House Rules V3.5

  • May 2020
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The Rakune House Rules Version 3.5 3.5

For alternative rules and observations for Dungeons & Dragons v3.5, and any other D20 system.

1

Table of Contents Section 1 Introduction & Disclaimer Etiquette for Players Etiquette for Dungeon Masters Suggested Reading & Resources

3 3 4 5

Section 2 Leveling Chart (Slower Version) Experience (Another Way) Flexible Experience Exchanging Attribute Scores Realistic Leveling (How Old Should You Be?)

7 7 8 8 8

Section 3 New Feats New Flaws Traits Background Questions Starting Occupations

10 16 18 18 19

Section 4 Hero Class Prerequisites House Rules for Bards House Rules for Clerics House Rules for Druids House Rules for Paladins House Rules for Rangers House Rules for Rogues House Rules for Sorcerers House Rules for Wizards New Familiars New Classes Devoted Specialist Draconic Sorcerer Noble

23 23 23 24 25 25 26 26 27 27 28 28 29 34

Section 5 Prestige Classes Blue Conjurer Sacred Huntsman Totem Mage

35 36 38 39

Section 6 Game Mechanics The Nitty Gritty of the House Rules Disease Energy Effects Force Effects Acid Effect Chart Cold Effect Chart Electricity Effect Chart Fire Effect Chart Sonic Effect Chart

41 42 44 46 46 46 47 47 48 48

Section 7 Spell Points Magical Mishap Table Lasting Effects of being Polymorphed Old Spells New Rules

50 51 52 53

Section 8 New Spells Spells A-Z

60 64

Section 9 New Races (River Elves) New Animals & Creature Templates

81 82

2

Disclaimer

that nothing is this document is written in stone, and maybe changed before the game starts. There may also be situations that call for a rule to be discarded or added along the way. Gaming is a constant experience in growth through observation.

The following is a document of House Rules that out of necessity and joy I have created. In this document are alternatives to the normal Dungeons & Dragons v3.5 D20 rules for situations that have either had little or no clear explanation. You will still need the 3.5 "Players Hand Book", "Monstrous Manual", and "Dungeon Masters Guide" to make full sense of this document.

I must warn any who read this though; there are many misspellings, bad punctuation, and the occasional bad sentence structure. Please be forgiving, I am dyslexic, and do not have the resources for an editor. I am sure that those who read this are intelligent enough to get the meaning, and that is all that counts.

Open Game License

Observations

OGL can be found here: http://www.wizards.com/default.asp?x=d20/article/20040 121a

My games are an attempt to pull people into a world, and experience like they have rarely or never had. Through manipulation of lighting (through colored lights & dimming), background music (movie scores), smells (incense), descriptive story telling, and even temperature in the room (air-conditioning, or heater). This experience is however a mutual act between the players of the game, and I. I like to get to know my players with a few test games, to size up the way they approach things.

Copyrights This document is intended to be used as an alternative house rules to an already standing game systems covered by the OGL. No information herein is to be copied and sold for profit. All art & illustrations are © Odis Holcomb http://www.rakune.com

Are they Power Gamers, Meta Gamers, are they meek, and un-reactive, or strong willed and dominating, are they in it for the rush of the dice, or the rush of the experience. I look for players that are not afraid to express their emotions when they experience something, the best players are the ones that are willing to emotionally invest them selves into the story and character (without losing them selves, or taking the strong emotions out on others). I prefer the weave a complex story, and plot A “Cerebral Game” and try and avoiding as much as possible "Hack and Slash" or heavy "Dungeon Crawl" games. Not to say that those elements are not in my games. I try and bleed them seamlessly into the plot and game experience as a whole.

Introduction House rules, why? I have been running and then playing in Role Playing Games for almost 20 years, in that time I have studied and used many rules systems Palladium (TMNT, & Rifts), White Wolf (Werewolf the apocalypse, Vampire, Changeling, both dice & paper, and Live Action Role Play), TSR (Dungeon and Dragons v2.0, & v1.0), Wizards of the Coast (Dungeon and Dragons v3.0, & v3.5, D20 Modern & Future), Sanguine ltd. (Iron Claw, & Jade Claw), Albedo, Steve Jackson Games (Cyberpunk, & GURPS), Starchild publishing (Justifiers), FASA (Shadowrun), and more. All of this systems have had great idea, and terrible short comings, there is a never will be a perfect system. Currently (over the past 6 years), I have been running and playing in a lot of D20 (by Wizards of the Coast) games, like all other game systems while this one has made great strides to make a solid system, there are many short coming. There are things that I liked in other game systems, or rules that I feel would be better served another way that for my games at least I have either changed, or introduced.

I also strongly try NOT to lead or limit the players’ choices and/or actions. I try more to include them in the story, and allow them and their actions effect the story as much as the plot would affect them. This can be incredibility taxing at times, in preparation time, paper, and in my own flexibility. As a story teller that uses others reactions and choices you MUST stay fluid, and prepared to change course at a moments notice, but above all have fun.

Etiquette for Players’

These are not law, or me trying to usurp Wizards in any way, these are for my games, and anyone else’s games that agree with some of my calls. Feel free to add these or any other alternative rules to your games, it took me many years of playing to come to understand that as a game master in my games I make the rules. I am only limited by my flexibility and imagination. Though this realization, and my experiences I hope you find something useful in this document. If you are reading this because you are a player in one of my games, learn from it. There is much in this that can and will help you along the way. It should also be stated

#1.

Be polite and considerate… Being an ass will result in you NOT getting invited back to a game. No one likes rude, disrespectful, hostile, mean, bullying, or overly impolite people. So, take into consideration others around you, they maybe trying to enjoy the game. DM's do not like being your parents, or treating you like a child. So, do everyone a favor and don't act like one.

3

#2.

a small town. During the adventure the town is burned to the ground and its people slain. His goals should change. To something like, rebuilding the town, or hunting down and avenging the deaths of the villagers, etc. Holding onto a single goal can limit character growth, and attaining a simple goal like opening that pub may take the PC out of the game with running the business. A game after all is 99% the journey and 1% achieving success.

Be Prepared… Have you character sheet, books, pencil, paper, calculator, snacks, and whatever else you need, and leave your real world baggage at the door. By turning off your cell phone, and/or leaving your personal problems at home. Delaying a game because you weren't prepared or distracted can get very annoying for other players and especially a DM (who maybe running on limited time).

#3.

Etiquette for GMs’

Save your disagreements… If you don't agree with a rules call, or have a disagreement with the DM. DO NOT have an out burst (THAT'S NOT FAIR!), or start arguing with the DM, this embarrasses everyone, makes you look inconsiderate, and disrupts the flow of the game. Save it for an intermission, or the end of the game. Present it privately and calmly to the DM, explain why you disagreed, and how it made you feel. Also, stay open to the DM’s explanation, there may have been extenuating circumstances, or it could be an honest mistake on the DM’s part (no one is perfect)...

#4.

#1.

There are times when NO is ok, like Tom wants a Laser Gun. This is a medieval fantasy setting his character is in; which there are (most likely), no Laser Guns in that setting. No is ok in this situation, because of physics of the world there are no Laser Guns, and his character has no idea what one is (So, even if he has a ring of 3 wishes. It would not be something he could wish for).

Personal Investment… Don't be afraid to get involved with the story or plots, if you try to act as your character, and attain, believe in, and seek the goals of the character the experience will be allot more believable and enjoyable for you and everyone else. Interact with the NPCs, the PCs, and the story, if the DM describes a beautiful person who is trying to seduce you, then ask your self "Would I (as the character) be seduced and fall in love with them?".

Another way to approach this is give him the Laser Gun, and when he flaunt his new found power, there will be many more powerful beings who will want to take it from him for themselves; making Tom's life very short or worse. Or, then again this is how Campaigns are born, and an entire adventure could blossom out of a low level character having a power everyone wants, or wants to destroy.

Out of character you may suspect a plot, or betrayal but that is out of character, do what your character would do. Give in to the story, become apart of it, do what is natural. Trying to out smart the DM and the Players at every turn only alienates you from the game, and leaves you out of the joy of being apart of the plot.

#5.

Never Say “NO”… As a story teller you are the lord of Consequences, if at all possible remember to let your players do whatever they want. Then show them the result of their actions. Example: Tom wants to walk up and punch that Ogre in the gut. Let him, and if Tom is not high enough level, the Ogre will have little problem killing Tom, for his efforts.

#2.

The Golden rule: You are the Game Master you can change the rules. If there is a rule you don’t agree with change or discard it. In my opinion the story and plot always comes before rules…

Character Goals… Before you start the game make sure your DM has given you a clear explanation of what the games feel is, create a character that will work well with the setting and feel. Example: An Evil Cleric in a party of Good Paladins and Fighters or vice versa is not s really good idea. Once you have your character, write down what his early goals are and explain them to the DM, and work with him to shape them to best fit the story ahead. Also, be flexible; situations change, people change, and possibilities come and go, your early goals may never be reached, because the story or the characters reaction to events change the course of the PC's life. Example: Tom wants to own a pub in

If your storyline, or something plausible you player(s) want to do come into direct conflict with the rule system (because either there are no rules for that, or they say you can't do that), you are the DM... You decide if you want to rules to run your story, and plots, or do you. Rules provide structure, and support, but should NOT limit your games potential, or even your players’ imagination. So, if you don't like a rule, change it.

#3.

4

You are there for the players, not the other way around…

A self serving attitude will get you nothing but frustrated players, wasted man hours, and unfinished campaigns. If you run your games to abuse your players, or just to force warm bodies through the beginning and the end of a campaign, with or with out your players action, or choices. Then you need to find another hobby, because you’re going to regret the hard feelings, and loss of respect that your players will have for you.

#5.

When you make a rules call try your hardest to stick with it, don't change that rule later for your favorite NPC or monster. Also, when you are running your favorite monster or NPC don't play favoritism with it. Changing the rules for it to win, or succeed or whatever this is another form of Favoritism (See Above). Hypocrisy will create mistrust between you and your players, and your players may withdraw (become in active in the plots) or rebel (by quitting or trying to bring your game down).

You should run your games for the satisfaction of surprising, inspiring or moving your players’ emotions and interest. When players’ express good feelings and thanks for the game session or even the campaign that is more fulfilling for me then anything else; I get a high off my players’ emotional highs, and from seeing the story and world unfold before, because of my players, and not because of me. It makes the experience even more real for us all...

#6.

Set the manners of the game early… A game requires a leader that is the DM, before the campaign starts get all your players together, and make clear what is expected of the “Players” and the characters. Tell them arguing over a rules call should be reserved for after the game (as a rules call can ruin the story tempo, and mood), respect each player, the DM, and the game. Keep the disturbances to a minimum (cut off cell phones, no radios, no running to the store for sodas. Do that before the game. etc.).

Something to remember: You cannot have a game with out your players.

#4.

Hypocrisy makes player unhappy…

Favoritism is the joy killer… All players NO matter who they are; are EQUAL... If you are giving to much time, attention, or bonuses to anyone player over the others that is Favoritism; and your players will see it, and come to resent the player, the game, and you. No one likes to feel left out, left behind, or ignored, and favoritism is the quickest way to lose players for good. If you like a person so much that you feel that you have to shower them with gifts of attention, you will quickly find that is only person you have in your games...

#7.

Stop Unruliness… If a player (Out of Character) is being any of the following: rude, disrespectful, hostile, mean, bullying, or overly impolite; take them aside find out why, try to solve the problem before it gets out of control, and ruins the game for everyone. If the situation continues, or gets worse then politely eject the player form the game (the worst punishment for a player). It is your game, and the majority of players are depending on you to give them a good time, if that means removing an unruly player then so be it...

I have seen this in a dozen games, and 99% of the time it has been a GM showering his girl friend or his wife with attention, and unfair advantages, and equipment. I understand this, I have been in it. If you make your dearest love feel like he or she is getting left out, or not getting more attention then everyone else then they get up set usually saying things like, “You don’t love me.” Or “Why did you have the Ogre hit me with that club that nearly killed me, are you trying to say some thing.” Or even better, “I really wanted that staff of power, why did you give it to someone else (Dirty look of you don’t love me).”

Suggested Resources The 5 Books I have a saying, “I can run any story idea, or Dungeons & Dragons game with 5 books.”… Those five books are:

There is no easy answer to this solution, mine is you should keep your love life out of your games. Don’t invite you girlfriends, boy friends, husbands, or wives to a game, unless you know for sure they are not going to use the games as a tool or weapon against you and your friends.

• • • • •

5

Player’s Hand Book, Core Rule book I by Wizards of the Coast Monstrous Manual, Core Rule book II by Wizards of the Coast Dungeons Masters Guide, Core Rule book III by Wizards of the Coast Darkness & Dread, by Fantasy Flight Games Unearthed Arcana, by Wizards of the Coast

Level Growth & Experience

6

Level Growth

Action Brilliant Deduction (Figuring out a major plot point or clue).

Use Table: Experience & Level in place of the Experience Growth on Page 22 of the Players Hand Book.

A critical plan or action that saves the entire party, or many people (including PC).

Table: Experience & Level

Extreme endangerment ones own life to help others (Jumping into harms way to help).

Level

XP

Class Skill Max Ranks

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

0 1,500 3,500 7,000 11,000 17,000 23,000 31,000 39,000 49,000 59,000 71,000 83,000 97,000 111,000 127,000 143,000 161,000 180,000 200,000

4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23

CrossClass Skill Max Ranks 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 11 11

Feats

Ability Score Increases

1 2 3 4 5 6 7 -

1 2 3 4 5

Avoiding unnecessary violence Subduing a threat in an unusual way (Converting it to your religion, or way of life). Subduing or Killing a threat. Overcoming an obstacle, or puzzle. Best in Actor/Actress award.

Award +50 XP x Your Level +25 XP x # saved x Your Level +50 XP x Your Level +25 XP x Your Level +150 to CR x CR +150 XP x CR +150 XP x CR +50 XP x Your Level

Every 3 levels the highest level PC is above the highest Challenge Rating (CR) opponent the total XP for defeating that opponent is halved. Every 6 levels higher it is halved again, and again at 9 levels higher, etc.. Example: A 9th Level Fighter defeats a CR 6 Monster by the chart he should get 900 XP, but he is 3 levels higher then the CR he only gets 450 XP for it. If the fighter defeated a 3 CR creature, then he would only get 225 XP for it. If it was a 1/2 CR he would only get 112 XP. Every 3 CR opponent above the highest level PC the total XP for defeating that opponent is multiplied 1.5. Every 6 levels higher it is Doubled, and is 2.5 at 9 levels higher, etc..

Experience

Example: A 9th Level Fighter defeats a CR 12 Monster by the chart he should get 1800 XP, but he is 3 levels lower then the CR he gets 2700 XP for it. If the fighter defeated a 15 CR creature, then he would get 4500 XP for it. If it was a 18 CR he would get 6750 XP.

Getting XP Ways to get more XP with out always killing stuff. During each game session you as a player should make a note of the following achievements (on Table 6-1) that you preformed.

If there are more then one of the same type of creature attacking, the first creature is counted a full CR, for each additional creature of the same type their CR is added to the first creature in the value of +1. Example: A horde of 11 CR 3 creatures attack, and are defeated, then the CR value would be 3+1+1+1+1+1+1+1+1+1+1= a CR of 13. The hordes CR would be counted as one creature for determining XP value. So, the Horde would be one creature with a CR of 13. All other rules above apply. If the highest person in the party was Level 16, then the whole party gets half the value of the total CR 13. If the parties Highest had been 13th level then the party would have gotten the full 1,950 XP. Like wise, if the Parties Highest was 10th they would have gotten 2,875. In addition, to all this the total XP for defeating an opponent is then divided among the party numbers. Simple, yes?...

Notes on Level Growth No PC can pop two levels during a game session, one level at a time. But you don't lose the extra XP if you have enough to do so. You apply XP to your levels leaving up to one point shy of the next second level, or as little as 1 point above your level gained. The rest of the left over XP goes into your "Experience Pool". This XP can be used at future dates to increase your level if you are shy from popping a single level during a game session. Or you may save up to purchase things not normally able to be purchased. Like a single rank in an untrained skill, or another point to add to your base will save, etc. See Table 6-2 for what you can do with extra XP. All of this is possible through the assumption of "In the Field Experience," hands-on training if you will.

7

Flexible XP

Physical

XP can be used to purchase Skill Ranks, Spell Points, Feats and more not normally accessible to you or your class. It is expensive and you still need to pay training cost in both gold, and time, but if you have the XP and you want to spend the XP then see Table 2-3 for the cost. You still must meet all normal requirements of class, and level, and you cannot exceed normal level limits (i.e. have more ranks in a skill then your level allows). Also, one can not buy more then one additional feat, abil;ity point, base attack, or saving throw point per level. What you can spend extra XP on: One point In-Class Untrained Skill Rank. One point Cross-Class Untrained Skill Rank One point In-Class Trained Skill Rank (As long as you have observed that skill). One point Cross-Class Trained Skill Rank. One point of Base Save (Fort, Reflex, or Will) One point of Spell Point One point Ability Attribute (Str, Dex, Con, Int, Wis, Cha,) One Additional Feat. One point of base attack.

Mental

Strength

Vise Versa

Intelligence

Dexterity Constitution

Vise Versa Vise Versa

Charisma Wisdom

How fast to level? The best way to figure out roughly how fast a PC or NPC should level is to use the chart below. This is an estimate, and should not reflect the facts. It is possible for some one who is truly extraordinary (or lucky) to make it from 1st to 10th in a manner of five years. This Cart is mainly for humans, if calculating an Elf, Gnome, or Dwarf, simply double the amount of time it takes to get to the next level.

Cost 1st Rank 50 xp.Or 25 xp x current rank 1st Rank 100 xp.Or 50 xp x current rank 1st Rank 100 xp.Or 50 xp x current rank 1st Rank 200 xp.Or 100 xp x current rank 100 xp x current Base Save. 100 xp x current Spell Points Caster Level 500 xp x current attribute total 500 xp x level 500 xp x level

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Shifting Attributes Some times a Player needs to change the way their PCs live. Maybe change class, or just add a little more power to something that has become a mainstay. A PC may shift up to 5 Total Attribute points to another Attribute, as long as the points do not increase ones stats over 20. There are costs, Intelligence Comes from Strength, and Vise Versa, Dexterity Comes from Charisma, and Vise Versa, and finally Constitution from Wisdom, and Vise Versa. You can never move more then one point per Game Session, or you can NEVER move more then 5 Attribute points, or move any points at Character Creation. These changes need not be permanent and can be reverted back (One game at a time). It should be noted that the point to be moved can only be done so at the end of the game session. If and attribute falls below any requirements (such as feats) then that character loses the ability to perform that function, until his attribute is returned to the proper total and again meets any requirements. See Table 6-3 for more info.

8

Time to pass till next level. 1 year +1 year +1 year +1 year +1 year +2 years +2 years +2 years +2 years +2 years +4 years +4 years +4 years +4 years +4 years +8 years +8 years +8 years +8 years +8 years

Total Years 1 2 3 4 5 7 9 11 13 15 19 23 27 31 35 43 51 59 67 75

New Feats, Flaws, & Background

9

New Feats General Feat Accuracy Quick Accuracy

Prerequisites +1 base attack Accuracy, +9 base attack.

Armored Finesse Charging Cleave

Creative

Armor Proficiency Power Attack, Cleave, Great Cleave, Base Attack +9 -

Divinely Gifted Dramatic

Wisdom 11 -

Dual Specialist

Specialist Wizard

Elemental Substitution Evasive Casting First Impression Healing Hands Combat Healer Master healer

Draconic Combat Casting 4 ranks Heal Healing Hands Healing Hands, Restore Health, 12 ranks Heal. Healing Hands, 8 ranks Heal. Healing Hands, 10 ranks Heal. -

Restore health Restore the lost

Benefit -2 penalty when making a melee called shot. May make an additional melee attack on the same target in the same round. No Armor Check Penalty on certain skills. Use Great Cleave after every 5 ft step.

+2 bonus on any two craft skills, those craft skills become in class if they were not before. Pick and cast any 2 0 level, and a 1st level divine spells once per day. +2 bonus on any two performance skills, those craft skills become in class if they were not before. Allows you to choose from two schools which extra spell you can prepare each day. Also grant a +2 of spellcraft in the new school. Exchange your energy type, immunity, and breath weapon for another. Cast Spells when threatened without provoking attacks of opportunity. Reduces first attempt to influence individuals by 10. Heal damage with out spells. Take 10 on Heal checks in all situations. Bring the dead back to life with out spells. Restore ability damage, and cure disease and poison with out spells. Reattach lost limbs, cure blindness and deafness with out spells.

Professional

Point Blank Shot, Precise Shot, Dex 15 -

Psionicly Gifted Reckless Attack

Wild Talent Dex 13

+2 bonus on any two knowledge skills, those craft skills become in class if they were not before. Allows you to reroll one bad roll once perday. Allows you to reroll 2 bad rolls once perday. Allows you to reroll 3 bad roll once perday. Pick and cast any 2 0 level, and a 1st level arcane spells once per day. -2 penalty when making a ranged called shot. May make an additional called ranged shot on the same target in the same round. +2 Diplomacy, and allows you to take the Noble background and class. +1 bonus on all ranged attacks and damage with in 30ft. No -4 penalty for shooting into a melee. Make ranged attacks when threatened without provoking attacks of opportunity. Applies Dex mod to damage rolls with all ranged weapons (Includes crossbows, pistols, & rifles). +2 bonus on any two professional skills, those craft skills become in class if they were not before. Pick and manifest two 1st level powers as if a Psion. Trade AC for attack bonus (Max 5 points).

Shadow Spell Specialization

Shadow Spell, Spell Focus (Shadow). Spell Focus (Shadow)

Adds +1Str damage per dice of damage to any spell with the Shadow or Darkness descriptor. +1 to the DC of all spells with the Darkness or Shadow Descriptor. +1 to the DC of all spells with the Darkness or Shadow Descriptor.

Combat Casting. Toughness, 3 HD. Toughness, Stalwart, 5 HD. A declaration to your deity. True Belief

Cast and hold a spell from taking affect for several rounds. +3 hit points. Increases your class hit dice one size category. Increases your class hit dice one size category. 1/day gain +2 divine bonus to one save or skill check. Allows a non-cleric to hold undead at bay.

Knowledgeable Luck Improved luck Greater luck Magically Gifted Marksman Quick Marksman Noble Birth Point Blank Shot Precise Shot Close Quarters Targeted Finesse

Spell Focus (Shadow) Greater Spell Focus (Shadow)

Spell Holding Toughness Stalwart Improved Stalwart True Belief True Faith

Luck. Luck, Improved Luck. Charisma 11 +1 base attack Marksman, base attack +9. DMs permission. Point Blank Shot Point Blank Shot

10

Weapon Finesse Damaging Finesse Improved Finesse Mobile Finesse Heritage Feats Shadow Sorcerer Heritage Shadow Sorcerer Shadow Blend Shadow Sorcerer Eyes

Base attack +1, Weapon Finesse. Dex 15, Weapon Finesse. Weapon Finesse.

Use Dex mod instead of Str on attack rolls with light melee weapons. Use Dex mod instead of Str on damage rolls with light melee weapons. Use Dex mod instead of Str on attack rolls with one handed melee weapons. No armor check penalty on attacks when using shields w/ weapon finesse. Benefit Gain Hide & Move Silently Bonus & A bonus spell. Use shadows to gain nine tenths concealment for a short period of time.

Shadow Spell

Prerequisites Sorcerer level 1st Shadow Sorcerer Heritage, Sorcerer level 1st Shadow Sorcerer Heritage, Sorcerer level 1st Shadow Sorcerer Heritage, Sorcerer level 1st Shadow Sorcerer Heritage, Sorcerer level 1st Shadow Sorcerer Heritage, Sorcerer level 1st Prerequisites Spell Focus, Greater Spell Focus -

Spell Touched

Prerequisites

Benefit

Touch of the Beast

Spent time polymorphed

Gain an animals +2 ability enhancement, and an animal empathy of +2.

Shadow Sorcerer Fly Shadow Sorcerer Resistance Shadow Sorcerer Walk Meta Magic School Dedication

Expend spell slot to see in darkness. Expend a spell slot to fly for a short period of time You gain resistance to cold, and ignore some energy drain. Expend a spell slot to leap from one shadow to another. Benefit Ignore one level of meta magic cost in your selected school. Adds the Shadow descriptor to any spell cast, and causes cold damage.

Combat Healer [General]

Accuracy [General]

You can heal under the stress of Fire, and injury during combat. Prerequisite: Must have at least 3 ranks in Heal, 6 ranks in Concentration, and the Feat Healing Hands. Benefits: You may use your Healing Hands Ability even under stress, or distracted with out any sort of Concentration check, even if you are being attacked and injured your self.

Benefits: Reduces penalty for called melee attacks from -4 to -2; in order to use this feat you can only make one attack per round, even if you have a double weapon, two weapon fighting, or more then one attack per round. Normal: When making a called (or aimed) melee attack you suffer a -4 penalty to the attack, but if you hit your damage is automatically full damage.

Armored Finesse [General]

Creative [General]

You have mastered the art of wearing armor. Prerequisites: Must be proficient in wearing light armor. Benefit: Ignore up to 4 points of Light and Medium Armors armor check penalty on the following skills: Balance, Climb, Jump, Move Silently, & Tumble.

Benefit: +2 competency bonus to any 2 Craft skills of the player’s choice. These skills become in class for the character if they were not before.

Damaging Finesse [General]

Charging Cleave [General]

Prerequisite: Dex 15, and Weapon Finesse. Benefits: With your accuracy, you are able to place your attacks into more damaging spot on a target. You may use your Dexterity modifier instead of your Strength modifier on all melee damage rolls when using any Light Weapon, or Rapier, and you make a successful attack on a Flat-Footed target.

Prerequisites: Power Attack, Cleave, Great Cleave. Base attack Bonus +9. Benefit: Works like Great Cleave, except that that you may move five feet between each target dropped.

Close Quarter [General]

Divinely Gifted [General]

You can make ranged attacks when threatened without provoking attacks of opportunity. Prerequisite: Point Blank Shot. Benefits: With this feat you can make ranged attacks with a medium sized or smaller firearm while in a threatened area without provoking attacks of opportunity.

Prerequisite: Must have wisdom of at least 11 or higher. Benefits: Pick any two 0 level, and one level spell, and you may cast each of them one time per day as if you were a divine spell casting class. The spells you choose can never be changed once picked.

11

Dramatic [General]

Prerequisite: Must have at least 4 ranks in Heal. Benefits: Each day you can heal damage equal to your Ranks in Heal + Wisdom Modifier x2 with a successful Heal Check. To tend to a patient's wounds, you must spend 30 minutes binding the targets wounds with bandages, stitches, and other supplies from a Healers kit, then state how many points you wish to heal, and make a Heal Check. If the check fails you lose those points for that day. Without the materials from a Healers Kit yon cannot heal injuries.

Benefit: +2 competency bonus to any 2 Performance skills of the player’s choice. These skills become in class for the character if they were not before.

Dual Specialist [General] Prerequisites: Must be a wizard specialist. Benefit: With this feat you may specialize in 2 schools, each day you decide which specialist school you may prepare as your extra spell per day. In addition the specialist gains a +2 to spellcraft checks to learn spells from the new specialized school. Special: You can not use this feat to gain access to banned schools you selected at creation; you may only select a school that was not previously banned by your specialization. You ca not select the school you are already specialized in.

Improved Finesse [General] Prerequisite: Dex 15, and Weapon Finesse. Benefits: With practice you can use rapier, whip, chain, any light, and now One Handed melee weapons made for your size, you may use your dexterity modifier instead of your strength modifier one attack rolls. The way weapon finesse does. If your carry a shield, its armor check penalty applies to your attack rolls. Normal: Weapon Finesse allows you to use your Dex modifier only on rapier, whip, chain, and any light melee weapon.

Evasive Casting [General] Prerequisites: Combat Casting. Benefit: With this feat you can cast spells while in a threatened area without provoking attacks of opportunity. Normal: When casting spells when threatened you provoke and attack of opportunity.

Improved Luck [General]

Prerequisites: 3 hit die, and Luck. Benefit: Once per day you may re-roll any 2 bad rolls regardless of the original rolls results. The second rolls results are final regardless of the number.

First Impression [General]

Improved Stalwart [General]

Benefit: Reduces the DC to the first attempt to influence an individual’s attitude with diplomacy by 10. This only works on the first ever attempt, on some one you have never tried to influence before. In addition you are immune to critical failures on that first diplomacy checks. In stead a natural 1 is just a natural failure, unless you have enough ranks to roll a 1 and still meet the DC.

Prerequisite: Must have the feat toughness, stalwart, and have 5 hit die. Benefit: With this feat every level hit die that was affected by the stalwart feat is raised again to the next higher type of hit die. For example: A Wizard has taken toughness, and stalwart (giving him d6 every level), and then takes this feat, every level from that point forward he gets d8 instead of the d6 when he levels up. This does not change the characters previous level hit die. So, if our wizard got this feat at 5th level, then 1st-4th level hit die remain d4s’ and d6s’ but every level past 5th he will receive a d8. What if you have a d12 (like barbarians), then attaining this feat they get an additional +2 added to the characters hit die. If the character has more then one class affected by stalwart, then he must decide to which class gains the benefit of this feat. Note: This feat can be taken multiple times only by characters with at least 2 classes that has been affected by the stalwart feat. Each time it is taken it is added to a different class and does not increase any hit die that has already been affected by this feat. D4 becomes d6 – d6 becomes d8 – d8 becomes d10 – d10 becomes d12 – d12 gains a +2 then an additional +2 etc.

Greater Luck [General] Prerequisites: 7 hit die, Luck, and Improved Luck. Benefit: Three times a day you may re-roll any 3 bad rolls regardless of the original rolls results. The second rolls results are final regardless of the number.

Greater Spell Focus (Shadow) [General] Your spells of shadow and darkness, are harder to resist. Prerequisites: Spell Focus (Shadow). Benefit: Any spell with the Darkness or Shadow descriptor adds an additional +1 to the DC. This includes spells modified by the meta-magic feat Shadow Spell.

Knowledgeable [General] Benefit: +2 competency bonus to any 2 Knowledge skills of the player’s choice. These skills become in class for the character if they were not before.

Healing Hands [General] Using your knowledge of medicine, you can mend injuries, bind wounds, and set broken limbs.

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Luck [General] Benefit: Once pre day you may re-roll any one bad roll regardless of the original rolls results. The second rolls results are final regardless of the number.

Benefits: This feat grants a +2 circumstance bonus to diplomacy, or a +2 to reputation (your choice). In addition having this feat allows you to take the Noble background, the Noble class (see below), or the Aristocrat class from the DMG.

Magically Gifted [General]

Professional [General]

Prerequisite: Must have charisma of at least 11 or higher. Benefits: Pick any two 0 level, and one 1st level arcane spells, and you may cast each of them one time per day as if you were a arcane spell casting class. The spells you choose can never be changed once picked.

Benefit: +2 competency bonus to any 2 Profession skills of the player’s choice. These skills become in class for the character if they were not before.

Psionicly Gifted [General]

Marksman [General]

Prerequisite: Must have the Wild Talent feat. Benefits: Pick any two 1st level powers, and you may manifest each as if you were a psionic manifesting class. The powers you choose can never be changed once picked.

Benefit: Reduces penalty for called ranged shots from -4 to 2; in order to use this feat you can only make one attack per round, even if you have rapid reload, many shot, rapid shot, or more then one attack per round. Normal: When making a called (or aimed) ranged attack you suffer a -4 penalty to the attack, but if you hit your damage is automatically full damage.

Quick Accuracy [Fighter] Prerequisite: Accuracy, +9 base attack. Benefits: Allows you to make an additional melee attack in the same round as you have made a called attack, if you have a double weapon, two weapons fighting, or more then one attack per round, when using the other Accuracy feats. Additional attacks in the same round however can only be normal attacks (with no penalty), or another called shot with all normal penalties (-4). Normal: When making a called (or aimed) melee attack you can only make a single attack in that round.

Master Healer [General] You have become a Master Healer; you can know remove blindness or deafness Level Loss from a patient. Prerequisite: Must have at least 5 ranks in Heal, and the Feat Healing Hands, and Restore Health, and be a 7th level spellcaster (of one sort or another).. Benefits: If you are able to administer aid to a character who has died (-10 or below) with in a number of minutes equal to the ½ your total heal ranks you can make a Treat Injury Check DC 40 and you can’t take 10. If you succeed, the dead character can make a Fort Save (DC 20) to stabilize and be restored to a number of hit points equal to 1 for every 5 Healer Points you spend. If the check fails, or the patient fails the Fort Save the characters dies, and can not be restored. Note: For additional Healing or Surgical Feats see the Arcane Surgeon feat (Monster’s Handbook page 120), and for Various Grafting Feats see Magic of Eberron Page 48. For Non-Spellcasting Healing Classes, there is the Herbalist, and the Physician (Darkness & Dread).

Quick Marksman [Fighter] Prerequisite: Marksman, +9 base attack. Benefits: Allows you to make an additional ranged attack in the same round as you have made a called attack, if you have rapid reload, many shot, rapid shot, or more then one attack per round when using the other Marksmen feats; additional attacks in the same round however can only be normal attacks (with no penalty), or another called shot with all normal penalties (-4). Normal: When making a called (or aimed) ranged attack you can only make a single attack in that round.

Reckless Attack [General]

Mobile Finesse [General]

Prerequisite: Dex 13. Benefit: You may expose your self to being hit by attacks in exchange for a better chance to hit your target. Trade up to 5 points of your Dodge bonus, and/or Dexterity bonus to your AC to add to your next attack roll, this is a full attack action, and the changes last until your next attack action. You can not fight defensively or attempt to dodge when using this feat.

Prerequisite: Weapon Finesse. Benefits: With this feat you no longer suffer armor check penalties when using a shield in combination with the feat Weapon Finesse. Normal: With Weapon Finesse if your carry a shield, its armor check penalty applies to your attack rolls.

Noble Birth [General]

Restore Health [General]

You are born of a noble blood line, which opens many doors of opportunity to you. Prerequisite: DMs permission & must be taken at character creation.

By learning more advanced techniques you can restore a patient's strength, quickness, or mental acuity. Prerequisite: Must have at least 4 ranks in Heal, and the Feat

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Strength for every die of damage delivered. The strength drain is temporary lasting 1 minute per your caster level. These affects can be added to any spell with the appropriate descriptors, this includes spells modified by the meta-magic feat Shadow Spell.

Healing Hands, and be a 5th level spellcaster (of one sort or another). Benefits: If you tend to a patient for an entire day for every 10 points of your healing hands ability you spend and with a successful Heal Check you cure the loss of 1 additional point of ability score damage. In addition, when treating poisons or disease, you can exchange 5 points of your daily Healing Hands for a +2 bonus to your check. A physician can spend 10 points of healing for a +4 bonus, 15 points for +6, and so on, up to the total healing you have available. Again you need medical supplies, and a Successful Heal Check for such treatments.

Shadow Sorcerer Eyes [Heritage] Your eyes glow pale with un-light, allowing you to see in total darkness, Prerequisites: Shadow Sorcerer Heritage, Sorcerer Level 1. Benefit: As a swift action, you can expend a spell slot to cause your eyes to change. You gain the ability to see in perfect darkness of any kind, out to the limit of your line of sight. You ignore the concealment provided by darkness spells and effects. This benefit last for 10 minutes per level of the spell slot used.

Restore the Lost [General] You now know the advanced and complex techniques to replace lost limbs. Prerequisite: Must have at least 4 ranks in Heal, and the Feat Healing Hands, and be a 5th level spellcaster (of one sort or another).. Benefits: By spending 10 points and making a successful heal check (DC 20) for each day from your healing hands ability and treating a patient for 1d4+1 days you can cure Blindness, Deafness, or Level Loss. In addition, you now gain a +4 bonus to all Heal Checks for every 5 hit points worth of Healing Hands ability (You do not have to make a Heal Check to get the bonus, just state a head of time that you are spending The Extra Points).

Shadow Sorcerer Fly [Heritage] By channeling power from the plan of shadow you can move through the air like a shadow, silent, swift, riding on unseen forces. Prerequisites: Shadow Sorcerer Heritage, Sorcerer Level 1. Benefit: As a standard action, you can expend a spell slot to gain the ability to fly. You fly at a speed twice your base land speed with good maneuverability. This benefit lasts for one round per level of the spell slot used to activate it. This is a supernatural ability.

Scary [General] You carry your experience with the way you move and speak, many feel inferior when they are around you. Perquisites: Must have intimidate as an in class skill. Benefit: Use your total class level(s) instead of charisma modifier when making any intimidation checks.

Shadow Sorcerer Resistance [Heritage] You are adapted to the conditions of the shadow. Prerequisites: Shadow Sorcerer Heritage, Sorcerer Level 1. Benefit: You gain resistance to cold equal to the total number of Shadow Heritage feats you possess (including this one). In addition if you are hit with any type of energy drain, you ignore 1 point equal to the total number of Shadow Heritage feats you possess (including this one).

School Dedication [Metamagic] You are more proficient at spells of certain schools, allowing you to cast meta-magic spells with greater ease. Prerequisites: Spell Focus (Any School), Greater Spell Focus (Same School as Spell Focus). Benefit: By casting spells from a school or with a descriptor you have the feat Greater Spell Focus for, you can ignore one level of cost for preparation or using meta-magic feats on any spell of that type.

Shadow Sorcerer Heritage [Heritage] All light dims about you, and the shadows about your being are deep and dark Prerequisites: Sorcerer Level 1. Benefit: For each Shadow Sorcerer Heritage feat you possess (including this one) you gain a +1 bonus to hide and move silently. In addition you may any one of the following spells to your known spell list: Cause Fear, or Low-Light Vision‡, And Darkvision at 4th level.

Shadow Spell Specialization [General] Your shadow spells are even more deadly then usual. Prerequisites: Shadow Spell, Spell Focus (Shadow). Benefit: Any spell with the Darkness or Shadow descriptor that does damage also drains 1 point of Strength for every die of damage delivered. If the target has any level of concealment from either surrounding shadows, or spells with the darkness or shadow descriptor they take 2 points of

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Shadow Sorcerer Shadow Blend [Heritage]

or make brief statements. You may not use your hands, or attempt anything else that would require concentration. If any thing that would normally cause a Concentration Check while casting a spell occurs then a +5 (for holding the spell) is added to the DC. Why, would any body want to hold a spell?: For one, if you had a high initiative you may want to see what the targets are going to do first. Then there is setting up for ambushes, or holding a target at “Spell Point”.

Shadows provide you with greater protection and stealth Prerequisites: Shadow Sorcerer Heritage, Sorcerer Level 1. Benefit: By expending a spell slot you may step into shadows and virtually disappear, gaining nine tenth total concealment. Attackers have a 40% miss chance, and a +10 circumstance bonus to hide. The affect lasts for a number of minutes equal the spell level of the spell you expended.

Stalwart [General]

Shadow Sorcerer Walk

Prerequisite: Must have the feat toughness and have 3 hit die. Benefit: Every level hit die is raised to the next higher type of hit die. For example: A Wizard has taken toughness, and then takes this feat, every level from that point forward he gets d6 instead of d4 when he levels up. This does not change the characters previous level hit die. So, if our wizard got this feat at 3rd level, then 1st-2nd level hit die remain d4s’ but every level past 3rd he will receive a d6. What if you have a d12 (like barbarians), then attaining this feat they get an additional +2 added to the characters hit die. If the character has more then one class, then he must deciede to which class gains the benefit of this feat. Note: This feat can be taken multiple times only by characters with at least 2 classes. Each time it is taken it is added to a different class and does not increase any hit die that has already been affected by this feat. D4 becomes d6 – d6 becomes d8 – d8 becomes d10 – d10 becomes d12 – d12 gains a +2 then an additional +2 etc.

[Heritage] Shadows are door ways for you. Prerequisites: Shadow Sorcerer Heritage, Sorcerer Level 1. Benefit: As a swift action you can expend a spell slot to step into a shadow and appear instantly from another a few feet away. By using a shadow roughly ½ your size you can teleport 10 feet per level of the spell slot used to activate it, to any shadow of the same size or larger with in range. (Size small creature’s shadow has to be at least 18 inches in diameter, size medium 30 inches, and large 48 inches) If there are no other shadows with in range or that are large enough the effect fails, and the spell slot is expended. No barrier can prevent the leap; accept force effects, and extradimensional effects.

Shadow Spell [Metamagic] Prerequisites: None. Benefit: Any spell you prepare with this feat gain the Shadow and Darkness descriptors. Spells with these descriptors can counter or dispel spell with the Light descriptor of the same level or lower. Illusion, Necromancy, and any spells with the Shadow and Darkness descriptors already, modified by this feat have an increased caster level of +1. If this feat is added to any spell with an energy descriptor (Fire, Electricity, Acid, or Sonic), that descriptor is replaces by Cold, and does cold damage instead. A shadowed spell uses up a spell slot one level higher then the spells actual level.

Targeted Finesse [General] Prerequisite: Dex 15, Point Blank Shot, and Precise Shot. Benefits: With your accuracy, you are able to place your ranged attacks into more damaging spot on a target. You may use your Dexterity modifier on ranged damage rolls with all ranged, light, or simple weapons that have a range increment (including thrown daggers, axes, sai, etc.) and you make a successful attack on a Flat-Footed target.

Touch of the Beast [Spelltouched]

Spell Focus (Shadow)

Prerequisite: Must have failed or relented a saving throw against Baleful Polymorph, or Greater Baleful Polymorph. Benefits: The affected character has lasting features from the affect of a baleful polymorph spell leaving him with traits of the animal he spent time as. He gains a +4 empathy on all charisma rolls when interacting with an animal of the same type. This feat also allows the character to pick racial abilities (as feats), and feats previously unavailable to him, from the list below if the animal form he had, had such ability: Alertness, Endurance, Low-Light Vision, Natural Attack (Grants a claw and bite attack doing 1d3 for medium creatures), Run, Scent, Skill Enhancement (Take 10 when threatened on the animals prime skill), Track, Weapon Finesse.

[General] Your spells of shadow and darkness, are harder to resist. Prerequisites: None. Benefit: Any spell with the Darkness or Shadow descriptor adds +1 to the DC. This includes spells modified by the meta-magic feat Shadow Spell.

Spell Holding [General] Prerequisites: The feat combat casting. Benefit: By making a Concentration Check (DC 15 plus Environmental Modifiers), you may cast a spell and Hold its effects from taking place for a number of rounds equal to your caster level. You may walk at have your normal speed,

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True Belief [General]

Effect: You are easily confused as you forget what you are doing or may have some recessive flashback of something horrible from time to time. Any time you roll a 1 on a skill check, attack or defense roll you must roll on the confusion spell chart (PHB page 212). The effect last 1d4 rounds and when it passes you have no memory of what just happened.

Prerequisite: A witnessed declaration to a deity, a cause, or a philosophical path. Benefit: Once per day you can call on your faith for assistance, granting you a +2 divine bonus on a single saving throw, or skill check. This feat also allows you to use holy relics (See Complete Divine)

Bad First Impression [Flaw]:

True Faith [General]

There is something about you that just rubs people wrong, no matter what you say, or how you look most people have a hard time liking you at first. Usually if people will spend the time to get to know you they find they were wrong about you, then again maybe not. Effect: Everyone you meet starts off one attitude lower towards you (Helpful, Friendly, Indifferent, Unfriendly, Hostile.), and all check DCs to change their attitude is 10 higher. Note: Information and charts on Attitudes is found on page 72 of the players hand book.

Prerequisite: True Belief Feat. Benefit: With this feat comes the ability to halt undead, and stop them from touching you as if you were a cleric (but not turn or damage undead). Once per day you can concentrate on your faith (with a holy symbol), during which can take no action other then move half your base speed, or fight defensively. Any undead that attempt to approach you, attack you, or touch you must make a Will save (DC your total hit dice + charisma modifier + 3). Those that fail can not come with in five feet of you as they are in awe, and if touched or grappled already the undead, it will let you go and back away (to 5 feet, or chose another target). Those that succeed may approach you, attack you, or touch normally with out penalty. This effect has all the same penalties as casting a spell does. It provokes attacks of opportunity; if you take damage you must make a concentration check (DC 20) or lose the effect, etc. Note: If you are a cleric and take this feat adds +3 to your turning checks.

Bounty [Flaw]: You are a criminal (or at least accused of being one), your face is on every wanted poster in the known world. Usually murder, kidnapping, or theft from someone powerful; or you just know too much about something you’re not supposed to. Effect: You have a bounty of at least 10,000gp on your head, dead or alive. You may have 1 or several bounty hunters looking for you. They may arrest you or try and kill you. In addition everyone you meet gets a d20 roll, if they ever roll a natural 20 they recognize you from wanted posters (19-20 for law-enforcement & soldiers). Even if you have changed your appearance, if you use disguise and a stranger sees through it, they get that d20 roll.

Flaws In the Unearthed Arcana Page 91 are a list of Flaws (and rules for them), you may if you so desire take up to 2 Flaws. For each flaw you take you start with an additional Feat! Choose wise because flaws are difficult to get rid of (They cost a feat slot (or 250XP x level), and the effort and sometimes gold).

Energy Vulnerability [Flaw]: You are more susceptible to the negative effects of a an energy type. Effect: You take double damage form one of the four common energy effects (Acid, Cold, Electricity, or Fire), both magical and non-magical. Any time you would take damage from an energy you are vulnerable to you take double the normal damage.

Additional Flaws from the Unearthed Arcana not listed here:

Albino You are a true albino of your race; you have white hair, red eyes, and pink skin. As a result you are highly distinctive, (and in most culture) hard to look upon, and feared to be marked by unnatural powers. Prerequisite: Must be taken at 1st level. Effect: You suffer a permanent -3 to Diplomacy, Disguise, and Gather Information checks. This flaw can never be bought off once taken.

Excoriate [Flaw]: You have been expelled from some cultural institution. Effect: You have been expelled from some cultural institution. You and the DM must decide on what this institution is. For instance; you have been excommunicated from the dominate faith of the land, or a powerful guild house that hold influence over many services. Any member of the institution that has essentially thrown you out, that knows your status (Most will) will have an attitude of unfriendly toward you. You will be refused any and all services or assistance by any member of your old institution. In addition if you present your self as member of the institution (Guild Member, Clergy, Patron, Heir, or

Amnesia [Flaw]: You have lost the memory or subconsciously blocked out some part of your life. It is often a time of great trauma or stress, like war, or the violent death of friends or family. Something you saw or did that the rest of you can not come to terms with. Sometimes it’s just a terrible head injury that takes away you’re past.

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whatever), you could be arrested and prosecuted for fraud, or sin. The Institution must have some major effect on the characters life. For instance, the PC need healing but can not gat any from the major temple because he is an Excoriate.

Lunar Effect [Flaw]: You are tied to the moon and its phases, and it has a negative effect on you. Effect: For whatever reason you are affected by the cycles of the moon (or a moon), every New Moon at the setting of the sun you lose all your racial abilities, and bonuses. This includes bonuses to attributes bonuses (but NOT penalties), skill bonuses, racial abilities like Low-Light or Darkvision.

Lame [Flaw]: You have some sort of crippling disability or injury. You may be missing a leg, or an arm, or horribly scared all over your body. Effect: Missing a leg your base speed is reduced by 10, -4 to balance, climb, and jump. Missing an arm you take a -4 on all dex based checks involving the use of your hands, and two handed and two weapon fighting is out of the question. Horribly Scared you take a -4 to all Charisma based skills, and any you meet are automatically One level lower on the Attitude chart toward you (PHB pg 72).

At the rise of every full moon you find that you can not rest or sleep, and you must make a will save every hour DC 15, or when you take damage DC15 + the total amount of damage. If you fail you black out (becoming an NPC under the DMs control), and your alignment shifts to an opposing one, most likely Evil (Lawful Good to Chaotic Evil, Neutral to Neutral Evil, or Neutral Good, etc.). The DM may require the player to leave the room during the blackout. As a side effect of this if you are ever bitten by any type of were-creature you are at a -5 penalty to resist becoming infected. If a were creature has this flaw they are at a -5 penalty to all control shape attempts (except for voluntary change).

Learning Deficient [Flaw]: You were not educated well, and as a result do not have the necessary foundation to gain skill in anything easy. Effect: You start the game with -4 skill ranks, and every level you gain, your new skill ranks are -1. You are not stupid; you just aren’t capable of learning things easy. Special: If this skill is ever bought off you gain skills as normal, however all previous skills rank not gained because of this flaw remain gone.

Mark of the Beast [Flaw]: Some where in your past you failed your save on a polymorph spell, and you spent time in another shape. The experience altered you in some way that is noticeable to this day. Effect: This flaw is the result of baleful polymorph, where an individual spent a considerable amount of time as an animal before the effect was dispelled. Your hair may still be feathers, or people mistake you for a werebeast, you may have the eyes and voice of an ass. The physical marks on you are not the only changes. People can sense the beast about you, they find you uncomfortable to behold.

Light Sensitivity [Flaw]: Bright light hurts your eyes. Effect: You are permanently dazzled by bright light (Sun light, or any spell that has similar effects), suffering a -2 to all attack rolls, spot and search checks, and to all reflex saves while exposed to such conditions. These penalties stack with racial light sensitivity.

Anyone with an Intelligence of 4 or more, you meet starts off one attitude lower towards you (Helpful, Friendly, Indifferent, Unfriendly, Hostile.), and all check DCs to change their attitude is 10 higher. Note: Information and charts on Attitudes is found on page 72 of the players hand book.

Lower Cast [Flaw]: You are from a family or race that has little respect from the rest of the world, either because of cultural bias, your ancestors did something unforgivable, or simply for being poor; you are kept in poverty by society, and denied the ability to advance socially out of your position. Prerequisite: Must be taken at 1st level. Effect: You are marked from being the lowest class, try to hide the fact that you did not hail from the lower cast people see through your disguise, or here the tone in your Cockney accent and know what you are attempting to do. If a Noble, or Lawman catch you trying to move up or in possession of a weapon (more then a farm tool (lt hammer, crowbar, piton, pitchfork, sickle, scyth, hand axe, tree axe, sledge hammer)) they have the right beat, steal, or other wise publicly punish you. In more extreme lands, they may even have you executed. You will never be able to shake this flaw.

Mark of the Unnatural [Flaw]: Animals hate you and either wish to get away from you or attack you. Effect: All animals or any thing with an Intelligence of 3 or less, that sees you start with an attitude of “Unfriendly” toward you. If you make any move toward the animal then they become “Hostile”, a successful charisma check can change there attitude, but you suffer a -4 on all checks dealing with animals as well. This can make riding a horse most difficult.

Phobia [Flaw]: Some call you a coward, but you have good reason to be afraid. Others just don’t understand.

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Effect: Pick a common subject or phobia, when ever you see the subject of your fear you become shaken, and remain so till you are sure that subject is gone (Out of sight), if the subject of your fear approaches you or makes any contact with you (touch, crawl, etc), you become frightened, unless you make a will save DC 20, then you will remain shaken. If you roll a Natural 1, or if the subject damages you, or you are trapped, and forced to face the subject (stuck on a ledge with a fear of heights) then you become panicked unless you make a will save DC 30 then you will remain shaken.

or a wizards concentration.). DM may decide to what skill the penalty is applied during character creation.

Substance Intolerance [Flaw]: You are more susceptible to the negative effects of a substance or element. Effect: If you so much as touch an element, metal, chemical you take damage 1 point per-round, and anything that damages you made of that substance does an additional die of damage in addition to each round it touches you. For example: You are Iron Intolerant, and you are hit with a cold iron axe. You take 2d8 instead of the 1d8 normally, and if the axe remains stuck in your skull, you take an additional 1 pt of damage per round until its removed. Special: The player and DM agree on the substance of intolerance. DM has final say however.

If you made the initial will saves and the subject attempts to do any thing else but leave, or you get away from its presence you must again make the will saves. Examples of relevant phobias are: Spiders & Bugs, Goblins, Kobolds, Reptiles, Undead, All Bladed Weapons, Heights, Nobility, Darkness, Wizards, Orcs, Fire, just to name a few. The DM has final decision on the phobia, and may require you to pick another.

Targeted [Flaw]: You are always the one they attack, or blame first. You just stand out when the beat down come around. Effect: In combat you are more likely to be the target of ranged attacks. For what ever reason you stand out as a good target. You make a good target to by suffering a permanent -2 penalty to concealment, and your miss chance is halved, even miss chance provided by spell effects. Like wise if something happens, you are always on the suspect list, even if you have proof you did nothing. You are the target.

Poor [Flaw]: You and your family had no. or lost your fortune, now you must make ends by your wits. Prerequisite: Must be taken at 1st level. Effect: You are horribly poor. You start the game with ¼ of your allotted starting money, and all your equipment must be scrounged or improvised. Meaning all equipment is used, or made from piecemeal; it’s dull, weak, or rusted and does 1 less point of damage, and break on a natural 1. The exceptions to these rules are weapons that have no cost (clubs, quarter staffs, sling, and stones), and farming tools (lt hammer, crowbar, piton, pitchfork, sickle, scyth, hand axe, tree axe, sledge hammer). Armor adds 1 to all Armor check penalties, and has half its hit points. No exceptions for armor.

Traits On page 86 of the Unearthed Arcana are a list of traits which further shape your character, making him/her more real. You can not start with more then 2 traits.

Sick [Flaw]: You have a chronic illness, you have trouble breathing, or doing anything excessive. You periodically have violent fits of coughing. You are always feverish to the touch, and as pale as death. Effect: You have a -4 to your Constitution, and you become exhausted when ever something would normally make you fatigued, because you have another coughing fit, anything that makes you exhausted causes you to pass out. If you ever move faster then you base speed you have to make a Fortitude Save DC 15. Failure means you have another coughing fit, and cannot move again for 1 minute (10 rounds). Special: This can not be cured by any magical means all spells to cure this or its effects fail. Note: Rastelin of DragonLance suffered from this flaw.

Skill Inept [Flaw]: Some skills people have no talent in. Effect: -6 to any one skill, the skill must be in class, and pertinent to the character (example, rogues open locks skill,

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Starting Occupation

Background

Select one of the following occupations for your 1st level character. This represents the training and experiences a character has had previous to the start of the campaign. These are generalities which it is suggested you elaborate on. This concept was presented in d20 modern on page 32-34, I like the idea, so I have modified it for my settings.

Below is a series of basic questions that should sum up your character, this is very useful for me as a DM. It tells me what you expect from the game, and possible allows me to better pull your character into the background. Some smart ass gamers think that if they don’t put any thing vulnerable down (like family connections, or past loves) they make them selves invulnerable to the DMs wrath. This attitude will only bring you isolation from the story, and I as the DM must remind you that I am not competition with you. Together we are trying to make a epic story, and if you are a hard unfeeling piece of empty paper then you are not the stuff of legend.

Academic Academics includes Librarians, Wizards, Sages, Scholars, Teachers, Scribes, Book Keepers, and any other educated (or at least self taught) profession. Prerequisite: The ability to read & write. Skills: Choose any three of the following skills as permanent class skills. If you select a skill that is already in class you receive a +1 competency bonus on that skill. Craft (Alchemy), Craft (Scribing), Decipher Script, Gather Information, Knowledge (Any taken individually), Spellcraft, Speak Language (Any taken individually). Bonus Feat: Select one of the following: Knowledgeable, or Skill Focus (Concentration, Craft (Alchemy), or Decipher Script).



Where is your character from?



What did he do before he became a Wizard?



Why did he become a [insert class here]?



Who was his Family (Mother, Father, Siblings if any)?



Are they still Alive, and where are they?



Who is or was the Characters best Friend and why?



Who is or was the Characters worst enemy and why?



How old is he?



What was the best thing that ever happened to the PC?



What was the worst?

Artisans include Painters, Writers, Sculptors, Black smith, Leather smiths, Carpenters, Wood workers, Tailors, Weavers, or any one that has that creative inspiration. This the second most common background in a medieval setting. Prerequisite: None. Skills: Choose any three of the following skills as permanent class skills. If you select a skill that is already in class you receive a +1 competency bonus on that skill. Bluff, Craft (Any but Alchemy), Disguise, Forgery, Knowledge (Local), Knowledge (Nobility), Knowledge (Religion), Perform (Any taken individually), Spot. Bonus Weapon Proficiency: Usually one of the following that the artisan uses regularly (A Carpenter uses a Hammer, and a Sculptor uses a Pick) Dagger, Club, Hand Axe, Light Hammer, or Light Pick.



What does s/he look like, what is their appearance?

Criminal



What are the characters short and long term goals?



What makes your Character unique?



What is the one thing you enjoy about Gaming (Story, Combat, Character Development, Puzzles, Role Play, etc.), and Why?



If you feel the above question are not enough please write out a brief history and personality description.

Artisan

Criminals include con-artist (Grifters), Thieves, Gang Members, Highway Robbers, Pick-Pockets, Rebels, or any one who stays on the wrong side of the established law. Prerequisite: None. Skills: Choose any three of the following skills as permanent class skills. If you select a skill that is already in class you receive a +1 competency bonus on that skill. Appraise, Bluff, Disable Device, Disguise, Forgery, Hide, Knowledge (Local), Knowledge (Nobility), Open Locks, Move Silently, Search, Slight of Hand. Bonus Weapon Proficiency: Bonus Feat: Select one of the following: Dagger, Club, Sap, Short Sword, Rapier, or Light Crossbow.

19

Engineer

Inquisitor

Engineer includes, Stone Masons, Architects, Inventors, Siege Engineers, Boat Wrights, Cart Wrights, or any one who has some part in building or inventing large structures, Buildings, or Vehicles. Prerequisite: The ability to read & write. Skills: Choose any three of the following skills as permanent class skills. If you select a skill that is already in class you receive a +1 competency bonus on that skill. Craft (Alchemy), Craft (Armorsmithing), Craft (Blacksmithing), Craft (Boat Building), Craft (Carpentry), Craft (Cart Building), Craft (Stone Crafting), Craft (Weaponsmithing), Craft (Wood Working), Disable Device, Knowledge (Architect/Engineering), Knowledge (Geography), Knowledge (Warcraft), Profession (Engineer), Profession (Siege Engineer), Spot, Use Rope. Bonus Weapon Proficiency: Light Hammer, and War Hammer. Bonus Feat: Select one of the following: Creative, or Knowledgeable.

Inquisitors are those who seek truth for whatever reason. Most are apart of a greater organization like the kings inquisitors, or religious inquisitors. If someone has the money there are freelance inquisitors, but they are expensive, and mostly ineffective against private and intuitional backed inquisitors. Inquisitor includes Interrogators, Inquisitionist, Investigators, spies, or anyone that seeks the truth for a greater purpose. This is not a common profession in medieval settings, and must get DM approval. Prerequisite: Any one Mental Ability score over 13, the ability to read and write. Skills: Choose any three of the following skills as permanent class skills. If you select a skill that is already in class you receive a +1 competency bonus on that skill. Craft (Scribing), Decipher Script, Diplomacy, Gather Information, Intimidation, Knowledge (Arcana), Knowledge (Local), Knowledge (Nobility), Knowledge (Religion), Search, Sense Motive. Bonus Weapon Proficiency: Select one of the following: Dagger, Club, Light Mace, Light Hammer, or Crossbow.

Healer Healer includes Physicians, Herbalist, Apothecaries, Nurses, Religious Healers, or any one that works to better life through the healing and caring of the sick and injured. This also can cover morticians, and undertakers or any one who must deal with the physical body. Prerequisite: A Wisdom Score of at least 13. Skills: Choose any three of the following skills as permanent class skills. If you select a skill that is already in class you receive a +1 competency bonus on that skill. Craft (Sewing), Diplomacy, Heal, Knowledge (Nature), Knowledge (Nobility), Knowledge (Religion), Profession (Apothecary), Profession (Herbalist), Profession (Physician), Profession (Undertaker), Search. Bonus Feat: Select one of the following: Professional, or Skill Focus (Heal).

Lawman includes town Sheriffs, Deputies, Kings Militias, Bounty Hunters, and any other form of law enforcement occupations. Prerequisite: None. Skills: Choose any two of the following skills as permanent class skills. If you select a skill that is already in class you receive a +1 competency bonus on that skill. Diplomacy, Gather Information, Intimidate, Knowledge (Local), Knowledge (Nobility), Listen, Ride, Search. Bonus Weapon Proficiency: Dagger, Club, Light Mace, Spear, or Crossbow Bonus Feat: Select one of the following: Improved Unarmed Strike, or Point-Blank Shot.

Hunter

Merchant

Hunters include Adventurers, Thrill Seekers, Hunters, Relic Hunters, Explorers, Field Scholars, Mountaineers, and any other profession that regularly face danger. Prerequisite: None. Skills: Choose any three of the following skills as permanent class skills. If you select a skill that is already in class you receive a +1 competency bonus on that skill. Bluff, Climb, Craft (Trap Making), Craft (Bow Making), Disable Device, Escape Artist, Heal, Intimidate, Jump, Knowledge (Arcana), Knowledge (Dungeonerring), Knowledge (Geography), Knowledge (Local), Knowledge (Nature), Knowledge (Warcraft), Move Silently, Profession (Herbalist), Profession (Guide), Profession (Hunter), Profession (Trapper/Furrier), Ride, Spot, Survival, Swim. Bonus Weapon Proficiency: Select one of the following: Dagger, Hand Axe, Light Pick, Crossbow (any), or Bow (any)

Merchant includes salesman, carnival bosses, inn keepers, tax collectors, traders, or any person interested in making or attaining money, power, land, etc as an occupation. Prerequisite: None. Skills: Chose any three of the following skills as permanent class skills. If you select a skill that is already in class you receive a +1 competency bonus on that skill. Appraise, Bluff, Diplomacy, Gather Information, Knowledge (Local), Knowledge (Nobility), Profession (Any), Spot. Bonus Feat: Select one of the following: Negotiator, or Persuasive.

Lawman

Noble Noble includes those born into, married into, or appoint into a station of nobility such as Knight, Lord, Baron, Duke, Prince, or King or any other title afforded to any one of noble blood or appointment. This can include stations of a

20

Decipher Script, Diplomacy, Knowledge (Ancient History), Knowledge (Aracana), Knowledge (Local), Knowledge (History), Knowledge (Religion), Listen, or Sense Motive. Bonus Weapon Proficiency: Any weapon that is a same as their deities favored weapon. Bonus Feat: Select one of the following: Knowledgeable, or True Beliver.

guild house, or any other organization with great power or influence. Prerequisite: DM approval, possibly the starting feat “Noble Birth”, or one level in the Noble Class. Skills: Chose any three of the following skills as permanent class skills. If you select a skill that is already in class you receive a +1 competency bonus on that skill. Bluff, Diplomacy, Intimidate, Knowledge (Any), Ride, Sense Motive Bonus Weapon Proficiency: Any three simple or martial weapons. Bonus Feat: Light & Medium Armor Proficiency. Starting Gold: x2 starting gold.

Sailor Sailor includes, Sailor, Seaman, Fisherman, Boatwright, or any one that make a living on the open seas, or lakes of the world. Skills: Choose any three of the following skills as permanent class skills. If you select a skill that is already in class you receive a +1 competency bonus on that skill. Balance, Climb, Craft (Carpentry), Craft (Sewing), Jump, Knowledge (Nature), Knowledge (Warcraft), Profession (Sailor), Profession (Fisherman), Profession (Boatwright), Spot, Survival, Swim. Bonus Weapon Proficiency: Any one with this background get the following: Dagger, Club, Quarterstaff, Hand axe, Scimitar, rapier, or Crossbow.

Peasant Peasant includes Farmers, Animal Trainers, Trappers, Lumber Jacks, Sewer Jacks, Boatman, Day Laborers, Hired Hands, or any unskilled Mid to Low Cast persons which makes up the bulk of any city, town, or village. This is the most common back ground in most settings. Prerequisite: None. Skills: Chose any two of the following skills as permanent class skills. If you select a skill that is already in class you receive a +1 competency bonus on that skill. Balance, Climb, Handle Animal, Profession (Farmer), Profession (Cook), Profession (Fisher), Profession (Herder), Profession (Miller), Profession (Stable Hand), Profession (Tanner), Profession (Woodcutter), Ride, Survival, Swim, Use Rope. Bonus Weapon Proficiency: Dagger, Club, Quarterstaff, Hand Axe, Light Hammer, Light Pick, Tree Axe (Battle Axe), Sickle, Scythe, or Whip. Bonus Feat: Select one of the following: Animal Affinity, Athletic, Endurance, or Improved Unarmed Strike.

Savage Savage includes wild men, tribal cultures, wilderness hermits, or any one else who comes from a primitive or feral setting. Prerequisite: Any one Physical Ability over 13. Skills: Choose any two of the following skills as permanent class skills. If you select a skill that is already in class you receive a +1 competency bonus on that skill. Climb, Escape Artist, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (Nature), Ride, Spot, Survival, Swim, Use Rope. Bonus Weapon Proficiency: Select one of the following: Dagger, Club, Hand Axe, Spear, or Bow Bonus Feat: Select one of the following: Alertness, Skill Focus (Survival), or Endurance.

Performer Performer includes Bards, Singers, Poets, Actors, Storytellers, Street Salesmen, Evangelists, Circus Performers, Orators, or anyone who makes a living being in front of people, and in some way entertains them. Prerequisite: None. Skills: Chose any three of the following skills as permanent class skills. If you select a skill that is already in class you receive a +1 competency bonus on that skill. Bluff, Craft (Scribe), Diplomacy, Disguise, Perform (Any), Listen, or Tumble. Bonus Feat: Select one of the following: Acrobatic, or Dramatic.

Soldier Soldier includes local militia, standing army troops, conscripted troops, kings guard, or any trained combatant. Prerequisite: None. Skills: Choose any two of the following skills as permanent class skills. If you select a skill that is already in class you receive a +1 competency bonus on that skill. Climb, Craft (Any), Handle Animal, Intimidate, Jump, Knowledge (Warcraft), Ride, Swim. Bonus Weapon Proficiency: May use any Light or Medium Armor. Bonus Feat: Choose one, Martial Weapons Proficiency, Mounted Combat, or Point-Blank Shot.

Religious Religious includes Alter Tenders, Faithful followers, fanatics, priest, friars, or any one who religion plays a majority of theirs life. Prerequisite: Must declare unfailing loyalty to a deity or religious organization. Skills: Chose any two of the following skills as permanent class skills. If you select a skill that is already in class you receive a +1 competency bonus on that skill.

21

Classes, New & Old.

22

In my past observation Bards have been played poorly, to help correct this trend here are some suggested concepts are: Lore Keeper, Historian, Adventurer, Treasure Hunter, Anthropologist, Story-teller, Snake-Oil Sales Man, Evangelist, Herald, Dragon-Kin, Singing Fighter, Con-Man, Collector, Gypsy, etc.

Class Hero Classes

Spell Points: Bards do not get spell slots, but instead get spell points per level. See the chart below for the maximum spell level of the spells they can have per level. A bard’s wisdom bonus does not gain them extra spells, but instead extra spell points. The rules for uses and advantages of spell points are below in the “Spell Points” chapters of this supplement.

Something I like to do to build more realistic characters is start my players off in 1st level commoner classes found on Page 107-110 in the DMG, or from the class templates in the Darkness and Dread by Fantasy Flight Games DD47 on page 11-46, and require the PCs to attain a certain number of ranks in an appropriate class skill find a mentor or school, and come up with the gold to pay for it; before they can become the class they wish to be. Sort of a humble beginnings thing... See table below for class requirements. If this seems to much then I might suggest allowing your PCs to start with the 3 Free Skill Rule Below (under Optional Skill Rules). Class Barbarian Bard

Cleric Druid Fighter Monk Paladin

Ranger Rogue

Sorcerer

Wizard

Total Spells Known: Total spells known is how many spells a bard can know, and call from memory.

Bardic Spell Points Table: Level

Requirements Base Attack of +1, and one month of training in how to Rage. Ranks in Performance, Gather Information, and any one Knowledge equal to his total level. Ranks in Religion, and Diplomacy equal to his total level, and find a patron religious institution.. Ranks in Nature, and Survival equal to his total level. Base Attack of +1, and Proficient with any three Weapons. Base Attack of +1, and Ranks in Tumble equal to his total level, and find a mentor. Base Attack of +1, Proficient with any three Weapons, and Ranks in Ride and Nobility equal to his total level. Base Attack of +1, Proficient with any ranged weapon, and Ranks in Survival equal to his total level. Ranks in Hide, Move Silently, Open Locks, and Slight of Hand equal to his total level. Must have come into contact with or have the blood of a magical, supernatural, or draconic effect, Ranks in Arcane equal to his total level. Ranks in Knowledge (Arcane), and Spell Craft equal to his total level, and 1d4 months of training under a wizard.

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Spell Points Per Day 1 5 6 9 14 17 22 29 34 41 50 57 67 81 95 113 133 144

Total Spells Known 4 7 9 11 13 13 16 17 17 20 21 21 24 25 25 29 31 32 34 35

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

Cleric The Cleric class can be found on page 30 of the player hand book, and expanded on page 36 players hand book II. Spell Points: Clerics do not get spell slots, but instead get spell points per level. See the chart below for the maximum spell level of the spells they can learn per level, and how many spell per day the cleric can prepare. A cleric’s wisdom bonus does not gain them extra spells, but instead extra spell points. The rules for uses and advantages of spell points are below in the “Spell Points” chapters of this supplement.

Bard The Bard class can be found on page 26 of the player hand book, and expanded on page 34 players hand book II.

Prepared Spells per Day: This is how many spells a cleric can prepare each day much like a wizard. A cleric prepares

Suggested Bard Concepts:

23

spells in the same way as found on page 31 of PHB, but with spell points may cast them any number of times in that day as they have spell points.

Spells of Nature (Ex): A few spells that Clerics normally get do not apply well in the natural world. A Cleric of Nature can give up some spells in exchange for some Druid spells. Level: 1st Replaces: Access to the following spells All Summon Monster spells. Benefit: You replace all summon monster spells with all summon nature’s ally. Once this ability is selected, the exchange is permanent.

Cleric Spell Points Table: Level

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Spell Points Per Day 2 4 7 11 16 24 33 44 56 72 88 104 120 136 152 168 184 200 216 232

Prepared Spell Per Day 4 6 7 10 11 13 16 18 20 22 25 27 30 32 35 37 40 42 43 47

Spell Level Known 1st 1st 2nd 2nd 3rd 3rd 4th 4th 5th 5th 6th 6th 7th 7th 8th 8th 9th 9th 9th 9th

Knowledge of Nature (Ex): A Cleric of Nature has more use for knowledge about nature then other less important subjects. Level: 1st Replaces: The any or all of the following skills: Knowledge (Arcana), Knowledge (History), and Knowledge (Planes). Benefit: Gain any or all of the following skills in class: Handle Animal, Knowledge (Nature), and Survival. The skills replaced are on a 1 for 1 basis, if you give up all 3 skills then you gain all 3 new skills, you give up any 2 and gain any 2 new skills, etc. Once this ability is selected, the exchange is permanent.

Druid The Druid class can be found on page 33 of the player hand book, and expanded on page 38 players hand book II.

Druid Spell Points Table:

The Natural Way (Ex):

Spell Points Per Day

A Cleric who follows a nature God has greater access to the skills needed in the natural world. Level: 1st Replaces: Replaces the standard clerics heavy armor proficiency gained at first level. Benefit: You gain the following abilities as a Druid: Nature Sense, & Wild Empathy. In addition, Knowledge (Nature), and Survival become in class skills. Once this ability is selected, the exchange is permanent.

Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th

Domain of Nature (Ex): Clerics of Nature can tap into the natural forces of the wilderness, casting a wider selection of spells. Level: 1st Replaces: Replaces the standard clerics access to domains. Benefit: You gain access to the druid spell list as if you were a druid. This list is in addition to you normal cleric spell list. This does not allow you to cast any more spells per day, but simply expands your spell list. Also, any Druid Spells that contradict the cleric’s alignment can not be cast, or added to the spell list (Good Clerics can not cast Evil Descriptors, and vise versa). Once this ability is selected, the exchange is permanent.

2 4 7 11 16 24 33 44 56 72 88 104 120 136 152 168 184 200 216 232

Prepared Spell Per Day 4 6 7 10 11 13 16 18 20 22 25 27 30 32 35 37 40 42 43 47

Spell Level Known 1st 1st 2nd 2nd 3rd 3rd 4th 4th 5th 5th 6th 6th 7th 7th 8th 8th 9th 9th 9th 9th

Spell Points: Druids do not get spell slots, but instead get spell points per level. See the chart below for the maximum spell level of the spells they can learn per level, and how

24

Ranger

many spell per day the cleric can prepare. A druid’s wisdom bonus does not gain them extra spells, but instead extra spell points. The rules for uses and advantages of spell points are below in the “Spell Points” chapters of this supplement.

The ranger class can be found on page 46 of the player hand book, and expanded on page 54 players hand book II.

Prepared Spells per Day: This is how many spells a druid can prepare each day much like a wizard. A druid prepares spells in the same way as found on page 35 of PHB, but with spell points may cast them any number of times in that day as they have spell points.

Hit Dice: Rangers get a D10 every level for hit die. Skills: Rangers get a (4+Intelligence Modifier) x4 at start. 4+Intelligence Modifier each level. Spells: Ranger DO NOT get spells, unless otherwise noted.

Terrain Knowledge (Ex):

Paladin

You be come a master of dangerous environments. Level: 1st Replaces: If you select this class feature you do not gain the Favored enemy ability, every level that you would have gained the Favored Enemy ability you gain this one instead. Benefit: A Ranger must select a type of terrain as his preferred environment. This could be mountains, forests, hills, tundra, deserts, plains or even underground. At 1st, 5th, 10th, 15th, and 20th levels the ranger may select a new terrain or increase the bonus he gains while in a previously selected terrain. The rangers gains a +1 bonus to Terrain Knowledge while in his chosen terrain. This bonus would apply to the following skills: Handle Animal, Heal, Hide, Knowledge (Geography, and Nature), Listen, Move Silently, Spot, and Search, and the rangers Wild Empathy checks. In addition the bonus is applied to the caster level of any spell cast in the terrain, like Cure light Wounds for example.

The Paladin class can be found on page 42 of the player hand book, and expanded on page 52 players hand book II. Spell Points: Paladins do not get spell slots, but instead get spell points per level. See the chart below for the maximum spell level of the spells they can have per level. A Paladin’s wisdom bonus does not gain them extra spells, but instead extra spell points. The rules for uses and advantages of spell points are below in the “Spell Points” chapters of this supplement. Total Spells Known: Total spells known is how many spells a Paladin can know, and call from memory.

Paladin Spell Points Table: Level

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Spell Points Per Day 1 1 1 1 4 4 9 9 10 17 20 25 26 41 48

Total Spells Known 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 18 20

Spell Level Known

The Terrain Knowledge bonus would apply when in the appropriate setting only. In a different type of land, but still the wild, the Ranger's bonus would be halved. He understands ecosystems enough to make good guesses even in an unfamiliar terrain type.

1st 1st 1st 1st 2nd 2nd 2nd 3rd 3rd 3rd 4th 4th 4th 4th 4th 4th 4th

Hunter's Eye (Ex): Rangers are expert hunters. They can bring down animals with a single blow, using their knowledge and experience of anatomy, as hunters to put a shot precisely on target. Level: 2nd Replaces: You must give up all combat styles: combat style (at 2nd level), improved combat style (at 6th level), and combat style mastery (at 11th level). Benefit: A ranger gains a sneak attack ability (as the Rogue) when using ranged weapon. The ranger gains a +1d6 at 2nd, 6th, 11th, and 16th levels.

Evasion (Ex): At 11th level, a ranger gains evasion. If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage (such as a fireball), she takes half of half of the damage with a successful saving throw (Example: a ranger gets hit with a fire ball for 24 pts, she make her reflex save, where others who made their save would take 12 pts, she only takes 6.) Evasion can only be used if the ranger is wearing light armor or no armor. It is an extraordinary ability.

25

Rogue

15 16 17 18 19 20

The rogue class can be found on page 49 of the player hand book, and expanded on page 56 players hand book II. Skills: (6 + Intelligence Modifier) x 4 At start, and 6 + Intelligence Modifier each level.

Sorcerers The Sorcerer class can be found on page 51 of the player hand book, and expanded on page 60 players hand book II.

* Players Hand Book II. ‡ Races of Dragon, or Dragon Magic. † This Document (In the New Feats Chapter).

Starting Spells: A sorcerer starts play with 4 '0' level spells, and 2 1st level spells known to him.

Alternative Training (Ex):

Spell Points: Sorcerers do not get spell slots, but instead get spell points per level. See the chart below for the maximum spell level of the spells they can know per level. A sorcerer’s charisma bonus does not gain them extra spells, but instead extra spell points. The rules for uses and advantages of spell points are below in the “Spell Points” chapters of this supplement.

You did not study the ways of self defense, you instead studied ways to improve your spell casting. Level: 1st Replaces: Sorcerers Simple Weapons Proficiency, leaving them with only proficiency in Dagger, Club, Staff, Light, and Heavy Crossbows (As a wizard). Benefit: Sorcerers may take one of the following feats in place of Simple Weapon Proficiency: Bonded Familiar*, Combat Casting, Combat Familiar*, Eschew Material Components, Grenadier*, Improved Counter Spell, Skill Focus (Any Sorcerer Skill), Spell Focus, or Spell Penetration.

Total Spells Known: This is how many spells a sorcerer knows (Refer to page 53 of the PHB). A sorcerer learns new spells in the same way as found on page 54 of PHB, but with spell points may cast them any number of times in that day as they have spell points.

* Players Hand Book II.

Alternative Spell Casting (Ex):

Sorcerer Spell Points Table: 1 2 3 4 5 6 7 8 9 10 11 12 13 14

7th 8th 8th 9th 9th 9th

Your magic does not come from simply the self, but from the blood of Celestials, Dragons, Infernals, or other beings of great power. Level: 1st Replaces: The ability to obtain a Familiar, and Simple Weapons Proficiency, leaving them with only proficiency in Dagger, Club, Staff, Light, and Heavy Crossbows (As a wizard). Benefit: At 1st level the Sorcerer may select any available heritage feat (Celestials Sorcerer Heritage*, Dragons Sorcerer Heritage‡, Infernal Sorcerer Heritage*, Shadow Sorcerer Heritage Feat†, etc.). At 4th, 8th, 12th, 16th, and 20th levels the Sorcerer may select any Heritage feat that he meets the perquisites for. If there are not enough such feats then when all available heritage feats have been taken then the Sorcerer may select a metamagic feat instead.

At 11th level, a ranger gains evasion. If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage (such as a fireball), she takes half of half of the damage with a successful saving throw (Example: a ranger gets hit with a fire ball for 24 pts, she make her reflex save, where others who made their save would take 12 pts, she only takes 6.) Evasion can only be used if the ranger is wearing light armor or no armor. It is an extraordinary ability.

Spell Points Per Day 3 5 8 14 19 29 37 51 63 81 97 115 131 149

36 37 39 40 42 43

Alternative Heritage (Su):

Evasion (Ex):

Level

165 183 199 217 233 249

Total Spells Known 6 7 8 10 12 14 17 19 22 24 28 29 32 33

You did not study the ways of arcane magic. Level: 1st Replaces: The Sorcerers ability to cast arcane spells (except for those specifically for sorcerers). Benefit: The Sorcerer with this substitution does not take his/hers spells from the sorcerer/wizard list. The Sorcerer instead takes his/hers spells from both the Cleric & Druid spells list. The Sorcerer uses his/her Charisma Score in place of a Wisdom score for determining DCs and other aspects of divine spell casting.

Spell Level Known 1st 1st 1st 2nd 2nd 3rd 3rd 4th 4th 5th 5th 6th 6th 7th

26

Wizards

does not count toward their total for that day. In addition a wizard normally gets 2 spells every time he levels, a specialist gains a third that must come from his chosen school. The Specialist also gets a +1 to the DC of all spells cast from their chosen school.

The Wizard class can be found on page 55 of the player hand book, and expanded on page 68 players hand book II. Spells: Wizards must be taught, learn, and/or memorize each spell. They keep their spell list in their "Spell Book". A wizards spells are a series of phases, and hand gestures, combined with spell components.

As one additional bonus for the specialist sacrifice all specialist gain a d6 hit die per level instead of the traditional d4, except the diviner (who only gives up one school).

New Familiars

Starting Spells: A wizard starts with 5 + Intelligence Modifier of '0' level spells, and 3 + Intelligence Modifier of 1st level spells, in his spell book.

The following familiars can’t be found in the Players handbook, Dungeon Master’s Guide, or the Book of familiars by Troll Lord Games. All rules on Familiars still apply as normal and can be found on page 52-53 in the Players Handbook:

Spell Points: Wizards do not get spell slots, but instead get spell points per level. See the chart below for the maximum spell level of the spells they can learn per level, and how many spell per day the wizard can prepare. A wizard’s intelligent bonus does not gain them extra spells, but instead extra spell points. The rules for uses and advantages of spell points are below in the “Spell Points” chapters of this supplement.

Familiar Armadillo Beaver Blue Jay Dragonet Martin Muskrat Opossum Otter Parrot 1 Rabbit

Prepared Spells per Day: This is how many spells a wizard can prepare each day. A wizard prepares spells in the same way as found on page 55 of PHB, but with spell points may cast them any number of times in that day as they have spell points.

1 A Parrot can speak one language of the master’s choice as a supernatural ability.

Wizard Spell Points Table: Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Spell Points Per Day 2 4 7 11 16 24 33 44 56 72 88 104 120 136 152 168 184 200 216 232

Prepared Spell Per Day 4 6 7 9 10 12 14 16 18 20 22 24 26 28 30 32 34 36 38 40

Special Master gains a 3 hit points. Master gains a +2 on Knowledge Engineering. Master gains a +2 on Bluff checks. 3rd level requirement. Master gains a +2 on Search checks. Master gains a +2 Fortitude saves. Master gains a +3 on Survival checks. Master gains a +3 on Swim checks. Master gains a +2 on Diplomacy checks. Master gains a +3 on Diplomacy checks.

Spell Level Known 1st 1st 2nd 2nd 3rd 3rd 4th 4th 5th 5th 6th 6th 7th 7th 8th 8th 9th 9th 9th 9th

Specialist: For their sacrifice of two schools a specialist gains a +2 to all Spellcraft Checks when dealing with their school, they also learn one additional spell of their school that does not count against their total known spells. They also prepare one additional spell of their chosen school per day, which

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Class Skills

New Classes

The Devoted Specialist’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int). Plus, the following skills depending on the school of specialization: Abjurer: Survival (Wis) Conjurer: Gather Information (Cha) Diviner: Spot (Wis) Enchanter: Diplomacy (Cha) Evoker: Intimidate (Cha) Illusionist: Bluff (Cha) Necromancer: Heal (Wis) Transmuter: Disguise (Cha)

Darkness & Dread by Fantasy Flight Games under the Legends & Lairs series has several new commoner classes, these classes are not the hero classes from the player’s hand book, but they are incredibly useful and enjoyable to both play, and watch be played. I usually require PCs to go up in one or more levels of these classes before they become adventuring heroes. The only thing I have to alter about these classes is that they are all 5 level classes. Even if the class states a 10 level growth chart, they all work as 5 level classes.

Devoted Specialist Devoted Specialists are practitioners of arcane arts who have dedicated their lives to entirely exploring and expanding the study of their chosen school. Unlike specialist, and Devoted Specialist is incapable of casting other schools of magic (Except Universal, and the spell Read Magic). However, the intense focus is allows them to completely master their chosen field of study. Many scoff at such a sacrifice for this path, until the Devoted Specialist begins to gain a greater understanding of their school and the over whelming power that comes with that understanding.

Skill Points at 1st Level: (2 + Int modifier) x 4. Skill Points at Each Additional Level: 2 + Int modifier.

Class Features All of the following are class features of the Devoted Specialist. Weapon and Armor Proficiency: Devoted Specialist s are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard’s movements, which can cause her spells with somatic components to fail.

Hit Die: d6 Alignment: Any Starting Gold: 4d4x10

Table: The Devoted Specialist Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th

BAB +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6/+1 +6/+1 +7/+2 +7/+2 +8/+3 +8/+3 +9/+4 +9/+4 +10/+5

Fort +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

Ref +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

Will +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

Special Devotion, School Mastery, Scribe Scroll. Augment Specialty School (1 Level) Specialty School Focus +1 Augment Specialty School (2 Levels) Improved Counter Spell, Bonus Feat Augment Specialty School (3 Levels) Specialty School Focus +2 Augment Specialty School (4 Levels) Augment Specialty School (5 Levels), Bonus Feat Specialty School Focus +3 Augment Specialty School (6 Levels) Augment Specialty School (7 Levels) Specialty School Focus +4, Bonus Feat Augment Specialty School (8 Levels) Augment Specialty School (9 Levels) Specialty School Focus +5, Augment Specialty School (10 Level), Bonus Feat

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Spell Points Per Day 2 4 7 11 16 24 33 44 56 72 88 104 120 136 152 168 184 200 216 232

Spell Level Known 1st 1st 2nd 2nd 3rd 3rd 4th 4th 5th 5th 6th 6th 7th 7th 8th 8th 9th 9th 9th 9th

Table: The Devoted Specialist Spells per Day Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th

0 4 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5

--------------------------------------------------- Spells per Day --------------------------------------------------------1 2 3 4 5 6 7 8 2 3 3 2 4 3 4 3 2 4 4 3 5 4 3 2 5 4 4 3 5 5 4 3 2 5 5 4 4 3 5 5 5 4 3 2 5 5 5 4 4 3 5 5 5 5 4 3 2 5 5 5 5 4 4 3 5 5 5 5 5 4 3 2 5 5 5 5 5 4 4 3 5 5 5 5 5 5 4 3 5 5 5 5 5 5 4 4 5 5 5 5 5 5 5 4 5 5 5 5 5 5 5 4

9 2 3 3 4

prohibited school or schools, if any; see School Specialization, below) plus four 1st-level spells of your choice. For each point of Intelligence bonus the Devoted Specialist has, the spellbook holds one additional 1st-level spell of your choice. At each new Devoted Specialist level, she gains three new spells of any spell level or levels that she can cast (based on her new Devoted Specialist level) for her spellbook. At any time, a Devoted Specialist can also add spells found in other Devoted Specialists’, or wizards’ spellbooks to her own.

Spells: A Devoted Specialist casts arcane spells which are drawn from the sorcerer/ wizard spell list. A Devoted Specialist must choose and prepare her spells ahead of time (see below). To learn, prepare, or cast a spell, the Devoted Specialist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Devoted Specialist’s spell is 10 + the spell level + the Devoted Specialist’s Intelligence modifier. Like other spellcasters, a Devoted Specialist can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Devoted Specialist. In addition, she receives bonus spells per day if she has a high Intelligence score.

Devotion: Devoted Specialist may only learn, prepare, and cast spells from their selected school, and the Universal Schools (The exception is the spell Read Magic, the Devoted Specialist gets automatically and can prepare with out a spell book as a wizard can). Other schools of magic are entirely forbidden to the Devoted Specialist except through the Open School feat (see below). Devoted Specialist receive a +4 bonus to spellcraft checks to learn new spells of their selected school.

Unlike a bard or sorcerer, a Devoted Specialist may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the Devoted Specialist decides which spells to prepare.

School Mastery: On page of the Unearthed Arcana is a list of arcane domains, the Devoted Specialist gains the domain related to his specialty school, as he gains levels not only does he gain an extra spell from his school but at the appropriate spell level, he automatically gets the spell from that list added to his spell book, at any time he so choose you may sacrifice a prepared spell for that day of equal level to spontaneously cast one of the domains spells.

Bonus Languages: A Devoted Specialist may substitute Draconic for one of the bonus languages available to the character because of her race. Spellbooks: A Devoted Specialist must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for read magic, which all Devoted Specialist s can prepare from memory. A Devoted Specialist begins play with a spellbook containing all 0-level wizard spells (except those from her

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Scribe Scroll: At 1st level, a Devoted Specialist gains Scribe Scroll as a bonus feat (See page 99 of the PHB). Augment Specialty School: At 2nd level a Devoted Specialist begins to become more powerful in his chosen school, gaining the knowledge to cast augmented spells from that school with greater ease. This allows her to ignore one level of metamagic cost when preparing augmented spells. So, a Devoted Conjurer could prepare an extended Summon Monster I spell as a 1st level spell instead of a second level spell. The Devoted Specialist can use this to decrease the metamagic level penalty if she does have enough to completely ignore it. At 4th level and every other level there after a Devoted Specialist may ignore one additional level of metamagic cost when preparing spells. Specialty School Focus: At 3rd level, Devoted Specialist receives a +1 bonus to all caster level checks (1d20 + Caster level) to beat a creature’s spell resistance when casting spells of her chosen school. In addition, the DCs of all spells casts from the Devoted Specialist chosen school are increased by 1. These benefits stack with bonuses provided by the Spell Focus, and Spell Penetration feats. These bonuses increase by 1 each at 7th, 11th, 15th, and 19th levels. Improved Counter Spell: A Devoted Specialist when counterspelling a spell from her chosen school may use any spell of that school that is one or more spell levels higher than the target spell. Bonus Feat: At 5th, 10th, 15th, and 20th level, a Devoted Specialist gains a bonus feat. At each such opportunity, she can choose a Metamagic feat, a Item Creation feat, Eschew Material Components, Greater Spell Focus, Greater Spell Penetration, Knowledgeable, Magical Aptitude, Spell Book Mastery, Spell Focus, Spell Mastery, or Spell Penetration. The Devoted Specialist must still meet all prerequisites for a bonus feat, including caster level minimums.

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Class Features

Draconic Sorcerer

All of the following are class features of the sorcerer.

The sorcerer class can be found on page 51 of the player hand book, and expanded on page 60 players hand book II.

Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer’s gestures, which can cause his spells with somatic components to fail.

The Following is for a draconic heritage sorcerer, though it can be easily adjusted to a Fiendish or Celestial sorcerer.

GAME RULE INFORMATION

Spells: A sorcerer casts arcane spells which are drawn primarily from the sorcerer/wizard spell list, he can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).

Sorcerers have the following game statistics. Abilities: Charisma determines how powerful a spell a sorcerer can cast, how many spells the sorcerer can cast per day, and how hard those spells are to resist. To cast a spell, a sorcerer must have a Charisma score of 10 + the spell’s level. A sorcerer gets bonus spells based on Charisma. The Difficulty Class of a saving throw against a sorcerer’s spell is 10 + the spell’s level + the sorcerer’s Charisma modifier. Like a wizard, a sorcerer benefits from high Dexterity and Constitution scores.

To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier. Unlike other spellcasters, a sorcerer uses spell points to cast spells per day. His base daily spell point allotment is given on the Table: The Sorcerer. In addition, he receives bonus spells points per day if he has a high Charisma score. A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing any 6 0-level or 1st-level spells of his choice. At each new sorcerer level, he gains one or more new spells, as indicated on Table: Sorcerer. (Unlike spells per day, the number of spells a sorcerer knows is not affected by his Charisma score; the numbers on Table: Sorcerer is fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. The sorcerer can’t use this method of spell acquisition to learn spells at a faster rate, however.

Alignment: Any. Hit Die: d6.

Class Skills The sorcerer’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (Local) (Int), Knowledge (Nobility) (Int), Profession (Wis), and Spellcraft (Int). Skill Points at 1st Level: (2 + Int modifier) x 4. Skill Points at Each Additional Level: 2 + Int modifier.

Table: The Draconic Sorcerer Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th

BAB +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6/+1 +6/+1 +7/+2 +7/+2 +8/+3 +8/+3 +9/+4 +9/+4 +10/+5

Fort +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

Ref +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

Will +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

Special Energy Focus, *Summon familiar Draconic Skin Bonus Feat Draconic Sight Draconic Breath Bonus Feat Draconic Flight Draconic Might Bonus Feat Bonus Feat -

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Spell Points Per Day 3 5 8 14 19 29 37 51 63 81 97 115 131 149 165 183 199 217 233 249

Total Spells Known 6 7 8 10 12 14 17 19 22 24 28 29 32 33 36 37 39 40 42 43

Spell Level Known 1st 1st 1st 2nd 2nd 3rd 3rd 4th 4th 5th 5th 6th 6th 7th 7th 8th 8th 9th 9th 9th

When ever a Sorcerer casts a spell with that energy descriptor, the DC to resist that spell is increased by 2.

Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one he already knows. In effect, the sorcerer “loses” the old spell in exchange for the new one. The new spell’s 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 sorcerer spell the sorcerer can cast. A sorcerer 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.

Dragon Heritage Black Blue Green Red White Brass Bronze Copper Silver Gold Amethyst Crystal Emerald Sapphire Topaz

Unlike a wizard or a cleric, a sorcerer 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 spell points per day for that spell level. He does not have to decide ahead of time which spells he’ll cast. Also, using spell points are far more flexible then spell slots, for every additional 2 spell points a sorcerer spends he may increase one asspect of the spell by one full level for determining all level dependent, and variable effects (Damage, Durations, Range, etc.).

Energy Type Acid Electricity Acid Fire Cold Fire Electricity Acid Cold Fire Force Cold Sonic Electricity Cold

Draconic Skin (Su): Starting at 3rd level a Sorcerer can grant himself scaly skin that protects him against weapons as well as the energy type of his draconic heritage. A Sorcerer gains a +3 natural armor bonus and fire resistance 5 while his drake skin is in effect. This is a supernatural ability that he can use once per day at 3rd level, with a duration of 10 minutes per level. As a Sorcerer advances in level, his drake skin ability improves, as shown on the table below.

Familiar: A sorcerer can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent, or if the Sorcerer so decides may summon a Dragonet as his familiar (An option only a Sorcerer gets at 1st level, and is listed below. Others must have a minimum level of 3rd to have a Dragonet Familiar). The creature serves as a companion and servant. The sorcerer chooses the kind of familiar he gets. As the sorcerer advances in level, his familiar also increases in power.

Level 3rd 5th 7th 9th 11th 13th 15th

If the familiar dies or is dismissed by the sorcerer, the sorcerer must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sorcerer level; success reduces the loss to one-half that amount. However, a sorcerer’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.

Uses Per Day 1/day 2/day 3/day 3/day 4/day 5/day 6/day

Natural Armor +3 +3 +4 +4 +5 +5 +5

Resistance 5 5 10 10 15 15 20

Bonus Feats: A sorcerer gains a new bonus feat at 5th, 11th, 17th and 19th levels. These feats must be an Item Creation Feast, Meta Magic Feats, Draconic Feats (See Races of Dragon, and Dragon Magic), or feats from the list below: Alertness, Augment Summoning, Battle Caster, Combat Casting, Combat Expertise, Eschew Material Components, Improved Counter Spelling, Spell Focus (Any), Greater Spell Focus, Spell Penetration, Greater Spell Penetration.

A character with more than one class that grants a familiar may have only one familiar at a time. Energy Focus (Su): The elemental nature of the dragons burns in the sorcerer’s blood. At first level the draconic heritage of the Sorcerer is awakened, he must pick a draconic type that he is descended from. From that point on the Sorcerer is able to access the draconic heritage, and draconic feats (See Races of Dragon, and Dragon Magic). In addition the dragon heritage that the Sorcerer picks reflect and energy type, this will affect the type of resistance, breath weapon, and color of other class abilities at higher levels.

Draconic Sight (Su): At 7th level the Sorcerer gains the visual acuity of a dragon. He can see four times as well in low-light conditions and twice as well in normal light, and she gains darkvision 60 feet. Draconic Breath (Su): At 9th level, a Sorcerer gains the ability to use a breath weapon like that of a dragon of his heritage. The breath weapon is always a cone 30 feet high, and 30 feet wide of the energy type of the Sorcerers heritage. Using the Breath Weapon is an attack action, and deals 3d6

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Organization: Challenge Rating: Treasure: Alignment: Advancement: Level Adjustment: -

at 9th level. Target in the area may attempt a Reflex Save (DC 10 + ½ the sorcerer’s level + his charisma modifier) for half damage. A Sorcerer of 9th level can use this ability 3 times a dy, as the Sorcerer gains more levels he can use this ability more times per day, dealing more damage. See the table below. A Sorcerer is immune to damage from his own breath weapon. Level 9th 11th 13th 15th

Uses Per Day 3/day 4/day 5/day 6/day

A dragonet is a small, winged, lizardlike creature related to Dragons or PseudoDragons. It is about 3 feet long from its horned nose to the tip of its sinuous tail, and has a wingspan the same size. Its scales are brightly colored, predominantly green but with patches or bands of yellow, black, blue and/or fiery red. A feathery crest runs from the top of its head down its spine, ending in a soft tuft at the creature's tail. Its eyes are large and yellow, and its teeth are needlesharp. It has a range of vocal expression (though it does not speak) from low rumbling growls to high-pitched keening. Dragonets are fishers and hunters in the wild, flying in packs over forests, or lakes and diving for their prey. Their needlelike teeth are well adapted for grabbing and holding slippery fish, or small mammals, and they use their sharp claws to hold their prey while they eat. Sometimes still on the wing. Dragonets nest in colonies in places where they have a high vantage point (such as cliffs, high trees, etc.). Dragonets are often encountered as the familiars of Sorcerers. A dragonet familiar is the same alignment as its master.

Damage 3d6 4d6 5d6 6d6

Draconic Flight (Su): Starting at 13th level, a Sorcerer gains the supernatural ability to grow a pair of powerful draconic wings. He gains a fly speed of 100 with a average maneuverability. He cannot carry aloft more then a light load. A Sorcerer can use this ability for a total of 30 minutes per level per day, though this duration need not be consecutive. Growing or dismissing the wings is an attack action. Draconic Might (Su): At 15th level, a Sorcerer can call upon his draconic heritage to take on some of the physical prowess of a dragon. He temporarily gains a +5 enhancement bonus to his Strength, Constitution, and Charisma scores. He Also gains a +4 enhancement bonus to his natural armor and becomes immune to sleep, fear, and paralysis effects. The Sorcerer also gets a claw and bite attack that does damage based on his size, he does not however gain any multiple attacks from these natural weapons. He can use this ability once per day for 1 minute per level. Size Small Medium Large

Bite 1d4 1d6 1d8

Combat A dragonet when pressed to fight will attack with its bite, and claws, however if the sky is open it will attempt to escape.

Claw 1d3 1d4 1d6

Dragonet Tiny Dragon Hit Die: Initiative: Speed: Armor Class: Base Attack/Grapple: Attack: Full Attack: Space/Reach: Special Attacks: Special Qualities:

Save: Abilities: Skills: Feats: Environment:

Solitary, Pair, or Clutch (3-5). ½ None Usually Neutral None, or as a familiar.

1d12+1 (hp 7) +2 10ft; Fly 60ft (Good) 15(+2 Dex, +2 Size, +1 Natural), Touch 14, Flat-Footed 13 +1/-9 Bite +3 melee (1d4-2) Bite +3 melee (1d4-2), and 2 Claws -2 melee (1d3-2) 2 ½ ft. / 2 ½ ft. Darkvision 60ft, Immunity to magic sleep effects and paralysis effects, low-light vision. Fort +3, Ref +4, Will +3 Str 6, Dex 15, Con 12, Int 2, Wis 12, Cha 9. Listen +7, Spot +7. Alertness Temperate Forest

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Noble

Bonus Feat: At 3rd and 7th level the Noble gains a bonus feat from its class, the noble must met all perquisites to take any feat.

Nobles are usually educated, wealthy individuals often born of high position. Noble’s are of royal blood, and command great presence. They are given freedom to train in fields of their choice (for the most part), and often travel widely. With access to the best goods and opportunities Nobles can quickly become formidable individuals, though their greatest gift is that of influence, command, and communication. The presence of nobility is mightier then any sword. Being a Noble however, isn’t so much a choice as a position you’re born into. A Noble cannot multiclass unless his or her first level is in Noble class.

Noble Presence (Ex): Once per-day per charisma modifier a Noble can by using their force of will, or noble presence to lead others to success. By spending one full round speaking or yelling to or giving orders to his allies, and succeeding on a Diplomacy check DC 15 + the number of allies influenced the Noble grants his allies a +2 moral bonus on all saves, +1 moral bonus on any skill checks, and +1 moral bonus on all attacks to his all his allies with in 60ft. This effect last for a number of rounds equal to the Nobles level, or if the Noble falls, succumbs to any fear effects, or retreats the effect ends immediately.

Hit Die: d8

Level 1 2 3 4 5

BAB +0 +1 +2 +3 +3

Fort +0 +0 +1 +1 +1

Reflex +0 +0 +1 +1 +1

Will +2 +3 +3 +4 +4

Noble Bearing (Ex): Once per-day per charisma modifier a Noble by giving a speech to a crowd the Noble can influence them into a more desirable action. By making an opposed Diplomacy check against the highest Will save among the crowd of which the majority of the crowd have 6 or fewer HD, and at least be of the indifferent attitude (which the Noble can now use Social Grace to improve), if the group fails its save then the Noble got the Groups attention. The Noble can now control the crowd’s general actions, inciting it to attack a subject, dictating its movements, causing it to break up, or keeping it calm. The Noble can influence only those with in 100ft of him and can hear, understand, and see him. The crowd does not take suicidal actions, nor does it blindly follow the Nobles urgings. Instead, treat the crowd as if it sees the Noble’s council in the best possible light as if he were a close friend or ally. The crowd also gains the benefits of the Noble’s Noble Presence ability, though the effect does not count as one of the Noble Presence abilities use for that day.

Special Social Graces Noble Presence Noble Bearing

Class Skills The Noble’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Intimadate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), Swim (Str), and Survival (Wis). Skill Points at 1st level: (4 + Int modifier) X 4 Skill Points at each additional level: 4 + Int modifier

Starting Gear 4d8X10 worth of equipment

Class Features Weapon and Armor Proficiency: A Noble is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields). Social Graces (Ex): Through compassionate dealings, or social maneuvering the Noble can change someone’s attitude with greater ease then most. By speaking for one full round (and taking no other actions) to the individual or creature to be influenced you reduce the DC to change a targets attitude toward you by 5+your Noble level. The target must be able to hear, understand, and see you, be no more the 30ft away, or have more hit dice then your level. In addition the Noble gains a permanent +2 competency bonus to Diplomacy, Gather Information, Intimidate, and Sense Motive checks.

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New Prestige Classes

35

Prestige Classes

Class Features All of the following are features of the Blue Conjurer prestige class.

Blue Conjurer

Weapon and Armor Proficiency: Blue Conjurers gain no proficiency with any weapon or armor.

The Blue Conjurers is a lose order of master conjurers, known for their powerful summoned creatures, and intricate knowledge of conjuration. No one knows from where the order came, rumors say that the order was founded on another plane. They often pick up planar languages, the art of diplomacy, and interactions as to better understand and encourage their summoned allies.

Spells per Day: When a new Blue Conjurer level is gained, the character gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class; except for 1st level, he gains no benefit form his previous spell casting class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of Blue Conjurer to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly.

Viewed with suspicion by most, Blue Conjurers simply desire knowledge for knowledge sake. Becoming focused masters of conjuration. Some seek to better the world, others seek to leave the world, and then there are the few tempted by the promises of power from the things better left unsummoned. Blue Conjurers can often be found wherever there is knowledge to be gained, and magic to be discovered.

If a character had more than one arcane class before he became a Blue Conjurer, he must decide to which class he adds each level of Blue Conjurer for the purpose of determining spells per day.

Hit Die: d6.

Requirements

Powerful Conjuration (Ex): At 1st level a Blue Conjurer gains a bonus that increases his effective caster level for the purpose of determining level-dependent spell variables and for caster level checks. This bonus is only applied to spells of the conjuration school. At 1st level the Blue Conjurer gains a +1 to his effective caster level for all conjuration spells. The bonus increases to +2 at 4th level, and +3 at 8th level.

To qualify to become a Blue Conjurer, a character must fulfill all the following criteria. Class: Wizard Specialist (Conjuration) Language: One or more of the following Abyssal, Aquan, Auran, Celestial, Draconic, Ignan, Infernal, or Terran. Feats: Spell Focus (Conjuration). Spells: Able to cast Summon Monster III or higher

Rapid Summoning (Ex): Starting at 1st level when a Blue Conjurer cast any summon monster spell, the casting time is 1 standard action rather then one full round. Creatures summoned this way.

Class Skills The Blue Conjurer's class skills are: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Decipher Script (Int), Intimidate (Cha), Knowledge (all) (Int), Profession (Wis), Sense Motive (Wis), Speak Language, and Spellcraft (Int).

Extended Conjuration (Ex): All spells cast from the conjuration school by a Blue Conjurer are considered extended. An extended spell lasts twice as long as normal. A spell with duration of concentration, instantaneous, or permanent is not affected by this ability.

Skill Points at Each Level: 2 + Int modifier.

Table: The Blue Conjurer Level

BAB

Fort Save

Ref Save

Will Save

1st

+0

+0

+0

+2

2nd

+1

+0

+0

3rd

+1

+1

+1

4th

+2

+1

5th

+2

6th

+3

7th 8th

Special Powerful Conjuration +1, Rapid Summoning

Spells per Day

+3

Extended Conjuration

+1 level of existing arcane class

+3

-

+1 level of existing arcane class

+1

+4

Powerful Conjuration +2

+1 level of existing arcane class

+1

+1

+4

Enhance Summoning

+1 level of existing arcane class

+2

+2

+5

Quicken Conjuration

+1 level of existing arcane class

+3

+2

+2

+5

-

+1 level of existing arcane class

+4

+2

+2

+6

Powerful Conjuration +3

+1 level of existing arcane class

9th

+4

+3

+3

+6

Contingent Conjuration

+1 level of existing arcane class

10th

+5

+3

+3

+7

Enhance Summoning

+1 level of existing arcane class

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+1 level of existing arcane class

Enhance Summoning (Ex): At 5th level a Blue Conjurer’s summoned creatures become more powerful and more difficult to dispel. All summoned creatures gain a +2 to strength and constitution, and a +2 to the DC of any caster level check to dispel the Blue Conjurer summoned creatures. At 10th level all summoned creatures gain an additional +2 to strength and constitution, and an additional +2 to the DC of any caster level check to dispel the Blue Conjurer summoned creatures. These bonuses stack with those provided by the feat Augment Summoning. Quickened Conjuration (Ex): A number of times per day equal to half of a Blue Conjurers prestige level, a Blue Conjurer can quicken some of his conjuration spells. Casting a quickened conjuration spell is a free action. A Blue Conjurer can perform another action, even casting another spell, in the same round that he cast a quickened spell. He may cast only one quickened spell per round. A spell whose casting time is more than 1 full round action cannot be quickened. The spells must be prepared a head of time, and are not penalized for being prepared in this manner. Contingent Conjuration (Ex): A 9th level a Blue Conjurer can prepare a conjuration spell ahead of time to be triggered by some other event. This functions as described for the contingency spell, including having the Blue Conjurer cast the conjuration spell beforehand. The spell is cast instantly when the trigger event occurs. The conditions needed to bring the spell into effect must be clear, although they can be general. If complicated or convoluted condition as are prescribed, the contingent conjuration may fail when triggered. The conjuration spell occurs based solely on the stated conditions, regardless of whether the Blue Conjurer wants it to, although most conjurations can be dismissed normally. A Blue Conjurer can have only a number of contingency spells equal to half of a Blue Conjurers prestige level active at one time.

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Sacred Huntsman

Nature’s Ally (Su): Spirits of the Land recognize the Sacred Huntsman’s dedication to nature and awards her. The earth defender can add summon nature’s ally spells to her divine spell list. Also, she can use prepared spells to spontaneously cast summon nature’s ally spells the way a druid does.

Sacred Huntsmen are holy defenders of the land concerned with protecting the environment at all costs. Sacred Huntsmen range from benevolent wilderness hermits, to enraged fanatics seeking the death and destruction of those that threaten the nature world. Sacred Huntsmen are clerics of the Nature Gods that make their way by living in harmony with the land, and hunting down those that threaten, defile, hunt for sport, or anything else that could harm their ward. Sacred Huntsmen can draw power from Spirits of the Land to smite their foes and get help from nature’s creatures. Sacred Huntsmen who defend a type of creature often range across long distances, protecting members of endangered species wherever they journey. Sacred Huntsmen, who defend an environment, tend to guard a specific area.

Smite Threat (Su): Once per day the Sacred Huntsman can add her Wis modifier to her melee attack roll, and her Sacred Huntsman class level and her divine class level to the damage. This ability can be used with any normal melee attack, a melee touch attack, or not a ranged attack. At 4th level she can use this ability 2/day. Swift Tracker (Ex): The Sacred Huntsman 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.

Hit Die: d8

Earth Maw (Su): Once per day the Sacred Huntsman can call upon nature to have an enemy swallowed by the land. The Sacred Huntsman can target a large size or smaller creature within 100 feet, a rift is torn beneath the target, who is swallowed by the earth, and then the rift closes. The victim must make a DC 20 + the Sacred Huntsman wisdom modifier reflex save to avoid being swallowed by the earth maw. Success means he escapes unharmed. Failure means he is trapped 10 feet beneath the ground and suffers 8d6 damage every round from the crushing strength of the earth. Also, the victim is considered to be drowning if he fails a DC 10 Constitution check, which must be rolled every round. The DC increases by 1 every round the character is trapped beneath the earth. The creature cannot cast spells, escape on its own (unless it has some natural ability to move through earth), however spells cast by others such as dig, move earth, transmute rock to mud and passwall can all clear a path to the creature. If exposed to air the creature seizes suffocating.

Requirements To qualify to become an Sacred Huntsman, a character must fulfill all the following criteria. Skills: Survival 2 ranks. Feats: Track. Spells: Able to cast 3rd level divine spells. Special: Must be a cleric of a nature god and have one of the following domains Animal, Earth, or Plant.

Class Skills The Sacred Huntsman’s class skills (and key ability for each skill) are Concentration (Con), Craft (Int), Handle animal (Cha), Hide (Dex), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spellcraft (Int) and Survival (Wis). Skill Points at Each Level: 4 + Int modifier.

Class features Weapon and Armor Proficiencies: Sacred Huntsmen gain proficiency with all Bows. Ward (Ex): Sacred Huntsmen select an environment (Arctic, Aquatic, Desert, Forest, Mountain, Swamp, Underground, Urban, etc), or a favored type to protect (Animal, Dragon, Elemental, Fey, Magical Beast, Plant, or Vermin). While defending her chosen ward, the Sacred Huntsmen receive a +1 morale bonus to all saving throws, attack rolls and skill checks.

Sacred Huntsman Level 1st 2nd 3rd 4th 5th

BAB +0 +1 +2 +3 +3

Fort +2 +3 +3 +4 +4

Ref +0 +0 +1 +1 +1

Will +2 +3 +3 +4 +4

Special Ward, Nature’s Ally Smite Threat 1/day Swift Tracker Smite Threat 2/day Nature’s Wrath

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Spells per Day +1 level of existing divine spellcasting class +1 level of existing divine spellcasting class +1 level of existing divine spellcasting class +1 level of existing divine spellcasting class +1 level of existing divine spellcasting class

Totem Mage

Weapon and Armor Proficiency: Familiar magus gains no proficiency with any weapon or armor.

This tradition of Wizards, Sorcerers, and Druids is small and obscure many a mage desires power but seek it among tomes and research. Few look to the beast and animals of the world. But there is great power in the there is great power in these creatures, one that is either over looked or unknown to those who would seek it, except for small orders of this tradition hidden usually through out the land. Believed to have been started by druid-wizards living and mingling with Wood Elves, or other tribal races, it has found fellow wizards among some Gnomish, and Human communities. The totem mage seeks to enhance the bond between him and the totem spirit of an animal he admires, and in so doing become a disciple, or emissary of that animal, and in exchange tap into the beast’s potential for him self. Gaining powers, and understanding about the totem’s kind, offers never before realized abilities, and power. Any Sorcerer, Wizard, or Druid of any race can follow this tradition, however it has a predominantly large following by Conjurers, and Transmuters, and most of those take on a totem of the same type as there familiar or companion.

Spells per Day: When a new totem mage level is gained, the character gains new spells per day as if he had also gained a level in whatever spell casting class he belonged to before he added the prestige class, accept at 1st, 4th, 7th, and 10th. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of totem mage to the level of whatever other spell casting class the character has, then determines spells per day and caster level accordingly. If a character had more than one arcane or divine class before he became a totem mage, he must decide to which class he adds each level of totem mage for the purpose of determining spells per day. Totemic Bond (Ex): Through this ritual an arcane bond between the wizard and a symbolic natural animal of the wizards choosing becomes more powerful, creating an almost symbiotic relationship with this “Totem”. The power of this bond between the wizard and the “Totem” now begins to affect the wizard, as he starts developing traits of his totem, and takes on slight appearance qualities. At 1st level the totem mage gains a +2 enhancement bonus to Strength, Dexterity, or Constitution (which ever is higher for the animal chosen. Ex: a bear totem would be Strength, a cat Dexterity), he also gains one of his familiar’s senses (blind sense, darkvision, low-light vision, or scent as long as the animal he chooses has the same ability), and he gains a +2 empathy on all charisma rolls when interacting with an animal of the same type. The animal he chooses to create a bond with, and the resulting enhancement is permanent.

Hit Die: d6.

Requirements To qualify to become a totem mage, a character must fulfill all the following criteria. Skills: Knowledge (Arcane) 8 Ranks, Knowledge (Nature) 8 Ranks. Spells: Ability to cast summon monster III, or summon natures ally III.

Class Skills The totem mage class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), and Survival (Wis).

Totem’s Shape (Sp): At 1st level the totem mage may transform into the shape of his Familiar. This ability is functions like the druid’s ability wild shape, except as noted here: The totem mage is limited to the shape of the totem he picked at 1st level, example: if a totem mage has a raven totem, then he may take the form of a raven. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The effect lasts for 1hour per level, or until he changes back. The totem mage may use this ability once per day at first level, 2 times a day at 4th level, and 3 time per day at 7th level.

Skill Points at Each Level: 2 + Int modifier.

Class Features All of the following are features of the familiar magus prestige class.

Totem Mage Table Level

1 2 3 4 5 6 7 8 9 10

BAB

Fort Save

+0 +1 +2 +3 +3 +4 +5 +6 +6 +7

+2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Reflex Save

+0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Will Save

+2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Special

Class/Spells

Totemic Bond, Totem shape 1/day Summon Totem Totem shape 2/day Summon Dire Totem. Totem shape 3/day Summon Elemental Totem Shapechange

+1 Existing Arcane or Divine Class +1 Existing Arcane or Divine Class +1 Existing Arcane or Divine Class +1 Existing Arcane or Divine Class +1 Existing Arcane or Divine Class +1 Existing Arcane or Divine Class -

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his totem’s kind. This ability functions much like shapechange (page 277, PHB), except as noted here. This ability enables the totem mage to assume only a lycanthrope form based on his totem’s kind. He gains all extraordinary and supernatural abilities (both attacks and qualities) of the assumed form, and any of the abilities granted by the totem mage’s class levels. The totem mage also gains the type of the new form in place of his own, which is Monstrous Humanoid. The new form does not disorient him. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The change takes place either immediately before his regular action or immediately after it, but not during the action. The ability lasts for 10 minutes per level, and can use this ability no more then a number of times per day that he can perform the totem shape ability (3 at 5th level).

The totem mage due to the magical nature (not natural ability) retains the ability to speak, and cast spells, and can speak with other animal’s of his species. While this ability mimics wild shape it is not wild shape, and there for a different ability. Summon Totem (Sp): At 2nd level the totem mage learns to call upon the species of his totem for help and assistance as if it were second nature. The totem mage can expend a number of prepared spells level up to his current totem mage level to as a spell-like ability summon animals of his totem’s species. The animals appear on his turn and in a number equal to the number of spells level expended. 0 level spells can not be expended to use this ability. Other wise this ability functions like the summon nature’s ally spell. Example: A totem mage with raven totem, has fireball prepared (a 3rd level spell). He expends the fireball for summon totem, and summons 3 ravens to his aid.

The Hybrid Lycanthrope shape of the totem’s type does not have the ability to infect others (see page 175 of the Monstrous Manual for rules on creating a lycanthrope), and has NO damage reduction. This ability also allows for mild alterations in the shape’s colors, and appearance, but does not allow any further deviation from the list above.

Summon Dire Totem (Sp): At 5th level the totem mage learns can now call upon the Dire version of his totem for help and assistance. The totem mage can expend a 2 prepared spell levels up to his current totem mage level to as a spell-like ability summon dire animals of his totem’s species. The animals appear on his turn and in a number equal to the number of spells expended. 0 level spells can not be expended to use this ability. Other wise this ability functions like the summon nature’s ally spell. Example: A totem mage with raven totem, has stone shape prepared (a 4th level spell). He expends the stone shape for a summon dire totem, and summons 2 dire ravens to his aid. If he were to use a 3rd level spell then the odd level would summon a normal totem. So, in the case above he would call a Dire Raven, and a normal Raven. Note: See the Dire animal template in the New Spells section under the spell Dire Metamorphosis for converting any animal into a dire version. Summon Elemental totem (Sp): At 8th level the totem mage ability to call upon the species of his familiar for help and assistance grows even more powerful. This ability works the same as Summon Totem and Summon Dire Totem, however for every 3 prepared spells expended equal to his current totem mage level to as a spell-like ability summon one dire elemental (air, earth, fire, or water) version of his totem type. 0 level spells can not be expended to use this ability. Other wise this ability functions like the summon nature’s ally spell. Note: See the Dire animal template below for converting any animal into a dire version. Elemental templates can be found in the “Manual of the Planes” page 191. Shapechange (Sp): At 10th level the totem mage may use his totem shape ability to take on a lycanthrope form based on

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Game Mechanics

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Game Mechanics

Weapons the Point Blank rule applies to: All Crossbows, All Fire Arms, etc.

Natural 20's

Weapons the Point Blank rule does NOT apply to: Slings, Sling Shots, Javelins, Spears, Staffs, Bows, Thrown Knives, Thrown Axes, Shurikins, etc.

Rolling a Natural 20 is always an utter success in combat. When attacking and you roll a Natural 20 you automatically do a weapon’s critical damage, if it doesn't have one then it is considered to be x2 damage. Also, if you roll a weapon’s critical threat range you roll a second time (on a d20), and if you get another Natural 20 (and only a Natural 20) then the target is instantly killed by a lucky shot (No need to roll damage). The Natural 20 on Initiatives means you go first, if there is a tie then the attacker with the highest Dexterity goes first. On saves, a natural 20 is an unbeatable success. On skills, a natural 20 is also an unbeatable success.

Ground Zero If caught with in 5ft or holding an explosive device (Not a Spell, or Splash Weapon), such as a grenade, stick of dynamite, or other chemical explosive all damage from that explosion is doubled.

Massive Damage If a target or PC takes One point more then 50% of its total Hit Points it must make a Fort Save DC 5 or die from massive damage shock. If the target or PC fails its Fort Save it drops to 0 Hit Points, and falls unconscious, unless it has feats such as "Die Hard". All other rules apply when a Target falls to 0.

Natural 1's The bane of all in my games, a One is a critical botch, and is up to the DM to decide how bad it is for the PC. Things like weapon breaks, trips and falling prone, a free attack of opportunity by the attacker, or receiving full damage from the previous blow, or the reason for the roll in the first place are all things that can happen (It is up to the DM to decide). The Natural 1 on Initiatives means you dead last in the round, as you were confused, distracted, tripped, or your weapon stuck in it sheath just to name a few, but you do get to take an action. On saves, a natural 1 is an unbeatable Failure. On skills, a natural 1 is also an unbeatable Failure. A 1 should rarely result by it self in death, however if damage is full and the PC loses sufficient Hit Points they may die all from the 1. Or if a Massive damage save is required, and a 1 is rolled then the PC most likely is struck dead. All of which is up to the DM to decide the effect. No bonuses, or defenses can save a PC for the effects of a One.

Negative Damage When some one falls to 0 they have a Negative 10 Points +1 for each of their total levels before they are dead, a 4th level PC has -14 pts before they are completely dead, and 20th level has -30 pts. All PCs regardless of amount of Negative Damage they have fall unconscious, and suffer all Normal Negative effects at 0 hit points.

Sneak Attacks Sneak attacks are only allowable when a target is Surprised, Blinded, Pinned, Grappled or flanked by the attacker making the sneak attack. If the attacker succeeds on a grapple check the attacker gets a free and automatic hit on a sneak attack from behind. The Grapple has to be done on a target completely from behind, or flanked. Example: A thief makes a grapple check with his left hand to cover and silence a targets mouth, if he succeeds the target if muffled, and held steady while the thief plunges his knife into the kidney of the poor guard.

Called Shots (Version 1) When making an attack you may allocate an attack as a "Called Shot" attempting to hit a small area on the target, which if successful automatically does damage rolled x2 for that weapon, then you add your strength or what ever other modifiers or special damage you have (Sneak Attack, etc.). A Called Shot is a FULL ROUND ACTION, and only one attack maybe made in the same round as a called shot (unless you have quick marksman, or quick accurate blade feats; See below). A called shot takes a -4 penalty to the roll (unless you have the marksman, or accurate blade feats; see below).

Parrying an Attack A defender can attempt to parry most melee attacks. This is done by blocking an attacker’s blow and with a weapon, shield, bracer, gauntlet, or hand (unarmed parries against weapons result in injury, unless you have the feat unarmed strike). Characters with a base attack of +1 or carrying a shield can make a single parry with out losing an action. Ranged attacks can not be parried, nor can flanking attacks or attacks that are considered flanking.

Point Blank Range When firing some ranged weapons at a target with in 5ft it is called “Point Blank Range”, firing any ranged weapon that close to a target provokes an attack of opportunity. However, if you are successful in hitting the target your damage is doubled. This rule only applies to ranged weapon that gain no strength modifier for damage.

To Parry, you must roll a d20 add your total Base Attack, and Dexterity modifier, and Shield Bonus (If you have a shield):

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D20 +Base Attack Bonus + Dexterity Modifier + Shield Bonus = Parry

If combat is about to begin everyone gets a spot or listen check against an opponents hide, or move silently checks. The winner, and his party is considered to have a +1 initiative against the Highest loser of the opposing party. If both opponents are attacking each other with out any attempts to surprise then roll initiative as normal.

Dodge A character may attempt to dodge an attack, this is done by moving out of the way of an attack. A dodge ALWAYS takes a move action, or a full round action if you base attack is less then +1. To dodge you must roll better then the attacker’s strike. If you fight defensively (i.e. do nothing but move or dodge) you get an additional +2 to you dodge roll.

Surprise Attack

D20+(AC - Base 10 ( +2 if you are fighting defensively).

Attackers if successful at their hide, and/or move silently checks or are invisible get a Surprise Attack Round. In this round the attackers gets only a Single Attack Action. The defenders are caught Flat Footed, and allowed NO Action, except those with weapons readied, or the ability to parry without weapons gets a defensive parry attempt. Those with out weapons readied may attempt a Dodge however.

Initiative

Full Hit Die

To Dodge, you must roll a d20 add your Armor Class, and Subtract 10:

Every round each individual combatant rolls initiative at the beginning of each round. Natural 20's goes first, then Highest numbers next, and finally lowest last, with Natural 1's going last that round (but do not lose their attack round).

Something I do is give at every level that a character increases; they automatically get full Hit Die (No Rolls) plus your Constitution Modifier. So A Wizard gets 4 Hit Points (HP) every Level, A rogue 6 HP, Fighter 10 HP, etc. plus, Con bonus of course. However, that means that Monsters also get max hit points per Hit Die.

Weapon Speed Weapons are heavy, some are down right unwieldy, all but the smallest and lightest will penalize your initiative. The charts in the PHB do not mention or offer weapons speed, however the penalty a weapon causes is relative to its weight. To calculate a weapons speed and there by its bonus or negative to your initiative see the weapons weight, and divide it by 2 (for odd numbers round down), this is the penalty to your initiative when attacking with that weapon in the round.

Evasion At 2nd level, a rogue gains evasion. If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage (such as a fireball), she takes half of half the damage with a successful saving throw (Ex: a rogue gets hit with a fireball for 24 pts, she make her reflex save, were others would take 12 pts, she only takes 6. Evasion can only be used if the rogue is wearing light armor or no armor. It is an extraordinary ability.

Example 1: A longsword weighs 4 lbs. 4 divided by 2 = 2. So, if you are using a long sword then you take a -2 penalty to you initiative rolls (so does every one else using a longsword).

Drawing your weapon Drawing a weapon takes a move action, unless you have the feat Quick Draw

Example 2: A short spear weighs 3 lbs. 3 divided by 2 = 1.5, round down to 1. If you are using a short spear then you take a -2 penalty to you initiative rolls.

Armor gets Damage Reduction Armor not only makes it harder to hit you, but when you do get hit it absorbs some of the damage for you. When it does it takes that damage onto it self, weakening it. Each class of armor grants a different amount of damage reduction, and has a set of its own hit points. When you are hit, the DM reduces the number of hit point you takes (based on the armors DR), and subjects that from the armors hit points. When a set of Armor reaches 0 hit points it no longer grants you an armor bonus, and is destroyed beyond repair. The spell Mending, or the skill Craft (Armor smith) can restore armor that has at least 1 hp left. Make Whole can restore destroyed armor.

Example 3: A dagger weighs 1 lb. 1 divided by 2 = 0.5, round down to 0. Using a dagger give a -1 penalty to you Weapons that do not penalize you are all ranged weapons, weapons with range increment (only when thrown), weapon with less then 1 lb. of weight, and all natural attacks (Claws, Bite, etc). An explanation is due; firing a crossbow is a pulling of the trigger lever quick and simple, you are not penalized for reloading the weapon, same goes for Bows. Throwing a weapon is a simple flick of the wrist, and takes little effort is the weapon is designed for such a use; however weapons that aren’t design to be thrown remain unwieldy.

Awareness Round 43

Armor All Light Armor All Medium Heavy Armor Full Plate

Damage Reduction 1/2/3/4/-

movement), and have adequate shelter (Staying out of the cold, water, and/or moist air). A Heal DC 15 will cure the infection by surgically remove the infected area (amputation of the limb infected, or if in the surgically remove the area, a Heal DC 25 to surgically remove the infected area or Heal DC 15 to amputate a limb. Such prolonged infections will result a -1d2 permanent Constitution loss.

Armor Hit Points 15 30 45 60

Disease due to Exposure

Magical enhancements on armor do nothing to Armors DR, except for Invulnerability enhancement which replaces an armors DR with the enhancement of DR 5/-. Armor does nothing to protect against energy effects from other sources like fire, or acid. Armor will help absorb damage from any spell that requires a ranged or melee attack of any kind.

If a PC suffers damage form exposure they must make a Fort save with a -1 to their Fort Save (DC 20) for every point of damage they took from the exposure. If they fail just one save they set up "pneumonia", "the flu", or "severe respiratory infection". When a PC gets such infections they gain a fever with in 1d3 days, suffer Fatigue (from hacking coughs and nausea), and begin making Fort Saves DC 20, until 3 successful Heal checks are made (one a day, DC 15) and 1d4 days are spent resting out of the elements. For each fort save the PCs fails they fall to Exhaustion (from high fever), and lose 1d4 temporary Con every day until they reach zero, at which time they die. A Heal DC 10 will notice, and identify the infection, and a Heal DC 20 every time a PC makes a fort save, to use your check roll or his Fort Save which ever is higher to resist Con loss. Unless an herbal or magical potion (Cure Disease) is administered, recovery however will still take 1 day for each point of Con lost, the infected person must stay in bed (no movement), and have adequate shelter (Staying out of the cold, water, and/or moist air).

Injury Taking damage hurts and ultimately weakens the combatant. When taking damage the character takes no penalty till they have lost 75% of their hit points. At which time they injured character suffers a -4 to strength & dexterity which is stacked with any other penalties such as fatigue, or exhaustion, and a -4 to all saves and skill checks, they must make a concentration check (DC 20) to cast any spells. This penalty remains till they are either healed, or reach 0 hit points and become incapacitated, or die.

Healing With out Healing If you have no Cleric, but a Healing Skill, a DC of 15 will stabilize a dieing PC, and heal 1d3 points of Damage. If injuries are left totally untreated there is a -1 to their Fort Save (DC 20) for every injury they took in battle, plus another -1 for each day the wound is untreated toward getting a disease. See page 146 of the players handbook for healing rules. Note: Instead of gaining 1 hit point per character levels they or any other gain 1 hit point per Hit Dice.

Cost of Death If a PC dies, it sucks… They are dead and gone, unless they can be brought back some how. If the PC manages to be resurrected, reincarnated, or wished back from the dead they take a permanent -1 to their Constitution, and are marked super naturally (It shows up on true seeing, see aura, and other forms of divination spells), not to mention the PC may act a little different. Strange some how (This can only be role-played and is up to the player). The DM may give the PC some sort of psychosis, or phobia that the PCs has no control over, or animals may have to make a Will Save when ever the PC comes close or bark, react, or run away. Also, they lose any experience for anything the party did after they died, and before they were brought back.

Disease Infections due to injuries While PCs in a RPG are heartier then most they can still get infections from injuries, and even poisons. If a PC suffers damage form exposure they must make a Fort save with a -1 to their Fort Save (DC 20) for every Injury they took in battle. If they fail just one save they set up "Sepsis", "Tetness", or "Gang-Green". When a PC gets such infections they gain a fever with in 1d3 days, suffer Fatigue, and begin making Fort Saves DC 20, until 3 successful Heal checks are made (one a day, DC 15) and 1d4 days are spent resting out of the elements. For each fort save the PCs fails they fall to Exhaustion (from high fever), and lose 1d4 temporary Con every day until they reach zero, at which time they die. A Heal DC 10 will notice, and identify the infection, and a Heal DC 20 every time a PC makes a fort save, to use your check roll or his Fort Save which ever is higher to resist Con loss. Unless an herbal or magical potion (Cure Disease) is administered, recovery however will still take 1 day for each point of Con lost, the infected person must stay in bed (no

Cost of Alignment Shift Alignment Shifting is a mildly distracting and annoying ordeal. If your character has been one alignment all his life, with all the out looks, and personality of that alignment, and they go through some sort of life changing view (Players wish, in character trauma, or a change of class, etc.) the PC is left slightly unsure of how to go about dealing morally with situations they were sure about as the former alignment. As a result, the PC take a one time only 10% XP hit at the end of that game. If their Class was

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Anything from the book of Vile Darkness is considered Forbidden lore, and simply possessing it is the 1d3+level/rank corruption, using it is 1d3+level/rank depravity (in addition to what ever cost it requires).

Alignment Dependent, then the following effects happen: •

That First Game Session -1 level to all Special Abilities (Feats), and Spell Casting Powers. But NOT to Hit Points, Saves, or Skills.



The Second game session, another -1 level to all Special Abilities (Feats), and Spell Casting Powers. But NOT to Hit Points, Saves, or Skills.



The Third and final Game Session, a final -2 levels to all Special Abilities (Feats), and Spell Casting Powers. But NOT to Hit Points, Saves, or Skills. After this any powers, spell casting abilities, or feats that may remain the PC may use in their new Alignment as long as they use them to further that alignments ends.

It remains the DM decision what type of taint something gives off. The effects of taint are recorded on page 62-68 of the book Heroes of Horror, with the following differences. Every character has 1 point of corruption and depravity at start, when they reach 26 points of either they are considered Mildly Tainted and may pick any feat from any book for free, even if they don’t met the prerequisites. BUT… They must take a mild taint flaw. When the PC reaches 51 points of either they are considered Moderately Tainted and may pick another feat from any book for free, even if they don’t met the prerequisites. BUT… They must take a moderate taint flaw. When the PC reaches 76 points of either they are considered Severely Tainted and may pick yet another feat from any book for free, even if they don’t met the prerequisites. BUT… They must take a severe taint flaw.

Taint Taint is recorded on page 62-68 of the book Heroes of Horror and further rules can be found there.

When the PC reaches 100 points of either they are considered unredeemable and dead insane, they effectively become NPCs at that point and are lost to the darkness.

Some Places, Beings, Items, and Spells are so evil that it warps and corrupts all creatures and things that come into contact with them. Think of it a kind of a dark radiation, any exposed to it for to long become sick and twisted. Taint replaces alignment; there is no good version of Taint. You either are or are not tainted. Detect Evil Spells detect the level and location of a taint in a target, and Detect Good detects anyone with 25 or less taint points. Taint comes from the company you keep, the items possess, the locations you stay in, and from the most extreme choices you make. It is relatively hard to gain taint, but it is even harder to rid your self of it. There are two types of taint; Corruption (which afflicts all things physical), and Depravity (which afflicts all things mental). Corruption is attained through physical acts of evil, or physically coming into contact with evil, or its spell like effects (casting or hit by). Undead always grant corruption. Every time a PC gains corruption more then their Constitution modifier they must make a Fort Save DC 15 + Corruption or be nauseated for 1d4 rounds, if successful they are just sickened for 1d4 rounds. Depravity is attained through witnessing, or seeing acts of evil and their results, or seeing or communicating with creatures of pure evil, like evil outsiders whom always grant depravity. Every time a PC gains depravity more then their Wisdom modifier they must make a Will Save DC 15 + Depravity or be stunned for 1d4 rounds, if successful they are just dazed for 1d4 rounds.

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Energy Effects Note on multiple energy effects: If a PC takes more then one extreme energy effect before he can recover form the last, the PC suffers the worst of the two penalties, and an additional -2 is added to all his current penalties, an additional 1d6 for each roll on the chart to the amount of time he is stunned and due to extreme pain, and

must make a Fort Save DC 10 -2 for each roll on the chart to make any attempt to walk, climb, crawl, swim, etc. If a PC receives more then 2 + his total hit die he will die with in 1d3 hours from trauma, regardless of his hit points.

Force Effect Any Force, Explosive, or Concussive effects, like Magic Missile, Fire Ball, Lightening Bolt, Chain Lightening, etc. have the potential to knock targets down with the force. All targets hit, or in the area of effect (Even those who made their saves) must make an additional Reflex Save vs. the spells DC. Those that fail are thrown 1d8 feet to the ground, at which time they are classed as Prone, and suffer all penalties of (See Pg. 151 PHB). If the spell has no save (like Magic Missiles) then the Reflex DC is against the caster, as if the spell had a save DC.

Acid

When hit with acid, acid doesn't just go away. Acid is often a viscous liquid that loses it vitality as it oxidizes (which causes the side effect of eating everything it touches). In the first round acid deals its full damage (as rolled by the dice), the second round it deals half the damage rolled, and on the third and final round it deals ¼th the damage rolled (Round Up). When hit with more then 75% of targets Hit Points of damage at once roll on the chart below. If 100% of a target’s Hit Points is taken then roll twice: A Successful Alchemy DC 15, and a full round of dedication to neutralizing the acid, and a base on hand can stop the Acids continuing effects, but does provoke an attack of opportunity. D12

Limb

Effect

01

Foot

Foot dissolved: Minor bleeding, stunned for 1d6 round, 1/4 movement, -2 to attacks, checks, and reflex saves.

02

Leg

Leg dissolved: Major bleeding, stunned for 2d4 round, no movement, -4 to attacks, checks, and reflex saves.

03

Hand

Hand dissolved: Minor bleeding, stunned for 1d6 round, -2 to attacks, checks, and reflex saves.

04

Arm

Arm dissolved: Major bleeding, stunned for 1d6 round, 1/2 movement, -4 to attacks, checks, and reflex saves.

05

2 limbs

Re-roll twice. Two areas burned use highest penalties +1d6 rounds, NO movement, & +-2 to attacks, checks, and reflex saves.

06

Face

Face dissolved: Minor bleeding, stunned for 2d6 rounds, Blindness, 1/4 movement, no attacks or checks, and Cha reduced to 4.

07

Minor Effects

Minor burns over entire body, just damage to HP, and Equipment. No ill effects.

08

Torso

Body Burned: Armor destroyed, minor bleeding, stunned for 2d4 round, 1/2 movment, -6 to attacks, checks, and reflex saves.

09

Ears

Ear & Scalp dissolved: Minor bleeding, stunned for 1d6 rounds, -4 to attacks, checks, & reflex saves, and Cha reduced by 4.

10

Appendage

Wing, or extra limb: Minor bleeding, stunned for 1d4 round, -2 to attacks, checks, and reflex saves. Reroll if PC has none.

11

Abdomen

Body Burned: Armor destroyed, major bleeding, victim dies in 1d4 hours, no movement, no attacks, checks, and reflex saves.

12

Tail

Tail dissolved: Major bleeding, stunned 1d6 round, 1/2 movement, -2 to attacks, checks, & reflex saves. Reroll if PC has none.

46

Cold When hit with cold, the result can have lasting effects. Cold causes tissue to swell and hemorrhage (This is Frost Burn). When hit with more then 75% of targets Hit Points of damage at once roll on the chart below. If 100% of a target’s Hit Points is taken then roll twice: D12

Limb

Effect

01

Foot

Foot Frozen: stunned for 1d6 round, 1/4 movement, -2 to attacks, checks, and reflex saves.

02

Leg

Leg Frozen: stunned for 2d4 round, no movement, -4 to attacks, checks, and reflex saves.

03

Hand

Hand Frozen: stunned for 1d6 round, -2 to attacks, checks, and reflex saves.

04

Arm

Arm Frozen: stunned for 1d6 round, 1/2 movement, -4 to attacks, checks, and reflex saves.

05

2 limbs

Re-roll twice. Two areas frozen use highest penalties +1d6 rounds, NO movement, & +-2 to attacks, checks, and reflex saves.

06

Face

Face Frozen: stunned for 2d6 rounds, Blindness, 1/4 movement, no attacks or checks, and Cha reduced by 4.

07

Minor Effects Minor Freezing over entire body, just damage to HP, and Equipment. No ill effects.

08

Torso

Body Frozen: Armor destroyed, stunned for 2d4 round, 1/2 movement, -6 to attacks, checks, and reflex saves.

09

Ears

Ear & Scalp Frozen: stunned for 1d6 rounds, -4 to attacks, checks, & reflex saves, and Cha reduced by 2.

10

Appendage

Wing, or extra limb: stunned for 1d4 round, -2 to attacks, checks, and reflex saves. Reroll if PC has none.

11

Abdomen

Body Frozen: Armor destroyed, victim dies in 1d4 hours, no movement, no attacks, checks, and reflex saves.

12

Tail

Tail dissolved: Major bleeding, stunned 1d6 round, 1/2 movement, -2 to attacks, checks, & reflex saves. Reroll if PC has none.

Electricity When hit with electricity, your body is cooked from the inside, and the symptoms are similar to a massive stroke. All targets hit with electricity effects take double non-lethal damage plus the normal damage. When hit with more then 75% of targets Hit Points of damage at once roll on the chart below. If 100% of a target’s Hit Points is taken then roll twice. If electricity hits water, the effect becomes an area effect tripling the range (that is correct x3 damage): D12

Limb

Effect

01

Foot

Foot destroyed: Minor bleeding, stunned for 1d6 round, 1/4 movement, -2 to attacks, checks, and reflex saves.

02

Leg

Leg destroyed: Major bleeding, stunned for 2d4 round, no movement, -4 to attacks, checks, and reflex saves.

03

Hand

Hand destroyed: Minor bleeding, stunned for 1d6 round, -2 to attacks, checks, and reflex saves.

04

Arm

Arm destroyed: Major bleeding, stunned for 1d6 round, 1/2 movement, -4 to attacks, checks, and reflex saves.

05

2 limbs

Re-roll twice. Two areas burned use highest penalties +1d6 rounds, NO movement, & +-2 to attacks, checks, and reflex saves.

06

Face

Face burned: Minor bleeding, stunned for 2d6 rounds, Blindness, 1/4 movement, no attacks or checks, and Cha reduced to 4.

07

Minor Effects

Minor burns over entire body, just damage to HP, and Equipment. No ill effects.

08

Torso

Body Burned: Armor destroyed, minor bleeding, stunned for 2d4 round, 1/2 movement, -6 to attacks, checks, and reflex saves.

09

Ears

Ear & Scalp burned: Minor bleeding, stunned for 1d6 rounds, -4 to attacks, checks, & reflex saves, and Cha reduced by 4.

10

Appendage

Wing, or extra limb: Minor bleeding, stunned for 1d4 round, -2 to attacks, checks, and reflex saves. Reroll if PC has none.

11

Abdomen

Body Burned: Armor destroyed, major bleeding, victim dies in 1d4 hours, no movement, no attacks, checks, and reflex saves.

12

Tail

Tail destroyed: Major bleeding, stunned 1d6 round, 1/2 movement, -2 to attacks, checks, & reflex saves. Reroll if PC has none.

47

Fire When hit with fire, fire doesn't just go away. It catches everything it touches a blaze In the first round Fire deals its full damage (as rolled by the dice), the second round it deals half the damage rolled, and on the third and final round it deals 1d6 pts for each round after until put out. When hit with more then 75% of targets Hit Points of damage at once roll on the chart below. If 100% of a target’s Hit Points is taken then roll twice (A full round of dedication to neutralizing the fire (Stop Drop And Roll, and a reflex save -4) can stop the flames continuing effects, but does provoke an attack of opportunity): D12

Limb

Effect

01

Foot

Foot Incinerated: Minor bleeding, stunned for 1d6 round, 1/4 movement, -2 to attacks, checks, and reflex saves.

02

Leg

Leg Incinerated: Major bleeding, stunned for 2d4 round, no movement, -4 to attacks, checks, and reflex saves.

03

Hand

Hand Incinerated: Minor bleeding, stunned for 1d6 round, -2 to attacks, checks, and reflex saves.

04

Arm

Arm Incinerated: Major bleeding, stunned for 1d6 round, 1/2 movement, -4 to attacks, checks, and reflex saves.

05

2 limbs

Re-roll twice. Two areas burned use highest penalties +1d6 rounds, NO movement, & +-2 to attacks, checks, and reflex saves.

06

Face

Face Burned: Minor bleeding, stunned for 2d6 rounds, Blindness, 1/4 movement, no attacks or checks, and Cha reduced to 4.

07

Minor Effects Minor burns over entire body, just damage to HP, and Equipment. No ill effects.

08

Torso

Body Burned: Armor destroyed, minor bleeding, stunned for 2d4 round, 1/2 movement, -6 to attacks, checks, and reflex saves.

09

Ears

Ear & Scalp Burned: Minor bleeding, stunned for 1d6 rounds, -4 to attacks, checks, & reflex saves, and Cha reduced by 4.

10

Appendage

Wing, or extra limb: Minor bleeding, stunned for 1d4 round, -2 to attacks, checks, and reflex saves. Reroll if PC has none.

11

Abdomen

Body Burned: Armor destroyed, major bleeding, victim dies in 1d4 hours, no movement, no attacks, checks, and reflex saves.

12

Tail

Tail Incinerated: Major bleeding, stunned 1d6 round, 1/2 movement, -2 to attacks, checks, & reflex saves. Reroll if PC has none.

Sonic When hit with sound, your body is racked with vibration. All targets hit with sonic effects take double non-lethal damage plus the normal damage and must make a Fort Save -4 or be deafened for 2d6 rounds (-4 to spot checks, and initiative, and listen is not possible, and a 20% spell failure on spells with Verbal Components). When hit with more then 75% of targets Hit Points of damage at once roll on the chart below. If 100% of a target’s Hit Points is taken then roll twice. Internal tissue, and organs rupture, and hemorrhage, bones shatter, and crumble, but most extreme damage is not visible other then the pain visible on the victims face. Under water, or liquid sonic effect do x3 damage, and instantly destroy crystalline creatures, and objects (No Save).: D12

Limb

Effect

01

Foot

Foot Shattered: Stunned for 1d6 round, 1/4 movement, -2 to attacks, checks, and reflex saves.

02

Leg

Leg Shattered: Stunned for 2d4 round, no movement, -4 to attacks, checks, and reflex saves.

03

Hand

Hand Shattered: Stunned for 1d6 round, -2 to attacks, checks, and reflex saves.

04

Arm

Arm Shattered: Stunned for 1d6 round, 1/2 movement, -4 to attacks, checks, and reflex saves.

05

2 limbs

Re-roll twice. Two areas Broken use highest penalties +1d6 rounds, NO movement, & +-2 to attacks, checks, and reflex saves.

06

Face

Face & Jaw Broken: Stunned for 2d6 rounds, Blindness, Deafness, 1/4 movement, no attacks or checks.

07

Minor Effects Minor Pain over entire body, just damage to HP, and Equipment. No ill effects.

08

Torso

Ribs Broken: Minor internal bleeding, stunned for 2d4 round, 1/2 movement, -6 to attacks, checks, and reflex saves.

09

Skull

Skull Broken: Stunned for 2d6 rounds, -4 to attacks, checks, & reflex saves. Fort Save DC 15 or lose 1d3 Int.

10

Appendage

Wing, or extra limb: Stunned for 1d4 round, -2 to attacks, checks, and reflex saves. Reroll if PC has none.

11

Abdomen

Organs Ruptured: Major internal bleeding, victim dies in 1d4 hours, no movement, no attacks, checks, and reflex saves.

12

Tail

Tail Broken: Stunned 1d6 round, 1/2 movement, -2 to attacks, checks, & reflex saves. Reroll if PC has none.

48

Spell Points & Magic

49

Spell Points

Metamagic and spell points Metamagic feats now have no prerequisites and can be taken at any level, and spells no longer need to be prepared with a metamagic feat, and may be cast on the fly. In this system you don’t have to prepare a spell for a Metamagic feat, just add the extra cost at casting. To use spell points with metamagic feat is simple; each feat requires that a spell be cast a number of slots higher then normal. Take that number of spell slots higher a spell must be cast at (lets say Maximize Spell, has to be cast 3 slots higher; so “3”), that number is how many extra spell points you have to spend to apply the metamagic effects (so a magic missile cost 1 spell point, maximized adds 3 spell points to the cost which equals 4 spell points to cast).

Using spell points opens up versatility and greater power for spell casters. Below is the chart of how much a spell normally costs.

Spell Point Cost for Spells: Spell Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

Spell Casting Cost 0* 1 3 5 7 9 11 13 15 17

Heighten Spell is the only exception to this rule, a heightened spell cost what ever level it is cast at (a 1st level heightened spell cast as a 5th level costs 9 spell points instead of the usual 1).

* 0 Level Spells cost NO spell points to cast. If a spell caster is capable of casting 0 level spells, he can cast a number of 0 level spells per day equal to 3 + the number of spell points granted at 1st level for that class.

Spell Augmentation With spell points you can augment the level of a spell for the cost of 1 spell points per level. You may lengthen the duration, add a few feet to the range, and increase the number of dice of damage (but not the DC). For each level you want to increase a spell you add 1 to the spell point cost. Example: Monster Summoning I, you wish the duration to be 3 rounds longer. That requires the duration to be 3 level higher, that will cost 3 extra spell points (3 levels higher x 1 = 3). So, the total cost for casting a monster summoning I that last 3 rounds longer is 4 spell points (3 levels higher x 1 = 3 + 1 = 4).

Bonus Spell Points The spell point system does not allow for extra spells to be granted for high ability scores, instead the spell caster gains additional spell points per level. The chart below shows additional spell points attained for exceptional ability scores. The numbers shown on the chart are totals, and not additions. Example: Some one with a 14-15 has a total of 1 extra spell point at first level, and a total of 4 extra spell points at 3rd level (when they gain 2nd level spells).

Bonus Spell Points: Score

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

10-11

-

-

-

-

-

-

-

-

-

12-13

1

-

-

-

-

-

-

-

-

14-15

1

4

-

-

-

-

-

-

-

16-17

1

4

9

-

-

-

-

-

-

18-19

1

4

9

16

-

-

-

-

-

20-21

2

5

10

17

26

-

-

-

-

22-23

2

8

13

20

29

40

-

-

-

24-25

2

8

18

25

34

45

58

-

-

26-27

2

8

18

32

41

52

65

80

-

28-29

3

9

19

33

51

62

75

90

107

30-31

3

12

22

36

54

76

89

104

121

32-33

3

12

24

38

58

78

104

119

136

34-35

3

12

27

48

66

88

114

144

161

36-37

4

13

28

49

76

98

124

154

188

38-39

4

16

31

52

77

110

136

166

200

40-41

4

16

36

57

84

117

156

186

220

50

moves at half speed and takes a –6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue.)

Another example: a 1st level magic missile cost 1 spell point to cast; you want to increase the level by 2 (going from a 1d4+1 to a 2d4+2). This would cost 2 extra spell points (1 spell point for each level required, 2 in this case, 1 + 2 = 3), add that to the base cost of 1 and the total is 3 spell points to cast a 2d4+2 magic missiles.

% of Spells Left Condition of Spell Caster.

There is a limit to this, you can’t increase the level of a spell above your current spellcasting class level of damage, or raise the damage of a spell above its maximum.

So why have metamagic feats? Technically, the spell point system grants metamagic abilities to all spell casters, however metamagic feats on the whole reduces the cost, and increases the affect of the spells. Example: Extend Spell cost 1 extra spell point to double the duration of any spell it is added to. Spell Augmenting cost 1 spell points per level of increase (Just for one level).

26-100% spells left Fine (No Penalty)

1-25% spells left.

0 spells left.

-2 Str, & Dex (Fatigued).

-6 Str, & Dex (Exhausted).

Magical Mishaps When ever a magic item, scroll, or spell is misused, cast by someone who does not know what they are doing, suffers a spell failure, or is damaged during casting roll on the table below. If a Natural 1 is rolled, roll on the table twice.

Spell Weakening

Magical Mishap Table:

With spell points you can also choose to spend less spell points to cast a weaker version of a higher spell. For example: fireball, lets say your party is getting mauled by a pack of kobolds. A fireball normally cost 5 spell points to cast at 3rd level and does 3d6 points of damage. If you subtract 2 spell points from the cost you can reduce the damage by a d6. So, if you subtract 4 spell points from you 5th level fireball you cast it as a 1st level fireball doing only 1d6 points of damage. Your party can handle that, but the kobolds can’t. Of course weakening a spell is not possible on a 0 or 1st level spell. You can voluntarily reduce a 0 or 1st level spell, but the cost would remain the same.

D% 01-10

The Draining effect of Spellcasting

51-60

Spellcasters can potentially cast a great number of spells in a day, but every spell cast is a potential burden on the caster's health and vitality. Reaching for and directing magical energy is a dangerous and taxing exercise, at least as difficult as heavy labor or prolonged exertion. This does not change the way a character prepares spells, casts spells, or any of the other rules from that system. When a spellcaster uses 75% of his total spells points in a day (round down) or more, he becomes fatigued. When he has used all his spell points for the day, he becomes exhausted.

61-70

For example, at 1st level Markus the Wizard Has 10 spell points a day. Over the day Markus uses 75% of his total spells points (7.5 spell points, round down. So, 7). He become Fatigued (A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.). Then, he uses his last three spell points for the day. Markus is now Exhausted, due to the amount of energy he has expended through out the day. (An exhausted character

91-00

11-20 21-30

31-40 41-50

71-80

81-90

Magic Item, Spell Failure, Scroll Mishap. Surge of explosive power, 1d6 x spell level to all in area, Reflex DC 10 + spell Level for half. Nothing happens, no effect, item not even used, charge lost, or scroll read. Spell takes effect on some random location or target in the area of effect (every one save, lowest suffers effect). Spell affects the items user, instead of target. Spell effect is contrary to normal effect (Example: Baleful to squirrel, target gains ability bonuses of a squirrel). The item caster suffers some minor bizarre effect. (Example: Baleful to squirrel, caster grows permanent buck teeth) Target is affected differently then desired. (Baleful to squirrel, target becomes something else, like an Skunk) Some innocuous item appears in spell area. (Baleful to squirrel, area rains nuts for # of rounds = to Spell Level.) Spell has delayed effect, sometime with in the next 1d12 hours activates. Spell targets the nearest individual in the direction of the original target. If no one but the caster is around then it targets him. Nothing happens, no effect, spell used, charge is lost, or scroll is read.

Permanency: The Permanency spell listed on page 259 of the players hand book, gives limited list of what the spell can do. However, I say that any spell can be made permanent. The minimal caster level is the minimal caster level of the spell to be made permanent, or the permanency spell which ever is higher (The minimal level is 9th) for all spells, and there is an XP and

51

material component cost (In adamantium dust) however. See the equation below:

he will be marked with moderate features, and if he stays in the new form 12 full moons he will have major features. Another side affect is the character may continue to feel some sort of mental, emotional, or even spiritual connection to the animal species he spent so much time as, but this is entirely up to the player.

XP Cost: Spell Level X 100XP + Caster Level (9th or higher) x 100XP = XP Cost Material Cost (Adamantium Dust): Spell Level X 250gp + Caster Level (9th or higher) x 250gp = Material Component Cost NOTE: A note on Power Words, Runes, Symbols, & Glyphs: Power Word, Rune, Symbol, & Glyph spells regardless of effect or listed school are considered apart of the Universal school.

What happens if the character fails a save against another Baleful Polymorph? Well, nothing until he spends one full moon longer in the new animal shape then the first animals shape. Then the new animal’s features will mark the character. This however is a completely optional rule however, especially if the character has taken the below feat, or flaw.

Polymorphs lasting effects:

Mark of the Beast [Flaw]: Some where in your past you failed your save on a polymorph spell, and you spent time in another shape. The experience altered you in some way that is noticeable to this day.

The longer you spend in the shape of another, especially when the form was forced on to you has the possibility of leaving a lasting mark on you when dispelled. Spending a few minute, hours, or even days is not enough to mark you in this manner. But each passing month (especially if you failed the secondary saving throw) as you grow accustomed to the form it has greater chance of leaving a lasting physical effect on you.

Effect: This flaw is the result of baleful polymorph, where an individual spent a considerable amount of time as an animal before the effect was dispelled. Your hair may still be feathers, or people mistake you for a werebeast, you may have the eyes and voice of an ass. The physical marks on you are not the only changes. People can sense the beast about you, they find you uncomfortable to behold.

When you are freed from the affects of this spell (if ever) you may keep some appearance of the animal you were. If you were changed into a white rabbit your hair might stay stark white. If you were turned into a raven you hair may be iridescent black. These are minor features.

Anyone with an Intelligence of 4 or more, you meet starts off one attitude lower towards you (Helpful, Friendly, Indifferent, Unfriendly, Hostile.), and all check DCs to change their attitude is 10 higher.

A more prolonged stay as a beast might leave you with more prominent features. If you were changed into a white rabbit your hair might stay stark white, and you may be covered in soft white fuzz, and have buck teeth. If you were turned into a raven you hair may be iridescent black feathers, and your finger and toe nails are permanently black. These are moderate features.

Note: Information and charts on Attitudes is found on page 72 of the players hand book.

Touch of the Beast [Spelltouched]

Yet still a longer prolonged stay as a beast might leave you with more unnerving prominent characteristics. If you were changed into a white rabbit your hair might stay stark white, and you may be covered in soft white fuzz, have buck teeth, your ear maybe noticeably longer (much like an elfs), your eye may remain like that of a rabbits, and you maybe shorter and your face a little longer. If you were turned into a raven you hair may be iridescent black feathers, your finger and toe nails are permanently black and elongated, your nose maybe longer and more pointy, your eyes maybe the same in appearance as a ravens. These are major features (In short you may look like a shifter; see Eberron Campaign setting). None of these lasting effects give any bonuses or penalties to your character, unless you take the spell touched feat Touch of the beast, or the flaw Mark of the beast.

Prerequisite: Must have failed or relented a saving throw against Baleful Polymorph, or Greater Baleful Polymorph. Benefits: The affect character has lasting features from the affect of a baleful polymorph spell leaving him with traits of the animal he spent time as. He gains a +2 enhancement bonus to Strength, Dexterity, or Constitution (which ever is higher for the animal he was. Ex: a mule would be Constitution, a cat Dexterity), and he gains a +2 empathy on all charisma rolls when interacting with an animal of the same type. This feat also allows the character to pick racial abilities (as feats), and feats previously unavailable to him, from the list below if the animal form he had, had such ability: Alertness, Endurance, Low-Light Vision, Natural Attack (Grants a claw and bite attack doing 1d3 for medium creatures), Run, Scent, Skill Enhancement (Take 10 when threatened on the animals prime skill), Track, Weapon Finesse.

A good rule of thumb is that if a character is hit with baleful polymorph or grater baleful polymorph and stays in the form of an animal until the next full moon he will be left with minor features, if he stays in the new form 6 full moons

52

Old Spells

Monstrous Manual, or book of familiars), and apply the appropriate template to it (Celestial for Good or Neutral Clerics and Wizards, Fiendish for Evil or Neutral Clerics, and Wizards, and Arcane for Wizards only), when you summon you summon only that creature, and you can NOT change that choice each time you cast the spell (This cuts down on confusion and time during the game). The player is responsible for the creature summoned, and should have a stat sheet for it. This selection will grow with higher level Monster Summoning Spells. A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities.

A Note: on Power Words, Runes, Symbols, & Glyphs: Power Word, Rune, Symbol, & Glyph spells regardless of effect or listed school are considered apart of the Universal school.

1st level Spells: Cure Light Wounds (See Pg. 244) Cures 5 pts of damage +1 per caster level up to 5 pts, to a max of 10 pts (At 6th level).

Arcane Template

Enlarge Person

Creatures made of pure arcane force, they are manifestations of will, and control over the energy that ebbs and flows through all arcane magic users. Summoned form the realms of magic, and dreams these can be powerful allies. They often look like the casters ideas or emotions formed into an animal shape. Odd colored fur, or flesh, blank glowing eyes, with a glowing rune on its fore head.

(See Pg 226) Grants a +4 to Strength (not the +2), and all projectiles are enlarged as well, and do enlarged damage. The spell also works on all types, not just humanoids.

Grease

Creating an Arcane Creature: The Arcane is a template that can be added to any corporeal creature. It uses all the bases creature's statistics and special abilities except noted here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points if its type changes.

(See Pg. 237) Additionally, the grease is flammable and, if lit by fire, inflicts damage similar to that of alchemist's fire. The fire burns for 1d3 rounds and deals ld6 points of damage each round to any creature that is within the area or attempts to pass through it. Finally, the spell's slippery properties may be neutralized with the application of alcohol, or casting the spell Glue (Relics & Rituals by Sword & Sorcery Studios).

Size and Type: Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged. Arcane creatures encountered on the Material Plane have the extraplanar subtype. Special Attacks: An arcane creature retains all the special attacks of the base creature and also gains the following attack. True Strike (Su): Once per day an arcane creature gains a +20 insight bonus on a single attack. Additionally, it is not affected by the miss chance that applies when attacking a concealed target.

Identify (See Pg. 243) Can identify one item per the number of Intelligence Modifier you have.

Special Qualities: An arcane creature retains all the special qualities of the base creature and also gains the following qualities. - Darkvision out to 60 feet. - Damage reduction (see the table below). - Resistance to acid, fire, and electricity (see the table below). - Spell resistance equal to HD + 5 (maximum 25).

Inflict Light Wounds (See Pg. 244) Causes 5 pts of damage +1 per caster level up to 5 pts, to a max of 10 pts (At 6th level).

Reduce Person (See Pg 226) Grants a -4 to Strength (not the -2). The spell also works on all types, not just humanoids.

Hit Dice 1-3 4-7

5

5/+1

Summon Monster I

8-11

10

5/+2

12+

10

10/+3

(See Pg. 285) This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one celestial, fiendish, or arcane animal, dire animal, or vermin of no more then one hit dice (See Monstrous Manual, or book of familiars & add the appropriate template). When learning this spell you pick a single creature (your choice; See

Resistance to Acid, Fire, Electricity 5

Damage Reduction -

If the base creature already has one or more of these special qualities, use the better value. If an arcane creature gains damage reduction, its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Abilities: Same as the base creature, but Intelligence is at least 3. Environment: Any. Challenge Rating: HD 3 or less, as base creature; HD 4 to 7, as base creature +1; HD 8 or more, as base creature +2. Alignment: Always same as the wizards. Level Adjustment: Same as the base creature +2

53

Creatures cannot be summoned into an environment that cannot support them. When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type. You may if you wish pick a creature from the list on page 286.

With this spell you can summon one celestial, fiendish, angle, demon, devil, or arcane animal, dire animal, or vermin of no more then 2 hit dice. When learning this spell you pick a single creature (your choice), and apply the appropriate template to it (Celestial for Good or Neutral Clerics and Wizards, Fiendish for Evil or Neutral Clerics, and Wizards, and Arcane for Wizards only), or 2 creatures of the same kind from the 1st-level list. You may now select a second creature to add to your Summon Monster I list, all Summon Monster rules still apply to that creature.

Summon Nature's Ally I (See Pg. 288) This spell summons a natural creature. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. A summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.

When you summon you summon only that creature, and you can NOT change that choice each time you cast the spell (This cuts down on confusion and time during the game). The player is responsible for the creature summoned, and should have a stat sheet for it. This selection will grow with higher level Monster Summoning Spells. You may if you wish pick a creature from the list on page 286.

The spell conjures one natural animal, dire animal, or plant of no more then one hit dice. When learning this spell you pick a single creature (your choice), when you summon you summon only that creature, and you can NOT change that choice each time you cast the spell (This cuts down on confusion and time during the game). The player is responsible for the creature summoned, and should have a stat sheet for it. This selection will grow with higher level Summon Nature's Ally Spells. You may if you wish pick a creature from the list on page 288. All the creatures summoned are neutral unless otherwise noted by the DM.

Summon Nature's Ally II (See Pg. 288) This spell functions like summon nature’s ally I, except that you can summon one natural creature from the list below, or 2 creatures of the same kind from the 1st-level list. With this spell you can summon one natural animal, dire animal, magical beast, plant, small elemental (any), or any small animal with an elemental template (see pg. 191 of the Manual of the Plans) of no more then 2 hit dice. When learning this spell you pick a single creature (your choice), or 2 creatures of the same kind from the 1st-level list. You may now select a second creature to add to your Summon Nature's Ally I list, all Summon rules still apply to that creature.

2nd level Spells: Alter Self (See Pg.197) The caster of this spell needs to pick a number of favored shape equal to his Intelligence modifier (+1 if he is a transmuter). The player needs to write up individual character sheets with all the character's new stats while in that form of these favored shapes.

When you summon you summon only that creature, and you can NOT change that choice each time you cast the spell (This cuts down on confusion and time during the game). The player is responsible for the creature summoned, and should have a stat sheet for it. You may if you wish pick a creature from the list on page 288.

You can pick any shape you desire as long as it falls with in the spells limits, no matter how bizarre (example: you with wings to fly).

3rd level Spells: Cure Serious Wounds

Cure Moderate Wounds (See Pg. 216) Cures 10 pts of damage +1 per caster level up to 10 pts. to a max total of 20 pts (At 11th level).

(See Pg. 216) Cures 15 pts of damage +1 per caster level up to 15 pts, to a max total of 30 pts (At 16th level).

Inflict Moderate Wounds

Inflict Serious Wounds (See Pg. 244) Causes 15 pts of damage +1 per caster level up to 15 pts, to a max total of 30 pts (At 16th level).

(See Pg. 244) Causes 10 pts of damage +1 per caster level up to 10 pts. to a max total of 20 pts (At 11th level).

Summon Monster III

Summon Monster II

(See Pg. 286) This spell functions like summon monster I, except that you can summon one from the list below, or 2 creatures of the same kind from the 2nd-level list, or 3 creatures of the same

(See Pg. 286) This spell functions like summon monster I, except that you can summon one from the list below, or 2 creatures of the same kind from the 1st-level list.

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kind from the 1st-level list.

Inflict Critical Wounds

With this spell you can summon celestial, fiendish, angle, demon, devil, arcane, small elemental (any), or animal, dire animal, magical beast, or vermin of no more then 3 hit dice. When learning this spell you pick a single creature (your choice), and apply the appropriate template to it (Celestial for Good or Neutral Clerics and Wizards, Fiendish for Evil or Neutral Clerics, and Wizards, and Arcane for Wizards only), or 2 creatures of the same kind from the 2nd-level list, or 3 creatures of the same kind from the 1st-level list.

(See Pg. 244) Causes 20 pts of damage +1 per caster level up to 20 pts, to a max total of 40 pts (At 20th level).

Polymorph (See Pg.263) The caster of this spell needs to pick a number of favored shape equal to his intelligence modifier (+1 if he is a transmuter). The player needs to write up individual character sheets with all the character's new stats while in that form of these favored shapes. This is to cut down on time and confusion.

You may now select a second creature to add to your Summon Monster II list, and a third creature to add to your Summon Monster I list all Summon Monster rules still apply to that creature.

Summon Monster IV (See Pg. 286) This spell functions like summon monster I, except that you can summon one from the is below, or 2 creatures of the same kind from the 3rd-level list, or 3 creatures of the same kind from the 2nd-level list.

When you summon you summon only that creature, and you can NOT change that choice each time you cast the spell (This cuts down on confusion and time during the game). The player is responsible for the creature summoned, and should have a stat sheet for it. This selection will grow with higher level Monster Summoning Spells. You may if you wish pick a creature from the list on page 286.

With this spell you can summon one celestial, fiendish, angle, demon, devil, arcane, axiomatic (Lawful), anarchic (Chaotic), Miphit (Any), or animal, dire animal, magical beast, or vermin of no more then 5 hit dice. When learning this spell you pick a single creature (your choice), and apply the appropriate template to it (Celestial for Good or Neutral Clerics and Wizards, Fiendish for Evil or Neutral Clerics, and Wizards, and Arcane for Wizards only).

Summon Nature's Ally III (See Pg. 288) This spell functions like summon nature’s ally I, except that you can summon one natural creature from the list below, or 2 creatures of the same kind from the 2nd-level list, or 3 creatures of the same kind from the 1st-level list.

You may now select a second creature to add to your Summon Monster III list, and a third creature to add to your Summon Monster II list all Summon Monster rules still apply to that creature, but no more to Summon Monster I (unless your a conjurer, then you may add one more).

With this spell you can summon one natural animal, dire animal, giant animal, magical beast, plant, small elemental (any), or any small animal with an elemental template (see pg. 191 of the Manual of the Plans) of no more then 3 hit dice. When learning this spell you pick a single creature (your choice), or 2 creatures of the same kind from the 2ndlevel list, or 3 creatures of the same kind from the 1st-level list.

When you summon you summon only that creature, and you can NOT change that choice each time you cast the spell (This cuts down on confusion and time during the game). The player is responsible for the creature summoned, and should have a stat sheet for it. This selection will grow with higher level Monster Summoning Spells. You may if you wish pick a creature from the list on page 286.

You may now select a second creature to add to your Summon Nature's Ally II list, and a third creature to add to your Summon Monster I list all Summon Monster rules still apply to that creature. All Summon rules still apply to that creature.

Summon Nature's Ally IV (See Pg. 288) This spell functions like summon nature’s ally I, except that you can summon one natural creature from the list below, or 2 creatures of the same kind from the 3rd-level list, or 3 creatures of the same kind from the 4th-level list.

When you summon you summon only that creature, and you can NOT change that choice each time you cast the spell (This cuts down on confusion and time during the game). The player is responsible for the creature summoned, and should have a stat sheet for it. You may if you wish pick a creature from the list on page 288.

4

th

With this spell you can summon one natural animal, dire animal, giant animal, magical beast, plant, medium elemental (any), or any medium animal with an elemental template (see pg. 191 of the Manual of the Plans) of no more then 5 hit dice. When learning this spell you pick a single creature (your choice), or 2 creatures of the same kind from the 3rd-level list, or 3 creatures of the same kind from the

level Spells:

Cure Critical Wounds (See Pg. 215) Cures 20 pts of damage +1 per caster level up to 20 pts, to a max total of 40 pts (At 20th level).

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2nd-level list. You may now select a second creature to add to your Summon Nature's Ally III list, and a third creature to add to your Summon Monster II list, but no more to Summon Nature's Ally I. All Summon Monster rules still apply to that creature. All Summon rules still apply to that creature.

Summon Nature's Ally V (See Pg. 288) This spell functions like summon nature’s ally I, except that you can summon one natural creature from the list below, or 2 creatures of the same kind from the 4th-level list, or 3 creatures of the same kind from the 3rd-level list.

When you summon you summon only that creature, and you can NOT change that choice each time you cast the spell (This cuts down on confusion and time during the game). The player is responsible for the creature summoned, and should have a stat sheet for it. You may if you wish pick a creature from the list on page 288.

With this spell you can summon one animal, dire animal, giant animal, magical beast, fey, plant, large elemental (any), or any large animal with an elemental template (see pg. 191 of the Manual of the Plans) of no more then 6 hit dice. When learning this spell you pick a single creature (your choice).

5th level Spells:

You may now select a second creature to add to your Summon Nature's Ally IV list, and a third creature to add to your Summon Monster III list, but no more to Summon Nature's Ally II. All Summon Monster rules still apply to that creature. All Summon rules still apply to that creature.

Awaken (See Pg. 202) Individuals with Memory loss, Lycanthropy, and any target that may have lost control, or of self resulting form some sort of alteration, will have all memories and knowledge restored with this spells.

When you summon you summon only that creature, and you can NOT change that choice each time you cast the spell (This cuts down on confusion and time during the game). The player is responsible for the creature summoned, and should have a stat sheet for it. You may if you wish pick a creature from the list on page 288.

Regenerate (See Pg. 270) Cures 25 pts of damage +1 per caster level up to 35 pts, to a max total of 60 pts (At 35th level).

Heal

Summon Monster V

(See Pg. 239) Cures 10 HP per caster Level to a maximum of 150 (At 15th level), also with a will save removes anyone Psychosis. (See Unearthed Arcana pg. 199)

(See Pg. 286) This spell functions like summon monster I, except that you can summon one from the list below, or 2 creatures of the same kind from the 4th-level list, or 3 creatures of the same kind from the 3rd-level list.

Harm (See Pg. 239) Causes 10 HP per caster Level to a maximum of 150 (At 15th level), also with a will save may cause anyone Psychosis. (See unearthed Arcana pg. 199)

With this spell you can summon celestial, fiendish, angle, demon, devil, arcane, medium elemental (any), axiomatic (Lawful), anarchic (Chaotic), Miphit, or animal, dire animal, magical beast, or vermin of no more then 6 hit dice. When learning this spell you pick a single creature (your choice), and apply the appropriate template to it (Celestial for Good or Neutral Clerics and Wizards, Fiendish for Evil or Neutral Clerics, and Wizards, and Arcane for Wizards only),

Permanency: The Permanency spell listed on page 259 of the players hand book, gives limited list of what the spell can do. However, I say that any spell can be made permanent. The minimal caster level is the minimal caster level of the spell to be made permanent, or the permanency spell which ever is higher (The minimal level is 9th) for all spells, and there is an XP and material component cost (In adamantium dust) however. See the equation below:

You may now select a second creature to add to your Summon Monster IV list, and a third creature to add to your Summon Monster III list all Summon Monster rules still apply to that creature, but no more to Summon Monster II (unless your a conjurer, then you may add one more).

XP Cost: Spell Level X 100XP + Caster Level (9th or higher) x 100XP = XP Cost

When you summon you summon only that creature, and you can NOT change that choice each time you cast the spell (This cuts down on confusion and time during the game). The player is responsible for the creature summoned, and should have a stat sheet for it. This selection will grow with higher level Monster Summoning Spells. You may if you wish pick a creature from the list on page 286.

Material Cost (Adamantium Dust): Spell Level X 250gp + Caster Level (9th or higher) x 250gp = Material Component Cost

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6th level Spells:

7th level Spells:

Summon Monster VI

Summon Monster VII

(See Pg. 286) This spell functions like summon monster I, except that you can summon one from the list below, or 2 creatures of the same kind from the 5th-level list, or 3 creatures of the same kind from the 4th-level list.

(See Pg. 286) This spell functions like summon monster I, except that you can summon one from the list below, or 2 creatures of the same kind from the 6th-level list, or 3 creatures of the same kind from the 5th-level list.

With this spell you can summon celestial, fiendish, angle, demon, devil, arcane, large elemental (any), axiomatic (Lawful), anarchic (Chaotic), Miphit, or animal, dire animal, magical beast, or vermin of no more then 8 hit dice. When learning this spell you pick a single creature (your choice), and apply the appropriate template to it (Celestial for Good or Neutral Clerics and Wizards, Fiendish for Evil or Neutral Clerics, and Wizards, and Arcane for Wizards only),

With this spell you can summon celestial, fiendish, angle, demon, devil, arcane, huge elemental (any), axiomatic (Lawful), anarchic (Chaotic), Miphit, or animal, dire animal, magical beast, or vermin of no more then 11 hit dice. When learning this spell you pick a single creature (your choice), and apply the appropriate template to it (Celestial for Good or Neutral Clerics and Wizards, Fiendish for Evil or Neutral Clerics, and Wizards, and Arcane for Wizards only),

You may now select a second creature to add to your Summon Monster V list, and a third creature to add to your Summon Monster IV list all Summon Monster rules still apply to that creature, but no more to Summon Monster III (unless your a conjurer, then you may add one more).

You may now select a second creature to add to your Summon Monster VI list, and a third creature to add to your Summon Monster V list all Summon Monster rules still apply to that creature, but no more to Summon Monster IV (unless your a conjurer, then you may add one more).

When you summon you summon only that creature, and you can NOT change that choice each time you cast the spell (This cuts down on confusion and time during the game). The player is responsible for the creature summoned, and should have a stat sheet for it. This selection will grow with higher level Monster Summoning Spells. You may if you wish pick a creature from the list on page 286.

When you summon you summon only that creature, and you can NOT change that choice each time you cast the spell (This cuts down on confusion and time during the game). The player is responsible for the creature summoned, and should have a stat sheet for it. This selection will grow with higher level Monster Summoning Spells. You may if you wish pick a creature from the list on page 286.

Summon Nature's Ally VI

Summon Nature's Ally VII

(See Pg. 288) This spell functions like summon nature’s ally I, except that you can summon one natural creature from the list below, or 2 creatures of the same kind from the 5th-level list, or 3 creatures of the same kind from the 4th-level list.

(See Pg. 288) This spell functions like summon nature’s ally I, except that you can summon one natural creature from the list below, or 2 creatures of the same kind from the 6th-level list, or 3 creatures of the same kind from the 5th-level list.

With this spell you can summon one animal, dire animal, giant animal, magical beast, fey, plant, huge elemental (any), or any huge animal with an elemental template (see pg. 191 of the Manual of the Plans) of no more then 8 hit dice. When learning this spell you pick a single creature (your choice).

With this spell you can summon one animal, dire animal, giant animal, magical beast, fey, plant, Greater elemental (any), or any huge animal with an elemental template (see pg. 191 of the Manual of the Plans) of no more then 11 hit dice. When learning this spell you pick a single creature (your choice).

You may now select a second creature to add to your Summon Nature's Ally V list, and a third creature to add to your Summon Monster IV list, but no more to Summon Nature's Ally III. All Summon Monster rules still apply to that creature. All Summon rules still apply to that creature.

You may now select a second creature to add to your Summon Nature's Ally VI list, and a third creature to add to your Summon Monster V list, but no more to Summon Nature's Ally IV. All Summon Monster rules still apply to that creature. All Summon rules still apply to that creature.

When you summon you summon only that creature, and you can NOT change that choice each time you cast the spell (This cuts down on confusion and time during the game). The player is responsible for the creature summoned, and should have a stat sheet for it. You may if you wish pick a creature from the list on page 288.

When you summon you summon only that creature, and you can NOT change that choice each time you cast the spell (This cuts down on confusion and time during the game). The player is responsible for the creature summoned, and should have a stat sheet for it. You may if you wish pick a creature from the list on page 288.

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8th level Spells:

With this spell you can summon one animal, dire animal, giant animal, magical beast, fey, plant, Greater elemental (any), or any huge animal with an elemental template (see pg. 191 of the Manual of the Plans) of no more then 16 hit dice. When learning this spell you pick a single creature (your choice).

Poly any Object (See Pg. 263) This spell functions like polymorph, except that it changes one object or creature into another. Unlike polymorph, polymorph any object is permanent (regardless of type of transformation) and does grant the creature the Intelligence, Wisdom, and Charisma scores of its new form. If the original form didn't have a Intelligence, Wisdom, or Charisma score, it gains those scores as appropriate for the new form.

You may now select a second creature to add to your Summon Nature's Ally VII list, and a third creature to add to your Summon Monster VI list, but no more to Summon Nature's Ally V. All Summon Monster rules still apply to that creature. All Summon rules still apply to that creature.

Inanimate objects transformed into organic, are alive in the most basic sense, but continue acting as inanimate. This power does not grant life, or the ability to think. However, animate targets turned into inanimate become inanimate, and if turned back into an animate act as normal for that animate creature. Inanimate objects transformed into flesh and grafted on to a living creature may become living, and animate then. The effects can heal damage if the creature is transformed into something else. In that case the effects act as Polymorph.

When you summon you summon only that creature, and you can NOT change that choice each time you cast the spell (This cuts down on confusion and time during the game). The player is responsible for the creature summoned, and should have a stat sheet for it. You may if you wish pick a creature from the list on page 288.

9th level Spells: Shape Change

Summon Monster VIII

(See Pg. 277) The caster of this spell needs to pick a number of favored shape equal to his Intelligence Modifier (+1 if he is a transmuter). The player needs to write up individual character sheets with all the character's new stats, abilities, and qualities while in that form of these favored shapes.

(See Pg. 286) This spell functions like summon monster I, except that you can summon one from the list below, or 2 creatures of the same kind from the 7th-level list, or 3 creatures of the same kind from the 6th-level list. With this spell you can summon celestial, fiendish, angle, demon, devil, arcane, greater elemental (any), axiomatic (Lawful), anarchic (Chaotic), Miphit, or animal, dire animal, magical beast, or vermin of no more then 16 hit dice. When learning this spell you pick a single creature (your choice), and apply the appropriate template to it (Celestial for Good or Neutral Clerics and Wizards, Fiendish for Evil or Neutral Clerics, and Wizards, and Arcane for Wizards only),

Summon Monster IX (See Pg. 286) This spell functions like summon monster I, except that you can summon one from the list below, or 2 creatures of the same kind from the 8th-level list, or 3 creatures of the same kind from the 7th-level list. With this spell you can summon celestial, fiendish, angle, demon, devil, arcane, elder elemental (any), axiomatic (Lawful), anarchic (Chaotic), Miphit, or animal, dire animal, magical beast, or vermin of no more then 32 hit dice. When learning this spell you pick a single creature (your choice), and apply the appropriate template to it (Celestial for Good or Neutral Clerics and Wizards, Fiendish for Evil or Neutral Clerics, and Wizards, and Arcane for Wizards only),

You may now select a second creature to add to your Summon Monster VII list, and a third creature to add to your Summon Monster VI list all Summon Monster rules still apply to that creature, but no more to Summon Monster V (unless your a conjurer, then you may add one more). When you summon you summon only that creature, and you can NOT change that choice each time you cast the spell (This cuts down on confusion and time during the game). The player is responsible for the creature summoned, and should have a stat sheet for it. This selection will grow with higher level Monster Summoning Spells. You may if you wish pick a creature from the list on page 286.

You may now select a second creature to add to your Summon Monster VIII list, and a third creature to add to your Summon Monster VII list all Summon Monster rules still apply to that creature, but no more to Summon Monster VI (unless your a conjurer, then you may add one more). When you summon you summon only that creature, and you can NOT change that choice each time you cast the spell (This cuts down on confusion and time during the game). The player is responsible for the creature summoned, and should have a stat sheet for it. This selection will grow with higher level Monster Summoning Spells. You may if you wish pick a creature from the list on page 286.

Summon Nature's Ally VIII (See Pg. 288) This spell functions like summon nature’s ally I, except that you can summon one natural creature from the list below, or 2 creatures of the same kind from the 7th-level list, or 3 creatures of the same kind from the 6th-level list.

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Summon Nature's Ally VIX (See Pg. 288) This spell functions like summon nature’s ally I, except that you can summon one natural creature from the list below, or 2 creatures of the same kind from the 8th-level list, or 3 creatures of the same kind from the 9th-level list. With this spell you can summon one animal, dire animal, giant animal, magical beast, fey, plant, elder elemental (any), or any huge animal with an elemental template (see pg. 191 of the Manual of the Plans) of no more then 32 hit dice. When learning this spell you pick a single creature (your choice). You may now select a second creature to add to your Summon Nature's Ally VIII list, and a third creature to add to your Summon Monster VII list, but no more to Summon Nature's Ally VI. All Summon Monster rules still apply to that creature. All Summon rules still apply to that creature. When you summon you summon only that creature, and you can NOT change that choice each time you cast the spell (This cuts down on confusion and time during the game). The player is responsible for the creature summoned, and should have a stat sheet for it. You may if you wish pick a creature from the list on page 288.

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New Spells

60

New Spells

0 Level:

Cleric Spells

Druid

Armor: Gives subject +1 armor bonus. Candle: Summons a normal lit candle. Iron Weapon: Transform a single weapon into a cold iron weapon for 1 round/level. Silvered Weapon: Transform a single weapon into a silvered weapon for 1 round/level. Summon Monster, Lesser: Summon a fine or diminutive outsider to fight for or aid you.

Armor: Gives subject +1 armor bonus. Call Familiar or Companion: Call your familiar to come to you beyond contact range. Detect Water: Locate a water source. Find Totem: Call to the spirit avatar of an animal, and create a permanent connection. Iron Weapon: Transform a single weapon into a cold iron weapon for 1 round/level. Silvered Weapon: Transform a single weapon into a silvered weapon for 1 round/level. Summon Natures Ally, Lesser: Summon a fine or diminutive creature to fight for or aid you.

1st Level:

1st Level:

Find Totem: Call to the spirit avatar of an animal, and create a permanent connection. Protect Book: Slow aging of a book, and give it resistance to the elements. Summon Furniture: Creates elegant furniture to use in the field.

Animal Might: Tap into an animals physical power gain a +2 to Str, Dex, or Con, and its natural weapons.

0 Level:

2nd Level: Animal Infusion: Take on one of the totem’s special qualities, skills, and some of its appearances. Filter: Filter out harmful gases and dusty air. Gaze Screen: Provides protection from gaze attacks. Reflexes of the Rogue: Grants the subject Evasion as a rogue. Shifting Weakness: Change a damage reduction vulnerability from one substance to another. Ward against the Beast: Grants a +5 bonus to saves against lycanthrope infection, and prevents changing forms.

2nd Level: Detect Trap: Detect the absence or Presence of Traps. Filter: Filter out harmful gases and dusty air. Gaze Screen: Provides protection from gaze attacks. Magic Letters: Write or draw information that remains invisible till a trigger is met. Shifting Weakness: Change a damage reduction vulnerability from one substance to another. Ward against the Beast: Grants a +5 bonus to saves against lycanthrope infection, and prevents changing forms.

3rd Level: Animal Shape: Transform as Polymorph into the shape of a animal. Bite of the Werebadger: Take on qualities of a Werebadger. Bite of the Werefox: Take on qualities of a Werefox. Bite of the Wereraven: Take on qualities of a Wereraven. Dig: Dig tunnels of pits instantly. Identify Monster: Identify a Monster and is strengths and weaknesses. Glittering Robes: Allows you clothing to absorb 5 points of damage per level from normal weapons. Obsidian Knife: Shots an obsidian sliver that explodes on impact.

3rd Level: Dig: Dig tunnels of pits instantly. Identify Monster: Identify a Monster and is strengths and weaknesses. Heavenly Blessing: Transform into a celestial being. Hellish Damnation: Transform into a fiendish being.

4th Level: Water Shape: Shape water into a crystal like substance that you can shape into useful tools.

4th Level:

5th Level:

Animal Wrath: The subject gains abilities much like a lycanthrope, and combat bonuses. Dire Metamorphosis: Change a normal animal into a dire version of it self. Stone Skin, Lesser: Gain damage reduction 5/admantium for 1 round per level. Water Shape: Shape water into a crystal like substance that you can shape into useful tools.

Bear’s Enduence, Greater: Subject gains +8 to Con for 1 min/level. Bull’s Strength, Greater: Subject gains +8 to Str for 1 min/level. Eagle’s Splendor, Greater: Subject gains +8 to Cha for 1 min/level. Owl’s Wisdom, Greater: Subject gains +8 to Wis for 1 min/level.

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5th Level:

2nd Level:

Bear’s Endurance, Greater: Subject gains +8 to Con for 1 min/level. Bull’s Strength, Greater: Subject gains +8 to Str for 1 min/level. Cat’s Grace, Greater: Subject gains +8 to Dex for 1 min/level. Owl’s Wisdom, Greater: Subject gains +8 to Wis for 1 min/level.

Abjur

6th Level:

Conj

Greater Baleful Polymorph: Transforms subject into almost any form permanently.

0 Level: Abjur Conj

Div

Evoc Trans

Sorcerer/Wizard

Div Trans

Armor: Gives subject +1 armor bonus. Candle: Summons a normal lit candle. Summon Monster, Lesser: Summon a fine or diminutive outsider to fight for or aid you. Detect Water: Locate a water source. Locate Spell Book: Tells you where your spell book is located with in 60ft, or what direction it is in. Shadow: Objects cast off a small area of shadowy darkness. Call Familiar or Companion: Call your familiar to come to you beyond contact range. Iron Weapon: Transform a single weapon into a cold iron weapon for 1 round/level. Silvered Weapon: Transform a single weapon into a silvered weapon for 1 round/level.

Univ

3rd level:

1st Level: Abjur Conj

Evoc Trans

Univ

Filter: Filter out harmful gases and dusty air. Gaze Screen: Provides protection from gaze attacks. Glittering Robes: Allows you clothing to absorb 6 points of damage +1 per level from normal weapons. Ward against the Beast: Grants a +5 bonus to saves against lycanthrope infection, and prevents changing forms. Obsidian Knife: Shots an obsidian sliver that explodes on impact. Summon Henchmen I: Summon 1 commoner per caster level to work for you. Detect Trap: Detect the absence or Presence of Traps. Animal Infusion: Take on one of an animals special qualities, skills, and some of its appearances. Magic Letters: Write or draw information that remains invisible till a trigger is met. Reflexes of the Rogue: Grants the subject Evasion as a rogue. Shifting Weakness: Change a damage reduction vulnerability from one substance to another. Vigorous Body: Gain 1d10 temporary hp +1/level (max 10) Power Word Push: Push a creature away from you with enough force to harm it. Power Word Stop: Much like Hold Person but works on any creature of 75 or less hit points.

Abjur

Protect Book: Slow aging of a book, and give it resistance to the elements. Conjurer’s Tool Chest: Summon any standard item, tool, or weapon no bigger then 5sq. ft. or weighing more then 10lbs. Shot: A stone appears and shoots from you palm hitting a target doing up to 5d8 points of damage. Summon Furniture: Creates elegant furniture to use in the field. Shadow Missiles: Missiles made of shadow do 1d6+1 damage, +1 missile per 2 levels. Animal Might: Tap into an animals physical power gain a +2 to Str, Dex, or Con, and its natural weapons. Charged Object: Charge and object with explosive energy that deals up to 6d6 damage. Power Word Block: Blocks any attack that would hit you, including melee or ranged spells. Power Word Brittle: Reduces any object or material with a hardness of 6 or less, to a hardness of 0.

Conj

Div Evoc Trans

Univ

62

Stone Skin, Lesser: Gain damage reduction 5/admantium for 1 round per level. Conjurer’s Tool Shed: Summon any standard item, tool, or weapon no bigger then 10sq. ft. or weighing more then 50lbs. Summon Henchmen II: Summon 1 expert per caster level to work for you. Identify Monster: Identify a Monster and is strengths and weaknesses. Magic Missiles, Greater: 1d6+1 damage; +1 missile per two levels above 1st (Max 6). Animal Shape: Transform as Polymorph into the shape of a animal. Dig: Dig tunnels of pits instantly. Dire Metamorphosis: Change a normal animal into a dire version of it self. Power Word Fear: Fill a target with 150 or less HPs with fear, causing it to panic and flee. Power Word Silent: Cause all sound from a creature with 150hp or less to emit no sound.

4th Level: Conj

Trans

Univ

Orb of Stone: Shoot a ball of stone that slams into your target doing as much as 15d6. Summon Henchmen III: Summon 1 warrior per caster level to fight for you. Bite of the Werebadger: Take on qualities of a Werebadger. Bite of the Werefox: Take on qualities of a Werefox. Bite of the Wereraven: Take on qualities of a Wereraven. Bodily Mending: Heal personal injury 1d10 damage +1 per/level. Power Word Freeze: With a word, you bath a target of 100 hit points or less in cold.

5th Level: Conj Trans

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Summon Henchmen IV: Summon 1 adept per caster level to fight for you. Animal Wrath: The subject gains abilities much like a lycanthrope, and combat bonuses. Bear’s Enduence, Greater: Subject gains +8 to Con for 1 min/level. Bull’s Strength, Greater: Subject gains +8 to Str for 1 min/level. Cat’s Grace, Greater: Subject gains +8 to Dex for 1 min/level. Eagle’s Splendor, Greater: Subject gains +8 to Cha for 1 min/level. Fox’s Cunning, Greater: Subject gains +8 to Int for 1 min/level. Owl’s Wisdom, Greater: Subject gains +8 to Wis for 1 min/level. Power Word Engulf: With a word, you engulf a target of 100 hit points or less in flame. Power Word Slumber: Cause a target of 100 hp or less to fall into a deep sleep.

6th Level: Trans

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Greater Baleful Polymorph: Transforms subject into almost any form permanently. Water Shape: Shape water into a crystal like substance that you can shape into useful tools. Power Word Soften: Reduces or removes a targets damage reduction. Power Word Vulnerability: Grant a creature a vulnerability to an energy type, or remove a resistance to an energy type.

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Spells Animal Infusion Transmutation Level: Drd 2, Rgr 2, Sor/Wiz 2 Components: V, S, M Casting Time: 1 action Range: Personal Target: You Duration: 1 minute/level Saving Throw: See text. Spell Resistance: No Animal infusion allows the caster to take on a natural armor bonus, and one extraordinary attack or quality of an animal or creatures with the animal type. Specific animal abilities can be found in the Monstrous Manual, and Book of Familiars (By Troll Lord Games). These effects have some impact on the casters appearance. Examples: Bat: The casters ears grow long and pointy, his eyes dark and beady, and thick webs form between his elongated fingers. His hear takes on a brown tinge and becomes fuzzy. Small fangs (useless) become visible. The caster gains Blindsense of 30ft, and a +4 racial bonus to Spot, and Listen. These bonuses are lost if Blindsense is negated. Eel: The caster’s skin takes of a silvery sheen, granting a +1 Armor Bonus, in addition the caster’s touch deal 1d8+1 non-lethal electrical damage (this effect can only be used once per round). If the caster is grappled and the effect used, the attacker must make a reflex save (Spells DC) for half (failing the save means the attacker lets go & takes full damage). If a target is wearing metal armor the caster has a +3 circumstance bonus to touch attacks. Hedgehog: The casters hair stiffens and become quills, granting a +2 Natural Armor Bonus, and any creature attempting to grapple or make an unarmed attack must make a Reflex Save or receive 1d4+1 points of piercing damage.

Otter: The casters hair takes on a brownish color, and slick oily quality. Their fingers, and toes grow thick webbing. Their nose flattens, and gains tiny skin flaps, and long whisker sprout from their face, and ear brows. The Caster gains the ability to hold his breath for 6 x his constitution score in rounds, and gains +8 to all swim checks, and may take 10 on those checks even when threatened or rushed. He gains a swim speed is 20ft. The Caster may use his Dex modifier for his Swim skill. Skunk: The caster hair turns black and a white stripe down its center can be seen, and long bushy black and white striped tail grows from the casters spine. Once per round, the caster gains the ability to release a stinking musk in a 10-foot Cone. Anyone caught in the cone must make a reflex save (Spells DC) or be affected by the following: An effected creature must succeed at a Fortitude save (Spells DC) or become nauseated for 1d4 rounds. A second fort save must also be made to avoid being blinded (as the spell) for same amount of time. The odor is so strong imposes a –12 circumstance penalty on Hide checks if attempting while wearing clothing contaminated with the musk. To rid the target of the penalty all Flesh, leather goods, metal goods (weapons, armor, and the like) in a concentrated mixture of vinegar for a period of 24 hours to remove the stench; otherwise, the stench clings to the target for 1 week, imposing the same penalties to all Hide checks. Using this ability provokes an attack of opportunity if threatened as the Caster must expose his back side and lift his tail to use the musk. Squirrel: The caster’s hair takes on either a reddish or a grey color, his eyes and ears become large and twitchy, as all his features take on a distinct rodent qualities. His fingers and toes lengthen, and tiny claws form (useless for anything but climbing). The Caster gains a +8 racial bonus to Climb, and Balance checks. He may use his Dex modifier on his climb skill, and can take 10 on

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climb and balance even when threatened or rushed, and has a climb speed of 20ft. In addition he gains a +4 to all Search and Jump checks. Material Component: A piece of the animal which you are going to infuse. This can be fur, feather, claw, bone, tooth, etc.

Animal Might Transmutation Level: Rgr 1, Drd 1, Sor/Wiz 1. Components: V, S, M Casting Time: 1 standard action. Range: Touch Area: Self Duration: 10 minutes/level Saving Throw: Fort (Harmless) Spell Resistance: Yes With this spell the caster takes on animal traits of an animal, she becomes more bestial and feral with markings and downy fur etc. She gains a +2 to Strength, Dexterity, or Constitution (which ever is higher for the animal you wish to represent or DMs call); also, you gain a natural attack claws, fangs, or horns depending on the animal you wish to represent, that do 1d2 for small, 1d3 for medium, or 1d4 fro large. Focus: An item representing the animal, like a feather, a tooth, or a claw. The focus is not destroyed, and can be reused.

Animal Shape Transmutation Level: Rgr 3, Drd 3, Sor/Wiz 3. Components: V, S, M Casting Time: 1 standard action. Range: You Target: Self Duration: 1 minutes/level Saving Throw: No Spell Resistance: None This spell is identical to polymorph accept that the spell only allows you to transform your self into a any creature with ONLY the type Animal, of half you total Hit Die (round down) to a max of 8 HD, and size no larger then large or no smaller then tiny. Also unlike

polymorph the spell does not heal any damage. See polymorph page 263 in the PHB for more detail.

the ability to fly the caster also gains this ability with a speed of 30ft, with fair maneuverability.

Material components: Some blood of the animal type that the caster has to drink.

Focus: A Mask, hood, or furred cloak representing ones totem. The components are not destroyed, and can be reused.

Animal Wrath Transmutation Level: Rgr 4, Drd 4, Sor/Wiz 5 Components: V, S, M Casting Time: 1 full round. Range: Touch Area: Self Duration: 1 minutes/level Saving Throw: Fort (Harmless) Spell Resistance: Yes You become a frightening sight to your enemies; you can now take the shape of a Monstrous humanoid version of any natural animal. Half human half animal (often mistaken for a Lycanthrope), you gain a +6 to the animal's attribute (Usually Str, Dex, or Con DMs call), +2 to the secondary & tertiary attributes (Str, Dex, or Con), and a +3 temporary natural armor bonus. Taking this form heals damage and ability loss as if the caster had rested (as Polymorph does). Also, all natural weapons of the animal’s type, based on your size level, see chart below for size relative damage: Size

Claw

Bite

Small

1d3

1d4

Medium

1d4

1d6

Large

1d6

1d8

The caster also gains all the animal’s means of movement, speed, low light vision 60ft, Scent; also, he gains the benefit of the Multi-attack feat for the duration of this spell. The caster’s size remains the same if the animal he is becoming the hybrid of is size medium or smaller, if the animal is larger then medium he becomes one size category larger (Max size Large). The caster’s type changes to Monstrous Humanoid retains the ability to speak (though in a bestial manner), and the use of his hands, and walks Bipedal. If the animal has

Armor Conjuration Level: Brd 0, Sor/Wiz 0. Components: V, S Casting Time: 1 action Range: Touch Duration: 1 minute Saving Throw: Will negates (harmless) Spell Resistance: No An invisible force surrounds the subject granting +1 bonus to AC. This bonus does not incur any armor penalties, and does not stack with mage armor, which ends this spell if cast over.

Baleful Polymorph, Greater Transmutation Level: Drd 6, Sor/Wiz 6. Components: V, S, Casting Time: 1 action Range: Close (25ft. + 5ft./2 levels) Target: One Creature Duration: Permanent Saving Throw: Fortitude negates, Will partial; Spell Resistance: Yes This spell is identical to baleful polymorph except that you may transform the subject into any animal, humanoid, magical beast, or monstrous humanoid of large or smaller creature of no more then HD then equal to one half your current caster level (round down).

Bear’s Endurance, Greater Transmutation Level: Clr 5, Drd 5, Rgr 4, Sor/Wiz 5. Components: V, S, DF Casting Time: 1 action Range: Touch

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Target: Creature touched Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: Yes This spell is identical in all ways to the spell bear’s endurance (see Player’s Hand Book, page 203), except that the enhancement is +8 instead of +4.

Bite of the WereBadger Transmutation Level: Drd 3, Sor/Wiz 4. Components: V, S, M Casting Time: 1 action Range: Personal Target: You Duration: 1 round/level You take on certain qualities of a Badger, as though you were a werebadger in hybrid form. You gain a +2 enhancement bonus to your Strength score, a +4 enhancement bonus to your Dexterity score, and a +4 enhancement bonus to your Constitution score. Your face lengthens into a badger like muzzle, and you can attack with your bite if you choose, dealing 1d6 points of damage (or 1d4 points if you are Small) on a hit. You gain the benefits of the Blind-Fight feat as well, and a +4 natural armor bonus. Material Component: Hair from a werebadger.

Bite of the WereFox Transmutation Level: Drd 3, Sor/Wiz 4. Components: V, S, M Casting Time: 1 action Range: Personal Target: You Duration: 1 round/level You take on certain qualities of a fox, as though you were a werefox in hybrid form. You gain a +2 enhancement bonus to your Strength and Constitution scores, and a +4 enhancement bonus to your Dexterity score. Your face lengthens into a Fox like muzzle, and you can attack with your bite if you choose, dealing 1d4 points of damage (or 1d3 points if you are Small) on a hit. You

gain the benefits of the Improved Initiative feat as well, and a +3 natural armor bonus. Material Component: Hair from a werefox.

Bite of the WereRaven Transmutation Level: Drd 3, Sor/Wiz 4. Components: V, S, M Casting Time: 1 action Range: Personal Target: You Duration: 1 round/level You take on certain qualities of a Raven, as though you were a wereraven in hybrid form. You gain a +2 enhancement bonus to your Constitution scores, and a +4 enhancement bonus to your Dexterity score. Your face lengthens into a bird like head with a ebony beak, and you can attack with your bite if you choose, dealing 1d6 points of damage (or 1d4 points if you are Small) on a hit. Your arms become black feathered wing like limbs, which allows you to glide 20ft for every 5ft of height you have, at a speed of 20ft (Poor Maneuverability). In addition your wings give you a +10 bonus to jump checks. You gain the benefits of the Weapons Finesse feat as well, and a +2 natural armor bonus. Material Component: A feather from a wereraven.

Bodily Mending Transmutation Level: Sor/Wiz 4 Components: V, S, M Casting Time: 1 Full Round Range: Personal Target: You Duration: Instantaneous Saving Throw: No Spell Resistance: No You take control of your bodies healing process; curing yourself of 1d10 points of damage +1 point per caster level to a max of +10. When regular damage is healed the same amount of non-lethal damage is also healed.

You can not use this spell on anyone else but yourself and only if you are conscious. If you are bleeding out and are some how conscious you may make a concentration check DC 25 to stabilize your self. The spell in that case only brings you back up to 0 hit points. You will have to cast it a second time to regain lost hit points. Material Component: Arrow Root Powder, dissolved in a red wine poured on the wound, and a bandage made of spider silk used to soak it up.

Bull’s Strength, Greater Transmutation Level: Clr 5, Drd 5, Pal 4, Sor/Wiz 5. Components: V, S, DF Casting Time: 1 action Range: Touch Target: Creature touched Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: Yes This spell is identical in all ways to the spell Bull’s Strength (see Player’s Hand Book, page 207), except that the enhancement is +8 instead of +4.

Call Familiar or Companion Transmutation Level: Brd 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0. Components: V Casting Time: 1 action Range: Special Target: Familiar or Companion Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: No In order to use this spell you must have a Familiar or Animal Companion dedicated to you. By calling out your Familiars name and making a whistle the creature will begin to make its way toward you as fast as it can by any normal means, or means at its disposure. The creature will not harm or endanger it self, to get to you. Like wise, if the creature

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cannot get to you (Trapped, Locked up, Injured, etc.), it will not come to you. The calling can be heard by the Familiar no matter where it is in the world, but not on another plane.

Candle Conjuration Level: Clr 1, Sor 1, Wiz 0 Components: V, S, Casting Time: 1 action. Range: 25ft. +5 per 2caster levels. Duration: 10 min/level Saving Throw: None Spell Resistance: No Ever run out of a candle? Need more light? Well, cast this spell and a single lit candle appears (an actual wax candle, with real flame). Once the candle burns out there is no evidence it is left behind.

Cat’s Grace, Greater Transmutation Level: Brd 5, Drd 5, Sor/Wiz 5. Components: V, S, DF Casting Time: 1 action Range: Touch Target: Creature touched Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: Yes This spell is identical in all ways to the spell Cat’s Grace (see Player’s Hand Book, page 208), except that the enhancement is +8 instead of +4.

Charged Object Transmutation Level: Sor/Wiz 1 Components: V, S, Casting Time: 1 action. Range: Touch Target: One object touched weighing no more then 5 lbs. Duration: Permanent till discharged. Saving Throw: See Text Spell Resistance: Yes With a simple touch, you charge a small object such as a key, scroll case, book, dagger, piece of clothing, etc, with destructive energy. The charge detonates when the object is touched, or strikes a surface with significant

force. Releasing an explosive blast that deal 1d6 + 1d6 per 2 caster levels (Max 6d6 at 11th level). The person that touched the object must make a Reflex Save for half damage. Other with in 10 ft of the detonation take half damage, and if they save then take no damage. The charged object is destroyed. Only the caster may touch the object, and as long as he is touching it, it will not detonate. The Caster may dismiss the spell at anytime. Dispel magic may be used to dispel the effect, however failing to do so will cause the object to detonate, even if held by the caster.

Conjurer’s Tool Chest Conjuration (Creation) Level: Sor/Wiz 1 Components: V, F Casting Time: 1 action Range: 0 ft. Effect: Conjures one non-magical object, no more then 10 lbs. And 5 cubic feet in size. Duration: 10/minutes per level. Saving Throw: None Spell Resistance: No This spell creates a tool or item that appears in your hand. The tool may not weight more then 10 lbs. And cannot be larger then 5 cubic feet in size. The tool can be just about any thing with in the size limit, and fitting with in the setting. For example: Sledge Hammer, Grappling Hook, Lantern, Shovel, even a Sword, or Cross Bow, and more. The tool persists till the dispelled, broken, or the spell ends. Master Work or Magical items can not be created. Arcane Focus: a tiny chest filled with Charms in the shape of tools.

Conjurer’s Tool Shed Conjuration (Creation) Level: Sor/Wiz 3 Components: V, F Casting Time: 1 action Range: 0 ft. Effect: Conjures one non-magical object, no more then 50 lbs. And 10 cubic feet in size. Duration: 10/minutes per level.

Saving Throw: None Spell Resistance: No This spell creates a tool or item that appears next to you. The tool may not weight more then 50 lbs. And cannot be larger then 10 cubic feet in size. The tool can be just about any thing with in the size limit, and fitting with in the setting. For example: A cart, wheel barrow, plow, barrel, anvil, even a Lance, or Long Spear, and more. The tool persists till the dispelled, broken, or the spell ends. Master Work or Magical items can not be created. Arcane Focus: a tiny barral filled with Charms in the shape of tools.

Detect Water Divination Level: Rgr 1, Drd 0, Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: 60ft. Area: Cone-shaped emanation Duration: Concentration, up to 1 min./level (D) Saving Throw: None Spell Resistance: No You can detect drinking water, wells, streams, lakes, and so forth. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of substantial moisture. 2nd Round: The amount of liquid, and its location. If an aura is outside your line of sight or range, then you discern its direction of the largest source of water closest to your location, but not its exact location, or exact distance. Each Additional Round: The condition and drinkability for one particular source of water closely examined by you. Each round, you can turn to detect water in a new area. The spell can penetrate all barriers except a thin sheet of lead. Note: Each round, you can turn to detect things in a new area.

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Dig Transmutation Level: Clr 3, Drd 3, Sor/Wiz 3 Components: V, S, M Casting Time: 1 action Range: Medium (100ft+10ft/level) Target: Area, Up to a 20ft by 20ft by 20ft cube Duration: Instantaneous Saving Throw: Reflex Negates Spell Resistance: Yes (See Below) This spell instantly clears out a section of earth and piles the remains nearby. The area cleared can be any shape, as long as its dimensions fall with in a 20ft x 20ft x 20ft cube. For example: an area of 10ft x 10ft x 40ft may be cleared, or 1ft x 4ft x 55ft. a smaller area can be designated as well. The dirt cleared is piled nearby, creating evidence of what has occurred. You may affect any earthen material with a hardness of 5 or less. All creatures caught in the area of effect when the spell is cast must make a reflex save, or fall in the resulting hole (falling damage applies). Anyone with in 10 ft of the area affected must also make a reflex save or be showered with dirt (harmless). Climbing out of the hole is normally a DC 20, but the DC may vary with the type, and density of the surrounding earth, and the availability of random roots, and stones. If used against a creature with an Earth Subtype, this spell deals 2d6 points of damage +1 per caster level. A successful Fortitude save negates the damage entirely. Material Components: A lump of clay molded into the shape of a shovel.

Dire Metamorphosis Transmutation Level: Drd 4, Sor/Wiz 3 Components: V, S, M Casting Time: 1 action Range: Touch Target: Animal touched Duration: 10/minutes per level Saving Throw: Fortitude negates Spell Resistance: Yes

Dire metamorphosis transforms a normal animal into its dire animal counterpart. Unlike a polymorph, this change causes no disorientation in the animal, and it will continue to behave as though this were its natural state. Use the dire animal template to determine the animal’s new statistics. This spell can be made permanent with permanency. Material Component: A small braid woven from animal fur.

Dire Animal Template Creator’s Note: This template will not create the dire animals found in the Monster Manual. Most dire animals created from this template will be stronger than their MM counterparts, though some will be slightly weaker. This is intended to steer away from the favoritism shown the dire wolf, and to increase the distinction between certain normal animals and their dire versions (such as the poor dire ape, which gets a mere +1 to Strength). Dire animals are larger, tougher, meaner versions of normal animals. They tend to have a feral, prehistoric look. Dire animals are often created by malicious wizards or dark clerics in twisted experiments. They serve as powerful guardians, often just as wild predators in the terrain around the creator’s home.

Creating A Dire Animal “Dire animal” is a template that can be added to any animal that is not already a dire animal (referred to hereafter as the “base creature”). The creature’s type remains “animal.” Dire animals are usually only created from predatory animals. Size: Increase size by one level. Hit Dice: Same as base creature plus 4 hit dice. If base creature has a fraction of a hit die, the dire animal then has 4 hit dice. Speed: Same as base creature. AC: Natural armor improves by +2. Attacks: Same as base creature.

Damage: Increase all damage ratings by one die type, to a maximum of d12. Special Attacks: Same as base creature. Choose one of the following special attacks/abilities for the dire animal (if prerequisite is met): Ability Bonus: The dire animal gains a +4 to its Strength, Dexterity, Constitution, or Charisma score. Blood Drain (Ex): (Prerequisite: A dire animal must have the Attach ability to have this ability.) The dire animal drains blood for 2d4 points of temporary Constitution damage each round it remains attached. Disease (Ex): (Prerequisite: A dire animal must have a bite attack to have this ability.) Filth fever—bite, Fortitude save (DC 12), incubation period 1d3 days; damage 1d3 temporary Dexterity and 1d3 temporary Constitution (see Disease, page 74 in the Dungeon Master’s Guide). Natural Armor: The dire animal gains a +2 natural bonus to AC (in additional to all other natural bonuses). Fast Movement (Ex): Any one of the creature’s modes of movement are increased by 10ft. Improved Natural Attack (Ex): Choose one of the creature’s natural attack forms. The damage for this natural weapon increases by one step, as if the creature’s size had increased by one category: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6. Rend (Ex): (Prerequisite: A dire animal must have 2 claw attacks to have this ability.) If the dire animal hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This automatically deals double the animal’s claw damage again. If the claw damage is 1d2 or 1d3, the damage dealt is 1d4+1 or 1d6+1 (respectively), plus the animal’s Strength bonus.

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Swallow Whole (Ex): (Prerequisite: A dire animal must be of Huge size or larger to have this ability.) The dire animal can try to swallow a grabbed opponent of Medium-size or smaller size by making a successful grapple check. Once inside, the opponent takes 2d6+6 points of crushing damage plus 1d8+4 points of acid damage per round from the dire animal’s digestive juices. A swallowed creature can cut its way out using claws or a light-slashing weapon by dealing 25 points of damage to the dire animal’s digestive tract (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The dire animal’s gullet can hold two Medium-size, four Small, eight Tiny, sixteen Diminutive, or thirty-two Fine or smaller opponents. Tracking (Ex): (Prerequisite: A Guardian Familiar must have the track feat to have this ability.)The creature gains a +4 bonus on survival checks made to follow tracks. Special Qualities: Same as base creature. Saves: Same as base creature. Abilities: Increase from base creature as follows: Str +10, Dex +2, Con +2, Int +0, Wis +0, Cha +2 Skills: Same as base creature. Feats: Same as base creature. Animals with Weapon Finesse (natural weapon) lose this feat if their Strength is higher than their Dexterity. Climate/Terrain: Same as base creature. Organization: Same as base creature. Challenge Rating: Same as base creature +3. If base creature’s challenge rating is a fraction, dire animal’s challenge rating is 3. Treasure: Same as base creature. Alignment: Always neutral. Advancement: Same as base creature.

Eagle’s Splendor, Greater Transmutation Level: Brd 5, Clr 5, Pal 4, Sor/Wiz 5. Components: V, S, DF

Casting Time: 1 action Range: Touch Target: Creature touched Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: Yes This spell is identical in all ways to the spell eagle’s splendor (see Player’s Hand Book, page 225), except that the enhancement is +8 instead of +4.

Filter Abjuration Level: Clr 2, Drd 2, Sor/Wiz 2 Components: V, S, M/DF Casting Time: 1 action Duration: 10 minutes/level Range: Touch Target: Creature touched Saving Throw: Will negates (harmless) Spell Resistance: Yes This spell creates an invisible bubble of protection around the recipient's body that filters out all noxious and toxic elements in the air. The warded creature takes no damage and no penalties from inhaled natural or alchemical poisons. It is likewise protected against magical poisons created by spells of 4th level or lower (such as stinking cloud) cast by creatures of 8 or fewer Hit Dice. Against more powerful affects, the creature receives a +2 circumstance modifier on any saving throw allowed. Arcane Material Component: A strand of spider web and a scrap of cotton cloth.

Find Totem Transmutation Level: Rgr 1, Drd 0. Components: V, S, M Casting Time: 1 Day. Range: Touch Area: Self Duration: 24 hours. Saving Throw: Fort (Harmless) Spell Resistance: No You must when taking this spell choose a totem affinity of your choice (badger, dog, raven, weasel, wolf,

etc.), this totem must be a natural animal, and once chosen can not be changed. From that point on every time you cast this spell this affinity will give you a +2 empathy when dealing with that animal (If cast a second time the effects do not stack). Once a totem has been found this can never change, nor can you gain another totem. Material Component: A feather, a tooth, or a claw from the totem you wish to align with.

Find Trap Divination Level: Clr 2, Brd 1, Sor/Wiz 2 Components: V, S Casting Time: 1 action Range: 60 ft. Area: Quarter circle emanating from you to the extreme of the range Duration: Concentration, up to 1 minute/level (D) Saving Throw: None Spell Resistance: No You can detect both mechanical and magical traps. The amount of information revealed depends on how long you study a particular area or subject: 1st Round: Presence or absence of mechanical or magical traps. 2nd Round: Number of traps, where the key triggers are, and the location of each. If an aura is outside your line of sight, then you discern its direction but not its exact location. Each Additional Round: The mechanism or trigger for one particular trap closely examined by you, and whether or not the trap has been triggered, reset, or automatically resets. Note: Each round, you can turn to detect things in a new area. This spell does not tell what the trap does, how to disable it, or who made it. It only relays whether it is a Mechanical, or Magical trap, and the presence or absence of it.

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Fox’s Cunning, Greater Transmutation Level: Brd 5, Sor/Wiz 5. Components: V, S, DF Casting Time: 1 action Range: Touch Target: Creature touched Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: Yes This spell is identical in all ways to the spell fox’s cunning (see Player’s Hand Book, page 233), except that the enhancement is +8 instead of +4.

Gaze Screen Abjuration Level: Cir 2, Drd 2, Sor/Wiz 2 Components: V, S Casting Time: 1 action Duration: 10 minutes/level Range: Touch Target: Living creature touched Saving Throw: Will negates (harmless) Spell Resistance: Yes You create a shimmering, mirror like area in the air before the recipients’ eyes. The area moves with the recipient and does not affect its vision. While the spell lasts, there exists a 50% chance that a recipient subjected to a gaze attack need not make a saving throw against the attack, as if averting its eyes, but the foe with the gaze attack is not concealed from the recipient (see Gaze Attacks in the DMG). The recipient gets no additional protection from averting its eyes while the spell lasts, but it can shut its eyes to avoid the gaze.

Glittering Robe Transmutation Level: Sor/Wiz 2 Components: V, S, M Casting Time: 1 action Duration: 1 hour/level Range: Personal Target: Caster Saving Throw: No Spell Resistance: No

You imbue your normal cloths with magical protective qualities. The enchanted clothing harmlessly absorbs damage equal to 6 points +1 per caster level. Once the spell has absorbed the damage, it ceases to function (and you suffer any difference in damage). The glittering robe does not increase your AC, nor does it defend against any attacks from magical weapons, magic spells, special attack forms (breath weapons, spell-like effects, etc.), such attacks that damage the caster, also reduces the spells protective capacity as well. It does however, defend against normal, masterwork weapons, and natural weapons (claws, fangs, horns, etc. even if these were magically created). Multiple castings of glittering robe spells on the same target do not stack. Arcane Material Component: A small prism.

Heavenly Blessing Transmutation Level: Clr 3 Components: V, S, DF Casting Time: 1 action Duration: 1 round/level Range: Personal Target: Caster Saving Throw: No Spell Resistance: No You chant a holy song and with the gods blessing you become their divine retribution, transforming you into a celestial being for a short time to do their bidding. Your eyes become strange and other worldly and you faintly glow with a holy aura, your type becomes outsider, and you gain the following benefits: - Damage Reduction 5/magic - Resistance to Acid, Cold, & Electricity 5 points - Spell Resistance 10 - Darkvision 60ft. - The ability to smite evil once during the duration of this spell dealing 5 points extra holy damage. - 5 hit points worth of damage are healed (if you had taken any damage).

You cannot cast this spell if you have minor or greater taint or are any other alignment then Good. Attempt to cast this spell if you don’t meet the above requirements fail, and the spell slot is lost.

Hellish Damnation Transmutation Level: Clr 3 Components: V, S, M (DF) Casting Time: 1 action Duration: 1 round/level Range: Personal Target: Caster Saving Throw: No Spell Resistance: No You chant an unholy song and with the dark gods blessing you become their unholy retribution, transforming you into a fiendish being for a short time to do their bidding. Your eyes become strange and other worldly and you smolder with a fowl stench, your type becomes outsider, and you gain the following benefits: - Damage Reduction 5/magic - Resistance to Cold, & Fire 5 points - Spell Resistance 10 - Darkvision 60ft. - The ability to smite once during the duration of this spell dealing 5 points extra unholy damage. - 5 hit points worth of damage are healed (if you had taken any damage). You cannot cast this spell if you have no taint or are any other alignment then Neutral or Evil. Attempt to cast this spell if you don’t meet the above requirements fail, and the spell slot is lost.

Identify Creature Divination Level: Brd 2, Clr 3, Rgr 2, Drd 3, Sor/Wiz 3. Components: V, S, M. Casting Time: 1 Standard Action. Range: Special Duration: Instantaneous. Saving Throw: Will (Negates) Spell Resistance: Yes Any creature looked upon with the

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spell will be come known to you in type, and basic strengths and weaknesses. You will not know obscure facts about the creature (like attributes, saving throws, base attack, hit points, etc.), or if it has been enhanced in any way, just what type it is, and what it can do, and how to hurt it. Nor will this spell identify undead past it’s name. The spell lets you know type, racial name (devil, archon, blue dragon, goblin, wererat, etc.), special attacks, special qualities, feats, spell like abilities, and any special weaknesses of the target monster. Material Components: Quick Silver splashed onto the target.

Iron Weapon Transmutation Level: Sor/Wiz 0 Components: V, S, M Casting Time: 1 action Range: Touch Target: One weapon or projectile Duration: 1 round/level Saving Throw: None Spell Resistance: None You transform a single weapon or projectile into a cold iron weapon or cold iron projectile. A cold iron weapon or projectile functions as a normal item of its type, except that cold iron weapons or projectiles can hurt some creatures that can resist damage from normal weapons, such as fey. Material Component: An ingot of iron worth 1 silver piece.

Locate Spell Book Divination Level: Wiz 0. Components: V, Casting Time: 1 Standard Action. Range: Special Duration: Concentration Up to 1 minute per level. Saving Throw: None Spell Resistance: No There are those times when one misplaces their most valuable items, keys, coats, children... and even ones

spell book. When you cast this spell by word of command, the location of your spell book is known to you. The book must have your arcane mark on it, be in tacked, and be YOUR spell book. The information obtained by this spell is limited, you only know where your spell book is at, and in what direction that location is in. Not how it got there, why it is there, or anything else about its location, and nor will it show you the obstacles or dangers in your way. Also, you only know the direction of the location, not the path to get there.

Magic Letters Conjuration (Creation) Level: Brd 1, Clr 2, Sor/Wiz 2 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature or object Duration: Permanent until discharged Saving Throw: Will negates (object) Spell Resistance: Yes (object) This spell imbues the chosen object with contingency that creates enchanted runes, pictographs, or basic drawings that suddenly appears when a specified event occurs. The writing may say anything and be of any length, and can be in any language known by you. The words cannot carry additional spells (like arcane mark, explosive rune, or sepia snake sigil), or activate magical effects. It can write out complete spells as if in a spell book or on a scroll (but the resulting runes can not be cast from a scroll), these spells can be copied to scrolls or cast if learned and memorized by the caster who reads the words. The writings can be written on any surface they can be written on, written words can be of any color, shape, or size (as long as it fits on the surface written on, and all resulting letters, or images are permanent. The spell functions when specific conditions are fulfilled according to your command as set in the spell. Commands can be as general or as detailed as desired, although only

visual and audible triggers can be used. Triggers react to what appears to be the case. Disguises and illusions can fool them. Normal darkness does not defeat a visual trigger, but magical darkness or invisibility does. Silent movement or magical silence defeats audible triggers. Audible triggers can be keyed to general types of noises or to a specific noise or spoken word. Actions can serve as triggers if they are visible or audible. A magic letters CAN distinguish alignment, level, Hit Dice, or class. The range limit of a trigger is 15 feet per caster level, so a 6th-level caster can command a magic letters to respond to triggers as far as 90 feet away. Regardless of range, this spell can respond only to visible or audible triggers and actions in line of sight or within hearing distance. Magic Letters can be removed with erase, and can be seen before the contingency is met with arcane sight, and detect magic detects Conjuration magic. The words cannot be seen with see invisible. This spell is often used by Master Wizards when giving their apprentices there spells books. Granting them spells as the students grow in level and power. Material Component: The complete words or images drawn out in gold ink worth 10gp on swan leather, which disappears once the spell is cast and the target surface and contingency is indicated.

Magic Missile, Greater Evocation [Force] Level: Sor/Wiz 3 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Targets: Up to six creatures, no two of which can be more than 15 ft. apart Duration: Instantaneous Saving Throw: None Spell Resistance: Yes

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The spell is similar to magic missile, a missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d6+1 points of force damage. The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell. For every two caster levels beyond 1st, you gain an additional missile— two at 3rd level, three at 5th, four at 7th, five at 9th, and the maximum of six missiles at 11th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.

Natural Armor Transmutation Level: Drd 0. Components: V, S Casting Time: 1 action Range: Touch Duration: 1 minute Saving Throw: Will negates (harmless) Spell Resistance: No The subject’s skin hardens granting +1 bonus to AC. These bonuses do not incur any armor penalties, and does not stack with barkskin, which ends this spell if cast over.

Obsidian Knife Conjuration (Creation) [Earth] Level: Drd 2, Sor/Wiz 2 Components: S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft.per levels) Effect: One orb of Magical Stone Duration: Instantaneous Saving Throw: See Text Spell Resistance: Yes A magical shard of Obsidian stone blast from your hand and speeds to it’s target, You must succeed on a

normal ranged touch attack to hit, (with a +2 on the attack roll for every two caster levels). If it hits the Obsidian Knife deals 2d6 points of Piercing Damage, and shatters from the impact creating a shower of obsidian glass shards, hitting all creatures in a 10 foot radius. The shard burst deals 1d6 to all creatures in the area including to the original target. A Reflex Save reduces the damage of the burst to half. If the Obsidian Knife Misses its intended target the Knife with shatter creating a shower of obsidian glass shards, hitting all creatures in a 10 foot radius and dealing 1d6 points of damage with a Reflex Save reducing the damage to half. Material Component: A pinch of powdered obsidian

Orb of Stone Conjuration (Creation) [Earth] Level: Sor/Wiz 4 Components: V, S, Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: One orb of Magical Stone Duration: Instantaneous Saving Throw: None Spell Resistance: No An orb of magical stone about 3 inches across shoots for your palm at its target, hitting with tremendous force dealing 1d6 points of damage (per caster level maximum 15d6). You must succeed on a ranged touch attack to hit your target. A creature struck by the orb takes damage and is Stunned for 1 round, a successful Fortitude save negates the stunning effect, but does not reduce damage.

Owl’s Wisdom, Greater Transmutation Level: Clr 5, Drd 5, Pal 4, Rrg 4, Sor/Wiz 5. Components: V, S, DF Casting Time: 1 action Range: Touch Target: Creature touched Duration: 1 minute/level

Saving Throw: Will negates (harmless) Spell Resistance: Yes This spell is identical in always to the spell owl’s wisdom (see Player’s Hand Book, page 259), except that the enhancement is +8 instead of +4.

Power Word Block Universal Level: Wiz/Sor 1 Components: V Casting Time: 1 action. Range: Personal Target: Self Duration: 1 round/level Saving Throw: None Spell Resistance: Yes With the utterance of a single word you become invulnerable to the next attack that would have hit you. The attack is deflected harmlessly away from you. The spell will protect your familiar if it is with in 5 feet of you when you cast this spell. For the purpose of this spell, any attack that requires an attack roll (including some spells) can be blocked. The next attack no matter the size or force (from a sling bullet, to a giant’s boulder) is harmlessly deflected away. The effect last from 1 round per level or until an attack successfully hits you, which ever comes first. This spell has no effect of attacks or effects that require a saving throw.

Power Word Brittle Universal Level: Wiz/Sor 1 Components: V Casting Time: 1 action. Range: Close (25ft + 5ft/level) Target: One object with a hardness 6 or less Duration: Instantaneous Saving Throw: None Spell Resistance: Yes Upon speaking this word you cause an object to decay, and become weak and brittle, making it easy to destroy. You can reduce any object or material with a hardness of 6 or less, to a hardness of 0. This does not

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effect an object hit points, unless the object has a hardness of 0. In that case it reduces the objects hit point to half. The change is permanent and virtually ruins any object made of wood, leather, hide, ice, glass, rope, cloth, or paper.

Power Word Engulf Universal Level: Wiz/Sor 5 Components: V Casting Time: 1 action. Range: Close (25ft + 5ft/level) Target: One creature with 150 or less HP Duration: See Text; Saving Throw: None Spell Resistance: Yes By uttering this word of power, you engulf a target creature in a column of arcane flame. Any creature with 150 hit points or less can be affected, creatures with 101 or more are not. The target creature takes 1d6 points of fire damage the first round and another 1d6 every round for the duration of the spell. The target creature may make a reflex save each round to put out the fire, but may not take any other action to do this, and the act of attempting to put out the fire provokes an attack of opportunity. Targets under the effects of this spell are considered distracted. Distracted creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a creature can take is a single move action per turn. The duration of the effect depends on how many hit points the target has. Hit Points 50 or Less 51-100 101-150

Duration 4d4 rounds (12 rounds) 2d4 rounds (6 rounds) 1d4 rounds (3 rounds)

Power Word Fear Universal Level: Wiz/Sor 1 Components: V Casting Time: 1 action. Range: Close (25ft + 5ft/level)

Target: One creature with 150 or less HP Duration: See Text; Saving Throw: None Spell Resistance: Yes Upon speaking this word you cause a creature to be struck with pure fear; causing them to become shaken, frightened, or panicked depending on its current hit point total. Creatures with 151 or more are not. The duration is dependent on how many hit points the target has, see the chart below: Hit Points 50 or Less

Effect

Duration

Panicked

4d4 rounds (12 rounds) 2d4 rounds (6 rounds) 1d4 rounds (3 rounds)

51-100

Frightened

101-150

Shaken

Shaken: Creature who are shaken take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Frightened: Creatures who are frightened take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks, and in addition they flee from the source of their fear as quickly as they can. They can choose the path of their flight. Other than that stipulation, once they are out of sight (or hearing) of the source of their fear, they can act as they want. However, if the duration of their fear continues, characters can be forced to flee once more if the source of their fear presents itself again. Characters unable to flee can fight (though they are still shaken). Panicked: Creatures who are panicked take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks, and they drop what ever they are holding and run away from the source of their fear as quickly as they can. Other than running away from the source, their path is random. They flee from all other dangers that confront them

rather than facing those dangers. Panicked characters cower if they are prevented from fleeing.

Power Word Freeze Universal Level: Wiz/Sor 4 Components: V Casting Time: 1 action. Range: Close (25ft + 5ft/level) Target: One creature with 100 or less HP Duration: See Text; Saving Throw: None Spell Resistance: Yes Speaking this word of power cause bitter arcane cold to wash over a target and freeze it to its very core. Any creature with 100 hit points or less can be affected, creatures with 101 or more are not. The target creature takes 5d6+5 points of cold damage and suffers additional effects based on its current hit points, for a duration also based on its hit points. See the chart below: Hit Points 25 or Less

Effect

Duration

Paralyzed

26-50

Exhausted

51-100

Fatigued

4d4 rounds (12 rounds) 2d4 rounds (6 rounds) 1d4 rounds (3 rounds)

Paralyzed: A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer can’t swim and may drown. A creature can move through a space occupied by a paralyzed creature - ally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares. Exhausted: An exhausted character moves at half speed and takes a –6 penalty to Strength and Dexterity.

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After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue. Fatigued: A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

Power Word Push Universal Level: Wiz/Sor 2 Components: V Casting Time: 1 action. Range: Close (25ft + 5ft/level) Target: One living creature with 100hp or less Duration: See Text; Saving Throw: None Spell Resistance: Yes You utter a single word of power that instantly throws a target away from you with violent force. The target can be no bigger the one size category above you in size, and have no more the 100 hit points. The target will fly 5 feet per caster level. For every 10 feet the target travels he takes deals 1d6 points of damage on impact with any object in the path of its trajectory with in range. If no object is blocking it path away from the caster then the target takes only 1d6 points of damage, and is considered prone unless it makes a reflex or tumble check (DC 20).

Power Word Silent Universal Level: Wiz/Sor 3 Components: V Casting Time: 1 action. Range: Close (25ft + 5ft/level) Target: One living creature with 150hp or less Duration: See Text; Saving Throw: None Spell Resistance: Yes Upon the speaking of this spell, complete silence prevails in the

affected target creature. All sound from the target is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise (either from its equipment, or its voice) whatsoever issues from the target creature. The target creature can hear unhindered, but no one can hear it. The duration of the effect depends on the target creatures current hit points (see below). The spell may be used to target a single unattended object; in this case the target object suffers the duration of the spells effects as if it was a creature of 50 hit points or less. Hit Points 50 or Less 51-100 101-150

Duration 2d4+2 rounds (8 rounds) 1d4+1 rounds (4 rounds) 1 round

Power Word Slumber Universal Level: Wiz/Sor 5 Components: V

Casting Time: 1 action. Range: Close (25ft + 5ft/level) Target: One living creature with 100hp or less Duration: See Text; Saving Throw: None Spell Resistance: Yes By speaking this word of power you cause a single creature to fall into a deep sleep. The target creature instantly falls into a deep slumber Creatures only with 100 hit points or are affected by this spell, creatures with 101 or more are not. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). The duration of the sleep is dependent on the target creatures current hit point total, see chart below. Power Word Slumber does not target unconscious creatures, constructs, dragons, or undead creatures.

Hit Points 25 or Less 26-50 51-100

Duration 1d4+1 hours 1d4+1 minutes 1d4+1 rounds

Power Word Soften Universal Level: Wiz/Sor 6 Components: V Casting Time: 1 action. Range: Close (25ft + 5ft/level) Target: One living creature with 200hp or less Duration: See text; Saving Throw: None Spell Resistance: Yes Uttering this word you soften a creature’s hide, making it more vulnerable to damage from attacks. With this spell you may remove 5 points of the targets damage reduction, if it does not have damage reduction you remove 3 points of its natural armor bonus. Creatures with 201 hit points or more, or with out either damage reduction or natural armor bonus can not be affected by this spell. The duration of this affect depends on the target current hit point total. Multiple castings of this spell have cumulative affect. Hit Points 50 or Less 51-100 101-200

Duration 4d4 rounds (12 rounds) 2d4 rounds (6 rounds) 1d4 rounds (3 rounds)

Power Word Stop Universal Level: Wiz/Sor 2 Components: V Casting Time: 1 action. Range: Close (25ft + 5ft/level) Target: One living creature with 75hp or less Duration: See text; Saving Throw: None Spell Resistance: Yes By speaking this word of power the target subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. The target

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can not have more then 75 hit points. The duration of the paralysis depends on the targets total hit points, see chart below. A winged creature that is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown. Hit Points 25 or Less 26-50 51-75

Duration 2d4+2 rounds (8 rounds) 1d4+1 rounds (4 rounds) 1 round

Power Word Vulnerability Universal Level: Wiz/Sor 6 Components: V Casting Time: 1 action. Range: Close (25ft + 5ft/level) Target: One living creature with 200hp or less Duration: See text; Saving Throw: None Spell Resistance: Yes By speaking this word of power the target subject becomes vulnerable to a single energy type (Acid, Cold, Fire, Electricity, or Sonic) you command, or if it is immune or resistant to that energy type it now is susceptible to that energy damager (but not vulnerable). Creatures made vulnerable take 50% more damage from a declared energy type, creatures immune to the declared energy type simply lose their immunity, or resistance to that energy type. Creatures with 201 or more hit points can not be affected by this spell. The duration of the affect depends on the creatures current hit point total, see chart below: Hit Points 50 or Less 51-100 101-200

Duration 4d4 rounds (12 rounds) 2d4 rounds (6 rounds) 1d4 rounds (3 rounds)

Protect Book Abjuration Level: Clr 1, Sor/Wiz 1 Components: V, S, Casting Time: 1 action Range: 1 book Duration: 10 years per caster level Saving Throw: None Spell Resistance: No This spell helps keep books intact against the ravages of time and the elements. Firstly, it grants a DR of 5/- against all elemental damage, including damage from rain, fire, even dragons breathe, etc. Secondly, it causes the book to age very slowly, so that it ages only one year for every ten that pass. A moderately powerful wizard can keep his books safe for his natural life span with this spell. The existence of the spell is the reason some many lost and ancient, tomes manage to survive uncounted eons forgotten in pits of lost cities. This spell can and is very often made permanent at a cost of 100 XP.

Reflexes of the Rogue Transmutation Level: Brd 1, Drd 2, Sor/Wiz 2 Components: V, S, Casting Time: 1 action Range: Self Target: Caster Duration: 1 minute/level Saving Throw: None Spell Resistance: No Allows you to dodge as a Rogue does, this spell grants you a Rogue’s Evasion ability for the duration of the spell.

Shadow Evocation [Darkness](Shadow) Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0 Components: V, M/DF Casting Time: 1 standard action Range: Touch Target: Object touched Duration: 10 min./level (D) Saving Throw: None Spell Resistance: No This spell causes an object to radiate a deep shadow, shedding darkness in a 20-foot radius (and faint shadow

for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Shadow taken into an area of magical light does not function. All creatures with out lowlight vision, or darkvision are blinded until they leave the area of effect. A shadow spell (one with the darkness descriptor) counters and dispels a light spell (one with the light descriptor) of an equal or lower level. Arcane Material Component: A black velvet cloth, or a drop of black ink.

Shadow Missiles Evocation [Darkness] Level: Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Targets: Up to five creatures, no two of which can be more than 15 ft. apart Duration: Instantaneous Saving Throw: None Spell Resistance: Yes A bolt of magical shadow darts forth from your hand and strikes its target, dealing 1d6+1 points of non-lethal damage. The bolt strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects ARE damaged by the spell. For every two caster levels beyond 1st, you gain an additional bolt—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single target or several targets. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage. Spells or defenses that defend, stop, or negate magic missiles also works against shadow bolts.

Shot Conjuration (Creation) [Earth]

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Level: Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: One orb of Magical Stone Duration: Instantaneous Saving Throw: None Spell Resistance: No An orb of magical stone about 2 inches across shoots for your palm at its target, hitting with tremendous force dealing 1d8 pints of damage. You must succeed on a ranged touch attack to hit your target. For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage to a max of 5d8 at 9th level.

Shifting Weakness Transmutation Level: Clr 2, Drd 2, Rgr 2, Sor/Wiz 3 Components: V, S Casting Time: 1 standard action Range: Touch Target: One touched creature. Duration: 1 minute / level Saving Throw: Fortitudes Negates Spell Resistance: Yes With this spell caster alters the racial weakness of one creature. If you have a racial weakness from any source you may change it to another of the same type for the duration of this spell. You may alter your weakness to one of the following by category: Aura Weakness: Chaotic, Evil, Good, Lawful, or Magic. Energy Weakness: Acid, Cold, Electricity, Fire, or Sonic. Material Weakness: Adamantine, Cold Iron, Gold, Silver, or Wood. This also applies to damage reduction. If your weakness falls in one category, for example Silver is in material weakness, you can not change it to Magic as a weakness as that falls in Aura weakness, or to Cold as that is in Energy Weakness.

If you weakness does not appear on the lists above find and apply it to the appropriate list. If you have more then one weakness then this spell only effects one weakness, you may cat it multiple time to change each weakness. Material Component: A drop, or bead of the material the target normally has a weakness to. For sonic it is just a bead of mica. For Auras it is any substance blessed or imbued with that aura type.

Silvered Weapon Transmutation Level: Sor/Wiz 0 Components: V, S, M Casting Time: 1 action Range: Touch Target: One weapon or projectile Duration: 1 round/level Saving Throw: None Spell Resistance: None You transform a single weapon or projectile into a silvered weapon or silvered projectile. A silvered weapon or projectile functions as a normal item of its type, except that silvered weapons or projectiles can hurt some creatures that can resist damage from normal weapons, such as werewolves. Material Component: A silver coin.

Stoneskin, Lesser Abjuration Level: Drd 4, Sor/Wiz 3, Components: V, S, M Casting Time: 1 standard action Range: Touch Target: You Duration: 1 min./level Saving Throw: No Spell Resistance: None The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains damage reduction 5/adamantine. (It ignores the first 5 points of damage each time it takes damage from a weapon, though an adamantine weapon bypasses the reduction.)

This Damage reduction does not stack and is canceled by Stoneskin. Also, this does not stack with any natural DR the target creature may have (not including equipment DR). Material Component: Granite and 125 gp worth of diamond dust sprinkled on the target’s skin.

Summon Furniture Conjuration (Creation) Level: Clr 2, Sor/Wiz 1 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./level) Effect: A simple plain piece of wooden furniture of your choosing appears where you direct. Duration: Instantanious Saving Throw: None Spell Resistance: No With this spell you call into existence a single piece of wooden furniture of the type you require from the following list: A cot (with adequate blanket and pillow), a stool with cushion, writing desk with chair, a cushioned arm chair, a single full bed (with adequate blankets, and pillow), a four legged table, or a 3 draw dresser. The piece of furniture you summon is in all ways a normal piece of furniture, however it does radiate faint conjuration magic. You may summon the object at any location you deem within range, that location can not be occupied by any creature or other object or the spell fails. The object stays for as long as you need it, or 24 hours which ever comes first. At which time the objects fades from existence. You may discontinue its existence at anytime with a simple wave of the hand. Material Components: A piece of wood and a goose feather wrapped in leather, and cloth.

Summon Henchmen I Conjuration (Calling) Level: Sor/Wiz 2 Components: V, S, M Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Effect: One or more 1st level commoners Duration: 1 hour/level

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(D) Duration: 1 hour/level Saving Throw: None Spell Resistance: No You summon one commoner class humanoid per every two levels (always of your own race) to serve you as you command. They serve willingly and well in any task you command them, be that to build a building, plant a garden, or protect you, or even fight for you. The commoners’ come with simple tools you designate for the task during the casting of the spell from the following list: Digging Tools (Shovels, Picks, etc), Construction tools (Hammers, Nails, Saws, etc.), Cleaning Tools (Brooms, Brushes, Buckets, etc.), Gardening Tools (Wheel Barrow, Pitch Forks, Sickles, Scythes, etc.), Wood Cutting Tools (Axes, Saws, etc.). These are unarmored, and otherwise weaponless 1st level commoners, they have no skill, and require direction which they follow to the letter till the job is done, till commanded to do something else, till the spell ends, or until they are killed or die from hardship. These are normal humanoids in every way other then they are mindlessly loyal and trusting to the caster of the spell. Their stats are: AC 10, BAB +0, Saves +0, HP 4, and a 10 in all attributes. Material Component: A Silver Piece Per Commoner Summoned that is used up upon casting of the spell.

Summon Henchmen II Conjuration (Calling) Level: Sor/Wiz 3 Components: V, S, M Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Effect: One or more skilled experts Duration: 1 hour/level (D) Duration: 1 hour/level Saving Throw: None Spell Resistance: No This spell is similar to Summon Henchmen I except you can now summon more skilled henchmen.

they can cast the following spells:

You summon one Expert class humanoid per every three levels (always of your own race) to serve you as you command. They serve willingly and well in any task you command them, be that to craft an item, create art, or protect you, or even fight for you. The Experts come with simple tools you designate for the task during the casting of the spell of your choice (but NO weapons or armor).

the task during the casting of the spell of your choice. These are equivalent 3rd level Warriors, they have minor skill, and still require direction which they follow to the letter till the job is done, till commanded to do something else, till the spell ends, or until they are killed. These are normal humanoids in every way other then they are mindlessly loyal and trusting to the caster of the spell.

Material Component: A 100gp gem Per Adept Summoned that is used up upon casting of the spell.

These are unarmored, and otherwise weaponless 2nd level Experts, they have minor skill, and still require direction which they follow to the letter till the job is done, till commanded to do something else, till the spell ends, or until they are killed. These are normal humanoids in every way other then they are mindlessly loyal and trusting to the caster of the spell.

Their stats are: AC 14, BAB +3, Saves +3, HP 21, a 13 in all attributes, and a 3 ranks in fighter skills.

Summon Monster, Lesser

Their stats are: AC 11, BAB +1, Saves +2, HP 10, a 12 in all attributes, and a 4 ranks in Craft and any 6 other skills needed to fulfill the ordered task. Material Component: A Gold Piece Per Commoner Summoned that is used up upon casting of the spell.

Summon Henchmen III Conjuration (Calling) Level: Sor/Wiz 4 Components: V, S, M Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Effect: One or more skilled Warriors Duration: 1 hour/level (D) Duration: 1 hour/level Saving Throw: None Spell Resistance: No This spell is similar to Summon Henchmen I & II except you can now summon more skilled warrior class henchmen. You summon one Warrior class humanoid per every Four levels (always of your own race) to serve you as you command. They serve willingly and well in any task you command them, be that to stand guard, or protect you, or fight for you. The Warriors come with simple or martial weapons and studded leather armor that you designate for

Material Component: A Platinum Piece Per Warrior Summoned that is used up upon casting of the spell.

Summon Henchmen IV Conjuration (Calling) Level: Sor/Wiz 5 Components: V, S, M Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Effect: One or more skilled Adepts Duration: 1 hour/level Saving Throw: None Spell Resistance: No This spell is similar to Summon Henchmen I & II & III except you can now summon arcane spell caster class henchmen. You summon one Arcane Adept class humanoid per every Five levels (always of your own race) to serve you as you command. They serve willingly and well in any task you command them, be that to cast spells, or protect you, or fight for you. The Adepts come with simple Daggers, Robes, and spells. These are equivalent 5th level Adepts, they have minor skill, and still require direction which they follow to the letter till the job is done, till commanded to do something else, till the spell ends, or until they are killed. These are normal humanoids in every way other then they are mindlessly loyal and trusting to the caster of the spell. Their stats are: AC 12, BAB +2, Saves +3, HP 25, a 14 in all attributes, and a 3 ranks in Wizard class skills. And

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Arcane Spells (3/3/2) 0 level - Detect Magic, Light, Read Magic. 1st level – Burning Hands, Protection from Evil/Good, Sleep. 2nd level – Resist Energy, Web.

Conjuration Level: Clr 0, Sor/Wiz 0 Components: V, S, M Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Effect: One diminutive creature Duration: 1 round/level Saving Throw: None Spell Resistance: No This spell summons an extraplanar creature (typically an outsider, native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one of the creatures from the 0-level list on the Summon Monster table below. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type. Arcane Focus: A tiny bag and a small (not necessarily lit) candle.

Creature Summoned Celestial Bee1 Celestial Cricket* Celestial Hedgehog* Celestial Mouse* Celestial Thrush* Fiendish Bat* Fiendish Centipede2 Fiendish Scorpion3 Fiendish Spider4 Fiendish Toad* 1

2

3

4

*

Size Fine

Alignment LG

Fine

CG

Diminutive

NG

Diminutive

NG

Diminutive

CG

Diminutive

CE

Fine

NE

Fine

NE

Fine

CE

Diminutive

LE

Bee (Fine Vermin):1hp, Initiative +2, AC 22, Speed 10ft Fly Average, +10 Attack (1 point damage + poison); Poison DC 7 1pts Con damage. Centipede (Fine Vermin):1hp, Initiative +2, AC 22, Speed 10ft, +12 Attack (1 point damage + poison); Poison DC 7 1pts Dex damage. Scorpion (Fine Vermin):1hp, Initiative +0, AC 20, Speed 10ft, +8 Attack (1 point damage + poison); Poison DC 9 1pts Con damage. Spider (Fine Vermin):1hp, Initiative +3, AC 23, Speed 10ft, +11 Attack (1 point damage + poison); Poison DC 7 1pts Str damage. Stats for these creatures can be found in the Dungeon Masters Guide on page 203.

Summon Nature’s Ally, Lesser Conjuration Level: Drd 0 Components: V, S, M Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Effect: One diminutive creature Duration: 1 round/level Saving Throw: None Spell Resistance: No This spell summons a natural creature. It appears where you

designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. The spell conjures one of the creatures from the 0-level list on the Summon Nature’s Ally table below. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. All the creatures on the table are neutral unless otherwise noted. Creature Summoned Bee1 Cricket* Hedgehog* Mouse* Thrush* Bat* Centipede2 Scorpion3 Spider4 Toad*

Size Fine Fine Diminutive Diminutive Diminutive Diminutive Fine Fine Fine Diminutive

1

Bee (Fine Vermin):1hp, Initiative +2, AC 22, Speed 10ft Fly Average, +10 Attack (1 point damage + poison); Poison DC 7 1pts Con damage. 2 Centipede (Fine Vermin):1hp, Initiative +2, AC 22, Speed 10ft, +12 Attack (1 point damage + poison); Poison DC 7 1pts Dex damage. 3 Scorpion (Fine Vermin):1hp, Initiative +0, AC 20, Speed 10ft, +8 Attack (1 point damage + poison); Poison DC 9 1pts Con damage. 4 Spider (Fine Vermin):1hp, Initiative +3, AC 23, Speed 10ft, +11 Attack (1 point damage + poison); Poison DC 7 1pts Str damage. * Stats for these creatures can be found in the Dungeon Masters Guide on page 203.

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Vigorous Body Transmutation Level: Sor/Wiz 2 Components: V, S, M Casting Time: 1 standard action Range: Personal Target: You Duration: 1 hour / level or until discharged. See text; Saving Throw: None Spell Resistance: No You manipulate your body to be able to take more damage then normal. While this spell is in effect, you gain temporary hit points equal to 1d10 +1 per caster level (maximum +10). Casting this spell multiple times will add only an additional 1d10. Material Component: A 1 inch thick piece of Wild Boar’s hide.

Ward against the Beast Abjuration Level: Clr 2, Drd 2, Rgr 1, Sor/Wiz 2 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature. Duration: 1 day/ level Saving Throw: Will Negates Spell Resistance: Yes Valued by those who fight werecreatures, the spell delays the on set of Lycanthrope infection, and helps creatures fight off its effects. A creature under its effect of Lycanthropy does not need to make a control shape checks to avoid changing into animal form on the full moon or any other compulsion magical or not; the target is considered to have automatically succeeded on such checks while under the effects of this spell. Suddenly infected by bite or other means, and/or forced to make a Fortitude Save to resist the infection or if the target must make a saving throw to throw off the infection (during attempts at curing, or after taking Belladonna), the target gains a +5 circumstance bonus to its save.

Wall of Smoke Conjuration (Creation) [Fire] Level: Drd 1, Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Short (25 ft. + 5 ft./level) Effect: Two 5-ft. squares/level that are 5 ft. thick (S) Duration: 1 round/level Saving Throw: Fortitude partial, see text Spell Resistance: No This spell creates a thick opaque wall of black smoke. The wall is stationary once created. The wall blocks sight to a limited degree. Creatures on opposite sides of the wall that cannot see over it gain concealment from each other (attacks have a 20% miss chance). A creature that breathes can pass through a wall of smoke with ease if it hold its breath; otherwise it must make a Fortitude save to avoid being nauseated for 1 round. A moderate wind (11+ mph), such as from a gust of wind spell, destroys the wall in 1 round. This spell does not function underwater.

Water Shape Transmutation [Water] Level: Clr 5, Drd 5, Water 5*, Sor/Wiz 6 Components: V, S, M/DF Casting Time: 1 standard action Range: Touch Target: Water or ice object touched, up to 10 cu. ft. + 1 cu. ft./level Duration: 1 hour / level Saving Throw: None Spell Resistance: No

Object remain in the shape you determine for 1 hour per level, when the duration ends the water instantly returns to its normal condition. This spell can be made permanent. The crystal has the same hardness as stone. Arcane Material Component: A small blue crystal orb that you must rub, and twist while speaking the verbal components.

Woodsman’s Charm Transmutation Level: Drd 1, Rgr 1, Sor/Wiz 2 Components: V, S Casting Time: 1 standard action Range: Touch Target: One touched creature. Duration: 1 hour / level Saving Throw: Will Negates Spell Resistance: Yes This spell confers an instinctive knowledge of wilderness survival allows the recipient to manage in a wilderness environment (Arctic, Desert, Forest, etc.) with the skill and experience of a competent ranger, or a wild animal. The target counts Survival as a trained skill and gains a +5 competence bonus when using it. In addition, it gains the benefits of the Track feat for the duration of this spell.

Much like the spell stone shape, except you form and shape water into a hard crystal like mass. The water is not frozen to ice, and does not produce cold. It simply turns to a semi-transparent blue/green crystal in the shape you determine. You can form any water or ice into any shape that suits your purpose. Unlike stone shape you can form fine detail with a craft check. There is a 15% chance that any shape including moving parts simply doesn’t work.

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New Races, Creatures, & Templates

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New Races

Salamanders, Frogs, etc.), for a duration of 1 minute). This feat also grants you an innate understanding of River Elven Magic, you gain the following spell-like abilities as a 1st level spell caster once per-day: Detect Water, Resist Water, Wings of the Sea. The DC is 10 + Cha Modifier.

RIVER ELVES River Elves live near and make their living on the shores of rivers, and lakes. These curious, good natured, and fun loving elves have a strong connection to the waters around which they live. So, much so that nature has granted them the gift of changing shape to the form of river otters, to those of this race that invest them selves into the river. A true blessing not lost on the elves. Though fun loving and good natured these elves are incredibly secretive, and prefer to remain out of the worlds eye. They are not averse to helping strangers in need, or waging war against those that would threaten them or their families.



Automatic Languages: Common and River Elven. Bonus Languages: Any (other than secret languages, such as Druidic).



Favored Class: Ranger.

HALF-ELVES (River) The offspring of a River Elf, and a Human is a blessed soul, as it is fully accepted into its elven society without prejudice or hesitation, and with time can accumulate as much natural ability as their elven parent. These half elves express great determination and are more open to the rest of the world (traits all from their human side), as well as the curiosity, and good nature of their elven parents. These qualities never seem to tarnish in the face of darkness or adversity.



+2 Dexterity, -2 to Constitution.



Medium: As Medium creatures, river elves have no special bonuses or penalties due to their size.



River elf base land speed is 30 feet, and base Swim Speed is 10 feet.



Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.



Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.



Half-elf base land speed is 30 feet.



Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.

Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.



Weapon Proficiency: River Elves receive the Martial Weapon Proficiency feats for the short spear, net, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.

Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.



+1 racial bonus on Listen, Search, and Spot checks.



+2 racial bonuses on Diplomacy and Gather Information checks.

+2 racial bonus on Listen, Search, and Spot checks. An elf 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.



River Half-Elf gains a +2 to swim checks.



For all effects related to race, a half-elf is considered an elf.



Automatic Languages: Common and River Elven. Bonus Languages: Any (other than secret languages, such as Druidic).



Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty, her highest-level class does not count.











Spirit of the River: The Half-Elf gains a +4 racial bonus to all swim checks (having slightly webbed fingers and toes), and gain a +1 to all saves when in fresh water. They may also hold their breath for their Constitution x 3. This ability allows the River Elf to develop the ability to shape change into an otter (through the acquisition of feats, see below). Spell-Like Ability: 1/day—Speak with animals (Fresh water animals only (Otters, Beavers, Muskrats, Mink, Water Shrew, Water Snakes,

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River Elf Feats

Improved Shape of the River, Greater Shape of the River, & must have 15 hit die.. Benefit: Same as Shape of the River except and change shape At Will.

Magic of the River [River Half-Elf]

Spirit of the River [River Half-Elf]

Alora tapped deep into her elf ancestry, and listened to the whispered words of the water, and the beast of the river. Requirement: Must be a River Half-Elf, with a Charisma Score of 11 or higher. Benefit: 1/day—Speak with animals (Fresh water animals only (Otters, Beavers, Muskrats, Mink, Water Shrew, Water Snakes, Salamanders, Frogs, etc.), for a duration of 1 minute). This feat also grants you an innate understanding of River Elven Magic, you gain the following spell-like abilities as a 1st level spell caster once per-day: Detect Water, Resist Water, Wings of the Sea. The DC is 10 + Cha Modifier.

Alora waded into the shallows and felt the strength of the cool waters fill her. Requirement: Must be a River Half-Elf. Benefit: The Half-Elf gains a +4 racial bonus to all swim checks (having slightly webbed fingers and toes), and gain a +1 to all saves when in fresh water. They may also hold their breath for their Constitution x 3.

Creature Section

Shape of the River [River Elf, HalfElf]

ANIMALS

Once Alora dove into the swift water she just disappeared. A few moments later a light colored River Otter popped up on to the bank, and seemed to smile back with mischievous eyes. Requirement: Must be a River Half Elf, or River Elf must have the feat Spirit of the River, & must have 5 hit die. Benefit: Once per-day the Elf may take the form of a large River Otter as if they had Wild Shape (See PHB pg. 37) except as noted here. The changes take one full round action. Upon the change the characters type becomes Animal, Size Small, they gain a Str 7, Dex 15, Con 12, AC 14, Bite attack (1d4), a +4 to swim checks (which stacks with other racial swim bonuses, they may also take 10 even when threatened or distracted), +4 to Balance, and Climb, and the ability to Hold Breath for their Con x 4 (The Con x 4 does not stack with Spirit of the river, everything else does however). The character can maintain this form for 1 hour pre-level.

ARMADILLO Tiny Animal Hit Dice: Hit Points: Initiative: Speed: Armor Class: Base Attack/Grapple: Attack: Full Attack: Space/Reach: Special Attacks: Special Qualities:

Shape of the River (Improved) [River Elf, Half-Elf]

Saves: Abilities:

Requirement: Must be a River Half Elf, or River Elf must have the feat Spirit of the River, Shape of the River, & must have 7 hit die. Benefit: Same as Shape of the River except and change shape three times per-day.

Skills: Feats: Environments: Organization: Challenge Rating: Advancement: Level Adjustment:

Shape of the River (Greater) [River Elf, Half-Elf] Requirement: Must be a River Half Elf, or River Elf must have the feat Spirit of the River, Shape of the River, Improved Shape of the River, & must have 9 hit die. Benefit: Same as Shape of the River except and change shape five times per-day.

1/2d8+3 5 +2 10ft, Burrow 10ft. 19 (+2 Size, +2 Dex, +5 natural), touch 14, flat-footed 17 +0/-10 Claw -1 melee (1d4-1) Claw -1 melee (1d4-1) 2.5 ft./2.5 ft. Low-light vision, scent, Defensive Ball. Fort +6, Ref +5, Will +1 Str 8, Dex 15, Con 17, Int 2, Wis 12, Cha 4 Listen +3, Survival +3 Toughness Plains, Deserts, Warm Temperate Forest. Solitary, or Pair 1/10 1-2 HD (Small); —

Armadillos are a armor plated quadraped, with big ears and a long pointy snout. They look like a cross between a terrier and a pill bug. They have large sharp claws they use for digging. They are not horribly intelligent or aware but they are tough. They can live almost any where, and take a beating from much bigger prey. The armadillo eats primarily insects.

Shape of the River (Supreme) [River Elf, Half-Elf]

Combat

Requirement: Must be a River Half Elf, or River Elf must have the feat Spirit of the River, Shape of the River,

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can use the run action while swimming, provided it swims in a straight line.

The Armadillo will run from all conflict, if it can not escape or is surprised it will roll up in a ball leaving nothing exposed; much like a turtle.

DRAGONET

Defensive Ball (Ex): The creature has a hard plated shell that protects it from attackers. When attacked it can roll up presenting nothing vulnerable, their thick plates grant them an additional +5 circumstance bonus to AC.

Tiny Dragon Hit Die: Initiative: Speed: Armor Class:

BEAVER Small Animal Hit Dice: Hit Points: Initiative: Speed: Armor Class: Base Attack/Grapple: Attack: Full Attack: Space/Reach: Special Attacks: Special Qualities: Saves: Abilities: Skills: Feats: Environment: Organization: Challenge Rating: Advancement: Level Adjustment:

Base Attack/Grapple: Attack: Full Attack:

1d8+2 10 +1 20 ft. (6 squares), Swim 20 ft. 13 (+1 size, +1 Dex, +1 natural), touch 12, flat-footed 12 +0/-2 Bite +2 melee (1d3+2) Bite +2 melee (1d3+2) 5 ft./5 ft. Low-light vision, scent, naw, build, hold breath Fort +5, Ref +4, Will +1 Str 15, Dex 12, Con 15, Int 3, Wis 12, Cha 6 Listen +3, Spot +3, Swim +8 Alertness Temperate forests, Rivers, Ponds Solitary, pair, or pack (3–5) 1/2 2 HD (Small) —

Space/Reach: Special Attacks: Special Qualities:

Save: Abilities: Skills: Feats: Environment: Organization: Challenge Rating: Treasure: Alignment: Advancement: Level Adjustment:

1d12+1 (hp 7) +2 10ft; Fly 60ft (Good) 15(+2 Dex, +2 Size, +1 Natural), Touch 14, Flat-Footed 13 +1/-9 Bite +3 melee (1d4-2) Bite +3 melee (1d4-2), and 2 Claws -2 melee (1d3-2) 2 ½ ft. / 2 ½ ft. Darkvision 60ft, Immunity to magic sleep effects and paralysis effects, low-light vision. Fort +3, Ref +4, Will +3 Str 6, Dex 15, Con 12, Int 2, Wis 12, Cha 9. Listen +7, Spot +7. Alertness Temperate Forest Solitary, Pair, or Clutch (3-5). ½ None Usually Neutral None, or as a familiar. -

A dragonet is a small, winged, lizard like creature related to Dragons or PseudoDragons. It is about 3 feet long from its horned nose to the tip of its sinuous tail, and has a wingspan the same size. Its scales are brightly colored, predominantly green but with patches or bands of yellow, black, blue and/or fiery red. A feathery crest runs from the top of its head down its spine, ending in a soft tuft at the creature's tail. Its eyes are large and yellow, and its teeth are needlesharp. It has a range of vocal expression (though it does not speak) from low rumbling growls to high-pitched keening. Dragonets are fishers and hunters in the wild, flying in packs over forests, or lakes and diving for their prey. Their needlelike teeth are well adapted for grabbing and holding slippery fish, or small mammals, and they use their sharp claws to hold their prey while they eat. Sometimes still on the wing. Dragonets nest in colonies in places where they have a high vantage point (such as cliffs, high trees, etc.). Dragonets are often encountered as the familiars of Sorcerers. A dragonet familiar is the same alignment as its master.

The Beaver is a large brown rodent that can naw through tree trunks, the use logs to build damns and nests. Their fur is prized and water resistant, 3-6gp per pelt.

Combat Beavers prefer to avoid fighting, but when they do fight they attack with their sharp teeth. Naw (Ex): A beaver can naw through inches of wood in minutes. The beavers teeth ignore the hardness of any wooden plant or object. Build (Ex): By some instinct a beaver can use the wood from felled trees and mud to build dams and nest. When building such structures the beaver many take 20 in Knowledge (Engineering) as if it had the skill. Hold Breath (Ex): A beaver can hold its breath for a number of rounds equal to 4 x its Constitution score in rounds before it risks drowning.

Combat A dragonet when pressed to fight will attack with its bite, and claws, however if the sky is open it will attempt to escape.

Skills: A beaver has a +6 racial bonus on swim checks to perform some special action or avoid hazards. It can always take 10 on a swim check, even if distracted or endangered. It

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Martins are often called fox weasels, martins have fox like features and depending on the subspecies usually have silver gray, rusty red, or golden coloration. Larger then weasels they are closely related to mongoose. These little mammals are aggressive predators but usually confine themselves to smaller prey. The statistics presented here can also apply to ferrets.

JAY Tiny Animal Hit Dice: Hit Points: Initiative: Speed: (excellent) Armor Class: flat-footed 12 Base Attack/Grapple: Attack: Full Attack: Space/Reach: Special Attacks: Special Qualities: Saves: Abilities: 12, Cha 8 Skills: Feats: Environment: Organization: Challenge Rating: Advancement: Level Adjustment:

1/4 d8 2 +3 10 ft. (2 squares), fly 40 ft.

Combat

15 (+2 size, +3 Dex), touch 15,

Attach (Ex): If a martin hits with a bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached martin loses its Dexterity bonus to Armor Class and has an AC of 12. An attached weasel can be struck with a weapon or grappled itself. To remove an attached weasel through grappling, the opponent must achieve a pin against the creature.

+0/–13 2-1/2 ft./0 ft. — Low-light vision, Fort +2, Ref +5, Will +1 Str 2, Dex 17, Con 10, Int 2, Wis

Skills: Martins have a +4 racial bonus on Move Silently checks and a +8 racial bonus on Balance, Climb, and Hide checks. They use their Dexterity modifier for Climb checks. A martin can always choose to take 10 on a Climb check, even if rushed or threatened.

Listen +5, Spot +5 Alertness Temperate or tropical forests Solitary 1/6 — —

MUSKRAT Small Animal Hit Dice: Hit Points: Initiative: Speed: Armor Class:

These small blue and white birds are pretty to behold, but their songs are not. They have a pension for thievery of both fruits, and shinnies.

MARTIN Tiny Animal Hit Dice: 1d8 Hit Points: 8 Initiative: +2 Speed: 20 ft. (4 squares), climb 20 ft. Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12 Base Attack/Grapple: +0/–12 Attack: Bite +4 melee (1d3–4) Full Attack: Bite +4 melee (1d3–4) Space/Reach: 2-1/2 ft./0 ft. Special Attacks: Attach Special Qualities: Low-light vision, scent Saves: Fort +3, Ref +6, Will +2 Abilities: Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 5 Skills: Balance +11, Climb +13, Hide +15, Move Silently +8, Spot +4 Feats: Improved Initiative, Weapon FinesseB Environment: Temperate hills Organization: Solitary Challenge Rating: 1/3 Advancement: — Level Adjustment: —

Base Attack/Grapple: Attack: Full Attack: Space/Reach: Special Attacks: Special Qualities: Saves: Abilities: Skills: Feats: Environment: Organization: Challenge Rating: Advancement: Level Adjustment:

1d8+1 9 +3 20 ft. burrow 10 ft Swim 30ft. 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12 +0/-5 Bite -1 melee (1d3-1) Bite -1 melee (1d3-1) 5 ft./5 ft. Low-light vision, scent, naw, hold breath Fort +4, Ref +6, Will +1 Str 8, Dex 17, Con 12, Int 2, Wis 12, Cha 6 Hide +5 Listen +3, Move Silently +5, Spot +3, Swim +8 Stealthy Temperate forests, Rivers, Ponds Solitary, pair, or pack (3–5) 1/6 — —

The Muskrat is a large brown rodent that live in lakes, swamps, or rivers. They are hard to find, and non aggressive unless pressed. Their fur is prized and water resistant, 1-2gp per pelt.

Combat

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Muskrats prefer to avoid fighting, but when they do fight they attack with their sharp teeth.

(Nature) DC 20 to be convinced that an opossum is in fact acting…

Hold Breath (Ex): A Muskrat can hold its breath for a number of rounds equal to 4 x its Constitution score in rounds before it risks drowning.

Skills: Martins have a +4 racial bonus on Move Silently checks and a +8 racial bonus on Balance, Climb, and Hide checks. They use their Dexterity modifier for Climb checks. A martin can always choose to take 10 on a Climb check, even if rushed or threatened.

Skills: A beaver has a +6 racial bonus on swim checks to perform some special action or avoid hazards. It can always take 10 on a swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

PARROT Tiny Animal Hit Dice: Hit Points: Initiative: Speed: Armor Class:

OPOSSUM Small Animal Hit Dice: Hit Points: Initiative: Speed: Armor Class: Base Attack/Grapple: Attack: Full Attack: Space/Reach: Special Attacks: Special Qualities: Saves: Abilities: Skills: Feats: Environment: Organization: Challenge Rating: Treasure: Alignment: Advancement: Level Adjustment:

1d8+1 9 +3 20 ft, climb 20 ft. 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12 +0/–4 Bite +3 melee (1d6-1) Bite +3 melee (1d6-1) 5 ft./5 ft. Play Dead Low-light vision, scent, improved scent. Fort +5, Ref +6, Will +1 Str 8, Dex 17, Con 14, Int 1, Wis 12, Cha 4 Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4. Alertness, Weapon FinesseB Any Solitary or group (2-6) 1/3 None Always neutral — —

Base Attack/Grapple: Attack: Full Attack: Space/Reach: Special Attacks: Special Qualities: Saves: Abilities: Skills: Feats: Environment: Organization: Challenge Rating: Advancement: Level Adjustment:

1/4 d8 2 +3 10 ft., fly 40 ft. (average) 15 (+2 size, +3 Dex), touch 15, flat-footed 12 +0/–13 Beak +4 melee (1d3–4) Beak +4 melee (1d3–4) 2-1/2 ft./0 ft. — Low-light vision, mimic sound Fort +2, Ref +5, Will +2 Str 2, Dex 17, Con 10, Int 2, Wis 14, Cha 10 Listen +6, Spot +6 Alertness, Weapon FinesseB Temperate or tropical forests Solitary 1/6 — —

The loud rainbow colored birds has fascinated the world sense the dawn of time. There are many species of parrot and all are extremely colorful, the brightest and most sought after is the Red or Blue Macaw. They make excellent pets, and the rich love the feathers as ornamentation to their hats.

Combat Parrots simply fly away when threatened.

Opossums are omnivorous scavengers, that usually avoid other creatures but will attack to defend their nests and territories. An Opossums can grow to be up to 3 feet long and weigh over 25 pounds.

Mimic Sound (Ex): If a parrot hears a sound, a word, or a phrase enough it can and will mimic it. The mimicked sound is scratchy, and high pitched but the parrot can relay back any number of phrase perfectly with practice.

Combat

RIVER OTTER

Opossums attack fearlessly, when cornered, other wise tries to flee, when that does not work they play dead. .

Tiny Animal Hit Dice: Hit Points: Initiative: Speed: Armor Class:

Play Dead (Ex): If frightened or out matched in a fight an opossum will fall over and grow stiff. A foul mucus oozes from its mouth and it for all intents and purposes is dead. Most creatures automatically loose interest in the foul smell and lack of fight and leave the opossum. For sentient creatures they need to make a Sense Motive, or Knowledge

Base Attack/Grapple: Attack:

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1/21d8+1 5 +2 20ft, Swim 20ft. 15 (+2 Size, +2 Dex, +1 natural), touch 14, flat-footed 12 +0/-12 Bite +4 melee (1d3)

Full Attack: Space/Reach: Special Attacks: Special Qualities: Saves: Abilities: Skills: Feats: Environments: Organization: Challenge Rating: Advancement: Level Adjustment:

Abilities:

Bite +4 melee (1d3) 2.5 ft./2.5 ft.

Skills: Low-light vision, scent, Hold Breath. Fort +3, Ref +4, Will +1 Str 3, Dex 15, Con 12, Int 2, Wis 12, Cha 5 Balance +6, Climb +6, Listen +3, Spot +3, Swim +10* Weapon Finesse Rivers and Lakes in temperate or tropical forest Solitary, or Pair 1/4 — —

Feats: Environment: Organization: Challenge Rating: Advancement: Level Adjustment:

Long eared lagomorphs have soft fur and hides (2cp ea.). These soft animals have enlarged hind feet and are built for running. They are very alert and are rarely surprised. The domesticated ones come in a rainbow of colors, while the wild are usually tan to dark golden brown.

Combat

Sought after for their marvelous water proof pelts (3-5 gp), river otters can be found in almost any secluded river, creek or estuary. They live on a diet primarily of fish, reptiles, amphibians, and insects. Some of the larger species can grow to be as much as 5ft long (including the tail), but on average are 2 ½ - 3 feet long. They range in color from tan to dark brown, though some very rare individuals are white (these pelts can be worth as much a 500gp).

Rabbits do not fight, they are built to run, and escape. Sprint (Ex): Once per hour, a rabbit can move ten times its normal speed (300 feet) when its attempting to escape. Skills: *A rabbit has a +4 racial bonus on Spot and Listen checks. Rabbit also have a +8 to jump checks, and uses its Dexterity modifier for all jump checks.

Combat

CLOCK WORK

River otters are normally non-aggressive, and use stealth and the water to avoid combat.

“Clock Work” is a template that can be added to any creature that is not already a construct, or undead (referred to hereafter as the “base creature”).

Hold Breath (Ex): A river otter can hold its breath for a number of rounds equal to 4 x its Constitution score in rounds before it risks drowning.

Type: The creature’s type becomes “construct.”

Skills: A river otter has a +8 racial bonus on swim checks to perform some special action or avoid hazards. It can always take 10 on a swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. It uses its dex for all swim checks. +4 to Balance & Climb.

Size: No change. Hit Dice: Increase all current and future hit dice to d10s, and add 3 hit dice to the base creatures current total. If base creature has a fraction of a hit die, the Clock Work then has 3 hit dice.

RABBIT Tiny Animal Hit Dice: Hit Points: Initiative: Armor Class: Speed: Base Attack/Grapple: Attack: Full Attack: Space/Reach: Special Attacks: Special Qualities: Saves:

Str 3, Dex 18, Con 10, Int 2, Wis 14, Cha 10 Hide +9, Jump +12, Listen +9, Move Silently +9, Spot +9 AlertnessB Temperate deserts Solitary, Pair, or Warren (10–40) 1/10 1-2 HD (Small); —

Speed: Same as base creature. 1/4 d8 2 +4 16 (+2 size, +4 Dex), touch 16, flat-footed 12 30 ft, 10ft burrow +0/–12 Bite -2 melee (1 pt.), or Kick -2 melee (2d3-4) Bite -2 melee (1 pt.), or Kick -2 melee (2d3-4) 2.5 ft./2.5 ft. low-light vision, scent, sprint Fort +3, Ref +7, Will +2

AC: Natural armor improves by +12. Base Attack: As class, or as cleric based on Hit Dice which ever is better. Attacks: A clock work retains all the attacks of the base creature and also gains a slam attack if it didn’t already have one. If the base creature can use weapons, the clock work retains this ability. A creature with natural weapons retains those natural weapons. A clock work fighting without weapons uses either its slam attack or its primary natural weapon (if it has any). A clock work armed with a weapon uses its slam or a weapon, as it desires.

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Clockwork Size Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal

creature’s natural attack forms. The damage for this natural weapon increases by one step, as if the creature’s size had increased by one category: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.

Slam Damage 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8 4d6

Rend (Ex): (Prerequisite: A clock work must have 2 claw attacks to have this ability.) If the clock work hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This automatically deals double the animal’s claw damage again. If the claw damage is 1d2 or 1d3, the damage dealt is 1d4+1 or 1d6+1 (respectively), plus the animal’s Strength bonus.

Full Attack: A clock work fighting without weapons uses either its slam attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a slam or other natural weapon as a natural secondary attack.

Climb: (Prerequisite: A clock work must have claws or the ability to climb any surface to have this ability.) The Clockwork must can climb at a rate of 20ft and has a +10 to all climb checks, it may take 10 even if rushed or threatened.

Damage: Increase all damage ratings from any natural or carried weapon by one die type, to a maximum of d12.

Self Repair: The Clock Work gains Fast Healing 3.

Special Attacks: Same as base creature. Choose three of the following special attacks/abilities for the clock work (if prerequisite is met):

Special Qualities: Same as base creature, plus NO Constitution Score, Damage Reduction 5/adamantine, LowLight Vision, Darkvision 60ft., Immunity to all mind affecting effects (charms, compulsions, phantasms, patterns, moral effects). Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. Immune 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. Clock Works are immediately destroyed when they reach 0 hit points. Clockworks can not heal or be healed from damage, but can often be repaired with the appropriate craft skills, or spells like repair minor damage. Clockworks can not be raised from the dead, unless it was assimilated (see special attacks above), in that case the assimilated creature is raised to a state prior to assimilation.

Ability Bonus: The clockwork gains a +4 to its Strength score. Assimilation (Su): A clock work can make a grapple check, if successful then the clock work injects the target with a poison (Fort DC 19, or the target loses 2d4 Con every minute till the creature reaches 0 Con, and falls motionless to the ground. The target will then raise as a Clockwork version of it self in 2d6 minutes). Targets that raise as a clockwork are under the control of its creator, or the clockwork hive mind. Breath Weapon (Ex): Chose one of the following breath weapons. 15ft cone of Acid, Cold, or Fire that does 6d6 points of damage. The DC is 10 + the clockworks hit dice, Reflex for half. It can use its breath weapon as a standard action every 1d4+1 rounds.

Because a clockwork is a mass of unliving matter and gains extra hit points based on its size, as shown on the table below: Clockwork Size Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal

Natural Armor: The clock work gains a +8 natural bonus to AC (in additional to all other natural bonuses). Fast Movement (Ex): Any one of the creature’s modes of movement are increased by 10ft. Immunity to Magic: The clockwork is immune to any spell or spell like effect that allow spell resistance. Improved Damage Reduction: The clockwork gains an addition 5/adamantine

Bonus Hit Points 10 20 30 40 60 80

Saves: Same as base creature. Abilities: Increase from base creature as follows: Str +14, Dex +4, Con -, Int +0, Wis +0, Cha +0

Improved Natural Attack (Ex): Choose one of the

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Skills: Same as base creature.

DIRE ANIMAL

Feats: Same as base creature. Climate/Terrain: Same as base creature.

“Dire animal” is a template that can be added to any animal that is not already a dire animal (referred to hereafter as the “base creature”).

Organization: Same as base creature. Challenge Rating: Same as base creature +3. If base creature’s challenge rating is a fraction, clockwork’s challenge rating is 3.

Type: The creature’s type remains “animal.” Dire animals are usually only created from predatory animals. Size: Increase size by one level.

Treasure: Same as base creature.

Hit Dice: Same as base creature plus 4 hit dice. If base creature has a fraction of a hit die, the dire animal then has 4 hit dice.

Alignment: Always neutral. Advancement: Same as base creature.

Speed: Same as base creature.

Sample Clockwork

AC: Natural armor improves by +2.

1st Level Human Warrior Medium Humanoid Hit Dice: Hit Points: Initiative: Speed: AC: Base Attack/Grapple: Attacks:

Full Attack:

Face/Reach: Special Attacks: Special Qualities:

Saves: Abilities: Skills: Feats: Climate/Terrain: Organization: Challenge Rating: Treasure: Alignment: Advancement:

Attacks: Same as base creature. Damage: Increase all damage ratings by one die type, to a maximum of d12.

4d10+20 60 +2 30 ft. 30 (+12 Natural, +2 Dex, +1 Shield, +5 Breast Plate) +1/+13 Long Sword melee +10 (1d10+9 19-20x2), Slam melee +9 (1d8+8 20x2) Long Sword melee +10 (1d10+9 19-20x2), and Slam melee +9 (1d8+8 20x2) 5 ft./5 ft. Assimilation Damage reduction 5/adimantium, Self Repair 3, Darkvision 60ft, low-light vision, Immunity to Magic, Construct traits. Fortitude +2, Reflex +2, Will -1 Str 27, Dex 15, Con -, Int 10, Wis 9, Cha 8 Climb +10, Listen +3, Jump +10, Spot +3, Alertness, Weapon Focus (LongSword) Any land Solitary 3 None Always neutral As Class

Special Attacks: Same as base creature. Choose one of the following special attacks/abilities for the dire animal (if prerequisite is met): Ability Bonus: The dire animal gains a +4 to its Strength, Dexterity, Constitution, or Charisma score. Blood Drain (Ex): (Prerequisite: A dire animal must have the Attach ability to have this ability.) The dire animal drains blood for 2d4 points of temporary Constitution damage each round it remains attached. Disease (Ex): (Prerequisite: A dire animal must have a bite attack to have this ability.) Filth fever—bite, Fortitude save (DC 12), incubation period 1d3 days; damage 1d3 temporary Dexterity and 1d3 temporary Constitution (see Disease, page 74 in the Dungeon Master’s Guide). Natural Armor: The dire animal gains a +2 natural bonus to AC (in additional to all other natural bonuses). Fast Movement (Ex): Any one of the creature’s modes of movement are increased by 10ft. Improved Natural Attack (Ex): Choose one of the creature’s natural attack forms. The damage for this natural weapon increases by one step, as if the creature’s size had increased by one category: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.

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Sample Dire Animal

Rend (Ex): (Prerequisite: A dire animal must have 2 claw attacks to have this ability.) If the dire animal hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This automatically deals double the animal’s claw damage again. If the claw damage is 1d2 or 1d3, the damage dealt is 1d4+1 or 1d6+1 (respectively), plus the animal’s Strength bonus.

This example uses a cat as the base creature.

DIRE CAT Small Animal Hit Dice: Hit Points: Initiative: Speed: AC: Attacks: Damage: Face/Reach: Special Attacks: Special Qualities: Saves: Abilities:

Swallow Whole (Ex): (Prerequisite: A dire animal must be of Huge size or larger to have this ability.) The dire animal can try to swallow a grabbed opponent of Medium-size or smaller size by making a successful grapple check. Once inside, the opponent takes 2d6+6 points of crushing damage plus 1d8+4 points of acid damage per round from the dire animal’s digestive juices. A swallowed creature can cut its way out using claws or a lightslashing weapon by dealing 25 points of damage to the dire animal’s digestive tract (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The dire animal’s gullet can hold two Mediumsize, four Small, eight Tiny, sixteen Diminutive, or thirty-two Fine or smaller opponents.

Skills:

Feats: Climate/Terrain: Organization: Challenge Rating: Treasure: Alignment: Advancement:

Tracking (Ex): (Prerequisite: A Guardian Familiar must have the track feat to have this ability.)The creature gains a +4 bonus on survival checks made to follow tracks.

4d8+4 36 +4 (Dex) 30 ft. 17 (+1 size, +4 Dex, +2 natural) 2 claws +4 melee, bite –1 melee Claw 1d3+1, bite 1d4+1 5 ft. by 5 ft./5 ft. Rend — Fortitude +5, Reflex +7, Will +2 Str 13, Dex 17, Con 12, Int 2, Wis 12, Cha 9 Balance +11, Climb +6, Hide +15*, Listen +4, Move Silently +10, Spot +4 Weapon Finesse (claw, bite) Any land Solitary 2 None Always neutral —

Special Qualities: Same as base creature.

Combat

Saves: Same as base creature.

Rend (Ex): A dire cat that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This automatically deals 1d6+3 points of damage.

Abilities: Increase from base creature as follows: Str +10, Dex +2, Con +2, Int +0, Wis +0, Cha +2

Skills: Dire cats receive a +4 racial bonus to Hide and Move Silently checks and a +8 racial bonus to Balance checks. They use their Dexterity modifier for climb checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.

Skills: Same as base creature. Feats: Same as base creature. Animals with Weapon Finesse (natural weapon) lose this feat if their Strength is higher than their Dexterity. Climate/Terrain: Same as base creature. Organization: Same as base creature. Challenge Rating: Same as base creature +2. If base creature’s challenge rating is a fraction, dire animal’s challenge rating is 2. Treasure: Same as base creature. Alignment: Always neutral. Advancement: Same as base creature.

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