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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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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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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.
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
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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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.
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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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
3rd +2 +3 +3 +1 Torch light adaptation, catch off-guard improvement, special torch attack
8th +6/+1 +6 +6 +2 Improved uncanny dodge, pyro talent, torch attack improvement (+2)
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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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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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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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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To qualify to become a black lord, a character must fulfill all CLASS FEATURES
of the following criteria.
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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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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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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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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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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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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
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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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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
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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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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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Class Level Base Attack Fort Save Ref Save Will Save Special
Bonus
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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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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
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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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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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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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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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Leader Possessions: battle axe +1, studded leather +3, (3) doses of
injected poison (Fort DC 15, 1d6 Con/1d6 Con), python spear
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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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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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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:
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).
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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Eldritch Path:
Secrets of the Heavens
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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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Eldritch Path:
Secrets of the Phantom
Darkness
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Eldritch Path:
Secrets of the Wind
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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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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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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.
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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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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.
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.
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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 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 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.
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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.
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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.
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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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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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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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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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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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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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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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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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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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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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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
146
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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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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149
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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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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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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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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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.
XP 2,400 CR 6
N Huge Animal
Init +5; Senses Low-Light Vision, Scent; Perception +11
DEFENSE
OFFENSE
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
163
XP 3,200 CR 7
N Huge animal
Init +6; Senses low-light vision, scent; Perception +11
DEFENSE
OFFENSE
164
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)
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
SPECIAL ABILITIES
165
DEFENSE
166
XP 1,600 CR 5
N Large animal
Init +6; Senses low-light vision, scent; Perception +11 Deadly Snake, Krait
DEFENSE
168
169
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,
171
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
174
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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179
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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7. Use of Product Identity: You agree not to Use any Product Identity, including as Pathfinder Roleplaying Game Ultimate Magic. 2011, Paizo Publishing, LLC;
an indication as to compatibility, except as expressly licensed in another, Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason
182
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.;
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Scott Greene, based on original material by Gary Gygax.
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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.
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