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SUNDERLUND

TherealmsoftheGreatSunder ing
TherewasonceatimewhenShangtitauwasabeautifulworld,werenoblePaladinsfoughttheminionsoftheevilgodswiththeirrighteousmight.Whenwizardsscribed
greattomesofarcaneloreinmagicalskytowers.Whenthefeyelvesruledthewoodswithserenegrace.Whenthestoicdwarvesminedtheunderlandsandbuiltthemighty
Warforgedtodefendtherealmagainstthehoardsofthelowerplanes.ThosedayswhereshatteredwhentheClockworkHorrorscame,likeanendlessflowofgrindinggears
andclashingtools,theyporedintoourworld.Theresultingwarwaswagedinmeansbeyondimaginationandallwherelainlowasaresult.Godswereslainandentireraces
fledtootherworlds.Intheendourworldandfragmentsoftheadjacentplaneswheretornfromgreaterexistencewhendragonsbledamagicsogreat,itunboundthe
horrorsforalltime.Wearethechildrenandgrandchildrenofthesurvivorsandabandoned,leftadriftonaforsakenworldofruin.Withoutgodstopraytowearethe
fragmentsandshadowsofgloriesnowpast.

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TABLEOFCONTENTS
Topic Page Topic Page Topic Page Topic Page Topic Page

Races 3 Killoren 19 Binder 37 Bloodhound 65 Item Creation Feats 79

Bugbears 3 Lycanth 21 Blood Magus 39 Cabbalist 66 Technology and Wealth 82

Dragonwright 4 Troga 23 Clockwork Gestalt 42 Evangelist 67 Currency 82

Dream Dwarves 6 Whisper Gnome 24 Crusader 43 Fate Spinner 68 Armour Technology 83

Duergar 7 Vital Statistics 25 Psion 45 Great Elder 69 Weapons Technology 83

Elan 9 Character Background 26 Psychic Warrior 48 Horizon Walker 70 Starting Equipment 84

Elven Effigies 10 Home Community 26 Ranger 40 Nightmare Spinner 71 Invocations 85

Goblin 11 Family 28 Rogue 54 Psion Uncarnate 72 Novice Invocations 85

Goliath 11 Education 31 Spirit Shaman 56 Pyrokineticist 74 Apprentice Invocations 88

Halant 14 Life Events Thus Far 33 Soulknife 58 Shadow Walker 75 Journeyman Invocations 92

Hobgoblin 15 Relationships 34 Swordsage 60 Spymaster 76 Psionics 95

Human 16 Character Classes 36 Warblade 62 Stormbringer 77 Vestiges 95

Illumian 17 Barbarian 36 Alienist 64 General Feats 78 Supporting Books 97

Dungeons and Dragons v3.5 Setting Rule Modifications:


Heroic Character Level Limit = 11. What happens after? = each additional 10K xp gives + 1 feat or change 1 feat, + 1 level of skill
points, increases skill rank maximum, increases equip level, increases effective level for feat prerequisite. The number of skill points is
determined by prestige class (if they have one), else by the highest level class.
Level Adjustment of the race does not effect effective level but shifts the xp table by that number so an LA +2 race means 2nd level
costs 3k xp and plus levels over 11 cost 13k each. LA +3 is the maximum for this setting.
Heroic characters gain 1 feat at every odd level (up to 11th inclusive) and attribute increases at 4th and 8th.
Heroic characters get maximum hit points per hit die.
Non-heroic characters gain 1 feat at every even level (up to 6th inclusive) and an attribute increase at 4th.
Non-heroic classes have a level limit of 6, they gain an extra +2 skill points per level.
Non-Heroic characters get a variable number of hit points per hit die, up to the maximum die value, GM's Discretion.
Equip level = this is now only applied to magical equipment which is controlled via feat chains. All non-consumable magic items are
created in this manner and only intelligent items can be used by anybody. Consumable magic items are limited to oils, potions and
wands. Similar Psionic items are also available. See the feats section for more information.
The maximum power/maneuver/spell level for this setting is 6th and caster/maneuver/manifester level is 13. Bound Items can create
effects up to 7th level and caster/maneuver/manifester level 15 max.
All Wish and limited wish style spells and effects are unavailable.
All casters have the Enshew Materials feat effect for free cause tracking all that crap is a waste of time and the tradition forms of
magic are somewhat broken after the Great Sundering was performed by Dragons of Shangti-tau.
Extra-planar access is limited to portions of the following inner planes: Astral, Dreamscape, Elemental, Ethereal, Negative, Positive and
the Demi-plane of Shadow (where the spirits of the dead go).
When summoning any outer planes outsider (not conjuring), the summoner can choose to call a specific individual if it's name is
known and the target gets a Will saving throw vs summoners control). The HD limit of the spell still applies. If the True Name of the
target is used, the caster increases the saving throw DC by half their caster level.
Base DC for saves vs cast spells is a D20 roll instead of a base 10, although the caster can take 10 if the requirements of the take 10
option are met.
The only available PC classes and races for this setting are contained in this document. Where the details of a class or race in this
document differ from core rules, use the version in this document.
The Martial Law skill gives the character allows the character to learn the Exotic Weapon Proficiency Feat for free, if the character
spends at least 1 week of continuous training with the weapon and makes a DC20 skill check. Can take 10.
Cross class skills do not cost extra but are max rank limited to character level -1 . Speak Language is never cross class.
Ability scores should be created using the standard array of 13, 12, 11, 10, 9, 8 plus 12 discretionary points to buy attributes up to 18
at a 1 for 1 cost (Racial modifiers are added on top). This is 3 more points than the standard array and it has the additional benefit
that characters can be build without the DM being present..
Creatures without 360o perception, threaten and visually perceive in their front 180o arc and changing arc cost 5ft of movement.
Opponent outside a target's arc of threat are considered to be flanking.

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RACES
Race And Languages
All characters know how to speak Common. A dwarf, elf, gnome, half-elf, half-orc, or halfling also speaks a racial language, as
appropriate. A character who has an Intelligence bonus at 1st level speaks other languages as well, one extra language per point of
Intelligence bonus as a starting character. Any character except a barbarian can read and write all the languages he or she speaks.
Small Characters
A Small character gets a +1 size bonus to Armour Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks.
A Small characters carrying capacity is three-quarters of that of a Medium character.
A Small character generally moves about two-thirds as fast as a Medium character.
A Small character must use smaller weapons than a Medium character.

Bugbears
Bugbearslivealifebasedaroundsurvival,oftenbecomingrogues.Bugbearsalso
makeexcellentbarbarians.Theytendtobesoundmilitarytacticians,and
individualscanbehighlyintelligent.Bugbearsarelessfertilethanother
goblinoids,however,andhaveasmallerpopulation.Theyhavetocompetewith
racestheirsmallercousinsdon't,suchasgiantsandgiantkin.Individual
bugbearswillsometimesworkasmercenarieswithothersortsofgoblinkin,
actingasfrontlinemuscleorevenassumingleadershippositionsinhobgoblin
tribes.Theyassumemasteryovergoblinswheneveritsuitsthem.Goblinsare
alwaysquickontheirtoeswhenbugbearsarearound,fortheunwaryareliable
toendupinabugbearstewpot.Bugbearsarecarnivoreswhosurviveprimarily
byhunting.Theywilleatanythingtheycankill,includingsentientbeings.
Intrudersareconsideredavaluablesourceoffood,sobugbearsrarelybotherto
negotiatewiththem.Theyhaveafondnessforglittery,shinyobjectsand
weapons,however,sotheywillsometimesparleyiftheythinktheycanget
somethingexceptional.Bugbearsalsoenjoystrongwineandale,sometimesto
excess.Rarely,theywilltakeslaves.
Physicalcharacteristics: Bugbearsresemblehairy,feralgoblinsstanding
sevenfeettall.Theytaketheirnamefromtheirnosesandclaws,whichare
similartothoseofbears.Theirclawsarenotlongandsharpenoughtobeused
asweapons,sobugbearsoftenarmorandarmthemselveswithavarietyof
purloinedgear.Mostoften,thisgearissecondrateandinpoorrepair.Bugbear
eyesaregreenishwhitewithredpupils,andtheirwedgeshapedearsrisefrom
thetopsoftheirheads.Mostbugbearshavehidesrangingfromlightyellowto
yellowbrownandtheirthick ,coarsehairrangesfrombrowntobrickred.The
bugbearsoftheLandofBlackIceareknowntohavebluefur.Bugbearshave
exceptionalsightandhearing,abletoseeinpitchdarkness.Theymovewith
amazingstealth.Unliketheirsmallercousins,bugbearsoperateequallywellindaylightandgreatdarkness.Abugbearisconsideredmaturebytheageof
11.Theyliveforapproximately75years.
Society:Bugbearsliveinloosebands.Bandsof24ormorewillbeledbyachiefandasubchief.Femalesarenotgiventhesameopportunitiesas
males.Bugbearsarelesspreoccupiedwithmassbattlesthanmostgoblinoids,partiallybecausetheycan'taseasilyaffordthelosses,andpartiallybecause
theirchaoticnaturemakesorganizingtheminarmiesdifficult.
Religion:Bugbearshavetheirownpantheon,ledbyHruggek.OthermembersofthebugbearpantheonincludeGrankhulandSkiggaret.Otherentities
worshipedbybugbearsincludeErythnul,Geryon,andIuz,andMeriadaroftenreceivestheworshipofthosebugbearswhohaveforsakenevil.The
bugbeargodsaremartial,butmorediversethanthoseofthegoblinsandorcs.Localbugbearpantheonsalsohaveminordeitiesoffertility,earth,and
death;sometimes,thebugbearstreatthedemigodStalkerastheirdarkness/deathgod.ManybugbearsofamoreorderlybentserveBaalzebul.Bugbear
priestsandshamanstendtobemoreinventiveinboththeirmagicuseandtheirmythsthanmostgoblinoids,asbefitstheirchaoticnature(inthe
flexible/creativesense)andhigherintelligence.Evenso,theircreatorgodHruggeksitsinacaveinPandemoniumsurroundedbyseveredheads,sothere's
littlequestionofthefundamentalbugbearattitude.Bugbearstendtobemoresubtlethanothergoblinoids,however.Theyarealwayswatchfulforomens
fromthegods,particularlyintheformoflightningorviolentweatherchanges.TheyseektostayonthegoodsideofSkiggaret,theirgodoffear,who
sendsomensintheformofsuddenchills,therisingofhackles,andmagicalpoolsofdarkness.
Language: BugbearsspeaktheGoblintongue.Asspokenbybugbears,itisafoulsoundingmixofgrunts,snarls,andgesturesthatcausesmany
outsiderstounderestimatetheirintelligence.
Bugbear Racial Traits
+4 Strength, +2 Dexterity, +2 Constitution, 2 Charisma.
Humanoid (Goblinoid)
Medium size.
A bugbears base land speed is 30 feet. Climb speed at 15 feet.

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Darkvision out to 60 feet.
Scent Ability: This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.
+3 natural armor bonus.
Weapon and Armor Proficiency: A bugbear is automatically proficient with all simple weapons.
+4 racial bonus on Move Silently checks.
Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
Technology: Bronze Age.
Habitat: Any; Forests or Ruins.
Level Adjustment: +2.

Dragonwright
Amongthehumanoidraces,Dragonwrightarethemostcreative,experimental,andvaried.
MostgeneralitiesaboutDragonwrightscollapseunderexamination,becauseeach
Dragonwrightdisplaysauniquephilosophyandbehaviour.Whatsmosttrueofthemasa
groupisthatthesedragonbloodhumanoidshaveaverystrongracialinclinationtoward
sorcery.Ithaslongbeenknownthatmanybloodmagushavedragonbloodintheirveins.
Forthemajorityoftheseindividuals,theirspellcastingabilitiesareoftentheonlyhintof
theirdraconianheritage,butsometimestheevidenceisclearer.SincetheGreatSundering,
whentwohumanbloodmagusproduceachild,theinfantdisplaysdecidedlydraconian
featuresandphysiology.Thechildis,infact,aDragonwrightratherthanamemberof
eitheroftheparentsraces.Inmuchmorerareinstances,abloodmagusofgreatpower
producessuchachildbymatingwithsomeonewhoisnotabloodmagus.Tothosewho
believethatsome(orall)bloodmagushavedraconianheritage,thesechildrenarestrong
evidenceofthetheorystruth,ifsuchachildsdraconiancharacteristicsdidnotcomefrom
thebloodmagus,thenhowelsetoaccountforthem?Incertainsituations,aDragonwright
infantmightarousespeculationaboutthemothershavingmatedwithadragonandmight
bemisidentifiedasahalfdragon.Dragonwrightare,however,adistinctrace.Theybreed
trueamongthemselvesandareunabletointerbreedwithotherhumanoids.
Appearance:Dragonwrightexhibitallthebestcharacteristicsofdragonsinacompact
humanoidform.Theirskin,formedoflustrousscales,comesinawidevarietyofhues,
includingnearlyeverycolouroftherainbow.NoDragonwrightismerelyonecolour,but
eachdisplaysarichspectrumofvariantsonhismaincolour.ADragonwrightwhoisprimarilygreenmighthavepatternsofadeeper,forestgreenover
hisbody,fingernailsandtoenailsofaslightlylightergreen,andeyeridgesandnostrilsthatareadeepgreenishaquamarine.Thecolourationiscomplex,
makingaDragonwrightlookmuchmoreelegantthanotherscaledhumanoidssuchaskoboldsorlizardfolk.
Clothing:Dragonwrightdresseccentrically,buttheireffusivecharmenablesthemtocreatepleasinglooks.Thefashionsandstylingstheyuseare
clearlyandpurposefullyunconventional.EveryaspectofdressingisavariablethatDragonwrightexperimentwith.
Grooming:Inpersonalgrooming,Dragonwrightutiliseasmuchcreativityastheydowiththeirattire.Whileindividualstendtokeepthemselvesvery
clean,Dragonwrightgroomingtechniquesallowfornearlyinfinitevariationsononesappearance.ADragonwrightsinnatevanityisoftenovercomeby
hisdesiretomakeastatementwithanewmethodofbodyadornment.
Psychology:Ofallthewondrousaspectsoftheworld,themostexquisiteismagic.Dragonwrightfeelthepulloftheirdragonbloodtowardthemagic
thatsuffusestheirverybeings.Magicsingsandthrumsthroughoutthemultiverse,butitresonatesmorestronglyandpurelyintheDragonwrightrace
thanitdoesinanyotherhumanoids.
Apologies:ADragonwrightcantbringhimselftoapologiseforanything.Perhapstheoutcomewasntwhatheanticipated,buttryingtheactionwas
whathefullyintendedtodo.Oneshouldntapologiseforsomethingonemeanttodo.ParentsofDragonwrightchildrenquicklylearnthatdemanding
theirchildapologiseforanyactioneitherleadstoarebelliousbuttruthfulrefusalorawhitelie.Falseapologiesbecomemoreapparentwhenthechild
resumestheactivitythatpromptedthesituationinthefirstplace.
DragonwrightLife:Dragonwrightapproachlifewithintensity,alwayslivinginthenow,andcaringlittleaboutthepastorfuture.A
Dragonwrightwholeheartedlypursueswhateverhesdoingatthemoment.Hiscurrentcareer,hobby,orrelationshipisofparamountimportance.He
ardentlybelieveswhateverheprofessesandwhathevaluesatanyparticulartimeispermanentforhim.Thatisthetruthofthemoment.Withthe
exceptionsofsorceryandfamily,Dragonwrightneverpursuethesameobjectiveorfeelthesamewayforverylong,though.Theirinterestschange,they
growbored,ortheysimplyfindsomethingorsomeonenewer.
War:Dragonwrightplayatwar,astheydomostotheraspectsoflife.Theyoftenfindbattleandwaracceptableresponsestoprovocationandthreats.
Sometimestheyevenstartthealtercation.Nomatterwhattheirmotivations,eachconflictfindsDragonwrightrallyingbothforandagainstthecause.
ForaslongasaDragonwrightholdsabelieforphilosophy,itbecomeshisonetruepath,eventhoughinayearstimehemightholddifferentviews.Some
Dragonwrightarekeentoassertordefendtheirpaths,willingtoriskdeathtopreservecurrentbeliefs.Intensecreatures,Dragonwrightdokillanddie
fortheirideologies.WhileDragonwrightmayfeelaninitialthrillatgoingtowar,theyusuallytireofbattlequickly.Prolongedsufferingandneedless
bloodshedcanpersuadethestaunchestDragonwrightthathisviewsmightneedsomeexaminationandalteration.Suchchangesofheartoftenleadtothe
cessationofwar.
Death:Deathisyetanotheradventure,butitpresentsanobstacletoworldlydesiresandpursuits.Dragonwrightusuallyreturntothecallofaraise

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deadorresurrectionspell,feelingthattheydiedprematurely.Thejoyandstrifeoflivingisbetterthantheafterlife.However,deathspeakstothe
Dragonwrightsensibilities.Theygreetthepassingofalovedonewithagreatdealofpomp,sinceregrief,andhistrionics.Funeralsandmemorialservices
areelaborateaffairsdesignedtocelebrateandexemplifythelifeandinterestsofthedeparted.SinceaDragonwrightmighthaveindulgedinmany
differentpursuitsandfriendshipsoverthecourseofhislife,tributescanbeverylongandcomplicated.Often,eulogistsuseachronologicalapproach,
schedulingspecifictimesfordifferenterasofthedeadDragonwrightslife.Mournersusuallyshowupduringtheintervalsdevotedtothetimeswhen
theyassociatedwiththeDragonwright.Ingeneral,onlythefamilyandtheclosestfriendsofthedeceasedattendtheentirehomage.Havingallowed
theirnaturalamoralitytobecometwisted,someDragonwrightbecomeinterestedinwhateternalundeathhastooffer.
ChangeableRituals: Dragonwrightplaceastrongemphasisuponritual.EachDragonwrightadoptsapersonalised,precisewaytoaccomplishany
task.Whatisdoneandthewayinwhichitisdoneishighlyindividualised.OneDragonwrightmighthaveaneatingritualinwhichfoodisconsumedin
aparticularorder.Perhapsfoodsareeateninorderofcolouralldarkcolouredfoodsconsumedfirst,followedbydisheslighterincolour.Another
individualmightalwaysreadabookbystartingwiththelastchapter,thenreadingtherestofthebookfromthefronttotheback.Notallritualsare
abouttheorderinwhichsomethingisdone.Thisidiosyncrasymightmanifestinsomethingassimpleasonlydressinginshadesofblueorasbizarreas
speakingonlyinquestions.TheseritualisticbehavioursareasshortlivedasanyotherofaDragonwrightsinterests.Afterafewdays,weeks,months,or
years,theDragonwrighttiresofthesamenessandmakesachange,possiblyaltering,reversing,orabandoninghispreviouslyestablishedpattern.
SocietyAndCulture:Dragonwrightplaceastrongemphasisontheindividual,evenabovethecommunity.Theyholdselfrealisationasamajor
motivation.Theworldofferssomuchtoexperience,tolearn,andtofeel.Dragonwrightphilosophystatesthat,sinceeveryindividualoccupiesaunique
physicalplaceintheuniverse,notwoindividualscaneverhaveexactlythesameexperience.Everyonestandsinadifferentplace,makinghisangleof
perceptiondifferentfromthatofeveryother.Dragonwrightextendthisphilosophyofuniqueplacementtothesocial,emotional,andintellectual
dimensions.Thedifferingvantagepointsofeachindividualarewhatmakehimorherunique.Dragonwrightvaluethesedifferencesandexplorethem
boththroughtheirdailymeditationsandthroughseekingadiversityofactionsandexperiences.Theycallthisfollowingonesblood.Dragonwright
valuedifferences,buttheyhaveanoddapproachtowardprejudiceandintolerance.Asawhole,Dragonwrightsocietyacceptseverything.Sinceitsso
thoroughlypartofDragonwrightnaturetoexperiment,goingthroughdifferentfadsorphasesofphilosophy,tolerancetendstobethedefaultattitude.
However,aspartofaDragonwrightspersonalgrowth,hemightadoptanextremistview,perhapsaprejudicebasedonculture,race,oralignment.
Dragonwrightculturetoleratesthesefringephilosophies,mostlybecauseoneDragonwrighthaslittlepowertoenforcehisviewsonothers.Other
Dragonwrightarebusywiththeirownpursuits.Itsokaytobeadevoutpacifistwhoconsumesonlyfoodanddrinkthatwascreatedbymagicbecause
killinganything,forfoodorotherwise,isabhorrent.Itsequallyokaytobeintolerantofsuchpacifistmagivores.
Dragonwright Racial Traits
+2 Charisma, 2 Constitution. Dragonwright are charming creatures who often neglect their physical bodies while pursuing intellectual
or social interests.
Medium: As Medium creatures, Dragonwright have no special bonuses or penalties due to their size.
Dragonwright base land speed is 30 feet.
Low-Light Vision: A Dragonwright can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor
illumination. He retains the ability to distinguish colour and detail under these conditions.
Humanoid (dragonblood): Dragonwrights are humanoids with the dragonblood subtype. For all effects related to race, a Dragonwright
is considered a dragon.
Blood Quickening: Each day, a Dragonwright can perform a draconian meditation to gain a benefit. Variations of this meditation are
described in the Blood-Quickening Meditations.
Automatic Languages: Common and Draconic. Bonus Languages: Dwarven, Elven, Giant and Gnome.
Technology: Bronze Age.
Habitat: Any; Plains, Hills or Ruins.
Level Adjustment +0
Blood-Quickening Meditations
As part of his daily introspection, a Dragonwright focuses his mind with mental exercises for one hour, attuning him to benefits tied to
one of the dragon aspects, which are much like Vestiges. This blood-quickening meditation, as it is called, centers a Dragonwrights
mind on his sorcerous nature and enhances it by connecting it to a draconian vestige of those destroyed in the Great Sundering. Each
day, a Dragonwright chooses one meditation to perform and can gain no other benefits from another meditation until the next day.
The benefits of the performed meditation last for 24 hours.
Meditations that grant a bonus on a check provide a racial bonus equal to half the Dragonwrights character level.
Feats gained are temporary but otherwise treated as if the Dragonwright had taken the feat, except that having the feat in question
doesnt count for the purpose of meeting any requirements or prerequisites. The meditations are individualized according to the dragon
deity and to suit the particular Dragonwright. Each Dragonwright performs the blood-quickening meditation differently each timethe
important thing to the Dragonwright is to sharpen his wits and focus his power. The meditation need not be a solitary exercise.
Sometimes a Dragonwright involves members of his household or other companions in these mental calisthenics. Most Dragonwrights
try to perform each different meditation at least once every year.
Aasterinian: When a Dragonwright focuses on this whimsical deity's trickery, originality, and quick thinking, he gains a bonus on
Disguise checks and the use of the Improved Counterspell feat three times on that day.
Astilabor: Focusing on the Hoardmistress brings about a sharpened perception of the value of things. The Dragonwright gains a bonus
on Appraise checks and has unlimited use of the mend spell as a spell-like ability for the day (limited to items owned by the caster fro at
least 24hrs).
Bahamut: Meditating upon the King of the Good Dragons enhances a Dragonwrights ability to oppose evil creatures. When he casts a
spell, he can choose any creature targeted by or within the area of that spell. If the selected creature is evil, the spell deals 2d6 points
of damage to it in addition to the spells normal effects. A Dragonwright can use this ability three times on the day this meditation is
performed.
Chronepsis: Meditation upon the Silent imbues a Dragonwright with a bonus on Listen checks and the use of the Silent Spell feat for

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the day.
Falazure: Focusing upon the Night Dragon attunes a Dragonwright to the immensity and power of death. He can treat all inflict spells
as being on his spell list for the purpose of using spell completion and spell trigger magic items on that day.
Garyx: Considering the power of the All-Destroyer evokes ways in which to broaden the power of spells, especially the destructive
kind. A Dragonwright who performs the meditation of Garyx can use the Widen Spell feat twice on that day.
Hlal: When a Dragonwright performs the meditation of Hlal, he revels in the expansiveness of life and indulges in a grand, hyperbolic
consideration of existence and magic. He gains a bonus on Perform (storytelling) checks and the use of the Heighten Spell feat three
times on that day.
Io: A Dragonwright who considers the role of the Great Eternal Wheel in the multiverse acquires insight into the workings of magic.
He gains a bonus on Spellcraft checks and the use of the Empower Spell feat three times on that day.
Lendys: Contemplating the Scales of Justice requires a stillness of mind and body. A Dragonwright who does so gains a bonus on
Concentration checks and the use of the Still Spell feat for the day.
Tamara: Meditating about Her Mercy renders a Dragonwright better able to sustain life and thwart death. He treats all cure spells as
being on his spell list for the purpose of using spell completion and spell trigger magic items on that day.
Tiamat: Focusing on the Creator of Evil Dragonkind enhances a Dragonwrights ability to oppose good creatures. When he casts a
spell, he can choose any creature targeted by or within the area of that spell. If the selected creature is good, the spell deals 2d6 points
of damage to it in addition to the spells normal effects. A Dragonwright can use this ability three times on the day this meditation is
performed.

DreamDwarves
Dreamdwarvesfeelthehillsslumberbeneaththem.Theyseetheworldasaresting
giantofinestimablepower,andtheyarecaughtinthedreaming.Whileotherdwarves
shapemetalandstone,dreamdwarvescontemplateandmeditate.Wiseandcautious,
theyunderstandnatureinawayatoncesimilartoandwhollyalientothe
understandingofdruidsandshamansofotherraces.Dreamdwarvesshareasortof
collectivesubconsciouswiththeworldaroundthem,aphenomenontheycalltheearth
dream.Theearthdreamshapesmanyaspectsofadreamdwarfslife,andno
discussionofdreamdwarvescanbecompletewithoutatleastsomeunderstandingof
theearthdream.Theearthdreamisapowerfulforce,andmembersofotherracescan
occasionallyfeelitspullandbecomeearthdreamers(seeRacesofStone,page110).
Personality:Dreamdwarveshavelittleofthenaturalcraftsmanshipofother
dwarves,andtheyinsteadspendmanyhoursinsombercontemplationoftheearth
dream.Theyareinquisitive,andtheyseektosupplementtheinformationandwisdom
theygainfromtheearthdreamwithpersonalexperience.Tothosewhodontknow
themwell,dreamdwarvescanseemshyorwary,butintruththeyaremerelyreserved;
theyaremorelikelytoutteronecarefullychosenphrasethanengageinaprolonged
discussion.
PhysicalDescription: Dreamdwarvesstandabout4feettallandweighabout
10to15poundslessthanatypicaldwarf.Theirskincolorrangesfromdarkgreyto
deepbrown,andtheirhairisdarkbrownorblack.Theyhavepaleeyes,usuallygreen
orblueincolorbutwiththeoccasionallavenderorpalered.Dreamdwarvesusually
decoratetheirclothingwithabstractsymbolsthatrepresentimportantpersonal
experienceswithintheearthdream.
Relations:Dreamdwarvesgetalongwellwithotherdwarves,wholookuptothemasshamansandprophets.Theyalsogetalongwellwithgnomes,
whosharetheirloveoftheearth,andtheyevenenjoythecompanyofgoliathsandhalant.Theyarefriendlywithspiritshamansofanyrace,sharingthe
classsloveofnatureandnaturalpower.Theirsilentandmysticaldemeanorcancausehumans,elveneffigies,anddragonwrighttothinkdreamdwarves
alittlestrange,butrarelycausessignificantproblemsinrelationshipswithmembersoftheseraces.
Alignment:Dreamdwarvesaremostoftenneutralgood.Theyshareabondwiththeearthandtheearthdream,andthisbondhelpsthemseethepower
andenergyinherentinapeacefullife.Asaresult,mostdreamdwarvesremainkindandgoodheartedeventhroughadversity,andtheyvalueabalance
betweenlawandchaos.
DreamDwarfLands:Dreamdwarvesalmostalwaysbuildtheirhomeswithinornearthoseofotherdwarves,andmanymembersofotherraces
dontevenrealizethatdreamdwarvesareaseparatesubrace.Theirhomesareoftenunderground,embodyingtheirloveoftheearth.Occasionally,dream
dwarvesformsmall,secludedmonasterieshighuponamountainsideinanefforttobecomeclosertotheearthdream.
Religion:Theirprimarydeityistheearthitself,asexpressedbythecollectiveexperiencethatdreamdwarvescalltheearthdream.
Language:DreamdwarvesspeakDwarven.
Names:Dreamdwarvesplacegreatsignificanceontheirnames,believingthateventhemostcommonversionofanamecarriespower.Theirnamesare
likelytochangeovertime,astheyincorporatenewsyllablesorwordsintotheirnames.Dreamdwarvesbelievethattheyfindthesewordsandsyllables
withinthedepthsoftheearthdream,andtheyincorporatethemintotheiridentitiesoutofreverenceandtoshowthattheyunderstandthepowerofthe
earth.Itisquitelikelyforadreamdwarfsnametochangeorgrowlongerafterhegoesthroughaparticularlyharrowingordangerousexperience;as
such,itsusuallytruethatanaccomplisheddreamdwarfadventurerhasalong,intricatenamethatrecallshisgreatestexploits.

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MaleNames:BrenIol,Bollinak ,CarInnul,Derinar,Harar,Malanath.
FemaleNames:Allalia,Assanae,Giallin,KulaTai,Mala,Shelbath.
ClanNames:Brekaran,Esstranak ,Penathan,Quwerthena,Skarnath.
Adventurers:Dreamdwarfadventurersseekthewisdomthatcomesfrompersonalexperience.Some,drivenbytheearthdreamsurgings,wanderto
findmoreofwhattheyveseeninthedream.Othersseektoescapethedreamandtheirpeoplesinvolvementinit,travelingtootherlandstoberidofits
pull.Mosthowever,travelandadventuretobetterunderstandthepartsoftheearthdreamthattheycansense,toexperiencethedreaminotherplaces,
andtobroadentheirownunderstandingoftheworld.
Dream Dwarf Racial Traits
+2 Constitution, 2 Dexterity: Dream dwarves are as tough as other dwarves (and stronger of personality), but they are a bit clumsy
and slow to react.
Medium: As Medium creatures, dream dwarves have no special bonuses or penalties due to their size.
Dream dwarf base land speed is 20 feet. However, dream dwarves can move at this speed even when wearing medium or heavy
armour or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
Darkvision: Dream dwarves can see in the dark out to 90 feet. Darkvision is black and white only, but it is otherwise like normal sight,
and dream dwarves can function just fine with no light at all.
Stonecunning: Dream dwarves have the same knack for finding unusual stonework that dwarves do. This ability grants a dream dwarf
a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when
built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isnt stone but that is disguised like
stone also counts as unusual stonework. A dream dwarf who merely comes within 10 feet of unusual stonework can make a Search
check as if he were actively searching, and a dream dwarf can use Search to find stonework traps as a rogue can. A dream dwarf can
also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dream dwarves have
a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
Weapon Familiarity: Dream dwarves treat dwarven war-axes and dwarven urgroshes as martial weapons rather than exotic weapons.
Stability: Dream dwarves are exceptionally stable on their feet. A dream dwarf gains a +4 bonus on ability checks made to resist being
bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the
ground).
+2 racial bonus on Diplomacy checks made with creatures of the earth subtype: Dream dwarves get along well with earth elementals
and similar creatures.
Dream Sight (Su): A dream dwarf can see ethereal creatures as easily as she sees material creatures and objects. A dream dwarf can
easily distinguish between ethereal creatures and material ones, because ethereal creatures appear translucent and indistinct.
Spell Power: When in contact with the ground, a dream dwarfs effective caster level when casting divination spells or spells with the
earth descriptor increases by 1. This increase applies when determining level-dependent spell variables and on caster level checks. This
increase stacks with other spell power abilities, such as from the hierophant prestige class.
Automatic Languages: Common and Dwarven. Bonus Languages: Draconic, Elven, Gnome, Terran, Undercommon.
Technology: Medieval.
Habitat: Any; Mountains, Ruins or Underlands
Level Adjustment: +0

Duergar
Theduergar,orgreydwarves,aregrimfolkwholeadlivesofneverendingtoilingreatunderground
foundrycities.Thetypicalduergarrealmiseverybitaspowerful,cruel,andwealthyasagreatcityof
thedrow.Duergarcitiesexistonlyforthemanufactureofwealththroughunendinglabour.Duergar
arethepreeminentsmithsandtradersoftheUnderdark ,andduergarcaravanstravelvastdistances
deepbeneaththesurface.Duergararesullen,insular,andtirelessworkers.Theytendtobebetter
neighboursthandrow,buttheyarealwayseagertoacquirenewslavestosupplytheirlabourneeds.
Theduergardontwasteslavesinthesortofcruelspectaclesotherevilracesenjoytheysimplywork
theircaptivestodeath.
Personality:greydwarveshavefewgoodpointsasidefromcourageanddetermination.Theyare
avaricious,shorttempered,sullen,violent,andungrateful.Duergarnursegrudgesforalifetimeand
neverstopcountingtheslights(realorimagined)theyvereceived.Theybelievethatmightmakes
right,andtheyhavenopityforthosewhoaretooweaktodefendtheirpropertyorthemselves.Onthe
positiveside,duergarbelieveinmindingtheirownbusiness(solongasotherfolksdonthaveanything
theywant)andworkinghardtoexcelattheirchosencrafts.Noobstacledauntsagreydwarfwhohas
settledonagoal.Duergarmaynothavemuchloyaltytoanyoneotherthanthemselves,buttheynever
leaveajobhalfdone.
PhysicalDescription: greydwarvesstand4to41/2feettall,butareleanandhardcomparedto
otherdwarves.Theirskinisadullgrey,andtheireyesareblackandcold.Maleduergardonthave
hairabovetheirears,buttheyoftenboastshort,wirybeardsofirongreyorblack.Mostfemalesare
likewisebald,butsomehaveshortcroppedhairofdullblack.
Relations:Duergarareuniversallydislikedbyallothersocieties,andevenhavetroublegetting
alongwitheachother.Theyarechurlishandhateful,andtheyhavenothingtodowithfolkofother
racesunlesstheystandtogainsomethingbyit.Oftheotherracescommonlyencountered
underground,duergarfinddreamdwarvestheleastirritating,sincetheycommunewiththethevery

7
earthitself.Duergarcantstandelveneffigies,sensingcondescensionandmockerybehindtheelvescourtesy.Sincethegreatsundering,whichthe
duergarsurvivedrelativelyunscathed,theyhaveestablishedrulershipoftheunderlandsuncontested.
Alignment:greydwarvesaregenerallyevil,placinglittlevalueonthelivesandpropertyofothers.Theyareconsumedbyenvyforthosebetteroffthan
they,andhavenotatraceofpityforthosenotasfortunate.Afairnumberofduergarsimplywantnothingmorethantobeleftalone,andsotheylean
towardhardheartedneutrality.Fewgreydwarvesaregoodaligned.
Religion:ThepatrondeityofthegreydwarvesisLaduguer,ajoylessdeityoftoil.Duergarspendlittletimeoreffortonanysortofreligious
observances,feelingthatthebestwaytoveneratetheirgrimgodistowork.
Language:greydwarvesspeakDwarvenandUndercommon.
Names:Aduergarsclannameisoftenbasedonhisorherchosenprofession.Clannamescanchangeovertimeasclanstakeupdifferentoccupationsor
winhonoursinbattle.
MaleNames:Bruthwol,Horgar,Ivar,Murgol,Thangardt.
FemaleNames:Brilmara,Dorthis,Olga,Ulara,Weltha.
ClanNames:Coalhewer,Firehand,Goldcrown,Hammerhead,Ironthew,Steelshadow.
Adventurers:Fewgreydwarveshaveanytimefornonsense,whichishowtheyviewadventuring.However,individualswithnostomachforalifeof
unceasingtoiloccasionallyappearinduergarsociety,andtheseraregreydwarvesoftenfinditexpedienttostrikeoutontheirownbeforetheirfellows
decidethattheyrenotpullingtheirweight.Othergreydwarfadventurersareexilesorfugitives,drivenoutoftheirhomecitiesbytheviciousfeudsthat
arisebetweenrivalclans.
Duergar Racial Traits
+2 Constitution, 4 Charisma: Duergar are hardy but sullen and mean-spirited.
Medium: As Medium creatures, duergar have no special bonuses or penalties due to their size.
Duergar base land speed is 20 feet. However, grey dwarves can move at this speed even when wearing medium or heavy armour or
when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
Darkvision out to 120 feet.
Immunity to paralysis, phantasms, and poison.
+2 racial bonus on saves against spells and spell-like effects.
Stability: Duergar are exceptionally stable on their feet. A duergar receives a +4 bonus on ability checks made to resist being bull
rushed or tripped when standing on the ground (but not when climbing, flying, riding or otherwise not standing firmly on the ground).
Stonecunning: This ability grants a duergar a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls,
stonework, traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like.
Something that isnt stone but that is disguised as stone also counts as unusual stonework. A grey dwarf who merely comes within 10
feet of unusual stonework can make a Search check as if he were actively searching, and a duergar can use the Search skill to find
stonework traps as a rogue can. A duergar can also intuit depth, sensing his approximate depth underground as naturally as a human
can sense which way is up. Duergar have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice
and hone in their underground homes.
Psi-Like Abilities: 1/dayexpansion, invisibility. These abilities affect only the duergar and whatever he carries. Manifester level is
equal to Hit Dice (minimum 3rd).
Naturally Psionic: Duergar gain 3 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers
unless they gain that ability through another source, such as levels in a psionic class.
+1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears).
+4 dodge bonus to Armour Class against creatures of the giant type (such as ogres, trolls, and hill giants).
Light Sensitivity (Ex): Duergar are dazzled in sunlight or within the radius of a daylight spell.
Duergar have a +4 racial bonus on Move Silently checks and a +1 racial bonus on Listen and Spot checks. They have a +2 racial
bonus on Appraise and Craft checks that are related to stone or metal.
Automatic Languages: Common, Dwarven, Undercommon. Bonus Languages: Draconic, Giant, Goblin, Orc, Terran.
Technology: Late Medieval.
Habitat: Any; Underlands.
Level Adjustment +1.

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Elan
Elanarenotborn;theyaremade.Livinghumansare
selectedfromapoolofapplicantsandscreenedbya
specialElancouncil.Thosewhopassmusterundergoa
secretpsionicprocessinoneofseveralhiddenElan
enclaves,wheretheyabandontheirhumanityforanew,
psionicallyenergisedexistence.Thus,Elandonot
reproducebiologically,butratherpsionically,througha
mysteriouspsionicritualknownonlytoElan.Even
then,theirchildrenareusuallyalreadyfullyformed
adulthumans.NonhumanElanarenevercreated,and
itcouldbethattheritualsimplydoesntworkforany
creaturesbutthosewhowereoriginallyhuman.When
thosewhoarestillhumanseekthetransformationto
Elan,theymustpetitionexistingElanfortheprivilege
ofgoingthroughtheprocess.Elanareasecretlotinthis
regard,anddonotpubliclyrevealtheirenclavesorplaces
ofmaking;theElanselectnewaspirantsandturnaway
thosetheyfeelareunsuitedforlifeasanElan.Newly
createdElanretainthebasicmemoriesandpersonalities
oftheirprevioushumanlives,butlosealltheirprevious
classlevels,skills,andothercharacteristics;anewly
createdElanisa1stlevelcharacter,freetoreinvent
himselfasamemberofhisnewrace.
Personality: Elanarenearlyasadaptable,flexible,
andambitiousasthehumansfromwhichtheyaremade.
Becausetheirexceedinglylonglifespanssometimeslead
thelivingtothinktheworstofthem,Elanpracticea
certainrestraint,especiallywithregardtothesubjectof
theirorigin.Otherwise,theirpersonalitiesvarywidely.
PhysicalDescription: Elantypicallystandjust
under6feettallandweigharound180pounds,with
malesgenerallytallerandheavierthanfemales.Because
thecouncilmemberswhomaketheselectionofaspirants
havetheirownpreferences,Elanofacertain
generationoftensharecertainphysicalcharacteristics.
Thecurrentcouncilmembersfavouraspirantswithpale
skin,redhair,andayouthfulquality.Overall,Elanvary
inlooksaswidelyashumansdo.AnElandressesina
styletypicaloftheareainwhichshelives(toallthe
betterpassherselfoffashuman),includingtheadoption
ofunusualhairstyles,fancifulclothes,tattoos,bodypiercing,andthelike.
Elanhaveeffectivelyunlimitedlifespans.Aslongastheyarenotdestroyed,theirmentalartscouldconceivablycontinuallyenergiseandrebuildtheir
bodiesforathousandyearsormore.Elandonotsleepasmembersofmostotherracesdo.Instead,anElanmeditatesinadeeptrancefor4hoursaday.
AnElanrestinginthisfashiongainsthesamebenefitthatahumandoesfrom8hoursofsleep.Whileinthistrance,anElanconcentratesonsuffusing
herbodywithpsionicenergy,healingthehurtsoftheday,andrestoringanimationandresiliencytohertissues.
Relations:Elanmixwithmembersofotherraces,especiallyhumans.Itisprobablethattheirrelationswouldundergoashiftshouldtheirtruenature
becomewidelyknown,sooneoftheessentialtenetsofElanexistenceissecrecy.TheElanhavebeguntoseekcontroloverthefateofhumanitysincethe
greatsunderingandstandopposedtotheIllumian'sattemptstodothesame.
Alignment:Elantendtowardnoparticularalignment,notevenneutral.Thebestandtheworstarefoundamongthem.
ElanLands:Whereverhumansarefound,theretooareElan.
Religion: Elanarelesslikelytoworshipadeitythanmembersofotherraces,sincetheyfeelthatanygraceorcontinuedexistencetheymighthopefor
dependsontheirowneffortsandthecontinualmasteryoftheirinbornpsionictalent.
Language:ElanspeakCommon.Theytypicallylearnotherlanguages,includingobscureones,andtheyarefondofsprinklingtheirspeechwithwords
borrowedfromothertongues:Orccurses,Halflingculinaryterms,Elvenmusicalexpressions,Dwarvenmilitaryphrases,andsoon.
Names:Elannamesvarygreatly,andanElansnameisoftensimplythehumannameshepossessedbeforeenteringintohernewexistence.Thisis
particularlytruewhenanElanwishestopickupheroldlifewhereitleftoff.Othersviewtheirsecondchanceatexistenceasanopportunitytostart
anew,andtheypicknewnames.Titles,thoughtheyareusedonlyamongthemselves,areimportanttoElan.FreshlytransformedElanhavethetitleof

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Newmade;thosewhohavelivedatleastafewdecadesaftertransformationhavethetitleofMade;andthoseoveracenturyoldhavethetitleof
Eternal.ThosewhobelongtothecouncilthatchoosesnewElanhavethetitleofCuller.
Adventurers:Elanadventurersareakintohumansintheirdaringandambition.BecausemanyeffectsthathurthumansleaveElanunscathed,Elan
sometimesseemextraordinarilybravetothosewhodontknowtheirtruenatures.
Elan Racial Traits
2 Charisma: Elan, despite their attempts to blend into the human population, continue to come off as just a little unusual.
Aberration: Elan are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
Medium: As Medium creatures, Elan have no special bonuses or penalties due to their size.
Elan base land speed is 30 feet.
Elan (unlike most aberrations) do not have darkvision.
Naturally Psionic: Elan gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless
they gain that ability through another source, such as levels in a psionic class.
Resistance (Su): Elan can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an Elan
can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action. (For a definition of
immediate action, see page 59.)
Resilience (Su): When an Elan takes damage, she can spend power points to reduce its severity. As an immediate action, she can
reduce the damage she is about to take by 2 hit points for every 1 power point she spends. (For a definition of immediate action, see
page 59.)
Repletion (Su): An Elan can sustain her body without need of food or water. If she spends 1 power point, an Elan does not need to
eat or drink for 24 hours.
Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). Elan past lives expose them to
wide ranges of language.
Technology: Medieval.
Habitat: Any; Plains, Ruins or The Dreamscape.
Level Adjustment +0.

ElvenEff igies
Effigiesaremagicallyanimatedautomatonsbuiltintheform
oflivingcreatures.Theyarethingsofclockworkmechanisms
andalwaysanimatedbyanelementalspiritboundtotheir
mechanicalshells.Magicalartificersandartisanscapableof
creatingsuchcomplexdevicesarefewandfarbetween,so
effigiesarenotatallcommon.
Unlikewithmostconstructs,anelveneffigy'struenatureis
notalwaysimmediatelyobvious.Theyarequitelifelike,
revealingtheirtruenatureonlyaftertakingseriousdamage.
AnobservermustsucceedataDC20Spotchecktonoticethat
theeffigyisanautomaton,notalivingcreatureofitstype.
Damagedelveneffigiescanberepairedbymeansofanyrepair
spellorbymanualrepairinanappropriateworkshopor
laboratory.Theindividualperformingtherepairsmusthavethe
10ranksinKnowledge(architectureandengineering),and
mustspend25gpand15minutesperhitpointrestored.
Elven Effigy Racial Traits
+ 2 Strength, +2 Dexterity, No Constitution score.
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
Cannot heal damage on their own, but often can be repaired by means of any repair spell or by manual repair in an appropriate
workshop or laboratory. The individual performing the repairs must have the Craft Construct feat or 10 ranks in Knowledge (architecture
and engineering), and must spend 25 gp and 15 minutes per hit point restored. A construct with the fast healing special quality still
benefits from that quality.
Immunity to critical hits, non-lethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
Since it was never alive, a construct cannot be raised or resurrected.
Constructs do not eat, sleep, or breathe.
Sturdy Construction: Natural Armour +2, +20 Hit Points.
Natural Attack: 2 Slam 1D4 (B) x2.
Damage Reduction (Su): An effigy gains damage reduction based on the base creature's Hit Dice:
Hit Dice Damage Reduction
1-3 1/adamantine
4-6 3/adamantine
7-10 5/adamantine
11-15 7/adamantine

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Low-Light Vision: An Elven Effigy can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor
illumination. He retains the ability to distinguish colour and detail under these conditions.
Darkvision: Elven Effigies can see in the dark out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight,
and Elven Effigy can function just fine with no light at all.
Weapon Proficiency: Elven Effigies receive the Martial Weapon Proficiency feats for the longsword and longbow (including composite
longbow) as bonus feats.
+2 racial bonus on Listen, Search, and Spot checks. An elven effigy who merely passes within 5 feet of a secret or concealed door is
entitled to a Search check to notice it as if she were actively looking for it.
Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, and Orc.
Class Restrictions: An Elven Effigy cannot take the following classes: Binder, Blood Magus, Spirit Shaman.
Restricted Class Access: An Even Effigy can take the restricted class Clockwork Gestalt.
Technology: Late Medieval.
Habitat: Any; Forests, Ruins, Underlands, The Astral Plane, The Ethereal Plane.
Level adjustment +1.

Goblins
Goblinsaresmallhumanoidmonsters.Theyvaryinheightfromabout3to3feetandweigh40to45pounds.
Theywalkuprighteventhoughtheirarmsnearlyreachtheirknees.Theireyesvaryfromredtoyellowandare
usuallydullandglazed.Theyhaveabroadnosethatsitsonaflatfacewithpointedearsandawidemouth.Their
mouthcontainssmall,butsharpfangs.Theirskinpigmentrangesfromadeepredthroughnearlyanyshadeof
orangetoyellow.Membersofthesametribetendtohavethesameskincolour.Basedontheirabilityscoresandthe
encumbrancerulestheaveragegoblinwouldbeabletoliftabout60poundsoverhishead.
Society:Goblinsusuallyliveinclanswhichareruledbythestrongestgoblininthegroup.Thesetribesvaryin
sizefromgangsof49totribesofupto400.Mostlargertribeshavewolvesordirewolvesasmounts,orally
themselveswithworgs,whichalsocarrythemintobattle.Goblintribesusuallysettlenearcivilisedareastoraidfor
food,livestock ,tools,weapons,andsupplies.Itiscommonfortheleadersofgoblinclanstobenongoblin(either
othergoblinoidsoradifferentspeciesentirely);suchleadersareexploitingthegoblinsasdisposablesoldiersto
furthertheirpurpose.Inmostcampaignsettings,Maglubiyet,thegodofwarandrulership,isthechiefdeityof
goblins.OthergodsworshippedbythegoblinsincludeKhurgorbaeyag,thegodofslavery,oppression,andmorale,
andBargrivyek ,thegodofcooperationandterritory.
PhysicalTraits: Agoblinstands3to31/2feettallandweigh40to45pounds.Itseyesareusuallydulland
glazed,varyingincolourfromredtoyellow.Agoblinsskincolourrangesfromyellowthroughanyshadeoforange
toadeepred;usuallyallmembersofasingletribeareaboutthesamecolour.Goblinswearclothingofdarkleather,
tendingtowarddrab,soiledlookingcolours.
Goblin Racial Traits
+2 Dexterity, 2 Strength.
Humanoid (Goblinoid).
Small size: +1 bonus to Armour Class, +1 bonus on attack rolls, +4 bonus on Hide checks, 4 penalty on grapple checks, lifting and
carrying limits 3/4 of those of Medium characters.
A goblins base land speed is 30 feet. Climb speed 10 feet.
Darkvision out to 60 feet.
Low light vision.
Scent Ability: This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Weapon and Armor Proficiency: A goblin is automatically proficient with all simple weapons.
+4 racial bonus on Listen, Move Silently, Spot checks and to all skill checks related to Wolves and Wargs.
Automatic Languages: Common, Goblin, Warg. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
Technology: Bronze Age.
Habitat: Any; Forests or Ruins.
Level Adjustment: +0.

Goliaths
Goliathsaremassivecreaturesunafraidofthrowingtheirweightaroundinafight.Highlycompetitive,thesestrongnomadscanprovetobepowerful
alliesandwelcomeadditionstoanyadventuringparty.
Personality:Goliathsareknownfortheiralmostfoolhardydaring.Intheirmountainhomes,theyleapfromprecipicetoprecipice,heedlessofthefatal
consequencesofamisstep.Theyplacegreatstockinclanandfamily;lifeinthemountainsteacheseventheyoungestgoliathtorelycompletelyonhis
fellowsforahandacrossacrevasse.Becausemostgoliathsarehuntergatherers,theytendtobeinquisitive,alwayscuriousaboutwhetherbetterhunting
tunnelsandnaturalcavernsunderamountain,seekingadwarfcommunitytotradewith.
Thesmallerthanhumanracesareregardedascuriosities,butmanyanimbleclimbinggnomeorhalflinghasearnedrespectbybeatingagoliathinarace
upacliff.Goliathsviewtheextendedlifespanofanelfasvaguelyfrightening,findingithardtoimagineapersonwhocouldhaveknownonesgreat
greatgrandfather.Agoliathtribesattitudetowardanynearbygiantsvarieswidely.Sometribeseagerlytradewithgiants;thegiantsweaponsarentup
todwarvenstandards,buttheyaremadeinlargersizes(whichgoliathsgreatlyprefer).However,giantshaveabadhabitoftryingtoturngoliathsinto
theirslaves,usingthemformenialtaskstheyretoobigortoolazytodothemselves.Conflictinevitablyensues,andsooneitherthegiantsaredead,the
goliathshavefled,orthegoliathsarechainedupasslavestoagiantlord.

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Goliathstendtoholdgoblinoidsandorcsatarmslength,notingthatthe
downlanderstheytradewithregardsuchracesastroublemakers.But
becausegoblinoidsrarelystrayintothehighmountains,theyareusually
someoneelsestrouble,sogoliathsdontbearthemanyactualmalice.
Psychology:Goliathsloveofcompetitionshapesasignificantpartof
theirworldview.Agoliathinstinctivelykeepsscoreaboutanythingthats
achallenge,andcasuallymentionshowhesdoingcomparedtohis
comradesandrivals.ThatsthethirdtimeIvefedyouapotionwhen
youwereabouttodie,agoliathmightsay,or,Itsfrustratingmy
enemieshavedrawnfirstbloodfourtimesinarowtoday.Those
unfamiliarwithgoliathcultureoftenfindtheneedtokeepscore
annoying,arrogant,orselfcentred,buttheyreplacingmoreweighton
suchutterancesthanthegoliathsthemselvesare.Toagoliath,score
keepingisasnaturalasbreathing,anditisntmeanttobelittleordemean
anyone.
Whilegoliathsobviouslylovecompetingwithandagainsteachother,they
faceamoreimplacablefoe.Itsinvisibletoevenaclosefriend,buta
goliathisalwayscompetingagainsthimself.Ifagoliathslaysadire
animal,hewontbesatisfiedwithanotherhuntunlessitsagainsta
larger,meanerdireanimal.Whenagoliathdoesntmeasureuptohis
formerachievements,hefrequentlybecomesmoroseandwithdrawn.
Goliathsrarelyspeakofthisinnerstruggle,andinfactmanycouldnt
articulatewhytheyfeelthewaytheydo.Buttoagreaterorlesserdegree,
alloldergoliathsarehauntedbytheirneedtocompeteagainsttheir
youngerselves.Becausetribesrelyontheutmosteffortofeachmemberto
surviveintheforbiddingmountains,goliathsarealmostincapableof
holdingagrudgeiftheyloseafaircompetition.Goliathscompeteas
teamsmoreoftenthantheydoasindividuals,andanoftrepeatedgoliath
maximisTodaysrivalistomorrowsteammate.Cheatingina
competitionwhichforgoliathcoversmostlifeactivitiesissoseverely
frowneduponthatfewgoliathswillriskthesocialconsequencesofbeing
caught.Manycantconceiveofcheating,insteadredoublingtheirefforts
orfindinganothergameorsporttotry.
Competitiondrivesanothermindsetcommonamonggoliaths:thenotion
thateveryonegetsaturn.Justasmostgoliathcompetitionsareopento
all,goliathsexpectthateveryoneshouldhavethechancetocompetefor
power,prestige,andothergoals.Goliathswhovisitareasoflower
elevationareoftenpuzzledbytheplightofserfs.Whydoesthelordnot
givethemthechancetobecomeknights?agoliathtravellermightask.
Anyoneinasituationthataffordsnohopeofadvancementwillearnpity
andpossiblymoretangibleassistancefromagoliath.Competition
amonggoliathshasadarkersideaswell.Theconvivialattitudeamong
goliathsextendsonlytotheablebodiedandtheveryyoung,whoare
nurturedfortheirpotential.Agoliathwhocantkeepupwiththerestof
thetribe,eitherliterallyorintermsofproduction,iscarriedforonlyafewdaysbeforethetribebeginstoshuntheweakgoliath.Sometimesthetribewill
denyaweakgoliathfoodandshelter,butitsfarmorelikelythattheweakgoliathwillrefusefoodandshelteruntilhehasprovenhisworthtothetribe
oruntilhewalksawayinshame.
Anothernoteworthyaspectofgoliathcultureisthatwhiletribesdoathoroughjobteachingtheprinciplesoffriendlycompetitionandfairplaytotheir
youngsters,noteverytribehasexactlythesamenotionoffairplay.Agoliathwholeavesonetribeandjoinsanotherisoftentornbetweenhisupbringing
andtheunspokenpreceptsofhisnewtribe.Thisstruggleoftendrivesagoliathintoexileifheisunabletoreconcilehisnewtribesrulesoffairplaywith
theoneshegrewupwith.
Alignment:Goliathshaveaslighttendencytowardchaoticalignments,whichisreflectedintheirwanderlustandthesmall,mobilecommunitiesin
whichtheylive.Still,eachgoliathtribehasoneormoreadjudicatorsthatsettledisputeswithintheclan,andsuchgoliathsaregenerallylawful.Goliaths
haveaslightpreferenceforgoodoverevil,sinceamongthehighmountainpeaks,survivalbecomesmucheasierwhenoneaidsafellowgoliathwithout
insistingonrecompense.
GoliathLands:Becausetheydontsupportlargescaleagricultureorextensivesettlements,themountainrangeswheregoliathslivearehometofew
otherintelligentraces.Mosttribesofgoliathswanderfrompeaktopeak ,tendingtheirgoatflocksandforagingforalpinerootsandtubers.Typically,a
tribesetsupatemporaryvillageinanalpinemeadowandremainsthereforamonthortwo,thenmovesonwhentheseasonchangesorbetterhunting

12
canbefoundelsewhere.Largertribestendtofollowasimilartrailfromyeartoyear,retreatingtolowerelevationsinmidwinterandwhentheyneedto
trade,thenascendingtothehighestpeaksoncethesnowmelts.Somegoliathsliveatloweraltitudesamonghumansorotherraces,mostoftenbecause
theirtribeexiledthemafteracrime,dispute,orinjury.Manyafolktalefeaturesaforlorngoliathworkingasafarmhandafterafailedcourtshipinthe
mountains.
Religion:KavakitheRamLordistheprimarydeityofthegoliaths(seetheTheRacesofStone,GoliathReligionsection).AstheChiefofAllChiefs,
hewatchesoverthegoliathsandtheirmountainhomes.HisclericssaidthatKavakicreatedthegoliathswhenhefoundabushbearinggemsinplaceof
fruitgrowingatopthehighestmountainpeakintheworld.WhenKavakipluckedgemsfromthebush,thosegemsbecamethefirsttribeofgoliaths.
Kavakiinstructshisfollowerstoseekoutthehiddenbountyofthemountainsandkeepthetribesafefromharm.
Language:Formillennia,thegoliathshavehadonlyaspokentongue,GolKaa,whichhasonlythirteenphoneticelements:a,e,g,i,k ,l,m,n,o,p,u,
th,andv.Sincethegreatsundering,thegoliathshavepickedupthealphabetoftheDwarvenlanguage,thoughtheconceptofawrittenlanguagehasnt
spreadtoallthetribesyet.ThosetribesthathavelearnedtheDwarvenalphabetarebusilytranscribingthegoliathsvastoraltraditionintocarvings,
cavepaintings,andevenbooks.
Names:Everygoliathhasthreenames:abirthnameassignedbythenewbornsmotherandfather,anicknameorhonorificassignedbythetribalchief,
andafamilyorclanname.Thebirthnametendstobeshortoftenonlyasyllableortwobuttheclannamesoftenhavefivesyllablesormoreand
alwaysendinavowel.Thehonorificisntatraditionalnamesomuchasitisadescriptivenickname,oftenatwopartsobriquet.Thehonorificcan
changeatthewhimofthetribalchief,whetherbecauseaparticulargoliathdidsomethingusefulforthetribe(earninganhonorificsuchas
HighclimberorNighthunter)oraspunishmentforfailure(amiddlenamesuchasLatesleeperorWanderslost).Goliathswhohavebeenexiled
fromtheirtribegenerallycarryamiddlenamethatreflectstheirstatus,suchasSolitaryorKinless.Somespecificroleswithinthetribe,suchaslore
keeperorshaman(describedintheSocietyandCulturesectionlaterinthischapter),havehonorificsattachedtothemaswell.Whenintroducing
themselvesforthefirsttime,goliathsalwaysusethefirstname/honorific/familynameconstruction,translatingthehonorificintothelistenerslanguage
ifpossible.Thereafter,theyrefertothemselvesandeachotherbythehonorificalone.Goliathstravellingamongotherracessometimesassignhonorificsto
theircomradesratherthanusetheirgivennames.
MaleNames:Aukan,Eglath,Gauthak ,Ilikan,Keothi,LoKag,Maveith,Meavoi,Thotham,Vimak.
FemaleNames:GaeAl,Kuori,Manneo,Nalla,Orilo,Paavu,Pethani,Thalai,Uthal,Vaunea.
Honorifics:Bearkiller,Dawncaller(seeChapter5fordetailsonthisprestigeclass),Fearless,Flintfinder,Horncarver,Keeneye,Lonehunter,
Longleaper,Rootsmasher,Skywatcher,Steadyhand,Threadtwister,TwiceOrphaned,Twistedlimb,Wordpainter.
FamilyNames:Anakalathai,Elanithino,Gathakanathi,Kalagiano,KathoOlavi,KolaeGileana,Ogolakanu,Thuliaga,Thunukalathi,VaimeiLaga.
Adventurers:Traditionally,theonlygoliathstobecomeadventurersarethoseexiled(voluntarilyorotherwise)fromthegoliathtribeshighinthe
mountains.However,sincesomegoliathtribesspendmoretimewithdownlanders,especiallythedwarves,itsbecomingmorecommonforatribeto
sendaparticularlycompetentgoliathonamissionthataidsthetribeorgoliathsingeneral.Oncetheydescendfromtheirmountainhomes,mostgoliaths
findthelowlandsfascinating,althoughtheyaregenerallyontheirguardagainstdownlandtricksters.Thesamewanderlustthatkeepsgoliathtribes
movingoftenkeepsalonegoliathamonghumansforfarlongerthanheoriginallyintended.
Goliath Racial Traits
+4 Strength, 2 Dexterity, +2 Constitution: Goliaths are massively muscled, but their bulk sometimes gets in the way when theyre
trying to be nimble.
Goliath base land speed is 30 feet.
Medium: As Medium creatures, goliaths have no special bonuses or penalties due to their size. However, see the powerful build ability
description below for more details.
Monstrous Humanoid: As monstrous humanoids, goliaths are proficient with all simple weapons, but they have no proficiency with any
armour or shield.
Powerful Build: The physical stature of a goliath lets him function in many ways as if he were one size category larger. Whenever a
goliath is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts,
and trip attempts), the goliath is treated as one size larger if doing so is advantageous to him. A goliath is also considered to be one
size larger when determining whether a creatures special attacks based on size (such as improved grab or swallow whole) can affect
him. A goliath can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a
creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subjects
size category.
Mountain Movement: Because goliaths practically live on the ledges and cliffs of the most forbidding mountains, they are particularly
adept at negotiating mountain hazards. Goliaths can make standing long jumps and high jumps as if they were running long jumps and
high jumps. A goliath can engage in accelerated climbing (climbing half his speed as a move action) without taking the 5 penalty on
the Climb check.
Acclimated: Goliaths are automatically acclimated to life at high altitude. They dont take the penalties for altitude described in the
Mountain Travel section on page 90 of the Dungeon Masters Guide. Unlike other denizens of the mountains, goliaths dont lose their
acclimation to high altitude even if they spend a long time at a lower elevation.
+2 bonus on Sense Motive checks: When speaking to one another, goliaths tend to augment their verbal communication with subtle
body language. They are likewise able to read the unintentional body language of others.
Automatic Languages: Common and Gol-Kaa. Bonus Languages: Dwarven, Giant, Gnoll, Terran.
Technology: Bronze Age.
Habitat: Any; Hills or Mountains.
Level adjustment +1.

13
Halants
Halantsareacrossbetweenhumansandgiants,bredintoexistenceinadesertlandby
cruelbloodmaguskingsintendingtousethemaswarriorsandlabourers.EveryHalant
whowasbornandsurvivedearlychildhoodcouldlookforwardtonothingbutalifeof
suffering,aswithanypeoplekeptinbondage.SomeHalantsfoundthattheirforced
breedinghadengenderedwithinthemasparkofpsionicpower.Withtheaidofthis
secretpower,manyHalantsescapedtheircircumstancestoseekanewhomedeepinthe
desert,wheretheyarefreetodiscovertheirowndestiny.
Personality:Halants,forthemostpart,retainhumansensibilities.Theyarecurious,
interestedincooperationandcommunication,andhaveageneraltendencytoward
kindness.(Ofcourse,thereareexceptions.)Theyarequicktopickupthemorals,
customs,andhabitsoftheareasinwhichtheysettledown.
PhysicalDescription: Halantstypicallystandfrom7feettonearly8feettall,and
weighfrom250to400pounds,withmennoticeablytallerandheavierthanwomen.
MostHalantshavetightlybraidedblackhairanddeepcopperycomplexions.Halants
oftenprefergrandiosedresswhentheycanaffordit,sportingfancifulorintimidating
clothing.
Relations:MostotherhumanoidsareputoffbyHalantsduetotheirabnormally
largesize.Infact,manyarefirsttakenforyoung(ifstrangelywellgroomed)hillgiants.
Upongettingpasttheirinitialtrepidation,however,mostotherhumanoidsfind
Halantsofgoodalignmenttobeoutgoing,kindcreatures.
Alignment:MostHalantsaregoodaligned,butallalignmentscanbefoundwithin
theirranks.
HalantLands:Halantsrecentlysettledinthedeepestpartofthehotdesertstothe
south.Ofthelandtheycamefrom,Halantsspeaklittle,otherthantosaythatwhere
theyliveissimilartowheretheyoncetoiled.
Religion:Halants,asarule,haveaparticulardisdainforreligion,sometimesgoingoutoftheirwaytospeakbadlyofadeity.Itsnotthattheydont
believeindeities,butthattheydontbelievethatadeityalwayshasthebestinterestsofitsworshippersatheart.IndividualHalantshaveenough
courtesyandsensibilitytokeeptheirobservationstothemselveswheninthecompanyofagoodcompanionwithpiousinclinations.
Language:HalantsspeakCommon.ThosewithhigherthanaverageintelligenceoftenlearnGiant.
Names:Halantshaveachildhoodnameandagivenname,thelatterusuallybestowedbyfriendsorbythecommunityinwhichtheHalantoriginally
grewup.MostHalantnamesreflectsomeaspectofthedesertlandthattheHalantsinhabit,thoughafewstrangeplacenamesarealsothrownin
(apparentlyrememberedfromtheirformerhomesoflongago).
MaleGivenNames:Sandking,Dunewalker,Sunharrower,Drywell,Stormrider,Desertstrider,Saltwalker,Raam.
FemaleGivenNames:Oasis,Sandrose,Breath,Goldflower,Sweetwater,Raincaller,Nibenay.
Adventurers:Halantshavealreadytravelledfartofoundtheirdesertsettlements.Forsome,wanderlustisawayoflife,andseekingafterglory,
fortune,orevenalifeofhighadventureissomethinganyHalantcanunderstandandacceptthoughmostofthemarecontenttostayintheir
settlementsandlistentothetalesoffarawaylandsfromthosewhohaveadventuredthere.
Halant Racial Traits
+2 Strength, +2 Constitution, 2 Dexterity: Halants are tough and strong, but not too nimble.
Giant: Halants are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
Medium: As Medium creatures, Halants have no special bonuses or penalties due to their size.
Halant base land speed is 30 feet.
Low-Light Vision: A Halant can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor
illumination. He retains the ability to distinguish colour and detail under these conditions.
Fire Acclimated: Halants have a +2 racial bonus on saving throws against all fire spells and effects. Halants are accustomed to
enduring high temperatures.
Powerful Build: The physical stature of Halants lets them function in many ways as if they were one size category larger. Whenever a
Halant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and
trip attempts), the Halant is treated as one size larger if doing so is advantageous to him. A Halant is also considered to be one size
larger when determining whether a creatures special attacks based on size (such as improved grab or swallow whole) can affect him. A
Halant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a
creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subjects
size category.
Naturally Psionic: Halants gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers
unless they gain that ability through another source, such as levels in a psionic class.
Psi-Like Ability: 1/daystomp. Manifester level is equal to 1/2 Hit Dice (minimum 1st). The save DC is Charisma-based.
Automatic Language: Common. Bonus Languages: Draconic, Giant, Gnoll, Ignan.
Technology: Bronze Age.
Habitat: Tropical; Deserts, Plains or Aquatic.
Level Adjustment: +1.

14
Hobgoblins
Hobgoblinsexistinperpetualwaragainstallotherraces,believingthat"lesser"
speciesarefitonlyforbattlefodder.Inmixedgroups,hobgoblinofficersoften
leadunitsofgoblinsororcs,whomtheybullyandmaketofeelinferior.Other
peoplesfindthemparanoid,insulting,anddismissive,whilehobgoblinsinturn
treatallothersaspotentialthreats.Hobgoblinmercenariesmayoffertheir
servicestopowerfulandwealthycommunitiesofotherraces,however.
Hobgoblinsareadeptatunitingfragmentedgoblinclansundertheircommand.
Powerfulcreaturessuchasbugbears,ogres,andtrollsmayoccasionallyassume
leadershippositionsinahobgoblintribe,butnormallyactasfrontlinemuscle.
Barghestswhojoinhobgoblintribesusuallybecomeleaders,integrating
seamlesslyintotheirculture.Barghestchieftainsoftensponsorblack guards
amongtheirhobgoblinminions,whoarethenreadytotakeoverthetribewhen
thebarghestreturnstotheinfernallands.Hobgoblinshaveanextremehatred
ofelvesandtheirconstructs.Ifgivenachoiceinwhotokill,theywillalways
pickelvesfirst.Hobgoblins,likemanyhumanoidraces,systematicallystrip
theirterritoriesofresourceswithlittlethoughtforconservation.Thisforces
themtomovefrequently,oftentargetingagriculturallandstoraidforfood.
Hobgoblinsareomnivores,butprefermeat.Mosttribeskeepsmallherdsof
livestock ,butthebulkoftheirfoodcomesfromforagingandtrade.Theymay
enslaveorcapturemembersofotherracesmoregiventoagriculturethan
hobgoblinsare.Iftheytradewithotherraces,ahobgoblintribe'schiefresources
aremercenariesandleatherworkedgoodstheyhavecrafted.Hobgoblinsbreed
themselvesthroughaselectiveeugenicsprogram.Theydonothavemarriagesor
monogamousrelationships,andchildrenarerearedcommunallybythetribal
priests.
Environment:Hobgoblinsprefertodwellinwarmhills,butcansurvivein
almostanyterrain.Mosthobgoblinsdwellinsubterraneancomplexes,though
aboutafifthdwellinfortifiedvillagesonthesurface.Theyfortifytheirhomeswithditches,gates,guardtowers,catapults,pittraps,andballistas.
PhysicalCharacteristics:Hobgoblinsresemblelarge,muscledhumans,theirbodiescoveredincoarsefurwithredbrownorgrayskinandredor
orangefaces.Largemaleshaveblueorrednoses,andmayhavebeardsandmalepatternbaldness.Hobgoblineyesaredarkbrownoryellowish,andtheir
teethtendtobeyellow.Theyareleanandtall,averagingsixandahalffeetinheightandweighingaround200pounds.Theirmusclesaredesignedmore
foragilitythanbrutestrength,andtheyhavebeendescribedashavingalmostfelinedexterity.Theyspecializeinmovingwithoutsound.Hobgoblinscan
seeinthedarkupto60feet(18m)away.Hobgoblinspreferbloodredgarmentswithblacktintedleather.Theirweaponsarekepthighlypolishedandin
goodrepair.Manyhobgoblinssporttattoos,deepscarsgougedandburntintotheirfleshmeanttodisplaytheirtoleranceforpainratherthanforart's
sake.Somehobgoblinssportpiercingsforthesamereason,thoughtheyalwayskeeptheirnosesunobstructed.Theirhairisoftenbraidedwithjewelry
carvedfromthebonesofslainenemies.Anyotheradornmentswornarealsomeanttocallattentiontotheirenduranceorbattleprowess.
Culture: Theyarewellorganized,welltrained,andobeyastrictmilitarycode.Theyaredriventosurvivethroughcontinuousmilitaryconquest.Each
maintainsarigid"personalperimeter"thatrepresentsbothpersonalspaceandthatindividual'sportionofthetriballand.Inordertocontinueconstant
vigilanceoverthisperimeter,theyseektopurgethemselvesofemotionandsuperfluousthoughts.Mercyandcompassionareconsideredweaknessand
individualfreedommeaningless.Hobgoblinsarementallyconditionedthroughyearsofphysicalandmentalabusetoachievethisstate.
Society:Hobgoblinclansalwaysfighttodeterminedominance,butoncethishierarchicalrelationshipisestablishedtheytendtoworkwelltogether.
SomeofthemoresuccessfultribesincludetheRippers,theLegBreakers,theSkullSmashers,theFleshRenders,theMarrowSuckers,theFlayers,andthe
SlowKillers.Hobgoblinsocietyisdividedintofourmajorcastes:military,religious,craftsmen,andslaves.Casteassignmentisbasedonacombinationof
individualaffinityandthecurrentneedsofthetribe.Oncegiven,acasteassignmentdoesn'tchangeunlesstheindividual'sabilitytoperformitorthe
tribe'sneedforthepositionchanges.Thetribe'sleaderisalmostalwaysamemberofthemilitarycaste,typicallywithroguishskills.Spellcastersare
usuallymembersofthemilitarycaste.Spellscourgesareelitewarriorswhoundergoharshanddisfiguringritualstogainspecialdefensesagainstmagic,
whilewarcastersundergosimilarritualsformagicalpower.Adulthobgoblinsareconsideredthepropertyoftheirsuperiors.Hobgoblinstypicallygettheir
armamentsbyrepairingweaponsandarmortakenfromtheirfallenfoes.Besidesthereclamationofweaponry,theymayexpressthemselvescreatively
throughtheirwardrums,orhrun'doumsintheirtongue,andsmallerpercussioninstrumentssuchassteeldrums,kintalas,andp'doums,or"talking
drums."Theymayusemagicaldrumsinbattle.SincetheGreatSundering,thehobgoblinshavebeguntoformlargerorganisedsocietiesandarmies.
Religion:Maglubiyet,thegodofwarandrulership,isthechiefdeityofbothgoblinsandhobgoblins.However,NomogGeaya,thedeityofwarand
authority,isconsideredthepatrondeityofhobgoblinsspecifically.ThegoblinoidgodBargrivyekencouragescooperationbetweenthegoblinraces.War
itselfisalmostareligiousexperienceforhobgoblins.Weaknessisfearedandactivelydestroyedintheirsociety,andweaponsthatbreakinbattleare
consideredillomens,evenifthereareplentyofreplacements.Unusualforsuchamartialrace,hobgoblinsviewdeathincombatasasignofweakness
ratherthanglory,althoughtheydohonortheirdeadtosomeextent.Inordertominimizetheriskofadishonorabledeathinbattle,hobgoblinwarriors
whoarenolongerfitforcombatusuallycommitritualsuicideinawaysimilartotheritesofritualsacrificetothehobgoblingods(i.e.,thoseoffering
themselvestoMaglubiyetkillthemselveswiththebladeofanaxe).

15
Language:HobgoblinsspeakthegutturalGoblintongue,whichusesthesamescriptasDwarven,andCommon.TheymayalsospeakOrcishand,more
rarely,thelanguageofcarnivorousapes.
Names:Hobgoblinsarenamedatbirthbytheirreligiouscaste.Femaleshavethesuffix'kenappendedtotheirnames,whilemalesusethesuffix'kon.
Thisisfollowedbytheirmotherorfather'sname,thenameoftheirtribe,andtheirtribalposition(forexample,GuardoftheFirstPerimeter).Hobgoblins
inothersocietiesoftenincludetheircurrentemploymentwhenidentifyingthemselves.AnexamplehobgoblinnamemightbeMaelgynymUlok'kenofthe
SlowKillers,Spellscourge.
Hobgoblin Racial Traits
+2 Dexterity, +2 Constitution.
Medium Sized Humanoid (Goblinoid)
A hobgoblins base land speed is 30 feet. Climb speed 10 feet.
Darkvision out to 60 feet.
Scent Ability: This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Weapon and Armor Proficiency: A hobgoblin is automatically proficient with all martial weapons, simple weapons and shields.
+4 racial bonus on Move Silently and Sense Motive checks.
Choose one of the following bonus feats at 1st level: Great Fortitude, Iron Will, Lightning Reflexes.
Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Dwarven, Infernal, Giant, Orc.
Technology: Dark Ages.
Habitat: Any; Forests, Plains, Hills, Ruins or Underlands.
Level Adjustment: +1.

Humans
Mosthumansarethedescendantsofpioneers,conquerors,traders,travelers,refugees,andother
peopleonthemove.Asaresult,humanlandsarehometoamixofpeoplephysically,culturally,
religiously,andpoliticallydifferent.Hardyorfine,lightskinnedordark ,showyoraustere,
primitiveorcivilized,devoutorimpious,humansrunthegamut.
Personality:Humansarethemostadaptable,flexible,andambitiouspeopleamongthecommon
races.Theyarediverseintheirtastes,morals,customs,andhabits.Othersaccusethemofhaving
littlerespectforhistory,butitsonlynaturalthathumans,withtheirrelativelyshortlifespans
andconstantlychangingcultures,wouldhaveashortercollectivememorythandwarvesor
gnomes.
PhysicalDescription: Humanstypicallystandfrom5feettoalittleover6feettalland
weighfrom125to250pounds,withmennoticeablytallerandheavierthanwomen.Thanksto
theirpenchantformigrationandconquest,andtotheirshortlifespans,humansaremore
physicallydiversethanothercommonraces.Theirskinshadesrangefromnearlyblacktoverypale,
theirhairfromblacktoblond(curly,kinky,orstraight),andtheirfacialhair(formen)fromsparse
tothick.Plentyofhumanshaveadashofnonhumanblood,andtheymaydemonstratehintsof
elf,orc,orotherlineages.Membersofthisraceareoftenostentatiousorunorthodoxintheir
groominganddress,sportingunusualhairstyles,fancifulclothes,tattoos,bodypiercings,andthe
like.Humanshaveshortlifespans,reachingadulthoodataboutage15andrarelylivingevena
singlecentury.
Relations:Justasreadilyastheymixwitheachother,humansmixwithmembersofotherraces,
amongwhichtheyareknownaseveryonessecondbestfriends.Humansserveasambassadors,
diplomats,magistrates,merchants,andfunctionariesofallkinds.
Alignment:Humanstendtowardnoparticularalignment,notevenneutrality.Thebestandthe
worstarefoundamongthem.
HumanLands:Althoughtheoncegreatcitiesandnationsofmanhavebeenlaidtowaste,
withthesurvivorslivinginbarbaricclansamongsttheruins,humanlandsareusuallyinflux,
withnewideas,socialchanges,innovations,andnewleadersconstantlycomingtothefore.
Membersoflongerlivedracesfindhumancultureexcitingbuteventuallyalittlewearyingoreven
bewildering.Sincehumansleadsuchshortlives,theirleadersareallyoungcomparedtothe
political,religious,andmilitaryleadersamongtheotherraces.Evenwhereindividualhumansareconservativetraditionalists,humaninstitutionschange
withthegenerations,adaptingandevolvingfasterthanparallelinstitutionsamongthedwarvesandgnomes.Individuallyandasagroup,humansare
adaptableopportunists,andtheystayontopofchangingpoliticaldynamics.Humanlandsgenerallyincluderelativelylargenumbersofnonhumans
(compared,forinstance,tothenumberofnondwarveswholiveindwarvenlands).
Religion: Unlikemembersoftheothercommonraces,humansdonothaveachiefracialdeity.,andsincethegreatsundering,mosthumanshave
turnedtothepracticesofancestorworshiportheworshipoflocalnaturespirits.
Human Racial Traits
Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
Human base land speed is 30 feet.
Lucky: +1 Luck bonus to all D20 (non-damage) rolls.
Versatile: +1 feat at 1st and 6th and 11th. These bonus feats can ignore any character level prerequisites.

16
Skilled: Gain Skill focus feat in any 2 skills and these skills will always be considered class skills, add 2 more skills at 6th and 11th.
Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
Technology: Dark Ages.
Habitat: Any; Any.
Level adjustment +0.

Illumian
Illumiansarecontemplativehumanoids,drivenandambitious,taughtfromanearly
agetomastereveryfieldofstudy.
Personality:Illumianstendtobesomewhatcautious,choosingtostudya
situationanddevelopaplanbeforeacting.Theyrealsoproudoftheirheritageas
illumians,extollingthevirtuesofillumiansingeneralandtheircabalinparticular
foranyonewholllisten.
PhysicalDescription: Illumianslooklikethehumanswhofirstlearnedthe
RitualofWordsMadeFleshpaleskinnedandsomewhattallerthanaverage.More
thanhalfofallillumiansarebald,whiletheresthaveblondorredhair.Facialhairis
almostunheardof.Ofcourse,theirmostsignificantfeaturesaretheluminoussigils
thatfloatabovetheirheads,endlesslycircling.Thesesigilsaredescribedindetail
below.Illumiansevenpooronesfavourthemostexpensivedresstheycanafford,
withfineembroidery,longrobesandcapes,andmultiplelayers.Theirbulkydress
makesillumianslookbiggerandmoremuscularthantheyactuallyare.Illumians
haveagreatdistastefordirtandtakepainstokeeptheirclothesclean,evenina
wildernessordungeonsetting.Elaboratefacialmakeupisalsocommonamong
illumians,particularlyolderoneswhohavealreadymatedfortheircabal.Whilesome
humanswearmakeuptomakethemselvesappearmoreattractive,illumianswearit
fortheoppositereason:tokeepothersatadistance.Themoregarishandoutlandish
anindividualsmakeup,themorelikelyitisthatshewishestobeleftalone.
Relations:Illumiansregardhumansasabrotherrace,butremainsomewhat
distantafterall,theillumiansleftpurehumanitybehindwhentheyundertookthe
RitualoftheWordMadeFlesh.Elvesareadmiredfortheirlonglifespans,loveoflearning,andfacilitywithmagic,whiledwarvesareregardedas
consummatecraftspeoplebutwithlittleelsetooffer.Illumiansconfrontedwithgnomessometimesletabitofpaternalismseepthroughtheireffortsto
bepolite,subconsciouslytreatingthesmallfolklikechildren.Whenevertheycan,illumiansseekcommongroundwithspeciesthatdemonstratealoveof
learning,suchasdragonswrightandoutsiders.Conversely,illumianshaveregardedthegithyankiasimplacableenemieseversincethegithyanki
discoveredandsackedtheillumiansHighLibraryontheAstralPlane.ExceptforthoseoftheGravewhispercabals,illumiansabhorundead.The
IllumianhavebeguntoseekcontroloverthefateofhumanitysincethegreatsunderingandstandopposedtotheElan'sattemptstodothesame.
Alignment:Thecabalsthatformthebackboneofillumiansocietymaintaincodesofhonourtheyexpectmemberstofollow,soillumianshavea
tendencytowardlawfulalignments.Gibbercabalsseekpowerinthedisorderofinventedwords,andsohavemorechaotictendencies.
IllumianLands: Illumiansusuallyformasmallcommunityfarawayfromcivilisation,wheretheyarefreetomaketheirplanswithoutoutside
interference.Somecabals(orclustersofalliedcabals)occupybuildingsorneighbourhoodsinhumansettlements,whereeventuallytheirappearanceceases
toarouseparticularcuriosity.ManycabalshaveaccesstoamagicportalthatwhisksillumianstotheShadowCollegeofExadous,asmallcommunity
centredaroundanancientlibrary(whichstoresthespiritsofdeceasedIllumians),inwhichillumiansmakeuptheoverwhelmingmajorityofthe
population.
Religion:IllumianmainlyworshipTarmuid,theFirstSpeaker,whoinventedtheRitualoftheWordMadeFleshandutteredthewordsthatcreated
theillumianscenturiesago.Sincethen,afewotherillumiansmostlythosewhoparticipatedintheveryfirstRitualoftheWordMadeFleshhave
ascendedtogodhoodbymakingafinalutterance(describedbelow).TarmuidandtheseillumiandeitiesaredescribedinTheIllumianPantheon,laterin
thischapter.
Language:IllumiansspeakthelanguagethatTarmuiddiscovered(orinvented,accordingtosomecabals),themagicallanguagethatpoweredtheritual
thatcreatedthefirstillumians.EveninfantscanspeakIllumianslowlyandpoorlywithinafewdaysofbirth.Nonillumiansdonthavean
instinctivegraspofthelanguageandfinditveryhardtolearn.Becausetheyarentmagicallyinfusedwiththelanguagethewayillumiansare,other
speakersofIllumianreceivenopowerfromthehundredsofsigilsthatformthelanguagesalphabet.
Names:Illumianpersonalnamesarealmostalwaystwoorthreesyllableslong,chosenfromsyllablesthathaveapositiveconnotation(theparagraphs
belowcontainalistofgoodchoicesforanillumianPC).Illumiansalsotakethenameoftheircabalastheirown.Becausethecabalshelpdefinean
illumiansplaceintheworld,illumiansgivetheircabalnamefirst,followedbytheirpersonalname.
WhenspeakinginCommon,illumiansusuallytranslatetheircabalnamebutleavetheirpersonalnameinIllumianbecauseitmostlikelydoesnthavean
exactmatchinCommon.
MaleNames:Abthek ,Byerek ,Duensel,Ghautar,Hautra,Iarmid,Kaulesh,Kyrish,Ooleg,Shelkau,Vyurek ,Yeylea.
FemaleNames:Andrin,Chalaum,Eallie,Fraona,Nuele,Prekish,Querik ,Rhealoo,Sreiska,Woothal,Xiroth,Zhaolei.
CabalNames:Blackpennant,Bloodwing,Driftcloud,Duskwatcher,Frostpeak ,Rustdreamer,Stormwind.
Adventurers:Illumianstraveltolearnmoreaboutthesurroundingworldonbehalfoftheircabals,occasionallyundertakingdangerousmissionson

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behalfoftheircaballeaders.Afewillumianshavebeencastoutoftheircabals,butitsfarmorelikelythatanadventuringillumianleftvoluntarily,
hopingtogainenoughknowledgeandpowertoattractotherillumiansandtherebyfoundanewcabal.Illumiansspendanumberoftheiradolescentor
youngadultyearswanderingtheworld,dreamingofbeingthemasteratthecentreofapowerfulillumiancabal.
Illumian Racial Traits
Humanoid (human): Illumians are humanoid creatures with the human subtype.
Medium: As Medium creatures, illumians have no special bonuses or penalties due to their size.
Illumian base land speed is 30 feet.
Luminous Sigils (Su): The sigils that orbit an illumians head glow softly, providing illumination equal to that of a candle. Illumians can
make their sigils disappear by concentrating for a moment (a standard action), but they dont receive the sigils benefits and cant use
any special abilities granted by illumian words (see below) while theyre doused. Restoring the sigils to visibility is a free action.
Luminous sigils (including power sigils; see below) are insubstantial and disappear into any matter they touch. An illumians sigils
remain present and in effect even when the illumian takes another form, unless she would lose her supernatural abilities as a result of
the form change. An illumian wizard who casts a polymorph spell on herself retains her sigils, but an illumian who becomes a zombie
loses them.
Glyphic Resonance (Ex): Illumians are the physical embodiment of a magical language, so they interact strangely with symbol-based
spells. This group includes all spells whose names contain the word glyph, rune, sigil, or symbol (such spells in the Players Handbook
include explosive runes, glyph of warding, greater glyph of warding, sepia snake sigil, and the various symbol spells). When an illumian
encounters such magic, one of two things happens: Either the illumians resonance overpowers the spell, or the foreign magic corrupts
the mystical language that defines the illumian. Illumians have a 4 racial penalty on saving throws against these effects if their level is
less than the caster level of the spell. If an illumians level equals or exceeds the spells caster level, she is immune to the effect.
Power Sigils (Su): In addition to the array of dimly glowing luminous sigils that orbits her head, a 1st-level illumian has a single
brightly glowing power sigil that grants her certain bonuses (see below). A power sigil can be discerned from other sigils surrounding an
illumian with a DC 10 Spot check, and identified with a DC 15 Knowledge (arcana) check. On attaining 2nd level in any class, an
illumian gains a second different power sigil, and the bonus granted by each power sigil increases to +2. Depending on the combination
of power sigils she chooses, an illumian gains one or more extra special abilities (see Illumian Words, below). The benefit of each power
sigil is given below, along with the Common translation of each sigils Illumian name.
Aesh (vigor): +1 bonus on Strength checks and Strength-based skill checks.
Hoon (life): +1 bonus on Wisdom checks, Constitution checks, and Wisdom- or Constitution-based skill checks.
Krau (magic): +1 bonus to caster level for all spells and spell-like abilities (up to a maximum value equal to the illumians character
level).
Naen (mind): +1 bonus on Intelligence checks and Intelligence-based skill checks.
Uur (grace): +1 bonus on Dexterity checks and Dexterity-based skill checks.
Vaul (soul): +1 bonus on Charisma checks and Charisma-based skill checks.
Illumian Words (Su): Each combination of two power sigils names makes an Illumian word of great power, and thus grants extra
abilities to a character who possesses those two power sigils. The benefit of each word of power is described below.
Aeshkrau: The illumian can use her Strength score to determine the bonus spells she gains for a high ability score, instead of the
normal ability score used by her class to determine this feature. If she has more than one spell-casting class, she may use her Strength
score in place of any or all of the ability scores used by those classes for this purpose.
Aeshoon: Twice per day, the illumian can spend a turn or rebuke attempt as a swift action to gain a bonus on weapon damage rolls
equal to her Wisdom bonus. This effect lasts until the beginning of her next turn, and it applies only to weapons with which she has
selected the Weapon Focus feat.
Aeshuur: When the illumian deals damage to a target with a sneak attack or a critical hit, she gains a +2 dodge bonus to her AC
against that target until the beginning of her next turn.
Hoonkrau: The illumian can spend a turn undead attempt as a swift action to add 1d8 points to the damage healed by any cure spell
she casts before the end of her next turn, or a rebuke undead attempt as a swift action to add 1d8 points to the damage dealt by any
inflict spell she casts before the end of her next turn. The illumian may use this ability twice per day.
Hoonvaul: Twice per day, the illumian can expend a spell slot (but not a slot holding a prepared spell) as a swift action to gain a
bonus equal to the spells level on turning checks, turning damage rolls, and on attack and damage rolls when making a smite attack.
This effect lasts until the beginning of the illumians next turn.
Naenaesh: During the time when the illumian pre-pares spells, she can choose to leave up to two spell slots unfilled to gain the ability
to cast any other prepared spell (or spells) of the same level as if it had been prepared with the Still Spell feat. This effect lasts until the
next time the illumian prepares spells. She cannot fill the vacant spell slot (or slots) until the next time she prepares spells.
Naenhoon: Twice per day, the illumian can spend one or more turn or rebuke undead attempts as a swift action to add a metamagic
effect to a spell she is casting, with no effect on the spells casting time or effective level. She must have the metamagic feat whose
effect she wants to apply. The illumian must expend a number of turn or rebuke undead attempts equal to the normal level adjustment
of the metamagic feat (for example, it costs two turn or rebuke attempts to apply an Empower Spell effect). If she chooses to apply the
Heighten Spell effect, it costs her one turn attempt per level that she heightens the spell, up to a maximum of 9th level.
Naenkrau: During the time when the illumian prepares spells, she can choose to leave up to two spell slots unfilled to add +1 to the
save DCs of all her other spells of that level (including spells from different classes). If she leaves two spell slots unfilled, they must be
at different spell levels. This effect lasts until the next time the illumian prepares spells. She cannot fill the vacant spell slot (or slots)
until the next time she prepares spells.
Uurhoon: Twice per day, the illumian can expend a spell slot (but not a slot holding a prepared spell) as a swift action to gain an
insight bonus equal to her Wisdom bonus on Reflex saves and her Dexterity bonus on caster level checks to overcome spell resistance.
This effect lasts for 1 minute per level of the spell slot expended.
Uurkrau: The illumian can use her Dexterity score to determine the bonus spells she gains for a high ability score, instead of the
normal ability score used by her class to determine this feature. If she has more than one spell-casting class, she may use her Dexterity

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score in place of any or all of the ability scores used by her classes for this purpose.
Uurnaen: During the time when the illumian prepares spells, she can choose to leave a 1st-level or 2nd-level spell slot unfilled to add
an insight bonus equal to the spell slots level on attack rolls when making an unarmed strike or a sneak attack. This effect lasts until
the next time the illumian prepares spells. She cannot fill the vacant spell slot until the next time she prepares spells.
Vaulaesh: Twice per day, the illumian can expend a spell slot (but not a slot holding a prepared spell) as a swift action to gain an
insight bonus equal to the spells level to AC and on weapon damage rolls. This effect lasts until the beginning of the illumians next
turn, and the damage bonus applies only to weapons with which she has selected the Weapon Focus feat.
Vaulkrau: Twice per day, the illumian can expend a spell slot (but not a slot holding a prepared spell) as an immediate action to gain
an insight bonus equal to the spells level on the next saving throw she makes before the start of her next turn.
Vaulnaen: Twice per day, the illumian can use a spell slot (but not a slot holding a prepared spell) to spontaneously cast any of her
prepared spells of the same spell level. For example, a 3rd-level bard/1st-level wizard who had prepared burning hands as a wizard spell
could use one of her 1st-level bard spell slots to cast burning hands. The spell is cast using the caster level at which it is prepared (the
bard/wizard in the above example would cast burning hands as a 1st-level caster).
Vauluur: The illumian may expend a spell slot (but not a prepared spell) as a swift action to add 1d6 per spell level to her unarmed
strike damage rolls and her sneak attack damage rolls. This effect lasts until the beginning of her next turn, and she may use it twice
per day.
Final Utterance (Ex): When an illumian dies, her body releases the stored Illumian language within it. For 1 round per Hit Die of the
illumian, anyone within earshot hears ululating Illumian syllablesusually gibberish, but occasionally a prophetic phrase or a final curse
on the illumians enemies. The illumians body need not remain intact for the final utterance to occur. Even if an illumian succumbs to a
disintegrate spell, her disembodied voice still utters strange gibberish for several rounds.
+2 racial bonus on saves against spells with the shadow descriptor: The illumians magical heritage is tied to the Plane of Shadow.
Superior Literacy: Illumians are always literate, regardless of their character class. Speak Language is always a class skill for illumians,
regardless of class. Illumians who take a spell casting class at 1st level gain the Arcane Preparation feat as a bonus feat.
Automatic Languages: Common and Illumian. Bonus Languages: Any except for secret languages (such as Druidic). Illumians love
languages and travel far and wide to learn new languages from other races.
Technology: Medieval.
Habitat: Temperate;Ruins or The Plane of Shadow.
Level Adjustment +0.

Killoren
Anewlyrisenraceofpowerfulfey,thekillorenblendnaturespatienceand
powerwiththeambitionandaggressionofthehumanoidraces.Theancient
placesoftheworldstirwithapoweroftheirown.Fromthispower,the
killorenhavesprunginanswertothegrowingmightofthehumanoidraces.
Whethertheworkofsomegreatnaturedeityorthespontaneouscreationof
thewildpowerofnatureitself,killorenareatonceyoungandeternal,newly
broughttotheworldbutwithunknowableancienttiestotheheartofnature.
Asfey,killorenhaveatietonatureunmatchedbythehumanoidraces,but
unlikeotherfey,killorenarenotcontenttowaitinthedarkrecessesofthe
dwindlingforests.Killorenareaggressive,ambitiousmanifestationsof
naturespresenceandpower,andtheywalkthroughthecitiesofmanaseasily
astheymeditateinthegladesofaverdantforest.Thereareasyetfewkilloren
intheworldcomparedtothepopulationofhumansandotherhumanoidraces,
buttheirnumbersarequicklygrowing.Sofar,theseadaptablefeyhaveonly
comeintoisolatedconflictwithevilpowersbentondespoilingnature,butitis
obviousthattheyaredestinedformore.Thekillorenhavebeguntomake
knowntheirpresenceintheworld,andafewfarseeingandlearnedsages
wonderattheimplicationsoftheirgrowingpowerandnumbers.
Appearance:Killorenresemblenaturespirits,andmalesandfemalesalike
averageabout51/2feetinheight.Theymaturequickly,beingfullgrownby
theageof10,andliveverylonglives,hardlychangingatallinappearancefor
theirfirstcentury.Killorenhavegreenortanskinthetextureofasoft,young
leaf,andtheirlimbsareunusuallylongandslenderwhencomparedwiththose
ofthehumanoidraces.Anindividualkillorenshairandeyecolourdependsonwhichaspectofnaturethekilloreniscurrentlymanifesting.
KillorenSociety:Thekillorenhavenoorganisedkingdomsandonlyafewscatteredcommunities.Theylivecomfortablyinnearlyanyclimate,and
theirdwellingsandcommunitiesblendbeautifullywiththenaturalworldaroundthem.Fewmembersofhumanoidracesareknowledgeableenough
aboutnaturetorecognizewherethewildsendandakillorencommunitybegins.
Lands:Asyet,killorenclaimnolandsastheirown.Killorenconceptsofpropertyandlandownershipdiffergreatlyfromthoseofthehumanoidraces:
Theyseetheworldasbelongingtonatureitself.Asstewardsandmanifestationsofnature,theymightatsomepointdenyotherstherighttosettleor
despoilpartofthewild,buttheirnumbersarefewenoughthatthishasnotyetcometopass.Inthesmallconflictsthathavecroppedupbetween
killorenandparticulargroupsofevilhumanoids,thekillorenhavenotclaimedownershipoftheland,insteadclaimingonlythattheyguardtheland
fromevil.

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Settlements :Theirsmallcommunitiesblendwiththenaturalworld,butmanykillorenaredrawnawayfromtheirhomecommunitytominglewiththe
populationsofthehumanoidraces.Akillorencommunitymightbeassimpleasafewfamiliesdwellingamongtheboughsandshadeofapeacefulforest
orasremoteasasmallgroupofkillorenfollowinggameacrossthefrozensteppesofthefarnorth.
PowerGroups:Killorencommunitiesareusuallygovernedbyagroupofelderspiritshamans,butanyindividualkillorenmightrisetoleadership
dependingonhisorherpersonalexploits.Theseleadersactmoreascouncillorsandprotectorsthanasanorganisedformofgovernment,thesmallsizeof
killorencommunitieskeepingtheirrolesrelativelysimplecomparedtothepoliticsofthehumanoidraces.Asthenumberofkillorengrows,sotoodoes
theirdifferenceinoutlook.Asmallgroupofelderkilloren,somehavingwalkedamongthehumanoidracesforahundredyearsormore,believetheyhave
seenenoughofhumansandthealliedcivilisedraces.CallingthemselvessimplyTheWild,thesepowerfulkillorenhavechosentodefendtheirrefuges
withmagicalandphysicalforce.Manyofthesekillorenarestormbringersandtheirradicaloutlookisquicklydrawingtheattentionofbothotherkilloren
andtheclansofthehumanbarbarians.
Beliefs:Killorendonotsimplyadmirenature,theyareamanifestationofit'spower.Akillorencannotlookatadistantmountainrangewithout
feelingitspowerandbeautystirher,norcanakillorenwalkthroughaforestgladewithoutbeingmovedbythepeaceandstrengthofnature.Natureis
morethanadistantidealtothekilloren;itislifeitself.
Relations :Althoughtensiongrowsbetweenthekillorenandthehumanoidkingdoms,forthemostpartkillorenremainacuriosityintheeyesofthe
humansandtheirallies.Killorenwalkfreelywithinthesettlementsofalmosteverycivilisedrace.Ofallthehumanoidraces,thedreamdwarvesare
closestinoutlooktothekilloren,buteventhetheyremaincuriousaboutthekillorensrecentoriginandtheirultimateroleinnaturesplan.
KillorenCharacters: Killorencharactersrangefrompowerfulandzealousdefendersofnaturetoinquisitiveandinsightfulstudentsofhumanoid
cultures.Thekillorensabilitytomanifestdifferentaspectsofnaturespowerletsthemfillmultiplerolesinapartyofadventurers,dependingonthe
expectedencountersandadventures.KillorenNPCshintatthegrowingunrestofpowerfulnaturalforces,addingasenseofmysteryanddangertothe
wildplacesofthecampaignworld.
Adventuring Killoren:Killorenadventuretolearnabouttheworld.Unlikeotherfey,killorenaredrivenbythenamelesspowersofnaturetolearn
aboutthehumanoidracesandcustoms.Killorenmatchtheaggressionandambitionofhumanoids,buttheyalsomaintaintheeternalconnectionto
naturethatallfeyembody.Askillorengrowinpowerandnumber,theyformeverchangingopinionsofhumansandtheirallies,helpingthecausesthat
theydeemtobeonewithnaturesdesignandopposingthosewhowoulddespoilordestroynaturesbeauty.Experiencedkillorenmightadventurewitha
moredefinitepurposeworkingtothwarttheschemesofaparticularreligiouscult,protectingnaturefromwildorcsandgoblinoids,orhuntingpowerful
outsidersthatarebeyondthereachofnaturesotherservants.
CharacterDevelopment: Killorencharactersarebestservedbyfocusingononeaspectandensuringthattheabilitiestheyfavorworkwellwiththe
choicestheymakeconcerningskills,feats,andclasslevels.Becauseoftheirobviousconnectionwithnature,manyadventuringkillorenadvanceas
rangersandspiritshamens.Perhapsmoreintriguing,however,arethosekillorenwhotakelevelsinotherclassessuchasbinderorswordsage,yetretain
theirunswervingconnectiontothepowerofnature.
CharacterNames:Killorenhaveonlyonename,andtheychoosethisnamethemselvesupondeclaringtheirownmaturity,usuallynearthebeginning
oftheirtenthyearoflife.Killorennamesalwayshavethreesyllables,thelastofwhichdenotestheirfamilyinthesamewaythatahumansfamilyname
showshisorherrelation.ExamplekillorennamesincludeDurmindin,Ennimbel,Kettenbar,andShallahai.
RoleplayingAKilloren: Withthepowerofnatureforeverbondedtotheirsouls,killorencharactershaveboththeenigmaticoutlookofthefeyand
theinquisitivedriveofthehumanoidraces.Thisuniqueoutlook ,combinedwiththeunusualabilitytomanifestdifferentaspectsofnaturesownpower,
makeskillorenachallengetoroleplay.Whenroleplayingakilloren,youmustmakethereverenceofnatureasubtleyeteverpresentaspectofyour
personalitywithoutoverdoingit,andyoumustbereadytoexpressmarkedlydifferentaspectsofyourcharacterspersonalitydependingonwhichaspect
ofnatureyouchoosetomanifesteachday.
Personality:Killorenhaveaninnateconnectiontonaturespower;assuch,thenaturalworldanditsbestinterestsareneverfarfromtheirthoughts.
Killorenalsodifferfromotherracesinthattheyhavethreedifferentaspectsoftheirpersonalitythatcorrespondwiththeirabilitytomanifestdifferent
aspectsofnaturesmight.Killorenwhomanifestthedestroyeraspectarearrogantandaggressive,thosewhomanifesttheaspectofthehunterare
stealthyandsubtle,andthosewhomanifesttheaspectoftheancientthinkcarefullyandlookdeepintotheheartofamatterbeforevoicingtheir
thoughts.
Behaviors:Justastheirpersonalitychangesslightlywhentheymanifestadifferentaspect,thebehavioursofindividualkillorenchangeslightly
dependingontheaspectthattheyaremanifesting.
Language:Killorenmakeagreatefforttospeakasthosearoundthemspeak.Learningthespeakingstylesaswellasthelanguageofthehumanoids
theyarewithgivesthemgreaterinsightintothecultureandattitudesoftheirfriends.
Killoren Racial Traits
Fey: Killoren are of the fey type and are therefore not affected by spells such as charm person and hold person. Unlike other fey,
killoren gain Hit Dice only by acquiring levels in a character class.
A killorens base land speed is 30 feet.
Low-Light Vision: Killoren can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor
illumination. They retain the ability to distinguish colour and detail under these conditions.
Immunity to magic sleep effects and a +2 racial bonus on saves against enchantment spells or effects.
Racial Skills: Killoren have a +2 racial bonus on Handle Animal and Survival checks.
Cold Iron Anathema (Su): Killoren have a difficult time wielding weapons made of cold iron. Killoren take a 2 penalty on any attack
roll they make with a cold iron weapon or a weapon made only partially out of cold iron, such as a cold iron spear or a bow firing cold
iron arrows.
Manifest Natures Might (Su): Killoren are forever bound to the raw forces of nature itself, manifesting this bond even in their physical
form. A killoren can only manifest one aspect of natures might at a time. Each morning as the sun rises, a killoren spends 10 minutes in

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quiet meditation, filling her spirit with the aspect of nature that is most needed for her current tasks. Once a killoren chooses an aspect,
she manifests that aspect until the next morning, when she chooses again which aspect to manifest. Many killoren favour one aspect
over the others and rarely choose to manifest one of the other two aspects.
Aspect of the Ancient: While manifesting the aspect of the ancient, a killoren embodies the deep and ancient secrets of nature itself.
With this bond to natures secret lore, a killoren gains a racial bonus on Knowledge (nature) checks equal to her Hit Dice and gains an
additional +2 bonus on saving throws against enchantment effects. This bonus stacks with the killorens normal racial bonus on saving
throws against enchantment effects. While a killoren manifests the aspect of the ancient, her hair turns white and her eyes turn to the
colour of a blue summer sky.
Aspect of the Destroyer: Many races revere nature for its power to destroy, but none more so than a killoren manifesting the aspect
of the destroyer. Once per hour (up to a maximum number of times per day equal to the characters Charisma bonus, minimum 1), a
killoren manifesting the aspect of the destroyer can make a special smite attack that deals extra damage to the foes of nature. When
making this smite attack, a killoren adds her Charisma bonus to her attack roll and deals an extra 1 point of damage per Hit Die. This
smite attack works only against aberrations, constructs, humanoids, oozes, outsiders, and undead. If a killoren accidentally smites a
creature that is not one of the creature types listed above, the smite has no effect, but the ability is still used up for that hour and
counts against the total uses per day. While a killoren manifests the aspect of the destroyer, her hair and eyes turn a deep, lustreless
black; many find the gaze of a killoren destroyers coal-black eyes to be unnerving.
Aspect of the Hunter: The hunt affects nearly every aspect of nature and claims a place of great prominence and importance in the
cycle of life. A killoren manifesting the aspect of the hunt is bound to natures ancient tradition of the hunt, and her senses sharpen to
an amazing degree. While manifesting the aspect of the hunt, a killoren gains a +2 racial bonus on Hide, Listen, Move Silently, and Spot
checks, and a +2 racial bonus on initiative checks. While a killoren manifests the aspect of the hunter, her hair and eyes turn a deep
forest green, and her skin tone becomes a deeper brown than when manifesting one of the other aspects.
Automatic Languages: Common, Sylvan. Bonus Languages: Aquan, Auran, Elven, Gnome, Ignan, Terran.
Technology: Dark Ages.
Habitat: Any; Any except Ruins and Underlands.
Level Adjustment +0.

Lycanth
Lycanthareintelligent,shapechanginganimals,able
toshiftfreelybetweenhumanandanimalforms,as
wellasabipedal,animalisticform.Severalsubraces
exist,definedbythekindofanimalformtheycan
assume.Theyaretypicallyfoundonthefringesof
humansettledlands,wheretheycanmingleinhuman
formbutretreattotheirclanwhentheydesire.
Personality:Lycanthtendtodwellingorinsmall
clans.Theyoftendisplaypersonalitytraitssimilarto
theiranimaltypesoweaselLycantharecuriousand
inquisitive,wolfLycanthareloyalandcareful,andso
on.Lycanthusuallydonottrytofitintohuman
society,knowingthattheyaredifferentandbelieving
thattheyaremorecloselyconnectedtothespirit
world.
PhysicalDescription: Inanimalform,Lycantharealmostindistinguishablefromnormalanimalsexceptthroughmagic.Naturally,theirbehaviour
oftenprovidesproofoftheirintelligence,socarefulobservationofaLycanthinanimalformcanrevealthatitisnotwhatitappearstobe.Lycanthcan
alsoassumeabipedal,animalistic(hybrid)form.Theystandontheirhindlegs(orsimilarappendages)totheheightoftheirhumanform.Thefront
pawsorwingschangeintohands,capableofgrippingandusingnormalequipment.Therestofthebodyretainsthegeneralappearanceoftheanimal,
includingfur,feathers,wings,tail,andothercharacteristicfeatures,butintheoverallshapeofananimalheadandhumantorso.Inhumanform,
Lycanthlookexactlylikenormalhumans,though(likealllycanthropes)theyoftendisplaysomefeatureassociatedwiththeiranimalform.Forexample,a
DireHawkLycanthmighthaveasharplypointednose,whileaweaselLycanthmighthavebeadyeyesandalongmoustache.
Relations :Lycanthoftenlivenearhumans,andgoodclanofLycanthsometimesassumeaprotectiveroleoveranearbycommunity.ALycanthnever
feelsapartofahumancommunity,however,evenwhengratefulvillagersofferfoodorgiftstorewardtheLycanthfortheprotectionsheoffers.Evil
Lycanthclansinsteadpreyonhumancommunities,andarerewardedwithfearandhatred.Lycanthbelievethemselvestobeclosertothespiritworld
thanhumans,andthereforefeelacloseraffinityforspiritfolkwhenthetworacescomeintocontact.
Alignment :MostLycanthareneutral,withastrongindependentstreak.Theyvaluefreedom,theirsandothers.RarelydoLycanthstronglyfavour
goodorevil.
LycanthLands:Lycanthdonothavelandsoftheirown.Theyliveinsmallclansnearhumancommunities,usuallyontheedgeofcivilisation,near
regionsofunsettledwilderness.Giventheirstrongneutralstreak ,Lycantharefrequentlyonthemove,particularlywhentheadvanceofcivilisation
turnstheirwildernessretreatsintobustlingmetropolitanareas.
Religion:Lycanthdonotworshipthespiritsthathumansveneratetheyconsiderthemselvesthespiritsequals.Lycanthshamanscommandthepower
ofthespiritsnotthroughveneration,likehumanshamans,butthroughpartnership.
Language:Lycanthspeaktheirownlanguage,whichiscommontoallLycanthregardlessofanimaltype.
Names:Lycanthnamesfollowhumanpatternsinwhateverlandstheydwell.

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Adventurers:Lycantharecommonlyadventurers,sincethesedentarylifeofacommonerorexpertholdslittleappealforthem.Theyareusually
motivatedbylittlemorethanwanderlust,orperhapscuriosityabouttheworld.
Combat:Alycanthinitshumanoidformuseswhatevertacticsandweaponsarefavouredbyothersofitskind,thoughittendstobeslightlymore
aggressive.Alycanthpossessesthesensesofitsanimalform,includingscentandlowlightvision,andithasadeepempathyfor(andabilityto
communicatewith)animalsofitsanimalform.
Lycanth Racial Traits
Physical abilities are increased by the animal forms ability modifiers when are changes to its hybrid or animal forms.
Animal Nature: The character must choose a base animal of medium size for his base animal form (see table below). This choice
cannot be changed after character creation and affects the attributes an abilities of the character.
Fey (Shapeshifter): Lycanth are of the fey type and are therefore not affected by spells such as charm person and hold person. Unlike
other fey, Lycanth gain Hit Dice only by acquiring levels in a character class. They are also affected by spells and effects that target
shapeshifters and lycanthropes.
Medium size in human, hybrid and the base animal form. Base Movement is 40 in human and hybrid form.
Low-light vision in any form.
Scent in any form.
Racial Skills: Any racial skill adjustments of the lycanths animal form (but not conditional adjustments) are added to its skill modifiers
in any form.
Racial Feats: All lycanths gain Iron Will as a bonus feat plus any feats as per the Base animal.
+2 natural armour bonus in any form.
Alternate form: see below.
Lycanthic Empathy (Ex): In any form, lycanths can communicate and empathise with normal or dire animals of their animal form. This
gives them a +4 racial bonus on checks when influencing the animals attitude and allows the communication of simple concepts and (if
the animal is friendly) commands, such as friend, foe, flee, and attack.
Damage reduction 10/silver (in animal or hybrid form only).
Automatic Languages: Common and Sylvan. Bonus Languages: Druidic, Elven, Giant, Goblin and Orc.
Technology: Dark Ages
Habitat: Any; Forest, Hills, Plains or Mountain.
Level adjustment: +3.
Alternate Form
A creature with this special quality has the ability to assume one or more specific alternate forms. A true seeing spell or ability reveals
the creatures natural form. A creature using alternate form reverts to its natural form when killed, but separated body parts retain their
shape. A creature cannot use alternate form to take the form of a creature with a template. Assuming an alternate form results in the
following changes to the creature:
The creature retains the type and subtype of its original form. If the new form has the aquatic subtype, the creature gains that
subtype as well.
The creature loses the natural weapons, natural armour, and movement modes of its original form, as well as any extraordinary
special attacks of its original form not derived from class levels (such as the barbarians rage class feature) movement modes, and
extraordinary special attacks of its original form.
The creature gains the natural weapons, natural armour, movement modes, and extraordinary special attacks of its new form.
The creature retains the special qualities of its original form. It does not gain any special qualities of its new form.
The creature retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It
does not gain the spell-like abilities or supernatural attacks of its new form.
The creature gains the racial modifiers to physical ability scores (Str, Dex, Con) of its new form. It retains the mental ability scores
(Int, Wis, Cha) of its original form. Apply any changed physical ability score modifiers in all appropriate areas with one exception: the
creature retains the hit points of its original form modified by any change to its Constitution.
Except as described elsewhere, the creature retains all other game statistics of its original form, including (but not necessarily limited
to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses. The creature retains its hit points and save bonuses,
although its save modifiers may change due to a change in ability scores.
The creature retains any spell-casting ability it had in its original form, although it must be able to speak intelligibly to cast spells with
verbal components and it must have human like hands to cast spells with somatic components.
The creature is effectively camouflaged as a creature of its new form, and it gains a +10 bonus on Disguise checks if it uses this
ability to create a disguise.
Any gear worn or carried by the creature that cant be worn or carried in its new form instead falls to the ground in its space. If the
creature changes size, any gear it wears or carries that can be worn or carried in its new form changes size to match the new size. (Non
humanoid-shaped creatures cant wear armour designed for humanoid-shaped creatures, and vice versa.) Gear returns to normal size if
dropped.
Changing to or from animal or humanoid or hybrid form is a standard action.
A slain lycanth reverts to its animal form, although it remains dead. Separated body parts retain their animal form, however.
Attacks: Same as the base creature or base animal, depending on which form the lycanthrope is using. A lycanthrope in hybrid form
gains two claw attacks and a bite attack as natural weapons. A hybrid may attack with a weapon and a bite, or may attack with its
natural weapons. The bite attack of a hybrid is a secondary attack. The Damage for these attacks is: Claws 1D4 x 2 + Str / Bite 1D6 +
0.5 Str OR 1 Bite + 1.5 Str (if the only attack that round)
Base Animal Racial Ability Modifiers Racial Feats Racial Skill Modifiers
Baboon Str +2, Dex +2, Wis +2 Alertness, Brachiation +8 Climb
Badger, Dire Str +4, Con +4, Wis -2 Alertness, Toughness +4 Survival
Bear, Black Str +6, Con +2, Int -2 Endurance, Run +4 Swim

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Boar Str +4, Con +4, Cha -2 Alertness, Toughness +4 Survival
Cheetah Str +2, Dex +4 Alertness, Weapon Finesse +4 Survival
Hawk, Dire Dex +4 , Wis +2 Alertness, Weapon Finesse +8 Spot
Hyena Str +2, Dex +2, Chr +2 Alertness, Improved Trip +4 Hide
Leopard Str +2, Dex +2 Alertness, Weapon Finesse +8 to Balance, Climb and Jump checks; +4
Hide and Move Silently
Weasel, Dire Str +2 Dex +4 Alertness, Stealthy, Weapon Finesse +4 Search
Wolf Str +2, Dex +2, Con +2 Track, Improved Trip +4 Survival
Wolverine Str +4, Dex +2, Con +2, Wis -2 Alertness, Toughness +8 Climb

Troga
Personality:Trogaaregenerallylowinintelligencebutquicktoanger.Wherea
hobgobllinunderstandsalternativestoaction,Trogadonot.SuccessfulTrogaarethose
withenoughselfcontroltoliveinacivilizedland.Trogalovesimplepleasuressuchas
feasting,drinking,boasting,wrestling,drumming,andwilddancing.Whilesomeclaimto
beabletosing,fewotherraceswouldagree.ATrogaislikelytoassumethatrefined
enjoymentssuchaspoetry,courtlydancing,andphilosophyarejusttoolsformakingfun
ofhim.
PhysicalDescription: Trogaaretallerthanhumansorhobgoblins,butnotastallas
ogres.Adultsaretypicallyclosertotheheightandweightofanogrethanofahobgoblin.
Theirskincolorrangesfromdullyellowtodullbrown.Theirthickhidesaremostlycovered
byshortwiryfur,andtheirheadsaretoppedbyamopofdarkhair.
Relations:Becausetheyarederivedfromgiants,Trogahavearoughtimegettingalong
withdwarvesandgnomes.Ofcourse,Trogaarerarelyongoodtermswithelveneffigies,
humans,orkilloreneither.Ontheotherhand,theyunderstandtheprejudicethat
monstroushumanoidsexperienceandrelatehalantandgoliathswell.SomeTrogaseek.a
waytogainacceptancefromthosewhohateorfearhisogrecousins,butmostexploittheir
innatetoughnesssothatothershavenochoicebuttoacceptthem,whetheroutof
admirationorfear.Afewdemonstratepietyandgoodheartednessaspubliclyastheycan
(whetherornotsuchdisplaysaregenuine).
Alignment:Trogainheritatendencytowardchaosfromtheirogreparents,but,liketheir
hobgoblinparents,theycanalsofavorlawfulalignments.Trogaraisedamonghobgoblins
andwillingtoliveouttheirliveswiththem,however,tendtowardneutralevil.
TrogaLands:Trogahavenolandsoftheirownasyet,livingamonghobgoblinsorhumansdependingontheircircumstancesandthetoleranceofthe
locals.Recentleythough,theyhavebeguntoestablishtheirownclans,inthefoothillsbelowthemountainhomesofthegoliaths.
Religion: Likeogres,evilTrogaworshipVapraktheDestroyer.TherapaciousVaprakisachaoticevildeityofcombat,destruction,aggression,frenzy,
andgreed.HisdomainsincludeChaos,Destruction,Evil,andWar,andhisfavoredweaponisthegreatclub.Trogabarbariansandfightersreverehimas
awargodeveniftheyarenotevilthemselves.ErythnulalsonumbersogresandTrogaamonghisfollowers.WorshipersofVaprakorErythnulwhoare
tiredofexplainingthemselves,orwhodontwanttogiveotherracesyetanotherreasontodistrustthem,simplydontmaketheirreligionpublic
knowledge.Trogawhowanttosolidifytheirconnectiontotheirhobgoblinheritagefollowthierdeities.
Language:Giant,usesDwarvenscriptontherareoccasionswhenanogreneedstowritesomething.
Names:ATrogatypicallychoosesanamethathelpshimmakeaspecificimpression.Ifhewantstofitinamonghumans,hechoosesahumanname.If
hewantstointimidateothers,hechoosesagutturalogreorhobgoblinname.
Troga Racial Traits
+6 Strength, +2 Constitution, 2 Intelligence, 2 Charisma: Troga are big, brawny creatures without a great deal of intelligence.
Giant: Troga are creatures with the giant type.
Large: As Large creatures, Troga take a 1 penalty to armour Class and a 1 penalty on all attack rolls. They have a reach of 10 feet.
Troga base land speed is 30 feet.
Darkvision: Trogas can see in the dark out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and
Troga can function just fine with no light at all.
Natural armour: Troga have +4 natural armour due to their tough, thick skin.
Automatic Languages: Giant and Common. Bonus Languages: Draconic, Gnoll, Goblin, Orc, and Abyssal. Smart Troga (who are rare)
learn the languages of their allies or rivals.
Technology: Stone Age.
Habitat: Any; Any but prefer Forests, Hills and Ruins.
Level adjustment +2.

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WhisperGnome
Whispergnomesoutwardlyresemblecommongnomes,
buttheylackthejovialnatureandeasyoutlookonlife
thattheirmorecommonrelativesenjoy.Instead,whisper
gnomesarecreaturesofstealthandsuspicion.In
professionandbehaviour,theyrangefromdangerous
spiestopeacefulrecluses.Fewmembersofotherraces
canmatchawhispergnomespowersofstealth,and
whispergnomescoutsandrangersalwaysstalkany
creaturesthatcomewithinafewmilesoftheirhidden
hillsidecommunities.Whispergnomesreluctantlyally
themselveswithduegarandotherraceswhennecessary.
Theyknowthattheylackthephysicalstrengthand
numberstostandcompletelyontheirown.
Personality:Whispergnomesarequiet,suspicious
sortswhofindithardtobuildlastingrelationshipswith
membersofotherraces.Althoughnootherraceisopenly
friendlywiththesereclusiveindividuals,noracebears
themactivemaliceeither.Often,whispergnomesshareinformationaboutimpendingthreatswhenallyingthemselveswithmorepowerfulornumerous
humanoidraces;inmostcases,thisarrangementhasworkedoutextremelywellforbothsides.Ifthewhispergnomesalliesfindthemselvesshortofafew
valuablesafterthegnomeshavelefttheircommunity,thelossesareoffsetbythewhispergnomesvaluablescoutingandinformationgatheringabilities.
PhysicalDescription: Whispergnomesstandbetween31/2and4feettall.Whispergnomesareskinny,almostgauntcreatures,andrarelyweigh
morethan40pounds.Theirskinrangesincolourfromlightgreytolightgreen,althoughnoneofthisvariationinskintoneisnoticeablewithoutcareful
attention.Whispergnomeshavegreyorblueeyes,butagaintheyarerarelybrightorstrikinginintensity.
Relations:Manyotherhumanoidracesregardwhispergnomesastheywouldanuntrustworthycousintheyknowthatwhispergnomesareunlikely
todoanylastingharmorstealtheirmostpreciousitems,butatthesametime,theydeservetobewatchedcarefully.Dwarvesinparticulardistrust
whispergnomes;theseseriousandstoicindividualsletwhispergnomesintotheircitiesonlyunderthedirestofcircumstances.Elveneffigies,humans,
andgoliathsgenerallytoleratewhispergnomes.Ofalltheotherraces,duegararethemostacceptingofwhispergnomes,andmanywhispergnomestravel
foratimewithduegartradetrains.DreamDwarvesandwhispergnomesgetalongverywell.Whetherbecausethetworacesaresuchoppositesthatthey
enduprespectingtheothersstrengths,orbecausetheybothoftenfindthemselvesdistrustedbyotherraces,theyseemtoenjoyeachotherscompanyand
approachtolife.Halantswithnowhereelsetogooccasionallysettleinawhispergnomecommunity.
Alignment:Mostwhispergnomesareneutralorneutralgood.Whispergnomesfavourpersonalfreedomandchoice,butatthesametimetheyvaluean
orderedcommunityandrespecttherightsofothersandtoanextentthepropertyofothers.
WhisperGnomeLands: Whispergnomesliveinandamongthecommunitiesofduegarorhumans,ortheyformsmall,carefullyhiddencommunities
oftheirown.Theyfavourtherollinghillsandlightwoodsthatothergnomesenjoy,andliketheirdistantcousins,theyliveunderground.Whispergnomes
whowantamoreactivelifestylesettleinhumanlandsandfindworkasspies,emissaries,orassimplethieves.
Religion:WhispergnomespayhomagetoGarlGlittergold,butmanyhaveturnedtoseekingoutvestigessincethegreatsundering.Whispergnomesare
veryopenmindedaboutreligion,andtheyfindthesinglemindedreligiousdevotionofotherracesstrangeandconfining.Mostwhispergnomesbelieveit
expedienttopayattentiontowhateverdeitycanhelpthemthemostintheircurrentsituation,andtheydonotseeitasstrangetofrequentlyprayto
differentdeities.
Language:WhispergnomesspeakGnome,whichusestheDwarvenalphabet.MostwhispergnomesalsospeakTerran,andtheysometimesusethat
tongueasasortofsemisecretcodewheninthecompanyofotherraces.
Names:Whispergnomesconsidernamesassemipermanentaliasesatbest,andoneusuallygoesbyadifferentnameineachnongnomecommunityhe
orshevisits.Whenamongotherraces,whispergnomesusuallysticktothenamesgiventothembytheirparents.Whispergnomefamilynamesaresimilar
to,butnotexactlylike,theclannamesofcommongnomes.
MaleNames:Alth,Fash,Threan.
FemaleNames:Bella,Freith,Geim,Mala,Nan.
FamilyNames:Bermin,Daergel,Falath,Shrenan.
Adventurers:Whispergnomeadventurerstraveltotestthemselves.Theyseeknotonlytotryouttheirpowersofspeedandstealthagainstthephysical
strengthoflargercreatures,butalsototesttheirownmorallimits.Manyadventuresomewhispergnomesknowthattheyarecapableofstealingfrom
humansandothercreaturesthatcanthopetocompetewiththeirpowersofstealth,andtheyseeksomerationaleforwhytheyshouldnttakeadvantage
ofthissuperiority.
Whisper Gnome Racial Traits
+2 Dexterity, +2 Constitution, 2 Strength, 2 Charisma: Whisper gnomes are agile and tough, but they are Small and therefore not
as strong as larger humanoids. Their quiet nature also leads to a lack of personal presence.
Small: As a Small creature, a whisper gnome gains a +1 size bonus to Armour Class, a +1 size bonus on attack rolls, and a +4 size

24
bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a
Medium character.
Whisper gnome base land speed is 30 feet, despite their size.
Low-Light Vision: A whisper gnome can see twice as far as a human in starlight, moonlight, and similar conditions of poor illumination.
He retains the ability to distinguish colour and detail under these conditions.
Darkvision: Whisper gnomes can see in the dark out to 60 feet. Darkvision is black and white only, but it is otherwise like normal
sight, and whisper gnomes can function just fine with no light at all.
Weapon Familiarity: Whisper gnomes treat gnome hooked hammers as martial weapons rather than exotic weapons.
+1 racial bonus on attack rolls against kobolds and goblinoids (including goblins, hobgoblins, and bugbears): Like their more common
cousins, whisper gnomes battle these creatures frequently and practice special techniques for fighting them.
+4 dodge bonus to Armour Class against monsters of the giant type (such as ogres, trolls, and hill giants): This bonus represents
special training that whisper gnomes undergo, during which they learn tricks that previous generations developed in their battles with
giants. Any time a creature loses its Dexterity bonus (if any) to Armour Class, such as when its caught flatfooted, it loses its dodge
bonus, too. The Monster Manual has information on which creatures are of the giant type.
+4 racial bonus on Hide and Move Silently checks: Whisper gnomes have an uncanny knack for stealth.
+2 racial bonus on Listen and Spot checks: Whisper gnomes have keen eyes and ears.
Spell-Like Abilities: 1/daysilence (must be centred on whisper gnomes body). A whisper gnome with a Charisma score of at least 10
also has the following spell-like abilities: 1/dayghost sound, mage hand, message. Caster level 1st; save DC 10 + whisper gnomes
Cha modifier + spell level.
Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
Racial Feats: The Extra Silence and Silencing Strike feats can be taken by whisper gnome characters (see Races of Stone, Chapter 6:
Character Options).
Technology: Medieval.
Habitat: Any; Ruins and Underlands.
Level Adjustment +0.

VITALSTATISTICS
Race Starting Age Height Weight Middle Age Old Venerable Maximum Age

Bugbear, Male 10 + 1D6 72 + 2D12 180 + (h x 2D6)lb 35 53 70 +2D10

Bugbear, Female 10 + 1D6 72 + 2D12 180 + (h x 2D6)lb 35 53 70 +2D10

Dragonwright Male 12 + 1D6 55 + 2D6 90 + (h x 2D8)lb 35 70 140 +2D20

Dragonwright Female 12 + 1D6 58 + 2D8 100 + (h x 2D8)lb 35 70 140 +2D20

Dream Dwarf Male 60 + 6D6 42 + 2d4 100 + (h x 2D6)lb 175 263 350 +2D100

Dream Dwarf Female 60 + 6D6 40 + 2D4 80 + (h x 2D6)lb 175 263 350 +2D100

Duergar Male 40 + 5D6 45 + 2D4 110 + (h x 2D4)lb 125 188 250 +4D100

Duergar Female 40 + 5D6 43 + 2D4 80 + (h x 2D4)lb 125 188 250 +4D100

Elan Male 20 + 2d6 58 + 2D10 120 + (h x 2D4)lb 200 400 1000 +10d100

Elan Female 20 + 2d6 56 + 2D10 85 + (h x 2D4)lb 200 400 1000 +10d100

Elven Effigy 100 + 10D10 5'6 125lb NA NA NA NA

Goblin, Male 10 + 1D6 30 + 2D4 30 + (h x 1)lb 35 53 70 +2D10

Goblin, Female 10 + 1D6 32 + 2D4 32 + (h x 1)lb 35 53 70 +2D10

Goliath Male 15 + 1D6 72 + 2D12 220 + (h x 2D6)lb 35 53 70 +2D10

Goliath Female 15 + 1D6 72 + 2D12 220 + (h x 2D6)lb 35 53 70 +2D10

Halant Male 30 + 2d6 76 + 2D12 220 + (h x 2D6)lb 60 80 120 +2d100

Halant Female 30 + 2d6 75 + 2D12 200 + (h x 2D6)lb 60 80 120 +2d100

Human Male 15 + 1D6 58 + 2D10 120 + (h x 2D4)lb 35 53 70 +2D10

Human Female 15 + 1D6 53 + 2D10 85 + (h x 2D4)lb 35 53 70 +2D10

Hobgoblin, Male 10 + 1D6 58 + 2D10 140 + (h x 2D4)lb 35 53 70 +2D10

Hobgoblin, Female 10 + 1D6 53 + 2D10 120 + (h x 2D4)lb 35 53 70 +2D10

Illumian Male 20 + 3D6 59 + 2D10 110 + (h x 2D4)lb 50 75 150+ NA

Illumian Female 20 + 3D6 54 + 2D10 80 + (h x 2D4)lb 50 75 150+ NA

Killoren Male 10 + 1D6 60 + 2D6 100 + (h x 2D4)lb 30 100+ NA NA

Killoren Female 10 + 1D6 60 + 2D6 90 + (h x 2D4)lb 30 100+ NA NA

Lycanth Male 20 + 2D6 58 + 2D12 125 + (h x 2D6)lb 62 93 125 +5D20

Lycanth Female 20 + 2D6 55 + 2D12 90 + (h x 2D6)lb 62 93 125 +5D20

Troga Male 14 + 1D6 82 + 2D12 250 + (h x 3D8)lb 30 45 60 +2D12

Troga Female 14 + 1D6 80 + 4D6 230 + (h x 3D8)lb 30 45 60 +2D12

Whisper Gnome Male 50 + 5D6 36 + 2D4 40 + (h x 1)lb 113 169 225 +3D100

Whisper Gnome Female 50 + 5D6 34 + 2D4 35 + (h x 1)lb 113 169 225 +3D100

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CHARACTERBACKGROUND
Personal
Thissectionwillguideyouindevelopingdetailedinformationaboutyourcharacterslifebeforebecominganadventurer.Fivemajoraspectscompriseyour
charactersback ground:
Home
Family
Instruction
Lifeevents
Relationships
Thefollowingtablesaredesignedtohelpcreateaback groundthatisconsistentandleadsyoutothetypeofcharacteryouwanttoplay.Eitherchoosean
entrythatappealstoyou,orletthedicedecide.Itsyourcharacter,soyoureincharge,notthe10siders.Ifyouseesomethingyouthinkisinterestingon
atablenotdesignedforyou,youllneedtoimagineareasonthatyourcharacterhadthatexperience.Theresnothingwrongwithdoingso,andby
creatingauniqueback grounddetailforyourcharacter,youroverallstorywillbejustthatmuchmoreinteresting.Tobegin,startwithTable1.Eachtable
willtellyouwheretogonextuntilyouredonewiththeprocess.

HomeCommunity
Howbigisthecommunitywhereyouwereborn?Didyouleadashelteredchildhood,ordidabustlingcommunitysurroundyou?Ordinarily,yourhome
communityiswhereyougrewup,andmanyadventuresbeginasyouleavethatcommunitybehind.Ifyoulike,youmayselectonecommunitywhereyou
wereraisedandadifferentcommunitywhereyoucurrentlylive.Ifyoudo,simplygothroughtheprocesstwiceanddecidewhyyoumovedtothenew
area.YoumaywanttouseTable1toselectadifferentenvironmentforeachaswell.Thesetablesarejustastartingpointasyouexploreyourcharacters
back ground.ThetowngeneratorinChapter4:AdventuresoftheDMGhasmoredemographicinformation.Youcandeterminewhoisinchargeinyour
homecommunityandwhatNPCslivethere.EachracehasitsownversionofTable2.Choosethetablethatsrightforyourrace .
Table 1: Home Climate
What is the land like where you were born and raised? Roll twice on this table to find out. The first roll determines the temperature
range in your home land, and the second determines the dominant terrain type. This choice may have some bearing on the type of
terrain you find comfortable or the range of your Knowledge (geography) and Knowledge (nobility and royalty) skills. When youre done,
go to the appropriate home community table for your technology level. If youre Medieval, for example, go to Table 2a.

Roll Temperature Zone


0115 Cold (Arctic or subarctic). Its cold all year long, although seasons are still discernible. The length of day and night changes
greatly from season to season.
1665 Temperate. Cold winters, but warm summers.
66100 Warm (tropical and subtropical).

Roll Terrain
0110 Desert. Any place where precipitation and vegetation are rare. This could anything from a sandy wasteland to a rugged
field of lava.
1130 Plains. Mostly flat and often cultivated by nearby settlements.
3145 Ruins. The remains of once great castles cities, forts, monasteries and towns, now run down and full of hidden dangers.
4660 Forest. Whether its a tangled jungle or sparser pines, trees are the dominant feature of the landscape.
6170 Hills. Includes highlands, cliff dwellings and any other rugged terrain.
7185 Mountains. High altitude and rugged. Vegetation is sparse above the tree line, but forests and meadows predominate lower
down.
8690 Aquatic. Includes shipboard life and any island small enough that the dominant terrain feature is the sea that surrounds it.
This can also include vast lakes, swamps and marshland. Basically any place where swimming is equal to walking.
91100 Underground. You grew up in a subterranean community far beneath the surface world.

Table 2a: Home Community, Medieval or High Medieval


Medieval communities in most games have a rural setting as the community will need to supply it's own food. If you choose to play a
character from a city, you should make sure to work with your DM to determine the nature and location of that city. Once you know
what size of community you grew up in, go to Table 3 and follow the rest of the tables in order to finish detailing your character.
Roll Community Size
0110 Frontier Homestead. Life on the frontier is spartan and dangerous, but it encourages self-sufficiency. Most homesteads
include only one or two families. Barter the common form of exchange as their economies are generally to isolated to

26
support coin.
1115 Tribe. Life in your tiny community centres around hunting and gathering, herding, or subsistence farming. Your tribe has 100
people or less and is often nomadic within a small territory. May or may not be racially heterogeneous. Barter the common
form of exchange as their economies are generally to isolated to support coin.
1620 Small Clan. Larger and more structured than tribes, small clans have up to 400 people. Mostly non-nomadic. Almost always
racially heterogeneous. Barter the common form of trade but will accept bronze coins for some services.
2150 Strong Clan. These very successful clans can support a number of craftspeople and other specialised professions. These
general establish medium scale agriculture and permanent settlements with organised defences. Too large to be nomadic,
they number about 400 to 1000 people. Will often have racially heterogeneous caste systems including slavery. Barter and
coin are equally common forms of exchange as their economies are generally able support coin.
5180 Great Clan. These are usually the result of the amalgamation of a number of smaller clans that form into a shire of multiple
settlements plus productive primary resources in between. These territories number about 1000 to 5000 people and hence
are large enough to support a variety of craftsmen, professionals, standing armies and a codified judicial system. A few have
been able to claim and somewhat restore a ruined walled towns or castle. Will often have a strictly enforced, racially
heterogeneous caste systems including slavery and indentured servitude. Barter and coin are equally common forms of
exchange as their economies are generally able support coin (preferred for payment for services).
81100 Kingdom. These are usually the result of the communities that managed to survive the great sundering with limited or
negligible losses. These territories number 5000 people or more, and hence are large enough to support a variety of artists,
craftsmen, professionals, standing armies and a codified judicial system. A few have been able to reclaim and restore a city
or underlands citadel. Will often have a strictly enforced, racially heterogeneous caste systems including slavery, indentured
servitude, bureaucracy, religious orders and a dynastic ruling class. Barter and coin are both common forms of exchange but
coin is generally preferred as it makes large transactions easier.

Table 2b: Home Community, Dark Ages


Dark age communities lack the agricultural and infrastructural technology to create very large and centralised kingdoms.
Roll Community Size
0110 Frontier Homestead. Life on the frontier is spartan and dangerous, but it encourages self-sufficiency. Most homesteads
include only one or two families. Barter the common form of exchange as their economies are generally to isolated to
support coin.
1120 Tribe. Life in your tiny community centres around hunting and gathering, herding, or subsistence farming. Your tribe has 100
people or less and is often nomadic within a small territory. May or may not be racially heterogeneous. Barter the common
form of exchange as their economies are generally to isolated to support coin.
2140 Small Clan. Larger and more structured than tribes, small clans have up to 400 people. Mostly non-nomadic. Almost always
racially heterogeneous. Barter the common form of trade but will accept bronze coins for some services.
4180 Strong Clan. These very successful clans can support a number of craftspeople and other specialised professions. These
general establish medium scale agriculture and permanent settlements with organised defences. Too large to be nomadic,
they number about 400 to 1000 people. Will often have racially heterogeneous caste systems including slavery. Barter and
coin are equally common forms of exchange as their economies are generally able support coin.
81100 Great Clan. These are usually the result of the amalgamation of a number of smaller clans that form into a shire of multiple
settlements plus productive primary resources in between. These territories number about 1000 to 5000 people and hence
are large enough to support a variety of craftsmen, professionals, standing armies and a codified judicial system. A few have
been able to claim and somewhat restore a ruined walled towns or castle. Will often have a strictly enforced, racially
heterogeneous caste systems including slavery and indentured servitude. Barter and coin are equally common forms of
exchange as their economies are generally able support coin (preferred for payment for services).

Table 2c: Home Community, Bronze Age.


Bronze age communities lack the technology to support large populations without the advantage of natural irrigation systems and large
scale slave labour.
Roll Community Size
0130 Frontier Homestead. Life on the frontier is spartan and dangerous, but it encourages self-sufficiency. Most homesteads
include only one or two families. Barter the common form of exchange as their economies are generally to isolated to
support coin.
3160 Tribe. Life in your tiny community centres around hunting and gathering, herding, or subsistence farming. Your tribe has 100
people or less and is often nomadic within a small territory. May or may not be racially heterogeneous. Barter the common
form of exchange as their economies are generally to isolated to support coin.
6180 Small Clan. Larger and more structured than tribes, small clans have up to 400 people. Mostly non-nomadic. Almost always
racially heterogeneous. Barter the common form of trade but will accept bronze coins for some services.
81100 Strong Clan. These very successful clans can support a number of craftspeople and other specialised professions. These
general establish medium scale agriculture and permanent settlements with organised defences. Too large to be nomadic,
they number about 400 to 1000 people. Will often have racially heterogeneous caste systems including slavery. Barter and
coin are equally common forms of exchange as their economies are generally able support coin.

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Table 2d: Home Community, Stone Age
Stone age communities are often small and stationary or medium sized and nomadic due to their lack of technology. Stone age
communities have no real use for coin and therefore do not use it as a medium of exchange. They are also always racially
heterogeneous and often lack in genetic variation.
Roll Community Size
0125 Frontier Homestead. Life on the frontier is spartan and dangerous, but it encourages self-sufficiency. Most homesteads
include only one or two families.
2675 Tribe. Life in your tiny community centres around hunting and gathering, herding, or subsistence farming. Your tribe has 100
people or less and is often nomadic within a small territory.
76100 Small Clan. Larger and more structured than tribes, small clans have up to 400 people. Mostly nomadic. Almost always
racially heterogeneous. Barter the common form of exchange for trade but values are consistent with supply and demand.

Family
Itssaidthatyouarewhoyouareeitherbecauseofyourparentsorinspiteofyourparents.Whicheveristhecaseforyourcharacter,fewfactorshavea
greaterinfluenceonyouthanyourfamily.Notethatthroughoutthissection,familyisintendedinthebroadestpossiblesense.Yourfamilymightbe
yourfellowislandcastaways,theotherbeggarsinFishEyeAlley,orthekindlymonkswhotookyouinasanorphan.Infact,oneofthequestionsyou
shouldaskyourselfasyouuseTables3through12isWhodoIconsiderfamily,exactly?
Table 3: Family Economic Status
How wealthy is your family? While this information doesnt have any direct bearing on the wealth of your character, it may be a useful
bit of background information to help describe your characters attitudes. Its also a good motivational hook for your DM.
Roll Economic Status
0105 Orphan. You have no known family. Roll again on this table to find out who raised you.
0615 Destitute. Your family owns nothing, has no regular income and probably has to beg for scraps in order to survive.
1660 Poor. Sometimes your family had to beg for food and shelter. They own no property and income barely covers basic needs.
5180 Moderate. Your family owns at least a small dwelling. The familys income slightly exceeds its needs.
8190 Wealthy. Your family owns a dwelling and may own other property such as slaves. Family income significantly exceeds basic
needs.
9195 Wealth Unimportant. For some reason, your familys economic status was difficult to measure. Perhaps you lived a solitary
life on the frontier as a trapper or scout, living entirely off the land, or they just steal what they need.
96100 Military Support. You and your family are dependants of the spoils of war or are part of a standing military force. This means
little direct income, but the army provides for your needs.

Table 4: Family Social Standing


How do other people in your community view your family? If your family is prominent, their social standing may extend to include
surrounding areas, or perhaps even the entire country!
Roll Social Standing
0110 Newcomer. You and your family are settlers or refugees in your home.
1115 Criminal. Members of your family may be guilty of crimes, or wrongly convicted of them. Either way, other members of the
community treat you poorly as a result.
1620 Slave. Your family was considered anothers property. Some slaves lead pampered if restricted lives, while others do
backbreaking manual labour.
2145 Lower Class. Most labourers and servants fall into this category.
4665 Skilled Trade or Merchant Family. You could be the child of someone as simple as the clan potter, or as complex as the
weapon smith for dwarf-king Argendar the Lasher.
6675 Positive Caste or Political Affiliation. Your family is closely tied to a group thats generally well regarded by the community,
like a great elder or the ruling caste.
7685 Negative Caste or Political Affiliation. As above, but youre despised and distrusted by your home community. Perhaps your
family is related to a rival clan's great elder, or they rose from indentured servitude.
8695 Upper Class. Your family is considered the ruling caste or of a famous lineage in your home community.
96100 Noble. Your family is at the very pinnacle of social standing in your community.

Table 5: Family Defense Readiness


When trouble comes knocking at the door, how will your family respond? In areas where conflict is rare, military training may seem
quite extraordinary, even distasteful. In areas where the threat of danger is real and constant, not being prepared is viewed as the
worst kind of stupidity. Dwarves in particular usually have some form of martial training due to the constant threat of danger from their
underground dwellings.

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Roll Defence Readiness
0110 None. Your family has no ability to defend themselves.
1120 Low. Your family maintains a low level of readiness including a few weapons and an occasional discussion of how to defend
against raiders or low-level monsters.
2140 Rudimentary. Most family members are versed in basics of using clubs, spears and knives in self-defence and defence of the
family home.
4155 Medium. Your family trains actively in matters martial and is prepared for combat with a few days of last-minute preparation.
5670 High. Combat is a regular part of the lives of your family. Most adult members are veterans of some combat, and martial
weapons and training are commonplace.
7180 Outstanding. Your family has a tradition of military service, and family members are taught from birth to be courageous and
stalwart companions when battle is joined. The family armoury contains high quality weapons and armour.
8190 Hired. Your family relies on outside protection such as guards or mercenaries.
9195 Magical. Your family relies on magical or psionic protection by member of the family, an intelligent item of an ancestor or by
service from an outsider.
96100 Mixed. Your family has no consistent pattern of preparedness. Some members are very prepared for combat, but others are
unprepared or unwilling to fight.

Table 6: Family Private Ethics


Some families have a shared ethos that impacts the decisions and actions of their members. In general, small communities composed of
relatives or near relatives rarely tolerate shady or evil residents.
Roll Private Ethics
0125 Neutral. Your family has neutral ethics or no consistent family ethical direction.
2650 Fair. Your family holds to the letter of contracts and agreements.
5175 Good. Your family is known for involvement in the community and acting to help others.
7690 Untrustworthy. Your family often tries to break agreements or recant promises.
91100 Treasonous. Your family takes actions detrimental to the community.

Table 7: Family Public Ethics


Regardless of what the actual ethics of the family may be, the perception in the community may differ due to a variety of reasons.
Roll Public Ethics
0160 Normal. Your familys ethical reputation matches their private ethics.
6175 Undeserved. Whether your family is unfairly painted as cheats or has a better reputation than they deserve, its clear the
community has the wrong idea.
7690 Recent Change. Family policy has changed for better or worse, but the familys reputation has not yet been affected.
Interesting question: How did the policy change, and why?
91100 Beyond Reproach/Beneath Contempt. Regardless of your familys actual ethics, public opinion is so ingrained about your
family that its essentially unchangeable. You decide whether public opinion is accurate or not.

Table 8: Family Religious Commitment


Does your family have a specific religious commitment? If you answer that question Yes, the obvious follow-up question is Who?
Your family may worship a pantheon, a state religion, a group of deities based on alignment, or a cosmic truth like law or chaos. If
you make an unusual choice, substitute that option wherever the table references a deity. Remember that this represents your familys
religion, not necessarily your own.
Roll Religious Commitment
0120 Neutral/Uninterested. Your family has no commitment or an inconsistent family religious direction.
2140 Strong. Your family is deeply committed to a patron ancestor, deity, outsider, totem or vestige (player choice).
4160 Historical. Your family has worshipped a patron ancestor, deity, outsider, totem or vestige (player choice) for years but may
not observe religious commitments consistently.
6170 Enmity. Your family has a historical conflict with followers of a particular ancestor, deity, outsider, totem or vestige (player
choice).
7180 Participatory. Your family is a part of a religious order (DM choice).
8185 Open Heretics. Your family believes in a religious movement considered heretical or dangerous by the community at large.
8690 Hidden Heretics. As above, but your family hides this commitment from the public.
91100 Mixed. Your family openly venerates one deity while privately venerating another.

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Table 9: Family Reputation
You can pick your friends, but you cant pick your relatives. This table describes how the community feels about your family, based on
the behaviour of its members. This table overlaps a bit with Table 4 and Table 7, because all three answer the question What do they
think about your family? Once again, if you get wildly different answers, brainstorm an unusual reason or simply roll or pick again.
Roll Reputation
0140 Reputation Unknown. Your family has no perceived character. Individuals are treated without regard to their family name.
4155 Good. Your family is known as stalwart companions.
5665 Outstanding. Your family is known to produce upstanding individuals but has an occasional bad apple.
6675 A Black Sheep or Two. In general, your family is upstanding, but one or more members of family are known to be
disreputable.
7690 Mostly Bad. Family is treated in general with contempt, but occasionally a family member has demonstrated positive
qualities and earned respect.
91100 Bad. Others treat your family with contempt, and every member is assumed to be disreputable.

Table 10: Family Political Views


Politics plays a big role in every family. Even in a quiet kingdom with a beloved monarch, your family may have a strong and avowed
commitment to supporting the ruler and his/her family. A sense of discord with the current system can create any number of really
interesting background details for both you and your DM to use.
Roll Political Views
0115 Apolitical. Your family has no specific political stance.
1630 Supportive. Your family supports the current political structure and rulers.
3140 Enfranchised. Your family is a part of the system and supports it.
4145 Enfranchised Progressive. Your family is a part of the system but is open to suggestions for change.
4650 Enfranchised Radical. Your family is a part of the system but is actively seeking to change the system.
5165 Loyal Opposition. Your family supports the current political structure but favors a change of rulers.
6675 Dissatisfied. Your family is unhappy with current political structure but satisfied the current rulers are at least doing no real
harm.
7685 Dissident. Your family is secretly supporting a rebellion or movement to overthrow the political system or the existing rulers.
8690 Radical. Your family is in open revolt against the current system and existing rulers.
91100 Mixed. One part of your family supports the cur rent system and/or rulers, and other faction is actively working to replace or
remove that system and/or rulers.

Table 11: Family Power Structure


How does your family organise itself? Most families have some form of structure, even if it is only the respect of a child for a parent.
The more complex the family business or intrigues, the more detailed the family power structure should become
Roll Power Structure
0110 Unorganised. Your family has no internal organisation. Family members are responsible for their own actions.
1130 Elders. The oldest members control your family.
3140 Patriarchy. The male members control your family.
4150 Matriarchy. The female members control your family.
5160 Oligarchy. The richest members control your family.
6170 Meritocracy. The members with the most talent (usually ability in the family business) control your family.
7190 Divided. One branch of the family follows one leadership structure, and one or more others follow a different structure.
9195 External. Your family is lead by an outsider; liege lord or other person to whom the family has sworn support.
96100 Domination. A violent or dangerous family member rules your family through fear.

Table 12: Ancestors Of Note


Every family has its favoured sons, gifted daughters, and crazy aunts and uncles. If you want a truly strange family, roll on this table
more than once. This table uses the term ancestor because its likely that these well-known people arent around to influence the
characters career directly. But with your DMs approval, theres no reason you cant simply substitute family member for ancestor
anywhere on this table. Every ancestor you select should prompt you to write a one- or two-sentence description of who that person
was and why they matter to your family. This information does not need to include a complete character template, just enough data for
your DM to use as hooks for an adventure and for you to have interesting stories to tell about your family.

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Roll Ancestor
0149 None. Your family has no ancestors of note.
5055 Forgotten. Your familys ancestors of note are unknown or forgotten. Information about them could be revealed in a future
adventure, however.
5660 Immigrant. An ancestor was a settler from a far-off land of which little is known.
6163 Master artisan. An ancestor was an artisan of unmatched skill who left a legacy of excellence that is still used as a standard
gauge of quality.
6466 Successful Merchant. An ancestor created a new business, trade good, or trade route that continues to contribute to the
familys finances.
6769 Unsuccessful Merchant. An ancestor created a new business, trade good, or trade route that has been bought, lost, or stolen
from the family.
7072 Divine Hand. Your family produced a divinely powered person of some repute.
7375 Arcanist. Your family produced arcane power of some repute.
7677 Magic item. An ancestor owned a magic item of specific or unusual note that may (or may not) have become a family
heirloom.
78 Thaumaturgist. An ancestor is reputed to have created a great magic that is now lost to common knowledge.
79 Artificer. An ancestor is believed to have forged a magic item of significant reputation.
8081 Victorious Hero. Your family -produced a great military leader who was ultimately victorious.
8283 Defeated Hero. Your family produced a great military leader who was eventually defeated.
84 Successful Founder. An ancestor founded a community that still thrives.
85 Unsuccessful Founder. An ancestor founded a community that has ceased to exist.
86 Successful Leader. An ancestor held a high position in the current political system.
87 Unsuccessful Leader. An ancestor held a high position in a discredited political system.
8890 Successful Hero. An ancestor is known to have been instrumental in completing a great quest, recovering an important
artifact, or destroying a terrible monster or villain.
91 Disbelieved Hero. An ancestor did complete a great quest, recover an important artifact, or killed a terrible monster or villain,
but no one believes the story.
92 False Hero. An ancestor made up a story (commonly accepted as fact) about completing a great quest, recovering an
important artifact, or killing a terrible monster or villain.
93 Exile. An ancestor was once a king or noble who lost power and fled to a new land.
94 Failed Rebel. An ancestor is known to have sup ported a failed rebellion.
95 Traitor. An ancestor is known to have betrayed the community or nation.
96 Cultist. An ancestor is known to have had an affiliation with a dark god or evil cult.
97 Villain. An ancestor was a terrible villain who caused great evil throughout the land.
98 Prophecy. An ancestor was the focus of some great omen.
99 God-touched. Your family is rumoured to have produced an ancestor who ascended to godhood or had meaningful contact
with the gods or other divine powers in some way.
100 Otherworldly. An ancestor is reputed to have come from some place not of this world.

Education
No one is a trained fighter or wizard from birth. Someone taught you how to swing that sword, pick that lock, or perform that religious
ceremony. The following tables learn what your education was like before the day you began adventuring. After that point, youre on
your own. All bonuses to skills from this section are treated as synergy bonuses. If untrained the the user can only ever take 10.
Table 13: Early Childhood Instruction
All characters learn some basic skills as children. This instruction may provide a direction for their later interests and careers. This table
tells where you focused as a child, your favourite subject. Keep in mind that your skill selection should reflect your childhood education.
If you dont want a particular skill suggested by this table, simply roll or choose another.
Roll Childhood Education Focus
0135 Outdoors. You learned basic wilderness survival skills. (+1 to Knowledge - Nature)
3645 Book Learning. You learned how to read and write. (+1 Decipher Script)

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4655 Religious. You learned the religious beliefs of your community or family. Perhaps you embraced them, or perhaps you
rejected them. (+1 Knowledge - Religion)
5665 Language. You learned a foreign language. (+1 Speak Language)
6675 Arts. You showed talent in singing, drawing, or another art. (Choose: +1 Forgery or +1 Perform)
7685 Multicultural. You travelled or moved enough to learn that the world is a big place with many different people and places.
(+1 Knowledge - Geography)
8695 Politics/Trade. You were curious about leadership or trade. (Choose: +1 Knowledge Nobility or +1 Appraise)
96100 Magic. You showed an affinity for the arcane arts. (+1 Knowledge - Arcana)

Table 14: Formal Education


Most families that can afford it make sure their children get some formal schooling. Sometimes this education is a part of an
apprenticeship program, or it may be a natural outgrowth of helping with the family business. This table can be used up to 2 times but
the bonus for each is halved.
Roll Subject
0125 Agriculture. You learned farming and animal husbandry techniques. (+2 Handle Animal)
2630 History. You learned basic local or regional history. (+2 Knowledge - History)
3135 Politics. You studied political philosophy and the art of social engineering. (+2 Gather Information)
3640 Religion. You studied religious texts and philosophy. (+2 Knowledge - Religion)
4145 Natural History. You studied biology and geology. (+2 Knowledge - Nature)
4650 Multicultural. You studied comparative cultures of other races, or other nationalities. (+2 Knowledge - Geography)
5155 Arts. You learned to illustrate, sculpt, dance, or create art in other ways. (+2 Perform)
5660 Literature. You read poetry and prose extensively, and you have some skill in composition. (+2 Decipher Script)
6165 Math. You learned basic mathematics. (+2 Appraise)
6670 Advanced Math. You mastered more complex mathematics. (+2 Knowledge Architecture and Engineering)
7175 Astronomy. You studied the movement of the stars. Depending on the culture, this may include an astrological aspect. (+2
Knowledge The Planes)
7685 Finishing School. You are educated in courtly manners and etiquette. (+2 Knowledge - Nobility)
8695 School of Hard Knocks. Your time on the street taught you minor thievery and con games. (+2 Knowledge - Local)
96100 Magic. You studied defences against outsiders and learned ways to fight monsters and battle the influence of magic. (+2
Knowledge - Arcana)

Table 15: Learning A Trade


For most characters, the idea of making a living as an adventurer starts as little more than a dream. Instead, most characters are
apprenticed to a trade, inducted into the religious or military order the family is affiliated with, brought into the family business, sent to
the fields for planting and harvesting, or given some other task-related instruction.
Roll Trade
0120 Farmer. You helped plant, weed, and harvest a crop. (+2 Knowledge Nature)
2140 Hunter/Trapper. Youve spent time seeking animal skins or meat in the wilderness. (+2 Use Rope)
4150 Craft. Youve learned a craft (any of the categories possible for the Craft skill). (Choose: +2 to any one Craft Skill)
5155 Religious. Youve had advanced studies in a formal church setting. Includes training as an acolyte or special functionary for
religious practice. (+2 Knowledge - Religion)
5660 Politics. Youve been apprenticed to an elder or bureaucratic functionary. (+2 Knowledge - Nobility)
6170 Healing. Youve learned the skills of a healer or herbalist. (+2 Heal)
7175 Specialised. Youve learned an unusual trade such as bookkeeping or the law. (Choose: +2 to any one Profession)
7685 Military Training. Commoners typically become infantry or archers, and those with higher social status become leaders. (+2
Knowledge - Local)
8690 Special Military Training. Examples include artillery, armourer, underlands scout or deep ranger. (Choose: +2 Knowledge
Architecture and Engineering OR +2 Knowledge - Geography)
9195 Martial Order. You have been accepted for training by an order Crusaders, Swordsages or Warblades. (+2 Martial Lore)
96100 Summoning. Youve been apprenticed to a Binder or Blood Magus for magical instruction. (+2 Knowledge - Arcana)

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LifeEventsThusFar
Life isnt just training for a profession of course. Think of your own life and all the eventsgood and bad youve lived through. Its
likely that your character, growing up in a fantastic, dangerous world, has had at least that many triumphs and tragedies.
Table 16: Early Childhood Events
Some events in early childhood have lasting impacts on a characters future development.
Roll Event
0115 Survived Childhood Danger. Perhaps you were menaced by a dangerous creature or kidnapped by raiders.
1630 Survived Major Danger to Community. Flood, famine, plague, or another calamity struck when you were a child.
3145 Undertook a Long Journey. This could be a one-way or two-way trip. You decide where you went and why.
4655 Witness. You saw a horrible crime or violent event.
5660 Astronomical Event. You were born under a strange moon, a comet in the sky, or some other phenomenon.
6165 Personal Epiphany. You had an earthshaking brush with greatness, such as meeting a king or being contacted directly by a
god.
6675 Became a Refugee. War or some other disaster ruined your community.
7685 Death in the Family. You lost a parent or other significant family member.
8695 Illness. You contracted a lingering sickness or developed a congenital defect.
96100 Injury or Physical Defect. This can range from burns and scars to more serious defects.

Table 17: Youth Events


Many characters get their first sense of the wide world they live in during their teenage years. Use this table to determine what exciting
or heartbreaking events were the highlights of your characters youth.
Roll Event
0115 Battle. You aided in the defence of the community against raiders or a marauding monster.
1625 Adventure. You participated in a minor adventure such as building a homestead or working on a caravan on a new route.
2635 Politics. Perhaps you spoke on behalf of a political movement or candidate, or stood up to an abuse of authority.
3650 Great Romance. Lingering effects may include a jilted lover or a current relationshipand a reputation for boorishness or
tenderness.
5160 Religion. You served the characters faith in a minor capacity perhaps including a minor vow or oath.
6170 Arcane. You displayed an innate talent for spell-casting or psionics. Perhaps others took notice, or maybe you kept it a
secret.
7180 Healing. You cared for a recovering family member or hero.
8195 Crime. You broke the law. Either you got caught and suffered some form of punishment, or you learned how to dodge the
consequences and survive.
96100 Discovery. You found a unique aptitude or talent such as extremely keen vision or a knack for ventriloquism.

Table 18: Pivotal Events


Some events are so significant that they change the entire course of a characters life. These events are not necessarily tied to a specific
age or experience level but might occur at any time. Remember that you dont have to use this table if you dont want to. For many, this
table represents the last significant thing that happened to your character before the first adventure begins.
Roll Event
0155 No Pivotal Events. Tables 16 and 17 cover the most dramatic aspects of your past.
5665 Refugee. As a result of some calamity, you were forced to become a displaced person.
6670 Cultural Shift. A large, cohesive group moves to your home community, creating friction with the existing community. As a
result, youre exposed to a new culture and new challenges. Your DM may have some ideas on exactly who the new
population is and why they arrived.
7175 Under Siege. Attacks from organised raiders menace the community over a substantial period of time.
7680 Climactic Battle. A significant monster or villain threatens the community and is eventually either destroyed or driven off.
8185 All-Out War. An armed conflict engulfs your community. This can be a traditional war, a revolution, or an invasion by a
monstrous host.
8695 Community Crisis. This includes structural problems like earthquake, climate shifts, famine, and repeated waves of plague.
96100 Religious Awakening. A new faith is created, a schism tears an existing faith apart, or a prophecy is announced, for example.

33
Relationships
Nextwellturnourattentionawayfromeventsandtowardpeople.Bypopulatingyourcharactersworldwithinterestingfamily,friends,andenemies,
youmaketheworldseemmorereal,andyougiveyourDMallkindsoftoolstomakeadventuresmoreexciting.Perhapsyoursistergetskidnapped.Or
maybeyouruncleisnowthecaptainofthewatch,andhellletyousneakintothetowerifyoucangetacertainflowerforhiswife.
Table 19: Parents
Probably the most important basic relationship a character has is with his or her parents. If previous tables have told you about your
parents, you may want to choose an entry on this table, rather than roll one.
Roll Parent Status
0155 Two Living Parents. Both are alive and healthy.
5665 One Living Parent. You choose which one is alive, and how the other one passed away.
6670 Both Parents Dead. Again, you choose the circumstances.
7180 One Ill. One parent has a long term illness or infirmity.
8185 Both Ill. Both parents have a long term illness or infirmity.
8695 Parents Lost or Unknown. You may learn more about them in a future adventure, of course.
96100 Adoptive or Foster Parents. You can repeat this table to determine their status, if you like.

Table 20: Siblings


Second only to the parent/child relationship is the relationship between a child and siblings. This table determines how many brothers
and sisters you have.
Roll Siblings
0125 No Siblings. You are an only child.
2645 Oldest. You have 1d4 younger siblings.
4675 Middle. You have 1d3 older siblings and 1d3 younger siblings.
7695 Youngest. You have 1d4 older siblings.
96100 Twin. You have a fraternal twin, identical twin, or two triplet siblings.

Table 21: Grandparents


Many humans have living grandparents. In the longer-lived races, grandparents or great-grandparents are even more common. You
should decide how many of your characters elders are still a part of the characters life.
Roll Grandparents
0120 No Grandparents. You remember them, but they have passed away.
2130 Mothers Parents Alive. Fathers parents are deceased.
3140 Fathers Parents Alive. Mothers parents are deceased.
4160 One Grandparent on Each Side. You choose which ones.
6170 Three Grandparents Alive. Again, you choose.
7180 Great-Grandparent alive. At least one, maybe more. Make a note of how many and who they are. Roll again to check on
your grandparents.
81100 Grandparents unknown. They died before you were old enough to remember them.

Table 22: Extended Family


This table includes uncles, aunts, cousins, nephews, links by marriage, links broken by marriage dissolution, etc. The tangle of familial
relationships can be as detailed or as simple as you desire.
Roll Extended Family
0110 None. You have no living relatives beyond the ones youve already created.
1120 No Known Relatives. You have other relatives out there somewhere, but you dont know who or how many.
2155 Few Living Relatives. You have 1d10 living relatives.
5690 Many Living Relatives. You have 2d12 living relatives.
91100 Huge Extended Family. You know dozens of relatives of various generations.

Table 23: Friends


These friends might actually be other heroes that your character will adventure with, or they may be NPCs for your DM to use for mood,
setting, or plot. In any event, create as many or as few as you feel necessary, in as much detail as you wish.

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Roll Friends
0115 No Friends. You are a loner by choice or circumstance.
1630 Lost. A significant friend is dead or missing.
3150 Few. You dont make friends easily, but youre a good friend to them. You have a few close friends.
5180 Some. You have several friends who are companions or associates but who arent intimately close to you.
81100 Many. You have light and pleasant relationships with many people but few if any significant ties.

Table 24: Enemies


Enemies, from local bullies to major villains, can shape your life as much as your more positive relationships. At the least, a good set of
enemies provides your DM with an excellent foil for heroic adventures! This is another table you can roll on more than once, if you
want.
Roll Enemies
0115 No Enemies. Yet....
1625 Minor Childhood Enemy. Someone harbours a grudge or a prejudice against you but has no current basis for the
antagonism.
2630 Jilted Lover. You wronged someone in a matter of the heart.
3135 Jilted Lovers Friend or Relative. Someone harbours ill feelings for you due to your actions toward a loved one.
3640 Romantic Rival. You edged someone out in some affair of the heart, and they hold a grudge.
4150 Enemy of the Family. Your family has earned the enmity of a person, group, or opposing family.
5155 The Enemy of My Friend Is My Enemy. One of your friends has an enemy, and now that person hates you, too.
5660 Social Rival. You wronged someone (either actually or only in that persons imagination) in a social or business context.
6165 Villain. One or more local villains have chosen to direct their hatred toward you, perhaps because of some minor adventure
you completed.
6670 Monster. One or more local monsters view you as a threat, perhaps as a result of some minor encounter.
7175 Alignment Enemy. A person of an opposed alignment has a philosophical beef with you.
7680 Political Enemy. A noble, officer, or other high-ranking official looks on you with disfavour, maybe due to your lack of
manners (real or perceived) or because you inadvertently spoiled the enemys secret plans.
8185 Arcane Rival. A fellow apprentice or student of the arcane arts develops an intense dislike for you. Perhaps you were the
instructors favourite....
8690 Diabolic Enemy. A demon, devil, or other powerful outsider identifies you as a current or future threat.
9195 Enemy Within. Someone in your family hates and fears you, either openly or secretly.
96100 Imaginary Foe. You falsely believe that someone is out to get you.

Table 25: Instructors


Many people form strong bonds with teachers, mentors, superior officers, etc. For the purpose of this table, well call them instructors.
This relationship provides not only excellent basis for creating NPCs, but also suggests what your 1st level class might be. Once youve
checked this table, make a note of your instructors name, location, etc.; and decide whether your instructor is still alive.
Roll Instructor
0115 No Instructors of Note. Either they were forgettable, or you taught yourself.
1640 Basic. A particularly good instructor taught you the basic skills (choose alive or dead, note NPC details).
4150 Advanced. A top-notch instructor taught you more advanced military, religious, or arcane techniques.
5155 Angry. You have angered or otherwise alienated an instructor of note.
5660 Vanished. The instructor who taught you everything you know has vanished.
6165 Favour. A favourite instructor of note has requested an oath or service from you (describe the oath or service).
6680 Unrelated. The person who taught you the most isnt actually in your area of expertise.
81-90 Lower Class. As above, but the instructor is much lower class than you are.
9195 Other Race. Your favourite instructor of note is of a different race than you (choose one).
96100 Exotic. The instructor of note is exotic (outsider, undead, etc.).

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CHAR CTEERCLASSES
Barbarian
Fromthefrozenwastesofthenorthandthehellishjunglesofthesouth
comebrave,evenreckless,warriors.Civilizedpeoplecallthembarbariansor
berserkersandsuspectthemofmayhem,impiety,andatrocities.These
barbarians,however,haveproventheirmettleandtheirvaluetothose
whowouldbetheirallies.Toenemieswhounderestimatedthem,theyhave
provedtheircunning,resourcefulness,persistence,andmercilessness.
Adventures:Adventuringisthebestchancebarbarianshaveoffindinga
placeinacivilizedsociety.Theyrenotwellsuitedtothemonotonyof
guarddutyorothermundanetasks.Barbariansalsohavenotroublewith
thedangers,theuncertainties,andthewanderingthatadventuring
involves.Theymayadventuretodefeathatedenemies.Theyhaveanoted
distasteforthatwhichtheyconsiderunnatural,includingundead,demons,
anddevils.
Characteristics:Thebarbarianisanexcellentwarrior.Wherethe
fightersskillincombatcomesfromtraininganddiscipline,however,the
barbarianhasapowerfulrage.Whileinthisberserkfury,hebecomes
strongerandtougher,betterabletodefeathisfoesandwithstandtheir
attacks.Theseragesleavehimwinded,andhehastheenergyforonlyafew
suchspectaculardisplaysperday,butthosefewragesareusuallysufficient.Heisathomeinthewild,andherunsatgreatspeed.
Alignment :Barbariansareneverlawful.Theymaybehonorable,butathearttheyarewild.Thiswildnessistheirstrength,anditcouldnotliveina
lawfulsoul.Atbest,barbariansofchaoticalignmentarefreeandexpressive.Atworst,theyarethoughtlesslydestructive.
Religion:Somebarbariansdistrustestablishedreligionsandpreferanintuitive,naturalrelationshiptothecosmosoverformalworship.Othersdevote
themselvestopowerfuldeities,suchasKord(godofstrength),ObadHai(godofnature),orErythnul(godofslaughter).Abarbarianiscapableoffierce
devotiontohisgod.
Back ground:Barbarianscomefromuncivilizedlandsorfrombarbarictribesontheoutskirtsofcivilization.Abarbarianadventurermayhavebeen
luredtothesettledlandsbythepromiseofriches,mayhaveescapedafterbeingcapturedinhishomelandandsoldintocivilizedslavery,mayhavebeen
recruitedasasoldier,ormayhavebeendrivenoutofhishomelandbyinvaders.Barbarianssharenobondwitheachotherunlesstheycomefromthesame
tribeorland.Infact,theythinkofthemselvesnotasbarbariansbutaswarriors.
Races:Humanbarbariansareallthatremainsoftheformergreatcivilizations.MostTrogabarbarianslivedamonghumansbeforeabandoningthemfor
hobgoblinlands.Dwarfbarbariansarerare,usuallyhailingfromduegarclansthathavefallenintobarbarismasaresultofrecurrentwarwith
goblinoidsandgiants.Barbariansofotherracesarecommonsincethegreatsundering.Amongthebrutalhumanoids,barbariansaremorecommonthan
martialartists.Goliathsandlycanthareespeciallylikelytobebarbarians.
OtherClasses:Aspeopleofthewild,barbariansaremostcomfortableinthecompanyofrangers,roguesandspiritshamans.Manybarbariansadmire
thetalentsandspontaneityofDragonwright,andsomeareenthusiasticloversofmusic.Barbariansdonttrustthatwhichtheydontunderstand,and
thatincludeswizardry,whichtheycallbookmagic.Theyfindbloodmagusmoreunderstandablethanbinders,butmaybethatsjustbecauseblood
magustendtobemorecharismatic.Martialartists,withtheirstudied,practiced,deliberateapproachtocombat,sometimeshaveahardtimeseeingeyeto
eyewithbarbarians,butmembersoftheseclassesarentnecessarilyhostiletoeachother.
Role:Abarbarianstypicalprimaryroleinagroupofadventurersisasafrontlinecombatspecialist.Noothercharactercanmatchhissheertoughness.
Hecanalsoserveasagoodscout,thankstohisspeedandskillselection.
Alignment: Any non lawful.
Hit Die: d12.
Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex),
Ride (Dex), Rope Use (Dex), Spot (Wis), Survival (Wis), Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Table: The Barbarian
Level BAB Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Fast movement, illiteracy, rage 1/day
2nd +2 +3 +0 +0 Uncanny dodge
3rd +3 +3 +1 +1 Skirmish (+1d6)
4th +4 +4 +1 +1 Rage 2/day
5th +5 +4 +1 +1 Improved uncanny dodge
6th +6/+1 +5 +2 +2 Hardened
7th +7/+2 +5 +2 +2 Damage reduction 1/
8th +8/+3 +6 +2 +2 Rage 3/day
9th +9/+4 +6 +3 +3 Skirmish (+2d6)

36
10th +10/+5 +7 +3 +3 Damage reduction 2/
11th +11/+6/+1 +7 +3 +3 Greater rage
Weapon and armour Proficiency: A barbarian is proficient with all simple and martial weapons, light armour, medium armour, and
shields (except tower shields).
Fast Movement (Ex): A barbarians land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is
wearing no armour, light armour, or medium armour and not carrying a heavy load. Apply this bonus before modifying the barbarians
speed because of any load carried or armour worn.
Illiteracy: Barbarians are the only characters who do not automatically know how to read and write. A barbarian may spend 2 skill
points to gain the ability to read and write all languages he is able to speak. A barbarian who gains a level in any other class
automatically gains literacy. Any other character who gains a barbarian level does not lose the literacy he or she already had.
Rage (Ex): A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to
Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a 2 penalty to armour Class. The increase in
Constitution increases the barbarians hit points by 2 points per level, but these hit points go away at the end of the rage when his
Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a
barbarian cannot use any Charisma, Dexterity, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the
Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a
command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except
Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the characters
(newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage
modifiers and restrictions and becomes fatigued (2 penalty to Strength, 2 penalty to Dexterity, cant charge or run) for the duration of
the current encounter. A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day plus
one additional time per day at 4th level and a third time per day at 8th level. Entering a rage takes no time itself, but a barbarian can do
it only during his action, not in response to someone elses action.
Uncanny Dodge (Ex): At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by
an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a
different class, he automatically gains improved uncanny dodge (see below) instead.
Skirmish (Ex): A barbarian relies on mobility to deal extra damage. She deals an extra 1d6 points of damage on all attacks she makes
during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the barbarian's turn. This
extra damage increases to 2D6 at 9th level. The extra damage only applies against living creatures that have a discernible anatomy.
Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to
this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a
spot. Barbarians can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.
Improved Uncanny Dodge (Ex): At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the
ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has
barbarian levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved
uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must
be to flank the character.
Hardened (Ex): At 6th level, the barbarian suffers no harm from being in a hot or cold environment. It can exist comfortably in
conditions between 50 and 140 degrees Fahrenheit without having to make Fortitude saves). The creatures equipment is likewise
protected. Endure elements doesnt provide any protection from fire or cold damage, nor does it protect against other environmental
hazards such as smoke, lack of air, and so forth.
Damage Reduction (Ex): At 7th level, a barbarian gains Damage Reduction. Subtract 1 from the damage the barbarian takes each
time he is dealt damage from cold, heat, a weapon or a natural attack. At 10th level this damage reduction rises by 1 point. Damage
reduction can reduce damage to 0 but not below 0.
Greater Rage (Ex): At 11th level, a barbarians bonuses to Strength and Constitution during his rage each increase to +6, and his
morale bonus on Will saves increases to +3. The penalty to AC remains at 2.

Binder
Betweenmortalityandgodhood,beyondlifeandundeath,soulsexistinaplacebothforgottenandinaccessible.
Mortalstoostrongwilledtopassintotheafterlife,deadoutsiderstoopowerfultobeabsorbedintotheirplanes,
thedreamsofslaindeitiesputtorestaeonsbeforethecurrentagethesearethebeingscalledvestiges.Asealforms
thedoorbetweenthesebeingsandreality,andknowledgeisthekeytoopeningit.Onlythebinderpossessesthat
key,becauseonlyheknowsthevestigesspecialsealsandtheritualsbywhichtheycanbecalledfromthevoid
beyondreality.Bydrawingtheirsealsandspeakingthewordsofpower,hesummonsthesestrangeentities,bargains
withthem,andbindsthemtohisservice.
Alignment: Any
Hit Die: d8.
Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha),
Gather Information (Int), Intimidate (Cha), Knowledge (Int), Profession (Wis), Sense Motive (Wis).
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.

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Table: The Binder
Level BAB Fort Save Ref Save Will Save Special Maximum Vestige Level
1st +0 +2 +0 +2 Soul binding (1 vestige) 1st
2nd +1 +3 +0 +3 Pact augmentation (1 ability), suppress sign 1st
3rd +2 +3 +1 +3 2nd
4th +3 +4 +1 +4 Bonus feat 2nd
5th +3 +4 +1 +4 Pact augmentation (2 abilities) 3rd
6th +4 +5 +2 +5 Soul guardian (immune to fear) 3rd
7th +5 +5 +2 +5 4th
8th +6/+1 +6 +2 +6 Soul binding (2 vestiges) 4th
9th +6/+1 +6 +3 +6 Soul guardian (slippery mind) 5th
10th +7/+2 +7 +3 +7 Pact augmentation (3 abilities) 5th
11th +8/+3 +7 +3 +7 Bonus feat 6th

Asabinder,youcanservemanypurposesinanadventuringparty.Sinceeachvestigegrantsyouadifferentsetofsupernaturalabilities,youcanchoose
whichroletoplayonanygivenday;diplomat,scout,support,meleecombatant,orrangedcombatant.Athigherlevels,youcanhostmorethanone
vestigeatatimetogainanevenwiderrangeofabilities.Youalsogainspecialdefencesandbonusfeatsthatletyoufurtherrefineyourroleintheparty
andplaytoyourstrengths.
Weapon and Armour Proficiency: As a binder, you gain proficiency with all simple weapons and with light armour, but not with
shields.
Soul Binding (Su): Through special methods known only to binders, you can contact a vestige and make a pact with it. At 1st level,
you can make a pact with one vestige at a time. At higher levels, you can form and maintain pacts with multiple vestiges
simultaneously, as shown on Table 11. You must complete the summoning and binding process with each separately, so each has its
normal chance to influence you. You bear the physical sign of binding for each one. Your effective binder level, or EBL (your binder class
level plus any soul binding bonuses you receive from prestige classes or other sources), determines the maximum level of vestige you
can summon, as well as all other functions related to binding vestiges. This value equates to your binder class level, as given on Table
11, for this purpose. If the vestige you are trying to contact is of a higher level than your indicated maximum, you cannot summon it.
To contact a vestige, you must draw its unique seal visibly on a surface (generally the ground), making the image at least 5 feet across.
Drawing a seal requires the ability to mark a surface and 1 minute of concentration, and the act provokes attacks of opportunity. A seal
not used within 1 minute of its drawing loses all potency, and you must draw a new one to contact the vestige. A vestige might also
have other requirements for contact, as noted in its entry (see The Vestiges, page 16). Once the seal is drawn, you must perform a
ritual requiring a full-round action to summon the corresponding vestige. During this time, you must touch the seal and call out to the
vestige using both its name and its title. The ritual fails if you cannot be heard (for example, if you are within the area of a silence
spell). Otherwise, a manifestation of the vestige appears in the seals space as soon as you finish the ritual. This image is not the actual
vestige; it is merely a figmentan illusion that cannot harm or be harmed by any creature.
Creatures that interact with the image or study it carefully automatically recognise it as illusory. The summoned image ignores everyone
but you. If you fail to address it within 1 round, it disappears. The vestige speaks in whatever language you used to call it. To make a
pact with your summoned vestige, you must make a binding check (1d20 + your effective binder level + your Cha modifier). This
process requires 1 minute, but you can choose to make a rushed binding check as a full-round action at a 10 penalty. The DC for this
check is provided in the description of each vestige (see pages 1649). You must make your perilous pact alone; others cannot aid you
in any way. Whether the binding check succeeds or fails, you gain the powers granted by the vestige for 24 hours. During that time,
you cannot rid yourself of the vestige unless you possess the Expel Vestige feat. Success or failure does, however, determine other
aspects of the pact. If you fail the binding check, the vestige influences your personality and your actions, and you are said to have
made a poor pact. (Specifically, the vestiges presence changes your general demeanour, and it can force you to perform or refrain from
certain actions.) If your binding check is successful, the vestige has no control over your actions and does not influence your
personality. In this case, you are said to have made a good pact. While under the influence of a vestige, you must adhere to its
requirements to the best of your ability.
If you are conscious and free-willed, and you encounter a situation in which you cannot or will not refrain from a prohibited action or
perform a required one, you take a 1 penalty on attack rolls, saving throws, and checks until that vestige leaves you. If you are
influenced by more than one vestige, you must act according to all their influences. If you fail to fulfil the requirements of more than
one vestige or disobey a single vestige more than once, the penalties stack.
As long as you are bound to a vestige, you manifest a specific physical sign of its presence, as given in its entry. This sign is real, not an
illusory or shapechanging effect, and someone using true seeing perceives it just as it is. You can hide a sign by mundane or magical
means without penalty, or you can prevent it from appearing at all if you have the suppress sign ability.
Vestiges are bound to your soul by the pact. They cannot be targeted or expelled by any means except the Expel Vestige feat, nor can
they be suppressed except by an antimagic field or similar effect. The Difficulty Class for a saving throw against any supernatural power
granted by a vestige is 10 + 1/2 your effective binder level + your Cha modifier.
Suppress Sign (Ex): At 2nd level and higher, when you make a good pact, you can choose not to exhibit the physical sign that
normally accompanies a pact with a vestige. You can suppress or reveal the sign at will as a swift action. With a poor pact, you gain the
powers of the vestige, but you cannot suppress its sign. You show it for the duration of the pact and are influenced by it as normal.
Bonus Feats: At 4th level and again at 11th level, you gain a bonus feat of your choice from the following list: Armour Proficiency
(medium), Armour Proficiency (heavy), Diligent, Investigator, Martial Weapon Proficiency, Negotiator, Persuasive, Shield Proficiency, and
the feats presented in this chapter. Feats not described in this book can be found in the Players Handbook. These feats are in addition
to those normally gained for attaining higher levels, but you must still meet any prerequisites for the bonus feats you choose.
Pact Augmentation (Su): Beginning at 2nd level, you can draw additional power from the vestiges you bind. As long as you are
bound to at least one vestige, you can choose one ability from the following list. Each time you rebind a vestige, you also reselect your

38
pact augmentation ability. As you attain higher levels, you can make additional selections from the list. You gain one additional ability at
5th and 10th level. You can choose a single ability multiple times, and their effects stack. For instance, at 10th level you could choose
bonus hit points twice or damage reduction twice, gaining +10 hit points or damage reduction 2/.
Pact Augmentation Abilities:
+5 hit points
Energy resistance 5 (acid, cold, electricity, fire, or sonic)
+1 insight bonus on saving throws
Damage reduction 1/
+1 insight bonus to Armour Class
+1 insight bonus on attack rolls
+1 insight bonus on damage rolls
+2 insight bonus on initiative checks
Soul Guardian (Su): Beginning at 6th level, you have immunity to fear effects as long as you are bound to a vestige. As you attain
higher binder levels, the vestige guards its time with you even more jealously, granting you protection from additional effects that would
harm your soul and life energy for as long as the pact lasts.
At 9th level, you gain the slippery mind ability, which allows you to wriggle free from magical effects that would otherwise control or
compel you. If you fail your saving throw against an enchantment spell or effect, you can attempt it again 1 round later at the same DC.
You get only this one extra chance to succeed on your saving throw.

BloodMagus
Abloodmaguscreatesmagicthewayapoetcreatespoems,withinborntalenthonedbypractice.Theyhavenobooks,nomentors,notheories,justraw
powerthattheydirectatwill.Somebloodmagiclaimthatthebloodofdragonscoursesthroughtheirveins.Thatclaimmayevenbetrueinsomecases,it
iscommonknowledgethatcertainpowerfuldragonscantakehumanoidformandevenhavehumanoidlovers,anditsdifficulttoprovethatagiven
bloodmagusdoesnothaveadragonancestor.Itstruethatbloodmagioftenhavestrikinggoodlooks,usuallywithatouchoftheexoticthathintsatan
unusualheritage.Othersholdthattheclaimiseitheranunsubstantiatedboastonthepartofacertainbloodmagusorenviousgossiponthepartof
thosewholackthebloodmagussgift.
Adventures:Thetypicalbloodmagusadventuresinordertoimprovehisabilities.Onlybytestinghislimitscanheexpandthem.Abloodmaguss
powerisinborn,partofhissoul.Developingthispowerisaquestinitselfformanybloodmagi,regardlessofhowtheywishtousetheirpower.Some
bloodmagiaredrivenbytheneedtoprovethemselves.Markedasdifferentbytheirpower,theyseektowinaplaceinsocietyandtoprovethemselvesto
others.Evilbloodmagi,however,alsofeelthemselvessetapartfromothers,apartandabove.Theyadventuretogainpoweroverthosetheylookdown
upon.
Characteristics:Abloodmaguscastspellsthroughtheinnatepoweroftheirblood,ratherthanthroughcarefultrainingandstudy.Theirmagicis
intuitiveratherthanlogical.Bloodmagiknowfewerspellsthanwizardsdoandacquirepowerfulspellsmoreslowlythanwizards,buttheycancast
spellsmoreoftenandhavenoneedtoselectandpreparetheirspellsaheadoftime.Bloodmagidonotspecializeincertainschoolsofmagictheway
wizardssometimesdo.Sincebloodmagigaintheirpowerswithoutundergoingtheyearsofrigorousstudythatwizardsgothrough,theydonthavethe
back groundofarcaneknowledgethanmostwizardshave.However,theydohavemoretimetolearnfightingskills,andtheyareproficientwithsimple
weapons.
Alignment :Forabloodmagi,magicisanintuitiveart,notascience.Sorceryfavorsthefree,chaotic,creativespiritoverthedisciplinedmind,soblood
magitendslightlytowardchaosoverlaw.
Religion:SomebloodmagifavorBoccob(godofmagic),whileothersrevereWeeJas(goddessofdeathandmagic).However,manybloodmagifollow
someotherdeity,ornoneatall.(WizardstypicallylearntofollowBoccoborWeeJasfromtheirmentors,butmostbloodmagiareselftaught,withno
mastertoinductthemintoareligion).
Back ground:Abloodmagusdeveloprudimentarypowersatpuberty.Theirfirstspellsareincomplete,spontaneous,uncontrolled,andsometimes
dangerous.Ahouseholdwithabuddingbloodmagusinitmaybetroubledbystrangesoundsorlights,whichcancreatetheimpressionthattheplaceis
haunted.Eventually,theyoungbloodmagusunderstandsthepowerthathehasbeenwieldingunintentionally.Fromthatpointon,hecanbegin
practicingandimprovinghispowers.Sometimesabloodmagusisfortunateenoughtocomeunderthecareofanolder,moreexperiencedbloodmagus,
someonewhocanhelphimunderstandandusehisnewpowers.Moreoften,however,bloodmagiareontheirown,fearedbyerstwhilefriendsand
misunderstoodbyfamily.Bloodmagihavenosenseofidentityasagroup.Unlikewizards,theygainlittlebysharingtheirknowledgeandhavenostrong
incentivetoworktogether.
Races:Mostbloodmagiarehumansordragonwright,buttheinnatetalentforsorceryisunpredictable,anditcanshowupinanyofthecommonraces.
Arcanespellcastersfromsavagelandsorfromamongthebrutalhumanoidsaremorelikelytobebloodmagithanswordsages.Koboldsareespeciallylikely
totakeupthispath,andtheyarefierce,ifinarticulate,proponentsofthebloodofthedragonstheory.
OtherClasses:Abloodmagusfindthattheyhavethemostincommonwithmembersofotherlargelyselftaughtclasses,suchasbindersandrogues.
Theysometimesfindthemselvesatoddswithmembersofthemoredisciplinedclasses,suchaspaladinsandmonks.Sincetheycastthesamespellsas
wizardsbutdosoinadifferentway,theysometimesfindthemselvesincompetitionwithwizards.
Role:Abloodmagustendstodefinehisrolebasedonhisspellselection.Abloodmaguswhofocusesondamagedealingspellsbecomesacenterofthe
partysoffensivepower.Anothermayrelyonmoresubtlemagics,suchascharmsandillusions,andthustakeaquieterrole.Apartywithabloodmagus
shouldstronglyconsiderincludingasecondspellcaster,suchasabard,cleric,druid,orevenawizard,tomakeupforthebloodmagusslackofversatility.
Sinceabloodmagusoftenhasapowerfulpresencethatgiveshimawaywithpeople,hemayserveasthefaceforanadventuringparty,negotiating,
bargaining,andspeakingforothers.Thebloodmagussspellsoftenhelphimswayothersorgaininformation,sohemakesanexcellentspyordiplomatfor

39
anadventuringparty.
Alignment: Any non good.
Hit Die: d4.
Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (Int), Profession (Wis), Sense
Motive (Wis), Spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Table: The Blood Magus
Spells per Day
Fort Ref Will
Level BAB Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +0 +2 Heighten Spell, Blood Magic 4 2
2nd +1 +0 +0 +3 Stanch 5 3
3rd +1 +1 +1 +3 Sca ri cation 6 4 2
4th +2 +1 +1 +4 Death Knell 6 5 3
5th +2 +1 +1 +4 6 6 4 2
6th +3 +2 +2 +5 Homunculus 6 6 5 3
7th +3 +2 +2 +5 Bloodseeking Spell 6 6 6 4 2
8th +4 +2 +2 +6 Thicker Than Water 6 6 6 4 3
9th +4 +3 +3 +6 Awaken Blood 6 6 6 6 4 2
10th +5 +3 +3 +7 Infusion 6 6 6 6 5 3
11th +5 +3 +3 +7 Bloodwalk 6 6 6 6 6 4 2

Table: Blood Magus Spells Known

Spells Known

Level 0 1st 2nd 3rd 4th 5th 6th

1st 4 2

2nd 5 2

3rd 5 3 1

4th 6 3 2

5th 6 4 2 1

6th 7 4 3 2

7th 7 5 3 2 1

8th 8 5 4 3 2

9th 8 5 4 3 2 1

10th 9 5 5 4 3 2

11th 9 5 5 4 4 2 1

Weapon and armour Proficiency: Blood Magus are proficient with all simple weapons. They are not proficient with any type of
armour or shield. armour of any type interferes with a blood maguss gestures, which can cause his spells with somatic components to
fail.
Spells: As Blood Magus casts arcane spells which are drawn primarily from the blood magus/wizard spell list. He can cast any spell he
knows without preparing it ahead of time. To learn or cast a spell, a blood magus must have a Charisma score equal to at least 10 +
the spell level. The Difficulty Class for a saving throw against a blood maguss spell is 10 + the spell level + the blood maguss Charisma
modifier. Like other spellcasters, a Blood Magus can cast only a certain number of spells of each spell level per day. His base daily spell
allotment is given on Table: The blood magus In addition, he receives bonus spells per day if he has a high Charisma score.
A Blood Magus's selection of spells is extremely limited. A Blood Magus begins play knowing four 0-level spells and two 1st-level spells
of your choice. At each new Blood Magus level, he gains one or more new spells, as indicated on Table: Blood Magus Spells Known.
(Unlike spells per day, the number of spells a Blood Magus knows is not affected by his Charisma score; the numbers on Table: Blood
Magus Spells Known are fixed.) These new spells can be common spells chosen from the blood magus/wizard spell list, or they can be
unusual spells that the Blood Magus has gained some understanding of by study. The Blood Magus cant use this method of spell
acquisition to learn spells at a faster rate, however.

40
Upon reaching 4th level, and at every even-numbered Blood Magus level after that (6th, 8th, and 10th), a Blood Magus can choose to
learn a new spell in place of one he already knows. In effect, the Blood Magus loses the old spell in exchange for the new one. The
new spells level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level
Blood Magus spell the blood magus can cast. A Blood Magus may swap only a single spell at any given level, and must choose whether
or not to swap the spell at the same time that he gains new spells known for the level.
A Blood Magus need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up
his spells per day for that spell level. He does not have to decide ahead of time which spells hell cast.
Heighten Spell (Ex): At 1st level, a blood magus gains the Heighten Spell metamagic feat as a bonus feat.
Blood Magic (Su): At 1st level, the blood magus can substitute a drop of his own blood to increase the spells power. The pinprick or
minor knife cut to draw the requisite blood is a free action (just like using material components) that becomes a normal part of casting
the spell. Using this ability deals 1 point of damage to the blood magus but raises the spells caster level by 1. Damage reduction, if the
character has any, doesn't apply to this damage.
Durable Casting (Ex): A blood magus has a knack for being able to concentrate on casting spells and maintaining them despite
taking damage while doing so. For the purpose of making a Concentration check to cast, concentrate on or direct a spell when he might
be distracted by damage, a blood magus subtracts his level from any hit point damage dealt to him by an attack that strikes him during
the action (or whenever he is subject to a source of continuous damage, such as Melfs acid arrow). A blood magus still takes all the
damage dealt to him, but the damage is less likely to affect his ability to cast, concentrate on, or direct spells successfully. For example,
a 1st-level blood magus can ignore 1 point of damage from each source that damages him while casting a spell for the purpose of
determining the DC of his Concentration check to cast successfully. If struck for 5 points of damage while casting a spell, he must make
a Concentration check to successfully cast, but the DC is only 10 + 4 (damage dealt minus 1) + the spell's level. A 5th-level blood
magus could ignore up to 5 points of damage dealt from each source that damages him during casting (and thus wouldnt have to make
a Concentration check if struck for 5 points of damage or less).Because of this ability, damage a blood magus takes from using his blood
component and bloodseeking spell special abilities never requires him to make a Concentration check to finish the spell he is casting.
Staunch (Ex): At 2nd level, the blood magus automatically becomes stable when his hit points drop below 0. He still dies if he reaches
10 hit points or lower.
Scarification (Ex): Beginning at 3nd level, a blood magus can inscribe spells on his own skin for later use. This process involves
deeply scratching the skin (which deals no damage but often leaves scars). The scratches remain fresh until the inscribed spell is cast,
at which time the wound heals normally. Effectively, a blood magus gains the Scribe Scroll feat (see page 99 of the Player s Handbook)
using an alternative medium. All rules, XP costs, and expenses that apply to Scribe Scroll also apply to this ability. Likewise, reading a
scar follows the same rules as reading a scroll, but only a blood magus can decipher his own scars. Ones own skin leaves a limited
amount of room to easily inscribe and read magical scars. Thus, a blood magus can have only six of these scars at anyone time.
Death Knell (Sp): At 4th level and higher, a blood magus has the ability to use death knell as a spell like ability once per day.
Blood Draught (Ex): At 4th level, a blood magus learns how to store spells of up to 3rd level in his own blood. Effectively, he gains
the Brew Potion feat (see page 89 of the Players Handbook) using an alternative medium. All rules, XP costs, and expenses that apply
to Brew Potion also apply to this ability, with the following exceptions. Once brewed, a blood draught remains in circulation within a
maguss body. The maximum number of draughts he can store at one time is equal to his blood magus level + his Con score, but if he
is ever slain, they are all immediately ruined even if he is subsequently returned to life. Blood draughts are never accidentally lost
through major blood loss or by a blood-draining attack. To consume a draught, a blood magus pricks his skin,automatically bringing
forth the desired effect. This is a standard action that provokes attacks of opportunity, like drinking a potion. Another individual can
partake of a blood draught (if he or she has a strong stomach) by drinking 1ounce of the blood maguss blood as a full-round action.
The blood magus must have an open wound to share the effects of a blood draught with another creature; if he lacks one, the creature
can inict a wound that deals 1 point of damage to the blood magus as part of the action to consume the draught. A blood magus
cannot store his blood in a container to share at a later time. The blood draught must be drawn fresh from his body, or it loses potency
within 1 round.
Homunculus (Su): From 6th level on, a blood magus can use his blood to give life to a new companion creature a homunculus (see
page 154 of the Monster Manual). A blood magus need not meet any of the given prerequisites to create the homunculus; however, a
blood magus must permanently sacrifice 1 hit point as part of the creation process. The process requires 1 hour. A blood magus enjoys
a stronger than normal link with his homunculus. By touching the homunculus, a blood magus can transfer his wounds to the creature
(up to 1 hp per level with each touch). This is a standard action that provokes attacks of opportunity. Each time a blood magus gains a
class level, his homunculus advances 1 Hit Die, as described on page 290 of the Monster Manual, and it gains all the normal benefits of
its increased Hit Dice (increased base attack bonus, saves, and so on). The homunculus advances to a maximum of 6 Hit Dice when the
blood magus reaches 11th level. If his homunculus is destroyed, a blood magus takes 2d10 points of damage, as noted in the Monster
Manual. A bloodmaguss death results in the death of his homunculus. A blood magus can have only one homunculus at any given time.
Bloodseeking Spell (Su): Beginning at 7th level, a blood magus can imbue his spells with the ability to draw blood from their targets.
To use this ability, a blood magus must inict a wound on himself; this is a free action that deals 3 points of damage to the blood magus
and becomes a normal part of casting the spell. Damage reduction, if a blood magus has any, doesnt apply to this damage. A
bloodseeking spell deals an extra 1d6 points of damage to each target that takes damage from the spell. This extra damage applies
only to spells that deal hit point damage, not to spells that deal ability damage, ability drain, or other kinds of damage. Constructs,
elementals, oozes, plants, undead, and any creatures without blood or a similar substance within their bodies are immune to this effect.
Thicker Than Water (Su): At 8th level and higher, a blood maguss vital uids are partially under his control. When a blood magus is
injured, his blood withdraws from the wound, avoiding some damage that he would otherwise take. This ability gives the blood magus
damage reduction1/bludgeoning.
Awaken Blood (Su): At 9th level and higher, a blood magus can bestow momentary consciousness on an opponents blood. If he hits
a foe with a melee touch attack, the opponents blood tries to get free of its connement all at once. The pressure disrupts the victims

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tissues, dealing 10d10 points of damage. This ability is usable only once per day, but a blood magus can try to use it again later in the
day if his previous attempt failed. The effect is instantaneous. Constructs, elementals, oozes, plants, undead, and any creatures without
blood or a similar substance within their bodies are immune to this effect.
Infusion (Ex): Upon reaching 10th level, a blood magus prepares a special one-time distillation of his own blood. After partaking of
the infusion, he gains a 2-point increase to his Constitution score.
Bloodwalk (Su): At 11th level, a blood magus becomes perfectly attuned to the song of blood. He gains the super-natural ability to
transport himself great distances via the blood of living creatures. Once per day as a standard action that does not provoke attacks of
opportunity, he can seamlessly enter any living creature (except an elemental, ooze,plant, undead, or other creature without blood or a
similar uid) whose size equals or exceeds his own and pass any distance to another living creature on the same plane in a single
round, regardless of the distance separating the two. A blood magus merely designates a direction and distance(a living creature twenty
miles due west of here), and the bloodwalk ability transports him to a destination creature as close as possible to the desired location.
He cant specify a named individual as the endpoint unless he has previously obtained a sample of that creatures blood and has it
preserved in a vial that he carries. The entry and destination creatures need not be familiar to the blood magus A blood magus cannot
use himself as an entry creature. If an intended entry creature is unwilling, he must make a successful melee touch attack to enter.(A
missed touch attack does not use up the ability for that day.) When exiting a creature, a blood magus chooses an adjacent square in
which to appear. Entering and exiting a creature is painless unless a blood magus wishes otherwise(see below). In most cases, though,
the destination creature finds being the endpoint of a magical portal surprising and quite unsettling. If he desires, a blood magus can
attempt to make a bloody exit from the destination creature. He bursts forth explosively from the creatures body, dealing 10d6 points
of damage unless the creature makes a Fortitude save (DC 10 + blood magus s class level + blood magus s Con modier). When he
makes a bloody exit, a blood magus must succeed on a DC15 Fortitude save or be stunned for 1 round from the shock of his expulsion.

ClockworkGestalt
Whensomeconstructsareawakened,theycanfeelandtapintothegestaltof
themagicatthecoreoftheirbeingandthenatureoftheclockworkthatturns
forceintoactionandstructureintoform.Thisisthepathofaconstructwhich
strivestounderstandthecomplexityandharmonyofthemagicalandmechanical
sidesofit'sexistence.Indoingso,theClockworkGestaltisabletocontinually
improveboththepowerandversatilityofit'smagicalGestaltandthereliability
and efficiency of it's clockwork body until both reach a point of prefect
harmony. The mechanical nature of the constructs mind, when applied to
delvingintotheit'snature,givestheClockworkGestaltaninsightintothehow
the fundamental structure of the multiverse. To the Clockwork Gestalt, all
thingsarebuiltfromthesamefundamentalsofmagicandmatter,oftimeand
space.
Alignment: Any neutral (LN, NG, N, NE, CN). The Gestalt cannot use
Invocations if it's alignment changes to a non-neutral alignment as it
lacks the centered mindset to control it with enough focus.
Hit Die: d6.
Class Skills: Appraise (Int), Concentration (Con), Craft (Int),
Diplomacy (Cha), Disable Device (Dex), Intimidate (Cha), Jump (Str),
Knowledge (Int), Profession, Sense Motive (Wis), Spellcraft (Int), Use
Magic Device (Cha).
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Special: Must be an awakened mechanical construct (e.g. Effigy) that
has not taken hit dice in any class other than construct monster class
levels.
Table: The Clockwork Gestalt
Fort Ref Will Energy Invocations
Level BAB Save Save Save Special Blast Known
1st +0 +0 +0 +2 Awaken the Gestalt, Energy Blast, Novice 1D6 1
Gestalt Invocations
2nd +1 +0 +0 +3 Detect Magic at Will 1D6 2
3rd +2 +1 +1 +3 2D6 2
4th +3 +1 +1 +4 Clockwork Engineering, Reverse Engineering 2D6 3
Points = 2
5th +3 +1 +1 +4 3D6 3
6th +4 +2 +2 +5 Apprentice Gestalt Invocations, Reverse 3D6 4
Engineering
7th +5 +2 +2 +5 4D6 4
8th +6/+1 +2 +2 +6 Emergency Repair, Reverse Engineering Points 4D6 5
=4
9th +6/+1 +3 +3 +6 5D6 5
10th +7/+2 +3 +3 +7 Master Engineer, Reverse Engineering 5D6 6
11th +8/+3 +3 +3 +7 Journeyman Gestalt Invocations 6D6 7

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Weapon and armour Proficiency: Clockwork Gestalts are proficient with all simple weapons, light armour (including the ability to
cast incantations and spells in light armour with no chance of failure) and shields (except heavy and tower shields).
Awaken the Gestalt (EX): At 1st level the Clockwork Gestalt gains the Practised Spellcaster feat limited to Increasing the Caster Level
of the Clockwork Gestalt caster level and gaining only from the Construct Class Hit Dice and level adjustment up to a maximum equal to
the character's Charisma Bonus.
Energy Blast (SP): At 1st level the Clockwork Gestalt can use an Invocation to generate a damaging bolt of pure energy at will. This is
a spell-like ability, effective spell level 1, usable at will, 60ft range, touch attack ray with no save and spell resistance applies. At the
time of use the invoker can simultaneously also use up to 1 Blast Essence Invocation and 1 Blast Shape Invocation, where the final
effective spell level of the blast is equal to the effective spell level of either the Energy Blast Invocation or the Blast Essence Invocation
or the Blast Shape Invocation, whichever is highest. The base damage of the Energy Blast is equal to 1D6 + 1D6 per additional odd
numbered Clockwork Gestalt class level (as per the table). The caster level is equal to the Clockwork Gestalt class level plus any bonus
from Awaken the Gestalt. This is in addition to the character's invocations known total.
Gestalt Invocations (SP): At 1st level Clockwork Gestalt's Invocations are spell-like abilities that require a somatic component, and
are therefore subject to arcane spell failure chance from armour and other mobility limiting effects. Invocations have 3 Grades Novice
(Least), Apprentice (Lesser), Journeyman (Greater). When the Clockwork Gestalt gains a access to a new grade of Invocations it can
exchange the knowledge of any one of the invocations it currently knows for any other Invocation of an equal or lesser grade. The
caster level is equal to the Clockwork Gestalt class level plus any bonus from Awaken the Gestalt and the save DC for an invocation is
equal to 10 + equivalent spell level + Intelligence modifier.
Detect Magic at Will (SP): At 2nd level the Clockwork Gestalt can use Detect Magic as a spell-like ability at will. The caster level is
equal to the Clockwork Gestalt class level plus any bonus from Awaken the Gestalt.
Clockwork Engineering (EX): At 4th level the Clockwork Gestalt gains a competence bonus to Disable Device, Knowledge
Architecture and Engineering and Use Magic Device checks equal to half its class level.
Reverse Engineering (EX): At 4th level and 8th levels the Clockwork Gestalt gains 2 Engineering Points which can be spent on the
Reverse Engineering Table listed below. Also the character can change their point allocation each time they gain an even numbered
class level in Clockwork Gestalt.

Cost Type Name Benefit


1 EX Toughen +1 to maximum HP and +1 competence bonus to either Fort, Ref or Will saves
1 EX Tuned +2 Competence bonus to skill checks with any 1 skill and can not be bought for the
same skill more than once
1 EX Boosted +2 Competence bonus to Caster Level for a single Invocation
1 EX Focused +1 Competence bonus to Save DC for a single Invocation
2 EX Better Body +1 Inherent bonus to Strength or Dexterity
2 EX Durability +1 Inherent bonus increase to it's existing Natural armour
2 EX Blueprint Choose a feat from the bonus feats list (must still meet the requirements for the feat)
Blueprint Bonus Feats List: Ability Focus, Arcane Mastery, Blind Fight, Brachiation, Combat Casting, Combat Reflexes, Danger Sense, Dash, Delay Potion, Extra Invocation,
Extraordinary Concentration, Fleet of Foot, Force of personality, Gape of the Serpent, Greater Resiliency, Hear the Unseen, Hover, Improved Flight, Improved Initiative, Improved
Natural Attack, Improved Spell Resistance, Improved Swimming, Insightful Reflexes, Magic Device Attunement, Mighty Leaping, Monkey Grip, Quick Draw, Run, Supernatural
Transformation, Tactile Trapsmith, Wingover.

Emergency Repair (SU): At 8th level the Clockwork Gestalt can trigger inbuilt automatic repair systems when in dire need. Once per
day, upon taking damage and as an immediate action, the character gains fast healing 1 for a duration of 2 minutes.
Master Engineer (EX): At 10th level the Clockwork Gestalt can take 10 at any time on Disable Device and Use Magic Device checks,
even if distracted or threatened. The Gestalt also gains the ability to create and repair Effigies, but not other types of constructs, as if it
already possessed the Craft Construct Feat.

Cr usader
Devotedknightandinstrumentofvengeance,peerlessfightingmachinethecrusaderisawarriordedicatedtothesurvivalandsupremacyofherrace.
Sheseeksoutanddestroystheenemiesofherrace.Strengthenedbyabsolutedevotiontoaprinciple,armouredbyunshakablefaith,anddrivenbyher
convictions,agoodcrusaderisamightyweaponagainstinjusticeandmalice.Anevilcrusader,ontheotherhand,isacruelandfearsomewarriorof
darkness.Acrusaderhasnoskillwithdivinespellcasting;sheisamartialadeptwhosemanoeuvresareunpredictablegiftsofrighteouspower.Trusting
inthepowerofherbloodline,sheallowsfaithandintuitiontoguideherthroughbattle.Manycrusadersreceivethecalltotheircauseearlyinlife,but
neverstudyformallyataschoolormonastery.Thesewarriorsaregiftedwithanaturalabilitytochannelthedivineenergiesoftheircause,butinaraw,
untamedmanner.Acrusaderhasabsolutefaithinherabilitytodrawonthesourceofherpower,butsheneverquiteknowshowthatpowerwill
manifest.
Alignment: Any Lawful
Hit Die: d8
Class Skills: Balance (Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (history) (Int),
Knowledge (religion) (Int), Martial Lore (Int)*, Ride (Dex).
Skill Points at 1st Level: (4 + Int modifier) x 4.

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Skill Points at Each Additional Level: 4 + Int modifier.
Table: The Crusader
Fort Ref Will Maneuvers Maneuvers Stances
Level BAB Save Save Save Special Known Readied Known
1st +1 +2 +0 +0 Furious counterstrike, steely 5 5 (2) 1
resolve 5
2nd +2 +3 +0 +0 Indomitable soul 5 5 (2) 2
3rd +3 +3 +1 +1 Zealous surge 6 5 (2) 2
4th +4 +4 +1 +1 Steely resolve 10 6 5 (2) 2
5th +5 +4 +1 +1 7 5 (2) 2
6th +6/+1 +5 +2 +2 Smite 1/day 7 5 (2) 2
7th +7/+2 +5 +2 +2 8 5 (2) 2
8th +8/+3 +6 +2 +2 Steely resolve 15 8 5 (2) 3
9th +9/+4 +6 +3 +3 9 5 (2) 3
10th +10/+5 +7 +3 +3 Die Hard 9 5 (2) 3
11th +11/+6/+1 +7 +3 +3 10 6 (2) 3

Firstandforemost,acrusaderisacompetentcombatant.Shefightsasskilfullyasafighter,paladin,orrangerdoes,relyingonheavyarmourandagood
selectionofweaponstogaintheedgeoverheropponents.Tothisbasicfightingprowess,sheaddsseveralabilitiesderivedfromherabsolutefaithand
devotiontoherchosenideal.Whenfightingforhercause,acrusaderbecomesanunstoppableforceonthebattlefield.Acrusadermastersasmallnumber
ofmartialmanoeuvresasshegainslevels.Derivedfromherextraordinaryselfdiscipline,thesemanoeuvresincludecatechismsoffaith,spiritual
devotions,andtheabilitytostrikespectacularblowsintheserviceofherpatronorcause.Armedwiththepowerofherfaith,shecanshatterboulders,
shrugoffenemyattacks,orrallyanarmywithasingleactofbravery.
Weapon and Armour Proficiency: As a crusader, you are proficient with simple weapons, martial weapons, light, medium, and
heavy armour, and all shields.
Manoeuvres: You begin your career with knowledge of five martial manoeuvres. The disciplines available to you are Devoted Spirit,
Stone Dragon, and White Raven. Once you know a maneuver, you must ready it before you can use it (see Manoeuvres Readied,
below). A maneuver usable by crusaders is considered an extraordinary ability unless otherwise noted in its description. Your
manoeuvres are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.
You learn additional manoeuvres at higher levels, as shown on Table 11. You must meet a maneuvers prerequisite to learn it. See
Tome of Battle Table 31, page 39, to determine the highest-level manoeuvres you can learn.
Upon reaching 4th level, and at every even-numbered crusader level after that (6th, 8th, 10th, and so on), you can choose to learn a
new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a
new maneuver of any level you like, as long as you observe your restriction on the highest-level manoeuvres you know; you need not
replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-,
2nd, 3rd or 4th level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can
swap only a single maneuver at any given level.
Manoeuvres Readied: You can ready all five manoeuvres you know at 1st level, but as you advance in level and learn more
manoeuvres, you must choose which manoeuvres to ready. You ready manoeuvres by praying for 5 minutes. The manoeuvres choose
remain readied until you choose remain readied until you them. You need not sleep or rest for any long period of time in order to ready
your manoeuvres; any time you spend 5 minutes in prayer, you can change your readied manoeuvres. You begin an encounter with all
your readied manoeuvres unexpended, regardless of how many times you might have already used them since you chose them. When
you initiate a maneuver, you expend it for the current encounter, so each of your readied manoeuvres can be used once per encounter
(unless you recover them, as described below).
Crusaders are unique among martial adepts, relying on flashes of divine inspiration to use their martial manoeuvres. As such, you do
not control access to your readied manoeuvres. Before you take your first action in an encounter, two of your readied manoeuvres
(randomly determined) are granted to you. The rest of your readied manoeuvres are withheld, currently inaccessible. At the end of each
turn, one previously withheld maneuver (again, randomly determined) is granted to you, and thus becomes accessible for your next
turn and subsequent turns. You can freely choose to initiate any maneuver that is currently granted when your turn begins, but you
cannot initiate a withheld maneuver. If you choose not to employ a maneuver in a given round, your currently granted manoeuvres
remain available, and a previously with held maneuver is granted, as described above. In other words, it doesnt matter if you use your
manoeuvres or notat the end of each of your turns, one withheld maneuver from your selection of readied manoeuvres is granted to
you. Over the course of a few rounds, all your manoeuvres will eventually be granted.
If, at the end of your turn, you cannot be granted a maneuver because you have no withheld manoeuvres remaining, you recover all
expended manoeuvres, and a new pair of readied manoeuvres is granted to you. Randomly determine which of your manoeuvres are
granted and which are withheld. At the end of your next turn, a withheld maneuver is granted to you, and the whole process of divine
inspiration begins again. You begin an encounter with an additional granted maneuver at 10th level (bringing your total to three).
Stances Known: You begin play with knowledge of one 1st-level stance from the Devoted Spirit, Stone Dragon, or White Raven
discipline. At 2nd, and 8th level, you can choose an additional stance. Unlike manoeuvres, stances are not expended, and you do not
have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a
swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with manoeuvres, you cannot
learn a new stance at higher levels in place of one you already know.
Steely Resolve (Ex): Your supreme dedication and intense focus allow you to temporarily set aside the pain and hindering effects of
injuries. When an opponent strikes you, the injury does not immediately affect you. You have a delayed damage pool that allows you to
forestall the effects of many injuries. This pool begins at 0 with each encounter. When you are attacked, any hit point damage the blow
deals is added to your delayed damage pool. At the end of your next turn, you take damage equal to the total stored in your delayed

44
damage pool, which then resets to 0. Any healing you receive can either increase your current hit point total as normal or reduce the
total damage in your delayed damage pool. When you receive healing, you choose whether it affects your damage pool, your hit points,
or both (you can split the amount of healing as you wish). Most crusaders opt to keep as much damage in their delayed damage pool as
possible to maximise the benefit of their furious counterstrike ability (see below).
Special effects tied to an attack, such as energy drain, stun, and so forth, still affect you as normal, and their effects are not delayed by
this ability. For example, if you are bitten by a venomous spider, you must still attempt a Fortitude save against the poison immediately,
even though the bite damage shifts into your delayed damage pool. By the same token, any other special attack that imposes a
condition, such as a medusas petrifying gaze, takes immediate effect on you.
At 1st level, your delayed damage pool can hold up to 5 points of damage. Any damage beyond that comes off your hit points as
normal. The maximum damage your pool holds increases by 5 at 4th and 8th level.
Furious Counterstrike (Ex): You can channel the pain of your injuries into a boiling rage that lets you lash out at your enemies with
renewed vigour and power. Each attack that strikes you only pushes you onward to greater glory. During your turn, you gain a bonus on
attack rolls and damage rolls equal to the current value of your delayed damage pool (see steely resolve, above) divided by 5, and
rounding down (minimum +1). You can only gain a maximum bonus on attack rolls and damage rolls of +6 from furious counterstrike.
Use the table below to quickly determine the attack bonus and damage bonus from furious counterstrike, based on the amount of
damage in your delayed damage pool. This abilitys benefits last until the end of your turn.

Delayed Damage Pool Points Furious Counterstrike Bonus


19 +1
1014 +2
1519 +3
2024 +4
2529 +5
30+ +6

Indomitable Soul (Ex): Beginning at 2nd level, you draw upon the
power of your unwavering faith to steel yourself against the enemies
you face. Your personality, energy, and dedication to your faith make it
possible for you to shrug off attacks that target your willpower. You
add your Charisma bonus (if any) as a bonus on Will saves. This
bonus does not stack with that from a paladins divine grace ability.
Zealous Surge (Ex): Your boundless energy and dedication to your
cause allow you to throw off the effect of a special attack, spell, or
other attack that would otherwise hinder or harm you. Once per day,
from 3rd level on, you can opt to reroll a single saving throw. You
must abide by the result of the new, second saving throw, even if it is
lower than the first. This ability does not require an action. You simply
decide to use it after seeing the result of your saving throw roll but before the DM tells you if it fails or succeeds.
Smite (Ex): Driven by the courage of your convictions and the ironclad strength of your beliefs, you can strike back at those who dare
stand against your cause. Starting at 6th level, once per day, you can concentrate all your anger, hatred, and determination into a single
attack. On the next melee attack you make, you gain a bonus on your attack roll equal to your Charisma bonus (if any) and a bonus on
damage equal to your crusader level.
Die Hard (Ex): At 10th level, you gain Die Hard as a bonus feat.

Psion
Thestrikingfistorflashingswordpalesbesideapsionsfocusedstare.Psionicpowersarisefromaregimenof
strictmentaldisciplinedevelopedovermonthsandyearsofselfscrutinyandsubconsciousdiscovery.Thosewho
overcometheirpersonaldemons,fears,andotherpitfallsofintenseselfreflectionlearntocalluponaninternal
reservoirofpsionicpower.Psionsdependonacontinualstudyoftheirownmindstodiscoveraneverwiderrange
ofmentalpowers.Theymeditateonmemoriesandthenatureofmemoryitself,debatewiththeirownfragment
personalities,anddelveintothedarkrecessesoftheirmindsconvolutedcorridors.Knowthyselfisnotjusta
sayingforapsion,itstheroadtopower.
Adventures:Apsionadventurestostimulatehismind.Newexperiencestranslatetonewavenuesofthought,
andeventuallytothediscoveryofpreviouslylatentabilities.Apsionspowersareinnatebutnoteffortlessly
attained.Goodpsionsseekwhatisbestintheworldandattempttopreservethoseelementswiththeirmasteryof
mentalpowers.Evilpsionsseektomoldotherstotheirowndesires,whetherusingtheirpowersopenlyorinsecret.
Characteristics: Thepsiondrawsrealpowerfromhismind.Hispowerisalogicalexpressionofloreattained
throughongoingselfstudy.Hisaggressivepowersdonotfreelyscaleasdothespellsofarcaneanddivinecasters,
butheenjoyssupremeflexibilityinaccessingthosepowers.Apsionmustchooseonedisciplineinwhichtofocus,
atthecostoflosingaccesstothesignaturepowersfoundinotherdisciplinessoinasensethepsioncharacter
classissixclassesratherthanone.Ashaper(apsionwhohasselectedmetacreativityasherdiscipline)isavery

45
differentcharacterfromatelepath(apsionwhosedisciplineistelepathy).
Alignment:Forapsion,psionicsisapersonalart.Psionslookalwaysinward,sotheytendslightlytowardneutralityoverbothchaosandlaw,but
beingneutralisnotarequirement.Psionscanbeeithergoodorevil.
Religion: Psionsarenotparticularlydrawntoanydeity,duetotheirexceptionalfocusontheirownpersonalpotential.Psionswhodorevereadeity
donotconformtoanygeneralchoice.
Back ground:Thosedestinedtobepsionsshowsignsofmentalpowersfromthetimetheyarejustafewyearsold,butmanifestationsbecome
especiallynoticeableatpuberty.Unexplainednoisesandlights,crockeryflyingthroughtheairofitsownaccord,andtheappearanceofsmallitemsout
ofthinairarecommonoccurrences.Manywhohavethegiftgrowoutofit,turningawayfromtheirpotential.However,afewembracetheirnewfound
specialpowers.Psionsareoftenontheirown,misunderstoodandfearedbyfriendsandfamily.Sometimes,psionsfindotherswithsimilarabilitiesthe
telepathandforminformalnetworks,smallsocieties,oreventinycommunespopulatedwithindividualswhoallpossesssomepsionicability.
Races:Theinborngiftforpsionicsisunpredictable,anditcanshowupinanyofthecommonraces.Oftheraceswithapenchantforpsionicability,
elansaremostlikelytotakeupthepsionmantle.Mindflayersareespeciallylikelytobecomepsions,sincetheirabilitiesareactuallycomponentsofa
deeperpsionicnaturetheypossessawesomepsionicmightevenwithouttakinglevelsinthepsionclass.
OtherClasses:Psionsenjoythecompanyofswordsagesandpsychicwarriors,sharingthosecharactersdedicationtoselfmastery.Psionssometimes
getoffonthewrongfootwithmembersofspellcastingclassessuchasbloodmagusandbinders,becausesomepsionsfeelthatmagicisacrutchforthe
mind.Theyareverysuspiciousofsoulknives,sincetherawemotionofthewilderisanathematothepsionsdisciplinedpath.
Alignment: Any.
Hit Die: d4.
Class Skills: Concentration* (Con), Craft (Int), Knowledge (all skills, taken individually)* (Int), Profession (Wis), and Psicraft* (Int).
In addition, a psion gains access to additional class skills based on his discipline: Seer (Clairsentience): Gather Information (Cha), Listen
(Wis), and Spot (Wis). Shaper (Metacreativity): Bluff (Cha), Disguise (Cha), and Use Psionic Device* (Cha). Kineticist (Psychokinesis):
Autohypnosis* (Wis), Disable Device (Dex), and Intimidate (Cha). Egoist (Psychometabolism): Autohypnosis* (Wis), Balance (Dex) and
Heal (Wis), Nomad (Psychoportation): Climb (Str), Jump (Str), Ride (Dex), Survival (Wis), and Swim (Str). Telepath (Telepathy): Bluff
(Cha), Diplomacy (Cha), Gather Information (Cha), and Sense Motive (Wis). *New skill or expanded use of existing skill.
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.
Table: The Psion
Will Powers Maximum Power
Level BAB Fort Save Ref Save Save Special Power Points Known Level Known
1st +0 +0 +0 +2 Bonus feat, discipline 2 3 1st
2nd +1 +0 +0 +3 6 5 1st
3rd +1 +1 +1 +3 11 7 2nd
4th +2 +1 +1 +4 17 9 2nd
5th +2 +1 +1 +4 Bonus feat 25 11 3rd
6th +3 +2 +2 +5 35 13 3rd
7th +3 +2 +2 +5 46 15 4th
8th +4 +2 +2 +6 58 17 4th
9th +4 +3 +3 +6 72 19 5th
10th +5 +3 +3 +7 Bonus feat 88 21 5th
11th +5 +3 +3 +7 106 22 6th4
Weapon and armour Proficiency: Psions are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and
shortspear. They are not proficient with any type of armour or shield. armour does not, however, interfere with the manifestation of
powers.
Power Points: A psions ability to manifest powers is limited by the power points he has available. His base daily allotment of power
points is given on Table: The Psion. In addition, he receives bonus power points per day if he has a high Intelligence score (see Table:
Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.
Discipline: Every psion must decide at 1st level which psionic discipline he will specialize in. Choosing a discipline provides a psion with
access to the class skills associated with that discipline (see above), as well as the powers restricted to that discipline. However,
choosing a discipline also means that the psion cannot learn powers that are restricted to other disciplines. He cant even use such
powers by employing psionic items.
Powers Known: A psion begins play knowing three psion powers of your choice. Each time he achieves a new level, he unlocks the
knowledge of new powers. Choose the powers known from the psion power list, or from the list of powers of your chosen discipline.
You cannot choose powers from disciplines other than your chosen discipline. ( Exception: The feats Expanded Knowledge and Epic
Expanded Knowledge do allow a psion to learn powers from the lists of other disciplines or even other classes.) A psion can manifest
any power that has a power point cost equal to or lower than his manifester level.The number of times a psion can manifest powers in
a day is limited only by his daily power points. A psion simply knows his powers; they are ingrained in his mind. He does not need to
prepare them (in the way that some spellcasters prepare their spells), though he must get a good nights sleep each day to regain all
his spent power points.The Difficulty Class for saving throws against psion powers is 10 + the powers level + the psions Intelligence
modifier.
Maximum Power Level Known: A psion begins play with the ability to learn 1st-level powers. As he attains higher levels, a psion
may gain the ability to master more complex powers. To learn or manifest a power, a psion must have an Intelligence score of at least
10 + the powers level.

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Bonus Feats: A psion gains a bonus feat at 1st level, 5th level and 10th level. This feat must be a psionic feat, a metapsionic feat, or a
psionic item creation feat. These bonus feats are in addition to the feats that a character of any class gains every three levels. A psion is
not limited to psionic feats, metapsionic feats, and psionic item creation feats when choosing these other feats.
Psionic Disciplines
A discipline is one of six groupings of powers, each defined by a common theme. The six disciplines are clairsentience, metacreativity,
psychokinesis, psychometabolism, psychoportation, and telepathy.
Clairsentience: A psion who chooses clairsentience is known as a seer. Seers can learn precognitive powers to aid their
comrades in combat, as well as powers that permit them to gather information in many different ways.
Metacreativity: A psion specializing in metacreativity is known as a shaper. This discipline includes powers that draw
ectoplasm or matter from the Astral Plane, creating semisolid and solid items such as armour, weapons, or animated
constructs to do battle at the shapers command.
Psychokinesis: Psions who specialize in psychokinesis are known as kineticists. They are the masters of powers that
manipulate and transform matter and energy. Kineticists can attack with devastating blasts of energy.
Psychometabolism: A psion who specializes in psychometabolism is known as an egoist. This discipline consists of powers
that alter the psions psychobiology, or that of creatures near him. An egoist can both heal and transform himself into a
fearsome fighter.
Psychoportation: A psion who relies on psychoportation powers is known as a nomad. Nomads can wield powers that
propel or displace objects in space or time.
Telepathy: A psion who chooses the discipline of telepathy is known as a telepath. He is the master of powers that allow
mental contact and control of other sentient creatures. A telepath can deceive or destroy the minds of his enemies with ease.
Psicrystals
A psicrystal is a fragment of a psionic characters personality, brought into physical form and a semblance of life (via the
Psicrystal Affinity feat). A psicrystal appears as a crystalline construct about the size of a human hand.
Because it is an extension of its creators personality, a characters psicrystal is in some ways a part of him. Thats why, for
example, a psionic character can manifest a personal range power on his psicrystal even though normally he can manifest
such a power only on himself.
A psicrystal is treated as a construct for the purposes of all effects that depend on its type.
A psicrystal grants special abilities to its owner, as shown on the Psicrystal Special Abilities table below. In addition, a
psicrystal has a personality (being a fragment of the owners personality), which gives its owner a bonus on certain types of
checks or saving throws, as given on the Psicrystal Personalities table below. These special abilities and bonuses apply only
when the owner and the psicrystal are within 1 mile of each other.
Psicrystal abilities are based on the owners levels in psionic classes. Levels from other classes do not count toward the
owners level for purposes of psicrystal abilities.
A psicrystal can speak one language of its owners choice (so long as it is a language the owner knows). A psicrystal can
understand all other languages known by its owner, but cannot speak them. This is a supernatural ability.

Psicrystal Basics: Use the statistics for a psicrystal, but make the following changes.
Saving Throws: A psicrystal uses its owners base saving throw bonuses and ability modifiers on saves, though it doesnt
enjoy any other bonuses its owner might have (from magic items or feats, for example).
Abilities: When its self-propulsion ability is not activated, a psicrystal has no Strength score and no Dexterity score.
Skills: A psicrystal has the same skill ranks as its owner, except that it has a minimum of 4 ranks each in Spot, Listen, Move
Silently, and Search. (Even if its owner has no ranks in these skills, a psicrystal has 4 ranks in each.) A psicrystal uses its own
ability modifiers on skill checks.
Psicrystal Special Abilities
Owner Level Natural armour
Adj. Int Adj. Special
Alertness, improved evasion, personality, self-propulsion, share powers, sighted,
1st2nd +0 +0 telepathic link
3rd4th +1 +1 Deliver touch powers
5th6th +2 +2 Telepathic speech
7th8th +3 +3
9th10th +4 +4 Flight
11th +5 +5 Power resistance
Psicrystal Ability Descriptions: All psicrystals have special abilities (or impart abilities to their owners) depending on the level of the
owner, as shown on the table above. The abilities on the table are cumulative.
Natural armour Adj. (Ex): This number noted here is an improvement to the psicrystals natural armour bonus (normally 0). It
represents a psicrystals preternatural durability.
Intelligence Adj. (Ex): Add this value to the psicrystals Intelligence score. Psicrystals are as smart as people (though not
necessarily as smart as smart people).
Alertness (Ex): The presence of a psicrystal sharpens its masters senses. While a psicrystal is within arms reach (adjacent to
or in the same square as its owner), its owner gains the Alertness feat.
Improved Evasion (Ex): If a psicrystal is subjected to an attack that normally allows a Reflex saving throw for half damage, it
takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Personality (Ex): Every psicrystal has a personality. See Psicrystal Personality, below.
Self-Propulsion (Su): As a standard action, its owner can will a psicrystal to form spidery, ectoplasmic legs that grant the
psicrystal a land speed of 30 feet and a climb speed of 20 feet. The legs fade into nothingness after one day (or sooner, if the
owner desires).

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Share Powers (Su): At the owners option, he can have any power (but not any psi-like ability) he manifests on himself also
affect his psicrystal. The psicrystal must be within 5 feet of him at the time of the manifestation to receive the benefit. If the
power has a duration other than instantaneous, it stops affecting the psicrystal if it moves farther than 5 feet away, and will
not affect the psicrystal again, even if it returns to its owner before the duration expires.
Additionally, the owner can manifest a power with a target of You on his psicrystal (as a touch range power) instead of on
himself. The owner and psicrystal cannot share powers if the powers normally do not affect creatures of the psicrystals type
(construct).
Sighted (Ex): Although it has no physical sensory organs, a psicrystal can telepathically sense its environment as well as a
creature with normal vision and hearing. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural
silence, though a psicrystal still cant discern invisible or ethereal beings. A psicrystals sighted range is 40 feet.
Telepathic Link (Su): The owner has a telepathic link with his psicrystal out to a distance of up to 1 mile. The owner cannot
see through the psicrystals senses, but the two of them can communicate telepathically as if the psicrystal were the target of
a mindlink power manifested by the owner. For instance, a psicrystal placed in a distant room could relay the activities
occurring in that room.
Because of the telepathic link between a psicrystal and its owner, the owner has the same connection to an item or place that
the psicrystal does. For instance, if his psicrystal has seen a room, the owner can teleport into that room as if he has seen it
too.
Deliver Touch Powers (Su): If the owner is 3rd level or higher, his psicrystal can deliver touch powers for him. If the owner
and psicrystal are in contact at the time the owner manifests a touch power, he can designate his psicrystal as the toucher.
The psicrystal can then deliver the touch power just as the owner could. As usual, if the owner manifests another power
before the touch is delivered, the touch power dissipates.
Telepathic Speech (Ex): If the owner is 5th level or higher, the psicrystal can communicate telepathically with any creature
that has a language and is within 30 feet of the psicrystal, while the psicrystal is also within 1 mile of the owner.
Flight (Su): If the owner is 9th level or higher, he can, as a standard action, will his psicrystal to fly at a speed of 50 feet
(poor). The psicrystal drifts gently to the ground after one day (or sooner, if the owner desires).
Power Resistance (Ex): If the owner is 11th level, the psicrystal gains power resistance equal to the owners level + 5. To
affect the psicrystal with a power, another manifester must get a result on a manifester level check that equals or exceeds the
psicrystals power resistance.

Psicrystal Personality (Ex): Each psicrystal has a distinct personality, chosen by its owner at the time of its creation from among
those given on the following table. At 1st level, its owner typically gets a feel for a psicrystals personality only through occasional
impulses, but as the owner increases in level the psicrystals personality becomes more pronounced. At higher levels, it is not
uncommon for a psicrystal to constantly ply its owner with observations and advice, often severely slanted toward the psicrystals
particular worldview. The owner always sees a bit of himself in his psicrystal, even if magnified and therefore distorted.
Psicrystal Personalities
Personality Benefit to Owner
Artiste +3 bonus on Craft checks
Bully +3 bonus on Intimidate checks
Coward +3 bonus on Hide checks
Friendly +3 bonus on Diplomacy checks
Hero +2 bonus on Fortitude saves
Liar +3 bonus on Bluff checks
Meticulous +3 bonus on Search checks
Nimble +2 bonus on Initiative checks
Observant +3 bonus on Spot checks
Poised +3 bonus on Balance checks
Resolved +2 bonus on Will saves
Sage +3 bonus on checks involving any one Knowledge skill owner already knows; once chosen, this does not vary
Single-minded +3 bonus on Concentration checks
Sneaky +3 bonus on Move Silently checks
Sympathetic +3 bonus on Sense Motive checks

PsychicWar rior
Onewhoturnsthemindspotentialtothewarriorsartisknownasapsychicwarrior.Wherepsionsdevotethemselveswhollytothedevelopmentof
mindengenderedabilities,psychicwarriorsgiveemphasistothedevelopmentofthebody.Withmentalandphysicalenergyworkinginunion,thepsychic
warriorstrivestowardmartialperfection.Thesword,axe,andbowarephysicaltoolsthatpsychicwarriorsembracealongwiththeirpsionicabilities.
Welltrainedinbothphysicalandpsionicmatters,thepsychicwarriorisaformidableadversary.
Adventures: Psychicwarriorsknowthatonlythroughconflictwilltheirskillsgrow.Pronetoshowingofftheirflamboyantabilities,theyclaimto
fearnothing.Psychicwarriorsareeagertoaccumulatethetreasurethatadventuringbringsandthepoweritbuys.
Characteristics:Thedefiningtraitofthepsychicwarriorishisabilitytosupplementhisphysicalattackswithpsionicfeatsandpowers.Acombination
ofstrength,martialskill,andpsionicabilityallowsareaofknowledgeinwhichitisespeciallypsychicwarriorsometimessurpassanormalfighterof
equalexperience.Asthepsychicwarriorgainsexperienceandpower,hisfightingskillsandpsionicabilitiesgrowinconcert.
Alignment :Apsychicwarriorstrainingrequirestheabilitytogiveequalshrifttowhatothersconsiderpolaroppositesofphysicalandmentalability.
Psychicwarriorstendtowardchaoticalignments,butachaoticoutlookisnotarequirement.

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Religion:Psychicwarriorsprefertoworshipnonlawfuldeities,oftenchoosinggodsofwar,
protectionorslaughter.But,aswithpsions,psychicwarriorsrelianceontheirwillandinternal
fortitudeoftenmakethempoorsupplicants.
Back ground:Apsychicwarriortypicallygrowsupamongasocietyorsmallcommunityofthe
likeminded,foundedbypsionswhowishedtodeveloptheirpowersinseclusion.Suchcommunes
arerare,buttheirexistenceprovidessomeprotectioninaworldoftenhostiletothosewith
powerfulmentalabilities.Psychicwarriorsareoftenthechildrenofpsions,andjustasoften
growupdissatisfiedwiththeregimenofcommunelife.Althoughmanyadopttheclassoutofthis
senseofrebellion,mostpsychicwarriorsstillfeeladeepconnectiontothecommuneorsocietyin
whichtheywereraisedandtrained.Afewhavenosuchconnection,theironlytiesbeingtotheir
ownpathsofpersonaldevelopment.
Races:Theinborngiftforpsionicsisunpredictable,anditapenchantforpsionicability,half
giantsareparticularlydrawntothisclass,admiringthepsychicwarriorsmixtureofmental
mightandphysicalprowess.Amongallothercreatures,littleopportunityforpsychicwarrior
trainingisavailable;however,afewpsychicwarriorsexistintheranksofthemindflayers.
OtherClasses:Psychicwarriorsgetonwellwithanyone,regardlessofclass,whoappreciates
theiruniquecontributions.Psychicwarriorsmakepowerfulcomradesincombat,somost
adventurersarehappytohaveoneintheirgroup.
Alignment: Any.
Hit Die: d8.
Class Skills: Autohypnosis* (Wis), Climb (Str), Concentration* (Con), Craft (Int), Jump (Str), Knowledge (psionics)* (Int), Profession
(Wis), Ride (Dex), Search (Int), and Swim (Str). *New skill or expanded use of existing skill.
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.
Table: The Psychic Warrior
Maximum Power
Level BAB Fort Save Ref Save Will Save Special Power Points Powers Known Level Known
1st +0 +2 +0 +0 Bonus feat 0* 1 1st
2nd +1 +3 +0 +0 Bonus feat 1 2 1st
3rd +2 +3 +1 +1 3 3 1st
4th +3 +4 +1 +1 5 4 2nd
5th +3 +4 +1 +1 Bonus feat 7 5 2nd
6th +4 +5 +2 +2 11 6 2nd
7th +5 +5 +2 +2 15 7 3rd
8th +6/+1 +6 +2 +2 Bonus feat 19 8 3rd
9th +6/+1 +6 +3 +3 23 9 3rd
10th +7/+2 +7 +3 +3 27 10 4th
11th +8/+3 +7 +3 +3 Bonus feat 35 11 4th
*The psychic warrior gains no power points from his class at 1st level. However, he does add any bonus power points he gains from a
high Wisdom score, his race, and feats or other sources to his reserve. He can use these points (if any) to manifest his power.
Weapon and armour Proficiency: Psychic warriors are proficient with all simple and martial weapons, with all types of armour
(heavy, medium, and light), and with shields (except tower shields).
Power Points: A psychic warriors ability to manifest powers is limited by the power points he has available. His base daily allotment of
power points is given on Table: The Psychic Warrior. In addition, he receives bonus power points per day if he has a high Wisdom score
(see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and
items. A 1st-level psychic warrior gains no power points for his class level, but he gains bonus power points (if he is entitled to any),
and can manifest the single power he knows with those power points.
Powers Known: A psychic warrior begins play knowing one psychic warrior power of your choice. Each time he achieves a new level,
he unlocks the knowledge of a new power. Choose the powers known from the psychic warrior power list. ( Exception: The feats
Expanded Knowledge and Epic Expanded Knowledge do allow a psychic warrior to learn powers from the lists of other classes.) A
psychic warrior can manifest any power that has a power point cost equal to or lower than his manifester level. The total number of
powers a psychic warrior can manifest in a day is limited only by his daily power points.
A psychic warrior simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some
spellcasters prepare their spells), though he must get a good nights sleep each day to regain all his spent power points.
The Difficulty Class for saving throws against psychic warrior powers is 10 + the powers level + the psychic warriors Wisdom modifier.
Maximum Power Level Known: A psychic warrior begins play with the ability to learn 1st-level powers. As he attains higher levels,
he may gain the ability to master more complex powers. To learn or manifest a power, a psychic warrior must have a Wisdom score of
at least 10 + the powers level.
Bonus Feats: At 1st level, a psychic warrior gets a bonus combat-oriented feat in addition to the feat that any 1st level character gets
and the bonus feat granted to a human character. The psychic warrior gains an additional bonus feat at 2nd level and every three levels
thereafter (5th, 8th, 11th). These bonus feats must be drawn from the feats noted as fighter bonus feats or psionic feats. The psychic
warrior must still meet all prerequisites for the bonus feat, including ability score and base attack bonus minimums as well as class

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requirements. A psychic warrior cannot choose feats that specifically require levels in the fighter class unless he is a multiclass character
with the requisite levels in the fighter class. These bonus feats are in addition to the feats that a character of any class gains every
three levels. A psychic warrior is not limited to fighter bonus feats and psionic feats when choosing these other feats.

Ranger
Theforestsarehometofierceandcunningcreatures,suchasbloodthirstyowlbearsandmalicious
displacerbeasts.Butmorecunningandpowerfulthanthesemonstersistheranger,askilledhunter
andstalker.Heknowsthewoodsasiftheywerehishome(asindeedtheyare),andheknowshis
preyindeadlydetail.
Adventures:Arangeroftenacceptstheroleofprotector,aidingthosewholiveinortravel
throughthewoods.Inaddition,arangercarriesgrudgesagainstcertaintypesofcreaturesandlooks
foropportunitiestofindanddestroythem.Hemayadventureforallthereasonsthatafighterdoes.
Characteristics:Arangercanuseavarietyofweaponsandisquitecapableincombat.Hisskills
allowhimtosurviveinthewilderness,tofindhisprey,andtoavoiddetection.Healsohasspecial
knowledgeaboutcertaintypesofcreatures,whichmakesiteasierforhimtofindanddefeatsuch
foes.
Alignment :Rangerscanbeofanyalignment.Mostaregood,andsuchrangersusuallyfunction
asprotectorsofthewildareas.Inthisrole,arangerseeksoutanddestroysordrivesoffevil
creaturesthatthreatenthewilderness.Goodrangersalsoprotectthosewhotravelthroughthe
wilderness,servingsometimesasguidesandsometimesasunseenguardians.Mostrangersarealso
chaotic,preferringtofollowtheebbandflowofnatureoroftheirownheartsinsteadofrigidrules.
Evilrangers,thoughrare,aremuchtobefeared.Theyrevelinnaturesthoughtlesscrueltyandseek
toemulatehermostfearsomepredators.Natureherselfisindifferenttogoodandevil.
Back ground:Somerangersgainedtheirtrainingaspartofspecialmilitaryteams,butmost
learnedtheirskillsfromsolitarymasterswhoacceptedthemasstudentsandassistants.Therangers
ofaparticularmastermaycountthemselvesascohorts,ortheymayberivalsforthestatusofbest
studentandthustherightfulheirtotheirmastersfame.
Races:Lycanthoftenchoosetherangerspath.Theyareathomeinthewoods,andtheyhavethe
gracetomovestealthily.Humansareoftenrangersaswell,beingadaptableenoughtolearntheir
wayaroundthewoodsevenifitdoesntcomenaturallytothem.Trogamayfindthelifeofaranger
morecomfortablethanlifeamongcruelandtauntinghumansorhobgoblins.Gnomerangersare
morecommonthangnomebarbarians,butstilltheytendtoremainintheirownlandsratherthan
adventureamongthebigpeople.Dwarfrangersarerare,buttheycanbequiteeffective.Instead
oflivinginthesurfacewilderness,theyareathomeintheendlesscavernsbeneaththeearth.Here
theyhuntdownanddestroytheenemiesofdwarvenkindwiththerelentlessprecisionforwhich
dwarvesareknown.Dwarfrangersareoftenknownascavers.Amongthesavagehumanoids,only
gnollsarecommonlyrangers,usingtheirskillstoslylystalktheirprey.
Classes:Rangersgetalongwellwithspiritshamansandtosomeextentwithbarbarians.Theyareknowntobickerwithcrusaders,mostlybecausethey
oftensharegoalsbutdifferinstyle,tactics,approach,philosophy,andesthetics.Sincerangersdontoftenlooktootherpeopleforsupportorfriendship,
theyfinditeasytotoleratepeoplewhoarequitedifferentfromthemselves,suchasbindersandwarblades.Theyjustdontcareenoughtogetupsetabout
othersdifferences.
Role:Therangersbestroleisthatofascoutandsecondarycombatant.Withouttheheavyarmourofthefighterorthestayingpowerofthebarbarian,
therangershouldfocusonopportunisticandrangedattacks.Mostrangersusertheiranimalcompanionsassentries,scouts,ortoassisttheminmelee
combat.
Alignment: Any.
Hit Die: d8.
Class Skills: Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge
(dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis),
Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier.
Table: The Ranger
Level BAB Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0 1st favored enemy, Track, wild empathy
2nd +2 +3 +3 +0 Combat style
3rd +3 +3 +3 +1 Endurance, Faster Healing
4th +4 +4 +4 +1 Animal companion
5th +5 +4 +4 +1 2nd favored enemy, Trackless Step
6th +6/+1 +5 +5 +2 Improved combat style
7th +7/+2 +5 +5 +2 Woodland stride

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8th +8/+3 +6 +6 +2 Swift tracker
9th +9/+4 +6 +6 +3 Evasion
10th +10/+5 +7 +7 +3 3rd favored enemy, Camouflage
11th +11/+6/+1 +7 +7 +3 Combat style mastery
Weapon and armour Proficiency: A ranger is proficient with all simple and martial weapons, and with light armour and shields
(except tower shields).
Favored Enemy (Ex): At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies.
The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this
type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
At 5th level and 10th the ranger may select an additional favored enemy from those given on the table. In addition, at each such
interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2. If a specific creature
falls into more than one category of favored enemy, the rangers bonuses do not stack; he simply uses whichever bonus is higher.
Table: Ranger Favored Enemies
Type (Subtype) Type (Subtype)
Aberration Magical beast
Animal Monstrous humanoid
Construct Ooze
Dragon Outsider
Elemental Plant
Fey Shapeshifter
Giant Undead
Humanoid Vermin
Track: A ranger gains Track as a bonus feat. Benefit: To find tracks or to follow them for 1 mile requires a successful Survival check.
You must make another Survival check every time the tracks become difficult to follow. You move at half your normal speed (or at your
normal speed with a 5 penalty on the check, or at up to twice your normal speed with a 20 penalty on the check). The DC depends
on the surface and the prevailing conditions, as given on the table below:
Surface Survival DC Surface Survival DC
Very soft ground 5 Firm ground 15
Soft ground 10 Hard ground 20

Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.
Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves
frequent but shallow footprints.
Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor
surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair),
but it leaves only occasional or partial footprints.
Hard Ground: Any surface that doesnt hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into
this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or
displaced pebbles).
Several modifiers may apply to the Survival check, as given on the table below.
Condition Survival DC Modifier
Every three creatures in the group being tracked 1
Size of creature or creatures being tracked: (1)
Fine +8
Diminutive +4
Tiny +2
Small +1
Medium +0
Large 1
Huge 2
Gargantuan 4
Colossal 8
Every 24 hours since the trail was made +1
Every hour of rain since the trail was made +1
Fresh snow cover since the trail was made +10
Poor visibility: (2)
Overcast or moonless night +6
Moonlight +3
Fog or precipitation +3
Tracked party hides trail (and moves at half speed) +5
1 For a group of mixed sizes, apply only the modifier for the largest size category.
2 Apply only the largest modifier from this category.

If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.
This feat does not allow you to find or follow the tracks made by a subject of a pass without trace spell.
Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the
attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check

51
result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy,
the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under
normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take
more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a
4 penalty on the check.
Combat Style (Ex): At 2nd level, a ranger must select one of three combat styles to pursue: archery, spear or two-weapon combat.
This choice affects the characters class features but does not restrict his selection of feats or special abilities in any way. The benefits of
the rangers chosen style apply only when he wears light or no armour. He loses all benefits of his combat style when wearing medium
or heavy armour.
If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites
for that feat.
If the ranger selects spear he is treated as having the Hold the Line when using any spear or polearm, even if he does not
have the normal prerequisites for that feat.
If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the
normal prerequisites for that feat.
Endurance: A ranger gains Endurance as a bonus feat at 3rd level. Benefit: You gain a +4 bonus on the following checks and saves:
Swim checks made to resist non-lethal damage, Constitution checks made to continue running, Constitution checks made to avoid non-
lethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid non-lethal
damage from starvation or thirst, Fortitude saves made to avoid non-lethal damage from hot or cold environments, and Fortitude saves
made to resist damage from suffocation. Also, you may sleep in light or medium armour without becoming fatigued.
Faster Healing: A ranger gains Faster Healing as a bonus feat at 3rd level. The format in the table is Hit Points Recovered per
Character Level per Day / Ability Score Points Recovered per Day
Activity Level With Faster Healing With Faster Healing and Long-Term Care (successful heal check)
Strenuous activity 1/2 2/4
Light activity 1.5 / 3 3/6
Complete bed rest 2/4 4/8

Animal Companion (Ex): At 4th level a ranger may gain play with an animal companion selected from the following list: badger,
camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign
takes place wholly or partly in an aquatic environment, the following creatures are also available: crocodile, porpoise, Medium shark,
and squid. This animal is a loyal companion that accompanies the ranger on her adventures as appropriate for its kind.
A 4th level rangers companion is completely typical for its kind except as noted below. As a ranger advances in level, the animals
power increases as shown on the table. If a ranger releases her companion from service, she may gain a new one by using wild
empathy to make a target animal friendly then spending 24hrs caring for and bonding with the animal. This practice can also replace an
animal companion that has perished.
A ranger may choose to select from alternative lists of animals (see below). Should she select an animal companion from one of these
alternative lists, the creature gains abilities as if the characters ranger's level were lower than it actually is. Subtract the value indicated
in the appropriate list header from the characters ranger level and compare the result with the ranger level entry on the table to
determine the animal companions powers. (If this adjustment would reduce the rangers effective level to 0 or lower, she cant have
that animal as a companion.)
The Rangers Animal Companion
A rangers animal companion is different from a normal animal of its kind in many ways. A rangers animal companion is superior to a
normal animal of its kind and has special powers, as described below.
Class Level Bonus HD Natural armour Adj. Str/Dex Adj. Bonus Tricks Special
1st-3rd +1 +1 +0 1 Link
4th5th +2 +2 +1 2 Evasion
6th8th +4 +4 +2 3 Devotion
9th11th +6 +6 +3 4 Multiattack
Animal Companion Basics: Use the base statistics for a creature of the companions kind, but make the following changes.
Class Level: The characters ranger level. The rangers class levels stack with levels of any other classes that are entitled to
an animal companion for the purpose of determining the companions abilities and the alternative lists available to the
character.
Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit
Dice improve the animal companions base attack and base save bonuses. An animal companions base attack bonus is the
same as that of a ranger of a level equal to the animals HD. An animal companion has good Fortitude and Reflex saves (treat
it as a character whose level equals the animals HD). An animal companion gains additional skill points and feats for bonus
HD as normal for advancing a monsters Hit Dice.
Natural armour Adj.: The number noted here is an improvement to the animal companions existing natural armour bonus.
Str/Dex Adj.: Add this value to the animal companions Strength and Dexterity scores.
Bonus Tricks: The value given in this column is the total number of bonus tricks that the animal knows in addition to any
that the ranger might choose to teach it (see the Handle Animal skill). These bonus tricks dont require any training time or
Handle Animal checks, and they dont count against the normal limit of tricks known by the animal. The ranger selects these
bonus tricks, and once selected, they cant be changed.
Link (Ex): A ranger can handle her animal companion as a free action, or push it as a move action, even if she doesnt have
any ranks in the Handle Animal skill. The ranger gains a +4 circumstance bonus on all wild empathy checks and Handle

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Animal checks made regarding an animal companion.
Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage,
it takes no damage if it makes a successful saving throw.
Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not
already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a
second attack with its primary natural weapon, albeit at a 5 penalty.
Alternative Animal Companions
A ranger of sufficiently high level can select her animal companion from one of the following lists, applying the indicated adjustment to
the rangers level (in parentheses) for purposes of determining the companions characteristics and special abilities.
4th+ (Level 3) 7th+ (Level 6) 10th+ (Level 9)
Ape (animal) Bear, brown (animal) Bear, polar (animal)
Bear, black (animal) Dire wolverine Dire lion
Bison (animal) Crocodile, giant (animal) Shark, Huge (animal)
Boar (animal) Dire ape Snake, Giant Constrictor (animal)
Cheetah (animal) Dire boar Whale, Orca (animal)
Crocodile (animal) Dire wolf
Dire badger Lion (animal)
Dire bat Rhinoceros (animal)
Dire weasel Snake, Huge viper (animal)
Leopard (animal) Tiger (animal)
Lizard, monitor (animal)
Shark, Large (animal)
Snake, constrictor (animal)
Snake, Large viper (animal)
Wolverine (animal)

Trackless Step (Ex): Starting at 5th level, a ranger leaves no trail in natural surroundings and cannot be tracked. She may choose to
leave a trail if so desired. This even applies when mounted.
Improved Combat Style (Ex): At 6th level, a rangers aptitude in his chosen combat style (archery or two-weapon combat)
improves. As before, the benefits of the rangers chosen style apply only when he wears light or no armour. He loses all benefits of his
combat style when wearing medium or heavy armour.
If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal
prerequisites for that feat.
If he selected spear at 2nd level, he is treated as having the Raptor School, even if he does not have the normal prerequisites
for that feat.
If the ranger selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat,
even if he does not have the normal prerequisites for that feat.
Woodland Stride (Ex): Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars,
overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However,
thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal 5
penalty. He takes only a 10 penalty (instead of the normal 20) when moving at up to twice normal speed while tracking.
Evasion (Ex): At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex
saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used
only if the ranger is wearing light armour or no armour. A helpless ranger does not gain the benefit of evasion.
Camouflage (Ex): A ranger of 10th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesnt grant
cover or concealment.
Combat Style Mastery (Ex): At 11th level, a rangers aptitude in his chosen combat style (archery or two-weapon combat) improves
again. As before, the benefits of the rangers chosen style apply only when he wears light or no armour. He loses all benefits of his
combat style when wearing medium or heavy armour.
If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the
normal prerequisites for that feat.
If he selected spear at 2nd level, he is treated as having the Driving Strike, even if he does not have the normal prerequisites
for that feat.
If the ranger selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if
he does not have the normal prerequisites for that feat.

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Rogue
Roguessharelittleincommonwitheachother.Somearestealthythieves.Othersaresilvertongued
tricksters.Stillothersarescouts,infiltrators,spies,diplomats,orthugs.Whattheyshareis
versatility,adaptability,andresourcefulness.Ingeneral,roguesareskilledatgettingwhatothers
dontwantthemtoget:entranceintoalockedtreasurevault,safepassagepastadeadlytrap,
secretbattleplans,aguardstrust,orsomerandompersonspocketmoney.
Adventures:Roguesadventureforthesamereasontheydomostthings:togetwhattheycan
get.Someareafterloot;otherswantexperience.Somecravefame;othersseekinfamy.Quiteafew
alsoenjoyachallenge.Figuringouthowtothwartatraporavoidanalarmisgreatfunformany
rogues.
Characteristics:Roguesarehighlyskilled,andtheycanconcentrateondevelopinganyof
severalcategoriesofskills.Whilenotequaltomembersofmanyotherclassesincombat,arogue
knowshowtohitwhereithurts,andshecandishoutalotofdamagewithasneakattack.
Rogueshaveasixthsensewhenitcomestoavoidingdanger.Experiencedroguesdevelopmystical
powersandskillsastheymastertheartsofstealth,evasion,andsneakattacks.Inaddition,while
notcapableofcastingspellsontheirown,roguescanfakeitwellenoughtocastspellsfrom
scrolls,activatewands,andusejustaboutanyothermagicitem.
Alignment :Roguesfollowopportunity,notideals.Theyaremorelikelytobechaoticthan
lawful,theyareadiversebunch,sotheymaybeofanyalignment.
Religion:Althoughtheyarenotrenownedfortheirpiety,mostroguesreveregodsofthievesor
luckordeath).Sincerogues aresodiverse,however,manyofthemworshipotherdeities,or
noneatall.
Back ground:Someroguesareofficiallyinductedintoanorganizedfellowshipofroguesor
guildofthieves.Someareselftaught;otherslearnedtheirskillsfromindependentmentors.
Often,anexperiencedrogueneedsanassistantforscams,secondstoryjobs,orjustforwatching
herback.Sherecruitsalikelyyoungster,whothenlearnstheskillsofthetradeonthejob.
Eventually,thetraineeisreadytomoveon,perhapsbecausethementorhasrunafoulofthelaw,
orperhapsbecausethetraineehasdoublecrossedhermentorandneedssomespace.Roguesdo
notseeeachotherasfellowsunlesstheyhappentobemembersofthesameguildorstudentsofthe
samementor.Infact,roguestrustotherrogueslessthantheytrustanyoneelse.Theyrenofools.
Races:Adaptableandoftenunprincipled,humanstaketotherogueslifewithease.Halflings,
elves,andhalfelvesalsofindthemselveswellsuitedtothedemandsofthecareer.Dwarfand
gnomerogues,whilelesscommon,arerenownedasexpertswithlocksandtraps.Halforcroguestendtowardthuggery.Roguesarecommonamongbrutal
humanoids,especiallygoblinsandbugbears.Rogueswholearntheirartsinsavagelands,however,generallydonthavemuchexperiencewithcomplex
mechanismssuchastrapsandlocks.
OtherClasses:Roguesloveandhateworkingwithmembersofotherclasses.Theyexcelwhenprotectedbywarriorsandsupportedbyspellcasters.
Thereareplentyoftimes,however,thattheywisheveryoneelsewasasquiet,guileful,andpatientasthey.Roguesareparticularlywaryofpaladins,so
theyendeavortoprovethemselvesusefulwhencontactwithpaladinsisunavoidable.
Role:Theroguesroleinagroupcanvarydramaticallybasedonherskillselectionfromcharismaticconartisttocunningburglartoagilecombatant
butmostroguessharecertainaspects.Theyarentcapableofprolongedmeleecombat,sotheyfocusonopportunisticsneakattacksorrangedattacks.
Theroguesstealthandhertrapfindingabilitymakeheroneofthebestscoutsinthegame.
Alignment: Any.
Hit Die: d6.
Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device
(Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str),
Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense
Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope
(Dex).
Skill Points at 1st Level: (8 + Int modifier) x 4.
Skill Points at Each Additional Level: 8 + Int modifier.
Table: The Rogue
Level BAB Fort Save Ref Save Will Save Special
1st +0 +0 +2 +0 Sneak attack +1d6, Trapfinding
2nd +1 +0 +3 +0 Evasion
3rd +2 +1 +3 +1 Sneak attack +2d6, trap sense +2
4th +3 +1 +4 +1 Uncanny dodge
5th +3 +1 +4 +1 Sneak attack +3d6
6th +4 +2 +5 +2 Trap sense +4
7th +5 +2 +5 +2 Sneak attack +4d6

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8th +6/+1 +2 +6 +2 Improved uncanny dodge
9th +6/+1 +3 +6 +3 Sneak attack +5d6, trap sense +6
10th +7/+2 +3 +7 +3 Special ability
11th +8/+3 +3 +7 +3 Sneak attack +6d6
Weapon and armour Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and
short sword. Rogues are proficient with light armour, but not with shields.
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital
spot for extra damage. The rogues attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether
the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it
increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not
multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals non-lethal damage instead of lethal damage.
She cannot use a weapon that deals lethal damage to deal non-lethal damage in a sneak attack, not even with the usual 4 penalty.
A rogue can sneak attack only living creatures with discernible anatomiesundead, constructs, oozes, plants, and incorporeal creatures
lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see
the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a
creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a non-magical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the
spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a
DC of 25 + the level of the spell used to create it. A rogue who beats a traps DC by 10 or more with a Disable Device check can study a
trap, figure out how it works, and bypass it (with her party) without disarming it.
Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful
Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can
be used only if the rogue is wearing light armour or no armour. A helpless rogue does not gain the benefit of evasion.
Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +2 bonus on Reflex
saves made to avoid traps and a +2 dodge bonus to AC against attacks made by traps. These bonuses rise to +4 when the rogue
reaches 6th level, to +6 when she reaches 9th level. Trap sense bonuses gained from multiple classes stack.
Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She
retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her
Dexterity bonus to AC if immobilized. If a rogue already has uncanny dodge from a different class she automatically gains improved
uncanny dodge (see below) instead.
Improved Uncanny Dodge (Ex): A rogue of 8th level or higher can no longer be flanked. This defense denies another rogue the
ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. If a
character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge
instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the
character.
Special Abilities: On attaining 10th level, a rogue gains a special ability of her choice from among the following options.
Crippling Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that her blows weaken and
hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost
to damage return on their own at the rate of 1 point per day for each damaged ability.
Defensive Roll (Ex): The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would.
Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a
spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex
saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full
damage. She must be aware of the attack and able to react to it in order to execute her defensive rollif she is denied her
Dexterity bonus to AC, she cant use this ability. Since this effect would not normally allow a character to make a Reflex save
for half damage, the rogues evasion ability does not apply to the defensive roll.
Improved Evasion (Ex): This ability works like evasion, except that while the rogue still takes no damage on a successful
Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless rogue does
not gain the benefit of improved evasion.
Opportunist (Ex): Once per round, the rogue can make an attack of opportunity against an opponent who has just been
struck for damage in melee by another character. This attack counts as the rogues attack of opportunity for that round. Even
a rogue with the Combat Reflexes feat cant use the opportunist ability more than once per round.
Skill Mastery: The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse
conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill
check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A
rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.
Slippery Mind (Ex): This ability represents the rogues ability to wriggle free from magical effects that would otherwise
control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw,
she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

55
SpiritShaman
Masterofthespiritworld,thespiritshamanfollowsadifferentdivinetraditionthantheclericorthedruid.Herworldisfilledwithpowerful,living
spirits,somehelpfulandsomemalign.Bybargainingwiththesespirits,thespiritshamangainspoweroverthenaturalworldandmightydivinemagic
withwhichtoaidhercomradesorsmiteherenemies.
Adventures:Spiritshamansexisttomediatebetweenthehumanworldandthespiritworldandmakesurethathumans(anddwarves,elves,orcs,and
allotherhumanoidraces,ofcourse)respectthespiritsasisonlyrightandproper.Spiritshamansadventuretoadvancethecausesofwhicheverspirits
theyfavour.Thosewhoveneratehelpfulspiritsseektoassistpeopledeservingofthespiritsprotection.Thosewhoreveredarkandvengefulspirits
promotethechaosandsufferinginwhichtheirpatronsdelight.Throughtheiractions,spiritshamansprovethepoweroftheirpatronspiritsandearn
prestigeandstatusinthespiritworld.
Characteristics: Spiritshamanscastdivinespellsmuchthesamewaydruidsdo,thoughtheygettheirspellsfrompowerfulspiritsofnature.Their
spells,likethedruids,areorientedtowardnatureandanimals.Inadditiontospells,spiritshamansgainanincreasingarrayofspiritpowersasthey
advanceinlevel.
Religion:Aspiritshamanreverestheessenceofreligionmorethanthepractice.Shegainshermagicalpowersfromthespiritsthatinhabitallthings,
livinganddead,animateandinanimate.Shecombinesancestralworshipwithanimalandnatureworship.Thetypicalspiritshamanpursuesamystic
spiritualityoftranscendentunionwithnature.
Back ground:Spiritshamansarefirsttaughtbyoldershamans.Whenatribesspiritshamanfeelsthatthetimeisright,shechoosesapotential
successorfromamongtheyoungfolkofthetribe.Takingtheyouthintoherownhome,shespendsyearsteachingherstudentthewaysofboththe
naturalworldandthespiritrealm.Typically,whentheyoungspiritshamanisready,theoldershamanthensendsherstudentouttowandertheworld
foratimeinordertogainthewisdomandexperiencenecessarytoserveasthetribesspiritshamanonhisreturn.Sometimes,ayoungshamanimpatient
withanoverlycautiousmasterstrikesoutonhisowntoseekouttheknowledgehefeelshismasteriswithholding.
Alignment: Any.
Hit Dice: D8.
Class Skills (and the key ability for each skill): Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis),
Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Listen (Wis), Profession
(Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Table: The Spirit Shaman
Spells per Day
Level BAB Fort Save Ref Save Will Save Special 0 1st 2nd 3rd 4th 5th 6th
1st +0 +2 +0 +2 Spirit Guide, Wild Empathy 3 2
2nd +1 +3 +0 +3 Chastise Spirits 4 3
3rd +1 +3 +1 +3 Detect Spirits 5 4 2
4th +2 +4 +1 +4 Blessing of the Spirits 6 5 3
5th +2 +4 +1 +4 Follow the Guide 6 6 4 2
6th +3 +5 +2 +5 Ghost Warrior 6 6 5 3
7th +3 +5 +2 +5 Warding of the Spirits 6 6 6 4 2
8th +4 +6 +2 +6 6 6 6 5 3
9th +4 +6 +3 +6 Spirit Form 6 6 6 6 4 2
10th +5 +7 +3 +7 Guide Magic 6 6 6 6 5 3
11th +5 +7 +3 +7 Recall Spirit 6 6 6 6 6 4 2

Table: Spirit Shaman Spells Retrieved per Day


Class Level 0 1st 2nd 3rd 4th 5th 6th
1st 3 1
2nd 3 2
3rd 3 2 1
4th 3 3 1
5th 3 3 1 1
6th 3 3 2 1
7th 3 3 2 1 1
8th 3 3 2 2 1
9th 3 3 3 2 1 1
10th 3 3 3 2 2 1
11th 3 3 3 3 2 1 1

Weapon and Armour Proficiency: A spirit shaman is proficient with the club, dagger, dart, hand axe, javelin, longspear, quarterstaff,

56
shortspear, spear, sling, shortbow, throwing axe, and with light armour and shields. These are the weapons commonly used by the tribal
societies in which spirit shamans are found.
Abilities: Wisdom determines how powerful a spell she can cast any spell she has retrieved, spirit shaman can cast and how many
spells she can cast per day. Charisma determines how hard those spells are to resist (see Spells, below). Like a druid, the spirit shaman
benefits from high Dexterity and high Constitution due to the fact that she begins with proficiency with only light armour.
Spells: A spirit shaman casts divine spells from the druid spell list , much like a blood magus can cast any spell she knows Table 16:
Spirit Shaman Spells without preparing it ahead of time. To retrieve or cast a spell, a spirit shaman must have a wisdom score of at
least 10 + the spell level (Wisdom 10 for 0-level spells, Wisdom 11 for 1st-level spells, and so on). The Difficulty Class for a saving
throw against a spirit shamans spell is 10 + the spell level + the spirit shamans Charisma modifier. Like other spellcasters, a spirit
shaman can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 15: The
Spirit shaman. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 11: Ability Modifiers and Bonus
Spells, page 8 of the Players Handbook). Like a blood magus, a spirit shaman knows only a small number of spells. However, each day
a spirit shaman may change the spells she knows. When a spirit shaman meditates to regain her daily allotment of spells (see below),
she sends forth her spirit guide to bargain with the spirits and retrieve knowledge of the specific druid spells she will be able to use that
day. She can cast any spell she has retrieved at any time, assuming she has not yet used up her spells per day for that spell level. For
example, a 3rd-level spirit shaman can retrieve three 0-level, two 1st-level, and one 2nd-level druid spells. She can cast 0-level spells
five times, 1st-level spells four times, and her 2nd-level spell two times in the course of the day. She might end up using the same 0-
level spell five times, or one 0-level spell two times and another 0-level spell three times, or any combination that adds up to five uses
of any of her 0-level spells.
If a spirit shaman knows any metamagic feats, she applies them to her spells when she retrieves her spells for the day. For example, a
spirit shaman might choose to retrieve an empowered flame strike by using a 6th-level spell retrieved slot. Any time she uses flame
strike during the ensuing day, she must use a 6th-level spell slot to cast it, and it is always empowered. A spirit shaman could use a
4th-level spell slot and a 6th-level spell slot to retrieve flame strike and empowered flame strike if she wanted to have both spells
available to her in a day. A spirit shaman cannot choose to alter her spells with metamagic feats on the fly, as other spontaneous
casters do. Spirit shamans using metamagic feats do not have an increased casting time as blood magus do.
Each spirit shaman must choose a time at which she must spend 1 hour in quiet meditation to regain her daily allotment of spells and
bargain with the spirits for the specific spells she knows on that day.
Spirit Guide: All spirit shamans have a spirit guide, a personification of the spirit world. In some sense a spirit shaman and her guide
are one being, both knowing and seeing and experiencing the same things. Unlike a familiar, a spirit guide is not a separate entity from
a spirit shaman. She is the only one who can perceive or interact with her guide. It exists only inside her own mind and soul. The spirit
shamans spirit guide confers greater awareness of her surroundings, and grants her the Alertness feat. The spirit guide grants
additional abilities at 5th and 10th level (see Follow the Guide and Guide Magic, below). The exact form of the spirit guide is chosen by
the spirit shaman at 1st level, usually for the qualities it represents, as shown below. The exact form of a spirit guide is purely personal
preference, and confers no special advantages or disadvantages.

SpiritGuide Characteristics SpiritGuide Characteristics


Badger Orderliness,tenacity Lizard Elusiveness
Bear Strength,endurance Otter Joy,laughter
Buffalo Abundance,goodfortune Owl Wisdom,night
Cougar Balance,leadership Rabbit Conqueringfear,safety
Coyote Humour,trickiness Raccoon Curiosity
Crane Balance,majesty Scorpion Defence,selfprotection
Crow Intelligence,resourcefulness Snake Power,lifeforce,potency
Eagle Perception,illumination Spider Interconnectedness,industry
Elk Pride,power,majesty Turtle Love,protection
Fox Cleverness,discretion Vulture Vigilance,death
Hawk Awareness,truth Wolf Loyalty,interdependence

Wild Empathy (Ex): Guided by her insight into animal spirits, a spirit shaman can use body language, vocalisations, and demeanour
to improve the attitude of an animal (a monster of the animal type). This ability functions just like a Diplomacy check made to improve
the attitude of a person (see Chapter 4: Skills in the Players Handbook). The spirit shaman rolls 1d20 and adds her spirit shaman level
and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of
indifferent, while wild animals are usually unfriendly. To use wild empathy, the spirit shaman and the animal must be able to study each
other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this
way takes 1 minute (as with influencing people, use of this ability might take more or less time). A spirit shaman cannot use this ability
to influence a magical beast.
Chastise Spirits (Su): Beginning at 2nd level, a spirit shaman can use divine energy granted by her patrons in the spirit world to
damage hostile spirits (see the What is a Spirit? sidebar). Chastising spirits is a standard action that deals 1d6 damage/shaman level to
all spirits within 30 feet of the shaman. The affected spirits get a Will save (DC 10+ shaman level + Cha modifier) for half damage.
When using this ability against incorporeal creatures, a spirit shaman does not have to roll the normal 50% miss chance, the effect hits

57
the spirits automatically. A spirit shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.
Detect Spirits (Sp): Starting at 3rd level, the spirit shamans spirit guide perceives nearby spirits. At will, the spirit shaman can use
detect spirits as a spell-like ability. It functions just like detect undead, except it detects creatures that are considered spirits.
Blessing of the Spirits (Sp): Starting at 4th level, a spirit shaman can perform a special rite to gain a special blessing. The shaman
goes into a meditative state in which she travels to the spirit world. Performing the rite requires 10 minutes; the spirit shaman can only
ward herself with this ability and cannot perform the rite for anyone else. The blessing functions just like protection from evil, except it
protects against spirits and lasts until it is dismissed or dispelled. If this ability is dispelled, the spirit shaman can recreate it simply by
taking 10 minutes to do so.
Follow the Guide (Su): At 5th level and higher, a spirit shaman's spirit guide helps her maintain control of her mind. If a spirit
shaman is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC.
She only gets this one extra her chance to succeed her saving throw.
Ghost Warrior (Su): Beginning at 6th level, a spirit shaman confers the ghost touch special ability (see Magic Weapon Special Ability
Descriptions, page 223 of the Dungeon Masters Guide) to any weapon she holds for as long as she holds it. She also becomes resistant
to the touch attacks of incorporeal creatures, and may use her normal Armour Class (not her touch AC) against any touch attack
delivered by an incorporeal creature.
Warding of the Spirits (Sp): Starting at 7th level, a spirit shaman can perform a special rite once per day to ward herself and her
companions against hostile spirits. Performing the rite requires 1 minute. The warding lasts for 10 minutes per level and otherwise
functions like magic circle against evil, except it protects against spirits.
Spirit Form (Su): At 9th level and higher, a spirit shaman learns how to temporarily transform herself into a spirit. Once per day, as a
standard action, she can make herself incorporeal for up to 1 minute. While incorporeal, a spirit shaman gains all the advantages of the
incorporeal subtype (see the Glossary of the Monster Manual), including immunity to all non-magical attack forms, a 50% chance to
ignore damage from any corporeal source, and the ability to enter or pass through solid objects. The spirit shaman loses any armour or
natural armour bonus to AC, but gains a deflection bonus equal to her Charisma modifier (minimum +1). She has no Strength score
against corporeal creatures or objects and cannot make physical attacks against them, but she gains the ability to make a melee touch
attack (add the spirit shamans Dexterity modifier to her attack roll) that deals 1d6 points of damage to a corporeal target. This effect is
treated as a magic weapon for the purpose of overcoming damage reduction.
Guide Magic (Su): Starting at 10th level, as a free action, a spirit shaman can assign her spirit guide the task of concentrating on a
spell or spell-like ability that is maintained through concentration. The spirit shaman can act normally while her spirit guide concentrates
on the spell. A spirit guide can concentrate on only one spell at a time. If necessary to maintain the spell, the spirit guide makes
Concentration checks for the spirit shaman, using the spirit shamans normal Concentration modifier. A spirit guide does not have to
make Concentration checks for circumstances such as the spirit shaman taking damage. The spirit itself is not present for anyone to
interrupt or otherwise interact with.
Recall Spirit (Sp): At 11th level, a spirit shaman gains the ability to call back the spirit of a dead creature before the spirit of the
deceased has completely left the body. Once per week, she can reconnect a spirit to its body, restoring life to a recently deceased
creature. The ability must be used within 1 round of the victims death. This ability functions like raise dead, except that the raised
creature receives no level loss, no Constitution loss, and no loss of spells. The creature is only restored to 0 hit points (but is stabilised).

Soulknife
Asoulkniferecognizeshisownmindasthemostbeautifulandthemostdeadlythinginall
creation.Withthisunderstandingandthroughextendedpractice,asoulknifelearnstoforge
hismentalstrengthintoashimmeringbladeofsemisolidpsychicenergy.Eachsoulknifes
personalblade,referredtoasamindblade,differsincolorandshapeaccordingtohis
personality,mentalstrength,andevenmood.Althoughnotwomindbladeslookalike,all
sharethesamelethalqualities.Becausesoulknivesturnthepoweroftheirmindstosuch
weaponry,theyarenotoriousfortheirviolence.
Adventures:Whilecautionandforethoughtgointoasoulknifespreparationforadventure,
mosthaveahardtimerestrainingtheirnaturalbravadoandshowmanship.Afterall,how
manyadventurerscandispatchopponentswithabladematerializedfrompurethought?Thus,
formanysoulknives,adventuringpresentsanopportunitytodowhattheylovemost:Wield
theidealizedbladewroughtoftheirinnermostdesires.
Characteristics:Morethananyotherpsionicclass,thesoulknifefightswithpsionicpower
directlyinbothmeleeandrangedcombat.Strength,combatprowess,andpsionictalentallow
thesoulknifetoclaimequalfootingatleastwithanyothercombatorientedclassonthe
fieldofbattle.
Alignment :Despitetheirinbornshowmanship,soulknivesareoftenlawful,utilizinga
disciplinedmindsettoidealizeandmaterializetheirmindblades.Chaoticalignedsoulknives
relyonstrengthofspiritinsteadofrigiddisciplinetomaterializetheirmindblades.Characters
whoareneutralwithrespecttolawandchaosrarelybecomesoulknives.
Religion:Soulkniveswhoprefertoworshipsometimeschoosedeitiessuchasthedeityofretributionordeityofvalor)Evilsoulknivesoftenfollowgods
ofdeathorslaughter,delightingintheirabilitytoslaughterwiththepoweroftheirminds.

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Back ground:Manywhohavetheabilityanddesiretomixthemanifestationofpsionicpowerwithmilitarymightbecomepsychicwarriors,butfor
thosewiththerightmixoftalentandskill,thewayofthesoulknifeismorealluring.Soulknivesaretrainedforthemostpartbyolder,moreexperienced
soulknives.
Races:Theinborngiftforpsionicsisunpredictable,anditcanshowupinanyofthecommonraces.Oftheraceswithapenchantforpsionicability
duegarseemespeciallylikelytoendupassoulknives.Amongallothercreatures,lessopportunityexistsforsoulknifetraining.
OtherClasses:Soulknivesaremostcomfortablewiththosewhohavesimilarlyaggressivebents,suchasbarbariansandwarblades.Theyareless
comfortablewithpsychicwarriors(perhapsduetoafeelingofcompetition),spellcastersandpsions,thoughasoulknifecandisciplinehimselftomanage
mostanyrelationship.
Alignment: Any.
Hit Die: d10.
Class Skills: The soulknifes class skills (and the key ability for each skill) are Autohypnosis* (Wis), Climb (Str), Concentration* (Con),
Craft (Int), Hide (Dex), Jump (Str), Knowledge (psionics)* (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spot (Wis), and
Tumble (Dex). *New skill or expanded use of existing skill.
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.
Table: The Soulknife
Fort Ref Will Powers Maximum Power
Level BAB Save Save Save Special Known Level Known
1st +0 +0 +2 +2 Mind blade, Weapon Focus (mind blade), Wild 1 1st
Talent
2nd +1 +0 +3 +3 Throw mind blade 1 1st
3rd +2 +1 +3 +3 Psychic strike +1d8 2 1st
4th +3 +1 +4 +4 +1 mind blade 2 2nd
5th +3 +1 +4 +4 Free draw, shape mind blade 3 2nd
6th +4 +2 +5 +5 Mind blade enhancement +1, Speed of 3 3rd
Thought
7th +5 +2 +5 +5 Psychic strike +2d8 4 3rd
8th +6/+1 +2 +6 +6 +2 mind blade 4 3rd
9th +6/+1 +3 +6 +6 Bladewind, Greater Weapon Focus (mind 5 4th
blade)
10th +7/+2 +3 +7 +7 Mind blade enhancement +2 5 4th
11th +8/+3 +3 +7 +7 Psychic strike +3d8 6 5th
Weapon and armour Proficiency: Soulknives are proficient with all simple weapons, with their own mind blades, and with light
armour and shields (except tower shields).
Powers Known: A Soulknife begins play knowing one wilder power of your choice. At every even-numbered class level after 1st, she
unlocks the knowledge of new powers. Choose the powers known from the wilder power list. A Soulknife can manifest any power that
has a power point cost equal to or lower than her manifester level. The total number of powers a wilder can manifest in a day is limited
only by her daily power points. A Soulknife simply knows her powers; they are ingrained in her mind. She does not need to prepare
them (in the way that some spellcasters prepare their spells), though she must get a good nights sleep each day to regain all her spent
power points. The Difficulty Class for saving throws against wilder powers is 10 + the powers level + the Soulknife's Charisma modifier.
Maximum Power Level Known: A Soulknife begins play with the ability to learn 1st-level powers. As she attains higher levels, she
may gain the ability to master more complex powers. To learn or manifest a power, a wilder must have a Charisma score of at least 10
+ the powers level.
Mind Blade (Su): As a move action, a soulknife can create a semisolid blade composed of psychic energy distilled from his own mind.
The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium soulknife
materializes a Medium mind blade that he can wield as a light weapon, and the blade deals 1d6 points of damage (crit 1920/x2).
Soulknives who are smaller or larger than Medium create mind blades identical to short swords appropriate for their size, with a
corresponding change to the blades damage. The wielder of a mind blade gains the usual benefits to his attack roll and damage roll
from a high Strength bonus.
The blade can be broken (it has hardness 10 and 10 hit points); however, a soulknife can simply create another on his next
move action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A
mind blade is considered a magic weapon for the purpose of overcoming damage reduction.
A soulknife can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a
normal weapon. He can also choose mind blade for feats requiring a specific weapon choice, such as Weapon Specialization.
Powers or spells that upgrade weapons can be used on a mind blade.
A soulknifes mind blade improves as the character gains higher levels. At 4th level the mind blade gains a +1 enhancement
bonus on attack rolls and damage rolls increasing to +2 at 8th level.
Even in places where psionic effects do not normally function (such as within a null psionics field), a soulknife can attempt to
sustain his mind blade by making a DC 20 Will save. On a successful save, the soulknife maintains his mind blade for a
number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the mind blade
vanishes. As a move action on his turn, the soulknife can attempt a new Will save to rematerialize his mind blade while he
remains within the psionics negating effect.
Weapon Focus (Mind Blade): A soulknife gains Weapon Focus (mind blade) as a bonus feat.

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Wild Talent: A soulknife gains Wild Talent as a bonus feat. (This class feature provides the character with the psionic power he needs
to materialize his mind blade, if he has no power points otherwise.) The soul bade also receives power points based on his Charisma.
Throw Mind Blade (Ex): A soul knife of 2nd level or higher can throw his mind blade as a ranged weapon with a range increment of
30 feet. Whether or not the attack hits, a thrown mind blade then dissipates. A soulknife of 3rd level or higher can make a psychic strike
(see below) with a thrown mind blade and can use the blade in conjunction with other special abilities (such as Knife to the Soul).
Psychic Strike (Su): As a move action, a soulknife of 3rd level or higher can imbue his mind blade with destructive psychic energy.
This effect deals an extra 1d8 points of damage to the next living, non-mindless target he successfully hits with a melee attack (or
ranged attack, if he is using the throw mind blade ability). Creatures immune to mind-affecting effects are immune to psychic strike
damage. (Unlike the rogues sneak attack, the psychic strike is not precision damage and can affect creatures otherwise immune to
extra damage from critical hits or more than 30 feet away, provided they are living, non-mindless creatures not immune to mind-
affecting effects.) A mind blade deals this extra damage only once when this ability is called upon, but a soulknife can imbue his mind
blade with psychic energy again by taking another move action.
Once a soulknife has prepared his blade for a psychic strike, it holds the extra energy until it is used. Even if the soulknife drops the
mind blade (or it otherwise dissipates, such as when it is thrown and misses), it is still imbued with psychic energy when the soulknife
next materializes it. At 3rd, 7th and 11th, the extra damage from a soulknifes psychic strike increases as shown on the Table above.
Free Draw (Su): At 5th level, a soulknife becomes able to materialize his mind blade as a free action instead of a move action. He can
make only one attempt to materialize the mind blade per round, however.
Shape Mind Blade (Su): At 5th level, a soulknife gains the ability to change the form of his mind blade. As a full round action, he can
change his mind blade to replicate a longsword (damage 1d8 for a Medium weapon wielded as a one-handed weapon) or a bastard
sword (damage 1d10 for a Medium weapon, but he must wield it as a two-handed weapon unless he knows the Exotic Weapon
Proficiency (bastard sword) feat). If a soulknife shapes his mind blade into the form of a bastard sword and wields it two-handed, he
adds 1-1/2 times his Strength bonus to his damage rolls, just like when using any other two-handed weapon. Alternatively, a soulknife
can split his mind blade into two identical short swords, suitable for fighting with a weapon in each hand. (The normal penalties for
fighting with two weapons apply.) However, both mind blades have an enhancement bonus 1 lower than the soulknife would otherwise
create with a single mind blade.
Mind Blade Enhancement (Su): At 6th level, a soulknife gains the ability to enhance his mind blade. He can add any one of the
weapon special abilities on the table below that has an enhancement bonus value of +1.
At 10th level the value of the enhancement a soulknife can add to his weapon improves to +2. A soulknife can choose any combination
of weapon special abilities that does not exceed the total allowed by the soulknifes level.
The weapon ability or abilities remain the same every time the soulknife materializes his mind blade (unless he decides to reassign its
abilities; see below). The ability or abilities apply to any form the mind blade takes, including the use of the shape mind blade or
bladewind class abilities.
Weapon Special Ability Enhancement Bonus Value
Defending +1
Keen +1
Lucky* +1
Mighty cleaving +1
Psychokinetic* +1
Sundering* +1
Vicious +1
Collision* +2
Mindcrusher* +2
Psychokinetic burst* +2
Suppression* +2
Wounding +2
*New special abilities
A soulknife can reassign the ability or abilities he has added to his mind blade. To do so, he must first spend 8 hours in concentration.
After that period, the mind blade materializes with the new ability or abilities selected by the soulknife.
Speed of Thought: A soulknife gains Speed of Thought as a bonus feat at 6th level.
Bladewind (Su): At 9th level, a soulknife gains the ability to momentarily fragment his mind blade into numerous identical blades,
each of which strikes at a nearby opponent. As a full attack, when wielding his mind blade, a soulknife can give up his regular attacks
and instead fragment his mind blade to make one melee attack at his full base attack bonus against each opponent within reach. Each
fragment functions identically to the soulknifes regular mind blade. When using bladewind, a soulknife forfeits any bonus or extra
attacks granted by other feats or abilities (such as the Cleave feat or the haste spell). The mind blade immediately reverts to its
previous form after the bladewind attack.
Greater Weapon Focus (Mind Blade): A soulknife gains Greater Weapon Focus (mind blade) as a bonus feat at 9th level.

Swordsage
Amasterofmartialmanoeuvres,theswordsageisaphysicaladeptabladewizardwhoseknowledgeoftheSublimeWayletshimunlockpotent
abilities,manyofwhichareovertlysupernaturalormagicalinnature.Dependingonwhichdisciplineshechoosestostudy,aswordsagemightbecapable
ofwalkingthroughwalls,leapingdozensoffeetintotheair,shatteringboulderswithasingletouch,orevenmasteringtheelementsoffireorshadow.
Whateverhisspecifictraining,aswordsageblursthelinebetweenmartialprowessandmagicalskill.

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Alignment: Any
Hit Die: d6.
Class Skills: Balance (dex), Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str),
Knowledge (Int), Listen (Int), Martial Lore (Int)*, Move Silently (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), Swim (Str),
Tumble (Dex).
Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier.
Table: The Swordsage
Fort Ref Will Maneuvers Maneuvers Stances
Level BAB Save Save Save Special Known Readied Known
1st +0 +0 +2 +2 Quick to act +1, discipline focus 6 4 1
(Weapon Focus)
2nd +1 +0 +3 +3 AC bonus 7 5 2
3rd +2 +1 +3 +3 8 5 2
4th +3 +1 +4 +4 Discipline focus (insightful strike) 9 6 2
5th +3 +1 +4 +4 Quick to act +2 10 6 3
6th +4 +2 +5 +5 Evasion 11 6 3
7th +5 +2 +5 +5 12 7 3
8th +6/+1 +2 +6 +6 Discipline focus (defensive stance) 13 7 3
9th +6/+1 +3 +6 +6 Improved Evasion 14 8 4
10th +7/+2 +3 +7 +7 Quick to act +3 15 8 4
11th +8/+3 +3 +7 +7 Dual Boost 16 8 4
Weapon and Armour Proficiency: As a swordsage, you are proficient with simple weapons, martial melee weapons (including those
that can be used as thrown weapons), and light armour, but not with shields.
Manoeuvres: You begin your career with knowledge of six martial
manoeuvres. The disciplines available to you are Desert Wind, Diamond
Mind, Setting Sun, Shadow Hand, Stone Dragon, and Tiger Claw. Once
you know a maneuver, you must ready it before you can use it (see
Manoeuvres Readied, below). A maneuver usable by swordsages is
considered an extraordinary ability unless otherwise noted in its
description. Your manoeuvres are not affected by spell resistance, and you
do not provoke attacks of opportunity when you initiate one. You learn
additional manoeuvres at higher levels, as shown on Table 12. You must
meet a maneuvers prerequisite to learn it. See Table 31, page 39, to
determine the highest-level manoeuvres you can learn.
Upon reaching 4th level, and at every even-numbered swordsage level
after that (6th, 8th and 10th), you can choose to learn a new maneuver in
place of one you already know. In effect, you lose the old maneuver in
exchange for the new one. You can choose a new maneuver of any level
you like, as long as you observe your restriction on the highest-level
manoeuvres you know; you need not replace the old maneuver with a
maneuver of the same level. For example, upon reaching 10th level, you
could trade in a single 1st, 2nd, 3rd or 4th level maneuver for a maneuver
of 5th level or lower, as long as you meet the prerequisite of the new
maneuver. You can swap only a single maneuver at any given level.
Despite his spectacular combat moves, a swordsage is not a typical front
line melee combatant. Although a fighter, barbarian, or warblade might
swing a sword more accurately, or with greater force, a swordsage
depends on his repertoire of martial strikes and stances. This character is
also not intended to be a replacement for an arcane spellcaster, even
though he can create a number of short-range area effects. A swordsages
role within an adventuring party isnt easily defined, but his combination
of manoeuvrability, supernatural power, and martial arts is useful in almost
any encounter.
Manoeuvres Readied: You can ready four of your six manoeuvres known at 1st level, and as you advance in level and learn more
manoeuvres, you are able to ready more, but you must still choose which manoeuvres to ready. You ready your manoeuvres by
meditating and exercising for 5 minutes. The manoeuvres you choose remain readied until you decide to meditate again and change
them. You need not sleep or rest for any long period of time to ready your manoeuvres; any time you spend 5 minutes in meditation,
you can change your readied manoeuvres. You begin an encounter with all your readied manoeuvres unexpended, regardless of how
many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current
encounter, so each of your readied manoeuvres can be used once per encounter (unless you recover them, as described below). You
can recover an expended maneuver by using a full-round action to quickly meditate. Doing this does not provoke attacks of opportunity.
If you complete your meditation, you can refresh all your expended manoeuvres. They are now available for use in a subsequent round.
Stances Known: You begin play with knowledge of one 1st-level stance from any discipline open to you. At 2nd, 5th, and 9th level,
you can choose additional stances. Unlike manoeuvres, stances are not expended, and you do not have to ready them. All the stances
you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an
extraordinary ability unless otherwise stated in the stance description. Unlike with manoeuvres, you cannot learn a new stance at higher

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levels in place of one you already know.
AC Bonus: Starting at 2nd level, you can add your Wisdom modifier as a bonus to Armour Class, so long as you wear light armour, are
unencumbered, and do not use a shield. This bonus to AC applies even against touch attacks or when you are flat-footed. However, you
lose this bonus when you are immobilised or helpless.
Discipline Focus (Ex): As a swordsage, you can focus your training to take advantage of each disciplines fighting style. Each time
you gain the discipline focus ability, select one of the six swordsage disciplines to which that focus applies. You can select a different
discipline each time you gain discipline focus, but you must know at least one martial maneuver from the selected discipline. Even if you
select a different discipline at higher levels, your discipline choice for earlier abilities does not change. This focus manifests in the
following ways.
Weapon Focus: At 1st level, you gain the benefit of the Weapon Focus feat for weapons associated with the chosen
discipline. See the discipline descriptions in Chapter 4. You gain a +2 bonus on Martial Lore checks made regarding a
maneuver in a discipline in which you have discipline focus.
Insightful Strikes: At 4th level, you can add your Wisdom modifier as a bonus on damage rolls whenever you execute a
strike from the chosen discipline.
Defensive Stance: At 8th level, you gain a +2 bonus on saving throws whenever you adopt a stance from the chosen
discipline.
Quick to Act (Ex): At 5th level, you gain a +1 bonus on initiative checks. This bonus further increases by 1 at 5th and 10th level.
Evasion (Ex): At 6th level, you can avoid even magical and unusual attacks with great agility. If you make a successful Reflex saving
throw against an attack that normally deals damage on a successful save, you instead take no damage. Evasion can be used only if you
are wearing light armour or no armour. If you are helpless, you do not gain the benefit of evasion.
Improved Evasion (Ex): From 9th level on, you gain the benefit of improved evasion. You still take no damage if you make a
successful Reflex save against an attack, and even if you fail the Reflex save, you take only half damage from the attack. If you are
helpless, you do not gain the benefit of improved evasion.
Dual Boost (Ex): When you reach 11th level, you can use two boost manoeuvres simultaneously. Whenever you initiate a boost
maneuver, you can also initiate any other boost maneuver that you know as a free action. Both boosts you initiate are expended
normally. You can use this ability once per day.

Warblade
Thewarbladewasbornforconflict.Swift,strong,enduring,andutterlyconfidentinhismartialskills,he
seekstotesthimselfagainstworthyfoes.Battleisbeautifultohimaperfectmomentinwhichlifehangs
suspendedonthebrightedgeofasword.Sheercombatskillisimportanttoawarblade,sohetrains
intenselywithhischosenweapons.Butevenmoreimportantarehisathleticism,endurance,daring,
recklessness,andjoyinthehourofdanger.Warblades,oftencalledswordprinces,liveforthechancetotest
themselvesinbattlethestrongerthefoe,thegreaterthegloryonceanenemyisdefeated.
Alignment: Any
Hit Die: d10
Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha),
Intimidate (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (local) (Int), Martial Lore
(Int)*, Swim (Str), Tumble (Dex).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Table: Warblade
Fort Ref Will Maneuvers Maneuvers Stances
Level BAB Save Save Save Special Known Readied Known
1st +1 +2 +0 +0 Battle clarity (Reflex saves), 3 3 1
Weapon Aptitude
2nd +2 +3 +0 +0 Uncanny dodge 4 3 1
3rd +3 +3 +1 +1 Battle ardor (critical confirmation) 5 3 1
4th +4 +4 +1 +1 5 4 2
5th +5 +4 +1 +1 Bonus feat 6 4 2
6th +6/+1 +5 +2 +2 Improved uncanny dodge 6 4 2
7th +7/+2 +5 +2 +2 Battle cunning (damage) 7 4 2
8th +8/+3 +6 +2 +2 7 4 2
9th +9/+4 +6 +3 +3 Bonus feat 8 4 2
10th +10/+5 +7 +3 +3 8 5 3
11th +11/+6/+1 +7 +3 +3 Battle skill (opposed checks) 9 5 3

Whenfighting,yourelyonaneverincreasingrepertoireofspectacularmartialmanoeuvres.Dependingonwhichdisciplinesyouchoosetostudy,you
mightbeamongooseswiftskirmisherwhousesspeedasyourswordandshield,afiercemasterofblades,oraboldcommanderwholeadsyouralliesinto
battle.Yourmanoeuvresarethesignaturemovesthatservetodefineyourcharacter.Regardlessofthepathyouchoose,youacquireamodestnumberof
bonusfeatsthatmakeyouquicker,moreagile,andmoreathleticthanmostotherwarriors.
Weapon and Armour Proficiency: You are proficient with simple and martial melee weapons (including those that can be used as

62
thrown weapons), light and medium armour, and all shields except tower shields.
Manoeuvres: You begin your career with knowledge of three martial manoeuvres. The disciplines available to you are Diamond Mind,
Iron Heart, Stone Dragon, Tiger Claw, and White Raven. Once you know a maneuver, you must ready it before you can use it (see
Manoeuvres Readied, below). A maneuver usable by warblades is considered an extraordinary ability unless otherwise noted in its
description. Your manoeuvres are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.
You learn additional manoeuvres at higher levels, as shown on Table 13. You must meet a maneuvers prerequisite to learn it. See
Table 31, page 39, to determine the highest-level manoeuvres you can learn.
Upon reaching 4th level, and at every even-numbered warblade level after that (6th, 8th and 10th), you can choose to learn a new
maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new
maneuver of any level you like, as long as you observe your restriction on the highest-level manoeuvres you know; you need not
replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-,
2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You
can swap only a single maneuver at any given level.
Manoeuvres Readied: You can ready all three of the manoeuvres you know at 1st level, but as you advance in level and learn more
manoeuvres, you must choose which manoeuvres to ready. You ready your manoeuvres by exercising for 5 minutes. The manoeuvres
you choose remain readied until you decide to exercise again and change them. You need not sleep or rest for any long period of time
to ready your manoeuvres; any time you spend 5 minutes in practice, you can change your readied manoeuvres. You begin an
encounter with all your readied manoeuvres unexpended, regardless of how many times you might have already used them since you
chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied manoeuvres can be used
once per encounter (until you recover them, as described below).
You can recover all expended manoeuvres with a single swift action, which must be immediately followed in the same round with a
melee attack or using a standard action to do nothing action to do nothing as executing a quick, harmless flourish with your weapon).
You cannot initiate a maneuver or change your stance while you are recovering your expended manoeuvres, but you can remain in a
stance in which you began your turn.
Stances Known: You begin play with knowledge of one 1st- level stance from any discipline open to warblades. At 4th and 10th level,
you can choose additional stances. Unlike manoeuvres, stances are not expended, and you do not have to ready them. All the stances
you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an
extraordinary ability unless otherwise stated in the stance description. Unlike with manoeuvres, you cannot learn a new stance at higher
levels in place of one you already know.
Weapon Aptitude (Ex): Your training with a wide range of weaponry and tactics gives you great skill with particular weapons. You
qualify for feats that usually require a minimum number of fighter levels (such as Weapon Specialisation) as if you had a fighter level
equal to your warblade level. For example, as a 4th-level warblade, you could take Weapon Specialisation, since youre treated as being
a 4th-level fighter Specialisation, since youre treated as being a 4th-level fighter for this purpose. These effective fighter levels stack
with any actual fighter levels you have. Thus, a fighter 2/warblade 2 would also qualify for Weapon Specialisation. You also have the
flexibility to adjust your weapon training. Each morning, you can spend 1 hour in weapon practice to change the designated weapon for
any feat you have that applies only to a single weapon (such as Weapon Focus). You must have the newly designated weapon available
during your practice session to make this change. For example, if you wish to change the designated weapon for your Weapon Focus
feat from greatsword to longsword, you must have a longsword available to practice with during your practice session. You can adjust
any number of your feats in this way, and you dont have to adjust them all in the same way. However, you cant change the weapon
choices in such a way that you no longer meet the prerequisite for some other feat you possess. For instance, if you have both Weapon
Focus (longsword) and Weapon Specialisation (longsword), you cant change the designated weapon for Weapon Focus unless you also
change the weapon for Weapon Specialisation in the same way.
Uncanny Dodge (Ex): At 2nd level, you gain the ability to react to danger before your senses would normally allow you to do so. You
retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose
your Dexterity bonus to AC if you are immobilised. If you already have uncanny dodge from a different class (barbarian or rogue, for
example), you automatically gain improved uncanny dodge (see below) instead.
Battle Clarity (Ex): You can enter a state of almost mystical awareness of the battlefield around you. As long as you are not flat-
footed, you gain an insight bonus equal to your Intelligence bonus (maximum equals your warblade level) on your Reflex saves.
Battle Ardour (Ex): The sheer love of battle lends uncanny strength to your blows. Starting at 3rd level, you gain an insight bonus
equal to your Intelligence bonus on rolls made to confirm critical hits.
Battle Skill (Ex): You Anticipate your enemies' ploys and tactics. At 11th level, you gain an insight bonus equal to your intelligence
bonus to, on any check made to oppose an enemy's bull rush, disarm, feint, overrun, sunder or trip attempt.
Bonus Feat: At 5th level, you gain a bonus feat from the list given below. You must meet the prerequisite for the feat you select. At
9th level, you choose another bonus feat from the list.

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PRESTIGECLASSES
Alienist
Alienistsdealwithpowersandentitiesfromterrifyinglyremotereachesofspaceand
time.Forthem,magicalpoweristhetriumphofthemindovertherudeboundaries
ofdimension,distance,andoften,sanity.Withknowledgeanddetermination,they
piercethebarrierattheedgeoftimeitself.IntheFarRealm,outsidetime,
Herculeanmindsdrift,absorbedincontemplationsofmadness.Unspeakablebeings
whisperterrifyingsecretstothosewhodarecommunication.Thesesecretswerenot
meantformortals,butthealienistplungesintoabyssesofchaosandentropythat
wouldblastaweakermind.Analienistsmadcertaintyissometimesstrongenough
toswayotherstobelieveinherownfuturetranscendence.Alienistsmight,onrare
occasions,gatherinsecludedgroupstoenactsomeobscureritual,butmoreoften
theyareencounteredsingly.NPCalienistssometimeshauntlibrariesortheruinsof
largecities,skulkingandmumblingamongstacksofrare(anddangerous)volumes.
Requirements: To qualify to become an alienist, a character must fulfil all
the following criteria.
Alignment: Any non-lawful.
Skills: Knowledge (the planes) 8 ranks.
Feat: Augment Summoning.
Spells: Able to cast at least one summoning spell of 3rd level or
higher.
Special: Must have made peaceful contact with an alienist or a
pseudonatural creature.
Hit Die: d4.
Class Skills: Concentration (Con), Gather Information (Cha), Knowledge
(Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis).
Skill Points at Each Level: 2 + Int modifier.
Table: The Alienist
Level BAB Fort Save Ref Save Will Save Special Spells per Day/Spells Known
1st +0 +0 +0 +2 Summon Alien , Mad certainty +1 level of existing spellcasting class
2nd +1 +0 +0 +3 Alien blessing +1 level of existing spellcasting class
3rd +1 +1 +1 +3 Metamagic secret +1 level of existing spellcasting class
4th +2 +1 +1 +4 Extra summoning +1 level of existing spellcasting class
5th +3 +1 +1 +4 Insane Certainty +1 level of existing spellcasting class
Spells per Day/Spells Known: At each level, an alienist gains new spells per day (and spells known, if applicable) as if she had also
gained a level in a spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any
other benefit a character of that class would have gained (improved chance of turning or destroying undead, a bonus feat, and so on).
If she had more than one spellcasting class before becoming an alienist, she must decide to which class to add each level for the
purpose of determining spells per day and spells known.
Familiar Abilities: Levels of alienist stack with levels of any class that provide access to a familiar. Add levels from this class and the
class that granted access to the familiar together and refer to the table on page 53 of the Players Handbook to determine the familiars
natural armour, Intelligence, and special abilities. If a character had levels in multiple classes that grant access to a familiar before
becoming an alienist, she must decide to which class to add each level for the purpose of determining the abilities of her familiar. This
ability does not grant an alienist a familiar if she does not already have one.
Summon Alien: Whenever an alienist would use any summon monster spell to summon a celestial or fiendish creature, she instead
summons a pseudonatural version of that creature. For example, by casting summon monster IV, she could summon a pseudonatural
dire wolf. This adds the pseudonatural template (see page 160) to the summoned creature. An alienist gives up the ability to summon
non-pseudonatural creatures with a summon monster spell. For instance, the alienist described above couldnt summon a mephit or
howler with summon monster IV.
Mad Certainty (Ex): At 1st level, an alienists mad certainty in the power of entities beyond the reach of normal space and time lend
her an unnatural fortitude, granting her an additional hit point per hit die (applies retroactively). However, constantly dwelling on such
beings is mentally corrosive, and the alienists mind begins to fracture. She now takes a 4 penalty on all Bluff, Diplomacy, and Handle
Animal checks made to influence non-pseudonatural creatures.
Alien Blessing (Ex): An alienist who attains 2nd level gains a +1 insight bonus on all saving throws, but she permanently loses 2
points of Wisdom.
Metamagic Secret: An alienist who attains 3rd level listens to the secret voices whispering from beyond times end, and profits
thereby. She can choose any metamagic feat as a bonus feat.
Extra Summoning: From 4th level on, an alienist gains one extra spell slot at her highest spell level. This slot can be used only for a
summon monster spell. As an alienist becomes able to learn higher-level spells, the extra slot migrates up to the new highest level.

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Insane Certainty (Ex): At 5th level, an alienists mad certainty crystallises into a truly chilling mania. She gains another additional hit
point per hit die (applies retroactively), but her mental faculties continue to degrade. Her penalty on Bluff, Diplomacy, and Handle
Animal checks made to influence non-pseudonatural creatures increases to 10.

Bloodhound
Abanditkingraidscaravansontheroad.Anogrepillagesfarmstothenorth.Ablood
magushaskidnappedthemayorssonandhiddenhimsomewhereinthemarshandthe
soldiersofthekingcannotseemtostemthetide.Theterrifiedcitizenshaveonlyone
choice,anditisntcheap.Theycallinabloodhound.Abloodhoundtracksdown
wrongdoersandbringsthemtowhateverjusticeawaitsthem.Lowlevelbloodhounds
dependontheirkeensensesandcarefultrainingtohunttheirtargets.Astheygain
experience,theirobsessivedeterminationgivesthemsupernaturalabilitiesthatmakethem
nearlyunstoppable.Thoughsomebloodhoundsleavecallingcardsorevenbrandsontheir
targets,mostdontkilltheirquarryiftheycanhelpit.Theypreferinsteadtosubduetheir
targetsandbringthemin.Forthoseofgoodalignment,thispracticesatisfiessomedeeply
heldbeliefinthecauseofjustice.Forneutralandevilbloodhounds,itensuresasteady
streamofincomefromcatchingthesametargetsoverandoverwhentheybreakoutofjail.
Rangersandbarbariansmakethebestbloodhounds,butrogues,bards,druids,andfighters
canalsoexcelinthisrole.Occasionally,apaladinshouldersthemantle,butneverfor
money.Mostbloodhoundsarehuman,thoughelvesandhalfelvessometimesfindthis
lifestylesatisfying.Someofthebestbloodhoundsarehumanoidssuchasgnolls,
hobgoblins,andbugbears.MostNPCbloodhoundsworkformoney(usuallyalotofit),
butsomeacceptjobsforjustice,revenge,orenjoyment.Whenabloodhoundacceptsajob,
hedesignateshistargetasamark.Thereafter,hedoesnotabandonthecaseuntilitis
finished,whichoccurswhenthemarkisapprehendedorwheneitherthemarkorthe
bloodhounddies.
Requirements
Base Attack Bonus: +4.
Skills: Gather Information 4 ranks, Move Silently 4 ranks, Survival 4
ranks.
Feats: Endurance, Track.
Hit Die: d10.
Class Skills: Bluff (Cha), Climb (Str), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate
(Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis),
Survival (Wis), Swim (Str), Use Rope (Dex).
Skill Points at Each Level: 6 + Int modifier.
Table: The Bloodhound
Level BAB Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0 Mark (1), swift tracker
2nd +2 +3 +3 +0 non-lethal force, ready and Waiting
3rd +3 +3 +3 +1 Bring em back alive, Tenacious Pursuit
4th +4 +4 +4 +1 Hunters dedication, mark (2), move like the wind
5th +5 +4 +4 +1 Crippling strike, track the trackless
Weapon and Armour Proficiency: Bloodhounds are proficient with all simple and martial weapons, and with light armour.
Mark (Ex): A bloodhound can target, or mark, an individual humanoid or monstrous humanoid foe to better hunt that enemy. To do
so, the bloodhound must focus on a foe who is present and visible, or on the depiction or description of one who is not, for 10 minutes.
Any interruption ruins the attempt and forces the bloodhound to start the process again. Once this study is complete, that target is
called a mark. A bloodhound adds his bloodhound level as an insight bonus on all Gather Information, Listen, Search, Spot, and Survival
checks made to determine the whereabouts of a mark. As a bloodhound gains levels, he gains additional abilities that can be used
against a mark. If a bloodhound chooses a new mark before apprehending an existing one, the latter becomes unmarked, and the
bloodhound loses experience points equal to the amount he would have earned for defeating that creature. A bloodhound can choose a
mark only once a week.
Initially, a bloodhound can have only one mark at a time. At 4th level the bloodhound can have one additional mark, but only if both of
the marks are chosen during the same process (see above). For example, a 4th-level bloodhound could mark two bugbears in the same
group of prisoners, or the depictions of a bugbear and a hobgoblin if both were studied at the same time. If a bloodhound gives up on
apprehending any of his marks, all remaining marked creatures become unmarked as described above.
Swift Tracker (Ex): A bloodhound can move at his normal speed while following tracks. See the ranger class feature.
non-lethal Force (Ex): Starting at 2nd level, a bloodhound can use a melee weapon that deals lethal damage to deal non-lethal
damage instead without taking the usual 4 penalty on his attack roll.
Ready and Waiting (Ex): Beginning at 2nd level, a bloodhound is ready for trickery at all times. He can ready an action against his

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mark, even outside of the initiative sequence. If the mark triggers the bloodhounds readied action at any point within the next 10
minutes, the bloodhound can carry out his readied action as if the two were engaged in combat (as long as the bloodhound is capable
of carrying out that action). If the bloodhound is incapable of carrying out the actionfor instance, if he is too far away to strike the
mark with a readied melee attackthe readied action is lost.
Bring em Back Alive (Ex): At 3rd level and higher, a bloodhound can turn a potentially killing blow into an incapacitating oneall the
better to bring a mark back for punishment. At the bloodhounds option, any melee attack that would reduce a foe to 2 or fewer hit
points reduces the foe to 1 hit points instead. A bloodhound must choose to use this ability immediately upon reducing his foe to 2 or
fewer hit points, and before making any other action (or even continuing a full attack). A raging bloodhound cant use this ability.
Tenacious Pursuit (Ex): At 3rd level and above, a bloodhound tracking a mark gains a +4 bonus on Constitution checks made to
resist non-lethal damage from a forced march (see page 164 of the Players Handbook). In addition, a bloodhound tracking a mark can
increase his own speed by 10 feet, up to a maximum value equal to the marks speed. This bonus stacks with all other speed increases.
Hunters Dedication (Ex): Beginning at 4th level, a bloodhound adds his Constitution bonus (if any) to Will saves made to resist the
special attacks or spells of his mark.
Move Like the Wind (Ex): Starting at 4th level, a bloodhound can move stealthily even at a quick pace. He no longer takes a 5
penalty on Hide and Move Silently checks when moving at any speed up to his normal speed, and he takes only a 10 penalty (instead
of a 20 penalty) on Hide and Move Silently checks when running. (He takes the normal 20 penalty when attacking or charging.)
Crippling Strike (Ex): Starting at 5th level, a bloodhound can deliver strikes against his mark with such precision that each successful
attack also deals 2 points of Strength damage to the mark. A bloodhound can deliver a crippling strike with a melee attack, or with a
ranged attack from a distance of up to 30 feet. See the rogue class feature, page 51 of the Players Handbook.
Track the Trackless (Su): Starting at 5th level, a bloodhound can track a creature moving under the influence of pass without trace
or a similar effect, though he takes a 10 penalty on his Survival checks when doing so.

Cabbalist
Runes,glyphs,sigils,andsymbolsholdgreatmagicalpower.TheCabbalististhemasterofwrittenmagicandspells
inscribedwithinaperfectlyrendereddiagram.Whileotherspellcastersmustrecordtheirspellsinpagesuponpagesof
crypticformulae,theCabbalistknowsthateveryspellhasaperfectgeometricaldesign,afigurewhoseanglesand
intersectionshintatthesecretshiddeninthestructureofthemultiverse.ManyCabbalist'sspecialiseintheschoolof
abjuration,sincespellsofarcanegeometryareoftenamongthemostpotentmagicaldefencesavailable.NPCswhotake
uptheCabbalistclassfrequentlyholdmeetingsinwhichnumerousmembersoftheprofessioncanexpoundontheir
latestprojectsandinformothersoftheirnewtheoriesconcerningthenatureofgeometry.
Requirements: To qualify to become a Cabbalist, a character must fulfil all the following
criteria.
Race: Illumian.
Skills: Decipher Script 5 ranks, Disable Device 4 ranks, Knowledge (arcana) 5
ranks, Search 5 ranks.
Spells: Able to prepare and cast 3rd-level arcane spells.
Hit Die: d4.
Class Skills: are Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int),
Knowledge (Int), Profession (Wis), Search (Int), Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.
Table: The Cabbalist
Level BAB Fort Ref Will Special Spells per Day/Spells Known
Save Save Save
1st +0 +0 +0 +2 Glyph of warding, draw spellglyph +1 level of existing spellcasting class
2nd +1 +0 +0 +3 Book of geometry +1 level of existing spellcasting class
3rd +1 +1 +1 +3 Sigilsight +1 level of existing spellcasting class
4th +2 +1 +1 +4 Pass sigil +1 level of existing spellcasting class
5th +3 +1 +1 +4 Powerful spellglyph, greater glyph of warding +1 level of existing spellcasting class
Weapon and Armour Proficiency: Cabbalists gain no proficiency with any weapon or armour.
Spells per Day/Spells Known: At each level, a Cabbalist gains new spells per day (and spells known, if applicable) as if he had also
gained a level in an arcane spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain
any other benefit a character of that class would have gained (such as the bonus feat sometimes gained by a wizard). If he had more
than one arcane spell casting class before becoming a Cabbalist, he must decide which class to add each level to for the purpose of
determining spells per day and spells known.
Glyph of Warding: A Cabbalist adds glyph of warding to his spell knowledge as a 3rd-level arcane spell, in addition to the existing
number of spells known. He can prepare and cast the spell just like any other spell he knows.
Spellglyph (Su): At 1st level Cabbalist can scribe spellglyphs. A spellglyph is an arcane diagram that substitutes for a specific spells
verbal and material components (if any). When a Cabbalist casts a prepared spell in conjunction with a spellglyph scribed for that spell,
he can cast the spell as if it were affected by the Silent Spell feat. The spellglyph replaces any material components (other than a focus)
normally required by the spell. A Cabbalist chooses at the time of casting whether to use a spellglyph. An expended spellglyph
disappears, just like any other material component. Spellglyphs are normally scribed on parchment, much like scrolls. Preparing a

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spellglyph requires 1 hour and the use of rare inks costing 25 gp and 5xp per spell level. If the spell normally requires an expensive
material component (with a value of more than 1 gp), exotic inks and treatments of equal cost must be used in the preparation of the
spellglyph.
Book of Glyphs (Ex): At 2nd level and higher, a Cabbalist uses a unique system for recording the details of spellglyphs that drastically
reduces the expense of material spell components. Every spellglygh he scribes from now on requires only a single page in his book of
his book of glyphs. It still takes only 1 hour to scribe a spellglyph into the book and the spell material component cost is halved. A
Cabbalists book of glyphs is difficult for non-cabbalists to decipher and use. The Spellcraft DC to decipher or prepare spells from a
Cabbalists book of glyphs is increased by 10 for non-cabbalists (see page 178 of the Players Handbook).
Sigilsight (Ex): A Cabbalist of 3rd level or higher can use a Search check to find magic traps based on runes, glyphs, sigils, symbols,
and other writings as a rogue can. He gains a bonus equal to his caster level on all Search checks to find traps of this sort. A Cabbalist
who merely comes within 10 feet of a magic rune, glyph, sigil, or symbol, or the threshold of danger for such a device, is entitled to
make a Search check as if he were actively searching for a magic trap.
Pass Sigil (Su): Beginning at 3rd level, a Cabbalist can temporarily negate magical wards based on written symbols, sigils, runes, or
glyphs. As a standard action, a Cabbalist can attempt to pass such a sigil. He must succeed on a level check (DC 6 + the sigil creators
caster level). If successful, he can suppress the effects of the device for as long as he maintains concentration (which might make it
possible for others to pass the sigil safely, too). A Cabbalist must be able to see the device to be passed.
Powerful Spellglyph (Ex): When a 5th-level Cabbalist prepares a spellglyph for a spell, he knows how to strengthen the spell beyond
its normal effects. His caster level is treated as 1 higher for any spell he casts with the use of a spellglyph.
Greater Glyph of Warding: A 5th-level Cabbalist adds greater glyph of warding to his spell knowledge as a 6th level arcane spell, in
addition to the existing number of spells known. He can prepare and cast the spell just like any other spell he knows.

Evangelist
Evangeliststraveltheworldproclaimingtheirdevotiontoaparticulardeity,pantheon,
religiousdoctrineorothersetofdefinedbeliefs.Theyseektoconvertotherstotheirwayof
thinkingandtospreadtheirwordthroughouttheland.Allracesandcultureshave
evangelistsofonetypeoranother.Mostevangelistscomefromthecharismaticlaityofa
culture.Theydonotpossessthelearningorperhapstemperamenttobespellcastingclerics
buthavefoundotherwaystoproselytise.Thosewhoworshipdeitiesoftenfindthemselves
workingincooperationwithclericsofthesamefaithwhilethosewhosimplyevangelisea
particularbeliefevenoneembracedbyadeityorpantheoncanfindthemselvesatodds
witheventhoseoftheirownalignment.Anevangelistisoftenaleaderand,insomeways,
aloner.Eventhoughhisabilitiesstrengthenhisallies,hestandsapart.Goodevangelists
bolsterandstrengthentheiralliesandoftenseeotherpeopleasstudentsorevenaflockto
beeducatedorguided.Evilevangelistsviewothersasunenlightenedandseektoenforce
theirwilluponothers.Whileagoodevangelistmayusehisabilitiestoswayoreven
convertotherstohisbeliefsystem,thosewhofollowthepathofeviltendtointimidate
anddominateothers.
Requirements: To qualify to become an evangelist, a character must fulfil all
the following criteria.
Skills: Bluff 5 ranks, Gather Information 5 ranks, Knowledge
(religion) 5 ranks, Perform (oratory) 5 ranks, Sense Motive 5 ranks.
Feats: Negotiator or Persuasive.
Special: Must be able to summon Vestiges of 2nd level.
Hit Die: d8.
Class Skills: Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (Int), Listen
(Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis).
Skill Points at Each Level: 6 + Int modifier.
Table: The Evangelist
Level BAB Fort Ref Will Special Vestige using class
Save Save Save
1st +0 +0 +0 +2 Great orator (inspire dread or inspire hope) +1 level of existing binder class
2nd +1 +0 +0 +3 Fast talk +1 level of existing binder class
3rd +1 +1 +1 +3 Great orator (inflame the righteous) +1 level of existing binder class
4th +2 +1 +1 +4 Skill mastery +1 level of existing binder class
5th +3 +1 +1 +4 Great orator (convert the unfaithful) +1 level of existing binder class
Weapon and Armour Proficiency: Evangelists gain no weapon or armour proficiencies.
Binder Class: At each level except an evangelist gains in binding vestiges as if he had also gained a level in the binder class to which
he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have
gained (augmentation, a bonus feat, and so on).

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Great Orator (Su): An evangelist can inspire, protect, and otherwise improve the situation of his allies simply by speaking clearly and
being heard. This ability is similar to the bards bardic music ability (see page 29 of the Players Handbook for a complete description)
and, indeed, evangelist levels stack with bard levels to determine the strength of known bard songs. For example, a bard 3/evangelist 5
improves his inspire competence ability, but does not gain any new bard abilities. He could use bardic music to convert the unfaithful,
countersong, fascinate, inspire the righteous, inspire courage +2, inspire dread or inspire hope, but would not gain the inspire
competence, inspire greatness, or suggestion abilities. Alternately, a bard 7/evangelist 1 would be able to use bardic music to
countersong, fascinate, inspire competence, inspire courage +2, inspire dread or inspire hope, and suggestion. Evangelist oratory
abilities function in exactly the same manner as bardic music except the evangelist must speak loudly and clearly, rather than sing or
play an instrument.
Inspire Dread (Su): An evil evangelist with 9 or more ranks in Perform (oratory) can inspire hopelessness in all enemies
within 30 feet. This ability imposes a 4 penalty on Will saves on all enemies within 30 feet of the evangelist. Delivering this
oratory requires a full-round action to activate and requires concentration each round to continue the effect. The effect lasts
as long as the evangelist speaks and for 3 rounds thereafter. Inspire dread is a mind-affecting ability.
Inspire Hope (Su): A good or neutral evangelist with 9 or more ranks in Perform (oratory) can inspire spiritual resilience in
all allies within 30 feet. This ability gives the evangelist and all allies who can hear his oratory a +4 sacred bonus on Will
saves. Delivering this oratory requires a full round action to activate and requires concentration each round to continue the
effect. The effect lasts as long as the evangelist speaks and for three rounds thereafter. Inspire hope is a mind-affecting
ability.
Inflame the Righteous (Su): An evangelist of 3rd level or higher with 11 or more ranks in Perform (oratory) can use this
ability to wreath himself and any of his allies within 30 feet in divine flame. Each beneficiary of this ability gains the benefit of
a fire shield spell. Use the evangelists level +5 to determine the caster level of the spell. The damage caused by the spell is,
however, purely divine and not subject to a creatures resistance or immunity to fire. This oratory requires a full-round action
to perform and requires concentration each round to continue the effect. The effect lasts as long as the evangelist speaks and
for three rounds thereafter.
Convert the Unfaithful (Su): An evangelist of 5th level with at least 13 ranks in Perform (oratory) may attempt to convert
a single enemy within 30 feet. As a full-round action, the evangelist delivers an impassioned speech on the righteousness of
his beliefs to a single enemy, who must attempt a Will save (DC = 10 + class level + Cha mod). If the creature succeeds, it is
shaken for one round. If the creature fails its saving throw, it converts. Creatures with an alignment subtype (such as angels
and devils) are immune to this ability. A converted creature is effectively charmed by the evangelist (similar to a charm
monster spell). In addition, a converted creature temporarily assumes the alignment of the evangelist and acts accordingly.
This may mean some of the creatures class abilities, spells, or other abilities are unavailable to it for the duration of the spell
(a paladin converted to something other than lawful good, for example, loses her class abilities for the duration). When the
duration elapses, the creature then has a choice: It can continue to act according to its new alignment, or it can shift back. If
the creature chooses to permanently change its alignment to the evangelists, it acts as if a cleric of the appropriate alignment
had cast atonement on it. If the creature chooses to change back, it must make another saving throw (with the same save
DC as before). If it fails this saving throw its alignment changes back but it needs an atonement spell to gain back any
abilities it lost due to its temporary alignment change.
Fast Talk (Ex): At 2nd level, the evangelist knows the right thing to say at the right time. He may make a rushed Diplomacy check as
a full-round action at only a 5 penalty.
Skill Mastery (Ex): At 4th level, the evangelist becomes so certain in the use of certain skills that he can use them reliably even under
adverse conditions. Upon gaining this ability, the evangelist selects a number of skills equal to 1 + his Intelligence modifier (minimum of
1) from the following list: Bluff, Diplomacy, Disguise, Intimidate, and Sense Motive. When making a skill check with one of the selected
skills, he may take 10 even if stress and distractions would normally prevent him from doing so.

Fatespinner
Somepeoplearelucky;othersarenot.Afewmaketheirownluck.Afatespinner(alsocalledamageof
manyfates)haspulledbackthecurtainofchance,circumstance,andchaostoglimpseadeepertruth:
probability.Whenoneeventoccurs,innumerablepossibleonesdonotastheuniverseblindlyseeks
balance.Throughhisnewfoundunderstanding,thefatespinnersatisfiesthatblindseekingwith
prejudice.Hecanincreasetheprobabilityofeventsinhisfavor.Anyarcanespellcasterwhohascursed
hisbadluckisacandidateforthisprestigeclass.Whohasnotcastaspell,hopingferventlybut
impotentlyforaparticularoutcome,orsadlynotedtheastoundingluckofanenemywhoresistsspell
afterspell?Thefatespinnerseekstoapplysomecontrolovertheseemingvagariesofchancefortune
forhimself,misfortuneforhisfoes.NPCfatespinnersareoftenfoundinpositionsofpowerand
authority,aswouldbeexpectedfromthoseabletodirectlyaffecttheirowndestiny.Otherscontinueto
plytheworld,honingtheirabilitiesandseekingtheirultimatefortune.
Requirements: To qualify to become a fatespinner, a character must fulfil all the following
criteria.
Skills: Knowledge (arcana) 8 ranks, Profession (gambler) 8 ranks.
Spells: Able to cast 3rd-level arcane spells, including at least one divination spell
of 1st level or higher.
Hit Die: d4.
Class Skills: Appraise (Int), Concentration (Con), Craft (Int), Knowledge (arcana) (Int),
Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int).

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Skill Points at Each Level: 2 + Int modifier.
Table: The Fatespinner
Level BAB Fort Save Ref Save Will Save Special Spells per Day/Spells Known
1st +0 +0 +0 +2 Spin fate +1 level of existing spellcasting class
2nd +1 +0 +0 +3 Fickle finger of fate +1 level of existing spellcasting class
3rd +1 +1 +1 +3 Spin destiny +1 level of existing spellcasting class
4th +2 +1 +1 +4 Deny fate, resist fate +1 level of existing spellcasting class
5th +3 +1 +1 +4 Seal fate
Weapon and Armour Proficiency: Fatespinners gain no proficiency with any weapon or armour.
Spells per Day/Spells Known: At each level except 5th, a fatespinner gains new spells per day (and spells known, if applicable) as if
he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level. He does not, however,
gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, a bonus feat, and
so on). If he had more than one spellcasting class before becoming a fatespinner, he must decide to which class to add each level for
the purpose of determining spells per day and spells known.
Spin Fate (Ex): A mage of many fates understands that chance is not as random as many believe it to be, and he can adjust the
probability of certain events by applying a force that fatespinners refer to as spin. Each day, a fatespinner can use a number of points
of spin equal to his fatespinner class level. As a free action, a fatespinner can use stored spin to boost the save DC of a spell he casts,
adding some or all his spin to the DC, on a point-for-point basis. For instance, a 5th-level wizard/3rd-level fatespinner casting fireball
could choose to boost the DC of the spell by 1, 2, or 3 points. Once he uses up his spin for the day, his ability to tinker with probability
in this fashion is also exhausted for the day. A fatespinners spin is replenished whenever the character successfully regains his spells for
the day (whether through rest, preparation, or prayer).
Fickle Finger of Fate (Ex): On reaching 2nd level, a fatespinner gains the ability to affect the luck of others. Once per day as an
immediate action (see page 86), he can force any other creaturefriend or enemyto reroll a roll that it has just made. A fatespinner
must have line of sight to the creature to be affected. That creature must abide by the result of the reroll, whether its higher or lower
than the original roll.
Spin Destiny (Ex): Beginning at 3rd level, a fatespinner more clearly comprehends the matrix of reality and can use accumulated spin
to adjust other random events. The method is identical to increasing a spells save DC, but the fatespinner can now add spin to any skill
check, attack roll, or saving throw that he attempts on a point-for-point basis. However, the spin utilised comes from the same limited
reservoir of karma storage that allows him to adjust the DC of his spells. He must apply the bonus before making the roll.
Deny Fate (Ex): At 4th level and higher, a fatespinner has a better chance of beating the odds should he ever be rendered
unconscious and dying. Once per day, on the first occasion when a fatespinner must make a check to become stable when dying, the
check automatically succeeds. Other such checks called for later in the same 24-hour period are made normally.
Resist Fate (Ex): A fatespinner of 4th level and above embraces his extraordinary good luck. Once per day, he can reroll one roll that
he has just made. He must abide by the result of the reroll, even if its worse than the original roll.
Seal Fate (Su): A 5th-level fatespinner can meddle in success and failure, and even life and death, sealing the fate of a friend or foe.
Once per day as a free action, the fatespinner selects a target creature he can see within 30 feet with Hit Dice equal to or less than his.
The creature receives either a 10 penalty or a +10 bonus on its next saving throw, as decided by the fatespinner. If the selected target
has more Hit Dice than the fatespinner, the ability doesnt work but the use for the day is not wasted. This effect lasts only for 1 round,
so if no spell or other effect is brought to bear on the target creature during the round, the creatures fate is no longer sealed.

GreatElder
Theeducationofthepeopleisconsideredasacredduty,andthosewhoareconsidered
knowledgeableinhistoryandlegendandthoughttopossessaboveaveragecommonsenseare
oftencalledupontotakeuptherespectedroleofteacherinthecommunity.Whileothercultures
mightseethisasajobforyounggirlsoroldmen,manyclansseeanGreatElderasaprotectorof
theircherishedculture.Nooneinthecommunitytakesthatpositionlightly.AnGreatElderis
grantedaspecialpositionintheclansociety,andhernotonlytodelveintothesecretsofthe
universebutalsotohealandkeepaneyeonhercharges.WhilemostGreatEldersarespirit
shamans,individualsofotherclassesarewelcomed,aslongastheypossesstheknowledgeneededto
teachthechildrenproperly.NPCGreatElderareequallylikelytobesafelyensconcedintheheartof
acommunity,passingontheaccumulatedloreoftheirpeople,orwanderingthelands,sharingtheir
knowledgewiththeirraceatlarge.Iftheressomethinggoingoninacommunity,youcancounton
theGreatEldersknowingaboutitfirst.Theyreuncommonlywellconnectedwitheachclanand
stratumofsociety.
Requirements
Race: Any.
Alignment: Lawful good.
Skills: Knowledge (history) 8 ranks, Knowledge (any other) 8 ranks, Perform
(oratory) 5 ranks.
Hit Die: d8.

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Class Skills: are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis),
Knowledge (Int), Listen (Wis), Perform (Cha), Search (Int), Sense Motive (Wis), Spellcraft (Int).
Skill Points at Each Level: 6 + Int modifier.
Table: The Great Elder
Level BAB Fort Save Ref Save Will Save Special Spells per Day/Spells Known
1st +0 +0 +0 +2 Lore +1 level of existing spellcasting class
2nd +1 +0 +0 +3 +1 level of existing spellcasting class
3rd +1 +1 +1 +3 Inspire competence +1 level of existing spellcasting class
4th +2 +1 +1 +4 +1 level of existing spellcasting class
5th +3 +1 +1 +4 Inspire resilience +1 level of existing spellcasting class
Weapon and Armour Proficiency: Great elders are proficient with all simple weapons, with all types of armour, and with shields.
Spells per Day/Spells Known: At every level she gains new spells per day (and spells known, if applicable) as if she had also gained
a level in a spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other
benefit a character of that class would have gained. If she had more than one spellcasting class before becoming an Hit great elder, she
must decide to which class to add each level for the purpose of determining spells per day and spells known. If an great elder had no
levels in a spellcasting class before taking the prestige class, at 2nd level she gains the spellcasting abilities of a spirit shaman whose
caster level is one lower than her class level.
Lore (Ex): An great elder has the ability to recall legends or information regarding various topics, just as a bard can with bardic
knowledge. See the bardic knowledge class feature, page 29 of the Players Handbook. An great elder adds her class level and her
Intelligence modifier to her lore check. If the character has a similar ability from another class (such as bardic knowledge), her great
elder levels stack with class levels from that other class to determine the success of the lore check.
Inspire Competence (Su): An great elder of 3rd level or higher can use oratory to help an ally succeed at a task. The ally gets a +2
competence bonus on checks with a particular skill. If the ally is member of the great elder's race or clan, the competence bonus
increases to +4.
Inspire Resilience (Su): From an early age, clans-people learn to approach life with steadfast resolution and endurance. A 5th-level
great elder can spend a standard action to use oratory to tap into this power, granting a single ally of the same race or clan as the great
elder, a +4 competence bonus on Constitution checks and Fortitude saves, as well as damage reduction 5/. The ally must be within 30
feet and able to see and hear the great elder. The great elder must also be able to see the ally. The effect lasts for as long as the great
elder orates and for 1 minute thereafter. Allies who are not of the great elder's race or clan instead gain a +2 competence bonus on
Constitution checks and Fortitude saves, gain no damage reduction, and are fatigued at the end of the duration.

HorizonWalker
Thehorizonwalkerisanunceasingtravellertotheuniversesmostdangerous
places.Asherjourneystakeherfromplacetoplace,sheadaptstobecomeone
withherenvironment.Intime,shedevelopsamysticconnectionwiththeground
beneathher.Butsheisbynomeanstiedtoaparticularplace;herrestlessfeetare
everleadinghertowardthehorizon,wherenewadventuresawait.Horizon
walkerstendtobehardtosurpriseorimpress,becausetheyveseensomany
wondersduringtheirtravels.Itscommonforahorizonwalkertohavean
outwardattitudeofbeenthere,donethat.Buthorizonwalkersaregrippedby
anunquenchablewanderlust,sotheyrealwaysinthemidstofajourneyor
planningtheirnextone.Astheytravel,horizonwalkersdevelopamagical
resonancewiththeterrainthatsurroundsthem,makingthemunparalleled
guidesandscouts.Andtheyreformidablefoeswhentheirtravelstaketheminto
danger,abletousetheterraintheyknowsowelltogoodadvantage.Rangers
androguestakeupthepathofthehorizonwalkermoreoftenthanother
characters,butthatsmorebecausetheyappreciatethewandererslife,not
becausethepathofthehorizonwalkerisparticularlyspecialised.Afairnumber
ofhorizonwalkerswerebarbarianswhostrayedfromtheirnativelandsor
rogueswhofoundtheirskillsusefulontheroad.Occasionallyadruidwilladopt
theprestigeclass,thoughmostareloathtodosobecausetheysacrificetheir
spellcastingadvancement.Youllfindhorizonwalkersontheroad,orinplaces
soforbiddingthatroadsdontexist.Theyrarelystayinoneplaceforlong,and
theyreeagertolaunchanewexpeditionthemoreexoticandremotethe
destination,thebetter.
Requirements: To qualify to become a horizon walker, a
character must fulfill all the following criteria.
Skills: Knowledge (geography) 8 ranks.
Feats: Endurance.
Hit Die: d8.
Class Skills: Balance (Dex), Climb (Str), Diplomacy (Cha),
Handle Animal (Cha), Hide (Dex), Knowledge (geography)
(Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Speak Language (none), Spot (Wis), Survival (Wis).

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Skill Points at Each Level: 4 + Int modifier.
Table: The Horizon Walker
Level BAB Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Terrain mastery, Planar terrain mastery
2nd +2 +3 +0 +0 Terrain mastery, Planar terrain mastery
3rd +3 +3 +1 +1 Terrain mastery, Planar terrain mastery
4th +4 +4 +1 +1 Terrain mastery, Planar terrain mastery
5th +5 +4 +1 +1 Terrain mastery, Planar terrain mastery
Weapon and Armour Proficiency: Horizon walkers gain no proficiency with any weapon or armour.
Terrain Mastery: At each level, the Horizon Walker adds a new terrain environment to their repertoire from those given below. Terrain
mastery gives a horizon walker a bonus on checks involving a skill useful in that terrain, or some other appropriate benefit. A horizon
walker also knows how to fight dangerous creatures typically found in that terrain, gaining a +1 insight bonus on attack rolls and
damage rolls against creatures with that terrain mentioned in the Environment entry of their descriptions. The horizon walker only gains
the bonus if the creature description specifically lists the terrain type. Horizon walkers take their terrain mastery with them wherever
they go. They retain their terrain mastery bonuses on skill checks, attack rolls, and damage rolls whether theyre actually in the relevant
terrain or not.
Aquatic: You gain a +4 competence bonus on Swim checks, or a +10-foot bonus to your swim speed if you have one. You
gain a +1 insight bonus on attack and damage rolls against aquatic creatures.
Desert: You resist effects that tire you. You are immune to fatigue, and anything that would cause you to become exhausted
makes you fatigued instead. You gain a +1 insight bonus on attack and damage rolls against desert creatures.
Forest: You have a +4 competence bonus on Hide checks. You gain a +1 insight bonus on attack and damage rolls against
forest creatures.
Hills: You gain a +4 competence bonus on Listen checks. You gain a +1 insight bonus on attack and damage rolls against
hills creatures.
Marsh: You have a +4 competence bonus on Move Silently checks. You gain a +1 insight bonus on attack and damage rolls
against marsh creatures.
Mountains: You gain a +4 competence bonus on Climb checks, or a +10- foot bonus to your climb speed if you have one.
You gain a +1 insight bonus on attack and damage rolls against mountain creatures.
Plains: You have a +4 competence bonus on Spot checks. You gain a +1 insight bonus on attack and damage rolls against
plains creatures.
Underground: You have 60-foot darkvision, or 120-foot darkvision if you already had darkvision from another source. You
gain a +1 insight bonus on attack and damage rolls against underground creatures.
Planar Terrain Mastery: Planar terrain mastery functions just like terrain mastery, except that the horizon walker can choose one of
the planar categories at each level.
Fiery (Planar): This kind of planar terrain mastery provides you with resistance to fire 10. You gain a +1 insight bonus on
attack and damage rolls against outsiders and elementals with the fire subtype.
Weightless (Planar): You gain a +30-foot bonus to your fly speed on planes with no gravity or subjective gravity. You gain
a +1 insight on attack and damage rolls against creatures native to the Astral Plane, the Elemental Plane of Air, and the
Ethereal Plane.
Cold (Planar): This kind of planar terrain mastery provides you with resistance to cold 10. You gain a +1 insight bonus on
attack and damage rolls against outsiders and elementals with the cold subtype.
Shifting (Planar): You instinctively anticipate shifts in the reality of the plane that bring you closer to your destination,
giving you the spell-like ability to use dimension door (as the spell cast at your character level) once per class level per day.
You gain a +1 insight bonus on attack and damage rolls against outsiders and elementals native to a shifting plane.
Aligned (Planar): You have the instinctive ability to mimic the dominant alignment of the plane. You incur none of the
penalties for having an alignment at odds with that of the plane, and spells and abilities that harm those of the opposite
alignment dont affect you. You have the dominant alignment of the plane with regard to magic, but your behavior and any
alignment-related Class Features you have are unaffected.
Cavernous (Planar): You gain tremorsense with a 30-foot range.

NightmareSpinner
Dreamscometoallsentientcreatures,andsomeofthosedreamsaredarkenoughtofrightenthe
heartiestofsouls.Thenightmarespinnercanreachintothedarkestrecessesofthemind,drawforthhis
victim'snightmares,andmakethemseemalltooreal.Hewieldsfearashisweaponandusesittocut
downeventhemightiestopponents.Itisirrelevantwhetherhismagicproducesrealthreatsornot;they
arerealenoughtohisvictims.Becausethenightmarespinnerreliesheavilyonillusionmagic,illusionists
aredrawntothisprestigeclass.bloodmagusarealsoexcellentcandidates,sinceahighCharismascore
keepsthesaveDCshighformanyoftheclassfeatures.Takingafewlevelsofroguecanhelpacharacter
meettheskillrequirementsmoreeasily,butdoingsotendstodelayentryintotheclassbecauseittakes
longertoachievethespellcastingrequirements.Becauseofitsextensiveuseoffear,mostgoodaligned
spellcastersshyawayfromit,butneutralandevilcharactersseegreatvalueinplayingonthefearsof
theirvictims.
Requirements
Skills: Bluff 4 ranks, Intimidate 4 ranks, Sense Motive 4 ranks.

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Spellcasting: Ability to cast 3rd-level arcane spells; ability to cast at least one fear spell and at least one mind-affecting
illusion spell.
Hit Die: D4.
Class Skills : Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (Int), Profession
(Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int).
Skill Points at Each Level: 4 + Int modifier.
Table: The Nightmare Spinner
Level BAB Fort Ref Will Special Spells per Day/Spells Known
Save Save Save
1st +0 +0 +0 +2 Bonus Spells, Immunity to fear, Inspire fear
2nd +1 +0 +0 +3 Nightmare Phantasm +1 level of existing spellcasting class
3rd +1 +1 +1 +3 Spirit Chill +1 level of existing spellcasting class
4th +2 +1 +1 +4 +1 level of existing spellcasting class
5th +2 +1 +1 +4 Deadly Nightmare +1 level of existing spellcasting class

Youstudythedepthsofthemind,placingparticularemphasisonfearandperception.Youunderstandhowfearcanparalysethemindandhowthinking
creaturesoftendeceivethemselves,evenwhentheirsensesandinstinctswouldotherwiseservethemwell.
Spellcasting: At each level beyond 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as
if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not,
however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before
becoming a nightmare spinner, you must decide to which class to add each level for the purpose of determining spells per day, caster
level, and spells known.
Bonus Spells (Ex): If you normally prepare spells, you can prepare and cast one additional illusion spell per spell level each day. This
ability works just like (and stacks with) a specialist wizard's extra school spell. If you don't need to prepare spells, you gain one extra
spell slot per spell level, which can be used only to cast an illusion spell.
Immunity to Fear (Su): Beginning at 1st level, you gain immunity to all fear effects.
Inspire Fear (Su): As a standard action, you can create a mind-affecting fear effect that makes a living creature within 30 feet ill at
ease. The target becomes shaken for a number of rounds equal to your nightmare spinner class level; a successful Will save (DC 10 +
your class level + your Cha modifier) halves this duration. You can use this power a number of times per day equal to 3 + your Cha
modifier. Multiple uses of this ability on the same creature don't stack.
Nightmare Phantasm (Su): Beginning at 2nd level, when you cast a figment or glamour spell, you can choose to weave a thread of
nightmare phantasm into it as a free action. The spell gains the phantasm descriptor. Each time any enemy attempts a Will save to
disbelieve the affected illusion spell, a tiny portion of the spell transforms into a phantasm effect that targets that enemy. The enemy
becomes shaken for 1 round (no save). This ability has no other effect on the original spell's duration or effectiveness. You can use this
ability a number of times per day equal to 3 + your Cha modifier. No creature can be affected by your nightmare phantasm ability more
than once in a 24-hour period. This is a mind-affecting fear effect.
Spirit Chill (Su): Beginning at 3rd level, creatures affected by a fear effect you cause (whether by a spell, class feature, or other
effect) take non-lethal damage as well, depending on the potency of the fear created. Any creature that is shaken takes ld6 points of
non-lethal damage. A creature that becomes frightened takes 2d6 points of non-lethal damage, while a creature that becomes panicked
takes 3d6 points of non-lethal damage.
Deadly Nightmare (Su): At 5th level, you can create a mind-affecting fear effect that can make a living creature literally drop dead.
You can target one living creature within 30 feet of you, which must succeed on a Will save (DC 10 + your class level + your Cha
modifier) or literally die of fright. Even if the save succeeds, the subject is panicked for 1 round. Any creature whose Hit Dice exceed
twice your character level is unaffected by this power. This is a mind-affecting fear death effect. You can use this power three times per
day.

PsionUncarnate
Formless,fleshless,andunboundbythelimitsofcorporealitythisisthegoalofeverypsion
uncarnate.Fleshisweak ,butmindisstrong,orsogoesthemantrataughtbytheGoldenMind.The
GoldenMindsoriginisrumoredtobeoffworldoroffplane,andtheGoldenMindissaidtobean
entitythathaslostitswayhome(orhasbeenexiled;thetruthisunclear).Whatisclearisthatthe
GoldenMindteachesapotentskilltheabilitytolooseonesspiritfromitsshellandbecomeapsion
uncarnate.Onlyhardcoremanifestersarelikelytobedrawntobecominguncarnate.Thus,psionsmost
oftentaketheuncarnatepath,whilecombatspecialistssuchaspsychicwarriorsarehappyintheir
physicality.NPCpsionuncarnatesaremostoftenfoundhauntingsitescontaininggreatstoresof
psioniclore,attemptingtolearnevermoreabouttheheightsthatamindmightreach.
Requirements: To qualify to become a psion uncarnate, a character must fulfil all the
following criteria.
Skills: Knowledge (psionics) 8 ranks, Psicraft 8 ranks.
Feat: Psionic Body.
Psionics: Able to manifest 3rd-level powers.
Special: Must have defeated an incorporeal creature using only Psi powers.

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Hit Die: d4.
Class Skills: Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (any) (Int), Disguise (Cha), Knowledge (the planes) (Int),
Knowledge (psionics) (Int), Psicraft (Int), Sense Motive (Wis).
Skill Points at Each Level: 2 + Int modifier.
Table: The Psion Uncarnate
Level BAB Fort Ref Will Special Powers Known
Save Save Save
1st +0 +0 +0 +2 Incorporeal touch 1d6, uncarnate armour +1 level of existing manifesting class
2nd +1 +0 +0 +3 Shed body 1/day +1 level of existing manifesting class
3rd +1 +1 +1 +3 Assume equipment +1 level of existing manifesting class
4th +2 +1 +1 +4 Assume likeness +1 level of existing manifesting class
5th +2 +1 +1 +4 Telekinetic Force +1 level of existing manifesting class
Weapon and Armour Proficiency: Psion uncarnates gain no proficiency with any weapon or armour.
Powers Known: At every level, a psion uncarnate gains additional power points per day and access to new powers as if he had also
gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other
benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so
on). This essentially means that he adds the level of psion uncarnate to the level of whatever manifesting class the character has, then
determines power points per day, powers known, and manifester level accordingly. If a character had more than one manifesting class
before he became a psion uncarnate, he must decide to which class he adds the new level of psion uncarnate for the purpose of
determining power points per day, powers known, and manifester level.
Incorporeal Touch (Su): Beginning at 1st level, a psion uncarnate can make up to three melee touch attacks per day that each deal
1d6 points of damage if they hit. The characters Strength modifier is not applied to this attack, but it is effective against incorporeal
creatures (and against corporeal creatures while the psion uncarnate is incorporeal) The characters hand and arm seem to become
slightly translucent when he makes these attacks. A miss still counts as a use of the ability. While uncarnate (see below), a psion
uncarnate can make melee touch attacks at will that do not count against his uses of this ability.
Uncarnate Armour (Su): A psion uncarnate wearing armour (or using inertial armour or a similar effect) gets his armour bonus to AC
even when he becomes incorporeal (see Shed Body, below). However, unlike other incorporeal creatures, a psion uncarnate does not
gain a deflection bonus to Armour Class from his Charisma modifier. This ability works even if the armour being worn becomes
incorporeal (such as through the use of the assume equipment ability described below).
Shed Body (Su): Starting at 2nd level, a psion uncarnate can become incorporeal (or uncarnate) once per day as a standard action.
The character can remain uncarnate for up to 1 minute. During this time, the characters body fades into an immaterial form that
retains the characters basic likeness. While uncarnate, the character gains the incorporeal subtype (see below). He gains a fly speed
equal to his land speed (perfect manoeuvrability). His material armour remains in place and continues to provide its armour bonus to AC
(see Uncarnate Armour, above). His material weapons also remain corporeal. Losing his physical form allows the character to more
easily access his mental abilities, and he gains a +1 bonus on all save DCs for powers he manifests while uncarnate. He can use
equipment normally, deriving benefits from items that enhance his capabilities; however, all his equipment remains material even when
the character is uncarnate (but see the assume equipment ability, described below).
Often, a psion uncarnate appears almost like a ghost wearing items of the material world. This doesnt make his equipment more
susceptible to attack (the normal rules for attended objects apply), but it does make it impossible for the character to enter or pass
through solid objects while wearing solid equipment. If he drops his material equipment, he can pass through solid objects at will as
described below.
Incorporeal Subtype: An incorporeal psion uncarnate has no physical body. He can be harmed only by other incorporeal
creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities.
He is immune to all non-magical attack forms. Even when hit by spells or magic weapons, he has a 50% chance to ignore any
damage from a corporeal source (except for positive energy, negative energy, force effects, or attacks made with ghost touch
weapons).
An incorporeal psion uncarnate has no natural armour bonusand, unlike other incorporeal creatures, does not gain a
deflection bonus from his Charisma modifier. An incorporeal psion uncarnate can enter or pass through solid objects (subject
to the restrictions described in the shed body and assume equipment abilities), but must remain adjacent to the objects
exterior, and so cannot pass entirely through an object whose space is larger than his own. He can sense the presence of
creatures or objects within a square adjacent to his current location, but enemies have total concealment (50% miss chance)
from an incorporeal psion uncarnate that is inside an object. To see farther from the object he is in and attack normally, the
incorporeal psion uncarnate must emerge. An incorporeal psion uncarnate inside an object has total cover, but when he
attacks a creature outside the object he only has cover, so a creature outside with a readied action could strike at him as he
attacks. An incorporeal psion uncarnate cannot pass through a force effect.
An incorporeal psion uncarnates attacks pass through (ignore) natural armour, armour, and shields, although deflection
bonuses and force effects work normally against him. He can pass through and operate in water as easily as he does in air.
An incorporeal psion uncarnate cannot fall or take falling damage. He cannot make trip or grapple attacks, nor can he be
tripped or grappled. In fact, he cannot take any physical action that would move or manipulate an opponent or its equipment,
nor is he subject to such actions.
Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves
silently and cannot be heard with Listen checks if it doesnt wish to be. It has no Strength score, so its Dexterity modifier
applies to both its melee attack rolls and its ranged attack rolls. Non-visual senses, such as scent and blindsight, are either
ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of
direction and can move at full speed even when they cannot see.

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Assume Equipment (Su): Beginning at 3rd level, a psion uncarnate can designate a number of pieces of his worn equipment
(including armour and weapons) equal to his psion uncarnate level to become incorporeal when he uses his shed body ability. This has
no effect on the equipments function, but now when the psion uncarnate is incorporeal, he can enter or pass through solid objects
while wearing nothing other than the designated equipment. Once designated, the equipment automatically changes to incorporeal
when the character sheds his body, and it returns to corporeality when the character does. The character can change his designations
as he desires.
Assume Likeness (Su): At 4th level and higher, while incorporeal, a psion uncarnate can assume the likeness of any Small, Medium,
or Large creature as a standard action that does not provoke attacks of opportunity. The characters abilities do not change, but he
appears to be the creature that he assumes the likeness of, allowing him the ability to effectively disguise himself and bluff those who
might wonder at his true nature. Each physical interaction with a creature requires a successful Bluff check (opposed by the creatures
Sense Motive check) to convince the creature of the psion uncarnates new appearance. The psion uncarnate must not do anything to
give away his true (incorporeal) nature in order for the bluff to be successful; for instance, if he accepts an item from another creature
only to have it fall through his immaterial hands, the Bluff check automatically fails. However, a Bluff check would be allowed if the
psion uncarnate uses his telekinetic force ability (see below) to hold the received item. When using his assume likeness ability, a psion
uncarnate has an additional +10 circumstance bonus on Disguise checks. If he can read an opponents mind, he gets a further +4
circumstance bonus on Bluff and Disguise checks.
Telekinetic Force (Su): Beginning at 5th level, while incorporeal, a psion uncarnate can use a telekinetic force effect as a standard
action that does not provoke attacks of opportunity. The save DC is equal to 14 + the psion uncarnates key ability modifier (either Int,
Wis, or Cha). The characters manifester level is the manifester level of the effect. Even while corporeal, a psion uncarnate can use this
ability, but only three times per day (uses while he is uncarnate do not count against this use limit).

Pyrokineticist
Pyrokineticistsknowthatalittlepsionicpowergoesalongwayforthoseinterestedonlyin
fire.Theyfindbothbeautyandutilityinthechaoticshapeofflame,itsspectrumoffuel
dependentcolors,itswarmingheat,anditsneverendinghunger.Thosewhotakeoneormore
levelsinthepyrokineticistclassaresometimescolloquiallyreferredtoaspyros.
Pyrokineticistslikefire.Alot.Anycharacterwithsomepsionicabilityisapossiblecandidate
forthisprestigeclass.Psions(particularlykineticists)andwildersmightconsideritacceptable
togiveuppoweracquisitioninotherareasiftheyhaveapassionforflame.Psychicwarriors
alsoenjoythepyrospowers.Soulknivesoftentakelevelsinthisclasstogainaccesstothe
weaponafireabilityfortheirmindblades.AnycharacterwiththeWildTalentfeatmayalso
findthisclassappealing.NPCpyrokineticistsarerare,becausesocietyfrownsonthosewhose
pursuitinlifeistoburnitall.Thus,pyrosarerarelyfoundinlargecommunities(unless
employedassecretenforcers).Instead,theyaremorelikelytobefoundonthefringesof
society,ashermitsinbarrenlandswhereeverythingaroundthemhasbeenburnedtoash.
Requirements : To qualify to become a pyrokineticist, a character must fulfil all
the following criteria.
Alignment: Any chaotic.
Skills: Concentration 8 ranks, Craft (alchemy) 1 rank, Knowledge
(psionics) 2 ranks.
Psionics: Must have a power point reserve of at least 1 power point.
Feat: Pyro
Special: Must have set fire to a creature or structure of any size just to watch it burn.
Hit Die: d8.
Class Skills: Autohypnosis (Wis), Climb (Str), Concentration (Con), Craft (any) (Int), Intimidate (Cha), Jump (Str), Psicraft (Int).
Skill Points at Each Level: 2 + Int modifier.
Table: The Pyrokineticist
Level BAB Fort Save Ref Save Will Save Special
1st +0 +2 +2 +0 Fire lash
2nd +1 +3 +3 +0 Fire adaptation, Weapon afire
3rd +2 +3 +3 +1 Bolt of fire
4th +3 +4 +4 +1 Firewalk
5th +3 +4 +4 +1 Nimbus
Weapon and Armour Proficiency: Pyrokineticists gain no proficiency with any weapon or armour.
Fire Lash (Ps): A pyrokineticist gains the ability to fashion a 15-foot-long whip of fire from unstable ectoplasm as a move-equivalent
action. She takes no damage from a fire lash she creates, and if she releases her hold, it immediately dissipates. The lash deals 1d8
points of fire damage to a target within 15 feet on a successful ranged touch attack. A pyro can take Weapon Focus and Weapon
Specialisation (if she otherwise meets the prerequisites) in conjunction with the fire lash, as well as any feats that apply to the use of a
standard whip. The whip remains in existence as long as the pyrokineticist holds it.
Fire Adaptation (Ex): At 2nd level, a pyrokineticist becomes resistant to fire, gaining a +4 bonus on all saving throws against fire and
heat spells and effects. In addition, she gains resistance to fire 10.

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Weapon Afire (Ps): At 2nd level and higher, a pyrokineticist can activate this ability as a move-equivalent action. Flames that harm
neither her nor the weapon engulf one weapon she holds (which can be a projectile such as a stone, bullet, arrow, or bolt). The
weapon deals an extra 2d6 points of fire damage on a successful hit. The weapon retains this effect for as long as the pyrokineticist
wields it.
Bolt of Fire (Ps): Starting at 3rd level, as a standard action, a pyrokineticist can launch a bolt of psionically manifested fire at any
target in line of sight within 60 feet. This effect is treated as a ranged touch attack and deals 1d6 points of fire damage for each class
level the pyro has.
Firewalk (Su): Beginning at 4th level, as a free action a pyrokineticist can expend her psionic focus (see the Concentration skill
description) to literally walk on air. She moves at her normal speed in all directions, including vertically, but cannot move more than
double her speed in a round. A firewalking pyro leaves footprints of flame in the air that disperse in 2 rounds, but her tread does not
deal damage. She must pay 1 power point per round spent travelling in this fashion.
Nimbus (Ps): Beginning at 5th level, a pyrokineticist can activate this ability as a move-equivalent action. Flames that harm neither the
pyrokineticist nor her equipment engulf her entire body. While she is aflame, the characters Charisma score increases by 4, she can
make a melee touch attack for 2d6 points of fire damage, and she gains damage reduction 5/magic. If she is struck in melee, the
attacker takes 2d6 points of fire damage. This ability lasts for up to 1 minute per pyrokineticist level and is usable once per day.

ShadowWalker
Operatingintheborderbetweenlightanddarkness,shadowwalkersarenimbleartists
ofdeception.Theyaremysteriousandunknown,nevercompletelytrustedbutalways
inducingwonderwhenmet.Roguesmakeexcellentshadowwalkers.Barbariansand
clockworkgestaltsalsofindthatshadowwalkerabilitiesallowthemtostrikeattheir
opponentswithsurpriseandskill.BloodMagusandbindershadowwalkersemploy
thedefensivecapabilitiesinherentintheprestigeclasstoallowthemtocasttheirspells
fromsafetyandmoveawayquickly.Despitetheirlinkwithshadowsandtrickery,
shadowwalkersareasoftengoodasevil.Shadowwalkersoftenworkalone,never
stayinginoneplacetoolong.Someusetheirabilitiestoexplore,othersoperateas
thieves,usingtheirabilitiestoinfiltratepastdefencesanddupeothers.Allshadow
walkersmaintainanauraofmysteryamongthecommonfolk ,whoneverknow
whethertothinkwellorillofthem.ShadowwalkersarehighlyrespectedbyIllumians
duetotheircommonbondtothePlaneofshadow.
Requirements : To qualify to become a shadow walker, a character must
fulfil all the following criteria.
Skills: Move Silently 8 ranks, Hide 8 ranks, Perform (dance) 5
ranks.
Feats: Cloak of Shadows, Dodge, Mobility.
Hit Die: d8.
Class Skills: Balance (Dex), Bluff (Cha), Decipher Script (Int), Diplomacy
(Cha), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen
(Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int),
Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), Use Rope (Dex).
Skill Points at Each Level: 6 + Int modifier.
Table: The Shadow Walker
Level BAB Fort Save Ref Save Will Save Special
1st +0 +0 +2 +0 Hide in plain sight
2nd +1 +0 +3 +0 Evasion, darkvision, uncanny dodge
3rd +2 +1 +3 +1 Shadow illusion
4th +3 +1 +4 +1 Shadow walk
5th +3 +1 +4 +1 Shadow companion, Slippery Mind
Weapon and Armour Proficiency: shadow walkers are proficient with the club, crossbow (hand, light, or heavy), dagger (any type),
dart, mace, morningstar, quarterstaff, rapier, sap, shortbow (normal and composite), and short sword. shadow walkers are proficient
with light armour but not with shields.
Hide in Plain Sight (Su): A shadow walker can use the Hide skill even while being observed. As long as she is within 10 feet of some
sort of shadow, a shadow walker can hide herself from view in the open without anything to actually hide behind. She cannot, however,
hide in her own shadow.
Evasion (Ex): At 2nd level, a shadow walker gains evasion. If exposed to any effect that normally allows her to attempt a Reflex
saving throw for half damage, she takes no damage with a successful saving throw. The evasion ability can only be used if the shadow
walker is wearing light armour or no armour.
Darkvision (Su): At 2nd level, a shadow walker can see in the dark as though she were permanently under the effect of a darkvision
spell.
Uncanny Dodge (Ex): Starting at 2nd level, a shadow walker retains her Dexterity bonus to AC (if any) regardless of being caught

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flat-footed or struck by an invisible attacker. (She still loses any Dexterity bonus to AC if immobilised.) If a character gains uncanny
dodge from a second class, the character automatically gains improved uncanny dodge (can no longer be flanked. This defence denies
rogues the ability to use flank attacks to sneak attack the shadow walker. The exception to this defence is that a rogue at least four
levels higher than the shadow walker can flank her, and thus sneak attack her).
Shadow Illusion (Sp): When a shadow walker reaches 3rd level, she can create visual illusions. This abilitys effect is identical to that
of the arcane spell silent image and may be employed once per day as long as there are some available shadows to create them from..
Shadow Walk (Su): At 4th level, a shadow walker gains the ability to travel between shadows as if by means of the shadow walk
spell, but with greater accuracy, as the shadow walker is more aware of, and has more control of, her position on the borders of the
plane of shadow (but not into deeper shadow). There is also the limitation is that the magical transport must begin and end in an area
with enough shadow for the walker to fit within. A shadow walker use this ability in place of his normal movement, using his normal
movement rate. Note that since the shadow walker is effectively slipping into the border demi-shadow plane to make the transit
between shadows, any magical or similar barrier that extends to the border shadow and ethereal planes will block movement via this
ability.
Shadow Companion (Su): At 5th level, a shadow walker can conjure a shadow mastiff (9HD, Large) from his own shadow. Unlike a
normal shadow mastiff, this shadow mastiff's alignment matches that of the shadow walker. The shadow mastiff cannot be affected by
mind magic, psionics, or commanded by any third party as it is closer to a construct than a creature. This shadow mastiff serves as a
companion to the shadow walker and can communicate intelligibly with the shadow walker. If a shadow mastiff companion is destroyed,
or the shadow walker chooses to dismiss it, the shadow walker must attempt a DC20 Fortitude save. If the saving throw fails, the
shadow walker loses 200 experience points per shadow walker level. A successful saving throw reduces the loss by half, to 100 XP per
prestige class level. The shadow walkers XP total can never go below 0 as the result of a shadow mastiffs dismissal or destruction. A
destroyed or dismissed shadow mastiff companion cannot be replaced for 30 days, while the walker's shadow regenerates.
Slippery Mind (Ex): At 5th level, if a shadow walker is affected by an enchantment and fails her saving throw, 1 round later she can
attempt her saving throw again. She only gets this one extra chance to succeed at her saving throw. If it fails as well, the spells effects
occur normally.

Spymaster
Someadventurersgloryintheirreputations,thewidertheirexploitsareknown,thehappiertheyare.By
contrast,thespymasterpreferstoavoidattention.Shedoesherworkquietlyandinprivate,keepingwellaway
frompublicscrutiny.Toallaysuspicions,sheoftenmaintainsacoveridentitybypretendingtobeamemberof
someotherclass,typicallytheoneinwhichshebeganhercareer.Spymastersarerarelypopular,butsolongas
nationdistrustsnationtherewillbeworkforthosewhocangatherinformationthatotherswishtokeep
hidden.Manyarulerwhopubliclyclaimstoabhorspymasterssecretlyemploysastableofthem,ifonlyto
protecthisownsecretsfromthespymastersofothernations.Thissetofcircumstances,plusthesecrecyinherent
intheprofessionofspymasteranditshighmortalityrate,makesitimpossibletodeterminehowmany
spymastersareactiveinasettingatanygiventime.Roguesmakeexcellentspymastersbecauseoftheirgenerous
skillallotmentsandtheirpropensityforsneakiness.Likewise,rangershaveanedgewhenoperatingas
spymastersinoutdoorsurroundings.However,acharacterofanyclasscanbecomeaspymasterthemore
unlikelythecombinationmayseem,thebetterthecoveritprovides.Somebindersandbloodmagususetheir
magicalabilityasacoverforsubterfuge,andsomebarbariansarefarmoresubtlethantheyseem.Spymasters
canbeofanyalignment.Theyrangefromselfservinginformationbrokerswhoselltheirservicestothehighest
biddertohighmindedmoleswhopenetrateanddestroycorruptorganisations.Itsimportantforaspymasterto
keepherpersonalemotionsdistinctfromherprofessionalattachments.Shemustbereadytoliquidatesomeone
shehascometolikewithoutamomentsthoughtifsoordered.Betrayalisherbusiness,andherloyaltyis
alwaystohermission,nottothepeoplesheencounterswhilecarryingitout.
Requirements: To qualify to become a spymaster, a character must fulfil all the following criteria.
Skills: Bluff 8 ranks, Diplomacy 4 ranks, Disguise 8 ranks, Forgery 4 ranks, Gather
Information 4 ranks, Sense Motive 4 ranks.
Feat: Skill Focus (Bluff).
Hit Die: d6.
Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int),
Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge
(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim
(Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).
Skill Points at Each Level: 8 + Int modifier.
Table: The Bloodhound
Level BAB Fort Save Ref Save Will Save Special
1st +0 +0 +2 +0 Cover identity, undetectable alignment
2nd +1 +0 +3 +0 Quick change, scrying defense
3rd +2 +1 +3 +1 Magic aura, Dispel scrying
4th +3 +1 +4 +1 Cover identity, slippery mind
5th +3 +1 +4 +1 Deep Cover

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Weapon and armour Proficiency: Spymasters are proficient with all simple and martial weapons and with light and medium armour.
Cover Identity (Ex): A spymaster has one specific cover identity (such as Murek, the tailor from Sumberton). While operating in
that identity, she gains a +4 circumstance bonus on Disguise checks and a +2 circumstance bonus on Bluff and Gather Information
checks. A spymaster can add an additional cover identity to her repertoire at 4th level. Should a spymaster wish to retire a cover
identity and develop a new one, she must spend one week rigorously practising subtle vocal intonations and body language before she
earns the bonuses. Cover identities do not in themselves provide the spymaster with additional skills, proficiencies, or class features that
others might expect of the professions pretended. Thus, a spymaster must be careful to choose identities that can withstand ordinary
scrutiny.
Undetectable Alignment (Ex): The web of different identities and agendas inside a spymasters mind makes it impossible for others
to detect her alignment by means of any form of divination. This ability functions like an undetectable alignment spell, except that it is
always active.
Quick Change (Ex): By 2nd level, a spymaster has become adept at quickly switching from one identity to another. She now can don
a disguise in one-tenth the normal time (1d3 minutes) and don or remove armour in one-half the normal time.
Scrying Defense (Ex): Starting at 2nd level, a spymaster adds her class level to Will saves against divination (scrying) spells, as well
as to Spot checks made to notice the sensors created by such spells.
Magic Aura (Sp): At 3rd level, a spymaster gains the ability to use Nystuls magic aura at will with a caster level equal to her class
level. Most spymasters use this ability to shield their own magic items from detection.
Dispel Scrying (Su): At 3rd level and higher, a spymaster can dispel a scrying sensor as if casting a targeted greater dispel magic. Her
caster level is equal to her class level + 10. She can use this ability a number of times per day equal to 3 + her Intelligence modifier.
Slippery Mind (Ex): Starting at 4th level, a spymaster has a second chance to wriggle free from any enchantment spells and effects.
See the rogue class feature, page 51 of the Players Handbook.
Deep Cover (Ex): At 5th level, a spymaster becomes able to quiet her mind and completely immerse herself in her cover identity.
While she operates under deep cover, divination spells detect only information appropriate to her cover identity; they reveal nothing
relating to her spymaster persona.

Stormbringer
Stormbringersaretheharbingersofnature'sfury,for
astormbringerisrarelyseenfarfromthelashof
lightningandthepoundingofthunder.Most
StormbringersaremostlymadeupofKillorenSpirit
shamans,butthosefewwhohavebeenstuckbythe
awesomepowerofnature'sfuryandsurvived
sometimesgaintheinsightrequiredtofollowthis
path.Stormbringersspendmostoftheirtime
cleansingtheland,seaandskyofthosethatseekto
defileitwithaberrantcorruptionandundeath.The
eyesofastormbringerbecomeasdarkcloudswith
flashesoflightwhenangered,theonsetofwhichis
oftenasfastathelightningtheycommand.
Requirements: To qualify to become a
Stormbringer, a character must fulfil the
following criteria.
Alignment: Any non-lawful.
Base Save Bonus: Fort +4.
Feats: Endurance, Great Fortitude.
Spells: Able to cast Call Lightning or
produce and equivalent effect from a spell like ability.
Special: The character must have been hit by a bolt of lightning from the sky, whether a natural bolt or one created by
magic, and survived. Killoren are exempt from this requirement.
Hit Die: d8.
Class Skills: Balance (Dex), Concentration (Con), Craft (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (nature) (Int),
Ride (Dex), Survival (Wis), Swim (Str).
Skill Points at Each Level: 2 + Int modifier.
Table: The Stormbringer
Level BAB Fort Save Ref Save Will Save Special Spells per Day/Spells Known
1st +0 +2 +0 +2 Enhanced javelins +1, Storm walk +1 level of existing spellcasting class
2nd +1 +3 +0 +3 Shock weapon +1 level of existing spellcasting class
3rd +2 +3 +1 +3 Storm ride +1 level of existing spellcasting class
4th +3 +4 +1 +4 Thundering weapon +1 level of existing spellcasting class
5th +3 +4 +1 +4 Immunity to electricity +1 level of existing spellcasting class

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Weapon and Armour Proficiency: Stormbringers gain no weapon or armour proficiencies.
Spells per Day/Spells Known: At each Stormbringer level, the character gains new spells per day (and spells known, if applicable)
as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not,
however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead,
additional favoured enemies, and so on). If the character had more than one divine spellcasting class before becoming a Stormbringer,
the player must decide to which class to add each Stormbringer level for the purpose of determining spells per day and spells known.
Enhanced Javelins: Any javelin thrown by a Stormbringer counts as a +1 magic weapon.
Storm Walk (Ex) : Beginning at 1st level, a Stormbringer (and his mount, if any) can walk or ride through storms (natural or magical)
at his regular movement rate, completely unaffected by high winds (including gust of wind), pounding precipitation or waves, objects
driven by the wind (which always seem to miss him), great claps of thunder, natural bolts of lightning, or any other natural symptom of
Nature's fury.
Shock Weapon (Su) : Any spear or javelin used by a Stormbringer of 2nd level or higher is treated as a shock weapon (dealing an
extra 1d6 points of electricity damage). The weapon loses this ability 1 round after leaving the hand of the Stormbringer.
Storm Ride (Sp) : At 3rd level, a Stormbringer gains the ability to fly during any storm as if using the fly spell (only usable during a
storm). Adverse wind conditions do not affect him; for example, even hurricane-force winds cannot knock him down or blow him away
when flying.
Thundering Weapon (Su) : For a Stormbringer of 4th level or higher, any spear or javelin he uses is treated as a thundering weapon
(see page 225 of the Dungeon Masters Guide). The weapon loses this ability 1 round after leaving the hand of the Stormbringer. This
effect stacks with that of the Stormbringers shock weapon ability.
Immunity to Electricity (Ex): At 5th level the Stormbringer gains full immunity to electricity.

SETTINGSPECIFICFEATS
GeneralFeats

Improved Toughness
Prerequisites = Endurance, Toughness, Base Fort Save +6
Benefit: Gain an extra Hit point per hit die and 2/- damage reduction vs non-lethal damage. The damage reduction stacks with any
existing damage reduction. This feat can only be taken once.
Leadership
Prerequisite= Character level 6th.
Benefits : Having this feat enables the character to attract loyal companions and devoted followers, subordinates who assist her. See
the table below for what sort of cohort and how many followers the character can recruit.
Leadership Modifiers : Several factors can affect a characters Leadership score, causing it to vary from the base score (character
level + Cha modifier). A characters reputation (from the point of view of the cohort or follower he is trying to attract) raises or lowers
his Leadership score.
Leaders Reputation Modifier
Great renown +2
Fairness and generosity +1
Special power +1
Failure 1
Aloofness 1
Cruelty 2
Other modifiers may apply when the character tries to attract a cohort: Note that the LA value of a cohort has no effect on this.
The Leader Modifier
Has a familiar, special mount, or animal companion 2
Recruits a cohort of a different alignment 1
Caused the death of a cohort, per cohort killed (cumulative) 2
Followers have different priorities from cohorts. When the character tries to attract a new follower, use any of the following modifiers
that apply. Note that the LA value of the follower increases their effective follower level e.g. a 2nd level Halant is follower level 3rd.
The Leader Modifier
Has a large stronghold or other large base of operations +2
Has a fort, guild house, ship or other moderate base of operations +1
Moves around a lot or lacks a secure base of operations 1
Caused the death of other followers per instance 1

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Number of Followers by Level
Leadership Score Cohort Level
1st 2nd 3rd 4th 5th 6th
1 1st 1
2 1st 2
3 2nd 3
4 2nd 4
5 3rd 5
6 3rd 5
7 4th 6
8 4th 8
9 5th 10 1
10 5th 15 1
11 6th 20 2 1
12 6th 25 2 1
13 7th 30 3 1 1
14 7th 35 3 1 1
15 8th 40 4 2 1 1
16 9th 50 5 3 2 1
17 9th 60 6 3 2 1 1
18 10th 75 7 4 2 2 1
19 10th 90 9 5 3 2 1
20+ 11th 110 11 6 3 2 1
Leadership Score: A characters base Leadership score equals his level plus any Charisma modifier. In order to take into account
negative Charisma modifiers, this table allows for very low Leadership scores, but the character must still be 6th level or higher in order
to gain the Leadership feat. Outside factors can affect a characters Leadership score, as detailed above.
Cohort Level: The character can attract a cohort of up to this level. Regardless of a characters Leadership score, he can only recruit a
cohort who is two or more levels lower than himself. The cohort should be equipped with gear appropriate for its level. A character can
try to attract a cohort of a particular race, class, and alignment. The cohorts alignment may not be opposed to the leaders alignment
on either the law-vs-chaos or good-vs-evil axis, and the leader takes a Leadership penalty if he recruits a cohort of an alignment
different from his own. A cohort should be of a Heroic Class for at least half of their levels, but this is not mandatory
Cohorts earn XP as follows: The cohort does not count as a party member when determining the partys XP. Divide the cohorts level
by the level of the PC with whom he or she is associated (the character with the Leadership feat who attracted the cohort). Multiply this
result by the total XP awarded to the PC and add that number of experience points to the cohorts total. If a cohort gains enough XP to
bring it to a level one lower than the associated PCs character level, the cohort does not gain the new level. Its new XP total is 1 less
than the amount needed attain the next level. Cohorts cannot gain plus level and cannot take prestige classes.
Number of Followers by Level: The character can lead up to the indicated number of characters of each level. Followers are similar
to cohorts, except theyre generally low-level NPCs. Because theyre generally five or more levels behind the character they follow,
theyre rarely effective in combat. Followers dont earn experience and thus dont gain levels. However, when a character with
Leadership attains a new level, the player consults the table above to determine if she has acquired more followers, some of which may
be higher level than the existing followers. (You dont consult the table to see if your cohort gains levels, however, because cohorts earn
experience on their own.) Followers must be members of only the following classes: Aristocrat, Commoner, Expert, Monster and Warrior.
Pyro
Prerequisites = None
Benefit: If you set something or someone on fire by any means (alchemists fire, for example), the flames do (an extra 1 point of
damage per die, and the Reflex save DC to extinguish the flames increases by +5.
Toughness
Prerequisites = Endurance
Benefit: Gain an extra Hit point per hit die. This feat can only be taken once.

ItemCreationFeats
Artifice Oil
Prerequisites = Caster Level 3+, Knowledge (Arcana) 5 ranks, Craft (Alchemy) 5 ranks, Artifice Potion.
Benefit: The character can enchant an oil, who's Item Caster Level is equal to half the artificer's Caster Level. The materials and XP
cost (the character does not gain xp for the challenge as it is used in the enchanting) comes from the remains of the creature/s
defeated by the hand of the artificer. The EL of the creature must be equal to or higher than the Caster Level of the item. The spell level
of the item determines the number of different creatures required to create the item. Metamagic feats can be applied in the item effect.
The maximum spell level that the wand can have is 5. Oils are single use, use activated item that requires a touch attack (can be
ranged if thrown) to the target (area effect spells are reduced to a single square). The artificer must be able to personally cast the spell
to create the item. It takes 1 hour per spell level to enchant the Oil and requires access to an alchemy kit. The vessel for the oil costs

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extra.
Artifice Potion
Prerequisites = Caster Level 1+, Knowledge (Arcana) 2 ranks, Craft (Alchemy) 4 ranks.
Benefit: The character can enchant a potion, who's Item Caster Level is equal to half the artificer's Caster Level (at the time of
artificing) . The materials and XP cost (the character does not gain xp for the challenge as it is used in the enchanting) comes from the
remains of the creature/s defeated by the hand of the artificer. The EL of the creature must be equal to or higher than the Caster Level
of the item. The spell level of the potion determines the number of different creatures required to create the item. The maximum spell
level that the potion can have is 3. Potions are single use, use activated items that can only be used on a willing or helpless creature.
Metamagic can be applied in the item effect. The artificer must be able to personally cast the spell to create the item. It takes 1 hour
per spell level to enchant the Potion and requires access to an alchemy kit. The vessel for the potion costs extra (at least 1 BP).
Artifice Staff
Prerequisites = Caster Level 9+, Knowledge (Arcana) 5 ranks, Spellcraft 10 ranks, Artifice Wand.
Benefit: The character can enchant a staff, who's Item Caster Level is equal to the artificer's Caster Level. The materials and XP cost
(the character does not gain xp for the challenge as it is used in the enchanting) comes from the remains of the creature/s defeated by
the hand of the artificer. The EL of the creature must be equal to or higher than the Caster Level of the staff. The Caster Level of the
item determines the number of different creatures required to create the item. The maximum spell level that the staff can have is 5.
The maximum number of spells that the staff can have access to is 1 + 1 per 5 ranks in Spellcraft. A staff can also be bonded as per
the Ritual of Bonding Feat. Metamagic feats can be applied in the item effect. The artificer must be able to personally cast the spell to
create the item. It takes 1 day per spell level per spell to enchant the staff. A staff has 50 charges when first created and can be
recharged. Once a staff runs out of charges, it can no longer be recharged nor re-enchanted via this feat.
Artifice Wand
Prerequisites = Caster Level 5+, Knowledge (Arcana) 5 ranks, Spellcraft 5 ranks.
Benefit: The character can enchant a wand, who's Item Caster Level is equal to half the artificer's Caster Level. The materials and XP
cost (the character does not gain xp for the challenge as it is used in the enchanting) comes from the remains of the creature/s
defeated by the hand of the artificer. The EL of the creature must be equal to or higher than the Caster Level of the item. The spell level
of the item determines the number of different creatures required to create the item. Metamagic feats can be applied in the item effect.
The maximum spell level that the wand can have is 3 and is limited to a single spell. A wand is a spell trigger item and is too delicate to
be used as a melee weapon. The artificer must be able to personally cast the spell to create the item. It takes 1 day per spell level to
enchant the wand and requires access to an alchemy kit. A wand has 50 charges when first created and cannot be recharged. Once the
wand runs out of charges, it turns to ash.
Imprint Dojre
Prerequisites =Manifester Level 5+, Knowledge (Psionics) 5 ranks, Psicraft 8 ranks, Imprint Power Stone
Benefit: The character can psionically imprint a dojre, who's Item Manifester Level is equal to half the imprinter's Manifester Level (at
the time of imprinting). The XP cost (the character does not gain xp for the challenge as it is used in the imprinting) comes from the
remains of the creature defeated by the hand of the imprinter. The EL of the creature must be equal to or higher than the Manifester
Level of the item. The power level of the item determines the number of different creatures required to create the item. Metampsionic
feats can be applied in the item effect. The maximum psionic power level that the dojre can have is 3 and it is limited to a single power.
A dojre is a power trigger item and is too delicate to be used as a weapon. The artificer must be able to personally cast the spell to
create the item. It takes 1 day per power level to imprint the crystal. The crystal used for the power stone costs at least 10 GP and
crumbles to dust after it's use is expended.
Imprint Power Stone
Prerequisites = Manifester Level 3+, Knowledge (Psionics) 2 ranks, Psicraft 4 ranks.
Benefit: The character can psionically imprint a power stone, who's Item Manifester Level is equal to half the imprinter's Manifester
Level (at the time of imprinting). The materials and XP cost (the character does not gain xp for the challenge as it is used in the
imprinting) comes from the remains of the creature defeated by the hand of the artificer. The EL of the creature must be equal to or
higher than the Manifester Level of the item. The power level of the power stone determines the number of different creatures required
to create the item. The maximum spell level that the power stone can have is 3. Power stones are single use, use activated items that
can only be used on a willing or helpless creature. Metapsionic feats can be applied in the item effect. The imprinter must be able to
personally cast the spell to create the item. It takes 1 hour per power level to imprint a power stone. The crystal used for the power
stone costs at least 1 GP and crumbles to dust after it's use is expended.
Imprint Psi Shard
Prerequisites = Manifester Level 7+, Concentration 5 ranks, Knowledge (Psionics) 5 ranks, Psicraft 5 ranks, Bestow Power, Imprint
Power Stone, Psicrystal Affinity feat or class feature.
Benefit: The character can empower their Psi Crystal to act as a battery for Power Points. By using the Bestow Power psionic power,
the imprinter can transfer power points from their own reserve into the Psicrystal. These points will remain stored in the crystal until
needed by the imprinter, which can be called upon as an immediate action as long as the Psicrystal is within the range of the telepathic
link. These power points, once used, can only be replaced by use of the Bestow Power psionic power. The Psicrystal can hold a number
of power points equal to the number of ranks that the manifester has in Concentration plus Wisdom Bonus plus/minus any bonus to
concentration from feats, class features and racial modifiers. This feat can only be taken once per Psicrystal.
Imprint Tattoo
Prerequisites = Manifester Level 1+, Profession (Tattooist) 5+ ranks, Psicraft 5+ ranks.
Benefit: The character can psionically imprint a psionic tattoo, who's Item Manifester Level is equal to imprinter's Manifester Level (at
the time of imprinting). The materials and XP cost (the character does not gain xp for the challenge as it is used in the imprinting)
comes from the remains of the creature defeated by the hand of the artificer. The EL of the creature must be equal to or higher than
the Manifester Level of the item. The power level of the tattoo determines the number of different creatures required to create the item.
The maximum spell level that the psionic tattoo can have is 5. Psionic Tattoos are 1/day, touch (another form of command word)

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activated items, that can only be triggered by the imprinter (activating a tattoo does not provoke an attack of opportunity). The
maximum number of tattoos that an imprinter can have active is equal to his manifester level and the total number of tatoos the
imprinter can have on their body is equal to the number of ranks they have in Profession (Tattooist) or Psicraft, whichever is lower.
Metapsionic feats can be applied in the item effect. The imprinter must be able to personally cast the power to create the item. It takes
1 hour per power level to imprint a tattoo or to make a tattoo active and 1 hour to make a tattoo inactive. Cleansing a psionic tattoo to
remove it takes 1 day per power level.
Ritual of Chi Bonding
Prerequisites = Psionic, Heroic Character Class level 1+ or Non-heroic Class level 6
Benefit: Character designates an item of great personal value to become psionically enchanted in their hands (only the character that
bonded the item can benefit from the enchantments). The item will now gain powers related to the character exploits while using the
item. In game terms this means that when the character advances a level, the item also advances in level, which determines it's
manifester level and the gp value of the item's enchantments (see table below). The first time a character takes this feat, the item is
considered to be the Primary Item and each subsequent time the character takes this feat, that item is considered to be non-primary.
This feat can be taken any number of times, but each time it must be applied to a different item and slot (even though hand held items
like weapons and shields do not use slots they are considered to have a self contained slot). The items must be used in it's appropriate
slot for the item bonuses to apply. A character can never have more than 1 primary item at any time. The level of the item starts at 1st
when the feat is taken for the specific designated item and increases on a 1 for 1 basis as the character increases level (to a maximum
of item level 15). The ritual of Life Bonding and the ritual of Chi Bonding are mutually exclusive i.e. while a character has an item
bonded via one of these feats they cannot bond an item using the other feat, unless the existing items are all destroyed.
Item Level Primary Value Manifester Max Power Non-Primary Value Manifester Max Power
Level Level Level Level
1st 1,000 gp 1 1 1,000 gp 1 1
2nd 3,000 gp 2 1 2,000 gp 2 1
3rd 6,000 gp 3 2 3,000 gp 2 1
4th 9,000 gp 4 2 4,500 gp 3 2
5th 12,000 gp 5 3 6,000 gp 4 2
6th 18,000 gp 6 3 9,000 gp 4 2
7th 25,000 gp 7 4 12,500 gp 5 3
8th 35,000 gp 8 4 17,500 gp 6 3
9th 46,000 gp 9 5 23,000 gp 6 3
10th 60,000 gp 10 5 30,000 gp 7 4
11th 80,000 gp 11 6 40,000 gp 8 4
12th 100,000 gp 12 6 50,000 gp 8 4
13th 130,000 gp 13 7 65,000 gp 9 5
14th 160,000 gp 14 7 80,000 gp 10 5
15th 200,000 gp 15 7 100,000 gp 10 5

Ritual of Life Bonding


Prerequisites = Heroic Character Class level 1+ or Non-heroic Class level 6.
Benefit: Character designates an item of great personal value to become magical in their hands (only the character that bonded the
item can benefit from the enchantments). The item will now gain powers related to the character exploits while using the item. In game
terms this means that when the character advances a level, the item also advances in level, which determines it's caster level and the
gp value of the item's enchantments (see table below). The first time a character takes this feat, the item is considered to be the
Primary Item and each subsequent time the character takes this feat, that item is considered to be non-primary. This feat can be taken
any number of times, but each time it must be applied to a different item and slot (even though hand held items like weapons and
shields do not use slots they are considered to have a self contained slot). The items must be used in it's appropriate slot for the item
bonuses to apply. A character can never have more than 1 primary item at any time. The level of the item starts at 1st when the feat is
taken for the specific designated item and increases on a 1 for 1 basis as the character increases level (to a maximum of item level 15).
The ritual of Life Bonding and the ritual of Chi Bonding are mutually exclusive i.e. while a character has an item bonded via one of these
feats they cannot bond an item using the other feat, unless the existing items are all destroyed.
Item Level Primary Value Caster Level Max Spell Level Non-Primary Value Caster Level Max Spell Level
1st 1,000 gp 1 1 1,000 gp 1 1
2nd 3,000 gp 2 1 2,000 gp 2 1
3rd 6,000 gp 3 2 3,000 gp 2 1
4th 9,000 gp 4 2 4,500 gp 3 2
5th 12,000 gp 5 3 6,000 gp 4 2
6th 18,000 gp 6 3 9,000 gp 4 2

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7th 25,000 gp 7 4 12,500 gp 5 3
8th 35,000 gp 8 4 17,500 gp 6 3
9th 46,000 gp 9 5 23,000 gp 6 3
10th 60,000 gp 10 5 30,000 gp 7 4
11th 80,000 gp 11 6 40,000 gp 8 4
12th 100,000 gp 12 6 50,000 gp 8 4
13th 130,000 gp 13 7 65,000 gp 9 5
14th 160,000 gp 14 7 80,000 gp 10 5
15th 200,000 gp 15 7 100,000 gp 10 5

Ritual of Second Bonding


Prerequisites = Ritual of Life Bonding or Ritual of Chi Bonding, Heroic Character Class level 6+ or prestige class level 5, Special*
Benefit: The character can use this feat to promote a bond non-primary item to primary item while retaining it's item level. This feat
can only be taken if the character's primary item has been destroyed and at least one lunar month has passed. This feat can be taken
more than once, so long as the requirements are met. A character can never have more than 1 primary item at any time.
Ritual of Soul Bonding
Prerequisites = Ritual of Life Bonding or Ritual of Chi Binding, Heroic Character Class level 6+ or prestige class level 5, Special*
Benefit: The character's primary bonded item becomes a permanent, non restricted, intelligent magic or psionic item 24 hours after
the death of the character. Essentially, the character's soul is transferred to the item and the effect cannot be reversed, so once the
transfer has occurred the character cannot be raised, reincarnated or resurrected by any means; as their soul has been bound into the
item. This feat can only be taken once and is only available to corporeal living creatures (must have a constitution score).

TECHNOLOGYANDWEALTH
Currency
The great sundering has left it's scar on every part of life,even on commerce. Since the clockwork horrors stole or mined almost all the
precious metals in the world and used them to spawn more of their kind, minted coinage is in short supply. What is not in short supply
are the shattered remains of the horrors themselves. So in true mercantile fashion, small shards and gears of electrum (a mixture of
approximately 40% gold + 50% silver + 10% copper), gold, platinum and adamantine have become the new medium of exchange.
Some coins of copper, brass and bronze are still minted by the giantkin but these are of lower denominations and hence impractical for
high value transactions. The following gives a rough evaluation of the various denominations in regular circulation
ItisimportanttorememberthatalthoughracesliketheDuergar,ElvenEffigiesandHalantwillwillinglyacceptshardandcoinintradeforgoods,manysmallerandless
technologicallyadvancedsettlementswillsolelytradeinbarter,astheyhavenopracticaluseforpreciousmetals.

Currency Unit Common Conversion Rates


Adamantine Shard AS 25 PP, 250 GP, 500 EP, 2500 BC, 5000 BP, 25000 CP

Platinum Piece PP 10 GP, 20 EP, 100 BC, 200 BP, 1000 CP

Gold Piece GP 2 EP, 10 BC, 20 BP, 100 CP

Electrum Piece EP 5 BC, 10BP, 50 CP

Bronze Coin BC 2 BP, 10 CP

Brass Piece BP 5 CP

Copper Piece CP This is the smallest unit of currency

TechnologyLevels
The great sundering not only destroyed buildings and nations (technically it was the clockwork horrors but most folk refer to the entire
war as the great sundering), it also caused the loss of skills and knowledge on a vast scale. Some was lost via the exodus of the world's
wizards and elves, some through the extermination of gods and dragons and more still through the terrible weapons and magics used
against the clockwork horrors. The long term effect of this loss of knowledge has been that many things that were common in the times
before are now rare or completely lost to time. The practical effect is that the knowledge of techniques like the Scribe Scroll feat is no
longer available and items like Full Plate Armour are rare outside of dwarven strongholds. Complex mechanical devices such as
advanced locks and traps are even harder to obtain as the method of their construction is a closely guarded secret. Different clans,
races and settlements are very hesitant to share their valuable craft and professional knowledge, as doing so may effectively forfeit their
trade advantage with their neighbours. Players should be aware that settlement size and wealth is not the only determining factor in the
availability and price of equipment. See the table below for general guidelines for different races:

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Armour Stone Age Bronze Age Dark Age Medieval High Medieval
Banded Mail Rare Rare Rare
Bark Common
Bone Common Rare
Breastplate Rare Rare Rare Common
Brigandine Rare Common
Chain Shirt Common Common Common
Chainmail Common Common Rare
Cord Common Rare Rare
Half Plate Rare Common
Hide Common Common
Lamellar Rare Common Rare
Leather Common Common Common Common Common
Leather Scale Common Common Common Rare
Padded Common Common Common Common
Ring Mail Common Common
Scale Mail Rare Common Rare
Splint Mail Rare
Studded Leather Common Common Common Common
Wicker Common
Wood Common

Weapon Stone Age Bronze Age Dark Age Medieval High Medieval
Axe, Throwing Common Common Common Common
Battleaxe Common Common Common Common
Chain, spiked Rare Rare
Club Common Common Common Common Common
Crossbow, hand Rare Rare
Crossbow, heavy Common Common
Crossbow, light Rare Rare Common Common
Crossbow, repeating Rare Rare Rare
Dagger Common Common Common Common Common
Dagger, Punching Common Common Common
Dart Common Common Common Rare
Falchion Rare Common Common
Flail, light or heavy Rare Rare Common Common
Flail, dire Rare
Gauntlet Common Common Common Common
Gauntlet, spiked Common Common Common Common
Glaive Rare Common Common
Greataxe Common Common Common
Greatclub Common Common Common Common Common
Greatsword Rare Rare Common
Guisarme Common Common

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Halbred Rare Common Common
Hammer, light Common Common Common
Handaxe Common Common Common Common Common
Javelin Common Common Rare Rare
Karma Rare Rare Rare
Lance, heavy Common Common
Lance, Light Common Common Common
Longbow Common Common Common
Longbow, Composite Common Common
Longspear Common Common Common Common Common
Longsword Common Common Common
Lucerne Hammer Rare Common
Mace, light or heavy Common Common Common Common
Net Common Common
Nunchuku Rare Rare
Pick, light or heavy Common Common
Quarterstaff Common Common Common Common Common
Ranseur Common Common
Scimitar Common Common Common
Scythe Common Common Rare
Shortbow Common Common Common Common Rare
Shortbow, composite Common Common Common
Shortspear Common Common Common Common Common
Siangham Rare Rare
Sickle Common Common Common
Sling Common Common Common Common Common
Sword, bastard Common Common Rare
Sword, short Common Common Common Common
Trident Common
Warhammer Common Common Common Common
Whip Common Common Common Common Common

Notes on technology level specific materials:


Stone Age: Slashing and piercing weapons using stone or bone have a -2 penalty to attack and damage.
Bronze Age: Slashing and piercing weapons have a -1 penalty to attack and damage. Bronze armour has a +50% weight
penalty and -1 penalty to AC.

Startingequipment
Starting equipment is determined by the technology level of the race and community were the character was raised. See below:
Clan Size Stone Age Bronze Age Dark Age Medieval High Medieval
Family ( 2 - 20) 1D4 x 2 GP 1D4 x 4 GP 1D6 x 6GP 1D6 x 8 GP 3D6 x 10 GP
Tribe (20 - 100) 2D4 x 2 GP 2D4 x 4 GP 2D6 x 6 GP 2D6 x 8GP 4D6 x 10 GP
Small Clan (100 - 400) 3D4 x 2 GP 3D4 x 4 GP 3D6 x 6 GP 3D6 x 8GP 5D6 x 10 GP
Strong Clan (400 - 1000) 4D4 x 4 GP 4D6 x 6 GP 4D6 x 8 GP 6D6 x 10 GP
Great Clan (1000 - 5000) 4D8 x 6 GP 5D6 x 8 GP 8D6 x 10 GP
Kingdom (5000+) 6D6 x 8 GP 10D6 x 10 GP

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INVOCATIONS
Invocations are Spell-Like Abilities that have a Somatic component. Each Invocation has a listed Effective Spell Level. Arcane Spell
Failure chance applies if the invoker is wearing any Armour or a Shield modified by the relevant feats.
Energy Blast: 1st
<Evocation, 1StdAct, 60ft, No Save, SR>
The invoker generates a bolt of pure energy (untyped) as a ray type ranged touch attack. Damage is 1D6 per odd numbered Clockwork
Gestalt class level. One Blast Essence and one Blast Shape may be applied to a given Energy Blast. The effective spell level is the
highest of the Invocations applied.

NoviceBlastEssence
Disrupting Blast: 2 nd

Any creature struck by the invokers Energy Blast also becomes Dazed and looses it's next action (FortNeg).
Forceful Blast: 2nd
You transform your Energy Blast into a Forceful blast that does is considered a force effect making effective against incorporeal
creatures.
Hammer Blast: 2nd
You transform your Energy Blast into a hammer blast. The blast deals normal damage to objects, rather than half.

NoviceBlastShape
Charged: 1 st

A touched single melee weapon or ammunition becomes charged with the invoker's Energy Blast until the end of the next round. The
first creature to touch or be touched by the object is automatically hit (see rules for melee touch with a ray) by the blast and any
attached effects.
Long Shot: 2nd
The maximum range of the invokers Energy Blast increases to 250 with no range increment.

NoviceGestaltInvocations
Ablative Armour: 1 st

<Conjuration(Creation), 1StdAct, Personal, 24hrs(D)>


The invoker's body gains a layer of light ablative plating (classes as light armour) providing a +4 bonus to AC, no check penalty, no max
Dex bonus and temporary bonus +1 Hit Point per caster level (max +10). The effect is dismissed when the temporary hit points run
out.
Adhesion Control: 2nd
<Transmutation, 1StdAct, Personal, 24hrs(D)>
The invoker is able to travel along walls & ceilings like a spider (20 movement). The invoker does not loose his/her Dex bonus to AC
while climbing, nor do opponents gain a bonus to attack the invoker. The invoker is unaffected adhesive and grease effects from spells
and spell-like abilities of 3rd level or lower.
All-Seeing Eyes: 2nd
<Transmutation, 1StdAct, Personal, 24hrs(D)>
You gain a supernaturally precise vision of the world around you providing 360 degree vision. Additionally, you gain a +6 bonus on
Search, Sense Motive and Spot checks.
Augment Sense - Hearing: 2nd
<Transmutation, 1StdAct, Personal, 24hrs(D)>
By augmenting your sonic receptor screens the invoker gains the exceptionally improved hearing allowing the invoker to even hear in
magical silence including a +6 to listen tests, and detect secret doors and compartments by sound with a +6 to search by hearing. The
invoker also gains the benefits listed in the Blind-Fight Feat.
Augment Sense - Scent: 2nd
<Transmutation, 1StdAct, Personal, 24hrs(D)>
By augmenting your scent plates and you gain the scent ability (MM 314). Additionally, you can identify potions and alchemical
compounds by smell gaining +5 to Craft Alchemy Tests used for this purpose.
Augment Sense - Sight: 2nd
<Transmutation, 1StdAct, Personal, 24hrs(D)>
By augmenting its optical crystals the invoker can see in magical darkness and Invisible creatures & objects within it's range of vision.
Additionally, you gain a +6 bonus to Spot and Search Tests.
Augment Sense - Touch: 2nd
<Transmutation, 1StdAct, Personal, 24hrs(D)>
By augmenting its pressure coils, the invoker is able to detect even the slightest vibration or pressure change through air and the
surface it stands on. The invoker gains blindsight to a distance of 10ft and can determine its approximate altitude or depth underground
with a successful concentration check DC 15. Additionally, you gain a +6 bonus to appraise and search tests when touch is used.

85
Catch Ball: 2nd
<Conjuration, 1StdAct, 60ft increment, 1r/level, RefNeg, no SR >
The Invoker flings a ball of fine wire as a ranged touch attack missile with a range of 60ft. On contact it springs open to wrap around
and entangle it's target. An entangled creature takes a 2 penalty on attack rolls and a 4 penalty to Dexterity and must make a Reflex
save or be completely trussed up and unable to move. Huge or larger creatures are unaffected . A flying creature the fails the save will
be unable to fly (assuming it uses its wings to fly) and fall to the ground. A creature that is trussed up can break free by making a
Strength check equal to the save DC or by dealing 1D8 +1 hit point per caster level (max +10) points of damage to the wires with a
slashing weapon. A creature trying to cut the wires or another creature assisting, does not need to make an attack roll; hitting the
wires is automatic, after which the creature that hit makes a damage roll. Once the target is free, it is no longer affected. A character
capable of spell-casting who is bound by the catch ball must make a concentration check DC15 to cast spells that require somatic
gestures. Acid will do maximum damage with no object reduction to the catch ball wires.
Early Warning: 2nd
<Conjuration(Creation), 1StdAct, Touch/20ft Emanation, 24hrs(D)>
The invoker can set an Early Warning device on a medium sized object (or larger) in the shape of a coin sized metal hemisphere with a
small red stone at the apex that glows with a dim red light. The has a hardness of 10 and 1 Hit Point is not The The alarm sounds an
audible alarm each time a creature of Tiny or larger size enters the warded area, touches the device, the device is moved or the device
is destroyed. A creature that speaks the password (a single word determined by you at the time of casting) does not set off the alarm.
The audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the
distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall. In quiet conditions, the
ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the
ringing. Ethereal or astral creatures do not trigger the alarm.
Expanded Memory: 2nd
<Transmutation, 1StdAct, Personal, 24hrs(D)>
Your ability to recall information is greatly enhanced and as a result you gain a +6 insight bonus on all Knowledge checks, with a
maximum bonus equal to the number of ranks the invoker has in the skill.
Extra-Dimensional Rip: 2nd
<Conjuration(Creation), 1StdAct, Touch, 1hr/level (D)>
The invoker rips a temporary hole in the dimensional fabric, creating extra-dimensional space that is outside the multiverse of extra-
dimensional spaces (planes). Creatures in the extra-dimensional space are hidden, beyond the reach of spells (including divinations),
unless those spells work across planes. The space holds as many as eight creatures (of any size). Spells cannot be cast across the
extra-dimensional interface, nor can area effects cross it. Those in the extra-dimensional space can see out of it as if a 3-foot by 5-foot
window. The window is present on the Material Plane, but its invisible, and even creatures that can see the window cant see through
it. Anything inside the extra-dimensional space is expelled when the spell ends. Only one creature can enter or leave the space at a
time and it takes a standard action to cross the threshold. The invoker can only have one such temporary extra-dimensional space
that has been created with this invocation at any one time.
Note: It is hazardous to create an extra-dimensional space within an existing extra-dimensional space or to take an extra-dimensional
space into an existing one.
Machine Affinity: 2nd
<Transmutation, 1StdAct, Personal, 24hrs(D)>
The invoker gains a +6 insight bonus to appraise, disable device, open lock and search tests for checks relating to mechanical devices
only.
Matter and Energy 1st
<Transmutation, 1StdAct, Close-range, Concentration, No save, SR applies>
The invoker can excite a 2 square foot surface area (0.1 inch deep) of a creature or non magical object, heating it to the point of
combustion over time. The agitation grows more intense in the subsequent rounds of concentration, as described below.
1st Round: Readily flammable material (paper, dry grass, tinder, torches) ignites. Skin reddens (1 hp).
2nd Round: Wood smoulders and smokes, metal becomes hot to the touch, skin blisters (1d4 hp), hair smoulders, paint
shrivels, water boils.
3rd+ Rounds: Wood ignites, metal scorches (1d4 hp for those holding metallic objects). Skin burns and hair ignites (1d6 hp),
lead melts.
Nautical Mobility: 2nd
<Transmutation, 1StdAct, Personal, 24hrs(D)>
By controlling its buoyancy and altering the structure of its hands and feet become slightly webbed, granting the invoker a swim speed
equal to its base land speed (and all other benefits derived from a swim speed, including a +8 racial bonus on Swim checks; see MM
311). This also allows that to walk (only) on top of still water that has a mass of at least 10 times that of the invoker's and is over 1ft
deep.
Novice Power Gem: 2nd
<Abjuration, 1StdAct, Touch, 24Hrs (D)>
The invoker channels a spark of its core power into a gemstone (of a value equal to at least 10gp), transforming it into a bonded
luckstone. The creature the Novice Power Gem is bonded to must be touching the gem at the time that the invocation is used. Only the
creature the gem is bonded to gains any benefit from the gem as long is it is in their possession. The invoker must also succeed on a
Use magic device check with a DC of 20. The effect of the Gem is a +1 luck bonus bonus on armour class, attack rolls, caster level (for
invocations only), invocation save DC's and saving throws. The gem is considered a Magic Item for the purposes of dispelling. At the
end of the duration the Gem disintegrates, leaving behind only a pinch of fine dust and a small puff of smoke the same colour as the
gem.

86
Resonance Wave: 2nd
<Evocation(Sonic), 1StdAct, Close-range, Instantaneous, see below, SR applies>
The invoker creates a high pressure resonating burst that shatters all non-magic glass, crystal, etc., in a 5 radius Burst that weigh less
than 1 lb/level are shattered. An attended object gets a Will save to negate. Otherwise, no save.
Or an unerring bolt targeted to a single solid object weighing up to 10 pounds per level can be shattered. An attended object gets a Will
save to negate. If an attended object was destroyed, then the creature touching it must make a Fortitude save of be Dazed for 1 round
and Deafened for 1 minute.
Rifting Aura: 2nd
<Abjuration, 1StdAct, Personal, 24hrs(D)>
Fragments of the invoker's aura drifts in and out of the ethereal plane, surrounding it tiny ethereal fragments and rips, providing the
following effects:
Attacks (including rays) that target the invoker have a 20% miss chance (excepting force effects). Attacks that can cross the
ethereal boundary and those from ethereal creatures are also not affected.
Melee attacks made by the invoker have a 20% reduction in miss chance against ethereally incorporeal creatures.
Ether Scarabs are highly attracted to the invoker's aura while the effect is occurring.
Shift Friction: 1st
<Transmutation, 1StdAct, Close, 1 round/level(D), no SR>
The invoker can alter the friction coefficient of a surface of a target non-living creature, object or area, to make it either slippery or
sticky. The invoker can only have 1 Shift Friction effect running at any one time, using this invocation on a second target or area ends
the first effect. An object wielded or held by a creature receives a Reflex saving throw to avoid the effect.
Slippery: reduces the friction coefficient of a solid surface. Any creature in the area when the invocation is used must make a
successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A
creature can walk within or through the area of grease at half normal speed with a DC 10 Balance check. Failure means it
cant move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance
skill for details). The spell can also be used on an item. Material objects not in use are always affected by this invocation,
while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving
throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts
to pick up or use the slippery item. A creature wearing slippery armour or clothing gains a +10 circumstance bonus on Escape
Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin.
Sticky: This variant of the invocation makes a solid surface sticky. Movement costs across the area are doubled. Any prone
creature in the area must succeed on a DC 10 Strength check to stand up. The invocation can also be used to create a sticky
coating on an item. Items not in use or in a creature's possession are always affected by this spell. An object wielded or held
by a creature receives a Reflex saving throw to avoid the effect. A creature holding an affected item must use a full-round
action to let go of the item, drop it, put it away, pick it up from the ground, or ready it for use. A creature wielding an
affected item gains a +5 circumstance bonus on opposed checks to avoid being disarmed. A creature wearing armour or
clothing affected by this invocation takes a -5 penalty on Escape Artist checks and on grapple checks made to resist or escape
a grapple or to escape a pin.
Smoke Cloud: 1st
<Conjuration(Creation), 1StdAct, Instantaneous, See Below>
Creates a 20 radius Spread by 20 high area of smoke around the invoker, which grants Concealment to everyone within it. All creatures
(except the invoker) within the mist become Sickened (FortNeg, SR applies) until 1 round after they leave the area of effect. Does not
block Line-of-Sight. The smoke dissipates in 1 minute, or can be dispersed immediately by a Moderate Wind or Precipitation.
Subsurface Mobility: 2nd
<Transmutation, 1StdAct, Personal, 24Hrs(D)>
The invoker's finger's change into wide splayed claws allowing it to burrow through earth and loose rock (but not solid stone) with a
speed of 30 feet (or 20 feet if it wears medium or heavy armour, or if it carries a medium or heavy load). Additionally, you gain the
ability to sense direction and depth underground and feel the presence of magnetic fields.
Tuned for Action: 2nd
<Transmutation, 1StdAct, Personal, 24hrs(D)>
The invoker receives a Luck bonus on one saving throw equal to its Charisma modifier (up to his/her Class level). To change which
saving throw benefits, the invoker must first Dismiss the current effect as a Standard Action.
Tuned for Agility: 2nd
<Transmutation, 1StdAct, Personal, 24hrs(D)>
The invoker receives a +6 bonus on Balance, Escape Artist & Tumble checks. The invoker can also make tumble checks untrained and
receives a +1 dodge bonus to AC when tumbling.
Tuned for Combat: 2nd
<Transmutation, 1StdAct, Personal, 24hrs(D)>
The invoker receives a +2 shield bonus to AC and can form any simple or martial melee (can not be thrown or disarmed) or ranged (but
not ammunition) weapon from it's own body. It can change, create or re-integrate the weapon as a swift action up to once per round.
The weapon shares the material properties of the material/s the invoker's body is manufactured from and is considered to be magical.
Tuned for Speed: 2nd
<Transmutation, 1StdAct, Personal, 24hrs(D)>
The Invoker gains and +30ft enhancement bonus to movement speed which can only be applied to one form of movement. This effect
must be dismissed before applying to another movement form. The invoker also gains a +2 to initiative. This invocation is considered to
be a haste effect.

87
Tuned for Stealth: 2nd
<Transmutation, 1StdAct, Personal, 24hrs(D)>
The invoker can alter it's surface texture, colour, odour and temperature plus dampen the sound of it's movement to give it superior
stealth capabilities. +6 to Disguise, Hide and Move Silently. The invoker also does not leave tracks.

ApprenticeBlastEssence
Baneful Blast: 3rd
You transform your Energy Blast into a Baneful blast. This blast deals an extra 2d6 points of damage against creatures of a specific
type. You must select the creature type when you first gain this invocation, and you can't later change your mind (though you can take
this invocation more than once, choosing a new creature type each time). You choose your creature type from the categories offered for
a ranger's favoured enemy (PH 47), including a subtype if you choose humanoid or outsider.
Blinding Blast: 4th
Any creature struck by the invokers Energy Blast also becomes Blind for 1 round (FortNeg, SR applies).
Endothermic Blast: 3rd
The invokers Energy Blast does Cold damage (instead of Untyped damage). In addition, any creature struck by the attack receives a 4
penalty to Dexterity for 10 minutes (FortNeg). Being struck by multiple Endothermic Blasts does not increase the Dexterity penalty, but
does reset its duration.
Exothermic Blast: 3rd
The invokers Energy Blast does Fire damage (instead of Untyped damage). In addition, any creature struck by the attack Catch Fire
(RefNeg). Catching fire this way lasts for up to 1 round per 5 caster levels and does 2d6 Fire damage each round. Putting out the fire
early is a Full Round Action. Being struck by multiple Exothermic Blasts does not increase the burning damage per round, but does reset
its duration.
Annealing Blast: 4th
Any creature struck by the invokers Energy Blast also has it's Damage Reduction reduced by 5 for 1 minute (FortNeg, SR applies).
Objects struck have their hardens reduced by 5 for 1 minute (WillNeg, SR applies), with unattended objects do not get a save. Being
struck by multiple Annealing Blasts does not stack the reduction, but does reset its duration.

ApprenticeBlastShape
Chaining Shot: 4 th

If the Energy Blast hits its initial target, the invoker may attempt to hit a secondary target ( damage only) who is within 30 of the
initial target. If the blast hits again, the invoker may attempt to jump to another secondary target, up to a total of one secondary
target per 5 levels. Limited to one attack per creature only.
Repeating Shot: 4th
Treat the Energy Blast as if it where a ranged attack weapon (ranged touch attack ray) that allows multiple attacks from BaB using a
full attack action and giving it a range increment of 60' (maximum of 5 increments). The same essence must be applied to all attacks in
the same attack action.

ApprenticeGestaltInvocations
Apprentice Power Gem: 4 th

<Transmutation, 1StdAct, Touch, 24Hrs (D)>


The invoker channels a spark of its core power into a gemstone (of a value equal to at least 10gp x the effective spell level of the effect
to be stored), transforming it into either a bonded spellstone. The creature the Apprentice Power Gem is bonded to must be touching
the gem at the time that the invocation is used and the spell/spell-like ability to be stored in the gem must be cast into it by the end of
the next round. The bonded creature (and only the bonded creature) can then release the stored effect by touching the gem and using
a standard action which does not provoke an attack of opportunity. The invoker must also succeed on a Use magic device check with a
DC of 20 + the effective spell level to be stored. The gem is considered a Magic Item for the purposes of dispelling and damaging the
gem will cause it's effect to be released, targeting the square it is occupying at the time. At the end of the duration or when the stored
effect is discharged (whichever comes first) the Gem disintegrates, leaving behind only a pinch of fine dust and a small puff of smoke
the same colour as the gem.
Arcane Sight: 4th
<Divination, 1StdAct, Personal, 24hrs(D)>
The invoker improves the Clockwork Gestalt Detect magic ability to Arcane Sight. This ability allows you to see magical auras within 120
feet of you. The effect is similar to that of a detect magic spell, but arcane sight does not require concentration and discerns aura
location and power more quickly.
The invoker knows the location and power of all magical auras within its sight. An auras power depends on a spells functioning level or
an items caster level, as noted in the description of the detect magic spell. If the items or creatures bearing the auras are in line of
sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell
level, or 15 + one-half caster level for a non-spell effect.).
If the invoker concentrates on a specific creature within 120 feet of it as a standard action, the invoker can determine whether the
target has any spell-casting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the
strength of the most powerful spell or spell-like ability the creature currently has available for use.
Blink: 4th
<Transmutation, 1StdAct, Personal, 24Hrs(D)>
You blink back and forth between the Material Plane and the Ethereal Plane. You look as though youre winking in and out of reality
very quickly and at random. Blinking has several effects, as follows.

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Physical attacks against you have a 50% miss chance, and the Blind-Fight feat doesnt help opponents, since youre ethereal
and not merely invisible. If the attack is capable of striking ethereal creatures, the miss chance is only 20% (for
concealment).
If the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can both see and strike
ethereal creatures, there is no miss chance.) Likewise, your own attacks have a 20% miss chance, since you sometimes go
ethereal just as you are about to strike.
Any individually targeted spell has a 50% chance to fail against you while youre blinking unless your attacker can target
invisible, ethereal creatures. Your own spells have a 20% chance to activate just as you go ethereal, in which case they
typically do not affect the Material Plane.
While blinking, you take only half damage from area attacks (but full damage from those that extend onto the Ethereal
Plane). You strike as an invisible creature (with a +2 bonus on attack rolls), denying your target any Dexterity bonus to AC.
You take only half damage from falling, since you fall only while you are material.
While blinking, you can step through (but not see through) solid objects. For each 5 feet of solid material you walk through,
there is a 50% chance that you become material. If this occurs, you are shunted off to the nearest open space and take 1d6
points of damage per 5 feet so traveled. You can move at only three-quarters speed (because movement on the Ethereal
Plane is at half speed, and you spend about half your time there and half your time material.)
Sight and hearing on the Material Plane are limited to 60 feet.
Since you spend about half your time on the Ethereal Plane, you can see and even attack ethereal creatures. You interact with ethereal
creatures roughly the same way you interact with material ones. An ethereal creature is invisible, incorporeal, and capable of moving in
any direction, even up or down. As an incorporeal creature, you can move through solid objects, including living creatures. An ethereal
creature can see and hear the Material Plane, but everything looks grey and insubstantial.
Force effects and abjurations affect you normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice
versa. An ethereal creature cant attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain
material creatures or objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and objects as
material.
Corporeal Instability: 4th
<Transmutation, 1StdAct, Touch, 1r/level, FortNeg, SR>
The invoker's touch transforms a living creature into a spongy, amorphous mass, its shape melting and writhing uncontrollably. An
affected creature is unable to hold or use any item. Soft or misshapen feet and legs reduce speed to 10 feet, or one-quarter normal,
whichever is less (minimum 5 feet). The victim becomes blinded and cannot cast spells or use magic items, and searing pain renders it
incapable of attacking. While in this form, the creature has immunity to extra damage from critical hits and sneak attacks due to its
amorphous nature. A conscious victim can regain its own shape by taking a standard action to attempt a new save in any later round.
Success ends the effect. Each round the victim spends in an amorphous state, it takes 1 point of Wisdom drain from mental shock. If
the victims Wisdom is reduced to 0, it falls unconscious.
Cosmic Sight: 4th
<Transmutation, 1StdAct, Personal, 24hrs(D)>
The invoker shifts it's vision to gravimetric spectrum, allowing it to sense sense any and all objects with mass as as if it had blindsense
60ft with line of sight limitation and normal range and size penalties. While under the effect of this invocation, the invoker loses any
normal sight, darkvision, lowlight and any bonuses to sight based checks effectively the character only sees objects and creatures that
have mass on the same plane as the invoker. Purely visual effects like writing, lantern light, etc are invisible to the invoker eg when an
invoker is using Cosmic Sight and looks at a painting, it can see the surface texture of the painted canvas and could determine it's
approximate weight but no the image painted on it.
Dimensional Fold: 4th
<Conjuration(Teleportation), 1StdAct, Touch/Medium, 1 round>
The invoker folds the dimensional fabric of the plane it is in to create a short lived portal between to it's current location and anywhere
within range that can visualise or described by direction. Once the the fabric is folded so that the 2 points touch, a visible portal, large
enough for a large size creature or smaller is opened and the Invoker can use normal movement to step though. Only the invoker can
use this Portal. The portal automatically closes at the end of the next round or when the invoker has stepped though the portal,
whichever comes first. This invocation is not usable on either the ethereal nor the astral planes.
Dispel Magic: 4th
<Abjuration, 1StdAct, Medium-range, Instantaneous, no SR>
Cancels magical spells and effects on a successful Dispel Check (max +10). This invocation can be used in one of three ways:
Counterspell Acts like a standard counterspell except it works against any spell, but a Dispel Check must be made.
Targeted Dispel Each ongoing spell effect on one target gets a separate Dispel Check. If successful, the spell effect is ended
(except for those caused by magic items, which are only suppressed for 1d4 rounds).
Area Dispel Each target in a 20 radius Burst gets a Dispel Check against each spell in turn (highest invoker level spell
checked first) until one is dispelled or all checks fail. Items are not affected. The invoker does not need to make a Dispel
Check to end a spell he/she cast. Each creature that has a spell effect dispelled takes 1 hp per spell ended (no save).
Enviro-Sphere: 3rd
<Abjuration, 1StdAct, 0ft, 24Hrs(D)>
The invoker expands its aura to create an unmoving, opaque, mirror surfaced sphere of environmental control 20ft in radius. Half the
sphere projects above the ground, and the lower hemisphere passes through the ground. As many as nine other Medium creatures can
fit into the field with you; they can freely pass into and out of the hut without harming it. However, if you remove yourself from the
sphere, the spell ends.
The temperature inside the sphere is 70 F if the exterior temperature is between 0 and 100 F. An exterior temperature below 0 or
above 100 lowers or raises the interior temperature on a 1-degree-for-1 basis. The hut also provides limited protection against the
elements by diverting effects such as light, rain, dust, and sandstorms. The sphere diverts any wind of less than hurricane force, but a

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hurricane (75+ mph wind speed) ignores it.
The interior of the hut is a hemisphere. You can illuminate it dimly upon command or extinguish the light as desired as a free action up
to once per round. Although the sphere is opaque from the outside, it is transparent from within. Missiles, weapons, and most spell
effects can pass through the sphere without affecting it, although the occupants cannot be seen from outside the sphere (they have
total concealment).
Extra-Dimensional Pockets: 3rd
<Conjuration(Creation), 1StdAct, Touch, 24Hrs(D), WillNeg, SR>
The invoker can touch an object and store it in internal extra-dimensional pockets. Only non-living and inanimate objects can be stored
this way and the stored items can be recalled and expelled with a free action up to once per round which also dispels the containing
pocket. The total amount of extra-dimensional space available is 2 cubic ft per level in any shape. The items do not share a common
space but are all held individually in separate pockets, with a maximum number of pockets equal to 2 x caster level. At the end of the
duration, the item is expelled into the invoker's square as the extra-dimensional pocket collapses back into nothingness.
Internalise Aura: 4th
<Abjuration, 1StdAct, Personal, 24Hrs(D)>
The invoker becomes difficult to detect by divination spells such as clairaudience, clairvoyance, locate object, and other detect spells. It
also prevents location by such magic items as crystal balls. If a divination is attempted against the warded creature or item, the caster
of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 15 + your caster level. The warding affects
the invoker's gear as well as the invoker itself.
Machine Empathy: 3rd
<Transmutation, 1StdAct, Touch/60ft, 24Hrs(D)>
The invoker can establish control over non-magical inanimate mechanical devices (e.g. torsion catapults, cranquins, locks etc) by using
this invocation. The initial use of the invocation requires the invoker to touch the target device and investing a spark of magical
animation into the device, which persists for the duration. The invoker then then command any device it has animated in this fashion to
drive it's own mechanisms i.e. a lock to rotate it's tumblers, a trap to release a cranquin to crank. The invoker can only command a
single device (by using a free action) per round and it must be within 60ft. Any command given must be in the form of a single word
and the device will continue to perform that action until instructed to do otherwise. The driving force of the animation is equal to a
strength of 10 + caster level and the invoker can command the device to resist being driven i.e. to seize. This has no effect on magical
items or already animate mechanical devices (e.g. effigies).
Reconfiguration: 3rd
<Transmutation, 1StdAct, Personal, 24Hrs(D)>
You assume the form of a creature of the same type as your normal form. The new form must the size category of your normal size
(but mass does not change). The maximum HD of an assumed form is equal to your caster level. You can change into a member of
your own kind or even into yourself.
You retain your own ability scores. Your class and level, hit points, alignment, base attack bonus, and base save bonuses all remain the
same. You retain all supernatural and spell-like special attacks and qualities of your normal form, except for those requiring a body part
that the new form does not have (such as a mouth for a breath weapon or eyes for a gaze attack). You keep all extraordinary special
attacks and qualities derived from class levels and creature type, but you lose any from your normal form that are not derived from
class levels.
If the new form is capable of speech, you can communicate normally. You retain any spell casting ability you had in your original form,
but the new form must be able to speak intelligibly (that is, speak a language) to use verbal components and must have limbs capable
of fine manipulation to use somatic or material components.
You acquire the physical qualities of the new form while retaining your own mind. Physical qualities include natural size, mundane
movement capabilities (such as burrowing, climbing, walking, swimming, and flight with wings, to a maximum speed of 120 feet for
flying or 60 feet for non-flying movement), natural armour bonus, natural weapons (such as claws, bite, and so on), racial skill bonuses,
racial bonus feats, and any gross physical qualities (presence or absence of wings, number of extremities, and so forth). A body with
extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You do not gain any
extraordinary special attacks or special qualities not noted above under physical qualities, such as darkvision, low-light vision,
blindsense, blindsight, fast healing, regeneration, scent, and so forth.
You do not gain any supernatural special attacks, special qualities, or spell-like abilities of the new form. Your creature type and subtype
(if any) remain the same regardless of your new form. You cannot take the form of any creature with a template, even if that template
doesnt change the creature type or subtype.
You can freely designate the new forms minor physical qualities (such as hair colour, hair texture, and skin colour) within the normal
ranges for a creature of that kind. The new forms significant physical qualities (such as height, weight, and gender) are also under your
control, but they must fall within the norms for the new forms kind. You are effectively disguised as an average member of the new
forms race. If you use this invocation to create a disguise, you get a +10 bonus on your Disguise check. Note that the flesh of the
form is not real flesh but a synthetic representation made from the same material that the invoker is constructed from and retains the
properties of those materials.
When the change occurs, your equipment, if any, either remains worn or held by the new form (if it is capable of wearing or holding the
item), or stays in it's current form. NO equipment is subsumed into the new form as this is a reconfiguration of the existing structure
and a true transformation. Any new items you wore in the assumed form and cant wear in your normal form fall off and land at your
feet; any that you could wear in either form or carry in a body part common to both forms at the time of reversion are still held in the
same way. Any part of the body or piece of equipment that is separated from the whole reverts to its true form.
Re-make: 3rd
<Transmutation, 1StdAct, Touch, 24Hrs(D)>
The Invoker completely repairs an object made of any substance, even one with multiple breaks, to be as strong as new. The spell does
not restore the magical abilities of a broken magic item made whole, and it cannot mend broken magic rods, staffs, or wands. The spell
does not repair items that have been burned, disintegrated, ground to powder, or vaporised, nor does it affect creatures (including

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constructs).
Sense Dimensional Integrity: 4th
<Divination, 1StdAct, 60ft Cone, Concentration>
You can tell whether an area contains a portal, breach or other disruption in the dimensional fabric. If you study an area for 1 round,
you know the sizes and locations of any portals in the area. Once you find a portal, you can study it. (If you find more than one portal,
you can study only one at a time.) Each round you study a portal, you can discover one property of the portal, in this order:
Any key or command word needed to activate the portal.
Any special circumstances governing the portals use (such as specific times when it can be activated).
Whether the portal is one-way or two-way.
A glimpse of the area where the portal leads. You can look at the area where the portal leads for 1 round; the range of the
casters vision is the spells range.
Analyse portal does not allow other divination spells or spell-like abilities to extend through the portal. For example, you cannot also use
detect magic or detect evil to study the area where the portal leads while viewing the area with analyse portal.
For each property, you make a caster level check (1d20 + caster level) against DC 17. If fail, you can try again in the next
round. Analyse portal has only a limited ability to reveal unusual properties, as follows:
Random Portals: The spell reveals only that the portal is random and whether it can be activated now. It does not reveal
when the portal starts or stops functioning.
Variable Portals: The spell reveals only that the portal is variable. If the caster studies the portals destination, the spell
reveals only the destination to which the portal is currently set.
Creature-Only Portals: The spell reveals this property. If the caster studies the portals destination, the spell reveals where the
portal sends creatures. If it is the kind of portal that sends creatures to one place and their equipment to another place, the
spell does not reveal where the equipment goes.
Malfunctioning Portals: The spell reveals only that the portal is malfunctioning, not what sort of malfunction the portal
produces.
Solvent Cloud: 3rd
<Conjuration(Creation), 1StdAct, 0 range, Instantaneous, see below, no SR>
Creates a 20 radius Spread by 20 high area of smoke around the invoker, which grants Concealment to everyone within it. In addition
to obscuring sight, the cloud deals ld6 points of acid damage per round to all creatures within (except the invoker who is immune to the
effects of it's own Solvent Cloud). Furthermore, its acrid fumes burn the eyes, imposing a - 5 penalty on all attack rolls and Search and
Spot checks unless a creature succeeds on a Fortitude save (repeated each round the creature is within the cloud). These penalties last
as long as the subject remains within the cloud, plus an additional 2 rounds thereafter. If a creature within the cloud takes acid damage
from any other effect, it must succeed on a Fortitude save (using this spell's save DC) or be blinded for 1 round. The smoke dissipates
in 5 rounds, or can be dispersed immediately by a Moderate Wind or Precipitation.
Temporal Shunt: 4th
<Transmutation(Time), 1StdAct, Close, 1r/level(D), WillNeg, SR applies>
The invoker targets a single creature, using magical force to push them forward in time. The target disappears as it is moved outside
the normal time stream. While out of the time stream all durational effects on the target are suppressed but not suspended. While the
target is shunted, they can only perform non-actions and attempt to push back into normal time. Once per round the target can attempt
to re-enter normal time by making a concentration check equal to 10 + caster charisma bonus + caster level. A successful save allows
the target to dismiss the effect and re-enter normal time.
Time Slip: 3rd
<Transmutation(Time), 1StdAct, Personal, 1r/level(Special)>
The Invoker shifts out of sink of normal time, becoming discorporate for up to 1 round per caster level. While in this state the only
actions the invoker is unable to interact with the world around it in any way but interact with it's physical form and any equipment it
brought with it. The invoker is also unable to perceive events that occur in normal time. Since it is outside normal time, it cannot
perform any type of magic, all durations continue as per normal but any effects on the invoker are suspended and new durational
effects cannot be started. Further more, the invoker can only take limited actions i.e. take are 5 foot step, hold action, ready or use an
item that performs a mundane activity, refocus initiative, delay action. The invoker can shift back into normal time if it makes a
concentration check (DC 18) which is a move equivalent action.
Tuned for Carnage: 4th
<Transmutation, 1StdAct, Personal, 24Hrs(D)>
The invoker gains an additional pair of arms. Each of its armsnew and oldends in a clawed hand with fingers and an opposable
thumb. The creatures original arms (if any) are its primary arms, and new limbs are secondary limbs (if the subject had no arms, the
arms created by the spell are its primary arms). The creature gains four claw attacks, each using its base attack bonus + its Str modifier
for attack rolls. Each claw deals 1d6 points of damage (varies by size) + the subjects Str modifier, and if an opponent is struck by two
or more claws in 1 round, the subject can rend it for an additional 2d6 points of damage + 1 times its Str modifier. The invoker's
body also sprouts knife like blades in a coverage much like a bladeling which can do 1D4 damage and off-hand light weapon and do
automatic 1D4 + Str modifier damage when grappling. If all 4 limbs are used to perform a strength based action like grapple or
climb, the invoker gains a +4 circumstance bonus. The invoker cannot gain the benefit of any armour (not provided by a spell effect or
invocation) while this invocation effect is in use and any armour worn (not provided by a spell effect or invocation) has and additional
+4 penalty to the check modifier and a -2 penalty to the max dex modifier. A creature cannot use normal weapons and the claw attacks
in the same round, and the subject does not gain additional claw attacks from a high base attack bonus.
Wings of Steel: 3rd
<Transmutation, 1StdAct, Personal, 24hrs(D)>
The invoker gains a winged Fly speed equal to the average for it's size category with Good manoeuvrability. As an added benefit, the
invoker can also feather fall at will while the invocation is in effect. This invocation lasts for 24hrs.

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JourneymanBlastEssence
Temporal Blast: 4 th

Any creature or object struck by the invokers Energy Blast is temporally shunted 1 round into the future (WillNeg, SR applies). If an
unattended object greater than 10lb per caster level are not shunted and if an attended object is struck, then treat is if the attending
creature had been struck for the purposes of the temporal shunt effect (WillNeg, SR applies).
Hindering Blast: 4th
You transform your Energy Blast into a Hindering Blast. Any creature struck by a Hindering Blast must succeed on a Will save or be
slowed for 1 round in addition to the normal damage from the blast.
Binding Blast: 6th
Any creature struck by the invokers Energy Blast also becomes affected by the dimensional anchor spell for 1 minute (FortNeg, SR
applies).
Penetrating blast: 6th
Any creature struck by the invokers Energy Blast also has it's Spell Resistance reduced by 5 for 1 minute (WillNeg, SR applies). The
Penetrating Blast has a +4 bonus to caster level for the purpose of penetrating the target's Spell Resistance. Being struck by multiple
Annealing Blasts does not stack the reduction, but does reset its duration.
Repelling Blast: 6th
Any creature up to Medium-size struck by the invokers Energy Blast also away from the invoker 1d6 hexes and falls Prone (RefNeg, SR
applies). If the target strikes a solid object, he/she stops, takes 1d6 damage per 10 moved, & falls Prone. Note: the movement does
not generate an Attack of Opportunity.
Vitriolic Blast: 6th
The invokers Energy Blast does Acid damage (instead of Untyped damage) (no save, no SR). In addition, any creature struck by the
attack continues to take 2d6 Acid damage for 1 round per 5 caster levels.

JourneymanBlastShape
Gestalt Breath: 5 th

All targets in a 30 Cone-shaped Burst take Energy Blast damage & effects (Ref, SR applies).
Gestalt Torrent: 5th
All targets in a 60' Line shaped burst of 5' width take Energy Blast damage & effects (Ref, SR applies).

JourneymanGestaltInvocations
Arcane Acuity: 6 th

<Divination, 1StdAct, Touch, Instantaneous>


The invoker discern all spells and magical properties present in a touched creature or object. Each The invoker may examine a single
creature or object that you can see as a free action. In the case of a magic item, you learn its functions, how to activate its functions (if
appropriate), and how many charges are left (if it uses charges). In the case of an object or creature with active spells cast upon it, you
learn each spell, its effect, and its caster level.
An attended object may attempt a Will save to resist this effect if its holder so desires. If the save succeeds, you learn nothing about
the object except what you can discern by looking at it. An object that makes its save cannot be affected by any other Arcane Acuity
Invocation or Analyse Dweomer spell for 24 hours. Arcane Acuity does not function when used on an artifact. This Invocation can be
used simultaneously with Devour Magic in a single action and when it is used in this way, the effect of Arcane Acuity occurs
simultaneously with the dispel effect so that the invoker knows which spell effects are dispelled.
Devour Magic: 6th
<Abjuration, 1StdAct, Touch, Instantaneous>
Cancels magical spells and effects by touch on a successful Dispel Check (max +20). Each ongoing spell effect on the touched target
gets a separate Dispel Check. If successful, the spell effect is ended (except for those caused by magic items, which are only
suppressed for 1d4 rounds). The invoker gains (Spell Level * 5) Temporary HP for the highest level effect dispelled. This does not stack
with other Temporary HP (i.e., the invoker only keeps the highest). This Invocation can be used simultaneously with Arcane Acuity in a
single action and when it is used in this way, the effect of Arcane Acuity occurs simultaneously with the dispel effect so that the invoker
knows which spell effects are dispelled.
Dimensional Rending: 5th
<Conjuration(Teleportation), 1StdAct, Touch, see below>
You meddle with the boundaries between planes, creating instability and, finally, a minor planar breach. See Planar Breaching, page
151, for details concerning this phenomenon. You have no control over the breach created. However, as opposed to a truly random
breach (see page 153), when this spell is first cast in any area that doesnt already contain a breach, a minor breach forms
automatically. The breach has the size (10d10-foot radius) and onset time following casting (1d4 rounds) described for a random
breach. Roll on Table 71: Random Planar Breaching, page 152, to determine the trait that leaks through from the breaching plane. The
effect is as for minor breach. The breach has a standard duration for a minor breach (1d6 days minus 12 hours, minimum 12 hours),
after which time it fades away. If you cast precipitate breach into an area that currently hosts a minor breach, you precipitate a severe
breach. Reroll the size, the onset time, and the trait that leaks through from the breaching plane (which could mean that the identity of
the breaching plane changes). The effect is as for a severe breach. The breach has a standard duration for a severe breach (1d6 days
minus 48 hours, minimum 1 hour), after which time it fades away. This spell has no effect if cast into an area currently hosting a severe
or complete breach.

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Dimensional Tuning: 5th
<Abjuration, 1StdAct, Personal, 24Hrs(D)>
The invoker gains a temporary respite from the natural effects of a specific plane. These effects include extremes in temperature, lack
of air, poisonous fumes, emanations of positive or negative energy, or other attributes of the plane itself (DMG 150). Avoid planar
effects provides protection from the 3d10 points of fire damage that characters normally take when on a plane with the fire-dominant
trait. Avoid planar effects allows a character to breathe water on a water dominant plane and ignore the threat of suffocation on an
earth-dominant plane. The invoker cant be blinded by the energy of a major positive-dominant plane and automatically stops gaining
temporary hit points when they equal the invoker's full normal hit point total. Negative-dominant planes dont deal damage or bestow
negative levels to the invoker for the duration.
In addition, some effects specific to a plane are negated by avoid planar effects. In the D&D cosmology, avoid planar effects negates
the deafening effect of Pandemonium and the cold damage on the Cania layer of the Nine Hells. The DM can add additional protections
for a cosmology he creates. If the campaign has an Elemental Plane of Cold, for example, avoid planar effects protects against the base
cold damage dealt to everyone on the plane. The effects of gravity traits, alignment traits, and magic traits arent negated by avoid
planar effects, nor is the special entrapping trait of certain planes (such as Elysium and Hades). The spell does not provide protection
against creatures, native or otherwise, nor does it protect against spells, special abilities, or extreme and non-natural formations within
the plane. This spell allows you to survive on the Elemental Plane of Earth, for instance, but it wont protect you if you walk into a pool
of magma on that same plane.
Extra-Dimensional Vault: 5th
<Conjuration (Creation), 1StdAct, Touch, 24Hrs(D)>
The invoker opens up a small planar portal 5' wide by 10' high to a temporary extra-dimensional vault in the form of a large empty
room made from indestructible grey walls of force. The firm surface of the vault floor is roughly 50 feet square, and the vault ceiling
extends 50 feet above the surface. The extra-dimensional plan's traits (including time, gravity, and magic) match those of the Material
Plane, and the vault is self-contained. The extra-dimensional vault has no unusual planar traits. The only way in or out of the vault is
through the portal created by the invoker. The portal automatically shuts and made invisible behind you when you enter. You may open
or close it again from your own side at will as a free action. Since the place can be entered only through its special portal, outside
conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond. The portal continues to exist and remains
visible on the plane on which it was invoked only while the temporary vault exists. When the duration ends or is dismissed, the plane
ceases to exist, collapsing back into the void. All creatures and objects still in the vault at that time appears at the location of the
temporary extra-dimensional vault's portal.
As long as the invoker is inside the vault it can reset the duration by reusing this invocation but must pay 10xp each time it is used to
do so. The invoker can only have one such temporary extra-dimensional space that has been created with this invocation at any one
time. The invoker can make a vault permanent by paying 1000xp and bonding the portal to a specific location setting it with 5,000GP
worth of gems while spending 24hrs uninterrupted in concentration.
Flux Mass: 5th
<Transmutation, 1StdAct, Personal, 24hrs(D)>
The invoker can travel on any solid surface as though that surface possessed its own gravity. The invoker achieves this by altering
orientation of gravitational effects on it's mass toward the surface e.g. the invoker could walk or even run up a wall as though the wall
were a perfectly level floor. The subject can switch down as often as it likes, though only once per round, as a free action. Unattended
objects fall, as normal. The invoker can fly by choosing a a new gravitational orientation and letting itself fall through the air toward it.
A character flying in this fashion moves at 30 feet per round and can make one turn, in any direction, once per round, by redefining
its personal gravity. A character falling in this fashion loses all downward momentum when it changes its gravity.
Harmonic Wave: 4th
<Invocation(Sonic), 1StdAct, 30ft cone, Instantaneous, see below, SR>
The invoker creates creates an ear-splitting harmonic wave that deafens and damages creatures in the path of the . Any creature within
the area is deafened for 2d6 rounds and takes 5d6 points of sonic damage. A successful save negates the deafness and reduces the
damage by half. Any exposed brittle or crystalline object or crystalline creature takes 1d6 points of sonic damage per caster level
(maximum 15d6). An affected creature is allowed a Fortitude save to reduce the damage by half, and a creature holding fragile objects
can negate damage to them with a successful Reflex save.
Intra-Dimensional Portal: 5th
<Conjuration(Teleportation), 1StdAct, Touch/see below, 1 round>
The invoker opens a portal between a point within touch range and another location which may be as distant as 100 miles per caster
level. Inter-planar travel is not possible. You can bring along objects as long as their weight doesnt exceed your maximum load. The
portal only lasts for 1 round or until a single creature passes through, whichever comes first. The single creature can either be the
invoker or another creature that is touching the invoker and passes though the portal square. If the single creature is the invoker, it
need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person and
creatures other than the invoker receive saving throws and spell resistance.
You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the
teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible. To see how
well the portal works, roll d% and consult the portal table below. Be aware that since the invocation creates an open portal, the
destination location is visible until it closes. Refer to the following information for definitions of the terms on the table. Familiarity:
Very familiar is a place where you have been very often and where you feel at home. Studied carefully is a place you
know well, either because you can currently see it, youve been there often, or you have used other means (such as scrying)
to study the place for at least one hour. Seen casually is a place that you have seen more than once but with which you are
not very familiar. Viewed once is a place that you have seen once, possibly using magic.
False destination is a place that does not truly exist or if you are opening a portal to an otherwise familiar location that no
longer exists as such or has been so completely altered as to no longer be familiar to you. When travelling to a false
destination, roll 1d20+80 to obtain results on the table, rather than rolling d%, since there is no real destination for you to
hope to arrive at or even be off target from.

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On Target: The Portal appears where you want it to be.
Off Target: The Portal appears safely a random distance away from the destination in a random direction. Distance off target
is 1d101d10% of the distance that was to be traveled. The direction off target is determined randomly
Similar Area: The Portal winds up in an area thats visually or thematically similar to the target area. Generally, the portal
appears in the closest similar place within range. If no such area exists within range, the portal collapses upon opening.
Mishap: The portal is unstable and the creature passing through it gets scrambled. during the passage to the destination
location. A scrambled portal looks like a normal portal to the destination. You each take 1d10 points of damage, and you
reroll on the chart to see where you wind up. For these rerolls, roll 1d20+80. Each time Mishap comes up, the characters
take more damage and must reroll.
Familiarity On Target Off Target Similar Area Mishap
Very familiar 01-97 98-99 100
Studied carefully 01-94 95-97 98-99 100
Seen casually 01-88 89-94 95-98 99-100
Viewed once 01-76 77-88 89-96 97-100
False destination (1d20+80) 81-92 93-100
Journeyman Power Gem 6th
<Divination (Scrying), 1StdAct, Touch, 24Hrs (D)>
The invoker channels a spark of its core power to turn two gems into bonded scrying stones one a sensor (of a value equal to at least
50gp) and the other a receiver (of a value equal to at least 50gp x the number of receivers it is linked to). The creature the Journeyman
Power Gem is bonded to must be touching both the sensor and the receiver gems to be linked at the time that the invocation is used.
Each additional sensor to be linked to the receiver requires an additional use of the invocation. The invoker must also succeed on a Use
magic device check with a DC of 25 + 1 per sensor already linked to the receiver. There is limit to the distance that the receiver can
operate but the link does not function across planar boundaries. The receiver gem has the following functions:
Alarm: If a Tiny or larger size enters within 20ft of a sensor or touches it, the receiver gem produces an audible sound of a
hand bell, buzzer, or other similar repeating sound that can be heard clearly up to 60 feet away, and it pierces closed doors
but does not extend onto other planes. The ringing can be heard faintly up to 180 feet away and lasts for 1 round. If the
bonded creature is touching the receiver gem at the time of the alarm, it will receive a mental alarm and can chose to
suppress the audible alarm (preventing the sound from occurring) without expending an action. A different audible and
mental sound can be set for each sensor so that the specific sensor that caused the alarm can be discerned. In addition the
alarm triggering event works on creatures travelling through the area on coterminous or coexistent planes (DMG 150), such
the Ethereal Plane and the Plane of Shadow.
Scrying: As long as the bonded creature is touching the receiver gem, it can use a swift action to scry through the sensor. The
sensor enables you to hear and see almost as if you were there including any magical effects that affect sight and hearing but
spells and effects (e.g. detect magic) cannot be cast though it. Anything that would obstruct sight or hearing affects the
scrying creatures perception as normal (e.g. placing the gem in a closed box would impede both sight and hearing. The
bonded creature can use a receiver as long as it continues to concentrate and can change from using one linked sensor to
another by using a swift action.
Tracking: The bonded creature can sense the direction and distance to any any linked sensor by concentrating on the specific
sensor while touching the linked receiver gem.
The gems are considered a Magic Items for the purposes of dispelling and damaging the any of the gems will cause that gem to
disintegrate. At the end of the duration the sensor gem disintegrates, leaving behind only a pinch of fine dust and a small puff of smoke
the same colour as the gem. The receiver gem disintegrates when all it's linked sensors are destroyed. If the receiver gem disintegrates
then all the sensor gems linked to it disintegrate as well.
Seal Portal: 6th
<Abjuration, 1StdAct, Close, Permanent(D)>
The invoker can permanently seal a teleportation or inter-dimensional portal or gate within close range. If cast on a portal, the
invocation prevents any activation of it, although seal portal may be dispelled by a dispel magic spell or effect. A knock spell does not
function on the sealed portal, but a chime of opening dispels seal portal if seal portal was invoked by a Gestalt of lower than 15th level.
In addition, the ability of the gatecrasher prestige class (see Manual of the Planes) to open portals may be able to break through a
sealed portal, but if the first attempt fails,the gatecrasher cant try again. Once the portal is opened, seal portal does not remain in
effect and must be invoked again.
Temporal Tuning: 6th
<Transmutation, 1StdAct, Personal, 24hrsl(D)>
The invoker tunes it's temporal flow so that it can move and act more quickly than normal. To the invoker it seem as if time is passing
more slowly and the invoker is considered to be hasted". This extra speed has the following benefits:
When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is
made using the creatures full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not
cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you
cant use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains +2 bonus on attack rolls and initiative checks and a +2 dodge bonus to AC and Reflex saves. Any
condition that makes you lose your Dexterity bonus to Armour Class (if any) also makes you lose dodge bonuses. Additionally
the hasted invoker gains an additional move action per round.
Multiple haste effects dont stack and using this invocation dispels any and all slow effects on the invoker.
Toxic Cloud: 5th
<Conjuration(Creation), 1StdAct, 20ft Emanation, 1min/level, see below, No SR>
The invoker generates a cloud of smoke, similar to smoke cloud, except that its vapours glow yellowish green and poisonous. These

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vapours automatically kill any living creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is slain unless it succeeds on
a Fortitude save (in which case it takes 1d4 points of Constitution damage on your turn each round while in the cloud).
A living creature with 6 or more HD takes 1d4 points of Constitution damage on your turn each round while in the cloud (a successful
Fortitude save halves this damage). Holding ones breath doesnt help, but creatures immune to poison are unaffected by the spell.
Unlike a smoke cloud, he toxic cloud moves with the invoker. If the invoker moves more than 120ft in a single round, the duration ends.
Wall of Gears: 6th
<Conjuration(Creation), 1StdAct, Medium, 1min/level, Ref Partial, no SR>
This invocation taps into the clockwork essence of the invoker to create a 6-inch-thick wall of moving iron cogs, wheels, gears, pistons,
and assorted mechanical parts that fills one 5ft square per 2 caster levels. Each 5-foot square of the walls surface has hardness 10 and
180 hit points. Both sides of the wall have hundreds of moving parts that flail out, dealing 1d6 points of bludgeoning damage per two
caster levels (maximum 15d6) to all creatures within 10 feet. A successful Reflex save halves this damage. The invoker can only have
one Wall of Gears in existence and can pass unharmed though the wall with a concentration check DC 20.

Psionics
The Power Point Reserve
Psionic characters fuel their abilities through a pool, or reserve, of power points. Your power point reserve is equal to your base power
points gained from your class, bonus power points from a high key ability score (see Abilities and Manifesters, below), and any
additional bonus power points from sources such as your character race and feat selections.
Multi-Class Psionic Characters
If you have levels in more than one psionic class, you combine your power points from each class to make up your reserve. You can use
these power points to manifest powers from any psionic class you have. While you maintain a single reserve of power points from your
class, race, and feat selections, you are still limited by the manifester level you have achieved with each power you know.
Abilities And Manifesters
The ability that your powers depend onyour key ability score as a manifesteris related to what psionic class (or classes) you have
levels in: Intelligence (psion), Wisdom (psychic warrior), and Charisma (wilder). The modifier for this ability is referred to as your key
ability modifier. If your characters key ability score is 9 or lower, you cant manifest powers from that psionic class. Just as a high
Intelligence score grants bonus spells to a wizard and a high Wisdom score grants bonus spells to a cleric, a character who manifests
powers (psions, psychic warriors, and wilders) gains bonus power points according to his key ability score. Refer to Table: Ability
Modifiers and Bonus Power Points.
How To Determine Bonus Power Points
Your key ability score grants you additional power points equal to your key ability modifier x your manifester level x1/2. Table: Ability
Modifiers and Bonus Power Points shows these calculations for class levels 1st through 20th and key ability scores from 10 to 41.
Table: Ability Modifiers and Bonus Power Points
Ability Bonus Power Points (by Class Level)
Score 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th
1011 0 0 0 0 0 0 0 0 0 0 0
1213 0 1 1 2 2 3 3 4 4 5 5
1415 1 2 3 4 5 6 7 8 9 10 11
1617 1 3 4 6 7 9 10 12 13 15 16
1819 2 4 6 8 10 12 14 16 18 20 22
2021 2 5 7 10 12 15 17 20 22 25 27
2223 3 6 9 12 15 18 21 24 27 30 33
2425 3 7 10 14 17 21 24 28 31 35 38
2627 4 8 12 16 20 24 28 32 36 40 44
2829 4 9 13 18 22 27 31 36 40 45 49
3031 5 10 15 20 25 30 35 40 45 50 55
3233 5 11 16 22 27 33 38 44 49 55 60
3435 6 12 18 24 30 36 42 48 54 60 66
3637 6 13 19 26 32 39 45 52 58 65 71
3839 7 14 21 28 35 42 49 56 63 70 77
4041 7 15 22 30 37 45 52 60 67 75 82
Powers
See the Expanded Psionics Book for a list on the most common powers.

THEVESTIGES
Existence defines reality. Beyond it, therefore, naught exists not even a void. This simple reasoning would be irrefutable were it not for
the existence of vestiges. Called forth from nowhere, composed of nothing, they exist entirely outside the rules of reality. They are
untouchable, untraceable, and beyond all powers that might attempt to confine or define them. This philosophical conundrum has
intrigued sages interested in pact magic for centuries and defied all their theories. Vestiges simply cannot exist, and yet, it seems that
they do. Some scholars say that vestiges are a common myth they do not actually exist but are inherent in the minds of all beings.
Others say they are true spiritssouls cast off into some plane that is unreachable by all magic due to an agreement between the gods.
Whatever the truth of the matter, vestiges seem desperate to participate in reality, if only by peering at it through another creatures
eyes.

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Choosing A Vestige
Although some binders devote themselves to single vestiges or choose vestiges based on philosophy or personality, most freely choose
among all the vestiges they can call forth. When deciding which vestige to summon, a binder must consider several factors. In most
cases, this decision is based largely on his likely needs for the day. Binders must anticipate their activities in much the same way as a
wizard must when preparing spells. Some binders wait to summon a vestige (or summon one and wait to summon others) until they
know more of what the day holds, though by doing so they risk not having the extra powers provided by a vestige at a critical moment.
In addition to the needs of the day, a binder should consider the vestiges sign and influence. A binder can mitigate any potential
trouble that a vestiges influence might cause by choosing either a vestige whose influence is generally inoffensive, or one that he can
easily control. In addition, the binder should consider his own abilities when making his choice. He might possess feats, magic items, or
other abilities that would enhance his performance while he is bound to a particular vestige.
Making A Pact
A summoned vestige is interested only in striking a bargain with its summoner. As soon as the pact is made, the vestige vanishes and
the binder shows its sign, unless he has the means to suppress it. Once made, a pact cannot be broken. Neither the binder nor the
vestige can end the association before its duration elapses, unless the binder has the Expel Vestige feat. Occasionally, a vestige might
speak with a binder about its willingness to do so is based entirely on whim. The information gained in other matters before the process
of binding begins, though such a conversation, however, is suspect because vestiges are notoriously unreliable sources. They dont
seem to recall anything except their own lives, and even those memories are often confused or incorrect.
To make themselves more attractive to binders, vestiges often pretend to possess much greater knowledge than they are capable of
having; indeed, some even assert that they can see the future or monitor present events occurring in distant locations. Its impossible
to force a vestige to tell the truth or even determine whether it is lying, since vestiges have immunity to all spells except antimagic field,
and Sense Motive attempts against them always fail. Even so, however, some binders regularly consult with vestiges. Although the
information provided is unreliable, it sometimes bears a startling similarity to the truth, and strange coincidences abound. Years of
questioning various vestiges about their origins have yielded many different versions of each ones story, but the binder scholars who
collect vestige legends have become adept at compiling the common elements and researching their veracity. In this way, the individual
vestige histories have gained at least a degree of credence.
Multiple Vestiges
As a binder grows in power, he learns how to bind more than one vestige at a time. To do so, he must go through the ritual of drawing
the seal and making a pact with each of them separately. While bound to multiple vestiges, he gains the full range of powers granted by
all of them. The binder shows the sign of each vestige (unless he can suppress it) risks being influenced by multiple vestiges on failed
binding checks. If he ignores the influence of more than one vestige, the penalties stack.

Vestige Descriptions: This section describes all the vestiges available to binders. The various elements of a vestige description are
described below.
Name: Each description begins with a header giving the vestiges name and an epithet by which the vestige is known.
Seal And Summary: Below the illustration of the vestiges seal is a summary description of its essential characteristics.
The Seal: In the process of summoning a vestige, the binder must draw its seal. The unique seal associated with each vestige is
displayed above the summary information. Drawing the seal requires no skill check of any kind, but the binder must have the means to
scribe the seal visibly upon a relatively flat surface. Many binders carry chalk or charcoal with them for this purpose. One piece is
sufficient to draw one seal.
Vestige Level: Each vestige has a vestige level, as given in its summary. A creature wishing to summon a vestige must meet or exceed
the effective binder level required to summon a vestige of that level (see Table 11, page 11). Although all vestiges want to experience
reality, some lie farther out in the void than others and are more difficult to contact. Only through extended congress with lesser
vestiges can a binder hope to summon the great entities that lie closest to nothingness.
Binding DC: The summary for each vestige gives a binding DC for the binding check needed to make a pact with it. In general, this DC
scales with the binder level required to summon the vestige, but certain vestiges present a greater-than-average challenge to binders.
Special Requirement: If the vestige imposes any special requirements on its summoning, this entry in the summary , and is Yes.
Otherwise, it reads No. If the vestige imposes any special requirements on its summoning, they are given in the next element of the
description. Special requirements vary widely depending on the nature of the individual vestige. For example, a vestige might require
that its seal be drawn in a particular place, or that the binder possess a certain item or attribute. If a binder does not fulfil the vestiges
special requirement, it does not manifest when summoned, and the attempt to bind with it fails.
Legend: This element of the description relates the origin legend associated with each vestige. Although binder scholars point to
similar legends among the general populace (and sometimes even to historical figures) to back up their claims, these backgrounds are
in large part apocryphal and known only to binders. The historical information on which each legend is based has been gathered
through the years by questing for information about them. The legend detailed in this section represents the most widely accepted
version, but pact magic grimoires differ and many theories exist. The religious organisations and secular authorities that might be able
to offer proof one way or the other generally muddy the issue still further, either by claiming that vestiges are unholy and accursed
beings that damn those who deal with them, or by disavowing the creatures existence entirely.
Manifestation: Different vestiges take different forms, but all manifest (become visible) as images floating over their seals. The image
that appears is a supernatural figmentan illusion that cannot be dispelled, though it vanishes in an antimagic field. Certain aspects of
the illusion (such as wisps of fog) can extend up to 10 feet beyond the borders of the seal, but the vestige never leaves the area over
the seal. Noises produced by the vestige or the process of pact making can be heard normally, according to their volume.
Sign: A binder who makes a pact with a vestige binds his soul to it, thereby becoming a conduit through which the vestige can
experience reality. This powerful bond cannot be broken by any magiceven an antimagic field only suppresses it. This integral link
manifests on the binders person as a physical sign peculiar to the individual vestige, as described here. This sign is a real change rather
than an illusory or shapechanging effect, so anyone viewing the binder with true seeing sees it just as it is. The sign is a supernatural

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effect and therefore is suppressed when the binding is suppressed. A binder can hide a sign by either mundane or magical means.
Furthermore, a binder with the suppress sign class feature can choose when to show a vestiges sign.
Influence: This element details the influence that the vestige imposes on a binder who makes a poor pact. The vestiges influence
constantly affects the binders personality and emotions. In addition, the vestige might require that the binder take (or refrain from
taking) some action. A binder who ignores the wishes of a vestige that influences him takes a 1 penalty on attack rolls, saves, and
checks until the vestige leaves.
Granted Abilities: The supernatural abilities that the vestige grants are given in this element of its description. The following rules
govern these supernatural abilities.
All powers granted by vestiges are supernatural in origin, even if they replicate spells or abilities that are not normally
considered magical.
Supernatural abilities are magical and thus are suppressed in an antimagic field.
Supernatural abilities are not subject to spell resistance.
Supernatural abilities cannot be dispelled.
Unless they deal damage, supernatural abilities affect incorporeal creatures normally. A supernatural ability that deals damage
has a 50% chance not to affect an incorporeal target, if the source of the ability is corporeal.
Using a supernatural ability does not provoke attacks of opportunity.
Using a supernatural ability is a standard action unless otherwise noted.
Some of the supernatural abilities granted by vestiges provide constant benefits once activated. If the duration of a particular
effect is not stated or implied by the ability description, assume it is constant. Typically, binders take a few moments to
activate such abilities immediately after making a pact with a vestige. Most effects that are not constant can be used only
once every 5 rounds (see the ability description for details).
If a supernatural ability granted by a vestige mimics the effect of a spell or shadow magic mystery, the caster level of that
ability is always equal to a binders effective binder level.
The use of a vestige-granted power does not require a Concentration check unless its description specifies otherwise. Failure
on a required Concentration check ends that use of the ability. (The DC for Concentration checks depends on the distraction;
see the Concentration skill description, PH 70).
Supernatural abilities do not have somatic or verbal components, but certain requirements might apply to the use of
individual granted abilities. For instance, a binder using a breath weapon must be able to open his mouth and breathe.
Similarly, a character must have a free hand to make a melee touch attack. (In a grapple, the character makes a touch attack
as though armed with a light weapon.)
Supernatural abilities are neither arcane nor divine. Thus, no spell failure chance applies to the use of vestige-granted abilities
by an armoured binder, even when those abilities mimic spells.
A binder shows no outward sign when using a granted ability, unless the ability description specifies that he must
concentrate, or the use of the ability would be obvious based on its description (such as a ray projecting from the binders
eyes).
When subjected to a supernatural ability that requires a saving throw but has no obvious effect, the target feels a hostile
force or tingle but does not necessarily know the source or nature of the attack.
Effects created by the binders supernatural abilities end when the vestige leaves the binder, or if the binder dies while bound.
The Difficulty Class for a saving throw against a vestige granted power is 10 + 1/2 effective binder level + binders Cha
modifier.
Abilities that duplicate the benefit of a feat do so even if the recipient does not qualify for the feat.

The List of Vestiges Can be found in the TOME OF MAGIC pages 18 49.

SupportingBooks
This is a list of the books required to support the use of this setting. Where details in the books conflict with this guide, the details in
this guide are to be used instead.
D&D 3.0 Arms and Equipment Guide (provisional)
D&D 3.5 Complete Adventurer
D&D 3.5 Complete Arcane
D&D 3.5 Complete Divine
D&D 3.5 Complete Warrior
D&D 3.5 Dungeon Master's Guide
D&D 3.5 Dungeon Master's Guide II
D&D 3.5 Expanded Psionics Handbook
D&D 3.5 Player's Handbook
D&D 3.5 Player's Handbook II
D&D 3.5 Monster Manual
D&D 3.5 Races of Destiny
D&D 3.5 Races of Stone
D&D 3.5 Races of the Dragon
D&D 3.5 Races of the Wild
D&D 3.5 Stormwrack
D&D 3.5 Tome of Battle
D&D 3.5 Tome of Magic

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