Professional Documents
Culture Documents
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
TRADEMARK LOGO GUIDE AND SYSTEM REFERENCE DOCUMENT BY PERMISSION FROM WIZARDS OF THE COAST. SUBSEQUENT EDITIONS WILL INCORPORATE FINAL VERSIONS OF THE LICENSE,
GUIDE AND DOCUMENT.
DESIGNATION OF PRODUCT IDENTITY: THE FOLLOWING ITEMS ARE HEREBY DESIGNATED AS PRODUCT IDENTITY IN ACCORDANCE WITH SECTION 1 (E) OF THE OPEN GAME LICENSE, VERSION
1.0A: ANY AND ALL AMBIENT INC. LOGOS AND IDENTIFYING MARKS AND TRADE DRESS INCLUDING ALL AMBIENT INC. PRODUCT AND PRODUCT LINE NAMES INCLUDING BUT NOT LIMITED TO: THE
AMBIENT LOGO, DREADGAZEBO GAMING RESOURCES, LIBRUM EQUITIS; ANY LOCATIONS, GODS, HISTORIC EVENTS, ORGANIZATIONS; AND ANY AND ALL STORIES, STORYLINES, PLOTS, CHARAC-
TERS, THEMATIC ELEMENTS, FICTION AND DIALOGUE; AND ALL ARTWORK, SYMBOLS, DESIGNS, DEPICTIONS, ILLUSTRATIONS, MAPS AND CARTOGRAPHY, LIKENESSES, POSES, LOGOS, GRAPHIC
DESIGNS, EXCEPT SUCH ELEMENTS THAT ALREADY APPEAR IN THE D20 SYSTEM REFERENCE DOCUMENT AND ARE ALREADY OGC BY VIRTUE OF APPEARING THERE. THE ABOVE PRODUCT
IDENTITY IS NOT OPEN GAME CONTENT.
DESIGNATION OF OPEN CONTENT: SUBJECT TO THE PRODUCT IDENTITY DESIGNATION ABOVE, THE FOLLOWING PORTIONS OF LIBRUM EQUITIS VOL 1 ARE DESIGNATED AS OPEN GAME CONTENT:
ALL PRESTIGE CLASSES EXCEPT THE PRESTIGE CLASS DESCRIPTION (MATERIAL BETWEEN THE NAME OF THE PRESTIGE CLASS AND THE HIT DIE), ALL FEATS, SPELLS AND MAGIC ITEMS. IT IS
THE EXPRESS INTENT TO RELEASE ALL MATERIAL BASED ON THE SRD AS OPEN GAME CONTENT INCLUDING THE NAMES OF THE PRESTIGE CLASSES, ALL PRESTIGE CLASS ABILITIES, SPELLS,
FEATS AND MAGIC ITEMS. SPELL NAMES ARE RELEASED AS OPEN GAME CONTENT WITH THE EXCEPTION OF THOSE SPELL NAMES LISTED BELOW.
THE SPELL NAMES“TREMOR”, “HANDS OF CLAY” AND “ESSENCE OF EARTH” ARE PRODUCT IDENTITY COPYRIGHT 2001 BY ALDERAC ENTERTAINMENT GROUP FROM THEIR BOOK ‘ROKUGAN’
AND ARE USED UNDER LICENSE. THE SPELL NAMES “MURMUR OF THE EARTH” AND “GUARDIAN OF EARTH” ARE PRODUCT IDENTITY COPYRIGHT BY ALDERAC ENTERTAINMENT GROUP FROM
THEIR BOOK ‘MAGIC OF ROKUGAN’ AND ARE USED UNDER LICENSE. THESE SPELL NAMES ARE NOT OPEN GAME CONTENT.
SOME OF THE PORTIONS OF THIS BOOK WHICH ARE DELINEATED OGC ORIGINATE FROM THE SYSTEM REFERENCE DOCUMENT AND ARE © 2000 WIZARDS OF THE COAST, INC. THE FOLLOWING
MATERIAL IS BASED ON OPEN GAME CONTENT ORIGINATING FROM ‘ROKUGAN’ AND IS © 2001 ALDERAC ENTERTAINMENT GROUP., AND IS USED UNDER THE OPEN GAME LICENSE, VERSION
1.0A, ‘CLAY STEP’, ‘HANDS OF CLAY’, ‘TREMOR’, ‘EARTH’S DEFENDER’ AND ‘ESSENCE OF EARTH’ (SPELLS IN CHAPTER 2). THE FOLLOWING MATERIAL IS BASED ON OPEN GAME CONTENT
FROM ‘MAGIC OF ROKUGAN’ AND IS © 2001 ALDERAC ENTERTAINMENT GROUP, AND IS USED UNDER THE OPEN GAME LICENSE, VERSION 1.0A, ‘MOUNTAIN’S FORTITUDE’, ‘STONY PURGE’,
‘WALL OF EARTH’, ‘MURMUR OF THE EARTH’, ‘GRANITE STEEL’, SWIM THROUGH EARTH’, ‘EARTH’S DEFENDER’, AND ‘GUARDIAN OF EARTH’ (SPELLS IN CHAPTER 2). THE FOLLOWING MATERIAL
IS BASED ON OPEN GAME CONTENT FROM ‘ENCYCLOPEDIA ARCANE: NECROMANCY – BEYOND THE GRAVE’ AND IS © 2001 MONGOOSE PUBLISHING, AND IS USED UNDER THE OPEN GAME
LICENSE VERSION 1.0A, ‘SKULL SNARE’, ‘SHADOW SHAFT’, SHRIEKING MISSILE’ (FLETCHINGS IN THE BONE ARCHER PRESTIGE CLASS, CHAPTER 1). THE FOLLOWING MATERIAL IS BASED ON
OPEN GAME CONTENT FROM ‘SEAFARER’S HANDBOOK’ AND IS © 2002 FANTASY FLIGHT GAMES, AND IS USED UNDER THE OPEN GAME LICENSE VERSION 1.0A, ‘CRAFT SYMPATHETIC DOLL’
(ABILITY OF THE BOKOR PRESTIGE CLASS, CHAPTER 1). THE FOLLOWING MATERIAL IS BASED ON OPEN GAME CONTENT FROM ‘RELICS & RITUALS’ AND IS © 2001 CLARK PETERSON, AND IS
USED UNDER THE OPEN GAME LICENSE VERSION 1.0A, ‘CHAIN POWER’ (METAPSIONIC FEAT IN CHAPTER 3).
ALL CONTENTS OF THIS PUBLICATION, REGARDLESS OF DESIGNATION, ARE COPYRIGHTED YEAR 2001-2002 AMBIENT INC. ALL RIGHTS RESERVED. REPRODUCTION OR USE WITHOUT THE WRIT-
TEN PERMISSION OF THE PUBLISHER IS EXPRESSLY FORBIDDEN, EXCEPT FOR THE PURPOSE OF REVIEW.
THE MENTION OF OR REFERENCE TO ANY COMPANY OR PRODUCT IN THESE PAGES IS NOT A CHALLENGE TO THE TRADEMARK OR COPYRIGHT CONCERNED.
“D20 SYSTEM” AND THE “D20 SYSTEM LOGO” ARE TRADEMARKS OWNED BY WIZARDS OF THE COAST AND ARE USED ACCORDING TO THE TERMS OF THE D20 SYSTEM LICENSE VERSION 3. A
COPY OF THIS LICENSE CAN BE FOUND AT WWW.WIZARDS.COM.
“DUNGEONS & DRAGONS® AND WIZARDS OF THE COAST® ARE REGISTERED TRADEMARKS OF WIZARDS OF THE COAST, AND ARE USED WITH PERMISSION.”
THIS MATERIAL IS PROTECTED UNDER INTERNATIONAL COPYRIGHT LAWS. ANY REPRODUCTION OR UNAUTHORIZED USE OF THE NON-OGL MATERIAL OR ARTWORK CONTAINED HEREIN IS PROHIBIT-
ED WITHOUT THE EXPRESS WRITTEN PERMISSION OF AMBIENT INC.
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.
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.
1
Ambient Inc. www.DREADGAZEBO.com
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.
2
Ambient Inc. www.DREADGAZEBO.com
librum equitis volume two
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
3
Ambient Inc. www.DREADGAZEBO.com
librum equitis volume two
Skill Points per level: 2 + Int modifier
4
Ambient Inc. www.DREADGAZEBO.com
librum equitis volume two
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.
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).
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.
5
Ambient Inc. www.DREADGAZEBO.com
librum equitis volume two
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.
6
Ambient Inc. www.DREADGAZEBO.com
librum equitis volume two
7
Ambient Inc. www.DREADGAZEBO.com
librum equitis volume two
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.
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.
8
Ambient Inc. www.DREADGAZEBO.com
librum equitis volume two
9
Ambient Inc. www.DREADGAZEBO.com
librum equitis volume two
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.
10
Ambient Inc. www.DREADGAZEBO.com
librum equitis volume two
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
11
Ambient Inc. www.DREADGAZEBO.com
librum equitis volume two
stylized lute inside a circle somewhere on their body, usually on a
shoulder or shoulder blade.
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
12
Ambient Inc. www.DREADGAZEBO.com
librum equitis volume two
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.
13
Ambient Inc. www.DREADGAZEBO.com
librum equitis volume two
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.
14
Ambient Inc. www.DREADGAZEBO.com
librum equitis volume two
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.
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
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
15
Ambient Inc. www.DREADGAZEBO.com
librum equitis volume two
and Swim (Str).
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
16
Ambient Inc. www.DREADGAZEBO.com
librum equitis volume two
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
17
Ambient Inc. www.DREADGAZEBO.com
librum equitis volume two
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.
18
Ambient Inc. www.DREADGAZEBO.com
librum equitis volume two
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.
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.
19
Ambient Inc. www.DREADGAZEBO.com
librum equitis volume two
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
20
Ambient Inc. www.DREADGAZEBO.com
librum equitis volume two
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.
21
Ambient Inc. www.DREADGAZEBO.com
librum equitis volume two
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
22
Ambient Inc. www.DREADGAZEBO.com
librum equitis volume two
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)
23
Ambient Inc. www.DREADGAZEBO.com
librum equitis volume two
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.)
24
Ambient Inc. www.DREADGAZEBO.com
librum equitis volume two
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.
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.
25
Ambient Inc. www.DREADGAZEBO.com
librum equitis volume two
lows.
Hit Die: d10
26
Ambient Inc. www.DREADGAZEBO.com
librum equitis volume two
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.
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).
28
Ambient Inc. www.DREADGAZEBO.com
librum equitis volume two
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.
29
Ambient Inc. www.DREADGAZEBO.com
librum equitis volume two
foul throat and sending it sprawling from the impact. The priest's
staff skipped across the floor as his crimson blood sprayed up
30
Ambient Inc. www.DREADGAZEBO.com
librum equitis volume two
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.
31
Ambient Inc. www.DREADGAZEBO.com
librum equitis volume two
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.
Class Features Danger Zone (Ex): Evocations during mass warfare are not
32
Ambient Inc. www.DREADGAZEBO.com
librum equitis volume two
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).
33
Ambient Inc. www.DREADGAZEBO.com
librum equitis volume two
34
Ambient Inc. www.DREADGAZEBO.com
librum equitis volume two
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
35
Ambient Inc. www.DREADGAZEBO.com
librum equitis volume two
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
36
Ambient Inc. www.DREADGAZEBO.com
librum equitis volume two
Class Features
Timer All of the following are class features of the Timer prestige
class.
37
Ambient Inc. www.DREADGAZEBO.com
librum equitis volume two
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.
38
Ambient Inc. www.DREADGAZEBO.com
librum equitis volume two
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-
39
Ambient Inc. www.DREADGAZEBO.com
librum equitis volume two
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.
40
Ambient Inc. www.DREADGAZEBO.com
librum equitis volume two
41
Ambient Inc. www.DREADGAZEBO.com
librum equitis volume two
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).
42
Ambient Inc. www.DREADGAZEBO.com
librum equitis volume two
Class Features
All of the following are class features of the Venomous prestige
Venomous class.
43
Ambient Inc. www.DREADGAZEBO.com
librum equitis volume two
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.
44
Ambient Inc. www.DREADGAZEBO.com
librum equitis volume two
Class Skills
45
Ambient Inc. www.DREADGAZEBO.com
librum equitis volume two
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.
46
Ambient Inc. www.DREADGAZEBO.com
librum equitis volume two
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.
47
Ambient Inc. www.DREADGAZEBO.com
librum equitis volume two
Stone Domain
Granted Power: Clerics of Stone get the Toughness feat as a
bonus feat.
48
Ambient Inc. www.DREADGAZEBO.com
librum equitis volume two
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.
49
Ambient Inc. www.DREADGAZEBO.com
librum equitis volume two
50
Ambient Inc. www.DREADGAZEBO.com
librum equitis volume two
51
Ambient Inc. www.DREADGAZEBO.com
librum equitis volume two
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
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
52
Ambient Inc. www.DREADGAZEBO.com
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
53
Ambient Inc. www.DREADGAZEBO.com
librum equitis volume two
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.
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.
54
Ambient Inc. www.DREADGAZEBO.com
librum equitis volume two
OPEN GAME LICENSE VERSION 1.0A
12 INABILITY TO COMPLY: IF IT IS IMPOSSIBLE FOR YOU TO COMPLY WITH ANY OF THE TERMS
THE FOLLOWING TEXT IS THE PROPERTY OF WIZARDS OF THE COAST, INC. AND IS COPYRIGHT OF THIS LICENSE WITH RESPECT TO SOME OR ALL OF THE OPEN GAME CONTENT DUE TO
2000 WIZARDS OF THE COAST, INC ("WIZARDS"). ALL RIGHTS RESERVED. STATUTE, JUDICIAL ORDER, OR GOVERNMENTAL REGULATION THEN YOU MAY NOT USE ANY
OPEN GAME MATERIAL SO AFFECTED.
1. DEFINITIONS: (A)"CONTRIBUTORS" MEANS THE COPYRIGHT AND/OR TRADEMARK OWNERS
WHO HAVE CONTRIBUTED OPEN GAME CONTENT; (B)"DERIVATIVE MATERIAL" MEANS COPY- 13 TERMINATION: THIS LICENSE WILL TERMINATE AUTOMATICALLY IF YOU FAIL TO COMPLY
RIGHTED MATERIAL INCLUDING DERIVATIVE WORKS AND TRANSLATIONS (INCLUDING INTO OTHER WITH ALL TERMS HEREIN AND FAIL TO CURE SUCH BREACH WITHIN 30 DAYS OF BECOMING
COMPUTER LANGUAGES), POTATION, MODIFICATION, CORRECTION, ADDITION, EXTENSION, AWARE OF THE BREACH. ALL SUBLICENSES SHALL SURVIVE THE TERMINATION OF THIS
UPGRADE, IMPROVEMENT, COMPILATION, ABRIDGMENT OR OTHER FORM IN WHICH AN EXISTING LICENSE.
WORK MAY BE RECAST, TRANSFORMED OR ADAPTED; (C) "DISTRIBUTE" MEANS TO REPRODUCE,
LICENSE, RENT, LEASE, SELL, BROADCAST, PUBLICLY DISPLAY, TRANSMIT OR OTHERWISE DIS- 14 REFORMATION: IF ANY PROVISION OF THIS LICENSE IS HELD TO BE UNENFORCEABLE, SUCH
TRIBUTE; (D)"OPEN GAME CONTENT" MEANS THE GAME MECHANIC AND INCLUDES THE METH- PROVISION SHALL BE REFORMED ONLY TO THE EXTENT NECESSARY TO MAKE IT ENFORCEABLE.
ODS, PROCEDURES, PROCESSES AND ROUTINES TO THE EXTENT SUCH CONTENT DOES NOT
EMBODY THE PRODUCT IDENTITY AND IS AN ENHANCEMENT OVER THE PRIOR ART AND ANY 15 COPYRIGHT NOTICE
ADDITIONAL CONTENT CLEARLY IDENTIFIED AS OPEN GAME CONTENT BY THE CONTRIBUTOR,
AND MEANS ANY WORK COVERED BY THIS LICENSE, INCLUDING TRANSLATIONS AND DERIVATIVE OPEN GAME LICENSE V 1.0 COPYRIGHT 2000, WIZARDS OF THE COAST, INC.
WORKS UNDER COPYRIGHT LAW, BUT SPECIFICALLY EXCLUDES PRODUCT IDENTITY. (E)
"PRODUCT IDENTITY" MEANS PRODUCT AND PRODUCT LINE NAMES, LOGOS AND IDENTIFYING SYSTEM REFERENCE DOCUMENT COPYRIGHT 2000-2002, WIZARDS OF THE COAST, INC.;
MARKS INCLUDING TRADE DRESS; ARTIFACTS; CREATURES CHARACTERS; STORIES, STORY- AUTHORS JONATHAN TWEET, MONTE COOK, SKIP WILLIAMS, BASED ON ORIGINAL MATERIAL
LINES, PLOTS, THEMATIC ELEMENTS, DIALOGUE, INCIDENTS, LANGUAGE, ARTWORK, SYMBOLS, BY E. GARY GYGAX AND DAVE ARNESON.
DESIGNS, DEPICTIONS, LIKENESSES, FORMATS, POSES, CONCEPTS, THEMES AND GRAPHIC,
PHOTOGRAPHIC AND OTHER VISUAL OR AUDIO REPRESENTATIONS; NAMES AND DESCRIPTIONS ROKUGAN, COPYRIGHT 2001, ALDERAC ENTERTAINMENT GROUP
OF CHARACTERS, SPELLS, ENCHANTMENTS, PERSONALITIES, TEAMS, PERSONAS, LIKENESSES
AND SPECIAL ABILITIES; PLACES, LOCATIONS, ENVIRONMENTS, CREATURES, EQUIPMENT, MAGI- MAGIC OF ROKUGAN, COPYRIGHT 2001, ALDERAC ENTERTAINMENT GROUP
CAL OR SUPERNATURAL ABILITIES OR EFFECTS, LOGOS, SYMBOLS, OR GRAPHIC DESIGNS; AND
ANY OTHER TRADEMARK OR REGISTERED TRADEMARK CLEARLY IDENTIFIED AS PRODUCT IDEN- OPEN GAME CONTENT FROM THE TIDE OF YEARS COPYRIGHT 2001, MICHELLE A. BROWN
TITY BY THE OWNER OF THE PRODUCT IDENTITY, AND WHICH SPECIFICALLY EXCLUDES THE NEPHEW.
OPEN GAME CONTENT; (F) "TRADEMARK" MEANS THE LOGOS, NAMES, MARK, SIGN, MOTTO,
DESIGNS THAT ARE USED BY A CONTRIBUTOR TO IDENTIFY ITSELF OR ITS PRODUCTS OR THE SEAFARER’S HANDBOOK, COPYRIGHT 2001, FANTASY FLIGHT, INC.
ASSOCIATED PRODUCTS CONTRIBUTED TO THE OPEN GAME LICENSE BY THE CONTRIBUTOR
(G) "USE", "USED" OR "USING" MEANS TO USE, DISTRIBUTE, COPY, EDIT, FORMAT, MODIFY, OPEN GAME CONTENT FROM ENCYCLOPEDIA ARCANE: NECROMANCY - BEYOND THE GRAVE
TRANSLATE AND OTHERWISE CREATE DERIVATIVE MATERIAL OF OPEN GAME CONTENT. (H) COPYRIGHT 2001, MONGOOSE PUBLISHING
"YOU" OR "YOUR" MEANS THE LICENSEE IN TERMS OF THIS AGREEMENT.
CREATURE COLLECTION COPYRIGHT 200, CLARK PETERSON
2. THE LICENSE: THIS LICENSE APPLIES TO ANY OPEN GAME CONTENT THAT CONTAINS A
NOTICE INDICATING THAT THE OPEN GAME CONTENT MAY ONLY BE USED UNDER AND IN RELICS & RITUALS, COPYRIGHT 2001, CLARK PETERSON
TERMS OF THIS LICENSE. YOU MUST AFFIX SUCH A NOTICE TO ANY OPEN GAME CONTENT
THAT YOU USE. NO TERMS MAY BE ADDED TO OR SUBTRACTED FROM THIS LICENSE EXCEPT 3E TOWER COPYRIGHT 2000-2002, JOHN T. DODSON; AUTHOR JOHN T. DODSON
AS DESCRIBED BY THE LICENSE ITSELF. NO OTHER TERMS OR CONDITIONS MAY BE APPLIED TO
ANY OPEN GAME CONTENT DISTRIBUTED USING THIS LICENSE. DRAGONS COPYRIGHT 2001, ALDERAC ENTERTAINMENT GROUP, AUTHORS A.A. ACEVEDO,
J. DARBY DOUBLAS III, PETER FLANAGAN, ANDREW GETTING, MIKE LEADER, MIKE MEARLS,
3.OFFER AND ACCEPTANCE: BY USING THE OPEN GAME CONTENT YOU INDICATE YOUR JIM PINTO, REE SOESBEE, DOUGLAS SUN.
ACCEPTANCE OF THE TERMS OF THIS LICENSE.
UNDEAD COPYRIGHT 2001, ALDERAC ENTERTAINMENT GROUP, AUTHORS NOAH DUDLEY,
4. GRANT AND CONSIDERATION: IN CONSIDERATION FOR AGREEING TO USE THIS LICENSE, THE ANDREW GETTING, TRAVIS HEERMAN, MIKE MEARLS, JIM PINTO, REE SOESBEE, ERIC
CONTRIBUTORS GRANT YOU A PERPETUAL, WORLDWIDE, ROYALTY-FREE, NON-EXCLUSIVE STEIGER, DOUBLAS SUN AND RICH WULF.
LICENSE WITH THE EXACT TERMS OF THIS LICENSE TO USE, THE OPEN GAME CONTENT.
THE PRIMAL CODEX COPYRIGHT 2001, NETHERLAND GAMES, INC.
5.REPRESENTATION OF AUTHORITY TO CONTRIBUTE: IF YOU ARE CONTRIBUTING ORIGINAL
MATERIAL AS OPEN GAME CONTENT, YOU REPRESENT THAT YOUR CONTRIBUTIONS ARE LEGIONS OF HELL, COPYRIGHT 2001, GREEN RONIN PUBLISHING; AUTHOR CHRIS PRAMAS
YOUR ORIGINAL CREATION AND/OR YOU HAVE SUFFICIENT RIGHTS TO GRANT THE RIGHTS CON-
VEYED BY THIS LICENSE. ARCANA: SOCIETIES OF MAGIC, COPYRIGHT 2001, KEVIN BRANNAN AND JAMES
MALISZEWSKI
6.NOTICE OFLICENSE COPYRIGHT: YOU MUST UPDATE THE COPYRIGHT NOTICE POR-
TION OF THIS LICENSE TO INCLUDE THE EXACT TEXT OF THE COPYRIGHT NOTICE OF ANY PORTABLE HOLE FULL OF BEER (THIS PRODUCT CONTAINS NO ALCOHOL), COPYRIGHT 2002,
OPEN GAME CONTENT YOU ARE COPYING, MODIFYING OR DISTRIBUTING, AND YOU MUST ADD AMBIENT INC.
THE TITLE, THE COPYRIGHT DATE, AND THE COPYRIGHT HOLDER'S NAME TO THE COPY-
RIGHT NOTICE OF ANY ORIGINAL OPEN GAME CONTENT YOU DISTRIBUTE. THEE COMPLEAT LIBRUM OV GAR’UDOK’S NECROMANTIC ARTES COPYRIGHT 2002, AMBIENT
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.
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