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librum

equitis
A BOOK OF PRESTIGE CLASSES, VOLUME 2
Written by: M Jason Parent
Additional Material by: Mike Downs, Brendan Quinn, Denise Robinson
Designer: M Jason Parent
Editor: Larry Theden
Interior Artwork: Tony ‘Squidhead’ Monorchio
Layout / Typesetting / Cover: M Jason Parent

Dedication
To Denise Robinson, for the support, love, and amazing parties.

THIS EDITION OF LIBRUM EQUITIS VOL 2 IS PUBLISHED UNDER VERSION 1.0A OF THE OPEN GAME LICENSE AND VERSION 3 OF THE D20 SYSTEM TRADEMARK LICENSE, D20 SYSTEM
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COPYRIGHT © 2001-2002 AMBIENT INC.


librum equitis volume two

table of contents
Chapter 1 - Prestige Classes Page 1
Bokor Page 2
Bone Archer Page 4
Brotherhood of the Golden Blossom Page 7
Children of the Snake Page 9
Circle of the Lute Page 12
Earthbound Page 14
Elite Cavalry Page 16
Forge Singer Page 17
Mad Tailor Page 20
Mind Thief Page 24
Order of Cordun Page 26
Riders of the Duras Page 28
Sacred Paladin Page 30
Siege Mage Page 32
The Society of Heavenly Movements Page 34
Timer Page 37
Tribal Berserker Page 39
Troll Hunter Page 41
Venomous Page 43
Weapon Cult Paragon Page 45
Chapter 2 - Spells Page 47
New Spell Lists Page 47
Clerical Domains Page 47
Spells (alphabetical) Page 49
Chapter 3 - Psionic Devices of the Duan’Khat Page 53
Metafragments Page 53
Dawn Spheres Page 54

This volume of the Librum Equitis series is my fourth foray into I have to thank Larry for editing this work on the fly for me. The
writing d20 books. My first title, Librum Equitis volume 1, should prestige classes themselves went through his fine comb, howev-
be arriving in book stores now in a printed edition, published by er much of the flavor material managed to teleport into the docu-
the hoopy froods at Mystic Eye Games. ment after his revisions were done, so errors and glaring omis-
sions therein are entirely my own fault.
But this introduction is about electronic publication. I was first
introduced to electronic games publications four years ago This year we will be releasing at least one more volume in the
through a game called StaRPlay: Armageddon; StaRPlay is a Librum Equitis series (most likely two more) and are currently
game system written by Phillip McGregor and published by his working on a mega-module entitled “Jungles of the Mind”. Late in
one-man company Phalanx Games Design. Phillip McGregor is the year, we are planning the release of the deadEarth d20
one of the authors of the FGU Sci Fi classic "Space Opera" as game, a conversion of the hardcore violent and gritty deadEarth
well as "The Riggers Black Book" for Shadowrun. The full RPG to the d20 system. This is designed to work both as its own
StaRPlay game system along with rules for use in the modern RPG as well as being quite possible to use as a supplement for
day and the Armageddon rules set (some 380 pages in total) was any other post-apocalyptic d20 game. We also have the free Son
made available through what is very probably the first electronic of a Portable Hole Full of Beer warming up for an April 1st
RPG store, at a very reasonable price. Through electronic gam- release (you can download the original Portable Hole Full of Beer
ing storefronts such as RPGnow (one of the pioneers of such e- for free right now for a taste of the strange things to come) as
commerce sites), new publishers can make their breakthough well as a few other project getting ready for launch in 2003.
into the gaming market without the massive risk and investment
required to jump directly into print publication. This has allowed Once again, thanks have to go out to my playtesters and to my
companies like Ambient Inc. and several others to release prod- gaming groups for the hours of quality play that goes into a good
uct to showcase their writers abilities without having to submit the RPG. I’ve been gaming with some of you for 20 years now, and it
material to publisher after publisher for it to see the light of day. keeps getting better.

Thank you for buying the second book in the Librum Equitis Don’t forget to check out our site (www.dreadgazebo.com/dnd)
series, I hope you enjoy it as much as I did creating and using and Mystic Eye Games’ site (www.mysticeyegames.com) for
these classes in my own campaigns. more information on our upcoming works and releases.

Ambient Inc. www.DREADGAZEBO.com


librum equitis volume two

chapter one
prestige classes
Welcome to the second volume of Librum Equitis - literally "the Some classes use unusual level progressions throughout this
book of cavaliers". This chapter is the core of the book, 20 pres- book, being 5, 7 and 12 level prestige classes. Here is the basis
tige classes handcrafted from the finest d20 components and by which we build the level progressions for our prestige classes.
playtested to a hard edge for use in your fantasy d20 campaigns.
Three level prestige classes are minor specializations, almost
More than likely, not all the prestige classes will be incorporat- always directly tied to another character class or social function,
ed into an existing or new campaign. Others will easily find a or employment. They do not define a character, and are most
home in any campaign, while others may require some amount often taken to specialize in a single aspect of a class ability or a
of contortion to fit in. Many classes make reference to organiza- tangent from a normal class training.
tions, cults and societies that are fairly campaign-specific. These
can be changed to organizations already in a campaign world, Five level prestige classes are generally used for "professional"
while other GMs may find that there are niches these organiza- prestige classes - those attached to employment, training and
tions can easily fill. Remember that the campaign world you run military service. Persons of very high level will normally not
your games in is yours to mold and work, and with a little work, define themselves by a prestige class of this scale, and thus it
prestige classes appropriate for most organizations, cults, cabals cannot make up a majority of his experience levels due to its
and guilds can be made from the 40 classes published so far in small span of levels.
these volumes.
Seven level prestige classes are the middle ground between 5
Feel free to tweak the classes a little for your campaign. Do and 10 level classes. More than a pass-time or a sub-class,
you have a very religious gnomish nation with a large badlands these classes still do not completely redefine the character who
area? Take the Riders of Duras, rename them to the Tarvin takes it.
Zephyrs, give them Knowledge (religion) as a class skill and
change the racial requirements to gnomes and half-gnomes. Add Ten level prestige classes are generally used for "subclass"
some text about the mounted patrols of the Tarvin Zephyrs upon prestige classes. These are prestige classes that can be used to
their trained wardogs and you are done. redefine a character. A high level character in one of these class-
es may well define himself more by his prestige class than his
A note on formatting - Just as in Librum Equitis volume 1, primary class.
classes are formatted such that each class begins on a new
page. This results in some amount of white space on some Prestige classes with more than 10 levels are seen as career
pages, but it also allows for easier printing of the prestige classes moves that are as final as becoming a paladin or monk in most
you want to use in your campaigns without printing out chunks of game worlds - these are decisions not taken lightly that will lead
other prestige classes also. We obviously don’t use this format- the character down his own path to power, with little left of his
ting style for the print editions of Librum Equitis, but when buying original class or classes when he gets there.
PDFs you aren’t paying per page, but for content.

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librum equitis volume two
of magical training and the "interpersonal" aspects of the
Bokor's pursuits appeal to dark raconteurs. If anything, the

Bokor bardic music makes the Bokor more intimidating, granting his
followers additional abilities during ceremonial chants.
Hit Die: d4
With a deft cut, the goblin guard was dispatched by Drelga's
knife, his life-blood gushing over her muddied hands and thick, Requirements
yellow claws. Not that she liked using it, but quietly killing guards To qualify to become a Bokor (Bok) a character must fulfill all
was not a job for a half-orc warrior with a long spear. the following criteria.
Unfortunately, not all the guards had gone so quietly, and the last Alignment: Any evil
few had been on full alert, making the job significantly more… Intimidate: 5 ranks
challenging. Somewhere in this horrid swamp, someone was Knowledge (arcana): 6 ranks
enchanting the Burgomaster with a bleeding disease; one that Knowledge (religion): 6 ranks
that made him vomit blood; one that returned every night, even Spellcraft: 10 ranks
after applications of cure disease from the clerics. Drelga and Feats: Craft Wondrous Item
Sapphire parted the spanish moss hanging from the swamp-wil- Spellcasting: ability to cast at least two necromancies and
lows - making out the torchlit glow of the goblin shaman's hut not bestow curse.
a hundred feet away.
The hut was quite old; there were holes in the roof, and span- Class Skills
ish moss draped over it. They approached as quietly as they The Bokor's class skills (and the key ability for each skill) are
could through the black knee-deep waters of the swamp. Alchemy (Int), Bluff (Cha), Concentration (Con), Craft (Int),
Decorating the perimeter were skulls and bones of all shapes Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int),
and sizes, mostly other swamp denizens but obviously some Knowledge (religion) (Int), and Spellcraft (Int).
goblin and human skulls in the mix. Pushing through the curtains,
they made their way inside. The inside of the hut well lit and Skill Points per level: 4 + Int modifier
almost warm, with candles all about, the smell of blood thick in
the air. Obviously, the goblin shaman had heard them coming. Class Features
The hut was abandoned, but nailed to the central post by a dark All of the following are class features of the Bokor prestige
dagger was a single doll made of burlap and crude stitching, class.
obviously a caricature of the Burgomaster. Beneath it sat a bowl
of freshly-drawn blood from a dead, black rooster. Weapon and Armor Proficiency: The Bokor is proficient in all
simple weapons but with no armor nor with shields. Note that
The Bokor are lords of curses, dark sorcerers of voodoo-esque armor check penalties for armor heavier than leather apply to the
arcana. They have sought power from dark forces, and rule skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently,
those around them through intimidation and fear of their dark Pick Pockets and Tumble.
arts. They are rumored to traffic with devils, to slay people with
strange incantations and then have the slain work for them as Spellcasting: At the indicated levels, the Bokor gains new
their undead servants. Those living in the same community as a spells per day as if he had also gained a level in the spellcasting
Bokor usually live in awe and fear of his powers. Many powerful class he belonged to before adding the prestige class. He does
mages see the Bokor's obsession with intimidation and dark arts not, however, gain any other benefit a character of that class
used to such ends as petty, but most Bokor seek not arcane would have gained (improved chance of controlling or rebuking
power, but power over their fellows. Many Bokor are hurtful, undead, metamagic or item creation feats, hit points beyond
spiteful creatures that revel in their power and dark habits. those he receives from the prestige class, and so on), except for
Bokor are usually drawn from the ranks of sorcerers and wiz- an increased effective level of spellcasting. If a character had
ards. Some clerics worship deities who see the path of the Bokor more than one divine spellcasting class before becoming a
as suited to their divine agents, and some dark druids have also Bokor, he must decide to which class he adds the new level for
taken this path - making their wildernesses something to be purposes of determining spells per day. The Bokor also gains
feared by the common man, thus protecting them from their pre- access to a new level 2 spell, minor curse, detailed in the spells
dations. Bards are also attracted to this class, as the combination chapter.

Table 1-1: The Bokor Level Advancement


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

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Provided the target is on the same plane as the figure and is not
Terrifying Presence (Ex): The Bokor develops the ability and protected by spells such as antimagic field or the like, he under-
aura of fear and confidence. He can inspire obedience through goes the full effects of the spell cast upon the Figure (with the
fear, making those who fear him nearly unable to attempt to do usual saving throws and spell resistance rolls to avoid the spell's
anything to cross him. Anyone who has been successfully effects). Spells cast on the Figure that normally have an area of
Intimidated by the Bokor, as well as those who are his underlings effect are limited to affecting only the person in whose image the
or who answer to his authority suffer a morale penalty on attacks, Figure is made.
skill checks and Will saves against the Bokor. At level 1, the A level 2 Bokor may only cast Enchantments through a
penalty is -1. It increases to a -2 penalty at level 4, -3 at level 7 Sympathetic Figure. He gains the ability to cast Transmutations
and -4 at level 10. through the Figure at level 3, Abjurations at level 5,
Necromancies at level 6, Evocations at level 8 and Conjurations
Poison Use (Ex): The Bokor are skilled in the use of poisons, at level 9.
as they often use various toxins to instill fear, and never risk acci-
dentally poisoning themselves when applying poison to a blade
or other tool.
Bokor and Zombies
Sympathetic Figure (Su): The level 2 Bokor learns the most Bokor and Zombies go hand-in-hand. Traditionally, Bokor use
well known trick of his class, the creation of small dolls that rep- zombies as signs of their power over life and death, and many of
resent living people. The dolls evoke sympathetic magic, allow- their zombie servitors are actually living persons who have been
ing the Bokor to direct spells at a doll that affect the person the drugged or dominated into a zombie-like state. This mastery of
figure represents. their enemies, even in death, is used as a very strong means to
A Sympathetic Figure allows the Bokor to use sympathetic compel service from commoners and other believers in the
magic in order to cast spells against a target not currently within Bokor’s magic.
the spell's range. To create a Sympathetic Figure, the Bokor must
collect items that have a strong "sympathy" with the person the
Figure is meant to represent. These items must be either parts of
the person (hair, teeth, nails, etc.) or be something they have
worn or held for many years. The objects are crafted into a tiny
figure of the target, taking one day per level of the person the
Figure represents, as well as 1,000 gp for each level. Activating
the Sympathetic Figure costs 1/25 of the gp cost in XP (40 XP
per level of the target).
A Sympathetic Figure is good for 10 uses before it needs to be
recharged. Recharging the Sympathetic Figure requires at least
one new item from the person in question, and requires a ritual
costing half the normal cost in XP and gp and taking half as long
to perform as the creation of the Figure.
Any spell may be cast upon an active Sympathetic Figure.

New Poison
Zombie Dust
Format: Ingested
Save DC: 18
Primary Onset: instantaneous
Primary Damage: 1d6 Int
Secondary Onset: 1 minute
Secondary Damage: 2d4 Int
Spot DC: 13
Market Value: 420 gp

Zombie Dust is normally mixed into drinks or served with food,


often to persons who are fully aware that the Bokor is poisoning
them as they consume the poisonous fare before them, with
zombies watching over them.
A person reduced to zero Intelligence by zombie dust is not
rendered comatose, instead he becomes almost an automaton,
easily controlled by anyone he fears. A DC 20 Intimidate check
will make a victim of zombie dust do as he is commanded.
Usually the Bokor administering the zombie dust has a circum-
stance bonus on this roll due to prior brainwashing that has
occurred as well as his Terrifying Presence ability.

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Skill Points per level: 2 + Int modifier

Bone Archer Class Features


All of the following are class features of the Bone Archer pres-
The black sniper sat upon his perch. Before him, a dozen tige class.
barbed shafts of bone stood, each of the hand-carved arrows
waiting for a warm target within which to lodge itself. He had Weapon and Armor Proficiency: The Bone Archer is profi-
carved each one from the bones of his slain foes, knowing the cient in all simple weapons as well as all bows (longbow, short-
curves and spines of each intimately, knowing exactly how each bow, etc) but with no armor nor with shields. Note that armor
would mate with his longbow for that instant before he kissed it check penalties for armor heavier than leather apply to the skills
with dark energy and let it fly towards its chosen target. Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick
Pockets and Tumble.
Bone Archers are craftsmen. They have learned an ancient
craft of fletching (crafting arrows) using bones. These arrows are Bone Archery (Ex): As the Bone Archer progresses, he
light and barbed, and they almost seem to seek out living targets becomes more skilled with his personally crafted bone arrows.
when wielded by their craftsman. Those already familiar with the Any time he attacks using a missile weapon he is skilled with,
necromantic arts find these handcrafted bone arrows are easily loaded with bone arrows he has
enchanted with short-duration necromantic energies. personally crafted, he gains a
Because of the necessity for familiarity with necromantic magic bonus to his attack roll.
to truly take on the path of the Bone Archer, all are at least minor
spell-casters, mostly multi-classed Archery Feat (Ex): At the
necromancers or clerics. indicated levels, the Bone
Because of the traditional elven Archer gains a bonus
skill with bows, they are more likely archery feat selected from
to qualify for the class with only levels in the following list: Improved
wizard previously. Critical (any bow)*,
Hit Die: d8 Weapon Focus (any bow)*,
Far Shot, Mounted Archery,
Requirements Precise Shot, Rapid Shot,
To qualify to become a Bone Archer (Bon) a char- Shot on the Run, Skill
acter must fulfill all the following criteria. Focus (Craft: Fletcher).
Spellcasting: ability to cast four or more Some of the bonus feats
necromantic spells, with one at least level 2. available to the Bone
Feats: Weapon Focus (any bow), Point- Archer cannot be acquired
Blank Shot until the Bone Archer has
Spellcraft: 6 ranks gained one or more prereq-
Knowledge (arcana): 6 ranks uisite feats. A Bone Archer
Craft (fletcher): 8 ranks can select feats marked
Special: Learned the craft of Bone Fletching from a with an asterisk (*) more
Bone Archer. than once, but it must be
for a different weapon each
Class Skills time. A Bone Archer must
The Bone Archer's class skills (and still meet all prerequisites
the key ability for each skill) are for a feat, including ability
Alchemy (Int), Appraise (Int), score and base attack
Concentration (Con), Craft (Int), bonus minimums.
Knowledge (arcana) (Int), Spot (Wis),
and Spellcraft (Int).

Table 1-2: The Bone Archer Level Advancement


Class Attack Fort Ref Will Fletchings Known Fletchings per Day
Level Bonus Save Save Save Special 1 2 3 4 5 1 2 3 4 5
1 +0 +0 +2 +2 Bone Archery +1 1 - - - - 2 - - - -
2 +1 +0 +3 +3 Archery Feat 2 - - - - 4 - - - -
3 +2 +1 +3 +3 2 1 - - - 4 2 - - -
4 +3 +1 +4 +4 Bone Archery +2 2 2 - - - 6 4 - - -
5 +3 +1 +4 +4 Archery Feat 3 2 1 - - 6 4 2 - -
6 +4 +2 +5 +5 3 2 2 - - 6 4 4 - -
7 +5 +2 +5 +5 Spontaneous Bones 3 2 2 1 - 6 6 4 2 -
8 +6 +2 +6 +6 Archery Feat 3 3 2 2 - 6 6 4 4 -
9 +6 +3 +6 +6 3 3 2 2 1 6 6 4 4 2
10 +7 +3 +7 +7 Bone Archery +3 3 3 3 2 2 6 6 6 4 4

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Spontaneous Bones (Su): Beginning at level 7, the Bone Level 1 Bone Archer Fletchings
Archer gains the ability to spontaneously create up to his Con Bloody Arrow
bonus (minimum of 1) bone arrows per day as one or more free This fletching causes the arrow to crackle and hiss with dark
actions, drawing them from the negative energy plane. These energies that immediately cause any wound inflicted with the
bone arrows count as personally crafted bone arrows for the pur- arrow to weep and bleed. Creatures not immune to critical hits
poses of his bone archery and fletchings. They remain in exis- that are struck by a bloody arrow take one additional point of
tence for a maximum of 1 round per Bone Archer level. damage each round thereafter, for 1 round per level of the Bone
Archer.
Fletchings (Su): Bone Archers have the ability to imbue per-
sonally crafted bone arrows with negative energy for a variety of Skull Snare
effects. As they gain levels they learn more techniques and can This fletching causes the head of the arrow to become a
trigger them more often per day. Effectively, a fletching is a spell human skull. The skull bites whomever the arrow strikes, dealing
that is transmitted by a bone arrow. Imbuing a bone arrow with a 1 additional point of damage and latching on. Until the skull is
fletching and firing it is a standard action which provokes an destroyed (AC 10, 2 hardness, 1 hit point) it reduces the target's
attack of opportunity. If the arrow hits, then the effects of the speed by one half.
fletching take effect on the target. The save DC against a fletch-
ing is equal to 10 plus the fletching level plus the Bone Archer's True Arrow
Con modifier. A Bone Archer does not gain additional fletchings This fletching strikes true on target, the arrow bending and
per day based on high ability scores. Only one fletching can be curving in flight to strike home. It confers a +10 profane bonus on
used on a particular bone arrow. attack rolls.

Level 2 Bone Archer Fletchings


Chill Arrow
This fletching makes the arrow a conduit for the black cold of
negative energy. Any living creature struck by it takes 1d6 cold
damage and must make a Fortitude save to avoid taking 2 points
of Strength damage.

Bolt of Fear
This fletching causes fear in the target struck. If the creature
succeeds at a Will save, it becomes shaken for 1 round. If it fails,
it flees from the Bone Archer as best it can for 1d4 rounds. If it
cannot flee, it fights with a -2 morale penalty on attack, weapon
damage rolls and saving throws.

Black Wave
This fletching causes the arrow to explode in a wave of nega-
tive energy upon impact. All creatures within 10 feet of the point
of impact take 1d4+1 negative energy damage (or are healed the
same amount if undead).

Level 3 Bone Archer Fletchings


Explosive Fletching
This fletching causes the arrow to shatter into a blast of bone
shards. All creatures within 10 feet of the point of impact take
2d6 piercing damage (half damage with a successful Reflex
save). Living creatures that are not immune to critical hits who
fail their save also bleed for 1 point of damage per round until
they either receive medical aid in the form of a cure wounds spell
or a DC 15 Heal check.

Hold Person
This fletching freezes the target in place. The target must suc-
ceed at a Will save or be affected as if by a hold person spell for
one round per class level.

Shadow Shaft
The target of this fletching is enveloped in a swirling cloud of
negative energy. The energy deals 1d4+1 strength damage and
stuns the target the next round (both are negated with a success-
ful Fortitude save). Additionally the subject suffers a -2 morale
penalty to attack rolls, ability checks, skill checks and saving
throws for 1 round per 2 class levels.

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Level 4 Bone Archer Fletchings
Vampiric Shaft
This fletching deals an additional 1d6 points of negative energy Bone Fletching
damage per two caster levels of the Bone Archer (never to
exceed the hit points of the target), and grants them to the Bone
Archer as temporary hit points. These temporary hit points disap-
pear 1 hour later. Bone fletching is the craft of manufacturing razor-sharp,
barbed arrows suited to “negative energy channelling” out of
Filthy Darts bones. This craft is taught to few by the Bone Archers except
The target of this fletching is exposed to Filth Fever, with the those they are eyeing as potential Bone Archers in their own
DC to resist it being increased to 14 + Bone Archer's Con modifi- right. Crafting a bone arrow is the equivalent of crafting a master-
er and the primary effects taking effect immediately (no incuba- work arrow (value 7gp) except that the ingredients are free to the
tion period). Archer, as long as he has bones. The bones of a creature the
same size category as the archer will only yield a single arrow.
Soul Biter Those of a creature one size category larger will yield four, and
The target of this fletching has a cold piece of negative energy those of a creature two sizes larger will yield 16, and so forth
lodged in his person. Initially this may feel like a piece of the (multiplying the number of arrows by 4 for each size category
arrow, but it is more of a metaphysical taint; no amount of healing larger). Because of their light weight and strange construction,
will remove it. All necromantic spells and effects (including other bone arrows have somewhat shorter range than their wooden,
fletchings) that target the victim have a +2 profane bonus to their metal tipped counterparts (subtract 20 ft from the normal range
DC, and those that deal damage deal an additional point per die. increments of the bow they are used with), but they are still mas-
This effect remains until a remove curse is cast upon the victim. terwork weapons providing a +1 bonus on attacks, and the sharp
barbs of the arrows (and their supposed determination to rend
the flesh of the living, something every Bone Archer can attest
Level 5 Bone Archer Fletchings to) increase the Crit multiplier by one.
Enervation
The target of this fletching is struck with 1d4 negative levels
that remain for 1 hour per Bone Archer level. Since these cannot
remain for 24 hours, they will never result in actual level loss.

Shrieking Missile
This fletching binds nearby spirits to the arrow, and it screams
the cries of a thousand tortured souls as it flies through the air,
unnerving those near it. Anyone within close range (25 ft + 5 ft /
2 levels) of the target of this fletching is affected as if by a fear
spell.

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Brotherhood of the Golden Blossom


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

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


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

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fist, Golden Brothers deal significantly more damage unarmed Shielded Soul (Ex): The level 5 Golden Brother does not suf-
than most characters. This damage is scaled as normal for fer from negative levels or ability drain when attacked by evil
Golden Brothers of sizes larger or smaller than medium. If the beings utilizing spells or supernatural abilities that cause such
Golden Brother has another ability which increases his unarmed damage.
damage, then use the greater of the two abilities. Abilities which
add directly to unarmed damage instead of changing the die type Manifest Destiny (Su): When facing a foe not completely
are still added to this damage. existing on the same plane, the Golden Brother may attempt to
force it to manifest on the same plane as the Golden Brother.
Armor Class Bonus (Ex): Training in the arts of body, soul The target creature must make a Willpower save (DC 10 + Cha
and mind trains the Golden Brother also in defensive arts. This is Bonus + Golden Brother’s class level) or be pulled physically into
conferred as a bonus to Armor Class as indicated. This bonus the plane and forced to manifest. The creature will be unable to
represents a preternatural awareness of danger, and the Golden leave the plane for one hour per level of the Golden Brother, or
Brother does not lose it even in situations when he loses his until the Golden Brother is killed. Outsiders killed while under the
Dexterity modifier due to being flatfooted, stunned and so on effects of this power are treated as if they were killed on their
(although he does lose this AC bonus when immobilised). This home plane.
Armor Class bonus stacks with the Monk's similar Armor Class
bonus, although this bonus also applies to a Golden Brother Ex-Golden Brothers: Should the Golden Brother ever change
wearing armor. from lawful good, he loses all extraordinary and supernatural abil-
ities granted by his levels in this prestige class (except armor
Improved Ki Strike (Su): Because of the damage-resistant class and unarmed damage modifiers) until his alignment returns
nature of the foes of the Brotherhood, Golden Brothers are to lawful good and he makes an atonement.
trained to improve the ability of their Ki strikes. This increases the
effective bonus of the Golden Brother's unarmed attacks for the
purpose of bypassing damage resistance. This bonus is added to
the bonus given by the normal Ki strike ability.

Empower Weapon (Su): When wielding any weapon with


which the Golden Brother has the Weapon Focus feat, the
Golden Brother may use his Ki Strike ability to determine if the
weapon can bypass a creature's Damage Resistance. If the
weapon is inherently magical already, then either use the Golden
Brother's combined Ki Strike and Improved Ki Strike, or the
weapon's magical bonus plus the Golden Brother's Improved Ki
Strike bonus.

True Fist (Ex): Seeking a "true" point to strike is central to the


training of the Golden Brother. Beginning at level 2 a Golden
Brother may attack with an unarmed strike as a touch attack,
dealing normal damage. This extraordinary ability can be used a
number of times per day equal to the Golden Brother's class
level plus his Charisma bonus.

Core Strike (Su): Using his unarmed attacks, a level 2 Golden


Brother can cause critical hits against undead and evil outsiders
that are normally immune to critical hits. Beginning at level 4, the
Golden Brother can also cause critical hits against these same
targets using weapons with which he has the Weapon Focus
feat.

Sunder the Unholy (Su): While perfecting his Ki Strike ability,


the Golden Brother learns to specialize this ability against evil
undead and evil outsiders. Against these targets, a level 3
Golden Brother always ignores their damage resistance or hard-
ness ratings, directly affecting the object or being itself.

Inner Harmony (Ex): The level 3 Golden Brother becomes


immune to all fear- and morale-based effects.

True Blade (Ex): Seeking the "true" point to strike has become
a much easier task for the level 4 Golden Brother. He may now
attack with any weapon with which he has the Weapon Focus
feat as a touch attack. To use this ability with a ranged weapon,
the target must be within 30 feet. This extraordinary ability can be
used a number of times per day equal to his Charisma bonus
plus two.

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Children of the Snake


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

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


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

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Power Points (Ex): Children of the Snake gain power points Sneak Attack (Ex): If a Child of the Snake of level 3 or higher
per day as shown on Table 1-5: Children of the Snake Psionics. attacks an opponent who is unable to defend himself effectively,
These power points are added to any power points the character the Child of the Snake can strike a vital spot for extra damage.
had from other classes (if any). Children of the Snake do not gain This ability is identical to the rogue ability of the same name, and
additional power points based on any ability score. sneak attack dice granted by the Children of the Snake prestige
class stack with sneak attack dice granted by any other source.
Psionic Powers (Sp): Children of the Snake discover a small The extra damage is +1d6 at level 3 and an additional 1d6 every
assortment of psionic powers as they advance in levels, as three levels thereafter.
shown on Table 1-5: Children of the Snake Psionics. These pow-
ers are added to the character's list of powers known (if any). Infusions (Ex): Many of the powers of the Children of the
The Child of the Snake gains psionic attack and defense modes Snake come from their metamorphosis into yuan-ti. This requires
as a Psychic Warrior of the same level. Each power is listed with occasional painful infusions of yuan-ti blood and ichor that deal
a level, which is used to calculate the cost in power points to 1d6 Con primary and secondary damage to the recipient (this
manifest the power as well as the DC to resist it. (For example, could be resisted as a poison with a DC of 20, but doing so
at level one, the Child of the Snake gains Detect Poison (level 1), would also eliminate the usefulness of the infusions). Without
which will have a base DC of +1 and a power point cost of 1 as these infusions the character cannot advance beyond level 3 in
with any other level 1 psionic power.) this prestige class. A minimum of one infusion must be submitted
to between levels in order to continue to advance in the class
Acuity (Ex): The sharp senses of the yuan-ti transformation (until level seven, when the draconic ichor has finally been suc-
grant the Child of the Snake a +2 racial bonus on all Spot and cessfully internalized). yuan-ti produce the infusions with their
Listen checks. own venom and blood, but non yuan-ti can also do so with a DC
24 Alchemy check, requiring 200 gp worth of ingredients and
Draconic Heritage (Ex): Shortly after their conversion, access to one or more poisonous snakes.
Children of the Snake are taught the Draconic tongue and the
common language of the yuan-ti. Inhuman Flexibility (Ex): At level 5, the transformation of the
character into a yuan-ti is nearing completion. The Child of the
Deadly Venom (Sp): At level 2, the Child of the Snake can Snake becomes more and more flexible as his blessings
begin to psionically manifest a lethal poison. Since most Children increase, until he can warp and contort his body in incredible
of the Snake lack a natural attack to apply the poison to, they fashions. This grants the Child of the Snake a +4 racial bonus on
usually manifest it on a weapon. Unlike the normal psionic or all Escape Artist checks, a +2 racial bonus on all Grappling
magical poison ability, this venom cannot be delivered through a checks, as well as a +2 racial bonus to Dexterity. This also grants
normal touch attack. A Child of the Snake can manifest this abili- a +2 racial bonus to Perform (dance) checks when flexibility is
ty as a standard action once per day per two class levels (pro- important (such as belly-dancing). At this point, the Child of the
voking an attack of opportunity as any other spell-like ability). Snake is no longer a humanoid, and his creature type changes to
The Venom has a save DC of 10 + class level + Constitution monstrous humanoid; his race changes to yuan-ti.
bonus and deals 1d10 Constitution damage immediately and
again in one minute. Spell Resistance (Ex): The transformation into the yuan-ti is
nearly complete, the constant infusions of draconic and yuan-ti
Poison Resistance (Ex): The Child of the Snake's ability to venoms have imbued the Child of the Snake with spell resistance
manifest poison at will also results in subtle metabolic changes of 15. At this level the yuan-ti blood is dominant in the Child of
which protect him from the same toxins. A level 2 Child of the the Snake and he no longer requires infusions to continue to
Snake gains a racial bonus on all saving throws against poisons advance in the prestige class. The Spell Resistance granted by
and toxins equal to half his class level. Against the natural poi- this ability increases to SR of 20 at level 10.
sons of other yuan-ti (including the psionically manifested poi-
sons of other Children of the Snake), this increases to a bonus
equal to his class level. Table 1-5: Children of the Snake Psionics
Level Power Points Powers Discovered
Snake Companion (Ex): Beginning at level 3, Children of the
1 +1 Detect Poison (level 1)
Snake can "recruit" a snake companion. Treat this animal like a
2 +1 Animal Trance (level 1 spell)
Druid's animal companion. If the snake is slain, it can be
replaced in d3 weeks at no cost to the character. At level 3 the 3 +2 Chameleon (level 2)
snake is restricted to a single CR 2 snake (either a medium con- 4 +2 Cause Fear (level 2 spell)
strictor or a large viper; see the System Reference Document 5 +3 Suggestion (level 3)
under Animals for more information and stats for snakes). At 6 +3 Aversion (level 3)
higher levels more snakes or more potent snakes can be recruit- 7 +4
ed as indicated. For example a level 5 Child of the Snake can 8 +4 Neutralize Poison (level 4 spell)
have CR 6 worth of snakes, so either 3 medium constrictors (CR 9 +5
2 each) or a Huge Constrictor (CR 5) and a Medium Viper (CR 1) 10 +5 SnakeForm (level 4 special)
are appropriate.

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


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

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The spell-like powers on table 1-5: Children of the Snake
Psionics are divided into the disciplines as follows:
Telepathy: Animal Trance, Cause Fear New Psionic Power
Psychometabolism: Neutralize Poison, SnakeForm
SnakeForm
Campaigns that don't use the psionics rules can use these abil- Psychometabolism (Str)
ities as spell-like abilities that the character can trigger as a stan- Level: Csn 4
dard action. Each psionic power can be treated as a spell of the Display: Vi, Ma
same name. The Aversion and Chameleon powers are detailed Manifestation Time: 1 action
in the yuan-ti entry in the System Reference Document. Each Range: Personal
one can be cast using power points equal to twice the level listed Target: You
beside the power, minus one. Duration: 10 minutes / level
Power Points: 7

As polymorph self, except this power enables the manifester to


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

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stylized lute inside a circle somewhere on their body, usually on a
shoulder or shoulder blade.

Circle of the Lute Hit Die: d6

Requirements
To qualify to become a member of the Circle of the Lute (Clt) a
Braer McFinn glanced around the dark tavern as he entered, character must fulfill all the following criteria.
his preternaturally refined sight quickly adjusting from the bright Alignment: non-evil
day outside to the smoky confines of the establishment. None of Bluff: 10 ranks
the ubiquitous town guard were present on first inspection, and a Diplomacy: 10 ranks
longer look into the barkeep's mirror as he purchased an ale Disguise: 8 ranks
assured him that none of the patrons were members of the watch Innuendo: 6 ranks
working under cover. Braer tipped the dwarven barkeep and Knowledge (Arcana): 5 ranks
asked if he had heard any news about the war with the orc tribes Knowledge (Nobility & Royalty): 5 ranks
to the north. Of course there was little news, as the king had Special: Either 15 ranks of Gather Information or 10 ranks of
been faking the on-going battle with the orcs in order to cover up Gather Information and the Bardic Knowledge ability or it's equiv-
troop movements towards his eastern neighbor. alent

Some rulers have learned of the Bardic College of Mac-Fuirmid Class Skills
meddling in foreign affairs, and now keep Collegiate Bards at The Circle of the Lute's class skills (and the key ability for each
arm's length from the seat of power, if not exiling them outright skill) are Appraise (Int), Bluff (Cha), Climb (Str), Diplomacy (Cha),
from their domain. Disguise (Cha), Gather Information (Cha), Innuendo (Wis),
Into these kingdoms, the Bardic College of Mac-Fuirmid sends Intimidate (Cha), Knowledge (History) (Int), Knowledge (Local)
the Circle of the Lute, a secret order of spies and diplomats who (Int), Knowledge (Nobility & Royalty) (Int), Knowledge (Int), Listen
carry the mission and goals of the college much more quietly (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha),
than the already subtle Collegiate Bards. The Circle of the Lute Profession (Wis), Read Lips (Int), Scry (Int - Exclusive skill),
attempts to quietly foment revolt against the hostile rulership, Search (Int), Sense Motive (Wis), Speak Language, Spellcraft
becoming members of and aiding the efforts of revolutionary (Int).
groups, cabals and secret cults. They also collect what informa-
tion they can from such countries to pass along to the Bardic Skill Points per level: 6 + Int modifier
College, where the useful pieces are in turn disseminated to
whichever other countries can best use the information to further Class Features
the aims of the College. All the following are class features of the Circle of the Lute
The Circle of the Lute requires very specific spellcasting abili- prestige class.
ties, and unlike most bardic colleges, members are trained in a
very structured arcane mastery more akin to wizardry than sor- Weapon and Armour Proficiency: The Circle of the Lute pro-
cery. vides no additional training with weapons or armor. Note that
Since the Bardic College is a generally peaceful organization; armor check penalties for armor heavier than leather apply to the
members of the Circle are rarely dispatched to cause active skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently,
uprisings or assassinations, instead the few trained Circle mem- Pick Pockets and Tumble.
bers are usually used to keep these hostile countries in check to
avoid major wars or conflicts. Spellcasting: Unlike most bards, members of the Circle of the
Membership in the Circle of the Lute is by invitation only - most Lute are taught specific arcane spellcasting abilities. Because of
members have proven themselves in the past as members of the the training involved, these are not like spontaneous spellcasting
College of Mac-Fuirmid and often as Collegiate Bard diplomatic of bards or sorcerers. Intelligence determines how powerful a
envoys. Obviously, most members are of the Bard class, but spell a Circle of the Lute member can cast, how many spells he
some rogues have entered the Circle over the years. can cast, and how hard thee spells are to resist. To cast a spell,
All members of the Circle of the Lute have a red tattoo of a a Circle of the Lute member must have an Intelligence score of

Table 1-6: Circle of the Lute Level Advancement


Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1 2 3 4 5
1 +0 +0 +2 +2 Bardic Knowledge 2 - - - -
2 +1 +0 +3 +3 Spellcasting Expertise 3 0 - - -
3 +2 +1 +3 +3 3 1 - - -
4 +3 +1 +4 +4 Alternate Sources (1) 3 2 0 - -
5 +3 +1 +4 +4 Subliminal Innuendo 3 3 1 - -
6 +4 +2 +5 +5 Subtle Magic - Silent 3 3 2 0 -
7 +5 +2 +5 +5 3 3 2 1 -
8 +6 +2 +6 +6 Alternate Sources (2) 4 3 3 2 0
9 +6 +3 +6 +6 4 3 3 2 1
10 +7 +3 +7 +7 Subtle Magic - Still 4 4 3 3 1

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10 + the spell's level. In addition, the member gets addition-
al spells per day based on Intelligence. The DC of a saving Table 1-7: Circle of the Lute Spell List
throw agaisnt a member's spell is 10 + the spell's level +
the caster's Intelligence bonus. A member of the Circle of
the Lute must prepare spells ahead of time by studying a Level 1 Circle of the Lute Spells
Charm Person. Makes one person your friend
spellbook exactly the same way a wizard does. To deter-
Change Self. Changes your appearance
mine the member's spellcaster level when casting spells
Comprehend Languages. Understand all spoken and written tongues
gained in this manner, the character's Circle of the Lute Darkvision. See 60 ft in total darkness
level is added to half his spellcaster level in any one other Detect Secret Doors. Reveals hidden doors within 60 ft
arcane spellcasting class he may have. Circle members Erase. Mundane or magical writing vanishes
often conceal their spellbooks in the form of Illuminated Expeditious Retreat. Doubles your speed
texts, a set of scrolls, or a book of songs and hymns. At Hold Portal. Holds one person helpless for 1 round / level
each level gained, the Circle of the Lute member gains two Hypnotism. Fascinates 2d4 HD of creatures
new spells chosen from the Circle of the Lute spell list. Message. Whispered conversation at distance
Additional spells can be scribed into their spellbooks in the Read Magic. Read scrolls and spellbooks
same manner as a wizard's. Sleep. Put 2d4 HD of creatures into comatose slumber
Undetectable Alignment. Conceals alignment for 24 hours
Bardic Knowledge (Ex): The College of Mac-Fuirmid Whispering Wind. Sends a short message one mile / level
keeps the Circle of the Lute up to date to the best of their
ability through messengers, contacts, travelling bards and Level 2 Circle of the Lute Spells
so on. Because of this, and the constant involvement of the Arcane Lock. Magically locks a portal or chest
Circle members in local events and society, Circle of the Befuddle. Confuses a single target
Cat's Grace. Subject gains 1d4+1 Dex for 1 hour / level
Lute members gain the Bardic Knowledge ability. Levels of
Darkness. 20 ft radius of supernatural darkness
the Prestige Class stack with levels of the Bard class and
Detect Thoughts. Allows "listening" to surface thoughts
with any other class granting the Bardic Knowledge ability. Enthrall. Captivates all within 100 ft + 10 ft / level
Fox’s Guile. Subject gains 1d4+1 Cha for 1 hour / level
Spellcasting Expertise (Ex): Starting at level 2, the Invisibility. Subject is invisible for 10 min / level
Circle of the Lute member can apply one half his class level Knock. Opens locked or magically sealed door
to the spellcaster levels he has in another arcane spellcast- Locate Object. Sense direction toward object
ing class in order to determine his spellcaster level in those Misdirection. Misleads divinations for one creature or object
classes when casting spells - this does not increase the Sanctuary. Opponents can't attack you, and you can't attack
number of spells per day he may cast or prepare, only at Silence. Negates sound in 15 ft radius
what spellcaster level he casts them. For example, a level 8 Suggestion. Compels subject to follow stated course of action
Bard with 4 levels of Circle of the Lute casts Bardic spells at Tongues. Speak any language
spellcaster level 10 and casts Circle of the Lute spells at
spellcaster level 8. Level 3 Circle of the Lute Spells
Clairaudience / Clairvoyance. Hear or see at a distance for 1 min / lvl
Alternate Sources (Ex): Once the Cirlce of the Lute Confusion. Makes subjects behave oddly for 1 rnd / lvl
member is well dug into his new environment (requiring a Detect Scrying. Alerts you of magical eavesdropping
Emotion. Arouses strong emotion in subject
DC 20 Knowledge (Local) and Diplomacy check, each roll
Invisibility Sphere. Makes everyone within 10 ft invisible
requiring a full day of work ingratiating the character into
Illusory Script. Only intended reader can decipher
local society), a member of level 4 or greater can tap into Lesser Geas. Commands subject of 7HD or less
many sources of information. Effectively, the character can Scrying. Spies on subject from a distance
now make one additional Gather Information check in one Secret Page. Changes one page to hide its content
evening of information gathering. At level 8 he gains the Nondetection. Hides subject from divination / scrying
ability to make a third check in one evening as his network
grows. Level 4 Circle of the Lute Spells
Dominate Person. Controls humanoid telepathically
Subliminal Innuendo (Ex): At level 5, the Circle of the Dream. Sends message to anyone sleeping
Lute member can use the Innuendo skill even when com- False Vision. Fools scrying with an illusion
municating with characters that don't have it. The Circle Legend Lore. Learn tales about a person, place or thing
member makes an Innuendo check as normal to communi- Locate Creature. Indicates direction to familiar creature
cate, but if the check is successful, the listening character Modify Memory. Changes 5 minutes of subject's memories
gets the message without needing to have the skill also. Nightmare. Sends vision dealing 1d10 damage, fatigue
Others trying to discern the hidden message sent using Polymorph Self. You assume a new form
Subliminal Innuendo make an Innuendo skill check as nor- Shadow Conjuration. Mimics conjuring below level 4
mal, but suffer a -5 circumstance penalty.
Level 5 Circle of the Lute Spells
Feeblemind. Subject's Int drops to 1
Subtle Magic (Ex): A level 6 Circle member gains the Geas/Quest. As lesser geas, affecting any creature
ability to use the Silent Spell metamagic feat spontaneously Greater Scrying. As scrying, faster and longer
on any spell he can cast without extending the casting time. Mass Suggestion. As suggestion, plus 1 subject / lvl
This can be performed up to twice per day and can be used Mislead. Turns you invisible and creates illusory double
on spells already modified by other metamagic feats. At Repulsion. Creatures can't approach you
level 10 the member also gains the ability to use the Still
Spell feat in an identical manner twice per day.

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EarthBound
Table 1-8: EarthBound Level Advancement
Class Attack Fort Ref Will
Level Bonus Save Save Save Special
1 +0 +2 +0 +2
2 +1 +3 +0 +3 Earthstep
Derrace walked slowly towards the Citadel, years perhaps 3 +1 +3 +1 +3 EarthKin
since his last visit to the home that had raised him and was now 4 +2 +4 +1 +4 EarthFed
raising his children. He was stocky, reddish-brown, and barefoot. 5 +2 +4 +1 +4 Craft Tablets
Through the stone, he could feel the defenders step to the winch- 6 +3 +5 +2 +5
es to open the front gate at his approach. He had no desire to 7 +3 +5 +2 +5
return to the confined society he had left so long ago to listen to 8 +4 +6 +2 +6 EarthBinder
the rock, but the rock had spoken to him, and it warned of trou-
9 +4 +6 +3 +6
bles. Troubles the dwarves would be unable to handle without
10 +5 +7 +3 +7
warning and rock-lore.
11 +5 +7 +3 +7
The EarthBound are dwarves who have heard the summons of 12 +6 +8 +4 +8 One Earth
the earth. They claim to hear the voice of stone and earth calling
to them, talking to them, protecting and even nurturing them. The Skill Points at Each Level: 4 + Int modifier.
EarthBound are usually drawn away from Dwarven society in
order to be in silence to listen to the rock and earth around them. Class Features
Most are barefoot, with torn and dirty clothing, when they make All of the following are class features of the EarthBound pres-
their appearances in deep dwarven communities. tige class.
Since few dwarves take up a path of magic to begin with, the
EarthBound are particularly rare specimens of their race. Most Weapon and Armor Proficiency: EarthBound gain no addi-
are clerics of earth, stone and mining deities, with some few tional training with weapons or armor. Note that armor check
drawn from the rare dwarven wizards and sorcerers. There are penalties for armor heavier than leather apply to the skills
also rumors of some stone giants who understand the voice of Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick
the earth and who have the necessary spellcasting abilities to Pockets and Tumble.
become one of the EarthBound.
Hit Die: d8 Spellcasting: An EarthBound casts arcane spells according to
Table 1-8: EarthBound Spellcasting. An EarthBound's selection of
Requirements spells is limited by his level. At each level, the EarthBound gains
To qualify to become an EarthBound (Erb) a character must ful- additional spells known and additional spell slots to cast spells,
fill all the following criteria. as indicated. The number of spells an EarthBound knows is not
Race: dwarf or stone giant affected by his Wisdom bonus, if any. An EarthBound is limited to
Feats: Toughness, Great Fortitude, RockBrother casting a certain number of spells of eah level per day, but he
Spellcasting: Ability to cast at least 2 different transmutation need not prepare his spells in advance. The number of spells he
spells of level 2 or higher. can cast per day is improved by his bonus spells from Wisdom, if
any. An EarthBound may use a higher-level slot to cast a lower-
Class Skills level spell if he so chooses. To learn or cast a spell, an
The EarthBound's class skills (and the key ability for each skill) EarthBound must have a Wisdom score of at least 10 plus the
are Appraise (Int), Climb (Str), Concentration (Con), Craft (Int), spell's level. The Difficulty Class for saving throws against
Search (Int), and Spellcraft (Int). EarthBound spells is 10 + the spell's level + the EarthBound's
Wisdom modifier.

Table 1-9: EarthBound Spellcasting


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

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Earthstep (Ex): At level 2, the EarthBound gains a +2 circum-
stance bonus on all move silent checks while barefoot on rock, New Feat
earth or sand. This bonus increases to +4 at level 6 and to +6 at RockBrother [General]
level 10. You know stone like a close family member
Prerequisites: Craft (Stonework) skill, member of a race with a
EarthKin (Ex): At level 3, the EarthBound gains the ability to close connection to stone (dwarf, stone giant, xorn, etc)
speak Terran if he did not have this ability already. Benefit: The character gains the dwarven Stonecunning racial
ability. Characters who already possess this ability gain a +3
EarthFed (Su): Beginning at level 4, an Earthbound who inherent bonus on all rolls using Stonecunning.
maintains contact with large quantities of earth or stone no longer
needs food to survive. The contact must be made with at least
100 tons of earth or stone that is connected in some way to the EarthBinder (Su): At level 8, the EarthBound gains the ability
ground, or to the elemental plane of earth. Cobblestones in a to rebuke or control creatures with the Earth sub-type. They can
cloud city wouldn't count, nor would a dwarven boat with a stone attempt to do so once per day, plus one additional time per two
fortress atop it. This contact must be maintained at least 16 EarthBound levels greater than 7, plus their Charisma modifier.
hours out of every 24. The EarthBound still requires water to This is treated identically to a negative-energy channeling cleric
survive. rebuking or turning undead, with the EarthBound's character level
being used as his cleric level in the attempt.
Craft Tablets (Ex): At level 5, the EarthBound gains the ability
to craft stone or clay tablets that contain most of a spell. This One Earth (Su): At level 12, the EarthBound becomes one
ability is identical to the Scribe Scroll feat, except for the material with the earth. His creature type changes to Elemental (earth),
being used. Each tablet weighs 2 pounds, has a hardness of 8 and he becomes immune to critical hits.
and 5 hit points. Tablets are spell-completion items. Because
they are made of common materials, the cost in gold and XP is
25% less than a scroll to scribe.

Table 1-10: EarthBound Spell List


Level 1 EarthBound Spells Level 3 EarthBound spells

Clay Step. Halves movement of target Commune with Nature. Learn about terrain for 1 mile / lvl
Enlarge. Object or creature grows +10%/lvl (max +50%) Earth's Defender. Allows the subject to act below 0 hit points
Endure Elements. Ignore 5 damage / rnd from 1 energy type Granite Steel. Weapon gains hardness and hit points
Hands of Clay. May climb stone and earth surfaces Magnetic Covering. Target is immobilized by dust and rock
Mage Hand. 5-pound telekinesis Passwall. Breaches walls 1 ft thick / lvl
Magic Stone. 3 stones gain +1 attack, deal 1d6+1 damage Protection from Elements. Absorb 12 dmg/lvl from one energy
Mending. Makes minor repairs on object Spike Stones. Creatures in area take 1d8 dmg, may be slowed
Mountain's Fortitude. Remain motionless to gain DR 10 / +1 Summon Monster V. Medium-size earth elemental only
Pass Without Trace. One subject / level leaves no tracks Swim Through Earth. Subject melds into stone and can move
Reduce. Object or creature shrinks 10%/lvl (max -50%) Transmute Rock to Mud. Transforms 2 10 ft cubes / lvl
Soften Earth and Stone. Turn stone to clay and earth to sand Transmute Mud to Rock. Transforms 2 10 ft cubes / lvl
Stony Purge. Target is hurt, but poisons are reduced Wall of Stone. 20hp / 4lvls, can be shaped

Level 2 EarthBound spells Level 4 EarthBound spells

Barkskin. Grants +3 (or better) natural armor bonus Blast of Earth. 1d4+1/lvl blast of earth buries targets
Bull's Strength. Subject gains 1d4+1 Str for 1 hr/lvl Flesh to Stone. Turns subject creature into a statue
Claim from the Earth. Exhumes one person or object Greater Glyph of Warding. 10d8 dmg glyph of warding
Endurance. Subject gains 1d4+1 Con for 1 hr/lvl Guardian of Earth. Binds an earth elemental to guard an area
Glitterdust. Blinds creatures, outlines invisible creatures Move Earth. Digs trenches and builds hills
Glyph of Warding. Inscription harms those who pass it Statue. Subject can become a statue at will
Meld Into Stone. You and your gear merge with stone Stone to Flesh. Restores petrified creature
Murmur of the Earth. Shock wave topples targets Stoneskin. Stops blows, cuts, stabs and slashes
Slow. 1 sub/lvl takes only part actions, -2 AC, -2 melee attacks Summon Monster VII. Huge earth elemental only
Stone Shape. Sculpts stone into any form
Summon Monster III. Small earth elemental only Level 5 EarthBound spells
Tremor. Cause a minor earthquake in the area
Wall of Earth. 5 foot cube of earth / level Earthquake. Intense tremor shakes 5 ft radius / lvl
Essence of Earth. DR 25 / +1 and minor spell immunity
Iron Body. Your body becomes living iron
Spells in italics can be found in Chapter 2. Other spells are from Oubliette. Ground collapses, devouring target
the System Reference Document. Summon Monster VIII. Greater earth elemental only

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and Swim (Str).

Elite Cavalry Skill Points per level: 2 + Int modifier

Class Features
All of the following are class features of the Elite Cavalry pres-
Chunks of dirt and sod flew up under the relentless assault of tige class.
the running wolves. Each wolf was easily 35 stone, and the
heavy barding and goblin rider increased the weight substantially. Weapon and Armor Proficiency: Elite Cavalry are trained in
Blood-red pennants snapped in the wind of their speed as they the use of all simple and martial weapons and with light, medium
tore across the glades towards the elven fortress. The power of and heavy armor as well as with shields. Note that armor check
each dire wolf would be humbling to most riders, but the elite penalties for armor heavier than leather apply to the skills
goblin cavalry mounted on these were accustomed to the raw Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick
and rippling muscle beneath their saddles - machines of destruc- Pockets and Tumble.
tion custom-built by mother nature for the elite worg riders.
As they broke into the glade, the riders let out a fierce shout as Man of the Horse (Ex): Extensive training on horseback
the wolves beneath them sprung forward into the elven troops grants the Elite Cavalry a competence bonus on all ride checks
and their human mercenaries. The first crash was the sound of equal to his class level.
dire wolf barding smashing into the front ranks of troops as the
wolves frantically fought for purchase on the armor of those fallen Fast in the Saddle (Ex): The level 1 Elite Cavalry no longer
beneath them, huge teeth reaching forwards to rip the legs out needs to make a Ride check in order to mount or dismount from
from under the second rank of troops. Above them, the goblins a steed as a free action.
lay about with morningstars and axes, quickly smashing through
the armored forms about them. Truly this would be a battle for Mounted Team (Ex): The level 2 Elite Cavalry learns how to
the shamans to chant about for ages! fight with a mount under him, taking full advantage of the
increased mobility, power and altitude conferred upon him, while
Elite Cavalry are mounted warriors, elite knights and heavy sol- aiding the steed to avoid blows and aiming it to better targets.
diery of classical warfare. Trained as shock troops and brave This grants both the Elite Cavalry and his mount the benefit of
enough to charge into even heavily fortified troop formations (or one-quarter cover (+2 Armor Class, +1 on Reflex saves) and a
at least overconfident enough in the benefits granted by their +1 competence bonus on all attack rolls.
higher station and heavier armor), Elite Cavalry are an essential
part of any standing army. Most races have their versions of Barding Specialisation (Ex): Given the necessary time (twice
these soldiers - from the classic human heavy cavalry in full plate the normal time needed to outfit a steed with barding), a level 3
to the fanatical goblin wolf riders. Not all mounted troops are Elite Elite Cavalry can perfect the placement and attachment of the
Cavalry as such; most are level 1 warriors aspiring to this station. barding such that a properly trained animal gains additional
Most Elite Cavalry are drawn from the ranks of warriors and fight- mobility within it. Training the mount is the same as training it to
ers, with some from the other fighting classes and many rangers wear barding in the first place (Handle Animal check, DC 20) but
among the elven troops. only takes a week instead of the usual two. The mount treats the
Hit Die: d10 barding as having an armor check penalty one point less than
normal and a maximum Dexterity bonus one point greater than
Requirements normal. Combined with masterwork barding, a powerful charger
To qualify to become Elite Cavalry (Ecv) a character must fulfill can perform almost as unencumbered in this fashion.
all the following criteria.
Base Attack Bonus: 3+ Bonus Feat: A levels 4, the Elite Cavalry gains any one feat
Handle Animal: 6 ranks that has Mounted Combat as a prerequisite as a bonus feat. If
Ride: 6 ranks the Elite Cavalry already has all feats made available by this abil-
Feats: Martial Weapon Proficiency, Mounted Combat, Ride-by ity, he may instead select any feat from the Fighter's bonus feat
Attack, Spirited Charge. list. This bonus feat is in addition to the feats that a character
Special: Training in the cavalry unit of any standing army. gains through level advancement.

Class Skills Mounted Cleave (Ex): The Elite Cavalry learn how to follow
The Elite Cavalry's class skills (and the key ability for each through on a powerful blow. If a level 5 Elite Cavalry strikes down
skill) are Animal Empathy (Cha - exclusive skill), Climb (Sr), an opponent (typically by reducing it to below 0 hit points, killing
Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex) it, etc.) during a Ride-by Attack, he is granted an extra melee
attack at the same attack bonus as
the blow that struck down his tar-
Table 1-11: Elite Cavalry Level Advancement get. Before making this attack, he
Class Attack Fort Ref Will may continue the movement of his
Level Bonus Save Save Save Special mount as per the Ride-by Attack
1 +1 +2 +0 +0 Man of the Horse +1, Fast in the Saddle feat, using this extra melee attack
2 +2 +3 +0 +0 Man of the Horse +2, Mounted Team anywhere along the new move-
3 +3 +3 +1 +1 Man of the Horse +3, Barding Specialization ment of his mount.
4 +4 +4 +1 +1 Man of the Horse +4, Bonus Feat
5 +5 +4 +1 +1 Man of the Horse +5, Mounted Cleave

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All of the following are class features of the Forge Singer pres-
tige class.

Forge Singer Weapon and Armor Proficiency: Forge Singers gain no addi-
tional training with armor or weapons. Note that armor check
penalties for armor heavier than leather apply to the skills
The dwarven pulse is that of the beating hammers at the forge. Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick
At the center of almost every dwarven citadel is the forge cham- Pockets and Tumble.
ber, where the dwarven iron priests and Forge Singers beat out
the wares of their labor and the heartbeat of their society. They Spellcasting: At the indicated levels, the Forge Singer gains
sing as they work, keeping time with the bellows and hammers of new spells per day as if he had also gained a level in the divine
the forges. There, in the depths of the earth, the Forge Singers spellcasting class he belonged to before adding the prestige
draw together the fire, earth, sweat and song into the souls of his class. He does not, however, gain any other benefit a character
brethren, and sometimes even their souls into the magics they of that class would have gained (improved chance of controlling
craft there. Forge Singers are viewed as both the master smiths or rebuking undead, metamagic or item creation feats, hit points
of the dwarven holds, as well as their spiritual heart. beyond those he receives from the prestige class, and so on),
All dwarven Forge Singers are clerics of the dwarven gods, except for an increased effective level of spellcasting. If a charac-
although many have also multi-classed as bards - indeed the ter had more than one divine spellcasting class before becoming
skills of the Forge Singer are almost wasted on those without a Forge Singer, he must decide to which class he adds the new
training in the Bardic traditions. level for purposes of determining spells per day.
Supposedly there are black orc Forge Singers as well - who
goad the orcs into building weapons and armor for months at a Forge Domain: At level 1, the Forge Singer gains the Forge
time in order to successfully field fully equipped armies. It is said Domain, adding the Forge Domain spells to the spells he can
that few orcs have the endurance and skill to keep up with the select as a domain spell, and gaining the domain ability of the
Forge Singers, and the body count during a long build-up to war Forge Domain.
can be in the thousands as orcs die of heat exhaustion at the
forge. Musical Ability (Ex): The Forge Singer is granted divine skill
Hit Die: d8 and confidence in his songs. Forge Singers can perform a num-
ber of songs per day granted by this class equal to his class
Requirements level. If the Forge Singer has any Bardic Music or similar musical
To qualify to become a Forge Singer (Fgs) a character must abilities (such as the Dark Minstrel's Dark Music ability from
fulfill all the following criteria. Librum Equitis volume 1), he gains the ability to use his song or
Knowledge (religion): 6 ranks poetic effects one additional time per day per two levels of Forge
Craft (any metal craft): 8 ranks Singer.
Perform (song): 6 ranks
Spellcasting: Ability to cast divine enchantments of at least Song of the Forge (Ex): A level 2 Forge Singer with at least 7
level 3 ranks in Perform gains the ability to inspire workers to great feats
Feats: Endurance and at least 1 metamagic feat and 1 item of endurance and skill at the forges. With a successful DC 20
creation feat. Perform check, the Forge Singer keeps his song of inspiration
alive for 16 hours a day, granting up to twice his level of forge
Class Skills workers the ability to work at the forges for 16 hours a day. This
The Forge Singer's class skills (and the key ability for each effectively doubles how much they can produce in a day of work.
skill) are Appraise (Int), Concentration (Con), Craft (Int), Additionally, any worker who can hear the Song of the Forge
Diplomacy (Cha), Heal (Wis), Knowledge (religion) (Int), Perform gains a +2 morale bonus on applicable Craft checks during the
(Cha), Spellcraft (Int). time of the song. Song of the Forge is an extraordinary, mind-
affecting sonic ability.
Skill Points at Each Level: 2 + Int modifier.
Fire Resistance (Ex): Constant exposure to the heat of the
Class Features forge combines with the prayers and magics of the Forge Singer

Table 1-12: The Forge Singer Level Advancement


Class Attack Fort Ref Will
Level Bonus Save Save Save Special Spellcasting
1 +0 +2 +0 +2 Forge Domain, Musical Ability +1 Spellcaster Level
2 +1 +3 +0 +3 Song of the Forge +1 Spellcaster Level
3 +2 +3 +1 +3 Fire Resistance (2)
4 +3 +4 +1 +4 Song of Strength +4 +1 Spellcaster Level
5 +3 +4 +1 +4 Stoker’s Song +1 Spellcaster Level
6 +4 +5 +2 +5 Song of Sharing
7 +5 +5 +2 +5 +1 Spellcaster Level
8 +6 +6 +2 +6 Song of Strength +8 +1 Spellcaster Level
9 +6 +6 +3 +6 Fire Resistance (6)
10 +7 +7 +3 +7 Forge of Self +1 Spellcaster Level

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to grant him a permanent resistance to heat and fire damage. At form. Tiny weapons cost the forgemaster two permanent points
level 3, this resistance reduces the amount of damage taken of damage to his hit points and take 5 minutes to craft. Small
from fire and heat by 2 points per round. At level 9, this resist- weapons cause twice as much damage and take twice as long to
ance increases to 6 points per round. craft, medium weapons 3 times, and large weapons 4 times. All
weapons crafted in this way are treated as masterwork adaman-
Song of Strength (Su): A level 4 Forge Singer with at least 10 tine weapons.
ranks in Perform can inspire his fellows to great feats of strength.
To be affected, an ally must be within 200 feet of the Forge
Singer and hear the Forge Singer chant for a full round.
The effect lasts as long as the Forge Singer chants and for
2 rounds after the Forge Singer stops chanting (or 2 The Forge Domain
rounds after the ally can no longer hear the Forge Singer).
While chanting, the Forge Singer can fight but cannot cast Granted Power: The cleric gains a +4 sacred bonus on all craft checks
spells, activate magic items by spell completion (such as working with metal.
scrolls), or activate magic items by magic word (such as
wands). Affected allies receive a +4 morale bonus to 1. Magic Weapon. Weapon gains +1 bonus
Strength. At level 8, the effect of this song increases to a 2. Bull's Strength. Subject gains 1d4+1 Str for 1 hr / lvl
+8 morale bonus to Strength. Song of Strength is a super- 3. Granite Arms. Weapon gains 5 hardness & hit points
natural, mind-affecting sonic ability. 4. Major Creation. Creates one metal object (no cloth, stone, wood)
5. Wall of Iron. 30 hp / 4 lvls, can topple onto foes
Stoker's Song (Su): A level 5 Forge Singer with at least 6. Permanency. Makes certain spells permanent
11 ranks in Perform can sing to the heart of a fire, making it 7. Stoneskin. Stops blows, cuts, stabs and slashes
stronger, brighter, and much hotter. This song was original- 8. Iron Body. Your body becomes living iron
ly created to increase the heat of smelting operations to 9. Elemental Swarm. Summons 2d4 Large, 1d4 Huge Iron Elementals.
draw metal from ore, but it also affects all fires within 120
feet of the Forge Singer. It is often used to increase the Granite Arms is included in chapter 2 of this book.
offensive capability of flaming weapons and fire magics
used to defend the forge when it comes under attack. As
long as the Forge Singer sings the Stoker's Song, all fire effects
within 120 feet deal an additional 2 points of damage per die.
While singing the Stoker's Song, the Forge Singer can fight, but
not cast spells, activate magic items by spell completion (such as
scrolls) or activate magic items by magic word (such as wands).
Stoker's Song is a supernatural sonic ability.

Song of Sharing (Su): A level 6 Forge Singer gains the ability


to share the XP cost of manufacturing magic items. Each person
who will share in the cost of crafting the magic item must have at
least one rank in the Perform skill in order to partake in the Song
of Sharing. Each participant in a Song of Sharing must be a will-
ing participant; no amount or type of coercion or mind control can
make someone take part who does not want to be part of it in his
heart. Each person must be present for the final 48 hours of the
magic item's crafting (or for the full duration of the item creation if
the item would take less than 2 days to create). Each participant
with the Song of Sharing ability chooses how much XP to invest
in the creation of the magic item in question. All other participants
(those without the ability but who take part in the song) share the
remaining XP cost equally between them. All investments of XP
are calculated before the Song is begun; each person will there-
fore know exactly what the cost in XP will be before entering into
the Song.

Forge of Self (Ex): At level 10, the Forge Singer becomes


capable of a powerful metamorphosis into a living forgemaster.
Once per week the metamorphosis can be undertaken, changing
the Forge Singer's creature type to "Elemental" and granting the
effects of the iron body spell as well as complete immunity to fire
damage. The hands of the living forgemaster are treated as +3
magic warhammers and any Craft rolls performed using them
instead of normal hammers and anvils are performed with a +10
equipment bonus. The transformation is extremely taxing to the
Forge Singer, and transforming back out of the living forgemaster
form causes 1d8 damage to the Forge Singer's Constitution, +1
damage per day spent in living forgemaster form. The forgemas-
ter can craft metal weapons out of his own body while in this

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Iron Elemental
Not all elementals from the plane of earth are made of a mix of
earths, stones and metals. Some are a more "pure" form, almost
entirely made of a single elemental component of the plane. The
Forge Singer has the rare ability to summon forth these Iron
Elementals from their home.
Iron elementals look like a steel-plated version of the earth ele-
mental. Some are rusty red-brown, others black as night and
some few are as shiny as freshly beaten and polished steel. All
are adorned with massive steel studs, rivets and spikes.

Creating an Iron Elemental


"Iron Elemental" is a template that can be added to any earth
elemental.

Type: Creature type is changed to Elemental (Iron)


Hit Dice: As base creature. Increased Con stat will increase hit
points by 1 hit point per hit die.
Initiative: As base creature. Reduced Dex stat will decrease
Initiative bonus by 1 point.
Speed: speed is decreased by 25%
AC: Natural armor improves by one-third (round down)
Damage: Increase by 1 die. (1d6 becomes 2d6, 2d10 becomes
3d10, etc). Spikes increase the crit multiplier by one.
Abilities: +2 Con, -2 Dex

Sample Iron Elemental:


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

Iron Elemental, Huge


Huge Elemental (Iron)
Hit Dice: 16d8+96 (168 hp)
Initiative: -2 (Dex)
Speed: 15 ft
AC: 21 (-2 size, -1 Dex, +14 natural)
Attacks: Slam +19 / +14 / +9 melee
Damage: Slam 3d10+13 (crit x3)
Face/Reach: 10 ft by 5 ft / 15 ft
Special Attacks: Earth mastery, push
Special Qualities: Elemental, damage reduction 10/+2
Saves: Fort +16, Ref +3, Will +5
Abilities: Str 29, Dex 6, Con 23, Int 6, Wis 11, Cha 11
Skills: Listen+18, Spot +18
Feats: Cleave, Great Cleave, Power Attack, Sunder

Earth Mastery (Ex): The Iron Elemental gains a +1 attack and


damage bonus if both it and its foe touch the ground. If an oppo-
nent is airborne or waterborne, the elemental suffers a -4 penalty
to attack and damage.

Push (Ex): The Iron Elemental can start a bull rush maneuver
without provoking an attack of opportunity. The combat modifiers
given in Earth Mastery also apply to the elemental's opposed
Strength checks.

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Class Skills
The Mad Tailor's class skills (and the key ability for each skill)

Mad Tailor are Alchemy (Int), Concentration (Con), Craft (Int), Heal (Wis),
Knowledge (Arcana) (Int), Knowledge (Anatomy) (Int), Profession
(Int), and Spellcraft (Int).

The diminutive tailor looked over his latest masterpiece in Skill Points at Each Level: 4 + Int modifier.
progress.… It was functional, no doubt, but not particularly pretty.
But then again, the materials available this time left a lot to be Class Features
desired. He looked around, almost furtively, seeking the missing All of the following are features of the Mad Tailor prestige
ingredient for this piece. His little beady eyes became two pin- class.
pricks over his long nose as he saw the messenger enter his
study with a package in hand. That was what he needed! With a Weapon and Armor Proficiency: Mad Tailors receive no addi-
gesture and a word from the tailor, the messenger froze in his tional training in armor or weapons use. Note that armor check
tracks, and was then lifted towards the masterpiece in the middle penalties for armor heavier than leather apply to the skills
of the study. His eyes frozen in mute horror, the messenger was Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick
quickly sewn into the massive construct of flesh by the agile Pockets and Tumble.
hands of the tailor. Chuckling and almost tittering to himself, the
tailor examined the masterpiece once more with his critical eye, Spellcasting (Su): At each level, the Mad Tailor gains new
this time with a content smile upon his drawn lips. spells per day as if he had also gained a level in the spellcasting
class he belonged to before adding the prestige class. He does
The Mad Tailor is someone who has decided to "remodel" peo- not, however, gain any other benefit a character of that class
ple and creatures, to craft masterpieces from living flesh, not would have gained (improved chance of controlling or rebuking
near-static golem-like constructs from the inanimate or gruesome undead, metamagic or item creation feats, hit points beyond
animated dead. The Mad Tailor crafts his masterpieces using a those he receives from the prestige class, and so on), except for
mix of magic and old-fashioned haute-couture. He can never be an increased effective level of spellcasting. If a character had
found without needle and thread in hand. more than one spellcasting class before becoming a Mad Tailor,
Mad Tailors are usually wizards and sorcerers, as few others he must decide to which class he adds the new level for purpos-
ever learn the magics needed for the gruesome process of their es of determining spells per day. If the character can manifest the
constructions. It is generally a self-taught path, although some Polymorph Other power instead of casting it, then he can elect to
truly infamous mad tailors attract a small entourage of wannabes. treat these spellcasting levels as manifesting levels instead.
Hit Die: d4
First Signs (Ex): As the Mad Tailor first learns the arts of his
Requirements trade, his mind begins to slip (no sane man could do such work
To qualify to become a Mad Tailor (Mdt), a character must fulfill as this). The first signs of insanity manifest as inappropriate
all the following criteria. laughter (Will save, DC 20, to keep from laughing when doing so
Alignment: Any non-lawful, non-good would be a bad idea) and minor delusions (cannot take 10 on
Craft (Tailor): 10 ranks Listen and Spot rolls, -2 insanity penalty on Sense Motive
Handle Animal: 4 ranks checks).
Diplomacy: 4 ranks
Knowledge (Arcana) or Knowledge (Psionics): 6 ranks Mad Construct I (Ex): The Mad Tailor first hones his skills with
Heal or Knowledge (Anatomy): 8 ranks flesh, bone, sinew and thread upon animals and other… pre-
Feat: Craft Wondrous Item dictable… victims - ones that the Mad Tailor can force to listen to
Special: Ability to cast or manifest Polymorph Other commands. The act of building a Mad Construct I takes one
week of sewing and "modifying" (often the finishing touches are
referred to by their creator as "hemming" and "basting") the
source creatures. A Mad Construct I requires one small animal or
beast as the base for the construction, and two to five additional

Table 1-13: The Mad Tailor Level Advancement


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

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animals or beasts of small size or smaller to complete (if the Psychosis (Ex): At level 8, the Mad Tailor is truly slipping into
additional creatures beyond the base are of smaller size than the the deep end. He becomes manic-depressive (roll 1d6 for the
base creature, then they are sewn and grafted entirely into the character's mood each morning and after a major stressful event
construct; in the case of creatures of the construct's size, parts of - on a 1-3 he is manic, on a 4-6 he is depressed. Manic charac-
the creatures in question are grafted and sewn into the con- ters gain a +1 morale bonus on all skill checks and a -1 morale
struct). The process consumes 1,000 gp worth of special but penalty on all Will saves and tend to be very outgoing and
obtainable ingredients (special threads and cat-gut sutures, tub- excitable, but generally brash. Depressed characters receive a -2
ing, clamps, staples, lab equipment) and costs the Mad Tailor morale penalty on all skill checks and saves and rarely take inter-
100 XP to perform. Once created, it will follow simple orders from est in anything except their own masterpieces). In times of
the Mad Tailor. extreme stress (such as combat or being hunted down by a mob
of torch-bearing peasants), he may fall prone to hysterics (Will
Mad Construct II (Ex): Beginning at level 3, the Mad Tailor save DC 10+1 per round of combat or minute of stress to prevent
begins his trade in earnest, able to assemble creatures from hysterics). While in hysterics treat the Mad Tailor as being in a
much… finer… raw materials. A Mad Construct II is made from a barbarian rage, except that he gains no bonuses, just the -2 to
single medium-sized animal, beast or humanoid (alternately three AC and the inability to do anything requiring serious thought or
small-sized animals, beasts or humanoids can be substituted) concentration.
with two to five additional animals, beasts or
humanoids of medium-size or smaller to com-
plete it. A Mad Construct II takes three weeks of
sewing and modifying the source creatures. The
process consumes 4,000 gp worth of ingredients
and costs the Mad Tailor 300 XP to perform.

Homunculus (Ex): The Mad Tailor can begin


to ply his trade upon his own form, often out of
boredom. The usual result of this is a strange
homunculus - a construct created from the Mad
Tailor's own flesh. The creation of the homuncu-
lus' body from the Mad Tailor's own flesh requires
a Craft (tailor) check (DC 20) and requires a full
week of work. The construction consumes 100
gp of ingredients and materials and costs the
Mad Tailor 25 XP to perform. In all other ways
the Homunculus is treated as the Homunculus
entry in the System Reference Document.

Delusions (Ex): As the Mad Tailor's mind slips


further away, his delusions become more promi-
nent. These include delusions of grandeur (+2
morale bonus on saves against fear), paranoia
and mild hallucinations (-4 insanity penalty on
sense motive checks, -2 insanity penalty on listen
and spot checks), and mood swings.

Mad Construct III (Ex): At level 5, the Mad


Tailor's constructs require a larger facility for their
construction. A Mad Construct III is made from a
single large-sized animal, beast, humanoid or
giant with two to five additional animals, beasts
or humanoids of large size or smaller to complete
it. (As always, 3 creatures of one size smaller than indicated can
substitute as a creature of the indicated size - such as four dogs Mad Construct V (Ex): At level 9, the Mad Tailor begins mak-
substituting for a human). A Mad Construct III takes five weeks of ing truly monstrous constructs, able to tower over most siege
sewing and modifying the source creatures to create. The devices. Requiring a single huge-sized animal, beast, humanoid
process consumes 10,000 gp worth of ingredients and costs the or giant as the base creature, with a multitude of additional crea-
Mad Tailor 700 XP to perform. tures used throughout the assembly, the Mad Construct V takes
nine weeks to assemble. The process consumes 30,000 gp
Mad Construct IV (Ex): At level 7, the Mad Tailor can create a worth of ingredients and costs the Mad Tailor 1,900 XP to per-
much more powerful construct than the Mad Construct IV. form.
Requiring the same base creatures (although often adding a few
more "minor" creatures to the mix for additional limbs and muscle Magical Construct (Ex): At level 10, the Mad Tailor can now
tissue), the Mad Construct IV takes seven weeks to complete. use magical beasts as an ingredient in his Mad Constructs. Each
The process consumes 20,000 gp worth of ingredients and costs Mad Construct can take on one Extraordinary or Supernatural
the Mad Tailor 1,300 XP to perform. ability from this magical beast (such as a gorgon's breath
weapon or a manticore's spike volley).

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age, but when reduced to 0 hit points or less, it is immediately
Mad Constructs destroyed. A construct cannot be raised or resurrected, although
its component parts may be. Unlike most constructs, a Mad
"They were caught short by a pitiful mewing noise. From Construct requires air, food and water to survive.
around the corner lurched a beast which looked like a patchwork
hunting dog, sewn together from who knows what. It snarled, Berserk (Ex): When a Mad Construct enters combat, there is a
dripping bloody foam to the cobbles beneath it. Then its master cumulative 1% chance each round that the tormented beasts that
followed, a towering 20 foot monstrosity that may have once it is made of manage to regain some small amount of control
been a small giant, now a quiltwork of body parts and strange, over its actions causing it to go berserk. The uncontrolled Mad
unfathomable limbs. From its shoulder the mewing continued Construct goes on a rampage, attacking the nearest living crea-
from the face of a small cat, grafted there for some obscure orna- ture or smashing some object smaller than itself if no creature is
mental purpose." within reach, then moving on to spread more destruction. The
Mad Tailor, if within 60 feet, can try to regain control by speaking
Mad Constructs are created from living specimens by the Mad softly and persuasively to the Mad Construct, which requires a
Tailor. While they are still alive, unlike most constructs, they lose successful Charisma check (DC 20). It takes 1 minute of rest to
their free will and are otherwise treated as most other constructs reset the Mad Construct's berserk chance to 0%
in the game - albeit constructs that require food and drink to sur-
vive. They are patchwork creations, a quilt of various living Mad Construct Group I abilities
beings meshed together into a horrific monstrosity under the will
of its creator. Additional Attack: Extra limbs give the Mad Construct one
additional attack at its highest attack bonus.
Creating a Mad Construct Agile (Ex): Use of light and agile creatures for the construction
grants the Mad Construct a +2 inherent bonus to Dex. This gives
When crafting a Mad Construct from it's component beings, it a +1 on initiative rolls, armor class and Reflex saves. Multiple
select special abilities for it from the lists below. Each Mad uses of Agile do not stack.
Construct gets a certain number of special abilities from this list, Armor: Implanted exoskeletal bones, armor plates or even rhi-
based on the type of construct. Attempts should be made to keep noceros hide provides a +2 inherent bonus to the Mad
the powers granted to a Mad Construct in line with the creatures Construct's natural armor.
used in it's construction. Resistance (Ex): Choice materials and special preparations
during the crafting of the Mad Construct make it resistant to one
Construct: Constructs usually have no Intelligence scores and or more energy forms. Choose one of fire, cold, acid, electricity
never have Constitution scores. A construct is immune to mind- or sonic resistance 5. The same resistance can be chosen multi-
influencing effects (charms, compulsions, phantasms, patterns ple times and stacks.
and morale effects) and to poison, sleep, paralysis, stunning, dis- Sprint (Ex): Powerful legs from a wild animal grant the Mad
ease, death effects and necromantic effects. Constructs cannot Construct the ability to run incredibly fast for short periods. Once
heal damage, though they can be healed using curative magics. per hour, the Mad Construct can take a charge action to move 10
They can be repaired as an object can, using Craft (Tailor). A times normal speed
construct is not subject to critical hits, subdual damage, ability Swim: The Mad Construct is aquatic, and perhaps even nearly
damage, ability drain or energy drain. It is immune to any effect streamlined. It gains a swim speed of 60 ft.
that requires a Fortitude save (unless the effect also works on Trample (Ex): As a standard action during its turn each round,
objects). A construct is not at risk of death from massive dam- the construct can run over an opponent at least one size smaller

Mad Construct I Mad Construct II Mad Construct III


Small Construct Medium-size Construct Large Construct
Hit Dice 1d10 (5 hp) 3d10 (16 hp) 7d10 (38 hp)
Initiative +1 (Dex) +1 (Dex) +0
Speed 30 ft 40 ft 50 ft
AC 15 (+1 size, +1 Dex, +3 natural) 17 (+1 Dex, +6 natural) 18 (-1 size, +9 natural)
Attacks Slam +3 melee Slam +6 melee Slam +14 melee
Damage Slam 1d6+3 Slam 1d8+6 Slam 1d12+15
Face / Reach 5 ft by 5 ft / 5 ft 5 ft by 5 ft / 5 ft 5 ft by 5 ft / 10 ft
Special Attacks 1 ability from Group I 2 abilities from Group I 1 ability from Group II
Special Qualities Berserk Berserk Berserk, Damage Reduction 5/+1
Saves Fort +0, Ref +1, Will +0 Fort +0, Ref +1, Will +1 Fort +2, Ref +2, Will +3
Abilities Str 15, Dex 13, Con -, Str 19, Dex 13, Con -, Str 31, Dex 11, Con -,
Int -, Wis 10, Cha 4 Int -, Wis 12, Cha 4 Int -, Wis 12, Cha 4
Climate / Terrain Any land and underground Any land and underground Any land and underground
Organization Solitary Solitary Solitary
Challenge Rating 1/3 2 5
Treasure None None None
Alignment Always neutral Always neutral Always neutral
Advancement None None None

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than itself. It has to move over the opponent to deal bludgeoning Mad Construct Group III abilities
damage equal to 1d6 plus Strength modifier (see Trample in the (You may replace any ability from this Group with three abilities
System Reference Document for more information on Trample from Group II)
attacks).
Trip (Ex): Suckers, tentacles, hooks, or even grasping Armor Plating (Ex): Entirely covered with armor in the form of
appendages attached to very strange places grant the Mad bones, steel plates and other reinforcements, the Mad Construct
Construct a trip attack. If the Mad Construct hits with a slam gains a +8 inherent bonus to it's natural armor.
attack it can attempt to trip the opponent as a free action without Gristle (Ex): By working only with the hardest muscles and
making a touch attack or provoking an attack of opportunity. If the bones, the Mad Tailor grants his Mad Construct an additional
attempt fails, the opponent cannot react to trip the Mad 10d10 hit points. Multiple uses of Gristle do not stack.
Construct. Siege Engine (Ex): The massive fists of the Mad Construct are
reinforced with extra bones and armor. They ignore the hardness
of targets struck and grant the Mad Construct the benefits of the
Mad Construct Group II abilities Sunder feat.
(You may replace any ability from this Group with three abilities
from Group I)

Brutal (Ex): Massive musculature taken from just about any


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

Mad Construct IV Mad Construct V


Large Construct Huge Construct
Hit Dice 13d10 (71 hp) 19d10 (104 hp)
Initiative +0 -1 (Dex)
Speed 50 ft 50 ft
AC 21 (-1 size, +12 natural) 23 (-2 size, +15 natural)
Attacks Slam +20 / +15 melee Slam +27 / +22 / +17 melee
Damage Slam 1d12+18 Slam 2d8+22
Face / Reach 5 ft by 5 ft / 10 ft 10 ft by 10 ft / 15 ft
Special Attacks 2 abilities from Group II 1 ability from Group III
Special Qualities Berserk, Damage Reduction 10/+2 Berserk, Damage Reduction 15/+3
Saves Fort +4, Ref +4, Will +6 Fort +6, Ref +5, Will +8
Abilities Str 35, Dex 11, Con -, Str 41, Dex 9, Con -,
Int -, Wis 14, Cha 4 Int -, Wis 14, Cha 4
Climate / Terrain Any land and underground Any land and underground
Organization Solitary Solitary
Challenge Rating 8 10
Treasure None None
Alignment Always neutral Always neutral
Advancement None None

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Class Skills
The Mind Thief's class skills (and the key ability for each skill)

Mind Thief are Balance (Dex), Climb (Dex), Concentration (Con), Craft (Int),
Disable Device (Int), Gather Information (Cha), Handle Animal
(Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int),
The Grey School of Tuarek is one of the few known schools of Knowledge (psionics) (Int), Move Silent (Dex), Open Lock (Dex),
psionics in the world. Many a young psion has found training PsiCraft (Int), Search (Int), Spot (Wis), Tumble (Dex), Use Magic
behind the tall, stone walls of Tuarek; and the psychic warriors Device (Cha) and Use Rope (Dex).
trained there are known for their combination of psionics and
samurai swordsmanship. The true secret of Tuarek, however, are Skill Points per level: 6 + Int modifier
the Mind Thieves. Psions who show promise in the arts of move-
ment are watched to see if they have a certain moral “flexibility”. Class Features
Those that do are invited to the order of the Mind Thieves of All of the following are class features of the Mind Thief prestige
Tuarek. class.

The Mind Thieves of Tuarek are supreme specialists in mobility Weapon and Armor Proficiency: The Mind Thief is proficient
and striking into the most tender portions of their foes' bodies, in all light simple and martial weapons and with light and medium
minds and souls. Most members of this secret society are assas- armors. (Light weapons are weapons up to one size category
sins who hire out specifically against wizards and clerics. Others smaller than the Mind Thief.) Note that armor check penalties for
are merely rogues with a talent for manifesting psychoportive armor heavier than leather apply to the skills Balance, Climb,
powers and a knack for the arcane. Most Mind Thieves were Escape Artist, Hide, Jump, Move Silently, Pick Pockets and
originally psions with a few levels of rogue, and most of these are Tumble.
nomads, psions specializing in psychoportive powers. A few are
soulknives, mastering the art of striking deep into their foes with Manifesting: At the indicated levels, the Mind Thief gains new
their fearsome mind blades. A very few psionic rogues discover powers and power points per day as if she had also gained a
their way to these skills on their own, but a vast majority are level in the manifesting class she belonged to before becoming a
trained by the order of the Mind Thieves of Tuarek. Mind Thief. She does not, however, gain any other benefit a
Hit Die: d4 character of that class would have gained (additional psionic
combat modes, hit points beyond those she receives from the
Requirements prestige class, and so on), except for an increased effective level
To qualify to become a Mind Thief (Mth) a character must fulfill of manifesting. If a character had more than one manifesting
all the following criteria. class before becoming a Mind Thief, she must decide to which
Alignment: non-lawful. class she adds the new level for purposes of determining mani-
Base Attack Bonus: +4 festation.
Concentration: 6 ranks
Jump: 7 ranks Sneak Attack (Ex): If a Mind Thief can catch an opponent
Knowledge (psionics): 5 ranks when she is unable to defend herself effectively from his attack,
Tumble: 7 ranks he can strike a vital spot for extra damage. This is treated exactly
Use Magic Device: 6 ranks as the Rogue's Sneak Attack ability, and all damage bonuses
Feats: Any two psionic feats (including metapsionic and psionic stack with other Sneak Attack bonuses the character may have.
item creation feats)
Manifesting: Ability to manifest at least three psychoportive Uncanny Dodge (Ex): Starting at level 2, the Mind Thief gains
powers, one of which must be at least level 2 and one or more the extraordinary ability to react to danger before his senses
telepathic power should allow her to even be aware of it. At level 2 and above,
Special: Sneak Attack ability she retains her Dexterity bonus to AC (if any) regardless of being
caught flat-footed or struck by an invisible attacker. (She still
loses her Dexterity bonus to AC if immobilised.)

Table 1-14: The Mind Thief Level Advancement


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

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At level 5, the Mind Thief can no longer be flanked, since she
can react to opponents on opposite sides of her as easily as she
can react to a single attacker. This defence denies rogues the
ability to use flank attacks to sneak attack the Mind Thief. The
exception to this defence is that a rogue at least four levels high-
er than the Mind Thief can flank her (and thus sneak attack her).
At level 10, the Mind Thief gains an intuitive sense that alerts
her to danger from traps, giving her a +1 bonus to Reflex saves
made to avoid traps.
If the Mind Thief has another class that grants the uncanny
dodge ability, add together all the class levels of the classes that
grant the ability and determine the character's uncanny dodge
ability on that basis.

Mind Strike (Su): At level 4, the Mind Thief learns the art of
the mind strike. On a successful sneak attack against a spellcast-
er or manifester, the Mind Thief can spend 5 Power Points and
forego 2d6 of his sneak attack damage in order to effect a mind
strike. The target of a mind strike must make a Fortitude save
(DC 10 + Mind Thief level + Charisma bonus) or be unable to
cast any spells or use any spell-like abilities for 1d6+1 rounds.

Soul Bite (Su): At level 6, the Mind Thief's knowledge of body


and soul becomes so finely tuned that she becomes capable of
striking into the animating force of undead and constructs. The
Mind Thief becomes capable of soul biting undead and con-
structs in any circumstance that would normally allow a sneak
attack, regardless of the target's immunity to sneak attacks and
critical hits. The soul bite is treated identically to a sneak attack,
but only deals half the normal sneak attack damage bonus
(round down). A Mind Thief can only make a soul bite attack if
she has at least 9 Power Points.

Greater Mind Strike (Su): At level 8, the Mind Thief improves


his mind strike ability. As long as the Mind Thief has at least 7
Power Points, he can trigger a greater mind strike whenever he
successfully sneak attacks a spellcaster or manifester. The Mind
Thief foregoes 4d6 of his sneak attack damage to trigger this
ability, which duplicates the effects of a normal mind strike, but
also draws away some of the target's spellcasting ability. The vic-
tim of a greater mind strike loses 1d4 prepared spells or spell
slots (starting with their highest-level spells) and the Mind Thief
gains Power Points equal to the total spell levels of lost spells. If
the victim is a manifester, he loses 1d3 times the power point
cost of his highest level psionic power, and the Mind Thief gains
half that many Power Points. The Power Points gained by
Greater Mind Strike can bring the Mind Thief's Power Point total
above his normal maximum. If the Power Points above his maxi-
mum are not spent within 2 rounds per Mind Thief level, they are
lost and deal 1 point of damage to the Mind Thief per Power
Point lost.

Greater Soul Bite (Su): At level 10, the Mind Thief's ability to
strike at the animating force within a construct or undead is
improved, and she becomes able to draw the animating force
from them using the same techniques as the greater mind strike.
As long as the Mind Thief has at least 13 Power Points, whenev-
er he makes a soul bite attack against an undead or construct,
he gains half the damage he dealt with the soul bite ability as
temporary hit points that remain for one hour.

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lows.
Hit Die: d10

Order of Cordun Requirements


To qualify to become a Knight in the Order of Cordun (Ocd) a
Out of the darkness they rode, eight dark knights on fell character must fulfill all the following criteria.
steeds, many wrapped in a hard shell of some strange blue-black Alignment: Chaotic Neutral or Chaotic Evil
organic exoskeleton. The knights carried no light, but they were Base Attack Bonus: 6+
followed by a team of human and half-orc mercenaries bearing Feats: Heavy Armor Proficiency, Weapon Focus (one martial
torches and lanterns. Some of the mercenaries also bore the weapon), Cleave, Combat Reflexes
blue-black exoskeletal armor which they wore with some pride in Knowledge (religion): 6 ranks
their station. The heavy oak city gates had been left open; the Ride: 5 ranks
guards lay on the damp stone floors of their watch-stations, Spellcasting: must be able to cast divine spells
sleeping off the effects of dark socereries cast in the name of Special: Must swear allegiance to the Order of Cordun and the
Cordun. Initiates of Cordun
Few looked out their shuttered windows to see the procession
work its way through town to the tenderloin district; those that did Class Skills
made sure to double-bar their doors after they saw the ilk of man The Order of Cordun's class skills (and the key ability for each
that now walked their streets. In the tenderloin they were met by skill) are Climb (Str), Concentration (Con), Craft (Int), Handle
a man in black leathers and cloak who greeted them with both Animal (Cha), Knowledge (religion) (Int), Ride (Dex) and Swim
arms outstretched as if crucified on an invisible cross - except (Str).
that his left arm ended in a clean white stump where his hand
had once been. As the knights rode past him double-file, the Skill Points at Each Level: 2 + Int modifier.
Initiate of Cordun touched each with either his fingertips or his
stump as he blessed their arrival. When all he faced were the Class Features
mercenaries, the Initiate turned also and followed the Knights up All of the following are class features of the Order of Cordun
into the manor house they had appropriated from its previous prestige class.
owner, a half-orc crime lord whose operations they had taken
over. Weapon and Armor Proficiency: Knights of the Order of
Korto, the Initiate of Cordun in charge of operations in the city, Cordun gain no additional training with armor, but are proficient
was relieved to see the Knights of the Order had arrived. First, it with all martial weapons. Note that armor check penalties for
meant that he now had a military presence in town that he lacked armor heavier than leather apply to the skills Balance, Climb,
previously, and the backing of his church. But more importantly, Escape Artist, Hide, Jump, Move Silently, Pick Pockets and
their arrival without incident meant that the rest of the nation was Tumble.
unaware that the Followers of Cordun were re-establishing them-
selves here. Dark tides would soon wash over the city. Spellcasting: At each even level, the Knight of the Order of
Cordun gains new spells per day as if he had also gained a level
The Initiates of Cordun may be the true believers in the faith of in the divine spellcasting class he belonged to before adding the
Cordun, but they are represented on the field of battle by their prestige class. He does not, however, gain any other benefit a
armies of mercenaries, the best of whom are dressed in armor character of that class would have gained (improved chance of
made from the Tirric, a species of armored creature crafted and controlling or rebuking undead, metamagic or item creation feats,
bred by the Order in their Onyx Keep. Above these soldiers of hit points beyond those he receives from the prestige class, and
fortune are the elite Order of Cordun - warrior-priests of Cordun, so on), except for an increased effective level of spellcasting. If a
knights in black armor, fell ravagers and destroyers. While a character had more than one divine spellcasting class before
majority of the Order of Cordun are drawn from clerics of the becoming a Knight of the Order of Cordun, he must decide to
faith, some few are blackguards who have found the road of which class he adds the new level for purposes of determining
Cordun to be pleasing to their twisted selves, and rare others are spells per day.
actual Initiates of Cordun with a more martial bent than their fel-

Table 1-15: Order of Cordun Level Advancement


Class Attack Fort Ref Will
Level Bonus Save Save Save Special Spellcasting
1 +1 +2 +0 +0 Living Armor
2 +2 +3 +0 +0 Aura of Courage +1 Spellcaster Level
3 +3 +3 +1 +1
4 +4 +4 +1 +1 Unholy Smite +1 Spellcaster Level
5 +5 +4 +1 +1
6 +6 +5 +2 +2 Armored Grace +1 Spellcaster Level
7 +7 +5 +2 +2
8 +8 +6 +2 +2 Unholy Strikes +1 Spellcaster Level
9 +9 +6 +3 +3
10 +10 +7 +3 +3 Unto Death +1 Spellcaster Level

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difference between the new bonus and the old). If a Knight of the
Aura of Courage (Ex, Su): The second-level Knight of the Order of Cordun wishes to remove a power invested in his armor
Order of Cordun is immune to fear (magical or otherwise). Allies (usually to replace it with something more powerful) he may do
within 10 feet of the Knight of the Order of Cordun gain a +4 so at the same time, at no cost, but the power and the XP that
morale bonus on saving throws against fear effects. Granting the were invested to gain the power are both lost. While the table
morale bonus to allies is a supernatural ability. includes listings for +4 and +6 bonuses, only at even levels does
the Knight of the Order gain advances to his maximum enchant-
Unholy Smite (Su): The Knight of the Order of Cordun learns ment. At level 10 the Knight can enhance the armor to the equiv-
to imbue his attacks with the power of the infernal. He can sacri- alent of a +7 enchancement. As normal, enchancement bonuses
fice spell slots or prepared spells in order to increase the damage above +5 do not exist, and any remaining enhancement bonuses
dealt in an attack. The Knight must sacrifice 3 spell levels worth must be spent on additional powers.
of spell slots or prepared spells as a free action to trigger this
supernatural ability (for example, 3 level 1 spells, a level 1 and Unto Death (Ex): Seemingly propped up by faith and his
level 2 spell or a level 3 spell). When triggered, the Knight's next armor, a level 10 Knight of the Order of Cordun can continue to
attack to strike its target gains a damage bonus equal to the fight when lesser men would have fallen in their tracks. With a
Knight's class level plus his Charisma bonus. If the next attack successful DC 20 Fort save each round, the Knight may continue
misses, the power remains in effect until an attack hits or until a to act as normal when reduced to zero hit points or below. This
number of rounds equal to the Knight's class level have passed. save must be made each round at zero hit points or below until it
is failed and the Knight topples into unconsciousness and begins
Armored Grace (Ex): The Knight of the Order of Cordun's to die as normal, or until the Knight is cured above zero hit
training in armor has progressed to the point where he moves in points. If the Knight fails the roll once, this ability ends until the
it like a natural thing. This reduces the armor check penalty of Knight is healed back above zero hit points.
any medium or heavy armor the Knight wears by 2 points, and
increases his max Dex bonus by 1 point.

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


Armored Tirric
sacrifice his infernal magics in order to rain down a flurry of Medium Aberration
blows upon his opponents. By sacrificing 6 spell levels worth of Hit Dice: 3d8+6 (20 hp)
spell slots or prepared spells as a free action, the Knight gains Initiative: +0
one additional attack on his next round of combat at his full Speed: 20 ft
attack bonus. This supernatural ability can only be used once per AC: 18 (+8 Natural)
round. Attacks: 2 Claws +3 melee, Bite +0 melee
Damage: Claws 1d4+1, Bite 1d6+1
Living Armor (Ex): The Knights of the Order of Cordun are Face/Reach: 5 ft by 5 ft / 5 ft
blessed with a suit of black, chitinous armor culled from the hide Saves: Fort +3, Refl +1, Will +1
of the Order's own slave race, the Tirrics. Tirric hide armor, when Abilities: Str 12, Dex 10, Con 14, Int 6, Wis 6, Cha 4
properly cured and fitted, is comparable to a suit of masterwork Skills: Hide +4, Spot +4, Listen +4, Move Silently +4
half-plate armor, with protrusions and spikes covering it. The Climate/Terrain: Underground, indoors
Knight is not required to wear this armor, especially if he has a Organization: Stragglers (1-3), Gang (2-8), Breeding Pit (3-36),
superior suit of armor already. It is treated as masterwork half- Colony (5-50).
plate with armor spikes and spiked gauntlets, with a max Dex Challenge Rating: 2
bonus of +2 and an armor check modifier of -6. As the Knight of Treasure: ½ Normal
the Order of Cordun gains in levels, he may invest his personal Alignment: Usually chaotic neutral
power into the armor. These investments cost the Knight a small Advancement: 4-5 HD (Medium-size); 6-8 HD (Large-size)
portion of his accumulated XP to perform. At any time, a Knight
may bring his armor to the temple of Cordun to have it imbued. Bred by the Master Breeders of Cordun based on the ornate
This requires one day per 50 XP spent in this way. The bonus (if carapaces exhibited by some Arcane Tirrics, the Armored Tirric is
greater than +1) can include special magical qualities (such as almost a piece of art in design. The Armored Tirric is nearly
spell resistance, or any other magical armor ability in the System humanoid in shape and size, and is covered with interlocking
Reference Document). The values listed on the table are the total armor plates almost as strong as steel plate armor.
expenditure required. If the Knight of the Order of Cordun already
has +4 Tirric Armor, then enchanting it to a +5 bonus costs the The Armored Tirrics were also bred to have more natural
Knight 800 XP and 16 days in contemplation at the temple (the weaponry than previous Tirrics, thus making the armor suits
crafted from them more effective. When an Armored Tirric is
killed (usually accomplished by the Initiates of Cordun while they
Table 1-16: Order of Cordun Armor Enhancement were sleeping by jamming a steel spike into the soft spot under
Class Level Armor Bonus XP Sacrifice the back of the Tirric's skull), the plates make for a very economi-
2 +1 100 cal suit of plate mail.
4 +2 400
6 +3 1,000 COMBAT
+4 1,400 Armored Tirrics were the first of their kind to ever show any
aptitude for combat, with their collection of natural weapons and
8 +5 2,200
larger size than the previous Tirrics. Fortunately they were bred
+6* 3,000
to be cowards, and the constant culling of the herd to make
10 +7* 4,500 armor for the mercenaries hired by the Order of Cordun keeps
them in check. They prefer to attack in a rush of other Tirrics, bit-
ing and clawing with reckless abandon once in the fight.
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Using the Riders in another campaign

Riders of the Duras The Riders of the Duras can easily be used for any
kingdom or territory that has large, outlying sparsely
populated areas. Just rename them, perhaps change
their selection of favored enemies (Riders in a king-
Perringlas stood high in the saddle, his brown cloak settling dom constantly threatened by Giants would obviously
behind him as his mount came to a stop at his signal. His fine have the whole selection of Giants in their list) and let
blond hair was a windblown mess, something birds could easily them rip
mistake for a nest, his clothes unkempt and worn. His elven her-
itage showed in his fine and pointed ears, but he was certain his Class Skills
appearance would startle or upset his fey kin considering the The Riders of the Duras' class skills (and the key ability for
poor form he kept himself in. Looking down from the comfortably each skill) are Climb (Str), Craft (Int), Handle Animal (Cha),
worn saddle on his roan mare, he could see the obvious signs of Intimidate (Cha), Intuit Direction (Wis), Knowledge (nature) (Int),
recent passage through the undergrowth here. Knowledge (local) (Int), Ride (Dex), Sense Motive (Wis), Spot
Just what they needed - Hurak's goblin raiders were back in (Wis), Swim (Str), and Wilderness Lore (Wis).
the area, and from the looks of it not only were they heading
straight to Diem, but they also had a one day lead on him. Skill Points at Each Level: 4 + Int modifier.

Class Features
Border Patrol and mounted skirmishers, the Riders of the All of the following are class features of the Riders of the Duras
Duras are looked up to on their steeds as the protectors of the prestige class.
land. They patrol their edges of their protectorate, keeping an
eye out for hostile forces, evil humanoids and other unwelcome Weapon and Armor Proficiency: Riders of the Duras are
guests. Travelers who stick to the main roads and beaten paths trained with all simple and martial weapons, but are not given
are unlikely to meet a Rider except at country inns and taverns, additional training with armor or shields. Note that armor check
where they stop in their travels. Others don't even stop there, penalties for armor heavier than leather apply to the skills
only coming back from extended patrols when they have grave Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick
news. They have sharp senses, including an eye for trouble and Pockets and Tumble.
troublemakers.
Most Riders of the Duras are rangers, but some cavalry move Favored Enemy (Ex): At level 1, a Rider of the Duras must
on to this station, as well as fighters, warriors and even the occa- select a type of creature as a favored enemy. Due to his training,
sional druid. the Rider of the Duras gains a +1 bonus to Bluff, Listen, Sense
Hit Die: d10 Motive, Spot and Wilderness Lore checks when using these skills
against this type of creature. Likewise, he gets the same bonus
to weapon damage rolls against this creature. The Rider also
Requirements gets the damage bonus with ranged weapons, but only within 30
To qualify to become a Rider of the Duras (Rdr) a character feet. At levels 4 and 7, the Rider must select a new favored
must fulfill all the following criteria. enemy, and the bonus associated with every previously selected
Race: Elf, Half-Elf or Human favored enemy goes up by +1, just like the ranger class ability of
Base Attack Bonus: 5+ the same name. The new favored enemy may be the same crea-
Feats: Alertness, Medium Armor Proficiency, Mounted Archery, ture as a previous favored enemy, in which case the bonuses
Mounted Combat, Track stack. Unlike the ranger ability, the Rider of the Duras must
Ride: 8 ranks select a specific creature as a favored enemy, not a creature
Sense Motive: 5 ranks type. For example, while a ranger may have Beasts as a favored
Wilderness Lore: 5 ranks enemy, a Rider of the Duras would have Owlbears instead.
The creatures available as favored enemies include Dire
Animals (all), Ettins, Hill Giants, Ogres, Otyugh, Owlbears, Trolls,
or any Humanoid race (taken individually). In some campaigns,
this list is subject to change (see sidebar).

Table 1-17: Riders of the Duras Level Advancement


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

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Track from the Saddle (Ex): Rarely dismounted, a Rider of
the Duras gains an eye for tracking, even from horseback. A
level 1 Rider can use the Track feat from a mount walking at nor-
mal speed without penalty to his Wilderness Lore roll. Riders of
the Duras also gain this benefit to all search checks from the
saddle.

Coordinated Attack (Ex): The Riders of the Duras take full


advantage of the mobility, size and speed of their mounts. If mul-
tiple mounted Riders charge the same target in the same round,
each Rider after the first gains a +1 competence bonus on attack
rolls against that target as they swarm at it and past it, striking
from all sides. In the case of flanking attacks, this stacks with the
bonus provided for flanking the target. The initial attack does not
have to be from someone with this ability, but must have come
from someone charging the target from horseback. The compe-
tence bonus for a Coordinated Attack increases to +2 at level 4
and +3 at level 6.

Travelling Shot (Ex): As scouts and border patrol, often the


Riders of the Duras have to engage a fleeing enemy, or one at
extreme range. They are therefore trained in shooting from the
saddle of a rapidly moving mount. When using a missile weapon
from the saddle, the Rider of the Duras suffers no penalty when
attacking during a double move, and only a -2 circumstance
penalty to hit when his mount is running. This supersedes the
normal penalties associated with shooting from a moving mount,
as well as those granted by the Mounted Archery feat.

Slayer (Ex): Level 5 Riders of the Duras are exceptionally


skilled at taking down their foes. Whenever a Rider of the Duras
scores a critical threat with a weapon (within 30 feet in the case
of ranged weapons), he deals an additional 1d6 damage to the
target, regardless of whether or not the attack resolves as a criti-
cal hit. This bonus is not multiplied in the case of a critical hit.
Creatures that are immune to critical hits are immune to this abili-
ty.

Higher Ground (Ex): A level 6 Rider has learned how best to


use his elevated position to aid himself in his patrols. As long as
he is mounted, he gains a +4 altitude bonus on Spot rolls.

Night Watch (Ex): Constantly working against creatures that


travel under cover of night increases the Rider of the Duras'
senses to an almost preternatural level. A level 7 Rider of the
Duras gains a 50% increase to his low-light vision. For creatures
who lack low-light vision, this means they now can see 50% fur-
ther than most creatures in a low-light condition. For Riders who
already have low-light vision, this increases the range 50% (so a
level 7 Rider elf can see 3 times further in the dark than a normal
human).

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foul throat and sending it sprawling from the impact. The priest's
staff skipped across the floor as his crimson blood sprayed up

Sacred Paladin onto the altar of his god.


With their temple destroyed and their priest slain, no longer
would the Black Rock orcs be useful allies of the village of
Russain's blade dug deep into the body of the last orc body- Trieste, and soon the village would fall to the encroaching evils.
guard. Finally he stepped forward
across the etched stone floor of Sacred Paladins are the holy warriors of their church, god and
the dark goblinoid temple faith. Unlike true Paladins, who find their vocation of their own
towards the inner fane where the will, Sacred Paladins are often drawn from the clergy or defend-
high priest stood snarling, having ers of the temples. They are crusading knights who face the
expended most of his supposedly unfaithful, heretics and infidels at every turn. Holy warriors of all
divine might attempting to pre- alignments, all churches, all faiths, the Sacred Paladin represents
vent Russain's very presence the wrath and blade of his church. They wield their deity's sacred
here. With no further guards weapons into combat against all forces that may oppose them.
between them, Russain took Most churches that have any real number of Sacred Paladins
the time to gloat as he have dedicated orders of knight-paladins quartered near the
sheathed his short sword headquarters of the church (although only the most military of
and prepared to teach the churches actually have the knight-paladin order's temple on the
noseless priest about the same grounds or even in the same city as their primary temple,
divine right which he bore for political reasons at the very least). Most Sacred Paladins are
with him. His spiked gauntlets fighters who have heard the call of the divine and have taken up
whispered quietly, darkness the station of holy defenders or holy avengers, as the case may
seeming to ooze forth from them. be. Some few are drawn from the ranks of clerics and even some
The orc looked slightly impressed, rogues and other classes have taken up the call over the years,
but held aloft his staff, which bore depending on the church of course.
the runes of a hundred slain Hit Die: d10
elves, and brought forth a storm
of axes and swords behind the Requirements
dark paladin. The blades To qualify to become a Sacred Paladin (Scp) a character must
smashed into Russain's armor, fulfill all the following criteria.
sending him hurling forwards Alignment: Same alignment as patron deity
towards the priest, no longer Base Attack Bonus: 6+
gloating, his bloody back sending Feats: Heavy Armor Proficiency, Iron Will, Weapon Focus
him raging to destroy the foul (deity's favored weapon)
orc. As Russain lept, the orc Knowledge (religion): 4 ranks
raised an invisible shield before
him, but not one powerful enough Class Skills
to deflect the profanely charged The Sacred Paladin's class skills (and the key ability for each
blow that bore down upon him. skill) are Climb (Str), Concentration (Con), Craft (Int), Handle
Russain's gauntlet struck him Animal (Cha), Knowledge (religion) (Int), Knowledge (royalty and
soundly above his right ear, rend- nobility) (Int), Ride (Dex) and Swim (Str).
ing open his skin and exposing
bright red skull. The second blow Skill Points at Each Level: 2 + Int modifier.
came from the left, smashing
the black spikes into the orc's Class Features

Table 1-18: Sacred Paladin Level Advancement


Class Attack Fort Ref Will
Level Bonus Save Save Save Special
1 +1 +2 +0 +2 Divine Grace
2 +2 +3 +0 +3 Domain
3 +3 +3 +1 +3 Channel Energy
4 +4 +4 +1 +4 Weapon Specialization
5 +5 +4 +1 +4
6 +6 +5 +2 +5 Channel Strike
7 +7 +5 +2 +5 Domain
8 +8 +6 +2 +6
9 +9 +6 +3 +6 Channel Speed
10 +10 +7 +3 +7
11 +11 +7 +3 +7
12 +12 +8 +4 +8 Domain, Channel Spell

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All of the following are class features of the Sacred Paladin Paladin turns or rebukes undead as a cleric two levels lower than
prestige class. his Sacred Paladin level. At levels 6, 9 and 12 the Sacred
Paladin learns additional methods of channelling this divine ener-
Weapon and Armor Proficiency: Sacred Paladins gain no gy.
additional armor training, but are proficient with all simple and
martial weapons. Note that armor check penalties for armor Weapon Specialization (Ex): Beginning at level 4, the Sacred
heavier than leather apply to the skills Balance, Climb, Escape Paladin becomes eligible to take the Weapon Specialization feat
Artist, Hide, Jump, Move Silently, Pick Pockets and Tumble. using one of his normally-obtained feats. This is not a bonus feat.
The Weapon Specialization must be taken with the Sacred
Spellcasting: The Sacred Paladin can cast a small number of Paladin's deity's favored weapon.
divine spells granted by his deity. To cast a spell, the Sacred
Paladin must have a Wisdom score of at least 10 + the spell's Channel Strike (Su): At level 6, the Sacred Paladin learns to
level. Sacred Paladins do not gain bonus spells based on high channel the divine energy granted by his deity into his weapon.
abilities. Saving throws against Sacred Paladin spells have a The Sacred Paladin may declare any melee attack to be a
Difficulty Class of 10 + spell level + Wisdom modifier. A Sacred Channel Strike. Regardless of whether or not the attack hits, this
Paladin has a very restricted list of spells known. Each spell counts as a channelling attempt. If the attack hits, it deals an
known must be selected from either the Paladin or Cleric spell additional 1d8 divine damage to the target.
lists. Spells with an alignment descriptor (good, chaos, etc) can
only be selected by a Sacred Paladin of that alignment. A Sacred Channel Speed (Su): At level 9, the Sacred Paladin can chan-
Paladin prepares and casts spells just as a cleric does (though nel the divine energy granted by his deity into a lightning-fast
the Sacred Paladin cannot use spontaneous casting to lose a strike. The Sacred Paladin may use this ability in combination
spell and cast a cure or inflict spell in its place). with any attack action, allowing the Sacred Paladin an additional
attack at his full attack bonus during that action. This counts as
Divine Grace (Ex): A Sacred Paladin receives divine protec- two channelling attempts.
tion from harm from his deity. This manifests as a divine bonus
on all saving throws equal to the Sacred Paladin's Charisma Channel Spells (Sp): At level 12, the Sacred Paladin can
bonus. This bonus does not stack with the Divine Grace bonus channel divine energy into spell-like effects. The Sacred Paladin
granted to a core class Paladin. can cast any spell from his Sacred Paladin domain lists using
channelling attempts as a spell-like ability. Each spell cast in this
Domain (Ex): At the listed levels, the Sacred Paladin gains way counts as a number of channellings equal to the spell's
access to one of his deity's domains normally granted to their level.
clerics. The Sacred Paladin gains the domain ability of the
domain, and adds the level one through six domain spells to his
Sacred Paladin spell list.

Channel Energy (Su): At third level, the Sacred Paladin gains


the ability to channel divine energy. For good Sacred Paladins
this is positive energy, and for evil Sacred Paladins, this is nega-
tive energy. Neutral Sacred Paladins must select whether it is
positive or negative energy, using their deity's attitude and
domains as a guide (the Sacred Paladin player should consult
with the Game Master on this). Once the Sacred Paladin has
chosen what type of energy he channels, this choice cannot be
changed. A Sacred Paladin can channel divine energy up to one
half his class level times per day (rounded down). The primary
use for channelled energy is to turn or rebuke undead. A Sacred

Table 1-19: Sacred Paladin Spellcasting


Spells Known Spells per Day
Level 1 2 3 4 5 6 1 2 3 4 5 6
1 1 - - - - - 1 - - - - -
2 2+d - - - - - 2 - - - - -
3 2+d 0+d - - - - 2 1 - - - -
4 2+d 1+d - - - - 2 2 - - - -
5 3+d 1+d 0+d - - - 3 2 1 - - -
6 3+d 2+d 1+d - - - 3 2 2 - - -
7 3+2d 2+2d 1+2d 0+2d - - 3 3 2 1 - -
8 4+2d 2+2d 2+2d 1+2d - - 4 3 2 2 - -
9 4+2d 3+2d 2+2d 1+2d 0+2d - 4 3 3 2 1 -
10 4+2d 3+2d 2+2d 2+2d 1+2d - 4 4 3 2 2 -
11 5+2d 3+2d 3+2d 2+2d 1+2d 0+2d 5 4 3 3 2 1
12 5+3d 4+3d 3+3d 2+3d 2+3d 1+3d 5 4 4 3 2 2

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All of the following are class features of the Siege Mage pres-
tige class.

Siege Mage Weapon and Armor Proficiency: Siege Magi gain no addi-
tional training with weapons or armor. Note that armor check
penalties for armor heavier than leather apply to the skills
The School of Warfare has taught many of the realm's greatest
military leaders. The sages there have picked through genera- Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick
tions of books and manuscripts regarding tactical warfare, and Pockets and Tumble.
they hire many old generals to help teach or to aid the scribes in
recording their knowledge. The students at this school are war- Siegecraft (Su): Siege Magi are able to invest some of their
riors and nobles, men who lead (or expect to lead) sizeable mili- spells to improve constructions they are in contact with. The size
tary forces. They leave with a strong knowledge of mass combat and type of construction, as well as the level of the Siege Mage,
and warfare, but also with the understanding that war between determine how many spells of what levels can be invested. Each
nations should be kept as civilized as possible (something that type of construction lists a maximum number of spell levels that
not all students take to heart, but a lesson taught nonetheless). can be invested into it on the table below. Additionally, a Siege
But within the repository of information that is the School of Mage cannot invest a spell of a level higher than the level indi-
Warfare, there are also many books and scrolls detailing the cated on table 1-19: Siege Mage Level Advancement. Spells
uses of magic in warfare. Against armies, a few strong spells can invested into the construction can be activated by the Siege
wield incredible results. Ancient sages and scribes have worked Mage who placed them there as if the construction was a spell
to uncover ancient battle magics that are supposedly recorded in trigger device, but requiring only a move-equivalent action to trig-
the documents they have collected. Nearly sixty years ago they ger (and not provoking an attack of opportunity). Investing a spell
succeeded at uncovering the lore of tower magic. Now they gath- into a construction costs the Siege Mage materials and rare com-
er small numbers of arcane students who seek this knowledge - ponents worth 10gp times the level of the spell times the spell-
some for defending their own towers, but most in the employ of caster level, and 2/25 of this price in XP. Spellcasters other than
larger military forces who need defensive or offensive aid in com- the Siege Mage who invested the spells cannot trigger them. All
ing campaigns. They are known within the school as the Siege spells invested in military constructions are cast as if under the
Magi. effect of the enlarge spell feat, at no additional cost in time or
Hit Die: d4 spell levels.

Requirements Spell Striker (Ex): Because damage to buildings and siege


To qualify to become a Siege Mage (Sgm) a character must constructs is vital to a siege or defeating a siege, Siege Magi are
fulfill all the following criteria. taught how to get the best effect out of their spells against these
Knowledge (Arcana): 7 ranks immobile (yet tough) targets. All spells that a level 2 or higher
Knowledge (Architecture & Engineering): 7 ranks Siege Mage casts ignore the hardness of constructions or build-
Feats: Enlarge Spell, Craft Magic Arms and Armor as well as ings that they target.
either Craft Wand or Craft Staff
Spellcasting: must be able to cast at least one arcane abjura- Fortification (Ex): Defensive spellcasting is a powerful ally,
tion and one arcane evocation spell of level 3 or greater. and correctly used walls can shore up even the most damaged
structures. Beginning at level 4, the Siege Mage casts all "wall
Class Skills of" spells as a spellcaster of one level higher when determining
The Siege Mage's class skills (and the key ability for each skill) duration, size, thickness and all other level-based variables.
are Concentration (Con), Craft (Int), Knowledge (all skills taken Additionally, at this level a Siege Mage can cast abjuration spells
individually) (Int), Search (Int), and Spellcraft (Int). that normally only target "one creature" or "creature touched" to
target "structure touched" instead. This is normally used to cast
Skill Points at Each Level: 2 + Int modifier. spells such as resist elements on besieged fortifications.

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

Table 1-20: Siege Mage Level Advancement


Class Attack Fort Ref Will
Level Bonus Save Save Save Special Spellcasting
1 +0 +0 +0 +2 Siegecraft - level 1 spells +1 Spellcaster Level
2 +1 +0 +0 +3 Spell Striker +1 Spellcaster Level
3 +1 +1 +1 +3 Siegecraft - level 2 spells
4 +2 +1 +1 +4 Fortification +1 Spellcaster Level
5 +2 +1 +1 +4 Siegecraft - level 3 spells +1 Spellcaster Level
6 +3 +2 +2 +5 Danger Zone I +1 Spellcaster Level
7 +3 +2 +2 +5 Siegecraft - level 4 spells
8 +4 +2 +2 +6 Danger Zone II +1 Spellcaster Level
9 +4 +3 +3 +6 Siegecraft - level 5 spells +1 Spellcaster Level
10 +5 +3 +3 +7 Siegecraft Lore +1 Spellcaster Level

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designed to yield the maximum damage against a target,
but to yield damage against the maximum number of tar-
gets. At level 6, Siege Magi casting spells with any elemen- Table 1-21: Siegecraft
tal designator (fire, sonic, acid, cold) that have an area Construction Spells
effect gain a 50% increase in the numeric area of effect. Non-military vehicle (cart, wagon, boat) 2 spell levels
For example, a level 7 Siege Mage casting a fireball (a Small non-military construction (house) 3 spell levels
level 3 spell with the fire designator) increases the effect Large non-military construction (mansion) 6 spell levels
from a 20-foot radius spread to a 30-foot radius spread.
Beginning at level 8, the Siege Mage can use this ability Siege weapons (catapult, ballista) 3 spell levels
with any spell with an area effect, not only those with ele-
Siege constructs (siege tower, covered ram) 6 spell levels
mental designators.
Huge military vehicles (armed boats) 10 spell levels
Siegecraft Lore (Ex): At level 10, Siege Magi have tran-
scended the limits of how much magic can be held within Small stone construction (mannor house) 6 spell levels
an unprepared receptacle, and are capable of storing twice Medium stone construction (wizard's tower, gate house) 10 spell levels
as many spell levels as normal within a construct using Large stone construction (moathouse, small keep) 16 spell levels
their Siegecraft ability (although they still cannot invest Huge stone construction (castle, fortress) 20 spell levels
spells of a level higher than fifth without actually building a Massive stone construction (mountain fortress) 28 spell levels
magical structure).

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The Society of Heavenly Movements


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

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


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

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armor. Note that armor check penalties for armor heavier than
leather apply to the skills Balance, Climb, Escape Artist, Hide,
Astrological Studies of the Society
Jump, Move Silently, Pick Pockets and Tumble.
Each planet and constellation is given its own spell list of nine
Spellcasting: At the indicated levels, the member of the spells. For this volume, we have included the classic 12 signs of
Society of Heavenly Movements gains new spells per day as if the zodiac, several planets in the solar system, as well as the
he had also gained a level in the arcane spellcasting class he sun and moon. To customize the class for your own campaign,
belonged to before adding the prestige class. He does not, how- rename the constellations and planets or even reassign their
ever, gain any other benefit a character of that class would have spells based on the perceived personalities of these heavenly
gained (improved chance of controlling or rebuking undead, bodies.
metamagic or item creation feats, hit points beyond those he When creating new spell lists for your alternate heavenly bod-
receives from the prestige class, and so on), except for an ies, the quick cheat is to select domains that best suit the sup-
increased effective level of spellcasting. If a character had more posed personas of these entities, and remove the granted power
than one arcane spellcasting class before becoming a Member of from the domain. For example, we have used several domains to
the Society of Heavenly Movements, he must decide to which represent the studies of the planets, based on their supposed
class he adds the new level for purposes of determining spells persona in Roman myth.
per day. The character does not learn new spells as normal for
gaining a level in a spellcasting class (i.e.: he does not learn two Aquarius
new spells from the spell lists for prepared spellcasters, nor does 1 Endure Elements. Ignore 5 dmg / round from one energy type
he gain the normal spell known for a spontaneous spellcaster); 2 Soften Earth & Stone. Turn stone to clay or dirt to mud
instead he gains access to new spells as indicated in the 3 Water Breathing. Subjects can breathe underwater
Astrological Studies ability below. 4 Solid Fog. Blocks vision and slows movement
5 Commune with Nature. Learn about terrain for one mile / level
Astrological Studies (Ex): At the indicated levels, the member 6 Luke's Freezing Sphere. Freezes water or deals cold damage
of the Society of Heavenly Movements must select one astrologi- 7 Control Weather. Changes weather in local area
cal feature to have learned magical abilities from. This grants the 8 Horrid Wilting. Deals 1d8 damage / level within 30 ft
member of the Society of Heavenly Movements knowledge of 9 Summon Monster IX. Water elementals only
nine spells, (one of each level,) associated with the heavenly
body or astrological feature studied.
Aries
Night Casting (Ex): Empowered by the stars above, whenever 1 Pass without Trace. One subject / level leaves no tracks
casting spells under the night sky, the level 2 member of the 2 Bull's Strength. Subject gains 1d4+1 Str for 1 hr / level
Society of Heavenly Movements increases the DC of all saves 3 Meld into Stone. You and your gear merge with stone
against his spells by one. This bonus increases to +2 at level 5 4 Stoneskin. Stops blows, cuts, stabs, and slashes
and +3 at level 8. This does not apply when the character is 5 Wall of Stone. 20 hp / 4 levels, can be shaped
underground or in a building, as he must be exposed to the night 6 Summon Nature’s Ally VI. 1d3 dire boars or earth elementals
sky. 7 Summon Nature’s Ally VII. Earth elementals only
8 Earthquake. Intense tremor shakes 5 ft / level radius
Heavenly Lore (Ex): The knowledge gathered through the 9 Summon Nature’s Ally IX. Earth elementals only
stars is diverse indeed. At third level, members of the Society of
Heavenly Movements gain the ability to know legends and infor-
mation regarding various topics as a bard with the Bardic
Cancer
Knowledge ability. The member of the Society of Heavenly 1 Mage Armor. Gives subject +4 armor bonus
Movements adds half his level and his Intelligence modifier to the 2 Bull's Strength. Subject gains 1d4+1 Str for 1 hour / level
Bardic Knowledge check, as per the ability description for the 3 Magic Vestment. Armor or shield gains +1 / 3 levels
bard class in the System Reference Document. 4 Sleet Storm. Hampers vision and movement
4 Stoneskin. Stops blows, cuts, stabs, and slashes
Lesser Conjunction (Su): Once per night, a level 6 member of 6 Summon Monster VI. Fiendish Chuul
the Society of Heavenly Movements may cast a single spell, 7 Iron Body. Body becomes living iron
spontaneously using a known metamagic feat on it without 8 Regenerate. Subject’s severed limbs grow back
increasing the level of the spell slot required. The metamagic feat 9 Implosion. Kills one creature / round
used cannot be one that would increase the spell slot by more
than two levels. Using this ability increases the casting time of Capricorn
the spell to a full round action. 1 Magic Fang. Natural weapon gets +1bonus
2 Speak with Animals. Communicate with natural animals
Greater Conjunction (Su): Once per night, a level 9 member 3 Summon Nature's Ally III. Calls creature to fight
of the Society of Heavenly Movements may cast a single spell, 4 Greater Magic Fang. Natural weapon gets +1 / level (max +5)
spontaneously using any known metamagic feat on it without 5 Animal Growth. One animal / two levels doubles in size, HD
increasing the level of the spell slot required. Using this ability 6 Summon Nature's Ally VI. Calls creature to fight
increases the casting time of the spell to a full round action. 7 Liveoak. Oak becomes treant guardian
8 Animal Shapes. One ally/level polymorphs into chosen animal
9 Summon Nature's Ally IX. Calls creature to fight

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Gemini Scorpio
1 Charm Person. Makes one person your friend 1 Chill Touch. 1 touch / level deal 1d6 damage / level
2 Mirror Image. Creates decoy duplicates of you 2 Summon Swarm. Swarm of small crawling or flying creatures
3 Charm Monster. Makes one creature your friend 3 Poison. Touch deals 1d10 Con damage, repeat in 1 minute
4 Scrying. Spies on subject from a distance 4 Giant Vermin. Turns insects into giant vermin
5 False Vision. Fools scrying with an illusion 5 Insect Plague. Limits vision, inflicts damage, creatures flee
6 Mislead. Turns you invisible and creates illusory double 6 Acid Fog. Fog deals acid damage
7 Shadow Walk. Step into shadow to travel rapidly 7 Creeping Doom. Carpet of insects attacks at your command
8 Reverse Gravity. Objects and creature fall upward 8 Horrid Wilting. Deals 1d8 damage / level within 30 ft
9 Shapechange. Transform into any form, change form 1/rnd. 9 Implosion. Kills one creature / round.

Leo Taurus
1 Faerie Fire. Outline subject with light 1 Bless. Allies gain +1 attack and +1 saves against fear
2 Flame Blade. Touch attack deals 1d8+1 per 2 levels 2 Bull's Strength. Subject gains 1d4+1 Str for 1hr/level
3 Flame Arrow. Shoots flaming projectiles or fiery bolts 3 Magic Vestment. Armor or shield gains +1 / three levels
4 Summon Nature's Ally IV. Lion 4 Divine Power. Gain attack bonus, 18 Str, an 1 hp per level
5 Summon Nature's Ally V. d3 lions, 1 dire lion or fire elemental 5 Wall of Stone. 20 hp / four levels; can be shaped
6 Commune with Nature. Learn about terrain for one mile / level 6 Stoneskin. Stops blows, cuts, stabs, and slashes
7 Fire Storm. Deals 1d6 fire damage / level 7 Earthquake. Intense tremor shakes 5 ft / level radius
8 Incendiary Cloud. Cloud deals 4d6 fire damage / round 8 Shield of Law. +4 AC, +4 Resistance, & SR 25 vs Chaos
9 Summon Monster IX. Fire elementals 9 Bigby's Crushing Hand. Provides cover, pushes, or grapples.

Libra Virgo
1 Magic Weapon. Weapon gains +1 bonus 1 Charm Person. Makes one person your friend
2 Bull's Strength. Subject gains 1d4+1 Str for 1 hr./level 2 Detect Thoughts. Allows "listening" to surface thoughts
3 Keen Edge. Doubles normal weapon's threat range 3 Charm Monster. Makes monster believe it is your ally
4 Divine Power. You gain attack bonus, 18 Str, and 1 hp / level 4 Emotion. Arouses strong emotion in subject
5 Righteous Might. Your size increases and you gain +4 Str 5 Dominate Person. Controls humanoid telepathically
6 Heroes' Feast. Food for one creature / level cures and blesses 6 Mass Suggestion. As suggestion, plus one / level subjects
7 Mordenkainen's Sword. Magic blade strikes opponents 7 Sympathy. Object or location attracts certain creatures
8 Symbol. Triggered runes have array of effects 8 Antipathy. Object or location repels certain creatures
9 Summon Monster IX. Calls creature to fight 9 Dominate Monster. As dominate person, but any creature

Pisces Planets
1 Know Direction. You discern north For the Planets, we've designated a clerical domain that best
2 Invisibility. Invisible for 10 min/ level or until attacks suits each planet. As with the constellations, when converting a
3 Haste. Extra Partial Action and +4 AC domain into a spell list for the Society of Heavenly Movements,
4 Dimension Door. Teleports you and up to 500 lb. remove the "granted power" of the domain. We have not included
5 Ice Storm. Hail deals 5d6 damage / level Uranus, because the traditional Uranus is the father of the gods
6 Find the Path. Shows most direct way to a location in Roman myth, not given his own portfolio.
7 Plane Shift. Up to eight subjects travel to another plane
8 Horrid Wilting. 1d8 damage / level within 30 ft. Mercury - Travel domain spells
9 Astral Projection. Project selft and companions to the astral Venus - Love domain spells
Mars - War domain spells
Saturn - Plants domain spells
Sagittarius Jupiter - Storms domain spells
1 Goodberry. 2d4 berries each cure 1 hp (max hp/24 hours) Neptune - Water domain spells
2 Warp Wood. Bends wood (shaft, handle, door, plank) Pluto - Death domain spells
3 Speak with Plants. Talk to normal plants and plant creatures
4 Antiplant Shell. Keeps animated plants at bay Sun - Sun domain spells
5 Commune with Nature. Learn about terrain for one mile/level
6 Ironwood. Magical wood is strong as steel
7 Changestaff. Staff becomes a treant on command the Moon
8 Sunburst. Blinds all within 10 ft., deals 3d6 damage 1 Faerie Fire. Outline subject with light
9 Storm of Vengeance. Storm rains acid, lightning, and hail 2 See Invisibility. Reveals invisible creatures and objects
3 Charm Monster. Makes monster believe it is your ally
4 Emotion. Arouses strong emotion in subject
5 Shadow Evocation. Mimics evocation less than 5th level
6 Permanent Image. Includes sight, sound and smell
7 Insanity. Permanent confusion on one target
8 Animal Shapes. One ally/level polymorphs into chosen animal
9 Gate. Connects two planes for travel and communication

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Class Features

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

Weapon and Armor Proficiency: Timers gain no additional


Like an arrow from a tight-strung bow, Errises erupted from the training with weapons or armor. Note that armor check penalties
shadows towards the hideous, tentacled head of the mind flayer. for armor heavier than leather apply to the skills Balance, Climb,
The mind flayer turned, preparing a blast of psionic energy to Escape Artist, Hide, Jump, Move Silently, Pick Pockets and
send Errises back to the recesses from which he had exploded. Tumble.
But momentarily, time seemed to cease for the flayer, as Errises
ran along the wall and ceiling, dropping down in front of the crea- Manifesting: At the indicated levels, a Timer gains additional
ture and sending it reeling back towards the black precipice. As power points per day and discovers psionic abilities as if increas-
time seemed to right itself, the surprised flayer launched a blast ing in level in the manifesting class he had prior to becoming a
of psychic energy at Errises, sending a shockwave rippling past Timer. He gains no other benefits normally associated with gain-
him that no amount of dodging could avoid. The blast jarred his ing a level in that class (hit points, saving throws, additional
mind, but did not slow his progress. Once again time seemed to psionic combat modes, etc).
play tricks on the flayer. Errises stepped forwards again and
tripped the beast, then struck it with his crystal katana as it Personal Time (Su): The level 1 Timer can slow his percep-
began to fall, following up the blow with yet another strike once tions of time just enough that he never feels harassed or worried.
the flayer landed upon the basalt beneath it. This allows him to take 10 on any skill check even in situations
where this would normally not be allowed. The Timer may mani-
Timers are as fast as thought itself. They have honed their fest this ability once per day per class level at no cost; additional
psionic arts to be able to move faster than anyone else, to the manifestations of this ability cost 1 power point per use.
point of bending time to their needs. They jump further, move
faster, run up walls and dodge harder than anyone else. Dodge This (Su): At level 2, the Timer can focus his dodging
Due to the incredible amount of psionic and physical prowess against a single opponent. During his action, the Timer desig-
required to become a Timer, almost all timers are psychic war- nates an opponent and receives a +1 dodge bonus to Armor
riors with a few drawn from other psionic classes, most typically Class against attacks from that opponent. This can be the same
nomads. opponent or opponents designated for the standard Dodge and
Hit Die: d8 Psionic Dodge feats, in which case the dodge bonuses stack.
The Timer can reassign his opponents as a free action on each
Requirements action. A condition that makes the Timer lose his Dexterity bonus
To qualify to become a Timer (Tmr) a character must fulfill all to Armor Class (if any) does not make him lose the dodge
the following criteria. bonus(es) from this feat. Every second level after level 2, the
Knowledge (Psionics): 5 ranks Timer gains an additional opponent that he may target with this
Tumble: 8 ranks ability (or he may apply the dodge bonuses against the same
Feats: Dodge, Psionic Charge, Psionic Dodge, Speed of opponent, as normal).
Thought, Up the Walls
Act Up (Su): A level 3 Timer can accelerate his own time
Class Skills frame sufficiently to allow an additional partial action in a round.
The Timer's class skills (and the key ability for each skill) are Manifesting this ability is a free action for the Timer. This partial
Balance (Dex), Climb (Str), Concentration (Con), Jump (Str), action is treated the same as any other partial action, and can be
Knowledge (psionics) (Int), Stabilize Self (Str), Swim (Str), used for an attack action or a move-equivalent action or for any-
Tumble (Dex), and Use Psionic Device (Cha). thing else that does not require a full round action to complete. At
level 3 the Timer can manifest this ability once per day. It may be
Skill Points at Each Level: 4 + Int modifier. manifested one additional time per day per two class levels
thereafter (as per table 1-22: The Timer). A Timer may manifest

Table 1-23: Timer Level Advancement


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

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this ability no more than twice in one round.
Mental Speed (Ex): A levels 3, 6 and 9, a Timer gains one of
either Mental Leap, Quicken Power or Speed of Thought as a
bonus feat. These bonus feats are in addition to the feats that a
character gains through level advancement.

Up and Over (Su): Through a combination of the Up the Walls


feat and sheer speed, a level 5 Timer can use the Up the Walls
feat to move under overhangs, across ceilings and so on.

Instant Action (Su): A level 7 Timer can manifest the Act Up


ability at any point in a round, as long as he has not manifested
the ability already during the round. This is treated as a readied
action, except the Timer has the option to select what he will do
with the action when he elects to manifest the ability, instead of
when readying the action. In this way, a Timer may interrupt
another person's action with an Act Up action. Once the Timer
has used Instant Action in a round, he cannot use the Act Up
ability for the remainder of the round.

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served store of blood from their lycanthropic totem. A promising
young warrior of the tribes is sometimes chosen to join the ranks

Tribal Berserker of the berserker tribes in a ritual that involves the mingling of her
blood with the tribal stores of their lycanthropic totem. Some
tribes are aligned with a specific lycanthrope, while in other tribes
the Berserkers are more of a religious blood cult tolerated within
Mingar knew neither fear nor reluctance. Across the muddy the tribe because of their fierce nature as tribal warriors.
field were the organized phalanxes and archers of the high elven Regardless, the Berserkers are ready and willing front-line shock-
armies. Beyond them, the tall and fine trees of their home - trees troops known for their savage frenzies even within a culture
that would soon be used for longhouses and warships. Mingar where raging barbarians are the norm, not the exception.
Gowl felt the bile rise in his throat, filled with revulsion for such Almost all Tribal Berserkers are barbarians, although some are
frail creatures who dared to claim stewarship over the vast holy warriors of the blood cults, clerics and druids who have mul-
forests that the tribes needed for their own survival. No elf that ticlassed as barbarians before gaining levels of Tribal Berserker.
met Mingar today would live to tell the tale; it would be a day of Hit Die: d12
slaughter for the Dark Wolf whom he served.
Mingar surged forward with a feral cry on his lips. Around him, Requirements
the horde exploded into movement, a mass rush towards the To qualify to become a Tribal Berserker (Tbz), a character must
elven lines. Arrows rained down among them, stopping many in fulfill all the following criteria.
their tracks to feed their blood to the earth mother, but Dark Wolf Alignment: any non-lawful alignment
pulled Mingar forwards through the rain of wood. Screaming and Base Attack Bonus: +6 or higher
frothing, he launched himself towards the phalanx that stood Base Fortitude Save: +5 or higher
between himself and the Archers. The Intimidate: 6 Ranks
Dark Wolf leaping up within him at the Feats: Power Attack, Cleave
promise of blood, filling him with power Special: Been bitten by or have consumed the blood of a
and ferocity. He yearned for the blood lycanthrope in the heat of combat and have been accepted into
of his foes, and they saw it in him. the ranks of one of the lycanthrope-affiliated barbarian tribes or
And they ran. The phalanx shat- blood-cults.
tered even before Mingar was Special: Ability to rage.
within it, his charge pulling him
through their ranks and Class Skills
straight into the archers who The Tribal Berserker's class skills (and the key ability for
were preparing for the next each skill) are Control Shape (Wis),
volley. The red of the Dark Handle Animal (Cha),
Wolf welled up within him, Intimidate (Cha), Intuit
stronger again with every Direction (Wis), Jump (Str),
elf that fell to his axe that Listen (Wis), Ride (Dex)
day. and Wilderness Lore
(Wis).
Tribal Berserkers are at
once feared and revered
by the barbarian tribes Skill Points at Each Level: 2 + Intelligence
they come from. They are modifier
members of strange ani-
mal battle-cults that were Class Features
originally founded ages
ago. Many tribal blood- All of the following are class features of the Tribal
cults or warrior groups Berserker prestige class.
keep a magically pre-

Table 1-24: Tribal Berserker Level Advancement


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

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Table 1-25: Effects of Fearsome Rage
Level Difference Effect
5+ -4 morale penalty to attacks rolls, concentration and saves, -2 morale penalty to target's allies within 40'
+1 to +4 -3 morale penalty to attacks rolls, concentration and saves, -1 morale penalty to target's allies within 40'
0 -2 morale penalty to attack rolls, concentration checks and saving throws
-1 to -4 -1 morale penalty to attack rolls, concentration checks and saving throws
-5 No effect

Weapon and Armour Proficiency: Tribal Berserkers are profi- WereShape (Su): Beginning at the level indicated, the Tribal
cient in all basic and martial weapons except projectile weapons Berserker gains the ability to shapeshift into the form of his lycan-
(bows, crossbows and the like) and shields, but are not trained thropic totem during his Berserk and regular Rages. Treat this in
with any armor. Note that armor check penalties for armor heav- all ways as the Druidic wildshape abilities. Each Tribal Berserker
ier than leather apply to the skills Balance, Climb, Escape Artist, can assume only one wereshape, and this shape is determined
Hide, Jump, Move Silently, Pick Pockets and Tumble. by what Lycanthropic tribe the Berserker is a member of.
For example, a Tribal Berserker of the wererat blood cult gains
Berserk Rage (Ex): The Tribal Berserker's Berserk Rage abili- the wereshape ability at level 6. A Tribal Berserker of the
ty is almost identical to the Barbarian's rage except as follows. weretiger tribe would only gain his wereshape ability at level 9.
The Berserk Rage lasts for (5 + new Constitution modifier)
rounds. If the Berserker is still in his Berserk Rage when all
opponents have fallen, there is a flat 11% chance each round
that he will turn on a friendly character. This chance is reduced
by 1% per level in the Tribal Berserker prestige class. During a
Berserk Rage, a Tribal Berserker with the Cleave feat in light or
no armour is treated as having the Great Cleave feat. If the Tribal
Berserker has the Great Cleave feat already and is wearing light
or no armour, then treat her as having the Whirlwind Attack feat.
Berserk Rages are always distinguished from normal Barbarian
Rages, and most berserkers can choose to either berserk rage or
barbarian rage.

Damage Reduction (Ex): A Tribal Berserker's damage reduc-


tion (gained at level 2) does not stack with damage reduction
provided by other sources or classes except the Barbarian class.
For Barbarian Tribal Berserkers, one half the Tribal Berserker
damage reduction can be stacked with the character's Barbarian
damage reduction if it would produce a higher damage reduction
than the Tribal Berserker damage reduction on its own.

Heightened Senses (Ex): The Tribal Berserker gains a +2


bonus to Spot, Listen and Search rolls from her refined animal-
like senses (this does not stack with racial modifiers).

Fearsome Rage (Ex): The Tribal Berserker's Berserk Rage


can cause morale penalties in enemies. Compare the Tribal
Berserker's level to the opponent's level or Hit Dice on table 1-
24: Effects of Fearsome Rage when a Tribal Berserker in
Fearsome Rage attacks. For purposes of this table only, treat the
Tribal Berserker as being two levels higher if she is wearing no
armour other than a shield, or four levels higher if she is com-
pletely skyclad (again, except for a shield) and in warpaint.

Detect Invisible (Ex): The Tribal Berserker's senses are


preternaturally sharp and she now treats invisible foes as having
50% concealment (20% miss chance instead of 50% miss
chance).

Great Berserk Rage (Ex): As with the Barbarian "Great Rage"


ability, at this level the Berserker's stat bonuses are greater dur-
ing a Berserk Rage (but not during a Barbarian Rage).

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Troll Hunter Hardcore [General]


New Feat

You are as tough as they come, able to take punishment that a


It takes a special kind of crazy to go out looking for trolls. More raging, hardened barbarian would cringe at.
than that, it takes some serious combat training to take down a Prerequisites: Toughness, Con 15+
troll and keep it down until the backup shows up with the Benefit: When you gain this feat, add your current base
alchemist's fire. Troll Hunters have it in spades. They are the Fortitude save +1 to your hit point total.
toughest, meanest guys in town, trained to be savage butchers. Special: This feat can be taken multiple times; the benefits
They keep the beasts down not with finesse, but with massive stack.
damage and gory chunks. Troll Hunters favor large two-handed
weapons that can rend gobbets from their foes, usually axes and
other large blades. Because of their focus on offense instead of
defense, Troll Hunters that manage to survive are some of the Weapon and Armor Proficiency: Troll Hunters are proficient
hardiest and most scarred members of their races. Obviously, with all simple and martial melee weapons as well as with all
most Troll Hunters are drawn from the ranks of barbarians and types of armor, but not with shields. Note that armor check penal-
fighters, with some particularly determined rangers making up ties for armor heavier than leather apply to the skills Balance,
most of the remainder. Troll Hunters tend to be loud and boister- Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets
ous, living life as a grand and deadly game that seems to revolve and Tumble.
around drinking and chopping up Trolls.
Hit Die: d12 Greater Power Attack (Ex): The first lesson of Troll Hunting is
to take them down as fast as possible. When wielding a weapon
Requirements at least one size category larger than himself, a Troll Hunter
To qualify to become a Troll Hunter (Trh) a character must fulfill using the Power Attack feat gains +3 to damage for every -2
all the following criteria. taken to his attack roll. This ability supersedes (does not stack
Base Attack Bonus: 7+ with) the extra damage normally granted by the Power Attack
Wilderness Lore: 5 ranks feat.
Feats: Hardcore, Power Attack,Toughness, Weapon Focus
(any weapon at least one size larger than the character with a Rending Blow (Ex): Whenever a level 2 Troll Hunter success-
critical multiplier of x3 or greater). fully deals a critical hit with a weapon that he has the Weapon
Special: Must have fought with and slain at least two regener- Focus feat with, he deals an additional 1d6 damage above and
ating creatures beyond the normal damage dealt by the attack. This bonus dam-
age increases by 1d6 at levels 5 and 8.
Class Skills
The Troll Hunter's class skills (and the key ability for each skill) Mighty Charge (Ex): When a level 3 Troll Hunter charges a
are Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), and foe, he may declare it to be a Mighty Charge. Mighty Charges
Swim (Str). gain a +4 bonus to hit and a +2 bonus to damage, but reduce the
charging Troll Hunter's Armor Class by 5 points for the round.
Skill Points at Each Level: 2 + Int modifier. This ability supersedes (does not stack with) the normal bonuses
for charging into melee.
Class Features
All of the following are class features of the Troll Hunter pres- Bloody Murder (Ex): Beginning at level 4, half of any damage
tige class. dealt by the Troll Hunter's Rending Blow ability is exceedingly
hard to heal (even in the case of regenerating monsters). This is
because the Troll Hunter is ripping and cleaving this flesh from
the body of his opponent, often sending gobbets of troll-meat fly-
ing for yards around with every attack. Each point of damage

Table 1-26: Troll Hunter Level Advancement


Class Attack Fort Ref Will
Level Bonus Save Save Save Special
1 +1 +2 +0 +0 Greater Power Attack
2 +2 +3 +0 +0 Rending Blow +1d6
3 +3 +3 +1 +1 Mighty Charge
4 +4 +4 +1 +1 Bloody Murder
5 +5 +4 +1 +1 Rending Blow +2d6
6 +6 +5 +2 +2
7 +7 +5 +2 +2 Massive Power Attack
8 +8 +6 +2 +2 Rending Blow +3d6
9 +9 +6 +3 +3
10 +10 +7 +3 +3 Limb Ripper

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dealt in this way is treated as 5 points of damage for the creature
to regenerate (so a creature with regeneration of 3 will take 5
rounds to heal 3 points of damage dealt with this ability).

Massive Power Attack (Ex): When wielding a weapon at least


one size category larger than himself, a level 7 Troll Hunter using
the Power Attack feat gains +2 to damage for every -1 taken on
his attack roll. This ability supersedes (does not stack with) the
extra damage granted by the Power Attack feat or the Greater
Power Attack ability. In addition, half the bonus damage dealt by
this ability is always in the form of hard to heal damage as per
the Bloody Murder ability.

Limb Ripper (Ex): Whenever the level 10 Troll Hunter suc-


cessfully deals a critical hit, the target not only has chunks of
itself flung around the battlefield, but more than likely one of
these chunks is one of its limbs. The target must make a
Fortitude saving throw with a DC equal to the damage dealt by
the critical hit. If the save is failed, roll a d6 on the table below to
determine what has been removed from the creature.
1 Hand
2 Arm
3 Arm
4 Leg
5 Leg
6 Ear

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

Venomous class.

Weapon and Armor Proficiency: Venomous are proficient


with all simple weapons, their choice of three light and one non-
The Venomous is a prestige class followed by several different light martial weapon, and any one exotic weapon. They gain no
groups and organizations. Most of the Venomous are holy yuan-ti additional proficiencies with armor or shields. Note that armor
assassins (as were the original members of the class), granted check penalties for armor heavier than leather apply to the skills
special powers by their dark saurian gods. Other sentient races Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick
with natural poisons such as medusae have duplicated the efforts Pockets and Tumble.
of the Venomous, and even some senior assassins and evil sor-
cerers with the poison spell have learned the tricks of this trade. Poison Resistance (Ex): The Venomous work constantly with
The Venomous focuses training on physical movement and poisons and slowly grow more and more resistant to their effects.
manipulation as well as the fortification of their natural poisons, This is reflected by a resistance bonus on all saving throws
as opposed to the more personal and interpersonal skills that against poison gained at level 1 that increases at each level
many assassins master. gained until level 6, when the Venomous gain complete immunity
Most NPC Venomous are low-brow assassins - those who are to poison.
more concerned with the dispatching of their target than the finer
arts of getting to and from the target. Some few are top profes- Poison Use (Ex): The Venomous are keenly aware of the
sional assassins who seek ways to make their venoms deadlier effects of poisons, and never risk accidentally poisoning them-
for use against more powerful opponents, or members of near- selves when applying poison to a blade.
forgotten races who seek to make their mark in the world.
Hit Die: d6 Deadly Poison (Su): The core of the art of the Venomous is
their extremely potent, spontaneously created poisons. This
Requirements includes poisons from natural attack forms as well as those cre-
To qualify to become a Venomous (Vnm) a character must fulfill ated through the use of the spell or psionic ability poison, but
all the following criteria. does not include those created alchemically or via the Craft (poi-
Alignment: Any evil son) skill. Beginning at level 2, the DC of all saves against these
Base Fortitude Save: +7 or greater (including any save poisons are increased by 1. This increases an additional 2 points
bonuses specifically versus poison the character may have - every two class levels thereafter.
automatic if the character is immune to poison through any non-
magical means) Alternate Damage (Su): Beginning at level 3, the Venomous
Move Silently: 10 ranks can change the form of his spontaneously created venom such
Hide: 10 ranks that it deals damage to a different ability score than normal. The
Special: Ability to create poison spontaneously new ability score must be selected when the Venomous gains
either through a natural poison ability, or the poison spell this ability, and from then on, any dose of poison can either deal
its normal damage, or the same damage to the alternate ability
Class Skills score, decided by the Venomous when the attack is made. For
The Venomous' class skills (and the key ability for each skill) most Venomous who have natural poisons that don't deal Con
are Balance (Dex), Climb (Str), Disable Device (Int), Disguise damage, the first choice is obviously to deal Con damage. At
(Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump level 7, the venomous can select a second alternate ability score
(Str), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), that the poison can damage.
Swim (Str) and Tumble (Dex).
More Poison (Sp): The level 3 Venomous is capable of pro-
Skill Points at Each Level: 4 + Int modifier. ducing more poison per day than is normal for his racial or class
ability. This ability allows the Venomous to spontaneously create
poison as if casting the Poison spell once per day, as a spell-like

Table 1-27: Venomous Level Advancement


Class Attack Fort Ref Will
Level Bonus Save Save Save Special
1 +1 +2 +2 +0 Poison Resistance +1, Poison Use
2 +2 +3 +3 +0 Poison Resistance +2, Deadly Poison +1
3 +3 +3 +3 +1 Poison Resistance +3, Alternate Damage, More Poison (1/day)
4 +4 +4 +4 +1 Poison Resistance +4, Deadly Poison +3
5 +5 +4 +4 +1 Poison Resistance +5
6 +6 +5 +5 +2 Poison Immunity, Deadly Poison +5, More Poison (2/day)
7 +7 +5 +5 +2 Alternate Damage, Magical Poison
8 +8 +6 +6 +2 Deadly Poison +7
9 +9 +6 +6 +3 More Poison (3/day), Body of Ichor
10 +10 +7 +7 +3 Deadly Poison +9, Magical Poison

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ability. The Venomous can use this ability one additional time per
day at level 6, and again at level 9.
New Weapon Enhancement
Poison Immunity (Ex): Constant exposure to and experimen-
tation with poisons and venoms has rendered the Venomous Venomous
completely immune to poisons at level 6. This piercing weapon allows the wielder to inflict a poison spell
(DC 14) upon a creature struck by the blade once per day. The
Magical Poison (Su): A level 7 Venomous has begun to tran- wielder can decide to use the power after he has struck. Doing
scend the barriers between mere toxins and magic. The so is a free action, but the poison must be inflicted on the same
Venomous may select one of the qualities from the list below to round that the dagger strikes.
be added to all his spontaneously created poisons. At level 10, Caster Level: 5; Prerequisites: Craft Magic Arms and Armor,
the Venomous selects a second magical effect he can add to his poison; Market Price: +1 bonus
poisons (both effects take place, even if they seem contradictory,
such as HeartBurning and SoulChilling).
Black: The victim suffers one negative level each time he fails
a saving throw against the poison.
Crippling: The incredible pain caused by the poison gives the
victim a -3 pain penalty to attack rolls, skill checks and saving
throws for 1 minute per failed saving throw against the poison.
Fear: the victim must make a Will save to avoid suffering as if
panicked for 1d8 rounds.
HeartBurning: the victim suffers an additional 2d6 fire damage
with each failed saving throw against the poison.
SoulChilling: the victim suffers an additional 2d6 cold damage
with each failed saving throw against the poison.
Subtle: The victim must make a Will save in addition to a Fort
save against the poison. If failed, he does not recognize that he
has been poisoned.

Body of Ichor (Ex): The constant exposure to more and more


deadly poisons has made the level 9 Venomous mildly poisonous
in his own right. Any person who ingests any bodily fluid or part
of the Venomous becomes subject to a variety of ill effects. Treat
all such bodily humours as being a mild ingested poison (DC 10
+ half venomous class level + Con bonus) that causes primary
and secondary damage of 1d2 Wisdom, Dex and Con. While this
is rarely deadly, it can be quite distressing. By cutting himself
with a piercing or slashing weapon, the Venomous can coat the
weapon with an injury version of this same venom. This causes 1
point of damage to the Venomous for a weapon two sizes smaller
than himself, plus one point of damage per size category of the
weapon larger.

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Class Skills

Weapon Cult Paragon The Weapon Cult Paragon's class skills


(and the key ability for each skill) are
Concentration (Con), Craft (Int), Gather
Information (Cha), Handle Animal (Cha),
Many militaristic and warlike religions sponsor the existance of Intimidate (Cha), Knowledge (local) (Int), Knowledge (religion)
the weapon cults. Few deities of war are welcome in peace-lov- (Int), Sense Motive (Wis), and SpellCraft (Int).
ing countries, and the warrior cults they normally bring with them
are even less welcome. The weapon cults are often the reaction Skill Points per level: 2 + Int modifier
of a people who have been converted to the faith of such a deity
who’s worship is unwelcome in their lands. Some lesser evil Class Features
deities cultivate weapon cults as a primary form of worship for All of the following are class features of the Weapon Cult
their young religions. But not all weapon cults serve secret Paragon prestige class.
deities or hidden agendas, some deities well known for their
armament have so-called weapon cults in their worship also, as Weapon and Armor Proficiency: The Weapon Cult Paragon
their chosen weapon is an easy sign of faith and a tangible bene- is proficient in all simple and martial weapons and with light and
fit of worship. medium armors and shields. Note that armor check penalties for
Weapon cults are usually small churches or cult cells who rep- armor heavier than leather apply to the skills Balance, Climb,
resent themselves by their use of their deity's favored weapon Escape Artist, Hide, Jump, Move Silently, Pick Pockets and
instead of their deity's holy symbol. Deities who are particularly Tumble.
out of favor in an area are more likely to have weapon cults in
that area than a deity who is well received. Weapon Cults usually Spellcasting: At the indicated levels, the Weapon Cult
see themselves as fighting for their right to worship, as under- Paragon gains new spells per day as if she had also gained a
dogs and believers among heretics and infidels. level in the divine spellcasting class he belonged to before
The leaders of the Weapon Cults are often not actual members adding the prestige class. She does not, however, gain any other
of the individual cells, but wandering warrior clerics who fight for benefit a character of that class would have gained (improved
their faith. These Paragons use the weapon cults as a means to chance of controlling or rebuking undead, metamagic or item cre-
hide when under too much duress and a place to re-equip or to ation feats, hit points beyond those she receives from the pres-
collect needed help for strikes against the established religions in tige class, and so on), except for an increased effective level of
the area. spellcasting. If a character had more than one divine spellcasting
class before becoming a Weapon Cult Paragon, she must decide
Hit Die: d8 to which class he adds the new level for purposes of determining
spells per day.
Requirements
To qualify to become Weapon Cult Paragon (Wcp) a character Smite (Su): Once per day a Weapon Cult Paragon may make
must fulfill all the following criteria. a single melee attack with a +4 attack bonus and a damage
Base Attack Bonus: +5 bonus equal to her level in the prestige class (if she hits). The
Gather Information: 5 ranks Weapon Cult Paragon must declare the smite before making the
Knowledge (religion): 8 ranks attack. At level 5 a Weapon Cult Paragon can smite twice per
Feats: Leadership, Weapon Focus (deity's favored weapon) day, and at level 10 this increases to three times per day.
Spellcasting: ability to cast level 2 divine spells If the Weapon Cult Paragon already has a smite evil or smite
Special: Access to either the War or Weaponry domains. ability (for example, a paladin or cleric with the Destruction
domain), she can use the ability one extra time per day (two
extra at level 5, and three extra times at level 10). The attack
bonus does not increase, but the damage bonus is based on the
character's combined level (Weapon Cult Paragon plus Cleric or
Paladin level).

Table 1-28: Paragon Level Advancement


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

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Wandering Warlord (Ex): Paragons of the Weapon Cults are
expected to travel. Because of this, at level 2, the Paragon no
longer suffers the -1 Leadership Modifier for moving around.
Additionally, since most Weapon Cult Paragons travel with only
their Cohorts, the Paragon may "tap" a local cell of the Weapon
Cult whenever in a settlement of sufficient size, allowing her to
collect one quarter of the number of followers normally available
based on her leadership score in a matter of hours. With one
day's notice, she can collect twice this number (half her normal
limit for her leadership score) and in a week she can collect her
full number of followers in the region.

Renown (Ex): As tales of the Paragon's deeds spread, she


gains an effective boost to her Charisma ability score whenever
dealing with members of her faith (not just members of her faith's
weapon cults). This also affects her leadership score as appropri-
ate. At level 3 this begins as a +2 circumstance bonus to
Charisma, increasing to +4 at level 6 and +6 at level 9.

Faithful Blow (Ex): At level 4, the Paragon gains the ability to


make a faithful blow once each day, plus an additional time per
day every two levels of the prestige class thereafter (2 at level 6,
3 at level 8 and 4 at level 10), to a maximum of her Charisma
bonus of Faithful blows per day. (For example, a level 10
Paragon with 14 Charisma would only have the ability to make 2
faithful blows per day). The Paragon may declare any single
melee attack with her deity's favored weapon to be a faithful
blow. A faithful blow counts against the Paragon's turning
attempts for the day and is always a critical threat.

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chapter two
spells & magic
Bard Spell List Additions Clouds Domain
Granted Power: Clerics of Clouds can see through natural and
Level 2 supernatural clouds, fog and rain without any impairment.
Befuddle. Confusion affects a single target
Clouds Domain Spells
Fox’s Guile. Target gains 1d4+1 Cha for 1 hour / level
1 Obscuring Mist. Fog surrounds you
2 Fog Cloud. Fog obscures vision
Druid Spell List Additions 3 Stinking Cloud. Nauseating vapours, 1 round / level
4 Air Walk. Subject treads on air as if solid
5 Solid Fog. Blocks vision and slows movement
Level 1
6 Cloudkill. Kills 3 HD or less, 4-6 HD save or die
Stony Purge. Target is hurt, but poisons are reduced
7 Acid Fog. Fog deals acid damage
8 Prismatic Spray. Rays hit subject with a variety of effects
Level 2 9 Incendiary Cloud. Cloud deals 4d6 fire damage / round
Fox’s Guile. Target gains 1d4+1 Cha for 1 hour / level
Forge Domain
Level 3 Granted Power: The cleric gains a +4 sacred bonus on all
Earth's Defender. Allows the subject to act below 0 hit points craft checks working with metal.

Level 7 Forge Domain Spells


Essence of Earth. DR 25 / +1 and minor spell immunity 1 Magic Weapon. Weapon gains +1 bonus
2 Bull's Strength. Subject gains 1d4+1 Str for 1 hr / lvl
3 Granite Arms. Weapon gains 5 hardness & hit points
Sorcerer / Wizard Spell List Additions 4 Major Creation. Create a metal object (no cloth, stone, wood)
5 Wall of Iron. 30 hp / 4 lvls, can topple onto foes
Level 2 6 Permanency. Makes certain spells permanent
Fox’s Guile. Target gains 1d4+1 Cha for 1 hour / level 7 Stoneskin. Stops blows, cuts, stabs and slashes
8 Iron Body. Your body becomes living iron
9 Elemental Swarm. 2d4 Large, 1d4 Huge Iron Elementals.
Level 3
Befuddle. Confusion affects a single target
Claim from the Earth. Exhumes one person or object Horses Domain
Murmur of the Earth. Shock wave topples targets Granted Power: Clerics of Horses can maintain a hustle for
one half hour per point of constitution.
Level 4
Horses Domain Spells
Blast of Earth. 1d4+1/lvl blast of earth buries targets
1 Mount. Summons riding horse for 2 hours / level
Magnetic Covering. Target is immobilized by dust and rock
2 Expeditious Retreat. Doubles your speed
3 Phantom Steed. Magical horse appears for 1 hour / level
4 Heal Mount. As heal on warhorse or other mount
5 Summon Monster V. (Celestial or Fiendish Pegasus)
6 Summon Monster VI. (Celestial or Fiendish Unicorn)
7 Wind Walk. You and your allies turn vaporous and travel fast
8 Animal Shapes. One ally / level polymorphs into animal form
9 Summon Monster IX. (Nightmare)

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Negative Energy Domain Traps Domain


Granted Power: Clerics of Negative Energy cast all Inflict Granted Power: Clerics of Traps gain the rogue ability to
Wounds spells at +2 caster levels. detect traps when the search DC is higher than 20.

Negative Energy Domain Spells Traps Domain Spells


1 Bane. Enemies suffer -1 attack, -1 on saves vs fear 1 Alarm. Wards an area for 2 hours / level
2 Desecrate. Fills are with negative energy 2 Glyph of Warding. Inscription harms those who pass it
3 Animate Dead. Creates undead skeletons and zombies 3 Explosive Runes. Deals 6d6 damage when read
4 Circle of Doom. Deals 1d8+1/level damage in all directions 4 Fire Trap. Opened object deals 1d4+1/level damage
5 Unhallow. Designates location as unholy 5 Greater Glyph of Warding. Glyph deals 10d8 or level 6 spell
6 Harm. Subject loses all but 1d4 hit points 6 Guards and Wards. Array of magical effects protect area
7 Destruction. Kills subject and destroys remains 7 Symbol. Triggered runes have array of effects
8 Unholy Aura. +4 AC, +4 resistance, SR 25 vs good spells 8 Trap the Soul. Imprisons subject within gem
9 Energy Drain. Subject gains 2d4 negative levels 9 Imprisonment. Entombs subject beneath the earth

Positive Energy Domain Weaponry Domain


Granted Power: Clerics of Positive Energy can create a Granted Power: Clerics of Weaponry gain a +3 sacred bonus
Positive Energy Ward , a spell-like ability to grant herself or on Craft and Appraise rolls regarding weapons.
someone touched a +5 sacred bonus on all saves against
attacks utilizing negative energy (such as inflict wounds spells) Weaponry Domain Spells
and all special abilities of the undead. 1 Magic Weapon. Weapon gains +1 bonus
2 Spiritual Weapon. Magical weapon attacks on its own
Positive Energy Domain Spells 3 Keen Edge. Doubles threat range of slashing or piercing wpn
1 Bless. Allies gain +1 attack and +1 on saves vs fear 4 Greater Magic Weapon. +1 bonus / 3 levels (max +5)
2 Consecrate. Fills area with positive energy 5 Slay Living. Touch attack kills target
3 Negative Energy Protection. Resist level and ability drain 6 Blade Barrier. Blades encircling you deal 1d6 dmg / lvl
4 Death Ward. Immunity to death spells and effects 7 Legend Lore. Learn tales about a person, place or thing
5 Hallow. Designate location as holy 8 Iron Body. Your body becomes living iron
6 Heal. Cures all damage, diseases and mental conditions 9 Power Word: Kill. Kills one or more targets
7 Greater Restoration. restoration, plus restores levels and stats
8 Holy Aura. +4 AC, +4 resistance, SR 25 vs evil spells
9 True Resurrection. Resurrection, remains aren’t needed

Stone Domain
Granted Power: Clerics of Stone get the Toughness feat as a
bonus feat.

Stone Domain Spells


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

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Befuddle Clay Step


Enchantment (Compulsion) [Mind-Affecting] Transmutation
Level: Brd 2, Clt 2, Sor/Wiz 3 Level: Erb 1
Components: V, S, M Components: V, S, M
Casting Time: One action Casting Time: 1 action
Range: Medium (100 ft + 10 ft / level) Range: Close (25 ft + 5 ft / 2 levels)
Target: One creature Target: Once creature
Duration: 1 round per level Duration: Ten minutes
Saving Throw: Will negates Saving Throw: Special
Spell Resistance: Yes Spell Resistance: Yes

Creatures affected by this spell behave in a strange and ran- The target of this spell has his own strength turned against him
dom fashion, as per the confusion spell. as the earth in his body is weighed down. The target's speed and
Material Component: 2 half nut shells knocked together. jump distances are halved (rounded down).
Expeditious retreat dispels and counters clay step and is coun-
tered by clay step.
Blast of Earth Material Component: a pinch of wet clay.
Evocation (earth)
Level: Erb 4, Sor/Wiz 4
Components: V,S,M
Earth’s Defender
Casting Time: 1 action Transmutation
Range: Short (25 ft + 5 ft / 2 levels) Level: Erb 3, Drd 3
Area of Effect: Cone Components: V, S
Duration: Instantaneous Casting Time: 1 action
Saving Throw: Reflex half Range: Touch
Spell Resistance: Yes Target: One living creature touched
Duration: 1 minute / level
This spell creates a blast of hurtling earth in a cone of short Saving Throw: Will negates
range. The cone inflicts 1d4+1 impact damage per level of the Spell Resistance: Yes
caster, to a maximum of 10d4+10 damage. Creatures of up to
Large size struck by the cone who fail their Reflex save are par- By summoning the inner strength of the target, this spell allows
tially buried and must spend 1-2 rounds digging their way out. a creature to continue to function for a time after they normally
While digging their way out, they are considered prone and would have been laid low. For the duration of the spell, if the tar-
immobile. Those victims who make a successful reflex saving get ever drops to 0 (or lower) hit points, or would be knocked
throw suffer half damage and are not buried. Huge and larger- unconscious or even immediately killed, he instead may continue
sized creatures cannot be buried by this spell (but still receive to move and act normally for the duration of the spell. This effect
damage as normal). is broken if the target is reduced to -50 hit points.
Material Component: a small piece of fool's gold.
Essence of Earth
Claim from the Earth Enchantment
Transmutation Level: Erb 5, Drd 7
Level: Erb 2, Sor/Wiz 3 Components: V,S, M
Components: V,S Casting Time: 1 action
Casting Time: 1 action Range: Personal
Range: Short (25 ft + 5 ft / 2 levels) Target: You
Target: 1 Creature or 1 object up to 1 cu ft / level Duration: 5 minutes / level
Duration: Instantaneous
Saving Throw: Reflex negates This spell turns the caster into a walking incarnation of the
Spell Resistance: No earth. His features become a little sharper and more angular, and
his skin and hair take on a gray-brown tone. While this spell is in
Claim from the earth, the opposite of oubliette, causes the effect, the caster gains 25/ +1 DR and is immune to damage
ground to shift, gently raising to the surface any single buried from spells of 3rd level or lower. The caster's movement rate is
creature (dead or alive) or object designated by the caster. The also reduced by one-third (rounded down), and he cannot be
caster must know that such a creature or object exists for the affected by a haste spell.
spell to work, although he need not know its exact nature. For Material Component: 400 gp worth of gemstone dust.
example, the caster may elect to exhume a body buried in a
grave plot without knowing its identity or how long it has been
interred. If the creature or object to be exhumed is buried deeper
than ten feet, the spell fails.

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Fox's Guile Hands of Clay


Transmutation Transmutation
Level: Brd 2, Clt 2, Drd 2, Sor/Wiz 2 Level: Erb 1
Components: V,S,M/DF Components: V, S
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Personal
Target: Creature touched Target: You
Duration: 1 hour / level Duration: 1 minute
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless) This spell allows the caster the benefits of a spider climb spell,
but only when climbing on earthen or stone surfaces.
The target of this spell gains an enhancement bonus to
Charisma of 1d4+1 points, adding the usual benefits to all
Charisma-based skill checks, turning / rebuking undead, and so
Magnetic Covering
on. Transmutation
Arcane Material Component: a few hairs, or a pinch of dung Level: Erb 3, Sor/Wiz 4
from a fox. Components: V,S,M
Casting Time: 1 action
Range: Short
Granite Arms Target: One creature
Abjuration Duration: 4 rounds + 1 round / level
Level: Erb 3, Forge 3 Saving Throw: Fort partial
Components: V, S, M, XP Spell Resistance: Yes
Casting Time: 8 hours
Range: Touch When this spell is cast, the victim is covered in a "magnetic"
Target: Weapon touched field that attracts nearby loose earth, sand or gravel and dust. If
Duration: Permanent the victim fails a Fortitude saving throw, on the first round, he is
Saving Throw: Will negates (object) covered by a thin film of dust particles. Enough particles of signif-
Spell Resistance: Yes (object) icant size accumulate on the second round to cause a -2 circum-
stance penalty to the victim's armor class, attack rolls and all skill
This spell allows the caster to place a portion of his own checks that normally suffer from an armor check penalty. The vic-
essence within a blade, greatly strengthening the steel against tim suffers the effects of a slow spell on the third round. On the
wear and damage. The target weapon gains +5 hardness and +5 fourth round and thereafter, the victim is immobilized until a suc-
hit points. A weapon may only be targeted by this spell once. cessful dispel magic is cast upon him or the accumulated parti-
Material Component: Dust containing manganese or molybde- cles are washed away. Two gallons of liquid per size category of
num ore (5 gp value) the victim (ten gallons for man-sized creatures) can wash the
XP cost: 100 XP matter away.
If the victim makes his saving throw, the dust causes him only
to sneeze once, disrupting his concentration (DC 20
Guardian of Earth Concentration check to not lose a spell being cast).
Conjuration (Summoning) [Earth] Material Component: dried quicksand and magnetized iron fil-
Level: Erb 4 ings.
Components: V, S, M
Casting Time: 1 full round
Range: 10 ft Minor Curse
Effect: 1 50 sq. ft area + 5 sq. ft per level Transmutation
Duration: Permanent Level: Bok 2
Saving Throw: None Components: V, S
Spell Resistance: No Casting Time: 1 action
Range: Medium (100 ft + 10 ft / level)
This spell calls a medium-sized or two small earth elementals. Target: One living creature
They can obey simple commands from the caster, but must Duration: 10 minutes / level
remain in the area defined by the spell. No two spells of this type Saving Throw: Will negates
(including other "Guardian of…" spells) may have overlapping Spell Resistance: Yes
areas of effect.
Material Component: One small rock or two pebbles. This minor curse gives the target a -3 profane penalty on all
skill and ability checks, attack rolls and saving throws. A minor
curse can be dispelled or removed by any spell or effect that
removes the effects of a bestow curse spell.

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The ground upon which the victim formerly stood is immediate-


Mountain's Fortitude ly safe to walk upon but has obviously been disturbed, marking
Transmutation the site of the entombment. Regardless of the victim's size, his
Level: Erb 1 head is always located ten feet beneath the surface. In the case
Components: V, S of entombed objects, the top of the object is always ten feet
Casting Time: 1 action beneath the surface. If there is an open space ten feet beneath
Range: Personal the location where the spell is cast, then the target is deposited
Target: You there (with normal falling damage), without the knowledge of the
Duration: 1 minute (D) spellcaster.

Mountain's fortitude allows you to take on some of the enduring


qualities of a mountain. As long as you take no action (standard, Stony Purge
full round or move-equivalent) and aren't forced to make a Reflex Conjuration
saving throw, you gain damage reduction of 10 / +1. Level: Erb 1, Drd 1
Components: V, S, M
Casting Time: 1 action
Murmur of the Earth Range: Touch
Evocation Target: Creature touched
Level: Erb 2, Sor/Wiz 3 Duration: See text
Components: V, S Saving Throw: Fortitude half
Casting Time: 1 action Spell Resistance: Yes
Range: Close (25 ft + 5 ft / 2 levels)
Area: 2-dimensional cone parallel to a flat surface This spell sends a surge through the target's body, clearing our
Duration: Instantaneous all impurities it encounters. This causes 1d4 subdual damage,
Saving Throw: Reflex negates and grants the target a +5 resistance bonus against poison and
Spell Resistance: No disease for the next hour.
Material Component: a pinch of salt.
By striking the ground with your fist, you generate a shock
wave, accompanied by a low rumble, which topples creatures
and loose objects (flying creatures are unaffected). All creatures Swim Through Earth
in the affected area take 2d6 damage and are knocked prone. Transmutation
Level: Erb 3
Components: V, S
Oubliette Casting Time: 1 action
Transmutation Range: Touch
Level: Erb 5 Target: Creature touched
Components: V,S Duration: 1 minute / level (D)
Casting Time: 1 action Saving Throw: Will negates (harmless)
Range: Short (25 ft + 5 ft / level) Spell Resistance: Yes (harmless)
Target: 1 Creature or 1 object up to 1 cu ft / level
Duration: Instantaneous As meld into stone, except that it affects a willing creature by
Saving Throw: Reflex negates touch. In addition, the target can move through natural stone and
Spell Resistance: No earth at normal walking speed for the duration of the spell.

By means of this spell, the caster causes the target to be swal-


lowed by the ground beneath him. The ground beneath the target
suddenly collapses; a victim failing a Reflex save tumbles into
the hole created by the spell and is buried alive. The victim can-
not move and eventually suffocates unless freed as per the
drowning rules. A victim who makes a successful save leaps
clear of the hole and is not entombed. An entombed victim must
make a second Reflex saving throw to determine whether he
managed to get a good gulp of air while falling. If the saving
throw succeeds, he can hold his breath as normal. If the second
save fails, the victim was too startled to fill his lungs with air and
can hold his breath for only one-half the normal time, rounded
up.

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Tremor
Evocation
Level: Erb 2
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft + 10 ft / level)
Target: 100 ft radius area
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: No

Everyone caught within the area of effect of this spell (except


the caster) must make a Reflex save or be knocked prone.
Mounted characters must make a Ride check at a -5 penalty or
be thrown from their mount, taking 2d6 subdual damage. Staying
atop a horse that is knocked to the ground incurs the same
penalties as failing your saving throw.

Wall of Earth
Conjuration (Creation)
Level: Erb 2
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft + 5 ft / 2 levels)
Effect: Earthen wall, 1 5 ft cube per level
Duration: 1 minute / level

This spell creates a barrier of soft earth in an unoccupied area.


The barrier takes up a single 5 foot cube per level of the caster
and can be stacked, at most, 10 feet tall. This barrier has 10 hit
points per inch and can be toppled by a successful Strength
check (DC 25). The wall can be used as cover or used as a sim-
ple obstacle. When the wall is destroyed (or the duration
expires), the entire wall crumbles into dust and vanishes.
Material Component: a sprinkle of earth.

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librum equitis volume two
psionic devices
of the duankhat
The Duan'Khat (doo-on - kaht) were an ancient human city- Persistent MetaFragment
state controlled by six imperial families, each dedicated to one of The user can manifest one psionic power as if using the
the six known psionic disciplines. Their patron deity taught that Persistent Power metapsionic feat.
the psionic disciplines were his gift to their enduring reign. During Manifester Level: 10; Prerequisites: Craft Universal Item,
the peak of their rule, their temples researched many great Persistent Power feat; Market Price: 3,000 gp
psionic creations and are even credited with the creation of the
first psicrystals, trapping a small piece of a person's essence and Hidden MetaFragment
subconscious personality into a crystal matrix where it can grow The user can manifest one psionic power as if using the Hide
and become a semi-independent part of the psion. Power metapsionic feat.
More information on the Duan'Khat, their fallen city-state and Manifester Level: 10; Prerequisites: Craft Universal Item, Hide
their many wondrous creations will be the central focus of the Power feat; Market Price: 500 gp
2003 Ambient Inc. module, "Jungles of the Mind".
Maximizing MetaFragment
The user can manifest one psionic power as if using the
MetaFragments Maximize Power metapsionic feat.
MetaFragments, or "metashards" are very small fragments of Manifester Level: 10; Prerequisites: Craft Universal Item,
crystal, usually too flawed to be used in most psionic work, but Maximize Power feat; Market Price: 2,000 gp
not so insignificant in size and quality as to be used as skill
Shards. Each MetaFragment is charged with psionic energy Twinning MetaFragment
embedded in a power matrix to augment the manifestation of a The user can manifest one psionic power as if using the Twin
psionic power. Using a MetaFragment requires only that the man- Power metapsionic feat.
ifester be holding it in a hand or other grasping appendage and Manifester Level: 10; Prerequisites: Craft Universal Item, Twin
manifest a power "through" the MetaFragment, burning out the Power feat; Market Price: 3,000 gp
fragile psionic matrix within it in the process. This grants the ben-
efit of the encoded metapsionic feat to the power manifested Spellcasters & MetaFragments
through it. This does not increase the power point cost of the The energies imbued in a MetaFragment can be accessed by
psionic power it alters. MetaFragments are use-activated (but spellcasters also. With a successful DC 15 Psicraft or DC 20
manifesting psionic powers in a threatened area still provokes Spellcraft roll, a spellcaster can successfully use a
attacks of opportunity). A manifester may only use one MetaFragment with a divine or arcane spell.
MetaFragment on any given psionic power, but can also combine
the metapsionic augmentation from the MetaFragment with with
any metapsionic feat the character possesses (although these Chain Power [metapsionic]
obviously would affect the power point cost of the psionic power
You can manifest powers that arc to secondary targets.
manifested).
Benefit: The power manifested with this feat targets a single
primary target (if it normally targeted multiple targets or had an
Chaining MetaFragment
area effect, it becomes a single target power; cone powers
The user can manifest one psionic power as if using the Chain
become ray powers with this feat). The Power resolves against
Power metapsionic feat.
the primary target as normal. Once the power hits the primary
Manifester Level: 10; Prerequisites: Craft Universal Item, Chain
target, secondary rays then arc from the primary target to hit a
Power feat; Market Price: 2,000 gp
number of secondary targets. The manifester may generate a
maximum number of secondary rays equal to his caster level.
Delaying MetaFragment
The caster makes a ranged touch attack to strike each additional
The user can manifest one psionic power as if using the Delay
target. The caster may choose which secondary targets he hits,
Power metapsionic feat.
but they must all be within 30 feet of the primary target. While
Manifester Level: 10; Prerequisites: Craft Universal Item, Delay
more than one extra ray may be targeted at a secondary target,
Power feat; Market Price: 2,000 gp
the target will only suffer the results of one secondary ray, no
matter how many succeed in striking him. The manifester may
Enlarging MetaFragment
choose to affect fewer additional targets than the feat allows.
The user can manifest one psionic power as if using the
Secondary targets sufer half damage from the power. If the
Enlarge Power metapsionic feat.
power causes an effect other than damage, the save DC for sec-
Manifester Level: 10; Prerequisites: Craft Universal Item,
ondary targets is reduced by 4 points. For example, a chained
Enlarge Power feat; Market Price: 500 gp
disintegrate power's secondary targets would receive +4 to their
saving throw, and the characters would suffer only half damage
Extending MetaFragment
on a failed save.
The user can manifest one psionic power as if using the
A chained power costs a number of power points equal to its
Extend Power metapsionic feat.
standard cost +6.
Manifester Level: 10; Prerequisites: Craft Universal Item,
Extend Power feat; Market Price: 500 gp

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When active, the Shield Sphere provides a +2 shield bonus to
Dawn Spheres AC that stacks with any other shield or armor bonuses the owner
As crystals became more and more scarce, the Duan'Khat con- may have. Also, when active, the large metal shield circling the
ducted extensive research into the art of non-crystal psionic ener- owner's head can interfere with sight, causing a -4 circumstance
gy conduction such as psionic skins and psionic tattoos. One penalty on all Spot and Search rolls while the Dawn Sphere is
major breakthrough was the creation of the Dawn Spheres, 1 active. Activating or deactivating the Dawn Sphere requires a
inch diameter metallic spheres etched with psionic runes that command word.
hover, rotating about the head of the owner at a distance of 1d3 Caster Level: 12; Prerequisites: Craft Universal Item, Craft
feet. In order for the Dawn Spheres to have any effect upon the Psionic Arms and Armor; Market Value: 5,000 gp
owner, they must be in their orbital path and must be within 3 feet
of the owner's head. Mirror Sphere
The mirror sphere protects against gaze attacks and all forms
Attacking a Dawn Sphere is the same as attacking an attended of petrification. It grants its owner a +2 resistance bonus on all
object, with an AC of 19 (+4 size, +5 in-hand) plus the bearer's saving throws against gaze attacks and against any form of petri-
Dexterity bonus and the bearer's deflection bonus. This attack fication.
provokes an attack of opportunity. Dawn Spheres have a hard- Caster Level: 12; Prerequisites: Craft Universal Item, steadfast
ness of 10 and 5 hit points. gaze; Market Value: 2,000 gp

In order to grab a Dawn Sphere, the attacker must initiate a QuickSilver Sphere
grapple with the Dawn Sphere. The grapple check is made as if Bright and darting, the QuickSilver Sphere has an additional +4
the Dawn Sphere had a Strength of 10 and no size modifiers are dodge bonus to its own AC against attacks aimed at the sphere.
used for either party. If the grapple check succeeds, the attacker Additionally, it grants its owner a +2 speed bonus to initiative.
now has the Dawn Stone in his hand and possession. Caster Level: 12, Prerequisites: Craft Universal Item, combat
prescience; Market Value: 7,500 gp
A large variety of Dawn Spheres exist, duplicating many of the
effects of Ioun stones without requiring the valuable crystal com- Radiant Sphere
ponents used therein. They are difficult to tell apart, seemingly While the owner has the Radiant Sphere in use, all light
identical in construction except for the psionic runes and tracings sources in his or her possession illuminate an additional 20 ft
embossed across the entire spherical surface. beyond their normal range or radius.
Caster Level: 12; Prerequisites: Craft Universal Item, my light;
All the basic Ioun stones from the System Reference Market Value: 7,500 gp
Document are available as Dawn Spheres, in addition to the fol-
lowing.

Armed Sphere Non-Psionic Campaigns


These Dawn Spheres can spontaneously produce long pointed
shafts and blades of steel from their surface as they spin about. The Duan’Khat are also an interesting way to incorporate
By concentrating on a Arm Sphere, the owner can trigger this psionics into a non-psionic campaign. As the Duan’Khat civiliza-
effect, suddenly creating a 3-foot long blade extending from the tion was destroyed millenia ago, they are an easy method to
Dawn Sphere as a standard action. This blade gets a single introduce psionic items and some minor psionic abilities to a
attack at the owner's full attack bonus with a +2 surprise bonus campaign world that has no other psionics. This “dead race” has
the first time it is used in a combat, and never twice against the few artifacts left to this day, and no surviving members to pass
same opponent. An Arm Sphere blade is treated as a +1 scimi- on the psionic disciplines, thus not opening the can of worms
tar. Once it has been triggered, the owner can grasp the newly- that many people see as the psionic rules.
formed blade using the sphere as a handle as a move equivalent
action and wield it as a +1 scimitar. Otherwise the blade The items in this chapter were included for exactly this reason;
"retracts" instantly back "into" the sphere. none of them require the use of psionic characters or the psion-
Caster Level: 12; Prerequisites: Craft Universal Item, Craft ics rules (except for descriptions of the metapsionic feats in
Psionic Arms and Armor; Market Value: 4,000 gp question).

Psi Shielding
These sought-after Dawn Spheres provide 1 point of mental
hardness against any psionic attack performed by or against the
owner of the Dawn Sphere. While debilitating to a powerful
psion's own combat manifesting, they are an invaluable aid for
weaker psions or those who will be fighting against psionic crea-
tures who have unlimited uses of potentially deadly psionic attack
modes such as mind flayers. Jason Parent is a 30 year old cannuck living on a 200 acre chunk of
Caster Level: 12; Prerequisites: Craft Universal Item, Psychic privacy in Eastern Ontario with his lovely wife and two kids. He has been
Bastion feat; Market Value: 4,000 gp playing these crazy games since his introduction to the red box Basic
Rules set bought by his parents over 20 years ago. He was the webmas-
ter and chief writer for the largest CyberPunk fansite on the net. He still
Shield Sphere
ran original Basic Rules style campaigns for his family and friends until
This variant on the Arm Sphere can spontaneously generate a late 1999. With the advent of the d20 license, he put his gaming skills
rounded plate of steel extending from the Dawn Sphere as a towards the writing of d20 supplements. On line, he can usually be found
shield. Since the owner of the Dawn Sphere does not need to sneaking around the message boards at www.realmsofevil.net, even
wield the shield, it has no armor check penalty or arcane spell occasionally posting preview and playtest material there.
failure chance, nor does it take up one of the user's hands.
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INC.; AUTHORS M JASON PARENT, DENISE ROBINSON, CHESTER DOUGLAS II.
7. USE OF PRODUCT IDENTITY: YOU AGREE NOT TO USE ANY PRODUCT IDENTITY, INCLUDING
AS AN INDICATION AS TO COMPATIBILITY, EXCEPT AS EXPRESSLY LICENSED IN ANOTHER, INDE- LIBRUM EQUITIS VOLUME 2, COPYRIGHT 2001-2002, AMBIENT INC.
PENDENT AGREEMENT WITH THE OWNER OF EACH ELEMENT OF THATPRODUCT IDENTITY. YOU
AGREE NOT TO INDICATE COMPATIBILITY OR CO-ADAPTABILITY WITH ANY TRADEMARK OR
REGISTERED TRADEMARK IN CONJUNCTION WITH A WORK CONTAINING OPEN GAME CONTENT
EXCEPT AS EXPRESSLY LICENSED IN ANOTHER, INDEPENDENT AGREEMENT WITH THE OWNER
OF SUCH TRADEMARK OR REGISTERED TRADEMARK. THE USE OF ANY PRODUCT IDENTITY IN
OPEN GAME CONTENT DOES NOT CONSTITUTE A CHALLENGE TO THE OWNERSHIP OF THAT
PRODUCT IDENTITY. THE OWNER OF ANY PRODUCT IDENTITY USED IN OPEN GAME CONTENT
SHALL RETAIN ALL RIGHTS, TITLE AND INTEREST IN AND TO THAT PRODUCT IDENTITY.

8. IDENTIFICATION: IF YOU DISTRIBUTE OPEN GAME CONTENT YOU MUST CLEARLY INDICATE
WHICH PORTIONS OF THE WORK THAT YOU ARE DISTRIBUTING ARE OPEN GAME CONTENT.

9. UPDATING LICENSE: WIZARDS OR ITS DESIGNATED AGENTS MAY PUBLISH UPDATED


THE
VERSIONS OF THIS LICENSE. YOU MAY USE ANY AUTHORIZED VERSION OF THIS LICENSE TO
COPY, MODIFY AND DISTRIBUTE ANY OPEN GAME CONTENT ORIGINALLY DISTRIBUTED UNDER
ANY VERSION OF THIS LICENSE.

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

11. USE OF CONTRIBUTOR CREDITS: YOU MAY NOT MARKET OR ADVERTISE THE OPEN GAME
CONTENT USING THE NAME OF ANY CONTRIBUTOR UNLESS YOU HAVE WRITTEN PERMISSION
FROM THE CONTRIBUTOR TO DO SO.

55
Ambient Inc. www.DREADGAZEBO.com

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