. trip); Feats:
the weapon. The scythe deals damage as a greatsword and struck
Endurance, Improved Sunder, Power Attack, Run; Tricks:
targets must make a DC 17 Fortitude save or be affected by a
Combat Training, Down, Heel, Stay
contagion spell. The disease is determined randomly and lasts for
*The mounts base attack bonus increases by +1 for every three 1d6 rounds. Victims can only be affected by one disease at a time
caster levels after level six (e.g., +6 at caster level nine, +7 at multiple hits do not inflict multiple diseases.
caster level twelve, etc.).
If it loses all its hit points, the phantom warhorse disappears. It
PLAGUE WHIP
can bear its rider's weight plus up to 10 pounds per caster level.
Necromancy [Disease, Evil]
These mounts gain certain powers according to caster level. A
Level: Anti-paladin 2, Clr 2, Inquis 2, Magus 2, Sor/Wiz 2
mount's abilities include those of mounts of lower caster levels.
Components: V, S, M (a rats tail)

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Casting Time: 1 standard action Range: 30 ft.
Range: 0 Effect: line-shaped gust of severe plague wind emanating out
Effect: Whip-like plague-infested weapon from you to the extreme of the range
Duration: 1 round/level (D) Duration: instantaneous
Saving Throw: Fortitude negates; see text Saving Throw: Fortitude negates
Spell Resistance: Yes Spell Resistance: Yes
This dreaded spell allows the caster to draw forth a shadowy, The spell creates a strong force of wind with the same effects as a
plague-infested whip from the essence of the netherworld that gust of wind, accompanied by images of flying, moaning spectral
shudders and writhes as if it were a living thing. The caster is skeletons and diseased corpses wrapped in tattered funeral
considered proficient with the whip, which functions exactly like shrouds. Targets that fail their save are not only affected by the
a normal whip, providing reach and the ability to perform force of the wind, but are also infected with one of the following
disarm and trip maneuvers. The caster gains a +1 competence random diseases: 1) cackle fever, 2) filth fever, 3) mindfire, 4) red
bonus on attack roll and damage rolls with the whip per two ache, 5) shakes, or 6) slimy doom. The disease is contracted
caster levels (max +5). Despite being made of shadowy essence, immediately (the onset period does not apply). Use the disease's
the whip can be damaged or destroyed like a normal whip. listed frequency and save DC to determine further effects.
A target struck by the whip must make a Fortitude save or
suffer 1d2 points of ability damage to a random ability. Targets
who fail their save also appear to be disfigured by a horrible pox, PYRE OF FLAMES
bulging tumors, and infected welts and give off a repulsive smell.
Even targets with a high armor bonus that are normally immune Evocation [Fire]
to whip damage must save or suffer the effects. A target that Level: Sor/Wiz 9
successfully saves is immune to further ability damage from the Components: V,S
whip, for the duration of the spell. Casting Time: 1 standard action
The whip vanishes if the caster drops it. Only the caster can use Range: Medium (50 ft. + 10 ft./level)
the whip. Target: One creature
Duration: 4 rounds
Saving Throw: Reflex negates
Spell Resistance: Yes
Pyre of flames immolates the target in a pyre-like wreathe of
flames and smoke, dealing 10d6 points of damage on the first
round, 5d6 on the second round, 3d6 on the third round, and 2d6
on the fourth round. The target only makes one save. If it fails, it
takes full damage each round as the pyre of flames moves with
it. Additionally, the flames produce thick, oily, eye-stinging black
smoke that reduces the targets visibility to 20 ft. on the first
round, 40 ft. on the second round, 60 ft. on the third round, and
80 ft on the fourth round. True seeing or a spell that allows the
target to see through smoke will negate the reduced visibility.

PYTHON ROD
Evocation
Level: Drd 4, Serp War 4, Snk Clt Ldr 4, Witch 4
Components: V, S, M (a pythons scale)
Casting Time: 1 standard action
Duration: 1 min./level
The caster summons a rod of the python that he may use without
restriction, regardless of his alignment, for the duration of the
spell. The caster is considered proficient with the rod, and the
PLAGUE WIND rod will not work for anyone else. The rod disappears when the
spell ends.
Necromancy [Air, Disease, Evil]
Level: Anti-paladin 4, Clr 4, Drd 4, Inquis 4, Sor/Wiz 5
Components: V,S
Casting Time: 1 standard action
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QUICKSAND RAY OF ICE
Transmutation [Water] Evocation [Cold]
Level: Druid 5, Sor/Wiz 5, Witch 5 Level: Sor/Wiz 3, Winter Warlock 3
Components: V,S, DF Components: V, S
Casting Time: 1 standard action Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level) Range: Close (25 ft. + 5 ft./2 levels)
Effect: Up to one 10 ft. cube/2 levels Effect: Ray
Duration: 1 minute/level Duration: Instantaneous
Saving Throw: See text Saving Throw: None
Spell Resistance: No Spell Resistance: Yes
The spell temporarily transforms an existing area of earth, mud, A ray of frigid air and ice shoots from your pointing finger. You
clay or sand (but not stone) into a magical quicksand pit. must succeed on a ranged touch attack with the ray to deal
Creatures in the area are allowed a Reflex save to escape before damage to a target. The ray deals 1d6 points of cold damage per
the area is turned into quicksand. For details about the effects of caster level (maximum 10d6).
quicksand, see the core rules. The quicksand created by the spell
is thicker and harder to spot, so all the Swim and Strength DCs
required to escape from it are increased by 3. When the spell SCALY SKIN
ends, the area returns to normal.
Abjuration
Level: Serp Drd 4, Serp War 3, Sor/Wiz 3, Snk Clt Ldr 3
Components: V, S, M (granite and 250 gp worth of diamond dust
RAIN OF FIRE
sprinkled on the targets skin)
Evocation [Fire] Casting Time: 1 standard action
Level: Magus 4, Sor/Wiz 4 Range: Touch
Components: V, S, M/DF (a pinch of ashes and a piece of Target: Creature touched
igneous rock) Duration: 10 min./level or until discharged
Casting Time: 1 standard action Saving Throw: Will negates (harmless)
Range: Long (400 ft. + 40 ft./level) Spell Resistance: Yes (harmless)
Area: Cylinder (20-ft. radius, 40 ft. high)
The creature appears to be covered with patterned scales and
Duration: 1 full round
gains resistance to blows, cuts, stabs, and slashes. The spell is
Saving Throw: None
otherwise identical to stoneskin, except that the damage reduction
Spell Resistance: Yes
is only 5/adamantine and it prevents a total of 5 points of
The spell is identical to ice storm but creates a rain of crackling, damage per level (maximum 70 points) before the spell is
flaming sparks. There is no bludgeoning damage, but the flaming discharged.
sparks cause 5d6 points of fire damage. Perception and land
movement penalties still apply.
SENTIENT SERPENT
Transmutation
RAVENOUS FIRE
Level: Drd 6, Serp War 6, Sor/Wiz 6, Witch 6
Evocation [Fire] Components: V,S,M (a 1,000gp diamond)
Level: Magus 6, Sor/Wiz 6 Casting Time: 24 hours
Components: V,S,F (a piece of brimstone and a small amount of Range: Touch
blood) Target: Animal touched
Casting Time: 1 standard action Duration: Instantaneous
Range: Long (400 ft. + 40 ft./level) Saving Throw: Will negates (harmless)
Targets: One primary target plus one secondary target/level Spell Resistance: Yes
(each must be within 30 ft. of the primary target)
Sentient serpent transforms a normal snake into a sentient serpent
Duration: Instantaneous
(see Chapter 8: Creature Templates). A sentient serpent cannot
Saving Throw: Reflex half
serve as an animal companion, familiar, or special mount.
Spell Resistance: Yes
Ravenous fire is identical to chain lightning, except it deals fire
damage instead of electrical damage.

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1- Minor amnesia: A victim suffering from minor amnesia
cannot remember his name or past, suffers a -4 penalty
on all skill checks, and has a 30% chance of spell failure.
2- Minor phobia: The victim suffers from fear of doors,
gates, dimension door, teleportation, and creatures from
other planes. If the victim is within 30 ft. of any of these
things, he must make a Will save or become frightened.
3- Psychosis: The victim suffers from psychotic urges. The
GM selects one random creature (friend or foe) within
30ft. of the victim. The victim will attack that target to
the best of his ability.
4- Paranoia: The victim is convinced the world is out to get
him and receives a -2 penalty on all saves, and will
resist all advice, suggestions, assistance, healing, or
beneficial spells used on him by anyone. He will also
SCREAMING GATE refuse to enter combat, but will attack those who attack
him.
Necromancy [Chaotic, Emotion, Fear, Mind-affecting]
Level: Sor/Wiz 4, Witch 4
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: A 10ft. wide by 10 ft. tall, four-sided gateway
Duration: 1 round/2 levels
Saving Throw: Fort negates (see text)
Spell Resistance: Yes
The spell creates an otherworldly, screaming, horrific gateway.
The ghostly gate is a 10ft. wide by 10ft. high, incorporeal, four-
sided Gothic arch adorned with rusted spikes and chains, its
stained surface studded with staring, twitching, and bloodshot
eyeballs. Inside the gate is a shifting scene alternating between
swirling blackness and nightmarish, alien landscapes. The gate
itself trembles and sways and periodically emits blood-chilling
screams of terror. The gate grants concealment (20% miss chance)
to those behind it but does not impede movement through it.
Even though the gate is incorporeal, it must be created in a 10ft.
space with enough room to contain it. It may not be created in a
space already occupied by creatures.
A maximum of one creature may be affected by the screaming gate
each round. Any creature (including the caster) of size large or
smaller within 10ft. of the screaming gate gets sucked in (Fort DC
negates) and instantly dimension doored in a random direction,
30ft. away from the gate. A creature that successfully resists
getting sucked into the gate is immune to all its effects for the
duration of the spell, and can see through the gate as if it were
not there. If dimension doored creatures arrive in a place that is
already occupied by a solid body, they take no damage and are
shunted to a random open space on a suitable surface within 30ft.
of the gate. If no such space is available, they are returned to their
original space.
Creatures that are dimension doored must also make a Will save or
suffer one of the following insanity effects for 1d4 rounds after
reappearing (roll 1d4):

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Creatures get a new save each round to throw off the insanity SERPENTINE WEAPON
effects. Each time an insane creature is sucked again into the gate
and fails to resist the insanity effect, re-roll on the insanity table Transmutation [Poison]
and roll the new insanity duration. A creature that successfully Level: Magus 3, Serp War 3, Sor/Wiz 3, Vip Asn 2, Witch 3
makes its insanity Will save is immune to further insanity effects Components: V,S,M (the scale of a venomous snake)
from the gate for the duration of the spell. Mindless creatures Casting Time: 1 standard action
and creatures immune to fear and mind-affecting magic are Range: Touch
immune to the insanity effects, though they may still be Target: One weapon
dimension doored. Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
SERPENT COILS The spell has two uses: it can enhance a poisoned weapon or it
can enhance the poison DC of a creature with a natural poison
Conjuration
attack.
Level: Serp War 5, Sor/Wiz/Sum 5, Witch 5
Components: V, S, M (a small iron band) When cast on a weapon already coated with poison, the spell
Casting Time: 1 standard action doubles the length of time the weapon stays coated. Thus, poison
Range: Close (25 ft. + 5 ft./2 levels) coated on a weapon is effective for two hits rather than one. The
Targets: One creature spell affects only one light slashing or piercing melee weapon
Duration: 1 round/2 levels already coated with poison. In addition, the wielder gains a +1
Saving Throw: Will negates bonus to initiative the first time he strikes with the poisoned
Spell Resistance: Yes weapon.
The spell causes three black and purple snakes to shoot from If used on any snake or snake-like creature that has a natural
your hand and coil about a single target, biting and constricting. poison attack, the save DC of the creatures poison is increased
You must make a ranged touch attack for each snake. Each snake by 2.
that misses vanishes into smoke. Each snake that hits
automatically bites for 1d6 damage per round and coils around
the target, interfering with its movement. The target must make a SERPENTINE WHIP, GREATER
Will save each round or be affected as if they were entangled.
The target only makes one save regardless of how many snakes Conjuration [Poison]
are coiled around it. Level: Serp War 5, Sor/Wiz/Sum 5
Components: V,S,M (a shed snake skin)
Casting Time: 1 standard action
Range: 0ft. (see below)
SERPENTINE REFLEXES
Effect: 30ft. long snake-headed whip
Transmutation Duration: 1 round/level
Level: Alch 3, Drd 3, Magus 3, Serp War 3, Sor/Wiz /Sum 3, Vip Saving Throw: None
Asn 3, Witch 3 Spell Resistance: No
Components: V, S, M (a snake scale)
The spell is identical to lesser serpentine whip, but the whip can
Casting Time: 1 standard action
extend up to 30ft and may deliver up to two poison bites, each of
Range: Touch
which inflicts 1d8 Con/1d8 Str damage. It may deliver touch
Target: One creature
spells up to the 6th level.
Duration: 1 minute/level (special see below)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
SERPENTINE WHIP, LESSER
The transmuted creature gains the defensive reflexes of a serpent,
giving them a +1 dodge bonus to AC and Reflex saves. The Conjuration [Poison]
creature also gains the evasion ability of a rogue, but this Level: Serp War 3, Sor/Wiz/Sum 3, Vip Asn3, Witch 3
secondary benefit can only be used once while the spell is in Components: V,S,M (a snakes skin)
effect. After evasion is used, the spell immediately ends. Casting Time: 1 standard action
Range: 0ft. (see below)
Multiple serpentine reflexes dont stack. Serpentine reflexes dispels Effect: 15ft. long snake-headed whip
and counters slow. Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

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The spell creates a whip with a fanged snake's head, which you The spell gives the recipient the attack speed and ferocity of a
are considered to be proficient with. You may use the whip as a striking snake when attacking with a melee weapon. The
weapon or to deliver 5th-level or lower melee touch spells. recipient gains a +4 enhancement bonus to initiative and may
ignore dodge bonuses of targets within melee range. In addition,
When using the whip as a weapon, it functions as a normal whip,
such is the snake-like ferocity of the recipients attacks that his
but always inflicts lethal damage. Once per casting of the spell,
opponents must make a Will save or become shaken for 1 round
the whips snake head may also deliver a poisonous bite (Fort
each time they are struck. Victims who are immune to fear are
DC 10 + 1/2 your caster level + your Int or Cha modifier, 1d6
not shaken.
Con/1d6 Str, duration: 1 round). This requires a successful touch
attack.
For as long as the spell lasts, any touch range spell of 5th level or SERPENTS WRATH
lower that you cast can be delivered by the serpent whip,
although the whip itself inflicts no damage when used for this Enchantment (Compulsion) [Mind-Affecting]
purpose. The whip gives you a +1 bonus on your melee touch Level: Alch 2, Druid 2, Magus 3, Serp War 2, Sor/Wiz/Sum 2,
attack roll when delivering a touch spell, and attacking with the Vip Asn 3, Witch 2
whip counts normally as an attack. The whip may not make a Components: V,S
bite attack in the same round that it is used to deliver a touch Casting Time: 1 standard action
spell. Range: Touch
Target: One living creature
Duration: 1 round/level
SERPENT SNEAK ATTACK Saving Throw: None
Spell Resistance: Yes
Transmutation
Level: Alch 3, Magus 3, Serp War 3, Sor/Wiz 3, Vip Asn 3, Witch The spell fills the recipient with the cold rage of an angry serpent.
3 This rage is similar to a barbarians, but the recipient gains only a
Components: V,S,M (the eye and fang of a snake) +1 morale bonus to Strength and Constitution and a +1 morale
Casting Time: 1 standard action bonus on Will saves, while suffering a 1 penalty to AC. These
Target: One creature bonuses do not stack with bonuses gained from other raging
Duration: 1 minute/level (special see below) abilities. Furthermore, the recipients eyes take on the light of a
Saving Throw: Will negates (harmless) cold, methodical killer, and any opponent within 5 ft. of him
Spell Resistance: Yes must make a Will save or become shaken for 1 round. Creatures
immune to fear are not shaken. Creatures that make their save
The spell endows the recipient with the stealth and precision of a
are immune to the shaken effect for the spell duration.
stalking serpent, giving him or her a +2 bonus to confirm critical
Like the barbarian, enraged creatures cannot use skills, feats or
hits. The recipient also gains a rogues sneak attack ability,
abilities that require patience and concentration, such as moving
causing an additional +2d6 points of damage. Only one sneak
silently or casting spells. At the end of the rage, the recipient is
attack can be made while the spell lasts, though the bonus to
fatigued for a number of rounds equal to the number of rounds
confirm critical hits remains for the duration. At caster level 7,
spent in the rage.
the bonus sneak attack damage increases to +3d6. At caster level
10, the damage is +4d6. If the recipient already has the sneak
attack ability, the damage bonuses from this spell dont stack
with it. SHIELD OF ARCANE IMPERVIOUSNESS
Abjuration
Level: Champion of Light 2, Clr 2, Inquis 2, Pal 2, Sor/Wiz 2
SERPENT STRIKE Components: V, S
Casting Time: 1 standard action
Transmutation
Range: Touch
Level: Alch 3, Cleric 3, Druid 3, Inquis 3, Magus 3, Serp War 3,
Target: Shield touched
Sor/Wiz/Sum 3, Vip Asn 3, Witch 2
Duration: 10 minutes/level
Components: V,S,M (the scale of a venomous snake)
Saving Throw: Will negates (harmless, object)
Casting Time: 1 standard action
Spell Resistance: Yes (harmless, object)
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature Shield of arcane imperviousness gives a shield the ability to deflect
Duration: 1 round/level ranged touch spells. When the bearer of the shield is hit by such a
Saving Throw: Will negates (see text) spell, the attacker must re-roll his attack roll. If he hits again, the
Spell Resistance: Yes shield fails to protect its bearer and the attackers spell takes
effect normally. If the re-rolled attack misses, the shield protects
the bearer from all effects of the spell, and the bearer may choose

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to deflect the spell onto any target within 30ft. of him that he can impacts a body or solid object before arriving at the set range, it
see. The bearer must make his own ranged touch attack roll to hit detonates at that point. If you attempt to send the ball through a
the new target. If the target is hit, it suffers all the effects of the narrow passage, such as through an arrow slit, you must "hit" the
spell just as if the original caster had hit them, saves applicable (if opening with a ranged touch attack, or else the ball strikes the
any). barrier and detonates prematurely.

SKILL OF THE ROGUE SPEED OF THE MAMBA


Transmutation Transmutation
Level: Alch 3, Clr 3, Inquis 3, Magus 3, Sor/Wiz 3, Vip Asn 3, Level: Alch 2, Druid 2, Serp Drd 2, Magus 2, Serp War2, Snk Clt
Witch 3 Ldr 2, Sor/Wiz/Sum 2, Witch 2
Components: V, S, M (a silver dagger worth at least 50gp) Components: V, S, M (the scale of a black mamba)
Casting Time: 1 round Casting Time: 1 standard action
Range: Personal Range: Close (25 ft. + 5 ft./2 levels)
Target: You Targets: One creature/2 levels, no two of which can be more
Duration: 1 minute/level than 20 ft. apart
Duration: 1 round/2 levels
You become skillful, nimble, faster, and sneakier. However, you
Saving Throw: Fortitude negates (harmless)
can no longer cast spells, even from magic items.
Spell Resistance: Yes (harmless)
You gain a +2 enhancement bonus to Dexterity. You use the
Speed of the Mamba has the same effects as haste, but works only
rogue's BAB or your own, whichever is higher. For example, a
on snakes and snake-like creatures. Examples of snake-like
5th-level sorcerer would have the BAB of a 5th level rogue.
creatures include a couatl, marilith demon, naga, or any creature
You gain the rogues evasion and sneak attack (+1d6) abilities. If whose anatomy includes a snake's head or body. Merely having
you already have sneak attack, the bonus damage does not stack. tentacles, slit eyes, scales or a forked tongue is not enough to
qualify a creature as snake-like.
You gain +4 ranks in each of the following skills: acrobatics,
climb, disable device, escape artist, perception, and sleight of
hand. If you already have ranks in these skills, the bonus ranks
stack, but cannot take you above the normal rank limit.
You lose your spellcasting ability, including your ability to use
spell activation or spell completion magic items, just as if the
spells were no longer on your class list.

SONIC BOOM
Evocation [Air, Sonic]
Level: Magus 5, Sor/Wiz 5, Storm Knight 5
Components: V
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20 ft. radius spread
Duration: Instantaneous (see text)
Saving Throw: Reflex negates
Spell Resistance: Yes
Sonic boom generates a spark that detonates with an incredibly
loud boom. The spell causes 2 points of sonic damage per caster
level (maximum 20 points) to all those within its radius that fail
to save. Additionally, those that fail to save are stunned for 1
round and deafened for 1d4 minutes.
You face the palm of your hand in the desired direction and SUFFOCATING EARTH
determine the range (distance and height) at which the sonic
Transmutation [Earth]
boom is to burst. A tiny, translucent ball of air streaks from your
Level: Sor/Wiz 8, Witch 8
hand and erupts into a sonic boom at that point. If the ball
Components: V
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Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
1d10 Die Minimum Monster
Target: One living creature
Roll Caster Level
Duration: 2 rounds per level
Saving Throw: Fort negates 1-2 7 1d3 Shriekers (use splash damage
Spell Resistance: Yes diagram to determine exact
location of each shrieker)
Suffocating earth causes any existing earth, mud, or sand the
target is standing on to rise up, entangling the target and filling 3 7 Mold, brown (10ft. square)
their mouth and nose, causing it to slowly suffocate. Targets that
fail their save are entangled and begin to suffocate. See the rules 4 7 Gray ooze
for holding your breath in the core rulebook, but the target 5 8 Green slime (10ft. square)
suffers a 4 penalty to its Constitution check to determine how
long it can hold its breath. Also, spellcasters must make a 6 8 Mold, yellow (10ft. square)
Concentration check (DC 22) each round in order to cast spells. 7 8 Violet fungus
Suffocation of earth has no effect on creatures that do not need to
breathe, such as constructs, elementals, oozes, plants, and 8 8 Gelatinous cube
undead. 9 9 Mold, russet (10ft. square)
10 9 Ochre jelly
SUPERHEATING FLAMES
Evocation [Fire]
Level: Sor/Wiz 8
Components: V,S SUMMON SNAKE SWARM
Casting Time: 1 standard action
Conjuration (summoning) [see text];
Range: Medium (50 ft. + 10 ft./level)
Level: Bard 2, Clr 2, Druid 2, Sor/Wiz/Sum 2, Witch 2
Target: One creature
Components: V, S, M/DF (a square of red cloth)
Duration: See text Casting Time: 1 round
Saving Throw: Reflex half (See text)
Range: Close (25 ft. + 5 ft./2 levels)
Spell Resistance: Yes
Target: One snake swarm
Superheating flames immolates the target in a burst of incredibly Duration: Concentration +2 rounds
hot fire, dealing 10d4 points of damage per caster level Saving Throw: None
(maximum 20d4), Reflex for half. Additionally, if the target fails Spell Resistance: No
its Reflex save, it must make a Will save or become affected by a
This spell functions like summon swarm, but can only be used to
heat metal spell.
summon a snake swarm (Bestiary 3).

SUMMON SLIME AND FUNGI SUMMON VENOMOUS SNAKE SWARM


Conjuration (summoning) [see text];
Conjuration (summoning) [see text];
Level: Clr 4, Sor/Wiz/Sum 4, Witch 4
Level: Bard 3, Clr 3, Druid 3, Sor/Wiz/Sum 3, Witch 3
Components: V, S, F/DF (a piece of rotting food or flesh and a
Components: V, S, M/DF (a square of red cloth)
small candle)
Casting Time: 1 round
Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels)
Range: Close (25 ft. + 5 ft./2 levels)
Target: One snake swarm
Target: One summoned creature
Duration: Concentration +2 rounds
Duration: 1 round/2 levels (D)
Saving Throw: None
Saving Throw: None
Spell Resistance: No
Spell Resistance: No
This spell functions like summon swarm, but can only be used to
Summon slime and fungi works like summon monster, but summons
summon a venomous snake swarm (Bestiary 3).
a random ooze, slime, mold or fungus from the list below,
depending on the casters level. If the caster does not meet the
minimum required caster level for the creature, roll again. The
caster must specify where the random creature will appear
before rolling to see which creature is actually summoned.

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SWEET WATER TRANSMUTE ROCK TO MUD, GREATER
Conjuration [water] Transmutation [Earth]
Level: Alch 6, Sor/Wiz 6, Witch 6 Level: Sor/Wiz 8
Components: V, S, M (Water mixed with diamond dust worth Components: V, S, M (clay and water)
100 gp) Casting Time: 1 standard action
Casting Time: 3 rounds Range: Close (25 ft. + 5 ft./2 levels)
Range: Touch Area: One 5-ft. cube/level (S)
Target: Creature touched Duration: 1 round per two levels (see text)
Duration: Instantaneous Saving Throw: See text
Saving Throw: Will negates (harmless) Spell Resistance: No
Spell Resistance: Yes (harmless)
This spell is similar to transmute rock to mud, but will also affect
You draw forth some of your own soul essence to conjure cut or worked stone. When the spell duration ends, affected
sparkling clear diamond dust water which you sprinkle over the objects return to stone. Creatures in the mud get a Reflex save to
recipient, miraculously curing their ailment and healing minor avoid getting stuck when the mud returns to stone.
wounds. This spell functions like lesser restoration, and also heals
1d6 points of damage. You suffer 2d6 points of damage from the
loss of your own essence. TREMORSENSE
Divination [Earth]
Level: Alch 2, Magus 2, Sor/Wiz 2, Witch 2
THUNDERCLAP
Components: V,S, M (a spiders leg)
Evocation [Air, Sonic] Casting Time: 1 standard action
Level: Sor/Wiz 3, Storm Knight 3 Target: One living creature
Components: V,S,M (a piece of an object shattered by a stroke of Duration: 1 minute/2 levels
lightning) Saving Throw: Fortitude negates (harmless)
Casting Time: 1 standard action Spell Resistance: Yes (harmless)
Range: Medium (100 ft. + 10 ft./level)
The spell endows the recipient with tremorsense, 15 ft. radius.
Area: 15 ft. radius spread
Duration: Instantaneous (see text)
Saving Throw: Reflex half (see text)
Spell Resistance: Yes TRIDENT OF SEAFURY
Thunderclap generates a spark that detonates with an incredibly Evocation [Water, Cold]
loud boom followed by a devastating shockwave. The spell deals Level: Magus 4, Sor/Wiz 4, Storm Knight 4
1d4 points of sonic damage per level (maximum 8d4) to all Components: V,S,M (a small trident made of coral harvested
creatures within the area. Unattended objects also take this during winter)
damage. Furthermore, Large or smaller creatures within the area Casting Time: 1 standard action
that fail their Reflex save are knocked back 5ft. away from the Range: 0 ft.
direction of the explosion center and must make a Fortitude save Effect: a two-handed trident of ice
or be deafened for 1 round. Although Huge or larger creatures Duration: 1 round/level (D)
that fail their save are not knocked back or made prone, they Saving Throw: See below
must still save vs. deafness. Spell Resistance: Yes (see below)
You face the palm of your hand in the desired direction and A large, two-handed magic trident of steel-hard ice appears in
determine the range (distance and height) at which the your hand, which only you can use. You are considered
thunderclap is to burst. A tiny blue spark streaks from your hand proficient with the weapon. The trident counts as a magic, cold
and erupts into a thunderclap at that point. If the spark impacts a iron reach weapon with a +2 enhancement bonus per three caster
body or solid object before arriving at the set range, the spark levels (max +6), inflicts 1d10 damage, and critical on an 18-20/x2.
detonates at that point. If you attempt to send the spark through Half the damage is piercing and half is cold damage.
a narrow passage, such as through an arrow slit, you must "hit" The trident can also be used to coat an opponent that was just
the opening with a ranged touch attack, or else the spark strikes hit with a layer of ice. Activating this effect is a swift action. This
the barrier and detonates prematurely. ice slows the target (Reflex save negates, spell resistance
applicable) for one round per two caster levels, but the trident
immediately shatters if the ice attack is successful. Cold type
creatures are immune to this effect.

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TRIDENT OF THE HELLDUKES VEIN OF MAGMA
Evocation Evocation [Earth, Fire]
Level: Magus 3, Sor/Wiz 3 Level: Magus 4, Sor/Wiz 4
Components: V,S,M (a small trident made of brass) Components: V,S,M (a piece of volcanic rock)
Casting Time: 1 standard action Casting Time: 1 standard action
Range: 0 ft. Range: Close (25 ft. + 5 ft./2 levels)
Effect: a two-handed brass trident Area: One 5 ft. square/level, all of which must be connected in
Duration: 1 round/level (D) one continuous path (S)
Saving Throw: See below Duration: 1 round/level (D)
Spell Resistance: No Saving Throw: See text.
Spell Resistance: Yes
A two-handed, barbed, magic trident of steel-hard, reddish brass
appears in your hand, which only you can use. You are The spell causes a vein of glowing hot, sulfurous magma to ooze
considered proficient with the weapon. The trident counts as a out of the ground, dealing 3d6 damage per round to anyone
magic reach weapon with a +2 enhancement bonus, inflicts 1d8 standing on it, Reflex save for half damage. The magma creates
damage, and criticals on a 20/x2. On a critical hit, the painful illumination equal to a candle in each square, and automatically
barbs sink into the target, hampering it as it tries to free itself and ignites flammable materials that contact it, as if they had been hit
reducing its movement by 10ft. for one round. by alchemists fire. Furthermore, the sulfurous fumes emanating
from the magma sicken all those standing on the vein (Fortitude
negates). The sickening effect lasts only as long as the victim is on
VAMPIRE SWORD or within 5 ft. of the vein of magma.

Necromancy
Level: Sor/Wiz 4
VIPER ROD
Casting Time: 1 standard action
Components: V, S, M (ground undead dust) Evocation
Range: 0 ft. Level: Drd 5, Serp War 5, Snk Clt Ldr 5, Witch 5
Effect: Sword Components: V, S, M (a snake fang)
Duration: 1 round/level (D) (see text) Casting Time: 1 standard action
Saving Throw: None Duration: 1 minute/2 levels
Spell Resistance: Yes
The caster summons a rod of the viper that he may use without
A 3-foot-long, serrated black sword with a howling vampire face restriction, regardless of his alignment, for the duration of the
on the hilt appears in your hand. You wield this as if it were a spell. The caster is considered proficient with the rod, and the
longsword and are considered proficient with it. Attacks with the rod will not work for anyone else. Unlike the actual magic item,
vampire sword are melee touch attacks. The blade deals 1d8 victims struck by a summoned rod of the viper become immune to
points of slashing damage + 1 point per two caster levels its poison once they make a successful save. The rod disappears
(maximum +10). Since the blade is immaterial, your Strength when the spell ends.
modifier does not apply to the damage. In addition, you gain
temporary hit points equal to the damage you deal. You can't
gain more than the subject's current hit points + the subject's VIRULENT VENOM
Constitution score (which is enough to kill the subject).
Regardless of how many creatures you attack, the maximum Transmutation [Poison]
amount of temporary hit points that can be gained is equal to Level: Serp War 2, Sor/Wiz/Sum 2, Witch 2
your normal maximum hit points. For example, a caster with a Components: V, S, M (the venom sac of a poisonous snake)
normal maximum of 32 hit points could never gain more than 32 Casting Time: 1 standard action
additional temporary hit points from this spell. All temporary hit Range: Close (25 ft. + 5 ft./2 levels)
points gained from this spell disappear 30 minutes later. Targets: One snake or snake-like creature
Duration: 1 round/2 levels
There is a 50% chance that humanoids slain by this spell Saving Throw: Fortitude negates (harmless)
temporarily rise as zombies. However, the sword wielder cannot Spell Resistance: Yes (harmless)
control these zombies unless he has some ability that allows him
to control undead. The maximum number of hit dice worth of Virulent venom increases the potency of the venom possessed by
zombies that can be created in a single day is equal to your caster serpents and snake-like creatures. Any such creature that
level. All zombies created by the sword crumble to dust one day possesses a natural bite attack that inflicts poison can be affected.
later. The creatures poison inflicts +1 points of ability damage for the
duration of the spell. For example, a snake whose poison
normally inflicts 1d4 Con damage now inflicts 1d4+1 Con.

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Furthermore, the venom resists delay poison spells, reducing the deathwatch spell. However, they are not able to communicate the
delay spells duration by half (minimum 1 round). target creature's exact condition.
Each vulture must remain within 20ft. of the other vultures at all
times. If a vulture is somehow separated from the others, it must
VOLCANIC ERUPTION spend a full action each round to get within range, or do nothing.
Evocation [Earth, Fire] The vultures will attack opponents to the best of their ability. The
Level: Sor/Wiz 8 caster can also direct them not to attack, to attack particular
Components: V,S,M (a marble-sized piece of polished obsidian) enemies, or to perform other actions.
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level) If a living creature within 30 ft. of one of the vultures falls to 4 or
Effect: 50 ft. diameter spread less hit points, the vultures immediately move on their next turn
Duration: 1 round/2 levels and attack that creature or its body, regardless of what the caster
Saving Throw: See text commands. If more than one such severely wounded target is
Spell Resistance: No available, roll randomly for each vulture to determine which one
it attacks. The vultures continue to attack such targets and cannot
Volcanic eruption causes a small, localized area of earth or stone to be commanded by the caster for a full round. If one of the
erupt, spewing molten rock, lava, hot gas and dark smoke over vultures kills the target, each vulture gains 1d8 temporary hit
the area. Those within the area of the spell suffer 3d8 damage points and a +2 enhancement bonus to Strength, similar to a death
(half bludgeoning, half fire) each round from the flying rocks, knell spell. These bonuses last until the spell ends.
superheated toxic gas and streams of lava (Reflex save for half)
and are ignited for an additional 1d6 points of damage per round When within the area of a desecrate spell, the vultures gain
if they fail their save. A character can extinguish burning items as improved evasion, suffering no damage when successfully
a full-round action. Creatures immune to fire are not affected by saving vs. an attack that normally allows a Reflex saving throw,
the heat or lava, but still suffer half or quarter damage from and suffering only half damage even if the saving throw fails.
flying rocks. In addition, the toxic gases cause nausea identical to
a stinking cloud spell (Fortitude negates). Last, the dark,
billowing smoke within the area reduces vision to 20 ft.

VULTURES OF DEATH
Necromancy [Death, Evil]
Level: Anti-paladin 3, Clr 3, Sor/Wiz/Sum 3, Witch 3
Components: V,S,M (a vulture bone)/DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Three summoned vultures
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
This spell summons three ominous black vultures with white,
milky eyes, considered magical beasts. These vultures have the
same statistics as a normal small eagle, though they are slower
flyers (40 fly speed). Each vulture has one-third the caster's total
hit points (not including temporary hit points), rounded down,
regardless of its actual Hit Dice, and has a +1 natural armor
adjustment per two caster levels. Each vulture also has an
empathic link with the caster (1,000 ft. range), and an intelligence
of 4.
The vultures have a continuous short range deathwatch ability (20
ft. cone), making them aware of the physical condition of
creatures near them. They empathically relay an emotion of
eagerness to the caster when they detect a creature within range
is dead, fragile or fighting off death, as described in the

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WALL OF CRASHING WAVES ring of wind with a radius of up to 5 ft. per two levels; either
form 20 ft. high.
Evocation [Water] Duration: Concentration
Level: Magus 6, Sor/Wiz/Sum 6 Saving Throw: None
Components: V, S, M (a tiny piece of driftwood from a ship Spell Resistance: Yes
wrecked at sea)
Casting Time: 1 standard action The spell creates a wall of hurricane-force wind. The wall cannot
Range: Medium (100 ft. + 10 ft./level) be formed in an area occupied by creatures or objects.
Effect: Wall of water up to 15 ft. long/level or a ring of water
One side of the wall (your choice) emits the hurricane-force
with a radius of up to 5 ft. per two levels; either form 15 ft. high.
winds, the other side is calm. The windy side of the wall has all
Thickness: 2 inches/level.
the effects of a hurricane (see the DMG) to everything within 10
Duration: Concentration + 1 round/level
feet of it.
Saving Throw: None
Spell Resistance: Yes Wall of hurricane winds can be made permanent with a permanency
spell.
The spell creates a wall of dark water churning with violently
crashing waves. The wall cannot be formed in an area occupied
by creatures or objects. The wall is 2 inches thick per caster level.
WALL OF LIVING FIRE
The churning dark water obscures vision through it so that
creatures can only see up to 10 feet past it. Both sides of the wall Evocation [Fire]
emit a cold, stinging spray of water and the sound of loud, Level: Magus 6, Sor/Wiz/Sum 6
crashing waves that is very distracting. Spellcasters must make Components: V, S, M (a small piece of phosphorus)
Concentration checks (DC 13) when within 5 ft. of the wall. Casting Time: 1 standard action
Creatures attempting to pass through the wall suffer 2d4 points Range: Medium (100 ft. + 10 ft./level)
of bludgeoning damage and must make an opposed Strength roll Effect: Opaque sheet of flame up to 20 ft. long/level or a ring of
vs. the wall, which has a Strength of 20 + 1 per two caster levels. fire with a radius of up to 5 ft. per two levels; either form 20 ft.
The wall violently ejects those who fail back the way they came, high
throwing them back 5 ft. per two caster levels. If the creature Duration: Concentration + 1 round/level
impacts a solid object as a result of being ejected, it suffers Saving Throw: None
damage as if it had fallen the same distance. If the wall is ring- Spell Resistance: Yes
shaped, it only ejects creatures attempting to pass through it The spell is identical to wall of fire, but the caster can change the
from the outside. location, orientation and form of the wall once per round, up to a
Each 10-foot length of wall has 3 hit points per inch of thickness. maximum of three times per casting of the spell. The caster must
The wall has damage reduction 5/bludgeoning. Creatures can hit concentrate to change the wall.
the wall automatically. A section of wall whose hit points drop to
0 is breached. If a creature tries to break through the wall with a
single attack, the DC for the Strength check is 15 + caster level. WALL OF SERPENTS

If any 10-foot length of wall takes 30 points of fire damage or Conjuration (Creation) [Poison]
more in 1 round, that length evaporates. (Do not divide fire Level: Clr 6, Serp Drd 6, Magus 6, Serp War 6, Sor/Wiz/Sum 6
damage by 4, as normal for objects.) Components: V, S, M (a dozen snake scales)
Wall of crashing waves can be made permanent with a permanency Casting Time: 1 standard action
spell. A permanent wall of crashing waves that is extinguished by Range: Medium (100 ft. + 10 ft./level)
fire damage becomes inactive for 10 minutes, then reforms at Effect: Stone wall whose area is up to one 5-ft. square/level
normal strength. Duration: Concentration + 1 round/level
Saving Throw: See text
Spell Resistance: Yes
WALL OF HURRICANE WINDS
This spell creates an anchored plane of stone, one side of which is
Evocation [Air] dotted with hundreds of irregularly shaped holes. Hiding within
Level: Sor/Wiz/Sum 7, Storm Knight 7 the holes are hundreds of small vipers, which extend to attack
Components: V, S, M (a twig from a tree destroyed by a wind any creature coming within 5ft. of the wall.
storm)
Casting Time: 1 standard action Targets must make a Reflex save to avoid being bitten. Those
Range: Medium (100 ft. + 10 ft./level) who fail suffer a total of 1d6 points of damage from the collective
Effect: Wall of hurricane-force winds up to 10 ft. long/level or a bites and must make a Fortitude save or be poisoned. The vipers
poison inflicts 1d4 initial points of Strength, Dexterity, or
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Constitution damage (casters choice). The poison has no
secondary damage. Even though it appears that targets may have
been bitten by multiple heads, they need only make one Reflex
and/or Fortitude save each round that they are within 5ft. of the
wall. The vipers within the wall are immune to all attacks and
magic.
The thickness, hit points, and hardness of a wall of serpents are
identical to a wall of stone.

WAVE OF DOOM
Evocation [Water]
Level: Sor/Wiz 8
Components: V,S
Casting Time: 1 round
Range: Long (400 ft. + 40 ft./level)
Effect: Wave of water, up to 50 ft. wide and 20 ft. high,
emanating out from you to the extreme of the range
Duration: Instantaneous
Saving Throw: Reflex half (see text)
Spell Resistance: Yes
The spell creates a massive, rapidly moving wave of violent
water. Anything in the path of the wave of doom suffers 1d4 points
of damage per caster level (maximum 20d4) In addition, those
who fail to save are knocked down, pushed back 2 ft. per caster
level, and begin choking from the inhaled water in their lungs.
Choking victims suffer a 2 penalty on attack rolls, damage rolls,
ability checks, and saving throws for 1d4 rounds. Choking
spellcasters must make a Concentration check (DC 18) in order to
cast spells with verbal components.
The wave of doom extinguishes all normal flames and has a 75%
chance of dispelling magic fire effects, such as a wall of fire or fire
shield. When the spell is cast, you gain two of the undead-like
The wave of doom has a chance of overturning ships (80% for immunities or resistances of your choice listed below. Once
small ships, 55% for medium ships, and 30% for large ships). selected, they cannot be changed for the duration of the spell.
Standing structures hit by the wave are affected as if by an
earthquake spell. Immunity choices (select one): disease, ability drain, or
fatigue/exhaustion. Note that casting this spell will not cure
or remove the effects of any diseases, ability drain or
ZOMBIE FORM fatigue/exhaustion you may have been suffering from before
the spell was cast.
Necromancy [Evil]
Level: Alch 3, Anti-paladin 4, Clr 4, Magus 3, Sor/Wiz 3, Witch Resistance choices (select one): half damage from non-lethal
3 damage, or +2 bonus on saves vs. death effects, mind-
Components: V,S affecting effects (charms and compulsions, phantasms and
Casting Time: 1 standard action patterns), paralysis, poison, and sleep.
Range: Personal While in zombie form, you also gain the following abilities and
Target: You hindrances:
Duration: 1 minute/2 levels or until discharged (see text)
DR 5/slashing. Once the spell has prevented a total of 5
You take on the appearance of a horrific, rotting zombie and gain points of damage per caster level (maximum 25 points), the
some undead immunities and resistances, at the cost of being spell is discharged and all its benefits and hindrances end.
slow and suffering some undead vulnerabilities.
Staggered (Ex): Each round you are in zombie form, you must
make a DC 13 Will save at the start of your turn or become

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staggered for one round and can only perform a single move
action or standard action.
While under the effect of the spell, you are vulnerable to
effects that damage, hinder or detect undead, such as
channeled positive energy, chill touch, command undead, detect
undead, disrupt undead, holy water, etc. Positive energy and
healing spells no longer heal you, but negative channeled
energy heals you for half the normal amount. You gain no
benefit from spells and magic that bolster undead.
Clumsy flyer: If you can fly, whether by wings or flying
spells, your maneuverability drops to clumsy while in zombie
form.
Horrid appearance: You gain a +2 bonus on Intimidate
checks, but suffer a -4 penalty on Diplomacy, Handle Animal
and Perform checks.
The spell does not fool undead into thinking the caster is
undead.

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Chapter 7: Supernatural Signs
The bearers and invokers of these signs often openly wear them
with great pride, incorporating them into their heraldic devices
and equipment. For example a warrior with an evil sign may
bear a great, battle-scarred shield with the Black Goat symbol
emblazoned on it, or he may have the device on his helm or
shoulder guards, or anywhere else he deems as fitting. Similarly,
a great champion of good may display a celestial symbol such as
a golden Great Cross, Intrepid Lion, or Fleur-de-lis.

Acquiring Signs
Supernatural signs are essentially templates that can be applied
to a creature. Its solely up to the game master to decide if a
character, non-player character or monster has earned a
particular sign based on their great deeds. The GM should be
very careful not to upset the balance of power in their game by
awarding too many signs to characters, or by awarding a sign
that is too powerful for a low-level character. In general, a
character should be lucky to gain even a single sign in their
career.
Villains and monsters, on the other hand, are a different story,
and a sign can turn an average foe into a unusual, flavorful force
Legends tell of rare heroes and villains born with a special to be reckoned with. The GM should feel free to add signs to
destiny, or who have accomplished such great or heinous deeds noteworthy, unique villains and monsters, keeping in mind that
that they have been noticed by supernatural powers, gods, they must still be careful not to make the villain overly powerful.
angels, demons, devils or otherworldly beings, who become their For example, imagine an evil sorcerer or dragon with the
patrons. These individuals are often marked by their patrons in Demonic Sign, who has a legion of dark knights under his
some way, typically by the presence of a birthmark or a sign command. Only the sorcerer or dragon and possibly a few of his
(though some may be invisible and only revealed in special chief knight captains should have signs, not the entire legion or
circumstances), and are gifted with powers above and beyond otherwise things can get out of hand quickly. However, the
those of mere mortals. Often they receive a vision or a dream that entire legion might have adopted the Demonic Sign for their
gives a glimpse of their destiny or patronage, or they may be insignia.
approached by another individual with the same or similar sign,
who offers an explanation. Rarely, they are contacted directly by
a supernatural agent of their patron, who cryptically announces
their destiny and the meaning of the sign they have acquired.
Other individuals who desire the power of these signs frequently
Sign Descriptions
invoke the name of the sign while inscribing it in the air, hoping
to attract the attention of the signs patrons and be gifted with
power or at least a temporary boon. Sign Prerequisites: Sign bearers must meet a signs listed
As long as a hero or villain with a sign behaves according to their prerequisites in order to be eligible for it. The game master
patrons wishes, they retain the powers of their sign. Those who chooses the sign bearers new powers from the list in the signs
stray from the path are stripped of their sign and its powers description.
forever, or until they work their way back into their patrons
graces. Supernatural patrons are often fickle, manipulative, stern,
and vengeful, and are likely to inflict severe punishment upon Lesser Signs
those who lose their favor, typically in the form of curses or by Bearers of lesser signs are typically gifted with two spell-like
sending horrific monsters after them. abilities or two special abilities, or one of each. Special abilities
are typically identical to the same ability listed in the universal

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monster rules. Unique special abilities are followed by brief bloodline spells (cause fear, bulls strength, and rage) once per day
descriptions of their effects. as spell-like abilities, as if he were a 7th level sorcerer.
Sign spell-like abilities are usable once per day at a caster level Signs that duplicate wizard arcane school powers: These signs
equal to the sign bearers character level or hit dice. The sign grant the school powers of the wizard arcane school of the same
bearers Intelligence, Wisdom or Charisma modifier (whichever name. The sign bearer can use each of the school powers,
is highest) is used to calculate the DCs for spell-like abilities. provided he is high enough level to use them. The bearers
character level or hit dice counts as his wizard level for
Sign special abilities are constantly active or are usable at will,
determining which school powers he can use and their effects.
unless specified otherwise.
The bearer uses his Intelligence modifier for determining spell
Challenge Rating: Lesser signs increase the sign bearers DCs. For example, a 7th level cleric with the Greater Sign of
Challenge Rating (CR) by +2. Death has been granted powers that duplicate the wizard
Necromancy school powers, so he gains the Power over Undead
and Grave Touch abilities and counts as a 7th level wizard when
Greater Signs using them. As the sign bearer gains levels, he can use more of
the arcane schools powers.
Greater signs are similar to lesser signs, but the sign bearer may
be gifted with additional or more powerful abilities. They may
even be gifted with powers similar to cleric domains, sorcerer
bloodlines, or wizard arcane schools.
Celestial Signs
Challenge Rating: Greater signs increase the sign bearers
Challenge Rating (CR) by +3.
Signs that duplicate cleric domain powers: These signs grant all
the Granted Powers that a cleric with the domain would have.
The sign bearer can also use each of the level 1-5 Domain Spells
once per day as a spell-like ability, provided he is high enough
level to use them. The bearers character level or hit dice counts
as his cleric level for determining which granted powers he can
use and their effects, and if he is high enough level to cast each GREAT CROSS
domain spell. The bearer uses his Wisdom modifier for
The sign of the Great Cross represents the
determining domain spell DCs. For example, a 7th level evil
paragon of celestial divine power, goodness,
sorcerer with the Greater Sign of Evil has been granted the Evil
unshakable faith, righteousness, holy wrath,
domain, so he gains the Touch of Evil granted power and counts
guardianship, invulnerability, protection,
as a 7th level cleric when using it. He can also use the 1st-4th
selflessness, purity, deliverance, healing, and
level cleric Evil domain spells (protection from good, align weapon
morality. The sign is often borne or invoked
[evil only], magic circle against good, and unholy blight) once per day
by templars, paladins, pious kings, knights,
as spell-like abilities, as if he were a 7th level cleric. As the sign
and priests whose faith is strong and whose cause is just, and
bearer gains levels, he can use more of the domains bonus spells
other brave souls who directly oppose and make war upon the
and granted powers.
foulest evil. However, it is just as likely to be gifted to
Signs that duplicate sorcerer bloodline powers: These signs commonfolk who are pure and kind and who struggle to protect
grant the level 1-6 Bloodline Powers and 3rd, 5th and 7th level the weak.
Bonus Bloodline Spells of the sorcerer bloodline of the same
Lesser: Prerequisites: any good, level 5+. Choose two spell-like
name, but not the Class Skills, Bonus Feats or Bloodline Arcana.
or special abilities, or one of each.
The sign bearer can use each of the sorcerer bloodline bonus
spells once per day as a spell-like ability, provided he is high Spell-like abilities: aid, align weapon, bless, bless water, call lightning,
enough level to use them. The bearers character level or hit dice calm animals, calm emotions, consecrate, create water, cure moderate
counts as his sorcerer level for determining which bloodline wounds, daylight, delay poison, detect evil, dispel magic, divine power,
bonus spells or bloodline powers he can use and their effects, and eagles splendor, enthrall, gentle repose, glitterdust, good hope, halt
if he is high enough level to cast each bloodline spell. The bearer undead, lesser restoration, levitate, magic weapon, magic vestment,
uses his Charisma modifier for determining bloodline spell DCs. owls wisdom, protection from evil, magic circle against evil, remove
For example, a 7th level evil fighter with the Greater Demonic blindness, remove disease, remove fear, sanctuary, searing light, shield,
Sign has been granted powers that duplicate the Abyssal shield other, summon monster III (lantern archon), thunderclap*, tiny
bloodline powers and bonus spells, so he gains the Claws and hut.
Demon Resistances abilities and counts as a 7th level sorcerer Special abilities:
when using them. He can also use the 3st - 7rd level bonus
Damage Reduction 2/evil.
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Immune: disease. Lesser: Prerequisites: any good, level 5+. Choose two spell-like
or special abilities, or one of each.
Immune: fear.
Spell-like abilities: align weapon, bears endurance, bulls strength,
Paladin Aura of Courage. calm emotions, cats grace, create water, dancing weapon*, eagles
Paladin Mercy (remove fatigue, shaken, or sickened splendor, enthrall, haste (usable only on the sign bearers mount
conditions by touch, usable a number of times equal to when riding), heroism, flame blade, foxs cunning, keen edge, lesser
1/2 the sign bearers character level or hit dice plus restoration, mage armor, mending, message, owls wisdom, phantom
Charisma modifier). warhorse*, protection from chaos, protection from evil, purify food and
drink, shield, shield of arcane imperviousness*, shield other, tiny hut,
Resistance 10 to one type of energy. true strike.
Resist Evil (+2 on saves vs. necromancy spells and spells Special abilities:
with the Evil descriptor).
Deadly Lancer (+2 competence bonus on attack rolls with
Resist Lure (+2 on saves vs. enchantment spells and lances).
spells with the Evil descriptor).
Diplomat (+2 competence bonus on Diplomacy and
Trap Sense (as the rogue ability, and the sign bearers Sense Motive checks).
character level or total hit dice is used as his rogue
level). Legendary Beast Slayer: (functions as the rangers Favored
Enemy ability vs. either dragons or magical beasts
[select one], and the sign bearer uses his character level
or total hit dice -2 as his ranger level).
Expert Rider (no armor check penalty on Ride checks
while riding, +2 bonus on Handle Animal checks used
on the sign bearers mount).
Inspire Competence (as the bard ability, performed as an
inspiring oratory or rallying speech, with a +2 bonus on
the Perform check. The sign bearers character level or
total hit dice count as his bard level).
Resistance 10 to one type of energy.
Greater: Prerequisites: as lesser, level 7+. The sign bearer
chooses one lesser Great Cross ability, and also gains powers that Resist Lure (+2 on saves vs. enchantment spells and
duplicate one bloodline, arcane school, or domain. Bloodlines: spells with the Evil descriptor).
celestial, destined. Arcane schools: abjuration, divination.
Skilled: +2 bonus on one Craft or Knowledge skill.
Domains: community, good, healing, liberation, protection,
weather. Steady (speed is never modified by armor or
Alternately, instead of gaining a bloodline, school or domain, the encumbrance).
sign bearer gains a neutral good war-trained horse steed (or Trap Sense (as the rogue ability, and the sign bearers
suitably sized creature) treated as a druid animal companion, character level or total hit dice is used as his rogue
and the sign bearers character level or hit dice -2 counts as his level).
druid level.
Uncanny Dodge (as a rogue, and the sign bearers
character level or total dice count as his rogue level).
FLEUR-DE-LIS Greater: Prerequisites: as lesser, level 7+. The sign bearer
The symbol of the fleur-de-lis is a common chooses one lesser Fleur-de-lis sign ability, and also gains powers
heraldic sign favored by many just nobles and that duplicate one bloodline, arcane school, or domain.
gallant knights of legend, and represents Bloodlines: destined. Arcane schools: abjuration, divination.
chivalry, nobility, honor, integrity, Domains: artifice, community, divination, glory, good,
steadfastness, and virtue. However, some say liberation, nobility.
only those who are truly virtuous, regardless of Alternately, instead of gaining a bloodline, school or domain, the
station, may be gifted with this sign, and that it sign bearer gains a neutral good war-trained horse steed (or
represents the harmony of those who work (peasants and suitably sized creature) treated as a druid animal companion,
common folk), those who fight (warriors, soldiers, nobility and and the sign bearers character level or hit dice counts as his
rulers) and those who pray (priests and clergy).

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druid level. Paladin Aura of Courage.
Resistance 10 to one type of energy.
INTREPID LION
Stand Up (as the rogue talent).
The Sign of the Intrepid Lion embodies
fearlessness, cunning, strength, skill at Trap Sense (as the rogue ability, and the sign bearers
arms, ferocity, leadership, and character level or total hit dice is used as his rogue
guardianship. Strong, proud and level).
inspiring warriors, generals, captains Greater: Prerequisites: as lesser, level 7+. The sign bearer
and knights often bear or invoke this sign, as well as those who chooses one lesser Intrepid Lion ability, and also gains powers
engage in just and noble resistance against evil and oppression. that duplicate one bloodline, arcane school, or domain.
The sign is also seen upon those of uncommon valor and brave Bloodlines: destined. Arcane schools: abjuration, divination.
heart, who stand up to tyrants and stand fast in the face of Domains: animal, glory, protection, strength, war.
overwhelming odds.
Alternately, instead of gaining a bloodline, school or domain, the
Lesser: Prerequisites: any good, level 5+. Choose two spell-like sign bearer gains a neutral good war-trained horse steed (or
or special abilities, or one of each. suitably sized creature) treated as a druid animal companion,
Spell-like abilities: aid, align weapon, bears endurance, bless weapon, and the sign bearers character level or hit dice -2 counts as his
bulls strength, cats grace, chariot of the warlord*, command, endure druid level.
elements, enthrall, flame blade, haste, heroism, keen edge, magic
weapon, phantom warhorse*, remove fear, scare, shield, shield of arcane
imperviousness*, shield other, true strike. KINGS

Special abilities: The Sign of Kings signifies divine right of


rulership, charisma, command, wisdom,
Clear Mind (as the barbarian rage power, usable once knowledge, order, justice, fairness,
per day even if the sign bearer doesnt have the rage protection, strength, guidance, and
ability). prosperity. The sign is borne by those who are
Damage Reduction 2/evil. good and just kings, those who are destined to become king,
those with royal lineage, and those who would lead others to
Favored Foe (+2 competence bonus on Bluff, Knowledge, victory against great evil.
Perception, Sense Motive, and Survival checks against
creatures of the selected type, chosen from the rangers Lesser: Prerequisites: any good, level 5+. Choose two spell-like
list of favored enemies). or special abilities, or one of each.

Ferocity. Spell-like abilities: align weapon, bane, bears endurance, bulls


strength, cats grace, chariot of the warlord*, command, dancing
Guarded Stance (as the shapeshifter form power of the weapon*, doom, eagles splendor, enthrall, haste, heroism, flame blade,
same name). foxs cunning, keen edge, owls wisdom, phantom warhorse*, protection
from arrows, protection from chaos, protection from evil, secret page,
Inspire Courage (as the Sign of the Fleur-de-lis ability). shield, shield of arcane imperviousness*, true strike.
Immune: fear. Special abilities:
Immune: sleep effects. Excalibur (touched melee weapon counts as cold iron,
Intimidating (+3 bonus on Intimidate checks). alchemical silver or adamantine for 1 round per three
levels or hit dice, usable once per day as a spell-like
Lions Prowess (+2 bonus on Acrobatics, Climb and ability).
Perception checks).
Expert Rider (as the Sign of the Fleur-de-lis ability).
Lions Defense (+2 competence bonus to CMD).
Ferocity.
Lions Offense (+2 competence bonus to CMB when
attempting disarm, trip, and grapple maneuvers). Immune: fear.

Lions Reflexes (works like the Combat Reflexes feat, Paladin Aura of Courage.
always active). Inspire Competence (as the Sign of the Fleur-de-lis
Mighty Swing (as the barbarian rage power, usable once ability).
per day, even if the sign bearer doesnt have the rage Inspire Courage (as the Sign of the Fleur-de-lis ability).
ability).

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Intimidating (+3 bonus on Intimidate checks). Immune: death effects.
Kings Insight (+2 bonus on Perception and Sense Motive Immune: energy drain.
checks).
Immune: paralyzation.
Kings Quality (touched armor or shield counts as
Ledge Walker (as the rogue talent)
mithral for 1 round per three levels or hit dice, usable
once per day as a spell-like ability). Natures Boon (+2 bonus on Survival checks and the
ability to use the druids trackless step ability once per
Kings Wisdom (+2 bonus on Bluff and Diplomacy
day as a spell-like ability for 1 round per level or hit
checks).
dice).
Kings Will (+2 on Will saves).
Resistance 10 to one type of energy.
Resistance 10 to one type of energy.
Resist Evil (+2 on saves vs. necromancy spells and spells
Steady (speed is never modified by armor or with the Evil descriptor).
encumbrance).
Resist Natures Lure (as the druid ability, but the bonus is
Greater: Prerequisites: as lesser, level 7+. The sign bearer +2 instead of +4. If the sign bearer already has this
chooses one lesser Kings sign ability, and also gains powers that ability, his bonus increases from +4 to +6).
duplicate one bloodline, arcane school, or domain. Bloodlines:
destined. Arcane schools: abjuration, enchantment. Domains: Snap Shot (as the rogue talent)
community, law, knowledge, nobility, protection, strength, war. Stand Up (as the rogue talent)
Alternately, instead of gaining a bloodline, school or domain, the Sweet water: You may cast sweet water* once per day as a
sign bearer gains a neutral good war-trained horse steed (or spell-like ability.
suitably sized creature) treated as a druid animal companion,
and the sign bearers character level or hit dice counts as his Greater: Prerequisites: as lesser, level 7+. The sign bearer
druid level. chooses one lesser Phoenix ability, and also gains powers that
duplicate one bloodline, arcane school, or domain. Bloodlines:
arcane, elemental air, elemental fire. Arcane schools: evocation,
PHOENIX conjuration. Domains: air, animal, fire, liberation, magic, plant,
rune, sun.
Mysterious and mystical, the rare Sign of the
Phoenix symbolizes vitality, rebirth, Alternately, instead of gaining a bloodline, school or domain, the
endurance, life, catharsis, light, fire, freedom, sign bearer gains a neutral good warhorse (equal to that of the
beauty, wisdom and good magic. The sign has Greater Intrepid Lion sign), or a small phoenix-like familiar
been borne or invoked by many great and (equal to a hawk or owl, but with damage resistance 2/- and fire
benevolent wizards, sorcerers, and priests of resistance 10), and the sign bearers character level or hit dice
legend. The sign is also often associated with counts as his wizard level -2. The familiar ability cannot be taken
benevolent powers of nature, such as good druids, if the sign bearer already has a familiar.
nature spirits and helpful fey.
Lesser: Prerequisites: any good, level 5+. Choose two spell-like
or special abilities, or one of each.
Spell-like abilities: aid, animal messenger, arcane eye, barkskin, blur,
burning hands, continual flame, cure moderate wounds, daylight, delay
poison, dispel magic, eagles splendor, endure elements, false life, flame
blade, foxs cunning, goodberry, thunderclap*, calm emotions, dispel
magic, flame arrow, gentle repose, halt undead, levitate, luminous
retribution*, magic circle against evil, magic weapon, mirror image,
obscuring mist, owls wisdom, plant growth, produce flame,
pyrotechnics, quench, resist energy, searing light, shillelagh, wind wall.
Special abilities:
Channel Positive Energy (as a cleric equal to the sign
bearers character level or hit dice -3).
Expert Flyer (+2 bonus on Fly skill checks, may use the
Hover and Wingover feats once per day)
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legs become goat-like and hooved, granting a +10 bonus
Evil Signs to base land speed, but incurring a -5 penalty to Climb
checks)
Monstrous Defense (+2 competence bonus to CMD).
Monstrous Offense (+2 competence bonus to CMB when
attempting disarm, trip, and grapple maneuvers).
Monstrous Prowess (+2 bonus on Acrobatics, Climb and
Swim checks).
Scent.
BLACK GOAT
Stench (usable 1/day as a free action, duration of
The sign of the black goat represents
stench: 1 round/character level or hit dice, Fortitude
primitive evil, the unclean, filth,
save negates, DC 10 + 1/2 the stench creatures
debasement, animal instincts, lycanthropy,
character level or racial HD + the stench creatures Con
endless hunger, black envy, restless evil
modifier, those that fail the save are affected for 1d6
spirits, and haunted wilderness. The sign is often
rounds).
invoked or borne by witches, evil druids,
werewolves, evil humanoids, and all manner of foul, man-eating, Swift Poison (as the rogue talent)
bloodthirsty beasts lurking within the depths of the darkest
wilderness. Greater: Prerequisites: as lesser, level 7+. The sign bearer
chooses one lesser black goat sign ability, and also gains powers
Lesser: Prerequisites: any non-good, level 5+. Choose two spell- that duplicate one bloodline, arcane school or domain.
like or special abilities, or one of each. Bloodlines: aberrant, accursed. Arcane schools: divination.
Domains: animal, darkness, evil, madness, plant.
Spell-like abilities: beast shape II, bestow curse, bears endurance,
bulls strength, cats grace, charm animal, clairaudience-clairvoyance,
clutch of stone*, command, entangle, haste, hold person, jump, pass
without trace, plant growth, rage, reduce person, slow, snare, speak DEATH
with animals, spectral hand, spider climb, spike growth, tree shape, Few signs inspire more fear than the Sign
ventriloquism. of Death. Vampires, liches,
Special abilities: necromancers, death
priests, those who reap
Blood Drain (as the or surround themselves
universal monster rule, with death, use dark
but only if the sign magic to tap into its power, seek death, or
bearer has a natural bite who are associated with undeath are often
attack, causes 1d2 bearers or invokers of this terrible sign.
Constitution damage)
Lesser: Prerequisites: any non-good,
Darkvision 60ft. level 5+. Choose two spell-like or
special abilities, or one of each.
Disease: black goat fever
(1/day, touch attack; Fort Spell-like abilities: animate dead, bane,
DC 15 save negates, onset bleed, bleeding wounds*, chill metal, chill
1d3 days, frequency 1 day, grasp*, chill touch, command undead,
effect 1d2 random Int, Wis death knell, deathly familiar*, deathwatch,
or Cha damage, cure 2 desecrate, detect undead, doom, fear, gentle
consecutive saves) repose, ghoul touch, halt undead, hide from
undead, inflict moderate wounds, poison,
Fast Stealth (as the rogue
protection from good, ray of enfeeblement,
talent)
resist energy, spectral hand, speak with dead,
Horns (the sign bearer vampiric touch, vultures of death*, zombie
grows horns which can be form*.
used to make a natural gore Special abilities:
attack for 1d6 damage)
Blood Drain (as the universal
Hooves (the sign bearers lower monster rule, but only if the sign

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bearer has a natural bite attack, 1d2 Constitution) Spell-like abilities: acid arrow, alter self, arcane lock, bane, bleeding
wounds*, bulls strength, burning hands, curse water, death knell,
Channel Negative Energy (as a cleric equal to the sign deeper darkness, detect thoughts, enlarge person, fear, haste, hold
bearers character level or hit dice, -3). person, levitate, magic fang, minor tremor*, pyrotechnics, rage, see
Channel Resistance +3. invisibility, shatter, silence, spider climb, spike stones, suggestion,
summon monster III (dretch demon), summon swarm, vampiric touch.
Create Spawn (a creature killed by the sign bearers
natural attacks or a necromancy spell has a 25% chance Special abilities:
of rising as a zombie in 1d4 rounds, and is under the Darkvision 60ft.
command of the sign bearer, but crumbles into dust
after 24 hours. Each day, the sign bearer can create a Claws (as the sorcerer Abyssal bloodline ability).
maximum number of hit dice worth of spawn equal to
Damage Reduction 2/good.
his character level or total hit dice).
Electricity Resistance 10.
Lifesense (notices and locates living creatures within 60
feet, just as if it possessed the blindsight ability). Fast Stealth (as the rogue talent)
Immune: death effects and energy drain. Horns (the sign bearer grows horns which can be used to
make a natural gore attack for 1d6 damage)
Immune: stunning and critical hits.
Hooves (the sign bearers lower legs become goat-like
Intimidating (+3 bonus on Intimidate checks).
and hooved, granting a +10 bonus to base land speed,
Stench (usable 1/day as a free action, duration of but incurring a -5 penalty to Climb checks)
stench: 1 round/character level or hit dice, Fortitude
Intimidating (+3 bonus on Intimidate checks).
save negates, DC 10 + 1/2 the stench creatures
character level or racial HD + the stench creatures Con Lifesense (notices and locates living creatures within 60
modifier, those that fail the save are affected for 1d6 feet, just as if it possessed the blindsight ability).
rounds).
Rend (only with claw attacks, if the sign bearer has any)
Swift Poison (as the rogue talent)
Resist Good (+2 on saves vs. abjuration spells cast by
Greater: Prerequisite: as lesser, level 7+. The sign bearer chooses good creatures and all spells with the Good descriptor).
one lesser death sign ability, and also gains powers that duplicate
Sneak Attack (+1d6, and the sign bearer counts as a
one bloodline, arcane school, or domain. Bloodlines: undead.
Arcane schools: necromancy. Domains: death. rogue equal to his total hit dice or character level)
Alternately, instead of gaining a bloodline, school or domain, Toughened Skin (+2 natural armor bonus).
the sign bearer gains a neutral evil war-trained skeletal horse
steed (or suitably sized creature), treated as a druid animal Tremorsense, 20ft.
companion with the undead creature type, and the sign bearers Greater: as lesser, level 7+. The sign bearer chooses one lesser
character level or hit dice -2 counts as his druid level. demonic sign ability, and also gains powers that duplicate one
bloodline, arcane school, or domain. Bloodlines: abyssal,
draconic (chromatic dragons only). Arcane schools: evocation.
Domains: evil, chaos, darkness, destruction, strength.
DEMONIC
The Demonic Sign inspires terror in all those ENTROPY
who behold it. It represents the most psychopathic
and vile forms of evil, as well as possession, The mysterious and unfathomable bearers of
depravity, bloodthirst, senseless violence, hatred this sign seem to have no discernable goal
for life, brutal murder, and the destruction of all except to plunge the universe into utter
that is good. Yet for all this, there are still those anarchy. The Sign of Entropy represents
foolish enough to seek its power and pay its total chaos, constant and never-ending
terrible price. The sign is often borne or invoked by change, the warping of reality, endless
evil wizards, sorcerers, priests, warriors and knights, fallen possibilities, rampant energy, absolute
paladins, decadent and brutal rulers, murderers, and vile freedom, complete selfishness, hatred of law and rigidity,
monsters. dementia, mania, and destruction. This sign is often borne by
disciples of incomprehensible alien gods and beings, chaotic and
Lesser: Prerequisites: any non-good, level 5+. Choose two spell- malignant outsiders, ignorant meddlers in cosmic magic, violent
like or two special abilities, or one of each.

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and bloodthirsty marauders, foolish anarchists, destructive hold portal, invisibility, knock, silent image, sleep, suggestion, magic
monsters and fiends, and the maniacally insane. circle against good, phantom steed, phantom warhorse*, protection from
good*, trident of the helldukes*.
Lesser: Prerequisites: chaotic neutral, chaotic evil, or neutral evil,
level 5+. Choose two spell-like or two special abilities, or one of Special abilities:
each.
All-Around Vision
Spell-like abilities: alter self, beast shape II, bleeding wounds*, blur,
Frightful Presence (1/day, 20ft. Will DC 10 + 1/2 the
clutch of stone*, enlarge person, entropic shield, gust of wind, jump,
lesser dagger swarm*, magic circle against good, magic circle against frightful creatures character level or racial HD + the
law, minor tremor*, move earth, shatter, soften earth and stone, stone frightful creatures Cha modifier)
shape, summon swarm, warp wood. Frightful Gaze (1/day, creatures within 30 feet that meet
Special abilities: the sign bearers gaze must succeed on a DC 13 Will
save or stand paralyzed in fear for 1 round. This is a
Amorphous. mind-affecting fear paralysis effect. A creature that
successfully saves cannot be affected again by the
Compression.
frightful gaze for 1 day. The save DC is Charisma-
Corruption of Flesh (touch attack works like the universal based.)
monster rule Burn ability but warps and ruptures flesh
Intimidating (+3 bonus on Intimidate checks).
instead of causing burns, 1d6 damage, DC 15 or flesh
continues to be damaged as if the target had caught on Resist Good (+2 on saves vs. abjuration spells cast by
fire). good creatures and all spells with the Good descriptor).
Damage Reduction 2/slashing, bludgeoning or piercing See in Darkness.
(select one type).
Greater: Prerequisites: as lesser, level 7+. The sign bearer
Fast Healing 1. chooses one lesser evil sign ability, and also gains powers that
duplicate one bloodline, arcane school, or domain. Bloodlines:
Fast Stealth (as the rogue talent)
abyssal, accursed, destined, draconic (chromatic dragons only),
Mutation (roll once on the Creature of Primal Chaos infernal. Arcane schools: enchantment, illusion. Domains: charm,
Template physical mutations table) destruction, evil, knowledge, trickery, weather.
Alternately, instead of gaining a bloodline, school or domain,
Uncanny Dodge (as a rogue, and the sign bearers
the sign bearer gains a fiendish, neutral evil war-trained horse
character level or total dice count as his rogue level).
steed (or suitably sized creature) treated as a druid animal
Greater: Prerequisites: as lesser, level 7+. The sign bearer companion, and the sign bearers character level or hit dice -2
chooses one lesser entropy sign ability, and also gains powers counts as his druid level.
that duplicate one bloodline or domain. Bloodlines: aberrant,
abyssal, protean. Domains: chaos, destruction, madness, weather.
INFERNAL
The Infernal Sign ranks as one of the most evil
EVIL
and chilling of the evil signs. It signifies devils,
The Sign of Evil represents broad and diabolical evil, malice, deception, tyranny,
encompassing evil, a horrible unseen pain, torture, and punishment. Monstrous
malicious force, cold utter fear, cruelty, tyrants, fallen priests, serial killers and
greed, lust, hatred, envy, lies, the eternal those foolish enough to treat with devils or
enemy of all that is good and peaceful, the barter their souls in exchange for power and
dark side of all things, and the essence of all wealth often bear or invoke this sign.
things that began as evil and will remain
Lesser: Prerequisites: any non-good, level 5+. Choose two spell-
forever evil. The Sign of Evil may be the most
like or special abilities, or one of each.
common of all evil signs, borne and invoked by all manner of
evil-doers, yet it is no less terrifying than the others. Spell-like abilities: arcane eye, bleeding wounds*, burning hands,
curse water, deeper darkness, detect thoughts, eagles splendor, fear,
Lesser: Prerequisites: any evil, level 4+. Choose two spell-like or flaming sphere, foxs cunning, glibness, heroism, infernal pillar of fire*,
two special abilities, or one of each. meld into stone, minor image, owls wisdom, silence, spike stones,
Spell-like abilities: acid arrow, alter self, arcane lock, bleeding suggestion, summon monster III (1d3 lemure devils), tongues, trident
wounds*, clairaudience-clairvoyance, charm person, crushing despair, of the helldukes*, wall of fire.
curse water, deeper darkness, desecrate, dispel magic, fear, ghoul touch, Special abilities:

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Burn (touch attack, 1d6 damage, DC 15 to avoid Amorphous.
catching fire, usable once per day per three levels or hit
Compression.
dice)
Gaze of Insanity (1/day, 20ft. targets are confused for 1d4
Damage Reduction 2/good
rounds unless they save vs. Will DC 10 + 1/2 the
Fire Resistance 10 creatures character level or racial HD + the creatures
Cha modifier).
Hellfire (+2 to DC of spells, spell-like abilities and
supernatural abilities that produce fire). Insanely Deceptive (+2 bonus on Bluff, Diplomacy, Sense
Motive and Sleight of Hand skill checks)
Hooves (the sign bearers lower legs become goat-like
and hooved, granting a +10 bonus to base land speed, Screaming Gate (Sp): The sign bearer may cast screaming
but incurring a -5 penalty to Climb checks) gate* once per day as a spell-like ability.
Horns (the sign bearer grows horns which can be used to Slippery Mind (as the advanced rogue talent)
make a natural gore attack for 1d6 damage).
Uncanny Dodge (as a rogue, and the sign bearers
Intimidating (+3 bonus on Intimidate checks). character level or total dice count as his rogue level).
Resist Good (+2 on saves vs. abjuration spells cast by Greater: Prerequisites: as lesser, level 7+. The sign bearer
good creatures and all spells with the Good descriptor). chooses one lesser insanity sign ability, and also gains powers
that duplicate one bloodline, arcane school, or domain.
See in Darkness. Bloodlines: aberrant, abyssal, destined, protean. Arcane school:
Toughened Skin (+2 natural armor bonus). enchantment, conjuration, evocation, transmutation. Domains:
chaos, destruction, madness, strength, trickery.
Uncanny Dodge (as a rogue, and the sign bearers
character level or total dice count as his rogue level).
Greater: as lesser, level 7+. The sign bearer chooses one lesser NETHERWORLD
infernal sign ability, and also gains powers that duplicate one The Sign of the Netherworld is associated
bloodline, arcane school, or domain. Bloodlines: elemental fire, with other dark and mysterious dimensions,
infernal. Arcane schools: enchantment. Domains: evil, charm, the world of the dead, evil outer planes and
fire, law, trickery. other unspeakable realms and places nearly
unimaginable. The sign is often borne or
invoked by dabblers of black magic,
INSANITY summoners of evil, foolish explorers of the
The Sign of Insanity represents terrible lunacy, metaphysical, those who would create unnatural cosmic
maliciousness, fear, panic, terror, despair, gateways so that evil beings may enter our world, and those who
confusion, euphoria, delusions, rage, violence, seek contact with malignant, otherworldly spirits and entities.
and alien thought. It often goes hand-in-hand Lesser: Prerequisites: any non-good, level 5+. Choose two spell-
with the Sign of Entropy, the Sign of like or two special abilities, or one of each.
Slaughter, and the Demonic Sign. Though any of
those who would qualify for the aforementioned Spell-like abilities: arcane eye, blink, blur, chill metal, chill touch,
signs are as likely to bear the Sign of Insanity, the sign is most darkvision, deeper darkness, detect undead, dimension door, dispel
often found with worshippers and servants of alien gods and magic, displacement, fear, fog cloud, halt undead, gaseous form,
beings, mass murderers, delusional rulers, serial killers, invisibility, knock, levitate, meld into stone, mirror image,
demented and violent mental patients, cannibals, and evil nondetection, pass without trace, phantom steed, quench, rope trick,
practitioners of vile medical experiments. speak with dead, summon monster III (fiendish or entropic
creatures).
Lesser: Prerequisites: any evil, level 4+. Choose two spell-like or
two special abilities, or one of each. Special abilities:

Spell-like abilities: bears endurance, confusion, crushing despair, Augment Summoning feat.
enthrall, false life, fear, glibness, haste, hideous laughter, inflict Call Aberration (creatures summoned by the sign bearer
moderate wounds, lesser dagger swarm*, magic mouth, phantom trap, may roll once on the Creature of Primal Chaos Template
rage, spider climb, suggestion, touch of idiocy. physical mutations table).
Special abilities: Cold of the Void (works like the Burn universal monster
All-Around-Vision. rule ability but inflicts extreme cold damage, 1d6, DC
15).
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Damage Reduction 2/-
Earth Glide (usable once per day for 2 rounds, as a spell-
like ability)
Energy Resistance 10 (pick one energy type).
Screaming Gate (Sp): The sign bearer may cast screaming
gate* once per day as a spell-like ability.
See in Darkness.
Greater: Prerequisites: as lesser, level 7+. The sign bearer
chooses one lesser netherworld sign ability, and also gains
powers that duplicate one bloodline, arcane school, or domain.
Bloodlines: aberrant, abyssal, infernal. Arcane schools:
abjuration, conjuration, transmutation. Domains: evil, madness,
travel.

PLAGUE
The Sign of Plague is one of the most widely
feared signs due to the wide devastation it
heralds. Evil gods of death, disease, pain,
destruction, and vengeance, as well as
powerful demons, devils, and other evil
outsiders are common patrons of this sign. The
sign is typically gifted to worshippers of
these gods and beings. Deranged priests, wizards, sorcerers,
liches, mummies, zombies, and other corporeal undead creatures
often bear it, as well.
Lesser: Prerequisites: any non-good, level 5+. Choose two spell-
like or two special abilities, or one of each.
Spell-like abilities: blindness-deafness, chill touch (only affects
living targets), contagion, daze monster, death knell, death watch,
plague whip*, ray of enfeeblement, stinking cloud, summon monster I
(dire rat), summon swarm (rats), touch of fatigue, touch of idiocy,
vultures of death*, zombie form*.
Special abilities:
Immunity: sicken and nausea.
Immunity: disease (the sign bearer is immune to the
effects of disease, but can still be a carrier).
Intimidating (+3 bonus on Intimidate checks). affected by a disease to immediately infect those within
Frightful Presence (1/day, 20ft. Will DC 10 + 1/2 the 10 ft. of them all those within range must save vs. the
frightful creatures character level or racial HD + the disease with a +2 bonus or become infected).
frightful creatures Cha modifier). Trail of Slime (the sign bearer oozes slime into two
Virulent Disease (The save DC of diseases caused by the adjacent 5 ft. squares, treated as a grease spell cast by a
sign bearer or carried by creatures summoned by the 5th level caster, Reflex DC 14, usable twice per day as a
sign bearer, such as rat swarms, increases by +2. The supernatural ability)
duration of summoned diseased creatures increases by Stench (usable 1/day as a free action, duration of
one round per three levels or hit dice of the sign bearer). stench: 1 round/character level or hit dice, Fortitude
Vile Epidemic (once per day as a supernatural action, the save negates, DC 10 + 1/2 the stench creatures
sign bearer can cause one victim within 60ft. who is character level or racial HD + the stench creatures Con

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modifier, those that fail the save are sickened for 1d6 Death Frenzy (whenever the sign bearer kills or reduces
rounds). a target to negative hit points, he immediately gains the
benefits of an aid spell as if cast by a 5th level cleric).
Necrotic Tumors (the sign bearer grows numerous
tumors -- when the sign bearer is struck by a melee Fast Stealth (as the rogue talent)
attack, one or more of its tumors burst, spraying the
attacker with horrid necrotic fluid. If the attacker is in Ferocity.
an adjacent square, the attacker must make an Horns (the sign bearer grows horns which can be used to
immediate DC 15 Reflex save or suffer 1d4 acid make a natural gore attack for 1d6 damage).
damage).
Immune: daze and stun
Greater: Prerequisites: as lesser, level 7+. The sign bearer
chooses one lesser plague sign ability, and also gains either Immunity: sicken and nausea.
powers that duplicate the pestilence bloodline OR the following Intimidating (+3 bonus on Intimidate checks).
spell-like abilities, each usable when he attains a high enough
level or hit dice: plague wind* (7th), plague scythe of entropy* or Push (when using any non-light one-handed melee
curse of the epidemic* (9th), insect plague (11th), power word blind weapon or two-handed melee weapon, 5ft.).
(13th), symbol of weakness (13th), symbol of death (15th), horrid
Rage (as a barbarian equal to the sign bearers character
wilting (17th), power word kill (19th).
Alternately, instead of gaining the powers listed above, the sign level or total hit dice -3, but with no rage powers)
bearer gains a neutral evil war-trained, rotting and poxed horse Rend (only with claw attacks, if the sign bearer has any).
steed (or suitably sized creature), treated as a druid animal
companion with the undead creature type, and the sign bearers Stand Up (as the rogue talent)
character level or hit dice -2 counts as his druid level. Steady (speed is never modified by armor or
encumbrance)

SLAUGHTER Strangle (the sign bearer is adept at grabbing opponents


by the neck and strangling them - an opponent grappled
War, brutal murder, violent death, and bloodlust are by the sign bearer cannot speak or cast spells with
all harbingers of the Sign of Slaughter. The sign is verbal components)
often borne or invoked by cruel and vicious
warriors, berserkers, demons, serial killers, Greater: Prerequisites: as lesser, level 7+. The sign bearer
warmongers, brutal conquerors, pillagers, chooses one lesser slaughter sign ability, and also gains powers
the violently insane, and vicious monsters. that duplicate one bloodline, arcane school, or domain.
It often goes hand-in-hand with the Sign of Bloodlines: abyssal, destined. Arcane school: evocation.
Entropy, the Sign of Insanity, and the Demonic Sign. Domains: destruction, strength, war.
Alternately, instead of gaining a bloodline, school or domain,
Lesser: Prerequisites: any non-good, level 5+. Choose two spell- the sign bearer gains a neutral evil war-trained horse steed (or
like or two special abilities, or one of each. suitably sized creature) treated as a druid animal companion,
Spell-like abilities: align weapon, bears endurance, bleed, bleeding and the sign bearers character level or hit dice counts as his
wounds*, blur, bulls strength, cats grace, cause fear, chariot of the druid level.
warlord*, death knell, disguise self, haste, heroism, hold portal, enlarge
person, flame blade, ice blade*, keen edge, knock, lesser serpent whip*,
mage armor, magic fang, magic weapon, murderous command, pass VILE SERPENT
without trace, phantom warhorse*, rage, serpentine weapon*, shield,
The sign of the vile serpent represents fear,
silence, trident of the helldukes*, true strike.
revulsion, horror, death, hunger, vice,
Special abilities: forbidden knowledge, evil secrets,
hidden things, uncaring, deception,
Bleed (as the universal monster rule, usable once per day
betrayal, murder, and pain. The sign is
on a melee weapon hit or hit from a natural attack, 1d4
typically associated with evil worshippers of
bleed damage per round).
snake or lizard gods, or snake-like demons, devils and other
Blood Frenzy (whenever the sign bearer inflicts outsiders. Secret, malicious cults, sentient serpents, serpent
maximum damage on a foe, he immediately gains the warlocks, serpentine necromancers, evil naga, lamia and violent,
benefits of an aid spell as if cast by a 5th level cleric). man-eating lizardfolk and troglodyte tribes are most likely to
worship these beings, and wear or invoke the sign of the vile
Claws (as the sorcerer Abyssal bloodline ability). serpent as their symbol of power.

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Lesser: Prerequisites: any non-good, level 5+. Choose two spell- Poison Touch (1/day, touch attack; Fort DC 15; frequency
like abilities or two special abilities, or one of each. 1/round for 6 rounds; effect 1d2 Con; cure 2 consecutive
saves).
Spell-like abilities: align fang, animate rope, beast shape II (snakes
only), charm animal, death watch, enthrall, fear, lesser ghost serpent*, Rogue Crawl (as the rogue talent)
glibness, hypnotism, invisibility, magic fang, nondetection, pass
without trace, sepia snake sigil, serpent sneak attack*, serpent strike*, Scent.
snare, speak with animals, summon monster III (fiendish constrictor Serpent Stealth: (+4 enhancement bonus to Stealth
snake, deadly snake: gaboon viper, deadly snake: rattlesnake), summon checks).
snake swarm*, summon venomous snake swarm*, true strike.
Stand Up (as the rogue talent)
Special abilities:
Strangle.
Compression.
Swift Poison (as the rogue talent)
Fast Stealth (as the rogue talent).
Toughened Skin (+2 natural armor bonus)
Grab.
Greater: Prerequisites: as lesser, level 7+. The sign bearer
Heat Sense (detect and target warm-blooded prey as if chooses one lesser sign of the vile serpent ability, and also gains
using blindsense, 30ft. vs. warm-blooded creatures).
powers that duplicate one bloodline, arcane school, or domain.
Immune: fear Bloodlines: aberrant, serpentine. Arcane school: illusion or
transmutation. Domains: animal, evil, knowledge, scalykind.
Ledge Walker (as the rogue talent)

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Chapter 8: New Monsters

New Deadly Venomous Snake Deadly Snake, King Cobra

Types
Summon Monster/Natures Ally VI
Deadly Dire Snake, King Cobra
In the real world, venomous snakes are some of the most
dangerous and feared creatures on the planet. However, in the Deadly Dire Snake, Black Mamba
core game, their venom is often not nearly as deadly or
debilitating, and some of their other abilities are not accounted
for. The new venomous snake types presented here are intended
to more closely represent the capabilities of these animals, and to
Using with Shape Changing
make combat with them more dangerous and exciting. These
new snakes are typically more deadly than similar snakes of their
Abilities
size and type in the Bestiary book, due to their powerful venom
and other abilities. This is reflected by adjustments to their
poison save DCs and challenge ratings. The deadly snakes in this chapter should count as one size
category larger than they actually are for determining if
shapeshifters, druids and serpent warlocks are high enough level
to assume their form, and for all casters using beast shape and
Using with Summon polymorph spells. For example, the dire black mamba presented
here is a huge animal, but would count as a gargantuan animal
Monster/ Nature s Ally Spells for purposes of wild shape and shape changing.

With your GMs approval, deadly snakes can be summoned as


alternative summoning options. Due to their deadly venom and
Collecting Deadly Poison
other abilities, deadly snakes can only be summoned using
higher level summon monster and summon natures ally spells.
Deadly snakes summoned with these spells cannot be given the In many games, GMs allow characters to collect poison from
celestial or fiendish template. defeated monsters and use it themselves. The venom of the
deadly snakes presented here is extremely potent and has a
number of potential side effects which could be unbalancing for
Summon Monster/Natures Ally III some games, if allowed for use by characters. The GM is
Deadly Snake, Gaboon Viper encouraged to set a limit on the amount of deadly snake venom
that can be collected, or require the Safe Poison Use ability or a
Deadly Snake, Rattlesnake DC 25 Knowledge (Nature) check to collect it safely. Alternately,
the potency of the deadly poison could rapidly decline over time.

Summon Monster/Natures Ally IV


Deadly Dire Snake, Gaboon Viper
Deadly Snake, Black Mamba
Deadly Snake, Krait
Deadly Snake, Spitting Cobra

Summon Monster/Natures Ally V


Deadly Dire Snake, Rattlesnake
Deadly Dire Snake, Krait
Deadly Dire Snake, Spitting Cobra
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Deadly Dire Snake,
Black Mamba

XP 2,400 CR 6
N Huge Animal
Init +5; Senses Low-Light Vision, Scent; Perception +11

DEFENSE

AC 20, touch 9, flat-footed 19 (+1 Dex, -2 size, +11


natural)
hp 57 (4d8+32)
Fort +11, Ref +4, Will +3

OFFENSE

Speed 30 ft., Climbing (20 feet), Swimming (20 feet)


Melee Bite +10 (2d6+9/20/x2 plus poison)
Space 15 ft.; Reach 15 ft.

STATISTICS

Str 24, Dex 13, Con 26, Int 1, Wis 17, Cha 6
Base Atk +3; CMB +10; CMD 21 (can't be Tripped)
Feats Improved Initiative, Weapon Finesse Deadly Dire Snake,
Skills Acrobatics +8, Climb +9, Perception +11, Stealth +4, Swim
+9 Gaboon Viper
ECOLOGY

Environment Warm forests and plains XP 1,600 CR 5


Organization Solitary, pair, or nest (38) N Large animal
Treasure None
Init +6; Senses all-around vision, low-light vision, scent;
The deadly dire black mamba is a huge, frighteningly fast Perception +11
version of its smaller cousin. When aroused, a deadly dire black
DEFENSE
mamba often rears up, lifting nearly half its body off the ground,
and emits low hisses. AC 19, touch 12, flat-footed 18 (+2 Dex, -1 size, +8 natural)
hp 40 (4d8+24)
SPECIAL ABILITIES
Fort +9, Ref +5, Will +3
Poison (Ex): Biteinjury; save Fort DC 20; frequency 1/round
OFFENSE
for 6 rounds; effect 1d3 Con; cure 2 consecutive saves. In
addition, if the target fails the initial save by five or more points, Speed 20 ft.
they suffer one of the following additional random effects due to Melee Bite +9 (1d8+9/20/x2 plus poison and grab)
the mambas venom: 1) vision blurred and limited to 50ft. in Space 10 ft.; Reach 10 ft.
daylight, or halved in dim light, until the poison is cured, 2)
severe pain and swelling result in a -2 Dexterity penalty for 1d6 STATISTICS
rounds, 3) loss of control of tongue or jaw and slurred speech for
Str 22, Dex 15, Con 22, Int 1, Wis 17, Cha 6
1d4 rounds forces the victim to make a DC 18 Concentration
Base Atk +3; CMB +9; CMD 21 (can't be tripped)
check to cast spells with a verbal component or speak command
Feats Improved Initiative, Weapon Finesse
words, 4) confusion, as the spell, for 1d4 rounds, 5) paralysis for
Skills Acrobatics +10, Climb +6, Perception +11, Stealth +16,
1d4 rounds, 6) drowsiness that lasts 1d4 rounds and causes -2 to
Swim +66 Racial Modifiers +6 Stealth
hit, damage, saves and skill checks, 7) fatigue for 1d4 rounds as a
result of respiratory distress. The save DC is Constitution-based. ECOLOGY

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Environment Rainforests and woodlands Speed 20 ft., Climbing (20 feet), Swimming (20 feet)
Organization Solitary, pair, or nest (38) Melee Bite +12 (2d6+9/20/x2 plus poison)
Treasure None Space 15 ft.; Reach 15 ft.
The deadly dire gaboon viper is a larger and more aggressive STATISTICS
version of the usual gaboon viper, with fangs up to four inches
long, and is a danger to far more creatures. A deadly dire Str 24, Dex 13, Con 26, Int 1, Wis 17, Cha 6
gaboon viper prefers to use its camouflage to hide in the Base Atk +5; CMB +12; CMD 23 (can't be tripped)
vegetation and loose leaves on the forest floor, waiting for prey Feats Ability Focus (hood flare), Improved Initiative, Weapon
to pass by. It then strikes, impaling the target with its huge fangs, Focus (bite)
holding on and injecting deadly poison. Skills Acrobatics +10, Climb +14, Perception +11, Stealth +9,
Swim +14 Racial Modifiers +4 Stealth
SPECIAL ABILITIES
ECOLOGY
All-Around Vision (Ex): A deadly dire gaboon vipers wide
range of eye movement allows it to spot prey from any direction, Environment Warm forests and plains
and it cannot be flanked. Organization Solitary, pair, or nest (38)
Treasure None
Grab (Ex): When striking prey, deadly dire gaboon vipers bite
and hang on in order to continue injecting large amounts of The deadly dire king cobra is a huge, even more ill-tempered
venom. version of its smaller cousin. In combat, a dire king cobra rears
up, flares its large hood, and hisses angrily. Its size, appearance
Hide in Plain Sight (Ex): A deadly dire gaboon viper can use the and reputation are enough to make most opponents think twice
Stealth skill even while being observed. As long as it is within 10 about attacking it.
feet of an area of forest floor leaves, dirt or low undergrowth, a
deadly dire gaboon viper can hide itself from view in the open SPECIAL ABILITIES
without anything to actually hide behind.
Hood Flare (Ex): Opponents within 30ft. of a dire king cobra that
Poison (Ex): Biteinjury; save Fort DC 18; frequency 1/round is flaring its hood must make a Will save (DC 18) or become
for 4 rounds; effect 1d2 Con; cure 2 consecutive saves. In shaken for 1d6 rounds. Those who successfully save do not need
addition, if the target fails the initial save by five or more points, to save again for 24 hours. Opponents who cannot see the hood
they suffer one of the following additional effects from the flare do not need to save.
deadly dire gaboon vipers venom: 1) 1d4 points of bleeding
Poison (Ex): Biteinjury; save Fort DC 21; frequency 1/round
damage per round for 1d6 rounds as the target bleeds internally
for 6 rounds; effect 1d4 Con; cure 2 consecutive saves. In
and from its mouth, nose and eyes, 2) -2 Dexterity penalty for
addition, if the target fails the initial save by five or more points,
1d6 rounds as a result of severe pain and swelling, 3) -2 on visual
they suffer one of the following additional random effects from
Perception checks, to hit rolls and 25% spell failure for 1d6
respiratory failure due to the cobras venom: 1) blurred/dimmed
rounds due to swelling of the eyelids and tongue, 4) target is
vision limited to 50ft. in daylight, or halved in dim light, until the
shaken and suffers -2 on all saves for 1d6 rounds due to shock.
poison is cured, 2) -2 Dexterity penalty for 1d6 rounds, 3) -2 to hit
The save DC is Constitution-based. and Reflex saves , 4) fatigue that does not end until the victim
receives a delay poison or neutralize poison or until the character
makes a successful healing check while being treated for poison
with the Heal skill.
Deadly Dire Snake, King Cobra The save DC is Constitution-based.

XP 3,200 CR 7
N Huge animal
Init +6; Senses low-light vision, scent; Perception +11

DEFENSE

AC 20, touch 11, flat-footed 19 (+1 Dex, -2 size, +11 natural)


hp 74 (6d8+48)
Fort +13, Ref +6, Will +5

OFFENSE

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Deadly Dire Snake, Krait Deadly Dire Snake, Rattlesnake

XP 1,600 CR 5
XP 1,600 CR 5
N Large animal
N Medium animal
Init +5; Senses low-light vision, scent; Perception +13 Init +6; Senses blindsense 30 ft., low-light vision, scent;
Perception +11
DEFENSE
DEFENSE
AC 19, touch 14, flat-footed 15 (+4 Dex, +5 natural)
hp 25 (3d8+12) AC 20, touch 12, flat-footed 17 (+3 Dex, -1 size, +8 natural)
Fort +7, Ref +7, Will +3 hp 40 (4d8+24)
Fort +9, Ref +6, Will +3
OFFENSE
OFFENSE
Speed 20 ft., Climbing (20 feet), Swimming (20 feet)
Melee Bite +5 melee (1d6+2 plus poison) Speed 20 ft., Climbing (20 feet)
Space 5 ft.; Reach 5 ft. Melee Bite +11 (1d8+7/20/x2 plus poison)

STATISTICS Space 10 ft.; Reach 10 ft.

Str 12, Dex 18, Con 18, Int 5, Wis 17, Cha 6 STATISTICS
Base Atk +2; CMB +3; CMD 16 (can't be tripped) Str 20, Dex 17, Con 22, Int 1, Wis 17, Cha 8
Feats Improved Initiative, Weapon Finesse Base Atk +5; CMB +10; CMD 23 (can't be tripped)
Skills Acrobatics +12, Climb +11, Perception +13, Stealth +14, Feats Improved Initiative, Weapon Focus (bite)
Swim +11 Racial Modifiers +2 Perception, +2 Stealth Skills Acrobatics +10, Climb +14, Intimidate +3, Perception +11,
ECOLOGY Stealth +14, Swim +6 Racial Modifiers +4 Intimidate, +4 Stealth

Environment Warm forests and plains, settlements ECOLOGY


Organization Solitary, pair, or nest (38) Environment Warm forests and plains
Treasure None Organization Solitary, pair, or nest (38)
The deadly dire krait is a larger and possesses even more toxic Treasure None
venom than its smaller brethren.

SPECIAL ABILITIES

Poison (Ex): Biteinjury; save Fort DC 17; frequency 1/round


for 6 rounds; effect 1d3 Con; cure 2 consecutive saves. In
addition, if the target fails their save by five or more points, they
suffer one of the following additional effects from muscle
paralysis and respiratory failure due to the kraits venom: 1)
vision limited to 50ft. in daylight, or vision halved in dim light
due to blurred/dimmed vision, 2) -2 Strength, Dexterity and
Constitution penalty for 2d6 rounds, 3) fatigue that does not end
until the victim receives a delay poison or neutralize poison or until
the character makes a successful healing check while being
treated for poison with the Heal skill, 4) exhaustion that does not
end until the victim receives a delay poison or neutralize poison or
until the character makes a successful healing check while being
treated for poison with the Heal skill.
The save DC is Constitution-based. The deadly dire rattlesnake is a huge, camouflaged snake with
immense, retractable fangs and a thick, strong body. They are
notoriously bad-tempered and announce their presence to
potential threats by emitting an ominous rattle. Dire rattlesnakes
typically only regard creatures larger than themselves as threats.
Smaller creatures are regarded as prey. A dire rattlesnake prefers

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to use its camouflage to hide in dense undergrowth or high AC 18, touch 12, flat-footed 15; (+3 Dex, -1 size, +6 natural)
grasses, waiting for prey to pass by. It then hp 36 (4d8+16)
strikes, impaling the target with its huge Fort +5, Ref +6, Will +3
fangs and injecting deadly poison.
OFFENSE
SPECIAL ABILITIES
Speed 20 ft., Climbing (20 feet), Swimming (20 feet)
Impale (Ex): On a critical hit, a dire Melee Bite +7 melee (1d8+4 plus poison)
rattlesnakes fangs impale the target, Space 10 ft.; Reach 10 ft.
inflicting triple damage.
STATISTICS
Heat Sense (Ex): Dire rattlesnakes
belong to a family of pit vipers that Str 16, Dex 16, Con 18, Int 1, Wis 14, Cha 2
possess a pit organ used to detect and Base Atk +3; CMB +6; CMD 19 (can't be tripped)
target warm-blooded prey. This gives Feats Point Blank Shot, Weapon Finesse
them blindsense 30ft. vs. warm- Skills Acrobatics +8, Climb +14, Perception +5, Stealth +11,
blooded creatures. Swim +9

Poison (Ex): Biteinjury; save Fort ECOLOGY


DC 18; frequency 1/round for 4
Environment
rounds; effect 1d3 Con; cure 2
Warm forests
consecutive saves. In addition, if
and plains
the target fails their save by
Organization
five or more points, they suffer
Solitary, pair,
one of the following
or nest (38)
additional random effects
Treasure None
from the dire rattlesnakes
venom: 1) one point of The deadly dire spitting
Constitution drain due to cobra is a larger, faster,
tissue necrosis, 2) 1d4 more aggressive version
points of bleeding damage of its smaller cousin. In
per round for 1d6 rounds combat, a dire spitting cobra usually
as the targets veins stands its ground, flares its hood, hisses
rupture, 3) -2 Dexterity loudly and spits blinding poison at opponents
penalty for 1d6 rounds as a result of severe pain and swelling, 4) within 30 ft. It can also deliver a deadly bite to those within
-2 to hit and Reflex saves for 1d6 rounds as a result of severe pain melee.
and swelling.
SPECIAL ABILITIES
The save DC is Constitution-based.
Poisonous Bite (Ex): Biteinjury; save Fort DC 16; frequency
Rattle (Ex): Opponents within 20ft. of a dire rattlesnake that is 1/round for 5 rounds; effect 1d3 Con; cure 2 consecutive saves.
shaking its rattle must make a Will save (DC 14) or become
shaken for 1d4 rounds. Those who successfully save do not need The save DC is Constitution-based.
to save again for 24 hours. Spit Poison (Ex): The dire spitting cobra can spit its poison into
its opponents eyes from up to 30 ft. away. This is a ranged touch
attack and struck opponents must succeed at a DC 14 Reflex save
or suffer burning pain (-2 Dexterity penalty) and blindness for
Deadly Dire Snake, Spitting 1d6 rounds. Opponents without eyes are not affected. In
addition, if the target fails their save by five or more points, there
Cobra is a 25% chance they suffer one of the following additional
random effects from severe pain and/or blindness due to the
spitting cobras venom: 1) blindness duration doubled, 2)
XP 1,200 CR 4 Dexterity penalty doubled.
N Large animal
Init +4; Senses low-light vision, scent; Perception +5

DEFENSE

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Deadly Snake, Black Mamba paralysis for 1d4 rounds, 6) -2 to hit, damage, saves and skill
checks for 1d4 rounds due to drowsiness, 7) fatigue for 1d4
rounds as a result of respiratory distress.
The save DC is Constitution-based.
XP 1,600 CR 5
N Large animal
Init +6; Senses low-light vision, scent; Perception +11

DEFENSE Deadly Snake, Gaboon Viper


AC 19, touch 11, flat-footed 17 (+2 Dex, -1 size, +8 natural)
hp 31 (3d8+18)
Fort +9, Ref +5, Will +3 XP 1,200 CR 4
N Medium animal
OFFENSE
Init +7; Senses all-around vision, low-light vision, scent;
Speed 30 ft., Climbing (20 feet), Swimming (20 feet) Perception +11
Melee Bite +3 (1d8+5/20/x2 plus poison)
Space 10 ft.; Reach 10 ft. DEFENSE

STATISTICS AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural)


hp 17 (2d8+8)
Str 16, Dex 15, Con 22, Int 1, Wis 17, Cha 6 Fort +7, Ref +6, Will +3
Base Atk +4; CMB +6; CMD 19 (can't be tripped)
Feats Improved Initiative, Weapon Finesse OFFENSE
Skills Acrobatics +10, Climb +10, Perception +11, Speed 20 ft.
Stealth +6, Swim +10 Melee Bite +5 (1d6+3/20/x2 plus poison and
ECOLOGY grab)
Space 5 ft.; Reach 5 ft.
Environment Warm forests and
plains STATISTICS
Organization Solitary, pair, or nest Str 14, Dex 17, Con 18, Int 1,
(38)
Wis 17, Cha 6
Treasure None
Base Atk +1; CMB +3; CMD 16
The deadly black mamba is a long (can't be tripped)
(up to 14ft.), uniformly olive, brown or Feats Improved Initiative, Weapon
grey snake named for its gaping, black Finesse
mouth. It is extremely fast and possesses Skills Acrobatics +11, Climb +2,
a particularly deadly poison. The black Perception +11, Stealth +17, Swim +2
mamba is notoriously aggressive and is Racial Modifiers +6 Stealth
known to chase down those that flee from it.
ECOLOGY
When aroused, a black mamba often rears up,
lifting nearly half its body off the ground, and Environment Warm forests and plains
emits low hisses. Organization Solitary, pair, or nest (38)
Treasure None
SPECIAL ABILITIES
The deadly gaboon viper is a superbly camouflaged,
Poison (Ex): Biteinjury; save Fort DC 17; frequency thick snake with fangs up to two inches long. Its head is
1/round for 6 rounds; effect 1d3 Con; cure 2 consecutive triangular and sports two small horns in between its
saves. In addition, if the target fails the initial save by five or nostrils. They have an unusually wide range of eye
more points, they suffer one of the following additional movement, allowing them to see in a wide arc around
effects due to the mambas venom: 1) vision limited to 50ft. in them. Gaboon vipers typically hunt by ambush, lying in
daylight, or vision halved in dim light due to blurred/dimmed wait for their prey to come near, and then quickly striking with
vision, 2) -2 Dexterity penalty for 1d6 rounds as a result of their huge fangs, holding on and waiting for their deadly venom
severe pain and swelling, 3) must make a DC 18 Concentration to do its work. They are seven feet long and weigh 30 pounds.
check to cast spells with a verbal component or speak command
SPECIAL ABILITIES
words for 1d4 rounds, due to loss of control of tongue or jaw and
slurred speech, 4) confusion, as the spell, for 1d4 rounds, 5)
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All-Around Vision (Ex): A gaboon vipers wide range of eye Environment Warm forests and plains
movement allows it to spot prey from any direction, and it Organization Solitary, pair, or nest (38)
cannot be flanked. Treasure None
Grab (Ex): When striking prey, gaboon vipers bite and hang on The deadly king cobra is a very large cobra, sometimes reaching
in order to continue injecting large amounts of venom. up to 17ft. in length. They feed primarily on other snakes, and
are highly intelligent for a snake. King cobras often stand their
Hide in Plain Sight (Ex): A gaboon viper can use the Stealth skill
ground and fight. In combat, a king cobra rears up, flares its large
even while being observed. As long as it is within 10 feet of an
hood, and hisses angrily. Its size, appearance and reputation are
area of forest floor leaves, dirt or low undergrowth, a gaboon
enough to make most opponents think twice about attacking it.
viper can hide itself from view in the open without anything to
actually hide behind. SPECIAL ABILITIES
Poison (Ex): Biteinjury; save Fort DC 15; frequency 1/round Hood Flare (Ex): Opponents within 15ft. of a king cobra that is
for 4 rounds; effect 1d2 Con; cure 2 consecutive saves. In flaring its hood must make a Will save (DC 14) or become shaken
addition, if the target fails the initial save by five or more points, for 1d6 rounds. Those who successfully save do not need to save
they suffer one of the following additional effects from the dire again for 24 hours. Opponents who cannot see the hood flare do
gaboon vipers venom: 1) 1d4 points of bleeding damage per not need to save.
round for 1d6 rounds as the target bleeds internally and from its
mouth, nose and eyes, 2) -2 Dexterity penalty for 1d6 rounds as a Poison (Ex): Biteinjury; save Fort DC 17; frequency 1/round
result of severe pain and swelling, 3) -2 on visual Perception for 6 rounds; effect 1d3 Con; cure 2 consecutive saves. In
checks, to hit rolls and 25% spell failure for 1d6 rounds due to addition, if the target fails the initial save by five or more points,
swelling of the eyelids and tongue, 4) target is shaken and suffers they suffer one of the following additional effects from
-2 on all saves for 1d6 rounds due to shock. respiratory failure due to the cobras venom: 1) vision limited to
50ft. in daylight, or vision halved in dim light due to
The save DC is Constitution-based. blurred/dimmed vision, 2) -2 Dexterity penalty for 1d6 rounds,
3) -2 to hit and Reflex saves, 4) fatigue that does not end until the
victim receives a delay poison or neutralize poison or until the
character makes a successful healing check while being treated
Deadly Snake, King Cobra for poison with the Heal skill.
The save DC is Constitution-based.

XP 1,600 CR 5
N Large animal
Init +6; Senses low-light vision, scent; Perception +11 Deadly Snake, Krait
DEFENSE

AC 19, touch 11, flat-footed 17 (+2 Dex, -1 size, +8 natural)


XP 1,200 CR 4
hp 31 (3d8+18)
N Small animal
Fort +9, Ref +5, Will +3
Init +5; Senses low-light vision, scent; Perception +11
OFFENSE
DEFENSE
Speed 20 ft., Climbing (20 feet), Swimming (20 feet)
AC 17, touch 14, flat-footed 14 (+3 Dex, +1 size, +3 natural)
Melee Bite +6 (1d8+4/20/x2 plus poison)
hp 15 (2d8+6)
Space 10 ft.; Reach 10 ft.
Fort +6, Ref +6, Will +1
STATISTICS
OFFENSE
Str 16, Dex 15, Con 22, Int 1, Wis 17, Cha 6
Speed 20 ft., Climbing (20 feet), Swimming (20 feet)
Base Atk +3; CMB +6; CMD 19 (can't be tripped)
Melee Bite +4 melee (1d4-2 plus poison)
Feats Improved Initiative, Weapon Focus (bite)
Space 5 ft.; Reach 5 ft.
Skills Acrobatics +10, Climb +10, Perception +11, Stealth +10,
Swim +10 Racial Modifiers +4 Stealth STATISTICS
ECOLOGY Str 6, Dex 16, Con 16, Int 1, Wis 13, Cha 2
Base Atk +1; CMB -1; CMD 12 (can't be tripped)
Feats Improved Initiative, Weapon Finesse

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Skills Acrobatics +9, Climb +8, Perception +11, Stealth +11, AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural)
Swim +8 Racial Modifiers +2 Perception, +2 Stealth hp 17 (2d8+8)
Fort +7, Ref +6, Will +3
ECOLOGY
OFFENSE
Environment Warm forests and plains, settlements
Organization Solitary, pair, or nest (38) Speed 20 ft., Climbing (20 feet)
Treasure None Melee Bite +5 (1d6+2/20/x2 plus poison)
Space 5 ft.; Reach 5 ft.
The deadly krait is black or bluish-black in color with white
narrow crossbands and a narrow head, typically reaching a STATISTICS
length of three to five feet. The krait has a tendency to seek
shelter in sleeping bags, boots and tents and can often be found Str 12, Dex 17, Con 18, Int 1, Wis 17, Cha 8
living in human settlements. Its venom is extremely deadly but Base Atk +1; CMB +2; CMD 15 (can't be tripped)
disturbingly causes little to no pain, giving victims a false sense Feats Improved Initiative, Weapon Finesse
of security until it is too late. Skills Acrobatics +11, Climb +10, Intimidate +3, Perception +11,
Stealth +15, Swim +2 Racial Modifiers +4 Intimidate, +4 Stealth
SPECIAL ABILITIES
ECOLOGY
Poison (Ex): Biteinjury; save Fort DC 15;
frequency 1/round for 6 rounds; effect 1d3 Environment Warm forests and plains
Con; cure 2 consecutive saves. In Organization Solitary, pair, or nest (38)
addition, if the target fails the initial Treasure None
save by four or more points, they suffer The deadly rattlesnake is camouflaged and
one of the following additional effects has large, retractable fangs. They are
from muscle paralysis and notoriously bad-tempered and announce
respiratory failure due to the kraits their presence to potential threats by
venom: 1) vision limited to 50ft. in emitting an ominous rattle.
daylight, or vision halved in dim Rattlesnakes typically only regard
light due to blurred/dimmed creatures larger than themselves as
vision, 2) -2 Strength, Dexterity threats. Smaller creatures are
and Constitution penalty for 2d6 regarded as prey. A rattlesnake
rounds, 3) fatigue that does not prefers to use its camouflage to
end until the victim receives a hide in dense undergrowth or
delay poison or neutralize poison high grasses, waiting for prey to
or until the character makes a pass by. It then strikes, impaling
successful healing check while the target with its huge fangs and
being treated for poison with the injecting deadly poison. They can
Heal skill, 4) exhaustion that does reach lengths of eight feet and weigh
not end until the victim receives a 12 pounds.
delay poison or neutralize poison or until
the character makes a successful healing check while SPECIAL ABILITIES
being treated for poison with the Heal skill.
Heat Sense (Ex): Rattlesnakes belong to a family of pit vipers that
The save DC is Constitution-based. possess a pit organ used to detect and target warm-blooded prey.
This gives them blindsense 30ft. vs. warm-blooded creatures.
Deadly Snake, Rattlesnake Poison (Ex): Biteinjury; save Fort DC 15; frequency 1/round
for 4 rounds; effect 1d2 Con; cure 2 consecutive saves. In
addition, if the target fails the initial save by five or more points,
they suffer one of the following additional effects from the
XP 1,200 CR 4
rattlesnakes venom: 1) one point of Constitution drain due to
N Medium animal
tissue necrosis, 2) 1d4 points of bleeding damage per round for
Init +7; Senses blindsense 30 ft., low-light vision, scent; 1d6 rounds as the targets veins rupture, 3) -2 Dexterity penalty
Perception +11 for 1d6 rounds as a result of severe pain and swelling, 4) -2 to hit
and Reflex saves for 1d6 rounds as a result of severe pain and
DEFENSE swelling.
The save DC is Constitution-based.

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Rattle (Ex): Opponents within 10ft. of a rattlesnake that is The save DC is Constitution-based.
shaking its rattle must make a DC 14 Will save or become shaken
Spit Poison (Ex): The spitting cobra can spit its poison into its
for 1d4 rounds. Those who successfully save do not need to save
opponents eyes from up to 10 ft. away. This is a ranged touch
again for 24 hours.
attack and struck opponents must succeed at a DC 14 Reflex save
or suffer burning pain (-2 Dexterity penalty) and blindness for
1d6 rounds. Opponents without eyes are not affected. In
addition, if the target fails their save by five or more points, they
Deadly Snake, Spitting Cobra suffer one of the following additional effects from severe pain
and/or blindness due to the spitting cobras venom: 1) blindness
duration doubled, 2) Dexterity penalty doubled.
XP 1,200 CR 4
N Medium animal
Init +4; Senses low-light vision, scent; Perception +5
Medusa, Serpentine
DEFENSE

AC 17, touch 14, flat-footed 13; (+4 Dex, +3 natural)


hp 13 (2d8+4) XP 1,600 CR 5
Fort +4, Ref +7, Will +3 LE Medium monstrous humanoid
OFFENSE Init +2; Senses all-around vision, darkvision 60 ft., scent;
Perception +12
Speed 20 ft., climb 10 ft., swim 20 ft.
Melee Bite +5 melee (1d6 plus poison) DEFENSE
Space 5 ft.; Reach 5 ft. AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
STATISTICS hp 45 (6d10+6)
Fort +3, Ref +7, Will +6
Str 10, Dex 18, Con 14, Int 1, Wis 14, Cha 2
Base Atk +1; CMB +1; CMD 15 (can't be tripped) OFFENSE
Feats Ability Focus (poison bite), Point Blank Shot, Weapon Speed 20 ft., climb 10 ft., swim 20 ft.
Finesse Melee dagger +6/+1 (1d4+3/1920), snake bite +5 (1d4 plus
Skills Acrobatics +9, Climb +11, Perception +5, Stealth +12, poison)
Swim +7 Ranged mwk longbow +8/+3 (1d8/3)
ECOLOGY Special Attacks gaze, constrict (1d4+3)
Space 5 ft.; Reach 5 ft.
Environment Warm forests and plains
Organization Solitary, pair, or nest (38) STATISTICS
Treasure None Str 16, Dex 15, Con 12, Int 12, Wis 13, Cha 15
The deadly spitting cobra is a medium-sized snake with the Base Atk +6; CMB +9; CMD 21
ability to shoot its debilitating poison with uncanny precision. Feats Improved Grapple, Point-Blank Shot, Precise Shot
Most spitting cobras are not aggressive, but will stand and fight Skills Bluff +9, Climb +9, Diplomacy +4, Disguise +9, Intimidate
if attacked. In combat, a spitting cobra usually stands its ground, +4, Perception +12, Stealth +8 Racial Modifiers +6 Climb, +4
flares its hood, hisses loudly and spits blinding poison at Perception
opponents within 20 ft. It can also deliver a deadly bite to those Languages Common
within melee. ECOLOGY
SPECIAL ABILITIES Environment temperate marshes and underground
Poisonous Bite (Ex): Biteinjury; save Fort DC 15; frequency Organization solitary
1/round for 5 rounds; effect 1d2 Con; cure 2 consecutive saves. Treasure double (dagger, masterwork longbow with 20 arrows,
In addition, if the target fails their save by five or more points, other treasure)
they suffer one of the following additional effects from the A serpentine medusa is similar to a standard medusa, but has slit
spitting cobras venom: 1) staggered for 1d3 rounds due to eyes, a forked tongue, scales, and a long, powerful snake tail in
dizziness 2) sickened for 1d3 rounds due to vomiting, 3) loss of place of its lower torso and legs. A serpentine medusas gaze
control of tongue or jaw and slurred speech for 1d3 rounds forces does not turn its victims to stone, but either charms them or fills
the victim to make a DC 15 Concentration check to cast spells them with fear.
with a verbal component or speak command words,.
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A serpentine medusa often masquerades as a normal medusa, and a troglodytes stench. It is said that trog ettins and trog trolls
using cover to hide its serpentine lower torso. It prefers to use its (see below) were first created by Entropic magic or by warped
charm gaze initially, following with fear. Any remaining threats priests of Sarkuroth or Scalykind, to serve as strong and easily
are targeted by arrows until they are close enough to be stabbed, controlled guardians or shock troops.
bitten or constricted.
Trog ettins have the same statistics as an ettin, but also have a
Serpentine medusas speak Common. troglodytes stench aura and two bite attacks (for 1d6 damage
each). They have the ability to turn their stench aura on and off at
SPECIAL ABILITIES will, as a swift action. A trog ettin has a CR of 7.
All-Around Vision (Ex): A medusa's snake-hair allows her to see
in all directions. Medusas gain a +4 racial bonus to Perception
checks and cannot be flanked.
Trog Troll
Compression (Ex): A serpentine medusa can easily unhinge
many of its bones, allowing it to move through an area as small
as one-quarter its space without squeezing or one-eighth its
space when squeezing.
Gaze (Su): A serpentine medusa can use its gaze to cause either a
charm monster or fear effect. Either gaze affects all opponents
within 30 feet, Will DC 15 negates. The save DC is Charisma-
based.
Poison (Ex): Biteinjury; save Fort DC 14; frequency 1/round
for 3 rounds; effect 1d3 Str; cure 1 save. The save DC is
Constitution-based.

Scaly Otyugh
At first glance a scaly otyugh appears to be one of its normal
cousins, but closer inspection reveals its body is covered in
mottled scales and its tentacles end in the heads of poisonous
snakes.
A scaly otyugh has the same statistics as a normal otyugh, but
with the following changes:
+3 natural armor
poison (Ex): a bite from one of a scaly otyughs snake
heads injects poison that weakens its prey: injury; save
Fort DC 14; frequency 1/round for 6 rounds; effect 1d3 A trog troll is a crossbreeding experiment of an unusually large
Str; cure 1 save. The save DC is Constitution-based. troglodyte and a troll. The result is a reptilian troll with all the
trolls abilities, plus a troglodyte head, a tail, and a troglodytes
Stealth: a scaly otyugh has a +4 racial bonus on Stealth stench.
checks when in its lair, due to its natural coloration.
Trog trolls have the same statistics as a troll, but also have the
A scaly otyugh has a CR of 5. troglodytes stench aura. They have the ability to turn the stench
aura on and off at will, as a swift action. A trog troll has a CR of
7.

Trog Ettin
A trog ettin is a crossbreeding experiment of an unusually large
troglodyte and an ettin. The result is a reptilian ettin with all the
ettins abilities, plus two troglodyte heads with bite attacks, a tail,

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Xocouatl A xocouatl uses its detect thoughts ability on any creature that
arouses its suspicions. Since it is highly intelligent, a xocouatl
usually casts spells from a distance before closing.
XP 9,600 CR 10
SPECIAL ABILITIES
CE Large outsider (native)
Init +7; Senses darkvision 60 ft., detect chaos/evil/good/law; Poison (Ex): Injurybite; save Fortitude DC 16; frequency
Perception +23 1/minute for 10 minutes; effect 1d4 damage to a random ability;
cure 2 consecutive saves. The DC is Constitution-based.
DEFENSE
The save DC is Constitution-based.
AC 21, touch 12, flat-footed 17 (+3 Dex, +9 natural, 1 size)
hp 126 (12d10+60) Spells: A xocouatl casts spells as a 9th-level sorcerer. Many
Fort +9, Ref +11, Will +12 xocouatls favor serpentine and necromantic spells, and there are
rumors of some with levels of serpent warlock or serpentine
OFFENSE necromancer (See Chapter 2: Prestige Classes).
Speed 20 ft., fly 60 ft. (good) A xocouatl can choose its spells known from the sorcerer list and
Melee bite +16 (1d8+7 plus grab and poison), constrict (2d8+7) the spells listed in the clerics Air, Animal, Destruction, Evil, and
Space 10 ft.; Reach 5 ft. Scalykind domains. The cleric spells are considered arcane spells
Special Attacks constrict (1d8+7) for a xocouatl, meaning that the creature does not need a divine
Spell-Like Abilities (CL 9th) focus to cast them.
Constant - deathwatch
At willdarkness, detect thoughts (DC 15), ethereal jaunt (CL 16th),
invisibility, plane shift (DC 20)
Spells Known (CL 9th):
4th (4/day)freedom of movement, lesser amphisbaena call*
3rd (7/day)animate dead, contagion, vampiric touch
2nd (7/day)desecrate, ghoul touch, scorching ray, silence (DC 15)
1st (7/day)endure elements, mage armor, obscuring mist, protection
from law, true strike
0 (at will)acid splash, bleed, daze, detect magic, ray of frost, read
magic, resistance

STATISTICS

Str 20, Dex 16, Con 20, Int 17, Wis 19, Cha 17
Base Atk +12; CMB +18 (+22 grapple); CMD 32 (can't be tripped)
Feats Alertness, Combat Reflexes, Empower Spell, Eschew
Materials, Flyby Attack, Hover, Improved Initiative
Skills Acrobatics +18, Bluff +9, Diplomacy +18, Fly +20,
Knowledge (arcana) +9, Knowledge (religion) +12, Perception
+23, Sense Motive +15, Spellcraft +15, Survival +16, Use Magic
Device +18
Languages Abyssal, Common, Draconic; telepathy 100 ft.

ECOLOGY

Environment Warm forests


Organization Solitary, pair, or flight (36)
Treasure Standard
An evil counterpart to the couatl, the xocouatl appears as a large
viper or python with gleaming black scales and immense bat
wings. Where couatls are benign, generous, and just, xocouatls
are the opposite: malignant, selfish, and tyrannical. Xocouatls
despise their lawful good-aligned cousins and regularly work
against them, when they are not hatching sinister plans to
increase their own power and wealth. A xocouatl is about 12 feet
long, with a wingspan of about 15 feet. It weighs about 1,800
pounds.
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Chapter 9: New Creature Templates

Amphisbaena Serpent Template Creature of Primal Chaos


Template
An amphisbaena serpent is a fearsome snake with a head at each
end, whose eyes glow with a mysterious light. If an amphisbaena
is cut in half, the two halves will wriggle together and rejoin.
CREATING AN AMPHISBAENA SERPENT
Amphisbaena serpent is an inherited or acquired template that
can be applied to any snake with a type of Animal or Dire
Animal.
Type: The creatures type changes to Magical Beast. Its hit dice
change to d10s.
Challenge Rating: same as the base creature +2
Attacks: An amphisbaena serpent retains all the attacks of the
base creature. It also gains an extra bite attack.
Special Attacks: An amphisbaena serpent retains all the special
attacks of the base creature.
Special Qualities: An amphisbaena serpent has all the special
qualities of the base creature as well as the following:
Improved Uncanny Dodge (Ex): identical to the rogues ability of
the same name.
Regeneration 3 (Ex): Fire and acid deal normal damage to an
amphisbaena serpent.
Split (Su): If an amphisbaena serpent loses a head or is cut in
half, the severed portions wriggle together and reattach in one
minute.

SAMPLE AMPHISBAENA SERPENT


Amphisbaena Serpent Constrictor Snake, Giant: CR 5; Large
magical beast; HD 3d10+9; hp 27; Init +2; Spd 20 ft., climb 20 ft., Creatures of primal chaos are the result of the powers of Entropy
swim 20 ft.; AC 16, touch 11, flat-footed 14 (+2 Dex, +5 natural, -1 tampering with a creatures body to create even more chaos and
size); BAB +2; CMB +6 (+10 grapple); CMD 19 (can't be tripped); change. Such creatures are bizarre in appearance, appearing
melee +9 (1d6+7 plus grab, 2 bites); SA: Grab (Ex), Constrict rubbery or unnaturally flexible, sprouting scores of tiny, writhing
(Ex)(1d6+7); SQ: Improved Uncanny Dodge (Ex), Regeneration tentacles which sometimes end in eyes or mouths, or have extra
(Ex), Split (Su), Scent; AL N; SV Fort +8, Ref +4, Will +2; STR 25, limb joints, staring fish eyes, emaciated bodies, spiked spines,
DEX 15, CON 16, INT 1, WIS 12, CHA 2. numerous curling horns, bat wing-like ears or frills, or any
number of other strange features. Creatures of primal chaos often
Skills: Acrobatics +15, Climb +11, Perception +12, Stealth +11,
wear a permanent expression of insanity or rage. Most normal
Swim +11; Racial Modifiers +4 Perception, +4 Stealth,+8
animals shun creatures of primal chaos or are immediately
Acrobatics
hostile to them.
Feats: Skill Focus (Perception), Toughness
CREATING A CREATURE OF PRIMAL CHAOS
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Creature of primal chaos is an inherited or acquired template that 7 Spines (+2 CMD vs. grapple, bull rush, drag and
can be applied to any creature. overrun)
Type: The creatures type changes to Outsider (Chaotic). 8 Extra arm (grants an extra natural claw or slam attack
if the creature has one already)
Alignment: becomes Chaotic Neutral or Chaotic Evil.
9 Extra leg (+2 CMD vs. trip, bull rush, drag and
Challenge Rating: same as the base creature +2
overrun)
Special Attacks: All creatures of primal chaos retain the special
10 Extra head (grants extra natural bite attack if the
attacks of the base creature. Creatures of primal chaos with
creature already has a bite attack, otherwise grants a
Intelligence and Wisdom scores of 10 or higher possess the
+2 bonus to Intimidate and Perception)
following spell-like abilities, using their hit dice or character level
as their caster level, as specified in the table below. Unless 11 Eyes scattered all over body (gains All-Around
otherwise indicated, each ability is usable once per day. Vision)
12 Fangs (grants bite attack for 1d4 damage plus disease:
Plague of Entropy (Ex): save Fort DC 15, onset 1d3
Spell-like Abilities
days, frequency 1 day, effect 1 Con damage, cure 2
Hit Dice Spell-like Abilities consecutive saves)
1-2 cause fear
3-4 stone shape, hideous laughter Damage Reduction
5-6 shatter, spike stones, warp wood Hit Dice Damage Reduction
7-8 wall of hurricane winds*, telekinesis 1-3 -
9-10 chaos hammer, polymorph 4-7 -
11+ move earth, teleport 8-11 5/lawful
12+ 10/lawful
Special Qualities:
Darkvision: 60ft. SAMPLE CREATURES OF PRIMAL CHAOS
Fast Healing (Ex): 2 hit points per round. Primal Chaos Dire Warhorse: CR 6; Large Outsider ; HD 8d8+48;
Damage Reduction (see table below) hp 82; Init +1; Spd 60; AC 20, flat-footed 19, touch 11 (chain shirt
barding); BAB +6; CMB +12; CMD 23; +11/+6 (1d6+6, 2 Hooves;
Physical Mutations (roll 1d3 times on the table below) 1d4+3, 2 Bites; 1d6+6 Gore); SQ: Scent (Ex), Darkvision, Fast
healing 2; Mutations: Extra Head, Horns; Damage Reduction
5/lawful; RF: Greater Carrying Capacity; AL CN; SV Fort +12,
Physical Mutations (Roll 1d3 times) Ref +7, Will +8; STR 22, DEX 13, CON 22, INT 2, WIS 14, CHA 10.
1d12 Physical Mutation Skills: Perception +8.
Die Roll
1 Compression (Ex), as the universal monster ability
Primal Chaos Gibbering Mouther: CR 5; Medium Outsider
2 Amorphous (Ex), as the universal monster ability (Chaotic); HD 4d8+28; hp 46; Init +3; Spd 10, Swim 20; AC 19,
flat-footed 16, touch 13 (+3 Dex, +6 natural); BAB +3; CMB +3 (+9
3 Extraneous tentacles with eyes (+2 Intimidate and
grapple); CMD 16 (can't be tripped); melee +7 (1d4 plus grab, 6
Perception)
Bites); SA: Gibbering (Su), Spittle (Ex), Grab (Ex), Blood drain
4 Extraneous tentacles with fanged mouths or snake (Ex), Engulf (Ex), Ground manipulation (Su); SQ: Amorphous
heads (+2 Intimidate and the creature can attach and (Ex), Fast healing 2, Damage Reduction 5/bludgeoning,
drain blood like a stirge) Mutations: Extraneous tentacles with eyes, Spines; AL CN; SV
Fort +2, Ref +2, Will +5; STR 10, DEX 17, CON 24, INT 4, WIS 13,
5 Horns (gain a natural gore attack inflicting 1d6
CHA 12.
damage for every 5 hit dice or levels the creature
possesses) Skills: Intimidate +3, Perception +14, Swim +8.
Feats: Weapon Finesse, Weapon Focus (bite)
6 Extra limb joints (+2 Escape Artist)

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"Fear feeder" is an inherited or acquired template that can be
added to any evil outsider or undead creature. A fear feeder uses
all the base creature's statistics and special abilities except as
noted here.
Challenge Rating: same as the base creature +1
Special Abilities: Fear feeders gain the ability to use scare once
per day as a supernatural ability, with a caster level equal to the
fear feeder's total hit dice or levels, plus 3.
In addition, every opponent who succumbs to the fear feeder's
scare ability makes the fear feeder stronger. Fear feeding grants
the fear feeder a +1 bonus on attack rolls and saves, plus 1d8
temporary hit points, for every opponent who fails their save.
These effects stack on the fear feeder. For example, if two targets
failed their save, the fear feeder would gain a +2 bonus on attack
rolls and saves, and 2d8 temporary hit points. These benefits last
for 1d8 rounds.

Half- Serpent Template

The creature appears to be a grotesque cross between a snake


and its original form. Half-serpent creatures vary considerably,
with certain body parts of the original creature replaced with the
body part of a snake. Half-serpents are revered by snake cults.
These crossbreeds are thought to be the work of Sarkuroth, a
divine serpent god, terrible curses, or magical experimentation.
CREATING A HALF-SERPENT CREATURE
Half-serpent is an inherited or acquired template that can be
added to any corporeal bipedal or quadruped creature. The
template may be added multiple times, with each instance giving
Primal Chaos Doppelganger: CR 5; Medium Outsider; HD
the base creature a different snake feature and further increasing
4d8+4; hp 22; Init +1; Spd 30; AC 15, flat-footed 14, touch 12; BAB
its challenge rating by one.
+3; CMB +4; CMD 15; +4 (1d6+1, 2 Slam); SA: Detect thoughts
(Su), Spell like abilities: cause fear, stoneshape, hideous laughter; A half-serpent creature uses the base creatures statistics,
SQ: Alter self (Su), Immunity: Charm (Ex), Immunity: Sleep (Ex), extraordinary and supernatural abilities except as noted here.
Darkvision, Fast healing 2; Mutations: Compression (Ex), Extra Change Hit Dice to d8s. Do not recalculate its base attack bonus,
Limb Joints; AL CN; SV Fort +5, Ref +5, Will +6; STR 12, DEX 13, saves, or skill points if its type changes.
CON 12, INT 13, WIS 14, CHA 13.
Challenge Rating: same as the base creature +1
Skills: Bluff +12, Disguise +12, Perception +8, Sense Motive +6.
Armor Class: The creature gains scales, increasing its natural
Feats: Alertness, Dodge
armor bonus by +2.
Skills: The creature inherits a snakes natural talent for stealth,
gaining a +2 bonus on all Stealth checks.
Fear Feeder Template Snake Feature: A half-serpent creature gains one snake feature,
selected from one of the options below.
Fear feeders are terrible creatures who inspire and feed on the 1- Snake arms
fear generated by their victims.
2- Snake eyes and tongue
3- Snake head
CREATING A FEAR FEEDER 4- Snake tail
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Snake Arms: The creatures arms or forelegs are replaced with Creature Size Tail Constriction Damage
powerful snake bodies, complete with heads. The snake heads
Fine 1
each grant a non-poisonous natural bite attack. Use the snake
head bite damage table below to determine the bite damage. The Diminutive 1d2
base creatures size category counts as one size lower for
Tiny 1d3
purposes of determining the snake arm bite damage. For
example, the snake arm heads of a size Medium creature would Small 1d4
inflict damage as if it were size Small (1d4). A creature with
snake arms can still wield a weapon by wrapping its snake arm Medium 1d6
around it, but the creature suffers a -4 penalty on attack rolls and Large 1d8
cannot make bite attacks with that arm. A creature with snake
arms also suffers a -4 penalty on all skill checks requiring the use Huge 2d6
of its hands. Gargantuan 2d8
Snake Eyes and Tongue: The creatures eyes and tongue are Colossal 4d6
replaced with keen snake eyes and a forked tongue. The out of
place, disturbing, slit-pupilled eyes grant the creature a +4 bonus
on Intimidate checks vs. targets that can see its eyes, and a +2 SAMPLE HALF-SERPENT CREATURES
bonus on Perception checks. The eyes also grant the creature
low-light vision. The forked tongue grants the creature the Scent Half-Serpent Human Fighter 1 (snake head): CR 2; Medium
ability. human; HD 1d10+2; hp 8; Init +6; Spd 30; AC 22, flat-footed 20
touch 12 (+2 Dex, +2 natural, +6 chainmail, +2 heavy steel
Snake Head: The creatures head is replaced with a snake head, shield); BAB +1; CMB +4; CMD 17; melee +3 (1d6+3/1820,
giving it the Scent ability and a natural poisonous bite attack: scimitar) or melee +3 (1d6+3 plus poison DC 12, bite); SA:
Poison biteinjury; save Fort DC (10 + 1/2 poisonous creature's poisonous bite; AL NE; SV Fort +4, Ref +2, Will +0; STR 16, DEX
HD + poisonous creature's Con modifier); frequency 1/round for 14, CON 14, INT 10, WIS 10, CHA 10.
4 rounds; effect 1d2 Con; cure 1 save. The bite damage is based
on the creatures size: Skills: Acrobatics +-3, Climb +2, Ride +1, Stealth -1, Swim -2
Feats: Cleave, Improved Initiative, Power Attack
Creature Size Bite Damage Gear: scimitar, chainmail, heavy steel shield
Fine 1 Natural armor +2, stealth +2, snake head: scent, natural
poisonous bite attack: poisoninjury; save Fort DC 12; frequency
Diminutive 1d2
1/round for 4 rounds; effect 1d2 Con; cure 1 save.
Tiny 1d3
Small 1d4
Half-Serpent Dire Bat (snake head and snake tail): CR 4; Large
Medium 1d6 animal; HD 4d8+4; hp 22; Init +2; Senses: blindsense 40 ft.; scent;
Perception +12; Speed 20 ft., fly 40 ft. (good); AC 16, touch 11,
Large 1d8 flat-footed 14 (+2 Dex, +5 natural, 1 size); BAB +3; CMB +7 (+11
Huge 2d6 grappling); CMD 19 (+23 grappling); melee bite +5 (1d8+4) and
melee constrict +5 (1d8+4 plus poison DC 13); SA: poisonous
Gargantuan 2d8 bite; AL N; SV Fort +5, Ref +6, Will +3; STR 17, DEX 15, CON 13,
Colossal 4d6 INT 2, WIS 14, CHA 6.
Feats: Alertness, Stealthy

Snake Tail: The creatures lower torso is replaced with a long, Skills: Climb +5, Fly +9, Perception +12, Stealth +6; Racial
powerful snake tail. Its base land speed changes to 20 ft., it gains Modifiers +4 Perception when using blindsense
a +2 bonus on Climb checks, and it gains the Constrict (Ex) Natural armor +2, stealth +2, snake head: scent, natural
universal monster ability. When grappling, the creature gains a poisonous bite attack: poisoninjury; save Fort DC 13; frequency
+4 bonus to its CMB and CMD. The constriction damage is based 1/round for 4 rounds; effect 1d2 Con; cure 1 save, snake tail:
on the creatures size: constrict, +4 bonus to CMB and CMD when grappling.

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Hydran Serpent Template Sentient Serpent Template

A hydran serpent is a snake with multiple heads. Cryo- or pyro-


hydran serpents also have breath weapons.
CREATING A HYDRAN SERPENT
Hydran serpent is an inherited or acquired template that can
be applied to any snake.
Challenge Rating: same as the base creature +1 per head. If it is a
cryo- or pyro-hydran serpent, its challenge rating increases by an
additional +2.
Type: The creatures type changes to Magical Beast. Its Hit Dice
change to d10s.
Attacks: Hydran serpents gain one additional bite attack per
extra head.
Special Qualities: Hydran serpents gain the following special A sentient serpent is a snake that is intelligent and self-aware and
qualities: has unique special abilities. Sentient serpents are usually created
Breath Weapon (Ex): Cryo- or pyro-hydran serpents can breathe by the will of a serpent god, or an evil god, demon, daemon or
a cone of cold or fire from each head. A cryohydran gains the devil or by means of the sentient serpent spell (see Chapter 3: New
Cold subtype, while a pyrohydran gains the Fire subtype. Cones Spells). Sentient serpents often do not feel beholden to their
are 5 ft. + 5 ft. for each size category above Small. Each head may creators, so creating one is a risky venture.
breathe once every 1d4 rounds. Each cone deals 2d6 points of Most sentient serpents share many of the same personality traits.
cold or fire damage. A successful Reflex save halves the damage. They are universally moody and possessed of a sense of
The save DC is 10 + 1/2 the creatures HD + its Con modifier. superiority. Many are philosophical and intellectual but tend to
Cant Be Flanked (Ex): Because its multiple heads allow it to look be hedonistic, valuing pleasure, luxury, and subservience from
in many directions at once, a hydran serpent cant be flanked. others. Most sentient serpents are languid, cold and
dispassionate, except when angered or when their hunger is
Fast Healing (Ex): A hydran serpent heals two points of damage aroused. During these times, sentient serpents are frightening to
each round so long as it has at least 1 hit point. behold and exceedingly dangerous.
The offspring of sentient serpents are usually normal snakes,
though rarely, a single gifted hatchling is born sentient.
SAMPLE HYDRAN SERPENT CREATURE
CREATING A SENTIENT SERPENT
5-headed Pyro-hydran serpent constrictor snake: CR 9; Medium
Animal [Fire]; HD 3d10+3 (Magical Beast); hp 25; Init +3; Spd 20, Sentient serpent is an inherited or acquired template that can
Swim 20, Climb 20; AC:15, flat-footed 12, touch 13; BAB +2; CMB be applied to any snake with an Intelligence score of five or less.
+5; CMD 18; 5 bites +5 melee (1d3+4, Bite); SA: Grab (Ex),
Constrict (Ex) ; Breath Weapon (Ex): 10 ft. cone of fire from each A sentient serpent uses the same statistics as the base creature,
head, useable every 1d4 rounds. Each cone inflicts 2d6 damage, but its Intelligence and Charisma scores each increase by 3d6
Reflex DC 12 for half. SQ: Cant be flanked, Fast Healing 3 (Ex), points, while its Wisdom increases by 1d6 points. It also gains
Scent (Ex); AL N; SV Fort +4, Ref +6, Will +2; STR 17, DEX 17, 2d4 skill points and learns to speak 1d4 languages. There is a 25%
CON 13, INT 1, WIS 12, CHA 2. chance the sentient serpent also gains 1d4 levels of sorcerer.
Sorcerous sentient serpents may continue to increase their levels
Skills: Acrobatics +11, Climb +14, Perception +7, Stealth +10, of sorcerer with time and experience. Many sentient serpents
Swim +11. frequently acquire levels of cleric, druid, or rogue on their own.
Feats: Alertness, Toughness Challenge Rating: same as the base creature +2
Type: The creatures type changes to Magical Beast and its Hit
Dice change to d10s.
Alignment: The creator of the sentient serpent may choose to
change the creatures alignment to any neutral alignment.

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Feats: All sentient serpents automatically gain three of the Greater Eschew Materials (Ex): Cast any spell with a material
following feats: Eschew Materials, Iron Will, Lightning Reflexes, component costing 100 gp or less without needing that
Skill Focus, Silent Spell, Still Spell. component.
Special Qualities: Sentient serpents gain the following special Spell Stillness (Ex): When using the Still Spell feat, the spell slot
qualities: level does not increase.
Sorcery: There is a 25% chance the creature gains 1d4 levels of Sorcerer Bloodline: Destined. Bloodline Arcana: Whenever you
sorcerer. Suggested bloodlines include, but are not limited to: cast a spell with a range of personal, you gain a luck bonus
aberrant, abyssal, arcane, destined, infernal, protean, serpentine, equal to the spell's level on all your saving throws for 1 round.
and shadow. Bloodline powers: Touch of Destiny (Sp), Fated (Su).
Greater Eschew Materials (Ex): A sentient serpent with the Sorcerer Spells Known (unlimited/6/5/3 per day; save DC 13 +
Eschew Materials feat can cast any spell with a material spell level): 0 acid splash, detect magic, mage hand, message,
component costing 100 gp or less without needing that open/close, ray of frost, read magic; 1st alarm, charm person,
component. obscuring mist, sleep, unseen servant; 2nd blur, invisibility, speed of
the Mamba*; 3rd hold person.
Spell Stillness (Ex): When a sentient serpent uses the Still Spell
feat, the spell slot level does not increase.

SAMPLE SENTIENT SERPENT CREATURE


Serpentine Undead Template
Nassaahk: sentient serpent deadly king cobra sorcerer 6: CR 12;
Large magical beast; HD 3d10+18 plus 6d6+18; hp 72; Init +6; The creature appears to be a skeleton or zombie version of its
Spd 20 ft., climb 20 ft., swim 20 ft.; AC 19, touch 11, flat-footed 17 original form, save that it gains a pair of large snake fangs and
(+2 Dex, -1 size, +8 natural); BAB +6; CMB +9; CMD 22 (cant be hisses when attacking.
tripped); melee +10 (1d8+4 plus poison, Bite); SA: poisonous bite,
hood flare; SQ: darkvision 60 ft., low-light vision, greater eschew CREATING A SERPENTINE UNDEAD CREATURE
materials, scent, spell stillness; AL NE; SV Fort +11, Ref +7, Will Serpentine undead is an inherited or acquired template that
+8; Str 16, Dex 15, Con 22, Int 14, Wis 17, Cha 16 can be applied to any corporeal humanoid or snake or snake-like
Skills: Acrobatics +10, Bluff +8, Climb +10, Intimidate +8, creature. Examples of snake-like creatures might include a couatl,
Knowledge (Arcana) +9, Perception +11, Spellcraft +9, Stealth marilith demon, naga, or any creature whose anatomy includes a
+10, Swim +10 Racial Modifiers +4 Stealth snake's head or body. Merely having tentacles, slit eyes, scales or
a forked tongue is not enough to qualify a creature as snake-like.
Languages: Common, Draconic
Feats: Combat Casting, Eschew Materials, Great Fortitude,
Improved Initiative, Iron Will, Silent Spell, Still Spell, Weapon
Focus (bite)
Hood Flare (Ex): Opponents within 15ft. of a king cobra that is
flaring its hood must make a Will save (DC 14) or become shaken
for 1d6 rounds. Those who successfully save do not need to save
again for 24 hours. Opponents who cannot see the hood flare do
not need to save.
Poison (Ex): Biteinjury; save Fort DC 17; frequency 1/round
for 6 rounds; effect 1d3 Con; cure 2 consecutive saves. In
addition, if the target fails the initial save by five or more points,
they suffer one of the following additional effects from
respiratory failure due to the cobras venom: 1) vision limited to
50ft. in daylight, or vision halved in dim light due to
blurred/dimmed vision, 2) -2 Dexterity penalty for 1d6 rounds,
3) -2 to hit and Reflex saves, 4) fatigue that does not end until the
victim receives a delay poison or neutralize poison or until the
character makes a successful healing check while being treated
for poison with the Heal skill.
The save DC is Constitution-based.

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A serpentine undead creature uses all the base creatures Serpentine Undead Constrictor Snake: CR 2; Medium Undead;
statistics and extraordinary abilities except as noted here. Change HD 3d8; hp 21; Init +3; Spd 20 ft., climb 20 ft., swim 20 ft.; AC 17
Hit Dice to d8s. Do not recalculate its base attack bonus, saves, or (+3 Dex, +4 natural); BAB +2; CMB +5; CMD 18; melee +5 (1d6,
skill points if its type changes. It loses any spellcasting, spell-like Bite); SA: poisonous bite, grab, constrict; SQ: undead traits,
or supernatural abilities it had. darkvision 60ft., scent; AL NE; SV Fort +0, Ref +6, Will +2; STR
17, DEX 17, CON --, INT 1, WIS 12, Cha 2.
Challenge Rating: same as the base creature +1
Skills: Acrobatics +11, Climb +14, Perception +7, Stealth +10,
Size and Type: The creatures type changes to undead. Its size
Swim +11
does not change.
Feats: Alertness, Toughness
Armor Class: Natural armor bonus increases by +2.
Attacks: A serpentine undead creature retains all the natural
weapons, manufactured weapon attacks, and weapon
proficiencies of the base creature. If it did not have a bite attack, it Snake Vomiting Undead
gains one. The bite damage is based on its size:
Creature Size Bite Damage
Template
Fine 1
Snake vomiting undead are undead that can vomit forth snakes.
Diminutive 1d2
The template may be applied to any bipedal undead.
Tiny 1d3
CREATING A SNAKE VOMITING UNDEAD
Small 1d4
Snake vomiting undead is an inherited or acquired template
Medium 1d6 that can be applied to any bipedal undead creature, such as a
skeleton, zombie, ghoul, etc.
Large 1d8
Challenge Rating: same as the base creature +1
Huge 2d6
Special Abilities: A snake vomiting undead uses the same
Gargantuan 2d8
statistics as the base creature, but gains the ability to vomit a
Colossal 4d6 snake as a supernatural ability, once per day.
The snake occupies an adjacent square when it first appears, but
Damage: Natural and manufactured weapons deal damage can move freely. The snake is considered a summoned creature
normally. and stays for two rounds per hit dice of the creature that vomited
it.
Special Attacks: A serpentine undead creature retains all the
special attacks of the base creature and also gains the following. The type of snake varies according to the undead creatures hit
dice:
Poisonous Bite (Ex): Serpentine undead creatures gain a
poisonous bite: Biteinjury; save Fort DC 14; frequency 1/round Hit Dice of Type of Snake Produced
for 6 rounds; effect 1d2 Con; cure 1 save. Base Creature
Alignment: A serpentine creatures alignment changes to evil. 1 Viper
2 Advanced viper
SAMPLE SERPENTINE UNDEAD CREATURES 3 Constrictor snake or venomous snake
Serpentine Undead Human Warrior: CR 1/3; Medium Undead; 4+ Advanced constrictor snake or advanced
HD 1d8; hp 6; Init +5; Spd 30; AC 17 (+1 Dex, +4 natural, +2 venomous snake
heavy steel shield); BAB +1; CMB +2; CMD 15; melee +1
(1d6+1/1820, scimitar) or melee +1 (1d6 + poison, bite); SA:
poisonous bite; SQ: undead traits, darkvision 60ft.; AL CE; SV
Fort +0, Ref +1, Will +2; STR 13, DEX 17, CON , INT 10, WIS
10, CHA 10.
Skills: Acrobatics +2, Climb +3, Ride +3
Feats: Cleave, Improved Initiative, Power Attack

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Vampiric Serpent Template Change Shape (Su): A vampiric serpent does not have the ability
to change shape.
Gaseous Form (Su): A vampiric serpent cannot assume gaseous
A vampiric serpent is typically created via a create vampiric form unless it is brought to zero hit points (see Defensive
serpent spell (See Chapter 5: New Spells) or by the will of some Abilities in the standard vampire template rules).
evil deity or supernatural power. Vampiric serpents appear to be
Ability Scores: A vampiric serpent gains the same ability score
nearly identical to living serpents, but their undead eyes burn
increases as a standard vampire, but its intelligence, wisdom and
with red malevolence and unnatural intelligence.
charisma score are always raised to a minimum of at least 14.
CREATING A VAMPIRIC SERPENT
Vampiric serpent is an inherited or acquired template that can
SAMPLE VAMPIRIC SERPENT
be applied to any corporeal snake or snake-like creature.
Examples of snake-like creatures might include a couatl, marilith Vampiric Serpent, Deadly Black Mamba: CR 7; Large Undead;
demon, naga, xocouatl, or any creature whose anatomy includes HD 3d8 (Undead); hp 22; Init +7; Spd 30 ft. (5 squares), climb 20
a snake's head or body. Merely having tentacles, slit eyes, scales ft., swim 20 ft.; AC 20, touch 12, flat-footed 17 (+3 Dex, -1 size, +8
or a forked tongue is not enough to qualify a creature as snake- natural); BAB +4; CMB +8; CMD 22 (cant be tripped); Damage:
like. bite +8 melee (1d8+7 plus poison and energy drain); SA: poison,
blood drain, energy drain; SQ: Damage reduction 10/silver and
When creating a vampiric serpent, follow the rules for creating
magic, darkvision 60 ft., fast healing 5, cold resistance 10,
a vampire, save for the following differences:
electricity resistance 10, scent, spider climb, channel resistance,
Challenge Rating: +2 undead traits, vampiric serpent weaknesses; AL NE; SV Fort +9,
Ref +6, Will +4; Str 20, Dex 17, Con --, Int 14, Wis 19, Cha 14
Speech: Vampiric serpents gain the ability to speak Common.
They have soft, hissing voices. Skills: Acrobatics +11, Bluff +10, Climb +12, Perception +22,
Sense Motive +12, Stealth +15, Swim +12; Racial Modifiers:
Defensive Abilities: Vampiric serpents have all the defensive
Vampires gain a +8 racial bonus on Bluff, Perception, Sense
abilities of a standard vampire, except they do not require
Motive, and Stealth checks.
coffins. Instead, they retreat to hidden earthen burrows anointed
with unholy water. Feats: Alertness, Improved Initiative, Combat Reflexes, Dodge,
Lightning Reflexes, Toughness, Weapon Finesse
Weaknesses: Vampiric serpents have an aversion to birds of
prey, mongooses, and other animals that prey on snakes, instead
of garlic. They recoil from strongly presented holy symbols but
not from mirrors.
Viperian Dragon Template
Unlike humanoid vampires, vampiric serpents may freely enter a
private home or dwelling without invitation.
The creature appears to be a normal dragon or hydra but its head
Melee: Vampiric serpents do not gain a slam attack. They retain
is that of an immense viper.
all the attacks of the base creature.
Special Attacks: A vampiric serpent has all the special attacks of CREATING A VIPERIAN DRAGON
the base creature and those of a standard vampire, save for the Viperian dragon is an inherited template that can be added to
following differences: any dragon or hydra. A viperian dragon is identical to the
Children of the Night (Su): a vampiric serpent cannot summon normal version of the creature, but its head (or heads) is that of a
rats, bats or wolves. venomous snake, its bite attacks inject poison and its can emit a
hiss that intimidates opponents.
Create Spawn (Su): A vampiric serpent cannot create vampire
spawn. Challenge Rating: same as the base creature +2.

Dominate (Su): A vampiric serpent has no dominate person Poisonous Bite (Ex): Fort DC 15, initial and secondary damage of
ability. Instead, they gain hypnotism, achieved by staring into 1d4 Strength. Viperian dragon venom is often unique, and there
their victims eyes. are versions that inflict other types of ability damage instead of
Strength. If the base creatures bite is already poisonous, then use
Energy Drain (Su): A creature hit by a vampiric serpents bite its standard poison but increase the DC by two.
attack gains one negative level.
Hiss (Ex): as a standard action, a viperian dragon can hiss.
Special Qualities: A vampiric serpent has all the special qualities Opponents within 20ft. of the creature must make a Will save
of the base creature and those of a standard vampire, save for the (DC = 12 or the base creatures hit dice, whichever is higher) or
following differences: become shaken for 1d6 rounds.
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SAMPLE VIPERIAN DRAGON HYDRA light vision, scent; AL N; SV Fort +10, Ref +6, Will +4; STR 19,
DEX 12, CON 20, INT 2, WIS 10, CHA 9.
Seven-headed Viperian Dragon Hydra: CR 8; Huge Magical
Beast; HD 7d10+38; hp 77; Init +1; Spd 20 ft., swim 20 ft.; AC 17 Skills: Perception +7, Swim +12
(2 size, +1 Dex, +8 natural), touch 9, flat-footed 16; BAB +7;
Feats: Alertness, Toughness
CMB +13; CMD 24; 7 bites +10 melee (1d10+4+poison); SA:
poisonous bite, hiss; SQ: darkvision 60 ft., fast healing 17, low-

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Open Game License
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Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Brownie from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Russ Taylor. Author: Scott Greene, based on original material by E. Gary Gygax.

Pathfinder Roleplaying Game Ultimate Combat. 2011, Paizo Publishing, LLC; Bunyip from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Author Scott Greene, based on original material by Dermot Jackson.
Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson,
Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor. Carbuncle from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Authors Scott Greene, based on original material by Albie Fiore.
Pathfinder Roleplaying Game Bestiary 3, 2011, Paizo Publishing, LLC; Authors:
Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob Caryatid Column from the Tome of Horrors, Revised, 2002, Necromancer Games,
McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Inc.; Author Scott Greene, based on original material by Jean Wells.
Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Cave Fisher from the Tome of Horrors, 2002, Necromancer Games, Inc.; Author
Anger of Angels. 2003, Sean K Reynolds. Scott Greene, based on original material by Lawrence Schick.

Book of Fiends. 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Crypt Thing from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Chris Pramas, Robert J. Schwalb. Author Scott Greene, based on original material by Roger Musson.

The Book of Hallowed Might. 2002, Monte J. Cook. Crystal Ooze from the Tome of Horrors, 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Gary Gygax.
Monte Cook's Arcana Unearthed. 2003, Monte J. Cook.
Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Revised,
Path of the Magi. 2002 Citizen Games/Troll Lord Games; Authors: Mike McArtor, 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by
W. Jason Peck, Jeff Quick, and Sean K Reynolds. E. Gary Gygax.

Skreyn's Register: The Bonds of Magic. 2002, Sean K Reynolds. Daemon, Derghodaemon from the Tome of Horrors, Revised, 2002, Necromancer
Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
The Book of Experimental Might. 2008, Monte J. Cook. All rights reserved.
Daemon, Hydrodaemon from the Tome of Horrors, Revised, 2002, Necromancer
Tome of Horrors. 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance
Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on Daemon, Piscodaemon from the Tome of Horrors, Revised, 2002, Necromancer
original content from TSR. Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.

Kobold Quarterly Issue 7, 2008, Open Design LLC, www.koboldquarterly.com; Dark Creeper from the Tome of Horrors, 2002, Necromancer Games, Inc.; Author
Authors: John Baichtal, Wolfgang Baur, Ross Byers, Matthew Cicci, John Flemming, Scott Greene, based on original material by Rik Shepard.
Jeremy Jones, Derek Kagemann, Phillip Larwood, Richard Pett, and Stan!
Dark Stalker from the Tome of Horrors, 2002, Necromancer Games, Inc.; Author
The Tome of Horrors III, 2005, Necromancer Games, Inc.; Author Scott Greene. Scott Greene, based on original material by Simon Muth.

Adherer from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Death Worm from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Authors Scott Greene and Clark Peterson, based on original material by Guy Author Scott Greene and Erica Balsley.
Shearer.
Decapus from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Amphisbaena from the Tome of Horrors, Revised, 2002, Necromancer Games, Author Scott Greene, based on original material by Jean Wells.
Inc.; Author Scott Greene, based on original material by Gary Gygax.
Demodand, Shaggy from the Tome of Horrors, Revised, 2002, Necromancer
Angel, Monadic Deva from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
Demodand, Slimy from the Tome of Horrors, Revised, 2002, Necromancer
Angel, Movanic Deva from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
Demodand, Tarry from the Tome of Horrors, Revised, 2002, Necromancer Games,
Animal Lord from the Tome of Horrors, Revised, 2002, Necromancer Games,Inc.; Inc.; Author Scott Greene, based on original material by Gary Gygax.
Author Scott Greene, based on original material by Gary Gygax.
Demon, Nabasu from the Tome of Horrors, Revised, 2002, Necromancer Games,
Ascomid from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Inc.; Author Scott Greene, based on original material by Gary Gygax.
Author Scott Greene, based on original material by Gary Gygax.
Dire Corby from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Atomie from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Jeff Wyndham.
Author Scott Greene, based on original material by Gary Gygax.
Disenchanter from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Aurumvorax from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Roger Musson.
Author Scott Greene, based on original material by Gary Gygax.
Dragon, Faerie from the Tome of Horrors, Revised, 2002, Necromancer Games,
Axe Beak from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Inc.; Author Scott Greene, based on original material by Brian Jaeger and Gary
Author Scott Greene, based on original material by Gary Gygax. Gygax.

Bat, Mobat from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Dragon Horse from the Tome of Horrors, Revised, 2002, Necromancer Games,
Authors Scott Peterson and Clark Peterson, based on original material by Gary Inc.; Author Scott Greene, based on original material by Gary Gygax.
Gygax.
Dracolisk from the Tome of Horrors, 2002, Necromancer Games, Inc.; Author
Beetle, Slicer from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Scott Greene, based on original material by Gary Gygax.
Author Scott Greene, based on original material by Gary Gygax.
Dust Digger from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Blindheim from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Author Scott Greene, based on original material by Roger Musson.
Flail Snail from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Basidirond from the Tome of Horrors, 2002, Necromancer Games, Inc.; Author Author Scott Greene, based on original material by Simon Tilbrook.
Scott Greene, based on original material by Gary Gygax.

183

Leonardo Monetti (order #4527934) 1


Flumph from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Nabasu Demon from the Tome of Horrors, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Ian McDowell and Douglas Author Scott Greene, based on original material by Gary Gygax.
Naismith.
Necrophidius from the Tome of Horrors, Revised, 2002, Necromancer Games,
Froghemoth from the Tome of Horrors, 2002, Necromancer Games, Inc.; Author Inc.; Author: Scott Greene, based on original material by Simon Tillbrook.
Scott Greene, based on original material by Gary Gygax.
Nereid from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Foo Creature from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Author Scott Greene, based on original material by Gary Gygax.
Pech from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author
Forlarren from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Scott Greene, based on original material by Gary Gygax.
Author Scott Greene, based on original material by Ian Livingstone.
Phycomid from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Giant Slug from the Tome of Horrors, 2002, Necromancer Games, Inc.; Author Author Scott Greene, based on original material by Gary Gygax.
Scott Greene, based on original material by Gary Gygax.
Poltergeist from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Giant, Wood from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Lewis Pulsipher.
Author Scott Greene, based on original material by Wizards of the Coast.
Quickling from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Gloomwing from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Author Scott Greene, based on original material by Gary Gygax.
Quickwood from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Grippli from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Author Scott Greene, based on original material by Gary Gygax.
Rot Grub from the Tome of Horrors, 2002, Necromancer Games, Inc.; Author
Gryph from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Scott Greene and Clark Peterson, based on original material by Gary Gygax.
Author Scott Greene, based on original material by Peter Brown.
Russet Mold from the Tome of Horrors, 2002, Necromancer Games, Inc.; Author
Hangman Tree from the Tome of Horrors, Revised, 2002, Necromancer Games, Scott Greene, based on original material by Gary Gygax.
Inc.; Author Scott Greene, based on original material by Gary Gygax.
Sandman from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Hippocampus from the Tome of Horrors, Revised, 2002, Necromancer Games, Author: Scott Greene, based on original material by Roger Musson.
Inc.; Author Scott Greene and Erica Balsley, based on original material by Gary
Gygax. Scarecrow from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Author: Scott Greene, based on original material by Roger Musson.
Huecuva from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Underworld Oracle. Shadow Demon from the Tome of Horrors, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Neville White.
Ice Golem from the Tome of Horrors, 2002, Necromancer Games, Inc.; Author
Scott Greene. Skulk from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Simon Muth.
Iron Cobra from the Tome of Horrors, 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Philip Masters. Slime Mold from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Gary Gygax.
Jackalwere from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Gary Gygax. Slithering Tracker from the Tome of Horrors, Revised, 2002, Necromancer Games,
Inc.; Author Scott Greene, based on original material by Gary Gygax.
Jubilex from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Gary Gygax. Soul Eater from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by David Cook.
Kamadan from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Nick Louth. Spriggan from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Author Scott Greene and Erica Balsley, based on original material by Roger Moore
Kech from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author and Gary Gygax.
Scott Greene, based on original material by Gary Gygax.
Tenebrous Worm from the Tome of Horrors, Revised, 2002, Necromancer Games,
Kelpie from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Inc.; Author Scott Greene, based on original material by Gary Gygax.
Author Scott Greene, based on original material by Lawrence Schick.
Tentamort from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Korred from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Mike Roberts.
Author Scott Greene, based on original material by Gary Gygax.
Tick, Giant & Dragon from the Tome of Horrors, Revised, 2002, Necromancer
Leprechaun from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Author Scott Greene, based on original material by Gary Gygax.
Troll, Ice from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Magma ooze from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Russell Cole.
Author Scott Greene.
Troll, Rock from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Marid from the Tome of Horrors III, 2005, Necromancer Games, Inc.; Author Scott Author Scott Greene.
Greene.
Vegepygmy from the Tome of Horrors, 2002, Necromancer Games, Inc.; Author
Mihstu from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Scott Greene, based on original material by Gary Gygax.
Author: Scott Greene, based on original material by E. Gary Gygax.
Wolf-In-Sheep's-Clothing from the Tome of Horrors, Revised, 2002, Necromancer
Mite from the Tome of Horrors, 2002, Necromancer Games, Inc.; Author Scott Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Greene, based on original material by Ian Livingstone and Mark Barnes.
Wood Golem from the Tome of Horrors, 2002, Necromancer Games, Inc.; Authors
Mongrelman from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Scott Greene and Patrick Lawinger.
Author Scott Greene, based on original material by Gary Gygax.
Yellow Musk Creeper from the Tome of Horrors, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Albie Fiore.

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Leonardo Monetti (order #4527934) 1


Yellow Musk Zombie from the Tome of Horrors, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Albie Fiore.

Yeti from the Tome of Horrors, 2002, Necromancer Games, Inc.; Author Scott
Greene, based on original material by Gary Gygax.

Zombie, Juju from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Gary Gygax.

185

Leonardo Monetti (order #4527934) 1


Leonardo Monetti (order #4527934) 1

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