Bad Strref PRC8 Version Counter: 08 Ocular Adept Ocular Adepts ocular adepts (PRESTIGE CLASS) Each beholder believes that it represents a state of true perfection. Among the desperate wastrels of decadent cities and debased explorers of the subterranean Underdark can be found humanoids who agree, and who have entered into a surgical pact with the beholder race in an attempt to achieve even a sliver of that perfection. These so-called Ocular Adepts, outcasts to their own societies, have pledged their services to one or more eye tyrants and pledged their religious devotion to the alien entity known as the Great Mother, the deity matron of all beholders. - Hit Die: d6. - Proficiencies: An Ocular Adept does not gain any additional weapon or armor proficiencies. - Skill Points: 2+ Int modifier. REQUIREMENTS: Alignment: Lawful Evil or Neutral Evil Skills: Concentration 8 ranks Feats: Endurance Base Save Bonus: Fort +4 CLASS FEATURES: Level 1: Charm Person Ray - 2/day (spell-like ability). 2: Sleep Ray - 2/day (spell-like ability). 3: Inflict Moderate Wounds Ray - 2/day (spell-like ability). 4: Slow Ray - 2/day (spell-like ability). 5: Fear Ray - 2/day (spell-like ability). 6: Charm Monster Ray - 2/day (spell-like ability). 7: Telekinesis Ray - 2/day (spell-like ability). 8: Flesh to Stone Ray - 2/day (spell-like ability). 9: Disintegrate Ray - 2/day (spell-like ability). 10: Finger of Death Ray - 2/day (spell-like ability). Spellcasting: The Ocular Adept knows spells and has spells per day as if he was a cleric of equivalent class level, except that he cannot spontaneously cast Cure or Inflict spells. He gains two domains from the following list: Evil, Hatred, Strength, or Tyranny. If he does not select these domains, he will not be able to level in this class. These domains will not stack with those gained from the Cleric class. Ray: Charm Person Ray: Sleep Ray: Inflict Moderate Wounds Ray: Slow Ray: Fear Ray: Charm Monster Ray: Telekinesis Ray: Flesh to Stone Ray: Disintegrate Ray: Finger of Death Type of Feat: Class. Prerequisite: Level 1 Ocular Adept. Specifics: The Adept projects a ray that makes a ranged touch attack. If successful, the target must make a Will save vs. DC of (10 + 1/2 the Adept's class level + the Adept's Charisma modifier). If the save fails, the ray makes the target friendly towards the Adept for a number of rounds equal to the Adept's level. This spell only functions on humanoid targets. Use: Selected. Type of Feat: Class. Prerequisite: Level 2 Ocular Adept. Specifics: The Adept projects a ray that makes a ranged touch attack. If successful, the target must make a Will save vs. DC of (10 + 1/2 the Adept's class level + the Adept's Charisma modifier). If the save fails, the ray causes the target to fall asleep for a number of rounds equal to the Adept's level. Use: Selected. Type of Feat: Class. Prerequisite: Level 3 Ocular Adept. Specifics: The Adept projects a ray that makes a ranged touch attack. If successful, the target must make a Will save vs. DC of (10 + 1/2 the Adept's class level + the Adept's Charisma modifier). If the save fails, the target takes 2d8+10 damage. If the save succeeds, the target takes half damage. Use: Selected. Type of Feat: Class. Prerequisite: Level 4 Ocular Adept. Specifics: The Adept projects a ray that makes a ranged touch attack. If successful, the target must make a Will save vs. DC of (10 + 1/2 the Adept's class level + the Adept's Charisma modifier). If the save fails, the target is slowed for a number of rounds equal to the Adept's level; their movement rate is halved and they can only take a partial action each round during this time. Use: Selected. Type of Feat: Class. Prerequisite: Level 5 Ocular Adept. Specifics: The Adept projects a ray that makes a ranged touch attack. If successful, the target must make a Will save vs. DC of (10 + 1/2 the Adept's class level + the Adept's Charisma modifier). If the save fails, the target is afflicted with fear and will flee from the Adept. Use: Selected. Type of Feat: Class. Prerequisite: Level 6 Ocular Adept. Specifics: The Adept projects a ray that makes a ranged touch attack. If successful, the target must make a Will save vs. DC of (10 + 1/2 the Adept's class level + the Adept's Charisma modifier). If the save fails, the ray causes the target to be friendly towards the Adept for a number of rounds equal to the Adept's level. Use: Selected. Type of Feat: Class. Prerequisite: Level 7 Ocular Adept. Specifics: The Adept projects a ray that makes a ranged touch attack. If successful, the target must make two Will saves vs. DC of (10 + 1/2 the Adept's class level + the Adept's Charisma modifier). If the first save fails, the target is Disarmed as per the feat. If the second save fails, the target is knocked back. In addition to this, the target is pushed away from the Adept. Use: Selected. Type of Feat: Class. Prerequisite: Level 8 Ocular Adept. Specifics: The Adept projects a ray that makes a ranged touch attack. If successful, the target must make a Fortitude save vs. DC of (10 + 1/2 the Adept's class level + the Adept's Charisma modifier). If the save fails, the target is instantly petrified. Use: Selected. Type of Feat: Class. Prerequisite: Level 9 Ocular Adept. Specifics: The Adept projects a ray that makes a ranged touch attack. If successful, the target must make a Fortitude save vs. DC of (10 + 1/2 the Adept's class level + the Adept's Charisma modifier). If the save fails, the target is instantly disintegrated and all of their items fall to the ground. If the save succeeds, the target takes 5d6 damage instead. Use: Selected. Type of Feat: Class. Prerequisite: Level 10 Ocular Adept. Specifics: The Adept projects a ray that makes a ranged touch attack. If successful, the target must make a Fortitude save vs. DC of (10 + 1/2 the Adept's class level + the Adept's Charisma modifier). If the save fails, the target dies instantly. If the save succeeds, the target takes damage of (3d6 + the Adept's level) instead. Use: Selected. Your faith in the Great Mother has brought you great power - your third eye spews death all around you with the merest glance. Hit Die: d8 Skill Points at Each Additional Level: 2 + Int modifier Bonus Feats: The Epic Ocular Adept gains a bonus feat every other level after 10th. Epic Ocular Adept Bonus Feat List: Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Spell Focus, Epic Spell Penetration, Great Wisdom, Improved Combat Casting, Planar Turning. Divination Level: Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0 Components: V, S, F Casting Time: 1 standard action Range: Touch Target: Scroll or book touched Duration: Instantaneous By means of read magic, you can decipher magical inscriptions on objects-books, scrolls, and the like-that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic, thusly, it makes the item identified. Focus: A clear crystal or mineral prism. Battlerager Battleragers battlerager (PRESTIGE CLASS) Dwarven Battleragers, or Kuldjargh (Axe Idiots), are legendary berserkers who can enter a battle frenzy through ritualistic singing. They are believed to have been touched by the dwarven gods of war, who taught them that by dying in battle they will return even stronger than before as a just reward. As a consequence, these warriors have no fear of death. Battleragers command a grudging (if fearful) respect within dwarven society and are credited with having coined such philosophically complex dwarven maxims as "Head first!" and "If it moves, kill it!" Most Battleragers live short, glorious lives. - Hit Die: d12. - Proficiencies: A Battlerager does not gain any additional weapon or armor proficiencies. - Skill Points: 2+ Int modifier. REQUIREMENTS: Class Feature: Rage Alignment: Any non-lawful Race: Any Dwarven race Feats: Cleave, Toughness, Power Attack Base Attack Bonus: +5 Skills: Intimidate (8 ranks), Lore (2 ranks) CLASS FEATURES: Level 1: Battle Rage - 1/day (as per Barbarian Rage). Resist Poison - Bestows a +4 bonus to all Fortitude saving throws vs. poison. Feat - Skill Focus: Intimidate - Provides a +3 bonus to all skill checks involving Intimidate. 2: Aura of Courage - The Battlerager becomes immune to fear. Feat - Knockdown. 3: Battle Rage - 2/day. Feat - Improved Unarmed Strike. 4: Feat - Great Cleave. Feat - Improved Knockdown. 5: Battle Rage - 3/day. Natural Armor - The Battlerager's skin hardens, granting a +2 bonus to natural AC. Skill Focus (Ride) Epic Skill Focus (Ride) Skill Focus (Jump) Samurai Samurais samurai (BASE CLASS) Samurai are professional warriors; members of the noble class, trained in the art of warfare. Born into a society which values unswerving loyalty and honour above all else, the Samurai is trained from childhood in a value system that influences every area of life. A disgraced or masterless Samurai cut loose from this all-pervading value system is no longer considered a Samurai, but rather a common mercenary fighter - a Ronin with no honour and no standing in society. - Alignment Restrictions: Any lawful. - Hit Die: d10. - Proficiencies: All simple and martial weapons, plus katana. Medium and light armor. - Skill Points: 4 + Int Modifier. CLASS FEATURES: Ancestral Daisho All Samurai carry two masterwork weapons - a katana and a wakizashi. These weapons have been handed down over generations from the Samurai's ancestors, and protecting them is an important point of honor for the Samurai. Starting at level 4, he can awaken the supernatural abilities latent in the weapons by sacrificing items to enhance them. Warpriest Warpriests warpriest (PRESTIGE CLASS) Warpriests are fierce, earthy clerics who pray for peace but prepare for war. Their strong wills, powerful personalities and devotion to their deities make them fearsome combatants. Clerics make natural warpriests. Other classes must have at least one Cleric level to qualify as warpriests because of the domain requirements. - Hit Die: d8. - Proficiencies: All simple and martial weapons. All types of armor and shields. - Skill Points: 2+ Int modifier. REQUIREMENTS: Base Attack Bonus: +5 Skills: Persuade (5 ranks). Feats: Combat Casting. Class: Cleric. Domains: At least one of the following: Destruction, Protection, Strength, War. CLASS FEATURES: Level 1: Rally - Allies within 60 feet who are suffering from any fear effect are allowed an immediate Will saving throw at the DC of the fear effect, with a +1 morale bonus per Warpriest level. 2: Inflame - Provides those who listen a morale bonus on saving throws against any mind influencing effect. The bonus begins at +2 for a 2nd level Warpriest and increases by +2 each even numbered level thereafter. This effect lasts 5 minutes, plus 1 minute per level of the Warpriest. 3: Healing Circle - 1/day (spell-like ability). 6: Fear Aura - 1/day (spell-like ability). 7: Mass Haste - 1/day (spell-like ability). 8: Mass Heal - 1/day (spell-like ability). 9: Fear Aura - 2/day. 10: Implacable Foe - While in use, allies within the radius who take enough damage to become disabled or dying ignore the effects of that damage and continue fighting. Death occurs instantly at -20 hit points. BONUS SPELLS Every 2 levels the character gains new spells per day as if they had also gained a level in their highest divine caster class. Epic Samurai Having become a paragon of the way of Bushido and achieved enlightenment, tales of your bravery and honour have spread far and wide. None dare oppose you or question your will. Hit Die: d10. Skill Points at Each Additional Level: 4 + Int Modifier. Bonus Feats: The epic samurai gains a bonus feat every two levels after 20th. To further improve your Ancestral Daisho ability, you must take the Epic Ancestral Daisho feats. Epic Samurai Bonus Feats List: Armor Skin, Damage Reduction, Devastating Critical, Epic Toughness, Epic Weapon Focus, Epic Prowess, Epic Weapon Specialization, Improved Stunning Fist, Improved Whirlwind Attack, Overwhelming Critical, Superior Initiative, Epic Ancestral Daisho Ancestral Daisho Type of Feat: Class Prerequisite: Level 4 Samurai Specifics: All Samurai carry two masterwork weapons - a katana and a wakizashi. These weapons have been handed down over generations from the Samurai's ancestors, and protecting them is an important point of honor for the Samurai. As a Samurai acquires wealth, he can awaken the supernatural abilities latent in the weapons by sacrificing items to enhance them. Use: Selected. Table of value by level 4th 2,000 7th 8,000 9th 18,000 11th 32,000 13th 50,000 14th 72,000 15th 98,000 16th 126,000 17th 162,000 18th 200,000 To further improve your Ancestral Daisho ability, you must take the Epic Ancestral Daisho feats. Listen to me, comrades! The evil we face this day is great, but the strength of my patron is with us! Our faith will guide us to victory in battle! Hear me! Today we partake in glorious battle. With the power of my patron at our sides, we will crush our adversaries! To battle! Friends! The time for battle has come, and I have called on the strength of my patron to aid us. We will be victorious this day! Listen to me, comrades! The evil we face this day is great, but the strength of the gods is with us! Our faith will guide us to victory in battle! Hear me! Today we partake in glorious battle. With the power of the gods at our sides, we will crush our adversaries! To battle! Friends! The time for battle has come, and I have called on the strength of the gods to aid us. We will be victorious this day! Rally Type of Feat: Class. Prerequisite: Level 1 Warpriest. Specifics: A Warpriest who is not currently suffering from a fear effect can use this ability as a standard action. Allies within 60 feet who are suffering from any fear effect are allowed an immediate Will saving throw at the DC of the fear effect, with a +1 morale bonus per Warpriest level. Use: Selected. Inflame Type of Feat: Class. Prerequisite: Level 2 Warpriest. Specifics: By giving a stirring speech, the Warpriest provides listeners with a morale bonus on saving throws against mind influencing effects. The bonus begins at +2 for a 2nd level Warpriest and increases by +2 each even numbered level thereafter. This effect lasts for 5 minutes, plus 1 minute per level of the Warpriest. The Warpriest also gains the bonus. Use: Selected. Implacable Foe Type of Feat: Class. Prerequisite: Level 10 Warpriest. Specifics: At 10th level, the Warpriest can channel so much positive energy to allies within a 100-foot radius that they will continue to fight even though suffering mortal wounds. Using this ability is a move-equivalent action and requires concentration. While in use, allies within the radius who take enough damage to become disabled or dying ignore the effects of that damage and continue fighting. Death occurs instantly at -20 hit points. When use of the ability ends, either because the Warpriest stops concentrating, fails a Concentration check, or becomes disabled (or worse), then the full effects of all damage take immediate effect. Use: Selected. Epic Warpriest You have become the ultimate expression of the hand of your god - a peerless weapon, wielded from on high. Your armies know no fear and your name is respected and feared throughout the realms. Hit Die: d8. Skill Points at Each Additional Level: 2 + Int Modifier. Bonus Feats: The Epic Warpriest gains a bonus feat every other level after 10th Epic Warpriest Bonus Feats List: Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Spell Focus, Epic Spell Penetration, Great Wisdom, Improved Combat Casting, Planar Turning. Cause Fear Necromancy [Fear, Mind-Affecting] Level: Brd 2, Sor/Wiz 2 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Targets: One living creature per three levels, no two of which can be more than 30 ft. apart Duration: 1 round/level or 1 round Saving Throw: Will partial Spell Resistance: Yes This spell functions like cause fear, except that it causes all targeted creatures of less than 6 HD to become frightened. Creatures that make their saving throw are shaken. Material Component: A bit of bone from an undead skeleton, zombie, ghoul, ghast, or mummy. Epic Skill Focus (Jump) Mighty Rage Ferocious Prowess Ninja Spy Ninja Spies ninja spy (PRESTIGE CLASS) The Ninja Spy is an enigmatic and mysterious character. While most ninja are little more than assassins, the Ninja Spy uses stealth, cunning and mystical powers to accomplish almost any task for their master. Appearing and disappearing seemingly at will, the Ninja Spy moves invisibly through enemy ranks. No matter the mission - be it infiltration, sabotage or cold-blooded murder - the presence of this black-garbed shadow of death spells disaster for all who stand in the way. Shrouded in secrecy, the Ninja Spy is sworn to keep his or her profession a secret and to protect the identity of other members of their clan. A blind beggar by the roadside, a drunken fighter staggering homeward, a giggling geisha hiding her face - any one of them could be a disguise, hiding the dark and deadly secret identity of the Ninja Spy. - Hit Die: d8. - Proficiencies: A Ninja Spy gains proficiency with shurikens - Skill Points: 6+ Int modifier. REQUIREMENTS: Alignment Restrictions: Any non-chaotic, non-good. Skills: Bluff (10 ranks), Hide (10 ranks), Tumble (10 ranks). Feats: Dodge, Evasion. CLASS FEATURES: Level 1: Use Poison - The Ninja Spy can apply poison to weapons. Feat - Weapon Proficiency: Exotic. 2: Feat - Sneak Attack (+1d6). Feat - Improved Evasion. 3: Feat - Epic Skill Focus: Tumble - Player gains +3 bonus to all skill checks with Tumble. 4: Feat - Hide in Plain Sight. 5: Feat - Sneak Attack (+2d6). 7: Thousand Faces - The Ninja Spy gains the ability to change their appearance at will. 8: Venom Immunity - The Ninja Spy becomes immune to all forms of poison. Feat - Sneak Attack (+3d6). 9: Feat - Slippery Mind. 10: Improved Invisibility - 1/day (spell-like ability). Type of Feat: Class. Prerequisite: Level 7 Ninja Spy. Specifics: Using masterful skills of disguise, a Ninja Spy can mask their identity, even altering their appearance to resemble a member of a different race. Use of this skill allows the Ninja Spy to take on the appearance of an Elf, Dwarf, Half-orc, Half-elf or Human. The change is purely cosmetic and no racial feats or bonuses from the race imitated are bestowed through use of this skill. Use: Selected. Type of Feat: Class. Prerequisite: Level 7 Ninja Spy. Specifics: Using masterful skills of disguise, a Ninja Spy can mask their identity, even altering their overall stature to resemble a member of a smaller race. Use of this skill allows the Ninja Spy to take on the appearance of a Gnome or Halfling. The change is purely cosmetic and no racial feats or bonuses from the race imitated are bestowed through use of this skill. Use: Selected. Type of Feat: Class. Prerequisite: Level 7 Ninja Spy. Specifics: By using this skill the Ninja Spy can discard their disguise, returning instantly to their normal appearance. Use: Selected. You move like a ghost, sound like the wind, strike like a cobra. Whether hiding in the shadows or disappearing in a crowd, your presence goes unnoticed... until it is too late! Hit Die: d8. Skill Points at Each Additional Level: 6 + Int Modifier. Bonus Feats: The Epic Ninja Spy gains a bonus feat every four levels after 10th. Epic Ninja Spy Bonus Feats: Epic Reflexes, Epic Skill Focus: Hide, Epic Skill Focus: Move Silently, Great Dexterity, Improved Combat Casting, Improved Sneak Attack, Self-Concealment, Superior Initiative. Epic Ninja Spy Thousand Faces - Medium Thousand Faces - Small Thousand Faces - Off Epic Ocular Adept Thundering Battle Rage Dancing Lights Evocation [Light] Level: Brd 0, Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Up to four lights, all within a 10-ft.-radius area Duration: 1 minute (D) Saving Throw: None Spell Resistance: No You create up to four glowing spheres of light (which look like will-o'-wisps). The dancing lights must stay within a 10-foot-radius area in relation to each other. A light winks out if the distance between you and it exceeds the spell's range. Mystic Theurge Mystic Theurges mystic theurge (PRESTIGE CLASS) Blurring the line between divine and arcane, the Mystic Theurge draws power from divine sources and musty tomes alike. While most spellcasters choose but one path to magical power, the Mystic Theurge chooses to walk two roads at once, mastering spells common to both cleric and wizard. This weaving of both the arcane and the divine allows the Mystic Theurge an unparalleled diversity of spells and, in time, a Mystic Theurge can learn to cast almost any spell. Mystic theurges are often obsessed with magical lore, and will travel to the ends of the earth to gain access to some new arcane secret or divine insight. - Hit Die: d4. - Proficiencies: A Mystic Theurge does not gain any additional weapon or armor proficiencies. - Skill Points: 2+ Int modifier. REQUIREMENTS: Skills: Lore (6 ranks), Concentration (6 ranks), Spellcraft (6 ranks). Arcane Spellcasting: Can cast level 2 spells or higher. Divine Spellcasting: Can cast level 2 spells or higher. BONUS SPELLS: Each level, the Mystic Theurge gains new spells per day as if they had also gained a level in both their arcane spellcasting class and their divine spellcasting class. No new spells are learned through this ability, however. Though your knowledge of all matters arcane and divine is second to none, still your thirst for power drives you forward. Your search for the deep secrets of magic continues to lead you to every corner of this world and beyond. Hit Die: d4. Skill Points at Each Additional Level: 2+Int Modifier. Bonus Feats: The Epic Mystic Theurge gains a bonus feat every four levels after 10th. Epic Mystic Theurge Bonus Feats: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Energy Resistance, Epic Spell Focus, Epic Spell Penetration, Improved Combat Casting, Planar Turning, Epic Spells. Epic Mystic Theurge Skill Focus (Sense Motive) Epic Skill Focus (Sense Motive) Skill Focus (Martial Lore) Epic Skill Focus (Martial Lore) Type of Feat: Class. Prerequisite: Level 3 Warpriest. Specifics: All friendly creatures within the area of effect are healed for 1d8 Hit Points, +1 point per level of the Warpriest up to a maximum of +20. Healing spells have a reverse effect when used on undead, harming instead of healing them. Use: Selected. Type of Feat: Class. Prerequisite: Level 6 Warpriest. Specifics: Once per day the Warpriest can project an aura of fear to a radius of 20 feet. The effect lasts for 1 round per Warpriest level. Foes within the area of effect must make a Will save (DC 10 + Warpriest level + Cha bonus) or be affected as if by a fear spell. Use: Selected. Type of Feat: Class. Prerequisite: Level 7 Warpriest. Specifics: All allies within the area of effect gain 1 extra action per round and have their movement speed increased by 50%. Use: Selected. Type of Feat: Class. Prerequisite: Level 9 Warpriest. Specifics: All allies within the area of effect are restored to full Hit Points. Healing spells have a reverse effect on undead, harming instead of healing them (undead are reduced to 1d4 Hit Points with this spell). Use: Selected. Type of Feat: Class. Prerequisite: Level 9 Warpriest. Specifics: Twice per day, the Warpriest can project an aura of fear to a radius of 20 feet. The effect lasts for 1 round per Warpriest level. Foes within the area of effect must make a Will save (DC 10 + Warpriest level + Cha bonus) or be affected as if by a fear spell. Use: Selected. Fear Aura Sobriety Type of Feat: Class. Prerequisite: Level 8 Battlerager. Specifics: The Epic Battlerager receives a +1 attack bonus and a +1 bonus to damage while wielding a melee weapon. Use: Automatic. Type of Feat: General. Prerequisite: Strength 21+, Constitution 21+, Greater Rage. (NOTE: This feat does not actually require greater rage for purposes of selecting, only normal rage. HOWEVER, THIS FEAT WILL DO NOTHING if you do not have 15+ added barbarian/battlerager/<barbarian PrC> together). Specifics: When the Epic Battlerager enters a rage, they gain a +8 bonus to Strength and Constitution, and a +4 morale bonus to Will saves. These bonuses replace the normal rage bonuses. Use: Automatic. Transmutation Level: Wit 0 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless) With a touch you immediately and completely eliminate the effects of inebriation from one creature, regardless of the amount of alcohol consumed. The target of the spell becomes completely sober. All the effects of alcohol are removed, leaving the subject clear-headed and lucid. If applied to someone with a hangover from drinking, this spell completely alleviates it as well. Sobriety does not affect poisons or drugs other than alcohol. Epic Ancestral Daisho I Type of Feat: Epic. Prerequisite: 21 Samurai Levels, 19 Wisdom. Specifics: This increases the maximum total value of the samurai's ancestral weapons to 2,420,000 gp. Use: Automatic. Epic Ancestral Daisho II Type of Feat: Epic. Prerequisite: Epic Ancestral Daisho I. Specifics: This increases the maximum total value of the samurai's ancestral weapons to 2,880,000 gp. Use: Automatic. Epic Ancestral Daisho III Type of Feat: Epic. Prerequisite: Epic Ancestral Daisho II. Specifics: This increases the maximum total value of the samurai's ancestral weapons to 3,380,000 gp. Use: Automatic. Epic Ancestral Daisho IV Type of Feat: Epic. Prerequisite: Epic Ancestral Daisho III. Specifics: This increases the maximum total value of the samurai's ancestral weapons to 3,920,000 gp. Use: Automatic. Epic Ancestral Daisho V Type of Feat: Epic. Prerequisite: Epic Ancestral Daisho IV. Specifics: This increases the maximum total value of the samurai's ancestral weapons to 4,500,000 gp. Use: Automatic. Epic Ancestral Daisho VI Type of Feat: Epic. Prerequisite: Epic Ancestral Daisho V. Specifics: This increases the maximum total value of the samurai's ancestral weapons to 5,120,000 gp. Use: Automatic. Epic Ancestral Daisho VII Type of Feat: Epic. Prerequisite: Epic Ancestral Daisho VI. Specifics: This increases the maximum total value of the samurai's ancestral weapons to 5,780,000 gp. Use: Automatic. Epic Ancestral Daisho VIII Type of Feat: Epic. Prerequisite: Epic Ancestral Daisho VII. Specifics: This increases the maximum total value of the samurai's ancestral weapons to 6,480,000 gp. Use: Automatic. Epic Ancestral Daisho IX Type of Feat: Epic. Prerequisite: Epic Ancestral Daisho VIII. Specifics: This increases the maximum total value of the samurai's ancestral weapons to 7,220,000 gp. Use: Automatic. Epic Ancestral Daisho X Type of Feat: Epic Prerequisite: Epic Ancestral Daisho IX Specifics: This increases the maximum total value of the samurai's ancestral weapons to 8,000,000 gp. Use: Automatic. Morninglord of Lathander Morninglords of Lathander morninglord of Lathander (PRESTIGE CLASS) Morninglords are, in many ways, the epitome of the class cleric archetype--they are kind healers and advisors, stalwart protectors, and implacable foes of the undead. Because morninglords believe it is their duty to bring Lathander's light to all the dark places of the world, they often travel the breadth of Faerun, preaching the glories of their god to any who will listen and smiting his foes when they appear. - Hit Die: d8. - Proficiencies: A Morninglord of Lathander does not gain any additional weapon or armor proficiencies. - Skill Points: 2+ Int modifier. REQUIREMENTS: Alignment: Any good. Skills: Craft Weapon 4 ranks, Craft Armor 4 ranks, Lore 8 ranks, Persuade 7 ranks. Feats: Extra Turning. Spellcasting: Able to cast 3rd level divine spells. Special: Must worship Lathander. (Clerics must have two of Good, Nobility, Protection, Renewal, Sun or Strength domains) CLASS FEATURES: Level 1: Bane of the Restless - the character's Morninglord of Lathander levels stack with her cleric and paladin levels for the purposes of turning undead. Lathander's Light: Whenever the character casts a spell with the light descriptor, its area is doubled. 2: Creative Fire - the character gains a bonus equal to his morninglord level to all craft and perform checks. 3: Daylight - the character may cast a Daylight spell once per day at her caster level. 4: Searing Ray - the character may cast a searing ray spell once per day at her caster level. 5: Greater Turning - the character may perform a greater turning, which is like a normal turning except that the undead creatures that would be turned are destroyed instead, once per day plus one for every 4 additional morninglord levels. 6: Blessing of Dawn - +2 to Will Saves for 1 minute. Only works when the sun is visible to the morninglord. 7: Maximize Turning - Once per day, the morninglord may automatically achieve the maximum possible result on a turning damage roll. 8: Rejuvenation of the Morn - If the character prays faithfully, undisturbed for one hour (game time, not real time), he receives the benefits of the following spells on himself: Remove Disease, Lesser Restoration, Neutralize Poison, and Cure Serious Wounds. 10: Aura of Radiance - The character gains Darkvision and a +2 dodge bonus to Armor Class against attacks from undead creatures. BONUS SPELLS Upon gaining a level in Morninglord of Lathander, the character gains new spells per day as if he had also gained a level in his highest divine caster class. He does not learn any new spells through his abilities. Greater Turning Type of Feat: Class Prerequisite: Morninglord of Lathander Specifics: You can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead. The morninglord gains the use of this feat once per day at 5th level, and every four levels thereafter, extending into epic levels. Maximize Turning Type of Feat: Class Prerequisite: Morninglord of Lathander Specifics: Once per day, the Morninglord of Lathander may automatically achieve the maximum possible result on a Turn Undead damage roll. Bane of the Restless Type of Feat: Class Prerequisite: Morninglord of Lathander level 1. Specifics: the character's Morninglord of Lathander levels stack with her levels in any other class that grants the ability to turn undead for the purposes of turning attempts. Use: Automatic. Creative Fire Type of Feat: Class Prerequisite: Morninglord of Lathander level 2. Specifics: Morninglords are creative, expressive people, much like their god. At second level, the character gains a bonus equal to her Morninglord of Lathander level on all craft and perform checks. Use: Automatic. Searing Ray Type of Feat: Class Prerequisite: Morninglord of Lathander level 4. Specifics: At 4th level, a Morninglord of Lathander may use Searing Light once per day (caster level equals Morninglord of Lathander's divine caster level). If this ability is used against undead, the damage increases as if the Empower Spell feat had been applied. Use: Selected. Blessing of Dawn Type of Feat: Class. Prerequisite: Morninglord of Lathander level 6. Specifics: The sight of the morning sun is an inspirational vision for all morninglords. Beginning at 6th level, a Morninglord of Lathander gains a +2 morale bonus on Will saves from sunrise until noon. This ability is only in effect while she can see the sun; the effect is suppressed any time she is deprived the sight of it during this period. Rejuvenation of Morn Type of Feat: Class Prerequisite: Morninglord of Lathander level 8. Specifics: Dawn is a powerful symbol of birth and renewal. Once per day, the morninglord of at least 8th level may spend one interrupted hour before dawn praying to Lathander. As soon as the sun rises after the prayer ritual, she gains the benefit of a Neutralize Poison, Cure Disease, and Restoration for herself and her entire party. All party members are also healed 1d6 + morninglord level in hitpoints. Use: Selected. The character must not move or cast spells during the prayer, which must occur one hour before dawn. Aura of Radiance Type of Feat: Class Prerequisite: Morninglord of Lathander level 10. Specifics: When the Morninglord of Lathander reaches 10th level, the light of Lathander shines perpetually upon her. No matter how dark it is, the Morninglord sees as though the conditions were identical to outdoors at sunrise. This ability functions like darkvision, except that the morninglord also sees in color. The morninglord also gains a +2 dodge bonus to Armor Class against attacks from undead creatures. Epic Morninglord of Lathander Lathander guides the Epic Morninglord on her life journey. She has ascended through the ranks of holy warriors to become a symbol of Lathander's might. Hit Die: d8. Skill Points at Each Additional Level: 2 + Int Modifier. Bonus Feats: The Epic Morninglord of Lathander gains a bonus feat every three levels. Special: The Epic Morninglord of Lathander continues to gain an additional Greater Turning ability every four levels after level 9. Epic Morninglord of Lathander Bonus Feats List: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Bonus Domain Power, Epic Spell Focus, Epic Spell Penetration, Great Charisma, Great Wisdom, Improved Combat Casting, Planar Turning. Daylight Type of Feat: Class Prerequisite: Morninglord of Lathander level 3. Specifics: At 2nd level, a Morninglord of Lathander may use Daylight once per day (caster level equals Morninglord of Lathander's divine caster level). Use: Selected. Keen Intellect Type of Feat: General Prerequisite: Human, 1st level only Specifics: You may use your Intelligence modifier instead of your Wisdom modifier when making Heal, Sense Motive, or Spot checks. You may also use your Intelligence modifier instead of Wisdom when making a Will saving throw. Use: Automatic Vremyonni Training Type of Feat: General Prerequisite: Human, able to cast 1st level spells Specifics: You gain a +2 bonus on Lore and Spellcraft checks. Use: Automatic Force Orb Caster Level(s): Sorc/Wiz 4 Evocation [Force] Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Single. Duration: Instant Save: Fort half or Reflex half, see text Spell Resistance: Yes The caster targets a single creature with a force orb. The orb deals 1d6/lvl dmg (max 10d6). If the orb misses, it explodes, dealing two damage per dice in a 10 foot area, Reflex half. Cultist of the Shattered Peaks Cultists of the Shattered Peaks cultist of the Shattered Peaks (PRESTIGE CLASS) The Cult of the Shattered Peak is a highly secretive soceity whose members are all direct descendants of the Netherese. Cult cells are scattered all across Faerun, but the majority are concentrated within and around the former boundaries of Netheril. Many cultists live among the Bedine tribes of the Anauroch and the folk of the North and Tun. Smaller cells operate across the Western Heartlands, monitoring Netherese ruins both known and unknown. Most of the tales about secret Netherese cults depict their members as power-mad wizards bent on raising the Empire of Magic once again, or exploiting its secrets for personal gain. But the Cult of the Shattered Peak bears no resemblance to the cult in these stories, since its membership includes not a single arcane spellcaster. The members of this cult recall the hubris of Netheril and its citizens oppression of those they viewed as "lesser races", and they seek to ensure that the ways of old Netheril remain dead and buried. To that end, they employ a variety of tactics - spreading misinformation, discrediting scholars who get to close to resurrecting some aspect of Netherese life, and even outright assassination, if necessary. Their methods may be ruthless at times, but the cultists firmly believe that they are working toward the greater good. - Hit Die: d6 - Proficiencies: A Cultist of the Shattered Peaks is proficient with all simple and martial weapons, as well as with light armor. - Skill Points: 6+ Int modifier. REQUIREMENTS: Base Attack Bonus: +5 Skills: Disable Trap 4 ranks, Lore 4 ranks Race: Human Special: Sneak attack +1d6 Special: You may not have any levels in an arcane spellcasting class CLASS FEATURES: Level 1: Spellcasting - Cast a small number of spells from the abjuration and enchantment schools Ominous Presence - Class level to Bluff and Intimidate Zeal - +1 bonus on saving throws against arcane spells and effects 2: Sneak Attack 1d6 3: Smite Mage - Once per day, add Charisma bonus to attack, and deal 1 point of damage per cultist level to an arcane spellcaster 4: Sneak Attack 2d6 5: Death Attack - As assassin Smite Mage Type of Feat: Class Prerequisite: Cultist of the Shattered Peak 3 Specifics: Starting at 3rd level, you can attempt to smite an arcane spellcaster with one normal melee attack once per day. You add your Charisma bonus (if any) to your attack roll, and you deal an extra 1 point of damage per cultist level you possess on a successful attack. If you accidentally smite a creature that is not an arcane spellcaster, the smite has no effect, but the ability is still used up for that day. Use: Selected Favored of the Zulkirs Type of Feat: Vile Prerequisite: Red Wizard 5th level, Corrupt Spell Focus Specifics: When you cast a corrupted spell, the ability damage you take is reduced by 1 point. Use: Automatic Divine Song: Bull's Strength Duration: 1 Hour / Level Strength of all allies is increased by 1d4+1. Divine Song: Cure Moderate Wounds Duration: Instant Save: Will 1/2 All allies are healed for 2d8 points of damage, +1 point per caster level (to a maximum of +10). Healing spells have a reverse effect on undead, harming instead of healing them. Divine Song: Eagle's Splendor Duration: 1 Hour / Level Charisma of all allies is increased by 1d4+1. Divine Song: Endurance Duration: 1 Hour / Level Constitution of all allies is increased by 1d4+1. Divine Song: Fox's Cunning Duration: 1 Hour / Level Intelligence of all allies is increased by 1d4+1. Divine Song: Lesser Restoration Duration: Instant Removes all magical, extraordinary, and supernatural effects that apply a penalty to ability scores, AC, attack and damage rolls, spell resistance, and saving throws. Will not remove the effects of a curse or a disease. Divine Song: Owl's Wisdom Duration: 1 Hour / Level Wisdom of all allies is increased by 1d4+1. Divine Song: Clairaudience / Clairvoyance Duration: 1 round / level You and your allies gain a +10 bonus to all Spot and Listen checks. Divine Song: Clarity Duration: 5 Rounds + 1 Round / Level This song removes the effects of Daze, Sleep, Confusion, Stun, and Charm, and protects against all mind-affecting effects until it expires. For every effect removed by the song, the target creature sustains 1 point of damage. Divine Song: Cure Serious Wounds Duration: Instant Save: Will 1/2 You and your allies are healed for 3d8 points of damage, +1 point per caster level (to a maximum of +15). Healing spells have a reverse effect on undead, harming instead of healing them. Divine Song: Negative Energy Protection Duration: 1 Turn / Level You and your allies are rendered immune to all negative energy attacks, including supernatural ability damage and level drains. Divine Song: Prayer Duration: 1 Round / Level You and your allies within the area of effect gain +1 to attack and damage rolls, skill checks, and saving throws. Enemies receive -1 penalties to the same. Divine Song: Protection from Elements Duration: 24 Hours You and your allies gain damage resistance 30/- against all elemental forms of damage. The song effect ends after absorbing 40 points of damage from any single elemental type. Divine Song: Remove Curse Duration: Instant All curses and curse effects are removed from you and your allies. Divine Song: Cure Critical Wounds Duration: Instant Save: Will 1/2 You and your allies are healed for 4d8 points of damage, +1 point per caster level (to a maximum of +20). Healing spells have a reverse effect on undead, harming instead of healing them. Divine Song: Death Ward Duration: 1 Hour / Level You and your allies become immune to any death spells, spell-like abilities, and effects. Divine Song: Freedom of Movement Duration: 1 Turn / Level You and your allies become immune to paralysis, slow, and entanglement spells and effects. Divine Song: Panacea Duration: Instant Save: Will half This song channels positive energy into a creature to wipe away afflictions. It immediately ends any of the following effects: blinded, confused, dazed, deafened, diseased, frightened, paralyzed, poisoned, sleep, and stunned. It also cures 1d8 points of damage +1 per caster level (maximum 1d8+20). Used against undead, panacea deals damage instead of curing it (with a will save for half), but has no other effect. Divine Song: Restoration Duration: Instant Removes all magical, extraordinary and supernatural effects that apply a penalty to ability scores, Armor Class, attack and damage rolls, spell resistance, saving throws and damage immunity. This song also removes all level drain, blindness and deafness effects. Will not remove the effects of a curse or a disease. Divine Song: Stoneskin Duration: 1 Hour / Level This song grants you and your allies damage reduction 10/+5. The song absorbs 10 points of melee damage per caster level, to a maximum of 100, before collapsing. Divine Song: True Seeing Duration: 1 Turn / Level You and your allies can see through Sanctuary and Invisibility effects, and automatically spot hiding opponents. Divine Song: Monstrous Regeneration Duration: 1 Round / 2 Caster Levels For the duration of the song, you and your allies gain the ability to regenerate 3 Hit Points every round. Divine Song: Raise Dead Duration: Instant Returns corpses of fallen allies to life. The raised characters returns to life with only 1 Hit Point. Divine Song: Spell Resistance Duration: 1 Turn / Level You and your allies have your spell resistance set to 12, +1 per caster level. If you already have a higher spell resistance, this song has no effect. Alienist Alienists alienist (PRESTIGE CLASS) Alienists deal with powers and entities from terrifyingly remote reaches of space and time. For them, magical power is the triumph of the mind over the rude boundaries of dimension, distance, and often, sanity. With knowledge and determination, they pierce the barrier at the edge of time itself. If the Far Realm, outside of time, Herculean minds drift, absorbed in contemplations of madness. Unspeakable beings whisper terrifying secrets to those who dare communication. These secrets were not meant for mortals, but the alienist plunges into abysses of chaos and entropy that would blast a weaker mind. An alienist's mad certainty is sometimes strong enough to sway others to believe in her own future transcendence. - Hit Die: d4. - Proficiencies: An Alienist does not gain any additional weapon or armor proficiencies. - Skill Points: 2+ Int modifier. REQUIREMENTS: Skills: Lore 8 ranks. Feats: Alertness. Spellcasting: Able to cast 3rd level arcane spells. Special: Prior contact with an alienist or a pseudonatural creature. CLASS FEATURES: Level 1: Summon Alien - when casting any summon monster spell, Alienist summons "pseudonatural" version of a creature. 2: Alien blessing - +1 insight bonus on all saving throws, but permanently loses 2 points of Wisdom. 3: Metamagic secret - bonus metamagic feat. 4: Mad certainty - -2 penalty to saving throws, attack rolls, and Charisma based skill and ability checks against specified kind of creatures. 5: Pseudonatural familiar - Alienists familiar gains the pseudonatural template. 6: Extra summoning - once pre day Alienist can cast summon monster spell at her highest spell level. 7: Metamagic secret - bonus metamagic feat. 8: Insane certainty - penalties increase to -6. 9: Timeless secret - The Alienist learns the secret of perpetual youth. She no longer suffers ability penalties for aging and cannot be magically aged. 10: Transcendence - The Alienist transcends her mortal form and becomes an alien creature. Her type changes to "outsider," which means (among other things) that she is no longer affected by spells the specifically target humanoids, such as charm person, but she can be hedged out by a magic circle spell against her alignment. Additionally, the alienist gains damage reduction 20/+1 and electricity resistance 20. BONUS SPELLS Upon gaining a level in Alienist, the character gains new spells per day as if he had also gained a level in his highest arcane caster class. He does not learn any new spells through his abilities. Summon Alien Type of Feat: Class Prerequisite: Alienist 1 When an alienist casts any summon creature spell, she summons a "pseudonatural" version of a creature. This adds the pseudonatural template to the summoned creature (see Pseudonatural Creatures below). If the selected creature would normally be celestial of fiendish, the pseudonatural template replaces that template. Pseudonatural Creatures: Pseudonatural creatures dwell past the eons that lie between the stars, between the planes as we know them, nestled in far realms of insanity. When summoned to the Material Plane they often take the form of, and emulate the abilities of familiar creatures, though they are more gruesome in appearance than their earthly counterparts. Alternatively, they may appear in a manner more consistent with their origins: A mass of writhing tentacles is a favorite, although other terrible forms are always possible. A pseudonatural creature retains all the special qualities of the base creature and also gains the following. True Strike (Su): Once per day, the creature can make a normal attack with a +20 insight modifier on a single attack roll. The creature is not affected by the miss chance that applies to attacks against a concealed target. - Electricity and acid resistance (see the table below). - Damage reduction (see the table below). - SR equal to double the creature's HD (maximum 25). Hit Dice Electricity, Acid Damage Resistance Reduction 1-3 5 - 4-7 10 5/+1 8-11 15 5/+2 12+ 20 10/+3 If the base creature already has one or more of these special qualities, use the better value. Alternative Form (Su) At will, a pseudonatural creature can take the form of a grotesque, tentacled mass, but all its abilities remain unchanged despite the alien appearance. Changing shape is a standard action. Other creatures receive a -1 morale penalty to their attack rolls against pseudonatural creatures in this alternate form. Saves Same as the base creature. Abilities Same as the base creature, but Intelligence is at least 3. Skills Same as the base creature. Feats Same as the base creature. Alien Blessing Type of Feat: Class Prerequisite: Alienist 2 An alienist applies a +1 insight bonus on all saving throws, but she permanently loses 2 points of Wisdom. Mad Certainty Type of Feat: Class Prerequisite: Alienist 4 Constantly dwelling on entities beyond the reach of normal space and time is mentally corrosive, and the alienist's mind begins to fracture. She develops a phobia against a specified kind of creature, suffering a -2 penalty to saving throws, attack rolls, and Charisma based skill and ability checks in regard to these creatures. Pseudonatural familiar Type of Feat: Class Prerequisite: Alienist 5 On reaching 5th level, the alienist's familiar, if any, gains the pseudonatural template in addition to the powers and abilities normal for a familiar of the appropriate level. This does not replace the familiar-the original slowly takes on pseudonatural aspects, which become fully active at this point. From this point on, newly summoned familiars already posses the pseudonatural template. Extra Summoning Type of Feat: Class Prerequisite: Alienist 6 From 6th level on, the alienist gains one extra use of summon creature spell at her highest spell level. As the alienist becomes able to learn higher-level spells, she can summon more powerful creatures. Insane Certainty Type of Feat: Class Prerequisite: Alienist 8 At 8th level, the alienist's mad certainty crystallizes into truly chilling mania. Her phobia likewise intensifies. All penalties and bonuses listed under mad certainty for the selected creature increase to -6. Timeless Body Type of Feat: Class Prerequisite: Alienist 9 At 9th level, the alienist learns the secret of perpetual youth. She no longer suffers ability penalties for aging and cannot be magically aged. Any penalties she may have already suffered, however, remain in place. Bonuses still accrue, but the alienist is stolen away by horrible entities when her time is up, and she is never seen again. Transcendence Type of Feat: Class Prerequisite: Alienist 10 At 10th level, the alienist, through long association with alien entities and intense study of insane secrets, transcends her mortal form and becomes an alien creature. Her type changes to "outsider," which means (among other things) that she is no longer affected by spells the specifically target humanoids, such as charm person, but she can be hedged out by a magic circle spell against her alignment. Additionally, the alienist gains damage reduction 20/+1 and electricity resistance 20. Upon achieving transcendence, the alienist's appearance undergoes a minor physical change, usually growing a tentacle or other strange addition or subtraction, such as an extra appendage, organ, eye, or enigmatic lump. The alienist can hide this abnormality in a robe or hood, but the alien growth is not under the alienist's control and sometimes moves, twitches, opens, or otherwise animates of its own accord. Anyone who shares the alienist's predilection for study of the Far Realms immediately recognizes her transcendent nature, and she gains a +2 circumstance modifier on all Charisma-based skill and ability checks when interacting with such beings. She gains a +2 circumstance modifier on Intimidation checks against all other creatures to whom she reveals her abnormal nature. Implementation notes: if character is not wearing anything in head inventory slot, she gains bonus +2 to all charisma based skills. Phobia Alienist develops a phobia against a specified kind of creature, suffering a -2 penalty to saving throws, attack rolls, and Charisma based skill and ability checks in regard to these creatures. At level 8 those penalties increase to -6. Phobia (Aberration) Phobia (Animal) Phobia (Beast) Phobia (Construct) Phobia (Dragon) Phobia (Goblinoid) Phobia (Monstrous Humanoid) Phobia (Orc) Phobia (Reptilian Humanoid) Phobia (Elemental) Phobia (Fey) Phobia (Giant) Phobia (Magical Beast) Phobia (Shapechanger) Phobia (Undead) Phobia (Vermin) Tenser's Floating Disk Evocation [Force] Level: Sor/Wiz 1 Components: V, S, M Casting Time: 1 action Range: Close (25' + 5'/2 levels) Effect: 3 foot diameter disk of force Duration: 1 hour per caster level Saving Throw: None Spell Resistance: No The caster creates a slightly concave circular plane of force that will follow him carrying what is placed upon it. The disk can hold 100 pounds of weight per caster level (if used to transport a liquid, the capacity is 2 gallons). The disk floats approximately 3 feet above the ground and 5 feet behind the caster at all times and remains level. Some adjustment can occur due to stairs or other consideration (concentration necessary for caster to direct disk), but the disk will remain level and cannot change in size, so that tight steep shaft might not be accessibly by the disk. The disk will wink out of existence when the spell duration expires, returning all items to casters inventory. The disk moves at 30 feet per round, and the spell also ends if the caster moves away from the disk further than the maximum range of the spell. The caster needs to assure a stable path for the spell, as the disk will wink out if the floor suddenly drops away beneath it. Material Component: A drop of mercury. Tenser's Floating Disk (1) Tenser's Floating Disk (10) Wolfskin Transmutation Level: Drd 2, Rgr 3 Components: V, S, F Casting Time: 1 standard action Range: Personal Target: You Duration: 1 minute/level (D) Saving Throw: None Spell Resistance: No (harmless) You take the shape of a normal wolf as if you had the wild shape ability of a 5th-level druid. Focus: The skin of a wolf, dire wolf, werewolf, worg, or winter wolf. The skin melds with your body while the spell is in effect, and it returns to normal when you assume your own shape. Wolfskin (2) True Casting Divination Level: Sor/Wiz 1 Components: V, S Range: Personal Target: You Duration: One spell You focus your magic deep in your soul until it becomes a torrent that must be unleashed. Your next single spell (if it is cast before the end of the next round) gains a +10 insight bonus on any caster level check made to overcome spell resistance. Mass Spell Resistance Abjuration Level: Clr 7 Components: V, S, DF Range: Short Target: One creature/level, no two of which are more than 30 ft. apart Duration: 1 round/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Wrapping your allies in protective magic, you give them the ability to shrug off spells. The affected creatures gain spell resistance equal to 12 + your caster level. Mass Spell Resistance (13) Mass Spell Resistance (20) Magic Stone School: Transmutation Level: Clr 1, Drd 1, Earth 1 Components: V, S, DF Range: Touch Targets: Up to three pebbles touched Duration: 30 minutes or until discharged Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object) You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 1d6+1 points of damage (including the spell's enhancement bonus), or 2d6+2 points against undead. Magic Stone (2) Control Weather Control Weather: Rain Control Weather: Snow Control Weather: Clear Caster Level(s): Air 7, Clr 7, Drd 7, Sor/Wiz 7 Innate Level: 7 School: Transmutation Casting Time: 10 minutes; see text Component(s): Verbal, Somatic Range: Range: The current area Area: The current area; see text Duration: 4d12 hours; see text Additional Counter Spells: Saving Throw: None Spell Resistance: No You change the weather in the local area. It takes 10 minutes to cast the spell and then the effects manifest. You can call forth various weather, including changing it to Snow, Rain, or making the weather clear. Apart from the few spells that rely upon certain weather conditions, this spell provides purely visual effects. A druid casting this spell doubles the duration. Control Weather (13) Summon Undead I (2) Summon Undead II (2) Summon Undead III (5) Summon Undead IV (7) Summon Undead V (9) Close Wounds (5) Revivify (9) Bless Water (1) Calm Emotions (3) Repulsion (13) Holy Aura (15) True Resurrection (17) Foresight (17) Disguise Self (2) Alter Self (3) Vision Of Heaven (2) Sword Of Conscience (7) Obscuring Mist (2) Greater Command (9) Command (2) Polar Ray (15) Scrying (7) Dragon Ally (13) Crushing Despair (5) Halt Undead (5) Eyebite (11) Song Of Discord (9) Fire In The Blood (9) Vile Death (17) Plague Of Undead (17) Greater Scrying (11) Discern Location (15) Locate Creature (7) Locate Object (3) Arcane Eye (7) Obscure Object (3) Sequester (13) Shield Other (3) Addiction: Terran Brandy Addiction: Mushroom Powder Addiction: Vodare Addiction: Agony Scry on Familiar Type of Feat: General Prerequisite: Summon Familiar If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day. Use: Selected PnP Familiar Type of Feat: General Prerequisite: Summon Familiar This feat is used to signal to your familiar that they should hide somewhere on your person, in a pocket or similar place. While they are hidden, they cannot be damaged or killed. If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day. Use: Selected Barbarian Rage Rage Mage Rage Mages rage mage (PRESTIGE CLASS) At first, it seems like a contradiction -- an arcane spellcaster that "loses herself" in a blind fury. Yet, the rage mage makes for an interesting case, since her approach to magic is based on the primal passion of magic more than the studious quasi-scientific approach. A rage mage taps into the primal essence of magic, using her own natural anger and frenzy to channel the arcane power in flashy, flamboyant ways. Like the barbarian, the rage mage is often the product of a less civilized society. All rage mages must have at least some background as a barbarian (or some other class that grants a rage or frenzy ability), as well as training as a wizard, sorcerer, or -- very rarely -- a bard. Rage mages are usually found working with barbarians. They tend to shy away from traditional spellcasters and avoid the colleges and guilds where such individuals usually gather. - Hit Die: d8. - Proficiencies: Rage mages gain no proficiency with any weapon or armor. - Skill Points: 2+ Int modifier. REQUIREMENTS: To qualify to become a rage mage, a character must fulfill all the following criteria. Alignment: Any nonlawful. Base Attack Bonus: +4. Feat: Combat Casting. Spells: Able to cast 2nd-level arcane spells. Special: Rage or frenzy ability. CLASS FEATURES: Level 1: Spell Rage 1/day - When casting a spell from abjuration, conjuration, evocation, necromancy or transmutation school while in a rage, the rage mage uses her character level as her caster level. Temporarily takes -2 penalty to Armor Class. At the end of the rage, the character is fatigued. 2: Overcome Spell Failure - arcane spell failure reduced by 10% while wearing light or medium armor. 3: Rage +1 use/day - additional use of rage ability. 4: - 5: Spell Rage 2/day Angry Spell - +2 bonus to the save DC for spells form abjuration, conjuration, evocation, necromancy or transmutation school. 6: - 7: Spell Fury - sudden empower spell usable once during each rage. 8: Rage +1 use/day - additional use of rage ability. 9: Tireless Rage - no longer fatigued at the end of the rage. 10: Warrior Cry - the character receives benefits of the Tenser's Transformation spell, but without losing her spellcasting ability, 1/day. Spell Rage 3/day BONUS SPELLS Every other level in Rage Mage, the character gains new spells per day as if they had also gained a level in their highest Arcane spellcasting class. No new spells are learned through this ability, however. Spell Rage (Ex) A rage mage can cast spells while in a rage. When she casts a spell of the abjuration, conjuration, evocation, necromancy, or transmutation school while in a rage, the rage mage uses her character level as her caster level. This ability only works when the rage mage is in a spell rage. While in a spell rage, a rage mage becomes reckless and loses her some of her ability to defend herself. She temporarily takes a -2 penalty to Armor Class. Unlike with a barbarian's rage, a rage mage can use any type of skill or feat while raging. A fit of rage lasts for a number of rounds equal to 3 + the character's Constitution modifier. A rage mage can end her rage voluntarily. At the end of the rage, the character is fatigued (-2 Strength, -2 Dexterity, can't charge or run) for the duration of the current encounter (unless the rage mage is 10th level, when this limitation no longer applies). A rage mage can only fly into a rage once per encounter, and only a certain number of times per day (determined by level). Entering a rage takes no time itself, but a rage mage can only do it during her action, not in response to somebody else's action. Overcome Spell Failure (Ex) At 2nd level, a rage mage learns to ignore some of the restrictive nature of armor. Her arcane spell failure chance when wearing light or medium armor decreases by 10%. Angry Spell (Ex) Beginning at 5th level, when a rage mage casts a spell of the abjuration, conjuration, evocation, necromancy, or transmutation school while raging, the save DC for the spell increases by +2. At 10th level, this increase becomes +4. Spell Fury (Sp) Upon reaching 7th level, a rage mage can empower one spell* (as if she had used the Empower Spell feat), but without adjusting the spell's level or casting time. She may use this ability once during each rage. *NOTE: According to the source book this should be "quicken one spell of 4th level or lower", but it's probably not possible in NWN. Tireless Rage (Ex) At 9th level and higher, a rage mage no longer becomes fatigued at the end of her rage. Warrior Cry (Sp) A 10th-level rage mage may scream out a warrior's cry once per day as a free action on her turn and gain the benefits of the Tenser's transformation spell, with one exception: She does not lose her spellcasting ability for the duration of this effect. The rage mage's caster level for the purpose of this effect is equal to her character level. Dangerous predators of the northern reaches, winter wolves pursue their prey relentlessly. Their breath is said to be cold enough to shatter stones. Skills: Hide 6, Listen 6, Move Silently 6, Spot 6 Feats: Alertness, Darkvision Special: Master level 1: Cone of Frost 1x day 5: Cone of Frost 2x day 10: Cone of Frost 2x day, Fear Howl 1x day 15: Cone of Frost 3x day, Fear Howl 1x day 20: Cone of Frost 3x day, Fear Howl 1x day, Dodge 25: Cone of Frost 4x day, Fear Howl 1x day 30: Cone of Frost 4x day, Fear Howl 2x day 35: Cone of Frost 5x day, Fear Howl 2x day 40: Cone of Frost 5x day, Fear Howl 3x day These snakes are not common, but are found in the forests and marshes of Cormyr. They are dangerous when approached, and at times can be found in groups, though the reason for this is not known. Skills: Hide 6, Listen 4, Move Silently 6, Spot 4 Feats: Improved Initiative, Weapon Finesse Special: Master level 5: Poison Bolt 1x day 10: Poison Bolt 2x day 15: Poison Bolt 3x day 20: Poison Bolt 4x day 25: Poison Bolt 5x day 30: Poison Bolt 6x day 35: Poison Bolt 7x day 40: Poison Bolt 8x day Worgs are powerful wolves with an evil disposition and an uncanny intelligence. They are sometimes found with goblins, whom they serve as mounts and guardians. Skills: Hide 5, Listen 6, Move Silently 5, Spot 6 Feats: Alertness, Darkvision, Weapon Specialization (creature) Special: Master level 10: Fear Howl 1x day 20: Fear Howl 2x day 30: Fear Howl 3x day 40: Fear Howl 4x day An intelligent, predatory canine with limited teleportation abilities, Blink Dogs hunt in packs, 'blinking' randomly until they surround their prey. Skills: Hide 6, Listen 6, Spot 6 Feats: Darkvision, Weapon Specialization (creature), Iron Will Special: Master level 5: Dodge 10: Mobility 15: Toughness 20: Spring Attack 25: Epic Will 30: Epic Toughness I 35: - 40: - As their name suggests, Stink Beetles defend themselves by emitting a noxious gas intended to render their assailants unconscious. Skills: Listen 6, Spot 6 Feats: Darkvision Special: Master level 1: Stink Cloud 1x day 5: Stink Cloud 2x day, Stinking Fumes 1x day 10: Stink Cloud 3x day, Stinking Fumes 1x day,Tumble 5 15: Stink Cloud 3x day, Stinking Fumes 2x day 20: Stink Cloud 4x day, Stinking Fumes 2x day,Tumble 10 25: Stink Cloud 4x day, Stinking Fumes 3x day 30: Stink Cloud 5x day, Stinking Fumes 3x day,Tumble 15 35: Stink Cloud 5x day, Stinking Fumes 4x day 40: Stink Cloud 6x day, Stinking Fumes 4x day,Tumble 20 These winged, nocturnal rodents are rarely considered threatening in their own right, though traditional folklore does associate them with vampirism and the undead. Skills: Hide 6, Listen 6 (+1 per level), Move Silently 6, Spot 6, Search 6 Feats: Weapon Finesse Special: Master level 1: Fear Gaze 1x day 5: Fear Gaze 2x day 10: Fear Gaze 2x day, Fear Howl 1x day 15: Fear Gaze 2x day, Fear Howl 2x day 20: Fear Gaze 2x day, Fear Howl 2x day, Sonic Cone 1x day 25: Fear Gaze 3x day, Fear Howl 3x day, Sonic Cone 1x day 30: Fear Gaze 3x day, Fear Howl 3x day, Sonic Cone 2x day 35: Fear Gaze 4x day, Fear Howl 4x day, Sonic Cone 2x day 40: Fear Gaze 4x day, Fear Howl 4x day, Sonic Cone 3x day Aggressive predators that can 'phase' back and forth between the Material and Ethereal Planes, the attacks of these magical creatures can be very disconcerting. Skills: Move Silently 7, Spot 7 Feats: Darkvision Special: Master level 5: Web 1x day 10: Web 2x day 15: Web 3x day, Dodge 20: Web 4x day, Toughness 25: Web 5x day, Mobility 30: Web 6x day, Epic Toughness I 35: Web 7x day, Uncanny Dodge I 40: Web 8x day, Spring Attack Though it hunts in packs, the fearsome Krenshar behaves much like other great cats. Its skeletal face, however, can be extremely frightening to the unwary. Skills: Move Silently 9, Hide 9, Listen 6, Spot 6 Feats: Darkvision Special: Master level 5: Fear Gaze 2x day, Weapon Finesse 10: Fear Gaze 3x day, Dodge 15: Fear Gaze 4x day, Mobility 20: Fear Gaze 5x day, Toughness 25: Fear Gaze 6x day, Evasion 30: Fear Gaze 7x day, Epic Toughness I 35: Fear Gaze 8x day, Uncanny Dodge I 40: Fear Gaze 9x day, Spring Attack Their thick, white fur a product of their northern climate, these graceful and powerful hunters are a rarity, even in their natural habitat. Skills: Spot 4 Feats: Barbarian Fast Movement Special: Master level 1: Rage 1x day 4: Rage 2x day 8: Improved Rage 3x day 12: Improved Rage 4x day 16: Greater Rage 5x day 20: Greater Rage 6x day 25: Greater Rage 7x day 30: Greater Rage 8x day 35: Greater Rage 9x day 40: Greater Rage 10x day The fabled 'Hunter-of-Men' is a sure-footed predator of the North. More than just a simple bobcat, however, it wields some magical properties as well. Skills: Hide 9, Move Silently 9, Listen 6, Spot 6 Feats: Weapon Finesse Special: Master level 1: Sneak Attack +2d6, Evasion 5: Sneak Attack +4d6, Uncanny Dodge I 10: Sneak Attack +6d6, Uncanny Dodge III 15: Sneak Attack +8d6, Uncanny Dodge V 20: Sneak Attack +10d6, Uncanny Dodge VI+ 25: Dodge, Toughness 30: Mobility 35: Improved Evasion 40: Spring Attack == ac reserved == == ac reserved == Practiced Manifester (Psion) Practiced Manifester (Psychic Warrior) Practiced Manifester (Wilder) Practiced Manifester (War Mind) Practiced Manifester (Fist of Zuoken) Type of Feat: General. Prerequisite: Psicraft 4. Specifics: Your manifester level for the chosen class increase by +4. This can't increased your manifester level beyond your HD. (Ex: a Fighter 2 / Psion 5 increase his manifester level from 5 to 7). Use: Automatic. Epic Dread Necromancer Within the shadowed realms where life and death intertwine, the Dread Necromancer emerges as a master of the macabre, wielding the powers of undeath with unparalleled mastery. This dark and enigmatic class delves deep into the forbidden arts of necromancy, harnessing the very forces that govern life and death to achieve unparalleled power. Hit Die: d12 Skill Points at Each Additional Level: 2 + Int modifier. Bonus Feats: The epic dread necromancer gains a bonus feat every five levels, starting at level 25 **** Practiced Spellcaster (Knight of the Weave) Practiced Spellcaster (Cultist of the Shattered Peak) Practiced Spellcaster (Archivist) Practiced Spellcaster (Beguiler) Practiced Spellcaster (Blighter) Practiced Spellcaster (Harper Scout) Practiced Spellcaster (Templar) Practiced Spellcaster (Nightstalker) Steadfast Determination Your physical durability allows you to shrug off attacks that would cripple a lesser person. Rather than depend on willpower, you use your raw toughness to survive. Prerequisite: Endurance Benefit: You can use your Constitution modifier in place of your Wisdom modifier on Will saves. Negotiator You are good at gauging and swaying attitudes. Benefit: You get a +2 bonus on all Persuasion checks and Sense Motive checks. Archivist Archivists archivist (BASE CLASS) An archivist is a wielder of divine magic, similar to a cleric only in the type and nature of the magic at his command. Indeed, the archivist has more in common with the wizard than he does with the standard servant of the divine, due to the scholarly way in which he collects and maintains his spell selection. Archivists seek out esoteric sources of divine lore, wherever those sources might be, securing those secrets for themselves and their fellow scholars. The archivist is a more academic profession than the cleric or paladin but hardier and more worldly than the average cloistered wizard. Due to the exploratory and often dangerous nature of their work, archivists develop techniques for safeguarding themselves and their allies from the foul taint that so often surrounds and accompanies the lost or forbidden lore they seek. Archivists are thus exceptional support characters, bolstering the efforts of those who aid them in their scholarly pursuits. - Hit Die: d6 - Proficiencies: Archivists are proficient with all simple weapons and with light and medium armor, but not with shields. - Skill Points: 4 + Int Modifier CLASS FEATURES: Level 1: Dark knowledge (tactics) 3/day, Scribe Scroll 2: Lore mastery 3: Dark knowledge 4/day 4: Still mind 5: Dark knowledge (puissance) 6: Dark knowledge 5/day 7: Lore mastery 8: Dark knowledge (foe) 9: Dark knowledge 6/day 10: Bonus feat 11: Dark knowledge (dread secret) 12: Dark knowledge 7/day, Lore mastery 13: -- 14: Dark knowledge (foreknowledge) 15: Dark knowledge 8/day 16: -- 17: Lore mastery 18: Dark knowledge 9/day 19: -- 20: Bonus feat SPELLCASTING An archivist casts divine spells, drawn primarily from the cleric spell list although he can eventually uncover, learn, and prepare noncleric divine spells spells. Unlike clerics, archivists prepare spells from a prayerbook, a collection of copied divine spells. To learn, prepare, or cast a spell, an archivist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an archivist's spell is 10 + the spell level + the archivist's Int modifier. Spells per day: Level: 0 1 2 3 4 5 6 7 8 9 1: 3 2 - - - - - - - - 2: 4 3 - - - - - - - - 3: 4 3 2 - - - - - - - 4: 4 4 3 - - - - - - - 5: 4 4 3 2 - - - - - - 6: 4 4 4 3 - - - - - - 7: 4 5 4 3 2 - - - - - 8: 4 5 4 4 3 - - - - - 9: 4 5 5 4 3 2 - - - - 10: 4 5 5 4 4 3 - - - - 11: 4 5 5 5 4 3 2 - - - 12: 4 5 5 5 4 4 3 - - - 13: 4 5 5 5 5 4 3 2 - - 14: 4 5 5 5 5 4 4 3 - - 15: 4 5 5 5 5 5 4 3 2 - 16: 4 5 5 5 5 5 4 4 3 - 17: 4 5 5 5 5 5 5 4 3 2 18: 4 5 5 5 5 5 5 4 4 3 19: 4 5 5 5 5 5 5 5 4 4 20: 4 5 5 5 5 5 5 5 5 5 Beguiler Beguilers beguiler (BASE CLASS) "You know me. I'm as good as my word, and my life is an open book." - said with a straight face by Anastria Nailo, half-elf beguiler Some hold truth to be the greatest virtue, but it can do more damage than fiction. Everyone lives in a constant state of deception. White lies, false smiles, and secret thoughts keep society running smoothly. Honesty is a virtue only up to a certain point. Beguilers understand these ideas better than anyone, and they use deception, misunderstanding, and secrets as skillfully as a soldier employs weapons of war. Beguilers see lying and manipulation as tools. Just as a hammer can be used to build a house or crack a skull, deceit and the ability to control others can be used for good or ill. A lie whispered in the right ear can ruin lives, but a dishonest smile and honeyed words can open doors, turn foes into friends, and even end wars. Beguilers have reputations as rakes, thieves, spies, and puppet masters, but they can also be diplomats, peacemakers, or heroic leaders who give hope in desperate situations. If you delight in manipulating others, either to their disadvantage or for their own good, then the beguiler is the class for you. More than any other kind of character, you rely on Charisma-based skills to change the reactions of others, while your other class abilities enable you to catch others off guard with devastating spell-based attacks. - Hit Die: d6 - Proficiencies: Beguilers are proficient with all simple weapons plus the rapier, shortbow, and short sword. Beguilers are proficient with light armor, but not with shields. - Skill Points: 6 + Int Modifier CLASS FEATURES: Level 1: Armored mage, trapfinding 2: Cloaked casting (+1 DC), surprise casting 3: Advanced learning 4: -- 5: Silent Spell 6: Surprise casting (move action) 7: Advanced learning 8: Cloaked casting (+2 to overcome SR) 9: -- 10: Still Spell 11: Advanced learning 12: -- 13: -- 14: Cloaked casting (+2 DC) 15: Advanced learning 16: -- 17: -- 18: -- 19: Advanced learning 20: Cloaked casting (overcomes SR) SPELLCASTING A beguiler casts arcane spells, which are drawn from the beguiler spell list. When you gain access to a new level of spells, you automatically know all the spells for that level on the beguiler's spell list. You can cast any spell you know without preparing it ahead of time. Essentially, your spell list is the same as your spells known list. You also have the option of adding to your existing spell list through your advanced learning class feature as you increase in level. To cast a beguiler spell, you must have an Intelligence score of 10 + the spell's level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a beguiler's spell is 10 + the spell's level + the beguiler's Int modifier. Like other spellcasters, a beguiler can cast only a certain number of spells of each spell level per day. The base daily spell allotment is given on the accompanying table. In addition, you receive bonus spells for a high Intelligence score. A beguiler need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level. Spells per day: Level: 0 1 2 3 4 5 6 7 8 9 1: 5 3 - - - - - - - - 2: 6 4 - - - - - - - - 3: 6 5 - - - - - - - - 4: 6 6 3 - - - - - - - 5: 6 6 4 - - - - - - - 6: 6 6 5 3 - - - - - - 7: 6 6 6 4 - - - - - - 8: 6 6 6 5 3 - - - - - 9: 6 6 6 6 4 - - - - - 10: 6 6 6 6 5 3 - - - - 11: 6 6 6 6 6 4 - - - - 12: 6 6 6 6 6 5 3 - - - 13: 6 6 6 6 6 6 4 - - - 14: 6 6 6 6 6 6 5 3 - - 15: 6 6 6 6 6 6 6 4 - - 16: 6 6 6 6 6 6 6 5 3 - 17: 6 6 6 6 6 6 6 6 4 - 18: 6 6 6 6 6 6 6 6 5 3 19: 6 6 6 6 6 6 6 6 6 4 20: 6 6 6 6 6 6 6 6 6 5 Armored Mage (Ex) Type of Feat: Class Specific Prerequisite: Beguiler 1. Specifics: Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause your spells to fail if those spells have a somatic component. A beguiler's limited focus and specialized training, however, allow you to avoid any chance of arcane spell failure as long as you restrict yourself to light armor. This training does not extend to any other form of armor, nor does this ability apply to spells gained from other spellcasting classes. Use: Automatic. Trapfinding Type of Feat: Class Specific Prerequisite: Beguiler 1, Factotum 1, Ninja 1, Psychic Rogue 1, Rogue 1 or Scout 1. Specifics: The aformentioned classes can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Characters with this class ability can use the Disable Trap skill to disarm magic traps. A magic trap typically has a DC of 25 + the level of the spell used to create it. A character who beats a trap's DC by 10 or more with a Disable Trap check can study a trap, figure out how it works, and bypass it (with his allies) without disarming it. Use: Automatic. Cloaked Casting (Ex) Type of Feat: Class Specific Prerequisite: Beguiler 2. Specifics: Starting at 2nd level, a beguiler's spells become more effective when cast against an unwary foe. You gain a +1 bonus to the spell's save DC when you cast a spell that targets any foe who would be denied a Dexterity bonus to AC (whether or not the target actually has a Dexterity bonus). At 8th level, you gain a +2 bonus on rolls made to overcome the spell resistance of any affected target. At 14th level, the bonus to your spell's save DC increases to +2. At 20th level, you become able to automatically overcome the spell resistance of any affected target. Use: Automatic. Surprise Casting (Ex) Type of Feat: Class Specific Prerequisite: Beguiler 2. Specifics: Starting at 2nd level, when you successfully use the Bluff skill to feint in combat, your target is denied its Dexterity bonus (if it has one) to AC for the next melee attack you make against it or the next spell you cast. You must remain in melee with the target, and the attack must be made or the spell cast on or before your next turn. The target is not considered flat-footed and therefore can make attacks of opportunity against you if you do not cast defensively. At 6th level, you gain the ability to feint in combat as a move action instead of a standard action. If you have the Improved Feint feat, you can feint in combat as a swift action. (NOT IMPLEMENTED!!!) Use: Selected. Type of Feat: Class Specific Prerequisite: Beguiler 3. Specifics: At 3rd level, you can add a new spell to your list, representing the result of personal study and experimentation. The spell must be a sorcerer/wizard spell of the enchantment or illusion school and of a level no higher than that of the highest-level spell you already know. Once a new spell is selected, it is forever added to your spell list and can be cast just like any other spell on your list. You gain another new spell at 7th, 11th, 15th, and 19th level. Use: Automatic. Battle Caster Prerequisite: Ability to ignore arcane spell failure chance from armor. Building on your existing training allows you to avoid the chance of arcane spell failure when you wear armor heavier than normal. Benefit: You are able to wear armor one category heavier than you can normally wear while still avoiding the chance of arcane spell failure. For example, if you have the ability to normally wear light armor without incurring a chance of spell failure, you can wear medium armor and continue to cast spells as normal. This ability does not extend to shields, nor does it apply to spells gained from spellcasting classes other than the class that provides the ability to cast arcane spells while in armor. You can only learn Divine spells. Dark Knowledge: Tactics Dark Knowledge: Puissance Dark Knowledge: Foe Dark Knowledge: Dread Secret Dark Knowledge: Foreknowledge Three times per day, an archivist can draw upon his expansive knowledge of monsters, granting his allies benefits against the creatures they face. Doing this counts as a move action. The secrets of dark knowledge pertain only to aberrations, elementals, magical beasts, outsiders, or undead. An archivist unlocks new dark knowledge abilities as his level increases and can also call upon his dark knowledge more often, gaining one additional daily use for every three archivist levels (4/day at 3rd level, 5/day at 6th level, and so forth). Using dark knowledge requires a Lore check. The DC of the check is 15. Most of the archivist's dark knowledge abilities increase in effectiveness if he succeeds on his Lore check by 10 or more. Dark knowledge can only be used once against any given creature. The archivist's dark knowledge can affect a single creature or all creatures of the same race, depending on the effect used. A target creature must be within 60 feet, and the archivist must be aware of the creature's presence, although he need not have a line of sight to it. The effects of dark knowledge last for 1 minute, unless stated otherwise. <c'' >Tactics</c>: The archivist knows the general combat behaviors of creatures of that race, granting his allies a +1 bonus on attack rolls made against them. For example, an archivist confronted by corruption eaters who succeeded on his Knowledge (dungeoneering) check would grant his allies the attack bonus against all the corruption eaters they fought in that encounter. If the archivist succeeds on his Knowledge check by 10 or more, then this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to +3. <c'' >Puissance</c>: Starting at 5th level, the archivist can use his dark knowledge to help his allies fight off the corrupting influence of other creatures. Allies within 60 feet of the archivist gain a +1 bonus on saving throws against the affected creature's abilities. If the archivist succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, this bonus increases to +3. <c'' >Foe</c>: Starting at 8th level, an archivist can direct his allies to attack vital spots of his enemies. On a successful Knowledge check, he grants them a bonus to weapon damage rolls made against the target creatures equal to 1d6 points of damage. If the archivist succeeds on his Knowledge check by 10 or more, then this bonus increases to 2d6. If the archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to 3d6. <c'' >Dread Secret</c>: By speaking aloud a dread secret of the target creature, an archivist of 11th level or higher can dazzle a target creature for 1 round. Unlike other dark knowledge, this ability can be used only against a single creature. If the archivist succeeds on his Knowledge check by 10 or more, then the target is dazed for 1 round. If the archivist succeeds on his Knowledge check by 20 or more, then the target is stunned for 1 round (if the target is immune to being stunned but not immune to being dazed, such as most undead, then the archivist can choose to daze the target instead of stunning it). <c'' >Foreknowledge</c>: Starting at 14th level, an archivist can better prepare his allies for the attacks of the affected creature, making it harder for the creature to land blows and successfully deal damage. Allies within 30 feet of the archivist gain a +1 insight bonus to Armor Class that applies to attacks by the affected creature only. If the archivist succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, this bonus increases to +3. Lore Mastery Upon reaching 2nd level, an archivist gains a +1 bonus on all checks of Lore skill. This bonus increases by +1 every 5 levels (+2 at 7th, +3 at 12th, and +4 at 17th level). Draconic Archivist In addition to your studies of the darkness, you have spent time studying dragons and constructs. Prerequisite: Dark knowledge. Benefit: You can use your dark knowledge ability on dragons and constructs. Normal: Without this feat, a character with dark knowledge can use that class feature only on aberrations, elementals, magical beasts, outsiders and undead. Archivist of Nature In addition to your studies of the darkness, you have spent time studying giants and fey. Prerequisite: Dark knowledge. Benefit: You can use your dark knowledge ability on giants and fey. Normal: Without this feat, a character with dark knowledge can use that class feature only on aberrations, elementals, magical beasts, outsiders and undead. Learn Spell Though an archivist begins play with access only to the cleric spell list, the archivist can add other divine spells (for example, druid spells, ranger spells, paladin spells, or even cleric domain spells) to her prayer book when she finds them on scrolls. Invalid target for Dark Knowledge ability! Lore check failed! Crafter's Blessing Transmutation Level: Clr 1, Wit 1 Components: V, S, M/DF Casting Time: 1 minute Range: Touch Target: Creature touched Duration: 1 week Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The creature you touch gains good fortune and skill in crafts, gaining a +10 competence bonus on Craft checks for a week's worth of work. The subject's work will generally be faster and of better quality than normal. It will at least be competent, although an unskilled crafter will still not easily produce masterworks. Arcane material component: A few wood shavings and a small piece of metal. Crafter's Curse Transmutation Level: Clr 1, Wit 1 Components: V, S, M/DF Casting Time: 1 minute Range: Touch Target: Creature touched Duration: 1 week Saving Throw: Will negates Spell Resistance: Yes You place a curse on one creature that causes it to suffer misfortune and lapses in use of any Craft skill. The subject suffers a -10 competence penalty on any Craft check and checks that fail by 10 or more may result in serious consequences, such as destruction of all raw materials being worked on, loss of work, or even injury. A casting of bless, crafter's blessing, remove curse, or break enchantment will remove the crafter's curse. Arcane material component: A piece of rotten wood and a rusty or bent piece of metal. Lesser Planar Ally Caster Level(s): Cleric 4 Innate Level: 4 School: Conjuration (Calling) Descriptor(s): [see text] Component(s): V, S, DF Range: Short Area of Effect / Target: Point Duration: 1 hour / level Save: None Spell Resistance: No An Outsider is summoned to assist the caster. The type of Outsider varies with the caster's alignment: Evil: Imp Neutral: Red slaad Good: Lantern archon Note: When you use a calling spell that calls an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type. Greater Planar Ally Caster Level(s): Cleric 8 Innate Level: 8 School: Conjuration (Calling) Descriptor(s): [see text] Component(s): V, S, DF Range: Short Area of Effect / Target: Point Duration: 1 hour / level Save: None Spell Resistance: No An Outsider is summoned to assist the caster. The type of Outsider varies with the caster's alignment: Evil: Vrock Neutral: Death slaad Good: Celestial Avenger Note: When you use a calling spell that calls an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type. * Invalid Target - This spell must be cast on a bludgeoning weapon * Weapon of Impact Caster Level(s): Wizard / Sorcerer 3, Bard 3 Innate Level: 3 School: Transmutation Descriptor(s): Weapon Enchantment Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Creature or Bludgeoning Weapon Duration: 10 Minutes / Level Additional Counter Spells: Save: None Spell Resistance: No Adds the Keen property to the targeted bludgeoning melee weapon, increasing its critical threat range. * Invalid Target - This spell must be cast on a nonmagical club or quarterstaff * Shillelagh Transmutation Level: Drd 1 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: One touched nonmagical oak club or quarterstaff Duration: 1 min./level Saving Throw: Will negates (object) Spell Resistance: Yes (object) Your own nonmagical club or quarterstaff becomes a weapon with a +1 enhancement bonus on attack and damage rolls. It deals damage as if it were two size categories larger. Daze Monster Enchantment (Compulsion) [Mind-Affecting] Level: Brd 2, Sor/Wiz 2 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One living creature of 6 HD or less Duration: 1 round Saving Throw: Will negates Spell Resistance: Yes This enchantment clouds the mind of a living creature with 6 or fewer Hit Dice so that it takes no actions. Creatures of 7 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. Material Component A pinch of wool or similar substance. Curse Water Transmutation [Evil] Level: Clr 1 Components: V, S, M Range: Touch Casting Time: 1 minute Target: Bottle of Water touched Duration: Instantaneous Saving Throw: Will negates (object) Spell Resistance: Yes (object) This spell imbues a flask of water with negative energy, turning it into unholy water. Unholy water damages good outsiders the way holy water damages undead and evil outsiders. Material Component: 5 pounds of powdered silver (worth 25 gp). Mislead Illusion (Figment, Glamer) Level: Brd 5, Luck 6, Sor/Wiz 6, Trickery 6 Components: S Casting Time: 1 standard action Range: Close (8M) Target/Effect: You/one illusory double Duration: 1 round/level (D) and concentration + 3 rounds; see text Saving Throw: None or Will disbelief (if interacted with); see text Spell Resistance: No You become invisible (as improved invisibility, a glamer), and at the same time, an illusory double of you (as major image, a figment) appears. You are then free to go elsewhere while your double moves away. The double appears within range but thereafter moves as you direct it. You can make the figment appear superimposed perfectly over your own body so that observers don't notice an image appearing and you turning invisible. The double moves at your speed and can talk and gesture as if it were real, but it cannot attack or cast spells, though it can pretend to do so. Actions you can give it as a henchmen is "Follow" "Do nothing (stand ground)" "Attack (Pretend to attack)". The illusory double lasts as long as you concentrate upon it, plus 3 additional rounds. After you cease concentration, the illusory double continues to carry out the same activity until the duration expires. The improved invisibility lasts for 1 round per level, regardless of concentration. Power Word Blind Enchantment (Compulsion) [Mind-Affecting] Level: Sor/Wiz 7, War 7 Components: V Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature with 200 hp or less Duration: See text Saving Throw: None Spell Resistance: Yes You utter a single word of power that causes one creature of your choice to become blinded, whether the creature can hear the word or not. The duration of the spell depends on the target's current hit point total. Any creature that currently has 201 or more hit points is unaffected by power word blind. Hit Points Duration 50 or less Permanent 51-100 1d4+1 minutes 101-200 1d4+1 rounds Eternal Charm Monster Caster Level(s): Witch 7 Innate Level: 7 School: Enchantment Descriptor(s): Mind-Affecting Component(s): V, S, XP Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: Permanent Save: Will Negates Spell Resistance: Yes As charm monster, except that its effects are permanent unless removed by dispel magic or break enchantment. XP Cost: 50 Eternal Charm Person Caster Level(s): Witch 5 Innate Level: 5 School: Enchantment Descriptor(s): Mind-Affecting Component(s): V, S, XP Range: Close (25 ft. + 5 ft./2 levels) Target: One person Duration: Permanent Save: Will Negates Spell Resistance: Yes As charm person, except that its effects are permanent unless removed by dispel magic or break enchantment. XP Cost: 25 * You can not cast this spell here! * Transport via Plants Conjuration (Teleportation) Level: Drd 6 Components: V, S Casting Time: 1 standard action Range: Unlimited Target: You and touched objects or other touched willing creatures Duration: 1 round Saving Throw: None Spell Resistance: No You can enter any normal plant (Medium or larger) and pass any distance to a plant of the same kind in a single round, regardless of the distance separating the two. The entry plant must be alive. The destination plant need not be familiar to you, but it also must be alive. If you are uncertain of the location of a particular kind of destination plant, you need merely designate direction and distance and the transport via plants spell moves you as close as possible to the desired location. If a particular destination plant is desired but the plant is not living, the spell fails and you are ejected from the entry plant. You can bring along objects as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. Use the following equivalents to determine the maximum number of larger creatures you can bring along: A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. You can't use this spell to travel through plant creatures. *Notes: This spell can only be used in natural, exterior areas. * You can not use this spell to teleport to selected area. * Blast Glyph (Acid) Blast Glyph (Cold) Blast Glyph (Electricity) Blast Glyph (Fire) Blast Glyph (Sonic) Greater Glyph of Warding Greater Blast Glyph (Acid) Greater Blast Glyph (Cold) Greater Blast Glyph (Electricity) Greater Blast Glyph (Fire) Greater Blast Glyph (Sonic) Elder Glyph of Warding Elder Blast Glyph (Acid) Elder Blast Glyph (Cold) Elder Blast Glyph (Electricity) Elder Blast Glyph (Fire) Elder Blast Glyph (Sonic) Caster Level(s): Cleric 3 Innate Level: 3 School: Abjuration Descriptor(s): [see text] Component(s): Verbal, Somatic, Material Range: Short Area of Effect / Target: Large Duration: Permanent until discharged Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes This powerful inscription harms those who enter, pass, or open the warded area or object. A glyph of warding can guard a bridge or passage, ward a portal, trap a chest or box, and so on. You set the conditions of the ward. Glyphs respond to invisible creatures normally but are not triggered by those who travel past them ethereally. When casting the spell, you weave a tracery of faintly glowing lines around the warding sigil. When the spell is completed, the glyph and tracery become nearly invisible. Glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. A glyph deals 1d8 points of damage per two caster levels (maximum 5d8) to the intruder and to all within 5 feet of him or her. This damage is acid, cold, fire, electricity, or sonic (caster's choice, made at time of casting). Each creature affected can attempt a Reflex save to take half damage. Spell resistance applies against this effect. Material Component: You trace the glyph with incense, which must first be sprinkled with powdered diamond worth at least 200 gp. Caster Level(s): Cleric 6 Innate Level: 6 School: Abjuration Descriptor(s): [see text] Component(s): Verbal, Somatic, Material Range: Short Area of Effect / Target: Large Duration: Permanent until discharged Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes This powerful inscription harms those who enter, pass, or open the warded area or object. A greater glyph of warding can guard a bridge or passage, ward a portal, trap a chest or box, and so on. You set the conditions of the ward. Glyphs respond to invisible creatures normally but are not triggered by those who travel past them ethereally. When casting the spell, you weave a tracery of faintly glowing lines around the warding sigil. When the spell is completed, the glyph and tracery become nearly invisible. Glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. A greater glyph deals 1d8 points of damage per two caster levels (maximum 10d8) to the intruder and to all within 5 feet of him or her. This damage is acid, cold, fire, electricity, or sonic (caster's choice, made at time of casting). Each creature affected can attempt a Reflex save to take half damage. Spell resistance applies against this effect. Material Component: You trace the glyph with incense, which must first be sprinkled with powdered diamond worth at least 400 gp. Caster Level(s): Cleric 9 Innate Level: 9 School: Abjuration Descriptor(s): [see text] Component(s): Verbal, Somatic, Material Range: Short Area of Effect / Target: Large Duration: Permanent until discharged Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes This powerful inscription harms those who enter, pass, or open the warded area or object. An elder glyph of warding can guard a bridge or passage, ward a portal, trap a chest or box, and so on. You set the conditions of the ward. Glyphs respond to invisible creatures normally but are not triggered by those who travel past them ethereally. When casting the spell, you weave a tracery of faintly glowing lines around the warding sigil. When the spell is completed, the glyph and tracery become nearly invisible. Glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. An elder glyph deals 1d8 points of damage per caster level (maximum 30d8) to the intruder and to all within 5 feet of him or her. This damage is acid, cold, fire, electricity, or sonic (caster's choice, made at time of casting). Each creature affected can attempt a Reflex save to take half damage. Spell resistance applies against this effect. Material Component: You trace the glyph with incense, which must first be sprinkled with powdered diamond worth at least 1000 gp. *Target creature is not your familiar.* Evocation [Sonic] Level: Brd 2, Clr 2 Components: V, S, F/DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: 10-ft.-radius spread Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: Yes You blast an area with a tremendous cacophony. Every creature in the area takes 1d8 points of sonic damage and must succeed on a Fortitude save to avoid being stunned for 1 round. Creatures that cannot hear are not stunned but are still damaged. Arcane Focus A musical instrument. Conjuration (Creation) [Acid] Level: Sor/Wiz 2 Components: V, S, M, F Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Effect: One arrow of acid Duration: 1 round + 1 round per three levels Saving Throw: None Spell Resistance: No A magical arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage with no splash damage. For every three caster levels (to a maximum of 18th), the acid, unless somehow neutralized, lasts for another round, dealing another 2d4 points of damage in that round. Material Component Powdered rhubarb leaf and an adder's stomach. Focus A dart. Conjuration (Creation) [Acid] Level: Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: One missile of acid Duration: Instantaneous Saving Throw: None Spell Resistance: No You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage. Skill Affinity (Open Lock) Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature gains a +2 racial bonus to Open Lock checks. Use: Automatic Necromancy [Death, Evil] Level: Clr 2, Death 2 Components: V, S Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: Instantaneous/10 minutes per HD of subject; see text Saving Throw: Will negates Spell Resistance: Yes You draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you touch a living creature that has -1 or fewer hit points. If the subject fails its saving throw, it dies, and you gain 1d8 temporary hit points and a +2 bonus to Strength. Additionally, your effective caster level goes up by +1, improving spell effects dependent on caster level. (This increase in effective caster level does not grant you access to more spells.) These effects last for 10 minutes per HD of the subject creature. Death Knell (7) Elemental Strike Evocation [see text] Level: Clr 5, Drd 4 Components: V, S, DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: Cylinder (10-ft. radius, 40 ft. high) Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes A column of divine and elemental energy shoots downward from the point you designate, striking those caught beneath it with the fury of your element. An elemental strike produces a vertical column. The spell deals 1d6 points of damage per caster level (maximum 15d6). Half the damage is energy damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to energy based attacks. The type of energy damage, as well as the energy descriptor of the spell, is chosen at the time of casting. Clerics must choose the energy type that corresponds to their patron element. Air: Sonic Earth: Acid Fire: Fire Magma: Fire Rain: Electricity Silt: Acid Sun: Fire Water: Cold This spell's subtype is the same as the type of energy you cast. Elemental Strike (Acid) Elemental Strike (Cold) Elemental Strike (Electricity) Elemental Strike (Fire) Elemental Strike (Sonic) Elemental Strike (7) Elemental Strike (18) Word of Recall (11) Word of Recall Word of Recall - Self only Word of Recall - Party within 10ft Conjuration (Teleportation) Level: Clr 6, Drd 8 Components: V Casting Time: 1 standard action Range: Unlimited Target: You and touched objects or other willing creatures Duration: Instantaneous Saving Throw: None or Will negates (harmless, object) Spell Resistance: No or Yes (harmless, object) Word of recall teleports you instantly back to your sanctuary when the word is uttered. You must designate the sanctuary when you prepare the spell, and it must be a very familiar place. The actual point of arrival is a designated area no larger than 10 feet by 10 feet. You can be transported any distance within a plane but cannot travel between planes. You can transport, in addition to yourself, any objects you carry, as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. Exceeding this limit causes the spell to fail. An unwilling creature can't be teleported by word of recall. Likewise, a creature's Will save (or spell resistance) prevents items in its possession from being teleported. Unattended, nonmagical objects receive no saving throw. (*Note: Cast this spell at location to mark it as your sanctuary. Cast the spell on self to teleport to your sanctuary.) Transport via Plants (11) Transport via Plants - Self only Transport via Plants - Party within 10ft *Sanctuary not found - spell failed!* *Sanctuary location stored* Cloak (old style) Epic Archivist Knowledge is power and the quest for knowledge never ends. There is an ever lasting supply of divine lore for you, the epic archivist, to discover. Hit Die: d6 Skill Points: 4 + Int modifier. Dark Knowledge (Ex): At 21st level and every 3 levels thereafter, the epic archivist gains an additional use of Dark Knowledge. Lore Mastery (Ex): The archivist adds an additional +1 bonus on all Lore skill checks at level 23 and every 5 levels thereafter. Bonus Feats: The epic archivist gains a bonus feat (selected from the list of epic class bonus feats) every three levels higher than 20th. Epic Archivist Bonus Feats List: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Spell Focus, Epic Spell Penetration, Great Intelligence, Improved Combat Casting. Epic Dark Knowledge Your know the darkness better than you know yourself. Type of Feat: Epic Prerequisites: Dark knowledge 10/day Benefits: The bonuses granted by Dark Knowledge continue to scale. A knowledge check of 40 grants a bonus of +4 or 4d6, a check of 50 grants a bonus of +5 or 5d6 and so on. Epic Lore Mastery You are a veritable sage. Type of Feat: Epic Prerequisites: Lore Mastery, Lore 24 ranks Benefits: Your Lore Mastery bonus is equal to half your Archivist levels. Hellfire Warlock Hellfire Warlocks hellfire warlock "It is not the weapon that is evil, but the wielder." -- Galena Todrick, hellfire warlock The hellfire warlocks are a secretive group of specialist warlocks who have mastered hellfire, a dangerous energy found only in the Nine Hells. By tapping into this infernal power, these characters learn to infuse their eldritch blasts and magic items that they wield with the dark power of hellfire. Becoming a Hellfire Warlock Prospective hellfire warlocks must fulfill strict requirements to gain entry to the class, making this prestige class exclusive to warlocks. While most characters who pursue the hellfire warlock class are otherwise single-class warlocks, multiclass warlocks with wizard levels are also common. Multiclass warlock/rogues, warlock/clerics, or even warlock/fighters are also possible, but entry into the prestige class is restricted until higher levels. Entry Requirements Skills: Intimidate 6 ranks, Lore 12 ranks, Spellcraft 6 ranks. Warlock Invocation: Must know brimstone blast or hellrime blast. CLASS FEATURES: Class Skills (2 + Int modifier per level): Bluff, Concentration, Craft, Intimidate, Lore, Spellcraft, Use Magic Device. The hellfire warlock class offers great power at the expense of versatility. This prestige class presents a focused approach to tap the power of the Nine Hells, though often at a grave price. As they advance, these warlocks can access greater uses of hellfire, including the ability to infuse magic items with the power of hellfire and lash out with the fires of Hell against any foe that strikes them. BAB: 3/4 Invoking: At each level, you gain new invocations known, increased damage with eldritch blast, and an increase in invoker level as if you had also gained a level in the warlock class. You do not, however, gain any other benefit a character of that class would have gained. 1. Hellfire Blast 2. Resistance to Fire 10, Hellfire Infusion 3. Hellfire Shield Hellfire Blast Whenever you use your eldritch blast ability, you can change your eldritch blast into a hellfire blast. A hellfire blast deals your normal eldritch blast damage plus an extra 2d6 points of damage per class level. If your blast hits multiple targets (for example, the eldritch chain or eldritch cone blast shape invocations), each target takes the extra damage. This damage is not fire damage. Hellfire burns hotter than any normal fire. Each time you use this ability, you take 1 point of Constitution damage. Because the diabolical forces behind the power of hellfire demand part of your essence in exchange for this granted power, if you do not have a Constitution score or are somehow immune to Constitution damage, you cannot use this ability. Hellfire Infusion Starting at 2nd level, you can infuse magic items that you wield with the power of hellfire. Whenever you use a charged magic item (such as a wand or a staff, but not scrolls and potions), you can apply one of the following metamagic effects to your next use of the item: empower, enlarge, maximize. These effects work just like the metamagic feats of the same name. Using hellfire infusion is a swift action. You can use this ability a number of times per day equal to your Charisma modifier (minimum one). When you infuse an item with hellfire, it glows briefly with fiery symbols that are disturbing to look upon. Resistance to Fire At 2nd level, you gain resistance to fire 10. This resistance stacks with any resistance to fire you have gained from warlock class levels. Hellfire Shield Starting at 3rd level, you can call up hellfire to surround yourself with a protective barrier. Whenever someone directs a melee attack against you, you can, as an immediate action, aim a blast of hellfire at that creature. This blast deals damage equal to your eldritch blast (including bonus damage from the hellfire blast ability). This blast automatically strikes the target, which can attempt a Reflex saving throw for half damage (DC 10 + 1/2 your character level + your Cha modifier). Each time you use this ability, you take 1 point of Constitution damage. Because the diabolical forces behind the power of hellfire demand part of your essence in exchange for this granted power, if you do not have a Constitution score or are somehow immune to Constitution damage, you cannot use this ability. Hellfire Spear Hellfire Glaive Hellfire Blow Hellfire Chain Hellfire Cone Hellfire Line Hellfire Doom Hellfire Infusion: Extend Hellfire Infusion: Empower Hellfire Infusion: Widen Hellfire Infusion: Maximize Divine Metamagic: Empower Divine Metamagic: Extend Divine Metamagic: Maximize [Divine] You can channel energy into some of your divine spells to make them more powerful. Prerequisite: Ability to turn undead or rebuke undead Benefit: When you take this feat, choose a metamagic feat that you have. This feat applies only to that metamagic feat. As a free action, you can take the energy from turning or rebuking undead and use it to apply a metamagic feat to divine spells that you know. You must spend one turn or rebuke attempt, plus an additional attempt for each level increase in the metamagic feat you're using. For example, Jozan the cleric could sacrifi ce three turn attempts to empower a holy smite he's casting. Because you're using positive or negative energy to augment your spells, the spell slot for the spell doesn't change. Special: This feat may be taken multiple times. Each time you take this feat choose a different metamagic feat to which to apply it. Eldritch Disciple Eldritch Disciples eldritch disciple (PRESTIGE CLASS) All warlocks harbor at least a grudging respect for the entities responsible for their powers. They are clearly beings of great mystical might, and thus worthy of regard. A rare few warlocks go beyond this attitude to actual reverence or worship of the fiendish, fey, or extraplanar powers that have made them far more than mortal. Such is the life of an eldritch disciple devoted to a deity who granted her the arcane talents of the warlock. Though her powers might take different forms, she knows that the source is the same. - Hit Die: d8 - Proficiencies: An Eldritch Disciple does not gain any additional weapon or armor proficiencies. - Skill Points: 2 + Int Modifier REQUIREMENTS: Skills: Lore (8 ranks). Spells: Ability to cast 2nd-level divine spells. Invocations: Ability to use least invocations. Special: Ability to turn or rebuke undead, must worship a chaotic or evil deity. CLASS FEATURES: Level 1: Gift of the Divine Patron (Su) Turn/Rebuke Undead 2: - 3: - 4: Gift of the Divine Patron (Su) 5: Eldritch Spellweave (Su) 6: - 7: Gift of the Divine Patron (Su) 8: - 9: - 10: Gift of the Divine Patron (Su) Timeless Body (Ex) Invocations: At each level, you gain new invocations known and an increase in caster level as if you had also gained a level in an invocation-using class to which you belonged before adding the prestige class level. (This includes eldritch blast.) You do not, however, gain any other benefit a character of that class would have gained. Spellcasting: At each level beyond 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. Eldritch Theurge Eldritch Theurges eldritch theurge (PRESTIGE CLASS) Most of those who find themselves blessed (or cursed) with magic burning in their fiendish blood become warlocks, but a rare few study formal magic to better understand and control their powers. The result is the eldritch theurge, a master of both spells and invocations, a mage with the terrifying combination of potent spells and a reserve of abilities he can't possibly exhaust. - Hit Die: d4 - Proficiencies: An Eldritch Theurge does not gain any additional weapon or armor proficiencies. - Skill Points: 2 + Int Modifier REQUIREMENTS: Skills: Lore (8 ranks). Spells: Ability to cast 2nd-level arcane spells. Invocations: Ability to use least invocations. Special: Eldritch blast +2d6. CLASS FEATURES: Level 1: Damage Reduction (Su) (1/cold iron) 2: Fiendish Resilience 1 (Su) 3: Spellblast (Sp) 4: Damage Reduction (Su) (2/cold iron) 5: Eldritch Spellweave (Su) 6: - 7: Damage Reduction (Su) (3/cold iron) 8: - 9: Fiendish Resilience 2 (Su) 10: Damage Reduction (Su) (4/cold iron) Greatreach Blast (Sp) Invocations: At each level, you gain new invocations known and an increase in caster level as if you had also gained a level in an invocation-using class to which you belonged before adding the prestige class level. (This includes eldritch blast.) You do not, however, gain any other benefit a character of that class would have gained. Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class (but not an invocation-using class) to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. Eldritch Spellweave (Su) Beginning at 5th level, you can apply an eldritch essence invocation you know (other than greatreach blast or spellblast) to any arcane spell that affects a target or that requires a melee or ranged touch attack. The spell's level must be at least as high as the level of the eldritch essence (for example, you can apply hellrime blast only to a spell of 4th level or higher). If the essence requires a saving throw, use the normal save DC for that essence. If an eldritch essence invocation changes the damage of the spell, it can be applied only to a spell that deals damage (you can't add brimstone blast to charm monster). If the spell has more than one target or allows more than one attack, you choose one target to be affected by the invocation; all other targets take only the normal effect of the spell. You can use this ability a number of times per day equal to 3 + your Cha modifier (minimum 1). NOTE: If you have Lord of All Essences feat, only the essence from first slot will be used. Corrupting Blast In place of applying an eldritch essence invocation to your eldritch blast, you can can spend one of your turn/rebuke undead attempts as a swift action to change it into a corrupting blast. In addition to its normal effect, the blast applies a penalty on the target's Will save equal to 1/2 your class level (minimum 1) for one round. You can spend one of your turn/rebuke undead attempts as a swift action to gain temporary damage reduction (overcome by cold iron) equal to 1/2 your class level (minimum 1). This damage reduction stacks with the damage reduction granted by the warlock class. This effect lasts for a number of rounds equal to 3 + your Cha modifier (minimum 1 round). Fearful Glare You can spend one of your turn/rebuke undead attempts as a swift action to render a single living creature within 30 feet of you shaken for 1 round (Will negates; DC 10 + class level + Cha modifier). The creature's HD can't exceed your character level. Fiendish Resistance You can spend one of your turn/rebuke undead attempts as a swift action to gain resistance to acid and fire equal to 10 + your class level. This resistance stacks with the energy resistance granted by the warlock class. This effect lasts for a number of rounds equal to 3 + your Cha modifier (minimum 1 round). Your deity must be evil for you to select this gift. Healing Blast You can spend one of your turn/rebuke undead attempts as a swift action to change your eldritch blast in a wave of healing energy (20' radius, centered on you). The blast heals living creatures instead of dealing damage to them (the damage healed is equal to the damage normally dealt). Against undead, the healing blast deals damage as normal; against constructs or objects, the healing blast has no effect. Your deity must be non-evil for you to select this gift. Protective Aura You can spend one of your turn/rebuke undead attempts as a swift action to surround yourself with a magic circle against evil centered on you. This effect lasts for a number of rounds equal to 3 + your Cha modifier (minimum 1 round). Your deity must be good for you to select this gift. Strength of Will You can spend one of your turn/rebuke undead attempts as a swift action to gain a bonus equal to 1/2 your class level (minimum +1) on your next save to resist a mind-affecting spell or ability. This effect lasts for a number of rounds equal to 3 + your Cha modifier (minimum 1 round). Wild Frenzy You can spend one of your turn/rebuke undead attempts as a swift action to gain a +2 bonus on attack rolls and damage rolls with weapons and eldritch blasts, along with temporary hit points equal to twice your class level. This effect lasts for a number of rounds equal to 3 + your Cha modifier (minimum 1 round). Your deity must be chaotic for you to select this gift. Fortified by the supernatural power flowing through your body, you become resistant to physical attacks. You gain damage reduction 1/cold iron at 1st level; this stacks with damage reduction gained from other sources. Your damage reduction improves to 2/cold iron at 4th level, to 3/cold iron at 7th level, and to 4/cold iron at 10th level. Beginning at 2nd level, you know the trick of fiendish resilience. Once per day, as a free action, you can enter an elevated physical state that lasts for 2 minutes. While in this state, you gain fast healing 1. At 9th level, your fiendish resilience improves; while in your fiendish resilience state, you gain fast healing 2 instead. This ability stacks with fiendish resilience granted by any other source. Spellblast (Sp) This invocation (Lesser; 4th; Eldritch Essence), learned at 3rd level, allows you to place an arcane spell that affects an area upon your eldritch blast. If the eldritch blast hits its target, the spell's area is centered on any corner of the target's space, even if the spell could normally be centered only on the caster. If the eldritch blast misses its target, the spell is lost with no effect. It takes a full-round action to cast the spell and fire the eldritch blast. Only an area spell with a casting time no greater than 1 standard action can be placed upon your eldritch blast. Only the first target of your eldritch blast is affected by the spell (for example, an eldritch chain spellblast centers the spell on the initial target, not on any of the secondary targets). If your eldritch blast doesn't specify a target, you can't apply this invocation to the blast. Treat spellblast as a spell whose level is equal to the area spell placed upon the eldritch blast (minimum 4th level). Greatreach Blast (Sp) This invocation (Greater; 5th; Eldritch Essence) allows you to place an arcane spell with a range of touch upon your eldritch blast. If the eldritch blast hits its target, the spell takes effect on that target as if you had touched it. If the eldritch blast misses its target, the spell is lost with no effect. It takes a full-round action to cast the spell and fire the eldritch blast. Only a touch spell with a casting time no greater than 1 standard action can be placed upon your eldritch blast. Only the first target of your eldritch blast is affected by the spell (for example, an eldritch greatreach chain delivers the touch spell on the initial target, not on any of the secondary targets). If your eldritch blast doesn't specify a target, you can't apply this invocation to the blast. Treat greatreach blast as a spell whose level is equal to the touch spell placed upon the eldritch blast (minimum 5th level). Spellblast - Configure Quickslots Spellblast - Quickslot 1 Spellblast - Quickslot 2 Spellblast - Quickslot 3 Spellblast - Quickslot 4 Greatreach Blast - Configure Quickslots Greatreach Blast - Quickslot 1 Greatreach Blast - Quickslot 2 Greatreach Blast - Quickslot 3 Greatreach Blast - Quickslot 4 Type of Feat: Class-Specific Prerequisite: Ranger 13 Specifics: Ranger receives a +5 bonus to Hide checks when in a natural area. Use: Automatic. Improved Turning Prerequisite: Ability to turn or rebuke creatures. Benefit: You turn or rebuke creatures as if you were one level higher than you are in the class that grants you the ability. Phylactery of Undead Turning This item is a boon to any character able to turn undead, allowing him to do so as if his class level were four levels higher than it actually is. Moderate necromancy [good]; CL 10th; Craft Wondrous Item, 10th-level cleric; Price 11,000 gp. Aura of Despair Beginning at 3rd level, the blackguard radiates a malign aura that causes enemies within 10 feet of him to take a -2 penalty on all saving throws. Widen Aura of Despair [Epic] Your aura of despair is wider than normal. Prerequisite: CHA 25, aura of despair class ability Benefit: Your aura of despair extends within 100 feet of you. Improved Aura of Despair [Epic] Your aura of despair is wider than normal. Prerequisite: CHA 25, aura of despair class ability Benefit: Your aura of despair causes a -4 morale penalty on all saving throws. Epic Frenzied Berzerker Few mortal beings can surpass the destructive capabilities of the epic frenzied berserker. Hit Die: d12. Skill Points at Each Additional Level: 2 + Int modifier Frenzy (Ex): The epic frenzied berserker may enter a frenzy one additional time per day for every two levels gained after 9th. Inspire Frenzy (Su): The epic frenzied berserker may use this ability one additional time per day for every two levels gained after 10th. Bonus Feats: The epic frenzied berserker gains a bonus feat (selected from the list of epic frenzied berserker feats) every three levels after 10th. Epic Frenzied Berserker Bonus Feat List: Damage Reduction, Devastating Critical, Epic Prowess, Epic Toughness, Fast Healing, Overwhelming Critical, Terrifying Rage, Thundering Rage. Epic Tempest The epic tempest is barely visible behind the incessant, whirling blur of her twin weapons. Hit Die: d10. Skill Points at Each Additional Level: 2 + Int modifier. Bonus Feats: The epic tempest gains a bonus feat (selected from the list of epic tempest feats) every two levels after 10th. Epic Tempest Bonus Feat List: Blinding Speed, Devastating Critical, Epic Prowess, Epic Toughness, Epic Weapon Focus, Overwhelming Critical, Perfect Two-Weapon Fighting, Superior Initiative, Two-Weapon Rend. Ignore Arcane Spell Failure Type of Feat: Class-Specific Prerequisite: Arcane Hierophant 1 Specifics: When casting an arcane spell, you ignore the arcane spell failure chance for any nonmetallic light or medium armor (padded, leather, or hide armor). You learn to cast arcane spells while wearing the types of armor that druids favor. Use: Automatic. Companion Familiar Type of Feat: Racial and Class Ability Prerequisite: Elf or Scent ability. Specifics: Characters with Keen Senses may apply their full Search skill even when making a passive search. Use: Automatic. Hated Enemy: Oozes Hated Enemy: Plants Favored Enemy: Oozes Favored Enemy: Plants Practiced Invoker (Dragonfire Adept) Practiced Invoker (Warlock) Type of Feat: General. Prerequisite: Spellcraft 4. Specifics: Your caster level for the chosen invoking class increases by 4. This benefit can't increase your caster level to higher than your Hit Dice. However, even if you can't benefit from the full bonus immediately, if you later gain Hit Dice in levels of noninvoking classes, you might be able to apply the rest of the bonus. For example, a human 5th-level warlock/3rd-level fighter who selects this feat would increase his warlock caster level from 5th to 8th (since he has 8 Hit Dice). If he later gained a fighter level, he would gain the remainder of the bonus and his warlock caster level would become 9th (since he now has 9 Hit Dice). This feat does not affect your invocations per day or invocations known. It increases your caster level only, which would help you penetrate spell resistance and increase the duration and other effects of your invocations. Use: Automatic. Symbol of Death Symbol of Death (15) Necromancy [Death] Level: Clr 8, Sor/Wiz 8 Components: V, S, M Casting Time: 10 minutes Range: 0 ft.; see text Effect: One symbol Duration: See text Saving Throw: Fortitude negates Spell Resistance: Yes This spell allows you to scribe a potent rune of power upon a surface. When triggered, a symbol of death slays one or more creatures within 60 feet of the symbol (treat as a burst) whose combined total current hit points do not exceed 150. The symbol of death affects the closest creatures first, skipping creatures with too many hit points to affect. Once triggered, the symbol becomes active and glows, lasting for 10 minutes per caster level or until it has affected 150 hit points' worth of creatures, whichever comes first. Any creature that enters the area while the symbol of death is active is subject to its effect, whether or not that creature was in the area when it was triggered. A creature need save against the symbol only once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again. Until it is triggered, the symbol of death is inactive (though visible and legible at a distance of 60 feet). To be effective, a symbol of death must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol of death ineffective, unless a creature removes the covering, in which case the symbol of death works normally. A symbol of death can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect on a symbol of death. Destruction of the surface where a symbol of death is inscribed destroys the symbol but also triggers it. Material Component Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp each. Symbol of Fear Symbol of Fear (11) Necromancy [Fear, Mind-Affecting] Level: Clr 6, Sor/Wiz 6 Components: V, S, M Casting Time: 10 minutes Range: 0 ft.; see text Effect: One symbol Duration: See text Saving Throw: Will negates Spell Resistance: Yes This spell functions like symbol of death, except that all creatures within 60 feet of the symbol of fear instead become panicked for 1 round per caster level. Material Component Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 1,000 gp. Symbol of Insanity Symbol of Insanity (15) Enchantment (Compulsion) [Mind-Affecting] Level: Clr 8, Sor/Wiz 8 Components: V, S, M Casting Time: 10 minutes Range: 0 ft.; see text Effect: One symbol Duration: See text Saving Throw: Will negates Spell Resistance: Yes This spell functions like symbol of death, except that all creatures within the radius of the symbol of insanity instead become permanently insane (as the insanity spell). Unlike symbol of death, symbol of insanity has no hit point limit; once triggered, a symbol of insanity simply remains active for 10 minutes per caster level. Material Component Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp. Symbol of Pain Symbol of Pain (9) Necromancy [Evil] Level: Clr 5, Sor/Wiz 5 Components: V, S, M Casting Time: 10 minutes Range: 0 ft.; see text Effect: One symbol Duration: See text Saving Throw: Fortitude negates Spell Resistance: Yes This spell functions like symbol of death, except that each creature within the radius of a symbol of pain instead suffers wracking pains that impose a -4 penalty on attack rolls, skill checks, and ability checks. These effects last for 1 hour after the creature moves farther than 60 feet from the symbol. Unlike symbol of death, symbol of pain has no hit point limit; once triggered, a symbol of pain simply remains active for 10 minutes per caster level. Material Component Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 1,000 gp. Symbol of Persuasion Symbol of Persuasion (11) Enchantment (Charm) [Mind-Affecting] Level: Clr 6, Sor/Wiz 6 Components: V, S, M Casting Time: 10 minutes Range: 0 ft.; see text Effect: One symbol Duration: See text Saving Throw: Will negates Spell Resistance: Yes This spell functions like symbol of death, except that all creatures within the radius of a symbol of persuasion instead become charmed by the caster (as the charm monster spell) for 1 hour per caster level. Unlike symbol of death, symbol of persuasion has no hit point limit; once triggered, a symbol of persuasion simply remains active for 10 minutes per caster level. Material Component Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp. Symbol of Sleep Symbol of Sleep (9) Enchantment (Compulsion) [Mind-Affecting] Level: Clr 5, Sor/Wiz 5 Components: V, S, M Casting Time: 10 minutes Range: 0 ft.; see text Effect: One symbol Duration: See text Saving Throw: Will negates Spell Resistance: Yes This spell functions like symbol of death, except that all creatures of 10 HD or less within 60 feet of the symbol of sleep instead fall into a catatonic slumber for 3d6×10 minutes. Unlike with the sleep spell, sleeping creatures cannot be awakened by nonmagical means before this time expires. Unlike symbol of death, symbol of sleep has no hit point limit; once triggered, a symbol of sleep simply remains active for 10 minutes per caster level. Material Component Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 1,000 gp. Symbol of Stunning Symbol of Stunning (13) Enchantment (Compulsion) [Mind-Affecting] Level: Clr 7, Sor/Wiz 7 Components: V, S, M Casting Time: 10 minutes Range: 0 ft.; see text Effect: One symbol Duration: See text Saving Throw: Will negates Spell Resistance: Yes This spell functions like symbol of death, except that all creatures within 60 feet of a symbol of stunning instead become stunned for 1d6 rounds. Material Component Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp. Symbol of Weakness Symbol of Weakness (13) Necromancy Level: Clr 7, Sor/Wiz 7 Components: V, S, M Casting Time: 10 minutes Range: 0 ft.; see text Effect: One symbol Duration: See text Saving Throw: Fortitude negates Spell Resistance: Yes This spell functions like symbol of death, except that every creature within 60 feet of a symbol of weakness instead suffers crippling weakness that deals 3d6 points of Strength damage. Unlike symbol of death, symbol of weakness has no hit point limit; once triggered, a symbol of weakness simply remains active for 10 minutes per caster level. Material Component Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp. already has a greater effect. Spell ineffective. Daze Monster (3) Curse Water (1) Mislead (11) Power Word Blind (13) Blacklight (5) Dark Bolt (9) Armor of Darkness (7) Unholy Sword (7) Mass Harm (17) Greater Glyph of Warding (11) Greater Glyph of Warding (20) Elder Glyph of Warding (17) Elder Glyph of Warding (30) Greater Resistance Greater Resistance (7) Abjuration Level: Bard 4, cleric 4, druid 4, sorcerer/wizard 4 Components: V, S, M/DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 24 hours Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Just as you touch the spell's subject, a feeling of peace and watchful guardianship fills your being. This spell functions like resistance, except as noted here. You grant the subject a +3 resistance bonus on saves. Arcane Material Component: A miniature cloak. Superior Resistance Superior Resistance (11) Abjuration Level: Bard 6, cleric 6, druid 6, sorcerer/wizard 6 Components: V, S, M/DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 24 hours Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) As you finish casting the spell, you feel imbued with the feeling that something greater than yourself is protecting you. When you touch your intended subject and release the spell, the feeling disappears. This spell functions like resistance, except as noted here. You grant the subject a +6 resistance bonus on saves. Arcane Material Component: A miniature cloak. Lesser Vigor Lesser Vigor (1) Lesser Vigor (5) Conjuration (Healing) Level: Cleric 1, Druid 1 Components: V, S, Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: 10 rounds + 1 round/level (max 15 rounds) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) With a touch of your hand, you boost the subject's life energy, granting him or her the fast healing ability for the duration of the spell. The subject heals 1 hit point per round of such damage until the spell ends and is automatically stabilized if he or she begins dying from hit point loss during that time. Lesser vigor does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple vigor spells do not stack; only the highest-level effect applies. Vigor Vigor (5) Vigor (15) Conjuration (Healing) Level: Cleric 3, Druid 3 Components: V, S, Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: 10 rounds + 1 round/level (max 25 rounds) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) This spell is the same as lesser vigor, except that it grants fast healing at the rate of 2 hit points per round. Greater Vigor Greater Vigor (9) Greater Vigor (25) Conjuration (Healing) Level: Cleric 5, Druid 5 Components: V, S, Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: 10 rounds + 1 round/level (max 35 rounds) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) This spell is the same as lesser vigor, except that it grants fast healing at the rate of 4 hit points per round. Mass Lesser Vigor Mass Lesser Vigor (5) Mass Lesser Vigor (15) Conjuration (Healing) Level: Cleric 3, Druid 3, Components: V, S, Casting Time: 1 standard action Range: 20 ft. Target: One creature/two levels, no two of which can be more than 30 ft. apart Duration: 10 rounds + 1 round/level (max 25 rounds) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You invoke healing energy over a group of creatures, granting each the fast healing ability for the duration of the spell. Each subject heals 1 hit point per round of such damage until the spell ends and is automatically stabilized if he or she begins dying from hit point loss during that time. Mass lesser vigor does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple vigor spells do not stack; only the highest-level effect applies. Vigorous Circle Vigorous Circle (11) Vigorous Circle (30) Conjuration (Healing) Level: Cleric 6, Druid 6, Components: V, S, Casting Time: 1 standard action Range: 20 ft. Target: One creature/two levels, no two of which can be more than 30 ft. apart Duration: 10 rounds + 1 round/level (max 40 rounds) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) This spell is the same as mass lesser vigor, except that it grants fast healing at the rate of 3 hit points per round. Mass Aid Mass Aid (5) Mass Aid (15) Enchantment (Compulsion) [Mind-Affecting] Level: Clr 3 Range: Close (25 ft. + 5 ft./2 levels) Targets: One or more creatures within a 30 ft. range. Components: V, S, DF Casting Time: 1 standard action Duration: 1 min./level Saving Throw: None Spell Resistance: Yes (harmless) Subjects gain +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8 + 15 at caster level 15). TransmutationLevel: Drd 2, Rgr 2, Plant 2 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: 10 min./level Saving Throw: None Spell Resistance: Yes (harmless) Barkskin toughens a creature's skin. The effect grants a +2 enhancement bonus to the creature's existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at caster level 12th. Oversized Two Weapon Fighting Type of Feat: General Prerequisite: Two-Weapon Fighting, Strength 13 Specifics: When wielding a one-handed weapon in your off hand, you take penalties for fighting with two weapons as if you were wielding a light weapon in your off hand. Use: Automatic nightstalker (BASE CLASS) The Age of Mortals brought with it a new kind of magic, the ambient magic threaded through Creation and the minds and hearts of its people. The living were not the only inhabitants of Krynn to be touched by this magic; even the souls of the dead exist within this intricate web of life, and their presence may be felt by those fearless enough to look for it. Those mystics who courageously pursue a life in the shadowy world of spirits are known as nightstalkers. - Hit Die: d6 - Proficiencies: A Nightstalker gains proficiencies with Simple Weapons, rapier, shortbow and short sword. He is also proficient with light armor and shields. - Skill Points: 4 + Int Modifier CLASS FEATURES: Level 1: Death Sight, Trapfinding, Spiritual Resilience +1 2: 3: Whispers of the Dead +2 4: Rebuke Undead 5: Advanced Learning 6: 1st Spirit Companion 7: 8: Spiritual Resilience +2 9: Whispers of the Dead +4 10: 11: Advanced Learning 12: 2nd Spirit Companion 13: 14: Spiritual Resilience +3 15: Whispers of the Dead +6 16: 17: Advanced Learning 18: 3rd Spirit Companion 19: 20: Spectral Symbiosis SPELLCASTING You cast divine spells as a mystic does, drawn from the list of nightstalker spells. Like a mystic, you can cast any spell you know without preparing it in advance. To cast a spell, you must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Charisma modifier. Like other spellcasters, you can only cast a certain number of spells per day. Your base daily allotment is given on the table below. In addition, you receive bonus spells per day if you have a high Wisdom score. When the table indicates that you get 0 spells per day of a given spell level, you gain only the bonus spells you would be entitled to based on your Wisdom score for that spell level. Spells per day: Level: 0 1 2 3 4 5 6 1: 2 - - - - - - 2: 3 0 - - - - - 3: 3 1 - - - - - 4: 3 2 0 - - - - 5: 3 3 1 - - - - 6: 3 3 2 - - - - 7: 3 3 3 0 - - - 8: 3 3 3 1 - - - 9: 3 3 3 2 - - - 10: 3 3 3 3 0 - - 11: 3 3 3 3 1 - - 12: 3 3 3 3 2 - - 13: 3 3 3 3 3 0 - 14: 4 3 3 3 3 1 - 15: 4 4 3 3 3 2 - 16: 4 4 4 3 3 3 0 17: 4 4 4 4 3 3 1 18: 4 4 4 4 4 3 2 19: 4 4 4 4 4 4 3 20: 4 4 4 4 4 4 4 Enchantment (Compulsion) [Mind-Affecting] Level: Bard 2, Sorcerer/Wizard 3 Components: V, S, Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One willing living creature per three levels, no two of which may be more than 30 ft. apart Duration: Concentration + 1 round/level (D) Saving Throw: None Spell Resistance: Yes Each affected creature gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a -2 penalty to AC. Mystic Barrier Abjuration (Force) Level: Witch 9 Components: V Casting Time: 1 action Range: Personal Duration: 1 round/level Saving Throw: None Spell Resistance: None When this spell is cast, you sorround yourself with a magical hemisphere that provides damage reduction 25/+4, spell resistance equal to 10+caster level, and a +5 resistance bonus to all saves. In addition, if the caster is of good alignment, the witch can inflict 10d8 points of holy damage to any opponent of an opposite alignment who touches the barrier of the spell. If the caster is evil, the barrier inflicts 10d8 unholy damage to any good aligned creatures. If the caster is neutral, this spell confers no additional effect beyound its protective qualities. Mystic Barrier (18) Evocation Level: Sor/Wiz 7 Components: V, S Casting Time: 1 standard action Range: 60 ft. Area: Cone-shaped burst Duration: Instantaneous Saving Throw: See text Spell Resistance: Yes This spell causes seven shimmering, intertwined, multicolored beams of light to spray from your hand. Each beam has a different power. Creatures in the area of the spell with 8 HD or less are automatically blinded for 2d4 rounds. Every creature in the area is randomly struck by one or more beams, which have additional effects: 1d8 Color of Beam Effect 1 Red 20 points fire damage(Reflex half) 2 Orange 40 points acid damage(Reflex half) 3 Yellow 80 points electricity damage (Reflex half) 4 Green Poison (Kills; Fortitude partial, take 1d6 Con damage instead) 5 Blue Turned to stone(Fortitude negates) 6 Indigo Insane, as insanity spell (Will negates) 7 Violet Sent to another plane(Will negates) 8 Two effects; roll twice more, ignoring any '8' results Warforged Charger warforged charger An earlier model of warforged than the scouts and soldiers, chargers are larger, less intelligent, and generally less adaptable than their successors. They are designed for a single task: charging enemy defenses and pounding them to rubble. A warforged charger stands 10 to 11 feet tall and weighs up to 2,400 pounds. It haltingly speaks the language of its creators, usually Common. Warforged Ability Adjustments: +10 Strength, +10 Constitution, -6 Intelligence, -4 Wisdom, -8 Charisma Favored Class (Fighter): A multiclass warforged charger's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - 30' base speed - +4 Level Adjustment - 4 Racial Hit Dice of Construct - Adamantine Body and Powerful Charge bonus feats - Immune to sneak attacks and critical hits - Two 1d8 slam attacks - Living Construct subtype: Immune to sleep, paralyze, poison, energy drain, and disease Does not heal naturally, healing spells only heal half the normal amount. - Construct: Warforged count as Constructs for the purpose of spells. Neanderthal neanderthal The neanderthals are a feral race of humans, created by the crude and violent deities of the winterlands to dwell in their frozen domains. They are a primitive folk who have never seen the need to become more civilized, usually living in caves or abandoned underground ruins and hunting the surrounding regions with great skill. Ability Adjustments: +2 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence Favored Class (Barbarian): A multiclass neanderthal's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - 30' base speed - Cold Endurance bonus feats - +2 Listen, Spot - Primitive Weapon Mastery: +1 bonus to attack with clubs, quarterstaffs, spears, shortbows, slings, and throwing axes - Human: Neanderthal count as human for the purpose of spells. Frost Folk frost folk Frost folk are an isolated and xenophobic race descended from humans who struck a bargain with the gods of winter. In exchange for power over snow and ice, they sold their souls to a cruel deity - or, as some claim, an archdevil. Ability Adjustments: +4 Strength, +2 Dexterity, +2 Constitution, -2 Charisma Favored Class (Barbarian): A multiclass frost folk's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - 30' base speed - Racial Hit Dice: A frost folk begins with four levels of monstrous humanoid - Level Adjustment: +1 - Darkvision - Natural Armour +2 - Weapon and Armor Proficiency: Frost folk are proficient with the battleaxe and longbow, as well as all simple weapons. They are proficient with light armor and shields. - Cold Subtype: Immune to cold damage, take 50% more damage from fire - Ice Blast: 2d6 cone of cold - Monstrous Humanoid: Frost Folk count as monstrous humanoid for the purpose of spells. Ice Blast Type of Feat: Racial Prerequisite: Frost Folk Specifics: Frost folk can produce a 20-foot cone of icy mist from their left eye. This deals 2d6 points of cold damage to all creatures within the area (Reflex save DC 10 + 1/2 hit dice + Con mod for half). Once a frost folk uses his ice blast, he must wait 1d4 rounds before he can use this ability again. Use: Selected Touch of Fatigue Necromancy Level: Sor/Wiz 0, Duskblade 0, Blighter 0 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 round/level Saving Throw: Fort negates Spell Resistance: Yes You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target. The subject is immediately fatigued for the spell's duration. Uldra uldra Uldras are small fey that dwell in the arctic wilderness, living at peace with the natural world. In particular, uldras are quite fond of the wild animals of the world, and see themselves as the guardians and protectors of such creatures, especially in cases where civilization encroaches. Although they generally prefer to avoid conflict, they are quick to rise in the defense of local wildlife. Ability Adjustments: -2 Strength, +2 Constitution, +2 Wisdom Favored Class (Druid): A multiclass uldra's druid class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Small creature - 20' base speed - Level Adjustment: +1 - Darkvision - Low light vision - Lore +2 - Cold resistance 5 - Frosty Touch - Uldra always deal 1 cold damage on a successful attack - SLAs: Ray of Frost 3/day, Touch of Fatigue 1/day - Fey: Uldra count as fey for the purpose of spells. Marrulurk marrulurk A people known as the marru once lived and warred in the world, but their civilization has long since passed into the waste, devastated and destroyed by internecine wars of terrible magnitude. As a result of these so-called Flesh Wars, the marru turned to a little-understood art called spawncraft, and in so doing created living weapons to wage their battles. These spawncrafted creatures have come to be known collectively as the spawn of marru, but are more commonly referred to as marruspawn. The marru were advanced in other areas as well, but all their arts couldn't save them from destroying themselves. However, marruspawn linger on in forgotten and blasted wastelands across many worlds. Sometimes victory is gained through guile rather than through headstrong charges into battle. This consideration led to the marru's creation of the marrulurk subrace. The marru used these creatures as assassins or treacherous adjuncts to units that also included marrusaults and marrutacts. Marrulurks always look for an advantage in any situation, but like other subraces created by the marru, they have a racial inclination to follow the dictates of marrutacts. This compulsion is somewhat stronger in marrulurks than in marrusaults, but after generations of unmonitored breeding, the compulsion has faded to the point where some marrulurks can ignore it entirely. However, those that openly display disobedience to a marrutact in the confines of a crèche are ordered immediately destroyed. Ability Adjustments: +2 Strength, +6 Dexterity, +4 Constitution, +6 Wisdom, +4 Charisma Favored Class (Rogue): A multiclass marrulurk's rogue class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Small creature - 20' base speed - Level Adjustment: +1 - 3 Racial Hit Dice of Monstrous Humanoid - Darkvision - Low light vision - Natural armour +2 - Fire resistance 5 - +4 Listen, Hide, Move Silently - 2d6 Sneak Attack - Point Blank Shot - Rapid Shot - Poison Use - Death Attack - Armor Proficiency (Light) - Nauseating Breath - 1/day cone of nausea - Monstrous Humanoid: Marrulurk count as Monstrous Humanoid for the purpose of spells. Nauseating Breath Type of Feat: Racial Prerequisite: Marrulurk Specifics: Once per day, a marrulurk can breathe a 10-foot cone of nauseating gas as a free action. All creatures except other marrulurks within the area must succeed on a Fortitude save or be nauseated 1 round (Fort save DC 10 + 1/2 hit dice + Con mod). Use: Selected Crucian crucian Crucians Crucians are humanoids that sport broad, flat shells, like desert crabs, encompassing their upper bodies in nat-ural protection. Not content with just their shells, they often wear additional leather chaps and armlets to protect the rest of their bod-ies. They decorate their shells with brightly colored painted sigils, as well as deeply etched tallies of their personal triumphs on the sandy field of conflict. Most crucians prefer to wield enormous warhammers, weighted to crack even the hardest enemy shells. Ability Adjustments: +4 Strength, -2 Dexterity, +6 Constitution, -2 Charisma Special Abilities - Medium size. - 20' base speed - Low-light vision. - +8 natural armor. A crucian's crablike shell gives it remarkable protection. - Favored Class: Druid. - Level adjustment +2. Spiker spiker Spikers Spikers are of the same general ancestry as bladelings (see Monster Manual II). Both races hail from Acheron, but scholarly speculation places their origins on the Nine Hells of Baator, the Bleak Eternity of Gehenna, or even some unknown metal-based plane. Spikers have the following racial abilities and characteristics. No Ability Score Adjustments Special Abilities - Humanoid - Medium size. - 30 feet base speed - Darkvision - +1 Natural Armor: A spiker's metallic hide offers protection from physical attacks . - Damage reduction 2/bludgeoning: - Resistance to acid 5 - Weapon Proficiency: Spikers receive the Martial Weapon Proficiency feat for armor spikes as a bonus feat. This allows them to use their natural spiked skin as a weapon without penalty (see below). - Natural Spikes (Ex): A spiker's skin is replete with sharp, jagged spikes. A spiker can deal extra piercing damage on a successful grapple check, or deal piercing damage with a melee attack, as if she wore armor spikes. Because of their spiked skin, spikers have a difficult time wearing armor. The maximum Dexterity bonus of the armor is reduced by 1, and the armor check penalty is worsened by 2. For instance, a chain shirt worn by a spiker has a maximum Dexterity bonus of +3 (instead of +4) and an armor check penalty of -4 (rather than -2). These changes don't affect the armor's arcane spell failure chance, nor do they apply to shields used by the spiker. - Favored Class: Fighter Natural Spikes Type of Feat: Racial Natural Spikes (Ex): A spiker's skin is replete with sharp, jagged spikes. A spiker can deal extra piercing damage on a successful grapple check, or deal piercing damage with a melee attack, as if she wore armor spikes. Because of their spiked skin, spikers have a difficult time wearing armor. The maximum Dexterity bonus of the armor is reduced by 1, and the armor check penalty is worsened by 2. For instance, a chain shirt worn by a spiker has a maximum Dexterity bonus of +3 (instead of +4) and an armor check penalty of -4 (rather than -2). These changes don't affect the armor's arcane spell failure chance, nor do they apply to shields used by the spiker. Damage reduction 2/slashing or piercing: A spiker's spiny skin grants resistance to bludgeoning attacks, though piercing or slashing attacks slip through normally. Marrusault marrusault A people known as the marru once lived and warred in the world, but their civilization has long since passed into the waste, devastated and destroyed by internecine wars of terrible magnitude. As a result of these so-called Flesh Wars, the marru turned to a little-understood art called spawncraft, and in so doing created living weapons to wage their battles. These spawncrafted creatures have come to be known collectively as the spawn of marru, but are more commonly referred to as marruspawn. The marru were advanced in other areas as well, but all their arts couldn't save them from destroying themselves. However, marruspawn linger on in forgotten and blasted wastelands across many worlds. In ancient days, armies of marrusaults darkened the once-green plains, fighting for the will of the marru. Bred for fighting, each marrusault knows its worth in any conflict. Hardy survivors, marrusaults eked out existence where many of the weaker or more specialized spawncrafted creations of the marru perished with their masters. Still, a marrusault depends on the equipment and other resources it gains from swearing service to a marrutact. Sometimes a marrusault goes rogue-these creatures often find death in the waste, their bones posing a mystery to travelers who come upon them. Ability Adjustments: +10 Strength, +2 Dexterity, +6 Constitution, -4 Intelligence, +4 Charisma Favored Class (Fighter): A multiclass Marrusault's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Large creature - 30' base speed - Level Adjustment: +2 - 6 Racial Hit Dice of Monstrous Humanoid - Low light vision - Natural armour +5 - Fire resistance 5 - +4 Listen - Weapon Proficiency (Greatsword) - Weapon Focus (Greatsword) - Armor Proficiency (Light) - Armor Proficiency (Medium) - Armor Proficiency (Heavy) - Diehard - Howl of Defiance - 1/day howl of exhaustion or fatigue - Monstrous Humanoid: Marrusault count as Monstrous Humanoid for the purpose of spells. Howl of Defiance Type of Feat: Racial Prerequisite: Marrusault Specifics: Once per day, a marrusault can loose a terrifying howl as a free action. All creatures except other marrusaults within 30 feet must succeed on a Will save of DC 10 + 1/2 hit dice + Cha mod or become fatigued. Those within 10 feet who fail their saves become exhausted. Use: Selected Hybsil hybsil hybsils Hybsil Hybsils are woodland nomads devoted to deities of nature, their families, and crazy acts of bravery. They look like 3-foot-tall centaurs with the bodies of antelopes instead of horses. Coloration of their antelope bodies varies, covering the entire spectrum of browns, blacks, stripes, and spots found in normal antelopes. They live in tribes of twenty to eighty individuals and hunt across wide ranges of territory, often quite distant from their camps in order not to lead enemies to their families. Males have large forking antlers that molt in the dead of winter and grow back in the spring. Female hybsils have smaller straight or spiral antlers without branches, year round. Ability Adjustments -2 Strength, +6 Dexterity, +2 Constitution, +2 Intelligence Favored Class (Druid): A multiclass Hybsil's druid class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Small Creature - 50' Speed - Natural armor +2 - +2 Jump - +4 Disable Device when outside, +4 Search when outside - Permanent See Invisibility - Poison Immunity - Spell Like Abilities: Pass Without Trace, Mirror Image, Dancing Lights, Jump. All 1/day - Level Adjustment +2 Type of Feat: Racial Prerequisite: Hybsil Specifics: As the spell "Mirror Image", usable once per day. Caster level = 1 Use: Selected Type of Feat: Racial Prerequisite: Hybsil Specifics: As the spell "Dancing Lights", usable once per day. Caster level = 1 Use: Selected Type of Feat: Racial Prerequisite: Hybsil Specifics: As the spell "Jump", usable once per day. Caster level = 1 Use: Selected Bariaur bariaur Bariaurs Bariaur Native to the rolling hills and woods of Ysgard, the centaurlike bariaurs wander the lands in search of evil. When a vile foe is located, the bariaurs charge into glorious battle. Standing roughly half a foot taller than a human, a bariaur resembles a centaur. Its lower body is that of a ram, with sleek brown or golden fur and cloven hooves. Its upper body is humanlike, powerfully muscled and sporting a pair of ramlike horns atop its head. The skin of a bariaur ranges in color from pale tan to deep nut-brown. The typical male weighs nearly 300 pounds, with females about 40 pounds lighter. The average bariaur reaches adulthood at about the same age as a halfelf, and the eldest members of the race live to well over 200 years of age. Ability Adjustments +2 Strength, -2 Charisma Favored Class (Ranger): A multiclass Bariaur's Ranger class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Medium creature - 40' base speed - Darkvision - Quadruped: As quadrupeds, bariaurs have a +4 bonus on checks to resist bull rush and trip attacks. - Outsider: Barriaur count as Outsiders for the purpose of spells. - Powerful Charge: A charging bariaur can make a single ram attack that deals bludgeoning damage equal to 2d6 + 1-1/2 times the bariaur's Str modifier. - Spell Resistance: Bariaurs have spell resistance equal to 11 + class level. - +2 racial bonus on Will saves against spells and spelllike abilities. - Skills: Bariaurs have keen senses, giving them a +2 racial bonus on Listen and Spot checks - Level Adjustment: +1 Type of Feat: Racial Prerequisite: Bariur Specifics: A charging bariaur can make a single ram attack that deals bludgeoning damage equal to 2d6 + 1-1/2 times the bariaur's Str modifier. Use: Selected Wildren wildren Wildrens Over time, the petitioners (spirits of the departed) who arrive in the Wilderness of the Beastlands acquire animal traits, eventually becoming celestial beasts or animals. Some instead mingle with the beasts they will one day become, creating new races that are perpetually half-animal, half-humanoid. Prominent among these are the wildren, beings descended from the union of partially transformed dwarf petitioners and celestial badgers. Prowling the darkest forests of Karasuthra, the Beastlands' lowest layer, wildren build elaborate underground burrows, which they defend, out of a commingled racial memory, to the death. Often short-tempered and vengeful, wildren generally live solitary lives, emerging only occasionally from their burrows to hunt and seek mates. Ability Adjustments: +4 Constitution, -2 Dexterity, -2 Charisma Favored Class (Barbarian): A multiclass wildren's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Medium creature - 20' base speed. He can move at this speed even when wearing medium or heavy armor - Level Adjustment: +1 - Darkvision - Scent - Two 1d4 claw attacks - Stability - +4 bonus to resist being bull rushed or tripped - Fury (Ex) - Once per day, a wildren who has taken at least 1 point of damage can choose to enter a brief state of fury. The wildren gains +4 to Strength and -2 to Armor Class. The fury lasts for 1 round. - Outsider: Wildren count as outsiders for the purpose of spells. Fury Type of Feat: Racial Prerequisite: Wildren Specifics: Once per day, a wildren who has taken at least 1 point of damage can choose to enter a brief state of rage-like fury at the beginning of her next turn. In this state, a wildren gains +4 to Strength and -2 to Armor Class. The fury lasts for 1 round, and a wildren cannot end her fury voluntarily. The effect of this ability stacks with similar effects (such as the barbarian's rage class feature). Use: Selected Basin of Deadly Dust Histories of the desert people tell of a star that fell from heaven long ago and touched the earth, creating a great explosion that laid waste to the lands. After the fires had gone out and the smoke had cleared over the formerly green and vibrant land, there remained only a bleak crater and miles of waste on all sides. Despite the empty, unforgiving landscape all around the crater, the location still drew visitors. The first to explore the hole in the earth reported unexplained phenomena and haunting images, but couldn't specify a source. Neither arcane nor divine magic (or even psionic emanations) seemed to radiate from the basin, yet clearly some strange force was at work. An enterprising wizard named Ammavaru, whose many interests included the celestial sphere, financed a larger expedition. Ammavaru and her large family of sons and daughters headed to the basin to set up a permanent outpost. The story circulated that she hoped to mine the crater and nearby areas for residual starmetals, from which exotic alloys and pure metals are sometimes smelted and refined. Unfortunately, things did not go well for Ammavaru. Mining implements broke on a regular basis, for no reason anyone could immediately determine. Work animals and slaves were given to sudden panics, and everyone reported dreams of ever-increasing dread, usually involving a slow death from being buried under a crushing weight of tiny sand particles. One day, the reports from Ammavaru back to her financiers simply ceased. The courier assigned to run messages never returned, and new couriers hired by the financiers also failed to return. Eventually, Ammavaru's venture was written off as a costly loss, and the location was forgotten. This is a 4th level encounter area, taken from the Sandstorm sourcebook. As such, it features some skill use, limited resting, and reasonable combat. It is also short, and can be completed in an hour or less. Please note that this encounter area uses Sandstorm's heat dangers, and therefore races adapted to that such as Bhuka and Asherati and characters with the Heat Endurance feat will do best. Characters should be fully equipped before attempting the encounter area. Aberrant Feats Contains all aberrant feats extant in the PRC Aligned Aura Abjuration Level: Blackguard 4, Cleric 4, Paladin 4, Components: V, S, DF, Casting Time: 1 standard action Range: 20 ft. or 60 ft. Area: 20-ft.-radius emanation or 60-ft.-radius burst, centered on you Duration: 1 round/level or until discharged Saving Throw: Fortitude partial Spell Resistance: Yes A rush of divine energy flows through your holy symbol, infusing your body with the essence of the divine ethos. When you cast this spell, choose one non-neutral aspect of your own alignment-chaos, evil, good, or law. (If you are neutral, you can select whichever alignment you wish each time you cast this spell). You are immediately surrounded in a 20-foot aura of invisible energy associated with the chosen alignment component. Anyone in that area who shares that alignment component gains a bonus, and anyone with the opposed alignment component must make a Fortitude save or take a penalty. The values of these modifiers and the features to which they apply are given on the following table. These modifiers end when the affected creature leaves the spell's area. Chaos +1 on attack rolls -1 on saving throws Evil +1 on damage rolls -1 to AC Good +1 on saving throws -1 on attack rolls Law +1 on Armor Class -1 on damage rolls At any point before the duration expires, you can choose to unleash the spell's remaining power in a 60-foot burst that deals 1d4 points of damage per round of duration remaining (maximum 15d4) to each creature of the opposed alignment in the area. Each affected creature can attempt a Fortitude save for half damage. The burst also heals 1 point of damage per round of duration remaining (maximum 15 points) for each creature of the same alignment in the area. Once this option is invoked, the spell ends immediately. Angelskin Abjuration [Good] Level: Paladin 2, Components: V, S, DF, Casting Time: 1 standard action Range: Touch Target: Lawful good creature touched Duration: 1 round/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You touch your ally with the holy symbol and invoke the blessed words. An opalescent glow spreads across her skin, imbuing it with a pearl-like sheen. The subject gains damage reduction 5/+3. Lesser Aspect of the Deity Transmutation [Evil, Good] Level: Paladin 4, Mysticism 3, Components: V, S, DF, Casting Time: 1 action Range: Personal Target: You Duration: 1 round/level When you cast this spell, your body changes into a form more like your deity's (in a very limited fashion, of course). You gain an enhancement bonus (1d4+1 points) to your Charisma score. You also gain resistance 10 to two or three energy types: acid, cold, and electricity if you are good, cold and fire if you are evil. Axiomatic Storm Conjuration (Creation) Level: Cleric 3, Paladin 3, Components: V, S, M, DF, Casting Time: 1 standard action Area: Cylinder (20-ft. radius, 20 ft. high) Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No You call upon the forces of law and a heavy rain begins to fall around you, its raindrops harsh and metallic. Above you, a jet of caustic acid lances down from the heavens. A driving rain falls around you. It falls in a fixed area once created. The storm reduces hearing and visibility, resulting in a -4 penalty on Listen, Spot, and Search checks. It also applies a -4 penalty on ranged attacks made into or out of the storm. The rain damages chaotic creatures, dealing 2d6 points of damage per round (chaotic outsiders take double damage). In addition, each round, a gout of acid strikes a randomly selected chaotic outsider within the spell's area, dealing 5d6 points of acid damage. Bladebane Transmutation Level: Paladin 2, Cleric 3, Sorcerer 4, Wizard 4, Components: V, S, M, Casting Time: 1 standard action Range: Touch Target: Weapon touched Duration: 1 round/level Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object) You impart a deadly quality to a single bladed weapon (any slashing weapon) for a short time. Bladebane confers the bane ability on the weapon touched, against a creature type (and subtype, if necessary) of your choice. The weapon's enhancement bonus increases by +2 against the appropriate creature type, and it deals +2d6 points of bonus damage to those creatures. Blessed Aim Divination Level: Blackguard 1, Cleric 1, Paladin 1, Components: V, S, Casting Time: 1 standard action Range: 50 ft. Effect: 50-ft.-radius spread centered on you Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: No With the blessing of your deity, you bolster your allies' aim with an exhortation. This spell grants your allies within the spread a +2 morale bonus on ranged attack rolls. Blessing of the Righteous Evocation [Good] Level: Cleric 4, Paladin 4, Components: V, S, DF, Casting Time: 1 standard action Range: 40 ft. Area: All allies in a 40-ft.-radius burst centered on you Duration: 1 round/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) A sudden burst of warm, radiant light engulfs you and your allies. The light fades quickly but lingers on the weapons of those affected. You bless yourself and your allies. You and your allies'melee and ranged attacks deal an extra 1d6 points of holy damage and are considered good-aligned for the purpose of overcoming damage reduction. Clear Mind Abjuration Level: Paladin 1, Components: V, S, DF, Casting Time: 1 standard action Range: Personal Target: You Duration: 10 minutes/level _A silver glow sheathes your body as you complete the spell. As the glow fades, you feel a touch of the divine at the back of your mind. This divine touch spreads until you feel your concerns and anxieties fade away._ You gain a +4 sacred bonus on saving throws made against mind-affecting spells and effects. Cloak of Bravery Abjuration [Mind-Affecting] Level: Paladin 2, Cleric 3, Courage 3, Components: V, S, Casting Time: 1 standard action Range: 60 ft. Area: 60-ft.-radius emanation centered on you Duration: 10 minutes/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Summoning up your courage, you throw out your arm and sweep it over the area, cloaking all your allies in a glittering mantle of magic that bolsters their bravery. All allies within the emanation (including you) gain a morale bonus on saves against fear effects equal to your caster level (to a maximum of +10 at caster level 10th). Diamondsteel Transmutation Level: Paladin 3, Sorcerer 3, Wizard 3, Components: V, S, M, Casting Time: 1 standard action Range: Touch Target: Suit of metal armor touched Duration: 1 round/level Saving Throw: Will negates (object) Spell Resistance: Yes (object) You pass your hand over the suit of armor several times before finally touching it. As you do so, you feel a warmth grow in the palm of your hand. The warmth passes into the armor and manifests as a sparkling shine. Diamondsteel enhances the strength of one suit of metal armor. The armor provides damage reduction equal to half the AC bonus of the armor. This damage reduction can be overcome only by +5 weapons. For example, a suit of full plate would provide damage reduction 4/+5, and a +1 breastplate (+6 AC) would provide damage reduction 3/+5. Lesser Aura of Cold Transmutation [Cold] Level: Cleric 3, Druid 3, Disciple of Thrym 3, Paladin 4, Ranger 4, Components: V, S, DF, Casting Time: 1 standard action Range: 5 ft. Area: 5-ft.-radius spherical emanation, centered on you Duration: 1 round/level (D) Saving Throw: None Spell Resistance: Yes You are covered in a thin layer of white frost and frigid cold emanates from your body, dealing 1d6 points of cold damage at the start of your round to each creature within 5 feet. Lawful Sword Evocation Level: Paladin 4, Components: V, S, Casting Time: 1 standard action Range: Touch Target: Weapon touched Duration: 1 round/level Saving Throw: None Spell Resistance: No Calling to mind thoughts of justice, you run your fingers along the weapon, imbuing it with power. This spell functions like holy sword (PH 242), except as follows. The weapon functions as a +5 axiomatic weapon (+5 enhancement bonus on attack rolls and damage rolls, lawful-aligned, deals an extra 2d6 points of damage against chaotic opponents). It also emits a magic circle against chaos effect (as the spell). Aura of the Sun Aura of the Sun Abjuration [Light] Level: Cleric 4, Paladin 4, Components: V, S, DF, Casting Time: 1 standard action Range: 10 ft. Area: 10-ft.-radius emanation centered on you Duration: 1 round/level (D) Saving Throw: No Spell Resistance: None By casting aura of the sun, you fill the area around you with warm, glowing light that eliminates natural shadows and hampers magical darkness. Any creature attempting to cast a spell from the shadow subschool or a spell with the darkness descriptor within an aura of the sun must succeed on a caster level check (DC 11 + your caster level), or the spell fails. Areas of magical darkness originating from 3rd-level or lower spells and effects are temporarily suppressed when overlapping with an aura of the sun. Creatures that take penalties in bright light also take them while within an aura of the sun, and an undead creature takes 1d6 points of positive energy damage at the end of its turn every round that it spends within the spell's area.Furthermore, any creature attempting to hide within the aura takes a -4 penalty on Hide checks. This effect is centered on you and moves with you. Anyone who enters the aura immediately becomes subject to its effect, but creatures that leave are no longer affected. Righteous Aura Abjuration [Good, Light] Level: Paladin 4, Components: V, S, DF, Casting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level You invoke the powers of good and law, and in response to your pleas, you glow with the golden radiance of the sun. You are bathed in an unearthly glow for the duration of the spell, as if a daylight spell (PH 216) had been cast on you. You get a +4 sacred bonus to Charisma. If you die, your body is converted into an explosive blast of energy in a 20-foot-radius burst centered where you fell, dealing 2d6 points of damage per caster level (maximum 20d6) to all evil creatures in the burst's area. Good creatures in the area are healed by the same amount, and undead take double this damage. Spell resistance cannot prevent this damage, but a successful Reflex save reduces it to half. Your body is disintegrated, so you cannot be raised with a raise dead spell. Spells that do not require an intact body, such as true resurrection, can be used to bring you back to life as normal. Righteous Fury (Spell Compendium, p. 177) Transmutation Level: Paladin 3, Components: V, S, DF, Casting Time: 1 standard action Range: Personal Target: You Duration: 1 minute/level You pull a holy aura about you that glows a golden red. Summoning the power of your deity, you charge yourself with positive energy. This gives you 5 temporary hit points per caster level (maximum 50) and a +4 sacred bonus to Strength. These temporary hit points last for up to 1 hour. Seek Eternal Rest Conjuration (Healing) Level: Paladin 3, Components: V, DF, Casting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level You invoke the greater powers and are infused with a great, golden glow, empowering you with holy glory. You improve your ability to turn undead. For the purpose of turning or destroying undead, you are treated as a cleric of your paladin level. Strength of Stone Transmutation Level: Paladin 2, Components: V, S, DF, Casting Time: 1 swift action Range: Personal Target: You Duration: 1 round You call upon the fortitude of the powers of good, and your flesh turns an ivory-gray hue as you draw power up through the earth itself. The spell grants you a +8 enhancement bonus to Strength. Undead Bane Weapon Transmutation Level: Paladin 3, Cleric 4, Components: V, S, DF, Casting Time: 1 Standard Action Range: Touch Target: Weapon or projectiles touched Duration: 1 hour/level Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object) Your hand glows with a dull light, and when you touch the weapon, the light shifts to it, so that it sheds a serene gray radiance as bright as a candle. You give a weapon the undead bane special ability in addition to any other properties it has. Against undead, your weapon's enhancement bonus is 2 higher than normal, and it deals an extra 2d6 points of damage against undead. The spell has no effect if cast upon a weapon that already has the undead bane special ability. Alternatively, you can affect arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together, such as in the same quiver. Projectiles, but not thrown weapons, lose their transmutation after one attack. Lesser Visage of the Diety Transmutation [Good or Evil] Level: Cleric 3, Blackguard 4, Paladin 4, Mysticism 3, Components: V, S, DF, Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level As you end your prayer, you can feel the hand of your deity upon you. Your appearance reflects her divine power, and her touch grants you resistance from some of the damage of this world. You gain a +4 enhancement bonus to Charisma. You also gain resistance to acid 10, cold 10, and electricity 10 if you are good, or resistance to cold 10 and fire 10 if you are evil. Aberration Blood (Bulging Eyes) Aberration Blood (Flexible Limbs) Aberration Blood (Segmented Eyes) Aberration Blood (Sticky Fingers) Aberration Blood (Tail) Type of Feat: Aberrant Prerequisite: Humanoid Specifics: You gain a physical feature that grants you a bonus on one check. Bulging Eyes - +2 Spot Flexible Limbs - +2 on grapple checks Segmented Eyes - +3 Search Sticky Fingers - +3 Climb Tail - +4 Balance Use: Automatic Bestial Hide Type of Feat: Aberrant Prerequisite: Aberration Blood Specifics: Your natural armor bonus to AC improves by 1 for every two aberrant feats you possess. Use: Automatic Deepspawn Type of Feat: Aberrant Prerequisite: Aberration Blood, one other aberrant feat Specifics: Two short but powerful tentacles sprout from your waist. You gain two secondary tentacle natural attacks that each deal 1d4 damage (as a medium creature). You gain a +2 racial bonus on grapple checks. Use: Automatic Durable Form Type of Feat: Aberrant Prerequisite: Aberration Blood Specifics: At the beginning of the day, you gain 2 temporary hit points for each aberrant feat you have. Use: Automatic Inhuman Vision Type of Feat: Aberrant Prerequisite: Aberration Blood Specifics: You gain a racial bonus on Spot checks equal to the number of aberrant feats you possess. You gain darkvision. Use: Automatic Scavenging Gullet Type of Feat: Aberrant Prerequisite: Aberration Blood Specifics: You gain a +4 racial bonus on Fortitude saves to resist the effect of poisons, as well as on Fortitude saves to resist diseases. Use: Automatic Warped Mind Type of Feat: Aberrant Prerequisite: Aberration Blood Specifics: You gain a racial bonus on Will saves against mindaffecting spells and abilities equal to one-half the number of aberrant feats you possess. You gain 1 psionic power point for each aberrant feat you possess. Use: Automatic Aberration Wild Shape Type of Feat: Aberrant Prerequisite: Aberration Blood Specifics: You can use your wild shape ability to assume the form of an aberration. This requires using PRC Options -> Misc Options -> Aberration Wild Shape to choose. Use: Automatic Epic Spellfire Wielder I Epic Spellfire Wielder II Epic Spellfire Wielder III Epic Spellfire Wielder IV Epic Spellfire Wielder V Epic Spellfire Wielder VI Epic Spellfire Wielder VII Epic Spellfire Wielder VIII Epic Spellfire Wielder IX Epic Spellfire Wielder X Type of Feat: Spellfire Prerequisite: Spellfire Wielder, Endurance, Concentration 20 ranks Specifics: For the purpose of determining your limit of stored spellfire energy levels, treat your Constitution score as if it were 4 points higher than it is. You can select Epic Spellfire Wielder multiple times. Each time you take this feat, your limit of stored spellfire energy levels increases by 4. Use: Automatic Reth Dekala reth dekala Reth Dekalas Long ago, a race of mortal warriors known as the reth dekala sold their souls to an infernal power in exchange for the power to destroy all who opposed them. For a time, they were the scourge of their world, undisputed masters over the wide lands they had conquered-and when they died, their debt came due and they were enslaved by the archdevil who had aided them. The reth dekala served their master as fierce warriors, fighting in the endless wars of the lower planes, but when the archdevil turned them against their own mortal descendants, the reth dekala rebelled against their infernal lord. The archdevil cursed his faithless warriors, setting in their very flesh the perpetual torment of his corrupt flames - but the reth dekala destroyed their former master and took his crimson citadel on the iron plains of Acheron for their own. The reth dekala now exist as cursed infernal warriors, eternally tormented by the sorcerous flames that consume but do not kill them. To end their torment they must fulfill the oath they broke long ago, and destroy every one of their own living descendants. But their mortal lives were long ago, and many generations have passed, so hundreds of individuals scattered around the world now carry traces of reth dekala blood. The cursed warriors seek out these living scions of their own race, and slay them wherever they are found. While they search, they serve as capable mercenaries, guardians, and overseers for those who appreciate strength and honor untempered by mercy. Ability Adjustments: +8 Strength, +4 Dexterity, +6 Constitution, +4 Wisdom, +4 Charisma Favored Class (Sorcerer): A multiclass reth dekala's sorcerer class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Outsider - Reth Dekala count as outsiders for the purpose of spells. - Medium creature - 30' base speed - Level Adjustment: +5 - Racial Hit Dice: 5 levels of outsider - Darkvision - Fortification - Immune to critical hits and sneak attacks - Racial Skills - +4 bonus to Balance and Jump - Aligned Strike (Su) - A reth dekala's weapons, are treated as +4 for the purposes of overcoming damage reduction. - Martial Maneuvers - A reth dekala knows several martial maneuvers and stances (initiator level 5th). It recovers expended maneuvers by resting and meditating for 5 minutes. It can use each maneuver once per encounter. - Stances Known - martial spirit (1st), thicket of blades (3rd) - Strikes Known - daunting strike (5th), death from above (4th), disarming strike (2nd), entangling blade (4th) - Counters Known - wall of blades (2nd) - Vilefire Aura (Su) - Each round at the beginning of the reth dekala's turn, creatures adjacent to the reth dekala take 1d6 points of damage; living creatures also become sickened for 1 round. A DC 10 + 1/2 hit dice + Con modifier Fort save negates both effects. Half the damage dealt is acid damage and half is fire damage. - Vilefire Blast (Su) - A ranged touch attack that deals 1d8 points of damage. Half the damage dealt is acid damage and half is fire damage. Living creatures struck by a vilefire blast must succeed on a Fortitude save (DC 10 + 1/2 hit dice + Con mod) or become sickened for 1 round. - Resists - Acid and Fire 15 - Proficiencies - A reth dekala is automatically proficient with simple and martial weapons, and light and medium armor Vilefire Blast Type of Feat: Racial Prerequisite: Reth Dekala Specifics: A ranged touch attack that deals 1d8 points of damage. Half the damage dealt is acid damage and half is fire damage. Living creatures struck by a vilefire blast must succeed on a Fortitude save (DC 10 + 1/2 hit dice + Con mod) or become sickened for 1 round. Use: Selected Reth Dekala Martial Spirit Reth Dekala Thicket of Blades Reth Dekala Daunting Strike Reth Dekala Death From Above Reth Dekala Disarming Strike Reth Dekala Entangling Blade Reth Dekala Wall of Blades Recover Reth Dekala Maneuvers Type of Feat: Racial Prerequisite: Reth Dekala Specifics: This feat allows you to recover maneuvers. A Reth Dekala expended maneuvers by resting and meditating for 5 minutes. It can use each maneuver once per encounter, and does not need to ready them. Use: Selected. Grip of Iron Psychometabolism Level: Psychic warrior 1 Manifesting Time: 1 immediate action Range: Personal Target: You Duration: 1 round/level Saving Throw: None Power Resistance: No Power Points: 1 Metapsionics: Extend You can improve your chances in a grapple as an immediate action, gaining a +4 enhancement bonus on your grapple checks. Augment: For every 4 additional power points you spend, the enhancement bonus on your grapple checks increases by 2. Psychic Warrior Grip of Iron Fist of Zuoken Grip of Iron Warmind Grip of Iron Psion Grip of Iron Wilder Grip of Iron Psychic Rogue Grip of Iron Psionic Lion's Charge Psychometabolism Level: Psychic warrior 2 Manifesting Time: 1 swift action Range: Medium (100 ft. + 10 ft./level) Target: One enemy Duration: Instantaneous Saving Throw: None Power Resistance: No Power Points: 3 Metapsionics: None You gain the powerful charging ability of a lion. When you charge your target, you make a full attack at the end of the charge. Augment: For every additional power point you spend, each of your attacks after the charge gain damage equal to the number of additional points spent. Centaur Trample Type of Feat: Racial Prerequisite: Centaur race, Dex 15 Specifics: When you attempt to overrun an opponent, your target may not choose to avoid you. You may make one hoof attack against any target you knock down. Use: Automatic Arkamoi arkamoi Arkamois Arkamoi are the thinkers, leaders, and arcane spellcasters of the ushemoi. They have an innate ability for arcane magic, and their keen minds allow them to lead with ruthless efficiency. Though arkamoi are physically weaker than others of their kind, the other ushemoi take a deferential attitude toward them. Lashemoi and turlemoi are happy to acquiesce to the arkamoi's natural leadership, while hadrimoi recognize the arkamoi as savvy commanders with a knack for turning a situation to their advantage. When an arkamoi casts spells, for a time the energy flowing through its body sharpens its mind and improves each spell it subsequently casts. As its spellcasting skill soars, an arkamoi becomes increasingly deadly. Arkamoi Ability Adjustments: +4 Dex, +4 Con, +4 Int, +2 Wis, +4 Cha Favored Class (Sorcerer): A multiclass Arkamoi's sorcerer class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Low Light Vision - Base movement of 30 - Weapon Proficiency (Simple) - Spell Resistance: Innate spell resistance of 10, plus 1 per character level - Natural Armor Bonus: Racial natural armor bonus of 2 - Damage Reduction: Innate damage reduction of 5/- to bludgeoning damage - Strength from Magic (Ex): For each arcane spell cast, an arkamoi increases the save DC of subsequent arcane spells it casts by 1. Additionally, the arkamoi gains a +2 bonus on damage rolls for subsequent spells, and gains a +2 deflection bonus to AC. These benefits last for 1 minute. Bonuses stack each time an arkamoi casts an arcane spell, to a maximum of a +5 bonus to save DCs, a +10 bonus on damage rolls, and a +10 deflection bonus to AC. - Arcane Mastermind (Ex): When an arkamoi's bonus to spell save DCs from its strength from magic ability is +3 or higher, once per round, as an immediate action, the arkamoi grants a +2 bonus to an ally's next attack roll. - Monstrous Humanoid: Arkamoi are considered Monstrous Humanoid for the purpose of spells - Sorcerer Casting: Arkamoi cast spells as a Sorcerer of their hit dice (4th level) (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +4 Racial Hit Dice/Class: 4 of Monstrous Humanoid Strength from Magic Lashemoi lashemoi Lashemois Lashemoi are the drudge workers, low-ranking warriors, and servitors of ushemoi society. Though lashemoi typically toil under the direction of arkamoi and hadrimoi leaders, turlemoi sometimes gather lashemoi to them as hunters, scouts, and expendable advance troops. Without leadership, lashemoi keep to themselves. Though they attack other creatures for food and treasure, they are meek, cowardly, and easily driven off. Lashemoi avoid standup fights even against weaker foes and are typically content to take potshots at soft, easy targets. Lashemoi have a natural connection to their ushemoi brethren, but they are just as likely to be found in the service of ogre mages, hobgoblin chieftains, evil clerics, and the like. Other ushemoi refer to lashemoi as “mongrels,” not because of their heritage, but for the lashemoi's tendency to follow any charismatic creature. Lashemoi Ability Adjustments: +2 Str, +6 Con, -6 Int, -2 Cha Favored Class (Barbarian): A multiclass Lashemoi's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Low Light Vision - Base movement of 30 - Natural Armor Bonus: Racial natural armor bonus of 2 - Damage Reduction: Innate damage reduction of 5/- to bludgeoning damage - Two Claw Attacks (1d4) - -4 penalty on saves against Fear - Lesser Strength from Pain (Ex): Whenever a lashemoi takes damage from any source, it gains a +1 bonus on attack rolls, a +1 bonus on damage rolls, and its natural armor bonus to AC increases by 1. These benefits last for 1 minute. Bonuses stack each time a lashemoi takes damage, to a maximum of a +5 bonus on attack rolls, a +5 bonus on damage rolls, and a +5 natural armor bonus to AC. All bonuses reset after one minute from when they were first gained. - Monstrous Humanoid: Lashemoi are considered Monstrous Humanoid for the purpose of spells (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +2 Racial Hit Dice/Class: 2 of Monstrous Humanoid Lesser Strength from Pain Strength from Pain Rock Throwing Type of Feat: Racial Prerequisite: Turlemoi race Specifics: You can throw rocks as a ranged attack against opponents Use: Selected Turlemoi turlemoi Turlemois Turlemoi are the largest of the ushemoi. Solitary creatures, they wander the wilderness and the back roads in search of food or easy prey. As a turlemoi takes damage, its tendrils of flesh fuse into a crimson shell that covers its body. A turlemoi that has sustained several injuries looks like a giant with a smooth, blood-red hide. A turlemoi's personality also changes as its body transforms. Though it starts out meek and fearful, it becomes more confident and wrathful the more damage it takes. Though other creatures might start a fight with confidence and flee when they are injured, turlemoi do the opposite. Once committed to combat, a turlemoi fights to the death. Turlemoi Ability Adjustments: +6 Str, +4 Dex, +8 Con, -4 Int, +4 Wis, -4 Cha Favored Class (Barbarian): A multiclass Turlemoi's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Large Creature - Low Light Vision - Base movement of 40 - Natural Armor Bonus: Racial natural armor bonus of 3 - Damage Reduction: Innate damage reduction of 10/- to bludgeoning damage - Two Slam Attacks (2d6) - -4 penalty on saves against Fear - Strength from Pain (Ex): Whenever a Turlemoi takes damage from any source, it gains a +1 bonus on attack rolls, a +2 bonus on damage rolls, and its natural armor bonus to AC increases by 2. These benefits last for 1 minute. Bonuses stack each time a Turlemoi takes damage, to a maximum of a +5 bonus on attack rolls, a +10 bonus on damage rolls, and a +10 natural armor bonus to AC. All bonuses reset after one minute from when they were first gained. - Rising Courage (Ex): When a turlemoi's bonus on attack rolls from its strength from pain ability is +3 or higher, it becomes immune to all mind-affecting spells and abilities. - Rock Throwing (Ex): Turlemoi can throw rocks as a ranged weapon, as do giants - Monstrous Humanoid: Turlemoi are considered Monstrous Humanoid for the purpose of spells (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +4 Racial Hit Dice/Class: 12 of Monstrous Humanoid Hadrimoi hadrimoi Hadrimois The wandering hadrimoi are shiftless vagabonds willing to do nearly anything to earn a little coin or a meal. Though their monstrous appearance prevents them from moving openly in human society, they thrive in the shadowy corners of the criminal underworld, where their innate speed and agility make them excellent thugs and assassins. Hadrimoi gather in small bands, hoping to better defend against their enemies. When found in these traveling groups, they typically have a few turlemoi along as enforcers. Unlike their larger cousins, hadrimoi have a nasty nature in and out of combat. They take advantage of the turlemoi's natural cowardice to cow them into submission. As a hadrimoi takes damage, it grows taller and thinner. The grooves in its skin become smooth as its body fills out to its full size. In this form, a hadrimoi gains great speed and agility. Hadrimoi Ability Adjustments: +2 Str, +8 Dex, +4 Con, +2 Int, +2 Wis Favored Class (Rogue): A multiclass Hadrimoi's rogue class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Low Light Vision - Base movement of 30 - Damage Reduction: Innate damage reduction of 10/- to bludgeoning damage - Speed from Pain (Ex): Whenever a Hadrimoi takes damage from any source, it gains a +1 bonus on attack rolls and Reflex saves, a +10 bonus to speed, and a dodge bonus to AC of 2. These benefits last for 1 minute. Bonuses stack each time a Hadrimoi takes damage, to a maximum of a +5 bonus on attack rolls and reflex saves, a +50 bonus to speed, and a +10 dodge bonus to AC. All bonuses reset after one minute from when they were first gained. - Dagger Dance (Ex): When a Hadrimoi's bonus on attack rolls from its speed from pain ability is +3 or higher, it gains the spring attack feat - Perfect Symmetry (Ex): As a full attack, a hadrimoi can attack with up to four light weapons with no penalty on attack rolls (including from dual-wielding). If it tries to use heavier weapons, it can make multiple attacks only according to its base attack bonus, and it takes the normal penalties for attacking with two or more weapons. - Monstrous Humanoid: Hadrimoi are considered Monstrous Humanoid for the purpose of spells (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +4 Racial Hit Dice/Class: 9 of Monstrous Humanoid Speed from Pain Redspawn Arcaniss redspawn arcaniss Redspawn Arcanisses Tiamat created the redspawn arcanisses to be her spellcasters in battle, imbuing them with a red dragon's love of carnage and the magic all true dragons inherit with age. The arcanisses serve her as engines of destruction, wildly hurling deadly spells amid the Chromatic Dragon's more melee-oriented forces. Redspawn Arcaniss Ability Adjustments: +2 Dex, +4 Con, +6 Cha Favored Class (Sorcerer): A multiclass Redspawn Arcaniss's sorcerer class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Low Light Vision - Darkvision - Base movement of 40 - Natural Armor Bonus: Racial natural armor bonus of 2 - Immune to Fire damage - Vulnerable to Cold damage - Immune to Paralysis - Armored Caster (Ex): A redspawn arcaniss can wear light armor and use light shields without an arcane spell failure chance - Fire Spell Affinity (Ex): A redspawn arcaniss casts fire spells at +2 caster level. In addition, the redspawn arcaniss heals 2 points of damage per spell level each time it casts a fire spell. - Monstrous Humanoid: Redspawn Arcaniss are considered Monstrous Humanoid for the purpose of spells - Sorcerer Casting: Redspawn Arcaniss cast spells as a Sorcerer of their 3/4 hit dice (6th level at 8 RHD) (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +4 Racial Hit Dice/Class: 8 of Monstrous Humanoid Cunning Brilliance Slot 1 Cunning Brilliance Slot 2 Cunning Brilliance Slot 3 Type of Feat: Class Specific Prerequisite: Factotum 19 Specifics: By spending 4 inspiration points as a free action, you gain the bene?ts and drawbacks of one chosen ability for 1 minute. You use the ability as if your level in the relevant class equaled your factotum level. You can use each chosen class ability once per day. Use: Selected Cunning Brilliance Slot Check Type of Feat: Class Specific Prerequisite: Factotum 19 Specifics: Tells the player what class abilities are stored in each slot Use: Selected Arcane Mastermind Type of Feat: Racial Prerequisite: Arkamoi Specifics: When an arkamoi's bonus to spell save DCs from its strength from magic ability is +3 or higher, its mind begins to work with lightning precision. Once per round, as an immediate action, the arkamoi can lend tactical advice to an ally. This effect grants a +2 bonus on that ally's attack roll. Use: Selected Gloura gloura Glouras The rare and delicate glouras are the fey of the Underdark. The powerful magic of these creatures is more than sufficient to keep them safe from their foes. They are shy, elusive creatures who can sometimes be heard singing or playing caveharps far away, creating songs of heartstopping beauty. Glouras are sweet natured and nurturing, and endeavor to heal any injured animals, humanoids, or monstrous humanoids in the Underdark that they feel they can approach safely. A gloura resembles a silver-skinned human with black eyes that seem too large for its face. From its back sprouts a pair of gray wings, like those of a moth. Glouras favor simple clothing, and most carry musical instruments, often caveharps. Gloura Ability Adjustments: +10 Dex, +4 Con, +2 Wis, +6 Cha Favored Class (Bard): A multiclass Gloura's bard class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Low Light Vision - Darkvision - Damage Reduction 10/+3 - Flight - Unearthly Grace: A gloura gains a deflection bonus to Armor Class and all saving throws equal to its Charisma modifier - Fey: Gloura are considered Fey for the purpose of spells - Bard Casting: Gloura cast spells as a Bard of their hit dice (7th level) (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +2 Racial Hit Dice/Class: 7 of Fey Ultimate Magus Ultimate Magi ultimate magus (PRESTIGE CLASS) Text - Hit Die: d4. - Proficiencies: An Ultimate Magus does not gain any additional weapon or armor proficiencies. - Skill Points: 2+ Int modifier. REQUIREMENTS: Skills: Lore 4, Spellcraft 8 Special: Must be a 4th level wizard, 1st level sorcerer Feat: Any metamagic feat BONUS SPELLS: Text 13138 13139 Crypt Spawn “Crypt spawn” is a template that can be applied to any living creature (referred to hereafter as the “base creature”). The base creature's type changes to “undead.” It uses all the base creature's statistics and special abilities except as noted here. Hit Dice: Undead Hit Dice. AC: A crypt spawn gains a natural armor bonus (see the table below). If the base creature already has natural armor, use the better value. Hit Dice Natural Armor 1-4 +1 5-8 +2 9-12 +3 13-16 +4 17+ +5 Special Qualities: A crypt spawn retains all the special qualities of the base creature and those listed below, and also gains the undead type. Darkvision (Ex): A crypt spawn can see in complete darkness as well as daylight. Turn Resistance (Ex): A crypt spawn has +2 turn resistance. Abilities: As an undead creature, a crypt spawn has no Constitution score. Skills: A crypt spawn receives a +4 racial bonus on Intimidate checks. Level Adjustment: Same as base creature +2 Bright Evening Star Bright Evening Star Wielder Requirements Ability to cast 1st level arcane spells Skills: Lore 3 Alignment: any nonevil 1500 gp LEGACY RITUALS Least: 4000 gp. Lesser: 13,500 gp. Greater: 43,000 gp. LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence) Save Penalty: -1 at 6th Skill Check Penalty: -1 at 8th Caster Level Penalty: -1 at 7th, -2 at 13th Spell Slot Penalty: -1 1st level spell slot at 6th, and lose one slot of the next highest level every two levels thereafter LEGACY ITEM ABILITIES Starbright (Su): At 5th level you gain low-light vision while outside at night, if you have low-light vision, the range triples Fire of the Heart (Sp): At 6th level and higher, at will on command, you can evoke a burst of magical starlight, which works as a faerie fire spell. The light created is blue. Caster level 5th. Enthralling Lights (Sp): Starting at 7th level, three times per day on command, you can create an area of dancing stars and glowing dust, duplicating the effect of a hypnotic pattern spell. The save DC is 11, or 11 + your Charisma modifier, whichever is higher. Caster level 5th. Color Spray (Sp): At 8th level and higher, you can command Bright Evening Star to emit a fountain of multicolored light that functions as a color spray spell. The save DC is 11, or 11 + your Charisma modifier, whichever is higher. This ability is usable three times per day. Caster level 5th Blinding Flash (Sp): Beginning at 10th level, three times per day on command, you can cause Bright Evening Star to flare with a pulse of sudden, bright light that acts as a blindness spell. The save DC is 13, or 12 + your Charisma modifier, whichever is higher. Caster level 5th. Shooting Stars (Sp): At 11th level and higher, two times per day, you can command Bright Evening Star to fire five darts of force that look like shooting stars. They function as a magic missile spell cast by a 10th-level caster. Glittering Motes (Sp): Starting at 13th level, once per day on command, you can use glitterdust as the spell. The save DC is 13, or 12 + your Charisma modifier, whichever is higher. Caster level 5th. Starlight Resistance (Su): At 14th level, Bright Evening Star grants you a +3 resistance bonus on all saving throws. At your option, the effect creates a glimmer of hundreds of tiny stars, which are visible on your body and clothing Twinkle (Sp): At 16th level and higher, three times per day on command, you can use blink as the spell. Your image seems to fl icker like a twinkling star. Caster level 11th. Silver Starlight (Sp): Beginning at 17th level, once per day on command, you can summon forth up to four beams of painfully bright, cold light. This ability functions much like sunbeam, but the light is pure, focused starlight and moonlight. The beam deals no extra damage to undead. Instead, lycanthropes take damage from the beam as if they were undead being affected by a normal sunbeam spell. Fungi, mold, oozes, and slimes still take extra damage (as if they were lycanthropes). The save DC is 20, or 17 + your Charisma modifi er, whichever is higher. Caster level 15th. Starlight Dispelling (Sp): At 18th level and higher, once per day on command, you can use greater dispel magic as the spell. If the dispelling attempt is initiated by night under an unclouded sky, the associated caster level check is made with a +5 bonus. Caster level 15th. Tales in the Sky (Sp): Many sages know that the future can be read through the stars, but few realize that, by tracing their movements backward, secrets of long ago can be divined. Beginning at 19th level, once per day on command, you can use legend lore as the spell. You must be able to see the stars for this ability to function. Caster level 15th. Call Down a Star (Sp): At 20th level and higher, once every other day on command, you can summon an elder fi re elemental. Caster level 17th. Fire of the Heart Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: At 6th level and higher, at will on command, you can evoke a burst of magical starlight, which works as a faerie fire spell. The light created is blue. Caster level 5th. Use: Selected Enthralling Lights Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: Starting at 7th level, three times per day on command, you can create an area of dancing stars and glowing dust, duplicating the effect of a hypnotic pattern spell. The save DC is 11, or 11 + your Charisma modifier, whichever is higher. Caster level 5th. Use: Selected Color Spray Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: At 8th level and higher, you can command Bright Evening Star to emit a fountain of multicolored light that functions as a color spray spell. The save DC is 11, or 11 + your Charisma modifier, whichever is higher. This ability is usable three times per day. Caster level 5th Use: Selected Blinding Flash Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: Beginning at 10th level, three times per day on command, you can cause Bright Evening Star to flare with a pulse of sudden, bright light that acts as a blindness spell. The save DC is 13, or 12 + your Charisma modifier, whichever is higher. Caster level 5th. Use: Selected Shooting Stars Type of Feat: Legacy Prerequisite: Lesser Legacy Ritual Benefit: At 11th level and higher, two times per day, you can command Bright Evening Star to fire five darts of force that look like shooting stars. They function as a magic missile spell cast by a 10th-level caster. Use: Selected Glittering Motes Type of Feat: Legacy Prerequisite: Lesser Legacy Ritual Benefit: Starting at 13th level, once per day on command, you can use glitterdust as the spell. The save DC is 13, or 12 + your Charisma modifier, whichever is higher. Caster level 5th. Use: Selected Twinkle Type of Feat: Legacy Prerequisite: Lesser Legacy Ritual Benefit: At 16th level and higher, three times per day on command, you can use blink as the spell. Your image seems to fl icker like a twinkling star. Caster level 11th. Use: Selected Silver Starlight Type of Feat: Legacy Prerequisite: Greater Legacy Ritual Benefit: Beginning at 17th level, once per day on command, you can summon forth up to four beams of painfully bright, cold light. This ability functions much like sunbeam, but the light is pure, focused starlight and moonlight. The beam deals no extra damage to undead. Instead, lycanthropes take damage from the beam as if they were undead being affected by a normal sunbeam spell. Fungi, mold, oozes, and slimes still take extra damage (as if they were lycanthropes). The save DC is 20, or 17 + your Charisma modifi er, whichever is higher. Caster level 15th. Use: Selected Starlight Dispelling Type of Feat: Legacy Prerequisite: Greater Legacy Ritual Benefit: At 18th level and higher, once per day on command, you can use greater dispel magic as the spell. If the dispelling attempt is initiated by night under an unclouded sky, the associated caster level check is made with a +5 bonus. Caster level 15th. Use: Selected Tales in the Sky Type of Feat: Legacy Prerequisite: Greater Legacy Ritual Benefit: Many sages know that the future can be read through the stars, but few realize that, by tracing their movements backward, secrets of long ago can be divined. Beginning at 19th level, once per day on command, you can use legend lore as the spell. You must be able to see the stars for this ability to function. Caster level 15th. Use: Selected Call Down a Star Type of Feat: Legacy Prerequisite: Greater Legacy Ritual Benefit: Call Down a Star (Sp): At 20th level and higher, once every other day on command, you can summon an elder fi re elemental. Caster level 17th. Use: Selected Resist 6 / - Resist 7 / - Resist 8 / - Resist 9 / - (PRESTIGE CLASS) The assassin is a master of dealing quick, lethal blows. Assassins often function as spies, informants, killers for hire, or agents of vengeance. Their skill in a variety of dark arts allows them to carry out missions of death with shocking, terrifying precision. Rogues, monks and bards are ideal candidates to become assassins. - Hit Die: d6. - Proficiencies: Simple Weapons, Light Armor Proficiency. - Skill Points: 4 + Int Modifier. REQUIREMENTS: Alignment: Any evil. Skills: Hide 8 ranks, Move Silently 8 ranks. CLASS FEATURES: Level 1: Death Attack +1d6 - Special sneak attack that has a chance of paralyzing opponent. Use Poison - Automatic success when coating a weapon with poison. 2: Uncanny Dodge 1 - Retain dexterity bonus to armor class, even if flat-footed. +1 Fortitude save vs. poison. 3: Death Attack +2d6 - Death attack improves. 4: +2 Fortitude save vs. poison. 5: Death Attack +3d6 - Death attack improves. Uncanny Dodge 2 - +1 reflex saving throws. 6: +3 Fortitude save vs. poison. 7: Death Attack +4d6 - Death attack improves. 8: +4 Fortitude save vs. poison. Hide in Plain Sight 9: Death Attack +5d6 - Death attack improves. 10: Uncanny Dodge 3 - +2 reflex saving throws. +5 Fortitude save vs. poison. SPELLCASTING To cast a spell, the an assassin must have an Intelligence score of at least 10 + the spell's level. The DC of an Assassin's spell is 10 + Spell Level + Intelligence Modifier. An Assassin's caster level is equal to his class level. An assassin casts spells just as a bard does. Spells per day: 1: 0 - - - 2: 1 - - - 3: 2 0 - - 4: 3 1 - - 5: 3 2 0 - 6: 3 3 1 - 7: 3 3 2 0 8: 3 3 3 1 9: 3 3 2 2 10: 3 3 3 3 Spells Known: 1: 2 - - - 2: 3 - - - 3: 3 2 - - 4: 4 3 - - 5: 4 3 2 - 6: 4 4 3 - 7: 4 4 3 2 8: 4 4 4 3 9: 4 4 4 3 10: 4 4 4 4 (PRESTIGE CLASS) A Blackguard epitomizes evil. They are nothing short of a mortal fiend, a black knight with the foulest sort of reputation. Many refer to Blackguards as anti-paladins due to their completely evil nature. No one class makes the best Blackguard, all that is required is a willingness to serve the forces of darkness. - Hit Die: d10. - Proficiencies: All simple and martial weapons, all types of armor, and shields. - Skill Points: 2+ Int modifier. REQUIREMENTS: Alignment: Any evil. Base Attack Bonus: +6 Skills: Hide 5 ranks. Feats: Cleave. CLASS FEATURES: Level 1: Use Poison - Automatic success when coating a weapon with poison. 2: Smite Good - Add Charisma modifier to attack roll. 1/day Dark Blessing - Add Charisma modifier to saving throws. 3: Turn Undead - Make undead flee. Aura of Despair 4: Sneak Attack +1d6. 5: Summon Fiend - summons a fiendish ally. 7: Sneak Attack +2d6. 10: Sneak Attack +3d6. Spells: A blackguard has the ability to cast a small number of divine spells. To cast a blackguard spell, a blackguard must have a Wisdom score of at least 10 + the spell's level, so a blackguard with a Wisdom of 10 or lower cannot cast these spells. Blackguard bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the blackguard's Wisdom modifier. The blackguard's spell list appears below. A blackguard has access to any spell on the list and can freely choose which to prepare, just as a cleric. A blackguard prepares and casts spells just as a cleric does (though a blackguard cannot spontaneously cast cure or inflict spells). Spells per day: 1: 0 - - - 2: 1 - - - 3: 1 0 - - 4: 1 1 - - 5: 1 1 0 - 6: 1 1 1 - 7: 2 1 1 0 8: 2 1 1 1 9: 2 2 1 1 10: 2 2 2 1 Marrutact marrutact A people known as the marru once lived and warred in the world, but their civilization has long since passed into the waste, devastated and destroyed by internecine wars of terrible magnitude. As a result of these so-called Flesh Wars, the marru turned to a little-understood art called spawncraft, and in so doing created living weapons to wage their battles. These spawncrafted creatures have come to be known collectively as the spawn of marru, but are more commonly referred to as marruspawn. The marru were advanced in other areas as well, but all their arts couldn't save them from destroying themselves. However, marruspawn linger on in forgotten and blasted wastelands across many worlds. The marrutact commands by birthright, ordering the lesser marruspawn subraces as it desires. The sign of a marrutact's authority is the staff it wields, a symbol of the forgotten spawncraft lore that raised desert jackals to a race of intelligent creatures of amazing ability. Lesser marruspawn rarely question the decrees of a marrutact, though among themselves marrutacts scheme and argue, each eager to put itself forward as the supreme commander of all surviving marruspawn. Ability Adjustments: +2 Dexterity, +2 Constitution, +8 Intelligence, +8 Wisdom, +6 Charisma Favored Class (Sorcerer): A multiclass Marrutact's sorcerer class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Medium creature - 30' base speed - Level Adjustment: +3 - 7 Racial Hit Dice of Monstrous Humanoid - Low light vision - Natural armour +4 - Fire resistance 5 - +4 Listen - Spell Resistance 9 + Hit Dice - Howl of Healing - 1/day howl to heal other marruspawn - Monstrous Humanoid: Marrutact count as Monstrous Humanoid for the purpose of spells. - Sorcerer Casting: Marrutact cast spells as a 5th level sorcerer at maximum hit dice (7) Howl of Healing Type of Feat: Racial Prerequisite: Marrutact Specifics: Once per day, a marrutact can loose a regenerative howl as a free action. All marruspawn within 30 feet heal 3d8+5 points of damage. Those within 10 feet heal an extra 1d8+1 points of damage. Use: Selected Half-Troll "Half-troll"is an inherited template that can be added to any animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or outsider (referred to hereafter as the base creature). The creature's type becomes giant, and a half-troll with an outsider as the base creature also gains the extraplanar subtype. The half-troll uses all the base creature's statistics and special abilities except as noted here. AC: Natural armor improves by +4. Damage: Half-trolls have bite and claw attacks. If the base creature does not have these attack forms, use the appropriate damage values based on the half-troll's size. Otherwise, use the values from the table or the base creature's damage, whichever is greater. Special Attacks: A half-troll retains all the special attacks of the base creature. Half-trolls also gain two claw attacks (or the base creature's number of claw attacks, whichever is higher) and the special ability to rend. Rend (Ex): If a half-troll hits with two or more claw attacks against the same opponent, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional amount of damage based on the half-troll's size. A half-troll adds 1 1/2 times its Strength modifier to this base rend damage. Special Qualities: A half-troll has all the special qualities of the base creature, plus darkvision with a range of 60 feet, fast healing 5, and scent. Fast Healing (Ex): A half-troll heals 5 points of damage each round so long as it has at least 1 hit point. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow a half-troll to regrow or reattach lost body parts. Scent (Ex): A half-troll can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Abilities: Adjust from the base creature as follows: Str +6, Dex +2, Con +6, Int -2, Cha -2. Alignment: Usually chaotic neutral or chaotic evil. Level Adjustment: +4 Battle Blessing Type of Feat: General Prerequisite: Paladin Specifics: You can quicken one paladin spell a round while the feat is active. However, you may not cast spells from any other classes. Use: Selected Three or more times per day, an archlich can turn undead as a good cleric, making a turning (Charisma) check to determine how many HD of undead are affected. **** Saint "Saint" is an acquired template that can be added to any living creature of good alignment that is not an outsider or an elemental (referred to hereafter as the "base creature"). Size and Type: The creature's type changes to "outsider." The saint has the native subtype. Size is unchanged. Armor Class: A saint gains an insight bonus to AC equal to the character's Wisdom bonus. Special Attacks: A saint retains all the character's special attacks and gains those listed below. Holy Power (Su): The save DCs of any and all of the saint's special attacks, including spells as well as spell-like, supernatural, and extraordinary abilities, increase by +2. Holy Touch (Su): A saint's entire being is suffused with holy power, which likewise flows into any weapon the saint wields. A saint's melee attacks with any weapon (or unarmed) deal an additional 1d6 points of holy damage against evil creatures, and 1d8 points against evil undead and evil outsiders. Any evil creature that strikes a saint with a natural weapon takes holy damage as if hit by the saint's attack. Spell-like Abilities: At will - guidance, resistance, virtue, and bless. A saint's caster level is equal to its Hit Die total. The save DCs are Charisma-based. Special Qualities: A saint retains all the character's special qualities and gains those listed below, as well as the outsider type. Damage Reduction (Ex): Saints gain damage reduction according to their Hit Dice (including character level). HD Damage Reduction 1-3 - 4-7 5/magic 8-11 5/evil 12+ 10/evil If the base creature already has damage reduction, use the better value. Fast Healing (Ex): Each round, a saint heals damage equal to half of its Hit Dice (including character levels, to a maximum of 10 points healed). If the base creature already has fast healing, use the better value. Immunities (Ex): A saint is immune to acid, cold, electricity, and petrification attacks. Keen Vision (Ex): Saints have low-light vision and 60-foot darkvision. Protective Aura (Su): As a free action, a saint can surround herself with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and as a lesser globe of invulnerability both as cast by a cleric whose level equal to the saint's Hit Dice. Resistances (Ex): Saints have resistance to fire 10 and receive a +4 racial bonus on Fortitude saves against poison. Tongues (Su): A saint can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level cleric. This ability is always active. Abilities: Modify the base creature as follows: Con +2, Wis +2, Cha +4. Alignment: Saints are always good-aligned. Level Adjustment: Same as base creature +2. Protective Aura Protective Aura (Su): As a free action, a saint can surround herself with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and as a lesser globe of invulnerability both as cast by a cleric whose level is equal to the saint's Hit Dice. Holy Power Holy Power (Su): The save DCs of any and all of the saint's special attacks, including spells as well as spell-like, supernatural, and extraordinary abilities, increase by +2. Holy Touch (Su): A saint's entire being is suffused with holy power, which likewise flows into any weapon the saint wields. A saint's melee attacks with any weapon (or unarmed) deal an additional 1d6 points of holy damage against evil creatures, and 1d8 points against evil undead and evil outsiders. Any evil creature that strikes a saint with a natural weapon takes holy damage as if hit by the saint's attack. Archlich Archliches are transformed human spellcasters-as often clerics or bards as wizards-who have deliberately and carefully accomplished their own transformation into liches. They devote their undeath to the furtherance of whatever noble purpose motivated the transformation. Archliches appear as normal liches. They have all the characteristics of normal liches, including the spell ability and other class abilities they possessed in life. In addition, they can turn undead as good clerics (entitled to a number of turning attempts per day equal to 3 + their Charisma modifier). They also have the ability to animate dead (as described above) as well. They have the turning immunity defense described in the main entry for the good lich. Aligned Aura:Chaos Aligned Aura:Evil Aligned Aura:Good Aligned Aura:Law Axiomatic Water Transmutation [Lawful] Level: Cleric 1, Paladin 1, Components: V, S, M, Casting Time: 1 minute Range: Touch Target: Flask of water touched Duration: Instantaneous Saving Throw: Will negates (object) Spell Resistance: Yes (object) You speak the ancient, slippery words as you pour the iron and silver into the flask. Despite the fact that there is more powder than will fit in the container, all of it dissolves, leaving a flask of water dotted with motes of gunmetal gray. This transmutation imbues a flask (1 pint) of water with the order of law, turning it into axiomatic water. Axiomatic water damages chaotic outsiders the way holy water damages undead and evil outsiders. A flask of axiomatic water can be thrown as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, the bearer must open the flask and pout the axiomatic water out onto the target. Thus, a character can douse an incorporeal creature with axiomatic water only if he is adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity. A direct hit by a flask of axiomatic water deals 2d4 points of damage to a chaotic outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash. Material Component: 5 pounds of powdered iron and silver (worth 25 gp). Blaze Of Light Evocation [Light] Level: Paladin 1, Druid 2, Components: V, S, Casting Time: 1 standard action Range: 60 ft. Area: Cone Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes A cone of bright light shines forth from just above the caster's head. All creatures within the cone that fail a Fortitude saving throw are dazzled for 1 minute. Sightless creatures are not affected by blaze of light. A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level. Call Mount Conjuration (Calling) [Good] Level: Paladin 2, Components: V, Casting Time: 1 round Range: 10 ft. Effect: Your special mount Duration: 1 hour/level (D) Saving Throw: None Spell Resistance: No You summon your special mount from the celestial planes where it resides. This works exactly as your normal, spell-like class a bility to summon the creature, except that the duration is shorter and you are not limited in how many times you can call the mount in a day (except by how many times you can cast call mount). You can cast this spell even if you have already called your mount using your class ability on the same day. Castigate Evocation [Sonic] Level: Cleric 4, Paladin 4, Purification 4, Components: V, Casting Time: 1 standard action Range: 10 ft. Area: 10-ft.-radius burst centered on you Duration: Instantaneous Saving Throw: Fortitude half Spell Resistance: Yes Shouting your deity's teachings, you rebuke your foes with the magic of your sacred words. This spell has no effect on creatures that cannot hear. All creatures whose alignment differs from yours on both the law-chaos and the good-evil axes take 1d4 points of damage per caster level (maximum 10d4). All creatures whose alignment differs from yours on one component take half damage, and this spell does not deal damage to those who share your alignment. A Fortitude saving throw reduces damage by half. Checkmate's Light Evocation [Lawful] Level: Paladin 2, Cleric 3, Components: V, S, DF, Casting Time: 1 standard action Range: Touch Target: Melee weapon touched Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No You intone your deity's name and the weapon you touch hums a harmonic response before it lights up with a soothing red glow. You imbue the touched weapon with a +1 enhancement bonus per three caster levels (maximum +5 at 15th level), and it is treated as lawful-aligned for the purpose of overcoming damage reduction. In addition, you can cause it to cast a red glow as bright as a torch. Any creature within the radius of its clear illumination (20 feet) gets a +1 morale bonus on saving throws against fear effects. Conduit of Life Conjuration (Healing) Level: Cleric 2, Paladin 2, Components: V, S, Casting Time: 1 standard action Range: Personal Target: You Duration: 10 minutes/level or until discharged A small kernel of positive energy grows within your heart, warming your whole body. The next time you use a class feature or racial ability to channel positive energy (such as turn undead or lay on hands), you also heal a number of points of damage to yourself equal to 2d10+1/caster level (maximum 10). If you are already subject to an ongoing healing effect (such as vigor), or if you receive a cure spell while conduit of life is still in effect, this spell instead heals a number of points of damage equal to 3d8+1/caster level and it is discharged. Curse of the Brute Transmutation Level: Paladin 2, Cleric 3, Components: V, S, Casting Time: 1 action Range: Touch Target: Creature touched Duration: 1 round/level Saving Throw: Fortitude negates Spell Resistance: Yes You can grant an enhancement bonus up to +1 per caster level to one physical ability of the creature touched (Strength, Constitution, or Dexterity). However, this temporarily suppresses both the creature's Intelligence and Charisma, each by the amount of the enhancement bonus. If this lowers any ability below 3, the spell fails. Denounce Enchantment [Mind-Affecting] Level: Cleric 2, Paladin 2 Components: V, S, Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One outsider Duration: 1 min./level (D); see text Saving Throw: Will negates; see text Spell Resistance: Yes You point your finger and pronounce judgment. You instill feelings of shame and guilt in a target outsider, imposing a -4 insight penalty on its attack rolls, saves, and checks. Each round on its turn, the subject can attempt a new saving throw to end the effect. Outsiders with the good subtype are immune to denounce. Devastating Smite Transmutation Level: Blackguard 1, Cleric 1, Paladin 1, Components: V, S, DF, Casting Time: 1 swift action Range: Touch Target: Creature touched Duration: 1 round or until discharged; see text Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The next smite attack made by the subject deals double its normal smite damage. For instance, a 9th-level paladin normally deals an extra 9 points of damage with her smite evil ability. Under the effect of this spell, she would deal an extra 18 points of damage. The spell applies to only one smite attack; if that attack misses, the spell is lost without effect. Energized Shield:Fire Energized Shield:Cold Energized Shield Abjuration Level: Paladin 2, Cleric 3 Components: V, S, DF, Casting Time: 1 Standard Action Range: Touch Target: Shield touched Duration: 1 round/level Saving Throw: None Spell Resistance: No A silver aura surrounds the touched shield for a moment before it appears to transform into the chosen type of energy. The shield hums with power. When this spell is cast, the shield touched appears to be made entirely out of one type of energy (fire, cold, electricity, acid, or sonic). Whoever bears the shield gains resistance 10 against the chosen energy type. Additionally, if the wielder successfully hits someone with the shield with a shield bash attack, th e victim takes 2d6 points of the appropriate energy damage in addition to the normal shield bash damage. The energy type must be chosen when the spell is cast and cannot be changed during the duration of the spell. The energy resistance overlaps (and does not stack) with resist elements. A given shield cannot be the subject of more than one lesser energized shield or energized shield spell at the same time. The descriptor of this spell is the same as the energy type you choose when you cast it. Lesser Energized Shield A silver aura surrounds the touched shield for a moment before it appears to transform into the chosen type of energy. The shield hums with power. When this spell is cast, the shield touched appears to be made entirely out of one type of energy (fire, cold, electricity, acid, or sonic). Whoever bears the shield gains resistance 5 against the chosen energy type. Additionally, if the wielder successfully hits someone with the shield with a shield bash attack, the victim takes 1d6 points of the appropriate energy damage in addition to the normal shield bash damage. The energy type must be chosen when the spell is cast and cannot be changed during the duration of the spell. The energy resistance overlaps (and does not stack) with resist elements. A given shield cannot be the subject of more than one lesser energized shield or energized shield spell at the same time. The descriptor of this spell is the same as the energy type you choose when you cast it. Estana's Stew Conjuration (Healing) Level: Cleric 2, Druid 2, Paladin 2, Components: V, S, AF, Casting Time: 1 round Range: 0 ft. Effect: Fills pot with healing stew (1 serving/2 levels) Duration: Instantaneous (see text) Saving Throw: Will half (harmless); see text Spell Resistance: Yes (harmless) This spell calls upon Estanna, goddess of hearth and home , to fill a specially crafted stewpot with a potent healing stew. The caster must be hold the pot in hand when Estanna's stew is cast; otherwise, the spell fails and is wasted. The spell creates one serving per two caster levels (maximum 5). A single serving heals 1d6+1 points of damage and requires a standard action to consume. Any portion of the stew that is not consumed disappears after 1 hour.The stew can be splashed onto a single undead creature within 10 feet. If a ranged touch attack succeeds, the undead creature takes 1d6+1 points of damage per serving splashed on it. The undead creature can apply spell resistance and can attempt a Will save to take half damage. Favor of the Martyr Necromancy Level: Paladin 4, Components: V, S, Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One willing creature Duration: 1 minute/level Saving Throw: None Spell Resistance: Yes (harmless) Calling upon the saints of your order, you imbue the person in need with the power to resist the dire forces arrayed against you. The subject gains immunity to nonlethal damage, charm and compulsion effects, and attacks that function specifically by causing pain, such as the wrack spell (see page 243). it is further immune to effects that would cause it to be dazed, exhausted, fatigued, nauseated, sickened, staggered, or stunned. The subject remains conscious at -1 to -9 hit points and can take a single action each round while in that state, and does not lose hit point for acting. If any of the above conditions were in effect on the subject at the time of casting, they are suspended for the spell's duration. (Thus, an unconscious subject becomes conscious and functional.) When the spell ends, any effects suspended by the spell that have not expired in the interim (such as the fatigued condition, which normally requires 8 hours of rest to recover from) return. Effects that expired during the duration of this spell do not resume when it ends. In addition to these effects, the subject gains the benefit of the Endurance feat for the duration of the spell. Forceward Abjuration Level: Cleric 3 (Helm), Paladin 3, Knight of the Weave 3, Components: V, S, DF, Casting Time: 1 full round Range: 10 ft. Area: 10-ft.-radius emanation centered on you Duration: 1 minute/level Saving Throw: Will negates Spell Resistance: Yes You create an unmoving, transparent sphere of force centered on your location. The sphere illuminates its interior and everything within 5 feet of its edge. You and your allies may enter the sphere at will. Any other creature that tries to enter the sphere must make a Will saving throw, otherwise it cannot pass into the area defined by the sphere. A creature may leave the area freely, although it must make a Will save to enter again, even if the creature is you or one of your allies. Creatures within the area when the spell is cast are not forced out. The forceward does not prevent spells or objects from entering the forceward, so it is possible for two creatures on opposite sides of the forceward's edge to fight without penalties (although creatures using unarmed attacks or natural weapons still have tomake Will saves every round for their attacks to have a chance of entering the forceward). Glory of the Martyr Abjuration [Good] Level: Champion of Gwynharwyf 4, Paladin 4, Components: V, S, AF, DF, Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature/level Duration: 1 hour/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Like shield other, this spell wards the subjects, creating a mystic connection between them and you so that some of their wounds are transferred to you. The subjects each gain a +1 deflection bonus to AC and a +1 resistance bonus on saves. All the subjects take only half damage from all wounds and attacks that deal them hit point damage. The amount of damage not taken by all the warded creatures is taken by you. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and disintegration, are not affected. If a subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between you and the subjects, but damage already split is not reassigned to the subjects. If you die while this spell is in effect, the spell ends in a burst of positive energy that restores 1d8 hit points to each subject. If a subject moves out of range of the spell, that subject's connection to you is severed but the spell continues as long as there is at least one subject remaining and you remain alive. Focus: A platinum ring (worth at least 50 gp) worn by you and each subject of the spell. Holy Fire Evocation [Fire, Good] Level: Cleric 2, Paladin 3, Components: V, S, DF, Casting Time: 1 swift action Range: Personal Target: You Duration: 1 round All undead within range of your next turning attempt (if you make it before this spell's duration expires) are especially vulnerable to the attempt. Whether you succeed in turning them or not, the undead take hit point damage equal to the result of your turning damage roll. This damage is half fire and half sacred energy. Holy Storm Conjuration (Creation) [Good, Water] Level: Cleric 3, Paladin 3, Components: V, S, M, DF, Casting Time: 1 standard action Range: 20 ft. Area: Cylinder (20-ft. radius, 20 ft. high) Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No You call upon the forces of good, and a heavy rain begins to fall around you, its raindrops soft and warm. A driving rain falls around you. It falls in a fixed area once created. The storm reduces hearing and visibility, resulting in a -4 penalty on Listen, Spot, and Search checks. It also applies a -4 penalty on ranged attacks made into, out of, or through the storm. Finally, it automatically extinguishes any unprotected flames and has a 50% chance to extinguish protected flames (such as those of lanterns). The rain damages evil creatures, dealing 2d6 points of damage per round (evil outsiders take double damage) at the beginning of your turn. Material Component: A flask of holy water (25 gp). Invoke The Cerulean Sign Evocation Level: Druid 2, Ranger 2, Bard 3, Cleric 3, Paladin 3, Sorcerer 3, Wizard 3, Components: S, Casting Time: 1 standard action Range: 30 ft. Area: Multiple aberrations whose combined total Hit Dice do not exceed twice caster level in a spread emanating from the character to the extreme of the range Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: No The cerulean sign is an ancient symbol said to embody the purity of the natural world, and as such it is anathema to aberrations. While druids and rangers are the classes most often known to cast this ancient spell, its magic is nearly universal and can be mastered by all spellcasting classes. When you cast this spell, you trace the cerulean sign in the air with a hand, leaving a glowing blue rune in the air for a brief moment before it flashes and fills the area of effect with a pulse of cerulean light. Any aberration within the area must make a Fortitude saving throw or suffer the following ill effects. Closer aberrations are affected first. Each effect lasts for 1 round. None: The aberration suffers no ill effect, even if it fails the saving throw. Sickened: The aberration takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks for 1 round. Nauseated: The aberration cannot attack, cast spells, concentrate on spells, or do anything but take a single move action for 1 round. Dazed: The aberration can take no actions, but has no penalty to its Armor Class, for 1 round. Stunned: The aberration drops everything held, can't take actions, takes a -2 penalty to AC, and loses its Dexterity bonus to AC (if any) for 1 round. Once a creature recovers from an effect, it moves up one level on the table. Thus, a creature that is stunned by this spell is dazed the round after that, nauseated the round after that, sickened the round after that, and then recovers fully the next round. Irresistible Force Evocation Level: Paladin 4, Components: V, S, Casting Time: 1 action Range: Personal Target: You Duration: 1 round/level Charging yourself with divine energy, you become the epitome of force in motion. You are protected by freedom of movement. You gain a +10 bonus on bull rush attempts. You gain a +10 bonus on checks made to avoid being tripped. When moving in combat, you act as if you had the Mobility feat. Legions Magic Weapon Transmutation Level: Cleric 2, Paladin 2, Sorcerer 2, Wizard 2, Components: V, S, DF, Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: Melee or ranged weapons held by allied creatures in a 20-ft.-radius burst Duration: 1 round/level Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object) This spell functions like magic weapon (see page 251 of the Player's Handbook), except as noted above and as follows. It affects only weapons held by allies when the spell is cast. It has no effect on ammunition. Major Resistance Abjuration Level: Bard 2, Cleric 2, Druid 2, Paladin 2, Sorcerer 2, Wizard 2, Components: V, S, M, DF, Casting Time: 1 action Range: Touch Target: Creature touched Duration: 1 hour/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You imbue the subject with a strong magical energy that protects her from harm, granting a +3 resistance bonus on saves. Meteoric Strike Transmutation [Fire] Level: Druid 4, Paladin 4, Cleric 5, Components: V, S, Casting Time: 1 swift action Range: 0 ft. Target: Your melee weapon Duration: 1 round or until discharged Saving Throw: None or Reflex half; see text Spell Resistance: See text Your melee weapon bursts into orange, red, and gold flames, and shining sparks trail in its wake. Your next successful melee attack deals extra fire damage equal to 1d6 points + 1d6 points per four caster levels. In addition, the flames splash into all squares adjacent to the target. Any creatures standing in these squares take half damage from the explosion, with a Reflex save allowed to halve this again. If a creature has spell resistance, it applies to this splash effect. You are not harmed by your own meteoric strike. Quick March Transmutation Level: Cleric 2, Paladin 2, Components: V, S, DF, Casting Time: 1 swift action Range: Medium (100 ft. + 10 ft./level) Target: Allies in a 20-ft.-radius burst Duration: 1 round Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Upon casting this spell, your feet and those of your allies glow with a yellow nimbus of light. Quick march increases your allies' base land speed by 30 feet. (This adjustment is considered an enhancement bonus.) There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases a creature's speed, this spell affects maximum jumping distance. Resist Energy Abjuration Level: Ranger 1, Duskblade 1, Cleric 2, Death Master 2, Sha'ir 2, Wu Jen 2 (All), Death Delver 2, Fatemaker 2, Knight of the Chalice 2, Knight of the Weave 2, Vassal of Bahamut 2, Hoardstealer 2, Adept 2, Wizard 2, Sorcerer 2, Paladin 2, Druid 2, Urban Druid 2, Dragon 2, Fire 3 Components: V, S, DF, Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 10 min./level Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless) This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains energy resistance 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature's hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient's equipment as well. Revenance Conjuration (Healing) Level: Blackguard 4, Cleric 4, Paladin 4, Bard 6 Components: V, S, DF, Casting Time: 1 standard action Range: Touch Target: Dead ally touched Duration: 1 minute/level Saving Throw: None; see text Spell Resistance: Yes (harmless) You rush to your fallen companion amid the chaos of the battle and cry out the words that will bring her back for one last fight. This spell brings a dead ally temporarily back to life. The subject can have been dead for up to 1 round per level. Your target functions as if a raise dead spell (PH 268) had been cast upon her, except that she does not lose a level and has half of her full normal hit points. She is alive (not undead) for the duration of the spell and can be healed normally, but dies as soon as the spell ends. Rhino's Rush Transmutation Level: Paladin 1, Ranger 1, Wrath (SpC) 1, Components: V, S, Casting Time: 1 swift action Range: Personal Target: You Duration: 1 round This spell allows you to propel yourself in a single deadly charge. The first charge attack you make before the end of the round deals double damage on a successful hit. Energized Shield:Electrical Shield of Warding Abjuration [Good] Level: Paladin 2, Cleric 3, Components: V, S, Casting Time: 1 standard action Range: Touch Target: One shield or buckler touched Duration: 1 minute/level Saving Throw: Will negates (object, harmless) Spell Resistance: No The touched shield or buckler grants its wielder a +1 sacred bonus to Armor Class and on Reflex saves, +1 per five caster levels (maximum +5 at 20th level). The bonus applies only when the shield is worn or carried normally (but not, for instance, if it is slung over the shoulder). Smite Heretic Conjuration Level: Paladin 3, Components: V, S, DF, Casting Time: 1 standard action Range: Personal Target: You Duration: 10 minutes/level For the duration of the spell, when using your smite evil class ability against an evil creature with the ability to cast divine spells, you gain a +2 sacred bonus on the attack roll. Smite of Sacred Fire Evocation [Good] Level: Paladin 2, Components: V, DF, Casting Time: 1 swift action Range: Personal Target: You Duration: 1 round/level; see text You must cast this spell in the same round when you attempt a smite attack. If the attack hits, you deal an extra 2d6 points of damage to the target of the smite. Whether or not you succeed on the smite attempt, during each subsequent round of the spell?s duration, you deal an extra 2d6 points of damage on any successful melee attack against the target you attempted to smite. The spell ends prematurely after any round when you do not attempt a melee attack against the target you previously attempted to smite, or if you fail to hit with any of your attacks in a round. Soldiers of Sanctity Evocation [Good] Level: Cleric 3, Paladin 3, Components: V, S, DF, Casting Time: 1 full round Range: Close (25 ft. + 5 ft./2 levels) Target: You, plus one willing creature/2 levels; see text Duration: 1 min./level Saving Throw: None Spell Resistance: No For the duration of soldiers of sanctity, you gain a bonus on turning checks and turning damage rolls made when you have allies within 30 feet of you. This is a sacred bonus, equal to the number of allies within 30 feet, to a maximum of +6. In addition, each target gains a +2 bonus to AC against all attacks made by undead creatures. This bonus applies for the duration of the spell as long as an ally is within 30 feet of you. Soul of Light Transmutation [Good] Level: Paladin 2, Cleric 3, Components: V, S, Casting Time: 1 standard action Range: Personal Target: You Duration: 1 hour Bright, clear light sprouts from your body, quickly flaring before fading to a faint white pulse. This spell infuses your body with energy drawn from the Positive Energy Plane, making it easier to repair injuries. Whenever you cast or are the target of a conjuration (healing) spell, you can choose for the spell to heal a number of extra points of damage equal to twice the spell's level. If such a spell heals at least 10 points of damage, it also removes the fatigued condition from the target (or reduces exhaustion to fatigue). If soul of light and soul of order are active on you at the same time, you gain damage reduction 3/+3. Soul of Order Transmutation [Lawful] Level: Paladin 1, Sorcerer 2, Wizard 2, Components: V, S, Casting Time: 1 standard action Range: Personal Target: You Duration: 1 hour A shimmering field of silver energy flows up your body from your feet to your head, giving your skin a metallic sheen. This spell infuses your body with energy drawn from the primal forces of law. You gain a +2 morale bonus on Will saves made to resist enchantment effects. Your natural weapons are treated as lawful-aligned for the purpose of overcoming damage reduction. Regardless of your normal alignment, you are considered lawful-aligned for the purpose of effects that rely on alignment (such as protection from law or order's wrath). If soul of order and soul of light are active on you at the same time, you gain damage reduction 3/+3. Stabilize Conjuration (Healing) Level: Cleric 2, Paladin 2, Components: V, S, DF, Casting Time: 1 swift action Area: 50-ft.-radius burst centered on you Duration: Instantaneous Saving Throw: Will negates (harmless); see text Spell Resistance: Yes (harmless) This spell, designed to work on the battlefield, allows you to stabilize the dying all around you. A burst of positive energy spreads out from you, healing 1 point of damage to all living creatures in the affected area, whether allied or not. This spell deals 1 point of damage to undead creatures, which are allowed a Will saving throw to negate the effect. Strategic Charge Abjuration Level: Blackguard 1, Paladin 1 Components: V, DF, Casting Time: 1 swift action Range: Personal Target: You Duration: 1 round/level A red nimbus surrounds you as you move smoothly across the crowded battlefield. You gain the benefit of the Mobility feat (PH 98), even if you not meet the prerequisites. You do not have to be charging to gain this benefit. Energized Shield: Acid True Prayer of the Chosen Transmutation Level: Paladin 3, Cleric 4, Components: V, S, DF, TN, Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level Raising your eyes to the skies, you speak your own truename to your patron deity, asking for protection as your mission takes you into harm's way. A golden coruscation surrounds you. True prayer of the chosen grants you a +3 insight bonus on saving throws and to Armor Class. For the duration of the spell, you are protected by the power of your deity, who gives you divine insight into the threats you're about to face. Truename Component: When you cast this spell, you must correctly speak your personal truename. Energized Shield: Sonic Unmovable Object Evocation Level: Paladin 4, Components: V, S, Casting Time: 1 action Range: Personal Target: You Duration: 1 round/level Charging yourself with divine energy, you bond yourself to the ground beneath your feet and become the epitome of stability. The spell ends instantly if you move from your current position and does not work unless you are in contact with the ground. You gain a +2 bonus to Strength, a +4 bonus to Constitution, a +2 resistance bonus on saving throws, and a +4 dodge bonus to AC. You gain a +10 bonus to resist a bull rush (this bonus does not include the +4 bonus for being "exceptionally stable", but exceptionally stable creatures do get that bonus in addition to the bonus from this spell). You gain a +10 bonus to resist all trip attacks (but not to your attempts to trip someone in return). You gain a +10 resistance bonus on any roll made to resist an effect that would cause you to move from your current location. For example, while you are not immune to enchantment effects, you gain a +10 resistance bonus on saving throws (or Charisma checks, in the case of effects such as charm person) to resist commands that would cause you to leave your current position. Brb Brd Clr Dru Fgt Mnk Pal Rgr Rog Sor Wiz Rab RAn RCn RHu RMo REl RFe RDr RUn Com RBe RGi RMB ROu RSh RVe Shd Har AA Ass Blk DCh WM PM Sh DwD DD ROo RPl PDK UrP Bnd AnM KSS ScD TnA RM SG SP OcA Brg MT NjS Sam WaP SpC Vrt Mar Swa Hex Dsk Sct Hlr MgK HaM SpS AoS UnS EK ES Fac Cel Cul Fsk Inc Sb Tot Beg Dul Hie RA KtC Hat IsF Sld HW FoR VoB Lic Psh CoC SC Art ADu FMM wlM ShS AbC ArM Ooz PsR SDn KoW DrJ SbI SbS WyG Umb Ali BBC Wlk DsL Spn NtS ShA SoL Sph TSl BS IoD BgT Bld SuM SF LD DoB MCK Iji DoD CWS Rav RB Tal Shc CoN Msh Noc TRg Nja Sbl Dsh DfA Psi PsW Sk Wld ThK RW TN AT Dbl FoH Ich JWW Ego PA Las OBI HfW ToO Shu BFZ SBH KMC Mae CMd Oll WsS SS WW Hos MoS MHa FB Tem Foe EoG Orc ToG Nnt ED ET GFK DN FrM Arc DsS JPM BcM RKV Mo9 EB SSN WbB Bae DoM SE HsM DrM EF MLL InB Shm Pyr Smi PsT Cer Thr FoZ HM Cpl RuC Wch Wmi IrM SM SoD DoA Dir Sue FS WWC ScH Tru MAl Brf BsS Soh Cru Ssg Wb WMg Kni FDQ HWM Tia DDv FM WfJ Bsm Nen Bli RgM DhM SW Dia Fro CSM ShT Hobgoblin Warsoul Hobgoblin Warsoul Hobgoblin Warsouls Occasionally, a warcaster displays an incredible talent for spellcasting, quickly racing ahead of her peers and mastering potent spells. As she endures more rituals and delves deeper into her studies, the warcaster grows in power until her flesh becomes little more than a withered vessel for her soul. She even learns to consume the essence of her “lessers” to augment her spells. Invariably, she comes to either lead a tribe or die at the hands of a rival. Hobgoblin Warsoul Ability Adjustments: -2 Str, +6 Dex, +8 Con, +4 Int, +4 Wis, +10 Cha Favored Class (Sorcerer): A multiclass Hobgoblin Warsoul's sorcerer class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Darkvision - Base movement of 30 - Natural Armor Bonus: Racial natural armor bonus of 4 - Damage Reduction 10/+1 - Spell Resistance of 8 + hit dice - Iron Will as a bonus feat - Spell Eater (Su): If a warsoul succeeds on her save against a spell, she gains 5 temporary hit points and a +2 bonus on attack rolls. The attack bonus lasts for 1 round. The temporary hit points last for 1 minute. - Soul Tyrant (Su): As a swift action, a warsoul can draw arcane power from a willing hobgoblin within 30 feet who has 10 or fewer hit points. That hobgoblin is immediately slain, leaving behind a desiccated corpse. The warsoul heals 1 hit point per Hit Die she has, and she receives a +2 bonus to the save DC of the next spell she casts. She also gains a +2 bonus on any attack roll required by the next spell she casts. If that spell deals damage, the warsoul receives a bonus on the damage roll equal to her Hit Dice. - Cult of Power (Ex): A warsoul is accompanied by 2d4 1st level hobgoblin warriors who have sworn their lives to her. These thralls willingly sacrifice themselves for their master’s soul tyrant ability. - Monstrous Humanoid: Hobgoblin Warsoul are considered Monstrous Humanoids for the purpose of spells - Sorcerer Casting: Hobgoblin Warsoul cast spells as a Sorcerer of their racial hit dice (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +4 Racial Hit Dice/Class: 10 of Monstrous Humanoid Cult of Power Type of Feat: Racial Prerequisite: Hobgoblin Warsoul Specifics: A warsoul is accompanied by 2d4 1st level hobgoblin warriors who have sworn their lives to her. These thralls willingly sacrifice themselves for their master’s soul tyrant ability. Use: Selected. Soul Tyrant Type of Feat: Racial Prerequisite: Hobgoblin Warsoul Specifics: As a swift action, a warsoul can draw arcane power from a willing hobgoblin within 30 feet who has 10 or fewer hit points. That hobgoblin is immediately slain, leaving behind a desiccated corpse. The warsoul heals 1 hit point per Hit Die she has, and she receives a +2 bonus to the save DC of the next spell she casts. She also gains a +2 bonus on any attack roll required by the next spell she casts. If that spell deals damage, the warsoul receives a bonus on the damage roll equal to her Hit Dice. Use: Selected. 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 Grey Elf Grey Elf grey elf grey elves Gray elves are the most noble and regal of all elves. Taller and grander in physical appearance than others of their race, gray elves have a reputation for being aloof and arrogant (even by elven standards). They certainly are more reclusive than high elves, living in isolated mountain citadels and allowing entry only to a select few outsiders. They have either silver hair and amber eyes or pale golden hair and violet eyes. They prefer clothing of white, silver, yellow, or gold, with cloaks of deep blue or purple. +2 Dexterity, +2 Intelligence, –2 Strength, –2 Constitution. Medium: As Medium creatures, gray elves have no special bonuses or penalties due to their size. Gray elf base land speed is 30 feet. Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects. Low-Light Vision: A gray 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. Weapon Proficiency: Gray elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. +2 racial bonus on Listen, Search, and Spot checks. A gray 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. Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. Favored Class: Wizard. A multiclass gray elf’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing. Level Adjustment: +0 Grey Elf Biography. Tomb-Tainted Soul Type of Feat: General Prerequisite: Nongood alignment. Your soul is tainted by the foul touch of undeath. Benefit: You are healed by negative energy and harmed by positive energy as if you were an undead creature. This feat gives no other penalties or benefits of the undead type. Bane Magic Type of Feat: General Prerequisite: none Benefit: When you cast a spell that deals damage against a specific creature type, you deal an extra 2d6 points of damage. For example, a giant bane lightning bolt cast by an 8th-level caster would deal the usual 8d6 points of damage to any nongiant in its path but would deal 10d6 points of damage against giants. This feat has no effect on spells that do not deal hit point damage, and the source and type of the damage remains the same. This feat cannot be used to increase the amount of healing dealt to undead by inflict light wounds and similar spells, but it can add to the damage dealt by casting cure light wounds on an undead creature. Special: You can take this feat multiple times. Its effects do not stack. Each time you take the feat, you must apply its effects to a different type of creature: aberrations, animals, constructs, dragons, elementals, fey, giants, humanoids, magical beasts, monstrous humanoids, oozes, outsiders, plants, undead, or vermin. If you choose humanoids, you must select a particular type of humanoid, such as dwarf or orc. Bane Magic: Aberrations Bane Magic: Animals Bane Magic: Beasts Bane Magic: Constructs Bane Magic: Dragons Bane Magic: Dwarves Bane Magic: Elementals Bane Magic: Elves Bane Magic: Fey Bane Magic: Giants Bane Magic: Gnomes Bane Magic: Half-Elves Bane Magic: Halflings Bane Magic: Half-Orcs Bane Magic: Humans Bane Magic: Goblinoids Bane Magic: Monstrous Humanoids Bane Magic: Orcs Bane Magic: Reptilian Humanoids Bane Magic: Magical Beasts Bane Magic: Outsiders Bane Magic: Shapechangers Bane Magic: Undead Bane Magic: Vermin You have become the very definition of immovable object. You are a stalwart warrior that can stand your ground against virtually any foe imaginable. Hit Die: d12 Skill Points at Each Additional Level: 2+ Int Modifier Bonus Feats: The epic dwarven defender gains a bonus feat every five levels Special: Defensive Stance: an additional use per day is gained for every two levels past 9th. Damage Reduction: the damage reduction increases by 3 points for every four levels above 10th. Epic Dwarven Defender Bonus Feats List: Armor Skin, Damage Reduction, Devastating Critical, Energy Resistance, Epic Toughness, Epic Prowess, Epic Weapon Focus, Overwhelming Critical, Perfect Health. Blur Level: Innate Description: This spell causes the subject's outline to appear blurred. This distortion grants one-half concealment (i.e. 20% miss chance). A see-invisibility spell does not counteract the blur effect, but a true-seeing spell does. Faerie Fire Level: Innate Description: This spell causes a pale glow to surround and outline the subjects. Outlined subjects shed light as candles. Outlined creatures loose the benefit from the concealment normally caused by darkness, blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures. The faerie fire can be blue, red, or violet, at random. The faerie fire does not cause any harm to the objects or creatures thus outlined. Type of Feat: General. Prerequisite: 21st level or Battlerager Level 5. Specifics: The character gains a natural +2 bonus to armor class. Use: Automatic. Spell Component Evocation [Light] Level: Drd 1 Components: V, S, DF Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: Creatures and objects within a 5-ft.-radius burst Duration: 1 min./level (D) Saving Throw: None Spell Resistance: Yes A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. The faerie fire can be blue, green, or violet, according to your choice at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined. Faerie Fire (1) Rilkan Rilkan rilkan Rilkans Rilkans can pass for humans if they cover their pebbly, corundum-hard scales. These scales range in color from turquoise to sapphire to ruby. In males, the scales are a single solid color; in females, they are patterned and polychromatic. Rilkan men are dashing and handsome, while rilkan women dress to accentuate their femininity. Rilkan Ability Adjustments: +2 Dexterity, -2 Strength Favored Class: Incarnate. A multiclass Rilken's Incarnate class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Base movement of 30' - Racial Knowledge: Lore bonus of +1 with an additional +1 for every two soulmelds currently shaped by the rilkan. - +2 racial bonus on Bluff and Diplomacy checks: Rilkans are talented at saying the right word at the right time. - Reptilian: Rilkans count as reptilian humanoid for spells and abilities. You are a Rilkan, descended from the mishtai. Duskling Duskling duskling Dusklings Dusklings are small but savage fey native to the Outer Planes. They boast of an innate connection to incarnum that no other race possesses-as a dryad is one with her tree, they claim, the duskling race is one with incarnum. Dusklings stand about as tall as elves, though they are far more robust. They average about 5 feet tall and about 120 pounds. Their skin is steely blue-gray and their hair ranges from light blue to darker shades of blue, gray, and black. Their eyes are deep blue, emerald green, or purple. They have a wild, feral look about them-their hair grows long and unkempt, and their faces are long and somewhat vulpine. The men grow long, full beards. Duskling Ability Adjustments: +2 Con, -2 Int. Favored Class (Totemist): A multiclass Duskling's totemist class does not count when determining whether she suffers an XP penalty for multiclassing. Special Abilities: - Low-Light Vision: Allows them to see better than normal in the dark. - Fey (Extraplanar, Incarnum): For all effects related to race, a Duskling is considered a Fey. - Essentia Pool: A duskling's essentia pool is permanently increased by 1. If she doesn't have an essentia pool, this trait grants her one with a single point of essentia. - Duskling base speed is 30 feet. However, a duskling can invest essentia to improve this speed. For every point of essentia invested in this racial trait, the duskling's speed improves by 5 feet. This enhancement bonus only applies when the duskling is wearing light or no armor and carrying no more than a light load. You are a fey that hails from an Outer Plane friendly to fey and wildlife. Whether motivated by nothing more than the need to be on the move and free from any kind of ties, or perhaps seeking the close camaraderie of an adventuring party to serve as an acceptable substitute, you have set out to find company with similarly independent souls. Azurin Azurin azurin Azurins Azurins resemble their human parents in most respects, including the familial similarity that any human child would share with his or her parents. The one exception to this is their eyes: the sclera (whites) of azurin eyes have a sky-blue sheen. Azurins are otherwise as varied in appearance as humans. Azurin Ability Adjustments: None Favored Class: Soulborn. A multiclass Azurin's Soulborn class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Base movement of 30' - Essentia Pool: An azurin's essentia pool is permanently increased by 1. If he doesn't have an essentia pool, this trait grants him one with a single point of essentia. - Quick to Master: Azurin gain an extra feat at character creation. - Human: Azurin count as Humans for spells and abilities. You are an Azurin, an incarnum-touched being born to human parents. Eagle Claw The asheratis invented the first eagle's claw. This light, exotic melee weapon has a quarter-circle blade that is equally sharp on both the inner and outer edges. The blade is about 6 inches long and looks very much like an eagle's claw enlarged and forged in steel. The handle of an eagle's claw is slightly curved with a hole at the end to facilitate the use of a finger (middle or index) in wielding the weapon, allowing you to instantly swing the blade between differing grips. Asherati treat this as a martial weapon instead of an exotic weapon. Base Damage: 1d6 Base Critical Threat: 18-20/x2 Base Damage Type: Slashing and piercing Weapon Size: Small Feats Required: Exotic Weapon Proficiency: Eagle Claw Weapon Focus (eagle claw) Epic Weapon Focus (eagle claw) Weapon Specialization (eagle claw) Epic Weapon Specialization (eagle claw) Improved Critical (eagle claw) Overwhelming Critical (eagle claw) Devastating Critical (eagle claw) Weapon of Choice (eagle claw) Weapon Proficiency: Light Crossbow Weapon Proficiency: Heavy Crossbow Weapon Proficiency: Quarterstaff Weapon Proficiency: Dagger Weapon Proficiency: Club Forest Master Forest Masters forest master (PRESTIGE CLASS) Guardians of the pristine wilderness and defenders of the ancient trees, forest masters are the living embodiments of sentient nature. They walk the shadows under the woods and destroy those who would lay waste to the wild lands. Where druids hold all aspects of nature; wind and weather, animal and plant, meadows and mountains— the forest masters consider the forests more ancient than the coming of animals or humans the most sacred spots of the world. Druids most often become forest masters, but it is not unheard of for rangers or clerics of nature deities to leave their kinships behind and follow this path. A few multiclassed barbarians become forest masters, although they rarely have the dedication to the plant aspect of nature to embrace this worldview. Forest masters often work alone, but are more than capable of working as part of a group. Many times adventurers have spoken with what they thought was a young, small treant, when they were actually speaking with a very powerful forest master. There are no rivalries between groups of forest masters, although individuals may disagree on methods of enacting the will of the Treefather. - Hit Die: d8. - Proficiencies: A forest master does not gain any additional weapon or armor proficiencies. - Skill Points: 2+ Int modifier. - Spells per Day: At each forest master level the character gains new spells per day as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (such as an improved chance of turning or rebuking undead). REQUIREMENTS: Skills: Animal Empathy 8 ranks, Concentration 4 ranks, Lore 13 ranks. Feats: Alertness, Endurance, Power Attack, Skill Focus (Lore), Weapon Proficiency (martial) or Weapon Proficiency (maul). Spells: Ability to cast entangle, plant growth*, and command plants*. CLASS FEATURES: Level 1: Tree Brother (Sp): The forest master may assume tree shape once per day. Nature Sense* (Ex): The forest master can identify plants and animals with perfect accuracy. He can determine whether water is safe to drink or dangerous. 2: Forest Dominion (Su): The forest master gains the ability to rebuke or command plants as an evil cleric can rebuke or command undead. Great Mallet (Su): A forest master begins to awaken magical abilities within the wood and metal that make up his maul. 3: Natural Armor (Ex): The forest master’s skin changes into a tough, barklike hide, granting him natural armor +3 4: Oak Strength (Ex): The forest master gains a +2 bonus to Strength and the ability to make slam attacks. 5: Spruce Growth (Su): Once per day the forest master can temporarily increase his size and strength as if using a righteous might spell. 7: Oakheart (Ex): Type changes to plant, gain weakness to fire. 8: Deep Roots (Su): Once per day, sink roots to become immobile & gain Fast Healing 5. Forest Longevity* (Ex): At 8th level, the forest master is magically sustained by his continuing transformation and gains incredible longevity. 10: Forest Might (Ex): The primordial forest infuses the forest master with power. He gains a +2 bonus to Strength, a +2 bonus to Constitution, and he takes only half damage from piercing weapons. He gains Fast Healing 1 in natural environments. *not implemented Tree Brother (Sp) The forest master may assume tree shape once per day. Nature Sense (Ex) The forest master can identify plants and animals with perfect accuracy. He can determine whether water is safe to drink or dangerous. (Not Implemented) Forest Dominion (Su) At 2nd level, the forest master gains the ability to rebuke or command plants as an evil cleric can rebuke or command undead. His effective level for this ability is his class level, and he may use it a number of times perday equal to 3 + his Charisma modifier. If he already has this ability because he is a cleric with the Plant domain, these levels stack with his cleric levels and vice versa. Great Mallet (Su) Beginning at 2nd level, a forest master begins to awaken magical abilities within the wood and metal that make up his maul. Any maul used by a forest master is treated as if it were a +2 maul with either the frost or shock property (the forest master decides each round whether the weapon’s extra damage is cold or electricity). If the weapon has additional abilities (such as defending), these abilities still apply, and if the weapon has an enhancement bonus better than +2 the higher of the two bonuses is used. The maul does not gain these abilities if it is not wielded by the forest master. At 6th-level, the forest master’s' maul acts as a +2 icy burst or +2 shocking burst weapon, with the forest master deciding each round what effect the weapon has. At 9th level, the forest master’s maul acts as a +3 mighty cleaving weapon in addition to its other properties (including its icy burst or shocking burst ability). Icy Mallet Shocking Mallet Natural Armor (Ex) At 3rd level, the forest master’s skin changes into a tough, bark like hide, granting him natural armor +3. This bonus increases to +5 at 5th level and +7 at 7th level. Oak Strength (Ex) Beginning at 4th level, the forest master gains a +2 bonus to Strength and the ability to make slam attacks. A Small creature'’s slam attack deals 1d4 points of damage, one from a Medium-size creature deals 1d6 points of damage, and a Large forest master’s' slam attack deals 1d8 points of damage. Slam attacks are natural weapon attacks and do not provoke an attack of opportunity from the defender. A forest master can select Improved Critical (Creature), Weapon Focus (Creature), and (if a fighter of 4th level or higher) Weapon Specialization (Creature). Upon gaining this ability, the forest master’s' hair takes on a green, leafy appearance. Spruce Growth (Su) At 5th level, once per day the forest master can temporarily increase his size and strength as if using a righteous might spell. Oakheart (Ex) Upon reaching 7th level, a forest master’s' body becomes a thing of wood and leaf rather than meat and bone. His type changes to plant. As such, he is immune to mind-affecting effects, poison, sleep, paralysis, stunning, and polymorphing. He is not subject to critical hits or sneak attacks. However, the forest master becomes vulnerable to fire, and suffers double damage from fire attacks. Deep Roots (Su) Beginning at 8th level, once per day the forestmaster may sink roots into the ground in any natural surface that can support at least some vegetation. While rooted, the forest master gains fast healing 5, but has an effective Dexterity score of 1 and may not move from the spot in which he stands. The forest master can withdraw his roots and end the healing as a free action. Forest Longevity (Ex) At 8th level, the forest master is magically sustained by his continuing transformation and gains incredible longevity. (Not Implemented) Forest Might (Ex) At 10th level, the primordial forest infuses the forest master with power. He gains a +2 bonus to Strength, a +2 bonus to Constitution, and he takes only half damage from piercing weapons. He gains fast healing 1 (which does not add to the fast healing 5 he gains when using his deep roots ability) whenever standing on fertile soil. You must be wielding a maul to use this ability. Elemental power flows through your maul. You sink your roots into the fertile soil below. You must be outside & above ground to use this ability. <CUSTOM0> commands plants. Wild Shape: Plant At 12th level, a druid becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (A druid can’t use this ability to take the form of a plant that isn’t a creature.) Wild Shape, Treant Wild Shape, Shambling Mound Wild Shape, Twig Blight Wild Shape, Myconid Wild Shape, Algoid Treant Shambling Mound Twig Blight Myconid Algoid ++++++++++ ACP Styles ++++++++++ Kensai Assassin Barbarian Fencing *INVALID* Arcane Demon Blade Warrior Tiger Fang Sun Fist Dragon Palm Bear's Claw #Project Q reserved lines 20501 - 21000# #End of Project Q reserve# #Community Expansion Pack reserved lines: 30k - 40k, 41k-45k, 120k - 125k# # PRC / CEP Shared Weapon Descriptions 30000-30070 # Heavy Pick Originally a miner's tool like the shovel, the pick has found more deadly uses defending home, hearth and kingdom. It has become a specialized weapon, known for its deadly ability to pierce even the heaviest of armor plates. Base Damage: 1d6 Base Critical Threat: x4 Base Damage Type: Piercing Weapon Size: Medium Feats Required: Martial Light Pick Originally a miner's tool like the shovel, the pick has found more deadly uses defending home, hearth and kingdom. It has become a specialized weapon, known for its deadly ability to pierce even the heaviest of armor plates. Base Damage: 1d4 Base Critical Threat: x4 Base Damage Type: Piercing Weapon Size: Small Feats Required: Martial Sai This exotic weapon is shaped like a dagger but it has no edge and no point. The sai is as much a defensive weapon as an offensive one, and is traditionally wielded in pairs. Base Damage: 1d4 Base Critical Threat: x2 Base Damage Type: Bludgeoning Weapon Size: Tiny Feats Required: Exotic Nunchaku Originally a farmer's tool, nunchaku are derived from simple devices used to flail grains. They have become a specialized weapon, wielded with blinding speed and brutal force. Base Damage: 1d6 Base Critical Threat: x2 Base Damage Type: Bludgeoning Weapon Size: Small Feats Required: Exotic Falchion The falchion is a brutal, hacking weapon. Not subtle, and not good for defense. It is, however, a fairly simple and inexpensive weapon to make because its broad, heavy blade can be forged thickly of cheap metal by inexperienced smiths. For this reason it is popular among some armies. Base Damage: 2d4 Base Critical Threat: 18-20/x2 Base Damage Type: Slashing Weapon Size: Large Feats Required: Martial Sap The sap is a simple weapon, typically consisting of a small bag filled with sand or lead shot. Base Damage: 1d6 Base Critical Threat: x2 Base Damage Type: Bludgeoning Weapon Size: Small Feats Required: Martial Katar The katar is also known as a punching dagger, discrete and efficient. Base Damage: 1d4 Base Critical Threat: x3 Base Damage Type: Piercing Weapon Size: Tiny Feats Required: Simple Heavy Mace A heavy mace is a simple weapon, made of metal and ideal for smashing opponents. Base Damage: 1d8 Base Critical Threat: 20/x2 Base Damage Type: Bludgeoning Weapon Size: Medium Feats Required: Simple Maul The maul is a huge hammer designed to deliver devastating blows in combat. Base Damage: 1d10 Base Critical Threat: 20/x3 Base Damage Type: Bludgeoning Weapon Size: Large Feats Required: Martial Double Scimitar The curved blades of the double scimitar are used most effectively when spinning and twirling with the weapon. Despite its size, the weapon benefits more from quick, precise movement than from brute force. Base Damage: 1d6/1d6 Base Critical Threat: 18-20/x2 Base Damage Type: Slashing Weapon Size: Large Feats Required: Exotic Goad Derived from a tool used to herd unruly oxen, the goad has seen use as a weapon in its own right. Base Damage: 1d4 Base Critical Threat: x2 Base Damage Type: Piercing Weapon Size: Small Feats Required: Simple Untyped Untyped Damage <CUSTOM0> Untyped Vile Vile Damage <CUSTOM0> Vile Blood Poison Shadow Psychic Necrotic Radiant Force Blood Damage Poison Damage Shadow Damage Psychic Damage Necrotic Damage Radiant Damage Force Damage <CUSTOM0> Blood <CUSTOM0> Poison <CUSTOM0> Shadow <CUSTOM0> Psychic <CUSTOM0> Necrotic <CUSTOM0> Radiant <CUSTOM0> Force +PRC8 Project Reserved tlk: 45000 (16822216) through 60000 (16837216)+ Type of Feat: General Prerequisite: Spell Focus (conjuration) Specifics: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it. Use: Automatic. Augment Summoning Mage Killer Mage Killers mage killer (PRESTIGE CLASS) Mage Killers are a rare breed, specializing in magic designed to combat other spellcasters. The Mage Killer not only trains like a warrior, but also masters spells to exploit the weaknesses of their arcane foes. Some use traps, others prefer weapons, but all hone their magical skills to a fine point - for it is these magical abilities that distinguish Mage Killers from the majority of mundane hunters and killers. A Mage Killer will fraternize with all sorts of people to help them locate and gain access to their enemies, but the dirty business of overcoming those foes and putting an end to their miserable lives is kept firmly on the Mage Killer's own shoulders. - Hit Die: d4. - Proficiencies: A Mage Killer does not gain any additional weapon or armor proficiencies. - Skill Points: 2+ Int modifier. REQUIREMENTS: Spells: Able to cast 4th-level arcane spells. Feats: Great Fortitude, Lightning Reflexes, Combat Casting, Any Martial Weapon Proficiency. Skills: Spellcraft (10 ranks). CLASS FEATURES: Level 1: Improved Saves - The Mage Killer can choose to gain a +1 bonus to either Reflex or Fortitude saves. 2: Augment Summoning - Any creatures called forth with summoning spells are slightly enhanced, gaining one extra hit die and a +1 bonus on attack and damage rolls. 3: Improved Saves. 4: Feat - Spell Focus: Evocation - Provides a +2 bonus to the DC for all spells in the Evocation school. 5: Improved Saves. 6: Feat - Spell Focus: Necromancy. 7: Improved Saves. 8: Feat - Spell Focus: Conjuration. 9: Improved Saves. 10: Feat - Spell Focus: Transmutation. BONUS SPELLS Upon gaining a level in Mage Killer, the character gains new spells per day as if they had also gained a level in their highest Arcane spellcasting class. No new spells are learned through this ability, however. Harper Mage Harper Mages harper mage (PRESTIGE CLASS) Wizards and sorcerers have been an integral part of the Harpers since the organization's inception. Indeed, many of its senior members today are powerful mages. Among the organization's principal allies are several influential wizards and sorcerers who have made some of their accumulated knowledge available to the Harpers. Mystra, the deity of magic, is one of the patron deities of the Harpers; her predecessor being one of the deities who met at the Dancing Place centuries ago to inspire the founding of the Harpers organization. With such a rich magical tradition, it was inevitable that the Harpers would develop some of their own magical lore and techniques to pass on to their agents. - Hit Die: d4. - Proficiencies: A Harper Mage is proficient with simple weapons. - Skill Points: 4 + Int Modifier. REQUIREMENTS: Feats: Alertness, Extend Spell. Alignment: Any non-evil. Skills: Concentration (4 ranks), Spellcraft (8 ranks), Lore (8 ranks), Persuade (2 ranks). Spells: Able to cast 3rd level arcane spells. CLASS FEATURES: Level 1: Feat - Skill Focus: Lore - Provides a +3 bonus to all Lore skill checks. 2: Feat - Skill Focus: Spellcraft - Provides a +3 bonus to all Spellcraft skill checks. 3: Feat - Still Spell. 4: Feat - Silent Spell. 5: Hardiness vs. Spells - The Harper Mage gains a +2 bonus to saving throws vs spells. BONUS SPELLS Upon gaining a level in Harper Mage, the character gains new spells per day as if they had also gained a level in their highest Arcane spellcasting class. No new spells are learned through this ability, however. Spellsword Spellswords spellsword (PRESTIGE CLASS) The power to meld swordplay and sorcery is given embodiment in the person of the Spellsword. A student of both arcane rituals and martial techniques, the Spellsword gradually learns to circumvent the negative effects of armour on magical rites, and can cast spells while wearing armor with less chance of failure than a traditional mage. Moreover, the Spellsword can cast spells through a weapon or store spells there for later use. Feared by other mages for their ability to cast spells while in armor and treated with suspicion by the common people for their ability to wield magic, the Spellsword often walks the world alone. - Hit Die: d8. - Proficiencies: A Spellsword does not gain any additional weapon or armor proficiencies. - Skill Points: 2+ Int modifier. REQUIREMENTS: Spells: Able to cast 2nd level arcane spells. Feats: Weapon Proficiency: All Simple and Martial Weapon Proficiencies, Armor Proficiency: Light, Armor Proficiency: Medium, Armor Proficiency: Heavy. Skills: Lore (6 ranks). Base attack bonus: +4. CLASS FEATURES: Level 1: Ignore Arcane Spell Failure (10%). 2: Bonus Feat. 3: Ignore Arcane Spell Failure (15%). 4: Channel Spell (3/day) - The Spellsword can store a single spell in a weapon to be unleashed the next time the weapon strikes an opponent. 5: Ignore Arcane Spell Failure (20%). 6: Channel Spell (4/day). 7: Ignore Arcane Spell Failure (30%). 8: Channel Spell (5/day). 9: Ignore Arcane Spell Failure (40%). 10: Multiple Channel Spell I - The Spellsword can store two spells in a weapon to be unleashed the next time the weapon strikes an opponent. BONUS SPELLS Every other level in Spellsword, the character gains new spells per day as if they had also gained a level in their highest Arcane spellcasting class. No new spells are learned through this ability, however. Type of Feat: Class Specific Prerequisite: Level 1 or higher in the Spellsword prestige class. Specifics: Reduces arcane spell failure. Level 1: 10% Ignore Arcane Spell Failure 2: 15% Ignore Arcane Spell Failure 3: 20% Ignore Arcane Spell Failure 4: 30% Ignore Arcane Spell Failure 5: 40% Ignore Arcane Spell Failure Epic Levels: 6: 45% Ignore Arcane Spell Failure 7: 50% Ignore Arcane Spell Failure 8: 55% Ignore Arcane Spell Failure 9: 60% Ignore Arcane Spell Failure 10: 65% Ignore Arcane Spell Failure 11: 70% Ignore Arcane Spell Failure 12: 75% Ignore Arcane Spell Failure 13: 80% Ignore Arcane Spell Failure 14: 85% Ignore Arcane Spell Failure 15: 90% Ignore Arcane Spell Failure Ignore Spell Failure 1 Ignore Spell Failure 2 Ignore Spell Failure 3 Ignore Spell Failure 4 Ignore Spell Failure 5 Acolyte of the Skin Acolytes of the Skin acolyte of the skin (PRESTIGE CLASS) The thirst for power drives some people to extreme lengths, regardless of the consequences. Though it is hard to believe that any living being would willingly bond the skin of a living demon to their own, that is exactly what the Acolyte of the Skin is willing to attempt in their pursuit for power. Through this diabolic act of symbiosis, the Acolyte hopes to gain infernal power, heedless of the possible consequences to their own soul and psyche. For who knows what may happen as the bond between Acolyte and skin grows stronger and the full power of infernal darkness is unleashed. - Hit Die: d4. - Proficiencies: An Acolyte of the Skin does not gain any additional weapon or armor proficiencies. - Skill Points: 2+ Int modifier. REQUIREMENTS: Arcane Spellcasting: Able to cast 3rd-level arcane spells. Skills: Lore (8 ranks). Alignment: Any non-good. CLASS FEATURES: Level 1: Wear Fiend - Grants +1 Natural Armor, +2 Dexterity and Dark Vision. 2: Flame Resistant - The Acolyte gains 20 Fire resistance. 3: Fiendish Glare - The Acolyte's glare can decrease a foe's abilities and even stun weak opponents. 4: Fiendish Knowledge - The Acolyte gains a free bonus feat. 5: Skin Adaptation - Grants +2 Natural Armor, +2 Constitution. 6: Cold Resistant - The Acolyte gains 20 cold resistance. 7: Glare of the Pit - Once per day, the Acolyte's glare can immolate an opponent, dealing 16d6 damage. 8: Fiendish Knowledge - The Acolyte gains a free bonus feat. 9: Summon Fiend - The Acolyte can summon a Vrock once per day. 10: Symbiosis - Grants (20/+1) damage reduction. This increases by +1 every 5 Epic levels. BONUS SPELLS Every other level in Acolyte of the Skin, the character gains new spells per day as if they had also gained a level in their highest arcane caster class. No new spells are learned through this ability, however. Wear Fiend Type of Feat: Class Specific Prerequisite: Acolyte of the Skin level 1. Specifics: Grants +1 Natural Armor, +2 Dexterity, and Darkvision. Use: Automatic. Flame Resistant Type of Feat: Class. Prerequisite: Level 2 Acolyte of the Skin. Specifics: The Acolyte is granted 20 Fire resistance. Use: Automatic. Fiendish Glare Type of Feat: Class. Prerequisite: Level 3 Acolyte of the Skin. Specifics: The target must make a Will save vs. DC 20 or suffer -2 to Attack, -2 to Damage, and -2 to Saving Throws for 10 minutes. Also, a creature with 50 or less hit points is stunned for 3d4 rounds, a creature with 51-100 hit points is stunned for 2d4 rounds, and a creature with 101-151 hit points is stunned for 1d4 rounds. Use: Selected. Skin Adaptation Type of Feat: Class. Prerequisite: Level 5 Acolyte of the Skin. Specifics: The Acolyte gains +2 Natural Armor and +2 to Constitution. Use: Automatic. Cold Resistant Type of Feat: Class. Prerequisite: Level 6 Acolyte of the Skin. Specifics: The Acolyte is granted 20 Cold resistance. Use: Automatic. Glare of the Pit Type of Feat: Class. Prerequisite: Level 7 Acolyte of the Skin. Specifics: The Acolyte's glare deals 16d6 Fire damage to a single target. Usable once per day. Use: Selected. Summon Fiend Type of Feat: Class. Prerequisite: Level 9 Acolyte of the Skin. Specifics: The Acolyte summons forth a Vrock as a servant. Usable once per day. Use: Selected. Symbiosis Type of Feat: Class. Prerequisite: Level 10 Acolyte of the Skin. Specifics: Grants (20/+1) damage reduction at level 10 and +1 for every five levels thereafter. Level: 10: 20/+1 15: 20/+2 20: 20/+3 25: 20/+4 30: 20/+5 Use: Automatic. Type of Feat: Class. Prerequisite: Level 1 Mage Killer. Specifics: This feat grants +1 to Reflex saves each time it is taken. Use: Automatic. Type of Feat: Class. Prerequisite: Level 1 Mage Killer. Specifics: This feat grants +1 to Fortitude saves each time it is taken. Use: Automatic. Improve Saves: Reflex 1 Improve Saves: Reflex 2 Improve Saves: Reflex 3 Improve Saves: Reflex 4 Improve Saves: Reflex 5 Improve Saves: Fortitude 1 Improve Saves: Fortitude 2 Improve Saves: Fortitude 3 Improve Saves: Fortitude 4 Improve Saves: Fortitude 5 Physical Power 1 Type of Feat: Epic. Prerequisite: Epic Acolyte of the Skin. Specifics: Grants +2 to Constitution at levels 11, 21, and 30. Use: Automatic. Physical Power 2 Physical Power 3 Acid Resistant Type of Feat: Class. Prerequisite: Level 14 Acolyte of the Skin. Specifics: The Acolyte is granted 20 Acid resistance. Use: Automatic. Electricity Resistant Type of Feat: Class. Prerequisite: Level 18 Acolyte of the Skin. Specifics: The Acolyte is granted 20 Electrical resistance. Use: Automatic. Mental Power 1 Type of Feat: Epic. Prerequisite: Epic Acolyte of the Skin. Specifics: Grants +2 to Intelligence at levels 16 and 26. Use: Automatic. Mental Power 2 Type of Feat: Epic. Prerequisite: Epic Acolyte of the Skin. Specifics: Grants +2 to Intelligence at levels 16 and 26. Use: Automatic. Ignore Spell Failure 6 Ignore Spell Failure 7 Ignore Spell Failure 8 Ignore Spell Failure 9 Ignore Spell Failure 10 Ignore Spell Failure 11 Ignore Spell Failure 12 Ignore Spell Failure 13 Ignore Spell Failure 14 Ignore Spell Failure 15 Epic Symbiosis 1 Epic Symbiosis 2 Epic Symbiosis 3 Epic Symbiosis 4 Fiendish Glare Glare of the Pit Summon Fiend Momento Mori Type of Feat: Epic. Prerequisites: Level 21, ability to cast 9th level spells, Spellcraft (25 ranks). Specifics: The target creature is killed instantly. Use: Selected. Epic Spell: Momento Mori Type of Feat: Epic. Prerequisite: Level 21, ability to cast 9th level spells, Spellcraft (25 ranks). Specifics: The target creature is killed instantly. Use: Selected. Unseen Seer Unseen Seers unseen seer (PRESTIGE CLASS) Mysterious and elusive, the unseen seer trades in secrets. Subterfuge is her business in the same way that death is the assassin's business, and she uses her magic to help her gather other people's secrets while keeping her own. - Hit Die: d4. - Proficiencies: Unseen Seer grants no additional weapon proficiencies. - Skill Points: 6+ Int modifier. REQUIREMENTS: Skills: Hide 8 ranks, Search 8 ranks, Sense Motive 4 ranks, Spellcraft 4 ranks, Spot 8 ranks Spellcasting: Ability to cast 1st-level arcane spells CLASS FEATURES: Level 1: Sneak Attack +1d6 2: Silent Spell as a bonus feat 3: Divination Spell Power +1 - Increase Divination caster levels by +1, reduce all other caster levels by -1 4: Sneak Attack +2d6 5: Guarded Mind - Permanent Nondetection, as the spell 6: Divination Spell Power +2 - Increase Divination caster levels by +2, reduce all other caster levels by -2 7: Sneak Attack +3d6 8: 9: Divination Spell Power +3 - Increase Divination caster levels by +3, reduce all other caster levels by -3 10: Sneak Attack +4d6 Epic Champion of Bane With Bane guiding your every step, you have ascended through the ranks of Bane's faithful to become a symbol of his domination and power. Hit Die: d10. Skill Points: 2 + Int Modifier. Bonus Feats: The Epic Champion of Bane gains a bonus feat every four levels. Special: Sacred Defense: Saving throws continue to improve by +1 every 2 levels. Divine Wrath: Every five levels the attack, damage and saving throw bonuses from Divine Wrath increase by a further +2. Epic Champion of Bane Bonus Feats: Automatic Quicken Spell, Automatic Silence Spell, Automatic Still Spell, Armor Skin, Epic Damage Reduction, Epic Prowess, Devastating Critical, Epic Toughness, Epic Weapon Focus, Great Wisdom, Greater Smiting, Improved Combat Casting, Improved Stunning Fist, Improved Whirlwind Attack, Overwhelming Critical, Planar Turning, Epic Spell Focus, Epic Spell Penetration, Superior Initiative. Eldritch Knight Eldritch Knights eldritch knight (PRESTIGE CLASS) Studying the martial and arcane arts to equal degree, the Eldritch Knight is a versatile combatant who can cast fireball on her foes or charge them with sword drawn. The Eldritch Knight takes pride in her ability to use the right technique for the job: spells against physically tough foes and force of arms against spellcasting enemies. - Hit Die: d6 - Proficiencies: None - Skill Points: 2+ Int modifier. REQUIREMENTS: Feats: All Martial Weapon Proficiencies Arcane Spellcasting: Able to cast 3rd-level spells. CLASS FEATURES: Eldritch Knights receive a bonus feat at first level. The feats to pick from are all fighter bonus feats (except Weapon Specialization). BONUS SPELLS Upon gaining a level in Eldritch Knight, the character gains new spells per day as if he had also gained a level in his highest caster class (bard, sorcerer, or wizard). He does not learn any new spells through his abilities. Elemental Savant Elemental Savants elemental savant (PRESTIGE CLASS) Elemental Savants study the basic building blocks of existence - air, earth, fire, water - learning to harness their powers. Eventually they transcend their mortal form and become elemental beings. Most Elemental Savants start out as wizards, although clerics and druids are not unknown. Sorcerers occasionally take this prestige class, but since metamagic feats are of less utility to them, they have difficulty using the class's strengths to the fullest. - Hit Die: d4. - Proficiencies: An Elemental Savant does not gain any additional weapon or armor proficiencies. - Skill Points: 2+ Int modifier. REQUIREMENTS: Spellcasting: Able to cast 3rd-level arcane spells Skills: Lore 8 ranks. CLASS FEATURES: Level 1: Elemental Transition 1 - Grants Immunity to Sleep. Resistance +5 - Grants 5 resistance to chosen element. 2: Elemental Focus +1 - Grants a DC increase for spells of the chosen element. 3: Elemental Penetration +1 - Grants a Spell Penetration increase for spells of the chosen element. 4: Elemental Transition 2 - Grants Darkvision and Immunity to Paralysis. Resistance +10 - Grants 10 resistance to chosen element. 5: Elemental Focus +2 - Spell DC increase improves. 6: Elemental Penetration +2 - Spell Penetration bonus improves. 7: Elemental Transition 3 - Grants Immunity to Stun. Resistance +15 - Grants 15 resistance to chosen element. 8: Elemental Focus +3 - Spell DC increase improves. 9: Elemental Penetration +3 - Spell Penetration bonus improves. 10: Elemental Perfection - Gain all benefits of being an elemental, including immunity to poison, sleep, paralysis, stunning, critical hits and sneak attacks. Gain the special attacks and special qualities of a medium elemental of the chosen type. Gain immunity to the chosen element, but take double damage from all spells of the opposing element. BONUS SPELLS Upon gaining a level in Elemental Savant, the character gains new spells per day as if he had also gained a level in his highest caster class (bard, sorcerer, or wizard). He does not learn any new spells through his abilities. Type of Feat: General Prerequisites: Inspiration pool Specifics: When you take this feat for the first time, you gain 1 additional point of inspiration. Special: You can take this feat multiple times. Each time you take the feat after the first time, the number of inspiration you gain increases by 1 (for example, you gain 2 inspiration if you take this feat a second time). You must have an Int modifier equal to the number of the feat (so +1 for 1, +2 for 2, and so on). Use: Automatic Font of Inspiration I Font of Inspiration II Font of Inspiration III Font of Inspiration IV Font of Inspiration V Font of Inspiration VI Font of Inspiration VII Font of Inspiration VIII Elemental Transition 1 Type of Feat: Class Specific Prerequisite: Elemental Savant level 1 Specifics: Grants Immunity to Sleep at level 1, Immunity to Paralysis and Darkvision at level 4, and Immunity to Stunning at level 7. Use: Automatic. Elemental Transition 2 Elemental Transition 3 Type of Feat: Class Specific Prerequisite: Elemental Savant level 1 Specifics: Grants damage resistance in the chosen element of 5 at level 1, 10 at level 4, 15 at level 7. Use: Automatic. Resistance +5 Resistance +10 Resistance +15 Type of Feat: Class Specific Prerequisite: Elemental Savant level 2 Specifics: Grants a DC increase for spells of the chosen element of +1 at level 2, +2 at level 5, and +3 at level 8. This increases every 3 levels after this in epic levels (+4 at 11, 5 at 14, etc). Use: Automatic. Elemental Focus +1 Elemental Focus +2 Elemental Focus +3 Type of Feat: Class Specific Prerequisite: Elemental Savant level 3 Specifics: Grants a Spell Penetration increase for spells of the chosen element of +1 at level 3, +2 at level 6, and +3 at level 9. This increases every 3 levels after this in epic levels (+4 at 12, 5 at 15, etc). Use: Automatic. Elemental Penetration +1 Elemental Penetration +2 Elemental Penetration +3 Elemental Perfection Type of Feat: Class Specific Prerequisite: Elemental Savant level 10 Specifics: You gain all the benefits of being an elemental, including immunity to poison, sleep, paralysis, stunning, critical hits and sneak attacks. You also gain the special attacks and special qualities of a medium elemental of the chosen type. You become immune to the chosen element, but take double damage from all spells of the opposing element. Use: Automatic. Master of Shrouds Masters of Shrouds master of shrouds (PRESTIGE CLASS) The Master of Shrouds is an evil spellcaster who magically seizes incorporeal undead and sets them to do her bidding. The wrathful undead spread fear and death as they vent their anger at being disturbed. While a Master of Shrouds has some divine spells, her primary tool is the ability to summon incorporeal undead creatures to serve her. Evil clerics most often become Masters of Shrouds, though ex-paladins may do so if they turn far enough from their lawful good roots and gain access to one of the required domains. - Hit Dice: d8. - Proficiencies: Masters of Shrouds are proficient with all simple weapons, with all types of armor, and with shields. - Skill Points: 2+ Int modifier. REQUIREMENTS: Alignment: Evil Skills: Concentration 10 ranks, Spellcraft 10 ranks. Spells: Ability to cast divine spells, and access to at least one of these domains: Death, Evil, Protection CLASS FEATURES: Level 1: Turn Undead - As a cleric of the same class level as the Master of Shrouds. This stacks with any levels of Cleric and/or Paladin. Extra Turning - Character is now able to turn an additional six times per day. Death Domain - Master of Shrouds can summon a Negative Plane Avatar dependent upon level. Evil Domain - Player is able to turn outsiders. Protection Domain - Character gains access to certain protective spells. 3: Summon Undead I - The Master of Shrouds can summon an Allip. 5: Summon Undead II - Character can now summon a Wraith. 7: Summon Undead III - Spectre. 9: Summon Undead IV - Improved Spectre. BONUS SPELLS: When a new Master of Shrouds level is gained, the character gains new spells per day as if she had gained a level in the cleric class. She does not, however, gain any other benefit a character of that class would have gained (e.g., improved chance of rebuking or controlling undead). Epic Master of Shrouds As you gain epic levels, the undead summoned by Summon Undead I-IV continue to improve. Bonus Feats: The epic Master of Shrouds gains a bonus feat every three levels after 10th Epic Master of Shrouds Bonus Feats List: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Spell Focus, Planar Turning, Armor Skin, Improved Combat Casting, Great Wisdom, Epic Divine Vigor, Epic Divine Resistance, Epic Divine Might. Summon Undead I Type of Feat: Class Specific Prerequisite: Master of Shrouds level 3 Duration: 1 round/ level Specifics: A Master of Shrouds may summon an undead a number of times per day equal to three plus her charisma modifier, with a minimum of one. When not in combat, the summoned undead may turn on their summoner if they can overcome the summons Turn Undead ability. Use: Selected. Summon Undead II Type of Feat: Class Specific Prerequisite: Master of Shrouds level 5 Duration: 1 round/ level Specifics: A Master of Shrouds may summon a pair undead a number of times per day equal to three plus her charisma modifier, with a minimum of one. When not in combat, the summoned undead may turn on their summoner if they can overcome the summons Turn Undead ability. Use: Selected. Summon Undead III Type of Feat: Class Specific Prerequisite: Master of Shrouds level 7 Duration: 1 round/ level Specifics: A Master of Shrouds may summon a group of 4 undead a number of times per day equal to three plus her charisma modifier, with a minimum of one. When not in combat, the summoned undead may turn on their summoner if they can overcome the summons Turn Undead ability. Use: Selected. Summon Undead IV Type of Feat: Class Specific Prerequisite: Master of Shrouds level 9 Duration: 1 round/ level Specifics: A Master of Shrouds may summon a group of 8 undead a number of times per day equal to three plus her charisma modifier, with a minimum of one. When not in combat, the summoned undead may turn on their summoner if they can overcome the summons Turn Undead ability. Use: Selected. <CUSTOM0> calls upon a force of undead spirits Summon Undead Vampiric Drain Caster Level(s): Wizard / Sorcerer 8 Innate Level: 3 School: Necromancy Descriptor(s): Negative Component(s): Verbal, Somatic Range: Close Area of Effect / Target: All living creatures and undead Duration: 1 round/ 3 levels Additional Counter Spells: Negative Energy Protection Save: None Spell Resistance: Yes All living creatures in the area of effect immediately take 1d6 points of damage per four caster levels (maximum 5d6). Thereafter they take damage once per round for the spell's duration. A creature that makes a successful will save only takes half damage. Each time this spell deals damage to a living creature, the caster gains temporary hit points equal to half the damage dealt. These temporary hit points disappear after 1 hour. Care should be taken to avoid targeting undead creatures with a vampiric drain. An undead creature gains 1d6 temporary hit points per caster level per round (to a maximum of 5d6) and the caster takes damage equal to half this amount. You cannot cast spells of your prohibited schools. Spell terminated. Font of Inspiration IX Font of Inspiration X Alhoon "Alhoon" is an acquired template that can be added to any illithid creature (referred to hereafter as the base creature), provided it can create the required phylactery. A alhoon has all the base creature's statistics and special abilities except as noted here. Size and Type The creature's type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged. Hit Dice Increase all current and future Hit Dice to d12s. Armor Class A alhoon has a +5 natural armor bonus or the base creature's natural armor bonus, whichever is better. Attack A alhoon has a touch attack that it can use once per round. If the base creature can use weapons, the alhoon retains this ability. A creature with natural weapons retains those natural weapons. A alhoon fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). A alhoon armed with a weapon uses its touch or a weapon, as it desires. Full Attack A alhoon fighting without weapons uses either its touch 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 touch as a natural secondary attack, provided it has a way to make that attack (either a free hand or a natural weapon that it can use as a secondary attack). Damage A alhoon without natural weapons has a touch attack that uses negative energy to deal 1d8+5 points of damage to living creatures; a Will save (DC 10 + 1/2 alhoon's HD + alhoon's Cha modifier) halves the damage. A alhoon with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 1d8+5 points of extra damage on one natural weapon attack. Special Attacks A alhoon retains all the base creature's special attacks and gains those described below. Save DCs are equal to 10 + 1/2 alhoon's HD + alhoon's Cha modifier unless otherwise noted. Fear Aura (Su) Alhoon are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the alhoon must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the alhoon's level. A creature that successfully saves cannot be affected again by the same alhoon's aura for 24 hours. Paralyzing Touch (Su) Any living creature a alhoon hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description). The effect cannot be dispelled. Anyone paralyzed by a alhoon seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive.. Spells A alhoon can cast any spells it could cast while alive. Special Qualities A alhoon retains all the base creature's special qualities and gains those described below. Turn Resistance (Ex) A alhoon has +4 turn resistance. Damage Reduction (Su) A alhoon's undead body is tough, giving the creature damage reduction 15/bludgeoning and magic. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Immunities (Ex) Alhoon's have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks. Abilities Increase from the base creature as follows: Int +2, Wis +2, Cha +2. Being undead, a alhoon has no Constitution score. Skills Alhoon's have a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature. Organization Solitary or troupe (1 alhoon, plus 2-4 vampires and 5-8 vampire spawn). Challenge Rating Same as the base creature + 2. Treasure Standard coins; double goods; double items. Alignment Any evil. Advancement By character class. Level Adjustment Same as the base creature +4. Alhoon Characters The process of becoming a alhoon is unspeakably evil and can be undertaken only by a willing character. A alhoon retains all class abilities it had in life. The Alhoon's Phylactery An integral part of becoming a alhoon is creating a magic phylactery in which the character stores its life force. As a rule, the only way to get rid of a alhoon for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, a alhoon reappears 1d10 days after its apparent death. Each alhoon must make its own phylactery, which requires the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation. The most common form of phylactery is a sealed metal box containing strips of parchment on which magicalphrases have been transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40. Other forms of phylacteries can exist, such as rings, amulets, or similar items. Epic Mage Killer The epic mage-killer is a terrifying opponent and is legendary in her ability to bring enemy spellcasters to their knees. Though any given order might count only a tiny number of these characters among them, even the rumor of a single hunter of this power is enough to guard against the abuse of magic. Hit Die: d4 Skill Points at Each Additional Level: 2+ Int Modifier Bonus Feats: The epic Mage Killer gains a bonus feat every three levels after 10th Improved Saves: The epic Mage Killer gains +1 to either Ref or Fort every two levels, starting at 11th. Epic Mage Killer Bonus Feats List: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Spell Focus, Epic Spell Penetration, Great Intelligence, Improved Combat Casting. Epic Eldritch Knight Hit Die: d6 Skill Points at Each Additional Level: 2 + Int modifier Spells: The epic eldritch knights caster level increases by 1 per level gained above 10th. The epic eldritch knight continues to gain new spells per day (and spells known, if applicable) at each new level, up to the maximum spells per day and spells known of the arcane spellcasting class to which the eldritch knight belonged before adding the prestige class. Bonus Feats: The epic eldritch knight gains a bonus feat (selected from the list of epic eldritch knight feats) every 4 levels after 10th. Epic Eldritch Knight Bonus Feat List: Armor Skin, Epic Damage Reduction, Devastating Critical, Epic Prowess, Epic Weapon Focus, Overwhelming Critical, Epic Toughness, Improved Whirlwind, Superior Initiative, Epic Spell Focus, Epic Spell Penetration, Improved Combat Casting, Automatic Still Spell Free Movement (Ex) Type: Class Prerequisite: Scout level 18 At 18th level and higher, a Scout can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a Freedom of Movement spell, except that it is always active. A Scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load. Red Wizard of Thay Red Wizards of Thay red wizard of Thay (PRESTIGE CLASS) The Red Wizards are the masters of Thay, the conquerors of that land's native Rashemi, and the would-be magical overlords of Faerun. They focus on a school of magic more intently than any specialist, achieving incredible mastery of magic within a very narrow focus. Seen as cruel and evil tyrants by people across Toril, a few choose to leave their region, assume secret identities, and practice magic without having to worry about political alliances and possible slave uprisings. Early in their careers, would-be Red Wizards specialize in a school of magic and acquire the Tattoo Focus feat that prepares them for entry into the Red Wizards of Thay. All Red Wizards have some skill as a specialist wizard, and most follow that path exclusively, but a few dabble in other sorts of learning, such as combat or divine magic. While it is possible for a sorcerer or a bard to become a Red Wizard, such misfits are ridiculed in their homeland and are incredibly rare. - Hit Dice: d4. - Proficiencies: Red Wizards gain no weapon, armor or shield proficiencies. - Skill Points: 2+ Int modifier. REQUIREMENTS: Race: Human Alignment: Non Good Skills: Spellcraft 8 ranks Feats: Tattoo Focus and a total of 3 metamagic or item creation feats. Spells: Must be able to cast at least 3rd level Arcane spells. CLASS FEATURES: Level 1: Enhanced Specialization - Taking this feat determines which spell school has the Spell Power and Specialists defense bonus applied to it. Specialist Defense +1 - This feat grants a Red Wizard +1 Saving Throw against all spells from his spell school of choice. 2: Spell Power +1 - This feat grants a Red Wizard +1 DC on all spells from his spell school of choice. 3: Specialist Defense +2 4: Spell Power +2 5: Bonus Feat Circle Leader 6: Spell Power +3 7: Specialist Defense +3 8: Spell Power +4 9: Specialist Defense +4 10: Spell Power +5 Great Circle Leader BONUS SPELLS: Upon gaining a level in Red Wizard of Thay, the character gains new spells per day as if he had also gained a level in his highest caster class (bard, sorcerer, or wizard). He does not learn any new spells through his abilities. He does not, however, gain any other benefit a character of that class would have gained (e.g., improved familiar, bonus feats). True Necromancer True Necromancers true necromancer (PRESTIGE CLASS) Power corrupts. Power over life and death corrupts absolutely. The power to raise the undying, unkillable servant from the husk of the formerly living is seductively, darkly tempting - and certainly evil. Those who seek such undying obedience from the dead willing tread the path of necromancy. - Hit Dice: d4. - Proficiencies: True Necromancers gain no weapon, armor or shield proficiencies. - Skill Points: 2+ Int modifier. REQUIREMENTS: Alignment: Non Good Skills: Lore 8 ranks Feats: Death Domain Spells: Must be able to cast at least 3rd level Arcane spells, and 3rd level Divine spells. CLASS FEATURES: Level 1: Rebuke - True Necromancer levels stack with cleric levels for turning and rebuking undead. Necromancer - Count all spellcasting levels for the purposes of necromancy spells. A level 5 Cleric, 5 Wizard, 1 True Necromancer will cast necromancy spells as a level 11 caster. 2: Zone of Desecration - Produce an aura that increases undead hit points, attack, and damage while within the aura. 4: Create Undead - The True Necromancer can cast Create Undead once a day as a spell like ability. 5: Major Desecration - The True Necromancer aura grows in size to be 10' per level. 7: Create Greater Undead 10: Energy Drain - Can cast Energy Drain 1/day as per the spell. BONUS SPELLS: Upon gaining a level in True Necromancer, the character gains new spells per day as if he had also gained a level in his highest caster class (bard, sorcerer, or wizard). He does not learn any new spells through his abilities. He does not, however, gain any other benefit a character of that class would have gained (e.g., improved familiar, bonus feats) Arcane Trickster Arcane Tricksters arcane trickster (PRESTIGE CLASS) Arcane Tricksters combine their knowledge of spells with a taste for intrigue, larceny or just plain mischief. They are among the most adaptable of adventurers. Arcane Tricksters tend to use a seat of the pants approach to adventuring, loading up on spells that improve their stealth and mobility. - Hit Dice: d4. - Proficiencies: Arcane Tricksters gain no weapon, armor or shield proficiencies. - Skill Points: 4 + Int Modifier. REQUIREMENTS: Alignment: Non Lawful Skills: Lore 4 ranks, Disable Trap 7, Pick Lock 7. Sneak Attack: 2d6 Spells: Must be able to cast at least 3rd level Arcane spells. CLASS FEATURES: Level 1: Ranged Legerdemain - Trap & Pick Lock at 30' range, once per day. 2: Sneak Attack 1d6. 3: Impromptu Sneak Attack - Arcane Trickster causes a sneak attack on target, can be used once per day. 4: Sneak Attack 2d6. 5: Ranged Legerdemain - Improves to two uses a day. 6: Sneak Attack 3d6. 7: Impromptu Sneak Attack - Improves to two uses a day. 8: Sneak Attack 4d6. 9: Ranged Legerdemain - Three uses a day. 10: Sneak Attack 5d6. BONUS SPELLS: Upon gaining a level in Arcane Trickster, the character gains new spells per day as if he had also gained a level in his highest caster class (bard, sorcerer, or wizard). He does not learn any new spells through his abilities. He does not, however, gain any other benefit a character of that class would have gained (e.g., improved familiar, bonus feats) Blood Magus Blood Magi blood magus (PRESTIGE CLASS) Fade to red, then nothing. What happened? Where are you? No sound, no light, no nothing. You can't see or hear, or even feel your own body. The awful truth of your plight steals over you... you're dead! An eternity passes, then you feel a call from beyond this nothingness. Something beckons, and you are drawn up out of the endless gray swirl, happy to leave your final fate undecided. A swirl of color streaks towards you, enveloping, bathing you. you have come back! A sound breaks in your ears, the sweetest sound you will ever hear. It is the renewed pulse of blood through your veins - blood music: the sound of your life. You can feel it re-energizing every particle of your form, flushing death from you and leaving life in its place. It is thick and warm, and you greedily embrace it. Blood Magi are formerly deceased spellcasters who, when returned to life, gain an understanding of their blood's importance, bequeathed by their close call. They learn to evoke magic from this vital fluid that sustains their lives. - Hit Dice: d6. - Proficiencies: A Blood Magus gain no weapon, armor or shield proficiencies. - Skill Points: 2+ Int modifier. REQUIREMENTS: Alignment: Non Lawful Skills: Concentration 4 Ranks. Feats: Toughness, Great Fortitude. Spells: Must be able to cast at least 3rd level Arcane spells. CLASS FEATURES: Level 1: Blood Component - The Blood Magus can take 1 point of damage to give a 1 DC boost to a spell. Durable Casting - The Blood Magus gains a bonus to his concentration checks equal to his class level. 2: Scarification - The Blood Magus may store up to 5 spells on his body. This is otherwise the same as Scribe Scroll. 3: Death Knell - Once per day, the Blood Magus may attempt to suck the life from a nearly dead creature, gaining increased strength, life, and caster level. 4: Blood Draught - The Blood Magus may store a number of spells equal to his class level plus his Constitution modifier, up to a maximum of 10, in his blood. This is otherwise the same as Brew Potion. 5: Homunculus - You may create a homunculus. By touching it, you can transfer 1/hp a level of damage from you to it. The homunculus advances in levels with you, to a maximum of 6HD at level 9. If the homunculus dies, the Blood Magus takes 2d10 damage. You may only have one homunculus at a time. 6: Bloodseeking Spell - The Blood Magus can take 3 points of damage to have his spells deal 1d6 more damage. 7: Thicker than Water - The Blood Magus gains DR 1/- to Slashing and Piercing damage. 8: Awaken Blood - Once per day, with a melee touch attack, the Blood Magus can cause the blood of a target to explosively escape, dealing 10d10 damage. A target immune to criticals is immune to this ability. 9: Infusion - The Blood Magus gains a permanent +2 to Constitution. 10: Bloodwalk - Once per day, the Blood Magus can teleport any distance on the same plane by means of two living creatures. If the creature at the end of the teleport is hostile, the Blood Magus will deal it 10d6 points of damage unless it makes a save of DC 10 + Class level + Con modifier. BONUS SPELLS: Upon gaining every other level in Blood Magus, the character gains new spells per day as if he had also gained a level in his highest caster class (bard, sorcerer, or wizard). He does not learn any new spells through his abilities. Diabolist Diabolists diabolist (PRESTIGE CLASS) The Diabolist is one who has thrown his lot in with the forces of Hell. Unlike the disciples of Asmodeus or the other archdevils, the diabolist is not a servant of a specific powerful fiend, but instead is usually a mortal being who has seen the dark path as a means to gaining great power. She does not serve devils - she wants to be one. - Hit Dice: d4. - Proficiencies: Diabolists gain no weapon, armor or shield proficiencies. - Skill Points: 2+ Int modifier. REQUIREMENTS: Alignment: Lawful Evil Skills: Bluff 3 ranks, Intimidate 3 ranks, Lore 8 ranks Feats: Evil Brand Spells: Must be able to cast at least 3rd level Arcane spells. CLASS FEATURES: Level 1: Diabolism 1d6 - Adds 1d6 Corrupt (Divine) damage to a spell 2: Imp Familiar - Any non-imp familiar dies when summoned 5: Diabolism 2d6 - Adds Corrupt (Divine) 2d6 damage to a spell 8: Vile Diabolism - Diabolism damage to Vile damage (Positive). This will cut the damage dealt in half. 10: Diabolism 3d6 - Adds 3d6 Corrupt (Divine) damage to a spell BONUS SPELLS: Upon gaining a level in Diabolist, the character gains new spells per day as if he had also gained a level in his highest caster class (bard, sorcerer, or wizard). He does not, however, gain any other benefit a character of that class would have gained (e.g., improved familiar, bonus feats). Fist of Hextor Fists of Hextor fist of Hextor (PRESTIGE CLASS) While many view the Fists of Hextor simply as effective if brutal mercenaries, they are in fact templars sworn to the service of their unforgiving deity. The world is a dark and unforgiving place, or so says the Church of Hextor, wherein the strong survive by ruling the weak and forging order from the chaos. To support its dogma, the Church established this elite company of templars and made them available to hire to those whose cause complemented the Church's ultimate goals (and who could, naturally, afford to pay the hefty tithes necessary to maintain a crack unit of well-armed and well-trained men and women). The Fists are infamous for their efficient brutality: Nowhere will an employer in need of military aid locate mercenaries more dedicated to ensuring that the rule of law prevails over the forces of anarchy and chaos. - Hit Dice: d10. - Proficiencies: Fists of Hextor are proficient with simple and martial weapons, all types of armor, and shields. - Skill Points: 2+ Int modifier. REQUIREMENTS: Alignment: Lawful Evil, Neutral Evil or Lawful Neutral Skills: Spot 4 ranks, Intimidate 4 ranks, Lore 4 ranks Feats: Power Attack, Cleave, Any Martial Weapon Proficiency Base Attack Bonus: +5 CLASS FEATURES: Level 1: Brutal Strike +1 - +1 to either attack or damage rolls. Permanent bonus. 2: Strength Boost - +4 Str for 4 rounds + Fist of Hextor level, once per day. 3: Frightful Presence - Fear in a radius of 5 feet per level, once per day. 4: Brutal Strike +2 5: Strength Boost - Can now be used twice a day. 6: Frightful Presence - Can now be used twice a day. 7: Brutal Strike +3 8: Strength Boost - Three times a day. 9: Frightful Presence - Three times a day. 10: Brutal Strike +4 Cunning Insight - Attacks Cunning Insight - Damage Cunning Insight - Saves Type of Feat: Class Specific Prerequisite: Factotum 1 Specifics: By expending a single inspiration point, the factotum gains his Intelligence modifier as a bonus on attacks, damage, or saves for one round Use: Selected Cunning Defense Type of Feat: Class Specific Prerequisite: Factotum 3 Specifics: By expending a single inspiration point, the factotum gains his Intelligence modifier as a dodge bonus to AC for one round Use: Selected Cunning Strike Type of Feat: Class Specific Prerequisite: Factotum 4 Specifics: By expending a single inspiration point, the factotum gains 1d6 Sneak Attack for one round Use: Selected Cunning Surge Type of Feat: Class Specific Prerequisite: Factotum 8 Specifics: By expending three inspiration points, the factotum gains Haste for one round Use: Selected Cunning Breach Type of Feat: Class Specific Prerequisite: Factotum 1 Specifics: By expending two inspiration points, the factotum overcomes all spell resistance for one round Use: Selected Cunning Dodge Prohibited School: Conjuration Prohibited School: Abjuration Prohibited School: Divination Prohibited School: Enchantment Prohibited School: Evocation Prohibited School: Illusion Prohibited School: Necromancy Prohibited School: Transmutation Type of Feat: Class Specific Prerequisite: Red Wizard level 1 Specifics: Taking this feat will prevent you from casting any more spells from this spell school. This is required by the Red Wizard, as you must lose an extra school upon entering this class. One school should be the opposite of your specialist school, the other is players choice. Use: Automatic. Tattoo Focus: Abjuration Tattoo Focus: Conjuration Tattoo Focus: Divination Tattoo Focus: Enchantment Tattoo Focus: Evocation Tattoo Focus: Illusion Tattoo Focus: Necromancy Tattoo Focus: Transmutation Type of Feat: General Prerequisite: Level 1 Arcane Spellcasting Specifics: Applies a +1 DC and Spell Penetration benefit to the chosen school. It also determines your school of specialization for the Red Wizard class. Use: Automatic. Spell Power +1 Spell Power +2 Spell Power +3 Spell Power +4 Spell Power +5 Type of Feat: Class Specific Prerequisite: Red Wizard level 2 Specifics: This feat grants a Red Wizard +1 DC and +1 Spell Penetration on all spells from his spell school of choice. This increases by +1 every even level to +15 at level 30. Use: Automatic. Specialist Defense +1 Specialist Defense +2 Specialist Defense +3 Specialist Defense +4 Type of Feat: Class Specific Prerequisite: Red Wizard level 1 Specifics: This feat grants a Red Wizard +1 Saving Throw against all spells from his spell school of choice. This increases by +1 on the 3rd, 7th, and 9th levels, and by +1 every odd level in epic (11, 13, 15, 17 etc). Use: Automatic. Tattoo Focus Type of Feat: General Prerequisite: Level 1 Wizard Specifics: Applies a +1 DC and Spell Penetration benefit to the chosen school. It also determines your school of specialization for the Red Wizard class. Use: Automatic. Epic Arcane Trickster Type of Feat: Class Specific Prerequisite: Arcane Trickster Level 11 Specifics: Combining choice elements of the epic rogue and epic wizard, the epic arcane trickster is a force to be reckoned with, unless you're looking forward to having your vault looted. Hit Die: d4 Skill Points at Each Additional Level: 4 + Int modifier Spells: The epic arcane tricksters caster level increases by one per level gained above 10th. The epic arcane tricksters number of spells per day increases until his caster level reaches 20th. Sneak Attack: The epic arcane trickster's sneak attack damage increases by +1d6 every 2 levels above 10th. Impromptu Sneak Attack: The arcane trickster may use this ability one additional time per day for every four levels above 7th. Ranged Legerdemain: The arcane trickster may use this ability one additional time per day for every four levels above 9th. Bonus Feats: The epic arcane trickster gains a bonus feat (selected from the list of epic arcane trickster feats) every 4 levels after 10th. Epic Arcane Trickster Bonus Feat List: (Automatic) Silent Spell, (Automatic) Still Spell, (Automatic) Quicken Spell, Blinding Speed, Epic Skill Focus, Improved Combat Casting, Improved Sneak Attack, Self-Concealment, Epic Dodge, (Greater) Spell Focus, (Greater) Spell Penetration.B Exalted Companion Type of Feat: General Prerequisite: Animal Companion, Good Alignment (if you select this feat with another alignment, it will fail). Specifics: Applies the celestial template to your animal companion. It gains the ability to Smite Evil 1/day, as a paladin, Spell Resistance of 2 times HD, capping at 25, Darkvision, and benefits per the table below. Hit Dice Acid, Cold, Elec Resist Damage Reduction 1-3 5 - 4-7 10 5/+1 8-11 15 5/+2 12+ 20 10/+3 Use: Automatic. Corpsecrafter Type of Feat: General Prerequisite: None Specifics: Each undead you raise or create with any necromancy spell gains a +4 enhancement bonus to Strength and +2 Hit points per Hit Die. Use: Automatic. Brutal Strike +1 Brutal Strike +2 Brutal Strike +3 Brutal Strike +4 Type of Feat: Class Specific Prerequisite: Fist of Hextor level 1 Specifics: This feat grants a +1 bonus to attack or damage. It increases by +1 with each subsequent taking of the feat, so that, for example, Brutal Strike +3 adds +3 to attack or damage. Use: Automatic. Brutal Strike +5 Brutal Strike +6 Brutal Strike +7 Brutal Strike +8 Type of Feat: Class Specific Prerequisite: Factotum 13 Specifics: By expending four inspiration points, the factotum becomes immortal for one round Use: Selected Circle Magic Type of Feat: Class Specific Prerequisite: None Specifics: Allows caster to participate in Circle Magic. Caster sacrifices a spell to augment the casting power of the Circle Leader. Use: Activate feat, target circle leader, select and cast spell. Circle Leader - Rasheman Type of Feat: Class Specific Prerequisite: Hathran level 4. Specifics: Allows caster to initiate Hathran Circle Magic. Two to four participants can sacrifice spells to augment the Circle Leader's spell casting abilities for one rest cycle. Use: Activate Feat. Circle Leader - Thayan Type of Feat: Class Specific Prerequisite: Red Wizard level 5. Specifics: Allows caster to initiate Thayan Circle Magic. Two to four participants can sacrifice spells to augment the Circle Leader's spell casting abilities for one rest cycle. Use: Activate Feat. Great Circle Leader - Thayan Type of Feat: Class Specific Prerequisite: Red Wizard level 10. Specifics: Allows caster to initiate Thayan Circle Magic. Two to nine participants can sacrifice spells to augment the Circle Leader's spell casting abilities for one rest cycle. Use: Activate Feat. Ranged Legerdemain Ranged Legerdemain Ranged Legerdemain Type of Feat: Class Specific Prerequisite: Arcane Trickster level 1 Specifics: Allows an Arcane Trickster to attempt to Pick Lock or Disable Trap at a range of up to 30' feet. 1 Use a day at level 1, 2 uses at level 5, and 3 uses at level 9. Use: Selected. Impromptu Sneak Attack Type of Feat: Class Specific Prerequisite: Arcane Trickster level 3 Specifics: Allows an Arcane Trickster to force a sneak attack, once per day at level 3, and twice per day at level 7. Use: Selected. Knight of the Middle Circle Knights of the Middle Circle knight of the middle circle (PRESTIGE CLASS) These knights are members of the Stargazers organization. Once ordained, Knights of the Middle Circle accept strict demands for their allegiance and obedience and undertake many important duties. They provide security for Stargazer chapterhouses and may be called upon for similar service for allies of the Stargazers. Since the Stargazers welcome members of any class to their ranks, the Knights of the Middle Circle often deliver membership invitations to honorable, good adventurers or expert astronomers who have served the Outer Circle for several years. The knights often offer missions and quests to Outer Circle adventurers, and occasionally lead such adventures. If a mission is too important for those not sworn to the Stargazers to know of, Knights of the Middle Circle may be assigned to work on it secretly under the cover of some more obvious activity. - Hit Die: d10. - Proficiencies: A Knight of the Middle Circle is proficient with simple and martial weapons, shields, and all armor. - Skill Points: 4 + Int Modifier. REQUIREMENTS: Alignment: Any Good. Base Attack Bonus: +6. Skills: Persuade 4 ranks, Bluff 4 ranks. CLASS FEATURES: Level 1: Blindfight Combat Sense +2 - Adds a +2 bonus to Attacks and AC vs. the targeted racial type for class level + 3 rounds. Unlimited uses a day. 3: True Strike 1/day - As the arcane spell. 5: Combat Sense +4 - The bonus to Attacks and AC increases to +4. 6: True Strike 2/day 9: True Strike 3/day 10: Combat Sense +6 - The bonus to Attacks and AC increases to +4. SPELLCASTING To cast a spell, the Knight of the Middle Circle must have a Wisdom score of 10 + the spell level. A Knight of the Middle Circle's caster level is equal to his class level. Spells per day: 1: 0 2: 0 3: 1 4: 1 5: 1 0 6: 1 0 7: 1 1 8: 1 1 0 9: 1 1 1 10: 1 1 1 Level 1: Bless, Bless Weapon, Cure Light Wounds, Divine Favor, Magic Weapon, Protection from Evil. Level 2: Aid, Divine Protection, Conviction. Level 3: True Strike Type of Feat: Class Prerequisite: Knight of the Middle Circle Level 3. Specifics: Allows you to cast the spell True Strike 1/day. For every 3 levels beyond 3rd, gain another use/day. (2 at 6, 3 at 9, etc.). Use: Selected. Combat Sense Type of Feat: Class Prerequisite: Knight of the Middle Circle Level 1. Specifics: Target an enemy to gain +2 Attack and +2 AC vs. his racial type. The duration of the effect is Class Level + 3 rounds. The bonus to Attack and AC increases by +2 every 5 levels. (+4 at 5th, +6 at 10th, etc.) Use: Selected. Elemental Savant of Fire Elemental Savant of Electricity Elemental Savant of Water Elemental Savant of Earth Spell Level 3 Type of Feat: Class Prerequisite: Knight of the Middle Circle Level 8. Specifics: Allows you to cast the following spells: Dispel Magic, Greater Magic Weapon, Prayer. Use: Selected. Bolster Resistance Type of Feat: General Prerequisite: Corpsecrafter Specifics: Each undead you raise or create with any necromancy spell gains a +4 Turn Resistance bonus. Use: Automatic. Deadly Chill Type of Feat: General Prerequisite: Corpsecrafter Specifics: Each undead you raise or create with any necromancy spell deals an extra 1d6 cold damage with its natural weapons. Use: Automatic. Scout Rebuke Type of Feat: Class Specific Prerequisite: True Necromancer Level 1 Specifics: True Necromancer levels stack with cleric levels for turning and rebuking undead. Use: Automatic. Necromancer Type of Feat: Class Specific Prerequisite: True Necromancer Level 1 Specifics: True Necromancers count all spellcasting levels for the purposes of necromancy spells. A level 5 Cleric, 5 Wizard, 1 True Necromancer will cast necromancy spells as a level 11 caster. Use: Automatic. Zone of Desecration Type of Feat: Class Specific Prerequisite: True Necromancer Level 2 Specifics: The True Necromancer produces an aura that increases undead hit points, attack, and damage while within the aura. Use: Activated. Major Zone of Desecration Type of Feat: Class Specific Prerequisite: True Necromancer Level 5 Specifics: The True Necromancer aura grows in size to be 10' per level. Use: Automatic. Energy Drain Type of Feat: Class Specific Prerequisite: True Necromancer Level 10 Specifics: The True Necromancer can cast Energy Drain 1/day as per the spell. Use: Cast. Purple Dragon Knight Purple Dragon Knights purple dragon knight (PRESTIGE CLASS) The famous Purple Dragons of Cormyr are regarded across Faerun as exemplars of disciplined, skilled, loyal soldiers. Their reputation is deserved partly because of the heroic actions of their leaders, the Purple Dragon Knights. Purple Dragon Knights develop uncanny skills relating to coordinating and leading soldiers. Most are fighters, rangers or paladins, but a few bards, clerics, and rogues have been known to become Purple Dragon Knights. Sorcerers and Wizards tend to join the War Wizards, Cormyr's elite brigade of fighting spellcasters, while barbarians are too undisciplined, and druids and monks too "uncivilized" in Cormyr to enter this career. - Hit Die: d10. - Proficiencies: A purple dragon knight gains no additional proficiencies. - Skill Points: 2+ Int modifier. REQUIREMENTS: Alignment: Non-Evil and Non-Chaotic. Base Attack Bonus: +4 Skills: Spot 2 ranks, Intimidate 1 rank, Listen 2 ranks, Persuade 1 rank, Ride 2. Feat: Mounted Combat, Leadership (6th level minimum). CLASS FEATURES: Level 1: Rallying Cry - +1 Attack Bonus to all allies within 60 feet, can be used three times a day. Heroic Shield - Aid another for a +4 AC bonus 2: Inspire Courage - +2 saves vs. mind affecting, and +1 attack and damage, useable once a day. 3: Fear - As fear spell, useable once per day. 4: Inspire Courage - Can now be used twice a day. Oath of Wrath - +2 bonus to attack, damage, saves and skill vs. single enemy. 5: Final Stand - +2d10 HP to a number of allies equal to Purple Dragon Knight level + Charisma Bonus, once per day. Diabolism Type of Feat: Class Specific Prerequisite: Diabolist Specifics: The Diabolist can elect to add 1d6 Corrupt damage (Divine) to a spell a number of times per day equal to 1 + Diabolist level/3. At level 5 the damage increases to 2d6, and 3d6 at level 10. Use: Selected. Vile Diabolism Type of Feat: Class Specific Prerequisite: Diabolist Specifics: The Diabolist can elect to convert damage done from Diabolism to Vile (Positive) damage. This will cut the amount of damage dealt by Diabolism in half. Use: Selected. Imp Familiar Type of Feat: Class Specific Prerequisite: Diabolist Specifics: At level 2, the Diabolist must have an Imp Familiar, and any others are killed on creation. Use: Automatic. Destruction Retribution Type of Feat: General Prerequisite: Corpsecrafter Specifics: Each undead you raise or create with any necromancy spell releases a burst of negative energy upon its destruction, dealing 1d6 points of damage plus an additional 1d6 per 2 Hit Dice to every creature within a 10 foot spread (Reflex DC 15 half). Undead are healed by this damage. Use: Automatic. Hardened Flesh Type of Feat: General Prerequisite: Corpsecrafter Specifics: Each undead you raise or create with any necromancy spell gains a +2 bonus to AC. Use: Automatic. Nimble Bones Type of Feat: General Prerequisite: Corpsecrafter Specifics: Each undead you raise or create with any necromancy spell gains Improved Initiative as a bonus feat and a 10 foot increase to its speed. Use: Automatic. Scouts scout (BASE CLASS) Any force on the move, whether it's an army or an adventuring group, needs information about what's ahead and what's behind and, most important, time to prepare for battle. A Scout can navigate difficult terrain at good speed, and she specializes in seeing her foe before the opponent ever detects her presence. In a dungeon or in the wild, a Scout is only seen when she wants to be - Hit Die: d8 - Proficiencies: A Scout is proficient with simple and rogue weapons, as well as light armor, but no shields. - Skill Points: 8 + Int Modifier CLASS FEATURES: Level 1: Skirmish (+1d6) 2: Battle Fortitude +1, Uncanny Dodge 3: Fast Movement +10 ft., Skirmish (+1d6, +1 AC), Trackless Step 4: Bonus Feat 5: Evasion, Skirmish (+2d6, +1 AC) 6: Woodland Stride 7: Skirmish (+2d6, +2 AC) 8: Bonus Feat 9: Skirmish (+3d6, +2 AC) 10: Blindsense 30 ft. 11: Battle Fortitude +2, Fast Movement 20 ft., Skirmish (+3d6, +3 AC) 12: Bonus Feat 13: Skirmish (+4d6, +3 AC) 14: Hide in Plain Sight 15: Skirmish (+4d6, +4 AC) 16: Bonus Feat 17: Skirmish (+5d6, +4 AC) 18: Free Movement 19: Skirmish (+5d6, +5 AC) 20: Battle Fortitude +3, Blindsight 30 ft., Bonus Feat Create Undead Type of Feat: Class Specific Prerequisite: True Necromancer Level 4 Specifics: The True Necromancer can cast Create Undead once a day. Summons List: True Necromancer level 4 - Animated Mohrg True Necromancer level 7 - Animated Zombie Lord True Necromancer level 10 - Animated Skeleton Chieftain True Necromancer level 13 - Animated Ghoul Ravager True Necromancer level 16 - Animated Blood Warrior True Necromancer level 19 - Animated Grey Warrior True Necromancer level 22 - Animated Bone Tyrant True Necromancer level 25 - Animated Emperor of Blood True Necromancer level 28 - Animated Doombringer Create Greater Undead Type of Feat: Class Specific Prerequisite: True Necromancer Level 7 Specifics: The True Necromancer can cast Create Greater Undead once a day. Summons List: True Necromancer level 7 - Animated Shadow Fiend True Necromancer level 10 - Animated Ghoul Ravager True Necromancer level 13 - Animated Blood Warrior True Necromancer level 16 - Animated Grey Warrior True Necromancer level 19 - Animated Bone Tyrant True Necromancer level 22 - Animated Emperor of Blood True Necromancer level 25 - Animated Doombringer True Necromancer level 28 - Animated Doombringer Lord Peerless Archer Peerless Archers peerless archer (PRESTIGE CLASS) Many armies boast units of soldiers who use a bow as their primary weapon, but most do not possess the discipline to gain the kind of experience the Peerless Archer has. The Peerless Archer devotes his life to perfecting his skill with the bow. All other concerns are secondary. For him, the perfect moment in life occurs when the arrow is loosed and everything depends upon the accuracy of his eye, the steadiness of his hand, and his understanding of his chosen weapon. For the most skilled archers, life is lived to its fullest in that moment. Perfection is a bulls-eye, and everything else is irrelevant. - Hit Die: d10. - Proficiencies: A Peerless Archer does not gain any additional weapon or armor proficiencies. - Skill Points: 2+ Int modifier. REQUIREMENTS: Base Attack Bonus: +7 Feats: Weapon Focus: Longbow or Weapon Focus: Shortbow, Point Blank Shot, Rapid Shot. Skills: Craft Weapon 10 ranks. CLASS FEATURES: Level 1: Expert Bowyer - +3 to Craft Weapon checks. Ranged Sneak Attack +1d6 - Only works with a Long or Shortbow 2: Sharp Shooting - Blind Fight feat. Fletching +1 - Can create +1 arrows 3: Power Shot - -5 Attack, +5 Damage on ranged attacks 4: Ranged Sneak Attack +2d6 Fletching +2 5: Improved Power Shot - -10 Attack, +10 Damage on ranged attacks 6: Fletching +3 7: Ranged Sneak Attack +3d6 8: Fletching +4 9: Supreme Power Shot - -15 Attack, +15 Damage on ranged attacks 10: Ranged Sneak Attack +4d6 Fletching +5F Fletching +1 Type of Feat: Class Specific Prerequisite: Peerless Archer Level 2 Specifics: The Peerless Archer can create a stack of 99 +1 Arrows for the cost of 300 gold and 30 XP. Use: Selected. Fletching +2 Type of Feat: Class Specific Prerequisite: Peerless Archer Level 4 Specifics: The Peerless Archer can create a stack of 99 +2 Arrows for the cost of 800 gold and 80 XP. Use: Selected. Fletching +3 Type of Feat: Class Specific Prerequisite: Peerless Archer Level 6 Specifics: The Peerless Archer can create a stack of 99 +3 Arrows for the cost of 3000 gold and 300 XP. Use: Selected. Fletching +4 Type of Feat: Class Specific Prerequisite: Peerless Archer Level 8 Specifics: The Peerless Archer can create a stack of 99 +4 Arrows for the cost of 6750 gold and 675 XP. Use: Selected. Fletching +5 Type of Feat: Class Specific Prerequisite: Peerless Archer Level 10 Specifics: The Peerless Archer can create a stack of 99 +5 Arrows for the cost of 12,000 gold and 1,200 XP. Use: Selected. Ranged Sneak Attack +1d6 Type of Feat: Class Specific Prerequisite: Peerless Archer Level 1, Blood Archer Level 5 Specifics: Adds +1d6 Sneak Attack damage when using a Longbow or Shortbow. Use: Automatic. Ranged Sneak Attack +2d6 Type of Feat: Class Specific Prerequisite: Peerless Archer Level 4, Blood Archer Level 8 Specifics: Adds +2d6 Sneak Attack damage when using a Longbow or Shortbow. Use: Automatic. Ranged Sneak Attack +3d6 Type of Feat: Class Specific Prerequisite: Peerless Archer Level 7, Blood Archer Level 10 Specifics: Adds +3d6 Sneak Attack damage when using a Longbow or Shortbow. Use: Automatic. Ranged Sneak Attack +4d6 Type of Feat: Class Specific Prerequisite: Peerless Archer Level 10 Specifics: Adds +4d6 Sneak Attack damage when using a Longbow or Shortbow. Use: Automatic. Power Shot Type of Feat: Class Specific Prerequisite: Peerless Archer Level 3 Specifics: -5 Attack and +5 Damage, as per Power Attack. Only functions with ranged weapons. Use: Combat mode. Improved Power Shot Type of Feat: Class Specific Prerequisite: Peerless Archer Level 5 Specifics: -10 Attack and +10 Damage, as per Power Attack. Only functions with ranged weapons. Use: Combat mode. Supreme Power Shot Type of Feat: Class Specific Prerequisite: Peerless Archer Level 9 Specifics: -15 Attack and +15 Damage, as per Power Attack. Only functions with ranged weapons. Use: Combat mode. Expert Bowyer Type of Feat: Class Specific Prerequisite: Peerless Archer Level 1 Specifics: Adds +3 to Craft Weapon checks. Use: Automatic. Invest Armour Type of Feat: Psionic Prerequisite: Proficiency with armour worn. Specifics: You may expend your psionic focus to increase the armour bonus of the armour you're wearing by 3. This lasts for one round. Use: Selected. Iron Mind Iron Minds iron mind (PRESTIGE CLASS) Elite warriors trained to resist mental compulsions of all kinds, members of the Iron Mind class defend dwarf and gnome kingdoms against intrusions by mind flayers, dark elf enchanters, and the like. An Iron Mind becomes one with her armour, and its presence protects her from mental assault as thoroughly as it wards against physical blows. Iron Minds combine the protection and assurance that their armour provides with rigorous training to overcome physical injury through mental power into one seamless fighting technique. - Hit Die: d10 - Proficiencies: An Iron Mind gains no additional proficiencies. - Skill Points: 2 + Int Modifier REQUIREMENTS: Feats: Invest Armour, Armour Proficiency (Heavy), Iron Will. Skills: Concentration 8 ranks. Manifesting: Must be able to manifest 1st level powers. Base Attack Bonus: +3. CLASS FEATURES: Level 1: Armoured Mind 1/day - Expend Psionic focus to add a bonus to a single saving throw. 2: Damage Reduction 1/- 3: Mind Over Body 1/day - The Iron Mind can use her Will save in place of a Fortitude or Reflex save. 4: Armoured Mind 2/day 5: Damage Reduction 2/-, Mettle of Will - If she succeeds on any spell with "Will half" or "Will partial", she suffers no effect from the spell or power. 6: Mind Over Body 2/day 7: Armoured Mind 3/day 8: Damage Reduction 3/-, Lend Resolve - You may expend psionic focus to grant an ally a bonus on Will saves equal to your class level. 9: Mind Over Body 2/day 10: Armoured Mind 4/day, Barbed Mind - Any time you succeed at a Will save against a mind-affecting effect, the caster takes 1d6 points of damage and 1 Wisdom damage. BONUS MANIFESTING Upon reaching levels 2, 3, 4, 5, 7, 8, 9, 10 the Iron Mind gains a new manifester level, increasing his power points, total powers known, and maximum power level. Armoured Mind Type of Feat: Class Specific Prerequisite: Iron Mind level 1. Specifics: You may expend Psionic Focus to add a bonus equal to your armour bonus (not including enhancements) to your Will save for 1 round. Use: Selected. Damage Reduction Type of Feat: Class Specific Prerequisite: Iron Mind level 2. Specifics: You gain Damage Resistance 1/- to all physical attacks. This increases to 2/- at level 5, and 3/- at level 8. Use: Automatic. Mind Over Body Type of Feat: Class Specific Prerequisite: Iron Mind level 3. Specifics: Once per day you may use your Will save in place of your next Reflex or Fortitude save. The power still acts as if it was a Reflex or Fortitude save, thus a successful save with Evasion means you take no damage. You may use this twice per day at 6th, and three times at 9th. Use: Selected. Mettle of Will Type of Feat: Class Specific Prerequisite: Iron Mind level 5 Specifics: If you make a successful saving throw against any spell or power with "Will half" or "Will partial", you suffer no effect from that spell or power. This ability only applies when the Iron Mind wears heavy armour. Use: Automatic. Lend Resolve Type of Feat: Class Specific Prerequisite: Iron Mind level 8 Specifics: You may expend Psionic Focus to grant an ally within 30' a bonus to his Will save equal to your class level. This lasts for 1 round. Use: Selected. Barbed Mind Type of Feat: Class Specific Prerequisite: Iron Mind level 10 Specifics: Any time you succeed on a Will saving throw versus a mind-affecting effect, that effect's creator takes 1d6 points of damage and 1 point of Wisdom damage. This ability only applies when the Iron Mind wears heavy armour. Use: Automatic. Sanctified Mind Sanctified Minds sanctified mind (PRESTIGE CLASS) The Society of the Sanctified Mind is a collection of elite clerics, fighters, monks, paladins, psions, psychic warriors, soulknives, and others who view the threat posed by the presence and goals of evil psionic using creatures to be the most dire menace facing civilized races today. Members of this organization consider their cause to be a crusade to rid the world of the awful and invisible influence of those who seek to corrupt and pervert an individual's right to think for herself. A Sanctified Mind believes that all evil-aligned psionic-using creatures must be crushed. All members share this devotion, and the most fervent of the order's elite warriors take the name of the society itself as their name. this way, they say, they can never forget the vital importance of their chosen mission. - Hit Die: d8 - Proficiencies: An Sanctified Mind gains no additional proficiencies. - Skill Points: 4 + Int Modifier REQUIREMENTS: Alignment: Non-Evil. Feats: All Martial Weapon Proficiencies, Iron Will. Skills: Lore 4 ranks. Base Attack Bonus: +4. Special: Must possess a power point reserve of at least 1 power point. CLASS FEATURES: Level 1: Partition Mind - You gain immunity to mind spells for a short time per day. 2: Cleansing Strike - You may smite a psionics using creature 3: Disrupting Blow 1/day - On a successful hit, the target creature cannot use psionics for 1d4 rounds. 4: Hard to Hold - You add your class level to resist or escape a grapple. 5: Disrupting Blow 2/day 6: Power Resistance - You gain Power Resistance equal to 5 + character level. BONUS MANIFESTING Upon reaching levels 2, 3, 4, 5, 6 the Sanctified Mind gains a new manifester level, increasing his power points, total powers known, and maximum power level. Partition Mind Type of Feat: Class Specific Prerequisite: Sanctified Mind level 1. Specifics: You become immune to the effect of Mind Affecting spells and powers for a number of rounds equal to your class level + your charisma modifier. You are also slowed during this time. You may use this ability once per day. Use: Selected. Cleansing Strike Type of Feat: Class Specific Prerequisite: Sanctified Mind level 2. Specifics: You can expend your Psionic Focus to smite a psionics-using creature with one melee attack. You add your wisdom bonus to the attack roll, and deal an additional 1d6 points of damage per class level. You may use this once per day. Use: Selected. Disrupting Blow Type of Feat: Class Specific Prerequisite: Sanctified Mind level 3. Specifics: You may make a melee attack against a psionics-using creature. If the attack hits, the target must make a save vs 10 + Sanctified Mind level + Wisdom Modifier or lose access to psionics and psi-like abilities for 1d4 rounds. At 5th level, you may use this twice per day. Use: Selected. Hard to Hold Type of Feat: Class Specific Prerequisite: Sanctified Mind level 4. Specifics: You gain your Sanctified Mind level as a bonus to resist or escape grapples. Use: Automatic. Power Resistance Type of Feat: Class Specific Prerequisite: Sanctified Mind level 6. Specifics: You gain Power Resistance equal to 5 + your total character level. This is identical to Spell Resistance. Use: Selected. Requiem Type of Feat: General Prerequisite: Bardic Music class feature, Perform 8. Specifics: Your bardic music can now affect the undead. The duration of the effect on undead is one half normal. Use: Automatic. Dirgesinger Dirgesingers dirgesinger (PRESTIGE CLASS) Dirgesingers voice melodies not of celebration and joy, but of sorrow and grief. They seek to spread this melancholy outlook far and wide, believing that only those who give in to their sadness can truly understand the world. Dirgesingers hold high positions in death-obsessed cultures. Serving as members of a secret guild or as part of a hierarchy of death priests, they are entrusted with the serious responsibility of composing suitable laments for the dead. The more important the deceased, the more sorrowful and moving her lament is expected to be. No one will remember the dead queen in a few short generations, but a great lament might be sung a thousand years hence. - Hit Die: d6 - Proficiencies: A Dirgesinger gains no additional proficiencies. - Skill Points: 4 + Int Modifier REQUIREMENTS: Alignment: Non-Good. Feats: Requiem (Perform 8, Bardic Music class feature) Skills: Lore 4 ranks, Perform 8. Special: Must possess the Bardic Music class feature. CLASS FEATURES: Level 1: Song of Sorrow - All creatures take a -2 penalty to Will saves, attack and damage. 2: Song of Bolstering - All undead gain a bonus to turn resistance. 3: Song of Grief - Target creature is confused. 4: Song of Horror - All enemies take 1d6 points of Strength and Dexterity damage. 5: Song of Awakening - The Dirgesinger animates a corpse for a short time. BARDIC MUSIC The Dirgesinger stacks with the Bard class to determine both the number of uses per day and the effect of the Bardic Music class ability. Song of Sorrow Type of Feat: Class Specific Prerequisite: Dirgesinger level 1. Specifics: All enemies able to hear the Dirgesinger must make a save vs 10 + ranks in Perform, or take a -2 penalty to Will saves, Attack, and Damage for 10 rounds. This counts as a use of the Bardic Music class feature. Use: Selected. Song of Bolstering Type of Feat: Class Specific Prerequisite: Dirgesinger level 2. Specifics: All undead within 30 feet of the Dirgesinger gain a bonus on their Turn Resistance equal to the Dirgesinger's level plus his Bard level for 15 rounds. This counts as a use of the Bardic Music class feature. Use: Selected. Song of Grief Type of Feat: Class Specific Prerequisite: Dirgesinger level 3. Specifics: A creature within 60 feet of the Dirgesinger is driven mad with grief unless it succeeds at a saving throw vs 10 + ranks in perform. If it fails the save, it is confused for 10 rounds. This counts as a use of the Bardic Music class feature. Use: Selected. Song of Horror Type of Feat: Class Specific Prerequisite: Dirgesinger level 4. Specifics: All enemies able to hear the Dirgesinger must make a save vs 10 + ranks in Perform, or take 1d6 points of Strength and Dexterity Damage. This counts as a use of the Bardic Music class feature. Use: Selected. Song of Awakening Type of Feat: Class Specific Prerequisite: Dirgesinger level 5. Specifics: You animate a single undead creature for 10 rounds. The creature animated is identical to the appropriate True Necromancer creation. This counts as a use of the Bardic Music class feature. Use: Selected. Suel Archanamach Suel Archanamachs suel archanamach (PRESTIGE CLASS) The ancient Suel Empire was known for the great and terrible power wielded by its mighty archmages. Suloise sorcerers delved deep into arcane lore that other folk avoided, unearthing many dark and dangerous secrets in the process. The Suel Empire was ruled by noble families headed by mages of unsurpassed power, and the countless rivalries and vendettas between these families led to the rise of an elite school of combat training: the way of the Archanamach. Conditioned for loyalty, determination, and absolute obedience, Archanamachs were skillful warriors who studied arcane magics for the express purpose of learning how to slay powerful wizards. In the days of the Suel Empire, the Archanamachs were guards for their archmage masters, serving the greatest Suel wizards with sword and spell. They were also assassins and spies trained to slay powerful wizards of rival families, as well as defend the wizards of their own families. In hundreds of secret duels of spell and steel, Archanamachs practiced their art against others of their kind, learning their skills from hidden Archanamach academies. - Hit Die: d8 - Proficiencies: A Suel Archanamach gains no additional proficiencies. - Skill Points: 4 + Int Modifier REQUIREMENTS: Base Attack Bonus: +6. Feats: Any 4 Martial or Exotic Weapon Proficiencies, Combat Casting, Iron Will Skills: Concentration 4 ranks, Jump 4 ranks, Spellcraft 5 ranks, Tumble 4 ranks. CLASS FEATURES: Level 1: Ignore Spell Failure 5%, Tenacious Spells - Add 6 to the DC to dispel a Suel Archanamach spell. 2: Dispelling Strike 1/day - Subject is the target of a Greater Dispel Magic. 3: Extended Spellstrength - All Suel Archanamach spells cast on himself are extended. 4: Ignore Spell Failure 10% 5: 6: Dispelling Strike 2/day 7: Ignore Spell Failure 15% 8: 9: 10: Dispelling Strike 3/day, Ignore Spell Failure 20% SPELLCASTING To cast a spell, the Suel Archanamach must have a Charisma score of 10 + the spell level. A Suel Archanamach's caster level is equal to his class level. He has access to any spell from the Abjuration, Divination, Illusion, or Transmutation school on the Sorcerer spell list, and casts spells as a Sorcerer does. Spells per day: 1: 1 - - - - 2: 1 0 - - - 3: 2 1 - - - 4: 2 2 0 - - 5: 3 2 1 - - 6: 3 3 2 0 - 7: 3 3 2 1 - 8: 4 3 3 2 0 9: 4 4 3 2 1 10: 4 4 3 3 2 Spells Known: 1: 1 - - - - 2: 2 1 - - - 3: 2 2 - - - 4: 2 2 1 - - 5: 3 2 2 - - 6: 3 3 2 1 - 7: 3 3 2 2 - 8: 4 3 3 2 1 9: 4 4 3 2 2 10: 4 4 3 3 2 Ignore Spell Failure Type of Feat: Class Specific Prerequisite: Suel Archanamach level 1. Specifics: The Suel Archanamach reduces his Arcane Spell Failure chance by 5% at level 1, and by 5% more for every three levels thereafter. Use: Automatic. Tenacious Spells Type of Feat: Class Specific Prerequisite: Suel Archanamach level 1. Specifics: The Suel Archanamach's spells are particularly hard to dispel; add +6 to the DC required to dispel the Archanamach's spells. Use: Automatic. Dispelling Strike Type of Feat: Class Specific Prerequisite: Suel Archanamach level 2. Specifics: Once per day, a Suel Archanamach can attempt a dispelling strike. If he hits on his melee attack, the victim is subject to a targeted Greater Dispel Magic, with a dispel check of 1d20 + class level + 6. At 6th level, he can use this twice per day, and three times at 10th. Use: Selected. Extended Spellstrength Type of Feat: Class Specific Prerequisite: Suel Archanamach level 3. Specifics: All Suel Archanamach spells which he casts on himself are automatically Extended. Use: Automatic. Favoured Soul Favoured Souls favoured soul (BASE CLASS) The Favoured Soul follows the path of the cleric but is able to channel divine power with surprising ease. She is able to perform the same tasks as her fellow divine spellcasters but with virtually no study; to her, it comes naturally. Scholars wonder if Favoured Souls have traces of outsider blood from unions. holy or unholy, centuries ago and generations removed. Others suggest that divine training of the proper type awakens the ability, or that Favoured Souls are simply imbued with their gifts by their gods when they begin the cleric's path. In any case, Favoured Souls cast their spells naturally, as much through force of personality as through study. Though this gives them extraordinary divine abilities no normal person could ever match, they see their gift as a call to action, and so in some ways lag behind their more studious colleagues. - Hit Die: d8 - Proficiencies: A Favoured Soul gains proficiencies with Simple Weapons, Light and Medium Armour, and Shields. - Skill Points: 2 + Int Modifier CLASS FEATURES: Level 1: 2: 3: Deity's Weapon Focus - Gain Weapon Focus in your deity's chosen weapon. 4: 5: Energy Resistance - Gain 10/- resistance to chosen element. 6: 7: 8: 9: 10: Energy Resistance - Choose a second element to resist. 11: 12: Deity's Weapon Specialization 13: 14: 15: Energy Resistance - Choose a third element to resist. 16: 17: Wings - The Favoured Soul gains wings and counts as a flying creature. 18: 19: 20: Damage Reduction - Gain Damage Reduction 10/+3 SPELLCASTING To cast a spell, the Favoured Soul must have a Charisma score of 10 + the spell level. The DC of a Favoured Soul's spell is 10 + Spell Level + Wisdom Modifier. A Favoured Soul's caster level is equal to his class level. He has access to any spell from the Cleric spell list, and casts spells as a Sorcerer does. Spells per day: Level: 0 1 2 3 4 5 6 7 8 9 1: 5 3 - - - - - - - - 2: 6 4 - - - - - - - - 3: 6 5 - - - - - - - - 4: 6 6 3 - - - - - - - 5: 6 6 4 - - - - - - - 6: 6 6 5 3 - - - - - - 7: 6 6 6 4 - - - - - - 8: 6 6 6 5 3 - - - - - 9: 6 6 6 6 4 - - - - - 10: 6 6 6 6 5 3 - - - - 11: 6 6 6 6 6 4 - - - - 12: 6 6 6 6 6 5 3 - - - 13: 6 6 6 6 6 6 4 - - - 14: 6 6 6 6 6 6 5 3 - - 15: 6 6 6 6 6 6 6 4 - - 16: 6 6 6 6 6 6 6 5 3 - 17: 6 6 6 6 6 6 6 6 4 - 18: 6 6 6 6 6 6 6 6 5 3 19: 6 6 6 6 6 6 6 6 6 4 20: 6 6 6 6 6 6 6 6 6 6 Spells Known Level: 0 1 2 3 4 5 6 7 8 9 1: 4 3 - - - - - - - - 2: 5 3 - - - - - - - - 3: 5 4 - - - - - - - - 4: 6 4 3 - - - - - - - 5: 6 5 3 - - - - - - - 6: 7 5 4 3 - - - - - - 7: 7 6 4 3 - - - - - - 8: 8 6 5 4 3 - - - - - 9: 8 6 5 4 3 - - - - - 10: 9 6 6 5 4 3 - - - - 11: 9 6 6 5 4 3 - - - - 12: 9 6 6 6 5 4 3 - - - 13: 9 6 6 6 5 4 3 - - - 14: 9 6 6 6 6 5 4 3 - - 15: 9 6 6 6 6 5 4 3 - - 16: 9 6 6 6 6 6 5 4 3 - 17: 9 6 6 6 6 6 5 4 3 - 18: 9 6 6 6 6 6 6 5 4 3 19: 9 6 6 6 6 6 6 5 4 3 20: 9 6 6 6 6 6 6 6 5 4 Deity's Weapon Focus Type of Feat: Class Specific Prerequisite: Favoured Soul level 3. Specifics: You gain Weapon Focus in your deity's chosen weapon. Use: Automatic. Energy Resistance, Acid Type of Feat: Class Specific Prerequisite: Favoured Soul level 5. Specifics: Chose an energy type. You gain 10/- Resistance to damage from that energy type. At level 10 and level 15 you may choose a second and third energy type to gain resistance to. Use: Automatic. Deity's Weapon Specialization Type of Feat: Class Specific Prerequisite: Favoured Soul level 12. Specifics: You gain Weapon Specialization in your deity's chosen weapon. Use: Automatic. Wings Type of Feat: Class Specific Prerequisite: Favoured Soul level 17. Specifics: You gain wings appropriate to your alignment, and count as a flying creature. The primary benefits is this makes jump checks much easier. Use: Automatic. Damage Reduction Type of Feat: Class Specific Prerequisite: Favoured Soul level 20. Specifics: You gain Damage Reduction 10/+3. Use: Automatic. Disciple of Asmodeus Disciples of Asmodeus disciple of asmodeus (PRESTIGE CLASS) The Disciple of Asmodeus is a lordly, domineering sort who craves unlimited power. He is ruthless in his pursuits and uncaring of any who might get in his way. He uses his power and influence to gain secrets, which in turn gain him more power, manipulate and command others, and enhance his own physical aspect. - Hit Die: d6 - Proficiencies: A Disciple of Asmodeus gains no additional proficiencies. - Skill Points: 4 + Int Modifier REQUIREMENTS: Alignment: Lawful Evil or Neutral Evil. Feats: Evil Brand, Disciple of Darkness, Leadership Skills: Bluff 4 ranks, Persuade 5 ranks. CLASS FEATURES: Level 1: Charm - As the spell Learn Secret 1/day - Grants a +10 bonus to lore 2: Command - As the spell 3: Learn Secret 2/day 4: Summon Hellcat - Summons a hellcat until dismissed 5: Learn Secret 3/day 6: Evil Authority - Gain control of all evil creatures within 50 feet. 7: Learn Secret 4/day 8: Summon Major Devil - Summon one of five devils. 9: Learn Secret 5/day, Greater Command - As the spell 10: Dread Might - Gain +2 Attack, Armour, Saves. SPELLCASTING Every other level in Disciple of Asmodeus, the character gains new spells per day as if he had also gained a level in his highest caster class (bard, sorcerer, or wizard). He does not learn any new spells through his abilities. Charm Type of Feat: Class Specific Prerequisite: Disciple of Asmodeus level 1. Specifics: Once per day you can cast Charm Person. Use: Selected. Learn Secret Type of Feat: Class Specific Prerequisite: Disciple of Asmodeus level 1. Specifics: You gain a +10 bonus to Lore for 1 round. Use: Selected. Command Type of Feat: Class Specific Prerequisite: Disciple of Asmodeus level 2. Specifics: Once per day you can create an effect identical to a Command spell. Use: Selected. Summon Hellcat Type of Feat: Class Specific Prerequisite: Disciple of Asmodeus level 4. Specifics: Once per day, you may summon a hellcat for 24 hours. At level 9, you may summon 1d4 hellcats. Use: Selected. Evil Authority Type of Feat: Class Specific Prerequisite: Disciple of Asmodeus level 6. Specifics: Once per day, all evil aligned creatures within 50 feet, and with fewer Hit Dice than the Disciple of Asmodeus must make a Will save vs 10 + Class level + Charisma Modifier or be dominated for 24 hours. This is a mind-affecting ability. Use: Selected. Greater Command Type of Feat: Class Specific Prerequisite: Disciple of Asmodeus level 9. Specifics: Once per day you can create an effect identical to a Greater Command spell. Use: Selected. Summon Major Devil Type of Feat: Class Specific Prerequisite: Disciple of Asmodeus level 8. Specifics: Once per day, you may summon a Cornugon, Gelugon, Glabrezu, Hamatula, or Osyluth. Use: Selected. Dread Might Type of Feat: Class Specific Prerequisite: Disciple of Asmodeus level 10. Specifics: The Disciple of Asmodeus gains a +2 bonus on Saving Throws, Attacks, and Armour Class. Use: Automatic. War Wizard of Cormyr War Wizards of Cormyr War Wizard of Cormyr (PRESTIGE CLASS) The Cormyrean War Wizards are some of the most respected battlemages in all of Faerun. Trained by experienced combat mages, they bring great power to the battlefield. In the war against the Tuigan horde, they were instrumental in protecting the outnumbered allied troops fighting against the horde. In the recent war in Cormyr against the dragon and her goblin minions, many War Wizards lost their lives holding back the onslaught. Since their creation, they have been one of Cormyr's most effective tools against subversion by foreign or hostile powers. The road they must travel to achieve such ends is long, difficult, and often lonely, but the special people who follow this path are made of the stuff that can endure such hardships. Their reward? The respect of their peers and the people of Cormyr, and the gratitude of kings. - Hit Die: d4 - Proficiencies: A War Wizard of Cormyr gains no additional proficiencies. - Skill Points: 2 + Int Modifier REQUIREMENTS: Alignment: No Chaotic, No Evil. Feats: Any Martial Weapon Proficiency, Empower Spell, Maximize Spell. Skills: Spellcraft 10 ranks. Arcane Spellcasting: Able to cast 4th-level spells. CLASS FEATURES: Level 1: Weapon Focus - Choose a bonus Martial Weapon Focus 2: Metamagic Feat - Choose a bonus Metamagic feat. 3: Widen Spell - Increase spell area 4: Metamagic Feat 5: Enlarge Spell Area - Greatly increased spell area. SPELLCASTING Every level in War Wizard of Cormyr, the character gains new spells per day as if he had also gained a level in his highest caster class (bard, sorcerer, or wizard). He does not learn any new spells through his abilities. Widen Spell Type of Feat: Class Specific Prerequisite: War Wizard of Cormyr level 3. Specifics: A number of times per day equal to your class level plus your Charisma modifier, you can increase the area of a spell by 50%. This only works on spells that are already area effect to begin with. Use: Selected. Enlarge Spell Area Type of Feat: Class Specific Prerequisite: War Wizard of Cormyr level 5. Specifics: When using your Widen Spell class ability, the area of the spell is now increased by 100%. Use: Automatic. Energy Resistance, Cold Energy Resistance, Electricity Energy Resistance, Fire Energy Resistance, Sonic Healer Healers healer (BASE CLASS) The hurts of the world are manifold. Minor accidents are common, and usually easily dealt with. However, when conflict and all-out warfare occur, they leave misery and hurt in their wake that can stagger the imagination. While good-aligned Clerics are called upon to heal, their complex obligations and abilities often get in the way of pure solace and remediation. Not so the Healer. One of the Healer's great purposes in life is to provide protection, and failing that, healing, to all good people who require her aid. Empathetic, a Healer is adept both at detecting the ailments of allies and understanding the coarse, unruly thoughts of beasts. Her way with animals wins her friends among otherwise savage creatures of the wild. A Healer is easy to spot. She moves about behind an adventuring company or combat unit, applying her divine skills to bring relief to the injured. After she passes, the wounded press forward with renewed vigor, and the fallen may yet rise again. Ex-Healers A Healer who grossly violates her ethos (such as by refusing to heal an ally or a good-aligned creature) loses all spells and class features. She cannot thereafter gain levels as a healer until she atones. - Hit Die: d8 - Alignment: good only - Proficiencies: A Healer gains proficiency with Simple Weapons and Light Armor. Wearing heavier armor and shields violates her oaths and suppresses her healer powers. - Skill Points: 4 + Int Modifier CLASS FEATURES: Level 1: Healing Hands 2: Skill Focus (Heal) 3: Cleanse Paralysis 4: Cleanse Disease 5: Cleanse Fear 6: Cleanse Poison 7: - 8: Celestial Companion 9: Cleanse Blindness 10: Cleanse Spirit 11: - 12: - 13: Cleanse Petrification 14: - 15: New Limb 16: - 17: - 18: - 19: - 20: New Life SPELLCASTING A Healer must choose and prepare her spells in advance, like a Cleric does. To cast or prepare a spell, the Healer must have a Wisdom score of 10 + the spell level. The DC of a Healer's spell is 10 + Spell Level + Charisma Modifier. A Healer's caster level is equal to his class level. She automatically knows all spells she can cast. Spells per day: Level: 0 1 2 3 4 5 6 7 8 9 1: 4 3 - - - - - - - - 2: 4 4 - - - - - - - - 3: 5 4 3 - - - - - - - 4: 5 4 4 - - - - - - - 5: 5 5 4 3 - - - - - - 6: 5 5 4 4 - - - - - - 7: 6 5 5 4 3 - - - - - 8: 6 5 5 4 4 - - - - - 9: 6 6 5 5 4 3 - - - - 10: 6 6 5 5 4 4 - - - - 11: 6 6 6 5 5 4 3 - - - 12: 6 6 6 5 5 4 4 - - - 13: 6 6 6 6 5 5 4 3 - - 14: 6 6 6 6 5 5 4 4 - - 15: 6 6 6 6 6 5 5 4 3 - 16: 6 6 6 6 6 5 5 4 4 - 17: 6 6 6 6 6 6 5 5 4 3 18: 6 6 6 6 6 6 5 5 4 4 19: 6 6 6 6 6 6 6 5 5 4 20: 6 6 6 6 6 6 6 5 5 4 Disguise Self School: Illusion (Glamer) Level: Bard/Sorcerer/Wizard/Hexblade 1 Components: V, S Range: Personal Target: Self Duration: 10 min/level Save: Will Spell Resistance: No You make yourself - including clothing, armor, weapons and equipment - look different. There is no actual change to your abilities or equipment. A creature that interacts with the glamer gets a will save (DC 10 + your CHA mod) to recognize the illusion. Disguise Self, Male Disguise Self, Female Disguise Self, Normal Form Attune Gem Type of Feat: Item Creation Prerequisite: Intelligence 13, Arcane Spells level 2. Specifics: You can cast any arcane spell you have prepared as a gem. The caster must have the spell memorized to be able to create the gem. Crafting a gem costs Spell level * Caster level * 50 in gold pieces for a normal caster (half base cost). It also takes XP equal to 1/25th of the base cost. If you cannot pay the casting cost or the XP loss would drop you a level, the crafting will fail, and the spell will be lost. Crafting the gem requires a gem with a value of 50gp * spell level. A gem is permanent until used. Gems target those who activate them. Use: Selected. Epic Scout Type: Class Prerequisite: Scout level 21 The Epic Scout is a phantom on the battlefield, seemingly everywhere at once, yet never seen. Level 21: Skirmish (+6d6, +5 AC) 22: 23: Skirmish (+6d6, +6 AC) 24: Bonus Feat 25: Skirmish (+7d6, +6 AC) 26: 27: Skirmish (+7d6, +7 AC) 28: Bonus Feat 29: Battle Fortitude +4, Skirmish (+8d6, +7 AC) 30: 31: Skirmish (+8d6, +8 AC) 32: Bonus Feat 33: Skirmish (+9d6, +8 AC) 34: 35: Skirmish (+9d6, +9 AC) 36: Bonus Feat 37: Skirmish (+10d6, +9 AC) 38: Battle Fortitude +5 39: Skirmish (+10d6, +10 AC) 40: Bonus Feat Skirmish (Ex) Type: Class Prerequisite: Scout level 1 A Scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the Scout's turn. This extra damage increases by 1d6 for every four levels gained above 1st. The extra damage only applies to living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The Scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet. At 3rd level, a Scout gains a +1 competence bonus to AC during any round in which she moves at least 10 feet. The bonus applies as soon as the Scout has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd. A Scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. Battle Fortitude (Ex) Type: Class Prerequisite: Scout level 2 At 2nd level, a Scout gains a +1 competence bonus on Fortitude saves and Initiative checks. This bonus increases by +1 for every nine levels gained above 2nd. A Scout loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load. (Due to NWN limits, only the bonus on Fortitude save bonus is actually granted. For Initiative the Blooded and Thug feats are given at levels 11 and 29 instead) Fast Movement (Ex) Elemental Focus +4 Elemental Focus +5 Elemental Focus +6 Elemental Focus +7 Elemental Focus +8 Elemental Focus +9 Elemental Focus +10 Elemental Penetration +4 Elemental Penetration +5 Elemental Penetration +6 Elemental Penetration +7 Elemental Penetration +8 Elemental Penetration +9 Elemental Penetration +10 Epic Elemental Savant You have mastered your chosen element. Its nature has become a part of you, infused in your soul. As you journey onward, it will sharpen and strengthen your control of the mighty element of your choice. Wield this carefully, lest you risk angering the opposed forces. Hit Die: d4 Skill Points at Each Additional Level: 2+ Int Modifier Bonus Feats: The epic elemental savant gains a bonus feat every three levels after 10th Elemental Focus: For every three levels beyond 8th, the DC of spells of your chosen element increases by +1. Elemental Penetration: For every three levels beyond 9th, the Spell Penetration of spells of your chosen element increases by +1. Epic Elemental Savant Bonus Feats List: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Spell Focus, Epic Spell Penetration, Great Intelligence, Improved Combat Casting. Thrall to Demon Type of Feat: Vile Prerequisite: Evil Alignment* Specifics: The character formally supplicates himself to an demon prince. In return for this obedience, he gains a small measure of power. Once per day, the character may call upon his demonic patron to gain a +20 bonus to hit for 9 seconds. Use: Selected. (*Note: You can select this feat even when good or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.) Spell Power +6 Spell Power +7 Spell Power +8 Spell Power +9 Spell Power +10 Spell Power +11 Spell Power +12 Spell Power +13 Spell Power +14 Spell Power +15 Specialist Defense +5 Specialist Defense +6 Specialist Defense +7 Specialist Defense +8 Specialist Defense +9 Specialist Defense +10 Specialist Defense +11 Specialist Defense +12 Specialist Defense +13 Specialist Defense +14 Epic Red Wizard Your control over your chosen school has sharpened to the point of being a legendary wielder of its magics. Enemies known your choice and quake in fear as they still cannot stop your overpowering might. You are one of the greatest of the Red Wizards, a true force of magic. The world is yours for the taking. Hit Die: d4 Skill Points at Each Additional Level: 2+ Int Modifier Bonus Feats: The epic red wizard gains a bonus feat every five levels after 10th Spell Power: For every 2 levels beyond 10th, the DC and Spell Penetration increases by +1. (+6 at 12, +7 at 14, etc). Specialist Defense: For every 2 levels beyond 9th, the saving throw bonus increases by +1. (+5 at 11, +6 at 13, etc). Epic Red Wizard Bonus Feats List: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Spell Focus, Epic Spell Penetration, Great Intelligence, Improved Combat Casting. Unsummon Type of Feat: Class Prerequisite: True Necromancer level 4, Hathran level 1 Specifics: Unsummons the targeted creature that you control. Only works on creatures created by class summon abilities. Use: Selected. Duelist Duelists duelist (PRESTIGE CLASS) The Duelist is a nimble, intelligent fighter trained in making precise attacks with light weapons, such as the rapier. Also known as the swashbuckler, the Duelist always takes full advantage of his quick reflexes and wits in a fight. Rather than wearing bulky armor, Duelists feel that the best way to protect themselves is to not get hit at all. - Hit Die: d10 - Proficiencies: A Duelist is proficient with all simple and martial weapons, but does not gain any armor or shield proficiencies. - Skill Points: 4 + Int Modifier. REQUIREMENTS: Base Attack Bonus: +6 Feats: Dodge, Weapon Finesse, Mobility. Skills: Tumble 5 ranks. Perform 3 ranks. CLASS FEATURES: Level 1: Canny Defense - Dodge bonus to AC based on intelligence bonus, limited by class level. 2: Thug - +2 initiative, +2 Persuade 3: Spring Attack - No longer incurs Attacks of Opportunity for moving in combat. 4: Grace - +2 Bonus to reflex saves. 5: Precise Strike +1d6 - Bonus damage while wielding a light piercing weapon. 6: Acrobatic Charge - Ignore impediments while charging 7: Elaborate Parry - Bonus to Armor Class when Fighting Defensively 8: Blooded - +2 initiative, +2 Spot 9: Deflect Arrows 10: Precise Strike +2d6 NOTES: Duelist loses Canny Defense, Precise Strike, and Grace while wearing any armor or shield. Could not implement PnP's Improved Reaction, +2 bonus to initiative. So I gave them the Thug and Blooded feats, as they are very close in bonus. Could not implement PnP's Enhanced Mobility, +4 AC vs. Attacks of Opportunity. That bonus would stack with mobility... I gave them Spring Attack instead as that was the closest thing to it. Canny Defense Type of Feat: Class Specific Prerequisite: Duelist Level 1, Iaijutsu Master Level 1 Specifics: The duelst may add their intelligence bonus to AC, this is capped by class level and does not function while wearing armor. The iaijutsu master may also add their intelligence bonus to AC, but is not capped by class level. The iaijutsu master must be wielding a katana and wearing no armor for this ability to function. Use: Automatic. Precise Strike Type of Feat: Class Specific Prerequisite: Duelist Level 5 Specifics: The Duelist adds +1d6 bonus damage per 5 class levels to any light piercing weapon wielded in the main hand. This damage only applies against enemies vulnerable to critical hits, and the left hand must be empty. Use: Automatic. Grace Type of Feat: Class Specific Prerequisite: Duelist Level 4 Specifics: The Duelist gains a +2 bonus to reflex saving throws. This ability does not function while wearing armor. Use: Automatic. Acrobatic Charge Type of Feat: Class Specific Prerequisite: Duelist Level 6 Specifics: You may make a charge attack with freedom of movement against enemies at least 10 feet away from you. Use: Selected. Elaborate Parry Type of Feat: Class Specific Prerequisite: Duelist Level 7 Specifics: The duelist gains a bonus to their armor class equal to their class level while fighting defensively. Use: Selected. Epic Duelist You have become the epitome of graceful, precise lethality. In your hands, a light piercing weapon transforms into a glittering blur of razor sharp steel able to turn any blow and strike past any defense. - Hit Die: d10 - Skill Points: 4 + Int Modifier. Bonus Feats: The epic Duelist gains a bonus feat every three levels. 11: 12: 13: Bonus Feat 14: 15: Precise Strike +3d6 16: Bonus Feat 17: 18: 19: Bonus Feat 20: Precise Strike +4d6 21: 22: Bonus Feat 23: 24: 25: Precise Strike +5d6, Bonus Feat 26: 27: 28: Bonus Feat 29: 30: Precise Strike +6d6 Special: Precise Strike: Your attack with light piercing weapons continues to become more deadly as you gain levels. Damage increases by 1d6 every 5 levels. Epic Duelist Bonus Feats List: Blinding Speed, Epic Prowess, Epic Reputation, Epic Skill Focus, Epic Weapon Focus, Epic Reflexes, Improved Whirlwind, Superior Initiative, Greater Two-Weapon Fighting, Great Dexterity Hierophant Hierophants hierophant (PRESTIGE CLASS) A divine spellcaster who rises high in the service of his deity gains access to spells and abilities of which lesser faithful can only dream. The Hierophant prestige class is open to power divine spellcasters who are approaching access to the strongest and most difficult divine spells. They delay the acquisition of these greatest gifts in exchange for a deeper understanding of and ability to control the power they channel. - Hit Die: d8 - Proficiencies: A Hierophant does not gain any additional weapon or armor proficiencies. - Skill Points: 2+ Int modifier. REQUIREMENTS: Divine Spellcasting: Able to cast 7th-level spells. Feats: Any Metamagic feat Skills: Lore 15 ranks. CLASS FEATURES: May select one of the following abilities every level. *Blast Infidel - Negative is maximized against opposed alignments *Faith Healing - Healing is maximized against similar alignments *Master of Energy - Bonus to turn undead. *Spell Power - Bonus to spell save DC *Metamagic Feat - May choose a bonus Metamagic feat *Spell Like Ability - Gains a known spell as an ability which can be used at will 3x/day Blast Infidel Type of Feat: Class Specific Prerequisite: Hierophant Level 1 Specifics: The Hierophant uses divine energy spells as if they were maximized when damaging an enemy of opposing alignment (at least 2 steps difference on the alignment chart). This ability affects negative energy spells cast on living beings, and healing spells cast on undead. Use: Automatic. Faith Healing Type of Feat: Class Specific Prerequisite: Hierophant Level 1 Specifics: The Hierophant uses divine energy spells as if they were maximized when healing an ally of similar alignment (less than 2 steps difference on the alignment chart). This ability affects healing spells cast on living beings, and negative energy spells cast on undead. Use: Automatic. Master of Energy Type of Feat: Class Specific Prerequisite: Hierophant Level 1 Specifics: The Hierophant gains a +4 bonus to Turning checks and Turning damage. Use: Automatic. Spell Power +2 Spell Power +4 Spell Power +6 Spell Power +8 Spell Power +10 Type of Feat: Class Specific Prerequisite: Hierophant Level 1 Specifics: This ability increases saving throw DC's and checks to beat spell resistance for the Hierophant's spells. May be taken multiple times. Use: Automatic. Spell-Like Ability Type of Feat: Class Specific Prerequisite: Hierophant 1 or Archmage 1 Specifics: You may select a divine or arcane spell to become a spell-like ability. The number of uses/day depends on the spell level: 0 5 1 5 2 4 3 4 4 3 5 3 6 2 7 2 8 1 9 1 Use: Selected. Divine Favor Type of Feat: Class Specific Prerequisite: Hierophant Level 1 Specifics: Clerics who rise high in the service of their deities gain great favor and the gifts that come with it. Only clerics who have achieved this divine favor may become Hierophants. Use: Automatic. Precise Strike +4d4 Red Avenger Red Avengers red avenger (PRESTIGE CLASS) The Red Avenger is the master of ki, an ancient and formidable discipline that allows the user to accomplish the extraordinary. Through study and training, the Red Avengers learn to channel and release the ki energy in their own bodies. - Hit Die: d8 - Proficiencies: The Red Avenger is proficient will all simple weapons, light armor, medium armor and shields. - Skill Points: 4 + Int Modifier. REQUIREMENTS: Base Attack Bonus: +5 Feats: Improved Unarmed Strike, Stunning Fist. Skills: Listen 8 or more ranks, Tumble: 8 or more ranks. CLASS FEATURES: Level 1: Stunning Shout - Stun enemies by releasing ki in a shout once a day. All enemies within the cone of effect are stunned for two full rounds unless they make a successful Fortitude save (DC 15 + Wisdom Modifier). 2: Ki Save - Add wisdom bonus to saving throws for a short time once a day. This bonus lasts for 2 rounds. 3: Ki Skill - Add wisdom bonus to skill checks for a short time once a day. This bonus lasts for 2 rounds. 4: Ki Healing - Use ki energy to heal once a day. By laying hands on any creature, the Red Avenger may heal a number of hit points equal to her level multiplied by her Wisdom bonus. 5: Deadly Shout - Injure enemies by releasing ki in a shout once a day. Any enemies within the affected cone take 3d6 + Wisdom Modifier damage. A successful Fortitude save (DC 15 + Wisdom Modifier) halves the damage. Stunning Shout - Gain another shout a day. 6: Ki Save 2 - Gain another use per day. 7: Ki Skill 2 - Gain another use per day. 8: Ki Healing 2 - Gain another use per day. 9: Deadly Shout 2 - Gain another use per day. Stunning Shout 3 - Gain another shout per day. 10: Free Ki - Double wisdom modifier when using ki abilities. Ki Type of Feat: Class Specific Prerequisite: Red Avenger Level 1 Specifics: The Red Avenger gains a greater understanding and ability to control ki - the energy source flowing through all living creatures. Use: Automatic. Stunning Shout Type of Feat: Class Specific Prerequisite: Red Avenger Level 1 Specifics: The Red Avenger can release ki energy in a sonic attack. All enemies within the cone of effect are stunned for two full rounds unless they make a successful Fortitude save (DC 15 + Wisdom Modifier). Usable once per day per 4 levels of Red Avenger. Use: Selected. Ki Save Type of Feat: Class Specific Prerequisite: Red Avenger Level 2 Specifics: The Red Avenger can channel ki to gain a bonus to saving throws equal to her wisdom modifier. This bonus lasts for 2 rounds. Usable once per day per 4 levels of Red Avenger. Use: Selected. Ki Skill Type of Feat: Class Specific Prerequisite: Red Avenger Level 3 Specifics: The Red Avenger can channel ki to gain a bonus to all skill checks equal to her wisdom modifier. This bonus lasts for 2 rounds. Usable once per day per 4 levels of Red Avenger. Use: Selected. Ki Healing Type of Feat: Class Specific Prerequisite: Red Avenger Level 4 Specifics: The Red Avenger can channel ki into healing energy. By laying hands on any creature, the Red Avenger may heal a number of hit points equal to her level multiplied by her Wisdom bonus. Usable once per day per 4 levels of Red Avenger. Use: Selected. Deadly Shout Type of Feat: Class Specific Prerequisite: Red Avenger Level 5 Specifics: The Red Avenger can release ki energy in a sonic attack. Any enemies within the affected cone take 3d6 + Wisdom Modifier damage. A successful Fortitude save (DC 15 + Wisdom Modifier) halves the damage. Use: Selected. Free Ki Type of Feat: Class Specific Prerequisite: Red Avenger Level 10 Specifics: The Red Avenger has mastered the use of ki energy and channels it with ease. Any ki ability which relies on a Wisdom Modifier may take double the normal bonus. Use: Selected. Epic Red Avenger Your mastery of ki energy is unmatched. By harnessing its awesome power, you can perform feats that most can only dream of. Hit Die: d8 Skill Points at Each Additional Level: 4+ Int Modifier Bonus Feats: The epic Red Avenger gains a bonus feat every four levels. Special: Ki Powers: Gain additional uses per day every four levels. Free Ki: Increases to 3x at level 20 and 4x at level 30 Epic Red Avenger Bonus Feats List: Armor Skin, Epic Damage Reduction, Epic Toughness, Great Wisdom, Epic Energy Resistance, Blinding Speed, Self Concealment Precise Strike +5d4 Precise Strike +6d4 Knight of the Chalice Knights of the Chalice knight of the chalice (PRESTIGE CLASS) A Knight of the Chalice is a member of an elite knightly organization devoted to fighting demons. Motivated by a pious hatred of these creatures that embody the principles of chaos and evil, Knights of the Chalice learn tactics and gain special abilities to help them in their crusade. - Hit Die: d10 - Proficiencies: The Knight of the Chalice is proficient will all simple and martial weapons, armor and shields. - Skill Points: 2+ Int modifier. REQUIREMENTS: Alignment: Lawful Good Base Attack Bonus: +8 Skills: Lore 10 or more ranks Divine Spellcasting: Level 1 or higher. Spells: Ability to cast Protection from Evil CLASS FEATURES: Level 1: Demonslaying +1/1d6 (Physical) - Gain combat bonuses against demons. Censure Demons - Use turning attempts to stun demons. 2: Courage of Heaven - Immune to fear. Allies within 10ft gain +4 to save vs. fear. 3: Demonslaying +2/2d6 (Physical) - Gain combat bonuses against demons. 5: Heavenly Devotion - Immune to enchantment effects. Allies within 10ft gain +4 save vs. enchantment 6: Demonslaying +3/2d6 (Physical) + 1d6 (Divine) - Gain combat bonuses against demons. 8: Consecrated Aura - Demons and undead within 20ft receive a -1 penalty to attack and AC 9: Demonslaying +4/2d6(Physical) + 2d6 (Divine) - Gain combat bonuses against demons. 10: Holy Aura - May use Holy Aura (versus demons only) at will. Demonslaying (+1/1d6) Demonslaying (+2/2d6) Demonslaying (+3/3d6) Demonslaying (+4/4d6) Type of Feat: Class Specific Prerequisite: Knight of the Chalice Level 1 Specifics: The Knight of the Chalice gains attack and damage bonuses against Outsiders. These bonuses improve with experience. Use: Automatic. Censure Demons Type of Feat: Class Specific Prerequisite: Knight of the Chalice Level 1 Specifics: The Knight of the Chalice may attempt to censure demons, much like cleric turns undead. Any demon within 30 feet of the Knight must make a will save (DC + Knight of the Chalice Level + Cha Modifier) or be stunned for 1 round. If a censured demon has less than two times the Knight's class level HD, it must make a second will save or be destroyed. Use: Selected. Courage of Heaven (Fear) Courage of Heaven (Enchantment) Courage of Heaven (Radius) Type of Feat: Class Specific Prerequisite: Knight of the Chalice Level 2 Specifics: At level two, the Knight of the Chalice is immune to fear. At level five, he becomes immune to mind-affecting spells as well. At level eight, this protection may be extended at will to all allies within 20 feet. Use: Automatic/Selected. Consecrated Aura Type of Feat: Class Specific Prerequisite: Knight of the Chalice Level 8 Specifics: The Knight of the Chalice may create a consecrated aura around himself. All evil outsiders and undead within 20 feet of the Knight receive a -1 penalty to attack rolls, saving throws and AC. This ability is usable at will. Use: Selected. Holy Aura (versus Demons) Type of Feat: Class Specific Prerequisite: Knight of the Chalice Level 10 Specifics: The Knight of the Chalice may create Holy Aura against demons. This functions just like the spell, but the effects only apply to outsiders. This ability may be used at will. Use: Selected. Type: Class Prerequisite: Scout level 3 Starting at 3rd level, a Scout gains a +10 feet enhancement bonus to her base land speed. At 11th level, this bonus increases to +20 feet. A Scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load. Hunter of the Dead Hunters of the Dead hunter of the dead (PRESTIGE CLASS) The Hunter of the Dead is the hated enemy of all undead. She spends each restless night tracking undead to their lairs and cleansing the land of their foul presence forever. - Hit Die: d10 - Proficiencies: The Hunter of the Dead is proficient will all simple and martial weapons, armor and shields. - Skill Points: 2+ Int modifier. REQUIREMENTS: Alignment: Any non-evil Base Attack Bonus: +5 Skills: Lore 5 ranks Special: Turn Undead Ability CLASS FEATURES: Level 1: Detect Undead - May sense undead at will 2: Smite Undead - Can use holy power to smite undead once a day. Adds wisdom bonus to attack roll and uses level as damage bonus. Cure Light Wounds - As the spell, once a day. 3: Spurn Death's Touch - Add wisdom bonus to save versus level/ability drain 4: Lesser Restoration - As the spell, once a day. 5: True Death - Attacks against undead have the "Slay Undead" property 6: Extra Turning Smite Undead - Twice per day. Searing Light - As the spell, once per day. 7: Cure Light Wounds - As the spell, once per day. 8: Positive Energy Burst - Use 2 turn attempts to damage nearby undead Restoration - As the spell, twice per day. 9: Lesser Restoration - As the spell, twice per day 10: Sealed Life - Immune to level/ability drain Smite Undead - Three times per day. Searing Light - As the spell, twice per day. Detect Undead Type of Feat: Class Specific Prerequisite: Hunter of the Dead Level 1 Specifics: The Hunter of the Dead may sense the direction and distance of the nearest undead creature at will. Use: Selected. Smite Undead Type of Feat: Class Specific Prerequisite: Hunter of the Dead Level 2 Specifics: The Hunter of the Dead may channel holy power into a single standard attack. She may add her wisdom bonus (if positive) to the attack roll, and does bonus damage equal to her class level. Use: Selected. Spurn Death's Touch Type of Feat: Class Specific Prerequisite: Hunter of the Dead Level 3 Specifics: The Hunter of the Dead may add her wisdom bonus (if positive) to all saving throws against level/ability drain and death magic. Use: Selected. True Death Type of Feat: Class Specific Prerequisite: Hunter of the Dead Level 5 Specifics: Any weapon wielded by the Hunter of the Dead is treated as having the "Slay Racial Type: Undead" property. Any undead creature struck by the Hunter must make a fortitude save (DC 14) or be destroyed. Use: Automatic. Positive Energy Burst Type of Feat: Class Specific Prerequisite: Hunter of the Dead Level 8 Specifics: The Hunter of the Dead may spend two Turn Undead attempts to unleash a burst of holy energy. This burst deals 1d6 damage per class level to every undead creature within 20 feet. Use: Selected. Sealed Life Type of Feat: Class Specific Prerequisite: Hunter of the Dead Level 10 Specifics: The Hunter of the Dead is immune to level/ability drain and death magic. Use: Automatic. Epic Hunter of the Dead You are the bane of all unlife. Lesser undead crumble at your barest touch, and even the mightiest of the dead fear your wrath. Hit Die: d10 Skill Points at Each Additional Level: 2+ Int Modifier Bonus Feats: The epic Hunter of the Dead gains a bonus feat every four levels. Special: Smite Undead - Gains an additional use per day every four levels. Spells - Gain additional uses per day every five levels. Positive Energy Burst - Gains an additional 1d6 damage every other level True Death - DC increases by 2 every five levels. Epic Hunter of the Dead Bonus Feats List: Armor Skin, Epic Toughness, Great Wisdom, Epic Energy Resistance, Great Smiting, Perfect Health Blindsense (Ex) Type: Class Prerequisite: Scout level 10 Using nonvisual senses, such as acute smell or hearing, a creature with blindsense notices things it cannot see. The creature usually does not need to make Spot or Listen checks to pinpoint the location of a creature within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature cannot see still has total concealment against the creature with blindsense, and the creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. (Since there is no actual Blindsense in NWN, Ultravision is used instead) Holy Liberator Holy Liberators holy liberator (PRESTIGE CLASS) The Holy Liberator is a holy warrior, a distant cousin of the paladin, who is dedicated to overthrowing tyranny wherever it may be found. These champions of freedom and equality are strong-willed, independent-minded, and virtuous. - Hit Die: d10 - Proficiencies: The Holy Liberator is proficient will all simple and martial weapons, all armor and shields. - Skill Points: 2+ Int modifier. REQUIREMENTS: Alignment: Chaotic Good Base Attack Bonus: +5 Skills: Persuade 5 or more ranks Feats: Iron Will Class: Paladin (Must be in first class slot) CLASS FEATURES: Level 1: Detect Evil - May sense evil at will. Resist Enchantment - +2 bonus to saving throws versus mind-affecting spells. 2: Smite Evil - Use smite evil as per the paladin ability. Divine Grace - May add charisma bonus to all saving throws. 3: Turn Undead - May turn undead as a paladin or cleric. Immune to Charm - Immune to mind-affecting spells. 5: Celestial Companion - May summon a special celestial animal companion. 7: Subversion - Can attempt to remove any mind-affecting spells from a creature at will. BONUS SPELLS Upon gaining a level in Holy Liberator, the character gains new spells per day as if he had also gained a level in his highest caster class (paladin or cleric). He does not learn any new spells through his abilities. Detect Evil Type of Feat: Class Specific Prerequisite: Holy Liberator Level 1 Specifics: The Holy Liberator may sense the direction and distance of the nearest evil creature at will. Also, he may observe the aura of any nearby creatures to determine whether or not they are evil. Use: Selected. Resist Enchantment Type of Feat: Class Specific Prerequisite: Holy Liberator Level 1 Specifics: The Holy Liberator receives a +2 bonus to saving throws against mind-affecting spells. Use: Automatic. Immune to Charm Type of Feat: Class Specific Prerequisite: Holy Liberator Level 3 Specifics: The Holy Liberator is immune to mind-affecting spells. Use: Automatic. Subversion Type of Feat: Class Specific Prerequisite: Holy Liberator Level 7 Specifics: The Holy Liberator may attempt to break any mind-affecting spells on a single target creature. The target immediate makes a will save vs. the spell's original DC (10 + spell level + caster's bonuses) adding the Liberator's Charisma bonus to the check. If the saving throw is successful, the spell, is broken. This ability may be used at will. Use: Selected. Celestial Companion Type of Feat: Class Specific Prerequisite: Holy Liberator Level 5 Specifics: The Holy Liberator acquires a celestial animal as his loyal companion. This animal may be an eagle, lion or dog. All Celestial Creatures receive darkvision, resistance to cold, acid and electricity, damage reduction and SR equal to double their hit dice. They also gain +1 to AC and Attack/Damage versus evil for every 5 levels. Master Level 1 - 5 Resist Master Level 4 - 10 Resist, 5/+1 DR Master Level 8 - 15 Resist, 5/+2 DR Master Level 12+ - 20 Resist, 10/+3 DR Celestial Eagle: Master Level 1 - Disarm Master Level 5 - Improved Disarm Master Level 10 - Skill Focus (Spot), Skill Focus (Search) Master Level 15 - Self Concealment I Master Level 20 - Self Concealment II Master Level 25 - Self Concealment III Master Level 30 - Self Concealment IV Celestial Dog: Master Level 1 - Knockdown Master Level 5 - Howl Fear 1/day Master Level 10 - Improved Knockdown Master Level 15 - Howl Fear 2/day Master Level 20 - Dodge Master Level 25 - Howl Fear 3/day Master Level 30 - Epic Dodge Celestial Lion Master Level 1 - Weapon Specialization (Creature) Master Level 5 - Ferocity 1/day Master Level 10 - Improved Critical (Creature) Master Level 15 - Greater Ferocity 2/day Master Level 20 - Epic Weapon Specialization (Creature) Master Level 25 - Improved Ferocity 3/day Master Level 30 - Overwhelming Critical (Creature) Epic Holy Liberator You are a champion of the oppressed and overthrown. Tyrants speak your name with fear and loathing. And there are many people who sing your praises for giving them back their freedom. Hit Die: d10 Skill Points at Each Additional Level: 2+ Int Modifier Bonus Feats: The epic Holy Liberator gains a bonus feat every four levels. Special: Celestial Companion: Continues to improve with each level. Epic Holy Liberator Bonus Feats List: Armor Skin, Epic Toughness, Great Wisdom, Epic Energy Resistance, Great Smiting, Perfect Health, Epic Will, Epic Reputation Blindsight (Ex) Sacred Vow Type of Feat: Exalted Prerequisite: Good Alignment* Required For: Vow of Abstinence, Vow of Nonviolence, Vow of Obedience, Vow of Peace, Vow of Poverty and Vow of Purity. Specifics: You gain a +2 perfection bonus to persuade. Use: Automatic. (*Note: You can select this feat even when evil or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.) Vow of Obedience Type of Feat: Exalted Prerequisite: Lawful Good Alignment*, Sacred Vow Specifics: You gain a +4 perfection to your will saves. Use: Automatic. (*Note: You can select this feat even when evil, chaotic or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.) Evil Brand Type of Feat: Vile Prerequisite: Evil Alignment* Required For: Lich Loved Specifics: You are physically marked forever as a servant of an evil power greater than yourself or as a villain who does not care who knows that you seek only death, destruction and misery for others. You are automatically recognized as someone a disciple of an evil patron or as someone of extreme evil, if the symbol is visible you gain a +2 bonus to Intimidate and Persuade. You can pick the location of the vile symbol upon selection of the feat. Use: Automatic. (*Note: You can select this feat even when good or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.) Evil Brand: Hand Type of Feat: Vile Prerequisite: Evil Alignment* Required For: Lich Loved Specifics: Your hand carries a symbol that marks you as a servant of an evil power greater than yourself or as a villain who does not care who knows that you seek only death, destruction and misery for others. You are automatically recognized as someone a disciple of an evil patron or as someone of extreme evil, if the symbol is visible** you gain a +2 bonus to Intimidate and Persuade. Use: Automatic. (*Note: You can select this feat even when good or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.) (**Note: Visible means that nothing is equipped in your gauntlet item slot.) Evil Brand: Head Type of Feat: Vile Prerequisite: Evil Alignment* Required For: Lich Loved Specifics: Your head carries a symbol that marks you as a servant of an evil power greater than yourself or as a villain who does not care who knows that you seek only death, destruction and misery for others. You are automatically recognized as someone a disciple of an evil patron or as someone of extreme evil, if the symbol is visible** you gain a +2 bonus to Intimidate and Persuade. Use: Automatic. (*Note: You can select this feat even when good or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.) (**Note: Visible means that nothing is equipped in your helmet item slot.) Evil Brand: Chest Type of Feat: Vile Prerequisite: Evil Alignment* Required For: Lich Loved Specifics: Your chest carries a symbol that marks you as a servant of an evil power greater than yourself or as a villain who does not care who knows that you seek only death, destruction and misery for others. You are automatically recognized as someone a disciple of an evil patron or as someone of extreme evil, if the symbol is visible** you gain a +2 bonus to Intimidate and Persuade. Use: Automatic. (*Note: You can select this feat even when good or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.) (**Note: Visible means that nothing is equipped in your chest item slot.) Evil Brand: Arm Type of Feat: Vile Prerequisite: Evil Alignment* Required For: Lich Loved Specifics: Your arm carries a symbol that marks you as a servant of an evil power greater than yourself or as a villain who does not care who knows that you seek only death, destruction and misery for others. You are automatically recognized as someone a disciple of an evil patron or as someone of extreme evil, if the symbol is visible** you gain a +2 bonus to Intimidate and Persuade. Use: Automatic. (*Note: You can select this feat even when good or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.) (**Note: Visible means that nothing is equipped in your weapon item slot.) Evil Brand: Neck Type of Feat: Vile Prerequisite: Evil Alignment* Required For: Lich Loved Specifics: Your neck carries a symbol that marks you as a servant of an evil power greater than yourself or as a villain who does not care who knows that you seek only death, destruction and misery for others. You are automatically recognized as someone a disciple of an evil patron or as someone of extreme evil, if the symbol is visible** you gain a +2 bonus to Intimidate and Persuade. Use: Automatic. (*Note: You can select this feat even when good or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.) (**Note: Visible means that nothing is equipped in your cloak item slot.) Lich Loved Type of Feat: Vile Prerequisite: Evil Brand, Evil Alignment* Specifics: The character becomes more and more like an undead creature, gaining a +1 bonus on saving throws against mind affecting effects, poison and disease. Use: Automatic. (*Note: You can select this feat even when good or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.) Drow Judicator Drow Judicators drow judicator (PRESTIGE CLASS) A mortal imbued with fiendish cruelty, the drow judicator is a knight most foul. This unholy warrior is steeped in the divine energy of Selvetarm, the Spider That Waits, self-appointed Champion of Lolth. Consort of demons and demonic arachnids, the drow judicator is hated and feared by all, especially other male drow who are jealous of the heights of power to which he has risen. Drow judicators must make an unholy pledge to Selvetarm and then survive the rites of entry to adopt the prestige class. At least a little schooling in spellcasting is required, but only the toughest and meanest sorcerers and wizards can survive the entry requirements. -Hit Die: d8. -Proficiencies: All simple and martial weapons, light, medium and heavy armor, small and large shields -Skill Points: 2 + Int Modifier. REQUIREMENTS Alignment: Any evil Race: Elf or Drow (male or female) Base Attack Bonus: +5 Feats: Mobility, Lolth's Meat Skills: Intimidate 4, Lore 4 Spellcasting: Able to cast 1st-level arcane or divine spells. CLASS FEATURES: Level 1: War Strike 1/day - 2d6 Constitution damage to victim. 2: Command Spiders - Control or Rebuke spiders as undead. 3: Selvetarm's Blessing - +3 Universal Saving Throw Bonus. 4: Selvetarm's Wrath 1/day - +1 damage per level of Drow Judicator for next attack. 5: Spider Servant: Summon a spider ally. 7: Selvetarm's Wrath - +1 times per day. 8: Spider's Grace 1/day - +4 bonus to Hide and Move Silently. Immune to Web. 9: Selvetarm's Wrath - +1 times per day. 10: Judgment 1/day - Cast Horrid Wilting as a spell-like ability Lolth's Meat Type of Feat: General Prerequisite: Drow or Half-Drow. Specifics: If you kill a living creature that has an Intelligence score of 3 or higher with a melee attack, you gain a +1 morale bonus on attack rolls, damage rolls, and saving throws for 1 round per Character Level. Use: Automatic. Warning: If you take this class without the race of Drow or Half-Drow it will not function, you will be forced to relevel. War Strike Type of Feat: Class Prerequisite: Drow Judicator level 1 Specifics: War is the ultimate expression of Selvetarm's power, so its lessons are the very first that the drow judicator learns. Beginning at 1st level, he can attempt a war strike with one normal melee attack. If he hits, he deals 2d6 points of Constitution damage. The target may attempt a Fortitude save (DC 10 + Drow Judicator level + Cha Modifier) to halve the Constitution damage. This ability is usable once per day. Use: Automatic. Command Spiders Type of Feat: Class Prerequisite: Drow Judicator level 2 Specifics: As a special dispensation from Lolth, Selvetarm can grant his judicators the ability to command spiders. When a drow judicator reaches 2nd level, he gains the ability to compel spiders in the same way that an evil cleric can rebuke or command undead. The drow judicator can attempt to command spiders a number of times per day equal to 3 + his Charisma modifier. He is treated as a cleric of a level equal to his drow judicator level for the purposes of turning checks and damage. Use: 3 + Cha modifier/Day Selvetarm's Blessing Type of Feat: Class Prerequisite: Drow Judicator level 2 Specifics: At 2nd level and above, a drow judicator receives a +3 profane bonus on all saving throws. Use: Automatic. Selvetarm's Wrath Type of Feat: Class Prerequisite: Drow Judicator level 4 Specifics: Beginning at 4th level, a drow judicator may attempt to deliver extra damage with one normal melee attack. On a successful attack, he deals 1 extra point of damage per drow judicator level. Use: Combat. - 1/Day at 4th level - 2/Day at 7th level - 3/Day at 10th level Spider Servant At 5th level or above, a drow judicator can call a spider-like monster to serve him. He may choose to call an 8 HD Large fiendish monstrous spider, fiendish sword spider, fiendish phase spider, or myrlochar. The servant gains HD bonuses and special abilities based upon the drow judicator's class level. The drow judicator may have only one spider servant at a time. Should his servant die he may call for another in 24 hours. Judicator Bonus A. St. Int Special Level H. Ad. Adj Adj ------------------------------------------------------------- 5th +2 +. +.. Improved Evasion 6th-7th +4 +. +2 +. Speak w/ Master 8th-9th +6 +. +. +4 10th +8 +. +. +6 Spider's Grace Type of Feat: Class Prerequisite: Drow Judicator level 8 Specifics: At 8th level the drow judicator gains the ability to take on the attributes of a spider. The drow judicator gains immunity to webs, and gains a +4 bonus to Hide and Move Silently. Use: Special. Judgment Type of Feat: Class Prerequisite: Drow Judicator level 10 Specifics: At 10th level the drow judicator gains the ability to judge all creatures within sight. Those he finds wanting are immediately targeted by a Horrid Wilting effect. Use: 1/Day <CUSTOM0> uses War Strike. <CUSTOM0> invokes Selvetarm's Wrath. <CUSTOM0> commands spiders. <CUSTOM0> summons a Spider Servant. Fiendish Monstrous Spider Fiendish Sword Spider Myrlochar Fiendish Phase Spider Improve Saves: Fortitude 6 Improve Saves: Fortitude 7 Improve Saves: Fortitude 8 Improve Saves: Fortitude 9 Improve Saves: Fortitude 10 Improve Saves: Fortitude 11 Improve Saves: Fortitude 12 Improve Saves: Fortitude 13 Improve Saves: Fortitude 14 Improve Saves: Fortitude 15 Improve Saves: Reflex 6 Improve Saves: Reflex 7 Improve Saves: Reflex 8 Improve Saves: Reflex 9 Improve Saves: Reflex 10 Improve Saves: Reflex 11 Improve Saves: Reflex 12 Improve Saves: Reflex 13 Improve Saves: Reflex 14 Improve Saves: Reflex 15 Psionic Feats Psionic feats are only available to characters and creatures with the ability to manifest powers. (In other words, they either have a power point reserve or have psi-like abilities.) Possessing the feat Wild Talent also qualifies one for these feats. Due to technical reasons, we cannot enforce this limitation directly. If you do take one of these feats without qualifying for it, you will be re-leveled. Metapsionic Feats As a manifesters knowledge of psionics grows, he can learn to manifest powers in ways slightly different from how the powers were originally designed or learned. For example, a manifester can learn how to manifest a power so that it lasts longer than normal, deals more damage than normal, or is improved in some other way. Of course, manifesting a power while using a metapsionic feat is more expensive than manifesting the power normally. Manifesting Time: Powers manifested using metapsionic feats take the same time as manifesting the powers normally unless the feat description specifically says otherwise, such as with Quicken Power. Manifestation Cost: To use a metapsionic feat, a psionic character must both expend his psionic focus and pay an increased power point cost as given in the feat description. For example, applying the Chain Power feat to a power increases the power's cost by 6 power points. Limits on Use: As with all powers, you cannot spend more power points on a power than your manifester level. Metapsionic feats merely let you manifest powers in different ways; they do not let you violate this rule. Effects of Metapsionic Feats on a Power: In all ways, a metapsionic power operates at it's original power level, even though it costs additional power points. The modifications to a power made by a metapsionic feat have only their noted effect on the power. A manifester can't use a metapsionic feat to alter a power being cast from a power stone, dorje, or other device. Manifesting a power modified by the Quicken Power feat does not provoke attacks of opportunity. Some metapsionic feats apply only to certain powers, as described in each specific feat entry. Type: Class Prerequisite: Scout level 20 A 20th-level Scout gains the Blindsight ability out to 30 feet. Her senses become so acute that she can maneuver and fight flawlessly even in total darkness. Invisibility, darkness, and most kinds of concealment are irrelevant, though the Scout must have line of effect to a creature or object to discern it. Heartwarder Heartwarders heartwarder (PRESTIGE CLASS) Sune Firehair encourages beauty, passion, and love wherever they may be found. Heartwarders are aesthetes and hedonists who actively seek out pleasure and beauty in all things who nurture the creation of beautiful objects. - Hit Die: d4. - Proficiencies: The Heartwarder gains no weapon or armor proficiency. - Skill Points: 2+ Int modifier. REQUIREMENTS: Alignment: Chaotic Good. Feats: Dodge, Mobility, Spell Focus: Enchantment, Exotic Weapon Proficiency: Whip Skills: Bluff 3, Persuade 6. Divine Spellcasting: Ability to cast spells of Level 3. Special: Must worship Sune Firehair. (Clerics must have two of Charm, Good and Protection domains.) CLASS FEATURES: Level 1: Charisma Increase - Bonus +1 to Charisma. 2: Heart of Passion - Bonus +2 to Charisma-based checks (skills, turning). 3: Charisma Increase - Bonus +2 to Charisma. 4: Lips of Rapture - Bonus +2 to Attacks, damages, saves and +4 to Enchantment spells saves. (Dazed on failed save). 5: Charisma Increase - Bonus +3 to Charisma. 6: Voice of a Siren - Gains Greater Spell Focus: Enchantment and Spell Penetration feats to verbal spells. 7: Charisma Increase - Bonus +4 to Charisma. 8: Tears of Evergold - Craft a Water Holy once per day. 9: Charisma Increase - Bonus +5 to Charisma. 10: Fey Metamorphosis - Type change to Fey. BONUS SPELLS Upon gaining a level in Heartwarder, the character gains new spells per day as if he had also gained a level in his highest caster class (druid or cleric). He does not learn any new spells through his abilities. Charisma Increase I Type of Feat: Class Specific Prerequisite: Heartwarder level 1 Specifics: She gains a +1 to her Charisma bonus. Use: Automatic. Charisma Increase II Type of Feat: Class Specific Prerequisite: Heartwarder level 3 Specifics: She gains a +2 to her Charisma bonus. Use: Automatic. Charisma Increase III Type of Feat: Class Specific Prerequisite: Heartwarder level 5 Specifics: She gains a +3 to her Charisma bonus. Use: Automatic. Charisma Increase IV Type of Feat: Class Specific Prerequisite: Heartwarder level 7 Specifics: She gains a +4 to her Charisma bonus. Use: Automatic. Charisma Increase V Type of Feat: Class Specific Prerequisite: Heartwarder level 9 Specifics: She gains a +5 to her Charisma bonus. Use: Automatic. Heart of Passion Type of Feat: Class Specific Prerequisite: Heartwarder level 2 Specifics: She gains a +2 bonus on all Charisma-based checks. Use: Automatic. Lips of Rapture Type of Feat: Class Specific Prerequisite: Heartwarder level 4 Specifics: A Heartwarder's kiss confers a state of bliss upon its recipient, conferring a +2 morale bonus on attacks, weapon damage, checks, and saves. An enraptured recipient receives a +2 saving throw bonus against enchantment spells and effects. This ability lasts 5 rounds, and can be used a number of times per day equal to her Charisma bonus. The one downside to a Heartwarder's kiss is that it also has the effect of a daze spell upon the recipient (the normal saving throw applies) as if cast by a sorcerer of a Heartwarder's class level. Use: Selected. Voice of a Siren Type of Feat: Class Specific Prerequisite: Heartwarder level 6 Specifics: Gains the Greater Spell Focus: Enchantment and Spell Penetration feats, but they only apply to spells with a verbal component (and are not altered with the Silent Spell feat). Use: Automatic. Tears of Evergold Type of Feat: Class Specific Prerequisite: Heartwarder level 8 Specifics: A Heartwarder can cry tears drawn from Evergold, a sacred pool that enhances beauty that Sune shares with the elven goddess Hanali Celanil. If these tears are collected, they are equivalent to the effects of a potion of love and serve the Sunite faith as holy water. A Heartwarder can use this ability once per day, and while it does not cost her any gold to do so, calling upon the power of the pool requires her to spend 6 XP, just as if she had made the potion with the Brew Potion feat. Use: Selected. Fey metamorphosis Type of Feat: Class Specific Prerequisite: Heartwarder level 10 Specifics: Her type changes to "fey," which means among other things, that she is no longer affected by spells that specifically target humanoids, such as charm person. Use: Automatic. Battleguard of Tempus Battleguards of Tempus battleguard of tempus (PRESTIGE CLASS) Battleguards of Tempus are the soldier-priests of Tempus who specialize in military affairs. - Hit Die: d10. - Proficiencies: The Battleguard of Tempus gains proficiency in simple and martial weapons, all armor and shields. - Skill Points: 2+ Int modifier. REQUIREMENTS: Alignment: Any Non-Lawful. Feats: Combat Casting, Weapon Focus (any melee weapon), Leadership. Skills: Craft (Weapon) 5, Craft (Armor) 5 ranks, Lore 5 ranks. Base Attack Bonus: 4 Divine Spellcasting: Level 2 Special: Must worship Tempus. (Clerics must have the War domain, as well as one of Strength or Protection) CLASS FEATURES: Level 1: Army Power - Able to inspire allies within 30 feet, giving them +2 on saving throws, attacks rolls, ability checks (turning), skill checks and damages rolls. Allies must be able to hear you. Knowledge Lore - Bonus to the Lore skill of Battleguard's level + Intelligence modifier. Weapon of Choice - A specific weapon gains additional benefit. 2: Enchant Weapon +1 - The battleguard may temporarily enhance his Weapon of Choice, one minute per level, with a equivalent +1 special ability. 3: Battle Forger - Bonus +2 to Craft (weapon and armor). 5: Lore Arms - He may cast the Identify Spell three times a day. 6: Enchant Weapon +2. 7: Die Hard - Between -1 to -9 HP, you automatically become stable. 9: Identify Arms - He may identify an armor or a weapon, three times a day. 10: Enchant Weapon +3. BONUS SPELLS Each two levels in Battleguard of Tempus, the character gains new spells per day as if he had also gained a level in his highest caster class (druid, cleric). He does not learn any new spells through his abilities. Weapon of Tempus Type of Feat: Class. Prerequisite: Weapon Focus (with weapon to be chosen). Specifics: The weapon chosen by a Battleguard of Tempus becomes the focus for all of their special abilities. Use: Automatic. Weapon of Tempus (club) Weapon of Tempus (dagger) Weapon of Tempus (mace) Weapon of Tempus (morningstar) Weapon of Tempus (quarterstaff) Weapon of Tempus (spear) Weapon of Tempus (short sword) Weapon of Tempus (rapier) Weapon of Tempus (scimitar) Weapon of Tempus (longsword) Weapon of Tempus (greatsword) Weapon of Tempus (handaxe) Weapon of Tempus (battleaxe) Weapon of Tempus (greataxe) Weapon of Tempus (halberd) Weapon of Tempus (light hammer) Weapon of Tempus (light flail) Weapon of Tempus (warhammer) Weapon of Tempus (heavy flail) Weapon of Tempus (scythe) Weapon of Tempus (katana) Weapon of Tempus (bastard sword) Weapon of Tempus (dire mace) Weapon of Tempus (double axe) Weapon of Tempus (two-bladed sword) Weapon of Tempus (kama) Weapon of Tempus (kukri) Army Powers Type of Feat: Domain Prerequisite: Access to Army. Specifics: Inspire Allies: Able to inspire allies within 30 feet, giving them +2 on saving throws, attacks rolls, ability checks (turning), skill checks and damages rolls. Allies must be able to hear you. The effect will last for charisma modifier rounds. Use: Automatic. Diehard Type of Feat: General Prerequisite: Endurance or Crusader level 10 or Battleguard of Tempus level 7 Specifics: When your hit points are reduced to 0 or below, you automatically become stable. You heal to 1 HP. Your bonus attack decreases and your spells fail. Use: Automatic. Enchant Weapon +1 Type of Feat: Class Specific Prerequisite: Battleguard of Tempus level 2 Specifics: You empower the weapon of Tempus with a +1 special ability one minute per level. Use: Selected. NOTE: This ability works only with already magical weapons (with at least +1 enhancement bonus). Enchant Weapon +2 Type of Feat: Class Specific Prerequisite: Battleguard of Tempus level 6 Specifics: You empower the weapon of Tempus with a +2 special ability one minute per level. Use: Selected. NOTE: This ability works only with already magical weapons (with at least +1 enhancement bonus). Enchant Weapon +3 Type of Feat: Class Specific Prerequisite: Battleguard of Tempus level 10 Specifics: You empower the weapon of Tempus with a +3 special ability one minute per level. Use: Selected. NOTE: This ability works only with already magical weapons (with at least +1 enhancement bonus). Battleforger Type of Feat: Class Specific Prerequisite: Battleguard of Tempus level 3 Specifics: Grants+2 to Craft: Armor and Craft: Weapon. Use: Automatic. Lore arms Type of Feat: Class Specific Prerequisite: Battleguard of Tempus level 5 Specifics: A Battleguard of Tempus may cast Identify three times a day. Use: Cast. Enchant Weapon Arms Lore Type of Feat: Class Specific Prerequisite: Battleguard of Tempus level 9 Specifics: A Battleguard of Tempus may identify armor or a weapon (except Quest items). Use: Selected. Tempus Knowledge Type of Feat: Class Prerequisite: Battleguard of Tempus 1. Specifics: This feat allows the character to identify items more easily than others. It grants the character a bonus equal to their level + Intelligence modifier to any Lore checks. Use: Automatic. Telflammar Shadowlord Telflammar Shadowlords Telflammar shadowlord (PRESTIGE CLASS) The Shadowmasters of Telflamm are one of Faerun's most notorious thieves' guilds, a secret society every bit as grasping and ruthless as the Night Masks of Westgate or the Shadow Thieves of Amn. Under their subtle and cloaked rule, Thesk's port city of Telflamm is a prime center of trade in both legal and illicit goods. The Shadowmasters are made up of burglars, murderers, and thugs with a variety of talents, including assassins, experts, fighters, rogues, shadowdancers, and warriors. A small number of clerics devoted to Mask belong to the guild, as do some arcane spellcasters whose greed outweighs their scruples. Above all these criminals stand the Telflammar shadowlords, the secret captains of iniquity who demand unquestioned obedience from their numerous minions. Characters of other classes may hold important positions in the guild, but the shadowlords call the shots. - Hit Die: d6. - Proficiencies: The Shadowmasters of Telflammar gains no proficiency in any weapons and armors. - Skill Points: 4 + Int Modifier. REQUIREMENTS: Alignment: Any Non-Good. Feats: Blind-Fight, Dodge, Mobility, Spring Attack. Skills: Hide 10 ranks, Move Silently 10 ranks, Lore 2 ranks. Sneak Attack: 2d6. Special: Must have at least ONE of the following: 1) A token proving a donation of 10,000 gold to the Telflamm Guild 2) The ability to cast Level 4 Arcane Spells 3) Shadowdancer Level 1 CLASS FEATURES: Level 1: Shadow Sight - Gains Darkvision and Ultravision in darkness. Shadow Jump - Dimension Door once per day per class level 2: Shadow Blur - In darkness gains the benefit of Blur spell (20 % concealment in the night, underground area or Darkness spell). 4: Shadow Pounce - May make a full attack after teleporting 5: Shadow Discorporation - When any damage reduces him to 0 or less, has a chance to use teleport. 6: Death Attack - gains a Death Attack +1d6. SPELL LIST: Spells per day: 1: 0 - - 2: 1 - - 3: 1 0 - 4: 2 1 - 5: 2 1 0 6: 2 2 1 Telflammar shadowlords choose their spells from the following list. 1st level: Blindness/deafness, chill touch, darkness, darkvision, invisibility, knock, shadow spray. 2nd level: Blacklight, displacement, haste, improved invisibility, nondetection, vampiric touch. 3rd level: Confusion, darkbolt (FRCS), detect scrying, dimension door, invisibility sphere, mislead. Shadow Jump Type of Feat: Class Specific Prerequisite: Shadowlord level 1 Specifics: A Shadowlord can travel between shadows as a door dimension spell. He may do this once per day per class level. Use: Selected. Shadow Blur Type of Feat: Class Specific Prerequisite: Shadowlord level 2 Specifics: A Shadowlord gains a 20% concealment when he's in the dark, underground or darkness spell. Use: Automatic. Shadow Pounce Type of Feat: Class Specific Prerequisite: Telflammar Shadowlord level 4, Crinti Shadow Marauder 5 Specifics: At the completion of a teleport ability (including dimension door, teleport, and others), you may make a full attack against one hostile target in range Use: Selected Shadow Discorporation Type of Feat: Class Specific Prerequisite: Shadowlord level 5 Specifics: When any damage that reduce to him 0 HP or less, a Shadowlord attempts a Reflex save ( DC 5 + damage dealt), if successful, he executes a jump and heals to 1 HP. Use: Automatic. Death Attack Type of Feat: Class Prerequisite: Shadowlord level 6. Specifics: A Shadowlord may use a death attack, which functions similarly to a sneak attack in that if the target is not in combat they become victim to the death attack. Use: Automatic. Spell Level 1 Type of Feat: Spell List Prerequisite: Shadowlord. Specifics: He may cast some spells (Darkness, Invisibility, Blindness). Use: Automatic. Blindness/Deafness Range: Medium Area of Effect / Target: Single Duration: 1 Round / Level Save: Fortitude Negates Spell Resistance: Yes The target creature is struck blind and deaf. Darkness Range: Touch (1 creature) Area of Effect / Target: Huge Duration: 1 Round / Level Save: None Spell Resistance: Yes All creatures within the area of effect are shrouded in a haze of darkness which can only be pierced using Ultravision. Invisibility Range: Touch Area of Effect / Target: Single Duration: 1 Turn / Level Save: Harmless Spell Resistance: No The target creature becomes invisible and impossible to detect using normal vision. Any attack or spellcasting action taken by the invisible creature will immediately cancel the invisibility. Spell Level 2 Type of Feat: Spell List Prerequisite: Shadowlord. Specifics: He may cast some spells (Haste, Improved Invisibility, Vampiric Touch). Use: Automatic. Haste Range: Short Area of Effect / Target: Single Duration: 1 Round / Level Save: Harmless Spell Resistance: No The target of this spell gains, +4 bonus to dodge AC, 1 extra action per round (allowing an additional attack or spell to be cast) and has their movement increased by 50%. Improved Invisibility Range: Touch Area of Effect / Target: Single Duration: 1 Turn / Level Save: Harmless Spell Resistance: No The target creature becomes invisible and impossible to detect using normal vision. After attacking or casting spells the target creature will become partially visible and detectable by enemies, but still retain a 50% cover bonus. Vampiric Touch Range: Touch Area of Effect / Target: Single Duration: Instant Save: None Spell Resistance: Yes The target creature takes 1d6 points of damage for every 2 caster levels. This damage is then applied to the caster's Hit Points as a temporary bonus. Spell Level 3 Type of Feat: Spell List Prerequisite: Shadowlord. Specifics: He may cast some spells (Confusion, Invisibility Sphere). Confusion Range: Medium Area of Effect / Target: Large Duration: 1 Round / Level Save: Will Negates Spell Resistance: Yes Affected creatures either wander randomly, attack a random target, or simply stand still. Invisibility Sphere Range: Personal Area of Effect / Target: Caster, 15ft Radius Duration: 1 Turn / Level Save: Harmless Spell Resistance: No The caster brings into being a zone of invisibility that travels with him for the duration of the spell. All allies within the spell's area of effect are rendered invisible, but not to each other. Those that leave the sphere are visible once more. Bonded Summoner Bonded Summoners bonded summoner (PRESTIGE CLASS) The Bonded Summoner knows elementals. He instinctively knows elementals' strengths and develops an unbreakable bond with a powerful elemental companion. With time, the elemental forces he develops deepen, blurring the line between summoner and summoned. - Hit Die: d4. - Proficiencies: None. - Skill Points: 2+ Int modifier. REQUIREMENTS: Skills: Lore 8 Feats: Familiar. Arcane Spellcasting: Ability to cast spells of Level 2. At level 1, he pick his element of study: Air, Earth, Fire or Water. Energy associated with Element: Air--------Electricity Earth----Acid Fire------Fire Water--Cold CLASS FEATURES: Level 1: Elemental Companion (Medium) - Replaces your familiar with a Medium Elemental. Resistance Energy 5. 3: Elemental Companion (Large) Resistance Energy 10. Immunity to Sleep. 5: Elemental Companion (Huge) Resistance Energy 15. Immunity to Poison. 7: Elemental Companion (Greater) Resistance Energy 20. Immunity to Paralysis. 9: Elemental Companion (Elder) Immunity to Energy. Immunity to Sneak Attack. 10: Elemental Form - Character gains the ability to turn into Elemental Elder (once per day, max 10 hours). Immunity to Critical Hits. Elemental Type - Your type change to Elemental and your Subtype change to your Element. BONUS SPELLS Each two levels in Bonded Summoner, the character gains new spells per day as if he had also gained a level in his highest caster class. He does not learn any new spells through his abilities. SUBTYPE: Air: Speed +25 % Earth: Not change Fire: Vulnerability to Cold +50 % Water: Vulnerability to Fire +50 % COMPANION POWER: Arcane Caster Level up to 8: gains Improved Evasion, Share Spells 9 - 11: Spell Resistance (Arcane Spellcaster level +5) 12+: Improved Speed (+33%). However, if your familiar is killed, you will take damage equal to its number of hit dice, plus 1d4 damage to each ability score. Disciple of Mephistopheles Disciples of Mephistopheles disciple of Mephistopheles (PRESTIGE CLASS) The Disciple of Mephistopheles wields hellfire as his weapon, striking down all who oppose him. He focuses on all things fire-related, as is fitting with the preoccupation of the arch-devil he serves. - Hit Die: d8. - Proficiencies: All simple and martial weapons, all types of armor, and shields. - Skill Points: 4 + Int Modifier. REQUIREMENTS: Alignment: Any evil. Base Attack Bonus: +6 Feats: Disciple of Darkness CLASS FEATURES: Level 1: Hellfire Grasp - Can make a touch attack at will, dealing 1d6 fire damage, also character gains a +1d6 damage bonus to all unarmed strikes (while wearing gloves). Fire Adept - Casts Fire Spells at +1 character level. 2: Fire Resistance 10 - Gains 10 Fire Resistance. 3: Hellfire Blast - Can release a gout of fire from hand at will, dealing 4d6 fire damage. 4: Flare - As per spell. 5: Summon Hamatula - Summons a Hamatula, a spiny fiend. 6: Hellfire - Casts a spell which causes a diabolical explosion, dealing special damage. Fire Resistance 20 - Gains 20 fire resistance. 7: Fire Shield - As per spell. 8: Hellfire Storm - An Improved version of Hellfire, with a larger explosion, more range and more damage 10: Body of Flame - Body becomes fire for up to ten minutes per day, gaining fire immunity and damage reduction 30/+1. Anyone he touches or touches him must succeed a reflex save or catch fire. Hellfire Grasp Type of Feat: Class Specific Prerequisite: Disciple of Mephistopheles Level 1 Specifics: A Disciple of Mephistopheles can deal 1d6 points of fire damage as a touch attack at will. This damage is also added to damage dealt by other unarmed attacks. Use: Selected. Fire Adept Type of Feat: Class Specific Prerequisite: Disciple of Mephistopheles Level 1 Specifics: A Disciple of Mephistopheles who can cast spells gains a +1 bonus to caster level when casting a spell with the fire descriptor. Use: Automatic. Fire Resistance 10 Type of Feat: Class Specific Prerequisite: Disciple of Mephistopheles Level 1 Specifics: Disciple of Mephistopheles gains fire resistance 10. Use: Automatic. Hellfire Blast Type of Feat: Class Specific Prerequisite: Disciple of Mephistopheles Level 3 Specifics: Disciple of Mephistopheles can release a gout of Hellfire from his hand at will, dealing 4d6 points of fire damage as a ranged touch attack. The range for this attack is 30 feet. Use: Selected. Flare Type of Feat: Class Specific Prerequisite: Disciple of Mephistopheles Level 4 Specifics: At will, a Disciple of Mephistopheles can produce an effect identical to that of a Flare spell cast by a 15th-level caster. Use: Selected. Summon Hamatula Type of Feat: Class Specific Prerequisite: Disciple of Mephistopheles Level 5 Specifics: Disciple of Mephistopheles can summon 1 hamatula once per day. This functions as a summon monster spell cast by a 15th-level caster. Use: Selected. Hellfire Type of Feat: Class Specific Prerequisite: Disciple of Mephistopheles Level 6 Specifics: Thrice a day, a Disciple of Mephistopheles can produce an effect identical to that of a Hellfire spell cast by a 15th-level caster. The spell in question is detailed below: The caster creates a small explosion of brimstone and fire that deals 3d6 points of diabolic fire damage. Use: Cast. Fire Shield Type of Feat: Class Specific Prerequisite: Disciple of Mephistopheles Level 7 Specifics: Twice per day, a Disciple of Mephistopheles can produce an effect identical to that of a Fire Shield spell cast by a 15th-level caster. Use: Selected. Hellfire Storm Type of Feat: Class Specific Prerequisite: Disciple of Mephistopheles Level 8 Specifics: Twice per day, a Disciple of Mephistopheles can produce an effect identical to that of the Hellfire Storm spell cast by a 15th-level caster. The spell in question is identical to Hellfire, except it has a larger: range and radius, plus it causes 5d6 diabolic fire damage. Use: Cast. Body of Flame Type of Feat: Class Specific Prerequisite: Disciple of Mephistopheles Level 10 Specifics: A Disciple of Mephistopheles can transform his body into flame for up to 10 minutes once per day. He gains fire immunity and damage reduction 30/+1, and anyone he touches or touches him must succeed a reflex save or catch fire. Use: Selected. Fire Resistance 20 Type of Feat: Class Specific Prerequisite: Disciple of Mephistopheles Level 6 Specifics: Fire resistance becomes 20. Use: Automatic. Improved Summon Hamatula Type of Feat: Class Specific Prerequisite: Disciple of Mephistopheles Level 9 Specifics: Disciple can summon a more powerful hamatula once per day. Use: Selected. Disciple of Darkness Type of Feat: General Prerequisite: None Specifics: The character formally supplicates himself to an archdevil. In return for this obedience, he gains a small measure of power. Once per day, the character may call upon his diabolic patron to gain a +20 bonus to hit for 9 seconds. Use: Selected. <CUSTOM0> grasps with Hellfire <CUSTOM0> blasts with Hellfire <CUSTOM0> casts flares <CUSTOM0> summons a hamatula <CUSTOM0> casts Hellfire <CUSTOM0> casts Fire Shield <CUSTOM0> casts Hellfire Storm <CUSTOM0> becomes one with the flames <CUSTOM0> uses dark luck Brawler Brawlers brawler (BASE CLASS) Some people just like to fight. Whether it be in a pub, defending a friend's honor, or in a back alley, robbing an old man, a brawler's primary ability is using his fists to bludgeon his enemies senseless. Some become professionals, fighting in sports events for money and fame. Others remain largely unknown, fighting for the sheer pleasure of it. Yet others become adventurers, realizing their talents can be used on monsters as well. All brawlers share one thing in common: a preference for fighting with their fists. However, they can still pick up weapons and swing them with awesome efficiency, making them deadly combatants. - Hit Die: d10. - Proficiencies: The brawler is proficient in simple and martial weapons and all armor and shields - Skill Points Per Level: 4 + Int Modifier CLASS SKILLS Craft, Discipline, Heal, Intimidate, Jump, Lore, Perform, Spot, Tumble CLASS FEATURES: Base Attack: +1 per level Saving Throws: Fortitude - strong, Will - weak, Reflex - weak Level 1: Brawler Fists (1d6) Bonus Feat Improved Unarmed Strike 4: Bonus Feat 6: Brawler Fists (1d8, +1 Enhancement) 8: Bonus Feat 12: Brawler Fists (1d10, +2 Enhancement) Bonus Feat 16: Bonus Feat 18: Brawler Fists (2d6, +3 Enhancement) 20: Bonus Feat 23: Bonus Feat 24: Brawler Fists (2d8, +4 Enhancement) 26: Bonus Feat 29: Bonus Feat 30: Brawler Fists (2d10, +5 Enhancement) 32: Bonus Feat 35: Bonus Feat 36: Brawler Fists (3d8, +6 Enhancement) 38: Bonus Feat Brawler Fists: A brawler's fists do more damage than a normal character's, but only when fighting without weapons or a shield. In addition, the strengthening of the flesh and bone of the hand caused by constantly punching hard things has given them the ability to pierce through damage resistance, starting at level 6. NOTE: If multiclassed with a monk, the character will use whichever unarmed damage is better. It does not stack. In addition, taking a level in monk disables the use of certain brawler bonus feats (see below.) BONUS FEAT LIST - All Fighter bonus feats except Weapon Specialization - Great Fortitude, Iron Will, Lightning Reflexes - Epic Fortitude, Epic Will, Epic Reflexes (Level 21+) - Great Strength, Great Dexterity, Great Constitution (Level 21+) - Brawler Blocking +1, +2, +3, +4, +5 (Unarmed blocking bonus to shield AC) (Requires Level 1+, 6+, 12+, 18+, 24+) - Brawler Extra Attack I, II, III (Extra unarmed attacks) (Requires Level 10+, 20+, 30+, Does not stack with Monk) - Brawler Damage Reduction 3/-, 6/-, 9/- (Requires Level 16+, 21+, 26+, Constitution 19+, Does not stack with Epic DR) Brawler Fists Type of Feat: Class Specific Prerequisite: Brawler Level 1 Specifics: Your fists grow in striking power as you gain levels. In addition, they strike as magical weapons after level 6, allowing you to penetrate certain defenses. You cannot strike with your fist proficiently if you are using a shield. Level: 1: 1d6 6: 1d8 (+1 enhancement) 12: 1d10 (+2 enhancement) 18: 2d6 (+3 enhancement) 24: 2d8 (+4 enhancement) 30: 2d10 (+5 enhancement) 36: 3d8 (+6 enhancement) Brawler Extra Attack I Type of Feat: Class Specific, Bonus Prerequisite: Brawler Level 10 Required For: Brawler Extra Attack II Specifics: By activating this feat you can make one extra attack per round. This will not work if you have any weapons or shields equipped. This ability will NOT work with characters who have levels in the Monk class. Use: Automatic. Brawler Extra Attack II Type of Feat: Class Specific, Bonus Prerequisite: Brawler Level 20, Brawler Extra Attack I Required For: Brawler Extra Attack III Specifics: By activating this feat you can make two extra attacks per round. This will not work if you have any weapons or shields equipped. This ability will NOT work with characters who have levels in the Monk class. Use: Automatic. Brawler Extra Attack Blinari's Alluring Ballad Favored of Milil Black Blood Cultist Brawler Blocking +1 Brawler Blocking +2 Brawler Blocking +3 Brawler Blocking +4 Brawler Blocking +5 Type of Feat: Class Specific Prerequisite: Brawler Level 1 Required For: Brawler Blocking +2 Specifics: The character is granted a +1 blocking bonus to shield AC when fighting unarmed and without a shield. Use: Automatic Epic Brawler Type of Feat: Class Specific Prerequisite: Brawler Level 21 Specifics: Your many fights have propelled you into the legendary status of epic brawler. Anyone with enough guts to challenge you to a boxing match is sure to wind up in need of a healer. Black Blood Cultists black blood cultist (PRESTIGE CLASS) Worse things than wolves and orcs hunt the dark forests of the North. The beastly lycanthropes known as the People of the Black Blood venerate Malar with bloody rites that claim hundreds of human, elf, and dwarf lives every year. Black Blood cultists, worshipers of these lycanthropic horrors, are drawn from the totemic barbarian tribes scattered across the northern lands. They exhibit fearsome powers drawn from the veneration of the tainted animal spirits of their masters. That their reverence for the lycanthropes goes unrewarded does not matter to the unfettered spirits of the cultists they rage for their cruel masters and bring death to those who are not touched by the Beastlord's terrible power. - Hit Die: d12 - Proficiencies: A Black Blood Cultist gains no weapon or armor proficiencies - Skill Points: 4 + Int Modifier REQUIREMENTS - Improved Unarmed Strike - Track - Lore 8 - Ability to Rage - Chaotic Evil, Chaotic Neutral, or Neutral Evil CLASS FEATURES: Feral Rage (Ex): Black Blood cultist class levels stack with barbarian levels for purposes of determining your rage ability. Thus, an 8th-level barbarian/4th-level Black Blood cultist can use greater rage four times per day, just as a 12th-level barbarian could. Black Blood cultists strengthen their fingers and toughen their nails with special training. As a result, when raging, you gain two claw attacks dealing 1d6 points of damage plus your Strength modifier. At 3rd level, you gain a secondary bite attack dealing 1d4 points of damage plus half your Strength modifier. At 6th level and higher, whenever you hit with both of your claw attacks during a rage, you rend your opponent's flesh, automatically dealing double claw damage in addition to normal damage. Improved Grapple: At 2nd level, you gain the Improved Grapple feat even if you do not meet the prerequisites for it. Damage Reduction (Ex): At 4th level, you gain damage reduction 3/+2. At 9th level, this becomes 5/+2. Improved Natural Attacks: At 7th level, your natural attacks become even more deadly. Your claw attacks now deal 1d8 points of damage and your bite attack deals 1d6 points. Savage Grapple: Starting at 8th level, you deal damage as if you had hit with all your natural weapons (including rend), if you are raging during a successful grapple check. Feral Form: By 10th level, you have gained great control over your bestial nature. You can now use your claw, bite, and rend attacks even when you are not raging. Crinti Shadow Marauder Crinti Shadow Marauders crinti shadow marauder (PRESTIGE CLASS) Among the idly rich Crinti of Dambrath, some thrill in the havoc they wreak on their traditional foes - the halflings to the east, the wild elves to the north, and the wizards to the west. These riders take pleasure in instilling uncertainty in their prey from a shroud of shadows, then imparting feelings of fearful surprise as the marauders appear without warning, escalating finally to sheer terror as the chase begins. Few actually see Crinti shadow marauders coming, and fewer live to tell the tale. - Hit die: d8 - Proficiencies: The Crinti Shadow Marauder gains no additional weapon or armor proficiencies - Skill points per level: 4 + Int modifier REQUIREMENTS Alignment: Any nongood Skills: Hide 8 ranks , Move Silently 8 ranks, Ride 8 ranks Feats: Stealthy, Mounted Combat Special: Human, Half-Elf, or Half-Drow CLASS SKILLS Balance, Hide, Intimidate, Lore, Listen, Move Silently, Ride, Search, Spot CLASS FEATURES: 1st - Shadow Ride (Su) - Dimension Door once per day per class level 2nd - Sneak Attack 1d6 3rd - Shadow Walk (Su) - Teleport once per day, Martial Bonus Feat 4th - Sneak Attack 2d6 5th - Shadow Pounce (Ex) - Make a full attack after any teleport or dimension door ability Shadow Ride Type of Feat: Class Specific Prerequisite: Crinti Shadow Marauder 1 Specifics: You may teleport, as per Dimension Door, once per day per class level. Use: Selected Shadow Walk Type of Feat: Class Specific Prerequisite: Crinti Shadow Marauder 3 Specifics: You may teleport, as per the spell, once per day. Use: Selected Shadow Thief of Amn Shadow Thieves of Amn shadow thief of Amn (PRESTIGE CLASS) The organization known as the Shadow Thieves is the largest and most prosperous thieves guild in all of Faerûn. Its success is derived from its system of interlocking guilds, each dedicated to the twin goals of profit and power. From the organization's stronghold in Amn, this series of guilds controls the lion's share of all criminal operations along the Sword Coast, and it also reaches beyond that area into many other parts of Faerûn. As a member of a Shadow Thieves' guild, a shadow thief of Amn knows only her own minions, her coworkers, and her superior. This web of secrecy preserves the organization, because any members who are captured can sell out only a few others. - Hit die: d6 - Proficiencies: The Shadow Thief of Amn gains simple weapon and light armor proficiencies - Skill points per level: 6 + Int modifier REQUIREMENTS Skills: Bluff 3 ranks, Hide 8 ranks, Intimidate 3 ranks, Move Silently 3 ranks Feats: Persuasive CLASS SKILLS Appraise, Bluff, Climb, Craft, Persuade, Disable Device, Intimidate, Jump, Lore, Listen, Move Silently, Open Lock, Pick Pocket, Search, Sense Motive, Spot CLASS FEATURES: 1st - Sneak Attack 1d6, Doublespeak - +2 to Bluff and Persuade 2nd - Bonus Feat, Uncanny Dodge 3rd - Sneak Attack 2d6, Leadership Score +1 4th - Bonus Feat, Leadership Score +2 5th - Sneak Attack 3d6, Improved Uncanny Dodge, Leadership Score +3 Factotum Factotums factotum It is foolhardy to explore a dungeon alone. Those who attempt to do so quickly find that they lack the skills needed to get the job done. Sometimes, this can happen in larger parties as well. Enter the factotum, capable of mimicking the abilities of others and filling in when the need is greatest. After a lifetime of work, few can claim even a fraction of the versatility that the factotum displays every day. Skilled in nearly every art, factotums draw upon their lore to master almost any trade or ability for a brief period of time before other pursuits draw their attention. Constantly on the hunt for new abilities and tricks, factotums eventually find the right tool to overcome practically any problem. - Alignment: Any. - Hit Die: d8 - Proficiencies: A Factotum gains proficiencies with Martial and Simple Weapons, Light Armour, and Shields. - Skill Points: 6 + Int Modifier CLASS FEATURES: Level 1: Inspiration - At the beginning of each fight, gain a pool of inspiration Cunning Insight - Spend inspiration to add Int to attack, damage, or saves Cunning Knowledge - Spend inspiration to add class level to one skill 2: Arcane Dilettante - Gain minor arcane spellcasting ability 3: Brains Over Brawn - Add Int to all Str or Dex skill checks Cunning Defense - Spend inspiration to add Int to AC 4: Cunning Strike - Spend inspiration to gain Sneak Attack 5: Opportunistic Piety - Spend inspiration to heal a creature or turn undead 6: 7: 8: Cunning Surge - Spend inspiration to gain Haste 9: 10: Cunning Breach - Spend inspiration to ignore Spell Resistance 11: 12: 13: Cunning Dodge - Spend inspiration to not die for a turn 14: 15: 16: Improved Cunning Defense - Permanently add Int to AC 17: 18: 19: Cunning Brilliance - Spend inspiration to borrow class features 20: Arcane Dilettante Slot 1 Arcane Dilettante Slot 2 Arcane Dilettante Slot 3 Arcane Dilettante Slot 4 Arcane Dilettante Slot 5 Arcane Dilettante Slot 6 Arcane Dilettante Slot 7 Arcane Dilettante Slot 8 Type of Feat: Class Specific Prerequisite: Factotum 2 Specifics: Cast the spell stored in this slot as a standard action Use: Selected Arcane Dilettante Slot Check Type of Feat: Class Specific Prerequisite: Factotum 2 Specifics: Tells the player what spells are stored in each spell slot Use: Selected Type of Feat: Class Specific, Bonus. Prerequisite: Brawler Level 24, Brawler Blocking +4. Specifics: The character is granted a +5 blocking bonus to shield AC when fighting unarmed and without a shield. Use: Automatic. Encore Performance Aegis Melody Requiem of the Resonant Blade Blinari's Reverberant Defense Greater Divine Song <CUSTOM0> sings Aegis Melody. <CUSTOM0> sings the Requiem of the Resonant Blade. <CUSTOM0> sings Blinari's Reverberant Defense. (PRESTIGE CLASS) A Shifter has no form they call their own. Instead, they clothe themselves in whatever shape is most expedient at the time. While others base their identities largely on their external forms, the Shifter actually comes closer to their true self through all of their transformations. Of necessity, their sense of self is based not on their outward form, but on their soul, which is truly the only constant about them. It is the inner strength of that soul that enables them to take on any shape and remain themselves within. (This version was created more closely to PnP guidelines. All available forms can be shifted into via verbal commands. The list of available creatures is here: http://www.nwnlexicon.com/compiled/other.resource.html Essentially, everything.) Special thanks to Brian Greinke for his additions: True Epic Monster Powers, Greater Wild Shape and Epic Greater Wild Shape now require you to have already mimicked the form you want to become. - Hit Die: d8. - Proficiencies: A Shifter does not gain any additional weapon or armor proficiencies. - Skill Points: 4 + Int Modifier. REQUIREMENTS: Spellcasting: You must be able to cast level 3 spells, either arcane or divine. Feats: Alertness, Endurance Special: You must be able to assume an alternate form. See the following list: Arcane Classes: The ability to cast the 4th level spell Polymorph Self. Druid: Level 5 or higher. Ranger: Level 15 or higher. Cleric: Animal domain and the ability to cast level 5 spells. Ninja Spy: Level 7 or higher. Initiate of Draconic Mysteries: Level 10 or higher. Bonded Summoner: Level 10 or higher. Werewolf: Level 1 or higher. Invocations: Mask of Flesh, Humanoid Shape, Spider Shape, Hellspawned Grace. Races: Pixie, Rakshasa, Fey'ri, Hound Archon, Yuan-ti Pureblood, Irda, Zakya Rakshasa, Changeling, Shifter, Naztharune Rakshasa CLASS FEATURES: Level 1: Greater Wildshape - Can change into almost any small or medium humanoid once per day. Mimic - Can mimic almost any small or medium humanoid once per day. Creature Weapon Proficiency - Can use creature weapons. 2: Can change into/mimic almost any animal or monstrous humanoid. 3: Can change into/mimic almost any large or tiny beast or plant. Can use Greater Wildshape and Mimic feats twice a day each. 4: Can change into/mimic almost any giant or Vermin 5: Can change into/mimic almost any magical beast. Can use Greater Wildshape and Mimic feats three times a day each. 6: Can change into/mimic almost any aberration or ooze. 7: Can change into/mimic almost any huge and dragon. Can use Greater Wildshape and Mimic feats four times a day each. 8: Can change into/mimic almost any undead and construct 9: Can change into/mimic almost any elemental and outsider. Can use Greater Wildshape and Mimic feats five times a day each. 10: Evershifting form - No limit on Mimic or Greater Wildshape. Epic Shifter The epic Shifter has gone beyond the normal druidic ability to wildshape; no longer does she simply assume a new form when she changes shape. The epic Shifter actually becomes the new creature. Epic Shifters are rarely encountered in their true form; indeed, some of the most ancient and powerful Shifters claim (with some pride) to have forgotten their true form entirely. Epic Shifters are generally a wild and carefree lot, and they prefer to spend their time exploring the multiverse and reveling in new forms and shapes they discover along the way. - Hit Die: d8. - Skill Points: 4 + Int Modifier. Level 11: Epic Greater Wildshape - Can turn into almost anything twice a day, gaining some abilities of some of the forms. The epic shifter gains two uses of this feat every three levels above 11. Type of Feat: Class Specific Prerequisite: Automatically gained on level 1 Shifter Specifics: Targets a creature and you will try to become just like the creature you target. Use: Selected. Level Level 1: Mimic feat 1/day, small and medium humanoid. Level 2: animal and monstrous humanoid. Level 3: large, tiny, beast, plant, Mimic feat 2/day Level 4: Giant and Vermin Level 5: magical beast, Mimic feat 3/day Level 6: aberration and ooze. Level 7: huge and dragon, Mimic feat 4/day Level 8: undead and construct Level 9: elemental and outsider, Mimic feat 5/day Level 10: evershifting form: no limit on Mimic Type of Feat: Class Specific Prerequisite: Automatically gained on level 1 Shifter Specifics: Summons a magic template in which you must communicate with in order to select the creature you want to shift into. Each time you mimic something that creature is added to the list. Allows you to type in the name of a creature to shift into. After you use this feat type into the talk window form of *, where * is the creature name. Use: Selected. examples: form of black bear, form of wyrmling red dragon, form of troll. For advanced users: If you know the resref of the creature type in resref form of *. Level Level 1: Greater Wildshape feat 1/day, small and medium humanoid. Level 2: animal and monstrous humanoid. Level 3: large, tiny, beast, plant, Greater Wildshape feat 2/day Level 4: Giant and Vermin Level 5: magical beast, Greater Wildshape feat 3/day Level 6: aberration and ooze. Level 7: huge and dragon, Greater Wildshape feat 4/day Level 8: undead and construct Level 9: elemental and outsider, Greater Wildshape feat 5/day Level 10: evershifting form: no limit on Greater Wildshape Mimic Greater Wildshape Return to True Form Type of Feat: Class Specific Prerequisite: Automatically gained on level 1 Shifter Specifics: If you are shifted this feat returns you to your true form. Use: Selected. Type of Feat: Class Specific Prerequisite: Automatically gained on level 11 Shifter Specifics: Summons an epic template in which you must communicate with in order to select the creature you want to shift into. Each time you mimic something that creature is added to the list. Allows you to type in the name of a creature to shift into. The epic form will give the player an item that embodies the forms special spell like or supernatural powers. After you use this feat type into the talk window epic form of *, where * is the creature name. Use: Selected. examples: epic form of mind flayer, (the mind flayer gets unlimited use of psionic blast) epic form of adult red dragon, (dragons get 3 uses/day of dragon breath) epic form of manticore. (unlimited usage of manticore spikes) there are many other creatures that get special power. For advanced users: If you know the resref of the creature type in resref epic form of *. Level Level 11: Epic Greater Wildshape 2/day (gain +2 uses every 3 shifter levels above 11) Epic Greater Wildshape Natural Spell Type of Feat: Class Specific Prerequisite: Ability to use Greater Wild Shape (PnP Shifter) Specifics: Allows you to cast spells in shapes that can normally not cast spells. Use: Automatic. (TEMPLATE CLASS) Feared by mortal beings for their malign magic, their intelligence, and their willingness to embrace undeath for a chance to live forever, Liches are evil beings of great power. This template class is the evolution of an Arcane or Divine caster of level 11 or greater into the feared Lich. The progression of un-death is not to be taken lightly, and it may completely destroy the one who seeks it. The Lich does not gain any spells or caster levels, yet they gain heavy defenses. - Hit Die: d4 - Proficiencies: A Lich does not gain any additional weapon or armor proficiencies. - Skill points: 0 + Int Modifier. As a template class: - No BAB increase. - No Save increase. REQUIREMENTS: Spells: Must be able to cast at least 6th level arcane spells. Alignment: Any non-good. Feat: Craft Wondrous Item. Must not have any levels in Baelnorn. Must be humanoid To gain lich powers: Creation of first stage of phylactery. (First level up in the Lich class, then create your phylactery using the Craft Lich Items feat to gain your Lich powers. Each level, this phylactery must be upgraded. Costs 40,000 gold and 1,600 XP.) CLASS FEATURES: Level 1: Lich Properties +2 - Gain bonuses to Hide, Listen, Move Silently, Search, Persuade, and Spot. Lich Touch - Touch attack causes 1d6+5 damage and possible paralyzation for 1d4 rounds. Increased Defense - Gain Damage Resistance 5 to cold and electricity. Intelligence +2 2: Lich Properties +4 - Bonuses increase. Lich Touch - Increases damage and duration of paralyzation. Increased Defense - Gain Damage Reduction 5/+1, Natural Armor +3, and Damage Resistance 10 to cold and electricity. Fear Aura 3: Lich Properties +6 - Bonuses increase. Lich Touch - Increases duration of paralyzation. Increased Defense - Gain Damage Reduction 10/+1, Natural Armor +4, and Damage Resistance 20 to cold and electricity. Wisdom +2 4: Lich Properties +8 - Bonuses increase. Lich Touch - Increases duration of paralyzation to permanent. Increased Defense - Gain Damage Reduction 15/+1, Natural Armor +5, immunity to cold and electricity, and Turn Resistance +4. Charisma +2 Constitution +12 Undeath In order to become a Demilich you must be a level 21 caster. Each level, you must create one soul gem in order to gain the powers for that level. You must also upgrade your phylactery. To gain the final level, you must have 8 soul gems. Soul gems cost 120,000 gold and 4,800 XP each gem. (Use the Craft Lich Items feat to create them) Level 5: Lich Properties +10 - Bonuses increase. Increased Defense - Damage Reduction 5/+5; Damage Resistance 5 to acid, fire, and sonic; Turn Resistance +5; and Immunity to Level 1 spells. Intelligence, Wisdom, and Charisma +3 6: Lich Properties +12 - Bonuses increase. Increased Defense - Damage Reduction 10/+8; Damage Resistance 10 to acid, fire, and sonic; Turn Resistance +8; and Immunity to Level 3 spells and below. Intelligence, Wisdom, and Charisma +4 7: Lich Properties +14 - Bonuses increase. Increased Defense - Damage Reduction 15/+11, Turn Resistance +11, Immunity to Level 5 spells and below. Intelligence, Wisdom, and Charisma +6 8: Lich Properties +16 - Bonuses increase. Increased Defense - Damage Reduction 10/+14; Damage Resistance 15 to acid, fire, and sonic; Turn Resistance +14; and Immunity to Level 7 spells and below. Intelligence, Wisdom, and Charisma +7 9: Lich Properties +18 - Bonuses increase. Increased Defense - Damage Reduction 25/+17, Turn Resistance +17, and Immunity to Level 8 spells and below. Intelligence, Wisdom, and Charisma +8 10: Lich Properties +20 - Bonuses increase. Increased Defense - Damage Reduction 30/+20; Damage Resistance 20 to acid, fire, and sonic; Turn Resistance +20; and Immunity to Level 9 spells and below. Intelligence, Wisdom, and Charisma +10 Lich lich Lich touch Type of Feat: Class Specific Prerequisite: Lich Level 1 Specifics: This touch attack only effects the living. When hit, your foe must make a fortitude save vs. 10 + half your level + Charisma modifier or be paralyzed as well. Use: Selected. Damage per level: 1: 1d6+5 2: 1d8+5 3: 1d8+5 4: 1d8+5 5: 4d6+5 6: 6d6+10 7: 8d6+15 8: 10d6+20 Fear Aura Type of Feat: Class Specific Prerequisite: Lich Level 2 Specifics: Your foes must make a will save vs. DC 10 + half your level + Charisma modifier or be struck by fear. Use: Activated/Automatic. Alter Self Type of Feat: Class Specific Prerequisite: Lich Level 5 Specifics: You take on a guise of the form you had while living. The living don't normally enjoy speaking with walking corpses, even if sentient. Use: Selected. Craft Lich Items Type of Feat: Class Specific Prerequisite: Level 1 Lich Specifics: You have discovered how to upgrade your phylactery. Use: Selected. You must use this feat to upgrade your phylactery. Do this every level as a lich to increase in power. Type of Feat: Class Specific Prerequisite: Lich Level 5 Specifics: Target a living being. If they make a Fortitude save vs. DC 10 + half hit die + Charisma modifier, they take 4 negative levels. If they fail the save, their soul is transferred to your soul gem and they are forever destroyed. Use: Selected. Trap the Soul Warrior of Darkness Warriors of Darkness warrior of darkness (PRESTIGE CLASS) The warrior of darkness, sometimes called the dark knight, is a practitioner of black magic. He studies the dark arts and learns the terrible secrets involved with evil rituals and spells. However he does not cast spells himself. Instead he uses his arcane knowledge to make himself a more formidable combatant. - Proficiencies: Simple and martial weapons, all shields and armor. - Skill Points: 4 + Int Mod. Requirements Alignment: Any evil. Base Attack Bonus: +5. Skills: Lore 3, Spellcraft 1. Feats: Iron Will. CLASS FEATURES: Level 1: Black Magic Oil - 2: Darkling Weapon - 3: Black Magic Elixir - 4: Black Magic Oil - 5: Scarred Flesh - 6: Black Magic Elixir - 7: Black Magic Oil - 8: Repellent Flesh - 9: Black Magic Elixir - 10: Black Magic Oil - True Death Attack Type of Feat: Class Prerequisite: Level 1 Assassin Specifics: After studying your target for 3 rounds, you have 3 rounds to slay them vs. DC 10 + Assassin level + Int Mod. Use: Automatic. *Note - using this feat will remove your stealth, you have 6 seconds to become stealthy again in order to continue studying the target. Alternate form Type of Feat: Class Specific. Prerequisite: The ability to shapeshift. Specifics: You know how to shapechange. You feel you are able to explore this more, maybe you should look into the PnP Shifter class? Prerequisite: Power Attack feat Prerequisite: Improved Power Attack feat You may not use this feat with a ranged weapon. Your base attack bonus isn't high enough to pay for chosen Power Attack level. Epic Healer You spellcaster (or manifester) level is not high enough to take the following crafting feats: Craft Construct Type of Feat: General Prerequisite: Craft Magic Arms and Armor, Craft Wondrous Item Specifics: Allows the user to craft constructs. Usage: Automatic. Use the Examine Recipe and Craft Item once to examine a recipe and a second time within 6 seconds to craft the item. Craft Wondrous Item Type of Feat: General Prerequisite: Spellcaster level 3+ Specifics: Allows the user to craft wondrous magical items. Usage: Automatic. Use the Examine Recipe and Craft Item once to examine a recipe and a second time within 6 seconds to craft the item. Craft Magic Arms and Armor Type of Feat: General Prerequisite: Spellcaster level 5+ Specifics: Allows the user to craft magical weapons and armor. Usage: Automatic. Use the Examine Recipe and Craft Item once to examine a recipe and a second time within 6 seconds to craft the item. Craft Rod Type of Feat: General Prerequisite: Spellcaster level 9+ Specifics: Allows the user to craft magical rods. Usage: Automatic. Use the Examine Recipe and Craft Item once to examine a recipe and a second time within 6 seconds to craft the item. Craft Staff Type of Feat: General Prerequisite: Spellcaster level 12+ Specifics: Allows the user to craft magical staves. Usage: Automatic. Use the Examine Recipe and Craft Item once to examine a recipe and a second time within 6 seconds to craft the item. Forge Ring Type of Feat: General Prerequisite: Spellcaster level 12+ Specifics: Allows the user to forge magical rings. Usage: Automatic. Use the Examine Recipe and Craft Item once to examine a recipe and a second time within 6 seconds to craft the item. Read Magic Caster Level(s): Cantrip Innate Level: 0 School: Divination Descriptor(s): Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Item Duration: NA Additional Counter Spells: NA Save: NA Spell Resistance: NA This spell is able to discern the magic properties of an item. Cast the spell, target a magic item in your inventory, and If it generates a scroll use the craft feats on the scroll to start crafting the same magic item. You can also use this spell on a recipe to find out its requirements. DC=10 DC=11 DC=12 DC=13 DC=14 DC=15 DC=16 DC=17 DC=18 DC=19 DC=20 DC=21 DC=22 DC=23 DC=24 DC=25 DC=26 DC=27 DC=28 DC=29 DC=30 DC=31 DC=32 DC=33 DC=34 DC=35 DC=36 DC=37 DC=38 DC=39 DC=40 DC=41 DC=42 DC=43 DC=44 DC=45 DC=46 DC=47 DC=48 DC=49 DC=50 DC=51 DC=52 DC=53 DC=54 DC=55 DC=56 DC=57 Vassal of Bahamut Vassals of Bahamut vassal of Bahamut (PRESTIGE CLASS) Most of Bahamut's emissaries and champions are dutiful and mighty metallic dragons. Occasionally, however, Bahamut finds a non-draconic champion whose reverence of good dragons is unshakeable, and whose hatred of evil dragons rivals that of the purest gold dragons- a force so good and strong that Bahamut feels moved to offer this champion a place in his court. This champion becomes a Vassal of Bahamut. - Hit Die: d10. - Proficiencies: A Vassal of Bahamut is proficient in all simple and martial weapons, all types of armor and shields. - Skill Points: 2+ Int modifier. REQUIREMENTS: Alignment: Lawful Good Base Attack Bonus: +7 Feats: Sacred Vow, Vow of Obedience Skills: Craft armor 5 ranks, Persuade 5 ranks CLASS FEATURES: Level 1: Imperious Aura - Gains a bonus equal to his class level on all Appraise, Persuade, Intimidate, Taunt and Perform checks vs. a creature of any dragon type. Platinum Armor - Gains a Platinum armor made from transmuted scales of a red dragon. 2: Dragon Sense - Gain Darkvision. Shared Trove - Gains 20,000 gold pieces. 3: Bonus Feat 4: Dragonwrack (+2d6/1d6) - Deals 2d6 damage if he strikes and 1d6 damage if he is struck by an evil creature of the dragon type. 5: Shared Trove - Gains 50,000 gold pieces. 6: Bonus Feat 7: Dragonwrack (+3d6/1d6) - Dragonwrack increases. 8: Shared Trove - Gains 80,000 gold pieces. 9: Bonus Feat 10: Dragonwrack (+4d6/1d6) - Dragonwrack increases. Spell List Can cast spells as a cleric based on Wisdom with caster level equal to class level (plus any applicable PrCs) Level 1: Bless, Bless Weapon, Divine Favor, Endure Elements, Protection from Evil, Shield of Faith. Level 2: Endurance, Bull's Strength, Resist Elements Level 3: Magic Circle against Evil, Protection from Elements, Searing Light Level 4: Divine Power, Holy Sword Imperious Aura Type of Feat: Class Specific Prerequisite: Vassal of Bahamut level 1. Specifics: Good dragons are naturally well-disposed towards a Vassal of Bahamut, while evil dragons are cowed by his presence. The Vassal of Bahamut gains a bonus equal to his class level on all Appraise, Persuade, Intimidate, Taunt and Perform checks. Use: Automatic. Platinum Armor +4 Platinum Armor +6 Platinum Armor +8 Type of Feat: Class Specific Prerequisite: Vassal of Bahamut Level 1 and higher. Specifics: The Vassal gains a Platinum armor made from transmuted scales of a red dragon. He only can only use his Vassal abilities while wearing it. This armor will start out with +4 at level 1, and enhance to +6 at level 5 and +8 at level 10. Use: Automatic. Dragon Senses Type of Feat: Class Specific Prerequisite: Vassal of Bahamut Level 2. Specifics: You gain dragon-like senses, granting you abilities similar to Darkvision. Use: Automatic. Shared Trove Type of Feat: Class Specific Prerequisite: Vassal of Bahamut Level 2, 5 and 8. Specifics: The Vassal gains a gold bonus equal to his Vassal of Bahamut level x 10,000 GP in platinum for his loyal services to the dragon god. This payment is done in platinum and comes straight from Bahamut's celestial treasure vault. Use: Automatic. Dragonwrack (+2d6/1d6) Dragonwrack (+3d6/1d6) Dragonwrack (+4d6/2d6) Type of Feat: Class Specific Prerequisite: Vassal of Bahamut Level 4, 7 and 10. Specifics: Evil dragons that strike a Vassal of Bahamut or are struck by him suffer grievous wounds. At 4th level the Vassal deals 2d6 damage if he strikes and 1d6 damage if he is struck by an evil creature of the dragon type. At 7th level this becomes 3d6 and 1d6. And at 10th it becomes 4d6 and 2d6. Use: Automatic. Bless Type of Feat: Class Specific Prerequisite: Vassal of Bahamut Level 2. Specifics: The Vassal can cast Bless as a spell-like ability once a day. Use: Selected. Protection against Evil Type of Feat: Class Specific Prerequisite: Vassal of Bahamut Level 4. Specifics: The Vassal can cast Protection against Evil as a spell-like ability once a day. Use: Selected. Bull's strength Type of Feat: Class Specific Prerequisite: Vassal of Bahamut Level 6. Specifics: The Vassal can cast Bull's Strength as a spell-like ability once a day. Use: Selected. Magic Circle against Evil Type of Feat: Class Specific Prerequisite: Vassal of Bahamut Level 8. Specifics: The Vassal can cast Magic Circle against Evil as a spell-like ability once a day. Use: Selected. Searing Light Type of Feat: Class Specific Prerequisite: Vassal of Bahamut Level 9. Specifics: The Vassal can cast Searing Light as a spell-like ability once a day. Use: Selected. Sanctify Martial Strike Type of Feat: General. Prerequisite: Weapon Focus with chosen weapon, Charisma 15, Good Alignment*. Specifics: The weapon chosen deals +1 damage vs. Evil, +1d4 vs. Outsider and Undead. (*Note: You can select this feat even when evil or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.) Use: Automatic. Sanctify Martial Strike (Club) Sanctify Martial Strike (Dagger) Sanctify Martial Strike (Mace) Sanctify Martial Strike (Morningstar) Sanctify Martial Strike (Quarterstaff) Sanctify Martial Strike (Spear) Sanctify Martial Strike (Short Sword) Sanctify Martial Strike (Rapier) Sanctify Martial Strike (Scimitar) Sanctify Martial Strike (Longsword) Sanctify Martial Strike (Greatsword) Sanctify Martial Strike (Handaxe) Sanctify Martial Strike (Battleaxe) Sanctify Martial Strike (Greataxe) Sanctify Martial Strike (Halberd) Sanctify Martial Strike (Light Hammer) Sanctify Martial Strike (Light Flail) Sanctify Martial Strike (Warhammer) Sanctify Martial Strike (Heavy Flail) Sanctify Martial Strike (Scythe) Sanctify Martial Strike (Katana) Sanctify Martial Strike (Bastard Sword) Sanctify Martial Strike (Dire Mace) Sanctify Martial Strike (Double Axe) Sanctify Martial Strike (Two-Bladed Sword) Sanctify Martial Strike (Kama) Sanctify Martial Strike (Kukri) Sanctify Martial Strike (Heavy Crossbow) Sanctify Martial Strike (Light Crossbow) Sanctify Martial Strike (Sling) Sanctify Martial Strike (Longbow) Sanctify Martial Strike (Shortbow) Sanctify Martial Strike (Shuriken) Sanctify Martial Strike (Dart) Smite Evil Type of Feat: Class Specific Prerequisite: Fist of Raziel Level 1 Specifics: This feat allows the character to make a special holy attack against evil creatures. Fist of Raziel apply their Charisma modifier to their attack roll and their class level to the damage delivered. Smite Evil may be used once per day. Use: Selected. Smite Evil only affects evil creatures. Type of Feat: Class Specific Prerequisite: Fist of Raziel Level 3 Specifics: When a Fist of Raziel uses this ability, all critical rolls are automatically successful. Use: Selected. Smite Evil only affects evil creatures. Type of Feat: Class Specific Prerequisite: Fist of Raziel Level 5 Specifics: When a Fist of Raziel uses this ability, he deals an extra 2d6 damage against evil creatures. Use: Selected. Smite Evil only affects evil creatures. Type of Feat: Class Specific Prerequisite: Fist of Raziel Level 7 Specifics: When a Fist of Raziel uses this ability, he deals an extra 2d8 damage against Outsider and Undead creatures instead of +2d6 damage against Evil. Use: Selected. Smite Evil only affects evil creatures. Type of Feat: Class Specific Prerequisite: Fist of Raziel Level 9 Specifics: When a Fist of Raziel uses this ability, a bolt of holy power erupts from the target creature and strikes up to 5 additional targets within 30 feet. Targets take 2d6 damage or 2d8 if they are outsider or undead. A successful reflex save (DC 15 + Charisma modifier) reduces the damage by 1/2. Use: Selected. Smite Evil only affects evil creatures. Electricity Resistance 10 Type of Feat: Class Specific Prerequisite: Stormlord Level 1 Specifics: The character gains resistance 10 to electrical damage. Use: Automatic. Electricity Resistance 15 Type of Feat: Class Specific Prerequisite: Stormlord Level 4 Specifics: The character gains resistance 15 to electrical damage. Use: Automatic. Electricity Resistance 20 Type of Feat: Class Specific Prerequisite: Stormlord Level 7 Specifics: The character gains resistance 20 to electrical damage. Use: Automatic. Electrical Immunity Type of Feat: Class Specific Prerequisite: Stormlord Level 9 Specifics: The character gains immunity to electricity. Use: Automatic. Shock Weapon Type of Feat: Class Specific Prerequisite: Stormlord Level 2 Specifics: Any spear used by a Stormlord is treated as a shock weapon (+1d6 electrical damage). Use: Automatic. Thundering Weapon Type of Feat: Class Specific Prerequisite: Stormlord Level 5 Specifics: Any spear used by a Stormlord is treated as a thundering weapon (+1d8 sonic damage on critical). This stacks with the Shock Weapon Ability. Use: Automatic. Shocking Weapon Type of Feat: Class Specific Prerequisite: Stormlord Level 8 Specifics: Any spear used by a Stormlord is treated as a shocking weapon (+1d10 electrical damage on critical). This stacks with the Shock and Thundering Weapon Abilities. Use: Automatic. Elemental Conflagration Type of Feat: Class Specific Prerequisite: Stormlord Level 10 Specifics: A Stormlord gains the ability to summon a huge elemental once a day. Use: Selected. Elemental Fire Elemental Water Elemental Earth Elemental Air <CUSTOM0> summons huge elemental. Stormlord Stormlords stormlord (PRESTIGE CLASS) Stormlords are the agents of Talos, inflicting destructive rampages wherever they wander. Talos cares only that they call up storms or engage in spectacular acts of violence. Stormlords often live as brigands, indulging their personals desires for wealth, food, luxury and wanton behavior as they crave random, spectacular acts of violence. - Hit Die: d8. - Proficiencies: A Stormlord does not gain any additional weapon or armor proficiencies. - Skill Points: 2+ Int modifier. REQUIREMENTS: Alignment: Non-Good and Non-Lawful. Feats: Great Fortitude, Weapon Focus (Spear) Divine Spellcasting: Can cast 3rd level spells. Special: Must worship Talos. (Clerics taking this class must have two of the following domains: Destruction, Fire, Evil, Storm.) CLASS FEATURES: Level 1: Electrical Resistance 10 - Stormlord gains 10 points of Electrical resistance. 2: Shock Spear - Any spear used by a Stormlord is treated as a shock weapon (+1d6 electrical damage). 4: Electrical Resistance 15 5: Thundering Spear - Any spear used by a Stormlord is treated as a thundering weapon (+1d8 sonic damage on critical). This stacks with the Shock Weapon Ability. 7: Electrical Resistance 20 8: Shocking Spear - Any spear used by a Stormlord is treated as a shocking weapon (+1d10 electrical damage on critical). This stacks with the Shock and Thundering Weapon Abilities. 9: Electrical Immunity 10: Elemental Conflagration - A Stormlord gains the ability to summon a huge elemental once a day. BONUS SPELLS Upon gaining a level in Stormlord, the character gains new spells per day as if he had also gained a level in his highest divine caster class. He does not learn any new spells through his abilities. Fist of Raziel Fists of Raziel fist of Raziel (PRESTIGE CLASS) The Fist of Raziel represents a knightly order dedicated to the celestial patron of holy warfare against evil. Raziel's crusaders lead the charge against evil wherever it is found. Smiting Evil is their specialty. - Hit Die: d10. - Proficiencies: The Fist of Raziel gains proficiency in simple and martial weapons, all armor and shields(except tower shield). - Skill Points: 2+ Int modifier. REQUIREMENTS: Alignment: Lawful Good. Feats: Power Attack, Servant of The Heavens. Skills: Persuade 5 ranks, Lore 5 ranks. Divine Spellcasting: Can cast 1st level spells. Base Attack Bonus: 6 Spell: Able to cast Divine Favor CLASS FEATURES: Level 1: Magic Circle Against Evil - Constant magic circle, as the spell. Smite Evil (Weapon considered Divine) - Can smite evil once a day 3: Smite Evil (all threat are critical rolls) - Can smite evil twice a day. 5: Smite Evil (+2d6 Holy dmg vs. Evil) - Can smite evil three times a day. Sanctify Martial Strike: A specific weapon gains dmg +1 vs. Evil and +1d4 vs. Outsider and Undead ( Prerequisite: Charisma 15 and Weapon Focus). 7: Smite Evil (+2d8 Holy dmg vs. Outsider or Undead Evil) - Can smite evil four times a day. Doesn't stack with +2d6 dmg. 9: Smite Evil (Smite all targets in area to a maximum of five) - Can smite evil five times a day. 10: Holy Martial Strike - Any weapon wielded is treated as +2d6 Holy damage vs. Evil. BONUS SPELLS Upon gaining a level in Fist of Raziel, the character gains new spells per day as if he had also gained a level in his highest caster class (Cleric or Paladin). He does not learn any new spells through his abilities. Magic Circle Type of Feat: Class Specific Prerequisite: Fist of Raziel Level 1 Specifics: A Fist of Raziel has a constant magic circle against evil. This adds +2 AC, immunity to mind spells and +2 saves versus all evil to all good creatures in the circle. Use: Automatic. Holy Martial Strike Type of Feat: Class Specific Prerequisite: Fist of Raziel Level 10 or Smite Evil, Good Alignment*, Epic. Specifics: Any weapon used is treated as a holy weapon (+2d6 holy damage). Does not stack with Sanctify Martial Strike feat. Use: Automatic. (*Note: You can select this feat even when evil or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.) Type: Class Prerequisite: Healer level 21 An epic healer seems to exude an aura of serenity and peace, since she has finally reached a level of power where suffering and death no longer seem like insurmountable foes. CLASS FEATURES: 21: Epic cleansing +1 22: - 23: Bonus feat 24: Epic celestial companion 25: Epic cleansing +2 26: Bonus feat 27: - 28: Epic celestial companion 29: Bonus feat, Epic Cleansing +3 30: - 31: - 32: Bonus Feat, Epic celestial companion 33: Epic Cleansing +4 34: - 35: Bonus Feat 36: Epic celestial companion 37: Epic Cleansing +5 38: Bonus Feat 39: - 40: Epic celestial companion Thrall of Orcus Thralls of Orcus thrall of Orcus (PRESTIGE CLASS) The Thrall of Orcus has devoted himself to the demon prince of undeath. In his service, she becomes a tool of misery, murder, and revenge. She revels in the company of the undead, preferring their decaying touch to that of living flesh. Thralls of Orcus often work in small groups. These cabals of necromancers and necrophiliacs consort with undead creatures and demons to form small cells of depraved evil hiding amid bustling cities and quiet villages. Thralls of Orcus hate and war against the thralls of Demogorgon and Graz'zt. - Hit Die: d8. - Proficiencies: A Thrall of Orcus gains proficiencies in simple and martial weapons, all types of armor, and shields. - Skill Points: 2+ Int modifier. REQUIREMENTS: Base Attack Bonus: +4. Divine Spellcasting: Able to cast 1st-level spells. Feats: Lich Loved, Thrall to Demon Skills: Lore 4 ranks. CLASS FEATURES: Level 1: Carrion Stench - Fort Save or suffer -2 penalty to all scores. 2: Touch of Fear - Cause Fear spell 3/day 4: Massive Girth/Skeletal Visage - +2 con/-2 dex or +2 dex/-2 con. 5: Summon Undead - The Thrall of Orcus can summon a Mohrg once per day. 6: Pallor of Death - Aura of Fear once per day. 8: Death Touch - Touch attack save vs. Death or die. 9: Summon Major Undead - The Thrall of Orcus can summon a Greater Mummy once per day. 10: Summon Nightwing - A Thrall of Orcus can summon a Nightwing once per day. BONUS SPELLS Each other level in Thrall of Orcus, the character gains new spells per day as if he had also gained a level in his highest caster class (Cleric or Druid). Carrion Stench Type of Feat: Class Specific Prerequisite: Thrall of Orcus Level 1 Specifics: Living Creatures in a 10' radius must succeed at a Fort save vs. DC 10 + Class Level + Constitution modifier or take a -2 penalty on attack, damage, saving throws, skills, and abilities for 1 round per class level of the Thrall of Orcus. Use: Selected. Touch of Fear Type of Feat: Class Specific Prerequisite: Thrall of Orcus Level 2 Specifics: 3 times per day the Thrall of Orcus can cast Cause Fear as the spell. Use: Selected. Deformity (Obese) Type of Feat: Vile Prerequisite: Thrall of Orcus Level 4 or Willing Deformity, Evil Alignment* Specifics: +2 bonus to Con, -2 penalty to Dex. Furthermore, the character gains a +2 bonus on Intimidate checks and saves vs. Poison. Use: Automatic. (*Note: You can select this feat even when good or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.) Deformity (Gaunt) Type of Feat: Vile Prerequisite: Thrall of Orcus Level 4 or Willing Deformity, Evil Alignment* Specifics: +2 bonus to Dex, -2 penalty to Con. Furthermore, the character gains a +2 bonus on Intimidate and Hide and Move Silently checks. Use: Automatic. (*Note: You can select this feat even when good or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.) Willing Deformity Type of Feat: Vile Prerequisite: Evil Alignment* Specifics: The character gains a +2 bonus on Intimidate checks. Use: Automatic. (*Note: You can select this feat even when good or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.) Summon Minor Undead Type of Feat: Class Specific Prerequisite: Thrall of Orcus Level 5 Specifics: The Thrall of Orcus can summon a Mohrg once per day. Use: Selected. Pallor of Death Type of Feat: Class Specific Prerequisite: Thrall of Orcus Level 6 Specifics: The Thrall of Orcus can create an Aura of Fear once per day. It lasts for 1 minute per class level. Use: Selected. Death Touch Type of Feat: Class Specific Prerequisite: Thrall of Orcus Level 8 Specifics: A Thrall of Orcus forces a living creature hit with the death touch to attempt a fortitude save vs. DC of 10 + Thrall Level + Thrall Charisma bonus. If the target fails the save, it dies. Use: Selected. Summon Major Undead Type of Feat: Class Specific Prerequisite: Thrall of Orcus Level 9 Specifics: The Thrall of Orcus can summon a Greater Mummy once per day. Use: Selected. Summon Nightwing Type of Feat: Class Specific Prerequisite: Thrall of Orcus Level 10 Specifics: A Thrall of Orcus can summon a Nightwing once per day. Use: Selected. Servant of The Heavens Type of Feat: Exalted. Prerequisite: Good Alignment* Specifics: You swear allegiance to one of the Tome Archons who rule the Seven Heavens, and in exchange gain power to act on their behalf. Once per day, you may call upon your archon patron to gain a +1 luck bonus to damage, attack roll and saving throws for 9 seconds. Use: Selected. (*Note: You can select this feat even when evil or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.) Shou Disciple Shou disciples shou disciple (PRESTIGE CLASS) Shou Disciples are martial artists who have studied or observed the monks of Kara-Tur and seek to emulate their style. Focusing more on the martial aspects of a monk's training, they sacrifice the enlightenment and supernatural abilities of the true ascetic. Shou Disciples fight with martial weapons and often wear armor, instantly marking them as different from monks. - Hit Die: d10. - Proficiencies: A Shou Disciple gains martial weapons and light armor. - Skill Points: 2+ Int modifier. REQUIREMENTS: Base Attack Bonus: +3. Feats: Dodge, Improved Unarmed Strike, Weapon Focus (Unarmed). Skills: Tumble 4 ranks, Jump 8 ranks. Note: None of the Shou Disciple's abilities work if you are wearing medium or heavy armor or have a shield equipped. CLASS FEATURES: Level 1: Unarmed Strike (Table Below), Dodge Bonus (Table Below) 2: Bonus Feat 3: Martial Flurry (Light Weapons) - Adds +1 Attack a round at the cost of -2 Attack Bonus 4: Bonus Feat 5: Martial Flurry (Any Weapon) - Adds +1 Attack a round at the cost of -2 Attack Bonus Bonus Feat List - Lightning Reflexes, Deflect Arrows, Imp / Expertise, Imp / Knockdown, Improved Initiative, Mobility, Power Attack, Spring Attack, Weapon Finesse, Weapon Specialization. Unarmed Damage Table Level 1: 1d6 2: 1d8 3: 1d10 4: 1d10 5: 2d6 Dodge Bonus (This replaces the bonus from the Dodge feat). Level 1: +1 2: +2 3: +2 4: +3 5: +3 Dodge Bonus Type of Feat: Class Specific Prerequisite: Shou Disciple level 1 Specifics: This bonus replaces the Dodge feat. Instead, gain a dodge bonus to AC as per the table below: Level 1: +1 2: +2 3: +2 4: +3 5: +3 Use: Automatic Unarmed Strike Type of Feat: Class Specific Prerequisite: Shou Disciple level 1 Specifics: The Shou Disciple gains Unarmed Strike as per the table below. He can use his Martial Flurry ability with Unarmed Strike. If the character has monk levels, add his Shou Disciple and Monk levels together to determine Unarmed Damage. If the Unarmed Strike from Shou Disciple is better than the combined unarmed strike, it will be used instead. Level 1: 1d6 2: 1d8 3: 1d10 4: 1d10 5: 2d6 Use: Automatic Martial Flurry Prerequisite: Shou Disciple level 3 Specifics: The Shou Disciple may use any light weapon for a Flurry of Blows. This increases his attacks a round by +1, and penalizes his Attack Bonus by -2. At level 5, this ability can be used with all martial weapons. This does not work with Kamas if you have any levels in Monk, as the Monk's Flurry of Blows works with that weapon. Use: Selected Black Flame Zealot Black flame zealots black flame zealot (PRESTIGE CLASS) A secret society of holy slayers devoted to the worship of Kossuth, the Order of the Black Flame is the hidden blade of the Firelord's faith in Thay. Trained in the rites of Kossuth's temple, the Black Flame Zealots use stealth, divine magic, and the zeal of fanaticism to destroy those who have given offense to the Lord of Flames. Even the mighty zulkirs are not above Kossuth's wrath, since the Order is a sanctioned and respected means for wealthy and powerful Thayans to pursue vendettas. - Hit Die: d6. - Proficiencies: A Black Flame Zealot gains no additional proficiencies. - Skill Points: 4 + Int Modifier. REQUIREMENTS: Alignment: Any Non-Good. Skills: Hide 8 ranks, Lore 8 ranks, Move Silently 8 ranks. Feats: Exotic Weapon Proficiency(Kukri), Iron Will, Sneak Attack: 1d6. Divine Spellcasting: Must be able to cast level 2 spells. Special: Must worship Kossuth. (Clerics taking this class must two of Fire, Destruction and Renewal domains.) CLASS FEATURES: Level 1: Death Attack - After studying your target for 3 rounds, you have 3 rounds to slay them vs. DC 10 + Black Flame level + Assassin level + Int Mod. Zealous Heart - Immune to all forms of fear. 2: Poison Use - No chance of poisoning self while applying poison to a weapon 3: Sneak Attack +1d6 4: Blank 5: Fateful Stride - Dimension Door 1/day (Teleport to anywhere within view) 6: Sneak Attack +2d6 7: Sacred Flame - All melee attacks gain 1d6 fire damage 8: Blank 9: Sneak Attack +3d6 10: Blank BONUS DIVINE SPELLS Every other level in Black Flame Zealot, the character gains new spells per day as if he had also gained a level in his highest divine caster class (Cleric or Druid). Death Attack Type of Feat: Class Prerequisite: Level 1 Black Flame Zealot Specifics: After studying your target for 3 rounds, you have 3 rounds to slay them vs. DC 10 + Black Flame Zealot + Assassin level + Justice of Weald and Woe level + Int Mod. Use: Selected. *Note - using this feat will remove your stealth, you have 6 seconds to become stealthy again in order to continue studying the target. Zealous Heart Type of Feat: Class Prerequisite: Level 1 Black Flame Zealot Specifics: You become immune to all forms of fear Use: Automatic. Sneak Attack +1d6 Sneak Attack +2d6 Sneak Attack +3d6 Type of Feat: Class Prerequisite: Level 3 Black Flame Zealot Specifics: You gain +1d6 sneak attack. This increases to +2d6 at level 6, and +3d6 at level 9. Use: Automatic. Sacred Flame Type of Feat: Class Prerequisite: Level 7 Black Flame Zealot Specifics: You add 1d6 fire damage to all melee attacks with a weapon. Use: Automatic. Fateful Stride Type of Feat: Class Prerequisite: Level 5 Black Flame Zealot Specifics: You can cast Dimension Door 1/day as per the spell. This allows you to teleport to any area you can see on the screen. Use: Automatic. Strength Boost Type of Feat: Class Prerequisite: Level 2 Fist of Hextor Specifics: Starting at 2nd level, a Fist can call upon Hextor for a +4 Strength bonus once per day. This bonus lasts for 4 rounds + the Fist's level. The Fist gains an extra use of this ability at levels 5, 8, 12, 15, 18, 22, 25, 28. Use: Selected Frightful Presence Type of Feat: Class Prerequisite: Level 3 Fist of Hextor Specifics: When a Fist of Hextor reaches 3rd level, he gains the extraordinary ability to instill fear in others once per day. All those (except for other Fists) who fail the save are frightened for 5d6 rounds. Those who succeed are merely shaken (Doom effect). The DC is 10 + Fist level + Cha modifier. The Fist gains an extra use of this ability at levels 6, 9, 13, 16, 19, 23, 26, 29. Use: Selected Eternal Freedom Type of Feat: Epic Spell Effect Prerequisite: Successful casting of Eternal Freedom epic spell Specifics: You are able to move as if you had the Freedom spell cast upon you. Most spells and spell-like abilities that would slow you down or stop you will not work. Use: Automatic. New Life (Su) This feat is just a level marker used for scripts. Ignore it. Hospitaler Hospitalers hospitaler (PRESTIGE CLASS) It is the duty of knights Hospitaler to protect people traveling on religious pilgrimages. Over the years, this single duty has expanded to include the construction and administration of hospitals and refugee facilities. Hospitalers are a fighting force of necessity, sworn to poverty, obedience, and the defense of those in their care. - Hit Die: d8 - Proficiencies: Hospitalers are proficient in all simple and martial weapons, all armor and shields. - Skill Points: 2+ Int modifier. REQUIREMENTS Alignment: Any non chaotic. Base Attack Bonus: +4 Skills: Ride 5 ranks, Heal 5 ranks. Feats: Mounted Combat, Mounted Archery CLASS FEATURES: Level 1: Lay on Hands - If Hospitaler has positive Charisma modifier, then she can cure a number of hit points equal to her Charisma modifier x Hospitaler level. 3: Turn Undead - Hospitaler's level and Charisma are used to determine how many hit die of undead are turned, can be used three times a day, plus Charisma modifier. Remove Disease - As per the Cleric spell once per day. Bonus Feat. 5: Bonus Feat 7: Bonus Feat 9: Bonus Feat BONUS DIVINE SPELLS Every level in Hospitaler, the character gains new spells per day as if he had also gained a level in his highest divine caster class. Hosp_I Hosp_II Hosp_III Hosp_IV Hosp_V Hosp_VI Hosp_VII Hosp_VIII Hosp_IX Hosp_X Hosp_XI Hosp_XII Hosp_XIII Hosp_XIV Hosp_XV Hosp_XVI Hosp_XVII Hosp_XVIII Hosp_XIX Hosp_XX Hosp_XXI Hosp_XXII Hosp_XXIII Hosp_XXIV Hosp_XXV Hosp_XXVI Hosp_XXVII Hosp_XXVIII Hosp_XXIX Hosp_XXX Fist_I Fist_II Fist_III Fist_IV Fist_V Fist_VI Fist_VII Fist_VIII Fist_IX Fist_X Fist_XI Fist_XII Fist_XIII Fist_XIV Fist_XV Fist_XVI Fist_XVII Fist_XVIII Fist_XIX Fist_XX Fist_XXI Fist_XXII Fist_XXIII Fist_XXIV Fist_XXV Fist_XXVI Fist_XXVII Fist_XXVIII Fist_XXIX Fist_XXX Shining Blade of Heironeous Shining Blades of Heironeous shining blade of Heironeous (PRESTIGE CLASS) Heironeous's teachings focus on promoting good through the use of armed force. Those among Heironeous's servants, both clerics and paladins, who aspire to become weapons in their deity's unending war against evil hope one day to enter the Shining Blades. The Shining Blades of Heironeous is an order of knights dedicated to prowess in melee combat, which is achieved through prayer, devotion, and asceticism. Members of the Shining Blades have an austere and simple lifestyle, forsaking all worldly wealth and many earthly pleasures in their quest to become but a blade in the hand of Heironeous. - Hit Die: d10 - Proficiencies: Shining Blades are proficient in all simple and martial weapons, all armor and shields. - Skill Points: 2+ Int modifier. REQUIREMENTS Alignment: Lawful Good. Base Attack Bonus: +7 Skills: Lore 7 ranks. Spells: Able to cast 1st level divine spells. Special: Clerics must have Good and War domains. CLASS FEATURES: All abilities only work with a Longsword (Deity Weapon). Level 1: Shock Blade 2/day - Adds 1d6 Electrical damage to your weapon. Duration is a number of rounds equal to your class level + charisma modifier. 3: Shock Blade 3/day 5: Holy Blade 4/day - Adds 1d6 Electrical damage and 2d6 divine damage against evil to your weapon. Duration is a number of rounds equal to your class level + charisma modifier. 7: Holy Blade 5/day 9: Brilliant Blade 6/day - Adds 1d6 Electrical damage, 2d6 divine damage against evil, and +20 to attack to your weapon. Duration is a number of rounds equal to your class level + charisma modifier. BONUS DIVINE SPELLS Every other level in Shining Blade, the character gains new spells per day as if he had also gained a level in his highest divine caster class (Cleric or Paladin). Epic Shining Blade (PRESTIGE CLASS) Epic Shining Blade Epic Shining Blades are the leaders of Heironeous's armies when they march against evil. They have attained the long sought after goal of becoming but a blade in Heironeous's hand, and are able to slay any evil that dares to stand against the righteous wrath they inflict. Having long since given up earthly pleasures, an Epic Shining Blade is pure martial might and religious fury. - Hit Die: d10. - Skill Points: 2+ Int modifier. Level 11: Brilliant Blade 7/day - Adds 1d6 Electrical damage, 2d6 divine damage against evil, and +20 to attack to your weapon. Duration is a number of rounds equal to your class level + charisma modifier. For each two levels above 11th, gain an extra use a day. Epic Bonus Feats: Gain an epic bonus feat every 3 levels after 10th. The bonus feat list is the same as a fighters. BONUS DIVINE SPELLS Every other level in Shining Blade, the character gains new spells per day as if he had also gained a level in his highest divine caster class (Cleric or Paladin). Shock Blade Type of Feat: Class Prerequisite: Level 1 Shining Blade Specifics: Adds 1d6 Electrical damage to your weapon. Duration is a number of rounds equal to your class level + charisma modifier. Can be used 2/day at level 1, and 3/day at level 3. Use: Selected. Holy Blade Type of Feat: Class Prerequisite: Level 5 Shining Blade Specifics: Adds damage bonuses of 1d6 Electrical and 2d6 Divine vs. Evil to your weapon. Duration is a number of rounds equal to your class level + charisma modifier. Can be used 4/day at level 5, and 5/day at level 7. Use: Selected. Brilliant Blade Type of Feat: Class Prerequisite: Level 9 Shining Blade Specifics: Adds a damage bonuses of 1d6 Electrical and 2d6 Divine vs. Evil to your longsword. Also adds +20 to all attack rolls. Only works if a longsword is equipped in the main hand. Duration is a number of rounds equal to your class level + charisma modifier. Can be used 6/day at level 9, and gains 1 use a day every two levels further on (7 at 11, 8 at 13, etc). Use: Selected. Power Attack - Quickselects Power Attack Off Power Attack Quickselect 1 Power Attack Quickselect 2 Power Attack Quickselect 3 Select the quickselection to store the current power attack level in. Hexblade Hexblades hexblade (BASE CLASS) Combining the dynamic powers of martial prowess and arcane might, the Hexblade presents a deadly challenge to opponents unused to such a foe. It balances talents in combat and arcane spellcasting. At lower levels, the Hexblade relies on melee ability augmented by his special power to curse his enemies. As he gains experience, he becomes capable of casting a limited number of spells while his curse ability becomes more potent and he gains the ability to warp the normal law of probability. He can also draw upon the service of a dark companion to further augment his abilities. - Alignment Restrictions: non-good only - Hit Die: d10 - Proficiencies: A Hexblade gains proficiency with Simple and Martial Weapons, Light and Medium Armour and with Shields. - Skill Points: 2 + Int Modifier CLASS FEATURES: Level 1: Hexblade's Curse 1/day 2: Arcane Resistance 3: Mettle 4: Dark Companion 5: Bonus Feat, Hexblade's Curse 2/day 6: Swift Cast 1/day 7: Greater Hexblade's Curse 8: Swift Cast 2/day 9: Hexblade's Curse 3/day 10: Bonus Feat 11: Swift Cast 3/day 12: Aura of Unluck 1/day 13: Hexblade's Curse 4/day 14: Swift Cast 4/day 15: Bonus Feat 16: Aura of Unluck 2/day 17: Hexblade's Curse 5/day 18: Swift Cast 5/day 19: Dire Hexblade's Curse 20: Bonus Feat, Aura of Unluck 3/day SPELLCASTING To cast a spell, the Hexblade must have a Charisma score of 10 + the spell level. The DC of a Hexblade's spell is 10 + Spell Level + Charisma Modifier. A Hexblade's caster level is half his class level. He casts spells as a Sorcerer does. He does not suffer arcane spell failure chance when casting in light armor, failure chance from medium and heavy armor, as well as shields, applies normally. Spells per day: Level: 1 2 3 4 1: - - - - 2: - - - - 3: - - - - 4: 0 - - - 5: 0 - - - 6: 1 - - - 7: 1 - - - 8: 1 0 - - 9: 1 0 - - 10: 1 1 - - 11: 1 1 0 - 12: 1 1 1 - 13: 1 1 1 - 14: 2 1 1 0 15: 2 1 1 1 16: 2 2 1 1 17: 2 2 2 1 18: 3 2 2 1 19: 3 3 3 2 20: 3 3 3 3 Spells Known Level: 1 2 3 4 1: - - - - 2: - - - - 3: - - - - 4:(2)- - - 5: 2 - - - 6: 3 - - - 7: 3 - - - 8: 4(2)- - 9: 4 2 - - 10: 4 3 - - 11: 4 3(2)- 12: 4 4 3 - 13: 4 4 3 - 14: 4 4 4(2) 15: 4 4 4 3 16: 4 4 4 3 17: 5 4 4 4 18: 5 5 4 4 19: 5 5 5 4 20: 5 5 5 5 Hymn of the Bull Hymn of the Cat Hymn of the Bear Hymn of the Fox Hymn of the Owl Hymn of the Eagle <CUSTOM0> sings the Hymn of the Bull. <CUSTOM0> sings the Hymn of the Cat. <CUSTOM0> sings the Hymn of the Bear. <CUSTOM0> sings the Hymn of the Fox. <CUSTOM0> sings the Hymn of the Owl. <CUSTOM0> sings the Hymn of the Eagle. Type of Feat: Minstrel Song Prerequisite: Minstrel of the Edge Level 8 Specifics: Upon singing this song, all enemies in the area affect must make a will saving throw or be charmed unless they make a will saving throw with DC equal to 10 + Minstrel of the Edge Level + Charisma modifier. Use: Selected. Type of Feat: Minstrel Song Prerequisite: Minstrel of the Edge Level 8 Specifics: Upon singing this song, all allies in the area become immune to fear effects. Use: Selected. <CUSTOM0> sings the Song of Valor. Type of Feat: Minstrel Song Prerequisite: Minstrel of the Edge Level 2 Specifics: Upon singing this song, all allies in the area are granted a bonus to shield AC. Use: Selected. Type of Feat: Minstrel Song Prerequisite: Minstrel of the Edge Level 8 Specifics: Upon singing this song, all allies in the area are granted bonus sonic damage on all their attacks. Use: Selected. Type of Feat: Minstrel Song Prerequisite: Minstrel of the Edge Level 2 Specifics: Upon singing this song, all allies in the area are granted a bonus to their Strength. Use: Selected. Type of Feat: Minstrel Song Prerequisite: Minstrel of the Edge Level 2 Specifics: Upon singing this song, all allies in the area are granted a bonus to their Dexterity. Use: Selected. Type of Feat: Minstrel Song Prerequisite: Minstrel of the Edge Level 2 Specifics: Upon singing this song, all allies in the area are granted a bonus to their Constitution. Use: Selected. Type of Feat: Minstrel Song Prerequisite: Minstrel of the Edge Level 2 Specifics: Upon singing this song, all allies in the area are granted a bonus to their Intelligence. Use: Selected. Type of Feat: Minstrel Song Prerequisite: Minstrel of the Edge Level 2 Specifics: Upon singing this song, all allies in the area are granted a bonus to their Wisdom. Use: Selected. Type of Feat: Minstrel Song Prerequisite: Minstrel of the Edge Level 2 Specifics: Upon singing this song, all allies in the area are granted a bonus to their Charisma. Use: Selected. Type of Feat: Minstrel Song Prerequisite: Minstrel of the Edge Level 8 Specifics: Upon singing this song, all allies in the area are affected by the Wounding Whispers spell. This does not stack with other Wounding Whispers effects. Use: Selected. <CUSTOM0> sings Blinari's Alluring Ballad. Song of Valor Type of Feat: Class Specific Prerequisite: Favored of Milil Level 2 Specifics: The Favored of Milil can add 1/2 his class levels to his bard song uses for the day. Use: Selected. Type of Feat: Class Specific Prerequisite: Favored of Milil Level 10 Specifics: The Favored of Milil can now use any specific Divine Song five times per day. Use: Automatic. Greater Minstrel Song Type of Feat: Class Specific Prerequisite: Minstrel of the Edge Level 10 Specifics: The Minstrel of the Edge can now perform two Minstrel songs at a time. Use: Automatic. Minstrel Song Type of Feat: Class Specific Prerequisite: Minstrel of the Edge Specifics: Select from a variety of Minstrel Songs. Use: Selected Option times Divine Song I Divine Song II Divine Song III Divine Song IV Divine Song V Type of Feat: Class Specific Prerequisite: Favored of Milil Specifics: The Favored of Milil can sing a song which behaves as a clerical spell with a wide radius. Each song is limited to three uses per day, unless the Favored of Milil has the Greater Divine Song feat, which will allow each song to be used five times per day. Use: Selected Thayan Knight Thayan knights Thayan knight (PRESTIGE CLASS) While the Red Wizards of Thay are not opposed to blasting their opponents with deadly spells or shredding the minds of their enemies with dark magic, there are times when they need protectors who have mastered the art of swordplay. These protectors are the Thayan Knights, familiar with magic, and loyal to none but the tattooed mages. The Thayan Knights act as bodyguards and enforcers for the Red Wizards. They lead common Thayan troops into battle and help guard the wizard enclaves. Although they are referred to as knights, they have no code of conduct, and the only rule that binds them is that their lives are worth nothing compared to the safety of the Red Wizards. - Hit Die: d10 - Proficiencies: Thayan Knights gain no proficiencies. - Skill Points: 2+ Int modifier. REQUIREMENTS Race: Human. Alignment: Non-Good. Base Attack Bonus: +5 Skills: Lore 4 ranks, Intimidate 2 ranks. Feats: Iron Will, Weapon Focus: Longsword CLASS FEATURES: Level 1: Horror of Thay - +2 saves against Fear, +1 against Mind Affecting. Zulkir's Favor - +2 Reflex Saves, +2 Intimidate. Automatically fail any mind affecting save vs. a Red Wizard. 2: Zulkir's Defender: +2 Attack and +2 Damage against all creatures that attack you. 3: Bonus Feat: Any feat from the fighter bonus list except Weapon Specialization. 4: Horror of Thay - +4 saves against Fear, +2 against Mind Affecting. Final Stand 1/day - All allies gain 2d10 temporary HP for a number of rounds equal to class level + Cha modifier. 5: Zulkir's Champion: +2 Reflex saves, +4 Intimidate. Horrors of Thay Type of Feat: Class Prerequisite: Level 1 Thayan Knight Specifics: Adds +2 Saves against Fear and +1 against Mind Affecting. This increases to +4 against Fear and +2 against Mind Affecting at level 4. Use: Automatic Zulkir's Favor Type of Feat: Class Prerequisite: Level 1 Thayan Knight Specifics: Adds +2 Reflex saves and +2 Intimidate. The Thayan Knight automatically fails any Mind Affecting saving throw vs. a Red Wizard. Use: Automatic Zulkir's Defender Type of Feat: Class Prerequisite: Level 2 Thayan Knight Specifics: Adds +2 Attack and +2 Damage against any monster attacking you. Use: Automatic Final Stand Type of Feat: Class Prerequisite: Level 4 Thayan Knight Specifics: Adds 2d10 temporary HP to all allies in a 30' radius for a number of rounds equal to your class level + Cha modifier. Use: Selected. Zulkir's Champion Type of Feat: Class Prerequisite: Level 5 Thayan Knight Specifics: Adds +2 Reflex saves and +4 Intimidate. Use: Automatic Arcane Duelist Arcane duelists arcane duelist (PRESTIGE CLASS) The arcane duelist is a tricky, evasive opponent who relies on her foe's perceptions of her abilities as much as her actual abilities. Through magic, the arcane duelist can appear to be as dangerous as a duelist, but in general she does not do as much damage to her opponents. She prefers to win by cowing her opponent into defeating himself. Thus, Dexterity and Charisma are the arcane duelist's most valuable ability scores. - Hit Die: d8 - Proficiencies: Arcane Duelists gain no proficiencies. - Skill Points: 4+ Int modifier. REQUIREMENTS Base Attack Bonus: +6 Skills: Perform 5 ranks, Tumble 5 ranks. Feats: Martial Weapon Proficiency(Rapier or Shortsword), Dodge, Mobility Spellcasting: Level 1 Arcane spells. CLASS FEATURES: Level 1: Chosen Weapon: Since much of the arcane duelist's apparent ability is tied to magic, the arcane duelist can imbue a specific melee weapon with powers to make herself appear more skilled. The arcane duelist must choose a specific melee weapon to be her chosen weapon. 1: Enchant Chosen Weapon: The arcane duelist's chosen melee weapon acts as if it has an enhancement bonus, even if it does not. If it does have an enhancement bonus, the arcane duelist adds this bonus to the weapon as an effective bonus. This can bring a weapon's effective enhancement bonus above +5. However, no weapon can have more than a +10 total effective bonus, so this class-granted effective bonus cannot be added to a weapon if the addition would increase the weapon's total effective bonus above +10. This class-granted bonus works only for the arcane duelist when wielding her chosen melee weapon. The enhancement bonus is +1 at 1st level, and rises to +2 at 4th level, +3 at 6th level, and +4 at 8th level. 2: Apparent Defense: Due to trickery and force of personality, the arcane duelist adds her Charisma bonus to her Armor Class, in addition to her Dexterity bonus. 3: Dexterous Attack: Because the arcane duelist values successful hits over actual damage dealt, she can subtract damage from her chosen melee weapon's potential damage and add the same amount to her attack bonus. However, the weapon must do a minimum 1 point of damage. 5: Blur: The arcane duelist can activate a blur effect, as the spell cast by a caster of her arcane duelist level. She can use this power once per day per arcane duelist level. 7: False Keenness: To create the idea that she is more effective than she really is, the arcane duelist can make her chosen melee weapon keen once per day per arcane duelist level. To activate the keen effect, she must subtract the weapon's normal threat range for critical hits from her attack bonus. For example, if the arcane duelist wields a rapier, she must subtract 3 from her attack bonus, since the rapier has a threat range of 18-20, to make it keen. The keen effect lasts for 1 round per arcane duelist level, and it does not stack with the keen edge spell or other magical effects that make a weapon keen. 9: Mirror Image: The arcane duelist can activate mirror image effect as the spell cast by a caster of her arcane duelist level. The images last one minute per level. 10: Flurry of Swords 1/day/level: The pinnacle of the arcane duelist's power is to create a flurry of sword attacks against a single target. When this power is activated, the arcane duelist makes one additional attack each round at her highest base attack bonus, but each attack that round suffers a -2 penalty. All attacks must be made on the same opponent. Further, the arcane duelist creates 1d4 quasi-real images plus 1 additional image per three levels of arcane duelist. Each image attacks the same opponent as the arcane duelist herself using the same bonuses as the arcane duelist. The images last for 1 minute per Arcane Duelist Level or the demise of their target, whichever lasts longest. You may target any given enemy only once per day with this ability. Chosen Weapon Type of Feat: Class Prerequisite: Level 1 Arcane Duelist Specifics: Since much of the arcane duelist's apparent ability is tied to magic, the arcane duelist can imbue a specific melee weapon with powers to make herself appear more skilled. The arcane duelist must choose a specific melee weapon to be her chosen weapon. Use: Selected. Enchant Chosen Weapon Type of Feat: Class Prerequisite: Level 2 Arcane Duelist Specifics: The arcane duelist's chosen melee weapon acts as if it has an enhancement bonus, even if it does not. If it does have an enhancement bonus, the arcane duelist adds this bonus to the weapon as an effective bonus. This can bring a weapon's effective enhancement bonus above +5. However, no weapon can have more than a +10 total effective bonus, so this class-granted effective bonus cannot be added to a weapon if the addition would increase the weapon's total effective bonus above +10. This class-granted bonus works only for the arcane duelist when wielding her chosen melee weapon. The enhancement bonus is +1 at 1st level, and rises to +2 at 4th level, +3 at 6th level, and +4 at 8th level. Use: Automatic. Apparent Defense Type of Feat: Class Prerequisite: Level 2 Arcane Duelist Specifics: Due to trickery and force of personality, the arcane duelist adds her Charisma bonus to her Armor Class, in addition to her Dexterity bonus. Use: Automatic. Dexterous Attack Type of Feat: Class Prerequisite: Level 3 Arcane Duelist Specifics: Because the arcane duelist values successful hits over actual damage dealt, she can subtract damage from her chosen melee weapon's potential damage and add the same amount to her attack bonus. However, the weapon must do a minimum 1 point of damage. Use: Selected. Blur Type of Feat: Class Prerequisite: Level 5 Arcane Duelist Specifics: The arcane duelist can activate a blur effect, as the spell cast by a caster of her arcane duelist level. She can use this power once per day per arcane duelist level. Use: Selected. False Keenness Type of Feat: Class Prerequisite: Level 7 Arcane Duelist Specifics: To create the idea that she is more effective than she really is, the arcane duelist can make her chosen melee weapon keen once per day per arcane duelist level. To activate the keen effect, she must subtract the weapon's normal threat range for critical hits from her attack bonus. For example, if the arcane duelist wields a rapier, she must subtract 3 from her attack bonus, since the rapier has a threat range of 18-20, to make it keen. The keen effect lasts for 1 round per arcane duelist level, and it does not stack with the keen edge spell or other magical effects that make a weapon keen. Use: Selected. Flurry of Swords Type of Feat: Class Prerequisite: Level 10 Arcane Duelist Specifics: The pinnacle of the arcane duelist's power is to create a flurry of sword attacks against a single target. When this power is activated, the arcane duelist makes one additional attack each round at her highest base attack bonus, but each attack that round suffers a -2 penalty. All attacks must be made on the same opponent. Further, the arcane duelist creates 1d4 quasi-real images plus 1 additional image per three levels of arcane duelist. Each image attacks the same opponent as the arcane duelist herself using the same bonuses as the arcane duelist. The images last for 1 minute per Arcane Duelist Level or the demise of their target, whichever lasts longest. You may target any given enemy only once per day with this ability. Use: Selected. Mirror Image Type of Feat: Class Prerequisite: Level 9 Arcane Duelist Specifics: The arcane duelist can activate mirror image effect as the spell cast by a caster of her arcane duelist level. The images last one minute per level. Use: Selected. Brutal Strike +9 Brutal Strike +10 Brutal Strike +11 Brutal Strike +12 Effortless Healing (Ex) Type of Feat: Class Prerequisite: Level 7 Healer Specifics: At 7th level, a healer has learned to cast spells of the healing subschool with minimal effort. She may cast such spells without provoking attacks of opportunity. This ability applies only to spells of the healing subschool that she cast as a healer, not to those that she may have by virtue of levels in another class. Use: Automatic. Use Limitation: Gender Gender Limitation: Only creatures of a specific gender may use an item with this property. Alchemical item Shortspear One of history's most basic weapons, the shortspear is nevertheless a formidable weapon. Little more that a simple shaft topped with a sharpened head, the shortspear is the staple of many a militia. Base Damage: 1d6 Base Critical Threat: x2 Base Damage Type: Piercing Weapon Size: Medium Feats Required: Simple, or Druid Brutal Strike Mode Type of Feat: Class Specific Prerequisite: Fist of Hextor level 1 Specifics: This feat allows switching the Brutal Strike bonus from an attack bonus to damage a damage bonus and back again. Use: Selected. Brutal Strike: attack +%(ATTACK) Brutal Strike: damage +%(DAMAGE) Epic Fist of Hextor The epic fist of Hextor is a true tyrant. His strength of arms is renowned even as people shrink from him in terror wherever he goes. Kingdoms bow before him and his army, while Hextor looks down in growing glee at what his servants do. Hit Die: d10 Skill Points at Each Additional Level: 2+ Int Modifier Bonus Feats: The epic Fist of Hextor gains a bonus feat every four levels after 10th Brutal Strike: The epic Fist of Hextor continues to choose a Brutal Strike, at levels 11, 14, 17, 20, 21, 24, 27, 30. Strength Boost: The epic Fist of Hextor continues to gain uses of Strength Boost, at levels 12, 15, 18, 22, 25, 28. Frightful Presence: The epic Fist of Hextor continues to gain uses of Frightful Presence, at levels 13, 16, 19, 23, 26, 29. Epic Fist of Hextor Bonus Feats List: Armor Skin, Damage Reduction, Devastating Critical, Epic Toughness, Epic Weapon Focus, Epic Prowess, Improved Stunning Fist, Improved Whirlwind Attack, Overwhelming Critical, Superior Initiative. 3d4 Damage 4d4 Damage 5d4 Damage 6d4 Damage 3d4 4d4 5d4 6d4 Psion Psions psion (BASE CLASS) The striking fist or flashing sword pales beside a psion's focused stare. Psionic powers arise from a regimen of strict mental discipline developed over months and years of self-scrutiny and subconscious discovery. Those who overcome their personal demons, fears, and other pitfalls of intense self-reflection learn to call upon an internal reservoir of psionic power. Psions depend on a continual study of their own minds to discover an ever wider range of mental powers. They meditate on memories and the nature of memory itself, debate with their own fragment personalities, and delve into the dark recesses of their minds' convoluted corridors. "Know thyself" is not just a saying for a psion - it's the road to power. - Hit Die: d4 - Proficiencies: Psions gain wizard weapon proficiency. - Skill Points: 2+ Int modifier. CLASS FEATURES: Base Attack Bonus: +1/2 Strong Saves: Will Psionics: Intelligence is the key stat of a Psion. Bonus Feats: A Psion gets a bonus feat at level 1, and every 5 levels thereafter (5, 10, 15, 20). Discipline: Every Psion must decide at first level which discipline he will specialize in. Choosing a discipline provides a psion with access to the powers that are restricted to that discipline. Level Power Points Powers Known Power Level Known 1 2 3 1 2 6 5 1 3 11 7 2 4 17 9 2 5 25 11 3 6 35 13 3 7 46 15 4 8 58 17 4 9 72 19 5 10 88 21 5 11 106 22 6 12 126 24 6 13 147 25 7 14 170 27 7 15 195 28 8 16 221 30 8 17 250 31 9 18 280 33 9 19 311 34 9 20 343 36 9 Psychic Warrior Psychic warriors psychic warrior (BASE CLASS) One who turns the mind's potential to the warrior's art is known as a psychic warrior. Where psions devote themselves wholly to the development of mind-engendered abilities, psychic warriors give emphasis to the development of the body. With mental and physical energy working on union, the psychic warrior strives towards martial perfection. - Hit Die: d8 - Proficiencies: Psychic Warriors gain Martial and Simple Weapon Proficiency, and all Armour and Shield proficiencies. - Skill Points: 2+ Int modifier. CLASS FEATURES: Base Attack Bonus: +3/4 Strong Saves: Fortitude Psionics: Wisdom is the key stat of a Psychic Warrior. Bonus Feats: A Psychic Warrior gets a bonus feat at level 1, and every 3 levels thereafter (2, 5, 8, 11). Level Power Points Powers Known Power Level Known 1 0 1 1 2 1 2 1 3 3 3 1 4 5 4 2 5 7 5 2 6 11 6 2 7 15 7 3 8 19 8 3 9 23 9 3 10 27 10 4 11 35 11 4 12 43 12 4 13 51 13 5 14 59 14 5 15 67 15 5 16 79 16 6 17 91 17 6 18 103 18 6 19 115 19 6 20 127 20 6 Soulknife Soulknives soulknife (BASE CLASS) A soulknife recognizes his own mind as the most beautiful - and the most deadly - thing in all creation. With this understanding and through extended practice, a soulknife learns to forge his mental strength into a shimmering blade of semisolid psychic energy. Each soulknife's personal blade, referred to as a mind blade, differs in color and shape according to his personality, mental strength, and even mood. Although no two mind blades look alike, all share the same lethal qualities. Because soulknives turn the power of their minds to such weaponry, they are notorious for their violence. - Hit Die: d10 - Proficiencies: Soulknives gain Proficiency with Simple weapons and their mindblades, and Light Armour and Shield proficiencies - Skill Points: 4+ Int modifier. CLASS SKILLS Concentration, Craft Armor, Craft Trap, Craft Weapon, Discipline, Hide, Jump, Lore, Move Silently, Parry, Spot, Tumble CLASS FEATURES: Base Attack Bonus: +3/4 Strong Saves: Reflex and Will Level: 1: Mind blade, Weapon Focus(mind blade), Wild Talent 2: Throw mind blade 3: Psychic strike +1d8 4: +1 mind blade 5: Free draw, shape mind blade 6: Mind blade enhancement +1, Speed of Thought 7: Psychic strike +2d8 8: +2 mind blade 9: Bladewind, Greater Weapon Focus(mind blade) 10: Mind blade enhancement +2 11: Psychic strike +3d8 12: +3 mind blade 13: Knife to the soul 14: Mind blade enhancement +3 15: Psychic strike +4d8 16: +4 mind blade 17: Multiple throw 18: Mind blade enhancement +4 19: Psychic strike +5d8 20: +5 mind blade Mind blade (Su): A soulknife can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways to a short sword. A mind blade is considered a magic weapon (+1) for the purpose of overcoming damage reduction. A soulknife's mind blade improves as the character gains higher levels. At 4th level and every four levels thereafter, the mind blade gains a cumulative +1 enhancement bonus to attack rolls and damage rolls. Implementation Note: For the purposes of interaction with Iaijutsu Master class, a mindblade in bastard sword form is considered equivalent to a katana. This is due to the fact that in PnP, katana = masterwork bastard sword. Throw mind blade (Ex): A soulknife of 2nd level or higher can throw his mindblade as a ranged weapon. Whether or not the attack hits, a thrown mind blade then dissipates. A soulknife of 3rd level or higher can make a psychic strike with a thrown mind blade and can use the blade in conjunction with other special abilities. Psychic Strike (Su): As a move action, a soulknife of 3rd level or higher can imbue his mind blade with destructive psychic energy. This effect deals an extra 1d8 points of damage to the next living, nonmindless target he successfully hits with a melee attack (or a ranged attack, if he is using the throw mind blade ability). Creatures immune to mind-affecting effects are immune to psychic strike damage. (Unlike the rogue's sneak attack the psychic strike is not precision damage and can affect creatures otherwise immune to extra damage from critical hits or more than 30 feet away, provided they are living, nonmindless creatures not immune to mind-affecting effects.) A mind blade deals this extra damage only once when this ability is called upon, but a soulknife can imbue his mind blade with psychic energy again by taking another move action. Once a soulknife has prepared his blade for a psychic strike, it holds the extra energy until it is used. Even if the soulknife drops the mind blade (or it otherwise dissipates, such as when it is thrown and misses), it is still imbued with psychic energy when the soulknife next materializes it. At every four levels beyond 3rd, the extra damage from a soulknife's psychic strike increases by 1d8. Free Draw (Su): At 5th level, a soulknife becomes able to materialize his mind blade as a free action instead of a move action. He can make only one attempt to materialize the mind blade per round, however. Shape Mind Blade (Su): At 5th level, a soulknife gains the ability to change the form of his mindblade. As a full-round action, he can change his mind blade to replicate a longsword (damage 1d8) or a bastard sword (damage 1d10, but he must wield it as a two-handed weapon unless he knows the Exotic Weapon Proficiency feat). Alternatively, a soulknife can split his mind blade into two identical short swords, suitable for fighting with a weapon in each hand. (The normal penalties for fighting with two weapons apply.) However, both mind blades have an enhancement bonus 1 lower than the soulknife would otherwise create with a single mind blade. For example, a 12th-level soulknife normally creates a single +3 mind blade, but he could use this ability to instead materialize two +2 mind blades. Mind Blade Enhancement (Su): At 6th level, a soulknife gains the ability to enhance his mind blade. He can add a weapon special ability that has an enhancement bonus value of +1. At every four levels beyond 6th, the value of the enhancement a soulknife can add to his weapon improves by +1, A soulknife can choose any combination of weapon special abilities that does not exceed the total allowed by the soulknife's level. For example, an 18th-level soulknife could add two +2 weapon special abilities, or one +1 weapon ability and one +3 weapon ability. The weapon ability or abilities remain the same every time the soulknife materializes his mind blade (unless he decided to reassign it's abilities; see below). The ability or abilities apply to any form the mind blade takes, including the use of the shape mind blade or bladewind class abilities. A soulknife can reassign the ability or abilities he has added to his mind blade. To do so, he must first spend 8 hours in concentration. After that period, the mind blade materializes with the new ability or abilities selected by the soulknife. Bladewind (Su): At 9th level, a soulknife gains the ability to momentarily fragment his mind blade into numerous identical blades, each of which strikes at a nearby opponent. As a full attack, when wielding his mind blade, a soulknife can give up his regular attacks and instead fragment his mind blade to make one melee attack at his full base attack bonus against each opponent within reach. Each fragment functions identically to the soulknife's regular mind blade. When using bladewind, a soulknife forfeits any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the haste spell). The mind blade immediately reverts to it's previous form after the bladewind attack. Knife to the Soul (Su): Beginning at 13th level, when a soulknife executes a psychic strike, he can choose to substitute Intelligence, Wisdom or Charisma damage (his choice) for extra dice of damage. For each die of extra damage he gives up, he deals 1 point of damage to the ability score he chooses, A soulknife can combine extra dice of damage and ability damage in any combination, so a 19th-level soulknife could choose to strike for 3 points of Charisma damage and an extra 2d8 points of damage. Multiple Throw (Ex): At 17th level and higher, a soulknife can throw a number of mind blades per round equal to the number of melee attacks he could make. Thus, a 17th-level soulknife could throw two mind blades, with a base attack bonus of +12/+7. Epic Soulknife: The epic soulknife is adept at channeling the entirety of his psychic might into the creation of an increasingly potent blade of mental energy. Hit Die: d10 Skill Points at Each Additional Level: 4 + Int modifier. Mind Blade: At 25th level and every five levels thereafter, the soulknife gains an additional +1 enhancement bonus on attack rolls and damage rolls (+6 at 25th, +7 at 30th, and so on). Mind Blade Enhancement: The epic soulknife's mind blade gains additional powers as the soulknife gains epic levels. At 22nd level and every four levels thereafter, the soulknife can improve the value of the weapon special abilities on his mind blade by 1 (+5 equivalent bonus at 22nd, +6 at 26th, and so on). As noted in the soulknife class description, reassigning qualities still takes 8 hours of concentration. Psychic strike: The epic soulknife's psychic strike progression continues past 20th level, continuing to grant an additional die (d8) of damage every four levels higher than 19th (+6d8 at 23rd, +7d8 at 27th, and so on). Bonus Feats: The epic soulknife gains a bonus feat every three levels higher than 20th (23rd, 26th, and so on). Bonus Feat List: All psionic feats, Armor Skin, Bane of Enemies, Blinding Speed, Devastating Critical, Epic Damage Reduction, Epic Dodge, Epic Energy Resistance, Epic Fortitude, Epic Leadership, Epic Prowess, Epic Reflexes, Epic Reputation, Epic Skill Focus, Epic Toughness, Epic Weapon Focus, Epic Will, Fast Healing, Great Charisma, Great Constitution, Great Dexterity, Great Intelligence, Great Strength, Great Wisdom, Holy Martial Strike, Improved Whirlwind Attack, Legendary Commander, Overwhelming Critical, Perfect Health, Perfect Two-Weapon Fighting, Self-Concealment, Superior Initiative, Unholy Strike Wilder Wilders wilder (BASE CLASS) The psion draws his psionic ability from strict mental discipline and intellectual development. Not so the wilder - for her, raw emotion is the source of psionic power. Emotion-triggered psionic ability is not a science, but a passion. The zeal with which the wilder pursues the use of her psionic ability is so extreme that she can occasionally trigger a surge of power far beyond her normal capabilities. But with this ability comes a price: By exceeding her limits, the wilder may injure herself with psychic feedback. - Hit Die: d6 - Skill Points Per Level: 4 + Int Modifier - Base Attack Bonus: +3/4 - Fortitude: weak - Reflex: weak - Will: strong Proficiencies: Wilders are proficient with all simple weapons, with light armor, and with shields. CLASS SKILLS Bluff, Concentration, Craft Armor, Craft Trap, Craft Weapon, Intimidate, Jump, Listen, Lore, Spellcraft, Spot, Tumble CLASS FEATURES: Level: 1: Wild Surge +1, Psychic Enervation 2: Elude Touch 3: Wild Surge +2 4: Surging Euphoria +1 5: Volatile Mind (1 power point) 6: 7: Wild Surge +3 8: 9: Volatile Mind (2 power points) 10: 11: Wild Surge +4 12: Surging Euphoria +2 13: Volatile Mind (3 power points) 14: 15: Wild Surge +5 16: 17: Volatile Mind (4 power points) 18: 19: Wild Surge +6 20: Surging Euphoria +3 Psionic powers progression: Level Power Points Powers Known Maximum Power Level Known 1 2 1 1st 2 6 2 1st 3 11 2 1st 4 17 3 2nd 5 25 3 2nd 6 35 4 3rd 7 46 4 3rd 8 58 5 4th 9 72 5 4th 10 88 6 5th 11 106 6 5th 12 126 7 6th 13 147 7 6th 14 170 8 7th 15 195 8 7th 16 221 9 8th 17 250 9 8th 18 280 10 9th 19 311 10 9th 20 343 11 9th Wild Surge (Su): A wilder can let her passion and emotion rise to the surface in a wild surge when she manifests a power. During a wild surge, a wilder gains phenomenal psionic strength, but may harm herself by the reckless use of her power (see Psychic Enervation, below). A wilder can choose to invoke a wild surge whenever she manifests a power. When she does so, she gains +1 to her manifester level with that manifestation of the power. The manifester level boost gives her the ability to augment her powers to a higher degree than she otherwise could; however, she pays no extra power point for this wild surge. Instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by the wild surge. Level-dependent power effects are also improved, depending on the power a wilder manifests with her wild surge. This improvement in manifester level does not grant her any other benefits (psicrystal abilities do not advance, she does not gain higher-level class abilities, and so on). She cannot use the Overchannel psionic feat and invoke her wild surge at the same time. At 3rd level, a wilder can choose to boost her manifester level by two instead of one. At 7th level, she can boost her manifester level by up to three; at 11th level, by up to four; at 15th level, by up to five; and at 19th level, by up to six. In all cases, the wild surge effectively pays the extra power point cost that is normally required to augment the power; only the unaugmented power point cost is subtracted from the wilder's power point reserve. Psychic Enervation (Ex): Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge, a wilder may be overcome by the strain of her effort. The chance of suffering psychic enervation is equal to 5% per manifester level added with the wild surge. A wilder who is overcome by psychic enervation is dazed until the end of her next turn and loses a number of power points equal to her wilder level. Elude Touch (Ex): Starting at 2nd level, a wilder's intuition supersedes her intellect, alerting her to danger from touch attacks (including rays). She gains a bonus to Armor Class against all touch attacks equal to her Charisma bonus; however, her touch AC can never exceed her Armor Class against normal attacks. Surging Euphoria (Ex): Starting at 4th level, when a wilder uses her wild surge ability, she gains a +1 morale bonus on attack rolls, damage rolls, and saving throws for a number of rounds equal to the intensity of her wild surge. If a wilder is overcome by psychic enervation following her wild surge, she does not gain the morale bonus for this use of her wild surge ability. At 12th level, the morale bonus on a wilder's attack rolls, damage rolls, and saving throws increases to +2. At 20th level, the bonus increases to +3. Volatile Mind (Ex): A wilder's temperamental mind is hard to encompass with the discipline of telepathy. When any telepathy power is manifested on a wilder of 5th level or higher, the manifester of the power must pay 1 power point more than he otherwise would have spent. The extra cost is not a natural part of that power's cost. It does not augment the power; it is simply a wasted power point. The wilder's volatile mind can force the manifester of the telepathy power to exceed the normal power point limit of 1 point per manifester level. If the extra cost raises the telepathy power's cost to more points than the manifester has remaining in his reserve, the power simply fails, and the manifester exhausts the rest of his power points. At 9th level, the penalty assessed against telepathy powers manifested on a wilder is increased to 2 power points. At 13th level, the penalty increases to 3 power points, and at 17th level it increases to 4 power points. NWN implementation detail: This ability only affects powers manifested by a hostile manifester. EPIC The epic wilder's powers become even more volatile and unpredictable. Hit Die: d6 Skill Points at Each Additional Level: 4 + Int modifier Powers: The epic wilder's manifester level is equal to her class level. The wilder's power points and powers known do not increase after 20th level (except through the use of epic feats). Wild Surge: The epic wilder's wild surge continues to increase after 20th level. At 23rd level and every four levels higher than 23rd, the wild surge continues to gain an additional +1 boost to manifester level when used (+7 at 23rd, +8 at 27th, and so on). Surging Euphoria: The wilder's surging euphoria progression continues past 20th level. At 28th level and every eight levels higher than 28th, the morale bonus on her attack rolls, damage rolls, and saving throws increases by 1 (+4 at 28th, +5 at 36th, and so on). Volatile Mind: The epic wilder's volatile mind ability continues to increase. At 21st level and every four levels higher than 21st, the penalty assessed against telepathy powers manifested on the wilder is increased by 1 power point (5 points at 21st, 6 points at 25th, and so on). Bonus Feats: The epic wilder gains a bonus feat at 21st level and every three levels thereafter (24th, 27th, and so on). Epic feat list All psionic feats, Armor Skin, Bane of Enemies, Blinding Speed, Devastating Critical, Epic Damage Reduction, Epic Dodge, Epic Energy Resistance, Epic Fortitude, Epic Leadership, Epic Prowess, Epic Reflexes, Epic Reputation, Epic Toughness, Epic Weapon Focus, Epic Will, Fast Healing, Great Charisma, Great Constitution, Great Dexterity, Great Intelligence, Great Strength, Great Wisdom, Holy Martial Strike, Improved Whirlwind Attack, Legendary Commander, Overwhelming Critical, Perfect Health, Perfect Two-Weapon Fighting, Self-Concealment, Superior Initiative, Unholy Strike Augment Psionics - Quickselects Type of Feat: Psionics Prerequisite: Ability to manifest powers. Specifics: This set of feats implements the augmentation feature of psionic powers. They act as toggles, so the selected augmentation level persist until you change the setting or exit the module. When you manifest an augmentable power, the power is augmented according to your augmentation level active at the time. If this would increase the power's cost beyond what you can pay, the manifestation fails. Use: Selected. Technical: The augmentation feats are instant feats and take no action to activate. Your augmentation level is the sum of your selections from the Augment 0 - 40 and Augment 0-4 or Augment 5-9 radials. Normally, a quickselect sets your augmentation to whatever value you have placed in it (zero if uninitialized). To change the value stored in a quickselect, use the Augmentation Options conversation. Augment Psionics: 0 - 4 Augment Psionics: 5 - 9 Augment Psionics: 00 - 40 Augmentation Options Augment Off Current augmentation Type of Feat: Psionics Prerequisite: None. Specifics: Turns Augmentation off. Use: Selected. Baleful Teleport Psychoportation (Teleportation) Level: Nomad 5 Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One corporeal creature Duration: Instantaneous Saving Throw: Fortitude half Power Resistance: Yes Power Points: 9 Metapsionics: Empower, Maximize, Twin You psychoportively disperse minuscule portions of the subject, dealing 9d6 points of damage. Targets can be protected from the effects of baleful teleport by dimensional anchor. Augment: For every additional power point you spend, this power's damage increases by 1d6 points. For each extra 2d6 points of damage, this power's save DC increases by 1 and your manifester level increases by 1 for the purpose of overcoming power resistance. Egoist (Psychometabolism) Egoist Discipline Powers: Level: 1 - Thicken Skin 2 - Animal Affinity Chameleon Empathic Transfer 3 - Ectoplasmic Form Hustle 4 - Psychic Vampire 5 - Psionic Revivify Psychofeedback 6 - Psionic Restoration 7 - 8 - 9 - NOTE: A Psion can only have one Discipline. Attempting to take more than one discipline feat will result in your character being forced to retake the level. Kineticist (Psychokinesis) Kineticist Discipline Powers: Level: 1 - Control Object 2 - Control Air Energy Missile 3 - Energy Cone 4 - Energy Ball Inertial Barrier 5 - Energy Current 6 - Dispelling Buffer Null Psionics Field 7 - Reddopsi 8 - 9 - Tornado Blast NOTE: A Psion can only have one Discipline. Attempting to take more than one discipline feat will result in your character being forced to retake the level. Nomad (Psychoportation) Nomad Discipline Powers: Level: 1 - Burst 2 - Dimension Swap 3 - 4 - Dimensional Anchor Dismissal 5 - Baleful Teleport Teleport 6 - Psionic Banishment 7 - Ethereal Jaunt 8 - Time Hop, Mass 9 - Teleportation Circle NOTE: A Psion can only have one Discipline. Attempting to take more than one discipline feat will result in your character being forced to retake the level. Seer (Clairsentience) Seer Discipline Powers: Level: 1 - Destiny Dissonance Precognition 2 - Clairvoyant Sense 3 - Escape Detection Fate Link 4 - Remote Viewing 5 - Clairtangent Hand Second Chance 6 - Precognition, Greater 7 - 8 - Hypercognition 9 - NOTE: A Psion can only have one Discipline. Attempting to take more than one discipline feat will result in your character being forced to retake the level. Shaper (Metacreativity) Shaper Discipline Powers: Level: 1 - Astral Construct 2 - Psionic Repair Damage 3 - Concealing Amorpha, Greater Ectoplasmic Cocoon 4 - 5 - Hail of Crystals 6 - Crystallize 7 - Ectoplasmic Cocoon, Mass 8 - Astral Seed 9 - Genesis NOTE: A Psion can only have one Discipline. Attempting to take more than one discipline feat will result in your character being forced to retake the level. Telepath (Telepathy) Telepath Discipline Powers: Level: 1 - Psionic Charm 2 - Aversion Brain Lock 3 - Crisis of Breath 4 - Empathic Transfer, Hostile 5 - Psionic Dominate 6 - 7 - Crisis of Life 8 - 9 - Psychic Chirurgery NOTE: A Psion can only have one Discipline. Attempting to take more than one discipline feat will result in your character being forced to retake the level. Wild Surge 1 Wild Surge 2 Wild Surge 3 Wild Surge 4 Wild Surge 5 Wild Surge 6 Type of Feat: Class Prerequisite: Wilder 1st Specifics: A wilder can let her passion and emotion rise to the surface in a wild surge when she manifests a power. During a wild surge, a wilder gains phenomenal psionic strength, but may harm herself by the reckless use of her power (see Psychic Enervation, below). A wilder can choose to invoke a wild surge whenever she manifests a power. When she does so, she gains +1 to her manifester level with that manifestation of the power. The manifester level boost gives her the ability to augment her powers to a higher degree than she otherwise could; however, she pays no extra power point for this wild surge. Instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by the wild surge. Level-dependent power effects are also improved, depending on the power a wilder manifests with her wild surge. This improvement in manifester level does not grant her any other benefits (psicrystal abilities do not advance, she does not gain higher-level class abilities, and so on). She cannot use the Overchannel psionic feat and invoke her wild surge at the same time. At 3rd level, a wilder can choose to boost her manifester level by two instead of one. At 7th level, she can boost her manifester level by up to three; at 11th level, by up to four; at 15th level, by up to five; and at 19th level, by up to six. In all cases, the wild surge effectively pays the extra power point cost that is normally required to augment the power; only the unaugmented power point cost is subtracted from the wilder's power point reserve. Use: Selected, setting remains until changed Wild Surge Off Type of Feat: Class Prerequisite: Wilder 1st Specifics: Turns Wild Surge off. Use: Selected Mind Thrust Telepathy [Mind-Affecting] Level: Psion/wilder 1 Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Instantaneous Saving Throw: Will negates Power Resistance: Yes Power Points: 1 Metapsionics: Empower, Maximize, Twin You instantly deliver a massive assault on the thought pathways of any one creature, dealing 1d10 points of damage to it. Augment: For every additional power point you spend, this power's damage increases by 1d10 points. For each extra 2d10 points of damage, this power's save DC increases by 1. Surging Euphoria Type of Feat: Class Prerequisite: Wilder 4th Specifics: Starting at 4th level, when a wilder manifests a power using the Wild Surge ability, she gains a +1 bonus on Attack, Damage, and Saving throws for a number of rounds equal to the intensity of her wild surge. If a wilder is overcome by Psychic Enervation, she does not gain this bonus. The bonus increases by +1 at 12th level and every 8 levels thereafter (20th, 28th, and so on). Use: Automatic when using Wild Surge Psychic Enervation Type of Feat: Class Prerequisite: Wilder 1st Specifics: Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge, a wilder may be overcome by the strain of her effort. The chance of suffering psychic enervation is equal to 5% per manifester level added with the wild surge. A wilder who is overcome by psychic enervation is dazed until the end of her next turn and loses a number of power points equal to her wilder level. Use: Automatic when using Wild Surge You have become psychically enervated and lost power points Volatile Mind Type of Feat: Class Prerequisite: Wilder 5th Specifics: A wilder's temperamental mind is hard to encompass with the discipline of telepathy. When any telepathy power is manifested on a wilder of 5th level or higher, the manifester of the power must pay 1 power point more than he otherwise would have spent. The extra cost is not a natural part of that power's cost. It does not augment the power; it is simply a wasted power point. The wilder's volatile mind can force the manifester of the telepathy power to exceed the normal power point limit of 1 point per manifester level. If the extra cost raises the telepathy power's cost to more points than the manifester has remaining in his reserve, the power simply fails, and the manifester exhausts the rest of his power points. At 9th level and every 4 levels thereafter, the penalty assessed against telepathy powers manifested on a wilder is increased by 1 power point (2 power points at 9th, 3 power points at 13th, and so on). As a standard action, a wilder can choose to lower this effect for 1 round. * Use: Automatic Technical: * Since due to the real-time nature of NWN, this would be pain for the users, the Volatile Mind class feature only affects powers used by hostile manifesters. Wild Surge 7 Wild Surge 8 Bestow Power Telepathy [Mind-Affecting] Level: Psion/wilder 2 Manifesting Time: 1 standard action Range: 20 ft. Target: One psionic creature Duration: Instantaneous Saving Throw: None Power Resistance: No Power Points: 3 Metapsionics: Twin You link your mind with another psionic creature's mind, creating a brief conduit through which mental energy can be shared. When you manifest this power, the subject gains up to 2 power points. You can transfer only as many power points to a subject as it has manifester levels. Because of the intimate nature of this power, it cannot be fabricated into a psionic item - only power points generated by a psionic creature in the moment can be shared using bestow power. Augment: For every 3 additional power points you spend, the subject gains 2 additional power points. Breath of the Black Dragon Psychometabolism [Acid] Level: Psion/wilder 6, psychic warrior 6 Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: Cone-shaped burst centered on you Duration: Instantaneous Saving Throw: Reflex half Power Resistance: Yes Power Points: 11 Metapsionics: Empower, Maximize, Twin, Widen Your mouth spews forth vitriolic acid that deals 11d6 points of acid damage to any targets in the area. Augment: For every additional power point you spend, this power's damage increases by 1d6 points. Call to Mind Telepathy [Mind-Affecting] Level: Psion/wilder 1 Manifesting Time: 1 standard action Range: Personal Target: You Duration: 2 rounds Power Points: 1 Metapsionics: Extend When you manifest this power, you gain +5 bonus to the Lore skill. Augment: For every additional power point you spend, the skill bonus gained increases by +1. Crystal Shard Metacreativity (Creation) Level: Psion/wilder 1 Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: Instantaneous Saving Throw: None Power Resistance: No Power Points: 1 Metapsionics: Empower, Maximize, Split Psionic Ray, Twin Upon manifesting this power, you propel a razor-sharp crystal shard at your target. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of piercing damage. Augment: For every additional power point you spend, this power's damage increases by 1d6 points. Crisis of Life Telepathy [Mind-Affecting, Death] Level: Telepath 7 Manifesting Time: 1 standard action Range: Medium (100 ft. + 10 ft./ level) Target: One creature Duration: Instantaneous Saving Throw: Fortitude partial; see text Power Resistance: Yes Power Points: 13 Metapsionics: Empower, Maximize, Twin You interrupt the subject's autonomic heart rhythm, killing it instantly on a failed saving throw if it has 11 Hit Dice or less. If the target makes its saving throw or has more than 11 Hit Dice, it takes 7d6 points of damage. Augment: For every additional power point you spend, this power can kill a subject that has Hit Dice equal to 11 + the number of additional points spent. Body Adjustment Psychometabolism (Healing) Level: Psion/wilder 3, psychic warrior 2 Manifesting Time: 1 round Range: Personal Target: You Duration: Instantaneous Power Points: Psion/wilder 5, psychic warrior 3 Metapsionics: Empower, Maximize, Twin You take control of your body's healing process, curing yourself of 1d12 points of damage. Augment: For every 2 additional power points you spend, this power heals an additional 1d12 points of damage. Elude Touch Type of Feat: Class Prerequisite: Wilder 2nd Specifics: Starting at 2nd level, a wilder's intuition supersedes her intellect, alerting her to danger from touch attacks (including rays). She gains a bonus to Armor Class against all touch attacks equal to her Charisma bonus; however, her touch AC can never exceed her Armor Class against normal attacks. Use: Automatic Brain Lock Telepathy (Compulsion) [Mind-Affecting] Level: Telepath 2 Manifesting Time: 1 standard action Range: Medium (100 ft. + 10 ft./ level) Target: One humanoid Duration: 1 round/level Saving Throw: Will negates Power Resistance: Yes Power Points: 3 Metapsionics: Extend, Twin The subject's higher mind is locked away. He stands dazed, unable to take any mental decisions at all. Augment: You can augment this power in one or both of the following ways. 1. If you spend 2 additional power points, this power can also affect an animal, fey, giant, magical beast, or monstrous humanoid. 2. If you spend 4 additional power points, this power can also affect an aberration, dragon, elemental, or outsider in addition to the creature types mentioned above. Charm, Psionic Telepathy (Charm) [Mind-Affecting] Level: Telepath 1 Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One humanoid Duration: 1 hour/level Saving Throw: Will negates Power Resistance: Yes Power Points: 1 Metapsionics: Extend, Twin In the eyes of the target humanoid, the personal reputation of the manifester is improved by 50%. Augment: You can augment this power in one or more of the following ways. 1. If you spend 2 additional power points, this power can also affect an animal, fey, giant, magical beast, or monstrous humanoid. 2. If you spend 4 additional power points, this power can also affect an aberration, dragon, elemental, or outsider in addition to the creature types mentioned above. 3. If you spend 4 additional power points, this power's duration increases to one day per level. In addition, for every 2 additional power points you spend to achieve any of these effects, this power's save DC increases by 1. Concealing Amorpha Metacreativity (Creation) Level: Psion/wilder 2, psychic warrior 2 Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level Power Points: 3 Metapsionics: Extend Using concealing amorpha, you weave a quasi-real membrane around yourself. You remain visible within the translucent, amorphous enclosure. This distortion grants you concealment (opponents have a 20% miss chance), thanks to the rippling membrane encasing your form. You can pick up or drop objects, easily reaching through the film. Anything you hold is enveloped by the amorpha. Likewise, you can engage in melee, make ranged attacks, and manifest powers without hindrance. Concealing Amorpha, Greater Metacreativity (Creation) Level: Shaper 3, psychic warrior 3 Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level Power Points: 5 Metapsionics: Extend Using concealing amorpha, you weave a quasi-real membrane around yourself. You remain visible within the translucent, amorphous enclosure. This distortion grants you total concealment (opponents have a 50% miss chance), thanks to the rippling membrane encasing your form. You can pick up or drop objects, easily reaching through the film. Anything you hold is enveloped by the amorpha. Likewise, you can engage in melee, make ranged attacks, and manifest powers without hindrance. Darkvision, Psionic Clairsentience Level: Psion/wilder 3, psychic warrior 2 Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level Power Points: Psion/wilder 5, psychic warrior 3 Metapsionics: Extend You psionically enhance your eyes to gain the effects of darkvision. Daze, Psionic Telepathy (Compulsion) [Mind-Affecting] Level: Psion/wilder 1 Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One humanoid creature that has 4 HD or less Duration: 1 round Saving Throw: Will negates Power Resistance: Yes Power Points: 1 Metapsionics: Extend, Twin You daze a single creature with 4 HD or less. Augment: For every additional power point you spend, this power can affect a target that has Hit Dice equal to 4 + the additional points. Deceleration Psychoportation Level: Psion/wilder 1 Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./level) Target: One Medium or smaller creature Duration: 1 min./level Saving Throw: Reflex negates Power Resistance: Yes Power Points: 1 Metapsionics: Extend, Twin You warp space around an individual, hindering the subject's ability to move. The subject's speed (in any movement mode it possesses) is halved. A subsequent manifestation of deceleration on the subject does not further decrease its speed. Augment: For every 2 additional power points you spend, this power can affect a target one size category larger. Disintegrate, Psionic Psychoportation Level: Psion/wilder 6 Manifesting Time: 1 standard action Range: Medium (100 ft. + 10 ft./ level) Effect: Ray Duration: Instantaneous Saving Throw: Fortitude partial (object) Power Resistance: Yes Power Points: 11 Metapsionics: Empower, Maximize, Split Psionic Ray, Twin A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 22d6 points of damage. Any creature reduced to 0 or fewer hit points by this power is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature's equipment is unaffected. A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated. Only the first creature or object struck can be affected; that is, the ray affects only one target per manifestation. Augment: For every additional power point you spend, the damage this power deals to a subject that fails its saving throw increases by 2d6 points. Augmenting this power does not change the amount of damage the target takes if it succeeds on its saving throw. Dissipating Touch Psychoportation (Teleportation) Level: Psion/wilder 1, psychic warrior 1 Manifesting Time: 1 standard action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: None Power Resistance: Yes Power Points: 1 Metapsionics: Empower, Maximize, Twin Your mere touch can disperse the surface material of a foe, sending a tiny portion of it far away. This effect is disruptive; thus, your successful melee touch attack deals 1d6 points of damage. Augment: For every additional power point you spend, this power's damage increases by 1d6 points. Force Screen Psychokinesis [Force] Level: Psion/wilder 1, psychic warrior 1 Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level Power Points: 1 Metapsionics: Extend You create an invisible mobile disk of force that hovers in front of you. The force screen provides a +4 shield bonus to Armor Class. Since it hovers in front of you, the effect has no armor check penalty associated with it. Augment: For every 4 additional power points you spend, the shield bonus to Armor Class improves by 1. Inertial Armour Psychokinesis Level: Psion/wilder 1, psychic warrior 1 Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level Power Points: 1 Metapsionics: Extend Your mind generates a tangible field of force that provides a +4 armor bonus to Armor Class. Unlike mundane armor, inertial armor entails no armor check penalty or speed reduction. The armor bonus provided by inertial armor does not stack with bonuses provided by armor enhancements. Augment: For every 2 additional power points you spend, the armor bonus to Armor Class increases by 1. Inertial Barrier Psychokinesis Level: Kineticist 4, psychic warrior 4 Manifesting Time: 1 standard action Range: Personal Target: You Duration: 10 min./level Power Points: 7 Metapsionics: Extend You create a skin-tight psychokinetic barrier around yourself that resists blows, cuts, stabs, and slashes. You gain damage reduction 5/-. Psionic Blast Telepathy [Mind-Affecting] Level: Psion/wilder 3 Manifesting Time: 1 standard action Range: 30 ft. Area: 30-ft. cone-shaped burst Duration: Instantaneous Saving Throw: Will negates Power Resistance: Yes Power Points: 5 Metapsionics: Twin, Widen The air ripples with the force of your mental attack, which blasts the minds of all creatures in range. Psionic blast stuns all affected creatures for 1 round. Augment: For every 2 additional power points you spend, the duration of the stun effect increases by 1 round. Recall Agony Clairsentience [Mind-Affecting] Level: Psion/wilder 2 Manifesting Time: 1 standard action Range: Medium (100 ft. + 10 ft./ level) Target: One creature Duration: Instantaneous Saving Throw: Will half Power Resistance: Yes Power Points: 3 Metapsionics: Empower, Maximize, Twin The fabric of time parts to your will, revealing wounds your foe has received in the past (or has yet to receive). That foe takes 2d6 points of damage as the past (or future) impinges briefly on the present. Augment: For every additional power point you spend, this power's damage increases by 1d6 points. For each extra 2d6 points of damage, this power's save DC increases by 1. Recall Death Clairsentience [Death, Mind-Affecting] Level: Psion/wilder 8 Manifesting Time: 1 standard action Range: Medium (100 ft. + 10 ft./ level) Target: One creature Duration: Instantaneous Saving Throw: Will partial; see text Power Resistance: Yes Power Points: 15 Metapsionics: Empower, Maximize, Twin As recall agony, except the wounds revealed by folding the fourth dimension are potentially fatal. If the target fails its Will save, it dies. If the save succeeds, the target instead takes 5d6 points of damage. Thicken Skin Psychometabolism Level: Egoist 1, psychic warrior 1 Manifesting Time: 1 standard action Range: Personal Target: You Duration: 10 min./level Power Points: 1 Metapsionics: Extend Your skin or natural armor thickens and spreads across your body, providing a +1 natural enhancement bonus to your Armor Class. Augment: For every 3 additional power points you spend, the natural enhancement bonus increases by 1. Vigor Psychometabolism Level: Psion/wilder 1, psychic warrior 1 Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level Power Points: 1 Metapsionics: Extend You suffuse yourself with power, gaining 5 temporary hit points. Using this power again when an earlier manifestation has not expired merely replaces the older temporary hit points (if any remain) with the newer ones. Augment: For every additional power point you spend, the number of temporary hit points you gain increases by 5. Crystallize Metacreativity Level: Shaper 6 Manifesting Time: 1 standard action Range: Medium (100 ft. + 10 ft./ level) Target: One living creature Duration: Permanent Saving Throw: Fortitude negates Power Resistance: Yes Power Points: 11 Metapsionics: Twin You seed the subject's flesh with supersaturated crystal. In an eyeblink, the subject's form seems to freeze over, as its flesh and fluids are instantly crystallized. Following the application of this power, the subject appears lifeless. In fact, it is not dead (though no life can be detected with powers or spells that detect such). Implementation note: The effect is equivalent to standard petrification. Dissolving Touch Psychometabolism [Acid] Level: Psychic warrior 2 Manifesting Time: 1 standard action Range: Touch Target: Creature or object touched Duration: Instantaneous Saving Throw: None Power Resistance: No Power Points: 3 Metapsionics: Chain, Empower, Maximize, Twin Your touch, claw, or bite is corrosive, and sizzling moisture visibly oozes from your natural weapon or hand. You deal 4d6 points of acid damage to any creature or object you touch with your successful melee touch attack. Augment: For every 2 additional power points you spend, this power's damage increases by 1d6 points. Augment Psionics: Maximum Type of Feat: Psionics Prerequisite: Ability to manifest powers. Specifics: When this feat is active, the augmentation evaluation code will attempt to automatically spend PP on augmentation beyond the amount specified by your augmentation profile, up to the manifester level cap. The automatic allocation works such that it first attempts to spend all of the PP on the power's first augmentation option. If any PP is left unallocated after the first augmentation option, the same operation is performed on the second augmentation option, etc. Note that this automatic allocation does not account for any effects that might increase the power's cost, such as Catapsi. This may result in the power's total cost exceeding the manifester level cap and thus causing the power to fail. Also note that if the power's cost was brought above the manifester level cap by (base cost + metapsionics + normal augmentation profile), this will not reduce it back below the cap. Use: Selecting toggles on/off. Also toggled off by use of Augment Off. Steadfast Perception Clairsentience Level: Psychic warrior 4 Manifesting Time: 1 standard action Range: Personal Target: You Duration: 10 min./level Power Points: 7 Metapsionics: Extend Your vision cannot be distracted or misled, granting you immunity to all figments and glamers (such as invisibility). Moreover, your Spot and Search checks receive a +6 enhancement bonus for the duration of this power. Stomp Psychokinesis Level: Psychic warrior 1 Manifesting Time: 1 standard action Range: 20 ft. Area: Cone-shaped spread Duration: Instantaneous Saving Throw: Reflex negates Power Resistance: No Power Points: 1 Metapsionics: Empower, Maximize, Twin, Widen Your foot stomp precipitates a psychokinetic shock wave that travels along the ground, toppling creatures and loose objects. The shock wave affects only creatures standing on the ground within the power's area. Creatures that fail their saves are thrown to the ground, become prone, and take 1d2 points of bludgeoning damage. Augment: For every additional power point you spend, this power's bludgeoning damage increases by 1d2 points. Bolt Metacreativity (Creation) Level: Psion/wilder 1 Manifesting Time: 1 standard action Range: 0 ft. Effect: A stack of 99 normal bolts, arrows, or sling bullets Duration: Instantaneous Saving Throw: None Power Resistance: No Power Points: 1 Metapsionics: Twin You create a stack of arrows, bolts, or sling bullets. Ammunition has a +1 enhancement bonus. The type of ammunition created depends on what weapon is equipped. Bows produce arrows, slings bullets, and all others create bolts. Augment: For every 3 additional power points spent, the enhancement increases by +1. Demoralize Telepathy [Mind-Affecting] Level: Psion/wilder 1 Manifesting Time: 1 standard action Range: 30 ft. Area: 30-ft.-radius spread centered on you Duration: 1 min./level Saving Throw: Will negates Power Resistance: Yes Power Points: 1 Metapsionics: Extend, Twin, Widen You fill your enemies with self-doubt. Any enemy in the area that fails its save becomes shaken for the duration of the power. Allies are unaffected. Augment: For every 2 additional power points you spend, this power's range and the radius of its area both increase by 5 feet, and the power's save DC increases by 1. Disable Telepathy (Compulsion) [Mind-Affecting] Level: Psion/wilder 1 Manifesting Time: 1 standard action Range: 20 ft. Area: Cone-shaped emanation centered on you Duration: 1 min./level Saving Throw: Will negates Power Resistance: Yes Power Points: 1 Metapsionics: Extend, Twin, Widen You broadcast a mental compulsion that convinces one or more creatures of 4 Hit Dice or less that they are disabled. Creatures with the fewest HD are affected first. Among creatures with equal Hit Dice, those who are closest to the power's point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. Creatures affected by this power believe that they have somehow been brought to the brink of unconsciousness and must act accordingly. Augment: For every 2 additional power points you spend, this power's range increases by 5 feet and its save DC increases by 1. In addition, for every additional power point you spend to increase the range and the save DC, this power can affect targets that have Hit Dice equal to 4 + the number of additional points. Distract Telepathy [Mind-Affecting] Level: Psion/wilder 1, psychic warrior 1 Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 min./level Saving Throw: Will negates Power Resistance: Yes Power Points: 1 Metapsionics: Extend, Twin You cause your subject's mind to wander, distracting her. Subjects under the effect of distract make all Listen, Spot and Search checks at a -4 penalty. Empty Mind Telepathy [Mind-Affecting] Level: Psion/wilder 1, psychic warrior 1 Manifesting Time: 1 swift action Range: Personal Target: You Duration: 1 round/level Power Points: 1 Metapsionics: Extend You empty your mind of all transitory and distracting thoughts, improving your self-control. You gain a +2 bonus on all Will saves for the duration of the power. Manifesting this power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You cannot manifest this power when it isn't your turn. Augment: For every 2 additional power points you spend, the bonus on your Will saves increases by 1. Energy Ray Psychokinesis [see text] Level: Psion/wilder 1 Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: Instantaneous Saving Throw: None Power Resistance: Yes Power Points: 1 Metapsionics: Chain, Empower, Maximize, Split Psionic Ray, Twin Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create a ray of energy of the chosen type that shoots forth from your fingertip and strikes a target within range, dealing 1d6 points of damage, if you succeed on a ranged touch attack with the ray. Cold: A ray of this energy type deals +1 point of damage per die. Electricity: Manifesting a ray of this energy type provides a +2 bonus on manifester level checks for the purpose of overcoming power resistance. Fire: A ray of this energy type deals +1 point of damage per die. Sonic: A ray of this energy type deals -1 point of damage per die and ignores an object's hardness. This power's subtype is the same as the type of energy you manifest. Augment: For every additional power point you spend, this power's damage increases by one die (d6). Energy Ray, Cold Energy Ray, Electricity Energy Ray, Fire Energy Ray, Sonic Entangling Ectoplasm Metacreativity (Creation) Level: Psion/wilder 1 Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One Medium or smaller creature Duration: 5 rounds Saving Throw: None Power Resistance: No Power Points: 1 Metapsionics: Extend, Twin You draw forth a glob of ectoplasmic goo from the Astral Plane and immediately throw it as a ranged touch attack at any creature in range. On a successful hit, the subject is covered in goo and becomes entangled. The goo evaporates at the end of the power's duration. Augment: For every 2 additional power points you spend, this power can affect a target one size category larger. Ectoplasmic Sheen Metacreativity (Creation) Level: Psion/wilder 1 Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target or Area: 10-ft. square Duration: 1 round/level Saving Throw: See text Power Resistance: No Power Points: 1 Metapsionics: Extend You create a pool of ectoplasm across the floor that inhibits motion and can cause people to slow down. This functions as the spell grease. Hammer Psychometabolism Level: Psion/wilder 1, psychic warrior 1 Manifesting Time: 1 swift action Range: Touch Target: One creature or object Duration: Instantaneous Saving Throw: None Power Resistance: Yes Power Points: 1 Metapsionics: Empower, Maximize, Twin This power charges your touch with the force of a sledgehammer. A successful melee touch attack deals 1d8 points of bludgeoning damage. This damage is not increased or decreased by your Strength modifier. Manifesting this power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. Augment: For every additional power point spent, this power's damage increases by 1d8. My Light Psychokinesis [Light] Level: Psion/wilder 1, psychic warrior 1 Manifesting Time: 1 standard action Range: Personal Effect: 20 m spread of light emanating from you Duration: 10 min./level Power Points: 1 Metapsionics: Extend When you manifest this power, your body begins to glow with bright white light, allowing you and others to see clearly even in the night. Precognition, Defensive Clairsentience Level: Psion/wilder 1, psychic warrior 1 Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level Power Points: 1 Metapsionics: Extend Your awareness extends a fraction of a second into the future, allowing you to better evade an opponent's blows. You gain a +1 insight bonus to AC and on all saving throws. Augment: For every 3 additional power points you spend, the insight bonus gained increases by 1. Precognition, Offensive Clairsentience Level: Psion/wilder 1, psychic warrior 1 Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level Power Points: 1 Metapsionics: Extend Your awareness extends a fraction of a second into the future, allowing you to better land blows against your opponent. You gain a +1 insight bonus on your attack rolls. Augment: For every 3 additional power points you spend, the insight bonus gained on your attack rolls increases by 1. Prescience, Offensive Clairsentience Level: Psion/wilder 1, psychic warrior 1 Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level Power Points: 1 Metapsionics: Extend Your awareness extends a fraction of a second into the future, allowing you to better aim blows against your opponent. You gain a +2 insight bonus on your damage rolls. Augment: For every 3 additional power points you spend, the insight bonus gained on your damage rolls increases by 1. Biofeedback Psychometabolism Level: Psion/wilder 2, psychic warrior 1 Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level Power Points: Psion/wilder 3, psychic warrior 1 Metapsionics: Extend You can toughen your body against wounds, lessening their impact. During the duration of this power, you gain damage reduction 2/-. Augment: For every 3 additional power points you spend, your damage reduction increases by 1. Concussion Blast Psychokinesis [Force] Level: Psion/wilder 2 Manifesting Time: 1 standard action Range: Medium (100 ft. + 10 ft./ level) Target: One creature Duration: Instantaneous Saving Throw: None Power Resistance: Yes Power Points: 3 Metapsionics: Empower, Maximize, Twin A subject you select is pummeled with telekinetic force for 1d6 points of force damage. Concussion blast always affects a subject within range that you can see, even if the subject is in melee or has cover or concealment (you cannot use this power against creatures with total cover or total concealment). Augment: You can augment this power in one or both of the following ways. 1. For every 2 additional power points you spend, this power's damage increases by 1d6 points. 2. For every 2 additional power points you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power. Ego Whip Telepathy [Mind-Affecting] Level: Psion/wilder 2 Manifesting Time: 1 standard action Range: Medium (100 ft. +10 ft./level) Target: One creature Duration: Instantaneous Saving Throw: Will half; see text Power Resistance: Yes Power Points: 3 Metapsionics: Empower, Maximize, Twin Your rapid mental lashings assault the ego of your enemy, debilitating its confidence. The target takes 1d4 points of Charisma damage, or half that amount (minimum 1 point) on a successful save. A target that fails its save is also dazed for 1 round. Augment: For every 4 additional power points you spend, this power's Charisma damage increases by 1d4 points and its save DC increases by 2. Elf Sight Psychometabolism Level: Psion/wilder 2, psychic warrior 1 Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level Power Points: Psion/wilder 3, psychic warrior 1 Metapsionics: Extend You gain low-light vision (as an elf) for the duration of the power, as well as a +2 bonus on Search and Spot checks. In addition, you gain the ability to notice secret or concealed doors by merely passing within 5 feet of one, getting to make a Search check as if you were actively looking for it. If elfsight is used in conjunction with my light, the cone of light extends out to 40 feet instead of 20 feet. Energy Adaptation, Specified Psychometabolism [see text] Level: Psion/wilder 2, psychic warrior 2 Manifesting Time: 1 standard action Range: Personal Target: You Duration: 10 min./level Power Points: 3 Metapsionics: Extend Your body assimilates some of the effect of an energy attack and converts it to harmless light. You gain resistance 10 against any attack that deals damage of the chosen type. When you absorb damage, you radiate visible light that illuminates a 60-foot radius for a number of rounds equal to the points of damage you successfully resisted. The energy resistance provided by this power increases to 20 points at 9th manifester level and to a maximum of 30 points at 13th level. This power's subtype is the same as the type of damage it protects against. Energy Adaptation, Acid Energy Adaptation, Cold Energy Adaptation, Electricity Energy Adaptation, Fire Energy Adaptation, Sonic Energy Push Psychokinesis [see text] Level: Psion/wilder 2 Manifesting Time: 1 standard action Range: Medium (100 ft. + 10 ft./ level) Duration: Instantaneous Saving Throw: Reflex half or Fortitude half; see text Power Resistance: Yes Power Points: 3 Metapsionics: Chain, Empower, Maximize, Twin Upon manifesting this power, you choose cold, electricity, fire, or sonic. You project a solid blast of energy of the chosen type at a target, dealing it 2d6 points of damage. In addition, if a subject of up to one size category larger than you fails a Strength check (DC equal to the save DC of this power), the driving force of the energy blast pushes it back 5 feet plus another 5 feet for every 5 points of damage it takes. If a wall or other solid object prevents the subject from being pushed back, the subject instead slams into the object and takes an extra 2d6 points of damage from the impact (no save). Cold: A blast of this energy type deals +1 point of damage per die (damage from impact remains at 2d6 points). The saving throw to reduce damage from a cold push is a Fortitude save instead of a Reflex save. Electricity: Manifesting a blast of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance. Fire: A blast of this energy type deals +1 point of damage per die (damage from impact remains at 2d6 points). Sonic: A blast of this energy type deals -1 point of damage per die (damage from impact remains at 2d6 points) and ignores an object's hardness. This power's subtype is the same as the type of energy you manifest. Augment: For every 2 additional power points you spend, this power's damage increases by one die (d6) and its save DC increases by 1. The damage increase applies to both the initial blast and any damage from impact with an object. Energy Push, Cold Energy Push, Electricity Energy Push, Fire Energy Push, Sonic Energy Stun Psychokinesis [see text] Level: Psion/wilder 2 Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: 5-ft.-radius burst Duration: Instantaneous Saving Throw: Reflex half or Fortitude half; see text Power Resistance: Yes Power Points: 3 Metapsionics: Empower, Maximize, Twin, Widen Upon manifesting this power, you choose cold, electricity, fire, or sonic. You release a powerful stroke of the chosen energy type that encircles all creatures in the area, dealing 1d6 points of damage to each of them. In addition, any creature that fails its save for half damage must succeed on a Will save or be stunned for 1 round. Cold: A stroke of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold stun is a Fortitude save instead of a Reflex save. Electricity: Manifesting a stroke of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance. Fire: A stroke of this energy type deals +1 point of damage per die. Sonic: A stroke of this energy type deals -1 point of damage per die and ignores an object's hardness. This power's subtype is the same as the type of energy you manifest. Augment: For every additional power point you spend, this power's damage increases by one die (d6) and its save DC increases by 1. Energy Stun, Cold Energy Stun, Electricity Energy Stun, Fire Energy Stun, Sonic Id Insinuation Telepathy (Compulsion) [Mind-Affecting] Level: Psion/wilder 2 Manifesting Time: 1 standard action Range: Close (25 ft. +5 ft./2 levels) Target: One creature Duration: 1 round/level Saving Throw: Will negates Power Resistance: Yes Power Points: 3 Metapsionics: Extend, Twin, Widen As the confusion spell, except as noted here. Swift tendrils of thought disrupt the unconscious mind of any one creature, sapping its might. For the duration of this power, the subject is confused, making it unable to independently determine it will do. Augment: For every 2 additional power points you spend, this power's save DC increases by 1, and the power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power. Identify, Psionic Clairsentience Level: Psion/wilder 2 Manifesting Time: 1 standard action Range: Touch Target: One touched object Duration: Instantaneous Saving Throw: None Power Resistance: No Power Points: 3 Metapsionics: None The power determines all magic properties of a single magic item. Inflict Pain Telepathy [Mind-Affecting] Level: Psion/wilder 2 Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/level Saving Throw: Will partial; see text Power Resistance: Yes Power Points: 3 Metapsionics: Extend, Twin, Widen You telepathically stab the mind of your foe, causing horrible agony. The subject suffers wracking pain that imposes a -4 penalty on attack rolls, skill checks, and ability checks. If the target makes its save, it takes only a -2 penalty. Augment: For every 2 additional power points you spend, this power's save DC increases by 1, and the power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power. Knock, Psionic Psychoportation Level: Psion/wilder 2 Manifesting Time: 1 standard action Area: 50m -radius burst centered on you Duration: Instantaneous; see text Saving Throw: None Power Resistance: No Power Points: 3 Metapsionics: Widen When you manifest this power, you unlock all objects in a large radius. Mental Disruption Telepathy [Mind-Affecting] Level: Psion/wilder 2 Manifesting Time: 1 standard action Range: 10 ft. Area: 10-ft.-radius spread centered on you Duration: Instantaneous Saving Throw: Will negates Power Resistance: Yes Power Points: 3 Metapsionics: Twin, Widen You generate a mental wave of confusion that instantly sweeps out from your location. All creatures you designate in the affected area (you can choose certain creatures to be unaffected) must make a Will save or become dazed for 1 round. Augment: You can augment this power in one or both of the following ways. 1. For every 2 additional power points you spend, this power's save DC increases by 1. 2. For every 2 additional power points you spend, this power's range and the radius of its area both increase by 5 feet. Swarm of Crystals Metacreativity (Creation) Level: Psion/wilder 2 Manifesting Time: 1 standard action Range: 30 ft. Area: Cone-shaped spread Duration: Instantaneous Saving Throw: None Power Resistance: No Power Points: 3 Metapsionics: Empower, Maximize, Twin, Widen Thousands of tiny crystal shards spray forth in an arc from your hand. These razorlike crystals slice everything in their path. Anyone caught in the cone takes 3d4 points of slashing damage. Augment: For every additional power point you spend, this power's damage increases by 1d4 points. Thought Shield Telepathy [Mind-Affecting] Level: Psion/wilder 2, psychic warrior 2 Manifesting Time: 1 swift action Range: Personal Target: You Duration: 1 round Power Points: 3 Metapsionics: Extend You fortify your mind against intrusions, gaining power resistance 13 against all mind-affecting powers. Manifesting this power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. Augment: For every additional power point you spend, this power's duration increases by 1 round, and the power resistance it provides increases by 1 point. Synesthete Psychometabolism Level: Psion/wilder 1, psychic warrior 1 Manifesting Time: 1 standard action Range: Personal Target: You Duration: 10 min./level Power Points: 1 Metapsionics: Extend You receive one kind of sensory input when a different sense is stimulated. In particular, you can feel light and sound on the skin of your face. Your senses continue to work normally as well, unless they are impaired for some reason. By feeling light by absorbing ambient light onto your skin, you have your normal visual abilities, even if your eyes are closed or you are blinded. You gain a +4 circumstance bonus on all Spot and Search checks. By feeling sound by absorbing sound onto your skin, the expanded audio input provides you with a +4 circumstance bonus on Listen checks. Psionic or magical displacement effects, invisibility effects, illusions, and other similar effects confuse your synesthete senses just as they would your normal senses. You can also use this power to see sound if you are deafened, or hear light if you are blinded, thus removing all penalties associated with either condition. Body Equilibrium Psychometabolism Level: Psion/wilder 2, psychic warrior 2 Manifesting Time: 1 standard action Range: Personal Target: You Duration: 10 min./level Power Points: 3 Metapsionics: Extend You adjust your bodies equilibrium to correspond with the surface you are walking on, making you able to move easily across unusual and unstable surfaces. This makes you immune to entangle. Conceal Thoughts Telepathy [Mind-Affecting] Level: Psion/wilder 1, psychic warrior 1 Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One willing creature Duration: 1 hour/level Saving Throw: None Power Resistance: No Power Points: 1 Metapsionics: Extend You protect the subject's thoughts from analysis. While the duration lasts, the subject gains a +10 circumstance bonus on Bluff checks. Empathy Telepathy [Mind-Affecting] Level: Psion/wilder 1 Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level Power Points: 1 Metapsionics: Extend You detect the surface emotions of creatures around you, giving you a +2 bonus to Bluff, Intimidate, and Persuade when interacting with them. Far Hand Psychokinesis Level: Psion/wilder 1 Manifesting Time: 1 standard action Range: Medium (100 ft. + 10 ft./ level) Target: An unattended object weighing up to 5 pounds Duration: Instantaneous Saving Throw: None Power Resistance: No Power Points: 1 Metapsionics: None You can mentally lift and move an object from a distance to yourself. Augment: For every additional power point you spend, the weight limit of the target increases by 2 pounds. Implementation note - WARNING: The method used for moving the object involves creating a copy and destroying the original. This may break some modules. Matter Agitation Psychokinesis Level: Psion/wilder 1 Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One object or creature Duration: 1 round/level Saving Throw: None Power Resistance: Yes Power Points: 1 Metapsionics: Extend You can excite the structure of an object, heating it to the point of combustion over time. The agitation grows more intense in the second and third rounds after you manifest the power, as described below. 1st Round: Readily flammable material (paper, dry grass, tinder, torches) ignites. Skin reddens. (1 point of fire damage) 2nd Round: Wood smolders and smokes, metal becomes hot to the touch, skin blisters, hair smolders, paint shrivels, water boils. (1d4 points of fire damage) 3rd and Subsequent Rounds: Wood ignites, metal scorches. Skin burns and hair ignites, lead melts. (1d6 points of fire damage) Skate Psychoportation Level: Psion/wilder 1, psychic warrior 1 Manifesting Time: 1 standard action Range: Personal or touch; see text Target: You or one willing creature Duration: 1 min./level Saving Throw: None Power Resistance: No Power Points: 1 Metapsionics: Extend You or another willing creature can slide along solid ground as if on smooth ice. If you manifest skate on yourself or another creature, the subject of the power retains equilibrium by mental desire alone, allowing her to gracefully skate along the ground, turn, or stop suddenly as desired. The skater's speed increases by 50%. Telepathic Projection Telepathy [Mind-Affecting] Level: Psion/wilder 1 Manifesting Time: 1 standard action Range: Medium (100 ft. + 10 ft./ level) Target: One creature Duration: 1 min./level Saving Throw: None Power Resistance: No Power Points: 1 Metapsionics: Extend Using this power, you can grant a +4 bonus on your own (or others') Bluff, Intimidate, Perform, and Persuade checks. Dissolving Weapon Psychometabolism [Acid] Level: Psychic warrior 2 Manifesting Time: 1 standard action Range: Personal Target: One held weapon; see text Duration: Instantaneous Saving Throw: None Power Resistance: No Power Points: 3 Metapsionics: Empower, Maximize, Twin Your weapon is corrosive, and sizzling moisture visibly oozes from it. You deal 4d6 points of acid damage to any creature or object you touch with your successful melee attack. Your weapon is charged with acid until you make a successful attack. Augment: For every 2 additional power points you spend, this power's damage increases by 1d6 points. Psionic Lock Psychoportation Level: Psion/wilder 2 Manifesting Time: 1 standard action Range: Touch Target: Door or chest touched Duration: Permanent Saving Throw: None Power Resistance: No Power Points: 3 A psionic lock manifested upon a door, chest, or portal psionically locks it. Danger Sense Clairsentience Level: Psion/wilder 3, psychic warrior 3 Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level Power Points: 5 Metapsionics: Extend You can sense the presence of danger before your senses would normally allow it. Your intuitive sense alerts you to danger from traps, giving you a +4 insight bonus on Reflex saves to avoid traps and a +4 insight bonus to Armor Class against attacks by traps. Augment: If you spend 3 additional power points, this power also gives you the uncanny dodge ability Energy Bolt Psychokinesis [see text] Level: Psion/wilder 3 Manifesting Time: 1 standard action Range: 120 ft. Area: 120-ft. line Duration: Instantaneous Saving Throw: Reflex half or Fortitude half; see text Power Resistance: Yes Power Points: 5 Metapsionics: Empower, Maximize, Twin, Widen Upon manifesting this power, you choose cold, electricity, fire, or sonic. You release a powerful stroke of energy of the chosen type that deals 5d6 points of damage to every creature or object within the area. The beam begins at your fingertips. Cold: A bolt of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold bolt is a Fortitude save instead of a Reflex save. Electricity: Manifesting a bolt of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance. Fire: A bolt of this energy type deals +1 point of damage per die. Sonic: A bolt of this energy type deals -1 point of damage per die and ignores an object's hardness. This power's subtype is the same as the type of energy you manifest. Augment: For every additional power point you spend, this power's damage increases by one die (d6). For each extra two dice of damage, this power's save DC increases by 1. Energy Bolt, Cold Energy Bolt, Electricity Energy Bolt, Fire Energy Bolt, Sonic Energy Burst Psychokinesis [see text] Level: Psion/wilder 3 Manifesting Time: 1 standard action Range: 40 ft. Area: 40-ft-radius burst centered on you Duration: Instantaneous Saving Throw: Reflex half or Fortitude half; see text Power Resistance: Yes Power Points: 5 Metapsionics: Empower, Maximize, Twin, Widen Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create an explosion of unstable ectoplasmic energy of the chosen type that deals 5d6 points of damage to every creature or object within the area. The explosion creates almost no pressure. Since this power extends outward from you, you are not affected by the damage. Cold: A burst of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold burst is a Fortitude save instead of a Reflex save. Electricity: Manifesting a burst of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance. Fire: A burst of this energy type deals +1 point of damage per die. Sonic: A burst of this energy type deals -1 point of damage per die and ignores an object's hardness. This power's subtype is the same as the type of energy you manifest. Augment: For every additional power point you spend, this power's damage increases by one die (d6). For each extra two dice of damage, this power's save DC increases by 1. Energy Burst, Cold Energy Burst, Electricity Energy Burst, Fire Energy Burst, Sonic Energy Retort Psychokinesis [see text] Level: Psion/wilder 3 Manifesting Time: 1 standard action Range: Personal and close (25 ft. + 5 ft./2 levels); see text Targets: You and creature or object attacking you; see text Duration: 1 min./level Saving Throw: Reflex half or Fortitude half; see text Power Resistance: Yes Power Points: 5 Metapsionics: Chain, Empower, Extend, Maximize Upon manifesting this power, you choose cold, electricity, fire, or sonic. You weave a field of potential energy of the chosen type around your body. The first successful attack made against you in each round during the power's duration prompts a response from the field without any effort on your part. The attack may be physical, the effect of a power, or the effect of a spell (including spell-like, supernatural, and extraordinary abilities). An 'ectoburst' discharges from the field, targeting the source of the attack and dealing 4d6 points of damage of the chosen energy type. To be affected, a target must be within close range. The ectoburst is a ranged touch attack. Cold: A field of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold retort is a Fortitude save instead of a Reflex save. Electricity: Manifesting a field of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance. Fire: A field of this energy type deals +1 point of damage per die. Sonic: A field of this energy type deals -1 point of damage per die and ignores an object's hardness. This power's subtype is the same as the type of energy you manifest. Augment: For every additional power point you spend, this power's duration increases by 1 minute. Energy Retort, Cold Energy Retort, Electricity Energy Retort, Fire Energy Retort, Sonic Exhalation of the Black Dragon Psychometabolism [Acid] Level: Psychic warrior 3 Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: Instantaneous Saving Throw: None Power Resistance: Yes Power Points: 5 Metapsionics: Chain, Empower, Maximize, Split Psionic Ray, Twin You spit forth vitriolic acid, originating from your mouth, at your target. If you succeed on a ranged touch attack, the target takes 3d6 points of acid damage. Augment: For every 2 additional power points you spend, this power's damage increases by 1d6 points. Eradicate Invisibility Psychokinesis Level: Psion/wilder 3 Manifesting Time: 1 standard action Range: 50 ft. Targets: You and all invisible creatures and objects in a 50-ft.-radius burst centered on you Duration: Instantaneous Saving Throw: Reflex negates Power Resistance: No Power Points: 5 Metapsionics: Twin, Widen You radiate a psychokinetic burst that disrupts and negates all types of invisibility. Any creature that fails its save to avoid the effect loses its invisibility. Augment: For every additional power point you spend, this power's range and the radius of the burst in which it functions both increase by 5 feet. Share Pain Psychometabolism Level: Psion/wilder 2 Manifesting Time: 1 standard action Range: Touch Targets: You and one willing creature Duration: 1 hour/level Power Points: 3 Metapsionics: Extend This power creates a psychometabolic connection between you and a willing subject so that some of your wounds are transferred to the subject. You take half damage from all attacks that deal hit point damage to you, and the subject takes the remainder. The amount of damage not taken by you is taken by the subject. If your hit points are reduced by a lowered Constitution score, that reduction is not shared with the subject because it is not a form of hit point damage. When this power ends, subsequent damage is no longer divided between the subject and you, but damage already shared is not reassigned. If you and the subject move farther away from each other than close range, the power ends. Implementation notes: You may not have more than one Share Pain or Share Pain, Forced active at any one time. Any subsequent uses override the previous. Share Pain, Forced Psychometabolism Level: Psion/wilder 3 Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/level Saving Throw: Fortitude negates Power Resistance: Yes Power Points: 5 Metapsionics: Extend, Twin As share pain, except as noted here. You attempt to force the sharing of your wounds with an unwilling creature, and for less time. If you are immune to the type of damage dealt, the target takes no damage. Augment: For every 2 additional power points you spend, this power's save DC increases by 1. Implementation notes: You may not have more than one Share Pain or Share Pain, Forced active at any one time. Any subsequent uses override the previous. Dimension Door, Psionic Psychoportation (Teleportation) Level: Psion/wilder 4, psychic warrior 4 Manifesting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Target or Targets: You and touched objects or other touched willing creatures Duration: Instantaneous Saving Throw: None Power Resistance: No Power Points: 7 Metapsionics: None You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired - whether by simply visualizing the area or by stating direction**. You may also bring one additional willing Medium or smaller creature or its equivalent per three manifester levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with you. * Notes: * Implemented as within 10ft of you due to the lovely quality of NWN location tracking code. ** The direction is the same as the direction of where you target the spell relative to you. A listener will be created so you can say the distance. Empathic Feedback Telepathy [Mind-Affecting] Level: Psion/wilder 4, psychic warrior 3 Manifesting Time: 1 standard action Range: Personal Target: You Duration: 10 min./level Power Points: Psion/wilder 7, psychic warrior 5 Metapsionics: Extend You empathically share your pain and suffering with your attacker. Each time a creature strikes you in melee, it takes damage equal to the amount it dealt to you or 5 points, whichever is less. This damage is empathic in nature, so powers and abilities the attacker may have such as damage reduction and regeneration do not lessen or change this damage. The damage from empathic feedback has no type, so even if you took fire damage from a creature that has immunity to fire, empathic feedback will damage your attacker. Augment: For every additional power point you spend, this power's damage potential increases by 1 point. Energy Adaptation Psychometabolism [Acid, Cold, Electricity, Fire, Sonic] Level: Psion/wilder 4, psychic warrior 4 Manifesting Time: 1 standard action Range: Personal Target: You Duration: 10 min./level Power Points: 7 Metapsionics: Extend Your body assimilates some of the effect of an energy attack and converts it to harmless light. You gain resistance 10 against any attack that deals acid, cold, electricity, fire, or sonic damage. When you absorb damage, you radiate visible light that illuminates a 60-foot radius for a number of rounds equal to the points of damage you successfully resisted. The energy resistance provided by this power increases to 20 points at 9th manifester level and to a maximum of 30 points at 13th level. Freedom of Movement, Psionic Psychoportation Level: Psion/wilder 4, psychic warrior 4 Manifesting Time: 1 standard action Range: Personal Target: You Duration: 10 min./level Power Points: 7 Metapsionics: Extend This power enables you to move and attack normally for the duration of the power, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. Mindwipe Telepathy [Mind-Affecting] Level: Psion/wilder 4 Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Instantaneous Saving Throw: Fortitude negates Power Resistance: Yes Power Points: 7 Metapsionics: Twin You partially wipe your victim's mind of past experiences, bestowing two negative levels upon it. If the subject has at least as many negative levels as Hit Dice, it dies. The effects of multiple negative levels stack. If the subject survives, it loses these two negative levels after 1 hour. (No Fortitude save is necessary to avoid gaining the negative level permanently.) Augment: You can manifest this power in one or both of the following ways. 1. For every 2 additional power points you spend, this power's save DC increases by 1. 2. For every 3 additional power points you spend, this power bestows an additional negative level on the subject. Power Leech Telepathy (Compulsion) [Mind-Affecting] Level: Psion/wilder 4 Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: Any psionic creature Duration: Concentration, up to 1 round/level; see text Saving Throw: Will negates Power Resistance: Yes Power Points: 7 Metapsionics: Empower, Extend, Maximize Your brow erupts with an arc of crackling dark energy that connects with your foe, draining it of 1d6 power points and adding 1 of those points to your reserve (unless that gain would cause you to exceed your maximum). The drain continues in each round you maintain concentration while the subject of the drain remains in range. If the subject is drained to 0 power points, this power ends. Concentrating to maintain power leech is a full-round action (you can take no other actions aside from a 5-foot step). Keen Edge, Psionic Metacreativity Level: Psion/wilder 3, psychic warrior 3 Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: One weapon Duration: 10 min./level Saving Throw: None Power Resistance: No Power Points: 5 Metapsionics: Extend You mentally sharpen the edge of your weapon, granting it the keen property. This only works on piercing or slashing weapons. Mental Barrier Clairsentience Level: Psion/wilder 3, psychic warrior 3 Manifesting Time: 1 swift action Range: Personal Target: You Duration: 1 round Power Points: 5 Metapsionics: Extend You project a field of improbability around yourself, creating a fleeting protective shell. You gain a +4 deflection bonus to Armor Class. Manifesting the power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. Augment: You can augment this power in one or both of the following ways. 1. If you spend 4 additional power points, the deflection bonus to Armor Class increases by 1. 2. For every additional power point you spend, this power's duration increases by 1 round. Mind Trap Telepathy [Mind-Affecting] Level: Psion/wilder 3 Manifesting Time: 1 swift action Range: Personal Target: You Duration: 1 round Saving Throw: None Power Resistance: No Power Points: 5 Metapsionics: Extend You set up a trap in your mind against psionic intruders. Anyone who attacks you with a telepathy power immediately loses 1d6 power points. This power's effect does not negate a power being used against you. Manifesting the power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. Augment: For every additional power point you spend, this power's duration increases by 1 round. Touchsight Psychometabolism Level: Psion/wilder 3 Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level Power Points: 5 Metapsionics: Extend You generate a subtle telekinetic field of mental contact, allowing you to 'feel' your surroundings even in total darkness or when your sight would otherwise be obscured by your physical environment. You ignore invisibility, darkness, and concealment. You do not need to make Spot or Listen checks to notice creatures; you can detect and pinpoint all creatures within 60 feet. In many circumstances, comparing your regular senses to what you learn with touchsight is enough to tell you the difference between visible, invisible, hiding, and concealed creatures. Ectoplasmic Shambler Metacreativity (Creation) Level: Psion/wilder 5 Manifesting Time: 1 round Range: Long (400 ft. + 40 ft./level) Effect: One ectoplasmic manifestation of 10m radius Duration: 1 min./level Saving Throw: None Power Resistance: No Power Points: 9 Metapsionics: Extend, Twin, Widen You fashion an ephemeral mass of pseudo-living ectoplasm called an ectoplasmic shambler. As the consistency of the ectoplasmic shambler is that of thick mist, those within the shambler are blinded. In addition, manifesting powers (or casting spells) within the shambler is difficult due to the constant turbulence felt by those caught in the shambler's form. Creatures enveloped by the shambler, regardless of Armor Class, take 1 point of damage for every two manifester levels you have in each round they become or remain within the roiling turbulence of the shambler. Anyone trying to manifest a power must make a Concentration check (DC 15 + power's or spell's level) to successfully manifest a power or cast a spell inside the shambler. Power Resistance Clairsentience Level: Psion/wilder 5 Manifesting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 min./level Saving Throw: None Power Resistance: No Power Points: 9 Metapsionics: Extend The creature gains power resistance equal to 12 + your manifester level. Psychic Crush Telepathy [Mind-Affecting] Level: Psion/wilder 5 Manifesting Time: 1 standard action Range: Close (25 ft. +5 ft./2 levels) Target: One creature Duration: Instantaneous Saving Throw: Will partial; see text Power Resistance: Yes Power Points: 9 Metapsionics: Empower, Maximize, Twin Your will abruptly and brutally crushes the mental essence of any one creature, debilitating its acumen. The target must make a Will save with a +4 bonus* or collapse unconscious and dying at -1 hit points. If the target succeeds on the save, it takes 3d6 points of damage. Augment: For every 2 additional power points you spend, this power's damage increases by 1d6 points. * Due to the way saves are handled in NWN, this has been implemented as a lowered DC instead. Tower of Iron Will Telepathy [Mind-Affecting] Level: Psion/wilder 5 Manifesting Time: 1 swift action Range: 10 ft. Area: 10-ft.-radius emanation centered on you Duration: 1 round Saving Throw: None Power Resistance: No Power Points: 9 Metapsionics: Extend, Widen You generate a bastion of thought so strong that it offers protection to you and everyone around you, improving the self-control of all. You and all creatures in the power's area gain power resistance 19 against all mind-affecting powers. Manifesting this power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. Augment: For every additional power point you spend, this power's duration increases by 1 round and the power resistance it provides increases by 1 point. True Seeing, Psionic Clairsentience Level: Psion/wilder 5 Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level Power Points: 9 Metapsionics: Extend As the true seeing spell, except as noted here. Fuse Flesh Psychometabolism Level: Psion/wilder 6 Manifesting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 round/level Saving Throw: Fortitude negates and Fortitude partial; see text Power Resistance: Yes Power Points: 11 Metapsionics: Extend, Twin You cause the touched subject's flesh to ripple, grow together, and fuse into a nearly seamless whole. The subject is forced into a fetal position (if humanoid), with only the vaguest outline of its folded arms and legs visible below the all-encompassing wave of flesh. If the target fails its Fortitude save to avoid the power's effect, the subject must immediately attempt a second Fortitude save. If this second save is failed, the creature's eyes and ears fuse over, effectively blinding and deafening it. Augment: For every 2 additional power points you spend, this power's save DC increases by 1. Decerebrate Psychoportation [Teleportation] Level: Psion/wilder 7 Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./level) Target: One living creature Duration: Instantaneous Saving Throw: Fortitude negates Power Resistance: Yes Power Points: 13 Metapsionics: Twin With decerebrate, you selectively remove a portion of the creatures brain stem. The creature loses all cerebral functions, vision, hearing, and the ability to move. If greater restoration is cast on the target within 1 hour, the target lives. Otherwise, the target will die from the brain damage. Energy Wave Psychokinesis [see text] Level: Psion/wilder 7 Manifesting Time: 1 standard action Range: 120 ft. Area: Cone-shaped spread Duration: Instantaneous Saving Throw: Reflex half or Fortitude half; see text Power Resistance: Yes Power Points: 13 Metapsionics: Empower, Maximize, Twin, Widen Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create a flood of energy of the chosen type out of unstable ectoplasm that deals 13d6 points of damage to each creature and object in the area. This power originates at your hand and extends outward in a cone. Cold: A wave of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold wave is a Fortitude save instead of a Reflex save. Electricity: Manifesting a wave of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance. Fire: A wave of this energy type deals +1 point of damage per die. Sonic: A wave of this energy type deals -1 point of damage per die and ignores an object's hardness. This power's subtype is the same as the type of energy you manifest. Augment: For every additional power point you spend, this power's damage increases by one die (d6). For each extra two dice of damage, this power's save DC increases by 1. Energy Wave, Cold Energy Wave, Electricity Energy Wave, Fire Energy Wave, Sonic Insanity Telepathy (Compulsion) [Mind-Affecting] Level: Psion/wilder 7 Manifesting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One creature Duration: Instantaneous Saving Throw: Will negates Power Resistance: Yes Power Points: 13 Metapsionics: Twin, Widen Creatures affected by this power are permanently confused and constantly behave randomly, as the spell. Augment: For every 2 additional power points you spend, this power's save DC increases by 1, and the power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power. Mind Blank, Personal Telepathy [Mind-Affecting] Level: Psion/wilder 7, psychic warrior 6 Manifesting Time: 1 standard action Range: Personal Target: You Duration: One day Power Points: Psion/wilder 13, psychic warrior 11 Metapsionics: Extend You are protected from all devices, powers, and spells that detect, influence, or read emotions or thoughts. This power protects against powers with the mind-affecting or scrying descriptors. Psionic mind blank even foils bend reality, limited wish, miracle, reality revision, and wish when they are used in such a way as to affect your mind or to gain information about it (however, metafaculty can pierce the protective quality of psionic mind blank). Remote viewing (scrying) attempts that are targeted specifically at you do not work at all. Oak Body Psychometabolism Level: Psion/wilder 7, psychic warrior 5 Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level Power Points: Psion/wilder 13, psychic warrior 9 Metapsionics: Extend This power transforms your body into living oak, which grants you several advantages. You gain damage reduction 10/ slashing and a +5 bonus to natural armor that overlaps (does not stack with) any natural armor bonus you may already have. You are immune to ability damage, blindness, deafness, disease, drowning, poison and stunning. You take only half damage from cold effects of all kinds. However, you gain vulnerability to fire. You gain a +4 enhancement bonus to Strength, but you take a -2 penalty to Dexterity (to a minimum Dexterity score of 1), and your speed is reduced to half normal. You have an armor check penalty of -4 and an arcane spell failure chance of 25%. Augment: For every additional power point you spend, this power's duration increases by 1 minute. Ultrablast Telepathy [Mind-Affecting] Level: Psion/wilder 7 Manifesting Time: 1 standard action Range: 15 ft. Area: 15-ft.-radius spread centered on you Duration: Instantaneous Saving Throw: Will half Power Resistance: Yes Power Points: 13 Metapsionics: Empower, Maximize, Twin, Widen You 'grumble' psychically (which both psionic and nonpsionic creatures can detect), then release a horrid shriek from your subconscious that disrupts the brains of all enemies in the power's area, dealing 13d6 points of damage to each enemy. Augment: For every additional power point you spend, this power's damage increases by 1d6 points. Iron Body, Psionic Metacreativity (Creation) Level: Psion/wilder 8 Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level Power Points: 15 Metapsionics: Extend This power transforms your body into living iron, which grants you several powerful resistances and abilities. You gain damage reduction 15/+5. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, and stunning. You take only half damage from acid and fire of all kinds. You gain a +6 enhancement bonus to your Strength score, but you take a '6 penalty to Dexterity as well (to a minimum Dexterity score of 1), and your speed is reduced to half normal. You have an arcane spell failure chance of 50%, just as if you were clad in full plate armor. Mind Blank, Psionic Telepathy [Mind-Affecting] Level: Psion/wilder 8 Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: One day Saving Throw: None Power Resistance: No Power Points: 15 Metapsionics: Extend The subject is protected from all devices, powers, and spells that detect, influence, or read emotions or thoughts. This power protects against powers with the mind-affecting or scrying descriptors. Psionic mind blank even foils bend reality, limited wish, miracle, reality revision, and wish when they are used in such a way as to affect the subject's mind or to gain information about it (however, metafaculty can pierce the protective quality of psionic mind blank). Remote viewing (scrying) attempts that are targeted specifically at the subject do not work at all. True Metabolism Psychometabolism Level: Psion/wilder 8 Manifesting Time: 1 round Range: Personal Target: You Duration: 1 min./level Power Points: 15 Metapsionics: Extend You are difficult to kill while this power persists. You automatically heal damage at the rate of 10 hit points per round. This power is not effective against damage from starvation, thirst, or suffocation. Also, attack forms that don't deal hit point damage (for example, most poisons) ignore true metabolism. You must have a Constitution score to gain any of this power's benefits. Assimilate Psychometabolism Level: Psion/wilder 9 Manifesting Time: 1 standard action Range: Touch Target: One living creature touched Duration: Instantaneous and 1 hour; see text Saving Throw: Fortitude half Power Resistance: Yes Power Points: 17 Metapsionics: Empower, Maximize, Twin Your pointing finger turns black as obsidian. A creature touched by you is partially assimilated into your form and takes 20d6 points of damage. Any creature reduced to 0 or fewer hit points by this power is killed, entirely assimilated into your form, leaving behind only a trace of fine dust. An assimilated creature's equipment is unaffected. A creature that is partially assimilated into your form (that is, a creature that has at least 1 hit point following your use of this power) grants you a number of temporary hit points equal to half the damage you dealt for 1 hour. A creature that is completely assimilated grants you a number of temporary hit points equal to the damage you dealt and a +4 bonus to each of your ability scores for 1 hour. If the assimilated creature knows psionic powers, you gain knowledge of one of its powers for 1 hour. Etherealness, Psionic Psychoportation Level: Psion/wilder 9 Manifesting Time: 1 standard action Range: Touch Targets: You and one other touched willing creature/three levels Duration: 1 min./level Saving Throw: None Power Resistance: Yes (harmless) Power Points: 17 Metapsionics: Extend You and other willing creatures joined by linked hands (along with their equipment) become ethereal. Besides yourself, you can bring one creature per three manifester levels to the Ethereal Plane. Once ethereal, the subjects need not stay together. When the power expires, all affected creatures on the Ethereal Plane return to material existence. Taking any hostile actions will force immediate return to material existence for the creature taking the hostile action. Microcosm Telepathy (Compulsion) [Mind-Affecting] Level: Psion/wilder 9 Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target or Area: One creature; or one or more creatures within a 15-ft.-radius sphere Duration: Instantaneous Saving Throw: None Power Resistance: Yes Power Points: 17 Metapsionics: Twin, Widen This power enables you to warp the consciousness and senses of one or more creatures, sending the victim into a catatonic state. When microcosm is manifested, you can target either a single creature within range or a group of creatures all located within the power's area. Single Target: If microcosm targets a single creature, that creature's senses are pinched off from the real world if it currently has 100 or fewer hit points. The subject's senses are all completely fabricated from within its own mind, though it may not realize this. In reality, the subject sprawls limply, drooling and mewling, and eventually dies of thirst and starvation without care. The subject lives within its own made-up world until the time of its actual death. Area Effect: If microcosm is manifested on an area, it sends all affected creatures into a shared catatonia (the world is a construct, but within the world, the victims can interact with each other). It affects only creatures that currently have 30 or fewer hit points, and only up to a total of 300 hit points of such creatures. The power affects creatures with the lowest hit point totals first. (Creatures with negative hit points count as having 0 hit points.) Manifesting microcosm a second time on an affected creature turns its sensory pathways outward once more. Augment: For every additional power point you spend, the number of individual and group hit points the power can affect increases by 10. Timeless Body Psychoportation Level: Psion/wilder 9 Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 round Power Points: 17 Metapsionics: Extend Your body ignores all harmful (and helpful) effects. While timeless body is in effect, you are invulnerable to all attacks and powers. Body Purification Psychometabolism (Healing) Level: Psion/wilder 3, psychic warrior 2 Manifesting Time: 1 round Range: Personal Target: You Duration: Instantaneous Power Points: Psion/wilder 5, psychic warrior 3 Metapsionics: None When you manifest this power, you cleanse your body of all ability damage. Catapsi Telepathy [Mind-Affecting] Level: Psion/wilder 5, psychic warrior 5 Manifesting Time: 1 standard action Range: 30 ft. Area: 30-ft.-radius emanation centered on you Duration: 1 round/level Saving Throw: Will negates; see text Power Resistance: Yes Power Points: 9 Metapsionics: Extend By manifesting this power, you generate psychic static, interfering with the ability of other psionic characters to manifest their powers or use psi-like abilities (you are not affected by your own catapsi manifestation). All psionic activity within the area requires 4 more power points to manifest than normal, unless a character makes a Will save each time he attempts to manifest a power. If two or more fields of catapsi overlap, the effects are not cumulative. The limit on the number of power points a subject can spend on a power remains in effect; thus, a subject may not be able to manifest its highest-level powers. If manifesting a power would cause the manifester to exceed his available power points or his spending limits, the manifestation fails automatically, but no power points are expended. Create Sound Metacreativity (Creation) [Sonic] Level: Psion/wilder 1 Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Sounds; see text Duration: 1 round/level Saving Throw: None Power Resistance: No Power Points: 1 Metapsionics: Extend You create a volume of changing sounds that disguises the target's movements, granting the target a bonus of +4 to your move silently checks. Control Air Psychokinesis Level: Kineticist 2 Manifesting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: 50-ft.-radius spread Duration: Instantaneous Saving Throw: Fortitude negates Power Resistance: Yes Power Points: 3 Metapsionics: Twin, Widen You summon a gust of wind, knocking down everyone in the area unless they succeed at their save. Control Sound Psychokinesis [Sonic] Level: Psion/wilder 2 Manifesting Time: 1 standard action Range: Medium (100 ft. + 10 ft./ level) Target: One creature or object Duration: 1 round/level Saving Throw: Will negates Power Resistance: Yes Power Points: 3 Metapsionics: Extend, Twin You shape and alter existing sounds, creating a zone of silence around the target. If the target is hostile, it receives a will save and power resistance, otherwise the effect automatically takes place. Dispel Psionics Psychokinesis Level: Psion/wilder 3 Manifesting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target or Area: One creature; or 20-ft.-radius burst Duration: Instantaneous Saving Throw: None Power Resistance: No Power Points: 5 Metapsionics: Twin, Widen This power attempts to strip all magical effects from a single target. It can also target a group of creatures, attempting to remove the most powerful spell effect from each creature. To remove an effect, the manifester makes a dispel check of 1d20 +1 per manifester level (to a maximum of +10) against a DC of 11 + the power effect's manifester level. Augment: For every additional power point spent, the manifester level limit on your dispel check increases by 2 (to a maximum bonus of +20 for a 5-point expenditure). Energy Wall Metacreativity (Creation) [see text] Level: Psion/wilder 3 Manifesting Time: 1 standard action Range: Medium (100 ft. + 10 ft./ level) Area: An opaque sheet of energy 10m long and 2m wide Duration: 1d4 rounds + 1 round/level Saving Throw: Reflex half or Fortitude half; see text Power Resistance: No Power Points: 5 Metapsionics: Extend, Empower, Maximize, Twin, Widen Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create an immobile sheet of energy of the chosen type formed out of unstable ectoplasm. The wall sends forth waves of energy, dealing 2d6 points of damage to creatures entering the wall. In addition, anyone that remains within the energy wall takes 2d6 points of damage +1 point per manifester level (maximum +20). If you manifest the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. Cold: A sheet of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold wall is a Fortitude save instead of a Reflex save. Electricity: Manifesting a sheet of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance. Fire: A sheet of this energy type deals +1 point of damage per die. Sonic: A sheet of this energy type deals -1 point of damage per die and ignores an object's hardness. This power's subtype is the same as the type of energy you manifest. Energy Wall, Cold Energy Wall, Electricity Energy Wall, Fire Energy Wall, Sonic Evade Burst Psychometabolism Level: Psion/wilder 7, psychic warrior 3 Manifesting Time: 1 swift action Range: Personal Target: You Duration: 1 round/Level Power Points: Psion/wilder 13, psychic warrior 5 Metapsionics: Extend For the duration of the power, you gain the ability to throw off faux ectoplasmic shells that allow you to slide out of range of a damaging effects that allow a Reflex save. This is equivalent to possessing the Evasion ability. Manifesting this power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You cannot manifest this power when it isn't your turn. Augment: If you spend 4 additional power points, the effect is instead equivalent to Improved Evasion, meaning you take only half damage on a failed Reflex save. Hustle Psychometabolism Level: Egoist 3, psychic warrior 2 Manifesting Time: 1 swift action Range: Personal Target: You Power Points: Egoist 5, psychic warrior 3 Metapsionics: Extend You gain the effect of Haste for one round. You can manifest this power with an instant thought. Manifesting the power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. Moment of Prescience, Psionic Clairsentience Level: Psion/wilder 7 Manifesting Time: 1 swift action Range: Personal Target: You Duration: 1 round Power Points: 13 Metapsionics: Extend You add a bonus equal to your manifester level (max +25) to attack, armour class, saves, or skills for the duration of the power. Manifesting the power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. Moment of Prescience, Attack Bonus Moment of Prescience, Armour Bonus Moment of Prescience, Save Bonus Moment of Prescience, Skill Bonus Psychic Reformation Telepathy [Mind-Affecting] Level: Psion/wilder 4 Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Instantaneous Saving Throw: None Power Resistance: No Power Points: 7, XP; see text Metapsionics: None When this power is manifested, the subject can choose to make again all the decisions related to the latest level it has gained. The subject can undo decisions of these sorts that were made at lower levels, if both the subject and the manifester agree to pay the necessary XP before this power is manifested (see below). XP Cost: This power costs 50 XP to manifest to reformat choices made when the character reached her current level. For each additional previous level into which the revision reaches, the power costs an additional 50 XP. The manifester and subject split all XP costs evenly. Augmentation: For every additional power point you spend, the revision reaches one level further. The XP cost is accordingly increased, as specified above. Implementation Note: This power may optionally be nerfed via a switch, changing it's behaviour to only allow reselection of psionic powers gained in the reformed levels. Retrieve Psychoportation (Teleportation) Level: Psion/wilder 6 Manifesting Time: 1 standard action Range: Medium (100 ft. + 10 ft./ level) Target: One object you can hold or carry in one hand, weighing up to 10 lb./level Duration: Instantaneous Saving Throw: Will negates; see text Power Resistance: No Power Points: 11 Metapsionics: None You automatically teleport an item you can see within range directly to your hand. If the object is in the possession of an opponent, it comes to your hand if your opponent fails a Will save. * Augment: For every additional power point you spend, the weight limit of the target increases by 10 pounds. Implementation notes: WARNING: The method used for moving the object involves creating a copy and destroying the original. This may break some modules. * The power will only take a weapon from the main hand if targeted at a creature, and only if that creature is set to be disarmable. Shadow Body Psychometabolism Level: Psion/wilder 8 Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level Power Points: 15 Metapsionics: Extend Your body and all your equipment are subsumed by your shadow. As a living shadow, you drift in and out of the shadow plane, giving you total concealment (50% miss chance). While in your shadow body, you gain damage reduction 10/+1 and darkvision. You are immune to extra damage from critical hits, ability damage, disease, drowning, and poison. You take only half damage from acid, electricity, and fire of all kinds. While affected by this power, you can be detected by powers that read thoughts, life, or presences (including true seeing). If you take any hostile actions, you will return fully to the Prime Material plane for a round. Shatter Mind Blank Telepathy Level: Psion/wilder 5 Manifesting Time: 1 standard action Range: 30 ft. Area: 30-ft.-radius burst centered on you Duration: Instantaneous Saving Throw: Will negates Power Resistance: Yes Power Points: 9 Metapsionics: Twin, Widen This power can negate a mind blank affecting the target. If the target fails its save and does not overcome your attempt with its power resistance, you can shatter the mind blank by making a successful check (1d20 + your manifester level, maximum +20) against a DC equal to 11 + the manifester level of the creator of the mind blank effect. If you succeed, the psionic mind blank or personal mind blank ends, allowing you to affect the target thereafter with mind-affecting powers. Temporal Acceleration Psychoportation Level: Psion/wilder 6 Manifesting Time: 1 swift action Range: Personal Target: You Duration: 1 round (in apparent time); see text Power Points: 11 Metapsionics: Extend You enter another time frame, speeding up so greatly that all other creatures seem frozen, though they are actually still moving at normal speed. You are free to act for 1 round of apparent time. You can manifest powers, cast spells, move, or perform other types of actions. When your temporal acceleration expires, you resume acting during your current turn in the standard time frame. You are shaken for 1 round upon your return to the standard time frame. Manifesting this power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. Augment: For every 4 additional power points you spend, this power's duration (in apparent time) increases by 1 round. Time Hop Psychoportation Level: Psion/wilder 3 Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: One Medium or smaller creature Duration: 1 round/level; see text Saving Throw: Will negates Power Resistance: Yes Power Points: 5 Metapsionics: Extend, Twin, Widen The subject of the power hops forward in time 1 round for every manifester level you have. In effect, the subject seems to disappear in a shimmer of silver energy, then reappear after the duration of this power expires. The subject reappears in exactly the same orientation and condition as before. From the subject's point of view, no time has passed at all. In each round of the power's duration, it can attempt a DC 15 Wisdom check. Success allows the subject to return. The subject can act normally on its next turn after this power ends. Augment: You can augment this power in one or both of the following ways. 1. For every 2 additional power points you spend, you can affect a creature of one size category larger. 2. For every 2 additional power points you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power. Telekinetic Maneuver Psychokinesis [Force] Level: Psion/wilder 4 Manifesting Time: 1 standard action Range: Medium (100 ft. + 10 ft./ level) Target: One creature Duration: 1 round / 2 levels Saving Throw: None Power Resistance: Yes Power Points: 7 Metapsionics: Extend, Twin You mentally push a foe, attempting to knock it prone and disarm it. The DC of the discipline check for the target to resist being knocked down or disarmed is equal to your manifester level + you ability modified in your manifesting stat. The Discipline checks to avoid being knocked down and disarmed are rolled separately. Augment: For every 2 additional power points spent, the DC of the Discipline check is increased by 1. Ubiquitous Vision Clairsentience Level: Psion/wilder 3, psychic warrior 3 Manifesting Time: 1 standard action Range: Personal Target: You Duration: 10 min./level Power Points: 5 Metapsionics: Extend You have metaphoric 'eyes in the back of your head,' and on the sides and top as well, granting you benefits in specific situations. In effect, you have a 360-degree sphere of sight, allowing you a perfect view of creatures that might otherwise flank you. Thus, flanking opponents gain no bonus on their attack rolls, and rogues are denied their sneak attack ability because you do not lose your Dexterity bonus (but they may still sneak attack you if you are caught flat-footed). Your Spot and Search checks gain a +4 enhancement bonus. Psychic Theurge Psychic Theurges psychic theurge (PRESTIGE CLASS) Psychic Theurges access both the divine mysteries of spellcasting and the psionic powers of the mind. Psychic Theurges tend to be driven, ambitious sorts, willing to sacrifice more subtle abilities in exchange for pure power. Many continuously hunt for further knowledge that will enhance their mastery of both divine spells and psionic powers. - Hit Die: d4 - Proficiencies: A Psychic Theurge gains no additional proficiencies. - Skill Points: 2 + Int Modifier REQUIREMENTS: Spellcasting: Able to cast 2nd level Divine spells. Manifesting: Able to cast 2nd level Powers. Skills: Concentration 6 ranks, Lore 6 ranks. BONUS CASTING AND MANIFESTING Upon gaining a level in Psychic Theurge, the character gains new spells, powers, and power points as if he had also gained a level in his highest caster class and manifester class. Cerebremancer Cerebremancers cerebremancer (PRESTIGE CLASS) Cerebremancers access both the arcane mysteries of spellcasting and the psionic powers of the mind. Cerebremancers tend to be driven, ambitious sorts, willing to sacrifice more subtle abilities in exchange for pure power. Many continuously hunt for further knowledge that will enhance their mastery of both arcane spells and psionic powers. - Hit Die: d4 - Proficiencies: A Cerebremancer gains no additional proficiencies. - Skill Points: 2 + Int Modifier REQUIREMENTS: Spellcasting: Able to cast 2nd level Arcane spells. Manifesting: Able to cast 2nd level Powers. Skills: Concentration 6 ranks, Lore 6 ranks. BONUS CASTING AND MANIFESTING Upon gaining a level in Cerebremancer, the character gains new spells, powers, and power points as if he had also gained a level in his highest caster class and manifester class. Astral Seed Metacreativity Level: Shaper 8 Manifesting Time: 10 minutes Range: 0 ft. Effect: One storage crystal Duration: Instantaneous Saving Throw: None Power Resistance: No Power Points: 15 Metapsionics: None This power weaves strands of ectoplasm into a crystal containing the seed of your living mind. You may have only one seed in existence at any one time. Until such time as you perish, the astral seed is totally inert. Upon dying, you are transported to the location of your astral seed, where you will spend a day regrowing a body. Respawning in this manner will cost a level. If your astral seed is destroyed, the power will fail. Banishment, Psionic Psychoportation Level: Nomad 6 Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: One or more extraplanar creatures, no two of which can be more than 30 ft. apart Duration: Instantaneous Saving Throw: Will negates Power Resistance: Yes Power Points: 11 Metapsionics: Twin This spell forces extraplanar creatures back to their home plane if they fail a save. Affected creatures include summons, outsiders, and elementals. You can banish up to 2 HD per caster level. Augment: For every 2 additional power points you spend, this power's save DC increases by 1 and your manifester level increases by 1 for the purpose of overcoming power resistance. Burst Psychoportation Level: Nomad 1, psychic warrior 1 Manifesting Time: 1 swift action Range: Personal Target: You Duration: 1 round Power Points: 1 Metapsionics: Extend This power increases your speed by 50%. Manifesting this power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. Dimensional Anchor, Psionic Psychoportation Level: Nomad 4 Manifesting Time: 1 standard action Range: Medium (100 ft. + 10 ft./ level) Effect: Ray Duration: 1 min./level Saving Throw: None Power Resistance: Yes Power Points: 7 Metapsionics: Extend, Split Psionic Ray, Twin A green ray springs from your outstretched hand. You must make a ranged touch attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. The spell also prevents the use of a gate or teleportation circle for the duration of the spell. A dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell. Dismissal, Psionic Psychoportation Level: Nomad 4 Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One extraplanar creature Duration: Instantaneous Saving Throw: Will negates Power Resistance: Yes Power Points: 7 Metapsionics: Twin This spell forces an extraplanar creature back to its home plane if it fails a save. Extraplanar creatures are outsiders and elementals. This spell does not work on summons that are not of these races. Ectoplasmic Cocoon Metacreativity Level: Shaper 3 Manifesting Time: 1 standard action Range: Medium (100 ft. + 10 ft./ level) Target: One Medium or smaller creature Duration: 1 round/level Saving Throw: Reflex negates Power Resistance: No Power Points: 5 Metapsionics: Extend, Twin You draw writhing strands of ectoplasm from the Astral Plane that wrap up the subject like a mummy. The subject can still breathe but is otherwise helpless, unable to see outside the cocoon, speak, or take any physical actions. The subject's nostrils are clear (air passes through the cocoon normally). Augment: You can augment this power in one or both of the following ways. 1. For every 2 additional power points you spend, this power's save DC increases by 1. 2. For every 2 additional power points you spend, this power can affect a target one size category larger. Ectoplasmic Cocoon, Mass Metacreativity Level: Shaper 7 Manifesting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: 20-ft.-radius burst Duration: 1 hour/level Saving Throw: Reflex negates Power Resistance: No Power Points: 13 Metapsionics: Extend, Twin, Widen You draw writhing strands of ectoplasm from the Astral Plane that wrap up the subjects in the area like mummies. The subjects can still breathe but are otherwise helpless, unable to see outside the cocoon, speak, or take any physical actions. The subject's nostrils are clear (air passes through the cocoon normally). Augment: For every 2 additional power points you spend, the radius of this power's area increases by 5 feet. Ethereal Jaunt, Psionic Psychoportation Level: Nomad 7 Display: Visual Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level Power Points: 13 Metapsionics: Extend You become ethereal, along with your equipment. For the duration of the power, you are in a place called the Ethereal Plane, which overlaps the normal, physical, Material Plane. When the power expires, you return to material existence. Taking any hostile actions will force the power to expire immediately. Genesis Metacreativity (Creation) Level: Shaper 9 Manifesting Time: 1 standard action Range: Close Target: A location for the portal Effect: A demiplane and a portal to it Duration: Instantaneous Saving Throw: None Power Resistance: No Power Points: 17 Metapsionics: None You create a finite plane with limited access: a Demiplane. Demiplanes created by this power are very small, very minor planes, but they are private. Upon manifesting this power, a portal will appear in front of you that the manifester and all party members may use to enter the plane. Once anyone exits the plane, the plane is shut until the next manifesting of this power. Exiting the plane will return you to where you cast the portal. Hail of Crystals Metacreativity (Creation) Level: Shaper 5 Manifesting Time: 1 standard action Range: Medium (100 ft. + 10 ft./ level) Area: 20-ft.-radius burst Duration: Instantaneous Saving Throw: Reflex half Power Resistance: No Power Points: 9 Metapsionics: Empower, Maximize, Twin, Widen A tiny ectoplasmic crystal emanates from your outstretched hand and rapidly expands to a 2-foot-diameter ball of crystal as it speeds toward the location you designate. You can choose to aim this crystal at a single target or at a specific point in space. If you aim the crystal at a single target, you must make a ranged touch attack to strike the target. Any creature or object struck by the ball of crystal takes 5d4 points of bludgeoning damage. Whether the crystal hits its target, misses, or was aimed at a point in space, it explodes upon arrival at the location you designated. Anyone within 20 feet of the explosion takes 9d4 points of slashing damage from the thousands of crystal shards that spray forth. Augment: For every additional power point you spend, this power's damage from the explosion of the crystal increases by 1d4 points. Psionic Repair Damage Metacreativity Level: Shaper 2 Manifesting Time: 1 standard action Range: Touch Target: Construct touched Duration: Instantaneous Saving Throw: None Power Resistance: No Power Points: 3 Metapsionics: Empower, Maximize, Twin When laying your hands upon a construct that has at least 1 hit point remaining, you reknit its structure to repair damage it has taken. The power repairs 3d8 points of damage +1 point per manifester level. Constructs that are immune to psionics or magic cannot be repaired in this fashion. Augment: For every 2 additional power points you spend, this power repairs an additional 1d8 points of damage. Time Hop, Mass Psychoportation Level: Nomad 8 Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: All willing creatures in range Duration: 1 hour; see text Power Points: 15 Metapsionics: None As time hop, except you affect all willing subjects in range, including yourself. Augment: For each additional power point spent, the duration of this power increases by 1 hour. Thrallherd Thrallherds thrallherd (PRESTIGE CLASS) Thrallherds manipulate the minds of others as if they were clay in the hands of a sculptor. some creatures are more susceptible than others to the thrallherd's unconscious, but continual, call to service. And so they come, eager to be led, happy to follow, and completely under the thrallherd's control. In this way, thrallherds keep a minor menagerie of enthralled servants that are anxious to do their will. - Hit Die: d4 - Proficiencies: A Thrallherd gains no additional proficiencies. - Skill Points: 2 + Int Modifier REQUIREMENTS: Feats: Narrow Mind (This feat requires 13 Wisdom) Skills: Persuade 4 ranks, Lore 8 ranks. Manifesting: Must be able to manifest 3rd level powers. Special: Must be a Telepath Discipline Psion and able to manifest a Telepath Discipline Power. CLASS FEATURES: Level 1: Thrallherd - Gain a thrall whose level is based upon Thrallherd's leadership score. 2: 3: Psionic Charm - Add Psionic Charm to the list of powers the Thrallherd can manifest. Once per day, he can manifest this power at a reduced cost. 4: 5: Psionic Dominate - Add Psionic Dominate to the list of powers the Thrallherd can manifest. Once per day, he can manifest this power at a reduced cost. 6: 7: Greater Dominate - Thrallherd no longer has to augment Dominate for animals, fey, giants, magical beasts, or monstrous humanoids. 8: 9: Superior Dominate - Thrallherd no longer has to augment Dominate for aberrations, dragons, elementals, and outsiders. 10: Twofold Master - Gain a thrall of a level 2 lower than the Thrallherd's level. BONUS MANIFESTING Upon reaching levels 2, 3, 4, 5, 6, 7, 8, 9, the Thrallherd gains a new manifester level, increasing his power points, total powers known, and maximum power level. Thrallherd Type of Feat: Class Specific Prerequisite: Thrallherd level 1. Specifics: A thrallherd who has just entered the class sends out a subtle psychic call for servants, and that call is answered. The thrall who answers the call has a level equal to the following chart. Leadership score is calculated by adding Thrallherd's total level to its Cha modifier and its Thrallherd level. A level 5 Psion/5 thrallherd, with a +5 Cha modifier, has a leadership score of 20. A thrallherd can use this power 1/day and may only have 1 Thrall from this power. Leadership Thrall Level 1 0 2 1 3 2 4 3 5 3 6 4 7 5 8 5 9 6 10 7 11 7 12 8 13 9 14 10 15 10 16 11 17 12 18 12 19 13 20 14 21 15 22 15 23 16 24 17 25+ 17 Use: Selected. Psionic Charm Type of Feat: Class Specific Prerequisite: Thrallherd level 3. Specifics: Add the Psionic Charm power to the Thrallherd's power list, if he did not know it already. Once per day, the Thrallherd can manifest Psionic Charm at a reduced power point cost. The cost is reduced by 1 point per Thrallherd level, to a minimum of 1. This does not allow you to exceed the cap of power points you may spend on a power. Use: Selected. Psionic Dominate Type of Feat: Class Specific Prerequisite: Thrallherd level 5. Specifics: Add the Psionic Dominate power to the Thrallherd's power list, if he did not know it already. Once per day, the Thrallherd can manifest Psionic Dominate at a reduced power point cost. The cost is reduced by 1 point per Thrallherd level, to a minimum of 1. This does not allow you to exceed the cap of power points you may spend on a power. Use: Selected. Greater Dominate Type of Feat: Class Specific Prerequisite: Thrallherd level 7. Specifics: The Thrallherd no longer has to pay 2 additional power points for a Psionic Dominate to affect animals, fey, giants, magical beasts, or monstrous humanoids. This does not increases the save DC as if the Thrallherd had spent the power points. Use: Automatic. Superior Dominate Type of Feat: Class Specific Prerequisite: Thrallherd level 9. Specifics: The Thrallherd no longer has to pay 4 additional power points for a Psionic Dominate to affect aberrations, dragons, elementals or outsiders. This does not increases the save DC as if the Thrallherd had spent the power points. Use: Automatic. Twofold Master Type of Feat: Class Specific Prerequisite: Thrallherd level 10. Specifics: The Thrallherd gains a second thrall. This thrall's maximum level is equal to the thrallherd's level minus 2. Use: Selected. Thrallherd: Fighter Thrallherd: Cleric Thrallherd: Rogue Thrallherd: Wizard Twofold Master: Fighter Twofold Master: Cleric Twofold Master: Rogue Twofold Master: Wizard Fist of Zuoken Fists of Zuoken fist of zuoken (PRESTIGE CLASS) The Fists of Zuoken are members of an order of martial artists devoted to mastering their own physical and mental development while protecting psions and other psionic creatures. The Fists of Zuoken believe that mental powers are to be nurtured in all who possess them. In addition to their formidable prowess in combat, Fists of Zuoken develop mental powers that surprise and astound their enemies. If psionic creatures are undergoing persecution elsewhere, the Fists of Zuoken often come to their rescue, leaving only ruined bodies and burnt-out minds in their wake. - Hit Die: d6 - Proficiencies: A Fist of Zuoken gains no additional proficiencies. - Skill Points: 4 + Int Modifier REQUIREMENTS: Feats: Wild Talent (This can only be taken at level 1) Skills: Concentration 9 ranks. Base Attack Bonus: +4. Special: Must have the Still Mind class ability (Monk level 3). CLASS FEATURES: Level 1: Monk Abilities - A Fist of Zuoken stacks his Fist levels with those of monk for the purposes of unarmed damage. 2: 3: 4: 5: Bonus Psionic Feat - The Fist of Zuoken may take any psionic feat for which he meets the requirements. 6: 7: 8: 9: 10: Bonus Psionic Feat - The Fist of Zuoken may take any psionic feat for which he meets the requirements. Manifesting: The Fist of Zuoken chooses his powers from the Psychic Warrior power list. Follow the table below to determine his manifesting ability. Fists of Zuoken receive bonus power points from a high Wisdom score. Level Power Points Powers Known Power Level 1 1 1 1 2 3 2 1 3 6 3 2 4 10 4 2 5 15 5 3 6 23 6 3 7 31 7 4 8 43 8 4 9 55 9 5 10 71 10 5 Empty profile This creature has a smaller size than its appearance suggests. The effects of this are shown below. They are cumulative for each decreased size category. Colossal to Gargantuan: Str -8, Con -4, AC (natural) -5, AC (dodge) +2, AB +2, Hide +4. Gargantuan to Huge: Str -8, Con -4, AC (natural) -4, AC (dodge) +2, AB +2, Hide -4. Huge to Large: Str -8, Dex +2, Con -4, AC (natural) -3, AC (dodge) +1, AB +1, Hide +4. Large to Medium: Str -8, Dex +2, Con -4, AC (natural) -2, AC (dodge) +1, AB +1, Hide +4. Medium to Small: Str -4, Dex +2, Con -2, AC (dodge) +1, AB +1, Hide +4. Small to Tiny: Str -4, Dex +2, AC (dodge) +1, AB +1, Hide +4. Tiny to Diminutive: Str -2, Dex +2, AC +2, AB +2, Hide +4. Diminutive to Fine: Dex +2, AC +4, AB +4, Hide +4. This creature has a larger size than its appearance suggests. The effects of this are shown below. They are cumulative for each increased size category. Fine to Diminutive: Dex -2, AC -4, AB -4, Hide -4. Diminutive to Tiny: Str +2, Dex -2, AC -2, AB -2, Hide -4. Tiny to Small: Str +4, Dex -2, AC (dodge) -1, AB -1, Hide -4. Small to Medium: Str +4, Dex -2, Con +2, AC (dodge) -1, AB -1, Hide -4. Medium to Large: Str +8, Dex -2, Con +4, AC (natural) +2, AC (dodge) -1, AB -1, Hide -4. Large to Huge: Str +8, Dex -2, Con +4, AC (natural) +3, AC (dodge) -1, AB -1, Hide -4. Huge to Gargantuan: Str +8, Con +4, AC (natural) +4, AC (dodge) -2, AB -2, Hide -4. Gargantuan to Colossal: Str +8, Con +4, AC (natural) +5, AC (dodge) -2, AB -2, Hide -4. Size Increase +1 Size Increase +2 Size Increase +3 Size Increase +4 Size Increase +5 Size Increase +6 Size Decrease -1 Size Decrease -2 Size Decrease -3 Size Decrease -4 Size Decrease -5 Size Decrease -6 Aversion Telepathy (Compulsion) [Mind-Affecting] Level: Telepath 2 Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 hour/level Saving Throw: Will negates Power Resistance: Yes Power Points: 3 Metapsionics: Extend, Twin You plant a powerful aversion in the mind of the subject. The target flees from you at every opportunity. Augment: For every 2 additional power points you spend, this power's save DC increases by 1 and the duration increases by 1 hour. Crisis of Breath Telepathy (Compulsion) [Mind-Affecting] Level: Telepath 3 Manifesting Time: 1 standard action Range: Medium (100 ft. + 10 ft./ level) Target: One breathing humanoid Duration: 1 round/level Saving Throw: Will negates, Fortitude partial; see text Power Resistance: Yes Power Points: 5 Metapsionics: Extend, Twin, Widen You compel the subject to purge its entire store of air in one explosive exhalation, and thereby disrupt the subject's autonomic breathing cycle. The subject's lungs do not automatically function again while the power's duration lasts. If the target succeeds on a Will save when crisis of breath is manifested, it is unaffected by this power. If it fails its Will save, it can still continue to breathe by remaining in place and gasping for breath. An affected creature can attempt to take actions normally (instead of consciously controlling its breathing), but each round it does so, beginning in the round when it failed its Will save, the subject risks blacking out from lack of oxygen. It must succeed on a Fortitude save at the end of any of its turns in which it did not consciously take a breath. The DC of this save increases by 1 in every consecutive round after the first one that goes by without a breath; the DC drops back to its original value if the subject spends an action to take a breath. If a subject fails a Fortitude save, it falls to 1 HP. In the following round, it drops to -1 hit points and is dying. Augment: You can augment this power in one or more of the following ways. 1. If you spend 2 additional power points, this power can also affect an animal, fey, giant, magical beast, or monstrous humanoid. 2. If you spend 4 additional power points, this power can also affect an aberration, dragon, elemental, or outsider in addition to the creature types mentioned above. 3. If you spend 6 additional power points, this power can affect up to four creatures all within a 20-ft.-radius burst. In addition, for every 2 additional power points you spend to achieve any of these effects, this power's save DC increases by 1. Empathic Transfer, Hostile Telepathy [Mind-Affecting] Level: Telepath 3, psychic warrior 3 Manifesting Time: 1 standard action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Will half Power Resistance: Yes Power Points: 5 Metapsionics: Twin, Widen You transfer your hurt to another. When you manifest this power and then make a successful touch attack, you can transfer 50 points of damage (or less, if you choose) from yourself to the touched creature. You immediately regain hit points equal to the amount of damage you transfer. You cannot use this power to gain hit points in excess of your full normal total. The transferred damage is empathic in nature, so powers and abilities the subject may have such as damage reduction and regeneration do not lessen or change this damage. The damage transferred by this power has no type, so even if the subject has immunity to the type of damage you originally took, the transfer occurs normally and deals hit point damage to the subject. Augment: You can augment this power in one or both of the following ways. 1. For every additional power point you spend, you can transfer an additional 10 points of damage (maximum 90 points per manifestation). 2. If you spend 6 additional power points, this power affects all creatures in a 20-foot-radius spread centered on you. The amount of damage transferred is divided evenly among all hostile creatures in the area. Dominate, Psionic Telepathy (Compulsion) [Mind-Affecting] Level: Telepath 4 Manifesting Time: 1 round Range: Medium (100 ft. + 10 ft./level) Target: One humanoid Duration: 1 round/level Saving Throw: Will negates Power Resistance: Yes Power Points: 7 Metapsionics: Extend, Twin, Widen The target temporarily becomes a faithful and loyal servant of the manifester. Augment: You can augment this power in one or more of the following ways. 1. If you spend 2 additional power points, this power can also affect an animal, fey, giant, magical beast, or monstrous humanoid. 2. If you spend 4 additional power points, this power can also affect an aberration, dragon, elemental, or outsider in addition to the creature types mentioned above. 3. For every 2 additional power points you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power. 4. If you spend 1 additional power point, this power's duration is 1 hour rather than 1 round per manifester level. If you spend 2 additional power points, this power's duration is 1 day rather than 1 round per manifester level. In addition, for every 2 additional power points you spend to achieve any of these effects, this power's save DC increases by 1. Psychic Chirurgery Telepathy [Mind-Affecting] Level: Telepath 9 Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Instantaneous Saving Throw: None Power Resistance: No Power Points: 17, XP; see text Metapsionics: None You can repair psychic damage or grant another creature knowledge of powers you know, depending on the version of this power you manifest. Repair Psychic Damage: You can remove any compulsions and charms affecting the subject. You can remove all negative levels affecting the subject. You can also remove all effects penalizing the subject's ability scores, heal all ability damage, and remove any ability drain affecting the subject. Psychic chirurgery negates all forms of insanity, confusion, the effect of such powers as microcosm, and so on. Transfer Knowledge: If desired, you can use this power to directly transfer knowledge of a power you know to another psionic character. You can give a character knowledge of a power of any level that she can manifest, even if the power is not normally on the character's power list. Knowledge of powers gained through psychic chirurgery does not count toward the maximum number of powers a character can know per level. XP Cost: Each time you use psychic chirurgery to implant knowledge of a power in another creature, you pay an XP cost equal to 1,000 x the level of the power implanted. If you and the subject are both willing to do so, you can split this cost evenly. Destiny Dissonance Clairsentience Level: Seer 1 Manifesting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 round/level Saving Throw: None Power Resistance: Yes Power Points: 1 Metapsionics: Extend, Twin Your mere touch grants your foe an imperfect, unfocused glimpse of the many possible futures in store. Unaccustomed to and unable to process the information, the subject becomes sickened for 1 round per level of the manifester. Precognition Clairsentience Level: Seer 1 Manifesting Time: 1 standard action Range: Personal Target: You Duration: 10 min./level Power Points: 1 Metapsionics: Extend Precognition allows your mind to glimpse fragments of potential future events - what you see will probably happen if no one takes action to change it. However, your vision is incomplete, and it makes no real sense until the actual events you glimpsed begin to unfold. That's when everything begins to come together, and you can act, if you act swiftly, on the information you previously received when you manifested this power. In practice, manifesting this power grants you a 'precognitive edge.' Normally, you can have only a single precognitive edge at one time. You must use your edge within a period of no more than 10 minutes per level, at which time your preknowledge fades and you lose your edge. You can use your precognitive edge in a variety of ways. Essentially, the edge translates into a +2 insight bonus that you can apply at any time to either an attack roll, a damage roll, a saving throw, or a skill check. To apply this bonus for one round, press either the Attack, Save, Skill, or Damage option on the radial menu. Fate Link Clairsentience Level: Seer 3 Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: Any two living creatures that are initially no more than 30 ft. apart. Duration: 10 min./level Saving Throw: Will negates Power Resistance: Yes Power Points: 5 Metapsionics: Extend You temporarily link the fates of any two creatures, if both fail their saving throws. If either linked creature experiences pain, both feel it. When one loses hit points, the other loses the same amount. If one takes nonlethal damage, so does the other. If one creature is subjected to an effect to which it is immune (such as a type of energy damage), the linked creature is not subjected to it either. If one dies, the other must immediately succeed on a Fortitude save against this power's save DC or gain two negative levels. No other effects are transferred by the fate link. Augment: For every 2 additional power points you spend, this power's save DC increases by 1. Second Chance Clairsentience Level: Seer 5 Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level Power Points: 9 Metapsionics: Extend You take a hand in influencing the probable outcomes of your immediate environment. You see the many alternative branches that reality could take in the next few seconds, and with this foreknowledge you gain the ability to reroll the first failed saving throw each round. You must take the result of the reroll, even if it's worse than the original roll. Precognition, Greater Clairsentience Level: Seer 6 Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level Power Points: 11 Metapsionics: Extend Precognition allows your mind to glimpse fragments of potential future events - what you see will probably happen if no one takes action to change it. However, your vision is incomplete, and it makes no real sense until the actual events you glimpsed begin to unfold. That's when everything begins to come together, and you can act, if you act swiftly, on the information you previously received when you manifested this power. In practice, manifesting this power grants you a 'precognitive edge.' Normally, you can have only a single precognitive edge at one time. You must use your edge within a period of no more than 1 hour per level, at which time your preknowledge fades and you lose your edge. You can use your precognitive edge in a variety of ways. Essentially, the edge translates into a +4 insight bonus that you can apply at any time to either an attack roll, a damage roll, a saving throw, or a skill check. To apply this bonus for one round, press either the Attack, Save, Skill, or Damage option on the radial menu. Hypercognition Clairsentience Level: Seer 8 Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level Power Points: 15 Metapsionics: Extend You make lightning-fast deductions based on only the slightest clue, pattern, or scrap of memory resident in your mind. You can make reasonable statements about a person, place, or object, seemingly from very little knowledge. However, your knowledge is in fact the result of a rigorously logical process that you force your mind to undertake, digging up and correlating every possible piece of knowledge bearing on the topic (possibly even extracting echoes of knowledge from the Astral Plane). The knowledge you gain manifests as a +20 enhancement bonus to Lore skill. Augmentation: For each additional power point, the enhancement bonus to Lore skill increases by +2. Precognitive Edge: Attack Precognitive Edge: Damage Precognitive Edge: Saves Precognitive Edge: Skills Dimensional Swap Psychoportation (Teleportation) Level: Nomad 2, psychic warrior 2 Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: You and one ally in range Duration: Instantaneous Saving Throw: None Power Resistance: No Power Points: 3 Metapsionics: None You instantly swap positions between your current position and that of a designated ally in range. This power affects creatures of Large or smaller size. You can bring along objects, but not other creatures. Augment: For every 2 additional power points you spend, this power can affect a target one size category larger. Teleport, Psionic Greater Psychoportation (Teleportation) Level: Psion/wilder 8 Manifesting Time: 1 standard action Range: Personal and touch Target or Targets: You and touched objects or other touched willing creatures Duration: Instantaneous Saving Throw: None Power Resistance: No Power Points: 15 Metapsionics: None This power instantly transports you to a designated destination. You may also bring one additional willing Medium or smaller creature or its equivalent per three manifester levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with you. * Notes: * Implemented as within 10ft of you due to the lovely quality of NWN location tracking code. Dimension Slide Psychoportation (Teleportation) Level: Psychic warrior 3 Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: You; see text Duration: Instantaneous Power Points: 5 Metapsionics: None You instantly transfer yourself from your current location to any other spot within range to which you have line of sight. Movement caused by the use of dimension slide does not provoke attacks of opportunity. If you somehow attempt to transfer yourself to a location occupied by a solid body or a location you cant see the power simply fails to function.Q Teleport, Psionic Psychoportation (Teleportation) Level: Nomad 5 Manifesting Time: 1 standard action Range: Personal and touch Target or Targets: You and touched objects or other touched willing creatures Duration: Instantaneous Saving Throw: None Power Resistance: No Power Points: 9 Metapsionics: None This power instantly transports you to a designated destination, which may be as distant as 100 miles per manifester level. Interplanar travel is not possible. You may also bring one additional willing Medium or smaller creature or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. * You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible. ** To see how well the teleportation works, roll d% and consult the Teleport table. Refer to the following information for definitions of the terms on the table. On Target: You appear where you want to be. Off Target: You appear safely a random distance away from the destination in a random direction. Far Off Target: You wind up somewhere completely different. Mishap: You and anyone else teleporting with you have gotten scrambled. You each take 1d10 points of damage, and you reroll on the chart to see where you wind up. For these rerolls, roll 1d20+80. Each time Mishap comes up, the characters take more damage and must reroll. On Target Off Target Way Off Target Mishap 0190 9194 9598 99100 Notes: * Implemented as within 10ft of you due to the lovely quality of NWN location tracking code. ** Implemented as you having to have marked the location beforehand using the "Mark Location" feat, found under the Teleport Options radial.Teleport Teleportation Circle, Psionic Psychoportation (Teleportation) Level: Nomad 9 Manifesting Time: 10 minutes Range: 0 ft. Effect: 5-ft.-radius circle that teleports those who activate it Duration: 10 min./level Saving Throw: None Power Resistance: Yes Power Points: 17 Metapsionics: Extend You create a circle on the floor or other horizontal surface that teleports, as greater teleport, any creature who stands on it to a designated spot. Once you designate the destination for the circle, you cant change it. The power fails if you attempt to set the circle to teleport creatures into a solid object, to a place with which you are not familiar and have no clear description, or to another plane. The circle itself is subtle and nearly impossible to notice. If you intend to keep creatures from activating it accidentally, you need to mark the circle in some way. Note: Magic traps such as teleportation circle are hard to detect and disable. A rogue (only) can use the Search skill to find the circle and Disable Device to thwart it. The DC in each case is 25 + spell level, or 34 in the case of teleportation circle. Wild Surge 1 - 5 Wild Surge 6 - 10 Wild Surge 7 Wild Surge 8 Wild Surge 9 Wild Surge 10 Wild Surge 11 You cannot have Wild Surge and Overchannel active at the same time Your Wilder level is not high enough to use this level of Wild Surge Overchannel Level One You cannot have Overchannel and Wild Surge active at the same time Overchannel Level Two You need to be at least level 8 to overchannel 2 manifester levels Overchannel Level Three You need to be at least level 15 to overchannel 3 manifester levels Overchannel Off Maximum Power Points Storable: 1 Maximum Power Points Storable: 3 Maximum Power Points Storable: 5 Maximum Power Points Storable: 7 Maximum Power Points Storable: 9 Maximum Power Points Storable: 11 Maximum Power Points Storable: 13 Maximum Power Points Storable: 15 Maximum Power Points Storable: 17 Total Power Points Stored: 1 Total Power Points Stored: 2 Total Power Points Stored: 3 Total Power Points Stored: 4 Total Power Points Stored: 5 Total Power Points Stored: 6 Total Power Points Stored: 7 Total Power Points Stored: 8 Total Power Points Stored: 9 Total Power Points Stored: 10 Total Power Points Stored: 11 Total Power Points Stored: 12 Total Power Points Stored: 13 Total Power Points Stored: 14 Total Power Points Stored: 15 Total Power Points Stored: 16 Total Power Points Stored: 17 Ectoplasmic Shambler has disrupted your concentration. This item is too heavy for you to pick up You do not have a precognitive edge This item is cannot be locked You are already Psionically Focused. You are now Psionically Focused. You failed to become Psionically Focused. You do not have any Power Points, you cannot become Psionically Focused * Target disarmed! * Energy Ball Psychokinesis [see text] Level: Kineticist 4 Manifesting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: 20-ft.-radius spread Duration: Instantaneous Saving Throw: Reflex half or Fortitude half; see text Power Resistance: Yes Power Points: 7 Metapsionics: Empower, Maximize, Twin, Widen Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create an explosion of energy of the chosen type that deals 7d6 points of damage to every creature or object within the area. The explosion creates almost no pressure. Cold: A ball of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold ball is a Fortitude save instead of a Reflex save. Electricity: Manifesting a ball of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance. Fire: A ball of this energy type deals +1 point of damage per die. Sonic: A ball of this energy type deals -1 point of damage per die and ignores an object's hardness. This power's subtype is the same as the type of energy you manifest. Augment: For every additional power point you spend, this power's damage increases by one die (d6). For each extra two dice of damage, this power's save DC increases by 1. Energy Cone Psychokinesis [see text] Level: Kineticist 3 Manifesting Time: 1 standard action Range: 60 ft. Area: Cone-shaped spread Duration: Instantaneous Saving Throw: Reflex half or Fortitude half; see text Power Resistance: Yes Power Points: 5 Metapsionics: Empower, Maximize, Twin, Widen Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create a cone of energy of the chosen type, extending outward from your hand, that deals 5d6 points of damage to every creature or object within the area. Cold: A cone of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold cone is a Fortitude save instead of a Reflex save. Electricity: Manifesting a cone of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance. Fire: A cone of this energy type deals +1 point of damage per die. Sonic: A cone of this energy type deals -1 point of damage per die and ignores an object's hardness. This power's subtype is the same as the type of energy you manifest. Augment: For every additional power point you spend, this power's damage increases by one die (d6). For each extra two dice of damage, this power's save DC increases by 1. Energy Current Psychokinesis [see text] Level: Kineticist 5 Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: Any two creatures no more than 15 ft. apart Duration: Concentration, up to 1 round/level Saving Throw: Reflex half or Fortitude half; see text Power Resistance: Yes Power Points: 9 Metapsionics: Empower, Extend, Maximize Upon manifesting this power, you choose cold, electricity, fire, or sonic. Your body's psionically fueled bioenergetic currents produce an arc of energy of the chosen type that targets a creature you designate as the primary foe for 9d6 points of damage in every round when the power remains in effect. Energy also arcs off the primary foe to strike one additional foe that is initially within 15 feet of the primary foe, or that subsequently moves within 15 feet of the primary foe while the duration lasts. Secondary foes take half the damage that the primary foe takes in every round while the duration lasts. Should either the primary or secondary foe fall to less than 0 hit points (or should a target completely evade the effect with a special ability or power), the energy current 's arc randomly retargets another primary and/or secondary foe while the duration lasts. Targeted foes can move normally, possibly moving out of range of the effect, but each round they are targeted and remain in range they must make a saving throw to avoid taking full damage in that round. Concentrating to maintain energy current is a full-round action. If you take damage while maintaining energy current, you must make a successful Concentration check (DC 10 + damage dealt) to avoid losing your concentration on the power. Cold: A current of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold current is a Fortitude save instead of a Reflex save. Electricity: Manifesting a current of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance. Fire: A current of this energy type deals +1 point of damage per die. Sonic: A current of this energy type deals -1 point of damage per die and ignores an object's hardness. This power's subtype is the same as the type of energy you manifest. Augment: You can augment this power in one or both of the following ways. 1. For every additional power point you spend, this power's damage increases by one die (d6). For each extra two dice of damage, this power's save DC increases by 1. 2. For every 4 additional power points you spend, this power can affect an additional secondary target. Any additional secondary target cannot be more than 15 feet from another target of the power. Energy Missile Psychokinesis [see text] Level: Kineticist 2 Manifesting Time: 1 standard action Range: Medium (100 ft. + 10 ft./ level) Targets: Up to five creatures or objects; no two targets can be more than 15 ft. apart. Duration: Instantaneous Saving Throw: Reflex half or Fortitude half; see text Power Resistance: Yes Power Points: 3 Metapsionics: Empower, Maximize, Twin Upon manifesting this power, you choose cold, electricity, fire, or sonic. You release a powerful missile of energy of the chosen type at your foe. The missile deals 3d6 points of damage to each creature or object you target, to the maximum of five targets. You cannot hit the same target multiple times with the same manifestation of this power. Cold: A missile of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold missile is a Fortitude save instead of a Reflex save. Electricity: Manifesting a missile of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance. Fire: A missile of this energy type deals +1 point of damage per die. Sonic: A missile of this energy type deals -1 point of damage per die and ignores an object's hardness. This power's subtype is the same as the type of energy you manifest. Augment: For every additional power point you spend, this power's damage increases by one die (d6) and its save DC increases by 1. Ectoplasmic Form Psychometabolism Level: Egoist 3, psychic warrior 3 Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level Power Points: 5 Metapsionics: Extend You and all your gear become a partially translucent mass of rippling ectoplasm that generally conforms to your normal shape. You gain damage reduction 10/+2, and you gain immunity to poison and critical hits. Your material armor becomes meaningless, although your size, Dexterity, deflection bonuses, and armor bonuses from force effects (such as those gained by inertial armor) still apply to your Armor Class. You can manifest powers while in ectoplasmic form, but you must make a Concentration check (DC 20 + power level) for each power you attempt to manifest. Empathic Transfer Psychometabolism Level: Egoist 2, psychic warrior 2 Manifesting Time: 1 standard action Range: Touch Target: Willing creature touched Duration: Instantaneous Power Points: 3 Metapsionics: Empower, Maximize, Twin You heal another creature's wounds, transferring some of its damage to yourself. When you manifest this power, you can heal as much as 2d10 points of damage. The target regains a number of hit points equal to the dice result, and you lose hit points equal to half of that amount. (This loss can bring you to 0 or fewer hit points.) Powers and abilities you may have such as damage reduction and regeneration do not lessen or change this damage, since you are taking the target's pain into yourself in an empathic manner. The damage transferred by this power has no type, so even if you have immunity to the type of damage the target originally took, the transfer occurs normally and deals hit point damage to you. Augment: For every additional power point you spend, you can heal an additional 2d10 points of damage (to a maximum of 10d10 points per manifestation). Psionic Revivify Psychometabolism (Healing) [Good] Level: Egoist 5 Manifesting Time: 1 standard action Range: Touch Target: Dead creature touched Duration: Instantaneous Saving Throw: None Power Resistance: No Power Points: 9, XP Metapsionics: None Psionic revivify lets a manifester reconnect a corpse's psyche with its body, restoring life to a recently deceased creature. This power functions like the raise dead spell, except that the affected creature receives no level loss, no Constitution loss, and no loss of powers. The creature has -1 hit points (but is stable) after being restored to life. XP Cost: 200 XP. Psychic Vampire Psychometabolism Level: Egoist 4, psychic warrior 4 Manifesting Time: 1 standard action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Fortitude negates Power Resistance: Yes Power Points: 7 Metapsionics: Twin This power shrouds your hand with darkness that you can use to drain an opponent's power. If you make a successful melee touch attack (if the victim fails its Fortitude save), the darkness drains 2 power points from your foe for every manifester level you have. The drained points simply dissipate. Against a psionic being that has no power points or a nonpsionic foe, your attack instead deals 2 points of Intelligence, Wisdom, and Charisma damage. Restoration, Psionic Psychometabolism (Healing) Level: Egoist 6 Manifesting Time: 3 rounds Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: None Power Resistance: No Power Points: 11 Metapsionics: None As the restoration spell, except as noted here. Energy Ball, Cold Energy Ball, Electricity Energy Ball, Fire Energy Ball, Sonic Energy Cone, Cold Energy Cone, Electricity Energy Cone, Fire Energy Cone, Sonic Energy Current, Cold Energy Current, Electricity Energy Current, Fire Energy Current, Sonic Energy Missile, Cold Energy Missile, Electricity Energy Missile, Fire Energy Missile, Sonic Bite of the Wolf Psychometabolism Level: Psychic warrior 1 Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level Power Points: 1 Metapsionics: Extend Your posture becomes stooped forward, and you grow a muzzle complete with fangs. You gain a bite attack, that deals 1d8 points of damage (assuming you are a Medium creature) when it hits. Your bite attack is a natural weapon, so you are considered armed when attacking with it, and it can be affected by powers, spells, and effects that enhance or improve natural weapons. If you are not a Medium creature, your bite attack's base damage varies as follows: Fine 1d2, Diminutive 1d3, Tiny 1d4, Small 1d6, Large 2d6, Huge 2d8, Gargantuan 4d6, Colossal 6d6. Based on your psychic warrior level, your bite increases in ferocity as noted here: at 5th level your bite deals an extra 1d8 points of damage, at 10th level an extra 2d8, at 15th level an extra 3d8, and at 20th level an extra 4d8 points. Claws of the Beast Psychometabolism Level: Psychic warrior 1 Manifesting Time: 1 swift action Range: Personal Target: You Duration: 1 hour/level Power Points: see text Metapsionics: Extend You call forth the aggressive nature of the beast inherent in yourself, psionically transforming your hands into deadly claws. You gain two natural attacks with your claws, each dealing 1d4 points of damage (1d6 if you are Large or larger, or 1d3 if you are Small or smaller) plus your Strength bonus. Your claws are natural weapons, so you are considered armed when attacking with them, and they can be affected by powers, spells, and effects that enhance or improve natural. Your claws work just like the natural weapons of many monsters. You can make an attack with one claw or a full attack with two claws at your normal attack bonus, replacing your normal attack routine. You take no penalties for two-weapon fighting, and neither attack is a secondary attack. If your base attack bonus is +6 or higher, you do not gain any additional attacks-you simply have two claw attacks at your normal attack bonus. You can manifest this power with an instant thought, quickly enough to gain the benefit of the power on your turn before you attack. Manifesting this power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You can still hold and manipulate items with your claws or cast spells just as well as you could with your hands. Augment: If you spend additional power points, you can create larger, sharper, and more deadly claws, as shown on the table below. Power Points Claw Damage Small Medium Large 1 1d3 1d4 1d6 3 1d4 1d6 1d8 5 1d6 1d8 2d6 7 1d8 2d6 3d6 11 2d6 3d6 4d6 15 3d6 4d6 5d6 19 4d6 5d6 6d6 This augmentation is implemented as the following two augmentation options: 1. For every 2 power points spent, the size of the claws increases by one step on the table above. This increase may be used up to 3 times. 2. For every 4 power points spent, the size of the claws increases by one step on the table above. This increase may be used up to 3 times. Animal Affinity Psychometabolism Level: Egoist 2, psychic warrior 2 Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level Power Points: 3 Metapsionics: Extend You forge a psychometabolic affinity with an idealized animal form, thereby boosting one of your ability scores (choose either Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma). The power grants a +4 enhancement bonus to the ability score you choose, adding the usual benefits provided by a high ability bonus. Because you are emulating the idealized form of an animal, you also take on minor aspects of the animal you choose. If you choose to increase the ability you use to manifest powers, you do not gain the benefit of an increased ability score long enough to gain any bonus power points for a high ability score, but the save DCs of your powers increase for the duration of this power. Call Weaponry Psychoportation (Teleportation) Level: Psychic warrior 1 Manifesting Time: 1 round Range: 0 ft. Effect: One weapon; see text Duration: 1 min./level; see text Saving Throw: None Power Resistance: No Power Points: 1 Metapsionics: Extend You call a weapon "from thin air" into your waiting hand (actually, it is a real weapon hailing from another location in space and time). You don't have to see or know of a weapon to call it-in fact, you can't call a specific weapon; you just specify the kind. If you call a projectile weapon, it comes with 3d6 bolts, arrows, or sling bullets, as appropriate. The weapon is made of ordinary materials as appropriate for its kind. Weapons gained by call weaponry are distinctive due to their astral glimmer. They are considered magic weapons and thus are effective against damage reduction that requires a magic weapon to overcome. Augment: For every 4 additional power points you spend, this power improves the weapon's enhancement bonus on attack rolls and damage rolls by 1. Claw of Energy Psychokinesis [see text] Level: Psychic warrior 4 Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level Power Points: 7 Metapsionics: Extend If you have a claw attack (either from an actual natural weapon or from an effect such as claws of the beast), you can use this power to energize that weapon. The claw attack deals an extra 1d8 points of cold, electricity, or fire damage (as chosen by you at the time of manifestation) on a successful hit. If this power is manifested on a claw attack already benefiting from the effect of the power, the newer manifestation supersedes the older manifestation, even if both manifestations are of different energy types. This power's subtype is the same as the type of energy infused in the natural weapon. Claw of Fire Claw of Cold Claw of Electricity Claws of the Vampire Psychometabolism Level: Psychic warrior 3 Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level Power Points: 5 Metapsionics: Extend If you have a claw attack (either from an actual natural weapon or from an effect such as claws of the beast), you can use this power to change the nature of that weapon. When this power is manifested, your claws take on an ominous glimmer. Each time you make a successful claw attack against a living creature, you are healed of some amount of damage. Your claw attack gains the vampiric regeneration quality, with power equal to half your manifester level for the duration of the power. Compression Psychometabolism Level: Psychic warrior 1 Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level Power Points: 1 Metapsionics: Extend This power causes instant diminution, halving your height, length, and width and dividing your weight by 8. This decrease changes your size category to the next smaller one. You gain a +2 size bonus to Dexterity, a -2 size penalty to Strength (to a minimum effective Strength score of 1), a +1 size bonus on attack rolls, and a +1 size bonus to Armor Class due to your reduced size. This power doesn't change your speed. Multiple effects that reduce size do not stack, which means (among other things) that you can't use a second manifestation of this power to further reduce yourself. Augment: You can augment this power in one or more of the following ways. 1. If you spend 6 additional power points, this power decreases your size by two size categories. You gain a +4 size bonus to Dexterity, a -4 size penalty to Strength (to a minimum effective Strength score of 1), a +2 size bonus on attack rolls, and a +2 size bonus to Armor Class due to your reduced size. 2. If you spend 2 additional power points, this power's duration is 1 minute per level rather than 1 round per level. Control Object Psychokinesis Level: Kineticist 1 Manifesting Time: 1 standard action Range: Medium (100 ft. + 10 ft./ level) Target: One unattended object Duration: 1 round/level Saving Throw: None Power Resistance: No Power Points: 1 Metapsionics: Extend You telekinetically "bring to life" an inanimate object. Though it is not actually alive, the object moves under your control. If it is a weapon, it deals the weapons damage plus your Intelligence modifier, otherwise it deals 1d6 plus your intelligence modifier. This power only works on weapons and armour. Dispelling Buffer Psychokinesis Level: Kineticist 6, psychic warrior 6 Manifesting Time: 1 standard action Range: Personal or close (25 ft. + 5 ft./2 levels); see text Target: You or one willing creature or one object; see text Duration: 1 hour/level Saving Throw: None Power Resistance: No Power Points: 11 Metapsionics: Extend You create a psychokinetic shield around the subject that improves the chance that any powers affecting the subject will resist a dispel psionics power (or a dispel magic spell) or a negation effect that targets a specific power (such as shatter mind blank). When dispelling buffer is manifested on a creature or object, add +5 to the DC of the dispel check for each ongoing effect that is subject to being dispelled. Special: When a psychic warrior manifests this power, the range is personal and the target is the manifester. Duodimensional Claw Psychometabolism Level: Psychic warrior 3 Manifesting Time: 1 standard action Range: Personal Target: You Duration: 10 min./level Power Points: 5 Metapsionics: Extend If you have a claw attack (either from an actual natural weapon or from an effect such as claws of the beast), you can use this power to improve that weapon. Your claws become two-dimensional, making them razorsharp. The weapon is now psionically keen, doubling it's threat range. Expansion Psychometabolism Level: Psychic warrior 1 Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 round./level Power Points: 1 Metapsionics: Extend This power causes instant growth, doubling your height, length, and width and multiplying your weight by 8. This increase changes your size category to the next larger one. You gain a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum effective Dexterity score of 1), a -1 size penalty on attack rolls, and a -1 size penalty to Armor Class due to your increased size. This power doesn't change your speed. Multiple effects that increase size do not stack, which means (among other things) that you can't use a second manifestation of this power to further expand yourself. Augment: You can augment this power in one or more of the following ways. 1. If you spend 6 additional power points, this power increases your size by two size categories instead of one. You gain a +4 size bonus to Strength, a -4 size penalty to Dexterity (to a minimum effective Dexterity score of 1), a -2 size penalty on attack rolls, and a -2 size penalty to Armor Class due to your increased size. 2. If you spend 2 additional power points, this power's duration is 10 minutes per level rather than 1 round per level. Form of Doom Psychometabolism Level: Psychic warrior 6 Manifesting Time: 1 standard action Range: Personal; see text Target: You Duration: 1 round/level Power Points: 11 Metapsionics: Extend You wrench from your subconscious a terrifying visage of deadly hunger and become one with it. You are transformed into a nightmarish version of yourself, complete with an ooze-sleek skin coating, lashing tentacles, and a fright-inducing countenance. You retain your basic shape and can continue to use your equipment. This power cannot be used to impersonate someone; while horrible, your form is recognizably your own. You gain the frightful presence extraordinary ability, which takes effect automatically. Opponents within 30 feet of you that have fewer Hit Dice or levels than you become shaken for 5d6 rounds if they fail a Will save (DC 16 + your Cha modifier). An opponent that succeeds on the saving throw is immune to your frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect. Your horrific form grants you a natural armor bonus of +5, damage reduction 5/-, and a +4 bonus to your Strength score. In addition, you gain +33% to your land speed as well as a +10 bonus on Jump checks. A nest of violently flailing black tentacles sprout from your hair and back. You can make up to four additional attacks with these tentacles in addition to your regular melee attacks. You can make tentacle attacks within the space you normally threaten. Each tentacle attacks at your highest base attack bonus with a -5 penalty. These tentacles deal 2d8 points of damage plus one-half your Strength bonus on each successful strike. This power functions only while you inhabit your base form (for instance, you can't be metamorphed or polymorphed into another form, though you can use, claws of the beast, and bite of the wolf in conjunction with this power for your regular attacks), and while your mind resides within your own body. Augment: For every additional power point you spend, this power's duration increases by 2 rounds. Immovability Psychometabolism Level: Psychic warrior 4 Manifesting Time: 1 standard action Range: Personal Target: You Duration: Concentration Power Points: 7 Metapsionics: None You are almost impossible to move. Your weight does not vary; instead, you mentally attach yourself to the underlying fabric of the plane. You gain a +20 bonus on Discipline skill checks. You can't voluntarily move to a new location unless you stop concentrating, which ends the power. You cannot apply your Dexterity bonus to Armor Class; however, your anchored body gains damage reduction 15/-. You cannot make physical attacks or perform any other large-scale movements (you can make smallscale movements, such as breathing, turning your head, moving your eyes, talking, and so on). Powers with the teleportation descriptor manifested on you automatically fail. Implementation note: To end concentrating on the power, use the control feat again. If the power is active, that will end it instead of manifesting it. Metaphysical Claw Psychometabolism Level: Psychic warrior 1 Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level Power Points: 1 Metapsionics: Extend If you have a claw attack (either from an actual natural weapon or from an effect such as claws of the beast) or a bite attack (which could be a natural bite attack or one you gain by means of the power bite of the wolf), you can use this power to provide your natural weapons a +1 enhancement bonus on attack rolls and damage rolls. Augment: If you spend 4 additional power points, this power's duration increases to 1 hour per level. In addition, for every 4 additional power points you spend, this power improves the natural weapon's enhancement bonus on attack rolls and damage rolls by 1. Metaphysical Weapon Metacreativity Level: Psychic warrior 1 Manifesting Time: 1 standard action Range: Touch Target: Weapon touched Duration: 1 min./level Saving Throw: None Power Resistance: No Power Points: 1 Metapsionics: Extend Metaphysical weapon gives a weapon a +1 enhancement bonus on attack rolls and damage rolls. Alternatively, you can affect up to 99 arrows, bolts, or bullets. The projectiles must be of the same type, and they have to be together (in the same stack). You can't manifest this power on most natural weapons, including a psychic warrior's claw strike. This power does work on a weapon brought into being by the graft weapon power. Augment: If you spend 4 additional power points, this power's duration increases to 1 hour per level. In addition, for every 4 additional power points you spend, this power improves the weapon's enhancement bonus on attack rolls and damage rolls by 1. Null Psionics Field Psychokinesis Level: Kineticist 6 Manifesting Time: 1 standard action Range: 10 ft. Area: 10-ft.-radius emanation centered on you Duration: 10 min./level(D) Saving Throw: None Power Resistance: See text Power Points: 11 Metapsionics: Extend, Widen An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most psionic effects, including powers, psi-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any psionic items or powers within its confines. A null psionics field negates any power or psionic effect used within, brought into, or manifested into its area. Dispel psionics does not remove the field. Two or more null psionics fields sharing any of the same space have no effect on each other. Certain powers may be unaffected by null psionics field (see the individual power descriptions). Implementation note: To dismiss the power, use the control feat again. If the power is active, that will end it instead of manifesting it. Painful Strike Psychometabolism Level: Psychic warrior 2 Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level Power Points: 3 Metapsionics: Extend Your natural weapons cause additional pain. Each successful attack you make with a natural weapon deals an extra 1d4 points of bludgeoning damage to the target. Prevenom Psychometabolism (Creation) Level: Psychic warrior 1 Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level or until discharged Saving Throw: None and Fortitude negates; see text Power Points: 1 Metapsionics: Extend, Twin If you have a claw attack (either from an actual natural weapon or from an effect such as claws of the beast), you can use this power to produce a mild venom that coats one of your claws. On your next successful melee attack, the venom deals 2 points of Constitution damage. A target struck by the poison can make a Fortitude save (DC 10 + 1/2 your manifester level + your key ability modifier) to negate the damage. Augment: For every 6 additional power points you spend, this power's Constitution damage increases by 2 points. Prevenom Weapon Psychometabolism (Creation) Level: Psychic warrior 1 Manifesting Time: 1 standard action Range: Personal Target: One held weapon; see text Duration: Until discharged; see text Saving Throw: None and Fortitude negates; see text Power Points: 1 Metapsionics: Twin As prevenom, except your weapon gains the poison coating as long as it remains in your grip: This power produces a mild venom that coats a manufactured weapon you are wielding. On your next successful melee attack, the venom deals 2 points of Constitution damage. A target struck by the poison can make a Fortitude save (DC 10 + 1/2 your manifester level + your key ability modifier) to negate the damage. Augment: For every 6 additional power points you spend, this power's Constitution damage increases by 2 points. Psychofeedback Psychometabolism Level: Egoist 5, Psychic Warrior 5 Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 Round/level Power Points: 9 Metapsionics: Extend You can readjust your body to boost one physical ability score at the expense of one or more other scores. Select one ability score you would like to boost, and increase it by the same amount that you decrease one or more other scores. All score decreases are treated as a special form of ability damage, called ability burn, which cannot be magically or psionically healed - it goes away only through natural healing. You can boost your Strength, Dexterity or Constitution score by an amount equal to your manifester level (or any lesser amount), assuming you can afford to burn your other ability scores to such an extent. When the duration of this power expires, your ability boost also ends, but your ability burn remains until it is healed naturally. Reddopsi Psychokinesis Level: Kineticist 7 Manifesting Time: 1 standard action Range: Personal Target: You Duration: 10 min./level Power Points: 13 Metapsionics: Extend When you manifest reddopsi, powers targeted against you rebound to affect the original manifester. This effect reverses powers that have only you as a target (except dispel psionics and similar powers or effects). Powers that affect an area can't be reversed. Reddopsi also can't reverse any power with a range of touch. Should you rebound a power back against a manifester who also is protected by reddopsi, the power rebounds once more upon you. Strength of my Enemy Psychometabolism Level: Psychic warrior 2 Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level Power Points: 3 Metapsionics: Extend You gain the ability to siphon away your enemy's strength for your own use. One of your natural or manufactured weapons becomes the instrument of your desire, and deals 1 point of Strength damage on each successful hit. You gain that point of Strength as an enhancement bonus to your Strength score. Strength you siphon from different foes is tracked separately - the total siphoned from each individual foe is considered a separate enhancement bonus to your Strength (maximum +8), and you gain only the highest total. Augment: For every 3 additional power points you spend, the maximum enhancement bonus you can add to your Strength increases by 2. Tornado Blast Psychokinesis Level: Kineticist 9 Manifesting Time: 1 round Range: Long (400 ft. + 40 ft./level) Area: 40-ft.-radius spread Duration: Instantaneous Saving Throw: Reflex half; see text Power Resistance: No Power Points: 17 Metapsionics: Empower, Maximize, Twin, Widen You induce the formation of a slender vortex of fiercely swirling air. When you manifest it, a vortex of air visibly and audibly snakes out from your outstretched hand. If you want to aim the vortex at a specific creature, you can make a ranged touch attack to strike the creature. If you succeed, direct contact with the vortex deals 8d6 points of damage to the creature (no save). Regardless of whether your ranged touch attack hits (and even if you forgo the attack), all creatures in the area (including the one possibly damaged by direct contact) are picked up and violently dashed about, dealing 17d6 points of damage to each one. Creatures that make a successful Reflex save take half damage. After being dashed about, each creature that was affected finds itself situated in a new space 1d4 x 10 feet away from its original space in a random direction. Walls and other barriers can restrict this relocation; in such a case, the creature ends up adjacent to the barrier. Augment: For every additional power point you spend, this power's area damage (not the damage from direct contact dealt to a specific creature) increases by 1d6 points. For each extra 2d6 points of damage, this power's save DC increases by 1. Truevenom Psychometabolism Level: Psychic warrior 4 Manifesting Time: 1 swift action Range: Personal Target: You Duration: 1 min./level or until discharged Saving Throw: None and Fortitude negates; see text Power Points: 7 Metapsionics: Extend, Empower, Maximize, Twin If you have a claw attack (either from an actual natural weapon or from an effect such as claws of the beast), you can use this power to produce a horrible poison that coats one of your claws. On your next successful melee attack with the claw during the power's duration, the poison deals 1d8 points of Constitution damage immediately and another 1d8 points of Constitution damage 1 minute later. The target of your attack can negate each instance of damage with a Fortitude save. Truevenom Weapon Psychometabolism (Creation) Level: Psychic warrior 4 Manifesting Time: 1 swift action Range: Personal Target: One held weapon; see text Duration: 1 min./level or until discharged Saving Throw: None and Fortitude negates; see text Power Points: 7 Metapsionics: Extend, Empower, Maximize, Twin As truevenom, except your weapon gains the poison coating as long as it remains in your grip, until the effect is discharged, or until the duration expires, whichever occurs first. You can use this power to produce a horrible poison that coats a manufactured weapon you are wielding. On your next successful melee attack with the weapon during the power's duration, the poison deals 1d8 points of Constitution damage immediately and another 1d8 points of Constitution damage 1 minute later. The target of your attack can negate each instance of damage with a Fortitude save. Vampiric Weapon Psychometabolism Level: Psychic warrior 3 Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level Power Points: 5 Metapsionics: Extend When this power is manifested, your weapon takes on an ominous glimmer. Each time you make a successful attack against a living creature, you are healed of some amount of damage. Your weapon attack gains the vampiric regeneration quality, with power equal to half your manifester level for the duration of the power. Weapon of Energy Psychokinesis [see text] Level: Psychic warrior 4 Range: Touch Target: Weapon touched Duration: 1 round/level Power Points: 7 Metapsionics: Extend You can use this power to energize a weapon. That weapon deals an extra 1d8 points of cold, electricity, or fire damage (as chosen by you at the time of manifestation) on a successful hit. If this power is manifested on a already benefiting from the effect of the power, the newer manifestation supersedes the older manifestation, even if both manifestations are of different energy types. This power's subtype is the same as the type of energy infused in the touched weapon. Weapon of Fire Weapon of Cold Weapon of Electricity Intellect Fortress Psychokinesis Level: Psion/wilder 4 Manifesting Time: 1 swift action Range: 20 ft. Area: 20-ft.-radius spread centered on you Duration: 1 round Saving Throw: None Power Resistance: Yes Power Points: 7 Metapsionics: Extend, Widen You encase yourself and your allies in a shimmering fortress of telekinetic force. All damage from powers and psi-like abilities taken by subjects inside the area of the intellect fortress, including ability damage, is halved. This lowering takes place prior to the effects of other powers or abilities that lessen damage, such as damage reduction and evasion. Powers that are not subject to power resistance are not affected by an intellect fortress. Manifesting this power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. Augment: For every additional power point you spend, this power's duration increases by 1 round. Chameleon Psychometabolism Level: Egoist 2, Psychic Warrior 1 Manifesting Time: 1 standard action Range: Personal Target: You Duration: 10 min./level Power Points: 1 Metapsionics: Extend Your skin and equipment take on the color and texture of nearby objects, including floors and walls. You receive a +10 enhancement bonus on Hide checks. Duskblade Duskblades duskblade (BASE CLASS) "My blade and my magic are one and the same." The Duskblade blurs the line between spellcaster and warrior, marrying the power of magic with hand-to-hand combat prowess. A student of arcane spellcasting techniques, the Duskblade combines arcane spellcasting with the combat skills of a fighter. While the ability to cast arcane spells in armor originated with the elves, over the millenia the secrets of the Duskblade have been disseminated to the other races, and today members of any race can become a Duskblade. - Alignment Restrictions: none - Hit Die: d8 - Proficiencies: A Duskblade is proficient with Simple and Martial Weapons, all Armor and Shields. - Skill Points: 2 + Int Modifier CLASS FEATURES: Level 1: Armored Mage (light) 2: Combat Casting 3: Arcane Channeling 4: Armored Mage (medium) 5: Quick Cast 1/day 6: Spell Power +2 7: Armored Mage (shields) 8: - 9: - 10: Quick Cast 2/day 11: Spell Power +3 12: - 13: Arcane Channeling (full attack) 14: - 15: Quick Cast 3/day 16: Spell Power +4 17: - 18: Spell Power +5 19: - 20: Quick Cast 4/day SPELLCASTING To cast a spell, the Duskblade must have an Intelligence score of 10 + the spell level. The DC of a Duskblade's spell is 10 + Spell Level + Intelligence Modifier. A Duskblade's caster level is equal to his class level. He casts spells as a Sorcerer does. He initially does not suffer arcane spell failure chance when casting in light armor, later on he learns to cast without arcane spell failure in medium armor and with shields, however failure chance from heavy armor applies normally. Spells Known: The Duskblade starts knowing all level 0 combat spells and two level 1 spells. Each time he gains a new class level, he learns one additional spell of the highest level he can cast. Level: 0 1 2 3 4 5 1: 2 2 - - - - 2: 2 3 - - - - 3: 2 4 - - - - 4: 2 5 - - - - 5: 2 5 1 - - - 6: 2 5 2 - - - 7: 2 5 3 - - - 8: 2 5 4 - - - 9: 2 5 4 1 - - 10: 2 5 4 2 - - 11: 2 5 4 3 - - 12: 2 5 4 4 - - 13: 2 5 4 4 1 - 14: 2 5 4 4 2 - 15: 2 5 4 4 3 - 16: 2 5 4 4 4 - 17: 2 5 4 4 4 1 18: 2 5 4 4 4 2 19: 2 5 4 4 4 3 20: 2 5 4 4 4 4 Spells per day: Level: 0 1 2 3 4 5 1: 3 2 - - - - 2: 4 3 - - - - 3: 5 4 - - - - 4: 6 5 - - - - 5: 6 5 2 - - - 6: 6 6 3 - - - 7: 6 6 5 - - - 8: 6 7 6 - - - 9: 6 7 6 2 - - 10: 6 8 7 3 - - 11: 6 8 7 5 - - 12: 6 8 8 6 - - 13: 6 9 8 6 2 - 14: 6 9 8 7 3 - 15: 6 9 8 7 5 - 16: 6 9 9 8 6 - 17: 6 10 9 8 6 2 18: 6 10 9 8 7 3 19: 6 10 10 9 7 5 20: 6 10 10 10 8 6 Epic Duskblade Type: Class Prerequisite: Duskblade level 21 The Epic Duskblade is a Juggernaut on the battlefield, wasting his foes with steel and spell. CLASS FEATURES: Level 21: Spell Power +6 22: - 23: Bonus Feat 24: - 25: Quick Cast 5/day 26: Spell Power +7, Bonus Feat 27: - 28: - 29: Bonus Feat 30: Quick Cast 6/day 31: Spell Power +8 32: Bonus Feat 33: - 34: - 35: Quick Cast 7/day, Bonus Feat 36: Spell Power +9 37: - 38: Spell Power +10, Bonus Feat 39: - 40: Quick Cast 8/day Healing Hands (Ex) Type: Class Prerequisite: Healer level 1 Whenever a Healer casts a spell that cures hit point damage, she adds her Charisma modifier to the amount of damage healed. For instance, if a 5th level Healer with an 18 Charisma casts Cure Light Wounds, she cures 1d8+5 points of damage normally, plus an additional 4 points of damage due to her Charisma bonus. Augment Quickselect 4 Augment Quickselect 5 Augment Quickselect 6 Augment Quickselect 7 Empty Quickselection Power Points Remaining: Quickselection set to Select the quickselection to store the current augmentation level in. Augment Quickselect 1 Augment Quickselect 2 Augment Quickselect 3 Augment 0 Augment 1 Augment 2 Augment 3 Augment 4 Augment 5 Augment 6 Augment 7 Augment 8 Augment 9 Augment 00 Augment 10 Augment 20 Augment 30 Augment 40 Please wait Previous Next Return to power level selection. Select level of power to gain. NOTE: This may take a while when first browsing a particular level's powers. Select a power to gain. You can select more powers. You have selected: Is this correct? You will be able to select more powers after you gain another level in a psionic caster class. Finish Abort Replenish Spell Slots Type of Feat: General Prerequisite: None Specifics: This feat allows you to change your epic spell slots for the Epic Spellcasting System. Activate it whenever you wish to rearrange your epic spells. Use: Selected Frenzied Berserker Frenzied Berserkers frenzied berserker (PRESTIGE CLASS) The random madness of the thunderstorm and the unpredictability of the slaadi come together in the soul of the Frenzied Berserker. Unlike most other characters, she does not fight to achieve some heroic goal or defeat a loathsome villain. Those are mere excuses - it is the thrill of combat that draws her. For the Frenzied Berserker, the insanity of battle is much like an addictive drug - she must constantly seek out more conflict to feed her craving for battle. - Hit Die: d12. - Proficiencies: Frenzied Berserkers gain no weapon or armor proficiencies. - Skill Points: 2+ Int modifier. REQUIREMENTS: Alignment: Non-lawful Base Attack Bonus: +6. Feats: Cleave, Intimidating Rage, Power Attack. CLASS FEATURES: Levels 1: Frenzy - Increases strength +6 (+10 at 8), reduces AC -4, takes 2 damage per round and attacks nearest target (friends included), useable once per day. 2: Great Cleave - Like Cleave, except upon killing an enemy there is no limit to subsequent attacks. Remain Conscious - Player is alive until they hit -10 HP. 3: Frenzy - Can be used twice a day. 4: Deathless Frenzy - Player can not die until their frenzy is over. This ability does not prevent death from spell effects such as slay living or disintegrate. 5: Frenzy - Can be used three times a day. Improved Power Attack - Increases damage by +10, but gives a -10 attack penalty. 6: Inspire Frenzy - Causes friendly party members within a 10 ft radius to make a will save or enter a frenzy. 7: Frenzy - Four uses a day. 8: Greater Frenzy Inspire Frenzy - Increases to two uses a day. 9: Frenzy - Five uses a day. 10: Inspire Frenzy - Three uses a day. Supreme Power Attack - Gives a -10 penalty to attack, but gives +10 bonus to damage. No longer winded after a frenzy NOTE: Cannot have haste cast on you while frenzied. Frenzy Type of Feat: Class Specific Prerequisite: Frenzied Berserker Level 1 Specifics: When taking damage a Frenzied Berserker must make will save DC (10 + damage suffered) or enter a frenzy. Upon entering a frenzy the Frenzied Berserker gains +6 Strength (+10 at level 8) and an additional attack per round, but receives -4 AC and 2 damage per round. The frenzy lasts 3 + Constitution modifier rounds. Use: Selected. During a frenzy, the Frenzied Berserker will attack the closest person regardless of friendship. Once a round, a Frenzied Berserker may attempt a will save DC 20 to end a frenzy early. After a frenzy, the Frenzied Berserker is winded and suffers -2 Str and Dex, and can only walk for the next 10 rounds or until her next frenzy. At level 10 a Frenzied Berserker is no longer winded after a frenzy. Greater Frenzy Inspire Frenzy Type of Feat: Class Specific Prerequisite: Frenzied Berserker Level 6 Specifics: While frenzying, a Frenzied Berserker may choose to inspire her allies into a frenzy. When used, all party members within 10 ft must make a Will Save DC (10 + Frenzied Berserker Level + Charisma modifier). Upon failing this save, the ally enters a frenzy. Use: Selected. Intimidating Rage Type of Feat: General Prerequisites: Ability to Rage. Specifics: When you rage, it demoralizes your opponents. When starting a rage the closest enemy must make a Will Save DC (10 + 1/2 character level + Charisma modifier) or become shaken for the duration of your rage. Use: Automatic. A shaken character receives a -2 morale penalty on attack rolls, saves, and checks. Supreme Power Attack Type of Feat: Class Prerequisite: Frenzied Berserker 10 Specifics: A 10th-level Frenzied Berserker gains a +2 bonus on her melee damage rolls when using the Power Attack feat. This benefit does not stack with the effects of Power Attack or Improved Power Attack. Use: Automatic when using Power Attack. Remain Conscious Type of Feat: Class Specific Prerequisite: Frenzied Berserker Level 2 Specifics: You have a tenacity of will that supports you even when things look bleak. After your hit points are reduced to 0 or below, you may take one partial action on your turn every round until you reach -10 hit points. Use: Automatic. Deathless Frenzy Type of Feat: Class Specific Prerequisite: Frenzied Berserker Level 4 Specifics: The Frenzied Berserker can scorn death and unconsciousness while in a frenzy. Should her hit points to fall to 0 or below because of hit point loss, she continues to fight normally until her frenzy ends. At that point, the effects of her wounds apply normally. This ability does not prevent death from spell effects such as slay living or disintegrate. Use: Automatic. <CUSTOM0> frenzies. <CUSTOM0> attempts to end frenzy. <CUSTOM0> inspires frenzy in allies. Improved Power Attack (Frenzied Berserker version) Type of Feat: Class Prerequisite: Frenzied Berserker 5 Specifics: Beginning at 5th level, a frenzied berserker gains a +1.5 bonus (rounded down) on her melee damage rolls for every -2 penalty she on her melee attack rolls when using the Power Attack feat. This benefit does not stack with the effects of Power Attack. Use: Automatic when using Power Attack. Cancel Frenzy Type of Feat: Class Specific Prerequisite: Frenzied Berserker Level 1 Specifics: Upon activation the player makes a Will Save DC 20. If they pass they will save, then frenzy is ended. Use: Automatic. Spell Resistance 10 Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature has an innate spell resistance of 10, plus 1 per level. Use: Automatic. Tempest Tempests tempest (PRESTIGE CLASS) The Tempest is the point of calm within a whirling barrier of deadly blades. Poets use colorful terms such as dancer to describe the movement of a Tempest and her two blades, but mastery of this fighting style is not about dancing. Nor is it about impressing anyone - least of all poets. The Tempest focuses on learning the ultimate secrets of two-weapon fighting for a single purpose - the destruction of her enemies. - Hit Die: d10. - Proficiencies: Tempests gain no weapon or armor proficiencies. - Skill Points: 2+ Int modifier. REQUIREMENTS: Base Attack Bonus: +9. Feats: Dodge, Mobility, Spring Attack, Two-Weapon Fighting, and Weapon Finesse (any) or Weapon Focus (any). Rangers are considered to have Two-Weapon-Fighting at Level 1. CLASS FEATURES: Levels 1: Improved Two-Weapon Fighting - Character is able to get a second off hand attack at a -5 penalty to attack roll. 2: Two-Weapon Defense +1 - The Tempest gains +1 bonus to her dodge AC. 4: Two-Weapon Defense +2 - Bonus improves to +2. 5: Greater Two-Weapon Fighting - Tempest gains another attack per round, but at a -2 penalty to her attack bonus. 7: Two-Weapon Defense +3 - Bonus improves to +3. 8: Absolute Ambidexterity - Decreases the two-weapon fighting penalties to -0/-0 or -2/-2 with a non-light weapon in the off-hand. 10: Supreme Two-Weapon Fighting - Tempest gains another two attacks per round in her off hand but at a -4 penalty to her attack bonus. NOTE: The Tempest is best in light armor. While wearing heavy or medium armor a tempest loses all bonus abilities. Greater Two-Weapon Fighting Type of Feat: General Prerequisite: Improved Two-Weapon Fighting, Two-Weapon Fighting, Ambidexterity, base attack bonus +15. Specifics: You are a master at fighting two-handed. While using Greater Two Weapon Fighting a player can make an third off-hand attack per round. A Tempest gains Greater Two-Weapon Fighting for free at level 5. She loses this special ability when fighting in medium or heavy armor, or when using a double weapon (such as a two-bladed sword). Use: Automatic. Supreme Two-Weapon Fighting Type of Feat: Class Specific Prerequisite: Tempest Level 10 Specifics: A Tempest has truly mastered two-weapon fighting. While using Supreme Two Weapon Fighting a Tempest can make an fourth off-hand attack per round. She loses this special ability when fighting in medium or heavy armor, or when using a double weapon (such as a two-bladed sword). Use: Automatic. Two-Weapon Defense Type of Feat: General Prerequisite: Dex 15, Two-Weapon Fighting Specifics: Your two weapon fighting style increases your defense as well as offense. Non-Tempest characters gain +1 dodge bonus to their AC while wielding two weapons. At 2nd level, the Tempest gains Two-Weapon Defense as a bonus feat. As she gains Tempest levels, her AC bonus from this feat increases, rising to +2 at 4th level and to +3 at 7th level. Use: Automatic. Perfect Two-Weapon Fighting Type of Feat: Epic Prerequisite: Dex 25, Greater Two-Weapon Fighting Specifics: You have mastered fighting with two weapons. You can make as many attacks with the off-hand as you can with your main hand. Use: Automatic. Absolute Ambidexterity Type of Feat: Class Specific Prerequisite: Tempest Level 8 Specifics: The Tempest's attack penalties for fighting with two weapons lessen by 2 when she is wearing light armor or no armor. Thus, if she fights with a light weapon in her off hand, she suffers no penalties on her attack rolls for fighting with two weapons. (If the off-hand weapon is not light, she suffers a -2 penalty on attack rolls with both her primary hand and her offhand.) Use: Automatic. Foe Hunter Foe Hunters foe hunter (PRESTIGE CLASS) The Foe Hunter has but one purpose in life: to kill creatures of the type she hates. She is willing to pay any price or risk any danger to prevail against this hated foe. Her blade is anathema to such creatures, and her body is more often than not proof against their attacks. Though her hatred of this enemy is boundless and unending, it is not unthinking or rash. She lives to put an end to her hated foe, but she does not throw away her own life needlessly. - Hit Die: d10. - Proficiencies: Foe Hunters gain no weapon or armor proficiencies. - Skill Points: 2+ Int modifier. REQUIREMENTS: Base Attack Bonus: +7. Feats: Favored Enemy, Trackless Step, Weapon Focus (any). CLASS FEATURES: Levels 1: Hated Enemy - The Foe Hunter gains all bonuses against their hated enemy. Rancor +1d6 - First attack of the round deals bonus damage to hated enemies. Bonus damage even works on enemies immune to criticals. 2: Hated Enemy Damage Reduction 3/- - Character gains damage reduction from all hated enemies. 3: Rancor +2d6 4: Hated Enemy Damage Reduction 5/- Hated Enemy Spell Resistance 5: Rancor +3d6 6: Hated Enemy Damage Reduction 7/- 7: Rancor +4d6 8: Hated Enemy Damage Reduction 9/- 9: Rancor +5d6 10: Death Attack - The Foe Hunter can make a death attack against a hated enemy that is denied its Dexterity bonus to AC. Hated Enemy Damage Reduction 11/- NOTES: Hated Enemy Damage Reduction - Could not properly implement damage reduction vs. a specific race due to game engine limitations. The player regenerates the HP instead of having it resisted. Death Attack - The foe hunter can make a death attack against a hated enemy that is denied its Dexterity bonus to AC. Rancor Type of Feat: Class Specific Prerequisite: Foe Hunter Level 1 Specifics: The Foe Hunter can deliver a powerful blow to her hated enemy. When activated, the Foe Hunter delivers an extra powerful attack. The Foe Hunter adds rancor damage if the enemy is their hated foe. This damage increases every other level from 1d6 damage up to 5d6 damage. The extra damage from a rancor attack applies even if that hated enemy is immune to critical hits. Use: Automatic. Death Attack Type of Feat: Class Specific Prerequisite: Foe Hunter Level 10 Specifics: The Foe Hunter can make a Death Attack against a hated enemy that is denied its Dexterity bonus to AC. If the attack succeeds, the enemy must make a Fortitude Save DC (10 + Foe Hunter Level + Intelligence modifier) or die. Use: Automatic. Hated Enemy Spell Resistance Type of Feat: Class Specific Prerequisite: Foe Hunter Level 4 Specifics: The Foe Hunter can avoid the effects of spells and spell-like abilities that would directly affect her, as long as they originate from her hated enemy. Against such effects, the foe hunter has spell resistance equal to 15 + her Foe Hunter class level. This stacks with any other applicable spell resistance the character may have. Use: Automatic. Hated Enemy Damage Reduction Type of Feat: Class Specific Prerequisite: Foe Hunter Level 2 Specifics: The Foe Hunter becomes increasingly immune to her hated foes attacks. At 2nd level she shrugs off 3 damage received per attack. The damage reduced increases by 2 ever other level to a maximum of 11/-. This damage resistance does not stack with any other damage resistance that the Foe Hunter may have. Use: Automatic. Hated Enemy Type of Feat: Class Specific Prerequisite: Foe Hunter Level 1 Specifics: The Foe Hunter chooses one creature type that she has already selected as a favored enemy to be the target of her hatred. This choice determines what kind of foe hunter she becomes - orc hunter, giant hunter, or the like. The choice of hated enemy is irreversible. Use: Automatic. Hated Enemy: Dwarves Hated Enemy: Elves Hated Enemy: Gnomes Hated Enemy: Halflings Hated Enemy: Half-Elves Hated Enemy: Half-Orcs Hated Enemy: Humans Hated Enemy: Aberrations Hated Enemy: Animals Hated Enemy: Beasts Hated Enemy: Constructs Hated Enemy: Dragons Hated Enemy: Goblinoids Hated Enemy: Monstrous Humanoids Hated Enemy: Orcs Hated Enemy: Reptilian Humanoids Hated Enemy: Elementals Hated Enemy: Fey Hated Enemy: Giants Hated Enemy: Magical Beasts Hated Enemy: Outsiders Hated Enemy: Shapechangers Hated Enemy: Undead Hated Enemy: Vermin Eye of Gruumsh Eye of Gruumsh's eye of Gruumsh (PRESTIGE CLASS) Most people think they've seen the worst that orcs can breed when an orc barbarian comes raging over a hilltop - at least until they see a one-eyed orc barbarian come raging over a hilltop. This creature may well be an eye of Gruumsh, an orc so devoted to his evil deity that he has disfigured himself in Gruumsh's name. In an epic battle at the dawn of time, the elven deity Corellon Larethian stabbed out Gruumsh's left eye. Filled with rage and hatred, the orc deity called for followers loyal enough to serve in his image. Those who heed this call are known as the eyes of Gruumsh. They sacrifice their right eyes instead of their left ones so that their impaired vision balances that of their deity. Thus, symbolically at least, they can see what he cannot. These living martyrs to Gruumsh are some of the toughest orcs and half-orcs in the world. - Hit Die: d12. - Proficiencies: Eye of Gruumsh's gain no weapon or armor proficiencies. - Skill Points: 2+ Int modifier. REQUIREMENTS: Race: any Orcish race. Alignment: Chaotic Evil, Chaotic Neutral, or Neutral Evil. Base Attack Bonus: +6. Feats: Weapon Proficiency (Double-Axe), Weapon Focus (Orc Double-Axe). Special: Follower of Gruumsh that has put his own right eye out during a ritual. (Clerics taking this class must have two of the following domains: War, Strength, Evil.) CLASS FEATURES: Levels: 1: Blind-Fight, Command the Horde, Rage 2: Swing Blindly 3: Ritual Scarring +1 4: Blinding Spittle 2X day 5: Blindsight, 5-foot radius 6: Ritual Scarring +2 7: Blinding Spittle 4X day 8: Blindsight, 10-foot radius 9: Ritual Scarring +3 10: Sight of Gruumsh Command the Horde Type of Feat: Class Prerequisite: Eye of Gruumsh At 1st level, the Eye of Gruumsh may grant a +2 morale bonus on Will Saves to any non-good orcs or half-orcs with HD lower than his character level within 30 feet of him. Any recipient who willingly goes against the eye of Gruumsh's directions loses this bonus immediately. Using this ability is a standard action, and the effect lasts for 1 hour per Eye of Gruumsh level. Swing Blindly Type of Feat: Class Prerequisite: Eye of Gruumsh An Eye of Gruumsh's rage becomes more powerful when he reaches 2nd level, but at the cost of lowered defenses. The character adds +4 to strength while in a rage, but his AC penalty goes from -2 to -4. Ritual Scarring Type of Feat: Class Prerequisite: Eye of Gruumsh Through frequent disfiguration of his own skin, an Eye of Gruumsh's natural armor bonus improves by +1 at 3rd level. This bonus increases +1 for every 3 Eye of Gruumsh levels gained thereafter. Blinding Spittle Type of Feat: Class Prerequisite: Eye of Gruumsh The eye of Gruumsh can launch blinding spittle at any opponent within 20 feet. Using a ranged touch attack (at a -4 penalty), he spits his stomach acid into the target's eyes. An opponent who fails a Reflex save (DC 10 + Eye of Gruumsh level + Eye of Gruumsh's Constitution bonus) is blinded until he or she can rinse away the spittle. This attack has no effect on creatures that don't have eyes or don't depend on vision. Blinding spittle is usable twice per day at 4th level and four times a day at 7th level. Sight of Gruumsh Type of Feat: Class Prerequisite: Eye of Gruumsh At 10th level, the Eye of Gruumsh sees the moment of his own death through his missing eye. This foreknowledge gives him a +2 morale bonus on all saving throws from then on. (Whether or not the vision is accurate is irrelevant-the character believes it to be true.) Blindsight Type of Feat: Class Prerequisite: Eye of Gruumsh Some creatures have a special sense (smell, vibration, etc.) that allows them to detect creatures that are near them. This ability can see through invisibility, darkness, and most other types of concealment. It does not allow them to detect ethereal creatures and its range is limited to the specified distance. For an Eye of Gruumsh, this distance is 5 ft. radius at level 5th level and a 10 ft. radius at 8th level. <CUSTOM0> activates command the horde. <CUSTOM0> uses blinding spittle. Orc Warlord Orc Warlords orc warlord (PRESTIGE CLASS) The Orcish Warlord is a savage general of an unruly army, the leader of one of the deadly and all too common orc hordes that rampage down from the Spine of the World to savage and brutalize the civilized lands of Faerun. An orc warlord is an imposing figure, often slathered with scars both ritualistic and all too real in origin. - Hit Die: d12. - Proficiencies: Orc Warlords gain no weapon or armor proficiencies. - Skill Points: 2+ Int modifier. REQUIREMENTS: Race: any Orcish race Alignment: Any non-good Base Attack Bonus: +5 Feats: Blood of the Warlord, Leadership Skills: 8 Intimidate, 5 Ride Special: Ability to Rage CLASS FEATURES: Levels: 1: Gather Horde I, Release Horde 2: Inspire Courage 3: Gather Horde II 4: 5: Final Rage NOTES: Gather Horde - Summon orcs as henchmen Release Horde - Unsummon orc henchmen Inspire Courage - +2 saves vs. fear and charm and +1 to attack and damage for allies. Final Rage - All allies within 10 feet enter a rage. Blood of the Warlord Type of Feat: General Prerequisite: any Orcish or Half-Orcish race* You are seen as a king among kings and a natural leader of orcs. You gain +2 on all persuade and intimidate checks against orcs. In addition, all of your allies gain a +1 morale bonus to their attack roles and will saving throws. Use: Selected. * If you take this feat at level 1 and you do not meet the prerequisites you will be unable to gain levels. Inspire Courage Type of Feat: Class Prerequisite: Orc Warlord An Orc Warlord can inspire courage in his allies for five rounds. This ability grants a +1 morale bonus on attack rolls, damage, and a +2 morale bonus to saving rolls vs. charm an fear effects. Final Rage Type of Feat: Class Prerequisite: Orc Warlord At 5th level, the Orc Warlord gains the ability to incite a rage in all his nearby allies for one last phenomenal attack. All allies within 10 ft (including the warlord himself) enter a rage. Gather Horde I Type of Feat: Class Prerequisite: Orc Warlord At level 1, the Orc Warlord can summon 2 orc allies to fight by his side. Gather Horde II Type of Feat: Class Prerequisite: Orc Warlord At level 3, the Orc Warlord can summon 4 orc allies to fight by his side. Release Horde Type of Feat: Class Prerequisite: Orc Warlord Activating this feat allows your current summoned horde to leave. You can summon them back again at a later time. <CUSTOM0> inspires courage in allies. <CUSTOM0> activates final rage. Gather Horde: Orc Skull Splitter Gather Horde: Orc Weapon Master Gather Horde: Orc Axe Thrower Gather Horde: Orc Shaman Type: Class Prerequisite: Healer level 20 Once per day, a 20th-level Healer can bring a dead creature back to life, as if casting a True Resurrection spell. Shifter (PnP) Quick Shift Slots (1-5) Quick Shift Slots (6-10) Quick Shift Slot 1 Quick Shift Slot 2 Quick Shift Slot 3 Quick Shift Slot 4 Quick Shift Slot 5 Quick Shift Slot 6 Quick Shift Slot 7 Quick Shift Slot 8 Quick Shift Slot 9 Quick Shift Slot 10 Quick Shift Slots allow you to shift quickly into pre-selected shapes Greater Wild Shape Greater Wild Shape (x3) Greater Wild Shape (x5) Greater Wild Shape (x7) Greater Wild Shape (x9) Greater Wild Shape (infinite) Greater Wild Shape Specifics: Targets a creature and you will try to become just like the creature you target. Use: Selected. Level: 1: 1/day. Small, medium and humanoid. 2: Monstrous humanoid and animal. 3: 3/day. Large, tiny and beast 4: Giant and vermin. 5: 5/day. Magical beast. 6: Aberration and ooze. 7: 7/day. Huge and dragon. 8: Undead and construct. 9: 9/day. Elemental and outsider 10: Evershifting Form: No limit to Greater Wild Shape/day Epic Wild Shape Epic Wild Shape (x3) Epic Wild Shape (x5) Epic Wild Shape (x7) Epic Wild Shape (x9) Epic Wild Shape (x11) Epic Wild Shape (x13) Epic Wild Shape Prerequisite: Epic Shifter (lvl 11 shifter, lvl 21 character) Specifics: Targets a creature and you will try to become just like the creature you target. This epic form will give you an item that embodies the forms special 'Spell Like' or 'Supernatural' powers. Use: Selected. Level: 11: 1/day 14: 3/day 17: 5/day 20: 7/day 23: 9/day 26: 11/day 29: 13/day Shifter Options Shifter Options: With this you can: * Select a shape you know to turn into using 'Greater Wild Shape' * Select a shape you know to turn into using 'Epic Wild Shape' * View / change the shapes you have assigned to your 'Quick Shift Slots' * Assign shapes you know to your 'Quick Shift Slots' * Assign epic shapes you know to your 'Quick Shift Slots' * Remove shapes you no longer want * Turn on/off 'Druid Wild Shape' to 'Greater Wild Shape' conversion. Return to True Form Use this to return to your true form Natural Spell Prerequisite: Wis 13, able to wild shape Specifics: Allows you to cast spells in shapes that can normally not cast spells. Use: Automatic. (PRESTIGE CLASS) A Shifter has no form they call their own. Instead, they clothe themselves in whatever shape is most expedient at the time. While others base their identities largely on their external forms, the Shifter actually comes closer to their true self through all of their transformations. Of necessity, their sense of self is based not on their outward form, but on their soul, which is truly the only constant about them. It is the inner strength of that soul that enables them to take on any shape and remain themselves within. (This PrC was created to bring the shifter closer to PnP rules.) - Hit Die: d8. - Proficiencies: A Shifter does not gain any additional weapon or armor proficiencies. - Skill Points: 4 + Int Modifier. REQUIREMENTS: Spellcasting: 3rd level spells. Feats: Alertness, Endurance Special: You must be able to assume an alternate form. See the following list: Arcane or divine classes with the ability to cast Polymorph Self.This includes: Archivist (spell level 4, class level 7) Hexblade (spell level 4, class level 14) Ranger (spell level 4, class level 15) Shaman (spell level 4, class level 7) Sublime Chord (spell level 4) Sorcerer (spell level 4, class level 8) Suel Archanamach (spell level 4, class level 8) Wizard (spell level 4, class level 7) Divine classes having the Animal domain, which gives the ability to cast Shapechange at spell level 9. Classes with the ability to use one of these invocations: Mask of Flesh, Humanoid Shape, Spider Shape, Hellspawned Grace. Classes with certain special abilities: Bonded Summoner: Elemental Form (Level 10) Druid: Wild Shape (Level 5) Initiate of Draconic Mysteries: Dragon Shape (Level 10) Ninja Spy: Thousand Faces (Level 7) Werewolf: Alternate Form, Wolf (Level 1) Certain races: Aranea Changeling Fey'ri Hound Archon Naztharune Rakshasa Pixie Rakshasa Shifter Yuan-ti Pureblood Zakya Rakshasa CLASS FEATURES: Level: 1: Greater Wild Shape - Can change into small, medium and humanoid once per day. Creature Weapon Proficiency - Can use creature weapons. 2: Can change into animal and monstrous humanoid. 3: Can change into large, tiny and beast. Can use Greater Wild Shape three time a day. 4: Can change into giant and vermin. 5: Can change into magical beast. Can use Greater Wild Shape five times a day. 6: Can change into aberration and ooze. 7: Can change into huge and dragon. Can use Greater Wild Shape seven times a day. 8: Can change into undead and construct. 9: Can change into elemental and outsider. Can use Greater Wild Shape nine times a day. 10: Evershifting form - No limit to Greater Wild Shape/day. Epic Shifter The epic Shifter has gone beyond the normal druidic ability to wildshape; no longer does she simply assume a new form when she changes shape. The epic Shifter actually becomes the new creature. Epic Shifters are rarely encountered in their true form; indeed, some of the most ancient and powerful Shifters claim (with some pride) to have forgotten their true form entirely. Epic Shifters are generally a wild and carefree lot, and they prefer to spend their time exploring the multiverse and reveling in new forms and shapes they discover along the way. Level: 11: Epic Wild Shape - Can turn into almost anything once a day, gaining some abilities of some of the shapes. 14: 3 Epic Wild Shape/day. 17: 5 Epic Wild Shape/day. 20: 7 Epic Wild Shape/day. 23: 9 Epic Wild Shape/day. 26: 11 Epic Wild Shape/day. 29: 13 Epic Wild Shape/day. Archetypal Form Type of Feat: DM Tool - "The dirty hobbitses will not get their hands on my preciousss" Prerequisite: A creature you don't want people to polymorph into Specifics: The presence of this feat on a creature, as tested for using GetHasFeat(), prevents the use of it as a template by users of PRC polymorphing mechanics (PnP Shifter, Soul Eater, etc.) Use: Automatic, used in the function GetCanShiftIntoCreature() in prc_inc_shifting Soak 4 Damage Soak 6 Damage Soak 7 Damage Soak 8 Damage Soak 9 Damage Soak 11 Damage Soak 12 Damage Soak 13 Damage Soak 14 Damage Soak 16 Damage Soak 17 Damage Soak 18 Damage Soak 19 Damage Soak 21 Damage Soak 22 Damage Soak 23 Damage Soak 24 Damage Soak 26 Damage Soak 27 Damage Soak 28 Damage Soak 29 Damage Soak 31 Damage Soak 32 Damage Soak 33 Damage Soak 34 Damage Soak 36 Damage Soak 37 Damage Soak 38 Damage Soak 39 Damage Soak 41 Damage Soak 42 Damage Soak 43 Damage Soak 44 Damage Soak 46 Damage Soak 47 Damage Soak 48 Damage Soak 49 Damage Due to PvP settings, you cannot attack this target. divine arcane psionic Helper/Tools alternative OK Missing Failed All requirements are available. Some requirements are missing. Market price Gold cost Experience cost check DC Sanctify Martial Strike (Whip) Sanctify Martial Strike (Trident) Vile Martial Strike (Whip) Vile Martial Strike (Trident) Craft Item Use this ability on a recipe created with "Examine Recipe or Item" to craft a new item. Note that there's no confirmation; use "Examine Recipe or Item" to know the requisites without doing anything. Examine Recipe and Craft Item Use this ability on an object to obtain a recipe from it (if available). Use it on a recipe to read it and know the requisites. Use this ability again on a recipe within 6 seconds to craft a new item. Note that there's no further confirmation for the second use. Spell Feat Please wait before crafting new objects. Item Crafting Recipe This scroll contains the recipe to create an item. To determine the item that this scroll makes, use 'Examine Item or Recipe' on it. Sorry, but the Crafting System has been disabled by the module administrator. Special You need 1 GP to write a recipe. Crusaderky revised crafting reserved Mindblade This is a semisolid blade composed of psychic energy distilled from your mind. Improved Critical (mindblade) Overwhelming Critical (mindblade) Devastating Critical (mindblade) Manifest Mindblade Type of Feat: Class Prerequisites: Soulknife 1st Specifics: You manifest a semisolid blade composed of psychic energy distilled from your mind. Use: Selected A soulknife can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways to a short sword. A mind blade is considered a magic weapon (+1) for the purpose of overcoming damage reduction. A soulknife's mind blade improves as the character gains higher levels. At 4th level and every four levels thereafter, the mind blade gains a cumulative +1 enhancement bonus to attack rolls and damage rolls. Implementation Note: For the purposes of interaction with Iaijutsu Master class, a mindblade in bastard sword form is considered equivalent to a katana. This is due to the fact that in PnP, katana = masterwork bastard sword. Weapon Focus (mindblade) Type of Feat: Class Prerequisite: Soulknife 1st Required for: Weapon Specialization (fighter only) Specifics: A character with this feat is particularly skilled with a mindblade, gaining a +1 attack bonus with it. Use: Automatic Greater Weapon Focus (mindblade) Type of Feat: Class Prerequisite: Soulknife 9th Specifics: A character with this feat is particularly skilled with a mindblade, gaining a +1 attack bonus with it. This stacks with Weapon Focus. Use: Automatic Throw Mindblade Type of Feat: Class Prerequisites: Soulknife 2nd Specifics: A soulknife of 2nd level or higher can throw his mindblade as a ranged weapon. Whether or not the attack hits, a thrown mind blade then dissipates. A soulknife of 3rd level or higher can make a psychic strike with a thrown mind blade and can use the blade in conjunction with other special abilities. Use: Selected Technical: The number of throwable mindblades you receive on using this feat is the number you could throw plus one (a workaround for a BioBug). The last blade will be deleted when you throw the second-to-last blade. Also, any blades remaining after a round will be deleted. Psychic Strike Type of Feat: Class Prerequisites: Soulknife 3rd Specifics: As a move action, a soulknife of 3rd level or higher can imbue his mind blade with destructive psychic energy. This effect deals an extra 1d8 points of damage to the next living, nonmindless target he successfully hits with a melee attack (or a ranged attack, if he is using the throw mind blade ability). Creatures immune to mind-affecting effects are immune to psychic strike damage. (Unlike the rogue's sneak attack the psychic strike is not precision damage and can affect creatures otherwise immune to extra damage from critical hits or more than 30 feet away, provided they are living, nonmindless creatures not immune to mind-affecting effects.) A mind blade deals this extra damage only once when this ability is called upon, but a soulknife can imbue his mind blade with psychic energy again by taking another move action. Once a soulknife has prepared his blade for a psychic strike, it holds the extra energy until it is used. Even if the soulknife drops the mind blade (or it otherwise dissipates, such as when it is thrown and misses), it is still imbued with psychic energy when the soulknife next materializes it. At every four levels beyond 3rd, the extra damage from a soulknife's psychic strike increases by 1d8. Use: Selected Free Draw Type of Feat: Class Prerequisites: Soulknife 5th Specifics: At 5th level, a soulknife becomes able to materialize his mind blade as a free action instead of a move action. He can make only one attempt to materialize the mind blade per round, however. Use: Selected Shape Mindblade Type of Feat: Class Prerequisites: Soulknife 5th Specifics: At 5th level, a soulknife gains the ability to change the form of his mindblade. As a full-round action, he can change his mind blade to replicate a longsword (damage 1d8) or a bastard sword (damage 1d10, but he must wield it as a two-handed weapon unless he knows the Exotic Weapon Proficiency feat). Alternatively, a soulknife can split his mind blade into two identical short swords, suitable for fighting with a weapon in each hand. (The normal penalties for fighting with two weapons apply.) However, both mind blades have an enhancement bonus 1 lower than the soulknife would otherwise create with a single mind blade. For example, a 12th-level soulknife normally creates a single +3 mind blade, but he could use this ability to instead materialize two +2 mind blades. Use: Selected Mindblade Enhancement Type of Feat: Class Prerequisites: Soulknife 6th Specifics: At 6th level, a soulknife gains the ability to enhance his mind blade. He can add a weapon special ability that has an enhancement bonus value of +1. At every four levels beyond 6th, the value of the enhancement a soulknife can add to his weapon improves by +1, A soulknife can choose any combination of weapon special abilities that does not exceed the total allowed by the soulknife's level. For example, an 18th-level soulknife could add two +2 weapon special abilities, or one +1 weapon ability and one +3 weapon ability. The weapon ability or abilities remain the same every time the soulknife materializes his mind blade (unless he decided to reassign it's abilities; see below). The ability or abilities apply to any form the mind blade takes, including the use of the shape mind blade or bladewind class abilities. A soulknife can reassign the ability or abilities he has added to his mind blade. To do so, he must first spend 8 hours in concentration. After that period, the mind blade materializes with the new ability or abilities selected by the soulknife. Use: Automatic on manifesting mindblades, select to change special abilities Weapon Special Ability Enhancement Bonus Value Lucky +1 Defending +1 Keen +1 Vicious +1 PsychoKinetic +1 Mighty Cleaving +2 Collision +2 Mindcrusher +2 Psychokinetic Burst +2 Suppression +2 Wounding +2 Disrupting +3 Soulbreaker +4 Bladewind Type of Feat: Class Prerequisites: Soulknife 9th Specifics: At 9th level, a soulknife gains the ability to momentarily fragment his mind blade into numerous identical blades, each of which strikes at a nearby opponent. As a full attack, when wielding his mind blade, a soulknife can give up his regular attacks and instead fragment his mind blade to make one melee attack at his full base attack bonus against each opponent within reach. Each fragment functions identically to the soulknife's regular mind blade. When using bladewind, a soulknife forfeits any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the haste spell). The mind blade immediately reverts to it's previous form after the bladewind attack. This feat counts as Whirlwind Attack for the purpose of prerequisites. Use: Selected Note: If you have Improved Whirlwind Attack, use this feat to trigger it instead of it's own entry. Knife to the Soul Type of Feat: Class Prerequisites: Soulknife 13th Specifics: Beginning at 13th level, when a soulknife executes a psychic strike, he can choose to substitute Intelligence, Wisdom or Charisma damage (his choice) for extra dice of damage. For each die of extra damage he gives up, he deals 1 point of damage to the ability score he chooses, A soulknife can combine extra dice of damage and ability damage in any combination, so a 19th-level soulknife could choose to strike for 3 points of Charisma damage and an extra 2d8 points of damage. Use: Automatic when active, damage type selected from this radial Knife to the Soul 1-5 Type of Feat: Class Prerequisites: Knife to the Soul Specifics: Holds the selections for using 1 to 5 of Psychic Strike damage dice as ability damage when Knife to the Soul is active. You may select a higher number of damage dice than you have Psychic Strike dice, but this has no effect. Use: Selected Knife to the Soul 6-10 Type of Feat: Class Prerequisites: Soulknife 23rd, Knife to the Soul Specifics: Holds the selections for using 6 to 10 of Psychic Strike damage dice as ability damage when Knife to the Soul is active. You may select a higher number of damage dice than you have Psychic Strike dice, but this has no effect. Use: Selected Epic Soulknife PLACEHOLDER UNTIL EPIC SK FEATS DECIDED Weapon Specialization (mindblade) Epic Weapon Focus (mindblade) Epic Weapon Specialization (mindblade) Dual Short Swords 1 Die 2 Dice 3 Dice 4 Dice 5 Dice 6 Dice 7 Dice 8 Dice 9 Dice 10 Dice <CUSTOM0> manifests a mindblade. <CUSTOM0> throws mindblades. <CUSTOM0> charges their mindblade. <CUSTOM0> suddenly has a mindblade in their hand! <CUSTOM0>'s mindblade flows into a new form. <CUSTOM0> hits all surrounding enemies with a fragment of <his/her> mindblade. <CUSTOM0> concentrates for a moment. <CUSTOM0> meditates on the nature of <his/her> mindblade. You cannot use this feat more than once per round. Type of Feat: Combat Prerequisite: 21st level, Intelligence 13+, Dexterity 23+, Dodge, Expertise, Mobility, Spring Attack, and Whirlwind Attack or Bladewind class ability. Specifics: The character performs a full attack action, and makes one melee attack at full base attack bonus against all opponents they threaten. Use: Selected. Your Psychic Strike is already active. Defending Vicious Psychokinetic Mighty Cleaving Collision Mindcrusher Psychokinetic Burst Suppression Disrupting Soulbreaker You must have a mindblade manifested to use this feat. You must use both your hands to wield the bastard sword. You do not have the proficiency required to wield this weapon. Multiple Throw Type of Feat: Class Prerequisites: Soulknife 17th Specifics: At 17th level and higher, a soulknife can throw a number of mind blades per round equal to the number of melee attacks he could make. Thus, a 17th-level soulknife could throw two mind blades, with a base attack bonus of +12/+7. Use: Automatic Knife to the Soul set to: Knife to the Soul dice set to: Thrall of Graz'zt Thralls of Graz'zt thrall of graz'zt (PRESTIGE CLASS) The Thrall of Graz'zt is a sinister, conniving, and thoroughly evil master of arcane lore and dark secrets. She uses her charm and guile to learn things that she should never know - a sort of seductive loremaster who depends on subterfuge, not study. A loremaster spends her days in a library learning secrets, but a thrall of Graz'zt steals, seduces, or tricks them from others. - Hit Die: d6. - Proficiencies: Thralls of Graz'zt gain no weapon or armor proficiencies. - Skill Points: 4 + Int Modifier. REQUIREMENTS: Alignment: Any Evil Skills: Lore 5, Bluff 2, Persuade 2. Feats: Thrall to Demon. Spellcasting: Must be able to cast 3rd level arcane spells. CLASS FEATURES: Levels: 1: Charm 2: Spell Betrayal - Deal an additional +1d6 damage when a damage dealing spell hits a flat-footed target. 3: Dark Charisma - Gain a +1 enhancement bonus to all Animal Empathy, Bluff, Persuade, and Perform checks. 4: Spell Betrayal - Bonus improves to +2d6. Summon Demon - Summon a demon with 5 HD or less. 5: Dark Charisma - Bonus improves to +2. 6: Spell Betrayal - Bonus improves to +3d6. Spellstrike - Deal an additional +1d6 damage when a damage dealing spell hits a distracted enemy. 7: Dark Charisma - Bonus improves to +3 8: Spell Betrayal - Bonus improves to +4d6 Spellstrike - Bonus improves to +2d6 9: Summon Demon - Summon a demon with 10 HD or less. 10: Spell Betrayal - Bonus improves to +5d6 BONUS SPELLS: Every other level in Thrall of Graz'zt, the character gains new spells per day as if he had also gained a level in her highest caster class. She does not learn any new spells through her abilities. She does not gain any other benefit a character of that class would have gained (e.g., improved familiar, bonus feats). Epic Levels: 11: Dark Charisma - Bonus improves to +4 12: Spell Betrayal - Bonus improves to +6d6 Spellstrike - Bonus improves to +3d6 13: Dark Charisma - Bonus improves to +5 14: Spell Betrayal - Bonus improves to +7d6 15: Summon Demon - Summon a demon with 15 HD or less. 16: Spell Betrayal - Bonus improves to +8d6 Spellstrike - Bonus improves to +4d6 17: Dark Charisma - Bonus improves to +6 18: Spell Betrayal - Bonus improves to +9d6 19: 20: Spell Betrayal - Bonus improves to +10d6 Spellstrike - Bonus improves to +5d6 Summon Demon - Summon a demon with 20 HD or less. 21: Dark Charisma - Bonus improves to +7 22: Spell Betrayal - Bonus improves to +11d6 23: 24: Spell Betrayal - Bonus improves to +12d6 Spellstrike - Bonus improves to +6d6 25: Dark Charisma - Bonus improves to +8 Summon Demon - Summon a demon with 25 HD or less. 26: Spell Betrayal - Bonus improves to +13d6 27: 28: Spell Betrayal - Bonus improves to +14d6 Spellstrike - Bonus improves to +7d6 29: Dark Charisma - Bonus improves to +9 30: Spell Betrayal - Bonus improves to +15d6 Summon Demon - Summon a demon with 30 HD or less. Charm Type of Feat: Class Prerequisite: Thrall of Graz'zt A Thrall of Graz'zt can produce an effect identical to a charm person spell cast by a caster of the class level of the Thrall of Graz'zt's class level. Spell Betrayal Type of Feat: Class Prerequisite: Thrall of Graz'zt When Casting a damage-dealing spell at a target or targets denied their dexterity bonus, a Thrall of Graz'zt can increase the damage dealt. At second level, she adds +1d6 damage to a spell cast against flat-footed targets. This damage increases +1d6 every other level starting at level 2 (2, 4, 6, 8, 10) for a max of +15d6 at level 30. Spellstrike Type of Feat: Class Prerequisite: Thrall of Graz'zt At 6th level, a Thrall of Graz'zt can increase damage dealt when casting a spell on a target or targets threatened in melee (and thus distracted). The thrall can add half of their Spell Betrayal bonus (rounded down) to the damage dealt. This bonus is +1d6 at 6th level, and +2d6 at 8th level. This ability continues to progress during epic levels following the half spell betrayal bonus rounded down rule. Dark Charisma Type of Feat: Class Prerequisite: Thrall of Graz'zt Starting at 3rd level, a Thrall of Graz'zt can add an enhancement bonus on certain Charisma based skill checks. This bonus applies to all Animal Empathy, Bluff, Persuade, and Perform checks. This bonus starts at +1 at 3rd level, and increases by one at level 3, 5, 7, 11, 13, 17, 21, 25, and 29 for maximum bonus of +9. Summon Demon Type of Feat: Class Prerequisite: Thrall of Graz'zt At 4th level, a Thrall of Graz'zt can summon a demon of 5 HD or less once per day. This spell functions as a summon monster spell. The HD of the demon summoned increases to 10 HD at level 9, 15 HD at level 15, 20 HD at level 20, 25 HD at level 25, and 30 HD at level 30. Your mindblade enhancements have been reset and your mindblades destroyed due to level loss. Cleanse Disease (Su) Cunning Knowledge Summon Succubus Summon Vrock Summon Glabrezu Summon Marilith Summon Balor Type: Class Prerequisite: Healer level 4 A Healer deals with certain kinds of maladies so often, that eventually she can cure them without resorting to a spell. At 4th level, a healer gains the ability to cleanse disease once per day, as if casting a Remove Disease spell. At epic levels a Healer gains +1 use per day every 4 levels, starting at 21st level. **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** Maester Maesters maester (PRESTIGE CLASS) Maesters are the master crafters of the gnome world, combining technical and magical expertise to create incredible marvels. They specialize in the creation of magic items, bending all of their skill and ability toward the construction of items that are their art and livelihood. - Hit Die: d4. - Proficiencies: A Maester does not gain any additional weapon or armor proficiencies. - Skill Points: 4 + Int Modifier. REQUIREMENTS: Arcane Spellcasting: Able to cast 5th level spells. Feats: Any two item creation Skills: Use Magic Device 4 ranks, any Craft 8 ranks. Race: Gnome CLASS FEATURES: Level 1: Bonus Feat - The Maester receives a bonus item creation feat. Quick Crafting - All crafting takes 1/2 the normal time. 3: Identification - A Maester can attempt to identify an item by making a Spellcraft check vs the item's Lore DC. He may only do this once per item. 5: Bonus Feat BONUS SPELLS Upon gaining a level in Maester, the character gains new spells per day as if he had also gained a level in his highest arcane caster class. He does not learn any new spells through his abilities. Quick Crafting Type of Feat: Class Specific Prerequisite: Maester level 1. Specifics: All crafting takes one half of the normal time to complete. Use: Automatic. Identification Type of Feat: Class Specific Prerequisite: Maester level 3. Specifics: A Maester can attempt to identify an item by making a Spellcraft check vs the Lore DC of the item. He may only do this once per item. Use: Selected. lore item value 1 10 2 50 3 100 4 150 5 200 6 300 7 400 8 500 9 1000 10 2500 11 3750 12 4800 13 6500 14 9500 15 13000 16 17000 17 20000 18 30000 19 40000 20 50000 21 60000 22 80000 23 100000 24 150000 25 200000 26 250000 27 300000 28 350000 29 400000 30 500000 31+ add 100,000 per point after 30 PRC Options System feat. When you use this feat, you can access and change much of the additional PRC content that applies to your character. For example, to change code switches that the PRC have added. Mindblade Enhancement Current selections: <CUSTOM100> Select enhancement Enhancement value: +4 On a successful hit with the mindblade, the target must make a DC 18 fortitude save or gain a negative level. Enhancement value: +3 On each hit with the mindblade, unless the target succeeds at a DC 3/7 * (SK level + 16) Will save, it is dazed for a round. Enhancement value: +2 On hit, the mindblade deals 1 point of Constitution damage to the target. Creatures immune to critical hits are immune to this damage. Enhancement value: +2 When an opponent is struck with a suppressing mindblade, they are subject to a targeted 'dispel psionics power'. The wielder makes a power check (1d20 + 5 + SK level, maximum of +15) against a DC of 11+ manifester level of power to be dispelled. Enhancement value: +2 The mindblade glows with lethal psionic energy and releases blasts of it when a critical hit is scored with it. It deals +1d4 magical damage on each hit and in addition +1d6 on critical hits. Enhancement value: +2 Any psionic creature struck by the mindblade loses a number of power points equal to half a roll of the weapon's base damage. If the creature is out of power points must succeed on a DC 17 Will save or take 1d2 points of Wisdom damage. Enhancement value: +2 The mindblade increases it's mass at the end of each swing, dealing +5 physical damage. Enhancement value: +2 The mindblade is supreme at following through, granting Cleave as bonus feat, or Great Cleave if Cleave is already possessed. Enhancement value: +1 The mindblade glows from within lethal psionic energy. It deals +1d4 magical damage on each hit. Enhancement value: +1 A vicious mindblade creates a flash of disruptive energy whenever it hits, dealing 2d6 damage to the target hit and 1d6 to the wielder. Enhancement value: +1 The mindblade is keen, doubling it's critical range. Enhancement value: +1 A defending mindblade grants it's wielder a +2 AC bonus. Enhancement value: +1 A lucky mindblade may be activated once per day to grant a +1 bonus to attack and damage rolls and all saves for 1 round per soulknife level Current selections: <CUSTOM100> Free Enhancement boni: <CUSTOM101> Show enhancement info Change enhancements Abandon changes and return to main menu Save changes - will take effect after next rest Soulbreaker - <CUSTOM114> Disrupting - <CUSTOM113> Wounding - <CUSTOM112> Suppression - <CUSTOM111> Psychokinetic Burst - <CUSTOM110> Mindcrusher - <CUSTOM109> Collision - <CUSTOM108> Mighty Cleaving - <CUSTOM107> Psychokinetic - <CUSTOM106> Vicious - <CUSTOM105> Keen - <CUSTOM104> Defending - <CUSTOM103> Lucky - <CUSTOM102> You have charged the mindblade in your main hand. You have charged the mindblade in your off hand. Change Mindblade Hand Type of Feat: Class Prerequisites: Soulknife 1st Specifics: Using this feat changes the hand to which a single mindblade is manifested to. The change takes effect next time a mindblade is manifested. Use: Selected Your mind blade will now be manifested to off hand. Your mind blade will now be manifested to main hand. Weapon of Choice (mindblade) Spell Girding Type of Feat: General Prerequisite: None. Specifics: Your spells are particularly hardy, resisting dispel checks better than normal. Any dispel checks made against your spells are made at a -2 penalty. Use: Automatic. Force of Personality Type of Feat: General Prerequisite: 13 Cha. Specifics: Your self belief are so strong that they bolster your willpower. You use your Charisma modifier instead of Wisdom for Will saves. Use: Automatic. Insightful Reflexes Type of Feat: General Prerequisite: None. Specifics: Your keen intellect allows you an uncanny knack for avoiding dangerous effects. You use your Intelligence modifier instead of Dexterity for Reflex saves. Use: Automatic. Tactile Trapsmith Type of Feat: General Prerequisite: None. Specifics: You rely on your reflexes and nimble fingers instead of intellect when searching a room or disabling a trap. You use your Dexterity modifier instead of Intelligence for the Search and Disable Trap skills. Use: Automatic. Augment Healing Type of Feat: General Prerequisite: Heal 4. Specifics: You add 2 points of healing per spell level to the amount of damage healed by any Cure healing spell. Use: Automatic. Lasher Lashers lasher (PRESTIGE CLASS) The lasher prestige class uses the whip as an extension of herself. A whip in the hands of a lasher is like unto a live thing, obeying the character's every command. Lasher training goes far beyond simple exotic weapon proficiency, and not all who take up the discipline survive to its end. Their ability with the whip makes them deadly warriors to be reckoned with. - Hit Die: d10. - Proficiencies: A lasher does not gain any additional weapon or armor proficiencies. - Skill Points: 2+ Int modifier. REQUIREMENTS: Base Attack Bonus: +5 Feats: Weapon Proficiency (Exotic), Weapon Focus (Whip). Skills: Craft Weapon 2 ranks. CLASS FEATURES: Level 1: Whip Sneak Attack +1d6 2: Improved Knockdown (Whip), Third Hand 3: Crack of Fate 4: Lashing Whip 5: Whip Sneak Attack +2d6 6: Improved Disarm (Whip) 7: Stunning Snap 8: Crack of Doom 9: Whip Sneak Attack +3d6 10: Death Spiral Whip Sneak Attack +1d6 Type of Feat: Class Prerequisite: Lasher. Specifics: Whenever the character makes a successful attack against an opponent who is flat-footed, cannot see them, or who is in combat with someone else, the character's blow delivers extra damage. This extra damage is +1d6 at 1st level and an additional +1d6 every four levels thereafter. This extra damage is not multiplied in the case of a critical hit. Use: Automatic when using a whip. Monsters of the construct and undead types are immune to sneak attacks, as are any creatures that are immune to critical hits. If a lasher gets a general sneak attack bonus from another source (such as rogue levels), the bonuses to damage stack. Whip Sneak Attack +2d6 Whip Sneak Attack +3d6 Improved Knockdown (Whip) Type of Feat: Class Prerequisite: Lasher level 2. Specifics: At 2nd level, the lasher gains the Improved Knockdown feat, if using a whip. Use: Selected. Third Hand Type of Feat: Class Prerequisite: Lasher level 2. Specifics: At 2nd level, a lasher's precision with the whip allows her to use it almost like a third hand - a third hand at the end of a flexible 15-foot-long arm - as a standard action. A lasher successfully performs a task if her attack roll equals or exceeds the DC for a given task: Punch a button, snuff a candle flame, flick a coin lying on the ground, etc. Range 15 feet, DC 15. Retrieve an unattended object of up to 20 pounds, and deposit into your inventory. Range 15 feet, DC 20. Retrieve an opponent's weapon and deposit into your inventory when using Improved Disarm (Whip). Range 15 feet, DC 20 if opponent is disarmed. Use: Selected. Crack of Fate Type of Feat: Class Prerequisite: Lasher level 3. Specifics: At 3rd level, a lasher can take one extra attack per round with a whip. The attack is at the lasher's highest base attack bonus, but each attack (the extra one and the normal ones) suffers a -2 penalty. Use: Selected. Lashing Whip Type of Feat: Class Prerequisite: Lasher level 4. Specifics: At fourth level, the lasher adds a +2 damage bonus to her whip. If the lasher has already gained weapon specialization from another class (fighter, for example), the damage bonus stacks. Use: Automatic. Improved Disarm (Whip) Type of Feat: Class Prerequisite: Lasher level 6. Specifics: At 6th level, the lasher gains the Improved Disarm feat, if using a whip to perform the disarm action. Treat the lasher's whip as a Medium-size weapon for purposes of disarming an opponent. Use: Selected. Stunning Snap Type of Feat: Class Prerequisite: Lasher level 7. Specifics: A lasher can use a whip to stun a creature. The lasher can use this ability once per round, but no more than once per level per day. A foe struck by a whip must make a Fortitude saving throw (DC 10 + the lasher's level + Strength modifier), in addition to receiving damage. If the saving throw failed, the opponent is stunned for one round. Constructs, oozes, plants, undead, incorporeal creatures and creatures immune to critical hits cannot be stunned by the lasher's stunning attack. Use: Selected. Crack of Doom Type of Feat: Class Prerequisite: Lasher level 8. Specifics: At 8th level, a lasher can take two extra attacks per round with a whip. This ability supersedes crack of fate (the abilities do not stack). The attack is at the lasher's highest base attack bonus, but each attack (the extra ones and the normal ones) suffers a -4 penalty. Use: Selected. Death Spiral Type of Feat: Class Prerequisite: Lasher level 10. Specifics: At 10th level, the lasher gains transcendental understanding of her whip. Once per day, she can spin the whip over her head with supernatural speed. All foes within a 15-foot radius of the lasher must make a reflex save against a DC equal to the lasher's attack roll. Opponents who fail are stunned for 1d4+1 rounds. Stunned opponents must make a successful Fortitude save (DC 18) or become helpless for 1d4-1 rounds (minimum 1 round). Allies in range are spared the effects of the death spiral. The death spiral is a supernatural ability. Use: Selected. Epic Lasher You are the epic lasher, quick, precise and deadly with a whip. Hit Die: d10 Skill Points at Each Additional Level: 2+ Int Modifier Bonus Feats: The epic lasher gains a bonus feat every three levels after 10th. Special: Whip Sneak Attack: improves by +1d6 every four levels after 9th. Epic Lasher Bonus Feats List: Armor Skin, Damage Reduction, Devastating Critical (whip), Epic Toughness, Epic Weapon Focus (whip), Epic Prowess, Epic Weapon Specialization (whip), Improved Whirlwind Attack, Overwhelming Critical (whip), Superior Initiative. Whip Sneak Attack +4d6 Whip Sneak Attack +5d6 Whip Sneak Attack +6d6 Whip Sneak Attack +7d6 Whip Sneak Attack +8d6 Sanctify Martial Strike (Mindblade) Vile Martial Strike (Mindblade) Weapon of Tempus (Mindblade) Spellfire Wielder Type of Feat: General Prerequisite: Can only take this feat at 1st-level. Specifics: You can use spellfire to absorb spell energy, fire destructive blasts, or heal others. A spellfire wielder can ready an action to absorb spells targeted at her as if she were a rod of absorption. She gains one level of spellfire energy for every spell level absorbed and can store a number of spellfire energy levels equal to her Constitution. If she has reached her limit, she cannot absorb spells until she expends some of her stored spellfire levels. If her Constitution decreases so that her number of stored spellfire levels is greater than her current Constitution, the excess levels discharge at a random creature in range as destructive spellfire. As a standard action, a spellfire wielder may expend stored spellfire energy as a melee or ranged touch attack (maximum range 400 feet), dealing 1d6 points of spellfire damage per level expended (Reflex half, DC 20). Spellfire damage is half fire damage and half raw magical power. Creatures with immunity, resistance, or protection against fire effects apply these to only half the damage, but not the other half. A creature can also choose "spellfire" as a weapon for the purpose of the Weapon Focus feat. A spellfire wielder can heal a target by touch, restoring 2 hitpoints per spellfire energy level expended for this purpose. This is not considered positive energy, so it does not injure undead. Use: Selected. Spellfire Spellfire: Increase Levels Expended Spellfire: Decrease Levels Expended Check Spellfire Level -20 Check Spellfire Levels Expended Spellfire: Quickselect Change Quickselect Quickselect 1 Quickselect 2 Quickselect 3 Type of Feat: General Prerequisite: Can only take this feat at 1st-level. Specifics: This set of feats allows the player to set the number of spellfire levels expended in the next use of a spellfire ability. To change the value of a quickselect, adjust the current setting to the value you wish to store, then use Change Quickselect, then use the quickselect in which to store your setting. Use: Selected. Spellfire Channeler Spellfire Channelers spellfire channeler (PRESTIGE CLASS) Spellfire is the raw energy of the Weave. Most who bear this gift never have the time or opportunity to develop these skills. Those who do practice their spellfire are able to hone their talent into a tool with fantastic abilities that most dabblers can only dream of. - Hit Die: d4. - Proficiencies: Spellfire channelers are proficient with all simple weapons. - Skill Points: 2+ Int modifier. REQUIREMENTS: Feats: Endurance, Spellfire Wielder. Skills: Concentration 8 ranks, Lore 2 ranks, Spellcraft 2 ranks. Use: Selected. CLASS FEATURES: Level 1: Drain charged item, increased storage 2 2: Improved healing 3: Weapon Focus (spellfire), increased storage 3 4: Rapid Blast 2 5: Drain permanent item, increased storage 4 6: Charge item* 7: Deflect Arrows**, increased storage 5 8: Rapid Blast 3 9: Crown of fire 10: Maelstrom of fire *Replacing flight, due to popular demand **Using Bioware deflect arrows, doesn't drain levels Drain Charged Item Type of Feat: Class Prerequisite: Spellfire Channeler level 1. Specifics: As a standard action, a spellfire channeler can drain charges from a touched charged item (including single-use items such as potions and scrolls), converting the energy into stored spellfire energy levels. A creature gets to make a Will save (DC 10) to prevent one of its held or carried items from being drained. Use: Selected. Increased Storage Type of Feat: Class Prerequisite: Spellfire Channeler level 1. Specifics: The channeler's capacity for storing spellfire energy levels is multiplied by the listed value. However, spellfire energy levels in excess of the channeler's Constitution score is dangerous, with different effects depending upon the number of levels stored: Constitution +1 to Constitution X2: The channeler's eyes glow brightly, and any creature, magic item or spell effect that touches the channeler causes 1 spellfire energy level to be discharged as a harmless burst of light. Once per day, the channeler must make a constitution check (DC 10) or take 1d6 points of damage as one of her spellfire energy level backfires. Constitution X2+1 to Constitution X3: As above, except a touch releases 1d4 spellfire energy levels as light, and the channeler must make the backfire Constitution check every hour. Constitution X3+1 to Constitution X4: As above, except the channeler feels a burning sensation within her body (treat as if distracted by a nondamaging spell, DC 20 to concentrate), and must make the backfire Constitution check every minute. A touch releases 1d6 spellfire energy levels as a flare spell (DC 10 + number of spellfire energy levels expended) against the channeler and all creatures within 5 feet of her. Constitution X4+1 to Constitution X5: As above, except the character is in pain (treat as if distracted by a nondamaging spell, DC 25 to concentrate), and must make the backfire Constitution check every round. A touch releases 2d6 energy levels as a flare spell (DC 10 + number of spellfire energy levels expended) against the channeler and all creatures within 5 feet of her. The channeler must make a Will save (DC 25) every round or be forced to expend a maximum-strength blast of energy at a random target within 30 feet in preference to any other action. Regardless of the number of spellfire energy levels stored, a channeler can voluntarily expend only a number of spellfire energy levels per round equal to her Constitution score. (Involuntary expenditure, such as that noted above, isn't limited in this way.) Use: Automatic. Improved Healing Type of Feat: Class Prerequisite: Spellfire Channeler level 2. Specifics: At 2nd level, the spellfire channeler can release stored spellfire energy levels to heal by touch. This restores 1d4+1 hit points per spellfire energy level expended (rather than the normal 2 points per spellfire energy level). Use: Automatic. Weapon Focus (spellfire) Rapid Blast Type of Feat: Class Prerequisite: Spellfire Channeler level 4. Specifics: At 4th level, the spellfire channeler can release two blasts of spellfire as a standard action. This increases to three blasts per standard action at 8th level. Each blast after the first suffers a cumulative -2 penalty to attack rolls (-0 for the first blast, -2 for the second, and -4 for the third). Use: Selected. Drain Permanent item Type of Feat: Class Prerequisite: Spellfire Channeler level 5. Specifics: The channeler can drain power from permanent magic items by touch as a standard action. An item that creates spell effects loses that function for 24 hours, and the channeler gains spellfire energy levels equal to half the caster lever of the item. A creature gets to make a Will save (DC 10) to prevent one of its held or carried items from being drained. Use: Selected. Charge Item Type of Feat: Class Prerequisite: Spellfire Channeler level 6. Specifics: As a standard action, a spellfire channeler can expend stored spellfire energy level to add charges to a charged item. Use: Selected. Crown of Fire Type of Feat: Class Prerequisite: Spellfire Channeler level 9. Specifics: By expending 10 spellfire energy levels, a channeler can manifest the crown of fire, which appears as a halo of spellfire around her head and provides light equal to a daylight spell. The crown of fire gives her damage reduction 10/+1 and automatically melts all non-magical weapons that strike her (after inflicting damage, if any). The crown of fire grants the channeler spell resistance 32 (as the spell resistance spell). Maintaining the crown of fire requires expending 10 spellfire energy levels each round, which can be done as a free action. The crown of fire does not interfere with the channeler's actions, including using other spellfire abilities. Use: Selected. Maelstrom of Fire Type of Feat: Class Prerequisite: Spellfire Channeler level 10. Specifics: The channeler can release spellfire energy in all directions as a 20-foot-radius spread, dealing 1d6 damage per spellfire energy level expended to all creatures in the area (Reflex half, DC 10 + class level + Charisma modifier). Use: Selected. Epic Weapon Focus (spellfire) Type of Feat: General Prerequisite: Spellfire Wielder and base attack bonus +1 or higher, or Spellfire Channeler level 3. Specifics: The character gains a +1 bonus to all attack rolls with spellfire. Use: Automatic. Type of Feat: Epic, Combat Prerequisite: 21st level, Weapon Focus with chosen weapon. Specifics: The character gains a +2 bonus to all attack rolls with spellfire. Use: Automatic. <CUSTOM0> uses Spellfire <CUSTOM0> attempts to drain an item Rapid Blast 2 Rapid Blast 3 Absorb Friendly Spells Once per day, you may use the Lucky mindblade enhancement to gain +1 bonus to attack and damage rolls and saves for a duration of 1 round per soulknife level. You have already used up the Lucky ability for today. Holding the Charge: Touch Attack Type of Feat: Special Prerequisite: Spellcaster. Specifics: This feat implements the touch attacks of various spells when holding the charge. Use: Selected. Ranged Attack Type of Feat: Special Prerequisite: Spellcaster. Specifics: This feat implements the ranged attacks of various spells. Use: Selected. Select Target Type of Feat: Special Prerequisite: Spellcaster. Specifics: This feat selects a target required in some spells. Use: Selected. Holding the Charge: Toggle Type of Feat: Special Prerequisite: Spellcaster. Specifics: To use a spell that allows held charges, use this feat to turn on holding the charge, then cast the spell on yourself. The touch attack and ranged attack feats can then be used to discharge your spells on targets. This feat can be used again to disable holding the charge. Use: Selected. <CUSTOM0> performs ranged attack. Mass Inflict Light Wounds Caster Level(s): Cleric 5 Innate Level: 5 School: Necromancy Descriptor(s): Negative Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Huge, up to 1 Target / Level Duration: Instant Additional Counter Spells: Save: Will 1/2 Spell Resistance: Yes The target creatures suffer 1d8 points of damage, +1 point per caster level (to a maximum of +25). Inflict spells have a reverse effect on undead, healing instead of harming them. Mass Inflict Moderate Wounds Caster Level(s): Cleric 6 Innate Level: 6 School: Necromancy Descriptor(s): Negative Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Huge, up to 1 Target / Level Duration: Instant Additional Counter Spells: Save: Will 1/2 Spell Resistance: Yes The target creatures suffer 2d8 points of damage, +1 point per caster level (to a maximum of +30). Inflict spells have a reverse effect on undead, healing instead of harming them. Mass Inflict Serious Wounds Caster Level(s): Cleric 7 Innate Level: 7 School: Necromancy Descriptor(s): Negative Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Huge, up to 1 Target / Level Duration: Instant Additional Counter Spells: Save: Will 1/2 Spell Resistance: Yes The target creatures suffer 3d8 points of damage, +1 point per caster level (to a maximum of +35). Inflict spells have a reverse effect on undead, healing instead of harming them. Mass Inflict Critical Wounds Caster Level(s): Cleric 8 Innate Level: 8 School: Necromancy Descriptor(s): Negative Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Huge, up to 1 Target / Level Duration: Instant Additional Counter Spells: Save: Will 1/2 Spell Resistance: Yes The target creatures suffer 4d8 points of damage, +1 point per caster level (to a maximum of +40). Inflict spells have a reverse effect on undead, healing instead of harming them. Greater Harm Caster Level(s): Cleric 7 Innate Level: 7 School: Necromancy Descriptor(s): Negative Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Single Duration: Instant Additional Counter Spells: Save: Will 1/2 Spell Resistance: Yes If the caster makes a successful melee touch attack, Greater Harm charges a subject with negative energy that deals d12 points of damage per caster level (to a maximum of 20d12 at 20th level). If the creature successfully saves, harm deals half this amount, but it cannot reduce the target's hit points to less than 1. This spell has a reverse effect on undead, healing the targeted undead instead of harming it. Mass Harm Caster Level(s): Cleric 9 Innate Level: 9 School: Necromancy Descriptor(s): Negative Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Huge Duration: Instant Additional Counter Spells: Save: Will 1/2 Spell Resistance: Yes All enemies within the area of effect are dealt d12 points per caster level (to a maximum of 20d12 at 20th level). This spell has a reverse effect on undead, healing instead of harming them. Werewolf Werewolves werewolf (PRESTIGE CLASS) Werewolves are humanoids who can transform themselves into wolves. In its natural form, a werewolf looks like any other member of its kind, though natural lycanthropes and those who have been afflicted for a long time tend to have or acquire features reminiscent of their animal forms. In animal form, a lycanthrope resembles a powerful version of a wolf, but on close inspection, its eyes show a faint spark of unnatural intelligence. The werewolf prestige class consists of two different classes the werewolf class and the wolf class. The first level you take in the werewolf prestige classes will always be a werewolf level. After that, every time you take a level in the werewolf prestige class, you must choose whether to level in the wolf or werewolf class. In general leveling in the wolf class will improve your stats in your wolf and werewolf form. Leveling in the werewolf class, will give you additional abilities to use. - Hit Die: d8. - Proficiencies: A Werewolf does not gain any additional weapon or armor proficiencies. - Skill Points: 2+ Int modifier. REQUIREMENTS: Feats: True Lycanthrope or Iron Will Alignment: Any non-lawful and non-good Other: If not a true lycanthrope, you must be infected by someone who is. WEREWOLF CLASS FEATURES: Level 1: Lycanthropy, Alternate Form (Wolf), Low-light Vision, Shapechanger subtype, Werewolf Feat(Spot) 2: Alternate form (hybrid), Wolf Empathy, Damage reduction (5/silver), Weapon Focus (Bite) 3: Curse of Lycanthropy, Damage reduction (10/silver) Note: Only true lycanthropes can advance to level 3 in the werewolf class. WOLF CLASS FEATURES: Level 1: Str + 2, Con + 2, Natural Armor + 2, Creature attacks 2: Dex + 4, Con + 2, Alertness, Knockdown Alternate Form (Wolf) Type of Feat: Class Specific Prerequisite: Level 1 Werewolf Specifics: A werewolf is able to transform himself into a wolf. This ability does not give the werewolf any of the wolves abilities unless they take levels in the wolf class. Alternate Form (Hybrid) Type of Feat: Class Specific Prerequisite: Level 2 Werewolf Specifics: A werewolf can assume a hybrid form -- a shape between their humanoid and wolf form. As with the wolf form, this change is purely cosmetic unless the character has taken the wolf class to gain the appropriate abilities. True Lycanthrope Type of Feat: General Prerequisite: Take only at 1st level Specifics: Some humanoids are born as natural lycanthropes. They have the potential to develop this heritage and become powerful were-creatures without having to become infected. Wolf Empathy Type of Feat: Class Specific Prerequisite: Level 2 Werewolf Specifics: A werewolf in any form can communicate and empathize with wolves. This ability allows a werewolf to call a wolf to aid them. Wolf Class (Level 1) Type of Feat: Class Specific Prerequisite: Level 1 Wolf Specifics: Although werewolves can take the form of wolves and hybrids, they do not gain any abilities in those forms unless they take levels in the wolf class. A level one wolf has the following abilities in their alternate forms: Strength + 2 Constitution + 2 Natural Armor + 2 Bite Wolf Class (Level 2) Type of Feat: Class Specific Prerequisite: Level 2 Wolf Specifics: Although werewolves can take the form of wolves and hybrids, they do not gain any abilities in those forms unless they take levels in the wolf class. A level two wolf has the following abilities in their alternate forms: Strength + 2 Dexterity + 4 Constitution + 4 Natural Armor + 2 Bite Werewolf Class (Level 1) Type of Feat: Class Specific Prerequisite: Level 1 Werewolf Specifics: A level one werewolf gains the following abilities: Alternate form (wolf) Low-light Vision Shapechanger subtype Werewolf feat (Spot) Werewolf Class (Level 2) Type of Feat: Class Specific Prerequisite: Level 2 Werewolf Specifics: A level two werewolf gains the following abilities: Alternate form (Werewolf) Wolf empathy Damage reduction (5/silver) Weapon Focus (bite) Werewolf Class (Level 3) Type of Feat: Class Specific Prerequisite: Level 9 Werewolf Specifics: A level three werewolf gains the following abilities: Curse of Lycanthropy Damage Reduction (10/silver) Lycanthrope Type of Feat: Class Specific Prerequisite: Level 1 Lycanthrope Specifics: Lycanthropes gain special abilities due to their animal like nature. They gain the following abilities in all their forms: Wisdom + 2 Natural Armor + 2 Astral Construct Astral constructs are brought into being by the metacreativity power astral construct. They are formed from raw ectoplasm (a portion of the astral medium drawn into the Material Plane). The power points spent by the construct's creator during the manifestation of the power determine the level of the astral construct created. However, even astral constructs of the same level vary somewhat from each other, depending on the whims of their creators. The slot you are trying to use contains invalid Astral Construct data. Please recreate it using the dialog. Astral Construct options Level: <CUSTOM100> Size: <CUSTOM101> HP: <CUSTOM102> Speed: <CUSTOM103> Options selected: Category A: <CUSTOM105> Category B: <CUSTOM106> Category C: <CUSTOM107> Select topic Select level 9th-Level Astral Construct Huge Construct Base HP: 144 Speed: 50 feet per round Armor Class: 33 (+25 natural, -2 size) Attack: 2 Slams +28 melee (2d6+16) Saves: Fort +6, Ref +6, Will +6 Abilities: Str 43, Dex 11, Con 10, Int 10, Wis 11, Cha 10 Damage Reduction 15/+1 8th-Level Astral Construct Large Construct Base HP: 118 Speed: 40 feet per round Armor Class: 29 (+1 Dex, +19 natural, -1 size) Attack: 2 Slams +25 melee (1d8+14) Saves: Fort +5, Ref +6, Will +5 Abilities: Str 39, Dex 13, Con 10, Int 10, Wis 11, Cha 10 Damage Reduction 15/+1 7th-Level Astral Construct Large Construct Base HP: 101 Speed: 40 feet per round Armor Class: 27 (+1 Dex, +17 natural, -1 size) Attack: 2 Slams +20 melee (1d8+12) Saves: Fort +4, Ref +5, Will +4 Abilities: Str 35, Dex 13, Con 10, Int 10, Wis 11, Cha 10 Damage Reduction 10/+1 6th-Level Astral Construct Large Construct Base HP: 85 Speed: 40 feet per round Armor Class: 25 (+1 Dex, +15 natural, -1 size) Attack: 2 Slams +17 melee (1d8+11) Saves: Fort +3, Ref +4, Will +3 Abilities: Str 33, Dex 13, Con 10, Int 10, Wis 11, Cha 10 Damage Reduction 10/+1 5th-Level Astral Construct Large Construct Base HP: 68 Speed: 40 feet per round Armor Class: 23 (+1 Dex, +13 natural, -1 size) Attack: 2 Slams +13 melee (1d8+9) Saves: Fort +2, Ref +3, Will +2 Abilities: Str 29, Dex 13, Con 10, Int 10, Wis 11, Cha 10 Damage Reduction 5/+1 4th-Level Astral Construct Medium Construct Base HP: 47 Speed: 40 feet per round Armor Class: 22 (+2 Dex, +10 natural) Attack: Slam +10 melee (1d6+10) Saves: Fort +1, Ref +3, Will +1 Abilities: Str 25, Dex 15, Con 10, Int 10, Wis 11, Cha 10 3rd-Level Astral Construct Medium Construct Base HP: 36 Speed: 40 feet per round Armor Class: 20 (+2 Dex, +8 natural) Attack: Slam +7 melee (1d6+7) Saves: Fort +1, Ref +3, Will +1 Abilities: Str 21, Dex 15, Con 10, Int 10, Wis 11, Cha 10 2nd-Level Astral Construct Medium Construct Base HP: 31 Speed: 40 feet per round Armor Class: 18 (+2 Dex, +6 natural) Attack: Slam +4 melee (1d6+4) Saves: Fort +0, Ref +2, Will +0 Abilities: Str 17, Dex 15, Con 10, Int 10, Wis 11, Cha 10 1st-Level Astral Construct Small Construct Base HP: 15 Speed: 30 feet per round Armor Class: 18 (+2 Dex, +5 natural, +1 size) Attack: Slam +3 melee (1d4+3) Saves: Fort +0, Ref +2, Will +0 Abilities: Str 15, Dex 15, Con 10, Int 10, Wis 11, Cha 10 Astral Construct Menu C A manifester creating a 7th-level, 8th-level or 9th-level astral construct can choose one special ability from this menu. Alternatively, the astral construct can have two special abilities from Menu B. (One of both of Menu B choices can be swapped for two choices from Menu A.) Whirlwind Attack (Ex) The astral construct gains the Whirlwind Attack feat. Spring Attack (Ex) The astral construct gains the Spring Attack feat. Rend (Ex) The astral construct makes claw attacks instead of slam attacks (it deals the same amount of damage as it would with it's slam damage, but does slashing damage instead of bludgeoning damage). An astral construct that hits the same opponent with two claw attacks in the same round rends it's foe, which deals extra damage equal to it's base physical damage + 1.5x it's Strength modifier. Power Resistance (Ex) The astral construct gains power resistance equal to 10 + it's Hit Dice. Natural Invisibility (Su) The astral construct is constantly invisible, even when attacking. This ability is inherent and not subject to removal from dispelling or invisibility purge. Extreme Deflection (Ex) The astral construct gains a +8 deflection bonus to Armor Class. Extreme Damage Reduction (Ex) The astral construct's surface forms hard, armourlike plates and provides an additional 6 points of damage reduction. Extra Buff (Ex) The astral construct gains an extra 30 hit points. Energy Bolt (Sp) The astral construct can manifest energy bolt (manifester level 8th) as a standard action once per round. The creator sets the energy type that the astral construct can manifest when he creates it. Dimension Slide (Sp) The astral construct can manifest dimension slide (manifester level equal to Hit Dice) as a move action once per round. Concussion (Sp) The astral construct can manifest concussion blast (manifester level 7th) as a free action once per round. Blindfight (Ex) The astral construct gains the Blindfight feat. Astral Construct Menu B A manifester creating a 4th-level, 5th-level or 6th-level astral construct can choose one special ability from this menu. Alternatively, the construct can have two special abilities from Menu A. Poison Touch (Ex) If the astral construct hist with a melee attack, the target must make an initial Fortitude save (DC 10 + 0.5 x astral construct's HD + astral construct's Cha modifier) or take 1 point of Constitution damage. One minute later, the target must save again or take 1d2 points of Constitution damage. Muscle (Ex) The astral construct gains a +4 bonus to it's Strength score. Improved Damage Reduction (Ex) The astral construct's surface forms a hard carapace and provides an additional 3 points of damage reduction (or damage reduction 3/+1 if it does not already have damage reduction). Improved Critical (Ex) The astral construct gains the Improved Critical feat with it's natural attacks. Improved Buff (Ex) The astral construct gains an extra 15 hit points. Heavy Deflection (Ex) The astral construct gains a +4 deflection bonus to Armor Class. Fast Healing (Ex) The astral construct heals 2 hit points each round. It is still immediately destroyed when it reaches 0 hit points. Extra Attack If the astral construct is Medium of smaller, it gains two slam attacks instead of one when making a full attack. It's bonus of damage rolls for each attack is equal to it's Strength modifier, not it's Strength modifier x1,5. If the astral construct is Large or larger, it gains three slams instead of two when it makes a full attack. It's attacks are otherwise unchanged. Energy Touch (Ex) The astral construct deals an extra 1d4 (or 1d6 if you are a kineticist) of energy damage of a chosen type (fire, cold, acid or electricity) with it's physical attacks. This ability is selectable several times, and each time you must select a new energy type. Astral Construct Menu A A manifester creating a 1st-level, 2nd-level or a 3rd-level astral construct can choose one special ability from this menu. Resistance (Ex) Choose one of the following energy types: fire, cold, acid, electricity or sonic. The astral construct gains resistance 5 against that energy type. This ability is selectable several times, and each time you must select a new energy type. Power Attack (Ex) The astral construct gains the Power Attack feat. Mobility (Ex) The astral construct gains the Mobility feat. Knockdown (Ex) The astral construct gains the Knockdown feat. Improved Slam Attack (Ex) The astral construct's natural attack deals damage as if it were one size larger. Deflection (Ex) The astral construct gains a +1 deflection bonus to Armor Class. Cleave (Ex) The astral construct gains the Cleave feat. Celerity (Ex) The astral construct's land speed is increased by 10 feet. Buff (Ex) The astral construct gains an extra 5 hit points. Select slot Select ability Select element Select menu New level' Note that lowering the level will remove any abilities selected. Back to main menu View another construct Modify this construct Back Back to main menu (Aborts design) Astral Construct info Construct level info Level 9 Level 8 Level 7 Level 6 Level 5 Level 4 Level 3 Level 2 Level 1 Construct abilities Menu C Whirlwind Attack Spring Attack Rend Power Resistance Natural Invisibility Extreme Deflection Extreme Damage Reduction Extra Buff Energy Bolt Dimension Slide Concussion Blindfight Construct abilities Menu B Poison Touch Muscle Improved Damage Reduction Improved Critical Improved Buff Heavy Deflection Fast Healing Extra Attack Energy Touch Construct abilities Menu A Resistance Power Attack Mobility Knockdown Improved Slam Attack Deflection Cleave Celerity Buff Save settings Construct 5 Construct 4 Construct 3 Construct 2 Construct 1 Remove ability Sonic Fire Electricity Cold Acid Add ability Set level Finish View Astral Construct info View / modify existing constructs Make a new construct Metacreativity (Creation) Level: Shaper 1 Range: Close (25 ft. + 5 ft./2 levels) Duration: 1 round/level Saving Throw: None Power Resistance: No Power Point Cost: 1 Metapsionics: Extend This power creates one 1st-level astral construct of solidified ectoplasm that attacks your enemies. It appears where you designate. Astral constructs are not summoned; they are created on the plane you inhabit (using ectoplasm drawn from the Astral Plane). Thus, they are not subject to effects that hedge out or otherwise affect outsiders; they are constructs, not outsiders. Augment: For every 2 additional power points you spend, the level of the astral construct increases by one. Astral Construct Options Astral Construct Slot 1 Astral Construct Slot 2 Astral Construct Slot 3 Astral Construct Slot 4 Skullclan Hunter Skullclan Hunters skullclan hunter (PRESTIGE CLASS) The Skullclan Hunter is the acclaimed foe of unlife. He champions life by tracking and eradicating all creatures that mock it with evil intent. His devotion to his task is such that he spends moonless nights and weary days tracking undead to their lairs, or, when possible, joining a military band that is likely to come across a legion of the dead. - Hit Die: d6 - Proficiencies: A Skullclan Hunter gains no additional proficiencies. - Skill Points: 6 + Int Modifier REQUIREMENTS: Alignment: Any Good. Skills: Lore 8 ranks. Special: Able to turn undead, Sneak attack +2d6. CLASS FEATURES: Level 1: 2: Divine Strike - Skullclan Hunters can now sneak attack undead. 3: Immunity to Fear, Sneak Attack +1d6. 4: Immunity to Disease, Protection from Evil (as the spell, but permanent). 5: Sword of Light - Pierce all undead damage reduction. 6: Sneak Attack + 2d6. 7: Immunity to Paralysis. 8: Immunity to Ability Damage. 9: Sneak Attack +3d6. 10: Immunity to Energy Drain. Divine Strike Type of Feat: Class Specific Prerequisite: Skullclan Hunter level 2. Specifics: The Skullclan Hunter can now sneak attack the undead, dealing positive energy damage when he does so. Use: Automatic. Sword of Light Type of Feat: Class Specific Prerequisite: Skullclan Hunter level 5. Specifics: Any weapon wielded by the Skullclan Hunter now pierces the Damage Reduction of all Undead creatures. Use: Automatic. Immunity to Fear Immunity to Disease Immunity to Paralysis Immunity to Ability Damage Immunity to Energy Drain Type of Feat: Class Specific Prerequisite: Skullclan Hunter level 3. Specifics: As the Skullclan Hunter gains in power and ability, he adds a number of immunities. At level 3, he is immune to fear, at level 4 disease, at level 7 paralysis, at level 8 ability damage, and at level 10, he is immune to energy drain. Use: Automatic. Type of Feat: Class Specific Prerequisite: Warlock 1 Because the somatic components required for warlock invocations are relatively simple, a warlock can use any of his invocations while wearing light armor without incurring the normal arcane spell failure chance. However, like arcane spellcasters, a warlock wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure (all invocations, including eldritch blast, have a somatic component). A multiclass warlock still incurs the normal arcane spell failure chance for arcane spells received from levels in other classes. Use: Automatic. Type of Feat: Class Specific Prerequisite: Duskblade level 1 Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause spells to fail if those spells have a somatic component. A duskblade's limited focus and specialized training, however, allows you to avoid arcane spell failure so long as you stick to light armor and light shields. This training does not extend to medium or heavy armors, nor to heavy shields. This ability does not apply to spells gained from a different spellcasting class. At 4th level, you learn to use medium armor with no chance of arcane spell failure. At 7th level, you learn to use a heavy shield with no chance of arcane spell failure. Use: Automatic. Arcane Channeling (Su) Type of Feat: Class Specific Prerequisite: Duskblade level 3 Beginning at 3rd level, the Duskblade can use a standard action to cast any touch spell he knows and deliver the spell through his weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved. At 13th level the Duskblade can cast any touch spell he knows as part of a full attack action, and the spell affects each target you hit in melee combat that round. Cleanse Paralysis (Su) Type: Class Prerequisite: Healer level 3 A Healer deals with certain kinds of maladies so often, that eventually she can cure them without resorting to a spell. At 3rd level, a healer gains the ability to cleanse paralysis once per day, as if casting a Remove Paralysis spell. At epic levels a Healer gains +1 use per day every 4 levels, starting at 21st level. Legendary Commander Type of Feat: Epic Prerequisite: Cha 25, Epic Leadership, Persuade 30 ranks Specifics: You can have two cohorts instead of one. Use: Automatic Epic Leadership Type of Feat: Epic Prerequisite: Cha 25, Leadership, Leadership score 25. Specifics: You attract a cohort with a level equal to (Leadership/2)+5. In all other ways Epic Leadership functions as the Leadership feat. Normally the Leadership feat provides no benefit for leadership scores beyond 25. Use: Automatic Leadership Type of Feat: General Prerequisite: Character level 6th Specifics: Having this feat enables the character to attract a loyal companion and devoted follower, a subordinate who assists her. See the table below for what level of cohort the character can recruit. A characters base Leadership score equals his level plus any Charisma modifier. In order to take into account negative Charisma modifiers, this table allows for very low Leadership scores, but the character must still be 6th level or higher in order to gain the Leadership feat. The character can attract a single cohort of up to this level. Regardless of a characters Leadership score, he can only recruit a cohort who is two or more levels lower than himself. The cohort does not have any equipment of their own, that must be provided for them A character can try to attract a cohort of a particular race, class, and alignment. The cohorts alignment may not be opposed to the leaders alignment on either the law-vs-chaos or good-vs-evil axis, and the leader takes a Leadership penalty if she recruits a cohort of an alignment different from her own. Cohorts earn XP as follows: The cohort does not count as a party member when determining the party's XP. Divide the cohorts level by the level of the PC with whom he is associated (the character with the Leadership feat who attracted the cohort). Multiply this result by the total XP awarded to the PC and add that number of experience points to the cohorts total. If a cohort gains enough XP to bring it to a level one lower than the associated PCs character level, the cohort does not gain the new level. Instead, the cohorts new XP total is 1 less than the amount needed attain the next level. Use: Once per day, selected (through PRC Options) Leadership - Cohort 1 - none 2 - 1st 3 - 2nd 4 - 3rd 5 - 3rd 6 - 4th 7 - 5th 8 - 5th 9 - 6th 10 - 7th 11 - 7th 12 - 8th 13 - 9th 14 - 10th 15 - 10th 16 - 11th 17 - 12th 18 - 12th 19 - 13th 20 - 14th 21 - 15th 22 - 15th 23 - 16th 24 - 17th 25 or higher - 17th This feat is used to signal to your familiar that they should hide somewhere on your person, in a pocket or similar place. While they are hidden, they cannot be damaged or killed. Hide familiar Cowardly but cunning, these small, demonic humanoids are often bound to the will of sorcerers and wizards and made to do their bidding. Skills : 3 ranks + 1 rank per level in listen, hide, move silently, search and spot Feats : dark vision, toughness and weapon proficiency (creature) Resistances : fire resistance (20), poison immunity and mind spells immunity Attacks : 1d3 (claws) / 1d3 (claws) / 1d4 (bite) + quasit venom 1 HD : damage reduction (+1/5), magic resistance (10), regeneration (+2) 5 HD : damage reduction (+1/5), magic resistance (12), regeneration (+2), invisibility (1x/day) 10 HD : damage reduction (+1/5), magic resistance (14), regeneration (+2), invisibility (1x/day) 15 HD : damage reduction (+1/5), magic resistance (16), regeneration (+2), invisibility (2x/day), alteration bonus (+2) 20 HD : damage reduction (+2/5), magic resistance (18), regeneration (+3), invisibility (2x/day), alteration bonus (+3) 25 HD : damage reduction (+3/5), magic resistance (18), regeneration (+3), improve invisibility (3x/day), alteration bonus (+4) 30 HD : damage reduction (+4/5), magic resistance (18), regeneration (+4), improve invisibility (3x/day), alteration bonus (+5) 35 HD : damage reduction (+4/5), magic resistance (18), regeneration (+4), improve invisibility (4x/day), alteration bonus (+5) 40 HD : damage reduction (+4/5), magic resistance (18), regeneration (+4), improve invisibility (4x/day), alteration bonus (+5) If you select this spell school, the PRC_PNP_SPELL_SCHOOL switch must be set. You will then be able to select your specialized and opposition schools via a conversation in-game. PnP Spell Schools School specialization You gain an extra spellslot for each spell level but you must memorize at least one spell from your specialist school for each spell level. If you do not, you will be unable to cast any spells. School opposition You are unable to cast any spells from this school, either from items or from your spellbook. School specialization: none School opposition: Abjuration School opposition: Conjuration School opposition: Divination School opposition: Enchantment School opposition: Evocation School opposition: Illusion School opposition: Necromancy School opposition: Transmutation School specialization: Abjuration School specialization: Conjuration School specialization: Divination School specialization: Enchantment School specialization: Evocation School specialization: Illusion School specialization: Necromancy School specialization: Transmutation Talontar Blightlord Talontar Blightlords talontar blightlord (PRESTIGE CLASS) Corrupt priests who revel in decay, the blightlords of Talona are feared and reviled through out the Unapproachable East. Their plagues have transformed the western reaches of the Rawlinswood into a foul green hell of diseased monsters and deadly poisons. Worse yet, the blightlords seek to infect the healthy forests and lands nearby with the same sickness. Under the tutelage of the horrible Rotting Man, the Talontar Blightlords marshal the Rawlinswood's black horde, leading their infect minions forth to scourge the nearby lands. - Hit Die: d8. - Proficiencies: A talontar blight does not gain any additional weapon or armor proficiencies. - Skill Points: 2+ Int modifier. REQUIREMENTS: Alignment: Evil Divine Spellcasting: Able to cast 4th-level spells. Feats: Great Fortitude, Martial Weapon Proficiency(Halberd). Special: Must worship Talona. A cleric who takes this class must have the Destruction and Evil domains. CLASS FEATURES: Level 1: Blightbringer Prestige Domain, Blightblood - Immune to Disease 2: Illmaster - Animal companions gain the blightspawned template 3: Blight Touch 1/day - Melee touch attack to infect a victim with Talona's Blight 4: 5: Blight Touch 2/day 6: Black Glaive - Any Halberd the blightlord wields gains 1d6 cold damage. 7: Blight Touch 3/day 8: Corrupting Blows - Any Halberd the blightlord wields gains a DC 20 Wounding. 9: Blight Touch 4/day 10: Winterheart - type changes to "plant" which means that she is no longer subject to poison, sleep, mind-affecting effects, paralysis, polymorphing, critical hits, sneak attacks, or spells and effects that affect humanoids only Blightbringer Prestige Domain: Deity: Talona Granted Power: Rebuke or command blightspawned creatures and evil-aligned animals. You may use this ability a number of times per day equal to 3+ your Charisma Modifier. BONUS SPELLS Upon gaining a level in talontar blightlord, the character gains new spells per day as if he had also gained a level in his highest divine caster class. Blightbringer Prestige Domain Deity: Talona Granted Power: Rebuke or command blightspawned creatures and evil-aligned animals. You may use this ability a number of times per day equal to 3+ your Charisma Modifier. Domain Spells: 3: Contagion 5: Cone of Cold 6: Finger of Death 8: Horrid Wilting 9: Energy Drain Blightblood Type of Feat: Class Specific Prerequisite: Blightlord Level 1 Specifics: A Talontar blightlord is completely immune to all disease, magical or otherwise. Illmaster Type of Feat: Class Specific Prerequisite: Blightlord Level 2 Specifics: Any animal companions a blightlord possesses gain the blightspawned template. Blight Touch Type of Feat: Class Specific Prerequisite: Blightlord Level 3 Specifics: Starting at 3rd level, once per day as a standard action, a Talontar blightlord may attempt a melee touch attack to infect a victim with Talona's Blight. Talona's Blight: Supernatural disease Fortitude Save DC: 10 + Talontar Blightlord class level + Wisdom Modifier Incubation Period: 1d6 days Damage: 1d4 Constitution, 1d4 Charisma. Damage continues until saved or Constitution equals 0 and the victim dies. Additional Uses gained at 5th, 7th, and 9th level. Black Glaive Type of Feat: Class Specific Prerequisite: Blightlord Level 6 Specifics: A Halberd in the hands of a level 6 Blightlord gains 1d6 bonus Cold Damage. Corrupting Blows Type of Feat: Class Specific Prerequisite: Blightlord Level 8 Specifics: The Blightlords weapon gains the Wounding ability with a DC of 20. Winterheart Type of Feat: Class Specific Prerequisite: Blightlord Level 10 Specifics: At 10th level, a Talontar blightlords infected blood effects a terrible change in her physiology. Her skin blackens and splits, becoming cold and slimy to the touch, although she does not bleed or suffer pain from this transformation. Her type changes to "plant" which means that she is no longer subject to poison, sleep, mind-affecting effects, paralysis, polymorphing, critical hits, sneak attacks, or spells and effects that affect humanoids only. Mighty Contender of Kord Mighty Contenders of Kord mighty contender of kord (PRESTIGE CLASS) The church of Kord insists that the liberation of the spirit comes through the perfection of the body - in fact, clerics of the Brawler insist that the distinction between body and spirit is a false one, as each is totally dependent on the other. Some devotees of Kord practice breaking chains, demonstrating their bodily perfection while symbolizing their spiritual freedom. Those that seek the highest perfection of body and spirit become Mighty Contenders of Kord. - Hit Die: d10. - Proficiencies: A Mighty Contender of Kord does not gain any additional weapon or armor proficiencies. - Skill Points: 2+ Int modifier. REQUIREMENTS: Divine Spellcasting: Must be able to cast level 1 spells. Feats: Endurance, Power Attack Skills: Lore 9 ranks. Alignment: Chaotic Good Special: Must Worship Kord (Clerics need Strength and Good domains) CLASS FEATURES: Level 1: Feat of Strength: Add your cleric and Mighty Contender levels to determine the boost from the Strength Domain power. 2: 3: Surge of Strength: The boost from the Strength domain now lasts 1d4+1 rounds. 4: 5: Strength Increase +1 6: 7: Feat of Power: For the first round of the Strength boost, you gain 1.5 * the normal boost. 8: 9: Strength Increase +2 10: Surge of Power: For the entire duration of the Strength boost, you gain 1.5 * normal boost. Feat of Strength Type of Feat: Class Specific Prerequisite: Mighty Contender of Kord level 1. Specifics: The Mighty Contender of Kord adds his class level to his cleric level to determine the bonus to Strength granted by the Strength Domain Power. He may now use this ability a number of times per day equal to his strength modifier. Use: Automatic. Surge of Strength Type of Feat: Class Specific Prerequisite: Mighty Contender of Kord level 3. Specifics: The duration of the Strength boost from the Strength Domain Power is increased to 1d4+1 rounds. Use: Automatic. Feat of Power Type of Feat: Class Specific Prerequisite: Mighty Contender of Kord level 7. Specifics: When using the Strength Domain Power, the boost to Strength for the first round is 1.5 * the combined Cleric and Mighty Contender of Kord levels. Use: Automatic. Surge of Power Type of Feat: Class Specific Prerequisite: Mighty Contender of Kord level 10. Specifics: When using the Strength Domain Power, the boost to Strength for the entire duration is 1.5 * the combined Cleric and Mighty Contender of Kord levels. Use: Automatic. Talona's Blight Supernatural disease Fortitude Save DC: 10 + Talontar Blightlord class level + Wisdom Modifier Incubation Period: 1d6 days Damage: 1d4 Constitution, 1d4 Charisma. Damage continues until saved or Constitution equals 0 and the victim dies. Increased Movement Speed: +10% +20% +30% +40% +50% +60% +70% +80% +90% +100% Cast Spell: DC Cast spell: DC: Cast Spell: DC: This item property modifies the DC at which the associated spell is cast from this item. Can be used for Cast Spell and OnHit type item. Cast Spell: Caster Level Cast Spell: Caster Level: Cast Spell: Caster Level: This item property modifies the Caster Level at which the associated spell is cast from this item. Can be used for Cast Spell and OnHit type item. Cleanse Fear (Su) Increased Movement Speed Decreased Movement Speed Decreased Movement Speed: Increased Movement Speed: This item property modifies the speed at which a character moves. Maximum is 100% (which equals 2x speed). Any additional bonus is lost, as the NWN engine only allows up to 2x speed. Decreased Movement Speed: This item property modifies the speed at which a character moves. Maximum is -99%. -10% -20% -30% -40% -50% -60% -70% -80% -90% -99% Ollam Ollams ollam (PRESTIGE CLASS) In Dwarven, the word "ollam" means teacher. The education of the dwarf people is considered a sacred duty, and those are considered knowledgeable in dwarf history and legend - and thought to possess above average common sense - are often called upon to take up the respected role of teacher in the community. While other cultures might see this as a job for young girls or old men, the dwarves see an ollam as a protector of their cherished culture. No one in the dwarf community takes that position lightly. - Hit Die: d8. - Proficiencies: An Ollam does not gain any additional weapon or armor proficiencies. - Skill Points: 6+ Int modifier. REQUIREMENTS: Alignment: Lawful Good Skills: Perform 5 ranks, Lore 10 ranks Race: Dwarf CLASS FEATURES: Level 1: Lore - The Ollam adds his class bonus to Lore checks. 3: Inspire Confidence - The Ollam grants an ally +2 to skills for 1 round per class level. If the ally is a dwarf, he gains +3. 5: Inspire Resilience - The Ollam grants a dwarf ally +4 Fortitude and damage reduction 5/-. A non-dwarf ally gains +2 Fortitude and is fatigued at the end of the duration. This effect lasts 1 minute. BONUS SPELLS Every other level in Ollam, the character gains new spells per day as if he had also gained a level in his highest divine caster class. Lore Type of Feat: Class Specific Prerequisite: Ollam level 1. Specifics: The Ollam adds his class level to Lore. Use: Automatic. Inspire Competence Type of Feat: Class Specific Prerequisite: Ollam level 3. Specifics: The Ollam grants an ally +2 to skills for 1 round per class level. If the ally is a dwarf, he gains +3 to skills. Use: Selected. Inspire Resilience Type of Feat: Class Specific Prerequisite: Ollam level 5. Specifics: The Ollam grants a dwarf ally +4 Fortitude and damage reduction 5/-. A non-dwarf ally gains +2 Fortitude and is fatigued at the end of the duration. This effect lasts 1 minute, as does the fatigue. Use: Selected. Cast Spell: Metamagic Cast Spell: Metamagic: Cast Spell: Metamagic: This item property modifies the Metamagic with which the associated spell is cast from this item. Can be used for Cast Spell and OnHit type item. It may stack, untested. Blightmind Type of Feat: Class Specific Prerequisite: Talontar Blightlord 4. Specifics: Once per day, the Blightlord gains the ability to dominate a blightspawned creature. The creature must make a saving throw vs 10 + Blightlord level + Wisdom modifier or be dominated for 1 minute per Blightlord level. Use: Selected. Type: Class Prerequisite: Healer level 5 A Healer deals with certain kinds of maladies so often, that eventually she can cure them without resorting to a spell. At 5th level, a healer gains the ability to cleanse fear once per day, as if casting a Remove Fear spell. At epic levels a Healer gains +1 use per day every 4 levels, starting at 21st level. Cleanse Poison (Su) Type: Class Prerequisite: Healer level 6 A Healer deals with certain kinds of maladies so often, that eventually she can cure them without resorting to a spell. At 6th level, a healer gains the ability to cleanse poison once per day, as if casting a Neutralize Poison spell. At epic levels a Healer gains +1 use per day every 4 levels, starting at 21st level. Archmage Archmages archmage (PRESTIGE CLASS) The highest art is magic, often referred to as *the* Art. Its most advanced practitioners are frequently Archmages, bending spells in ways unavailable to other spellcasters. - Hit Die: d4. - Proficiencies: An Archmage does not gain any additional weapon or armor proficiencies. - Skill Points: 2+ Int modifier. REQUIREMENTS: Arcane Spellcasting: Able to cast 7th-level spells Feats: Skill Focus (Spellcraft), Spell Focus (Any School) Skills: Spellcraft 15 ranks, Lore 15 ranks CLASS FEATURES: Level 1: High Arcana*, Mastery of Elements (Normal) 2: High Arcana* 3: High Arcana* 4: High Arcana* 5: High Arcana* BONUS SPELLS The Archmage sacrifices the bonus spell slots he should gain in order to take a High Arcana feat at each level. He does, however, add his level to his base caster class when determining spell power (damage, duration...). HIGH ARCANA: Each level the Archmage must choose one of the following High Arcana feats: * Arcane Fire: This feat allows the Archmage to convert any spells he knows into a powerful bolt of raw magical energy. * Mastery of Elements: This feat allows the Archmage to change on the fly the damage type of any elemental spells. The feat to set them back to normal is free at level 1, the fire, cold, acid, electrical and sonic damages are separated in their own feats and must be selected. * Mastery of Shapes: This feat allows the Archmage to create "holes" in her area of effect spells to protect his companions from the effects. * Spell-Like ability: This feat allows the Archmage to permanently prepare a spell as a spell-like ability which she may then use 2 times per day. * Spell Power: This feat allows the Archmage to increase his effective caster level by 1 (commutative with the normal level bonus they get). Mastery of Elements(Normal) Type of Feat: Class Specific Prerequisite: Archmage Level 1 Specifics: The Archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. This ability sets the damage back to normal. Use: Selected. NOTE: This feat is only useful if you take another Mastery of Elements feat as it is used to counter the effects. Mastery of Elements(Fire) Type of Feat: Class Specific Prerequisite: Archmage Level 1 Specifics: The Archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. This ability sets the damage to fire. Use: Selected. Mastery of Elements(Cold) Type of Feat: Class Specific Prerequisite: Archmage Level 1 Specifics: The Archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. This ability sets the damage to cold. Use: Selected. Mastery of Elements(Acid) Type of Feat: Class Specific Prerequisite: Archmage Level 1 Specifics: The Archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. This ability sets the damage to acid. Use: Selected. Mastery of Elements(Electricity) Type of Feat: Class Specific Prerequisite: Archmage Level 1 Specifics: The Archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. This ability sets the damage to electricity. Use: Selected. Mastery of Elements(Sonic) Type of Feat: Class Specific Prerequisite: Archmage Level 1 Specifics: The Archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. This ability sets the damage to sonic. Use: Selected. Mastery of Shaping Type of Feat: Class Specific Prerequisite: Archmage Level 1 Specifics: The Archmage can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell's area or effect that are not subject to the spell. This allows the Archmage to not harm friends with area of effect spells. Use: Selected. Spell Power I Spell Power II Spell Power III Spell Power IV Spell Power V Type of Feat: Class Specific Prerequisite: Archmage Level 1 Specifics: This ability increases the Archmage's effective caster level by +1 (for purposes of determining level-dependent spell variables such as damage dice or range, and caster level checks only). Use: Automatic. Mastery of Elements Type of Feat: Class Specific Prerequisite: Archmage Level 1 Specifics: The Archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. Use: Selected. Arcane Fire Type of Feat: Class Specific Prerequisite: Archmage Level 1 Specifics: The Archmage gains the ability to change arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy. The bolt is a ranged touch attack with long range that deals 1d6 points of damage per class level of the archmage plus 1d6 points of damage per level of the spell used to create the effect. Use: Selected. Spell-Like Ability Type of Feat: Class Specific Prerequisite: Archmage Level 1 Specifics: An Archmage who selects this type of high arcana can permanently prepare one of her arcane spells as a spell-like ability that can be used twice per day. The spell-like ability normally uses a spell slot of the spell's level, although the Archmage can choose to make a spell modified by a metamagic feat into a spell-like ability at the appropriate spell level. Use: Selected. Animalistic Power Caster Level(s): Cleric/Druid/Duskblade/Ranger/Sorcerer/Wizard 2 Innate Level: 2 School: Transmutation Component(s): Verbal, Somatic, Material Range: Touch Area of Effect / Target: Creature touched Duration: 1 min/level Save: Will negates (harmless) Spell Resistance: Yes (harmless) You imbue the subject with an aspect of the natural world. The subject gains a +2 enhancement bonus to Strength, Dexterity and Constitution. Bigby's Striking Fist Caster Level(s): Duskblade/Sorcerer/Wizard 2 Innate Level: 2 School: Evocation [Force] Component(s): Verbal, Somatic, Material Range: Medium (100ft. + 10 ft./level) Area of Effect / Target: One creature Duration: Instantaneous Save: Reflex for half Spell Resistance: Yes A large glowing fist, the size of a human torso, appears in front of the creature and slams into it with great force. The attack bonus of this Striking Fist equals your caster level + your key ability modifier +2 for the hand's Strength score (14). The fist deals 1d6 points of nonlethal damage per two caster levels (maximum 5d6). A subject that succeeds on it's Reflex save takes half damage. Bigby's Tripping Hand Caster Level(s): Duskblade/Sorcerer/Wizard 1 Innate Level: 1 School: Evocation [Force] Component(s): Verbal, Somatic, Material Range: Medium (100ft. + 10 ft./level) Area of Effect / Target: One creature Duration: Instantaneous Save: Reflex negates Spell Resistance: Yes A large glowing fist, the size of a human torso, appears in front of the creature and sweeps at it's legs. The large hand sweeps at the target creature's legs in a tripping maneuver. This trip attempt does not provoke attacks of opportunity. It's attack bonus equals your caster level + your key ability modifier + 2 for the hand's Strength score (14). The hand has a bonus of +1 on the trip attempt for every three caster levels, to a maximum of +5 at 15th level. Oozemaster Oozemasters oozemaster (PRESTIGE CLASS) The Oozemaster is not a class for stable individuals. It involves relating one-on-one with things that relate to nothing at all. Unlike the animal lord's kindred creatures, the Oozemaster's charges have nothing to say. No one has yet developed a speak with ooze spell- or if someone has, the oozes haven't responded. Given that Oozemasters exude everything but confidence, most of them have few sentient friends and even fewer guests. Thus, they tend to gibber and talk to themselves a lot. - Hit Die: d8. - Proficiencies: Oozemasters gain no weapon or armor proficiencies. - Skill Points: 4 + Int Modifier. REQUIREMENTS: Spellcasting: Able to cast 3rd-level arcane or divine spells. Skills: Lore 7 ranks. Feats: Great Fortitude. CLASS FEATURES: Levels 1: Minor Oozy Touch - Can secrete a specific minor ooze for a touch attack often as desired. 2: Charisma Penalty -1 Oozy Glob - Can use any learned minor oozy touch as a grenade weapon once per day. 3: Minor Oozy Touch - Can choose another minor ooze. 4: Charisma Penalty -2 Oozy Glob - Can use twice per day 5: Major Oozy Touch 6: Charisma Penalty -3 Oozy Glob - Can use three times per day. Indiscernible Anatomy - Immunity to critical hits and sneak attacks. 7: Major Oozy Touch - Can choose a major ooze for a touch attack or another minor ooze. 8: Charisma Penalty -4 Oozy Glob - Can use four times a day. Slime Wave 9: Major Oozy Touch - Can choose another major or minor ooze. 10: Charisma Penalty -5 Oozy Glob - Can use five times a day. One with the Ooze - Type changes to ooze; gains the blind-fight feat; gains immunity to mind spells, poisons, and paralysis. BONUS SPELLS Every other level in Oozemaster, the character gains new spells per day as if he had also gained a level in his highest caster class. He does not learn any new spells through his abilities. Minor Oozy Touch Type of Feat: Class Specific Prerequisite: Oozemaster Level 1 Specifics: The Oozemaster's hands can secrete a specific kind of ooze. The character may, as a full attack action, make a melee touch attack that has the effect listed for that kind of ooze on the table below. The Oozemaster can use this ability as often as desired. At 3rd level, he may choose one additional oozy minor oozy touch. Use: Selected. Minor Oozy Touch(Brown Mold) Type of Feat: Class Specific Prerequisite: Oozemaster Level 1 Specifics: Brown Mold touch attack - 1d6 + Oozemaster level points of cold damage Use: Selected. Minor Oozy Touch(Gray Ooze) Type of Feat: Class Specific Prerequisite: Oozemaster Level 1 Specifics: Gray Ooze touch attack - 1d6 + Oozemaster level points of acid damage. Use: Selected. Minor Oozy Touch(Ochre Jelly) Type of Feat: Class Specific Prerequisite: Oozemaster Level 1 Specifics: Ochre Jelly touch attack - 1d4+ Oozemaster level points of acid damage, Stun DC 15. Use: Selected. Minor Oozy Touch(Phosphorescent Fungus) Type of Feat: Class Specific Prerequisite: Oozemaster Level 1 Specifics: Phosphorescent fungus touch - Touched area emits a soft violet glow as a light spell until the fungus is wiped off. Use: Selected. Major Oozy Touch Type of Feat: Class Specific Prerequisite: Oozemaster Level 5, 6, 7 Specifics: The Oozemaster chooses a kind of major oozy touch, or from the choices in the Minor Oozy Touch. This ability is otherwise identical to minor oozy touch. Use: Selected. Major Oozy Touch(Black pudding) Type of Feat: Class Specific Prerequisite: Oozemaster Level 5 Specifics: Black pudding touch attack - 2d6 + Oozemaster level points of acid damage. Use: Selected. Major Oozy Touch(Gelatinous Cube) Type of Feat: Class Specific Prerequisite: Oozemaster Level 5 Specifics: Gelatinous Cube touch attack - Fortitude save (DC 15 + Oozemaster level) or paralyzed for a number of rounds equal to 1d6 + Oozemaster level. Use: Selected. Major Oozy Touch(Green Slime) Type of Feat: Class Specific Prerequisite: Oozemaster Level 5 Specifics: Green Slime touch attack - 1d6 temporary Constitution damage(DC 15 + Oozemaster level) and 1d6 + Oozemaster level points of acid damage. Use: Selected. Major Oozy Touch(Yellow Mold) Type of Feat: Class Specific Prerequisite: Oozemaster Level 5 Specifics: Yellow Mold touch attack - 2d4 points of temporary Constitution damage (DC 15 + Oozemaster level Fortitude save for half). Use: Selected. Oozy Glob Type of Feat: Class Specific Prerequisite: Oozemaster Level 2 Specifics: The Oozemaster can throw a glob of the same material as any minor oozy touch gained, with a range increment of 10 feet. This is treated as a grenade-like weapon. Direct hits deal direct hit damage as noted on the oozy touch feats. All creatures within 5 feet suffer 1 point of the appropriate splash damage. This ability is usable once per day at 2nd level and gains 1 more use per day each 2 levels of Oozemaster. Use: Selected. Oozy Glob(Brown Mold) Oozy Glob(Gray Ooze) Oozy Glob(Ochre Jelly) Oozy Glob(Phosphorescent Fungus) Indiscernible Anatomy Type of Feat: Class Specific Prerequisite: Oozemaster Level 6 Specifics: The Oozemaster's anatomy becomes difficult to discern. They gain immunity to critical hits and sneak attacks. Use: Automatic. Charisma Penalty Type of Feat: Class Specific Prerequisite: Oozemaster Level 2 Specifics: An Oozemaster is not the most beautiful sight to behold, as such they get a -1 Charisma bonus every 2 levels starting at level 2. Use: Automatic. One with the Ooze Type of Feat: Class Specific Prerequisite: Oozemaster Level 10 Specifics: The Oozemaster is as slimy as the creatures he favors. His type changes to Ooze. He gains the Blindfight feat and becomes immune to poison, paralysis and all mind-influencing effects. Use: Select. Slime Wave Type of Feat: Class Specific Prerequisite: Oozemaster Level 8 The oozemaster emits a wave of slime that does 2d6 acid damage per round and 1d6 points of temporary constitution damage on impact. Use: Selected. Caster Level(s): Druid 3, Ranger 3 Innate Level: 3 School: Transmutation Descriptor(s): Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: One living creature Duration: 1 hour / level Additional Counter Spells: Save: None Spell Resistance: No This spell strengthens the natural attacks of the target, giving it +1 to hit and +1 to damage for every three levels of the caster (maximum of +5). It also grants the creature an enchantment bonus equal to the hit/damage bonus given. Caster Level(s): Druid 1, Ranger 1 Innate Level: 1 School: Transmutation Descriptor(s): Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: Caster Duration: 1 minute / level Additional Counter Spells: Save: None Spell Resistance: No This spell strengthens the natural attacks of the target, giving it +1 to hit and +1 to damage. It also grants the creature the ability to strike as if it were a +1 weapon (so it can bypass other creature's damage reduction). Henshin Mystic Henshin Mystic Henshin Mystics henshin mystic (PRESTIGE CLASS) Henshin Mystics are members of a monastic order that teaches what they consider to be a great mystery of the universe: that humanity is capable of a transformation (henshin) into divinity. Their training and discipline is aimed toward the ultimate perfection not only of themselves, but of all humanity. They believe this perfection is the future of the world and of humanity. This belief fills them with a hopeful peace. - Hit Die: d8 - Proficiencies: No additional proficiencies are gained. - Skill Points: 4 + Int Modifier REQUIREMENTS: Alignment: Any Lawful Base Attack Bonus: +7 Skills: Lore 13 Ranks Feats: Purity of Body CLASS FEATURES: Level 1: Riddle of Awareness - The Henshin Mystic can use scrying as a spell-like ability once per day. This grants the Henshin Mystic a +4 insight bonus on all Listen, Search and Spot checks for 1 minute per level. Scrying isn't in Neverwinter Nights but the bonuses are translated. 2: Blind Fight - Character gets to roll her miss chance percentile to see if it actually hits, as well invisible creatures get no bonus to hit the character in melee. Diamond Body - Henshin Mystic in control of his metabolism that he gains immunity to poison of all kinds. 3: Happo Zanshin - The character gains a preternatural awareness of danger and can no longer be flanked. This gives the henshin mystic immunity to sneak attacks. 4: Riddle of Interaction - Henshin Mystic can use charm monster as a spell-like ability three times per day. In addition the Henshin Mystic gains a +4 insight bonus on all Bluff, Persuade, Taunt and Intimidate checks. Ki Strike - Unarmed attack is empowered with ki. The unarmed strike damage from such an attack can deal damage to a creature with damage reduction as if the blow were made with a weapon with a +1 enhancement bonus. 6: Blindsight - Henshin Mystic gains the ability to perfectly sense his surroundings without relying on sight. This ability makes invisibility and darkness irrelevant to the mystic (though he still can't detect ethereal creatures). Hitsu-Do - The Mystic gains the ability to cause his hands and weapons to light up with fire. This adds 1d6 fire damage to all attacks. This ability can be used for a duration of 2 rounds per mystic level per day. 9: Walk Through the Mountains - The character can assume an ethereal state for 2 rounds per level per day, as per the spell etherealness. 10: Riddle of Invulnerability - Mystic gains damage reduction 20/+1. CLASS FEATURES: The Henshin mystic continues to gain levels as a monk with regard to unarmed damage. Riddle of Awareness Type of Feat: Class Specific Prerequisite: Henshin Mystic Level 1 Specifics: The Henshin Mystic can use scrying as a spell-like ability once per day. This grants the Henshin Mystic a +4 insight bonus on all Listen, Search and Spot checks for 1 minute per level. Scrying isn't in Neverwinter Nights but the bonuses are translated. Use: Selected.H Happo Zanshin Type of Feat: Class Specific Prerequisite: Henshin Mystic Level 3 Specifics: A Henshin Mystic has a preternatural awareness of danger and can no longer be flanked. This gives the Henshin Mystic immunity to sneak attacks. Use: Automatic. Riddle of Interaction Type of Feat: Class Specific Prerequisite: Henshin Mystic Level 4 Specifics: The Henshin Mystic can use charm monster as a spell-like ability three times per day. In addition the Henshin Mystic gains a +4 insight bonus on all Bluff, Persuade, Taunt and Intimidate checks. Use: Selected/Automatic. Blindsight Type of Feat: Class Specific Prerequisite: Henshin Mystic Level 6 Specifics: Henshin Mystic gains the ability to perfectly sense his surroundings without relying on sight. This ability makes invisibility and darkness irrelevant to the Mystic (though he still can't detect ethereal creatures). Use: Automatic. Hitsu-Do Type of Feat: Class Specific Prerequisite: Henshin Mystic Level 6 Specifics: The Mystic gains the ability to cause his hands and weapons to light up with fire. This adds 1d6 fire damage to all attacks. This ability can be used for a duration of 2 rounds per mystic level per day. Use: Selected. Walk Through The Mountains Type of Feat: Class Specific Prerequisite: Henshin Mystic Level 9 Specifics: Henshin Mystic can assume an ethereal state for 2 rounds per level per day, as per the spell etherealness. Use: Selected. Riddle of Invulnerability Type of Feat: Class Specific Prerequisite: Henshin Mystic Level 10 Specifics: Henshin Mystic gains damage reduction 20/+1. This means that the mystic ignores the first 20 points of damage from any attack unless the damage from that attack is dealt by a weapon with a +1 enhancement bonus (or better), by a spell, or by a form of energy. Use: Automatic. Drunken Master Drunken Master Drunken Masters drunken master (PRESTIGE CLASS) Martial arts students face a bewildering array of martial arts schools, each with its own adherents and detractors. But few schools are as unusual -- or as controversial -- as Drunken Boxing. By weaving and staggering about as if inebriated, drunken boxers avoid many blows. Likewise, their stumbling, lurching attacks catch their opponents off guard. Moreover, when they actually imbibe alcohol, Drunken Masters can perform truly prodigious feats of strength and bravery. - Hit Die: d8 - Proficiencies: The Drunken Master gains no proficiencies in weapons or armor. - Skill Points: 4 + Int modifier. REQUIREMENTS: Base Attack Bonus: +4. Class: Evasion class ability Feats: Great Fortitude, Dodge. Tumble: 6 ranks. CLASS FEATURES: 1: Drink Like a Demon - Your body handles alcohol differently from other people. Every bottle or tankard of alcohol you consume reduces your Dexterity, Wisdom, and Intelligence by 1 point each, but increases your Strength and Constitution by 1 point. However, your Reflex save bonus, Dexterity bonus to Tumble, and AC bonus remain at their original levels regardless of your new Dexterity modifier. Bottle Proficiency - You can use bottles as weapons using your unarmed base attack bonus. 2: Stagger - By tripping, stumbling, and staggering, you can make a charge attack that surprises your opponents. 3: Swaying Waist - You weave and bob about as you attack. You gain a +2 dodge bonus to AC against any one opponent during your turn. 4: Disarm - Character can attempt to disarm an opponent at a -6 penalty to their attack. 5: Drunken Rage - Drunken Master can rage just as a barbarian does, with duration of 1 hour. You gain +4 to Strength, +4 to Constitution, a +2 morale bonus on Will saves, and a 2 penalty to AC. This ability works when you drink an alcoholic beverage. 6: Lurch - Your lurching movements let you make one feinting-in-combat Bluff check (opposed by opponents Intelligence modifier + Charisma modifier) per round. On a successful feint, the opponents Dexterity modifier is not added to his AC on the Drunken Masters next attack. You can only lurch other humanoids. 7: Drunken Embrace - The Drunken Master can grapple an opponent without provoking an attack of opportunity, and you gain a +4 competence bonus on all opposed grapple checks. 8: For Medicinal Purposes - By combining your ki power with alcohol, you can convert an alcoholic drink to a potion of heal up to three times per day. Potion only works on character creating it. 9: Improved Disarm - Character no longer incurs an attack of opportunity while attempting to disarm and the penalty drops to -4. 10: Breath of Flame - You can use your ki to ignite the alcohol within you and spew it forth from your mouth in a breath of flame. Drink Like a Demon Type of Feat: Class Specific Prerequisite: Drunken Master Level 1 Specifics: Your body handles alcohol differently from other people. You can drink a large tankard of ale, a bottle of wine, or a corresponding amount of stronger alcohol as a move-equivalent action. Every bottle or tankard of alcohol you consume reduces your Dexterity, Wisdom, and Intelligence by 1 point each, but increases your Strength and Constitution by 1 point. However, your Reflex save bonus, Dexterity bonus to Tumble, and AC bonus remain at their original levels regardless of your new Dexterity modifier. Your body metabolizes one drink per hour, reducing both the penalties and the bonus accordingly. Use: Automatic. Bottle Proficiency Type of Feat: Class Specific Prerequisite: Drunken Master Level 1 Specifics: You can use bottles as weapons using your unarmed base attack bonus. Bottles do either 1d6 points of bludgeoning damage and/or 1d4 points of slashing damage when the bottle breaks. You can have up to 3 hits before the bottle breaks. You must have a bottle in your inventory to use this ability. Use: Selected. Stagger Type of Feat: Class Specific Prerequisite: Drunken Master Level 2 Specifics: By tripping, stumbling, and staggering, you can make a charge attack that surprises your opponents. This has two beneficial aspects: First, you move at twice your speed. Second, your damage is increased for a short period of time due to the power of the charge. Charge attacks must be made at opponents that are at least 10 feet away, add +2 to your attack roll, -2 to your AC. On a successful charge you deal double damage and may knockdown your opponent. Use: Selected. Swaying Waist Type of Feat: Class Specific Prerequisite: Drunken Master Level 3 Specifics: You weave and bob about as you attack. You gain a +2 dodge bonus to AC against any one opponent during your turn. The NPC is your current target or last attacker. Use: Selected. Improvised Weapons Type of Feat: Class Prerequisite: Drunken Master Level 4 Specifics: You can use furniture, farm implements, or nearly anything else at hand to attack your foes. Anything from a ladder to a haunch of meat to a barstool is a weapon once you imbue it with your ki using this ability. Regardless of the exact item, the weapon does 1d6 points of damage at your more advantageous number of attacks per round. Most items do bludgeoning damage, although shish-kabob skewers, for example, would do piercing damage. Items with broad, flat surfaces (such as tables) can be upended to become improvised tower shields. All unarmed bonuses still apply to Drunken Masters using Improvised Weapons. Use: Automatic. Drunken Rage Type of Feat: Class Specific Prerequisite: Drunken Master Level 5 Specifics: You can rage just as a barbarian does, with duration of 1 hour. You gain +4 to Strength, +4 to Constitution, a +2 morale bonus on Will saves, and a 2 penalty to AC. You cannot multiply the effects of Drunken Rage. This ability works when you drink an alcoholic beverage. At level 10 the duration is increased to 3 hours. Use: Selected. Lurch Type of Feat: Class Specific Prerequisite: Drunken Master Level 6 Specifics: Your lurching movements let you make one feinting-in-combat Bluff check (opposed by opponents Int Modifier + Cha Modifier) per round as a move-equivalent action. You gain a +4 competence bonus to Bluff checks made for this purpose. On a successful feint, the opponents Dex modifier is not added to his AC on the drunken masters next attack. You can only lurch other humanoids. Use: Selected. Drunken Embrace Type of Feat: Class Specific Prerequisite: Drunken Master Level 7 Specifics: You can grapple an opponent without provoking an attack of opportunity, and you gain a +4 competence bonus on all opposed grapple checks. When a grapple is started each character in the fight must make a grapple check. If you win the check the opponent is grappled for 1d4 rounds. The grapple check is: Base Attack Bonus + Strength Modifier + Size Modifier. Use: Selected. For Medicinal Purposes Type of Feat: Class Specific Prerequisite: Drunken Master Level 8 Specifics: By combining your ki power with alcohol, you can convert an alcoholic drink to a potion of heal up to three times per day. The alcohol activates the ki in your body, so the cure only works on you. Alcohol drunk in this way neither impairs nor improves your ability scores. Use: Selected. Breath of Flame Type of Feat: Class Specific Prerequisite: Drunken Master Level 10 Specifics: You can use your ki to ignite the alcohol within you and spew it forth from your mouth in a breath of flame. Breath of flame deals 3d12 points of fire damage to all within the 20-foot cone (Reflex save DC 10 + class level + Con modifier for half). Each time you use breath of flame, it consumes one drinks worth of alcohol. First your inventory is searched for alcohol and if none is found it uses the alcohol within you removing the effects it gives you. Use: Selected. Brew Ale Type of Feat: Class Specific Prerequisite: Drunken Master level 11 Specifics: You have become a connoisseur of alcoholic beverages and have developed specific tastes. You now can combine base ingredients and brew your own ale which may grant additional bonuses along with your Drunken Rage effects. Use: Selected. Improved Drunken Rage Type of Feat: Class Specific Prerequisite: Drunken Master level 11 Specifics: Your blood has had alcohol running through it for a while now. Due to the constant content the effects of Drunken Rage last 3 hours rather than the standard one. Use: Automatic. Drunken Skin Type of Feat: Class Specific Prerequisite: Drunken Master level 13 Specifics: The alcohol you drink has made your skin strong and your pain threshold large. You gain +4 to your natural AC. Use: Automatic. Drunken Thought Type of Feat: Class Specific Prerequisite: Drunken Master level 14 Specifics: Your body has learned to use alcohol's buzz in a precise way which grants you +2 to all saving throws. Use: Automatic. Improved Bottle Proficiency Type of Feat: Class Specific Prerequisite: Drunken Master level 11 Specifics: Your fighting and drinking skills have improved to the point where you can simultaneous drink alcohol from a bottle while using the bottle in a fight, thus combining Drunken Rage with Bottle Proficiency. Usage: Use the feat and then target an alcoholic beverage. Drunken Rage and Bottle Proficiency will kick in giving you all the bonuses of the 2 feats. Improved Breath of Flame Type of Feat: Class Specific Prerequisite: Drunken Master level 15 Specifics: You've learned to use Breath of Flame and figured out how to make it more powerful. The fire damage is 5d12 now instead of 3d12. Use: Automatic. Hathran Hathrans hathran (PRESTIGE CLASS) Hathran, also known as the Witches of Rashemen, comprise an elite sisterhood of spellcasters who lead the region. In Rashemi society, hathrans occupy the place reserved for powerful clerics in most Faerunian cultures. Hathran - meaning "learned sister" - heal the sick and wounded and care for the souls of their followers. - Hit Die: d4. - Proficiencies: Exotic weapons. - Skill Points: 2+ Int modifier. REQUIREMENTS: Alignment: Lawful good, lawful neutral or neutral good. Gender: Female. Race: Human or Human Subrace. Spellcasting: Able to cast 2nd-level arcane spells and 2nd-level divine spells. Feats: Ethran. CLASS FEATURES: Level 1: Cohort - Once per day the Hathran can call for a Rashemen Barbarian to serve as her cohort. 3: Fear Can cast Fear as the spell once per day. 6: Fear - Can cast Fear as the spell twice per day. 8: Fear - Can cast Fear as the spell three times per day. 10: Greater Command - Can attempt hold a group of enemies once per day. BONUS SPELLS Every second level, the character gains new spells per day as if she had also gained a level in her highest arcane and divine classes. She does not learn any new arcane spells through this ability, however. Vigilant Vigilants vigilant (PRESTIGE CLASS) Part reconnaissance expert, part border guard, part spy and part diplomat, the vigilant is a highly trained warrior who can be confidently sent into any situation, no matter how grim the odds. Recruits who survive the harsh training and deadly initiation tests required to become a vigilant are assigned to one of the elite corps of these warriors, called a Vigil. - Hit Die: d12. - Proficiencies: A vigilant does not gain any additional weapon or armor proficiencies. - Skill Points: 4 + Int Modifier. REQUIREMENTS: Alignment: Non-evil Base Attack Bonus: +5 Feats: Endurance, Track Skills: Lore 4 ranks, Listen 5 ranks, Persuade 5 ranks. CLASS FEATURES: Level 1: Sprint - Can move for a brief period of time as Hasted, three times per day. 2: Favored Enemy - Gains a Favored Enemy as the Ranger ability. 4: Great Fortitude - A character with this feat is tougher than normal, gaining a +2 bonus to all Fortitude saving throws. 5: Iron Will - The character's strong presence of mind gives him a +2 bonus to all Will saving throws. 6: Lightning Reflexes - The character's reflexes are faster than normal, granting him a +2 bonus to all Reflex saving throws. 7: Toughness - A character with this feat is tougher than normal, gaining one bonus hit point per level. 9: Vigilant Natural Armor - Gains plus 2 to his natural armor class. 10: Vigilant Natural Healing - Regenerates hit points at a rate of one per round. Ethran Type of Feat: Class. Prerequisite: Female*, Charisma 11+, Spellcaster Specifics: Gain plus 2 bonus to checks on Animal Empathy and Charisma-based skills. Use: Automatic. (*If you take this feat as a male, you will be asked to retake your feats. If you take this feat as a first level male, you will be unable to level up.) Fochlucan Lyrist Fochlucan Lyrists Fochlucan lyrist (PRESTIGE CLASS) Warrior, thief, spy, poet, woodland champion -the Fochlucan lyrist is a legendary figure who serves as the herald and teacher to great kings, the champion of the common folk, and the keeper of lore long forgotten elsewhere. Only the best and brightest are invited to become Fochlucan lyrists, and those who eventually win the approval of the Fochlucan College's masters are remarkable individuals indeed, skilled in swordplay, magic, and diplomacy. REQUIREMENTS: Alignment: Neutral good, neutral, chaotic neutral, or neutral evil. Skills: Spellcraft 7 ranks , Persuasion 7 ranks , Lore 7 ranks , Perform 13 ranks , Pick Pocket 7 ranks Spellcasting: Ability to cast 1st-level arcane and divine spells. Class: Druid (for druidic language reqs). Special: Bardic knowledge and evasion abilities. - Hit Die: d6 - Proficiencies: Fochlucan lyrists gain no proficiency with any weapon or armor. - Skill Points: 6 + Int Modifier CLASS FEATURES: Spells per Day/Spells Known: At each level, a Fochlucan lyrist gains new spells per day (and spells known, if applicable) as if she had also gained a level in any one arcane spellcasting class and any one divine spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one arcane spellcasting class or divine spellcasting class before becoming a Fochlucan lyrist, she must decide to which class to add each Fochlucan lyrist level for the purpose of determining spells per day, spells known, and overall caster level. Bardic Knowledge (Ex): A Fochlucan lyrist can attempt to recall some relevant piece of information about local notable people, legendary items, or noteworthy places. She adds her Fochlucan lyrist class level to her bardic knowledge checks, so her bardic knowledge checks have a bonus equal to her bard level + her Fochlucan lyrist level + her Int modifier. Bardic Music: A Fochlucan lyrist adds her lyrist level to her bard level to determine the number of times per day she can use her bardic music, the bardic music abilities she can employ, and the power of those abilities. For example, a 2nd-level rogue/5th-level bard/4th-level druid/3rd-level Fochlucan lyrist can use her bardic music eight times per day, can use any bardic music ability an 8th-level bard could use (assuming she meets the Perform skill rank requirements), and is treated as an 8th-level bard for adjudicating the effects of those abilities (such as number of targets, save DC, and so forth). Unbound: A Fochlucan lyrist's druid oaths are relaxed, allowing her to wear light metal armor with no loss of spellcasting, supernatural, or spell-like abilities. A lyrist also suffers no experience point penalty for multi-classing. (not implemented) Endurance Type of Feat: General. Prerequisite: None. Specifics: Gain plus 4 to saving throws against Death. Use: Automatic. Track Type of Feat: General. Prerequisite: None. Specifics: Gain plus 1 to Spot, Search and Listen. Use: Automatic. Vigilant Natural Armor Type of Feat: Class. Prerequisite: Vigilant level 9. Specifics: Gain plus 2 bonus to Natural Armor Class. Use: Automatic. Cohort Type of Feat: Class. Prerequisite: Hathran level 1. Specifics: The hathran gains a cohort as if she had the Leadership feat. This cohort is either a Raherni female with the Ethran feat or a Rachemi male with at least one level of barbarian. This cohort does not count against any cohorts the hathran may acquire by taking the Leadership feat. Use: Selected. Hathran Greater Command Type of Feat: Class. Prerequisite: Hathran level 10. Specifics: Once per day can attempt to exert control over a group of people. This will hold them in place for a number of rounds equal to your arcane caster level. Use: Selected. Epic Shugenja Type: Class Prerequisite: Shugenja level 21 The Epic Shugenja has mastered the focus of his chosen element and uses it however he pleases. He will often be found in a leading position of his order. CLASS FEATURES: Level 21: - 22: - 23: Bonus Feat 24: - 25: - 26: Bonus Feat 27: - 28: - 29: Bonus Feat 30: - 31: - 32: Bonus Feat 33: - 34: - 35: Bonus Feat 36: - 37: - 38: Bonus Feat 39: - 40: - Elemental Focus Type: Class Prerequisite: Shugenja level 1 All Shugenjas have a favored element: air, earth, fire, or water. A Shugenja's choice of specialized element is sometimes determined by the Shugenja order in which he studies. At least half the spells the Shugenja knows must belong to his favored element, and the spell dictated by his order often belongs to that element as well. Shugenjas automatically gain the benefits of the Spell Focus feat (+1 to spell DCs) for spells from their favored element, regardless of it's school As the cost of specializing in one element, a Shugenja is prohibited from learning spells associated with a different element. The prohibited element is dictated by the favored element, as described below. Air: Air spells are subtle, involving travel, intuition, influence, divination, and illusion. Earth is the prohibited element for Air Shugenjas. The Order of the All-Seeing Eye and the Order of the Spring Zephyr specialize in Air magic. Earth: Earth spells involve resilience and resolve, health and growth, and the strength of it's body. Air is the prohibited element for Earth Shugenjas. The Order of the Impenetrable Crucible and the Order of the Perfect Sculpture specialize in Earth magic. Fire: Fire spells are destructive and blatant, though they also deal with intelligence, inspiration, and creativity. Water is the prohibited element for Fire Shugenjas. The Order of the consuming Flame specializes in Fire magic. Water: Water spells involve transformation, cleansing, healing, and friendship. Fire is the prohibited element for Water Shugenjas. The Order of the Forbidding Wasteland and the Order of the Gentle Rain specialize in water magic. The Shugenjas of the Order of the Ineffable Mystery can specialize in any of the four elements. The Order of the Ineffable Mystery also trains Shugenjas who specialize in the fifth element, the void. Sprint Type of Feat: Class. Prerequisite: Vigilant level 1. Specifics: Character can move as if hasted for a brief duration three times per day. Use: Selected. Vigilant Natural Healing Type of Feat: Class. Prerequisite: Vigilant level 10. Specifics: Gain rapid healing allowing for the regeneration of 1 point per round. Use: Automatic. Hathran Fear Type of Feat: Class. Prerequisite: Hathran levels 3, 6 and 8. Specifics: Can cast Fear as 4th level sorcerer/wizard spell once per day at level 3, twice per day at level 6, and three times per day at level 8. Use: Selected. Celestial Companion (Ex) Use Limitation: Minimum Ability Score Use Limitation: Minimum Skill Ranks Only Useable By Those With At Least: Use Limitation: Able to cast spells of level Use Limitation: Able to cast arcane spells of level Use Limitation: Able to cast divine spells of level Use Limitation: Sneak Attack Only Usable By Those Able To Cast Spells Of At Least Level: Only Usable By Those Able To Cast Arcane Spells Of At Least Level: Only Usable By Those Able To Cast Divine Spells Of At Least Level: Only Usable By Those Able To Sneak Attack For At Least: Increased Movement Speed: Increased Movement Speed Increased Movement Speed: This item property modifies the speed at which a character moves. Maximum is 200% (which equals 3x speed). Any additional bonus is lost, as the NWN engine only allows up to 3x speed. +10% +20% +30% +40% +50% +60% +70% +80% +90% +100% +110% +120% +130% +140% +150% +160% +170% +180% +190% +200% Blood of the Martyr Necromancy (Healing) [Good] Level: Cleric 4, Paladin 4 Components: V, S Casting Time: 1 action Range: Medium (100 ft. + 10 ft/level) Targets: 1 willing creature Duration: Instantaneous Saving Throw: None Spell Resistance: No You may transfer your own hitpoints to a target creature within range. You must transfer at least 20 points. Transferred hitpoints are damage to you. The creature takes your transferred hitpoints as if receiving a cure wounds spell and cannot gain more than hit points than its maximum allows; any excess hitpoints are lost. This spell transfers only actual hitpoints, not temporary hit points. Blood of the Martyr(7) Mark resting locations Select whether you want that whenever you rest, the location will be automatically marked. WARNING: The location is always stored in the first slot, so if you delete it, next time you rest whatever is now in the first slot will be overwritten. Dimension Door (7) Dimension Door - Direction and Distance - Self only Dimension Door - Direction and Distance - Party within 10ft Listener ready. Due to some detail of how the NWN engine handles listening, the listener may only actually start listening during the next 3 seconds. You can't teleport that far, distance limited to You have 10 seconds to speak the distance (in meters) Dimension Door School: Conjuration (Teleportation) Level: Brd 4, Sor/Wiz 4, Travel 4 Components: V Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Target: You and other touched willing creatures (i.e.. party members within 10ft of you) Duration: Instantaneous Saving Throw: None Spell Resistance: No You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired - whether by simply visualizing the area or by stating direction**. You may also bring one additional willing Medium or smaller creature or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with you. * Notes: * Implemented as within 10ft of you due to the lovely quality of NWN location tracking code. ** The direction is the same as the direction of where you target the spell relative to you. A listener will be created so you can say the distance. Dimension Door - Self only Dimension Door - Party within 10ft Divine Master Harper Arcane Master Harper Master Harpers master harper (PRESTIGE CLASS) Master Harpers are elite members of the Harpers, which is a secret society that battles evil and tyranny, preserves lore, and works to balance civilization and the wild. Master Harpers study spells and develop many skills to help them in their duties of preserving lore by imparting it to others, raising morale, and aiding Harpers and others who promote similar aims. - Hit Die: d6. - Proficiencies: A Master Harper gains no proficiency with any armor or weapons. - Skill Points: 4 + Int Modifier. REQUIREMENTS: Alignment: Any non evil. Spells: Able to cast 2nd-level spells of the appropriate type. Skills: Bluff 8 ranks, Persuade 8 ranks, Lore 12 ranks, Perform 12 ranks, Spellcraft 8 ranks. Feats: Alertness, Iron Will. CLASS FEATURES: Level 1: Harper Knowledge- Bonus for item identification Harper Secret - 1 bonus feat: favored enemy, metamagic or bard feats 2: Craft Master Harper Item - May create potions 3: Mielikki's Truth - Once per day, can remove effect on an animal 5: Lycanbane - +5 bonus to the AC vs. Shapechanger, and you may transmit this bonus Harper Secret Musical Instrument Craft - Can use Craft Master Harper Item to create Musical Instrument 6: Milil's Ear - +4 bonus to the Listen Skill. 7: Lliira's Aura - Create an aura that gives allies a +4 bonus to saving throws against Mind Affecting spell.. 8: Deneir's Orel - +4 bonus to the Spellcraft Skill. 9: Tymora's Smile - +2 bonus on all saves, twice per day. 10: Harper Secret BONUS SPELLS Upon gaining a level in Master Harper, the character gains new spells per day as if he had also gained a level in his highest caster class. He does not learn any new spells through this ability. Type of Feat: Class Specific Prerequisite: Master Harper Level 2. Specifics: Once per day, the Harper may make a magical potion. Use: Selected. Type of Feat: Class Specific Prerequisite: Master Harper Level 9. Specifics: Twice per day, the Harper or a target receives a +2 saving throw bonus on all saving throws for 5 turns. Use: Selected. Harper Secret Type of Feat: Class Specific Prerequisite: Master Harper Level 1. Specifics: The Master Harper learns secret Harper lore that improves her abilities. This secret comes in the form of a bonus feat: favored enemy, metamagic or bard feats Use: Automatic. Craft Master Harper Item Type of Feat: Class Specific Prerequisite: Master Harper Level 2. Specifics: Once per day, the Harper may make a magical potion. Use: Selected. Lycanbane Type of Feat: Class Specific Prerequisite: Master Harper Level 5. Specifics: The Harper receives a +5 AC bonus vs. Shapechangers, and once per day, can give this bonus to an ally. Use: Automatic, Selected. Note: There is no need to use this feat on yourself. Target your allies to grant them the bonus. Mielikki's Truth Type of Feat: Class Specific Prerequisite: Master Harper Level 3. Specifics: Once per day, the Harper receives can use this feat on an animal. If it is hostile, it loses bonuses, and if it is a summoned creature, it is unsummoned. Else, the animal loses surcharges. Use: Selected. Milil's Ear Type of Feat: Class Specific Prerequisite: Master Harper Level 6 Specifics: The Harper receives a +4 Listen Skill bonus. Use: Automatic. Lliira's Aura Type of Feat: Class Specific Prerequisite: Master Harper Level 7. Specifics: Once per day, the Harper can create an aura and allies receives a +4 saving throw bonus against mind-affecting spells. Use: Automatic. Deneir's Orel Type of Feat: Class Specific Prerequisite: Master Harper Level 8 Specifics: The Harper receives a +4 Spellcraft Skill bonus. Use: Automatic. You must target an animal. Musical Instrument Craft Type of Feat: Class Specific Prerequisite: Master Harper Level 5. Specifics: In addition to creating potions, the Master Harper can create, with this feat Craft Master Harper Item, magical musical instruments. Use: Use Craft Master Harper Item to create a magical musical instrument. After the instrument has been created, you can activate or deactivate the ability to customize the instruments by using this feat. To customize the instrument, cast spells upon it. There are certain limitations, however. Instrument add spells mod activated Instrument add spells mod deactivated One item cannot cast any spell more than 5 times per day. The instrument cannot cast this spell, because it is too powerful for it. Try with a less powerful spell. Tymora's Smile Harper Knowledge Type of Feat: Class Specific Prerequisite: Master Harper Level 1. Specifics: The Master Harper gains a bonus to his Lore skill equal to his or her class level. Type of Feat: Spell List Level 2 Prerequisite: Soldier of Light. Specifics: He may cast some spells. Aid Range: Touch Area of Effect / Target: Single Duration: 1 Turn / Level Save: Harmless Spell Resistance: No The target gains a +1 bonus to attack rolls, a +1 bonus on saving throws versus fear, and a 1d8 bonus to maximum hit points. Consecrate Range: Close Area of Effect / Target: Huge Duration: 2 Hours / Level This spell bless an area, Charisma check make to turn undead within gains +3. Undead suffers -1 to attack, damage and save. Undead cannot create within this area Cure Moderate Wounds Range: Touch Area of Effect / Target: Single Save: Will 1/2 Spell Resistance: Yes The target creature is healed for 2d8 points of damage, +1 point per caster level (to a maximum of +10). Healing spells have a reverse effect on undead, harming instead of healing them. Lesser Restoration Range: Touch Area of Effect / Target: Single Save: Harmless Spell Resistance: No Removes all magical, extraordinary, and supernatural effects that apply a penalty to ability scores, AC, attack and damage rolls, spell resistance, and saving throws. Will not remove the effects of a curse or a disease. Type of Feat: Spell List Level 3 Prerequisite: Soldier of Light. Specifics: He may cast some spells. Cure Serious Wounds Range: Touch Area of Effect / Target: Single Save: Will 1/2 Spell Resistance: Yes The target creature is healed for 3d8 points of damage, +1 point per caster level (to a maximum of +15). Healing spells have a reverse effect on undead, harming instead of healing them. Greater Magic Weapon Range: Short Area of Effect / Target: Creature Duration: 1 Hour / Level One weapon gains a +1 enhancement bonus per 3 caster levels (+5 max) Negative Energy Protection Duration: 1 Turn / Level Range: Touch Area of Effect / Target: Single Save: Harmless Spell Resistance: No The target creature is rendered immune to all negative energy attacks, including supernatural ability damage and level drains. Prayer Range: Personal Area of Effect / Target: Caster, Colossal Duration: 1 Turn / Level Save: Harmless Spell Resistance: Yes All allies within the area of effect gain +1 to attack and damage rolls, skill checks, and saving throws. Enemies receive -1 penalties to the same. Remove Disease Range: Touch Area of Effect / Target: Single Save: Harmless Spell Resistance: No All diseases and disease effects are removed from the target creature. Type of Feat: Spell List level 4 Prerequisite: Soldier of Light. Specifics: He may cast some spells. Cure Critical Wounds Range: Touch Area of Effect / Target: Single Save: Will 1/2 Spell Resistance: Yes The target creature is healed for 4d8 points of damage, +1 point per caster level (to a maximum of +20). Healing spells have a reverse effect on undead, harming instead of healing them. Holy Sword Range: Touch Area of Effect / Target: Creature Duration: 1 Round / Level This spell transforms the caster's melee weapon into a powerful Holy Avenger, a specially blessed weapon that, when wielded by a Good paladin, acts like a +5 holy weapon, +2d6 vs. Evil, and a Magic Circle vs. Evil. Planar Bind Range: Short Area of Effect / Target: Single or Point Duration: 1 Hour / Level Save: Will (-2) Negates Spell Resistance: No This spell has two modes of operation: targeting a single outsider, or summoning a planar ally. Targeted outsiders are paralyzed for 1 round per 2 caster levels. The type of summoned ally is based on the caster's alignment: Evil: Succubus Neutral: Green slaad Good: Hound archon Restoration Range: Touch Area of Effect / Target: Single Save: Harmless Spell Resistance: No Removes all magical, extraordinary and supernatural effects that apply a penalty to ability scores, Armor Class, attack and damage rolls, spell resistance, saving throws and damage immunity. This spell also removes all level drain, blindness and deafness effects. Will not remove the effects of a curse or a disease. Type of Feat: Spell List Level 1 Prerequisite: Anti-Paladin. Specifics: He may cast some spells. Bane Range: Long Area of Effect / Target: Colossal Duration: 1 turn / level Save: Will negates Spell Resistance: Yes Bane fills the caster's enemies with fear and doubt. They suffer a -1 penalty on their attack rolls and a -1 penalty on saving throws against fear. Inflict Light Wounds Range: Touch Area of Effect / Target: Single Duration: Instant Save: Will 1/2 Spell Resistance: Yes If the caster succeeds in striking an opponent with a touch attack, the target suffers 1d8 points of damage, + 1 point per caster level to a maximum of +5. Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages. Protection From Good Range: Touch Area of Effect / Target: Single Duration: 1 Hour / Level Range: Touch Area of Effect / Target: Single Area of Effect / Target: Single Duration: 1 Hour / Level Target receives a +2 deflection bonus to Armor Class, +2 to all saving throws, and immunity to any mind-affecting spells and spell-like abilities used by creatures of the chosen alignment. Summon Monster I Range: Short Area of Effect / Target: Point Duration: 24 Hours The caster summons a dire badger to be a faithful and loyal servant. Type of Feat: Spell List Level 2 Prerequisite: Anti-Paladin. Specifics: He may cast some spells. Bull's Strength Range: Touch Area of Effect / Target: Single Duration: 1 Hour / Level The target creature's Strength is increased by 1d4+1. Darkness Range: Touch (1 creature) Area of Effect / Target: Huge Duration: 1 Round / Level Save: None Spell Resistance: Yes All creatures within the area of effect are shrouded in a haze of darkness which can only be pierced using Ultravision. Desecrate Range: Close Area of Effect / Target: Huge Duration: 2 Hours / Level Spell Resistance: Yes This spell imbues an area with negative energy, Charisma check make to turn undead within suffers -3. Undead gains +1 to attack, damage and save. Undead create within this area gains +1 HP per HD. Summon Monster II Range: Short Area of Effect / Target: Point Duration: 24 Hours The caster summons a dire badger to be a faithful and loyal servant. Type of Feat: Spell List Level 3 Prerequisite: Anti-Paladin. Specifics: He may cast some spells. Blindness and Deafness Range: Medium Area of Effect / Target: Single Duration: 1 Round / Level Save: Fortitude Negates Spell Resistance: Yes The target creature is struck blind and deaf. Greater Magic Weapon Range: Short Area of Effect / Target: Creature Duration: 1 Hour / Level One weapon gains a +1 enhancement bonus per 3 caster levels (+5 max) Inflict Moderate Wounds Range: Touch Area of Effect / Target: Single Duration: Instant Save: Will 1/2 Spell Resistance: Yes If the caster succeeds in striking an opponent with a touch attack, the target suffers 2d8 points of damage, + 1 point per caster level (to a maximum of +10). Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages. Magic Circle against Good Range: Touch Area of Effect / Target: Single, Medium Duration: 1 Hour / Level Additional Counter Spells: Save: Harmless Spell Resistance: No When this spell is cast, the caster chooses to be protected from good. The spell target and all allies within 10 feet receive a +2 deflection bonus to Armor Class, +2 to all saving throws, and immunity to any mind-affecting spells and spell-like abilities used by creatures of the chosen alignment. Summon Monster III Range: Short Area of Effect / Target: Point Duration: 24 Hours The caster summons a dire badger to be a faithful and loyal servant. Type of Feat: Spell List Level 4 Prerequisite: Anti-Paladin. Specifics: He may cast some spells. Death Ward Range: Touch Area of Effect / Target: Single Duration: 1 Hour / Level The target creature becomes immune to any death spells, spell-like abilities, and effects. Fear Range: Medium Area of Effect/ Target: Large Duration: 1 Round / Level Save: Will Negates Spell Resistance: Yes Affected creatures are consumed with mind-numbing fear that overrides all other actions. The affected creatures run away from all those they do not consider allies. Inflict Serious Wounds Range: Touch Area of Effect / Target: Single Duration: Instant Save: Will 1/2 Spell Resistance: Yes If the caster succeeds in striking an opponent with a touch attack, the target suffers 3d8 points of damage, + 1 point per caster level (to a maximum of +15). Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages. Poison Range: Touch Area of Effect / Target: Single Duration: Instant Save: Fortitude Negates Spell Resistance: Yes If the caster succeeds at a melee touch attack, the target must make a Fortitude save or suffer the effects of large scorpion venom (1d6 Strength damage on primary and secondary hits). Unholy Sword Range: Touch Area of Effect / Target: Creature Duration: 1 Round / Level This spell transforms the caster's melee weapon into a powerful Unholy sword, a specially cursed weapon that, when wielded by a Evil paladin, acts like a +5 holy weapon, +2d6 vs. Good, and a Magic Circle vs. Good. Type of Feat: Spell List Level 1 Prerequisite: Corrupter. Specifics: He may cast some spells. Bane Range: Long Area of Effect / Target: Colossal Duration: 1 turn / level Save: Will negates Spell Resistance: Yes Bane fills the caster's enemies with fear and doubt. They suffer a -1 penalty on their attack rolls and a -1 penalty on saving throws against fear. Inflict Light Wounds Range: Touch Area of Effect / Target: Single Duration: Instant Save: Will 1/2 Spell Resistance: Yes If the caster succeeds in striking an opponent with a touch attack, the target suffers 1d8 points of damage, + 1 point per caster level to a maximum of +5. Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages. Protection From Good Range: Touch Area of Effect / Target: Single Duration: 1 Hour / Level Range: Touch Area of Effect / Target: Single Area of Effect / Target: Single Duration: 1 Hour / Level Target receives a +2 deflection bonus to Armor Class, +2 to all saving throws, and immunity to any mind-affecting spells and spell-like abilities used by creatures of the chosen alignment. Summon Monster I Range: Short Area of Effect / Target: Point Duration: 24 Hours The caster summons a dire badger to be a faithful and loyal servant. Type of Feat: Spell List Level 2 Prerequisite: Corrupter. Specifics: He may cast some spells. Bull's Strength Range: Touch Area of Effect / Target: Single Duration: 1 Hour / Level The target creature's Strength is increased by 1d4+1. Darkness Range: Touch (1 creature) Area of Effect / Target: Huge Duration: 1 Round / Level Save: None Spell Resistance: Yes All creatures within the area of effect are shrouded in a haze of darkness which can only be pierced using Ultravision. Desecrate Range: Close Area of Effect / Target: Huge Duration: 2 Hours / Level Spell Resistance: Yes This spell imbues an area with negative energy, Charisma check make to turn undead within suffers -3. Undead gains +1 to attack, damage and save. Undead create within this area gains +1 HP per HD. Summon Monster II Range: Short Area of Effect / Target: Point Duration: 24 Hours The caster summons a dire badger to be a faithful and loyal servant. Type of Feat: Spell List Level 3 Prerequisite: Corrupter. Specifics: He may cast some spells. Blindness and Deafness Range: Medium Area of Effect / Target: Single Duration: 1 Round / Level Save: Fortitude Negates Spell Resistance: Yes The target creature is struck blind and deaf. Greater Magic Weapon Range: Short Area of Effect / Target: Creature Duration: 1 Hour / Level One weapon gains a +1 enhancement bonus per 3 caster levels (+5 max) Inflict Moderate Wounds Range: Touch Area of Effect / Target: Single Duration: Instant Save: Will 1/2 Spell Resistance: Yes If the caster succeeds in striking an opponent with a touch attack, the target suffers 2d8 points of damage, + 1 point per caster level (to a maximum of +10). Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages. Magic Circle against Good Range: Touch Area of Effect / Target: Single, Medium Duration: 1 Hour / Level Additional Counter Spells: Save: Harmless Spell Resistance: No When this spell is cast, the caster chooses to be protected from good. The spell target and all allies within 10 feet receive a +2 deflection bonus to Armor Class, +2 to all saving throws, and immunity to any mind-affecting spells and spell-like abilities used by creatures of the chosen alignment. Summon Monster III Range: Short Area of Effect / Target: Point Duration: 24 Hours The caster summons a dire badger to be a faithful and loyal servant. Type of Feat: Spell List Level 4 Prerequisite: Corrupter. Specifics: He may cast some spells. Death Ward Range: Touch Area of Effect / Target: Single Duration: 1 Hour / Level The target creature becomes immune to any death spells, spell-like abilities, and effects. Fear Range: Medium Area of Effect/ Target: Large Duration: 1 Round / Level Save: Will Negates Spell Resistance: Yes Affected creatures are consumed with mind-numbing fear that overrides all other actions. The affected creatures run away from all those they do not consider allies. Inflict Serious Wounds Range: Touch Area of Effect / Target: Single Duration: Instant Save: Will 1/2 Spell Resistance: Yes If the caster succeeds in striking an opponent with a touch attack, the target suffers 3d8 points of damage, + 1 point per caster level (to a maximum of +15). Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages. Poison Range: Touch Area of Effect / Target: Single Duration: Instant Save: Fortitude Negates Spell Resistance: Yes If the caster succeeds at a melee touch attack, the target must make a Fortitude save or suffer the effects of large scorpion venom (1d6 Strength damage on primary and secondary hits). Unholy Sword Range: Touch Area of Effect / Target: Creature Duration: 1 Round / Level This spell transforms the caster's melee weapon into a powerful Unholy sword, a specially cursed weapon that, when wielded by a Evil paladin, acts like a +5 holy weapon, +2d6 vs. Good, and a Magic Circle vs. Good. Teleport Options Type of Feat: User Interface Prerequisites: None Specifics: This radial contains controls for a part of the teleport system. Mark Location - Use this to mark your current location for teleporting. Options Dialog - This starts a dialog where you can view and remove stored teleport locations. In addition, there are some user-specific switches that can be toggled here. End Quickselect - This deactivates your quickselection if it was active. Quickselect Location 1 & 2 - These mark their respective locations to be the one where you teleport to when you next use a teleport spell / power / whatever that uses the PRC system. Use: Selected Mark Location Type of Feat: User Interface Prerequisites: None Specifics: Use this to mark your current location for teleporting. It will be stored persistently on your character and will remain accessible over server resets or after playing in other modules before returning to this one. Use: Selected Options Dialog Type of Feat: User Interface Prerequisites: None Specifics: This starts a dialog where you can view and remove stored teleport locations, set quickselects and toggle certain user-specific switches. Use: Selected End Quickselect Type of Feat: User Interface Prerequisites: None Specifics: This deactivates your quickselection if it was active. Use: Selected Quickselection 1 Quickselection 2 Type of Feat: User Interface Prerequisites: None Specifics: This marks the location bound to it in Options Dialog to be the one where you teleport to when you next use a teleport spell / power / whatever that uses the PRC system. Use: Selected Not in module Select location to use Quickselection Select a list to view. List stored locations. List quickselections. Show options. Select a location to manipulate. Select action to perform on the location. Store location in a quickslot. Delete location. Select quickslot to store the location in. A list of the contents of your quickslots. Selecting a quickslot empties it. Blank Select option to modify. Listener duration 0 seconds - Do not name at all 5 seconds 10 seconds 15 seconds 20 seconds Select how long the game will wait for you to speak a name when marking a location. Teleport quickselection deactivated. This quickselection slot is empty! Teleport location quickselection set to You have reached the maximum allowed teleport locations ( ). You must remove at least one stored location before you can add new locations. A location is already being marked, please wait. Unnamed Something prevents your extra-dimensional movement! Create map pins for marked locations Your target is too far! Select whether you want map pins to be automatically to be created at locations you mark. Note that they may not appear immediately, but only after you re-enter the area. Note: Turning this off will not remove existing map pins. Also, if you remove a map pin, turning this off and back on again will not recreate the map pin. You do not have enough carrying capacity to teleport Added teleport location: Location could not be marked due to technical limitations - unable to uniquely identify area. You do not have any locations marked for teleporting to! Selection made. Select finish to continue. Name gotten: Summon Unicorn Zone Of Animation Type of Feat: Epic Prerequisite: Turn Undead, 25 Charisma, Undead Mastery Specifics: You can use a rebuke or command undead attempt to animate corpses. You animate a total number of HD of undead equal to the number of undead that would be commanded by your result. You cant animate more undead with any single attempt than the maximum number you can command (including any undead already under your command). These undead are automatically under your command, though your normal limit of commanded undead still applies Use: Selected Greater Teleport (13) Greater Teleport Greater Teleport - Self only Greater Teleport - Party within 10ft School: Conjuration (Teleportation) Level: Sor/Wiz 7, Travel 7 Components: V Casting Time: 1 standard action Range: Personal and touch Target: You and touched objects or other touched willing creatures Duration: Instantaneous Saving Throw: None and Will negates (object) Spell Resistance: No and Yes (object) This spell instantly transports you to a designated destination. You may also bring one additional willing Medium or smaller creature or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with you. * Notes: * Implemented as within 10ft of you due to the lovely quality of NWN location tracking code. Focused Spell Penetration (Abjuration) Focused Spell Penetration (Conjuration) Focused Spell Penetration (Divination) Focused Spell Penetration (Enchantment) Focused Spell Penetration (Evocation) Focused Spell Penetration (Illusion) Focused Spell Penetration (Necromancy) Focused Spell Penetration (Transmutation) Type of Feat: Epic Prerequisite: Epic Spell Focus (chosen school), Spell Focus (chosen school), Spell Penetration, ability to cast 9th-level spells. Specifics: When casting spells of the chosen school, you gain a +4 bonus to caster level checks to defeat spell resistance. This stacks with all other bonuses to overcome spell resistance. Use: Automatic. Focused Spell Penetration Discipline of the Sun Type of Feat: Divine. Prerequisite: Turn Undead, Good Alignment. Specifics: You spend two turn attempts when you turn undead, to destroy the Undead instead of turning them. Use: Selected. Empower Turning Type of Feat: General. Prerequisite: Turn Undead. Specifics: You turn more Undead as usual. Your Turning Damage is multiplied by 1.5. Use: Automatic. Practiced Spellcaster (Bard) Practiced Spellcaster (Cleric) Practiced Spellcaster (Druid) Practiced Spellcaster (Sorcerer) Practiced Spellcaster (Wizard) Type of Feat: General. Prerequisite: Spellcraft 4. Specifics: Your caster level for the chosen class increase by +4. This can't increased your caster level beyond your HD. (Ex: a Fighter 2 / Wizard 5 increase his caster level from 5 to 7). Use: Automatic. Epic Divine Might Type of Feat: Epic Prerequisite: Divine Might, Turn Undead, Cha 21+, Str 21+, Power Attack. Specifics: The character may spend one of his turn undead attempts to add twice his Charisma bonus to all weapon damage for a number of rounds equal to twice the Charisma bonus. Use: Selected. Epic Divine Resistance Type of Feat: Epic Prerequisite: Turn Undead, Extra Turning, Divine Cleansing, Divine Resistance. Specifics: The character may spend one of his turn undead attempts to imbue all his allies within 60 feet with resistance fire, cold and electricity 30 for Cha mod rounds. Use: Selected. Divine Cleansing Type of Feat: General Prerequisite: Cha 13,Turn Undead, Extra Turning. Specifics: The character may spend one of his turn undead attempts to imbue all his allies within 60 feet a +2 on Fort Save for Cha mod rounds. Use: Selected. Divine Resistance Type of Feat: General Prerequisite: Turn Undead, Extra Turning, Divine Cleansing. Specifics: The character may spend one of his turn undead attempts to imbue all his allies within 60 feet with resistance fire, cold and electricity 5. This protection last a turn. Use: Selected. Divine Vigor Type of Feat: General Prerequisite: Cha 13, Turn Undead, Extra Turning. Specifics: The character may spend one of his turn undead attempts to increase his speed by 10 % and gains +2 to his Con for Cha mod turns. Use: Selected. Epic Divine Vigor Type of Feat: Epic Prerequisite: Cha 19, Turn Undead, Extra Turning, Divine Vigor, Great Constitution I. Specifics: The character may spend one of his turn undead attempts to increase his speed by 20 % and gains +6 to his Con for Cha mod turns. You can impart these bonuses to a number of creatures you are touching, as long as the total number of creatures enhanced does not exceed your Charisma modifier. Use: Selected. Invoke Divine Wrath Type of Feat: Epic Prerequisite: Lore 26 ranks, Extra Turning, Spell level 9, Turn Undead, Smite. Specifics: You can spend one of your turn attempts to blast a single creature within 60 feet with divine energies. The targeted creature must make a successful Fortitude saving throw (DC : 10 + half your turning class level + your Charisma modifier) or take 1d8 points of damage per two class levels. Use: Selected. Primary Weapon: Bow +7 Primary Weapon: Bow +8 Primary Weapon: Bow +9 Consecrate Caster Level(s): Cleric 2 Innate Level: 2 School: Evocation Descriptor(s): Component(s): Verbal, Somatic Range: Close Area of Effect / Target: Huge Duration: 2 Hours / Level Additional Counter Spells: Save: None Spell Resistance: No This spell bless an area, Charisma check make to turn undead within gains +3. Undead suffers -1 to attack, damage and save. Undead cannot create within this area Nature's Avatar Caster Level(s): Druid 9 Innate Level:9 School: Evocation Descriptor(s): Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Animal Companion Duration: 1 minute/ level Additional Counter Spells: Save: Harmless Spell Resistance: No The target animal companion gains +10 to attack and damage rolls and add 1d8 temporary hit points per caster level, plus the effects of haste. Blessing of Bahamut Caster Level(s): Paladin 3 Innate Level:3 School: Abjuration Descriptor(s): Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: Single Duration: 1 round/ level Additional Counter Spells: Save: no Spell Resistance: No Your skin takes on a platinum sheen that protects you from enemies. You gains damage reduction of 10/-. Unyielding Roots Caster Level(s): Druid 9 Innate Level: 9 School: Evocation Descriptor(s): Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Single Duration: 1 minute/ level Additional Counter Spells: Save: Harmless Spell Resistance: No The target you touch grow thick tree roots that anchor him to the ground and provide him with life-sustaining healing. The creature can't move but gains immunity to Bigby's Forceful Hand, Earthquake, Poison, Negative level (as the Restoration spell ) and healing up 30 point of damage per round. The Target gets a +4 to Fort and Will saves, but -4 to Ref saves. Wall of Greater Dispel Magic Caster Level(s): Bard 5, Cleric 8, Druid 8, Wizard / Sorcerer 8 Innate Level: 8 School: Abjuration Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Wall 30 ft Long Duration: 1 Minute / Level Additional Counter Spells: Save: None Spell Resistance: Yes This spell creates a transparent barrier, anyone through it becomes the target of a Greater Dispel Magic spell. Summon Elemental Familiar Type of Feat: Class Prerequisite: Bonded Summoner 1. Specifics: A character with this feat may summon an elemental familiar once per day. Use: Selected. Mass Contagion Caster Level(s): Cleric 5, Druid 5, Wizard / Sorcerer 6 Innate Level: 5 School: Necromancy Descriptor(s): Component(s): Verbal, Somatic Range: Close Area of Effect / Target: Huge Duration: Instant Counter Spells: Remove Disease Save: Fortitude Negates Spell Resistance: Yes The target creatures are struck down with one of the following debilitating diseases, randomly chosen: Blinding Sickness, Cackle Fever, Mind Fire, Red Ache, Shakes, or Slimy Doom. Sacred Fist Sacred Fists sacred fist (PRESTIGE CLASS) Sacred fists are independent organizations found within many temples. Their ascetic members have turned their divine magic inward, bringing their bodies and wills into harmony. Sacred fists have forsworn the use of weapons and heavy armor. They consider their bodies and minds gifts from their deity, and they believe that not developing those gifts to their fullest potential is a sin. Spellcasting does not dishonor them nor their deity. - Hit Die: d8. - Proficiencies: None. - Skill Points: 4 + Int Modifier. REQUIREMENTS: Base Attack Bonus: +4 Skills: Lore 8. Feats: Combat Casting, Dodge, Improved Unarmed Strike, Stunning Fist. Divine Spellcasting : Able to cast spell level 1 Note: Sacred AC and Sacred Speed don't work if you wearing a medium or heavy armor. Code of Conduct: Wearing any weapon the Sacred Fist lost all his class benefits until full rest. CLASS FEATURES: Level 1: Unarmed Damage - Sacred Fist's levels stack with his monk level Sacred AC - +1. 2: None. 3: Sacred Speed +10%. 4: Sacred Flame - Gains an additional damage equal to his class level + Wis mod. Use 1/day (duration 1 minute). 5: Sacred AC - +2. 6: Sacred Speed +20%. 7: None. 8: Sacred Flame - 2/day. Sacred Speed +30%. 9: None. 10: Sacred AC - +3. Inner Armor - Gains a +4 to AC, Saving throws, Spell Resistance 25 for mod Wis rounds. BONUS SPELLS Every level in Sacred Fist, the character gains new spells per day as if he had also gained a level in his highest divine caster class. EPIC: Bonus Feats: The epic Sacred Fist gains a bonus feat every four levels after 10th Every 5 levels : Sacred AC increased by 1. Every 4 levels : gains + 1 Sacred Flames use. Epic Sacred Fist Bonus Feats List: Armor Skin, Auto Quicken Spell, Auto Silent Spell, Auto Still Spell, Blinding Speed, Damage Reduction, Epic Spell Penetration, Epic Prowess, Epic Spell Focus, Energy Resistance, Epic Toughness, Great Wisdom, Improved Combat Casting, Improved Spell Resistance, Improved Stunning Fist, Self-Concealment, Superior Initiative,. Unarmed Damage Type of Feat: Class Specific Prerequisite: Sacred Fist level 1 Specifics: The Sacred Fist unarmed damage stacks with monk levels. Inner Armor Type of Feat: Class Specific Prerequisite: Sacred Fist 10 Specifics: The Sacred Fist invoke a +4 bonus to AC, +4 on all saves and Spell resistance 25. The Sacred Flame last mod Wis rounds. Use: Selected. Sacred Flame 1 Sacred Flame 2 Sacred Flame 3 Sacred Flame 4 Sacred Flame 5 Sacred Flame 6 Sacred Flame 7 Type of Feat: Class Specific Prerequisite: Sacred Fist 4 Specifics: The Sacred Fist gains an additional damage equal to his class level + Wis mod. Half the damage is fire, the rest is divine. The Sacred Flame last 1 minute. Use: Selected. Sacred Speed 10% Sacred Speed 20% Sacred Speed 30% Type of Feat: Class Specific Prerequisite: Sacred Fist 3 Specifics: The Sacred Fist speed increased by 10 % to level 1, 20 % to level 6 and 30 % to level 8. Use: Automatic. Sacred AC 1 Sacred AC 2 Sacred AC 3 Sacred AC 4 Sacred AC 5 Sacred AC 6 Sacred AC 7 Type of Feat: Class Specific Prerequisite: Sacred Fist 1 Specifics: The Sacred Fist gains +1 to AC every 5 levels. Use: Automatic. Sacred Fist Code of Conduct Shadow Defense +1 Shadow Defense +2 Shadow Defense +3 Epic Shadow Defense Type of Feat: Class Specific Prerequisite: Shadow Adept 2 Specifics: The Shadow Adept gains +1 on Saving throws vs. Spells from the Enchantment, Illusion, Necromancy. His bonus increases by +1 every 3 levels from level 2. Use: Automatic. Shield of Shadows Type of Feat: Class Specific Prerequisite: Shadow Adept 4 Specifics: The Shadow Adept may invoke a globe like the Shield spell. Gains +4 to AC, immunity to missile magic, concealment 20%. He can use his shield 1 round per caster level. The duration not need be consecutive. 1 Use/Day. Use: Selected. Greater Shield of Shadows Type of Feat: Class Specific Prerequisite: Shadow Adept 8 Specifics: The Shadow Adept may invoke a globe like the Shield spell. Gains +4 to AC, immunity to missile magic, concealment 20%, and spell resistance equal to 12 + class level. He can use his shield 1 round per caster level. The duration not need be consecutive. 1 Use/Day. Use: Selected. Shadow Walk Type of Feat: Class Specific Prerequisite: Shadow Adept 8 or Nightshade 10 Specifics: The Shadow Adept may use Shadow Walk (invisibility sphere and sanctuary), once per day. This spell lasts 1 hour per caster level (Shadow Adept) and 1 hour per class level (Nightshade). Use: Selected. Shadow Double Type of Feat: Class Specific Prerequisite: Shadow Adept 10 Specifics: The shadow adept can cast Project Image once per day. It lasts for one round. Use: Selected. Shadow Adept Shadow Adepts shadow adept (PRESTIGE CLASS) Some spellcasters who discover the existence of the Shadow Weave are cautious, altering their magic slowly. Others are more reckless, and hurl themselves into the abyss of the Shadow Weave, immediately acquiring all the gifts available to the casual student and discovering secrets unavailable to all but the most dedicated. These spellcasters are the shadow adepts, who make great sacrifices in some aspects of the Art in order to reap greater benefits elsewhere. - Hit Die: d4. - Proficiencies: None. - Skill Points: 2+ Int modifier. REQUIREMENTS: Alignment: Non-Good. Skills: Lore 8, Spellcraft 8. Feats: Shadow Weave Magic, any one metamagic feat. Spellcasting : Able to cast level 3 Arcane Spells CLASS FEATURES: Level 1: Shadow Feat 2: Low-Light Vision. Shadow Defense +1 - gains +1 on Save vs. spells (School: Enchantment, Illusion, Necromancy and Darkness spells). 3: Shadow Spell Power +1 - gains +1 to DC (School: Enchantment, Illusion, Necromancy and Darkness spells). 4: Shield of Shadows - may cast the Shield spell ( with 20 % concealment). 5: Shadow Defense +2. 6: Shadow Spell Power +2. 7: Darkvision Shadow Walk - may cast shadow walk spell (invisibility sphere and sanctuary). 8: Great Shield of Shadows- like Shield of Shadows with Spell Resistance (12 + class level). Shadow Defense +3 9: Shadow Spell Power +3. 10: Shadow Double - Cast project image once per day BONUS SPELLS Every level in Shadow Adept, the character gains new spells per day as if he had also gained a level in his highest caster class. EPIC: Bonus Feats: The epic Shadow Adept gains a bonus feat every four levels after 10th Every 3 levels : Shadow Defense and Shadow Spell Power increased by 1. Shadow Adept Bonus Feats List: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Energy Resistance, Epic Spell Focus, Epic Spell Penetration, Improved Combat Casting. Nightshade Nightshades nightshade (PRESTIGE CLASS) Nightshades are a group of skilled infiltrators who can operate in the bright sunlight of the surface world. Each must be a master of disguise, stealth and a friend of shadows. - Hit Die: d8. - Proficiencies: Simple, Elf and Light Armor. - Skill Points: 6+ Int modifier. REQUIREMENTS: Race: Drow Alignment: Evil. Skills: Move Silently 7. Feat: Point Blank Shot. Arcane Spellcasting : Able to cast spell level 1. CLASS FEATURES: Level 1: Light Adjusted - don't suffer from light blindness as other drow. Web Walker - Immunity to web spell. 2: None. 3: Sneak Attack +1d6. 4: Invisibility. 5: Poison Immunity. 6: Sneak Attack +2d6. 7: Poison Spittle - Nightshade secrete a poison on 1 weapon (DC14: 1d4/1d4 STR). 8: Web (3/day). 9: Sneak Attack +3d6. 10: Shadow Walk - may shadow walk spell like invisibility sphere and sanctuary).. Light Adjusted Type of Feat: Class Specific Prerequisite: Nightshade 1 Specifics: The Nightshade don't suffers from light blindness as other drow do. Use: Automatic. Poison Immunity Type of Feat: Class Specific Prerequisite: Nightshade 5 Specifics: Nightshade become immune to Poison of all types. Use: Automatic. Poison Spittle Type of Feat: Class Specific Prerequisite: Nightshade 7 Specifics: Nightshade secrete a poison-like saliva (injury: DC 14, 1d4/1d4 STR). He can coat a blade weapon. Use: Selected. Type of Feat: Class Specific Prerequisite: Nightshade 4 Specifics: Nightshade may cast the Invisibility spell (1/day). Use: Selected. Type of Feat: Class Specific Prerequisite: Nightshade 8 Specifics: Nightshade may cast the Web spell (3/day). Use: Selected. Web Walker Type of Feat: Class Specific Prerequisite: Nightshade 1 Specifics: Nightshade can move through webs without hindrance. Use: Automatic. Shadow Weave Type of Feat: General Prerequisite: Must worship Shar. (Clerics taking this class must be have two of the following domains: Darkness, Evil, Fire.)* Specifics: Add a +1 bonus to the DC for all saving throws of spells you cast from the schools of Enchantment, Illusion, and Necromancy, and spells with the darkness descriptor. You get a +1 bonus on caster level checks to overcome spell resistance for these schools and spells. Your effective caster level for spells you cast from the schools of Evocation or Transmutation (except spells with the darkness descriptor) is reduced by one. The reduced caster level affects the spell's range, duration, damage, and any other level-dependent variables the spell might have, including dispel checks against you. You can no longer cast spells with the light descriptor, no matter what your level is. Such spells automatically fail. Use: Automatic. (*If you take this feat as a cleric without the proper domains, you will be asked to retake your feats. If you take this feat as a first level cleric without the proper domains, you will be unable to level up.) Tenacious Magic Type of Feat: Metamagic Prerequisite: Shadow Weave Specifics: Your spells resist dispelling attempts by Weave users. When a Weave caster makes a dispel check to dispel one of your spells, the DC is 15 + your caster level. This benefit does not extend to spells you cast from the schools of Evocation or Transmutation. Use: Automatic. Insidious Magic Type of Feat: Metamagic Prerequisite: Shadow Weave Specifics: When you cast a Invisibility spell, your spell is Extended. Use: Automatic. Pernicious Magic Type of Feat: Metamagic Prerequisite: Shadow Weave Specifics: you gains a +4 on caster level checks to defeat a Weave user's Spell Resistance. Don't Extend to Evocation and Transmutation spells. Use: Automatic. Ultimate Ranger Ultimate Rangers ultimate ranger (BASE CLASS) Rangers are skilled stalkers and hunters who make their home in the woods. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy - a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. - Hit Die: d10. - Proficiencies: Simple, Martial, Shield and Light Armor. - Skill Points: 4 + Int Modifier. CLASS FEATURES: Level 1: Bonus Feat Track Trackless Step 2: Favored Enemy 1 3: Grace +1- bonus on Reflex Save (only with Light Armor) 4: Bonus Feat 5: Animal Companion 7: Bonus Feat Favored Enemy 2 8: Snare Mastery - +4 to Craft Traps. Grace +2 10: Woodland Stride 11: Bonus Feat Special Ability 12: Favored Enemy 3 13: Grace +3 14: Special Ability 15: Bonus Feat 17: Favored Enemy 4 Special Ability 18: Grace +4 19: Bonus Feat 20: Special Ability SPECIAL ABILITY: Barbarian Endurance, Sneak Attack +3d6, Armored Grace (Grace bonus with medium armor), Dodge Favored Bonus (FE bonus apply to Dodge AC bonus), Hawk Totem (Haste for 1 turn 1/day), Owl Totem (gains Low-Light vision, Alertness), Resist Favored Enemy(FE bonus apply to Saving bonus vs. Spell), Uncanny Dodge 1(retain his Dex bonus when flat-foot), Viper Totem (Immunity to Poison), Hide in plain Sight (Invisibility), Camouflage (Hide +5). BONUS FEAT: Dodge, Mobility, Spring Attack, Weapon Focus, Endurance, Exotic Weapon Proficiency, Improved Initiative, Improved Unarmed Strike, Point Blank shot, Rapid Shot, Many Shot, 2 Weapon (Defense and Fighting), Favored Power Attack, Improved Favored Enemy. EPIC: Bonus Feats: The epic Ultimate Ranger gains a bonus feat at level 23 and every five levels thereafter. Every 5 levels: 1 Favored Enemy. Every 3 levels: 1 Ability Ultimate Ranger Bonus Feats List: Bane of Enemies, Blinding Speed, Epic Toughness, Epic Prowess, Epic Weapon Focus. Favored Enemy (U Ranger) Snare Mastery Type of Feat: Class Specific Prerequisite: Ultimate Ranger Specifics: gains a +4 to Craft Traps. Use: Automatic. (Abi) Armored Grace Type of Feat: Class Specific Prerequisite: Ultimate Ranger, Medium Armor Proficiency Specifics: can wear medium armor without losing Grace bonuses to Reflex saves. Use: Automatic. (Abi) Dodge Favored Enemy Type of Feat: Class Specific Prerequisite: Ultimate Ranger Specifics: A rangers favored enemy bonuses apply to his Armor Class (Dodge bonus). Use: Automatic. (Abi) Resist Favored Enemy Type of Feat: Class Specific Prerequisite: Ultimate Ranger Specifics: A rangers favored enemy bonuses apply to his Saving throws vs. spells. Use: Automatic. (Abi) Hawk Totem Type of Feat: Class Specific Prerequisite: Ultimate Ranger Specifics: Once per day, he can cast Haste (1 Turn). Use: Selected. (Abi) Owl Totem Type of Feat: Class Specific Prerequisite: Ultimate Ranger Specifics: gains low-light vision ability and Alertness feat. Use: Automatic. (Abi) Viper Totem Type of Feat: Class Specific Prerequisite: Ultimate Ranger Specifics: gains immunity to all poisons. Use: Automatic. Grace 1 Grace 2 Grace 3 Grace 4 Type of Feat: Class Specific Prerequisite: Ultimate Ranger 3 Specifics: gains a +1 bonus on Reflex saves at 3rd level. This bonus increases every 5 levels. A ranger loses this bonus when wearing medium or heavy armor. Use: Automatic. Dragonsong Lyrist Dragonsong Lyrists dragonsong lyrist (PRESTIGE CLASS) The dragonsong lyrist taps into the power of dragonsong, an ancient form of performance that originated among the draconic races, to create strange and wondrous magical effects. - Hit Die: d6. - Proficiencies: None. - Skill Points: 4 + Int Modifier. REQUIREMENTS: Alignment: Non-Evil. Skills: Concentration 5, Lore 5, Persuade 5, Perform 10. Feats: Dragonsong. CLASS FEATURES: Level 1: Greater Dragonsong: (song of strength) +4 Str 2: Greater Dragonsong: (song of compulsion) charm monsters 3: Greater Dragonsong: (song of speed) speed +50% 4: Greater Dragonsong: (song of fear) aura of fear 5: Greater Dragonsong: (song of healing) restore hit points (moderate) Greater Dragonsong Use: Once a day per class level. Song of strength, compulsion and fear lasts until you cast a spell or activate magical item. BONUS SPELLS Starting at level 1 and every 2 levels of Dragonsong Lyrist, the character gains new spells per day as if he had also gained a level in his highest arcane caster class. Song of Strength Type of Feat: Class Specific Prerequisite: Dragonsong Lyrist Level 1 Specifics: The Dragonsong Lyrist may use his song to imbue himself or his allies within 30 feet who can hear a +4 bonus to Strength. Use: Activated. Song of Compulsion Type of Feat: Class Specific Prerequisite: Dragonsong Lyrist Level 2 Specifics: The Dragonsong Lyrist may use his song to make a suggestion to a single creature within 30 feet who can hear the lyrist. Use: Activated. Song of Speed Type of Feat: Class Specific Prerequisite: Dragonsong Lyrist Level 3 Specifics: The Dragonsong Lyrist may use his song to increase speed to himself or his allies within 30 feet and lasts 1 turn per level. Use: Activated. Song of Fear Type of Feat: Class Specific Prerequisite: Dragonsong Lyrist Level 4 Specifics: The Dragonsong Lyrist may use his song to inspire fear within 30 feet. Use: Activated. Song of Healing Type of Feat: Class Specific Prerequisite: Dragonsong Lyrist Level 5 Specifics: The Dragonsong Lyrist may use his song to cure moderate wounds on himself and his allies within 30 feet. Use: Activated. Dragonsong Type of Feat: General. Prerequisite: Charisma 13, Lore 4, Perform 6. Specifics: Your song echo the power of a dragon. You gains a +2 on Perform Checks involving song. And the DC of any your song increase by 2. Use: Automatic. Undead Mastery Type of Feat: Epic Prerequisite: Cha 21, Turn Undead, Epic. Specifics: You may command up to ten times your level in HD of undead. Use: Automatic. Unholy Strike Type of Feat: Epic Prerequisite: Smite Good, Evil Alignment*, Epic. Specifics: Any weapon used is treated as an unholy weapon (+2d6 unholy damage). Does not stack with similar abilities. Use: Automatic. (*Note: You can select this feat even when good or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.) Vile Martial Strike Type of Feat: Vile. Prerequisite: Weapon Focus with chosen weapon, Charisma 15. Specifics: The weapon chosen deals +1 damage. (*Note: The Vile weapon's wielder is corrupt by the evil power.) Use: Automatic. Vile Martial Strike (Club) Vile Martial Strike (Dagger) Vile Martial Strike (Mace) Vile Martial Strike (Morningstar) Vile Martial Strike (Quarterstaff) Vile Martial Strike (Spear) Vile Martial Strike (Short Sword) Vile Martial Strike (Rapier) Vile Martial Strike (Scimitar) Vile Martial Strike (Longsword) Vile Martial Strike (Greatsword) Vile Martial Strike (Handaxe) Vile Martial Strike (Battleaxe) Vile Martial Strike (Greataxe) Vile Martial Strike (Halberd) Vile Martial Strike (Light Hammer) Vile Martial Strike (Light Flail) Vile Martial Strike (Warhammer) Vile Martial Strike (Heavy Flail) Vile Martial Strike (Scythe) Vile Martial Strike (Katana) Vile Martial Strike (Bastard Sword) Vile Martial Strike (Dire Mace) Vile Martial Strike (Double Axe) Vile Martial Strike (Two-Bladed Sword) Vile Martial Strike (Kama) Vile Martial Strike (Kukri) Vile Martial Strike (Heavy Crossbow) Vile Martial Strike (Light Crossbow) Vile Martial Strike (Sling) Vile Martial Strike (Longbow) Vile Martial Strike (Shortbow) Vile Martial Strike (Shuriken) Vile Martial Strike (Dart) Vile Martial Strike (Sickle) Vile Martial Strike (Dwarven Waraxe) Vile Lingering Damage Type of Feat: Epic Prerequisite: Sneak Attack +8d6, Crippling Strike, Epic. Specifics: Any time you deal damage with a sneak attack, that target takes damage equal to your sneak attack on your next turn as well. Use: Automatic. (*Note: You can select this feat even when you don't have Sneak Attack +8d6, but it will not give you any benefits, so be smart and don't choose it if you can't use it.) (Abi) Fast Movement (Abi) Sneak Attack +3d6 (Abi) Uncanny Dodge 1 Improved Favored Enemy Type of Feat: General Prerequisite: Favored Enemy ability, Base Attack 5. Specifics: You deals an extra 3 pts. of damage against your favorite enemy. Use: Automatic. Favored Power Attack Type of Feat: General Prerequisite: Favored Enemy ability, Power Attack, Base Attack 4. Specifics: When you use power attack against your favorite enemy, you subtract a number from your attack rolls and add twice that number to your damage rolls. Use: Automatic. Extended Rage Type of Feat: General Prerequisite: Rage or Frenzy ability. Specifics: Each uses of your rage lasts an additional 5 rounds beyond its normal duration. Use: Automatic. Improved Two-Weapon Defense Greater Two-Weapon Defense (Abi) Camouflage Type of Feat: Class Specific Prerequisite: Ultimate Ranger Specifics: gains a bonus +5 to Hide. Use: Automatic. (Abi) Hide In Plain Sight Darkness Darkness Domain Clerics who take the Darkness domain gain access to an improved list of bonus spells. Domain Bonus Spells The cleric gains access to the following spells at the specified spell level: Blindness/Deafness (2), Blacklight (3), Armor of Darkness (4), Darkbolt (5),Power Word Stun (8), Power Word Kill (9). Armor of Darkness Caster Level(s): Darkness 4 Innate Level: 4 School: Abjuration Descriptor(s): Darkness Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Single Duration: 10 Turn /lvl Additional Counter Spells: Save: Will negate (harmless) Spell Resistance: Yes (harmless) The target have a + 3 deflection bonus to Armor Class and an additional +1 for every 4 caster levels (max +8), gains a +2 saving throw bonus against holy and good. Undead creatures gain also +4 turn resistance. Dark Bolt Caster Level(s): Darkness 5 Innate Level: 5 School: Abjuration Descriptor(s): Darkness Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Single Duration: Instant Additional Counter Spells: Save: Will partial Spell Resistance: Yes You can hurl one darkbolt for every 2 caster levels (max 7). A bolt deals 2d8, and dazed for 1 round ( unless it makes a Will Save). Undead take no damage but are dazed if they fail their saves. Blacklight Caster Level(s): Sorc/Wiz 3,Darkness 3 Innate Level: 3 School: Evocation Descriptor(s): Darkness Component(s): Verbal, Somatic Range: Close Area of Effect / Target: 20 ft Area. Duration: 1 rd/lvl Additional Counter Spells: Daylight Save: Will negate or none Spell Resistance: Yes or No (object) All creatures within the area of effect are shrouded in a haze of darkness which can only be pierced by you. Dark Bolt (all Bolt) Dark Bolt (1 Bolt/rnd) Anti-Paladin Anti-Paladins anti-paladin (BASE CLASS) The Anti-paladin is, as the name suggests, the antithesis of the virtuous Paladin. Whereas the Paladin uses divine favour to strike at the forces of evil, the Anti-paladin harnesses those very forces to wreak havoc among his foes. Mantled with unholy favour, this paragon of evil cuts a swathe of death and destruction everywhere he goes, leaving chaos and misery in his wake. The Anti-paladin can call upon the powers of darkness to smite his foes in many different ways, inflicting pain, disease and terror on any who stand in his way. Fear him. Loathe him. Beware him. This is a true champion of evil! - Alignment Restrictions: Chaotic Evil only. - Hit Die: d10. - Proficiencies: Simple, Martial, Shield and Light, Medium and Heavy Armor. - Skill Points: 2+ Int modifier. CLASS FEATURES: Level 1: Smite Good 1/day 2: Divine Grace 3: Aura of Fear - Aura -4 vs. Fear, and you're immune to Fear effect. Death Knell 1/day 4: Turn Outsider 5: Smite Good 2/day 6: Contagion 1/day 8: Death Knell 2/day 9: Contagion 2/day 10: Smite Good 3/day 12: Contagion 3/day 13: Death Knell 3/day 15: Smite Good 4/day Contagion 4/day 18: Contagion 5/day Death Knell 4/day 20: Smite Good 5/day SPELL LIST: Level 1: Bane, Inflict Light Wounds, Protection from Good, Summon Monster 1. Level 2: Bull's Strength, Darkness, Desecrate, Summon Monster 2. Level 3: Blindness/Deafness, Greater Magic Weapon, Inflict Moderate Wounds, Magic Circle against Good, Summon Monster 3. Level 4: Death Ward, Fear, Inflict Serious Wounds, Poison, Unholy Sword. Darkness Domain Powers Corrupter Corrupters corrupter (BASE CLASS) The Corrupter's primary focus is to corrupt the faith of others, his favored targets are good clerics. - Alignment Restrictions: Neutral Evil only. - Hit Die: d10. - Proficiencies: Simple, Martial, Shield and Light, Medium and Heavy Armor. - Skill Points: 2+ Int modifier. CLASS FEATURES: Level 1: Smite Heathen 1/day - smite divine caster (including paladin or ranger who have yet to progress to cast a divine spell). 2: Divine Grace Hidden Faith - bonus +4 to Bluff. 3: Aura of Fear - Aura -4 vs. Fear, and you're immune to Fear effect. 4: Rebuke Divine magic - cut divine caster off from their source of power. 5: Smite Heathen 2/day 6: Fiendish Familiar 8: Corrupt Soul 1/day 10: Smite Heathen 3/day 12: Corrupt Soul 2/day 15: Smite Heathen 4/day 16: Corrupt Soul 3/day 20: Corrupt Soul 4/day Smite Heathen 5/day SPELL LIST: Level 1: Bane, Cure Light Wounds, Divine Favor, Doom, Inflict Light Wounds. Level 2: Cat's Grace, Desecrate, Eagle's Splendor, Owl's Wisdom. Level 3: Cure Moderate Wounds, Dispel Magic, Greater Magic Weapon, Inflict Moderate Wounds, Magic Circle against Good. Level 4: Cure Serious Wounds, Dominate Person, Fear, Inflict Serious Wounds, Restoration.T Type of Feat: Class Prerequisite: Anti-Paladin or Corrupter. Specifics: an Anti-Paladin or Corrupter may attempt to struck down an enemy with a disease.. Use: Selected. Death Knell Type of Feat: Class Prerequisite: Anti-Paladin. Specifics: an Anti-Paladin may use Death knell as a spell-like ability. If the target has less than 10 hp and fails a will save vs. DC of 12 + Wis Modifier, the target dies and the caster gains +2 Str, +1d8 HP, and +1 caster level for a number of turns equal to caster level. Use: Selected. Smite Heathen Type of Feat: Class Prerequisite: Corrupter. Specifics: a Corrupter may smite all targets with the ability (including paladin or ranger who have yet to progress to cast a divine spell) to cast divine spells. Use: Selected. Fiendish Familiar Hidden Faith Type of Feat: Class Prerequisite: Corrupter. Specifics: a Corrupter gains a +4 to Bluff. Use: Automatic. Rebuke Divine Magic Type of Feat: Class Prerequisite: Corrupter. Specifics: a Corrupter gains the ability to cut divine caster off from their source of power. The corrupter does a Turning check as a cleric three levels lower would. The result indicates the highest-level divine spellcaster then the corrupter can cut off from her connection to her deity. The Turning damage indicates the maximum Hit Dice within 60 feet than ability can affect. Affected spellcasters cannot cast for 1 minutes, except if the corrupter have twice as many corrupter levels as the creature has divine caster levels; in this case, lasts for 24hou24 hoursrs. The corrupter may use this ability 3+ Cha mod per Day. Use: Selected. Turn Outsider Type of Feat: Class Prerequisite: Anti-Paladin level 4. Specifics: a Anti-Paladin gains the ability to turn Good Outsiders and Rebuke the Evil ones. The Anti-Paladin may use this ability 3+ Cha mod per Day. The Anti-Paladin turns or rebuke as a cleric of three levels lower would Turn Undead. Maximize Turn Undead Type of Feat: General. Prerequisite: Soldier of Light level 16. Specifics: You turn more Undead as usual. Your Turning Damage is multiplied by 2. Use: Automatic. Supreme Positive Energy Burst Type of Feat: Class Specific Prerequisite: Soldier of Light level 24 Specifics: Use one Turn attempt to damage all undead within 100 feet of the character, dealing 1d6 Positive damage per Light of Soldier level. Undead make a reflex Save (DC: 10+soldier level) for half damage. Entropist Entropists entropist (PRESTIGE CLASS) Obsessed with destroying wizards, they harness the power of a sphere of annihilation and lean how to protect themselves against its effects. Sorcerers, Wizards, Dwarves and Elves are never Entropists. - Hit Die: d8. - Proficiencies: None. - Skill Points: 2+ Int modifier. REQUIREMENTS: Alignment: Non-Good. Skills: Concentration 5, Lore 5. Feats: Great Fortitude, Magical Aptitude. Divine Spellcasting : Able to cast spell level 4 CLASS FEATURES: Level 1: Shard of Entropomancy - Twice a day, Entropomancer create a shard, that deals 3d6 pts of damage (Fort 1/2 DC: 12+Wis mod) 2: Sanctify of Body - Immunity to spell that would destroy or transform his body (Implosion, Petrifaction). 3: Entropic Field - all healing spell fails within your aura (duration: 1 round / class level) 4: Hand of Entropy - By expending a spell and succeed a melee touch attack, you deals 1d6+ 1 per level of spell used. (duration: 1 rnd per caster level). 5: Shard of Entropomancy (5d6) - (DC: 14+Wis mod) 6: - 7: Arcane Resistance - gains +2 on all saving throws against arcane spells (Weave or Shadow Weave). 8: - 9: Shard of Entropomancy (7d6) - (DC: 16+Wis mod) 10: Control Sphere - allow to control a sphere of annihilation BONUS SPELLS Every 2 levels in Entropist, the character gains new spells per day as if he had also gained a level in his highest divine caster class. 3d6 4d6 5d6 6d6 7d6 8d6 Aura of Fear Type of Feat: Class Prerequisite: Anti-Paladin, Corrupter. Specifics: gains an evil aura, enemies suffers a -4 against fear effects and you're immune to fear. Use: Selected. Shadow Spell Power 1 Shadow Spell Power 2 Shadow Spell Power 3 Epic Shadow Spell Power Type of Feat: Class Specific Prerequisite: Shadow Adept 3 Specifics: The Shadow Adept add +1 to the DC when he cast a Spell from the Enchantment, Illusion, Necromancy and Darkness spells. His bonus increases by +1 every 3 levels. Use: Automatic. Dragonsong Focus Type of Feat: Class Dragonsong Lyrist Prerequisite: Dragonsong Lyrist level 1. Required for: Greater Dragonsong Focus. Specifics: A character with this feat, gaining a +2 bonus to Dragonsong save DC. Use: Automatic. Greater Dragonsong Focus Type of Feat: Class Dragonsong Lyrist Prerequisite: Dragonsong Focus. Required for: Epic Dragonsong Focus. Specifics: A character with this feat, gaining a +4 bonus to Dragonsong save DC. Use: Automatic. Epic Dragonsong Focus Type of Feat: Class Dragonsong Lyrist Prerequisite: Greater Dragonsong Focus. Specifics: A character with this feat, gaining a +6 bonus to Dragonsong save DC. Use: Automatic. Epic Song of Strength Type of Feat: Class Specific Prerequisite: Dragonsong Lyrist Level 6 Specifics: The Dragonsong Lyrist may use his song to imbue himself or his allies within 30 feet who can hear a +6 bonus to Strength and +2 bonus to constitution. Use: Activated. Epic Song of Compulsion Type of Feat: Class Specific Prerequisite: Dragonsong Lyrist Level 7 Specifics: The Dragonsong Lyrist may use his song to make a suggestion to a single creature within 30 feet who can hear the lyrist. You can reroll, if you failed your compulsion roll. Use: Activated. Epic Song of Speed Type of Feat: Class Specific Prerequisite: Dragonsong Lyrist Level 8 Specifics: The Dragonsong Lyrist may use his song to increase speed and haste to himself or his allies within 30 feet and lasts 1 turn per level. Use: Activated. Epic Song of Fear Type of Feat: Class Specific Prerequisite: Dragonsong Lyrist Level 4 Specifics: The Dragonsong Lyrist may use his song to inspire fear within 30 feet. His DC increases by 4. Use: Activated. Epic Song of Healing Type of Feat: Class Specific Prerequisite: Dragonsong Lyrist Level 5 Specifics: The Dragonsong Lyrist may use his song to cure critical wounds on himself and his allies within 30 feet and regenerate 3 hitpoints per round for 1 round per level. Use: Activated. Corrupt Soul Type of Feat: Class Prerequisite: Corrupter. Specifics: an Corrupter may attempt to corrupt a creature, the target must succeed at a Will save or become neutral and you gains +4 To STR,CHA and +2 Will Save, but on failed save the target become hostile. Use: Selected. Desecrate Unholy Sword Temple Raider of Olidammara Temple Raiders of Olidammara temple raider of Olidammara (PRESTIGE CLASS) Worshippers of Olidammara have few temples of their own, but some of them spend a good deal of time in the temples of other deities...robbing them of every valuable that is even remotely portable. These are the "The Temple Raiders" - Hit Die: d6. - Proficiencies: Simple, Rapier with medium and Light Armor.. - Skill Points: 4 + Int Modifier. REQUIREMENTS: Alignment: Chaotic. Skills: Disable Trap 5, Lore 1, Open Lock 4, Search 8. Base Attack Bonus: +5 Special: must worship Olidammara CLASS FEATURES: Level 1: Trap Finding - allow to disable traps with DC 20+. 2: Sneak Attack +1d6. 3: Uncanny Dodge 1 4: Save bonus +1. 5: Sneak Attack +2d6. 6: Uncanny Reflex 7: Save bonus +2. 8: Sneak Attack +3d6. 9: Uncanny Dodge 2 10: Save bonus +3 SPELL LIST: Level 1: Cure Light Wounds, Endure Elements, Inflict Light Wounds, Invisibility to Undead, Shield of Faith Level 2: Cat's Grace, Cure Moderate Wounds, Darkvision, Inflict Moderate Wounds, Knock Level 3: Cure Serious Wounds, Dispel Magic, Inflict Serious Wounds, Negative Energy Protection, Remove Curse Level 4: Cure Critical Wounds, Inflict Critical Wounds, Neutralize Poison, Restoration, Spell Immunity Outlaw of the Crimson Road Outlaws of the Crimson Road outlaw of the crimson road (PRESTIGE CLASS) A failed revolutionary, a loyal supporter of some deposed ruler, or just an ordinary individual who angered the wrong person, Outlaws of the Crimson Road are forced to live outside of societies laws, robbing those who pass within their sphere of influence, and hiding from all others who seek to take them in for "justice." - Hit Die: d6. - Proficiencies: Simple, Martial with Medium and Light Armor. - Skill Points: 4 + Int Modifier. REQUIREMENTS: Skills: Bluff 5, Intimidate 5, Persuade 5. Feats: Expertise, Improved Initiative. Base Attack Bonus: +4 Special: A legal authority must pronounce a writ of outlawry upon the character CLASS FEATURES: Level 1: Ambush +1d6 - as Sneak Attack. 2: Life on the Crimson Road - learn a bonus feat. 3: Ambush +2d6. Evasion 4: Fugitive's Luck +1- gains +1 on all saving throws. Leadership - +4 to Persuade 5: Ambush +3d6. Life on the Crimson Road 6: Fugitive's Luck +2. Improved Evasion. 7: Ambush +4d6. Ranged Disarm 8: Legend - +4 to Persuade, Bluff, Intimidate. 9: Ambush +5d6. Fugitive's Luck +3. 10: Cheat Death - as Defensive Roll. Save bonus +1 Save bonus +2 Save bonus +3 Epic Save bonus Type of Feat: Class Specific Prerequisite: Temple Raider 4 Specifics: The Temple Raider add +1 on all saving throws. His bonus increases by +1 every 3 levels. Use: Automatic. Ambush (+1d6) Ambush (+2d6) Ambush (+3d6) Ambush (+4d6) Ambush (+5d6) Ambush (+6d6) Ambush (+7d6) Ambush (+8d6) Ambush (+9d6) Ambush (+10d6) Ambush (+11d6) Ambush (+12d6) Ambush (+13d6) Ambush (+14d6) Ambush (+15d6) Type of Feat: Class Specific Prerequisite: Outlaw 1 Specifics: Whenever the character makes a successful attack against an opponent who is flat-footed, cannot see them, or who is in combat with someone else, the character's blow delivers extra damage. This extra damage is +1d6 at 1st level and an additional +1d6 every two levels thereafter. This extra damage is not multiplied in the case of a critical hit. Use: Automatic. Fugitive's Luck +1 Fugitive's Luck +2 Fugitive's Luck +3 Epic Fugitive's Luck Type of Feat: Class Specific Prerequisite: Outlaw 4 Specifics: The Outlaw add +1 on all saving throws. His bonus increases to +2 to 6th, +3 to 10th and +1 every 3 levels thereafter. Use: Automatic. Leadership Type of Feat: Class Specific Prerequisite: Outlaw 4 Specifics: The Outlaw gains +4 to Persuade. Use: Automatic. Legends Type of Feat: Class Specific Prerequisite: Outlaw 8 Specifics: The Outlaw gains +4 to Bluff, Intimidate and persuade. Use: Automatic. Combat Medic Combat Medics combat medic (PRESTIGE CLASS) On the front lines of battle, injury is inevitable. Where the carnage is at its worst, the combat medic can be found, keeping her allies alive and tending to the fallen. For a combat medic, the goal is not to kill the enemy but to make sure the enemy does not kill her troops. Her ability to keep forces fighting makes her invaluable to an army. She is entrusted with the care of the best forces available, sometimes even assigned to elite strike teams. - Hit Die: d6. - Proficiencies: None. - Skill Points: 2+ Int modifier. REQUIREMENTS: Alignment: Any nonevil. Skills: Concentration 4 (ranks), Heal 8 (ranks). Feats: Combat Casting, Dodge. Spells: Ability to cast Cure Light Wounds. CLASS FEATURES: Level 1: Healing Kicker (Sanctuary) 2: Defensive Casting Field Healer 3: Healing Kicker (Reflex Saves) Mobility 4: Evasion 5: Healing Kicker (Aid) Spontaneous Heal BONUS SPELLS Every level in Combat Medic, the character gains new spells per day as if he had also gained a level in any one divine spellcasting class that includes Cure Light Wounds on its spell list, provided he belonged to that class previously. Healing Kicker (Sanctuary) At 1st level, whenever you cast a healing spell on an ally, you can choose to imbue the spell with a Sanctuary effect (as the spell). The Will save DC to overcome this effect is equal to 15 + class level + Wisdom modifier. This effect lasts for one round. You can use your Healing Kicker ability once per round, up to a total number of times per day equal to your class level + your Wisdom modifier (minimum once per day). Only one secondary effect can be imbued into any single spell, and it cannot be applied to yourself. Healing Kicker (Reflex Saves) At 3rd level, whenever you cast a healing spell on an ally, you can grant the target of your healing spell a competence bonus on Reflex saves equal to your class level. This effect lasts for 1 round. You can use your Healing Kicker ability once per round, up to a total number of times per day equal to your class level + your Wisdom modifier (minimum once per day). Only one secondary effect can be imbued into any single spell, and it cannot be applied to yourself. Healing Kicker (Aid) At 5th level, whenever you cast a healing spell on an ally, you can choose to the spell with a maximized Aid effect (as the spell, but the quantity of temporary hit points granted is equal to 8 + your class level). This effect lasts for 1 minute or until the temporary hit points are depleted, whichever comes first. You can use your Healing Kicker ability once per round, up to a total number of times per day equal to your class level + your Wisdom modifier (minimum once per day). Only one secondary effect can be imbued into any single spell, and it cannot be applied to yourself. Defensive Casting At 2nd level, a Combat medic is capable of spellcasting even under the most dangerous circumstances. You gain a competence bonus equal to your class level on Concentration checks. Field Healer At 2nd level, a Combat medic becomes adept at administering first aid quickly and while under duress. You gain a competence bonus equal to your class level on Heal checks. Spontaneous Heal At 5th level, a Combat medic gains the ability to "lose" any prepared spell or spell slot of 6th level or higher in order to cast Heal, even if that spell is not normally on his spell list. If you do not have the ability to cast 6th-level spells, you can't use this class feature. <CUSTOM0> imbues healing energies into a spell. Warsling Sniper Warsling Snipers warsling sniper (PRESTIGE CLASS) The warsling sniper is an expert in the use of the weapon commonly associated with the halfling race. Among the hin, these individuals are known by their proper name, and are often accorded great respect in the hin community. To nearly everyone else, however, these sharpshooters are known as "those damned sling assassins!" or by even more colourful epithets. While some warsling snipers do actually sell their talents to those wishing to dispose of their enemies, most are not professional assassins but rather highly skilled specialists who use their skills to help protect their communities or improve their chances of adventuring successfully. A number of warsling snipers remain with their families for most of their lives, imparting their superlative skills to the young. - Hit Die: d6. - Proficiencies: None. - Skill Points: 2+ Int modifier. REQUIREMENTS: Skills: Hide 4 ranks, Spot 6 ranks, Craft (Weapon) 3 ranks Feats: Point Blank Shot, Rapid Shot Base Attack Bonus: +5 Race: Halfling Special: Must be able to wield a sling CLASS FEATURES: Level 1: 1d6 Sling Sneak Attack - Only works when wielding a sling 2: Blindfight 3: 2d6 Sling Sneak Attack 4: Improved Critical: Sling 5: 3d6 Sling Sneak Attack 6: Improved Ricochet - On the first successful attack of each round, the warsling sniper gets a free attack at the enemy closest to the one hit. Improved Ricochet Type of Feat: Class Specific. Prerequisite: Warsling Sniper level 6. Specifics: On the first successful attack of each round, the warsling sniper makes an additional attack at a -2 penalty on the creature closest to the one struck. Use: Automatic. Storm Magic Type of Feat: General. Prerequisite: None. Specifics: When the weather in an area is raining or snowing, you gain +1 caster level. Use: Automatic. Magical Aptitude Type of Feat: General. Prerequisite: None. Specifics: You gain +2 to Spellcraft and Use Magical Device. Use: Automatic. Rallying Cry Type of Feat: Class. Prerequisite: Purple Dragon Knight level 1. Specifics: Three times per day, a Purple Dragon Knight can utter a powerful shout that gives all allies a +1 bonus to attack and a 20% bonus to land speed for one round. Use: Selected. Fear Type of Feat: Class. Prerequisite: Purple Dragon Knight level 3. Specifics: Once per day, the Purple Dragon Knight may cast the Fear spell with a caster level equal to his character level. Use: Selected. Oath of Wrath Type of Feat: Class. Prerequisite: Purple Dragon Knight level 4. Specifics: Once per day, the Purple Dragon Knight may swear to defeat a single opponent. He gains a +2 bonus to Attack, Damage, Saves, and Skills vs that opponent. This lasts for a number of rounds equal to twice his class level. Use: Selected. Final Stand Type of Feat: Class. Prerequisite: Purple Dragon Knight level 5. Specifics: Once per day, the Purple Dragon Knight can inspire his troops to a heroic effort. Each ally in the area gains 2d10 hitpoints. This ability can affect a number of people equal to his Purple Dragon Knight level + Charisma modifier, and lasts for the same number of rounds. Use: Selected. Inspire Courage Type of Feat: Class. Prerequisite: Purple Dragon Knight level 2. Specifics: Once per day, the Purple Dragon Knight can inspire his troops in combat. All affected creatures gain a +1 bonus to Attack and Damage, and a +2 bonus against mind affecting spells. These bonuses last for 10 rounds. Use: Selected. Dimensional Anchor School: Abjuration Level: Clr 4, Sor/Wiz 4 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Ray Duration: 1 min./level Saving Throw: None Spell Resistance: Yes (object) A green ray springs from your outstretched hand. You must make a ranged touch attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. The spell also prevents the use of a gate or teleportation circle for the duration of the spell. A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell. Dimensional Anchor (7) Dimensional Lock School: Abjuration Level: Clr 8, Sor/Wiz 8 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: 20-ft.-radius emanation centered on a point in space Duration: One day/level Saving Throw: None Spell Resistance: Yes You create a shimmering emerald barrier that completely blocks extradimensional travel. Forms of movement barred include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. Once dimensional lock is in place, extradimensional travel into or out of the area is not possible. A dimensional lock does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell. Dimensional Lock (15) You feel steady. You feel jumpy. Teleport School: Conjuration (Teleportation) Level: Sor/Wiz 5, Travel 5 Components: V Casting Time: 1 standard action Range: Personal and touch Target: You and touched objects or other touched willing creatures Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not possible. You may also bring one additional willing Medium or smaller creature or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. * You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible. ** To see how well the teleportation works, roll d% and consult the Teleport table. Refer to the following information for definitions of the terms on the table. On Target: You appear where you want to be. Off Target: You appear safely a random distance away from the destination in a random direction. Far Off Target: You wind up somewhere completely different. Mishap: You and anyone else teleporting with you have gotten scrambled. You each take 1d10 points of damage, and you reroll on the chart to see where you wind up. For these rerolls, roll 1d20+80. Each time Mishap comes up, the characters take more damage and must reroll. On Target Off Target Way Off Target Mishap 0190 9194 9598 99100 Notes: * Implemented as within 10ft of you due to the lovely quality of NWN location tracking code. ** Implemented as you having to have marked the location beforehand using the "Mark Location" feat, found under the Teleport Options radial.Teleport Teleport - Self only Teleport - Party within 10ft Teleport (9) Quick Cast Type of Feat: Class Specific Prerequisite: Duskblade level 5 Beginning at 5th level, a Duskblade can cast one spell each day as a swift action, so long as the casting time of the spell is 1 standard action or less. At 10th level and every 5 levels afterwards the Duskblade gains one additional use per day. Spell Power (Ex) Type of Feat: Class specific Prerequisite: Duskblade level 6 Starting at 6th level, a Duskblade can more easily overcome the spell resistance of any opponent he successfully injures with a melee attack. If he has injured an opponent with a melee attack, he gains a +2 bonus on his caster level check to overcome spell resistance for the remainder of the encounter. This bonus increases by 1 every five levels afterwards, with an additional increase at level 18 and 38. Attempt to escape. Wait here. Do you want to attempt to escape the maze' If you choose to escape, you will make a DC20 Intelligence check each round until you succeed and escape or 10 minutes pass. If you choose to wait, you will be automatically removed from the maze after 10 minutes have passed. Time left Int check The spell fails - the target cannot be teleported. The spell fails - minotaurs cannot be mazed. Maze School: Conjuration (Teleportation) Level: Sor/Wiz 8 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: See text Saving Throw: None Spell Resistance: Yes You banish the subject into an extradimensional labyrinth of force planes. Each round on its turn, it may attempt a DC 20 Intelligence check to escape the labyrinth as a full-round action. If the subject doesn't escape, the maze disappears after 10 minutes, forcing the subject to leave. * On escaping or leaving the maze, the subject reappears where it had been when the maze spell was cast. If this location is filled with a solid object, the subject appears in the nearest open space. Spells and abilities that move a creature within a plane, such as teleport and dimension door, do not help a creature escape a maze spell, although a plane shift spell allows it to exit to whatever plane is designated in that spell. Minotaurs are not affected by this spell. * Implemented such that NPCs always try escape and PCs are given a choice whether to attempt escape or not. Maze (15) Teleportation Circle School: Conjuration (Teleportation) Level: Sor/Wiz 9 Components: V Casting Time: 10 minutes Range: 0 ft. Effect: 5-ft.-radius circle that teleports those who activate it Duration: 10 min./level Saving Throw: None Spell Resistance: Yes You create a circle on the floor or other horizontal surface that teleports, as greater teleport, any creature who stands on it to a designated spot. Once you designate the destination for the circle, you cant change it. The spell fails if you attempt to set the circle to teleport creatures into a solid object, to a place with which you are not familiar and have no clear description, or to another plane. The circle itself is subtle and nearly impossible to notice. If you intend to keep creatures from activating it accidentally, you need to mark the circle in some way. Note: Magic traps such as teleportation circle are hard to detect and disable. A rogue (only) can use the Search skill to find the circle and Disable Device to thwart it. The DC in each case is 25 + spell level, or 34 in the case of teleportation circle. Teleportation Circle - Visible Teleportation Circle - Hidden Teleportation Circle (17) Epic Divine Shield Type of Feat: Epic Prerequisite: Divine Shield, Turn Undead, Cha 21+, Str 21+, Power Attack. Specifics: The character may spend one of his turn undead attempts to add twice his Charisma bonus to his AC for a number of rounds equal to twice the Charisma bonus. Use: Selected. Warchief Warchiefs warchief (PRESTIGE CLASS) A Warchief leads a primitive, aggressive tribe of humanoids, especially when they turned to marauding. The Warchief calls on his indomitable presence and terrible visage to spur his followers to feats of great courage and sacrifice for the tribe. The tribe member who hangs back learns firsthand that the Warchief's displeasure is a terror eclipsing even the hardships of war - better to die in glory on the battlefield than under the Warchief's torturous punishments. Inspired into a killing frenzy, the Warchief and his band sweep the enemies of the tribe before their onslaught. - Hit Die: d10. - Proficiencies: A Warchief gains no additional weapon or armor proficiencies. - Skill Points: 2+ Int modifier. REQUIREMENTS: Base Attack Bonus: +3. CLASS FEATURES: Level 1: Tribal Frenzy +2 - The Warchief inspires a frenzy in his followers, granting them a bonus to Strength. 2: Ability Boost +2 - The Warchief gains +2 to his Charisma score. 3: Tribal Frenzy +4 4: 5: Tribal Frenzy +6 6: Ability Boost +4 7: Tribal Frenzy +8 8: Devoted Bodyguards - Once per round, an ally takes a blow for his Warchief. 9: Tribal Frenzy +10 10: Ability Boost +6 Type of Feat: Class Prerequisite: Warchief Level 1. Specifics: The Warchief inspires a frenzy in his allies. It lasts until combat is over or the Warchief cancels it, whichever comes sooner. All allies gain a +2 bonus to Strength, and take damage equal to their Hit Dice for every round of the Frenzy. The bonus to Strength increases to +4 at level 3, +6 at level 5, and so on. Use: Selected. Ability Boost Type of Feat: Class Prerequisite: Warchief Level 2. Specifics: The Warchief gains a +2 bonus to Charisma. This increases to +4 at level 6 and +6 at level 10 of the class. Use: Automatic. Devoted Bodyguards Type of Feat: Class Prerequisite: Warchief Level 8. Specifics: Once per round when struck, the Warchief can attempt a DC 15 Reflex save to instead have the damage done to his nearest ally. If he succeeds, all damage is transferred and the Warchief is healed of all damage the blow caused. Use: Automatic. Tribal Frenzy War Mind War Minds war mind (PRESTIGE CLASS) War minds are expert fighters who claim to possess unequaled knowledge in the arts of war. Through a combination of inner contemplation and external study of an ancient text called the Talariic Codex, war minds grow in their craft of arms and war. Those who study the Talariic Codex learn several tenets, collectively known as the chains of war. As a war mind masters one chain, he opens himself to learn the next chain in the series, should he desire to continue to bend his mind to the intensive studies required to advance in this class. - Hit Die: d10 - Proficiencies: A War mind gains no additional proficiencies. - Skill Points: 2 + Int Modifier REQUIREMENTS: Psionics: Must possess a power point reserve of at least 1 power point. Skills: Lore 8 ranks. Base Attack Bonus: +3. Alignment: Non-Chaotic. CLASS FEATURES: Level 1: Chain of Personal Superiority - +2 Str and Con for 1 minute. 3 times per day. 2: Chain of Defensive Posture - +2 Armour Class for 1 minute. 3 times per day. 3: Enduring Body - Damage Reduction 1. 4: 5: Sweeping Strike - On every attack, the Warmind swings at two creatures. 6: Enduring Body - Damage Reduction 2. 7: Chain of Personal Superiority - +4 Str and Con for 1 minute. 3 times per day. 8: Chain of Defensive Posture - +4 Armour Class for 1 minute. 3 times per day. 9: Enduring Body - Damage Reduction 3. 10: Chain of Overwhelming Force - 10d6 Damage on a single attack. 1 time per day. Manifesting: The War Mind chooses his powers from the Psychic Warrior power list. Follow the table below to determine his manifesting ability. War Minds receive bonus power points from a high Wisdom score. Level Power Points Powers Known Power Level 1 2 1 1 2 5 2 1 3 9 2 1 4 14 3 2 5 20 3 2 6 28 4 3 7 37 4 3 8 47 5 4 9 58 5 4 10 70 6 5 Chain of Personal Superiority Type of Feat: Class Prerequisite: Warmind Level 1. Specifics: Three times per day, the Warmind can grant himself +2 to Strength and Constitution as a free action. At 7th level, the bonus increases to +4. This lasts for 1 minute. Use: Selected. Chain of Defensive Posture Type of Feat: Class Prerequisite: Warmind Level 2. Specifics: Three times per day, the Warmind can grant himself +2 to Armour Class as a free action. At 8th level, the bonus increases to +4. This lasts for 1 minute. Use: Selected. Enduring Body Type of Feat: Class Prerequisite: Warmind Level 3. Specifics: The spirit of the ideal body transforms a War mind, granting him damage resistance 1/-. At 6th level this improves to 2/-, and to 3/- at 9th level. Use: Automatic. Sweeping Strike Type of Feat: Class Prerequisite: Warmind Level 5. Specifics: On each melee attack a War mind makes, he also attacks one other creature within melee range of both him and his target. Use: Automatic. Chain of Overwhelming Force Type of Feat: Class Prerequisite: Warmind Level 10. Specifics: Once per day, the Warmind can perfectly execute an attack, dealing an extra 10d6 damage on his attempt. Use: Selected. 7d4 Damage 7d4 8d4 Damage 8d4 9d4 Damage 9d4 10d4 Damage 10d4 9d6 Damage 9d6 10d6 Damage 10d6 3d10 Damage 3d10 4d10 Damage 4d10 5d10 Damage 5d10 6d10 Damage 6d10 7d10 Damage 7d10 8d10 Damage 8d10 9d10 Damage 9d10 10d10 Damage 10d10 3d12 Damage 3d12 4d12 Damage 4d12 5d12 Damage 5d12 6d12 Damage 6d12 7d12 Damage 7d12 8d12 Damage 8d12 9d12 Damage 9d12 10d12 Damage 10d12 Hexblade's Curse Type of Feat: Class Prerequisite: Hexblade level 1 Once per day + the Hexblade's CHA modifier, as a free action, a hexblade can unleash a curse upon a foe. The target must be visible to the Hexblade and within 60 feet. The target of a Hexblade's curse takes a -2 penalty on attacks, saves, ability checks, skill checks and weapon damage rolls for one hour thereafter. A successful Will save (DC 10 + 1/2 Hexblade's class level + Hexblade's CHA mod)negates the effect. At every 4th level beyond 1st, a Hexblade gains the ability to use his curse one additional time per day. Greater Hexblade's Curse When a Hexblade attains 7th level, the penalties incurred by a target of his curse become -4 instead of -2. Dire Hexblade's Curse When a Hexblade attains 19th level, the penalties incurred by a target of his curse become -6 instead of -4. Epic Hexblade's Curse When a Hexblade attains 37th level, the penalties incurred by a target of his curse become -8 instead of -6. Mettle Type of Feat: Class Prerequisite: Hexblade level 3, Crusader level 13. A Hexblade or Crusader can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that would normally have a lesser effect on a successful save, he instead completely negates the effect. Aura of Unluck Type of Feat: Class Prerequisite: Hexblade level 12 Once per day, a Hexblade of 12th level or higher can create a baleful aura of misfortune. Any melee or ranged attack made against the Hexblade while this Aura of Unluck is active has a 20 % miss chance. Activating this aura is a free action, and the aura lasts for a number of rounds equal to 3 + the Hexblade's Charisma bonus (if any). At 16th level and every 4 levels onward, a Hexblade can use his Aura of Unluck one additional time per day Arcane Resistance Type of Feat: Class Prerequisite: Hexblade level 2 At 2nd level a Hexblade gains a bonus equal to his Charisma bonus (minimum +1) on saving throws against spells and spell-like effects. Epic Hexblade Type: Class Prerequisite: Hexblade level 21 The Epic Hexblade is a true bane for his enemies. The daily uses of his abilities continue to increase, while his curse and Dark Companion become even more potent as he progresses. CLASS FEATURES: Level 21: Epic Dark Companion, Hexblade's Curse 6/day 22: Swift Cast 6/day 23: - 24: Bonus Feat, Aura of Unluck 4/day 25: Hexblade's Curse 7/day 26: Swift Cast 7/day 27: - 28: Bonus Feat, Aura of Unluck 5/day 29: Hexblade's Curse 8/day 30: Swift Cast 8/day 31: - 32: Bonus Feat, Aura of Unluck 6/day 33: Hexblade's Curse 9/day 34: Swift Cast 9/day 35: - 36: Bonus Feat, Aura of Unluck 7/day 37: Epic Hexblade's Curse, Hexblade's Curse 10/day 38: Swift Cast 10/day 39: - 40: Bonus Feat, Aura of Unluck 8/day Greater Hexblade's Curse Dire Hexblade's Curse Epic Hexblade's Curse Dark Companion Epic Dark Companion Type: Class Prerequisite: Hexblade level 4 You create an illusionary companion resembling a panther, spun from the darkness of the night. Any enemy adjacent to your Dark Companion takes a -2 penalty on it's saves and to it's AC. Your Dark Companion has no real substance and thus can't attack or otherwise affect creatures or objects. It is immune to any damage or other effects that might harm creatures, though it can be dispelled or suppressed just like a spell effect. Your Dark Companion is treated as a spell whose level is equal to 1/4 your Hexblade level. For the Epic Hexblade the effects of the Dark Companion increase to -4 instead of -2. Augment Familiar School: Transmutation Caster Level: Sorcerer/Wizard 2, Hexblade 1 Components: V, S Range: Close Target: Your familiar Duration: Concentration + 1 round/level Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless) This spell grants your familiar a +4 enhancement bonus to Strength, Dexterity and Constitution, damage reduction 5/+1, and a +2 resistance bonus on saving throws. (note that a Hexblade can't get a familiar due to NWN hardcoding, and it's unlikely that this changes) Deflect Abjuration [Force] Level: Duskblade 2, sorcerer/wizard 2 Components: V Casting Time: 1 immediate action Range: Personal Duration: 1 round or until discharged You project a field of invisible force, creating a short-lived protective barrier. You gain a deflection bonus to your AC against a single attack; this bonus is equal to 1/2 your caster level (round down). Blade of Blood Blade of Blood Necromancy Level: Assassin 1, blackguards 1, cleric 1, duskblade 1, sorcerer/wizard 1 Components: V,S Casting Time: 1 swift action Range: Touch Target: Weapon touched Duration: 1 round/level or until discharged Saving Throw: None Spell Resistance: No This spell infuses the weapon touched with baleful energy. The next time this weapon strikes a living creature, blade of blood discharges. The spell deals an extra 1d6 points of damage against the target of the attack. You can voluntarily take 5 hit points of damage to empower the weapon to deal an extra 2d6 points of damage(for a total of 3d6 points of extra damage). The weapon loses this property if its wielder drops it or otherwise loses contact with it. Animalistic Power Animalistic Power Transmutation Level: Cleric 2, druid 2, duskblade 2, ranger 2, sorcerer/wizard 2 Components: V,S,M Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You imbue the subject with an aspect of the natural world. The subject gains a +2 enhancement bonus to Strength, Dexterity, and Constitution. Material Component: A bit of animal fur, feathers, or skin. False Life School: Necromancy Caster Level: Sorcerer/Wizard/Hexblade 2 Components: V, S, M Range: Personal Target: You Duration: 1 hour/level or until discharged You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary hit points equal to 1D10 +1 per caster level (maximum +10). Protection from Arrows School: Abjuration Caster Level: Sorcerer/Wizard/Hexblade 2 Components: V, S, F Range: Touch Target: Creature touched Duration: 1 min/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The warded creature gains resistance to ranged weapons. The subject gains damage reduction 10/+1 against ranged weapons. Once the spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged. Touch of Idiocy School: Enchantment (Compulsion) [Mind-Affecting] Caster Level: Sorcerer/Wizard/Hexblade 2 Components: V, S Range: Touch Target: Living creature touched Duration: 10 min/level Saving Throw: No Spell Resistance: Yes With a touch, you reduce the target's mental faculties. Your successful melee touch attack applies a 1D6 penalty to the target's Intelligence, Wisdom and Charisma scores. This penalty can't reduce any of these scores below 1. Deep Slumber School: Enchantment (Compulsion) [Mind-Affecting] Caster Level: Sorcerer/Wizard/Hexblade 3 Components: V, S, M Range: Medium Target: One or more living creatures within a 10-ft.-radius burst Duration: 1 min/level Saving Throw: Will negates Spell Resistance: Yes This spell causes a magical slumber to come upon 10 HD of creatures, Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closets to the spells point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Hound of Doom School: Illusion (Shadow) Caster Level: Hexblade 3 Components: V, S Range: Close Effect: Shadowy Hound Duration: 1 min/level or until destroyed Saving Throw: No Spell Resistance: No You shape the essence of the Plane of Shadow to create a powerful doglike companion that serves you loyally for the duration of the spell. The Hound of Doom has the statistics of a Dire Wolf with the following adjustments: It gains a deflection bonus to AC equal to your Charisma bonus, it's hitpoints when created are equal to your full normal hitpoints, and it uses your base attack bonus instead of it's own (adding it's +7 bonus from Strength and -1 penalty from size as normal). Repel Vermin School: Abjuration Caster Level: Bard/Cleric/Druid 4, Ranger/Hexblade 3 Components: V, S, DF Range: 10 ft. Area: 10-ft.-radius emanation centered on you Duration: 10 min/level Saving Throw: None or Will negates Spell Resistance: Yes An invisible barrier holds back vermin. A vermin with HD of less than one-third your level can't penetrate the barrier. A vermin with HD of one-third your level or more can penetrate the barrier if it succeeds a Will save. Even so, crossing the barrier deals the vermin 2D6 points of damage. Baleful Polymorph School: Transmutation Caster Level: Druid/Sorcerer/Wizard 5, Hexblade 4 Components: V, S Range: Close Target: One creature Duration: Permanent Saving Throw: Fortitude negates, Will partial Spell Resistance: Yes As Polymorph, except that you change the subject into a Small or smaller animal of no more than 1 HD (such as a dog, lizard or toad). If the new form would prove fatal to the creature, the target gets a +4 bonus on the save. If the spell succeeds, the subject must also make a Will save. If this second save fails, the creature loses it's extraordinary, supernatural and spell-like abilities, loses it's ability to cast spells, and gains the alignment, special abilities and Intelligence, Wisdom and Charisma scores of it's new form in place of its own. It still retains it's class and level (or HD), as well as all benefits deriving therefrom. Incorporeal or gaseous creatures are immune to being polymorphed, and a creature with the Shapechanger subtype can revert to it's normal form. Break Enchantment School: Abjuration Caster Level: Bard/Paladin/Hexblade 4, Cleric/Sorcerer/Wizard 5 Components: V, S Range: Close Target: Up to one creature per level, all within 30 ft. of each other Duration: Instantaneous Saving Throw: Special Spell Resistance: No This spell frees victims from enchantment, transmutations and curses. It can reverse even an instantaneous effect, such as Flesh to Stone. For each such effect, you make a caster level check (1D20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed item, the DC is 25. If the spell is one that cannot be dispelled by Dispel Magic, Break Enchantment works only if that spell is 5th level or lower. If the effect comes from a permanent magic item, such as a cursed sword, Break Enchantment does not remove the curse from that item, but it does free the victim from the item's effect. Cursed Blade School: Necromancy Caster Level: Assassin/Hexblade 4 Components: V Range: Touch Target: One melee weapon Duration: 1 min/level Saving Throw: No Spell Resistance: No A weapon affected by this spell deals wounds that can't be healed in the usual fashion. Any damage dealt by the weapon (not including damage from special weapon properties such as flaming, holy, wounding, and so on) cannot be cured by any means until the damaged individual has received a Remove Curse spell (or some other effect that neutralizes a curse). If a creature is slain by a weapon that is under the effect of this spell, it can't be raised from the dead unless a Remove Curse spell (or similar effect) is cast on the body or a True Resurrection spell is used. Solid Fog School: Conjuration Caster Level: Sorcerer/Wizard/Hexblade 4 Components: V, S, M Range: Medium (100 ft. + 10 ft./level) Effect: Fog spreads in 20-ft. radius, 20 ft. high Duration: 10 min/level Saving Throw: No Spell Resistance: No A bank of fog billows out from the point you designate. The fog obscures all sight, including Darkvision, beyond 5 feet. A creature within 5 feet has concealment (20 % miss chance). Creatures farther away have Total Concealment (50 % miss chance, and the attacker cant use sight to locate the target). Any creature attempting to move through the fog progresses at a speed of 5 feet, regardless of it's normal speed, and it takes a -2 penalty on all melee attack rolls. The vapors prevent effective ranged attacks (except for magic rays and the like). Detect Scrying School: Divination Caster Level: Bard/Sorcerer/Wizard/Hexblade 4 Components: V, S, M Range: 40 ft. Area: 40-ft.-radius emanation centered on you Duration: 24 hours Saving Throw: No Spell Resistance: No You immediately become aware of any attempt to observe you by means of a divination (scrying) spell or effect. The spell's area radiates from you and moves as you move. You know the location of every magical sensor within the spell's area. If the scrying attempt originates within the area, you also know its location; otherwise you and the scrier immediately make opposed caster level checks (1D20 + caster level). If you at least match the scrier's result, you get a visual image of the scrier and an accurate sense of his or her direction and distance from you. Man at Arms Men at Arms man at arms (PRESTIGE CLASS) While a fighter concentrates on mastering one or two weapons, a Man at Arms prefers a wider familiarity with weapons. - Hit Die: d10. - Proficiencies: Proficient with all types of weapon, armor and all shields. - Skill Points: 2+ Int modifier. REQUIREMENTS: Base Attack Bonus: 8 Feats: Power Attack, Weapon Focus (any four weapons). CLASS FEATURES: Level 1: General Specialization: Gains a +1 to attack and damage with any weapon. 2: None. 3: Master Critical: Have Improved Critical feat with any weapon he has Weapon Focus in. 4: Focused Strike: When he using the Power Attack feat he deals additional damage, equal to his Dex mod. (Limited by the power attack level.) 5: Improved Initiative. 6: Strike at the Core: Your weapon deals Constitution damage (DC: 10+Class Level). 7: Spring Attack 8: Furious Assault: Gains the ability to make an additional attack, but his attacks suffers a -2 penalty. 9: Legendary Prowess: gains +2 to AC, attack and damage. 10: Epic Initiative EPIC: Bonus Feats: The epic Man at Arms gains a bonus feat every four levels after 10th Epic Strike at the Core: your DC increase by +1 every 5 level. Epic Man at Arms Bonus Feats List: Armor Skin, Damage Reduction, Devastating Critical, Epic Prowess, Epic Toughness, Epic Weapon Focus, Epic Prowess, Great Strength, Improved Whirlwind Attack, Overwhelming Critical, Superior Initiative. Power Attack: 0 - 4 Type of Feat: General Prerequisite: Str 13+ Specifics: With this feat you can make powerful but ungainly attacks. You may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. Use: Selected Technical: The PRC Power Attack feats are instant feats (NWN v1.66+) and take no action to activate. Your power attack selection is the sum of your selections from the 'Power Attack: 0 -4' and 'Power Attack: 0 - 20' radials. Normally, a quickselect sets your power attack to whatever value you have placed in it (zero if uninitialized). To change the value stored in a quickselect, first use the Change Quickselect feat under Power Attack - Quickselects radial. Then, use any of the quickselect feats within the next 10 seconds. The old value for that feat will be overwritten with your current power attack value. NOTE: Depending on PRC configuration variables, this may either behave either: 1) as described above 2) be limited to sacrifice only as much as you could using the Bioware Power Attack and Improved Power Attack feats 3) be completely disabled. Power Attack +0 Power Attack +1 Power Attack +2 Power Attack +3 Power Attack +4 Power Attack: 0 - 20 * REMOVED * Type of Feat: General Prerequisite: Improved Power Attack. Specifics: This feat allows the character to trade a -6 to 10 penalty on his attack roll to gain a +6 to +10 bonus on his damage roll. It is very useful when fighting tough, easy-to-hit opponents. Use: Combat Mode. Power Attack +5 Power Attack +10 Power Attack +15 Power Attack +20 You just stumbled across a BioBug. Attempting to use this feat/power/spell when you open the radial on your character does not work. Workarounds: Either place it on your quickbar or just open the radial on whatever you intend to target. Note that the latter option will obviously not work if you need to target yourself. General Specialization Type of Feat: Class Specific Prerequisite: Man At Arms level 1 Specifics: Gains a +1 to attack and damage with any weapon. Use: Automatic. Master Critical Type of Feat: Class Specific Prerequisite: Man At Arms level 3 Specifics: Gains Improved Critical feat with any weapon he has Weapon Focus in. Use: Automatic. Focused Strike Type of Feat: Class Specific Prerequisite: Man At Arms level 4 Specifics: When he using the Power Attack feat he deals additional damage, equal to his Dex mod, limited by the Power Attack level (i.e. +1 damage for Power Attack 1, +2 damage for Power Attack 2, and so on.) Use: Automatic. Strike at the Core Type of Feat: Class Specific Prerequisite: Man At Arms level 6 Specifics: Your weapon drains Constitution ability (DC: 10+Class Level). Use: Automatic. Furious Assault Type of Feat: Class Specific Prerequisite: Man At Arms level 8 Specifics: Gains the ability to make an additional attack, but his attacks suffers a -2 penalty. Use: Combat Mode. Legendary Prowess Type of Feat: Class Specific Prerequisite: Man At Arms level 9 Specifics: Gains +2 to AC, attack and damage. Use: Automatic. True Mastery Type of Feat: Class Specific Prerequisite: Man At Arms level 10 Specifics: Gains Weapon Focus in any four weapons. Use: Selected. Bolt Xag-Ya Bolt deals 1d8 positive damage. Fast Healing 3 Type of Feat: Class Specific Prerequisite: Soldier of Light level 20 You regenerate 3 HP per round. Use: Automatic. Fast Healing 1 Type of Feat: Class Specific Prerequisite: Soldier of Light 7 or Forest Master 10 You regenerate 1 HP per round. Use: Automatic. Fast Healing 2 Type of Feat: Class Specific Prerequisite: Soldier of Light level 10 You regenerate 2 HP per round. Use: Automatic. Energon Companion Type of Feat: Class Specific Prerequisite: Soldier of Light level 4 You may summon a Good Outsider. Use: Selected. Fist of Iron Type of Feat: General. Prerequisite: Base Attack Bonus 2, Improved Unarmed Strike. Specifics: You deal an extra 1d4 damage when you make an unarmed attack (duration 2 round). You may use this feat 3+Wis mod per day. Use: Selected. Smite Undead Type of Feat: Class Specific Prerequisite: Soldier of Light level 2 This feat allows the character to make a special holy attack against undead creatures. Soldier of Light apply their Wisdom modifier to their attack roll and their class level to the damage delivered. Smite Undead may be used 3 + Cha modifier per day. Use: Selected. Smite Undead only affects undead creatures. Soldier of Light Soldiers of Light soldier of light (PRESTIGE CLASS) Like the paladin, the Soldier of Light is devoted to the destruction of all evil creatures and is always willing to help others. They often co-operate with paladin and other allies of good alignment. - Hit Die: d10. - Proficiencies: All simple and martial weapons, all armor and shields. - Skill Points: 2+ Int modifier. REQUIREMENTS: Base Attack Bonus: +5 Alignment: Neutral Good Skills: Lore 4 ranks. Special: Must worship Elishar. (Clerics taking this class must have two of the following domains: Good, Healing, Knowledge, Luck, Protection, Sun.) CLASS FEATURES: Level 1: Turn Undead - As a cleric of the same class level as the Soldier of Light. This stacks with any levels of Cleric and/or Paladin. 2: Divine Grace - Applies Charisma bonus to all saving throws. Smite Undead - May add Wisdom bonus to attack bonus against an undead target. If the strike hits, the blow deals 1 point of positive damage per point of Wisdom bonus. Usable 3/day, +1 per Charisma bonus/day. 3: Positive Fortitude - Gains +2 to all saving throws against necromantic spells and drain effects. 4: Energon Companion - May summon a Xag-Ya companion (Good Outsider), 1/day. 5: Divine Vengeance - May spend 2 Turn Undead attempts to add +2d6 positive damage against Undead to the caster's weapon (1 round/Cha bonus, minimum 1 round). 6: - 7: Fast Healing 1 - Regenerate 1 HP/round. 8: Positive Energy Burst - May spend two Turn Undead attempts to damage all undead within 100 feet of the character, dealing 1d6 positive damage per Soldier of Light level. Undead affected may make a reflex save (DC: 10 + Soldier of Light levels) for half damage. Improved Energon Companion: your companion gains +2HD. 9: - 10: Fast Healing 2 - Regenerate 2 HP/round. SPELL LIST: Casts spells as a cleric based on Wisdom with a caster level equal to class level (plus any applicable PrCs). Level 1: Cure Light Wounds, Bless Weapon, Bless, Magic Weapon Shield of Faith, Protection from Evil, Light Level 2: Cure Moderate Wounds, Aid, Consecrate Lesser Restoration Level 3: Cure Serious Wounds, Greater Magic Weapon, Magic Circle against Evil, Searing Light, Negative Energy Protection, Prayer, Remove Disease Level 4: Cure Critical Wounds, Death Ward, Holy Sword, Restoration EPIC: 13: Healing Domain - Healing spells are empowered. 16: Maximize Turn Undead - When you turn undead, your turn damage is multiplied by 2 (Don't stacks with Empower Turning). 19: Fast Healing 3 - Regenerate 3 HP/round. 22: Supreme Positive Energy Burst: Now you only spend 1 turn attempt when you use Positive Energy Burst. Bonus Feats: The epic Soldier of Light gains a bonus feat every three levels after 10th. Soldier of Light Bonus Feats List: Armor Skin, Devastating Critical, Epic Reputation, Epic Toughness, Epic Weapon Focus, Epic Prowess, Great Smiting, Great Wisdom, Overwhelming Critical, Perfect Health, Planar Turning. Positive Fortitude Type of Feat: Class Specific Prerequisite: Soldier of Light level 3 Specifics: gains +2 on all saving throws against Necromantic spells and drain effects. Divine Vengeance Type of Feat: Class Specific Prerequisite: Soldier of Light level 5 or Turn Undead, Extra Turning Specifics: Use a Turn attempt to add +2d6 positive damage to his weapon against Undead (duration Cha mod). Positive Energy Burst Type of Feat: Class Specific Prerequisite: Soldier of Light level 8 Specifics: Use two Turn attempt to damage all undead within 100 feet of the character, dealing 1d6 Positive damage per Light of Soldier level. Undead make a reflex Save (DC: 10+soldier level) for half damage. Remove Blindness (Su) Type: Class Prerequisite: Healer level 9 A Healer deals with certain kinds of maladies so often, that eventually she can cure them without resorting to a spell. At 9th level, a healer gains the ability to cleanse blindness once per day, as if casting a Remove Blindness/Deafness spell. At epic levels a Healer gains +1 use per day every 4 levels, starting at 21st level. Share Spells Type of Feat: Class Specific Prerequisite: Tamer of Beasts level 7 Specifics: When the tamer casts a spell on himself it also affects nearest companion (max 20 feet). Use: Automatic. Epic Animal Mastery Type of Feat: Class Specific Prerequisite: Tamer of Beasts level 11 Specifics: The tamer may use Animal Friendship to affect vermin. Use: Automatic. Inspire Greatness Type of Feat: Class Specific Prerequisite: Tamer of Beasts level 10 Specifics: When you use this aura, your animal companions gain +2d8 Hit points, +2 to attacks and +1 to Fort save. This ability lasts 5 rounds. Use: Selected. Share Saving Throws Type of Feat: Class Specific Prerequisite: Tamer of Beasts level 9 Specifics: Your animal companions may use your base save or their own (take higher). Use: Automatic. Blood Bond Type of Feat: Class Specific Prerequisite: Tamer of Beasts level 3 Specifics: Animal companions gain +2 to attacks, saves. Use: Automatic. Magical Animal Mastery Type of Feat: Class Specific Prerequisite: Tamer of Beasts level 9 Specifics: The tamer may use Animal Friendship to affect magical beasts. Magical beasts count as double their own Hit Dice. Use: Automatic. Vermin Mastery Type of Feat: Class Specific Prerequisite: Tamer of Beasts level 5 Specifics: The tamer may use Animal Friendship to affect vermin. Use: Automatic. Animal Mastery Type of Feat: Class Specific Prerequisite: Tamer of Beasts level 1 Specifics: The tamer can have companions whose Hit Dice total no more than the sum of twice his tamer level plus twice his caster level for animal friendship. No individual companions can have more Hit Dice than the tamer. Use: Automatic. Touch of Golden Ice Type of Feat: Exalted. Prerequisite: Con 13, Good Alignment*. Specifics: Any evil being you hit (with glove or natural attack) is ravaged by Golden Ice (Poison DC 14, 2d6/1d6 Dex). You cannot wield a weapon and use this ability at the same time. Use: Automatic. (*Note: You can select this feat even when evil or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.) Stigmata Con -8 Stigmata Con -6 Stigmata Con -4 Stigmata Con -2 Stigmata Type of Feat: Exalted. Prerequisite: Nimbus of Light, Good Alignment*. Specifics: You can heal the wounds and ailments of others' using your own life energy. When you activate this ability, as a free action, you immediately take at least 2 points of temporary Constitution damage. You can take as many points of Constitution damage as you wish**, as long as you remain alive and conscious. Once you have activated your stigmata, you can touch your allies to heal them of 1 point of constitution damage per level they possess for every 2 points of Constitution damage you take. In addition, any character you touch who is suffering from a disease is cured of it.*** You can use this touch on one ally per point of Constitution damage you take.*** When you use this ability, the wounds on your body bleed in proportion to the Constitution damage you take. The bleeding persists for 1 hour and the Constitution damage cannot be restored by any means until the bleeding has stopped. Once the bleeding has stopped, you can freely activate your stigmata again, whether or not you have recovered your lost constitution, as long as you have enough Constitution to use the ability and survive. Use: Selected. Notes: *: You can select this feat even when evil or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it. **: Limited to 2, 4, 6 and 8 points due to technical limits. ***: Due to technical limits, one cannot "hold the charge" on the stigmata. To make up for that, diseases will always be cured. Holy Radiance Type of Feat: Exalted. Prerequisite: Cha 15, Nimbus of Light, Good Alignment*. Specifics: You can increase the intensity of the light surrounding you to damage undead creatures. At will, as a free action, you can empower the radiance surrounding you into a blazing glow that sheds bright light in a 10-foot radius. Undead within 10 feet of you take 1d4 damage per round they remain within your halo. Use: Selected. (*Note: You can select this feat even when evil or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.) Nimbus of Light Type of Feat: Exalted. Prerequisite: Base Attack Bonus 1, Good Alignment*. Required For: Holy Radiance, Stigmata. Specifics: You are cloaked in a radiant light that marks you as a servant of purest ideals. You gain a +2 bonus to persuade. Your radiance sheds light with a radius of 5 feet. Use: Selected. (*Note: You can select this feat even when evil or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.) Intuitive Attack Type of Feat: Exalted. Prerequisite: Base Attack Bonus 1, Good Alignment*. Specifics: With a simple weapon or a natural weapon, you may use your Wisdom modifier instead your Strength modifier on attack rolls. Use: Automatic. (*Note: You can select this feat even when evil or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.) Hand of a Healer Type of Feat: Exalted. Prerequisite: Cha 13, Lay on Hand, Good Alignment*. Specifics: When you determining how many hit points you can cure, treat your Charisma score as if it were 2 points higher. Use: Automatic. (*Note: You can select this feat even when evil or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.) Exalted Turning Type of Feat: Exalted. Prerequisite: Turn Undead, Good or Neutral Alignment*. Specifics: Any Undead that you turns take an extra 3d6 damage in addition to the normal turning effect. Use: Automatic. (*Note: You can select this feat even when evil, but it will not give you any benefits, so be smart and don't choose it if you can't use it.) Sanctify Martial Strike (Sickle) Sanctify Martial Strike (Dwarven Waraxe) Weapon of Tempus (dwarven waraxe) Weapon of Tempus (sickle) Snilloc's Major Missile(9) Snilloc's Major Missile (20) Natural Armor +2 Natural Armor +4 Natural Armor +6 Type of Feat: Class Specific Prerequisite: Tamer of Beasts Specifics: His companions gains +2 to its natural armor, this bonus rises to +4 at 6th level and +6 at 9th level. Use: Automatic. Companion Int 4 Companion Int 6 Companion Int 8 Companion Int 10 Companion Int 12 Type of Feat: Class Specific Prerequisite: Tamer of Beasts Specifics: His companions become more intelligent, the minimum score Intelligence score rises by 2 points for every two tamer levels. Use: Automatic. Tamer of Beasts Tamers of Beasts tamer of beasts (PRESTIGE CLASS) The Tamer of Beasts. - Hit Die: d8. - Proficiencies: Gains no proficiencies. - Skill Points: 4 + Int Modifier. REQUIREMENTS: Class: Druid or Ranger. Skills: Animal Empathy 10. Feats: Skill Focus(Animal Empathy), Animal Companion. CLASS FEATURES: Level 1: Animal Empathy - Tamer may have up to 5 animals. Intelligence 4 - Intelligence of your animal companion rises by 4. 2: None 3: Blood Bond - Your animals gain +2 to attack, checks and saving throws. Intelligence 6 Natural Armor +2 4: None. 5: Vermin Mastery - The tamer may use Animal Friendship to affect vermin. Intelligence 8 6: Natural Armor +4 Share Saving Throws - Your animal companion may use your base save or their own (take higher). 7: Intelligence 10 Share Spells - When the tamer casts a spell on himself it also affects nearest companion (max 20 feet). 8: None 9: Intelligence 12 Magical Animal Mastery - The tamer may use Animal Friendship to affect magical beasts. Natural Armor +6 10: Inspire Greatness - Tamer may grant +2 Hit Dice, +2 Attack, +1 Fort Save to all his companions within 30 feet. use 1/day max 5 round. BONUS SPELLS Each Three levels in Tamer, the character gains new spells per day as if he had also gained a level in his highest caster class Perfect Shot 2 Type of Feat: General Prerequisite: Base Attack Bonus 6, Point Blank Shot, Pinpoint Accuracy, Weapon Focus (ranged weapon). Specifics: When you make a attack using pinpoint accuracy, you sacrifice your additional attacks. You deal an additional 1d6 damage per iterative attack ( ex: with 3 attacks, you deal +2d6 damage). This feat increases the damage from Perfect Shot 1 from 1d4 to 1d6 Use: Selected. Weapon Specialization Type of Feat: Class Specific Prerequisite: Archer level 8 Specifics: You become eligible to take Bow Mastery feat. Use: Automatic. Shuriken Mastery Type of Feat: General Prerequisite: Weapon Focus (Shuriken), Weapon Specialization (Shuriken). Specifics: You receive a +1 to attack with shuriken. Use: Automatic. Crossbow Mastery Type of Feat: General Prerequisite: Weapon Focus (any Crossbow), Weapon Specialization (any Crossbow). Specifics: You receive a +1 to attack with all crossbows. Use: Automatic. Bow Mastery Type of Feat: General Prerequisite: Weapon Focus (any Bow), Weapon Specialization (any Bow) or Archer level 8. Specifics: You receive a +1 to attack with all bows. Use: Automatic. Unarmed Damage Stance 5 60 58 56 54 52 50 48 46 44 42 40 38 36 34 Ranged Disarm Type of Feat: Class Specific Prerequisite: Archer level 18 Specifics: You can attempt to disarm an opponent. Use: Automatic. Spell Level 4 Type of Feat: Spell List Level 1 Prerequisite: Soldier of Light. Specifics: He may cast some spells. Bless Range: Touch Area of Effect / Target: Colossal Duration: 1 Turn / Level Save: Harmless Spell Resistance: No All allies within the area of effect gain a +1 bonus to attack rolls, along with a +1 on Will saves against fear. Cure Light Wounds Range: Touch Area of Effect / Target: Single Save: Will 1/2 Spell Resistance: Yes The target creature is healed for 1d8 points of damage, +1 point per caster level (to a maximum of +5). Healing spells have a reverse effect on undead, harming instead of healing them. Magic Weapon Range: Touch Area of Effect / Target: Single Duration: 1 Hour / Level You empower the touched weapon with a +1 enhancement bonus Protection from Evil Range: Touch Area of Effect / Target: Single Area of Effect / Target: Single Duration: 1 Hour / Level Target receives a +2 deflection bonus to Armor Class, +2 to all saving throws, and immunity to any mind-affecting spells and spell-like abilities used by creatures of the chosen alignment Shield of Faith Range: Touch Area of Effect / Target: Single Duration: 1 Turn / Level Saving Throw: None Target gains +2 AC bonus +1/ 6 levels (+5 max). Least Legacy Type of Feat: Legacy Prerequisite: Must have completed the least legacy ritual for your Weapon of Legacy Specifics: You can use your Weapon of Legacy's least legacy abilities (5th to 10th levels) Use: Automatic Lesser Legacy Type of Feat: Legacy Prerequisite: Least Legacy, must have completed the lesser legacy ritual for your Weapon of Legacy Specifics: You can use your Weapon of Legacy's lesser legacy abilities (11th to 16th levels) Use: Automatic Greater Legacy Type of Feat: Legacy Prerequisite: Lesser Legacy, must have completed the greater legacy ritual for your Weapon of Legacy Specifics: You can use your Weapon of Legacy's greater legacy abilities (17th+ levels) Use: Automatic Changestaff Transmutation Level: Druid 7 Components: V, S Casting Time: 1 round Range: Short Effect: One treant Duration: 1 hour/level Saving Throw: None Spell Resistance: No This spell summons a treant to defend you. Totem Rager Totem Ragers totem rager (PRESTIGE CLASS) The totem rager embodies the wrath of nature in its most bestial form. Like the barbarian, she can stir herself into a fierce rage to cleave her enemies, and like the totemist, she can shape the forces of nature into soulmelds that grant her the power of magical beasts. But only in the totem rager do these abilities feed upon each other like the beasts of the wild, growing stronger from one another's essence. She can use her rage to make her soulmelds better, and use her soulmelds to make her virtually unstoppable in combat. REQUIREMENTS: Base Attack Bonus: +5. Skills: Intimidate 5 ranks. Feat: Cobalt Rage. Special: Ability to bind soulmelds to totem chakra, rage class feature. - Hit Die: d10. - Proficiencies: You gain no new proficiencies with weapons, armor, or shields. - Skill Points: 4 + Int Modifier. CLASS FEATURES: Level 1: Totem rage, wild empathy 2: Extra Rage 3: Damage Reduction 1/- 4: Chakra Binds (crown, feet, hands) 5: Extended Rage 6: - 7: Damage Reduction 2/- 8: Extra Rage 9: Chakra Binds (arms, brow, shoulders) 10: Totem Chakra Bind (+2 capacity) BONUS MELDSHAPING: At each totem rager level except for levels 1 and 6, you increase your meldshaper level, the number of soulmelds you can shape, the number of chakra binds you can create, and your essentia pool as if you had gained a level in a meldshaping class to which you belonged prior to gaining the totem rager level. You do not, however, gain any other abilities of that class, such as new tiers of chakra binds. Unarmed Damage Stance 1 Unarmed Damage Stance 2 Unarmed Damage Stance 3 Unarmed Damage Stance 4 Type of Feat: Class Specific Prerequisite: Epic Initiate of Draconic Mysteries Specifics: The Initiate of Draconic Mysteries gains +4 bludgeon damage, and +2 to Wisdom. The effect will last for 1 + Wisdom modifier rounds. Use: Selected. Bladesinger Bladesingers bladesinger (PRESTIGE CLASS) Bladesingers are elves who have blended art, swordplay, and arcane magic into a harmonious whole. In battle, a bladesinger's lithe movements and subtle tactics are beautiful, and belying their deadly martial efficiency. - Hit Die: d8. - Proficiencies: Gains Light Armor Proficiency. - Skill Points: 2+ Int modifier. REQUIREMENTS: Race: Elf or Half-elf. Base Attack Bonus: +5 Skills: Concentration 4, Tumble 2, Perform 3. Feats: Combat Casting, Dodge, Weapon Focus (Longsword or Rapier), Still Spell. Arcane Spellcasting : Able to cast spell level 1 CLASS FEATURES: Level 1: Bladesong Style - gains a AC bonus equal to his class level (max bonus Int) 2: Bonus Feat - (Any Meta Magic, Improved Critical (Longsword and Rapier), Improved Disarm, Mobility, Spring Attack, Whirlwind Attack). 3: Lesser Spellsong - Concentration +5. 4: None. 5: Bonus Feat. 6: Greater Spellsong - ignores arcane spell failure when wearing a light armor. 7: None 8: Bonus Feat. 9: None 10: Song of Fury - gains a extra attack but make his attacks to -2. NOTE: If he doesn't wield a longsword or a rapier (and nothing in the off hand), he loses all benefits of any of his song abilities (Bladesong Style, Lesser Spellsong, Song of Fury), and loses all abilities if he wears medium or heavy armor. BONUS SPELLS Every other level in Bladesinger, the character gains new spells per day as if he had also gained a level in his highest caster class (bard, sorcerer, or wizard). He does not learn any new spells through his abilities. EPIC: Bonus Feats: The epic Bladesinger gains a bonus feat every three levels after 10th Epic Bladesinger Bonus Feats List: Armor Skin, Automatic Still Spell, Blinding Speed, Epic Spell Focus, Epic Toughness, Epic Weapon Focus (Longsword, Rapier), Improved Combat Casting, Superior Initiative. Bladesong Style Type of Feat: Class Specific Prerequisite: Bladesinger level 1 Specifics: When he wearing a longsword or a rapier (and nothing in the other), he gains a AC bonus equal to his class level (max bonus Int). Use: Automatic. Lesser Spellsong Type of Feat: Class Specific Prerequisite: Bladesinger level 2 Specifics: When he wearing a longsword or a rapier (and nothing in the other), he gains +5 to Concentration. Use: Automatic. Greater Spellsong Type of Feat: Class Specific Prerequisite: Bladesinger level 6 Specifics: When he wearing a light armor, he ignores arcane spell failure. Use: Automatic. Song of Fury Type of Feat: Class Specific Prerequisite: Bladesinger level 10 Specifics: When he wearing a longsword or a rapier (and nothing in the other), he gains an extra attack. But suffers a -2 to his attacks. Use: Automatic. Perfect Shot Type of Feat: General Prerequisite: Base Attack Bonus 6, Point Blank Shot, Pinpoint Accuracy, Weapon Focus (ranged weapon). Specifics: When you make a attack using pinpoint accuracy, you sacrifice your additional attacks. You deal an additional 1d4 damage per iterative attack ( ex: with 3 attacks, you deal +2d4 damage). Taking this feat a second time, the damage increases to +1d6 instead of +1d4. Use: Selected. Killing Shot Type of Feat: General Prerequisite: Base Attack Bonus 19, Perfect Shot. Specifics: When you make a attack using pinpoint accuracy, the critical range on the weapon increased by 2. Use: Automatic. Pinpoint Accuracy Type of Feat: General Prerequisite: Dex 13, Point Blank Shot. Specifics: You may spend a round to aim a target, and receive a +2 to your attack roll the next round. You may aim for up to 3 consecutive rounds, gaining a maximum +6, but you only make a single attack. Use: Selected. Pinpoint Accuracy +2 Pinpoint Accuracy +4 Pinpoint Accuracy +6 Improved Many Shot Type of Feat: General Prerequisite: Dex 21, Base Attack Bonus 19, Point Blank Shot, Rapid Shot, Many Shot. Specifics: You can fire multiple arrows simultaneously against a nearby target (30 feet). You may fire 5 arrows with a -10 penalty and 6 arrows with -12. Use: Selected. Many Shot -10 Many Shot -12 Jump Ability: Strength. Requires Training: no. Classes: All. A successful check allows a character to jump over pits, vault low fences. Halfling have a +2 racial bonus. Synergy: If you have 5+ rank in Tumble, you get a +2 to Jump checks. If you have 5+ ranks in Jump you get +2 to Tumble checks. Use: Automatic. Many Shot -4 Many Shot -6 Many Shot -8 Resistance Element 5 Type of Feat: Class Specific Prerequisite: Bonded Summoner Level 1 Specifics: A Bonded Summoner gains 5 damage resistance in the chosen energy. Use: Automatic. Resistance Element 10 Type of Feat: Class Specific Prerequisite: Bonded Summoner Level 3 Specifics: A Bonded Summoner gains 10 damage resistance in the chosen energy. Use: Automatic. Resistance Element 15 Type of Feat: Class Specific Prerequisite: Bonded Summoner Level 5 Specifics: A Bonded Summoner gains 15 damage resistance in the chosen energy. Use: Automatic. Resistance Element 20 Type of Feat: Class Specific Prerequisite: Bonded Summoner Level 7 Specifics: A Bonded Summoner gains 20 damage resistance in the chosen energy. Use: Automatic. Immunity Sneak Attack Type of Feat: Class Specific Prerequisite: Bonded Summoner Level 9 Specifics: A Bonded Summoner gains immunity to sneak attacks. Use: Automatic. Immunity Element Type of Feat: Class Specific Prerequisite: Bonded Summoner Level 9 Specifics: A Bonded Summoner gains immunity in the chosen energy. Use: Automatic. Immunity Critical Hit Type of Feat: Class Specific Prerequisite: Bonded Summoner Level 9 Specifics: A Bonded Summoner gains immunity to critical hits. Use: Automatic. Summoner Bonded Air Type of Feat: Class Specific Prerequisite: Bonded Summoner Level 1 Specifics: A Summoner is bonded with an Air Elemental. Use: Automatic. Summoner Bonded Earth Type of Feat: Class Specific Prerequisite: Bonded Summoner Level 1 Specifics: A Summoner is bonded with an Earth Elemental. Use: Automatic. Summoner Bonded Fire Type of Feat: Class Specific Prerequisite: Bonded Summoner Level 1 Specifics: A Summoner is bonded with a Fire Elemental. Use: Automatic. Summoner Bonded Water Type of Feat: Class Specific Prerequisite: Bonded Summoner Level 1 Specifics: A Summoner is bonded with a Water Elemental. Use: Automatic. Summoner Bonded Type of Feat: Class Specific. Prerequisite: Bonded Summoner Level 1 Specifics: The Summoner is bonded with chosen element. Use: Automatic. Elemental Companion (Medium) Type of Feat: Class Specific Prerequisite: Bonded Summoner Level 1. Specifics: A character with this feat may summon a familiar once per day. Use: Selected. Elemental Companion (Large) Type of Feat: Class Specific Prerequisite: Bonded Summoner Level 3. Specifics: A character with this feat may summon a familiar once per day. Use: Selected. Elemental Companion (Huge) Type of Feat: Class Specific Prerequisite: Bonded Summoner Level 5. Specifics: A character with this feat may summon a familiar once per day. Use: Selected. Elemental Companion (Greater) Type of Feat: Class Specific Prerequisite: Bonded Summoner Level 7. Specifics: A character with this feat may summon a familiar once per day. Use: Selected. Elemental Companion (Elder) Type of Feat: Class Specific Prerequisite: Bonded Summoner Level 9. Specifics: A character with this feat may summon a familiar once per day. Use: Selected. Elemental Form Type of Feat: Class Specific Prerequisite: Bonded Summoner Level 10. Specifics: A Bonded Summoner can take the shape of an elemental once per day (max 10 hours). Use: Selected. Shadowlord Power Type of Feat: Class Specific Specifics: The character may access the Shadowlord class. Elemental Type Type of Feat: Class Specific Prerequisite: Bonded Summoner Level 10 Specifics: Your type changes to Elemental and your subrace changes to your Element. Use: Automatic. Initiate of Draconic Mysteries Initiates of Draconic Mysteries initiate of draconic mysteries (PRESTIGE CLASS) Not all who explore the mysterious powers of dragons do so out of heritage or religious faith. Some become Initiates of Draconic Mysteries; students of a knowledge that leads to greater power. - Hit Die: d8. - Proficiencies: None. - Skill Points: 4 + Int Modifier. REQUIREMENTS: Skills: Concentration 6, Lore 6, Tumble 4, Jump 8. Feats: Alertness, Improved Unarmed Strike, Power Attack. CLASS FEATURES: Level 1: Evasion - Upon successful Reflex saving throws, the character takes no damage. 2: Claw of the Dragon +1 - Unarmed strike gains a + 1 enhancement and adds slashing damage. 3: Keen Sense - Gain Low-Light Vision and Darkvision. 4: Increased Unarmed Damage - Unarmed strike increased by a die (d3 to d4 or d8 to d10). Polymorphed - Increase the creature damage (wildshape, shapechange, etc) 5: Frightful Presence - You have a Fear Aura (Dragons are immune). Claw of the Dragon +2. 6: Improved Evasion - Upon failed Reflex saving throws, character receives only half damage. 7: Spell Resistance - 15 + class level. 8: Increased Unarmed Damage. Claw of the Dragon +3. 9: Stunning Strike - Unarmed strike may stun for 1 round, five percent change of striking. 10: Dragon Shape - Gains the ability to turn into Huge Dragon (once per day, max 1 hour). Claw of the Dragon +1 Type of Feat: Class Specific Prerequisite: Initiate of Draconic Mysteries Level 2 Specifics: The Initiate of Draconic Mysteries unarmed attack counts as a magic weapon +1 against creatures with damage reduction and adds slashing damage. Use: Automatic. Increased Unarmed Damage 1 Type of Feat: Class Specific Prerequisite: Initiate of Draconic Mysteries Level 4 Specifics: The Initiate of Draconic Mysteries unarmed strike increased by a die (d3 to d4 or d8 to d10). Use: Automatic. Increased Unarmed Damage 2 Type of Feat: Class Specific Prerequisite: Initiate of Draconic Mysteries Level 8 Specifics: The Initiate of Draconic Mysteries unarmed strike increased by a die (d3 to d4 or d8 to d10). Use: Automatic. Claw of the Dragon +2 Type of Feat: Class Specific Prerequisite: Initiate of Draconic Mysteries Level 5 Specifics: The Initiate of Draconic Mysteries unarmed attack counts as a magic weapon +2 against creatures with damage reduction. Use: Automatic. Claw of the Dragon +3 Type of Feat: Class Specific Prerequisite: Initiate of Draconic Mysteries Level 8 Specifics: The Initiate of Draconic Mysteries unarmed attack counts as a magic weapon +3 against creatures with damage reduction. Use: Automatic. Snilloc's Major Missile School: Evocation Descriptor(s): Force Component(s): Verbal, Somatic Range: Long Area of Effect / Target: Single Duration: Instant Additional Counter Spells: Save: None Spell Resistance: Yes The caster creates a shimmering projectile of magical force that unerringly slams into a single selected target. After level 1, the spell creates 1 additional missile every two caster levels, to a maximum of 15 missiles at level 29. Magic missiles do 1D4+1 points of damage each. Spell Resistance Type of Feat: Class Specific Prerequisite: Initiate of Draconic Mysteries Level 7 Specifics: The Initiate of Draconic Mysteries gains a spell resistance equal to 15 + her class level. Use: Automatic. Frightful Presence Type of Feat: Class Specific Prerequisite: Initiate of Draconic Mysteries Level 5 Specifics: The Initiate of Draconic Mysteries can activate an aura of fear (dragons are immune). Use: Activated/Automatic. Dragon Shape Type of Feat: Class Specific Prerequisite: Initiate of Draconic Mysteries Level 10 Specifics: The Initiate of Draconic Mysteries can take the shape of an Huge Dragon once per day (max 1 hour). Use: Selected. Huge Gold Dragon Huge Red Dragon Huge Prismatic Dragon Stunning Strike Type of Feat: Class Specific Prerequisite: Initiate of Draconic Mysteries Level 8 Specifics: The Initiate of Draconic Mysteries unarmed strike may stun an opponent for 1 rounds, five percent chance. Use: Automatic. 5% / 1 Round Many Shot Type of Feat: General Prerequisite: Dex 17, Base Attack Bonus 6, Point Blank Shot, Rapid Shot Specifics: You can fire multiple arrows simultaneously against a nearby target (30 feet). You may fire 2 arrows with a-4 penalty. For every 5 pts BAB you have above +6, you may add an arrow with a cumulative -2 (max 4 arrows). Legendary Dreadnought Legendary Dreadnoughts legendary dreadnought (PRESTIGE CLASS) The Legendary Dreadnought is the ultimate foot soldier, an absolute force of destruction, a total warrior who excels at sheer combat prowess. While some rely of cunning and reflexes in a fight, and others uphold a code of honor or engage in combat from horseback, the Legendary Dreadnought simply wades into battle, completely bent on relentless, steady destruction. When the tide of combat flows against him, he stands like a rock. It is the Legendary Dreadnought who has the might to breach the seemingly unbreachable gates. - Hit Die: d12. - Proficiencies: All simple and martial weapons, all armor and shields. - Skill Points: 2+ Int modifier. REQUIREMENTS Base Attack Bonus: +23 Skills: Intimidate 15 ranks. Feats: Lightning Reflexes, Great Cleave, Improved Bullrush, Improved Critical. CLASS FEATURES: Level 1: Unstoppable - Once per day, gains a 20+ bonus to attack rolls for 1 round. 2: Unmovable - Once per day, gains a 20+ bonus to Discipline checks, and is immobile. 3: Epic Toughness.* - Character gains 20 HP. 4: Epic Damage Reduction.* - Dreadnought gains 3/- damage reduction. 5: Bonus Feat. 6: Unstoppable - Twice per day. 7: Unmovable - Twice per day. 8: Epic Fortitude. 9: Epic Damage Reduction.* - Dreadnought gains 6/- damage reduction. 10: Bonus Feat. 11: Unstoppable - Three times per day. 12: Unmovable - Three times per day. 13: Epic Toughness.* - Character gains an additional 20 HP. 14: Epic Damage Reduction.* - Dreadnought gains 9/- damage reduction. 15: Bonus Feat. *Bioware has made it impossible to add permanent HP by custom methods. Therefore, at 3rd level the Character will gain Epic Toughness 1, at 8th, Epic Fortitude, and at 13 Epic Toughness 2. This will grant a total of 40hp while in PnP the total gained HP would equal 36. Additionally to get the Damage Reduction to stack with current damage reduction used by the Barbarian and Dwarven Defender Classes the class gains Epic Damage Reduction, plan your character builds appropriately. Unstoppable Type of Feat: Class Specific Prerequisite: Legendary Dreadnought Level 1 Specifics: Once per day, gains a 20+ bonus to attack for 1 round. Extra uses every 5 levels. Use: Selected. Unmovable Type of Feat: Class Specific Prerequisite: Legendary Dreadnought Level 2 Specifics: Once per day, gains a 20+ bonus to Discipline checks, but with greatly reduced mobility. Extra uses every 5 levels. Use: Selected. Disciple of Baalzebul Disciples of Baalzebul disciple of Baalzebul (PRESTIGE CLASS) The Disciple of Baalzebul, is a liar, a cheat, and a thief. She is more likely to kill a paladin while he sleeps than face him in direct combat. She uses deceit and trickery to get what she wants, betraying even her family and closest friends to achiever her goals. Her abilities make her an astute prevaricator and a sneaky backstabber, but she can wield her lords powerful influence with everything from devils to flies if she needs to. - Hit Die: d6. - Proficiencies: All simple and martial weapons, and light armor. - Skill Points: 6+ Int modifier. REQUIREMENTS Alignment: Any evil. Skills: Bluff 10 ranks, Diplomacy, Persuade 8 ranks. Feats: Disciple of Darkness. CLASS FEATURES: Level 1: Tongue of the Devil - Add Intelligence modifier as well as Charisma to Bluff checks. 2: Sneak Attack 1d6* 3: Suggestion - Once per day, cast a version of Charm with a DC of 10 + Disciple Class Level + Charisma modifier. 4: Baalzebul Summon 1 - Summon a devil once per day. 6: Insect Plague - Once per day summon biting flies to interrupt the concentration of your enemies. 7: Beguiling Nature - Every other day produce an effect identical to mass charm with a Will save DC of 10 + Disciple Level + Charisma modifier. 9: Baalzebul Summon 2 - Summon a greater devil once per day. 10: King of Lies - Gain a permanent +4 bonus to Charisma. Tongue of the Devil Type of Feat: Class Specific Prerequisite: Disciple of Baalzebul Level 1 Specifics: Add Intelligence modifier as well as Charisma to Bluff checks. Use: Automatic. Suggestion Type of Feat: Class Specific Prerequisite: Disciple of Baalzebul Level 3 Specifics: Once per day, cast a version of Charm with a DC of 10 + Disciple Class Level + Charisma modifier. Use: Selected. Baalzebul Summon 1 Type of Feat: Class Specific Prerequisite: Disciple of Baalzebul Level 4 Specifics: Summon a devil once per day. Use: Selected. Insect Plague Type of Feat: Class Specific Prerequisite: Disciple of Baalzebul Level 6 Specifics: The Disciple of Baalzebul calls forth biting flies to assail its foes. Once per day, cast a spell causing 1d3 damage and a -10 modifier on all skills. Use: Cast. Beguiling Nature Type of Feat: Class Specific Prerequisite: Disciple of Baalzebul Level 7 Specifics: Every other day produce an effect identical to mass charm with a Will save DC of 10 + Disciple Level + Charisma modifier. Use: Selected. Baalzebul Summon 2 Type of Feat: Class Specific Prerequisite: Disciple of Baalzebul Level 9 Specifics: Once per day summon a greater devil. Use: Selected. King of Lies Type of Feat: Class Specific Prerequisite: Disciple of Baalzebul Level 10 Specifics: Gain a permanent +4 bonus to Charisma. Use: Automatic. Iaijutsu Focus Use this skill to gather your personal energy in an iaijutsu duel. Ability: Charisma Classes: All Untrained: No Check: If you attack an opponent using the Iaijutsu Attack, you can deal extra damage, based on the result of an Iaijutsu Focus Check. Iaijutsu Master Iaijutsu Masters iaijutsu master (PRESTIGE CLASS) Iaijutsu is the martial art of drawing a weapon, almost always a katana and attacking with it in the same fluid motion. It is the foundation of some forms of dueling, and its masters are feared and respected throughout the world. - Hit Die: d10 - Proficiencies: Iaijutsu Masters are proficient in all simple and martial weapons, gain no proficiencies in armor or shields. - Skill Points: 4+ Int modifier. REQUIREMENTS: Alignment: Any Lawful Base Attack Bonus: +6 Skills: Iaijutsu Focus 9 Ranks Feats: Improved Initiative, Weapon Focus: Katana CLASS FEATURES: Level 1: Katana Finesse - Character can use their Dexterity modifier instead of Strength for attack bonuses while using a katana. Canny Defense - While wearing no armor, the Iaijutsu Master can add their Intelligence modifier to their AC while using a katana. 4: Bonus Feat. 5: Iaijutsu Attack - If an Iaijutsu Master begins combat within melee range of an opponent, they can make an attack drawing the weapon at the same time as striking which grants bonus damage depending upon an Iaijutsu Focus Check. 8: One Strike, Two Cuts - An Iaijutsu Master can make two attacks with a katana as a standard action. 9: Bonus Feat. 10: Strike from the Void - Character adds her Charisma modifier to each extra damage die gained from using the Iaijutsu Attack. *Note, since there is no way to properly implement Iaijutsu Duels, to make the class more inline with the NWN game engine the Strike with No Thought feat is replaced with the Iaijutsu Attack at level 5, and Strike from the Void is moved to 10th level. Damage granted from the Iaijutsu Focus is inline with those given in the source book from which the class came. Weapon Finesse (Katana) Type of Feat: Class Specific Prerequisite: Iaijutsu Master Level 1 Specifics: An Iaijutsu Master may use their Dexterity modifier instead of their Strength modifier on attack rolls with their katana. Canny Defense Type of Feat: Class Specific Prerequisite: Iaijutsu Master Level 2 Specifics: When not wearing armor, Iaijutsu Masters add their Intelligence bonus to modify their AC. Use: Automatic. One Strike, Two Cuts Type of Feat: Class Specific Prerequisite: Iaijutsu Master Level 8 Specifics: An Iaijutsu Master can make two attacks with a katana as a standard action. Use: Selected. Strike from the Void Type of Feat: Class Specific Prerequisite: Iaijutsu Master Level 10 Specifics: An Iaijutsu Master adds her Charisma modifier to each extra damage die gained from using the Iaijutsu Attack. Use: Selected. Iaijutsu Attack Type of Feat: Class Specific Prerequisite: Iaijutsu Master Level 5 Specifics: Iaijutsu, the art of drawing the weapon, and attacking in one smooth motion. This attack deals damage equal to a normal attack with bonus damage dependent upon a skill check of the Iaijutsu Focus skill. Use: When Unarmed, activate the skill, target an enemy within melee range and you will draw your blade and attack in one action. Epic Iaijutsu Master Among the Iaijutsu Masters are told stories of warriors who have transcended this ancient art. These are the epic masters of Iaijutsu -- swordfighters of incomparable skill. Some can strike numerous times with a single cut, others can use their swords to perform blinding works of precision cutting, and some even strike so fast that they do not seem to draw their blade at all. Gains Echoes of the Edge at 11th level and every 3rd after. Gains Spirit Strike at 12th level and every 3rd after. Gains an Epic Bonus Feat at 13th level and every 3rd after. Echoes of the Edge Type of Feat: Class Specific Prerequisite: Iaijutsu Master Level 11 Specifics: The epic Iaijutsu master gains the ability to strike at a creature an additional time as a free action, as long as they successfully damage the target on the first strike. This attack is resolved at the highest base attack bonus and deals an amount of damage equal to the previous attack. Use: Selected. Spirit Strike Type of Feat: Class Specific Prerequisite: Iaijutsu Master Level 12 Specifics: The epic Iaijutsu Master can draw their sword, strike with it, and return it to its sheath so quickly that they don't even seem to move. The strike is so fast, no blood stains the blade, and the victim may not initially realize they have been cut. Use: Selected.I Improved Iaijutsu Focus (Epic) Type of Feat: General Prerequisite: Iaijutsu Focus 27 ranks. Specifics: The extra damage you inflict when you make an Iaijutsu Focus check no longer has a maximum die cap. The progression of extra damage continues indefinitely, increasing by +1d6 for every 5 points over a result of 10 you receive on the check. For example, an Iaijutsu Focus check of 76 would inflict +14d6 points of damage. Use: Automatic. Disciple of Dispater Disciples of Dispater disciple of Dispater (PRESTIGE CLASS) The Disciple of Dispater is a war-like general of evil. He is defensively minded and eager to have others fight for him. When he must fight, he does so on his terms and on his chosen battleground. Disciples of Dispater verge on paranoia and are thus distrustful of everyone. They have mystical power over iron that allows them to grant themselves even greater abilities in battle. - Hit Die: d10 - Proficiencies: Disciple of Dispater is proficient in all simple and martial weapons, all armor and shields. - Skill Points: 4+ Int modifier. REQUIREMENTS: Alignment: Any Evil Base Attack Bonus: +6 Feats: Disciple of Darkness, Expertise, Power Attack. CLASS FEATURES: Level 1: Device Lore - A +2 Bonus to Disable Device checks. 2: Iron Hews - Once per day the Disciple of Dispater may add a +3 divine bonus on damage from attacks for 1 round per Constitution modifier. 3: Rusting Grasp - Once per day, Disciple can attempt to grab an opponents weapon and if it is mostly metal destroy it. 4: Iron Power - When using an iron or steel weapon, gain +1 bonus to attack and damage rolls. Furthermore his threat range is doubled as if the weapon were keen. At 8th level the bonus improves to +2. This does not stack with Keen Weapons but does with the Improved Critical feat. 5: Summon Erinyes - Disciple can summon 1 erinyes once per day. 6: Greater Iron Hews - Once per day per point of Constitution bonus a Disciple of Dispater may add a +6 divine bonus on damage from attacks made that round. 7: Iron Skin: Once per day a Disciple of Dispater can produce an effect identical to the stone skin spell. 10: Iron Body - Once per day a disciple can produce an effect identical to that on an Iron Body spell. Device Lore Type of Feat: General Prerequisite: Disciple of Dispater Level 1 Specifics: A +2 Bonus to Disable Device checks is gained by the disciple. Use: Automatic. Iron Hews Type of Feat: General Prerequisite: Disciple of Dispater Level 2 Specifics: Once per day add a +3 divine bonus on damage from attacks for 1 round per Con Modifier. Use: Selected. Rusting Grasp Type of Feat: General Prerequisite: Disciple of Dispater Level 3 Specifics: Once per day, can attempt to grab an opponents weapon and if it is mostly metal destroy it. Use: Selected. Iron Power Type of Feat: General Prerequisite: Disciple of Dispater Level 4 Specifics: When using an iron or steel weapon, gain a +1 bonus to attack and damage rolls. Furthermore his threat range is doubled as if the weapon were keen. At 8th level the bonus improves to +2. This does not stack with Keen Weapons but does with the Improved Critical feat. Use: Automatic. Summon Erinyes Type of Feat: General Prerequisite: Disciple of Dispater Level 5 Specifics: Summons one Erinyes once per day. At level nine, summons 1d4 Erinyes. Use: Selected. Greater Iron Hews Type of Feat: General Prerequisite: Disciple of Dispater Level 6 Specifics: Once per day the Disciple of Dispater may add a +6 divine bonus on damage from attacks made for round per Constitution Modifier. Use: Selected. Iron Skin Type of Feat: General Prerequisite: Disciple of Dispater Level 7 Specifics: Once per day a Disciple of Dispater can produce an effect identical to the stone skin spell. Use: Selected. Iron Body Type of Feat: General Prerequisite: Disciple of Dispater Level 10 Specifics: Once per day, character can produce an effect identical to that of an Iron Body spell. Use: Selected. Ravager Ravagers ravager (PRESTIGE CLASS) Feared by many, understood by few, the infamous Ravager is an individual who has dedicated himself to the service of Erythnul, Deity of Slaughter. Living a life of violence and savagery the Ravager seeks to spread this deities malignant influence wherever he goes, never resting long in one place lest the forces of good and law pursue him. - Hit Die: d10 - Proficiencies: The ravager is proficient in all simple and martial weapons, all armor and shields. - Skill Points: 2+ Int modifier. REQUIREMENTS Alignment: CE, CN, NE BAB: +5 Feats: Dirty Fighting, Power Attack, Cleave. Intimidate: 3 Ranks. Lore: 7 Ranks. CLASS SKILLS: Intimidate, Lore, Move Silently CLASS FEATURES: Pain Touch: A Ravager can make an unarmed touch attack that causes 1d8 hit points of damage, plus one point per Ravager level. Weapons can also transmit this damage at 1d4 + 1 point per class level. Aura of Fear: Enemies near the Ravager suffer a -2 penalty to all saving throws for 3 rounds + 1 extra round for every Ravager level. Cruelest Cut: On a successful attack you deal 1d4 points of temporary constitution damage to your target in addition to the normal damage of the attack. Visage of Terror: Once per day on a successful touch attack you can trigger a spell like ability similar to the spell phantasmal killer with a DC equal to 14 + Ravager levels. 1: Pain Touch 1 2: Aura of Fear 1 3: Cruelest Cut 1 4: Pain Touch 2 5: Aura of Fear 2 6: Cruelest Cut 2 7: Pain Touch 3 8: Aura of Fear 3 9: Cruelest Cut 3 10: Visage of Terror Pain Touch A Ravager can make an unarmed touch attack that causes 1d8 hit points of damage, plus one point per Ravager level. Weapons can also transmit this damage at 1d4 + 1 point per class level. Aura of Fear Enemies near the Ravager suffer a -2 penalty to all saving throws for 3 rounds + 1 extra round for every Ravager level. Cruelest Cut On a successful attack you deal 1d4 points of temporary constitution damage to your target in addition to the normal damage of the attack. Visage of Terror Once per day on a successful touch attack you can trigger a spell like ability similar to the spell phantasmal killer with a DC equal to 14 + Ravager levels. Samurai CW Samurai samurai (BASE CLASS) Known for their matchless bravery and strict code of honor, the samurai were the noble soldiers of feudal Japan. The reputation of samurai for being tenacious in combat often precedes them in battle, and their mere presence is often enough to make dishonorable enemies slink away in the darkness. - Alignment: Any Lawful. - Hit Die: d10 - Proficiencies: All simple and martial weapons, with medium and light armor. - Skill Points: 2+ Int modifier. CLASS SKILLS: Concentration, Craft, Persuade, Intimidate, Lore CLASS FEATURES: Level 1: Daisho Proficiency Level 2: Two-Weapon Fighting Level 3: Kiai Smite 1/Day Level 4: -- Level 5: -- Level 6: Staredown Level 7: Kiai Smite 2/Day Level 8: Improved Initiative Level 9: -- Level 10: Mass Staredown Level 11: Improved Two-Weapon Fighting Level 12: Kiai Smite 3/Day Level 13: -- Level 14: Improved Staredown Level 15: -- Level 16: Greater Two-Weapon Fighting Level 17: Kiai Smite 4/Day Level 18: -- Level 19: -- Level 20: Frightful Presence Daisho Proficiency (Ex): In melee combat, a samurai favors the katana and the wakizashi (a short sword). Many samurai receive an heirloom set of these two blades, known as the daisho. Because a samurai is trained in their use, he gains Katana Weapon Proficiency as a bonus feat. Kiai Smite (Ex): Once per day, a samurai of 3rd level or higher can give a great cry during combat that invigorates him. When a samurai shouts, his next attack gains a bonus on the attack roll and damage roll equal to his Charisma bonus(minimum +1). As a samurai gains levels, he can make a kiai smite more often. Staredown (Ex): At 6th level, a samurai becomes able to strike fear into his foes by his mere presence. He gains a +4 bonus on Intimidate checks and can demoralize an opponent. Mass Staredown (Ex): At 10th level, a samurai has sufficient presence that he can cow multiple foes. Using a Intimidate check, the samurai can demoralize all opponents within 30 feet with a single action. Improved Staredown (Ex): At 14th level, even a glance from the hard eyes of a samurai is enough to give his foes a pause. The effects of Staredown and Mass Staredown now last 5 rounds instead of the standard 2. Frightful Presence (Ex): A 20th-level Samurais bravery, honor, and fighting prowess have become legendary. When the samurai draws his blade, opponents within 30 feet must succeed on a Will save(DC 20 + Cha Modifier) or become panicked for 4d6 rounds (if they have 4 or fewer Hit Dice) or shaken for 4d6 rounds (if they have more than 4 Hit Dice, but fewer than the Samurai). Creatures with more Hit Dice then the Samurai are not affected. Any foe that successfully resists the effect cannot be affected again by the same samurai's frightful presence for 24 hours. Kiai Smite Type of Feat: Class Specific Prerequisite: CW Samurai Level 3 Specifics: Once per day, a samurai of 3rd level or higher can give a great cry during combat that invigorates him. When a samurai shouts, his next attack gains a bonus on the attack roll and damage roll equal to his Charisma bonus(minimum +1). As a samurai gains levels, he can make a kiai smite more often. Staredown Type of Feat: Class Specific Prerequisite: CW Samurai Level 6 Specifics: At 6th level, a samurai becomes able to strike fear into his foes by his mere presence. He gains a +4 bonus on Intimidate checks and can demoralize an opponent. Demoralize Opponent: You can use Intimidate to weaken an opponent's resolve in combat. To do so, make an Intimidate check opposed by the target's modified level check (1d20 + hit dice + wisdom bonus, if any). If you win, the target becomes shaken for 1 round. A shaken character takes a -2 penalty on attack rolls, ability checks and saving throws. Mass Staredown Type of Feat: Class Specific Prerequisite: CW Samurai Level 10 Specifics: At 10th level, a samurai has sufficient presence that he can cow multiple foes. Using a Intimidate check, the samurai can demoralize all opponents within 30 feet with a single action. Improved Staredown Type of Feat: Class Specific Prerequisite: CW Samurai Level 14 Specifics: At 14th level, even a glance from the hard eyes of a samurai is enough to give his foes a pause. The effects of Staredown and Mass Staredown now last 5 rounds instead of the standard 2. Frightful Presence Type of Feat: Class Specific Prerequisite: CW Samurai Level 20 Specifics: A 20th-level Samurais bravery, honor, and fighting prowess have become legendary. When the samurai draws his blade, opponents within 30 feet must succeed on a Will save(DC 20 + Cha Modifier) or become panicked for 4d6 rounds (if they have 4 or fewer Hit Dice) or shaken for 4d6 rounds (if they have more than 4 Hit Dice, but fewer than the Samurai). Creatures with more Hit Dice then the Samurai are not affected. Any foe that successfully resists the effect cannot be affected again by the same samurai's frightful presence for 24 hours. Panicked: A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can't take any other actions. In addition, the creature takes a -2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers and does not attack. Shaken: A shaken character takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shadow Walker Rites Making Contact with the Shadow Lords, you sacrifice 10000 gold for the honor of being able to take the Shadowlord Prestige Class. Soak 1 Damage Soak 2 Damage Soak 3 Damage Runescarred Berserker Runescarred Berserkers runescarred berserker (PRESTIGE CLASS) Deadly barbarians who bear magical runes carved into their flesh, Runescarred Berserkers are among the most feared of Rashemen's defenders. They are loyal body guards to the hathrans of the land and stand ready to unleash a storm of martial fury at a single word from any Witch. - Hit Die: d10 - Proficiencies: No weapon or armor proficiencies gained. - Skill Points: 4+ Int modifier. REQUIREMENTS: Base Attack Bonus: +7 Skills: Craft Weapon 5 ranks, Intimidate 5 ranks, Sense Motive 2 ranks. Feats: Iron Will Special: Must have one Rashemi Berserker Lodge feat (Ettercap, Great Stag, Ice Troll, Owlbear, Snow Tiger, or Wolf Berserker) CLASS SKILLS: Climb, Craft, Discipline, Intimidate, Jump, Listen, Ride, Sense Motive CLASS FEATURES: 1: Scribe Runescar 2: Runescarred Rage 3: Ritual Scarring 1 4: Spawn of the Frost, Damage Reduction 1/- 5: Runescarred Rage 6: Ritual Scarring 2 7: Damage Reduction 2/- 8: Greater Rage 9: Runescarred Rage, Ritual Scarring +3 10: Damage Reduction 3/- A Wisdom Score of 10 + the Spell Level is needed to Scribe a Rune Scar. A Runescar costs 5 x spell level x caster level in Gold and 1/25th of that in XP to scribe. Scribing a runescar is painful, and deals the Runescarred 1d6 points of damage per spell level. You can choose to scribe at less than your caster level if desired. Runescars can only affect the Runescarred Berserker when activated A Runescarred Berserker can only have 7 scars scribed at a time. Spells Known 1: 1 x Level 1 2: 2 x Level 1 3: 2 x Level 1, 1 x Level 2 4: 3 x Level 1, 2 x Level 2 5: 3 x Level 1, 2 x Level 2, 1 x Level 3 6: 3 x Level 1, 3 x Level 2, 2 x Level 3 7: 4 x Level 1, 3 x Level 2, 2 x Level 3, 1 x Level 4 8: 4 x Level 1, 3 x Level 2, 2 x Level 3, 2 x Level 4 9: 4 x Level 1, 4 x Level 2, 3 x Level 3, 2 x Level 4, 1 x Level 5 10: 4 x Level 1, 4 x Level 2, 3 x Level 3, 3 x Level 4, 2 x Level 5 Runescarred Spell List 1st Level: Cure Moderate Wounds, Divine Favor, True Strike, See Invisibility, Resist Elements, Protection from Chaos, Protection from Evil, Protection from Good, Protection from Law 2nd Level: Keen Edge, Bulls Strength, Endurance, Cure Serious Wounds, Invisibility, Darkvision, Protection from Elements 3rd Level: Divine Power, Haste, Death Ward, Greater Magic Weapon, Cure Critical Wounds, Freedom of Movement 4th Level: Improved Invisibility, Neutralize Poison, Restoration, Righteous Might, Stoneskin 5th Level: Heal, Spell Resistance Scribe Runescar At 1st level, a Runescarred Berserker learns how to carve a Runescar into her own skin. A Runescar is a means of storing a spell, much like a scroll. Scribing a Runescar uses materials equal to 5gp x spell level x caster level, and XP equal to 1/25th the GP spent. In addition, scribing a Runescar is painful dealing 1d6 points of damage per spell level. A Runescarred Berserker can bear no more then seven runescars at any one time: two on the chest, two on the upper arms, two on the backs of the hands, and one on the face. Runescars can only affect the Runescarred Berserker when activated Ritual Scarring Through frequent disfiguration of their own skin a runescarred berserker gains a +1 natural armor bonus to AC at 3rd level. This increases to +2 at 6th and +3 at 9th. Spawn of the Frost Inured to the bitter cold of Rashemens winters a runescarred berserker gains cold resistance 5.D Damage Reduction Starting at 4th level a runescarred berserker gains the ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the berserker takes each time she is dealt damage from a weapon or natural attack. At 7th and 10th level this damage reduction increases to 2 and then 3 points. This overlaps (does not stack with) damage reduction from any other class feature. Left Hand Right Hand Left Arm Right Arm Left Chest Right Chest Face Resist 500 / - Resist 1 / - Resist 2 / - Resist 3 / - Resist 4 / - Skill Focus (Iaijutsu Focus) Epic Skill Focus (Iaijutsu Focus) Grants a bonus of +3 to your Iaijutsu Focus checks. This bonus is increased to +13 if Epic Skill Focus is taken as well. Animate Objects Caster Level(s): Cleric 6, Bard 6 Innate Level: 6 School: Transmutation Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Object Duration: 1 round / level Additional Counter Spells: Save: None Spell Resistance: No You imbue inanimate objects with mobility and a semblance of life. Each such animated object then immediately attacks whomever or whatever you initially designate. An animated object can be of any nonmagical material. This spell cannot animate objects carried or worn by a creature. Chill Touch Caster Level(s): Wizard / Sorcerer 1 Innate Level: 1 School: Necromancy Descriptor(s): Cold Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Single Duration: 1d4 + 1 round / level Additional Counter Spells: Save: Fortitude partial Spell Resistance: Yes A touch from the character's hand disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of negative energy damage and possibly also 1 point of temporary Strength damage. (A successful Fortitude saving throw negates the Strength damage.) The Strength damage lasts for 1d4 rounds +1 round per caster level. Undead touched by the character suffer no damage or Strength loss, but they must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level. Chill Touch (2) Epic Ravager The Epic Ravager has embraced the depths of madness. They are engines of pure destructive rage, treachery, and focused hate. An Epic Ravager gains powers in the following order every 5 levels. Pain Touch Aura of Fear Cruelest Cut Bonus Feat Visage of Terror Bonus Feat List Epic Skill Focus(Intimidate), Epic Skill Focus(Move Silently), Epic Weapon Focus, Overwhelming Critical, Devastating Critical, Great Strength, Great Dexterity, Great Charisma, Epic Toughness, Epic Prowess, Armour Skin, Epic DR. Summon Lammasu You have identified the in your inventory Poisoned Weapon The poison on your weapon has worn off. You coat your weapon with You clean the old poison off your weapon. You slip while applying the poison to your weapon. This poison cannot be applied to a weapon. Throw Poison Vial Poison Weapon (PnP poisons) shatters harmlessly. Poison Item (PnP poisons) You smear all over Poison Food (PnP poisons) You put some into Clean Poison Off You remove all traces of poison off of You slip while cleaning and touch the poison. * Target is not an item * That is not a contact poison. Target is already poisoned. <CUSTOM0> covers an object with something. <CUSTOM0> mixes something into the food. <CUSTOM0> cleans poison off an item. That is not an ingested poison. Target is not food. You notice is covered with poison and pick it up very carefully. You suddenly remember that the item you were about to use is covered with poison and try cleaning it first. Blade of Blood Caster Level(s): Assassin/Blackguard/Cleric/Duskblade/Sorcerer/Wizard 1 Innate Level: 1 School: Necromancy Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Weapon touched Duration: 1 round/level or until discharged Save: None Spell Resistance: No This spell infuses the weapon touched with baleful energy. The next time this weapon strikes a living creature, Blade of Blood discharges. The spell deals an extra 1d6 points of damage against the target of the attack. You can voluntarily take 5 hitpoints of damage to empower the weapon to deal an extra 2d6 of damage (for a total of 3d6 extra damage). The weapon loses this property if its wielder drops it or otherwise loses contact with it. Blade of Blood 1d6 Blade of Blood 3d6 Contact Ingested Inhaled Injury Wyvern Poison (Epic) Tiny Centipede Poison Medium Centipede Poison Large Centipede Poison Huge Centipede Poison Gargantuan Centipede Poison Colossal Centipede Poison Tiny Scorpion Poison Small Scorpion Poison Medium Scorpion Poison Huge Scorpion Poison Gargantuan Scorpion Poison Colossal Scorpion Poison Eyeblast Balor Bile Vilestar Sasson Juice Sufferfume Urthanyk Mist of Nourn Ishentav Burning Angel Wing Fumes Golden Ice This crystalline substance is cold to the touch, though it doesn't melt except at infernally high temperatures. Evil creatures subjected to it feel it's cold spreading throughout their bodies. Celestial Lightsblood This rare substance is as ethereal as pure alcohol, though it is not intoxicating. A pure silvery color, it first slows and then sickens creatures it affects. Jade Water Jade is a potent substance, noted for it's effect on certain kinds of evil supernatural creatures. Jade water is simply holy water with a suspension of jade crystals that takes on unusual potency as a ravage. Purified Couatl Venom The venom of a couatl, when milked from the creature and purified, becomes a potent ravage that severely weakens the victim. Unicorn Blood Drawn from a willing unicorn, unicorn blood retains it's potency as a ravage only as long as the unicorn that donated the blood remains alive. Channeled Pyroburst Caster Level(s): Duskblade/Sorcerer/Wizard 4 Innate Level: 4 School: Evocation [Fire] Component(s): Verbal, Somatic Range: Medium (100 ft. +10 ft./level) Area of Effect / Target: special Duration: Instantaneous Save: Reflex for half Spell Resistance: Yes This spell creates a bolt of fiery energy that blasts your enemies. The spell's strength depends on the amount of time you spend channeling energy into it. If you cast this spell as a swift action, it deals 1d4 of fire damage per two caster levels (maximum 10d4) against a single target of your choice. If you cast this spell as a standard action, it deals 1d6 points of fire damage per caster level (/maximum 10d6) to all creatures in a 10-foot-radius spread. If you cast this spell as a full round action, it deals 1d8 points of fire damage per caster level (maximum 10d8) to all creatures in a 15-foot-radius spread. If you spend 2 rounds casting this spell, it deals 1d10 fire damage per caster level (maximum 10d10) to all creatures in a 20-foot-radius spread. Swift Channeled Pyroburst Standard Channeled Pyroburst Full round Channeled Pyroburst Two rounds Channeled Pyroburst Crown of Might Caster Level(s): Cleric/Duskblade/Sorcerer/Wizard 3 Innate Level: 3 School: Transmutation Component(s): Verbal, Somatic, Material Range: Touch Area of Effect / Target: Creature touched Duration: 1 hour/level or until discharged Save: Will negates (harmless) Spell Resistance: Yes (harmless) This spell creates a crown of magical energy that grants the spell's recipient a +2 enhancement bonus to Strength. As an immediate action, the creature wearing a Crown of Might can discharge it's magic to gain a +8 enhancement bonus to Strength for 1 round. The spell ends after the wearer uses the crown in this manner. The crown occupies space on the body as a headband, hat, or helm. If the crown is removed, the spell immediately ends. Crown of Protection Caster Level(s): Cleric/Duskblade/Sorcerer/Wizard 3 Innate Level: 3 School: Transmutation Component(s): Verbal, Somatic, Material Range: Touch Area of Effect / Target: Creature touched Duration: 1 hour/level or until discharged Save: Will negates (harmless) Spell Resistance: Yes (harmless) This spell creates a crown of magical energy that grants the spell's recipient a +1 deflection bonus to AC and a +1 resistance bonus on all saves. As an immediate action, the creature wearing a Crown of Might can discharge its magic to gain a +4 deflection bonus to AC and a +4 resistance bonus on all saves for 1 round. The spell ends after the wearer uses the crown in this manner. The crown occupies space on the body as a headband, hat, or helm. If the crown is removed, the spell immediately ends. Caster Level(s): Cleric 4, Druid 3 Innate Level: 3 School: Necromancy Descriptor(s): Poison Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Single Duration: Instant; see text Additional Counter Spells: Neutralize Poison Save: Fortitude Negates; see text Spell Resistance: Yes Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successful melee touch attack. The poison deals 1d10 points of temporary Constitution damage immediately and another 1d10 points of temporary Constitution damage 1 minute later. Each instance of damage can be negated by a Fortitude save (DC 10 + 1/2 your caster level + your Wis modifier). Caster Level(s): Wizard / Sorcerer 5 Innate Level: 5 School: Conjuration Descriptor(s): Component(s): Verbal, Somatic Range: Medium (100 ft. + 10 ft./level) Area of Effect / Target: Large Duration: 1 min./level Additional Counter Spells: Saving Throw: Fortitude partial; see text Spell Resistance: No This spell generates a bank of fog, similar to a fog cloud, except that its vapors are yellowish green and poisonous. These vapors automatically kill any living creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is slain unless it succeeds on a Fortitude save (in which case it takes 1d4 points of Constitution damage each round while in the cloud). A living creature with 6 or more HD takes 1d4 points of Constitution damage each round while in the cloud (a successful Fortitude save halves this damage). Holding ones breath doesn't help, but creatures immune to poison are unaffected by the spell.Po Pox Caster Level(s): Druid 6 Innate Level: 6 School: Necromancy Descriptor(s): Evil Component(s): Verbal, Somatic Range: Close (25 ft. + 5 ft./2 levels) Area of Effect / Target: Up to one living creature / level in 5ft. radius. Duration: Instantaneous Additional Counter Spells: Save: Fortitude Negates Spell Resistance: Yes Subjects take 1d4 points Constitution drain. Their skin breaks out in yellow lesions and takes a pale yellow pallor. Pestilence Caster Level(s): Cleric 8, Druid 7 Innate Level: 7 School: Necromancy Descriptor(s): Evil Component(s): Verbal, Somatic, Disease Range: Touch Area of Effect / Target: Living creature touched Duration: Instantaneous Additional Counter Spells: Save: Fortitude negates Spell Resistance: Yes The subject contracts a particularly terrible and contagious disease, which strikes immediately with no incubation period. The caster infects the subject with a sickness that deals 1d4 points of Constitution drain each day until the subject dies. The subject may attempt a new saving throw each day, but she must succeed at two saves in a row to rid herself of the disease (as with most diseases). However, the disease, once unleashed, continues to spread. For the first day of the sickness, anyone touching the subject must succeed at a Fortitude saving throw or fall victim to the same malady. That victim in turn becomes contagious on the first day of her own affliction. Disease component: Any disease Pox (11) Pox (18) Pestilence (13) Pestilence (15) Type of Feat: Class Specific Prerequisite: Factotum 1 Specifics: You can spend one inspiration point to gain a bonus on a skill equal to your factotum level for one round. You can use this ability once per day for a particular skill, and you must have at least one rank in that skill. Use: Selected Opportunistic Piety - Heal Type of Feat: Class Specific Prerequisite: Factotum 5 Specifics: You can spend one inspiration point to heal a living creature of a number of points of damage equal to twice your factotum level + your Int modifier. Alternately, it will damage an undead creature an equal amount. Use: Selected Opportunistic Piety - Turn Type of Feat: Class Specific Prerequisite: Factotum 5 Specifics: You can spend one inspiration point to turn undead as a cleric of your factotum level. Use: Selected Celebrant of Sharess Celebrants of Sharess celebrant of sharess (PRESTIGE CLASS) Sharess is a paradoxical deity. Originally, she was a war goddess of the Mulhorandi pantheon - a champion in the war against Set and his forces of evil. Now, however, she is a goddess of passion and sex who is more often referred to as the Festhall Madam than as the Foe of Set. Most of her priests forget her glorious past and spend their time running brothels and celebrating the Endless Revel of Life, a nearly constant parade of festivals in their goddess's honor. But the celebrants of Sharess are different. They do not neglect Sharess in her present aspect as the goddess of pleasure and lust, but neither do they forget the ancient Foe of Set, who was Anhur's lieutenant. Celebrants of Sharess are seducers and warriors, hedonists and pious champions of good. While many of the goddess's followers are chaotic neutral and some even lean toward evil, the celebrants are an ever-present reminder that evil is the enemy, and that pleasure is to be enjoyed and shared with all as an act of good. Though celebrants of Sharess are not clerics, in many ways they represent a truer embodiment of their deity's nature than many of her clerics do. - Hit Die: d6 - Proficiencies: Celebrants of Sharess gain no proficiencies - Skill Points: 6+ Int modifier. REQUIREMENTS: Alignment: Chaotic good Skills: Diplomacy 7 ranks , Perform 7 ranks Feats: Sacred Vow, Vow of Purity CLASS FEATURES: Level 1: Cat Familiar - Gain a cat as a familiar Flirtation (Fascinate) - Once per day per class level, Fascinate creatures 2: Rage - As barbarian 3: 4: Flirtation (Confusion) - Confuse fascinated creature 5: Pounce of the Tigress - Gain Pounce at the end of charge 6: Rage 2/day 7: Sanctuary - You and allies gain sanctuary 8: Swiftness of the Tigress - Gain haste once a day 9: 10: Rage 3/day Flirtation (Dominate) - Dominate fascinated creature Vow of Purity Type of Feat: General Prerequisite: Sacred Vow Specifics: You gain a +4 perfection bonus on Fortitude saving throws to resist disease and death effects. Use: Automatic Flirtation (Fascinate) Dragon Breath Weapon You gain access to a Draconic Breath Weapon. The shape and element of this breath weapon varies based on what type of dragon disciple you are. At level 3, this breath weapon will inflict 2d10 damage. At level 7, it will inflict 4d10. At level 10, it will inflict 6d10. At level 13 and every three levels thereafter, your breath weapon will gain 2d10 damage. The save DC of this breath attack is a reflex save of 10 + CON + 1/2 your Dragon Disciple level. Those passing this reflex save will take half damage. Dragon Blood, Lung - Chiang Lung The blood of a Chiang Lung Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Chiang Lung Dragon ancestry. At level 10 in the Dragon Disciple class, you receive the ability to breath water and total immunity to 'drown' spells and effects. You do not gain any special breath attack. Dragon Blood, Lung - Li Lung The blood of a Li Lung Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Li Lung Dragon ancestry. You do not gain any immunities. You do not gain any special breath attack. Instead you gain the ability to "roar" three times per day, deafening everyone within 60 feet with no saving throw. Dragon Blood, Lung - Lung Wang The blood of a Lung Wang Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Lung Wang Dragon ancestry. At level 10 in the Dragon Disciple class, you receive the ability to breath water and total immunity to 'drown' spells and effects. You also receive total immunity to fire. At level 3, you gain the ability to breath a 30 foot cone of fire once per day. This cone will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels. Dragon Blood, Lung - Pan Lung The blood of a Pan Lung Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Pan Lung Dragon ancestry. At level 10 in the Dragon Disciple class, you receive the ability to breath water and total immunity to 'drown' spells and effects. You do not gain any special breath attack. Dragon Blood, Lung - Shen Lung The blood of a Shen Lung Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Shen Lung Dragon ancestry. At level 10 in the Dragon Disciple class, you receive the ability to breath water and total immunity to 'drown' spells and effects. You also receive total immunity to electrical energy, as well as total immunity to poisons. You do not gain any special breath attack. Dragon Blood, Lung - T'ien Lung The blood of a T'ien Wang Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your T'ien Wang Dragon ancestry. At level 10 in the Dragon Disciple class, you receive the ability to breath water and total immunity to 'drown' spells and effects. At level 3, you gain the ability to breath a 30 foot cone of fire once per day. This cone will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels. Dragon Blood, Lung - Tun mi Lung The blood of a Tun mi Lung Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Tun mi Lung Dragon ancestry. At level 10 in the Dragon Disciple class, you receive the ability to breath water and total immunity to 'drown' spells and effects. You do not gain any special breath attack. Dragon Blood, Lung - Yu lung The blood of a Yu Lung Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Yu Lung Dragon ancestry. At level 10 in the Dragon Disciple class, you receive the ability to breath water and total immunity to 'drown' spells and effects. You do not gain any special breath attack. Epic Dragon Disciple Embracing your draconic heritage is but one stop on your life journey. Your quest to understand, command, and harness your draconic energies has taken you into realm of the epic. Hit Die: d12 Skill Points at Each Additional Level: 2+ Int Modifier Bonus Feats: The epic dragon disciple gains a bonus feat every five levels after 10th Your breath weapon damage potential increases by 2d10 for every 3 levels after 10th. The save DC against your breath weapon continues to increase as you level. Your natural AC increases by +1 for every 5 levels after 10th. At level 12 you gain the ability to make 2 slam attacks with your wings. At level 15 you increase in size, which increases the damage of your natural weapons. At level 17 you gain a tail and the ability to make a slap attack with it. At level 18 you gain spell resistance equal to 20+Disciple Level. At level 20 you gain True Seeing. At level 25 you increase in size, which increases the damage of your natural weapons. Epic Dragon Disciple Bonus Feats List: Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Damage Reduction, Epic Prowess, Epic Reputation, Epic Spell Focus, Epic Spell Penetration, Epic Toughness, Improved Combat Casting, Epic Spell Focus: Lore, Great Charisma, Great Constitution, Great Strength. (note: If you attempt to select a second Draconic Color through your bonus feats, you will be forced to re-level). Draconic Spell Resistance As a Dragon Disciple, you gain Spell Resistance of 20+Class Level. True Seeing You gain Blindsight, the ability to see without vision. Fast Healing I You gain Regeneration +3 Fast Healing II You gain Regeneration +6 Fast Healing III You gain Regeneration +9 Draconic Spell Resistance Your Draconic blood grants you spell resistance equal to 20+Dragon Disciple Level. Draconic Armor Increase Your scales continue to thicken in epic levels, granting you increased AC. Dragon Blooded Type of Feat: General Prerequisite: Can only take this feat at 1st-level. Specifics: This feat qualifies you to take the Dragon Disciple Prestige Class, even if you are not a Sorcerer or Bard. You must still meet all other requirements. Use: Automatic. Cleanse Spirit (Su) Type: Class Prerequisite: Healer level 10 A Healer deals with certain kinds of maladies so often, that eventually she can cure them without resorting to a spell. At 10th level, a healer gains the ability to restore a creature to health once per day, as if casting a Greater Restoration spell. At epic levels a Healer gains +1 use per day every 4 levels, starting at 21st level. 3d8 4d8 5d8 6d8 7d8 8d8 9d8 10d8 Order of the Bow Initiate Order of the Bow Initiates order of the bow initiate (PRESTIGE CLASS) When asked, "What is Truth?", an initiate of the Order of the Bow picks up his bow, fires an arrow, and, without saying a word, lets his mastery of the weapon serve as the gauge of the archer's progress along the way. By learning the meditative art of the Way of the Bow, the archer improves his discipline, precision, and spirituality. Order of the Bow Initiates see their weapons as extensions of their being, and the use of a bow as a spiritual experience. - Hit Die: d8. - Proficiencies: An Order of the Bow Initiate does not gain any additional weapon or armor proficiencies. - Skill Points: 2+ Int modifier. REQUIREMENTS: Base Attack Bonus: +5 Feats: Weapon Focus: Longbow or Weapon Focus: Shortbow, Point Blank Shot, Rapid Shot. Skills: Craft Weapon 5 ranks, Lore 2 ranks. CLASS FEATURES: Level 1: Ranged Precision 1d8 - An Order of the Bow Initiate can make a single attack a round with a damage bonus 2: 3: Ranged Precision 2d8 - Damage increase 4: Greater Weapon Focus - The Order of the Bow Initiate gains +1 to attack 5: Ranged Precision 3d8 - Damage increase 6: Sharp Shooting - Blind Fight feat. 7: Ranged Precision 4d8 - Damage increase 8: 9: Ranged Precision 5d8 - Damage increase 10: Extended Precision - The range at which the Order of the Bow Initiate can use its Ranged Precision ability doubles Ranged Precision Type of Feat: Class Specific Prerequisite: Order of the Bow Initiate level 1. Specifics: The Order of the Bow Initiate can perform a single attack on a creature no farther than 30 feet away. The attack has a damage bonus of 1d8. The bonus increase by 1d8 for every two Order of the Bow Initiate levels (2d8 at level 3, 3d8 at level 5, and so on). This does not work on creatures immune to critical hits. Use: Selected. Greater Weapon Focus Type of Feat: Class Specific Prerequisite: Order of the Bow Initiate level 4. Specifics: The Order of the Bow Initiate gains +1 to attack with a Longbow or Shortbow. Use: Automatic. Extended Precision Type of Feat: Class Specific Prerequisite: Order of the Bow Initiate level 10. Specifics: The range for the Order of the Bow Initiate Ranged Precision ability is increased from 30 feet to 60 feet. Use: Selected. Epic Order of the Bow Initiate Your mastery of the bow is legend. You can fell foes with a single strike, and the entire Order of the Bow looks up to your mastery. You are the supreme wielder of the bow. Hit Die: d8 Skill Points at Each Additional Level: 2+ Int Modifier Bonus Feats: The epic Order of the Bow Initiate gains a bonus feat every three levels after 10th Ranged Precision: Your ranged precision damage increases to 6d8 at level 11, and continues to increase at the same rate (7d8 at 13, 8d8 at 15, and so on). Epic Order of the Bow Initiate Bonus Feats List: Blinding Speed, Epic Prowess, Weapon Focus: Long/Short Bow, Overwhelming Critical: Long/Short Bow, Devastating Critical: Long/Short Bow, Manyshot, Improved Manyshot, Pinpoint Accuracy, Great Dexterity, Epic Reflexes, Epic Toughness. Cleanse Petrification (Su) Ethereal You exist on the Ethereal Plane. While on the Ethereal Plane, a creature is called ethereal. Unlike incorporeal creatures, ethereal creatures are not present on the Material Plane. Ethereal creatures are invisible, inaudible, insubstantial, and scentless to creatures on the Material Plane. Even most magical attacks have no effect on them. See invisibility and true seeing reveal ethereal creatures. An ethereal creature can't affect the Material Plane, not even magically. An ethereal creature, however, interacts with other ethereal creatures and objects the way material creatures interact with material creatures and objects. Even if a creature on the Material Plane can see an ethereal creature the ethereal creature is on another plane. Only force effects can affect the ethereal creatures. If, on the other hand, both creatures are ethereal, they can affect each other normally. Incorporeal You lack a physical body. Such creatures are insubstantial and can't be touched by nonmagical matter or energy. Likewise, they cannot manipulate objects or exert physical force on objects. However, incorporeal beings have a tangible presence that sometimes seems like a physical attack against a corporeal creature. Incorporeal creatures are present on the same plane as the characters, and characters have some chance to affect them. Incorporeal creatures can be harmed only by other incorporeal creatures, by magic weapons, or by spells, spell-like effects, or supernatural effects. They are immune to all nonmagical attack forms. Even when struck by magic or magic weapons, an incorporeal creature has a 50% chance to ignore any damage from a corporeal source. Incorporeal creatures are immune to critical hits and sneak attacks. Lesser Deflect Caster Level(s): Duskblade/Sorcerer/Wizard 1 Innate Level: 1 School: Abjuration [Force] Component(s): Verbal Range: Personal Area of Effect / Target: Weapon touched Duration: Instantaneous You project a field of invisible force, creating a short-lived protective barrier. You gain a deflection bonus to your AC against a single attack; this bonus is equal to +1 per three caster levels (maximum +5) Dimension Hop Caster Level(s): Duskblade/Sorcerer/Wizard 2 Innate Level: 2 School: Conjuration (Teleportation) Component(s): Verbal Range: Touch Area of Effect / Target: Creature touched Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes You instantly teleport the subject creature a distance of 5 feet per two caster levels. The destination must be an unoccupied space within line of sight. Dispelling Touch Caster Level(s): Duskblade 3, Sorcerer/Wizard 2 Innate Level: 2 School: Abjuration Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: One touched creature, object, or spell effect Duration: Instantaneous Saving Throw: None Spell Resistance: No You can use Dispelling Touch to end an ongoing spell that has been cast on a creature or object, or a spell that has a noticeable ongoing effect. You make a dispel check (1d20 + your caster level, maximum +10) against the spell effect with the highest caster level. If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell or until you fail all your checks. Magic items carried by a creature are not affected. Doom Scarabs Caster Level(s): Duskblade 3, Sorcerer/Wizard 4 Innate Level: 4 School: Necromancy Component(s): Verbal, Somatic Range: 60 ft. Area of Effect / Target: Cone-shaped burst Duration: Instantaneous Saving Throw: Will for half Spell Resistance: special A swarm of scarabs surges from your outstretched hand. These insects rip and bite at all living creatures in the are, the return to you with life essence stolen from their victims. This spell has two effects. It deals 1d6 points of damage per two caster levels (maximum 10d6) to all creatures in the area. Spell resistance does not apply to this damage. However, spell resistance does apply to the spell's secondary effect. If you overcome a creature's spell resistance, you gain 1d4 temporary hit points as the scarabs feast on the creature's arcane energy and bleed it back to you. You gain these temporary hit points for each creature whose spell resistance you overcome. You never gain temporary hit points from creatures that do not have spell resistance. The temporary hit points gained from this spell last for up to 1 hour. Energy Aegis Caster Level(s): Cleric/Duskblade/Sorcerer/Wizard 3 Innate Level: 3 School: Abjuration Component(s): Verbal Range: Close Area of Effect / Target: One creature Duration: 1 round Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) When you cast Energy Aegis, specify an energy type (acid, cold, electricity, fire, or sonic). Against the next attack using this energy type that targets the subject, it gains resistance 20. Energy Aegis, Acid Energy Aegis, Cold Energy Aegis, Electricity Energy Aegis, Fire Energy Aegis, Sonic Halt Caster Level(s): Bard/Duskblade/Sorcerer/Wizard 3 Innate Level: 3 School: Transmutation Component(s): Verbal Range: Close Area of Effect / Target: One creature Duration: 1 round Saving Throw: Will negates Spell Resistance: Yes The subject creature's feet (or whatever pass for it's feet) become momentarily stuck to the floor. The creature must stop moving, and cannot move farther in it's current turn. This spell has no effect on creatures that are not touching the ground (such as flying creatures), and the subject can still use a standard action (if it has one available in this round) to move by means of teleportation magic. Type: Class Prerequisite: Healer level 13 A Healer deals with certain kinds of maladies so often, that eventually she can cure them without resorting to a spell. At 13th level, a healer gains the ability to restore a petrified creature to health once per day, as if casting a Stone to Flesh spell. At epic levels a Healer gains +1 use per day every 4 levels, starting at 21st level. Power Points Your manifester level is not high enough to spend You do not have a high enough ability score to manifest this power You do not have enough Power Points to manifest this power Your target's abilities cause you to use more Power Points than you have. The power fails You have used your Psionic Focus You have lost your Psionic Focus Psionic Focus Type of Feat: Psionic Prerequisite: Being a psionic creature Specifics: Used to gain psionic focus. Make a concentration check versus DC 20, on success you become psionically focused. Use: Selected Cloak Dance Type of Feat: General Prerequisite: Hide 10+ ranks, Perform 2+ ranks Specifics: You can take a full-round action to entirely obscure your exact position. Until your next action, you have total concealment. Use: Selected Reckless Offense Type of Feat: General Prerequisite: Base attack bonus +1 or higher Specifics: Using this feat applies a -4 AC penalty and a +2 bonus to attacks for one round. Use: Selected Closed Mind Type of Feat: General Prerequisite: Non-psionic (no power point reserve or psi-like abilities) Specifics: Your mind is better able to resist psionics than normal. You get a +2 bonus on all saving throws to resist powers. Use: Automatic Force Of Will Type of Feat: General Prerequisite: Iron Will, Non-psionic (no power point reserve or psi-like abilities) Specifics: Once per round, when targeted by a psionic effect that allows a Reflex save or a Fortitude save, you can instead make a Will saving throw to avoid the effect. Use: Automatic Hostile Mind Type of Feat: General Prerequisite: Cha 15, Non-psionic (no power point reserve or psi-like abilities) Specifics: Whenever you are subject to a power from the telepathy discipline (regardless of whether the power is harmful or beneficial to you), the manifester must make a Will saving throw against a DC of 10 + 1/2 you character level + your Charisma modifier or take 2d6 points of damage. Use: Automatic Mental Resistance Type of Feat: General Prerequisite: Base Will save bonus +2 or higher, Non-psionic (no power point reserve or psi-like abilities) Specifics: Against psionic attacks that do not employ an energy type to deal damage, such as mind thrust, you gain damage reduction 3/-. In addition, when you are hit with ability damage (but not ability drain or ability burn damage) from a psionic attack, you take 3 points less than you would normally take. Use: Automatic Psionic Hole Type of Feat: General Prerequisite: Con 15, Non-psionic (no power point reserve or psi-like abilities) Specifics: When a foe strikes you in melee combat, the foe immediately loses psionic focus, if any. Also, if you are the target of a power, the manifester of the power must spend an additional number of power points equal to your Wisdom bonus, or the power fails (all the power points spent on the power are still lost). This extra cost does not count toward the maximum power points a manifester can spend on a single power. Use: Automatic Combat Manifestation Type of Feat: Psionic Prerequisite: None Specifics: You get a +4 bonus to concentration checks made to manifest powers successfully if damaged or otherwise interrupted while manifesting the power. Use: Automatic NOTE: Due to technical limitations, this gives a generic +4 bonus to concentration. As a side-effect of having to do so, the DC for becoming psionically focused is increased by 4. Mental Leap Type of Feat: Psionic Prerequisite: Str 13, Jump 5 ranks Specifics: You expend your psionic focus to make a jump with +10 bonus. Use: Selected Narrow Mind Type of Feat: Psionic Prerequisite: Wis 13 Specifics: You get a +4 bonus to your concentration check to become psionically focused. Use: Automatic Power Penetration Type of Feat: Psionic Prerequisite: None Specifics: To use this feat you must expend your psionic focus. You get a +4 bonus on manifester level checks made to overcome a creature's power resistance. Use: Selected Greater Power Penetration Type of Feat: Psionic Prerequisite: Power Penetration Specifics: To use this feat, you must expend your psionic focus. You get a +8 bonus on manifester level checks to overcome a creature's power resistance. Use: Selected Weapon Focus (ray) Type of Feat: General Prerequisite: Base attack bonus +1 or higher Specifics: The character gains a +1 bonus to all attack rolls with ray-type spells. Use: Automatic Epic Weapon Focus (ray) Type of Feat: Epic, Combat Prerequisite: 21st level, Weapon Focus with chosen weapon. Specifics: The character gains a +2 bonus to all attack rolls with ray-type spells. Use: Automatic Power Specialization Type of Feat: Psionic Prerequisite: Weapon Focus(ray), manifester level 4th Specifics: With rays and ranged touch attack powers that deal damage, you deal an extra 2 points of damage. If you expend your psionic focus (by activating this feat) when you manifest a ray or a ranged touch attack power that deals damage, you add your key ability bonus to the damage (instead of 2). Use: Automatic and selected Greater Power Specialization Type of Feat: Psionic Prerequisite: Power Specialization, Weapon Focus(ray), manifester level 12th Specifics: Your powers that deal damage deal an extra 2 points of damage. This damage stacks with other bonuses on damage rolls to powers, including the one from Power Specialization. The damage bonus applies only if the target or targets are within 30 feet. Use: Automatic Psionic Dodge Type of Feat: Psionic Prerequisite: Dex 13, Dodge Specifics: You must be psionically focused to use this feat. You receive a +1 dodge bonus to your Armor Class. Use: Automatic when psionically focused Psionic Endowment Type of Feat: Psionic Prerequisite: None Specifics: To use this feat, you must expend your psionic focus. You add 2 to the save DC of a power you manifest. Use: Selected Greater Psionic Endowment Type of Feat: Psionic Prerequisite: None Specifics: To use this feat, you must expend your psionic focus. You add 4 to the save DC of a power you manifest. Use: Selected Psionic Fist Type of Feat: Psionic Prerequisite: Str 13 Specifics: When using this feat, your unarmed attack or attack with a natural weapon deals an extra 2d6 points of damage. Using this feat requires that you expend your psionic focus. If your attack misses, the focus is still lost. Use: Selected Greater Psionic Fist Type of Feat: Psionic Prerequisite: Str 13, Psionic Fist, base attack bonus +5 Specifics: When using this feat, your unarmed attack or attack with a natural weapon deals an extra 4d6 points of damage. Using this feat requires that you expend your psionic focus. If your attack misses, the focus is still lost. Use: Selected Psionic Weapon Type of Feat: Psionic Prerequisite: Str 13 Specifics: To use this feat, you must expend your psionic focus. Your attack with a melee weapon deals an extra 2d6 points of damage. If your attack misses, you still expend your psionic focus. Use: Selected Greater Psionic Weapon Type of Feat: Psionic Prerequisite: Str 13, Psionic Weapon, base attack bonus +5 Specifics: To use this feat, you must expend your psionic focus. Your attack with a melee weapon deals an extra 4d6 points of damage. If your attack misses, you still expend your psionic focus. Use: Selected Psionic Shot Type of Feat: Psionic Prerequisite: Point Blank Shot Specifics: To use this feat, you must expend your psionic focus. Your ranged attack deals an extra 2d6 points of damage. If your attack misses, you still expend your psionic focus. Use: Selected Greater Psionic Shot Type of Feat: Psionic Prerequisite: Point Blank Shot, Psionic Shot, base attack bonus +5 Specifics: To use this feat, you must expend your psionic focus. Your ranged attack deals an extra 4d6 points of damage. If your attack misses, you still expend your psionic focus. Use: Selected You do not posses 4 metapsionic feats and may not take Improved Metapsionics. You do not have the ability to manifest powers of the normal maximum power level in at least one psionic class and may not take You may only have 1 Discipline. Please reselect your feats. You are not a psionic character and may not take You are a psionic character and may not take Anti-Psionic Feats Anti-Psionic feats are only available to characters and creatures without the ability to manifest powers. (In other words, they must neither have a power point reserve nor have psi-like abilities.) Note that if you take one of these feats, you will never be able to become a psionic character. Due to technical reasons, we cannot enforce this limitation directly. If you do take one of these feats without qualifying for it, you will be re-leveled. Boost Construct Type of Feat: Psionic Prerequisites: None Specifics: When manifesting an astral construct, you can give it one additional special ability from any menu that the construct has an ability from. Use: Automatic Overchannel Type of Feat: Psionic Prerequisites: None Specifics: While manifesting a power, you can increase your effective manifester level by one, but in doing so you take 1d8 points of damage. At 8th level, you can choose to increase your effective manifester level by two, but you take 3d8 points of damage. At 15th level, you can choose to increase your effective manifester level by three, but you take 5d8 points of damage. The effective increase in manifester level increase the number of power points you can spend on a single power manifestation, as well as increasing all manifester level-dependent effects, such as range, duration and overcoming power resistance. Use: Selected Special: You cannot have Wilder's Wild Surge ability and Overchannel active at the same time. Overchannel 1 Overchannel 2 Overchannel 3 <CUSTOM0> overchannels. Overchannel Off <CUSTOM0> ceases overchanneling. Speed Of Thought Type of Feat: Psionic Prerequisites: Wis 13 Specifics: As long as you are psionically focused, and not wearing heavy armor, you gain an insight bonus to your speed of 25%. Use: Automatic when psionically focused Psionic Talent I Type of Feat: Psionic Prerequisites: Having a power point reserve Specifics: When you take this feat for the first time, you gain 2 power points. Special: You can take this feat multiple times. Each time you take the feat after the first time, the number of power points you gain increases by 1 (for example, you gain 3 power points if you take this feat a second time). Use: Automatic Psionic Talent II Psionic Talent III Psionic Talent IV Psionic Talent V Psionic Talent VI Psionic Talent VII Psionic Talent VIII Psionic Talent IX Psionic Talent X Talented Type of Feat: Psionic Prerequisites: Overchannel Specifics: To use this feat, you must expend your psionic focus. When manifesting a power of 3rd level or lower, you do not take damage from overchanneling. Use: Automatic Psionic Meditation Type of Feat: Psionic Prerequisites: Wis 13, Concentration 7 ranks Specifics: You can take a move action to become psionically focused instead of taking a full-round action. Use: Selected <CUSTOM0> attempts to become psionically focused. Rapid Metabolism Type of Feat: General Prerequisites: Con 13 Specifics: You naturally heal a number of hit points per day equal to the standard healing rate + double your Constitution bonus. You heal even if you do not rest. This healing replaces your normal natural healing. Use: Selected Note: Due to the rather greater natural healing rate in NWN, this feat by default heals 1 + Constitution bonus HP per turn instead. Refer to the PRC switches for a way to turn on the PnP behaviour. Unavoidable Strike Type of Feat: Psionic Prerequisites: Str 13, Psionic Fist, base attack bonus +5 Specifics: To use this feat, you must expend you psionic focus. You can resolve your unarmed strike or attack with a natural weapon as a touch attack. If you miss, you still expend your psionic focus. Use: Selected Wild Talent Type of Feat: General Prerequisites: None Specifics: Your latent power of psionics flares to life, conferring upon you the designation of a psionic character. As a psionic character, you gain a reserve of 2 power points and can take psionic feats and metapsionic feats. You do not, however, gain the ability to manifest powers simply by virtue of having this feat. Use: Automatic Wounding Attack Type of Feat: Psionic Prerequisites: Base attack bonus +8 Specifics: To use this feat, you must expend you psionic focus. You can make an attack with such vicious force that you wound your opponent. A wound deals 1 point of Constitution damage to your foe in addition to the usual damage dealt. If you miss, you still expend your psionic focus. Use: Selected Wounding Attack - Melee Wounding Attack - Ranged Deep Impact Type of Feat: Psionic Prerequisites: Str 13, Psionic Weapon, base attack bonus +5 Specifics: To use this feat, you must expend you psionic focus. You can resolve your attack with a melee weapon as a touch attack. If you miss, you still expend your psionic focus. Use: Selected Fell Shot Type of Feat: Psionic Prerequisites: Dex 13, Point Blank Shot, Psionic Shot, base attack bonus +5 Specifics: To use this feat, you must expend you psionic focus. You can resolve your ranged attack as a ranged touch attack. If you miss, you still expend your psionic focus. Use: Selected Epic Psionic Focus Type of Feat: Epic, Psionic Prerequisites: Character level 21st, ability to manifest powers of the normal maximum power level in at least one psionic class. Specifics: When you expend your psionic focus, you can simultaneously use two feats that require a psionic focus to be expended, instead of just one. The feats must be stackable (for instance, Empower Power and Maximize Power could both be used together on the same power). You must still spend the requisite power points required to use each metapsionic feat, and you cannot exceed the power point limit set by your manifester level. Special: You can take this feat multiple times. Each time you do so, you can simultaneously use one additional feat that requires a psionic focus to be expended. Use: Automatic Expanded Knowledge Type of Feat: Psionic Prerequisites: Manifester level 3rd Specifics: Add to your powers known one additional power of any level up to one level lower than the highest-level power you can manifest. For example, a 7th-level psion gains either a new 1st, 2nd, or 3rd level power. You can choose any power, including powers from another discipline's list or even from another class' list. Special: You can take this feat multiple times. Each time, you learn one new power at any level up to one less than the highest-level power you can manifest. Use: Automatic Epic Expanded Knowledge Type of Feat: Epic, Psionic Prerequisites: Character level 21st, ability to manifest powers of the normal maximum power level in at least one psionic class. Specifics: You learn one additional power at any level up to the highest level of power you can manifest. You can choose any power, even one that is a part of another discipline's list or another class' list. Special: You can take this feat multiple times. Each time, you learn one new power at any level up to the highest level of power you can manifest. Use: Automatic Improved Metapsionics Type of Feat: Epic, Psionic Prerequisites: Character level 21st, four metapsionic feats, Psicraft 30 ranks. Specifics: Metapsionic powers you manifest cost 2 power points less than normal (to a minimum of 1 power point). For instance, you could manifest a twinned power as a power that costs only 4 more power points rather than 6 more power points. This feat has no effect on metapsionic powers that inflate the cost by only 2 power points. Special: You can take this feat multiple times. The effects stack, though you can't lower the cost of any metapsionic power to less than 1 power point. Use: Automatic Note: For multiple metapsionics on the same power, by default this is applied separately for each metapsionic. There is a switch to turn it to affect the sum of the added costs instead. Improved Manifestation Type of Feat: Epic, Psionic Prerequisites: Character level 21st, ability to manifest powers of the normal maximum power level in at least one psionic class. Specifics: When you select this feat, you gain 19 power points. Special: You can take this feat multiple times. Each time you do so, you gain an additional number of power points equal to your previous benefit +2. Use: Automatic Power Knowledge - Psion Power Knowledge - Psychic Warrior Power Knowledge - Wilder Type of Feat: Epic, Psionic Prerequisites: Character level 21st, ability to manifest powers of the normal maximum power level in at least one psionic class. Specifics: You learn two new powers of any level up to the highest level of power you can manifest. The powers you select must be on your class list or the list for your discipline. Special: You can take this feat multiple times. Each time, you learn two new powers at any level up to the highest level of power you can manifest. Use: Automatic Chain Power Type of Feat: Metapsionic Prerequisites: None Specifics: To use this feat you must expend your psionic focus. You can chain any power that affects a single target and deals either acid, cold, electricity, fire or sonic damage. After the primary target is struck, the power can arc to a number of secondary targets equal to your manifester level (maximum twenty). The secondary arcs each strike one target and deal half as much damage as the primary one did (round down). Each target gets to make a saving throw, if one is allowed by the power, You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum (to avoid allies in the area, for example). Using this feat increases the power point cost of the power by 6. The power's total cost cannot exceed your manifester level. Use: Selected Empower Power Type of Feat: Metapsionic Prerequisites: None Specifics: To use this feat, you must expend your psionic focus. You can empower a power. All variable, numeric effects of an empowered power are increased by one-half. An empowered power deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets, and so forth, as appropriate. Augmented powers can also be empowered (multiply 1-1/2 times the damage total of the augmented power). Saving throws and opposed checks (such as the one you make when you manifest dispel psionics) are not affected, nor are powers without random variables. Using this feat increases the power point cost of the power by 2. The power's total cost cannot exceed your manifester level. Use: Selected Extend Power Type of Feat: Metapsionic Prerequisites: None Specifics: To use this feat, you must expend your psionic focus. You can manifest an extended power. An extended power lasts twice as long as normal. A power with a duration of concentration, instantaneous, or permanent is not affected by this feat. Using this feat increases the power point cost of the power by 2. The power's total cost cannot exceed your manifester level. Use: Selected Maximize Power Type of Feat: Metapsionic Prerequisites: None Specifics: To use this feat, you must expend your psionic focus. You can maximize a power. All variable, numeric effects of a power modified by this feat are maximized. A maximized power deals maximum damage, cures the maximum number of hit points, affects the maximum number of targets, and so on, as appropriate. Saving throws and opposed checks are not affected, nor are powers without random variables. Augmented powers can be maximized; a maximized augmented power deals the maximum damage (or cures the maximum hit points, and so on) of the augmented power. An empowered and maximized power gains the separate benefits of each feat: the maximum result plus one-half the normally rolled result. Using this feat increases the power point cost of the power by 4. The power's total cost cannot exceed your manifester level. Use: Selected Split Psionic Ray Type of Feat: Metapsionic Prerequisites: Any other metapsionic feat Specifics: To use this feat, you must expend your psionic focus. You can split psionic rays you manifest. The split ray affects any two targets that are both within the power's range and within 30 feet of each other. If the ray deals damage, each target takes as much damage as a single target would take. Using this feat increases the power point cost of the power by 2. The power's total cost cannot exceed your manifester level. Use: Selected Twin Power Type of Feat: Metapsionic Prerequisites: None Specifics: To use this feat, you must expend your psionic focus. You can twin a power. Manifesting a power altered by this feat causes the power to take effect twice on the area or target, as if you were simultaneously manifesting the same power two times on the same location or target. Any variables in the power (such as duration, number of targets, and so on) are the same for both the resulting powers. The target experiences all the effects of both powers individually and receives a saving throw (if applicable) for each. In some cases, such as a twinned Psionic Charm, failing both saving throws results in redundant effects (although, in this example, any ally of the target would have to succeed on two dispel attempts to free the target from the charm effect). Using this feat increases the power point cost of the power by 6. The power's total cost cannot exceed your manifester level. Use: Selected Widen Power Type of Feat: Metapsionic Prerequisites: None Specifics: To use this feat, you must expend your psionic focus. You can alter a burst, emanation, line, or spread-shaped power to increase it's area (Powers that do not have an area of one these four sorts are not affected by this feat). Any numeric measurements of the power's area are increased by 100%. For example, an Energy Burst power (which normally produces a 40-foot radius spread) that is widened now fills an 80-foot radius spread. Using this feat increases the power point cost of the power by 4. The power's total cost cannot exceed your manifester level. Use: Selected You do not have at least one other metapsionic feat besides Split Psionic Ray, so you may not take it. Gain Psionic Focus Turn off all Psionic Focus -based abilities You already have the maximum amount of psionic focus expending feats active. Summon Androsphinx Epic Psionic Focus I Epic Psionic Focus II Epic Psionic Focus III Epic Psionic Focus IV Epic Psionic Focus V Epic Psionic Focus VI Epic Psionic Focus VII Epic Psionic Focus VIII Epic Psionic Focus IX Epic Psionic Focus X Expanded Knowledge I Expanded Knowledge II Expanded Knowledge III Expanded Knowledge IV Expanded Knowledge V Expanded Knowledge VI Expanded Knowledge VII Expanded Knowledge VIII Expanded Knowledge IX Expanded Knowledge X Epic Expanded Knowledge I Epic Expanded Knowledge II Epic Expanded Knowledge III Epic Expanded Knowledge IV Epic Expanded Knowledge V Epic Expanded Knowledge VI Epic Expanded Knowledge VII Epic Expanded Knowledge VIII Epic Expanded Knowledge IX Epic Expanded Knowledge X Improved Metapsionics I Improved Metapsionics II Improved Metapsionics III Improved Metapsionics IV Improved Metapsionics V Improved Metapsionics VI Improved Metapsionics VII Improved Metapsionics VIII Improved Metapsionics IX Improved Metapsionics X Improved Manifestation I Improved Manifestation II Improved Manifestation III Improved Manifestation IV Improved Manifestation V Improved Manifestation VI Improved Manifestation VII Improved Manifestation VIII Improved Manifestation IX Improved Manifestation X Power Knowledge - Psion I Power Knowledge - Psion II Power Knowledge - Psion III Power Knowledge - Psion IV Power Knowledge - Psion V Power Knowledge - Psion VI Power Knowledge - Psion VII Power Knowledge - Psion VIII Power Knowledge - Psion IX Power Knowledge - Psion X Power Knowledge - Psychic Warrior I Power Knowledge - Psychic Warrior II Power Knowledge - Psychic Warrior III Power Knowledge - Psychic Warrior IV Power Knowledge - Psychic Warrior V Power Knowledge - Psychic Warrior VI Power Knowledge - Psychic Warrior VII Power Knowledge - Psychic Warrior VIII Power Knowledge - Psychic Warrior IX Power Knowledge - Psychic Warrior X Power Knowledge - Wilder I Power Knowledge - Wilder II Power Knowledge - Wilder III Power Knowledge - Wilder IV Power Knowledge - Wilder V Power Knowledge - Wilder VI Power Knowledge - Wilder VII Power Knowledge - Wilder VIII Power Knowledge - Wilder IX Power Knowledge - Wilder X Chained Empowered Extended Maximized Split Twinned Widened and Power Power Knowledge - Fist of Zuoken I Power Knowledge - Fist of Zuoken II Power Knowledge - Fist of Zuoken III Power Knowledge - Fist of Zuoken IV Power Knowledge - Fist of Zuoken V Power Knowledge - Fist of Zuoken VI Power Knowledge - Fist of Zuoken VII Power Knowledge - Fist of Zuoken VIII Power Knowledge - Fist of Zuoken IX Power Knowledge - Fist of Zuoken X Quickened Quicken Power Type of Feat: Metapsionic Prerequisites: None To use this feat, you must expend your psionic focus. You can quicken a power. You can perform another action, even manifest another power, in the same round that you manifest a quickened power. You can manifest only one quickened power per round. A power whose manifesting time is longer than 1 round cannot be quickened. Using this feat increases the power point cost of the power by 6. The power's total cost cannot exceed your manifester level. Use: Selected Target does not posses a claw attack! Target is already under effect of the Compression power! Target is already under effect of the Expansion power! Target does not posses a natural attack! Power Knowledge - Warmind I Power Knowledge - Warmind II Power Knowledge - Warmind III Power Knowledge - Warmind IV Power Knowledge - Warmind V Power Knowledge - Warmind VI Power Knowledge - Warmind VII Power Knowledge - Warmind VIII Power Knowledge - Warmind IX Power Knowledge - Warmind X Target is not a weapon! Target is not valid for Strength of my Enemy! Target is not wielding a weapon! Force of Will used for this round. PRC note: Though Jaroo will not say so, you may pass his test by using a spell or a power to destroy the statue. Energy Surge Caster Level(s): Duskblade/Sorcerer/Wizard 3 Innate Level: 3 School: Transmutation Component(s): Verbal Range: Close Area of Effect / Target: One weapon Duration: 1 round Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You temporarily imbue a weapon with elemental energy. When you cast this spell, specify an energy type (acid, cold, electricity, fire, or sonic). This spell is a spell of that type, and the target weapon is sheathed in that energy. If the attack is successful, it deals an extra 3d6 points of damage of the specified energy type. Energy Surge, Acid Energy Surge, Cold Energy Surge, Electricity Energy Surge, Fire Energy Surge, Sonic Kelgore's Fire Bolt Caster Level(s): Duskblade/Sorcerer/Wizard 1 Innate Level: 1 School: Evocation [Fire] Component(s): Verbal, Somatic, Material Range: Medium Area of Effect / Target: One creature Duration: Instantaneous Saving Throw: Reflex for half Spell Resistance: special This spell conjures a small orb of rock and sheathes it in arcane energy. This spell deals 1d6 points of fire damage per caster level (maximum of 5d6). If you fail to overcome the target's spell resistance, the spell still deals 1d6 points of fire damage from the heat and force of the conjured orb's impact. Regroup Caster Level(s): Duskblade/Sorcerer/Wizard 3 Innate Level: 3 School: Conjuration (Teleportation) Component(s): Verbal, Somatic Range: Close Area of Effect / Target: One willing creature/level Duration: Instantaneous Saving Throw: None Spell Resistance: No You teleport your companions to your side. Each subject of this spell teleports to a square adjacent to you. If those squares are occupied or cannot support the teleported creatures, the creatures appear as close to you as possible, on a surface that can support them, in an unoccupied square. Rouse Caster Level(s): Duskblade/Sorcerer/Wizard 1 Innate Level: 1 School: Enchantment (Compulsion) [Mind-Affecting] Component(s): Verbal, Somatic Range: Close Area of Effect / Target: 10-ft.-radius burst Duration: Instantaneous Saving Throw: None Spell Resistance: No With a loud snap of your fingers, you cause any sleeping creatures in the spell's area to awaken. This spell has no effect on creatures that are unconscious due to being reduced to negative hit points or that have taken nonlethal damage in excess of their current hit points. Seeking Ray Caster Level(s): Duskblade/Sorcerer/Wizard 2 Innate Level: 2 School: Evocation Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Ray Duration: Instantaneous Saving Throw: None Spell Resistance: Yes A ray of electricity springs from your hand. It snakes around obstacles, cover, and other impediments on it's way toward your target. The ray deals 4d6 of electricity damage if it strikes your target. While this ray requires a ranged touch attack to strike an opponent, it ignores concealment and cover (but not total concealment and total cover), and it does not take the standard penalty for firing into melee. Slashing Dispel Caster Level(s): Duskblade 5 Sorcerer/Wizard 4 Innate Level: 4 School: Abjuration Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: One Creature or 20-ft.-radius burst Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell functions like a Dispel Magic, except as noted here. Any creature that has a spell effect removed from it takes 2 points of damage per level of the dispelled effect. If a creature loses the effects of multiple spells, it takes damage for each one. Sonic Shield Caster Level(s): Bard 3, Duskblade/Sorcerer/Wizard 5 Innate Level: 5 School: Evocation Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: Self Duration: 1 round/level This spell grants you a +4 deflection bonus to AC. In addition, anyone who successfully hits you with a melee attack takes 1d8 points of sonic damage and must make a Fortitude saving throw or be knocked 5 feet away from you into an unoccupied space. If no space of sufficient size is available for it to enter, it instead takes an extra 1d8 points of damage. Sure Strike Caster Level(s): Duskblade/Sorcerer/Wizard 2 Innate Level: 2 School: Divination Component(s): Verbal Range: Personal Area of Effect / Target: Self Duration: 1 round or until discharged You gain a fleeting glimpse into the future, enough to guide your impending attack. You cast this spell immediately before you make an attack roll. You can see into the future for that attack, granting you a +1 insight bonus per three caster levels on your next attack roll. New Limb (Su) Type: Class Prerequisite: Healer level 15 A Healer deals with certain kinds of maladies so often, that eventually she can cure them without resorting to a spell. At 15th level, a healer gains the ability to regrow a creature's lost or damaged body part once per day, as if casting a Regenerate spell. At epic levels a Healer gains +1 use per day every 4 levels, starting at 21st level. Area of effect Decreased Cost A Decreased Cost B Decreased Cost C Decreased Cost D Decreased Cost E Decreased Cost F Decreased Cost G Decreased Cost H Increased Cost A Increased Cost B Increased Cost C Increased Cost D Increased Cost E Havoc Mage Havoc Mages havoc mage (PRESTIGE CLASS) Combat magic is usually reserved for spellcasters in the second rank who are content to lob spells as if artillery from behind the cover of front-rank combatants. Not so the havoc mage, who shares as much in common with a fighter as with a wizard. The havoc mage has learned to toss off spells with such reckless abandon that he can fight head-to-head with both sword and spell without incurring the bitter consequences other spellcasters must contend with. A havoc mage is interested in maximum carnage in the shortest amount of time, by dint of a quick spell cast where an enemy least expects it. A havoc mage must first learn the ways of arcane magic, so those most likely to take up the sword (to complement the wand) are sorcerers and wizards. These normally sedate characters are drawn to the frenzy of battle, during which a flashing sword can be just as effect in their own hands as a well timed spell. - Hit Die: d8. - Proficiencies: A havoc mage does not gain any additional weapon or armor proficiencies. - Skill Points: 2+ Int modifier. REQUIREMENTS: Arcane Spellcasting: Able to cast 2nd-level spells. Base Attack Bonus: +4 Skills: Lore 5 ranks. CLASS FEATURES: Level 1: Battlecast 2nd level - A havoc mage gains the ability to cast 2nd level or lower spells while making a single weapon attack. Casting a spell in this manner does not provoke an attack of opportunity. 3: Battlecast 4th level 5: Battlecast 8th level BONUS SPELLS Every other level in Havoc Mage, the character gains new spells per day as if he had also gained a level in his highest arcane caster class. He does not learn any new spells through his abilities. Battlecast Type of Feat: Class Specific. Prerequisite: Havoc Mage level 1. Specifics: A havoc mage gains the ability to cast spells of a certain level or lower while making a single weapon attack. Using battlecast does not provoke an attack of opportunity. To use this ability, merely turn it on. On all subsequent spells, you will perform a single attack against the spell target. However, if the spell target is out of range of your physical attack, it will not work, for example if you cast a spell at range while holding a sword you will not attack the target. At 1st level, this ability allows you to battlecast 2nd level or lower spells. At 3rd level this increases to 4th or lower, and at 5th level you may battlecast 8th or lower. Use: Selected. **** 45,000 - 50,000 reserved for Race Pack Races**** Drow, Female Drow, Male Drow drow Descended from the original dark-skinned subrace called the Illythiiri, the drow also known as dark elves, were cursed into their present appearance by the good elven deities for following the goddess Lolth down the path to evil and corruption. Living in the Underdark, they built a matriarchal society based on power and deceit. The drow have black skin that resembles polished obsidian and stark white or pale yellow hair. They commonly have very pale eyes (so pale as to be often mistaken for white) in shades of lilac, silver, pink and blue. They also tend to be smaller and thinner than most elves. Drow females tend to be bigger and stronger than males. Drow society is theocratic and strongly matriarchal with females holding all positions of power and responsibility in the government, the militia and in the home. Their preferred class is cleric. Drow males tend to be smaller and weaker than females. In society they tend to fill the lower ranks as fighters, rangers and rogues although their aptitude for magic is equal, if not superior, to that of other elven subraces. Their preferred class is wizard. Drow Ability Adjustments: +2 Dex, +2 Int, +2 Cha, -2 Con. Favored Class Females (Cleric): A multiclass female drows cleric class does not count when determining whether she suffers an XP penalty for multiclassing. Favored Class Males (Wizard): A multiclass male drows wizard class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Sleeplessness: Immune to spells and effects of the 'Sleep' subtype. - Hardiness vs. Enchantments: +2 racial bonus on saving throws against mind-affecting spells. - Iron Will: +2 racial bonus on savings throws versus will. - Skill Affinity (Listen): +2 racial bonus to Listen checks. - Skill Affinity (Search): +2 racial bonus to Search checks. - Skill Affinity (Spot): +2 racial bonus to Spot checks. - Keen Senses: Drow make active Search checks automatically and with no movement penalties. - Darkvision: Drow can see in the dark. - Spell Resistance: Innate spell resistance of 11 plus 1 per level. - Light Blindness: Abrupt exposure to light blinds a drow for 1 round. In addition drow suffer -1 circumstance penalty to attack rolls, saves and checks while operating in bright light. - Spell-like Abilities: 1/day - Darkness, Faerie Fire. Caster level 3rd. - Elven: Drow are considered Elven for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +2 Racial Hit Dice/Class: NA Arctic Dwarf Arctic Dwarven arctic dwarven Arctic Dwarves Native from mountains at the heart of the great glacier and other northerly regions, arctic dwarves are little known to the outside world. Unlike other dwarves, arctic dwarves have little interest in mining or crafts, instead devoting themselves to hunting, raising children and leisure. Traditional dwarven strictures, such as those imposed by family and clan hold little weight in arctic dwarf society. Arctic Dwarves are squat and hardy, with blocky bodies, pinched faces and stubby legs. They rarely exceed 3 feet in height and are nearly as broad as they are tall. They eyes are bright blue and their skin white, almost bluish. Arctic Dwarven Ability Adjustments: +4 Str, +2 Con, -2 Cha, -2 Dex. Favored Class (Ranger): A multiclass arctic dwarf's ranger class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Stonecunning: +2 racial bonus on Search checks made in subterranean areas. - Darkvision: Dwarves are able to see in the dark. - Hardiness vs. Poisons: +2 racial bonus on saving throws against poisons. - Hardiness vs. Spells: +2 racial bonus on saving throws against spells. - Offensive Training vs. Orcs: +1 racial bonus on attack rolls against orcs. - Offensive Training vs. Goblinoids: +1 racial bonus on attack rolls against goblinoids (goblins, hobgoblins, and bugbears). - Defensive Training vs. Giants: +4 dodge bonus to AC against giants. - Skill Affinity (Lore): +2 racial bonus to Lore checks. - Skill Affinity (Craft): +2 racial bonus to Craft Armor and Craft Weapon checks. - Skill Affinity (Appraise): +2 racial bonus to Appraise checks. - Immunity to Cold: Arctic Dwarves are immunity to the effects of cold and cold-based spells. - Level Adjustment: +2 - Small Stature: +1 size bonus to attack rolls. +1 size bonus to AC. +4 size bonus to Hide checks. - Dwarven: Arctic Dwarves count as Dwarves for the purpose of spells. Gold Dwarf Gold Dwarven gold dwarven Gold Dwarves Found largely in the south in the immediate vicinity of the Great Rift. Renowned not only for their smithwork and craftsmanship but also for their military progress and legendary wealth, gold dwarves have maintained their empire for millennia, unbowed by the passage of time. The skin of a gold dwarf is light brown or deeply tanned, and her eyes are usually brown or hazel. Both genders wear their hair long; hair color ranges from black to gray or brown, with all shades fading to light gray as time progresses. Gold Dwarven Ability Adjustments: +2 Con, -2 Dex. Favored Class (Fighter): A multiclass gold dwarf's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. - Stonecunning: +2 racial bonus on Search checks made in subterranean areas. - Darkvision: Gold Dwarves are able to see in the dark. - Hardiness vs. Poisons: +2 racial bonus on saving throws against poisons. - Hardiness vs. Spells: +2 racial bonus on saving throws against spells. - Offensive Training vs. Aberrations: +1 racial bonus on attack rolls against aberrations. - Defensive Training vs. Giants: +4 dodge bonus to AC against giants. - Skill Affinity (Lore): +2 racial bonus to Lore checks. - Skill Affinity (Craft): +2 racial bonus to Craft Armor and Craft Weapon checks. - Skill Affinity (Appraise): +2 racial bonus to Appraise checks. - Dwarven: Gold Dwarves count as Dwarves for the purpose of spells. Duergar duergar duergar Descended from a dwarf clan enslaved by mind flayers, duergar (a.k.a. gray dwarves) suffered for generations under enslavement and cruel experimentation at the hand of their cruel masters. Finally they managed to recover their freedom as a bitter and evil race with limited psionic powers. Male and female duergar are bald, and women do not grow beards. They are much thinner than other dwarves, with severe facial expressions, gray hair and gray skin. Duergar Ability Adjustments: +2 Con, -4 Cha. Favored Class (Fighter): A multiclass duergar's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. - Stonecunning: +2 racial bonus on Search checks made in subterranean areas. - Darkvision: Duergar are able to see in the dark. - Immunity to Poisons: racial immunity to poisons. - Immunity to Paralysis: racial immunity to paralysis. - Hardiness vs. Spells: +2 racial bonus on saving throws against spells. - Offensive Training vs. Orcs: +1 racial bonus on attack rolls against orcs. - Offensive Training vs. Goblinoids: +1 racial bonus on attack rolls against goblinoids. - Defensive Training vs. Giants: +4 dodge bonus to AC against giants. - Skill Affinity (Lore): +2 racial bonus to Lore checks. - Skill Affinity (Move Silently): +4 racial bonus to Move Silently - Skill Affinity (Craft): +2 racial bonus to Craft Armor and Craft Weapon checks. - Skill Affinity (Appraise): +2 racial bonus to Appraise checks. - Partial Skill Affinity (Listen): +1 racial bonus to Listen checks. - Partial Skill Affinity (Spot): +1 racial bonus to Spot checks. - Immunity to Phantasms: Duergar are immune to phantasms such as Weird and Phantasmal Killer - Light Sensitivity: Duergar suffer -2 penalty to attack rolls, saves and checks while operating in bright light. - Spell-like Abilities: 1/day - Invisibility. Caster level 3rd. - Naturally Psionic: Duergar gain 3 bonus power points at 1st level. - Dwarven: Duergar count as Dwarves for the purpose of spells. - Level adjustment +1 Shield Dwarf Shield Dwarven shield dwarven Shield Dwarves **identical to Hill Dwarves (base Dwarves). Not activated as PC race** Urdunnir urdunnir Urdunnir Urdunnir, sometimes known as orecutter dwarves, are a long forgotten offshoot of dwarves who have become one with earth and stone. Urdunnir are taught to live in harmony with the environment that they see as great sea of earth and stone, ever changing and always beautiful. The skin of an urdunnir is light gray and their eyes always silver. Both genders wear their hair long; hair color is uniformly gray or brown, with varying degrees of silver and black highlights. Urdunnir Ability Adjustments: +2 Con, -2 Cha. Favored Class (Fighter): A multiclass Urdunnir's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. - Stonecunning: +2 racial bonus on Search checks made in subterranean areas. - Darkvision: Urdunnir are able to see in the dark. - Hardiness vs. Poisons: +4 racial bonus on saving throws against poisons. - Hardiness vs. Spells: +2 racial bonus on saving throws against spells. - Offensive Training vs. Orcs: +1 racial bonus on attack rolls against orcs. - Offensive Training vs. Goblinoids: +1 racial bonus on attack rolls against goblinoids (goblins, hobgoblins, and bugbears). - Defensive Training vs. Giants: +4 dodge bonus to AC against giants. - Skill Affinity (Lore): +2 racial bonus to Lore checks. - Skill Affinity (Craft): +2 racial bonus to Craft Armor and Craft Weapon checks. - Skill Affinity (Appraise): +2 racial bonus to Appraise checks. - Stone Shape: Urdunnir can take the shape of stone (using Stoneskin as 4th level wizard) - Dwarven: Urdunnir count as Dwarves for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +4 Racial Hit Dice/Class: NA Wild Dwarf Wild Dwarven wild dwarven Wild Dwarves Wild dwarves are primitive inhabitant of the jungle. They have largely rejected the clan based craft- and smith-oriented culture of their dwarf cousins, choosing instead to live in hunting bands with ever shifting memberships. Wild dwarves are dark-skinned, short and stout, with dark brown eyes. Their heavenly tattooed bodies are covered with grease to ward off insects. Wild Dwarven Ability Adjustments: +2 Con, -2 Cha. Favored Class (Barbarian): A multiclass wild dwarf's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing. - Darkvision: Wild Dwarves are able to see in the dark. - Improved Hardiness vs. Poisons: +3 racial bonus on saving throws against poisons. - Hardiness vs. Spells: +2 racial bonus on saving throws against spells. - Resist Disease: +4 racial bonus on saving throws versus disease. - Offensive Training vs. Orcs: +1 racial bonus on attack rolls against orcs. - Offensive Training vs. Goblinoids: +1 racial bonus on attack rolls against goblinoids (goblins, hobgoblins, and bugbears). - Defensive Training vs. Giants: +4 dodge bonus to AC against giants. - Skill Affinity (Lore): +2 racial bonus to Lore checks. - Use Poison: Wild Dwarves gain automatic success when coating a weapon with poison - Resist Fire: Innate fire resistance of 5 - Small Stature: +1 size bonus to attack rolls. +1 size bonus to AC. +4 size bonus to Hide checks. - Dwarven: Wild Dwarves count as Dwarves for the purpose of spells. Aquatic Elf Aquatic Elven aquatic elven Aquatic Elves The aquatic elves, also known as sea elves, are civilized and good hearted people who inhabit the seas. Most aquatic elves hail from underwater cities but small settlements of this race can be found in the seas along the coast. Aquatic elves hair is usually stringy and thick, cut short for warriors but otherwise worn long. Sea elves have radiant skin of deep green or blue with irregular thin brown or white stripes and patches. Eye colors for aquatic elves come in blue, green, green and gold shades. Aquatic Elven Ability Adjustments: +2 Dex, -2 Int. Favored Class (Fighter): A multiclass aquatic elf's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Sleeplessness: Immune to spells and effects of the 'Sleep' subtype. - Hardiness vs. Enchantments: +2 racial bonus on saving throws against mind-affecting spells. - Water Breathing: Creature can breath water and is therefore immune to the effects of Drown and Mass Drown. - Skill Affinity (Listen): +2 racial bonus to Listen checks. - Skill Affinity (Search): +2 racial bonus to Search checks. - Skill Affinity (Spot): +2 racial bonus to Spot checks. - Keen Senses: Aquatic Elves make active Search checks automatically and with no movement penalties. - Low-Light Vision: Allows them to see better than normal in the dark. - Elven: Aquatic Elves are considered Elven for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +1 Racial Hit Dice/Class: NA Snow Elf Snow Elven snow elven Snow Elves Snow elves are much like their southern brethren. They make their home within nature, building grand cities of ice on the tops of distant mountaintops, only rarely leaving them to visit the outside world. They have no special resistance to the cold, but their cities and magic protects them. One of their few differences is their eyes and hair, both white as the snow surrounding them. Snow Elven Ability Adjustments: +2 Dex, -2 Cha. Favored Class (Wizard): A multiclass snow elf's wizard class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Sleeplessness: Immune to spells and effects of the 'Sleep' subtype. - Hardiness vs. Enchantments: +2 racial bonus on saving throws against mind-affecting spells. - Bonus Proficiencies (Longsword, Rapier, Shortbow, Longbow) - Skill Affinity (Listen): +2 racial bonus to Listen checks. - Skill Affinity (Search): +2 racial bonus to Search checks. - Skill Affinity (Spot): +2 racial bonus to Spot checks. - Keen Senses: Snow Elves make active Search checks automatically and with no movement penalties. - Low-Light Vision: Allows them to see better than normal in the dark. - Elven: Snow Elves are considered Elven for the purpose of spells. Sun Elf Sun Elven sun elven Sun Elves Sun elves, or gold elves, are famed for their command of both arcane and divine magic, which exceeds that of any other living race. Works of elven high magic thousands of years old still survive in the hidden refuges of sun elves. Sun elves have bronze skin, hair of golden blond, copper or black, and eyes of green or gold. They favor contemplation, lore and study over the quick games and light-hearted songs of other elves, but seem to embody the unearthly beauty, grace and presence of elven folk. Sun Elven Ability Adjustments: +2 Int, -2 Con. Favored Class (Wizard): A multiclass sun elf's wizard class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Sleeplessness: Immune to spells and effects of the 'Sleep' subtype. - Hardiness vs. Enchantments: +2 racial bonus on saving throws against mind-affecting spells. - Bonus Proficiencies (Longsword, Rapier, Shortbow, Longbow) - Skill Affinity (Listen): +2 racial bonus to Listen checks. - Skill Affinity (Search): +2 racial bonus to Search checks. - Skill Affinity (Spot): +2 racial bonus to Spot checks. - Keen Senses: Sun Elves make active Search checks automatically and with no movement penalties. - Low-Light Vision: Allows them to see better than normal in the dark. - Elven: Sun Elves are considered Elven for the purpose of spells. Wild Elf Wild Elven wild elven Wild Elves Wild elves, also known as green elves, are insular and savage. As a result they are rarely seen outside their forest homes. The green elves were always close to nature, even more than other elves, but they have forgotten many of the high arts and lore of their people, choosing stealth and survival over learning and enlightenment. Their skin tends to be brown and their hair ranges from black to light brown, lightening to silvery white with age. Wild Elven Ability Adjustments: +2 Dex, -2 Int Favored Class (Sorcerer): A multiclass wild elf's sorcerer class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Sleeplessness: Immune to spells and effects of the 'Sleep' subtype. - Hardiness vs. Enchantments: +2 racial bonus on saving throws against mind-affecting spells. - Bonus Proficiencies (Longsword, Rapier, Shortbow, Longbow) - Skill Affinity (Listen): +2 racial bonus to Listen checks. - Skill Affinity (Search): +2 racial bonus to Search checks. - Skill Affinity (Spot): +2 racial bonus to Spot checks. - Keen Senses: Wild Elves make active Search checks automatically and with no movement penalties. - Low-Light Vision: Allows them to see better than normal in the dark. - Elven: Wild Elves are considered Elven for the purpose of spells. Wood Elf Wood Elven wood elven Wood Elves The wood elves do not view their homelands as a land apart. They understand better than their kindred that, for better or for worse, their fates are bound up with the fates of the humans, dwarves and halflings of the land. Also known as copper or sylvan elves, these people have coppery skin tinged with green, and brown, green or hazel eyes. Hair is usually brown or black, occasionally blond or coppery-red. Wood Elven Ability Adjustments: +2 Str, +2 Dex, -2 Int, -2 Cha, -2 Con. Favored Class (Ranger): A multiclass wood elf's ranger class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Sleeplessness: Immune to spells and effects of the 'Sleep' subtype. - Hardiness vs. Enchantments: +2 racial bonus on saving throws against mind-affecting spells. - Bonus Proficiencies (Longsword, Rapier, Shortbow, Longbow) - Skill Affinity (Listen): +2 racial bonus to Listen checks. - Skill Affinity (Search): +2 racial bonus to Search checks. - Skill Affinity (Spot): +2 racial bonus to Spot checks. - Keen Senses: Wild Elves make active Search checks automatically and with no movement penalties. - Low-Light Vision: Allows them to see better than normal in the dark. - Elven: Wood Elves are considered Elven for the purpose of spells. Dark Elf Dark Elven dark elven Dark Elves **similar to Drow - not activated as PC race** Svirfneblin svirfneblin Deep gnomes, known also as svirfneblin, have become understandably distrustful of all strangers after centuries of living with the everyday perils the Underdark. With strangers, most deep gnomes are sullen, reserved and suspicious, almost to a fault. Their skin is the color of the rocks among which they live. They have dark gray eyes, tending towards black. Their hair is of similar color, although it's only seen in a woman as the men are entirely bald and beardless. Svirfneblin Ability Adjustments: +2 Dex, +2 Wis, -2 Str, -4 Cha. Favored Class (Wizard): A multiclass svirfneblins wizard class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Stonecunning: +2 racial bonus on Search checks made in subterranean areas. - Darkvision: Svirfneblin are able to see in the dark. - Small Stature +1 size bonus to attack rolls. +1 size bonus to AC. +4 size bonus to Hide checks. - Hardiness vs. Illusions: +2 racial bonus on saving throws against mind-affecting spells. - Offensive Training vs. Reptilians: +1 racial bonus on attack rolls against reptilian humanoids. - Offensive Training vs. Goblinoids: +1 racial bonus on attack rolls against goblinoids (goblins, hobgoblins, and bugbears). - Dodge +4: +4 racial dodge armor class bonus. - Skill Affinity (Listen): +2 racial bonus to Listen checks. - Skill Affinity (Concentration): +2 racial bonus to Concentration checks. - Skill Affinity (Hide Underground): +2 racial bonus to Hide checks; +4 when underground. - Spell Focus (Illusion): Svirfneblin add +2 DC to any Illusion spells they cast. This is identical to the feat. - Very Heroic: +2 racial bonus to all saving throws. - Spell Resistance: Spell Resistance of 11, plus 1 per level. - Spell-like Abilities: 1/day - Blindness and Deafness (DC 16), Blur, Disguise Self. Caster level is equal to the svirfneblin's character level, DC is Charisma-based with +4 racial bonus. - Gnomish: Svirfneblin count as Gnomes for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +3 Racial Hit Dice/Class: NA Forest Gnome Forest Gnomish forest gnomish Forest Gnomes Forest Gnomes have a great love for nature, particularly deep and quiet forests far from civilization or even anyone's home. For this reason many people, including others of their kind, have never seen a forest gnome. Unlike other gnomes, forest gnomes wear their hair and beards long, often to the almost to their feet when unbound. The males often trim their beards to a fine point or curl them into hornlike spikes extending to either side of their faces. Their skin is the color of bark, and their eyes are usually brown or blue. Their hair is brown or black, becoming gray or white with age. Forest Gnomish Ability Adjustments: +2 Con, -2 Str. Favored Class (Wizard): A multiclass forest gnome's wizard class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Small Stature +1 size bonus to attack rolls. +1 size bonus to AC. +4 size bonus to Hide checks. - Hardiness vs. Illusions: +2 racial bonus on saving throws against mind-affecting spells. - Offensive Training vs. Reptilians: +1 racial bonus on attack rolls against reptilian humanoids. - Offensive Training vs. Goblinoids: +1 racial bonus on attack rolls against goblinoids (goblins, hobgoblins, and bugbears). - Defensive Training vs. Giants: +4 dodge bonus to AC against giants. - Skill Affinity (Listen): +2 racial bonus to Listen checks. - Skill Affinity (Concentration): +2 racial bonus to Concentration checks. - Skill Affinity (Hide Forest): +4 racial bonus to Hide, +8 when in the forest. - Spell Focus (Illusion): Rock Gnomes add +2 DC to any Illusion spells they cast. This is identical to the feat. - Low-Light Vision: Allows them to see better than normal in the dark. - Gnomish: Forest Gnomes count as Gnomes for the purpose of spells. Rock Gnome Rock Gnomish rock gnomish Rock Gnomes Rock gnomes are the most common of their race in Faerun. Although many adventuring gnomes have taken up illusionary magic, most gnomes prefer the bardic life. Gnomes adore animals, gems, and jokes, especially pranks. They love to learn by personal experience, and are always trying new ways to build things. Gnomes stand 3 to 3 1/2 feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair, and their eyes are often some shade of blue. Gnomes generally wear earth tones, but decorate their clothes intricately. Males favor carefully-trimmed beards. Gnomes live 350 to 500 years. Rock Gnomish Ability Adjustments: +2 Con, -2 Str. Favored Class (Bard): A multiclass rock gnome's bard class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Small Stature +1 size bonus to attack rolls. +1 size bonus to AC. +4 size bonus to Hide checks. - Hardiness vs. Illusions: +2 racial bonus on saving throws against mind-affecting spells. - Offensive Training vs. Reptilians: +1 racial bonus on attack rolls against reptilian humanoids. - Offensive Training vs. Goblinoids: +1 racial bonus on attack rolls against goblinoids (goblins, hobgoblins, and bugbears). - Defensive Training vs. Giants: +4 dodge bonus to AC against giants. - Skill Affinity (Listen): +2 racial bonus to Listen checks. - Skill Affinity (Concentration): +2 racial bonus to Concentration checks. - Spell Focus (Illusion): Rock Gnomes add +2 DC to any Illusion spells they cast. This is identical to the feat. - Low-Light Vision: Allows them to see better than normal in the dark. - Gnomish: Rock Gnomes count as Gnomes for the purpose of spells. Special: Rock Gnomes are small creatures and as such they can never use the following Large weapons: bastard sword, dire mace, two-bladed sword, double axe, greataxe, greatsword, halberd, heavy flail, quarterstaff, scythe and spear. Cold Endurance Type of Feat: General Prerequisite: Base Fortitude save +2 Benefit: You gain a +2 bonus on saving throws against cold effects. Use: Automatic Improved Cold Endurance Type of Feat: General Prerequisite: Base Fortitude save +6, Cold Endurance Benefit: You gain cold resistance 5. Use: Automatic Ettercap Berserker Type of Feat: General Prerequisite: Rage, Human race Specifics: You gain a +2 bonus on saving throws against poison. When raging, you gain a +6 bonus to Constitution. During a greater rage, you instead gain a +8 bonus to Constitution. Use: Automatic Ice Troll Berserker Type of Feat: General Prerequisite: Rage, Human race, Con 13 Specifics: When raging, you gain a +2 natural armor bonus to AC. During a greater rage this natural armor bonus increases to +4. Use: Automatic Wolf Berserker Type of Feat: General Prerequisite: Rage, Human race Specifics: You gain a +4 bonus on trip attacks and on checks to resist an opponent's trip attacks. Use: Automatic Half-Drow half-drow In most lands, half-drow are quite rare. Since many drow are irredeemably evil, they only mate with humans by way of rape or slavery. Half-drow are often as dark-hearted as their elven parents, but with a bitter resentment that comes from being treated as inferior members of drow society. Despite this, good half-drow are much less rare than good drow. Half-drow have dusky skin, silver or white hair and a broad range of eye colors. Half-Drow Ability Adjustments: none Favored Class: Any Special Abilities: - Sleeplessness: Immune to spells and effects of the 'Sleep' subtype. - Hardiness vs. Enchantments: +2 racial bonus on saving throws against mind-affecting spells. - Partial Skill Affinity (Listen): +1 racial bonus to Listen checks. - Partial Skill Affinity (Search): +1 racial bonus to Search checks. - Partial Skill Affinity (Spot): +1 racial bonus to Spot checks. - Darkvision: Half-Drow can see in the dark. - Elven: Half-Drow are considered Elven for the purpose of spells. Gray Orc Gray Orcish gray orcish Gray Orcs Although gray orcs are comfortable with the savage life of the barbarian, they tend to be more calm and collected than northern orcs, focusing their rage and hatred inward. A gray orc looks less bestial than their more savage kin, but is still obviously nonhuman. Their faces are less porcine than the mountain orcs, with the exception of their tusks. They have yellow, orange or red eyes, lupine ears and black or gray hair. Gray Orc Ability Adjustments: +2 Str, +2 Wis, -2 Int, -2 Cha. Favored Class (Cleric): A multiclass gray orc's cleric class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Darkvision: Gray Orcs are able to see in the dark. - Track: +1 racial bonus to Spot, Search and Listen checks. - Base movement of 40. - Light Sensitivity: Gray Orcs suffer -2 penalty to attack rolls, saves and checks while operating in bright light. - Orcish: Gray Orcs are considered Orcish for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +1 Racial Hit Dice/Class: NA Orog orog Orogs Deep Orcs, also known as orogs, revel in the spoils of war. They are quick to rise to battle, but afterward they fall back to enjoy the fruits of their victories. The concept of leading a horde of raging orcs on a pointless crusade is alien to the mindset of the orog. Orogs looks similar to a large mountain orc, except that the ears are somewhat larger and their eyes are huge and pale. Orog Ability Adjustments: +6 Str, +2 Cha, -2 Dex, -2 Wis. Favored Class (Fighter): A multiclass orog's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Darkvision: Orogs are able to see in the dark. - Skill Affinity (Craft): +2 racial bonus to Craft Armor and Craft Weapon checks. - Natural Armor Bonus: Racial natural armor bonus of 2. - Resist Cold: Innate cold resistance of 5. - Resist Fire: Innate fire resistance of 5. - Light Blindness: Abrupt exposure to light blinds an orog for 1 round. In addition orogs suffer -1 circumstance penalty to attack rolls, saves and checks while operating in bright light. - Orcish: Orogs are considered Orcish for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +2 Racial Hit Dice/Class: NA Ghostwise Halfling ghostwise halfling Ghostwise Halflings These wild, nearly feral halflings rarely leave the confines of the deep forests. Strange and reclusive, they form close-knit communities because of their telekinetic talents and are uncomfortable with strangers. Physically, they share similar builds and characteristics with their halfling kin, and many of their abilities as well. Ghostwise Halfling Ability Adjustments: +2 Dex, -2 Str. Favored Class (Barbarian): A multiclass ghostwise halfling's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Small Stature: +1 size bonus to attack rolls. +1 size bonus to AC. +4 size bonus to Hide checks. - Skill Affinity (Move Silently): +2 racial bonus to Move Silently checks. - Skill Affinity (Listen): +2 racial bonus to Listen checks. - Skill Affinity (Jump): +2 racial bonus to Jump checks. - Lucky: +1 luck bonus to all saving throws. - Fearless: +2 morale bonus to saving throws against spells and effects of the 'Fear' subtype. - Good Aim: +1 racial bonus to attack rolls made with throwing weapons. - Halfling: Ghostwise Halflings are considered Halflings for the purpose of spells. Special: Halflings are small creatures and as such they can never use the following Large weapons: bastard sword, dire mace, two-bladed sword, double axe, greataxe, greatsword, halberd, heavy flail, quarterstaff, scythe and spear. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +1 Racial Hit Dice/Class: NA Tundra Halfling tundra halfling Tundra Halflings Halflings native to the frostfell and far northern regions are known as tundra halflings. They are like the typical halfling in both appearance and lifestyle, but supplement their nomadic ways with permanent structures along their normal paths of wandering. It's not uncommon for tundra halflings to move from empty village to empty village along with the change in seasons. Tundra Halfling Ability Adjustments: +2 Dex, -2 Str. Favored Class (Ranger): A multiclass tundra halfling's ranger class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Small Stature: +1 size bonus to attack rolls. +1 size bonus to AC. +4 size bonus to Hide checks. - Skill Affinity (Move Silently): +2 racial bonus to Move Silently checks. - Skill Affinity (Listen): +2 racial bonus to Listen checks. - Skill Affinity (Jump): +2 racial bonus to Jump checks. - Lucky: +1 luck bonus to all saving throws. - Fearless: +2 morale bonus to saving throws against spells and effects of the 'Fear' subtype. - Good Aim: +1 racial bonus to attack rolls made with throwing weapons. - Halfling: Tundra Halflings are considered Halflings for the purpose of spells. Special: Halflings are small creatures and as such they can never use the following Large weapons: bastard sword, dire mace, two-bladed sword, double axe, greataxe, greatsword, halberd, heavy flail, quarterstaff, scythe and spear. Strongheart Halfling strongfoot halfling Strongfoot Halflings Strongheart are more organized, orderly and industrious race than other halflings. They build to last and fiercely defend their homeland against threats that their lightfoot kin would simply flee. Physically, they share similar builds and characteristics with their halfling kin, and many of their abilities as well. Like humans, they are especially adept at learning new skills. Strongheart Halfling Ability Adjustments: +2 Dex, -2 Str. Favored Class (Rogue): A multiclass Strongheart halfling's rogue class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Small Stature: +1 size bonus to attack rolls. +1 size bonus to AC. +4 size bonus to Hide checks. - Skill Affinity (Move Silently): +2 racial bonus to Move Silently checks. - Skill Affinity (Listen): +2 racial bonus to Listen checks. - Skill Affinity (Jump): +2 racial bonus to Jump checks. - Fearless: +2 morale bonus to saving throws against spells and effects of the 'Fear' subtype. - Quick to Master: Strongheart Halflings receive 1 extra feat at first level. - Good Aim: +1 racial bonus to attack rolls made with throwing weapons. - Halfling: Strongheart Halflings are considered Halflings for the purpose of spells. Special: Halflings are small creatures and as such they can never use the following Large weapons: bastard sword, dire mace, two-bladed sword, double axe, greataxe, greatsword, halberd, heavy flail, quarterstaff, scythe and spear. Aasimar aasimar The aasimar bear the legacy of a celestial being or even a deity in their ancestry. While elves, dwarves, gnomes and halflings with celestial ancestry are reputed to exist, those crossbreeds are not true aasimar. Aasimar look human except for one distinguishing feature related to their unusual ancestor: silver hair, golden, pearly opalescent or brilliant topaz eyes, emerald, silvery or golden skin. Aasimar Ability Adjustments: +2 Cha, +2 Wis. Favored Class (Paladin): A multiclass aasimars paladin class does not count when determining whether he suffers an XP penalty for multiclassing. - Darkvision: Aasimar are able to see in the dark. - Skill Affinity (Spot): +2 racial bonus to Spot checks. - Skill Affinity (Listen): +2 racial bonus to Listen checks. - Resist Cold: Innate cold resistance of 5. - Resist Acid: Innate acid resistance of 5. - Resist Electrical: Innate electrical resistance of 5. - Spell-like Abilities: 1/day - Light. Caster level 3rd. - Outsider: Aasimar are considered Outsiders for the purpose of spells. - Human: Aasimar are considered Human for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +1 Racial Hit Dice/Class: NA Air Genasi air genasi Air genasi see themselves as the inheritors of the sky, the wind and the very air of the world. Their emotions vary quickly between calm reserve and great intensity. Air genasi look human except for one or two distinguishing features: light blue or pale white skin or white or blue hair. Air Genasi Ability Adjustments: +2 Dex, +2 Int, -2 Cha, -2 Wis. Favored Class (Fighter): A multiclass air genasi's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. Note: Genasi clerics must have the relevant elemental domain. Special Abilities: - Darkvision: Air Genasi can see in the dark. - Hardiness vs. Air: +1 racial bonus on saving throws against air, sonic and electricity spells (additional +1 for every 5 levels). - Breathless: Immune to spells affecting breathing. - Outsider: Air Genasi are considered Outsiders for the purpose of spells. - Human: Air Genasi are considered Human for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +1 Racial Hit Dice/Class: NA Earth Genasi earth genasi Earth genasi are patient, stubborn and contemplative in their decision making. Marked at birth with obvious traits reflecting their heritage, earth genasi are often shunned by others, but their physical gifts make them able to defend themselves against most attackers. Earth genasi are obviously not human, but have mostly human features except for one or two distinguishing traits related to their elemental ancestors like earthlike skin, eyes like black pits or gems, very large hand or feet, iron gray hair or metallic sheen to skin or hair. Earth Genasi Ability Adjustments: +2 Str, +2 Con, -2 Cha, -2 Wis. Favored Class (Fighter): A multiclass earth genasis fighter class does not count when determining whether he suffers an XP penalty for multiclassing. Note: Genasi clerics must have the relevant elemental domain. Special Abilities: - Darkvision: Earth Genasi can see in the dark. - Hardiness vs. Earth: +1 racial bonus on saving throws against earth and acid spells (additional +1 for every 5 levels). - Outsider: Earth Genasi are considered Outsiders for the purpose of spells. - Human: Earth Genasi are considered Human for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +1 Racial Hit Dice/Class: NA Fey'ri fey'ri The result of four noble houses of sun elves breeding with demons in an attempt to strengthen their bloodlines, fey'ri are a type of planetouched that breeds true among their kind. Marked by their fiendish blood, fey'ri are rare among most planetouched in that they have a self-sustaining community, so they are raised among their kind. In general form they resemble sun elves, although all have large bat-like wings. They have one or more unusual features: fiery red eyes, long pointed tail, bat-like ears or deep red skin. Fey'ri Ability Adjustments: +2 Dex, +2 Int, -2 Con. Favored Class (Sorcerer): A multiclass fey'ri's sorcerer class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Sleeplessness: Immune to spells and effects of the 'Sleep' subtype. - Hardiness vs. Enchantments: +2 racial bonus on saving throws against mind-affecting spells. - Hardiness vs. Electricity: +2 racial bonus on saving throws against electricity. - Hardiness vs. Poisons: +2 racial bonus on saving throws against poison. - Skill Affinity (Listen): +2 racial bonus to Listen checks. - Skill Affinity (Search): +2 racial bonus to Search checks. - Skill Affinity (Spot): +2 racial bonus to Spot checks. - Skill Affinity (Hide): +2 racial bonus to Hide checks. - Skill Affinity (Bluff): +2 racial bonus to Bluff checks. - Damage Reduction: Innate damage reduction of 10/+1. - Epic Fire Resistance: Innate fire resistance of 10. - Low-Light Vision: Allows them to see better than normal in the dark. - Spell-like Abilities: 1/day - Alter Self, Charm Person, Clairaudience, Darkness, Enervation. Fey'ri spell-like abilities have caster level equal to the fey'ri's character level. The DC is Charisma-based. - Outsider: Fey'ri are considered Outsiders for the purpose of spells. - Elven: Fey'ri are considered Elven for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +3 Racial Hit Dice/Class: NA Fire Genasi fire genasi Fire genasi are usually thought of as hot-blooded and quick to anger, and they have earned that reputation. Mercurial, proud and often fearless, they are not content to sit and watch the world pass by them by. Fire genasi are obviously not human, having mostly human features except for one or two exceptional traits related to their elemental ancestors like: charcoal gray or deep red or skin, red or orange hair or large red teeth. Fire Genasi Ability Adjustments: +2 Int, -2 Cha. Favored Class (Fighter): A multiclass fire genasi's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. Note: Genasi clerics must have the relevant elemental domain. Special Abilities: - Darkvision: Fire Genasi can see in the dark. - Hardiness vs. Fire: +1 racial bonus on saving throws against fire spells (additional +1 for every 5 levels). - Outsider: Fire Genasi are considered Outsiders for the purpose of spells. - Human: Fire Genasi are considered Human for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +1 Racial Hit Dice/Class: NA Tanarukk tanarukk Bred from orc slaves and demons (vrocks, in particular), tanarukks are a powerful and evil strain of planetouched. They bread true with their own kind or with pureblood orcs. Although an offspring may have only one tanarukk grandparent all the abilities of a tanarukk are preserved. Unlike most planetouched, tanarukks have fairly uniform appearance, resembling short, stocky orcs with stooped postures. They eyes are red and their skin varies from gray-green to dark brown. Tanarukk Ability Adjustments: +4 Str, +2 Dex, -4 Cha, -2 Wis. Favored Class (Barbarian): A multiclass tanarukks barbarian class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Darkvision: Tanarukk are able to see in the dark. - Epic Fire Resistance: Innate fire resistance of 10. - Natural Armor Bonus: Racial natural armor bonus of 4. - Weapon Proficiency (Martial): All tanarukk are proficient with Martial Weapons. - Natural Weapon: Tanarukk can make an natural bite attack. - Spell Resistance: Innate spell resistance of 14, plus 1 per level. - Outsider: Tanarukk are considered Outsiders for the purpose of spells. - Orcish: Tanarukk are considered Orcish for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +3 Racial Hit Dice/Class: 5 of Outsider Tieflings tiefling Tieflings are the distant descendant of some evil outsider, such as a demon, devil, night hag, rakshasa or even some servant of an evil deity. Elves and orcs with fiendish heritage are known to exist but those are distinct lines and are not true tieflings. Tieflings look human except for one or two distinguishing features: small horns, fangs, hooves, forked tongue, goat-like legs, tail, glowing red or cat eyes or furry, leathery, scaly, red or bruised blue skin. Tiefling Ability Adjustments: +2 Dex, +2 Int, -2 Cha. Favored Class (Rogue): A multiclass tieflings rogue class does not count when determining whether he suffers an XP penalty for multiclassing. - Darkvision: Tieflings are able to see in the dark. - Skill Affinity (Hide): +2 racial bonus to Hide checks. - Skill Affinity (Bluff): +2 racial bonus to Bluff checks. - Resist Cold: Innate cold resistance of 5. - Resist Fire: Innate fire resistance of 5. - Resist Electrical: Innate electrical resistance of 5. - Spell-like Abilities: 1/day - Darkness. Caster level 3rd. - Outsider: Tieflings are considered Outsiders for the purpose of spells. - Human: Tieflings are considered Human for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +1 Racial Hit Dice/Class: NA Water Genasi water genasi Water genasi are patient and independent, used to solving problems on their own and not afraid to take a lot of time doing so. At times they are fierce and destructive like terrible storms, but more often than not they present a tranquil appearance, despite whatever emotions run underneath that quiet surface. Water genasi look human except one distinguishing feature related to their elemental ancestor like: blue-green skin or hair, large black-blue eyes or clammy flesh. Air Genasi Ability Adjustments: +2 Con. -2 Cha. Favored Class (Fighter): A multiclass water genasi's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. Note: Genasi clerics must have the relevant elemental domain. Special Abilities: - Darkvision: Water Genasi can see in the dark. - Hardiness vs. Water: +1 racial bonus on saving throws against water and cold spells (additional +1 for every 5 levels). - Water Breathing: Creature can breath water and is therefore immune to the effects of Drown and Mass Drown. - Outsider: Water Genasi are considered Outsiders for the purpose of spells. - Human: Water Genasi are considered Human for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +1 Racial Hit Dice/Class: NA ogre Ogres are hulking monsters standing over 9 feet tall with a thick, tough hide. The skin on their 650-pound frame ranges from yellow to brown. They are known for being violent and bad-tempered and tend to keep company with trolls, giants and ogre mages. Although living in small, tribal communities, it is not unheard of for an ogre to accept mercenary work among humans. Their bent toward chaos makes them ideal barbarian. A raging ogre barbarian is an inspiration to other ogres. Ogre Ability Adjustments: +10 Str, +4 Con, -2 Dex, -4 Int, -4 Cha Favored Class (Barbarian): A multiclass ogre's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Darkvision: Ogres are able to see in the dark. - Weapon Proficiency (Martial): All ogres are proficient with Martial Weapons. - Weapon Proficiency (Simple): All ogres are proficient with Simple Weapons. - Armor Proficiency (Medium): All ogres are proficient with Medium Armor. - Armor Proficiency (Light): All ogres are proficient with Light Armor. - Shield: All ogres are proficient with Shields. - Natural Armor Bonus: Racial natural armor bonus of 5. - Large Creature: Ogres suffer -1 penalties to their Attack and Armor Class, and -4 to their Hide skill. - Giant: Ogres count as Giants for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +2 Racial Hit Dice/Class: 4 of Giant goblin Goblins Goblins are small creatures that many consider to be little more than a nuisance. Standing just over 3 feet and weighing less than 50 pounds, these creatures are seldom intimidating on their own but can be cunningly lethal in larger numbers. Their skin tone ranges from yellow to deep red, and they prefer to wear colors that blend into their natural surroundings of dark caverns. Often bullied by the larger races, goblins have learned to exploit their advantages, usually in the form of sheer numbers and ingenuity. Goblin Ability Adjustments: +2 Dex, -2 Str, -2 Cha Favored Class (Rogue): A multiclass goblin's rogue class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Small Stature: - +1 size bonus to attack rolls. - +1 size bonus to AC. - +4 size bonus to Hide checks. - Darkvision: Goblins are able to see in the dark. - Skill Affinity (Move Silently): +2 racial bonus to Move Silently checks. - Goblinoid: Goblins count as Goblinoids for the purpose of spells. Orcish orcish Orcs are aggressive humanoids with a reputation for war and destruction. They are stronger than their Half-Orc cousins but not as wise to the world beyond their surroundings. An orc's hair is usually black and he sports lupine ears with reddish eyes. Orcs believe that survival depends on conquering as much territory as possible, which makes relations with other creatures very difficult. Orcs often make their home in caves but are capable of building organized cities below ground. They wear their battle scars proudly as signs of achievement. Orc Ability Adjustments: +4 Str, -2 Int, -2 Cha, -2 Wis. Favored Class (Barbarian): A multiclass orc's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Darkvision: Orcs are able to see in the dark. - Light Sensitivity: Orcs suffer -2 penalty to attack rolls, saves and checks while operating in bright light. - Orcish: Orcs are considered Orcish for the purpose of spells. kobold Kobolds Kobolds are short, reptilian humanoids with a scaly hide and a doglike head. They are small creatures, about the size of a gnome or halfling. Their skin color ranges from pale grey to dusty black with eyes than glow a deep red. Kobolds are experts in crafting traps and spend much of their time fortifying their lairs and surroundings with this devices. These surroundings are usually dark places like caverns and overgrown forests, perfect for ambushing opponents, as is the preferred kobold tactic. Kobold Ability Adjustments: +2 Dex, -4 Str, -2 Con Favored Class (Sorcerer): A multiclass kobold's sorcerer class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Small Stature: - +1 size bonus to attack rolls. - +1 size bonus to AC. - +4 size bonus to Hide checks. - Darkvision: Kobolds are able to see in the dark. - Skill Affinity (Search): +2 racial bonus to Search checks. - Skill Focus (Craft Trap): +2 bonus to Craft Trap checks. - Natural Armor Bonus: Racial natural armor bonus of 1. - Light Sensitivity: Kobolds suffer -2 penalty to attack rolls, saves and checks while operating in bright light. - Dragonblooded: Kobolds have the dragonblood subtype. - Reptilian: Kobolds count as Reptilian for the purpose of spells. bugbear Bugbears Bugbears are the biggest and the strongest of the goblinoid races, and are more aggressive than their smaller relatives. They survive primarily by hunting weaker creatures. Although not related to bears, it has hide and claws that resemble those of its namesake. Bugbears are muscular and stand 7 feet tall. They prefer to dwell in temperate, mountainous regions, living in small tribal units. Bugbear Ability Adjustments: +4 Str, +2 Dex, +2 Con, -2 Cha Favored Class (Rogue): A multiclass bugbear's rogue class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Darkvision: Bugbears are able to see in the dark. - Skill Affinity (Move Silently): +4 racial bonus to Move Silently checks. - Weapon Proficiency (Simple): All bugbears are proficient with simple weapons. - Armor Proficiency (Light): All bugbears are proficient with light armor. - Shield: All bugbears are proficient with shields. - Natural Armor Bonus: Racial natural armor bonus of 3. - Goblinoid: Bugbears count as Goblinoids for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +1 Racial Hit Dice/Class: 3 of Humanoid gnoll Gnolls Gnolls are hyena-headed humanoids that wander in loose tribes. Most have dirty yellow or reddish fur and grayish skin. As nocturnal carnivores, gnolls are natural predators and tend to think with their stomachs. Although they will form alliances with other humanoid races, they are just as soon to break them without regret or warning if it suits their need. Gnoll society if usually ruled by its strongest member who uses fear, intimidation and strength to remain in power. Gnolls are in excess of 7 feet tall and typically weigh over 300 pounds. Gnoll Ability Adjustments: +4 Str, +2 Con, -2 Int, -2 Cha Favored Class (Ranger): A multiclass gnoll's ranger class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Darkvision: Gnolls are able to see in the dark. - Natural Armor Bonus: Racial natural armor bonus of 1. - Monstrous: Gnolls count as Monstrous Humanoids for the purpose of spells. - Weapon Familiarity: Gnolls treat battleaxes and shortbows as simple weapons. - Racial Hit Dice: A gnoll begins with two levels of humanoid. - Level Adjustment: +1 minotaur Minotaurs Minotaurs are strong, fiercely territorial creatures often found in vast underground labyrinths. They are bipedal, with the head of a bull, and weigh over 700 pounds. A minotaur's natural cunning and feral instincts enable it to find its way easily though even the most confusing tunnel complexes. Because of the acuity of their sense, minotaurs are seldom surprised and never caught flat-footed. Minotaur Ability Adjustments: +8 Str, +4 Con, -4 Int, -2 Cha Favored Class (Barbarian): A multiclass minotaur's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Darkvision: Minotaurs are able to see in the dark. - Scent: Keen Senses and +4 racial bonus to Search, Spot and Listen checks. - Track: +1 racial bonus to Search, Spot and Listen checks. - Natural Armor Bonus: Racial natural armor bonus of 5. - Weapon Proficiency (Simple): All Minotaurs are proficient with Simple Weapons. - Weapon Proficiency (Martial): All Minotaurs are proficient with Martial Weapons. - Natural Weapon: Minotaurs can make an unarmed gore attack with their horns. - Powerful Charge: Minotaurs can make a charging gore attack at +2 to hit, -2 to AC for an additional 4d6+6 damage. - Uncanny Dodge: Minotaurs retain their dexterity bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature. - Large Creature: Minotaurs suffer -1 penalties to their Attack and Armor Class, and -4 to their Hide skill. - Monstrous: Minotaurs count as Monstrous Humanoids for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +2 Racial Hit Dice/Class: 6 of Monstrous Humanoid lizardfolk Lizardfolk are reptilian humanoids, primitive by modern standards but rumored to be relatives of the creator races. Lizardfolk are tall and muscular, and prefer frontal assaults in combat. Organized tribes, however, are able to use traps and ambushes to compensate for a lack of numbers. Survival is the primary concern in lizardfolk society and will engage in a number of activities, such as allying with other races of pledging servitude to dragons, to ensure this. Lizardfolk can speak draconian and can become competent druids, although their size makes them ideal fighters. Lizardfolk Ability Adjustments: +2 Str, +2 Con, -2 Int Favored Class (Druid): A multiclass lizardfolk's druid class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Weapon Proficiency (Simple): All Lizardfolk are proficient with Simple Weapons. - Natural Weapon: Lizardfolk can make an natural bite attack. - Shield: All Lizardfolk are proficient with shields. - Skill Affinity (Jump): +4 racial bonus to Jump checks. - Natural Armor Bonus: Racial natural armor bonus of 5. - Darkvision: Lizardfolk are able to see in the dark. - Reptilian: Lizardfolk count as Reptilian for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +1 Racial Hit Dice/Class: 2 of Humanoid yuan-ti pureblood Yuan-ti are descended from humans whose bloodlines have been mixed with those of snakes. Their cunning and ruthlessness are legendary, as are their ability to allied with any race as the situation suits. In Yuan-ti society, Purebloods comprise the nobility while Abominations are the fighting force. All yuan-ti exhibit snake-like features in varying degrees, and all yuan-ti are able to speak Abyssal. Because of their intelligence, yuan-ti purebloods are able to organize themselves and fight with skill comparable to that of any race. The prefer ranged attacks and spells to melee and will sacrifice the least desirable members of the community in hand-to-hand combat. Yuan-ti purebloods appear human at first glance, with only very subtle snakelike features. Yuan-ti Pureblood Ability Adjustments: +2 Dex, +2 Int, +2 Cha. Favored Class (Ranger): A multiclass yuan-ti's ranger class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Darkvision: Yuan-ti Purebloods are able to see in the dark. - Alertness: +2 bonus to Spot and Listen checks due to finely tuned senses. - Blind Fighting: Yuan-ti have the ability to fight well if blinded or against invisible creatures. - Weapon Proficiency (Simple): All yuan-ti are proficient with simple weapons. - Armor Proficiency (Light): All yuan-ti are proficient with light armor. - Shield: All yuan-ti are proficient with shields. - Spell Resistance: Innate spell resistance of 14, plus 1 per character level. - Natural Armor Bonus: Racial natural armor bonus of 1. - Spell-like Abilities: 1/day - Charm Person, Darkness, Entangle, Fear. Caster level 3rd. The DC is Charisma-based. - Monstrous: Yuan-ti Purebloods count as Monstrous Humanoids for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +2 Racial Hit Dice/Class: 4 of Monstrous Humanoid hobgoblin Hobgoblins Hobgoblins are the larger cousins of goblins, and far more aggressive. They are at constant war with elves and harbor a deep hatred of them. Hobgoblins stand over 6 feet tall, with reddish-brown hair and fur-covered hide. These creatures have a strong grasp of strategy and tactics, and are capable of developing sophisticated battle plans. Their society is geared toward military activities, with young being raised for battle. Under the leadership of a skilled warrior, hobgoblin bands can be formidable opponents. Hobgoblin Ability Adjustments: +2 Dex, +2 Con Favored Class (Fighter): A multiclass hobgoblins fighter class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Darkvision: Hobgoblins are able to see in the dark. - Skill Affinity (Move Silently): +4 racial bonus to Move Silently checks. - Goblinoid: Hobgoblins count as Goblinoids for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +1 Racial Hit Dice/Class: NA Githyanki githyanki Githyanki are tall, gaunt humanoids from an ancient line of being from the Astral Plane. Built roughly like humans, they are elaborate dressers and have a passion for fine weapons. They have yellowish skin and russet hair, with pointed ears that resemble those of an elf but are serrated at the back. The gith empire arose from slave rebellion against their master mind flayers. Once free, the gith split into two distinct races - the githyanki and githzerai. The githyanki live within massive fortresses adrift in the Astral Plane and have been known to form alliances with Red Dragons. Githyanki Ability Adjustments: +2 Dex, +2 Con, -2 Wis Favored Class (Fighter): A multiclass githyanki's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Darkvision: Githyanki are able to see in the dark. - Spell Resistance: Innate spell resistance of 5, plus 1 per character level. - Spell-like Abilities: 3/day - Blur, Daze. Caster level 3rd. The DC is Charisma-based. - Outsider: Githyanki are considered Outsiders for the purpose of spells. - Human: Githyanki are considered Human for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +2 Racial Hit Dice/Class: NA Githzerai githzerai Githzerai are tall, thin humanoids with sharp features and somber, yellow eyes. The are typically hard-hearted creatures, making their homes in hidden monasteries on the plane of Limbo. The gith empire arose from slave rebellion against their master mind flayers. Once free, the gith split into two distinct races - the githyanki and githzerai. The githzerai's imprisonment at the hands of the illithids formed the foundation or their monastic lifestyle. Their fortress of perfect order provides a sharp contrast to the perpetual chaos that exists on their native plane. Githzerai Ability Adjustments: +6 Dex, +2 Wis, -2 Int Favored Class (Monk): A multiclass githzerai's monk class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Darkvision: Githzerai are able to see in the dark. - Spell Resistance: Innate spell resistance of 5, plus 1 per character level. - Spell-like Abilities: 3/day - Daze. Caster level 3rd. The DC is Charisma-based. - Outsider: Githzerai are considered Outsiders for the purpose of spells. - Human: Githzerai are considered Human for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +2 Racial Hit Dice/Class: NA rakshasa Rakshasa are decadent, arrogant creatures who prides themselves on their ability to deceive. These creatures resemble tigers or bears, although they are humanoid and are unmistakable in their expensive silks and jewels. Generally malevolent, rakshasa are masters of the magical arts. They have an incredibly high innate resistance to spells and many are completely immune to lower level magics. Having a disdain for combat, these creatures prefer spellcasting classes. Rakshasa Ability Adjustments: +2 Str, +4 Dex, +2 Int, +6 Cha, +2 Wis, +6 Con. Favored Class (Sorcerer): A multiclass rakshasa's sorcerer class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Darkvision: Rakshasa are able to see in the dark. - Base movement of 40. - Weapon Proficiency (Simple): All rakshasa are proficient with simple weapons. - Weapon Proficiency (Martial): All rakshasa are proficient with martial weapons. - Weapon Proficiency (Creature): Rakshasa can make an unarmed attack with their claws. - Skill Affinity (Bluff): +2 racial bonus to all Bluff checks. - Spell Resistance: Innate spell resistance of 27, plus 1 per character level. - Natural Armor Bonus: Racial natural armor bonus of 9. - Damage Reduction: Innate damage reduction of 15/+1 - Spell-like Abilities: At will - Disguise. - Outsider: Rakshasa are considered Outsiders for the purpose of spells. - Sorcerer Casting: Rakshasa cast spells as a Sorcerer of their hit dice (7th level) (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +7 Racial Hit Dice/Class: 7 of Outsider Illithid illithid Illithid, known commonly as mind flayers, are so insidious, diabolical and powerful that all denizens of the dark fear them. They bend others to their will and shatter enemies' minds. Despite their strange appearance, with greenish-mauve rubbery flesh and tentacled head, illithids are quite charismatic and able to persuade others to follow their demands. This is due to their innate psionic ability to read and control the thoughts or lesser creatures. Illithids are utterly self-serving and do not make for loyal companions. They congregate in small underground cities where the population is swollen by the overwhelming number of slaves. The centre of every illithid community is a powerful elder brain. Illithid Ability Adjustments: +2 Str, +4 Dex, +8 Int, +6 Cha, +6 Wis, +2 Con. Favored Class (Wizard): A multiclass illithid's wizard class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Darkvision: Illithid are able to see in the dark. - Spell Resistance: Innate spell resistance of 25, plus 1 per character level. - Natural Armor Bonus: Racial natural armor bonus of 3. - Weapon Proficiency (Creature): Illithid can make an unarmed attack with their tentacles. - Spell-like Abilities: At will - Mind blast, Caster level 4th; 5/day - Charm Monster, Caster level 8th. The DC is Charisma-based. - Extract: Illithid have a chance to extract the brain of a victim on a successful hit. - Aberration: Illithid are considered Aberrations for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +7 Racial Hit Dice/Class: 8 of Aberration pixie Pixies Pixies are merry pranksters that are known for leading travelers astray. They are equally known, however, for being roused to surprising ire when dealing with evil creatures. They are naturally adept with magic, with a high spell resistance and an affinity for spell casting. Being mischievous, they are particularly drawn to illusionary spells and can, in fact, cast invisibility on themselves with no specific magical training. Legend claims that pixies die only through injury or disease. Pixie Ability Adjustments: +8 Dex, +6 Int, +6 Cha, +4 Wis, -4 Str Favored Class (Sorcerer): A multiclass pixie's sorcerer class does not count when determining whether she suffers an XP penalty for multiclassing. Special Abilities: - Darkvision: Pixies are able to see in the dark. - Small Stature - +1 size bonus to attack rolls. - +1 size bonus to AC. - +4 size bonus to Hide checks. - Dodge: The character gains a +1 dodge bonus to AC against attacks from his current target or last attacker. - Spell Resistance: Innate spell resistance of 15, plus 1 per character level. - Natural Armor Bonus: Racial natural armor bonus of 1. - Skill Affinity (Spot): +2 racial bonus to Spot checks. - Skill Affinity (Search): +2 racial bonus to Search checks. - Skill Affinity (Listen): +2 racial bonus to Listen checks. - Damage Reduction: Innate damage reduction of 10/+1. - Spell-like Abilities: At Will - Invisibility; 1/day - Confusion, Entangle, Lesser Dispel, Polymorph Self. Caster level 8th, except Confusion, which is caster level 4th. The DC is Charisma-based. - Fey: Pixies count as Fey for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +4 Racial Hit Dice/Class: NA azer Azer are dwarf-like beings native to the Elemental Plane of Fire. They wear kilts of brass, bronze or copper and speak an ancient language known as Ignan. Although unfriendly and taciturn, Azer rarely provoke a fight except to relieve a foe of much-treasured gems. Their society is a heavily-regimented one wherein everyone has a designated place. Somewhat xenophobic, only fighters among their kind are likely to venture out among the other planes. Azer Ability Adjustments: +2 Str, +2 Dex, +2 Con, +2 Int, +2 Wis, -2 Cha. Favored Class (Fighter): A multiclass azers fighter class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Darkvision: Azer are able to see in the dark. - Spell Resistance: Innate spell resistance of 13, plus 1 per character level. - Natural Armor Bonus: Racial natural armor bonus of 6. - Azer Heat Bonus: +1 heat damage on a successful hit (armed or unarmed) - Immunity to Fire: Azer are immune to the effects of fire. - Vulnerability to Cold: Azer take 50% more damage from cold and cold-based spells. - Outsider: Azer count as Outsiders for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +4 Racial Hit Dice/Class: 2 of Outsider Yuan-ti Abomination Yuan-ti Abominations **not included in first release** Half-Ogre half-ogre Half-Ogres Half-ogres are the product of human and ogre crosses. They are generally slow to think but quick to anger. Half-ogres are exceptionally strong and large, yet enjoy simple pleasures such as feasting, drinking, boasting, wrestling, drumming and wild dancing. A half-ogre skin color ranges from dull yellow to dull brown. Their thick hides sport patches of dark, warty dumps and they generally have dark hair. Half-Ogre Ability Adjustments: +6 Str, +2 Con, -2 Dex, -2 Int, -2 Cha Favored Class (Barbarian): A multiclass half-ogre's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Darkvision: Half-Ogres are able to see in the dark. - Natural Armor Bonus: Racial natural armor bonus of 4. - Large Creature: Half-Ogres suffer -1 penalties to their Attack and Armor Class, and -4 to their Hide skill. - Giant: Half-Ogres count as Giants for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +2 Racial Hit Dice/Class: NA Deep Imaskari Imaskari imaskari The deep Imaskari are heirs to the lost empire of Imaskari. One of the earliest human empires, the Imaskari were destroyed by the slaves they had abducted from other worlds. A few, however, managed to preserve themselves and their kin. Fleeing deep into the bowels of the earth, they sealed themselves away from both the knowledge and the recriminations of the surface world. A deep Imaskari appears mostly human tall and slender. Her skin looks pale and stone like, as if expertly sculpted from the finest veined marble, though it is as soft as human skin to the touch. Deep Imaskari Ability Adjustments: +2 Int, -2 Dex. Favored Class (Wizard): A multiclass imaskari's wizard class does not count when determining whether he suffers an XP penalty for multiclassing. - Skill Affinity (Hide): +2 racial bonus to Hide checks. - Skill Affinity (Hide Underground): +4 racial bonus to Hide checks when underground - Low-Light Vision: Allows them to see better than normal in the dark. - Human: Imaskari are considered Human for the purpose of spells. Trollish trollish Trolls are carnivorous creatures found in all climates, from tundra to desert. Their lack of fear makes them excellent fighters, launching into combat without hesitation. Known for their ravenous appetites, trolls will often establish lairs near settlements in order to hunt the creatures that make their dwelling there. A typical troll stands 9 feet tall and weighs about 500 pounds, with females being slightly larger than males. Their rubbery hide is moss green or putrid gray, and their heir is generally greenish black or iron gray in color. Troll Ability Adjustments: +12 Str, +4 Dex, +12 Con, -4 Int, -4 Cha, -2 Wis. Favored Class (Fighter): A multiclass troll's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Darkvision: Trolls are able to see in the dark. - Track: +1 racial bonus to Spot, Search and Listen checks. - Natural Weapon: Trolls can make an natural bite attack and attack with claws. - Rend: It a troll hits with both its claws, it deals additional damage. - Natural Armor Bonus: Racial natural armor bonus of 5. - Regeneration: Innate ability to regenerate 5 hit points per round. - Large Creature: Trolls suffer -1 penalties to their Attack and Armor Class, and -4 to their Hide skill. - Giant: Trolls count as Giants for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +5 Racial Hit Dice/Class: 6 of Giant You left the safety of the clan seeking adventure in the lands of the civilized people. Although you struggle to overcome your feral instincts, you have chosen a path of discipline, aspiring to represent your kind as a symbol of power and success in the world of men. You have made your home among the marshes and wetlands of Faerun, hiding in old ruins and underground caves, the elder races no longer a part of this world. But you yearn for more, perhaps a return to days when your kind was feared and respected among the lesser creatures. And you begin a journey to that end. You remember very little of your home. This world is a very strange one, indeed, and foreign to an outsider like you. Perhaps you have always been an outsider, and this is why you have decided to seek adventure in new surroundings. Your power will no doubt prove very useful in the strange lands. But when even the land sees you as a stranger, very few of its paths can be traveled with certainty. Living in the very foundation of the earth, you have become an object of fear and hatred among surface dwellers. Your racial kin have shunned you and now hold you in contempt. But it they who have lost their way, pathetically trying to live among the scourge that is men. It is time you faced your foes and proved the superiority of your kind. You have lived your entire life in the tranquility of nature, where your instincts have served you well, and your survival has been assured by the end of your spear. But the time has come for you to venture form the security of your homelands and to prove yourself in the world of magic and machine. Avariel avariel The avariel are the most reclusive and least numerous of the elven subraces on Faerun. This elusiveness, along with their natural beauty, has instilled within them condescension and pity for their land-bound kin. They are, by nature, free spirits who possess and irrepressible zest for life. The most striking feature of the avariels is their soft, striking wings. Their skin is pale, often porcelain white, with tinges of blue of faint silver. They generally have silver-white or black hair, and are considered the most beautiful of the elven races. Avariel Ability Adjustments: +4 Dex, +2 Int, +2 Wis, -2 Con. Favored Class (Cleric): A multiclass avariel's cleric class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Sleeplessness: Immune to spells and effects of the 'Sleep' subtype. - Hardiness vs. Enchantments: +2 racial bonus on saving throws against mind-affecting spells. - Bonus Proficiencies (Longsword, Rapier, Shortbow, Longbow) - Skill Affinity (Listen): +2 racial bonus to Listen checks. - Skill Affinity (Search): +2 racial bonus to Search checks. - Skill Affinity (Jump): +4 racial bonus to Jump checks. - Keen Sight: +4 racial bonus to Spot checks. - Keen Senses: Avariel make active Search checks automatically and with no movement penalties. - Dive: +2 attack while suffering -2 to armor class. A successful attack does double damage if using a piercing weapon. - Low-Light Vision: Allows them to see better than normal in the dark. - Elven: Avariel are considered Elven for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +3 Racial Hit Dice/Class: NA Swiftness of the Tigress Type of Feat: Class Prerequisite: Celebrant of Sharess 8 Specifics: The Celebrant gains the benefit of haste for one round per class level, once per day Use: Selected **not included in first release** Centaur centaur Centaurs Far stronger and faster than other humanoid races, centaurs rule huge swathes of the wild. They build peaceful, idyllic communities, hunting what and where they wish. Centaurs inhabit the plains and forests in tribes of varying size. Even though they build permanent shelters and live in one place for many years at a time, centaurs roam from their homes on a regular basis, ranging over great distances in relatively short amounts of time. Centaurs regard such excursions as essential to understanding the world around their homes, and they greatly enjoy such activity for its own sake. Although their crafts have not reached the level of some of the humanoid races, it is only because centaurs prefer to venture from their homes often rather than to stay in one place and ply a single trade. Centaur Ability Adjustments: +8 Strength, +4 Dexterity, +4 Constitution, -2 Intelligence, +2 Wisdom. Favored Class (Ranger): A multiclass Centaur's ranger class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: Large size: -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks A centaur's base land speed is 50 feet. Darkvision +3 armor bonus Racial Hit Dice: A centaur begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice; a base attack bonus of +4; and base saving throw bonuses of Fort +1, Ref +4, and Will +4. Level adjustment +2. Monstrous Humanoid: Centaurs are considered Monstrous Humanoids for the purpose of spells. Special: The appearance isn't great for a centaur. We know. Shade shade Shades **not included in first release** Tallfellow Halfling tallfellow halfling Tallfellow Halflings Tallfellow halflings are slightly bigger than their lightfoot cousins. They stand more than half as high as humans, and have athletic builds, fair skin and fair hair. Tallfellows are somewhat rare among halfling folk, generally preferring the company of elves where they are known to exist. They are less athletic than their kin, despite their builds, and share some of the traits of their elf companions. Tallfellow Halfling Ability Adjustments: +2 Dex, -2 Str. Favored Class (Rogue): A multiclass tallfellow halfling's rogue class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Small Stature: +1 size bonus to attack rolls. +1 size bonus to AC. +4 size bonus to Hide checks. - Skill Affinity (Search): +2 racial bonus to Search checks. - Skill Affinity (Spot): +2 racial bonus to Spot checks. - Skill Affinity (Listen): +2 racial bonus to Listen checks. - Keen Sense: Tallfellow Halflings make active Search checks automatically and with no movement penalties. - Lucky: +1 luck bonus to all saving throws. - Fearless: +2 morale bonus to saving throws against spells and effects of the 'Fear' subtype. - Good Aim: +1 racial bonus to attack rolls made with throwing weapons. - Halfling: Tallfellow Halflings are considered Halflings for the purpose of spells. Special: Halflings are small creatures and as such they can never use the following Large weapons: bastard sword, dire mace, two-bladed sword, double axe, greataxe, greatsword, halberd, heavy flail, quarterstaff, scythe and spear. Deep Halflings deep halfling Deep Halflings Deep halflings are shorter, stockier versions of their lightfoot cousins. The are miners by trade and take pleasure in gems and fine masonry. They rarely mix with humans or elves, but enjoy the company of dwarves, with whom they share much in common. Deep halflings stand a little less than half as high as humans, and have stocky builds with ruddy skin, black hair and dark eyes. Deep Halfling Ability Adjustments: +2 Dex, -2 Str. Favored Class (Rogue): A multiclass deep halfling's rogue class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Small Stature: +1 size bonus to attack rolls. +1 size bonus to AC. +4 size bonus to Hide checks. - Darkvision: Deep halflings are able to see in the dark. - Stonecunning: +2 racial bonus on Search checks made in subterranean areas. - Skill Affinity (Listen): +2 racial bonus to Listen checks. - Skill Affinity (Craft): +2 racial bonus to Craft Armor and Craft Weapon checks. - Skill Affinity (Appraise): +2 racial bonus to Appraise checks. - Lucky: +1 luck bonus to all saving throws. - Fearless: +2 morale bonus to saving throws against spells and effects of the 'Fear' subtype. - Good Aim: +1 racial bonus to attack rolls made with throwing weapons. - Halfling: Deep Halflings are considered Halflings for the purpose of spells. Special: Halflings are small creatures and as such they can never use the following Large weapons: bastard sword, dire mace, two-bladed sword, double axe, greataxe, greatsword, halberd, heavy flail, quarterstaff, scythe and spear. Type of Feat: Class Prerequisite: Celebrant of Sharess 1 Specifics: One creature per three levels (1 at 1st, 2 at 4th, 3 at 7th, 4 at 10th) becomes fascinated if they fail a Will save against DC 10 + class level + charisma modifier. You may use all flirtation abilities a total of once per day per class level. Use: Selected Flirtation (Confuse) Type of Feat: Class Prerequisite: Celebrant of Sharess 4 Specifics: One creature already under the effects of Fascinate becomes confused if they fail a Will save against DC 10 + class level + charisma modifier. You may use all flirtation abilities a total of once per day per class level. Use: Selected Flirtation (Dominate) Type of Feat: Class Prerequisite: Celebrant of Sharess 10 Specifics: One creature already under the effects of Fascinate becomes dominated if they fail a Will save against DC 10 + class level + charisma modifier. You may use all flirtation abilities a total of once per day per class level. Use: Selected Sanctuary Type of Feat: Class Prerequisite: Celebrant of Sharess 7 Specifics: The Celebrant and all allies gain the benefits of Sanctuary, with a save DC equal to her Perform check. Use: Selected Troglodyte troglodyte Troglodytes Troglodytes are revolting lizard creatures as evil as the foulest of demons. They are very warlike and savor the taste of their enemies - especially humanoids. Troglodytes are not especially intelligent, but their ferocity and natural cunning more than compensate for this deficiency. They often launch bloody raids against humanoid settlements or ambush caravans in warm climates. They guard their lairs aggressively, lashing out at anyone who comes too near. A troglodyte stands about 5 feet tall and weighs about 150 pounds. It is shorter than a typical human and has long arms. It walks erect on squat legs and has a long, narrow tail that it uses for balance. Troglodytes speak Draconic. They most often advance in the cleric class, though many choose to be fighters. Troglodyte Ability Adjustments: +4 Con, -2 Dex, -2 Int Favored Class (Cleric): A multiclass troglodyte's cleric class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Weapon Proficiency (Simple): All troglodytes are proficient with Simple Weapons. - Natural Weapon: Troglodytes can make an natural bite attack. - Natural Armor Bonus: Racial natural armor bonus of 6. - Skill Affinity (Hide): +4 racial bonus to Hide checks (+8 in underground areas). - Darkvision: Troglodytes are able to see in the dark. - Stench: Troglodytes carry a repulsive odor which causes harm to those around them. - Reptilian: Troglodytes count as Reptilian for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +2 Racial Hit Dice/Class: 2 of Humanoid Neraphim Neraph neraph Neraphim are sometimes mistaken for slaad at a distance due to the two races' similarity in appearance. Although the two may share a similar lineage, they are considered distinct creatures. Neraphim are a nomadic people who hunt through the maelstrom of Limbo, tracking their elusive and ever-moving prey. Similar to drow, neraphim organize themselves into houses, each laying claim to certain hunting grounds. Although unfriendly towards other race, neraphim will team up whenever survival is at stake. Neraph Ability Adjustments: None. Favored Class (Ranger): A multiclass neraph's ranger class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Darkvision: Neraphim can see in the dark. - Leap: +5 racial bonus on Jump checks. - Skill Affinity (Spot): +2 racial bonus on Spot checks. - Skill Affinity (Search): +2 racial bonus on Search checks. - Natural Armor Bonus: Racial natural armor bonus of 2. - Outsider: Neraphim are considered Outsiders for the purpose of spells. Shadowswyft shadowswyft Shadowswyfts Shadowswyft are planetouched beings with ancestry from the Plane of Shadow. They are mercurial in temperament and delight in living in the moment. As a result, they are poor planners and have little patience for strategy. Shadowswyfts bear little resemblance to other races, although they are lean with chiseled features, much like elves. The average male stands about 6 feet tall and weights 165 pounds. They have skin ranging from brown to black, with blackened, slanted eyes - a build perfectly suited for hiding amongst shadows. Unlike most species, shadowswyfts are amiable towards most other races, seeing individual actions as more important than blood lineage. Shadowswyft Ability Adjustments: +2 Dex, -2 Con. Favored Class (Rogue): A multiclass shadowswyft's rogue class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Darkvision: Shadowswyfts can see in the dark. - Base movement of 40. - Skill Affinity (Hide): +4 racial bonus to Hide checks. - Skill Affinity (Move Silently): +4 racial bonus to Move Silently checks. - Blooded: +2 racial bonus to Initiative and Spot checks. - Light Blindness: Abrupt exposure to light blinds a shadowswyft for 1 round. In addition shadowswyft suffer -1 circumstance penalty to attack rolls, saves and checks while operating in bright light. - Outsider: Shadowswyfts are considered Outsiders for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +1 Racial Hit Dice/Class: NA **new TLK for Dwarves and Halflings** Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their hard work, and their capacity for drinking ale. Dwarves are slow to jest and suspicious of strangers, but they are generous to those who earn their trust. They stand just 4 to 4 1/2 feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven skin varies from deep tan to light brown, and their hair is black, gray, or brown. Dwarven men value their beards highly. Dwarven Ability Adjustments: +2 Con, -2 Cha. Favored Class (Fighter): A multiclass dwarf's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Stonecunning: +2 racial bonus on Search checks made in subterranean areas. - Darkvision: Dwarves are able to see in the dark. - Hardiness vs. Poisons: +2 racial bonus on saving throws against poisons. - Hardiness vs. Spells: +2 racial bonus on saving throws against spells. - Offensive Training vs. Orcs: +1 racial bonus on attack rolls against orcs. - Offensive Training vs. Goblinoids: +1 racial bonus on attack rolls against goblinoids (goblins, hobgoblins, and bugbears). - Defensive Training vs. Giants: +4 dodge bonus to AC against giants. - Skill Affinity (Lore): +2 racial bonus to Lore checks. - Skill Affinity (Craft Armor): +2 racial bonus to Craft Armor checks. - Skill Affinity (Craft Weapon): +2 racial bonus to Craft Weapon checks. - Skill Affinity (Appraise): +2 racial bonus to Appraise checks. Halflings are clever, capable, and resourceful survivors. They are notoriously curious, and show a daring that many larger people can't match. They can be lured by wealth, but tend to spend rather than hoard. Halflings have ruddy skin, hair that is black and straight, and brown or black eyes. Halfling men often grow long sideburns, but rarely beards or moustaches. They prefer practical clothing, and would rather wear a comfortable shirt than jewelry. Halflings stand about 3 feet tall, and commonly live to see 150. Halfling Ability Adjustments: +2 Dex, -2 Str. Favored Class (Rogue): A multiclass halfling's rogue class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Small Stature: +1 size bonus to attack rolls. +1 size bonus to AC. +4 size bonus to Hide checks. - Skill Affinity (Move Silently): +2 racial bonus to Move Silently checks. - Skill Affinity (Listen): +2 racial bonus to Listen checks. - Skill Affinity (Jump): +2 racial bonus to Jump checks. - Lucky: +1 luck bonus to all saving throws. - Fearless: +2 morale bonus to saving throws against spells and effects of the 'Fear' subtype. - Good Aim: +1 racial bonus to attack rolls made with throwing weapons. Special: Halflings are small creatures and as such they can never use the following Large weapons: bastard sword, dire mace, two-bladed sword, double axe, greataxe, greatsword, halberd, heavy flail, quarterstaff, scythe and spear. Packages: Halfling characters should only choose the default package for their class, as the other packages may give the halfling weapons they cannot use. Yuan-ti Pureblood Wemic wemic Wemics Fierce hunters that roam the plains, wemics are masters of ambushes and strategy. Wemics have the body of a lion with a humanoid torso. A wemic's face is a mixture of human and leonine features. Wemics typically live and hunt in groups called prides. Wemic Ability Adjustments: +8 Str, +2 Dex, +2 Con, -2 Cha Favored Class (Barbarian): A multiclass wemic's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Darkvision: Wemics are able to see in the dark. - Large Creature: Wemics suffer -1 penalties to their Attack and Armor Class, and -4 to their Hide skill. - Weapon Proficiency (Simple): All Wemics are proficient with Simple Weapons. - Natural Armor Bonus: Racial natural armor bonus of 4. - Skill Bonus (Jump): +8 racial bonus to Jump checks. - Monstrous Humanoid: Wemics are considered Monstrous Humanoids for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +3 Racial Hit Dice/Class: 4 of Monstrous Humanoid The wild, empty savannah is not enough to satisfy your natural curiosity about the world for any length of time. Forsaking your own pride, at least for the time being, your wanderings have brought you in contact with the puny Two-Legs who leap so boldly into the face of adventure. Brownie brownie Brownies Brownies are benign and exceedingly nimble creatures that may be related very distantly to halflings. Peaceful and friendly, brownies live in pastoral regions, foraging and gleaning their food. A brownie stands no taller than 2 feet and weighs about 6 pounds. Their garments are usually made of wool or linen and dyed bright colors and decorated with elaborate embroidery or trimmed with silver or gold studs and buttons. Brownie Ability Adjustments: -6 Strength, +10 Dexterity, +2 Constitution, +2 Intelligence, +2 Wisdom, +2 Charisma Favored Class (Wizard): A multiclass Brownie's wizard class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Darkvision: Brownies are able to see in the dark. - Skill Bonus (Craft Weapon): +2 racial bonus to Craft Weapon checks. - Skill Bonus (Craft Armor): +2 racial bonus to Craft Armor checks. - Skill Bonus (Craft Trap): +2 racial bonus to Craft Trap checks. - Skill Bonus (Listen): +2 racial bonus to Listen checks. - Skill Bonus (Spot): +2 racial bonus to Spot checks. - Uncanny Dodge: Brownies retains his Dex bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature. - Evasion: Whenever a Reflex save is allowed for half damage, Brownies instead takes no damage if they succeed at the save. - Hide in Plain Sight: Brownies are able to use the Hide skill even while being observed. - Spell-like Abilities: 1/day - Confusion. Caster level 7th plus character level. The DC is Charisma-based. - Fey: Brownies are considered Fey for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +4 Racial Hit Dice/Class: NA Summon Cornugon Summon Gelugon Summon Glabrezu Summon Hamatula Summon Osyluth Conjuration (Creation or Calling) Level: Clr 9, Sor/Wiz 9 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: See text Duration: 1 round/level Saving Throw: None Spell Resistance: No The caster summons a one outsider from a list of 26 below. Astral Deva, Bralani Eladrin, Celestial Avenger, Hound Archon, Lantern Archon, Word Archon, Balor, Bezekira, Cornugon, Erinyes, Gelugon, Glabrezu, Hamatula, Imp, Marilith, Osyluth, Succubus, Vrock, Elder Air Elemental, Elder Earth Elemental, Elder Fire Elemental, Elder Water Elemental, Steam Mephit, Green Slaad, Red Slaadi, Death Slaadi. Scrying Divination (Scrying) Level: Bard 3, Cleric 5, Druid 4, Sorc/Wiz 4 Components: V, S Casting Time: 1 standard action Range: Special Effect: See text Duration: 1 minute/level Saving Throw: Will negates Spell Resistance: Yes You can see and hear some creature, which may be at any distance. If the subject succeeds on a Will save, the scrying attempt simply fails. If the save fails, you can see and hear the subject and the subject's immediate surroundings. No spells may be cast while scrying. Valid targets are any monster within the same area as the caster, or any PC. Greater Scrying Divination (Scrying) Level: Bard 6, Cleric 7, Druid 7, Sorc/Wiz 7 Components: V, S Casting Time: 1 standard action Range: Special Effect: See text Duration: 1 Hour/level Saving Throw: Will negates Spell Resistance: Yes You can see and hear some creature, which may be at any distance. If the subject succeeds on a Will save, the scrying attempt simply fails. If the save fails, you can see and hear the subject and the subject's immediate surroundings. Detect Chaos, Good, Evil, or Law may be cast while Scrying. All other spells will fail. Valid targets are any monster within the same area as the caster, or any PC. Divination (Scrying) Level: Bard 3, Sorc/Wiz 3 Components: V, S Casting Time: 1 standard action Range: Special Effect: See text Duration: 1 Min/level Saving Throw: None. Spell Resistance: No. You create a magical sensor that allows you to spy on creatures that are within the area with you. Valid targets are any creatures within the same area as the caster. Discern Location Divination (Scrying) Level: Cleric 8, Sorc/Wiz 8 Components: V, S Casting Time: 1 standard action Range: Special Effect: See text Duration: Instantaneous Saving Throw: None Spell Resistance: No You learn the location of any single creature, instantly knowing which area it resides in. Valid targets are any monster within the same area as the caster, or any PC. Locate Creature Divination Level: Bard 4, Sorc/Wiz 4 Components: V, S Casting Time: 1 standard action Range: Area Effect: See text Duration: Instantaneous Saving Throw: None Spell Resistance: No You learn the distance and facing to a single creature within the area you are in. Valid targets are any creatures within the same area as the caster. Locate Object Divination Level: Bard 2, Cleric 3, Sorc/Wiz 2 Components: V, S Casting Time: 1 standard action Range: Area Effect: See text Duration: Instantaneous Saving Throw: None Spell Resistance: No You learn the distance and facing to a single object within the area you are in. Valid targets are any items or placeables within the same area as the caster. Arcane Eye Divination (Scrying) Level: Sorc/Wiz 4 Components: V, S Casting Time: 1 standard action Range: Unlimited Effect: See text Duration: 1 Min./level Saving Throw: None Spell Resistance: No You create a magical sensor that can move at the same speed as a PC. It can roam around, exploring the area and reporting its findings back to the caster. Obscure Object Abjuration Level: Brd 1, Clr 3, Sor/Wiz 2 Components: V, S, M/DF Casting Time: 1 standard action Range: Touch Target: One object touched Duration: 8 hours (D) Saving Throw: None Spell Resistance: No This spell hides an object from location by divination (scrying) effects, such as the scrying spell or a crystal ball. Such an attempt automatically fails (if the divination is targeted on the object) or fails to perceive the object (if the divination is targeted on a nearby location, object, or person). Arcane Material Component: A piece of chameleon skin. Sequester Abjuration Level: Sor/Wiz 7 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: One willing creature or object (up to a 2-ft. cube/level) touched Duration: One day/level (D) Saving Throw: None Spell Resistance: No When cast, this spell not only prevents divination spells from working to detect or locate the creature or object affected by sequester, it also renders the affected creature or object invisible to any form of sight or seeing (as the invisibility spell). The spell does not prevent the subject from being discovered through tactile means or through the use of devices. Creatures affected by sequester become comatose and are effectively in a state of suspended animation until the spell wears off or is dispelled. Material Component: A basilisk eyelash, gum arabic, and a dram of whitewash. End Scrying Type of Feat: Class Specific Prerequisite: None. Specifics: Using this feat will end all Scrying effects on the user. Use: Selected. Clairtangent Hand Clairsentience (Scrying) Level: Seer 5 Display: Auditory, mental, and visual Manifesting Time: 1 standard action Range: See text Area: See text Duration: Up to 1 min./level; see text (D) Saving Throw: None Power Resistance: No Power Points: 9 Metapsionics: Extend You can see and hear some creature, which may be at any distance. Only Far Hand may be manifested while using this power. Valid targets are any monster within the same area as the caster, or any PC. Clairvoyant Sense Clairsentience (Scrying) Level: Seer 2 Display: Auditory and visual Manifesting Time: 1 standard action Range: See text Effect: Psionic sensor Duration: 1 min./level (D) Saving Throw: None Power Resistance: No Power Points: 3 Metapsionics: Extend You can see and hear a distant location almost as if you were there. Once you have selected the locale, the focus of your clairvoyant sense doesn't move, but you can rotate it in all directions to view the area as desired. No spells or powers may be manifest while using this power. Valid targets are any monster within the same area as the caster. Detect Remote Viewing Clairsentience Level: Psion/wilder 4 Display: Mental and visual Manifesting Time: 1 standard action Range: Personal Target: You Duration: 24 hours Saving Throw: None Power Resistance: No Power Points: 7 Metapsionics: Extend. You immediately become aware of any attempt to observe you by means of a clairsentience (scrying) power or divination (scrying) spell. You and the remote viewer immediately make opposed manifester level checks. If you succeed you learn the manifester's name and location. Escape Detection Clairsentience Level: Psychic warrior 3, seer 3 Display: None Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level Power Points: 5 Metapsionics: Extend You (plus all your gear and any objects you carry) become difficult to detect by clairsentience powers such as clairvoyant sense, remote viewing, and others. If a clairsentience power or similar effect is attempted against you, the manifester of the power must succeed on a manifester level check (1d20 + manifester level, or caster level if the opponent is not a manifester) against a DC of 13 + your manifester level (maximum +10). Remote Viewing Clairsentience (Scrying) Level: Seer 4 Display: Mental Manifesting Time: 1 Standard Action Range: See text Effect: Quasi-real viewpoint Duration: 1 min./level (D) Saving Throw: Will negates Power Resistance: Yes Power Points: 7 You send your mind across space and dimensions, forming it into a quasireal viewpoint from which you can see and hear some creature located at any distance from you, even if planar boundaries separate you. If the subject succeeds on a Will save, the remote viewing attempt fails. No spells or powers may be manifest while using this power. Valid targets are any monster within the same area as the caster, or any PC. Remote View Trap Clairsentience [Electricity] Level: Psion/wilder 6 Display: Mental and visual Manifesting Time: 1 standard action Range: Personal Target: You Duration: 24 hours + 1 hour/level Saving Throw: Will half; see text Power Resistance: No Power Points: 11 Metapsionics: Extend When others use clairvoyant sense, remote viewing, or other means of scrying you from afar, your prepared trap gives them a nasty surprise. If the scryer fails its saving throw, you are undetected. Moreover, the would-be observer takes 8d6 points of electricity damage. If the scryer makes its saving throw, it takes only 4d6 points of electricity damage and is able to observe you normally. Either way, you are aware of the attempt to view you, but not of the viewer or the viewer's location. Sequester, Psionic Clairsentience Level: Psion/wilder 7 Display: None Manifesting Time: 1 standard action Range: Touch Target: One willing creature or one object (up to a 2-ft. cube/level) touched Duration: One day/level (D) Saving Throw: None or Will negates (object) Power Resistance: No or Yes (object) Power Points: 13 Metapsionics: Extend When cast, this spell not only prevents divination spells from working to detect or locate the creature or object affected by sequester, it also renders the affected creature or object invisible to any form of sight or seeing (as the invisibility spell). The spell does not prevent the subject from being discovered through tactile means or through the use of devices. Creatures affected by sequester become comatose and are effectively in a state of suspended animation until the spell wears off or is dispelled. Note: The Will save prevents an attended or magical object from being sequestered. There is no save to see the sequestered creature or object or to detect it with a divination spell. Material Component: A basilisk eyelash, gum arabic, and a dram of whitewash. Song of Arcane Power Adaptive Style Type of Feat: Blade Magic Feat Prerequisites: Crusader, swordsage, or warblade level 1 Benefit: You can change your readied maneuvers at any time by taking a full-round action. If you're a crusader, your current granted maneuvers are lost and you gain new granted maneuvers as if you had just readied your maneuvers for the day. Blade Meditation Type of Feat: General Prerequisites: Concentration 1, Base Attack Bonus +4, One Maneuver Specifics: When you take this feat, choose a discipline. You gain a +1 bonus on damage rolls with all the preferred weapons of your chosen discipline when using a strike combat maneuver, as well as a +2 bonus on checks involving the discipline's key skill. The save DCs of any maneuvers that you perform from the chosen discipline are increased by I, if they have a save DC. Desert Fire Type of Feat: General Prerequisites: One Desert Wind Strike Specifics: If you move at least 10 feet away from your original position before using a Desert Wind strike in the same round, that strike deals an extra 1d6 points of damage. Use: Automatic Desert Wind Dodge Type of Feat: General Prerequisites: Dex 13, one Desert Wind maneuver Specifics: If you move at least 10 feet from your original position, you gain a +1 dodge bonus to AC and deal an extra point of fire damage with any attack you make with a Desert Wind weapon. This benefit lasts until the start oi your next turn. Use: Automatic Extra Granted Maneuver Type of Feat: General Prerequisites: Crusader level 1st Specifics: You are granted one additional maneuver. Extra Readied Maneuver Type of Feat: General Prerequisites: Swordsage level 1st Specifics: You may ready one extra maneuver. Devoted Bulwark Type of Feat: General Prerequisites: One Devoted Spirit maneuver Specifics: If an enemy deals damage to you with a melee attack, you gain a +1 morale bonus to your AC until the end of your next turn Avenging Strike Type of Feat: General Prerequisites: Good alignment Specifics: As a swift action, you can channel the power of your faith and energy to enhance a single attack you make. You gain a bonus equal to your Charisma bonus (if any) on the attack roll and damage roll for the next melee attack you make against an outsider with the evil subtype. You can use this ability a number of times per day equal to your Charisma bonus (minimum l). Rapid Assault Type of Feat: General Prerequisites: Base Attack Bonus +1 Specifics: In the first round of combat, your attacks deal an extra 1d6 points of damage. Use: Automatic Superior Unarmed Strike Type of Feat: General Prerequisites: Improved Unarmed Strike, Base Attack Bonus +3 Specifics: If you are a monk, you deal unarmed damage as a monk four levels higher. If you are not a monk, you deal (as a medium creature) 1d4 damage at 3rd level, 1d6 from 4th to 7th, 1d8 from 8th to 11th, 1d10 from 12th to 15th, and 2d6 from 16th onwards. Snap Kick Type of Feat: General Prerequisites: Improved Unarmed Strike, BAB +6 Specifics: When you make a melee attack with one or more melee weapons (including a standard attack, full attack, or even a strike maneuver), you can make an additional attack at your highest attack bonus. You take a -2 penalty on all attack rolls you make this round. Use: Selected Type of Feat: Class specific Prerequisites: Dread Necromancer 1 Specifics: The somatic components required for dread necromancer spells are simple, so members of this class can cast dread necromancer spells while wearing light armor without incurring the normal arcane spell failure chance. She still incurs the normal arcane spell failure chance for arcane spells derived from other classes. In addition, if a dread necromancer wears medium or heavy armor, or uses a shield, she incurs the same chance of arcane spell failure as any other arcane caster if the spell in question has a somatic component (and most do). Use: Automatic Type of Feat: Class specific Prerequisites: Hexblade 1 Specifics: Because the somatic components required for hexblade spells are simple, a hexblade can cast hexblade spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a hexblade wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (and most do). A multiclass hexblade still incurs the normal arcane spell failure chance for arcane spells derived from other classes. Use: Automatic Type of Feat: Class specific Prerequisites: Hexblade level 6 Specifics: The hexblade can cast one hexblade spell per day as a swift action, as long as its original casting time is a standard action or faster. He gains an additional use of this power at levels 8, 11, 14, 18, 22, 26, 30, 34 and 38. Swift Cast Caster Level(s): Bard 0, Cleric 0, Druid 0 Innate Level: 0 School: Conjuration Descriptor(s): Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Single Duration: Instant Additional Counter Spells: Ghoul Touch Save: None Spell Resistance: Yes The target creature is healed for 1 point of damage. Healing spells have a reverse effect on undead, harming instead of healing them. A successful touch attack must first be made when this spell is used against undead. Fist of Dal Quor Fists of Dal Quor fist of dal quor (PRESTIGE CLASS) The Inspired are the lords of Riedra and the physical presence of the Dreaming Dark in Eberron, but their numbers are limited and their importance too great to be risked in common combat. When battle must be done, they turn to Chosen fists of dal quor. In response, the kalashtar of Adar have developed warriors who use similar techniques. - Hit Die: d10. - Proficiencies: A Fist of Dal Quor gains no additional proficiencies. - Skill Points: 2+ Int modifier. REQUIREMENTS: Base Attack Bonus: +4. Feats: Any Exotic or Martial Weapon Proficiency, any one psionic feat. Skills: Lore 4 ranks. CLASS FEATURES: Level 1: Stunning Strike - A stunning blow with a weapon. One use per level. Sneak Attack +1d6 2: Resilient Mind - Bonus against mind-affecting abilities 3: Sneak Attack +2d6 4: Resilient Body - Bonus against psionic abilities 5: Sneak Attack +3d6 Stunning Strike Type of Feat: Class Specific Prerequisite: Fist of Dal Quor level 1 Specifics: This feat works as per Stunning Fist, but instead works with any melee weapon. The Fist of Dal Quor gains one use per class level. Use: Selected Resilient Mind Type of Feat: Class Specific Prerequisite: Fist of Dal Quor level 2 Specifics: The Fist of Dal Quor gains a +2 bonus on all saves against mind-affecting spells, powers, and abilities. Use: Automatic Resilient Soul Type of Feat: Class Specific Prerequisite: Fist of Dal Quor level 4 Specifics: The Fist of Dal Quor gains a +2 bonus on all saves against psionic powers and abilities. Use: Automatic Pyrokineticist Pyrokineticists pyrokineticist (PRESTIGE CLASS) Pyrokineticists know that a little psionic power goes a long way - for those interested only in fire. They find both beauty and utility in the chaotic shape of flame, its spectrum of fuel-dependent colors, its warming heat, and its never-ending hunger. Those who take one or more levels in the pyrokineticist class are sometimes colloquially referred to as 'pyros'. Pyrokineticists like fire. A lot. Any character with some psionic ability is a possible candidate for this prestige class. Psions (particularly kineticists) and wilders might consider it acceptable to give up power acquisition in other areas if they have a passion for flame. Psychic warriors also enjoy the pyro's powers. Soulknives often take levels in this class to gain access to the weapon afire ability for their mind blades. Any character with the Wild Talent feat may also find this class appealing. - Hit Die: d8. - Proficiencies: A Pyrokineticist gains no additional proficiencies. - Skill Points: 2+ Int modifier. REQUIREMENTS: Alignment: Any Chaotic Skills: Concentration 8 ranks, Lore 2 ranks. Psionics: Must have a power point reserve of at least 1 power point. CLASS FEATURES: Level 1: Chosen Element - Element to be used with class abilities Fire Lash - Creates a whip using the chosen element 2: Fire Adaptation - +4 to saves, resist 10 vs element Hand Afire - Unarmed attacks do 2d6 elemental damage 3: Bolt of Fire - Ranged touch attack does 1d6 elemental damage per level 4: Weapon Afire - Weapons (including ranged) do 2d6 elemental damage 5: Nimbus - Protects and allows touch attacks 6: Firewalk - Doubles speed for 1 power point per round 7: Fear No Fire - +8 to saves, resist 20 vs element 8: Greater Weapon Afire - Weapon, unarmed and nimbus attacks do 4d6 elemental damage 9: Heat Death - Target saves or dies 10: Conflagration - Area of effect, targets failing damage save must save or die Cryokineticist Sonokineticist Electrokineticist Acetokineticist Type of Feat: Class Specific Prerequisite: Pyrokineticist level 1 Specifics: All your class abilities are fire based. Use: Automatic Type of Feat: Class Specific Prerequisite: Pyrokineticist level 1 Specifics: All your class abilities are cold based. Damage is reduced by 1 per die (minimum 1 per die). Saving Throws use Fortitude instead of Reflex. Use: Automatic Type of Feat: Class Specific Prerequisite: Pyrokineticist level 1 Specifics: All your class abilities are sonic based. Damage dice are reduced (d6 becomes d4, etc.). Use: Automatic Type of Feat: Class Specific Prerequisite: Pyrokineticist level 1 Specifics: All your class abilities are electricity based. Damage is reduced by 1 per die (minimum 1 per die). Use: Automatic Type of Feat: Class Specific Prerequisite: Pyrokineticist level 1 Specifics: All your class abilities are acid based. Damage is reduced by 1 per die (minimum 1 per die). Use: Automatic Fire Lash Type of Feat: Class Specific Prerequisite: Pyrokineticist level 1 Specifics: A pyrokineticist gains the ability to fashion a 15-foot-long whip of fire from unstable ectoplasm as a move-equivalent action. She takes no damage from a fire lash she creates, and if she releases her hold, it immediately dissipates. The lash deals 1d8 points of fire damage to a target within 15 feet on a successful attack. A pyro can take Weapon Focus and Weapon Specialization (if she otherwise meets the prerequisites) in conjunction with the fire lash, as well as any feats that apply to the use of a standard whip. The whip remains in existence as long as the pyrokineticist holds it. Use: Selected Fire Adaptation Type of Feat: Class Specific Prerequisite: Pyrokineticist level 2 Specifics: At 2nd level, a pyrokineticist becomes resistant to fire, gaining a +4 bonus on all saving throws against fire and heat spells and effects. In addition, she gains resistance to fire 10. Use: Automatic Hand Afire Type of Feat: Class Specific Prerequisite: Pyrokineticist level 2 Specifics: Flames engulf one of the pyrokineticist's hands (but do her no harm). Her unarmed attacks with that hand deal an extra 2d6 points of fire damage. Use: Automatic Bolt of Fire Type of Feat: Class Specific Prerequisite: Pyrokineticist level 3 Specifics: Starting at 3rd level, as a standard action, a pyrokineticist can launch a bolt of psionically manifested fire at any target in line of sight within 60 feet. This effect is treated as a ranged touch attack and deals 1d6 points of fire damage for each class level the pyro has. Use: Selected Weapon Afire Type of Feat: Class Specific Prerequisite: Pyrokineticist level 4 Specifics: Flames that harm neither her nor the weapon engulf one weapon a pyrokineticist holds (which can be a projectile such as a stone, bullet, arrow, or bolt). The weapon deals an extra 2d6 points of fire damage on a successful hit. The weapon retains this effect for as long as the pyrokineticist wields it. Use: Automatic Nimbus Type of Feat: Class Specific Prerequisite: Pyrokineticist level 5 Specifics: Beginning at 5th level, a pyrokineticist can activate this ability as a move-equivalent action. Flames that harm neither the pyrokineticist nor her equipment engulf her entire body. While she is aflame, the character's Charisma score increases by 4, she can make a melee touch attack for 2d6 points of fire damage, and she gains damage reduction 5/magic. If she is struck in melee, the attacker takes 2d6 points of fire damage. This ability lasts for up to 1 minute per pyrokineticist level and is usable once per day. Use: Selected Nimbus Touch Attack Type of Feat: Class Specific Prerequisite: Pyrokineticist level 5 Specifics: This feat executes a melee touch attack when Nimbus is active. Use: Selected Firewalk Type of Feat: Class Specific Prerequisite: Pyrokineticist level 6 Specifics: Beginning at 6th level, as a free action a pyrokineticist can expend her psionic focus (see the Concentration skill description, page 37) to move at twice her normal speed. She must pay 1 power point per round spent traveling in this fashion. Use the feat again to toggle the ability. Use: Selected Fear No Fire Type of Feat: Class Specific Prerequisite: Pyrokineticist level 7 Specifics: At 7th level, a pyrokineticist becomes highly resistant to fire, gaining a +8 bonus on all saving throws against fire and heat spells and effects and also gaining resistance to fire 20. Use: Automatic Greater Weapon Afire Type of Feat: Class Specific Prerequisite: Pyrokineticist level 8 Specifics: At 8th level, when a pyrokineticist uses her hand afire ability or her weapon afire ability, her unarmed attack or weapon deals an extra 4d6 points of fire damage instead of 2d6. Touch attacks made while she uses the nimbus ability likewise deal 4d6 points of damage instead of 2d6. Use: Automatic Heat Death Type of Feat: Class Specific Prerequisite: Pyrokineticist level 9 Specifics: A pyrokineticist who reaches 9th level can expend her psionic focus and take a full attack action to raise the internal temperature of one living creature within 30 feet to lethal levels. The target must succeed on a Fortitude saving throw (DC 14 + pyro's Cha modifier) or die horrifically as its blood (or other internal fluid) boils. Even on a successful save, the target takes 4d8 points of fire damage from the heat. Use: Selected Conflagration Type of Feat: Class Specific Prerequisite: Pyrokineticist level 10 Specifics: At 10th level, a pyrokineticist gains the ability to create a massive burst of raging flames around herself, burning everything in the area. Once per day, as a standard action, she can use this ability to deal 15d6 points of fire damage in a 30-foot-radius burst emanating from herself. Any creature or object caught in the burst can make a Reflex saving throw (DC 15 + pyro's Cha modifier) for half damage. Anyone failing the Reflex save against the conflagration must also make a Fortitude saving throw (same DC) or die due to extreme shock from the intense heat. Use: Selected Weapon Focus (aptitude 1) Epic Weapon Focus (aptitude 1) Weapon Specialization (aptitude 1) Epic Weapon Specialization (aptitude 1) Improved Critical (aptitude 1) Sanctify Martial Strike (aptitude 1) Vile Martial Strike (aptitude 1) Select a weapon to focus your feats on: Your Aptitude feats have been set. You can choose a weapon type again when you next rest. Exceptional Artisan I Exceptional Artisan II Exceptional Artisan III Type of Feat: General Prerequisite: Any item creation feat. Specifics: You are an expert at creating magic items faster than usual. When determining the time you need to craft any item, reduce the base time by 25%. You can gain this feat multiple times. Its effects stack (geometrically). Usage: Automatic. Extraordinary Artisan I Extraordinary Artisan II Extraordinary Artisan III Type of Feat: General Prerequisite: Any item creation feat. Specifics: You are an expert at creating magic items at a lower cost than usual. When determining the gold piece cost in raw materials you need to craft any item, reduce the base price by 25%. You can gain this feat multiple times. Its effects stack (geometrically). Usage: Automatic. Legendary Artisan I Legendary Artisan II Legendary Artisan III Type of Feat: General Prerequisite: Any item creation feat. Specifics: You have mastered the method of creating magic items. When determining your XP cost for creating any magic item, reduce the base cost by 25%. You can gain this feat multiple times. Its effects stack (geometrically). Usage: Automatic. Artificer Artificers artificer In Eberron, magic is almost technology. Spellcasters specialize in certain forms of that technology, while artificers tinker with its fundamental workings. Artificers understand magic on a different level from spellcasters, and do not cast spells as wizards and clerics do. They have an amazing facility with magic items and constructs, and in many ways, they keep the magical world of Eberron running. - Hit Die: d6. - Proficiencies: All simple Weapons, Light and Medium Armour, Shield Proficiency. - Skill Points: 4 + Int Modifier. CLASS FEATURES: Level 1: Artisan Bonus - +2 to Use Magic Device checks when using items Item Creation - Craft items using Use Magic Device checks Scribe Scroll 2: Brew Potion 3: Craft Wondrous Item 4: Craft Homunculus - Create a construct Bonus Feat 5: Craft Magic Arms and Armor Retain Essence - Recover XP from magic items 6: Metamagic Spell Trigger - Can add metamagic to crafted trigger items (e.g. wands) 7: Craft Wand 8: Bonus Feat 9: Craft Rod 10: 11: Metamagic Spell Completion - Can add metamagic to crafted completion items (e.g. scrolls) 12: Craft Staff Bonus Feat 13: Skill Mastery 14: Forge Ring 15: 16: Bonus feat 17: 18: 19: 20: Bonus feat Level Craft Reserve Infusions per day 1st 2nd 3rd 4th 5th 6th 1 20 2 - - - - - 2 40 3 - - - - - 3 60 3 1 - - - - 4 80 3 2 - - - - 5 100 3 3 1 - - - 6 150 3 3 2 - - - 7 200 3 3 2 - - - 8 250 3 3 3 1 - - 9 300 3 3 3 2 - - 10 400 3 3 3 2 - - 11 500 3 3 3 2 1 - 12 700 3 3 3 2 2 - 13 900 3 3 3 3 2 - 14 1,200 4 3 3 3 3 1 15 1,500 4 4 3 3 3 2 16 2,000 4 4 4 3 3 2 17 2,500 4 4 4 4 3 3 18 3,000 4 4 4 4 4 3 19 4,000 4 4 4 4 4 4 20 5,000 4 4 4 4 4 4 Infusions: An artificer is not a spellcaster, but he does have the ability to imbue items with magical infusions. Infusions are neither arcane nor divine; they are drawn from the artificer infusion list. They function just like spells and follow all the rules for spells. For example, an infusion can be dispelled, it will not function in an antimagic area, and an artificer must make a Concentration check if injured while imbuing an item with an infusion. An artificer can imbue an item with any infusion from the list without preparing the infusion ahead of time. Unlike a sorcerer or bard, he does not select a subset of the available infusions as his known infusions; he has access to every infusion on the list that is of a level he can use. To imbue an item with an infusion, an artificer must have an Intelligence score equal to at least 10 + the infusion level. Infusions never allow saving throws. Like spellcasters, an artificer can use only a certain number of infusions of a particular level per day. In addition, he receives extra infusions per day if he has a sufficiently high Intelligence score. An artificer's infusions can only be imbued into an item or a construct (including warforged). He cannot, for example, simply imbue an ally with bull's strength. He must instead imbue that ability into an item his ally is wearing. The item then functions as a belt of giant strength for the duration of the infusion. He can, however, imbue bull's strength directly on a construct or a character with the living construct subtype, and infusions such as repair light damage and iron construct function only when imbued on such characters. Like a spellcaster, an artificer can apply item creation feats and metamagic feats to his infusions. Artisan Bonus Type of Feat: Class Specific Prerequisite: Artificer level 1 Specifics: An artificer gains a +2 bonus on Use Magic Device checks to activate an item of a kind for which he has the prerequisite item creation feat. For example, an artificer who has the Craft Wand feat gains a +2 bonus on checks to use a spell from a wand. Use: Automatic Item Creation Type of Feat: Class Specific Prerequisite: Artificer level 1 Specifics: An artificer can create a magic item even if he does not have access to the spells that are prerequisites for the item. The artificer must make a successful Use Magic Device check (DC 20 + caster level) to emulate each spell normally required to create the item. The artificer must make a successful check for each prerequisite for each item he makes. If he fails a check, he can try again each day until the item is complete. If he comes to the end of the crafting time and he has still not successfully emulated one of the powers, he can make one final check - his last-ditch effort, even if he has already made a check that day. If that check also fails, then the creation process fails and the time, money, and XP expended to craft the item are lost. For purposes of meeting item prerequisites, an artificer's effective caster level equals his artificer level +2. If the item duplicates a spell effect, however, it uses the artificer's actual level as its caster level. Costs are always determined using the item's minimum caster level or the artificer's actual level (if it is higher). An artificer can also make Use Magic Device checks to emulate nonspell requirements, including alignment and race, using the normal DCs for the skill. He cannot emulate skill or feat requirements, however, including item creation feat prerequisites. He must meet the caster level prerequisite, including the minimum level to cast a spell he stores in a potion, wand, or scroll. An artificer's infusions do not meet spell prerequisites for creating magic items. Use: Automatic Craft Homunculus Type of Feat: Class Specific Prerequisite: Artificer level 4 Specifics: At 4th level, an artificer can create a homunculus as if he had the Craft Construct feat. He must emulate the spell requirements (arcane eye, mending, and mirror image) as normal for making a magic item, and he must pay all the usual gold and XP costs (though he can spend points from his craft reserve). An artificer can also upgrade an existing homunculus that he owns, adding 1 Hit Die at a cost of 2,000 gp and 160 XP. If an artificer gives his homunculus more than 6 Hit Dice, it becomes a Small creature and advances as described in the Monster Manual (+4 Str, -2 Dex, damage increases to Id6). The homunculus also gains 10 extra hit points for being a Small construct. An artificer's homunculus can have as many Hit Dice as its master's Hit Dice minus 2. No matter how many Hit Dice it has, a homunculus never grows larger than Small. Use: Selected Retain Essence Type of Feat: Class Specific Prerequisite: Artificer level 5 Specifics: At 5th level, an artificer gains the ability to salvage the XP from a magic item and use those points to create another magic item. The artificer must spend a day with the item, and he must also have the appropriate item creation feat for the item he is salvaging. After one day, the item is destroyed and the artificer adds the XP it took to create the item to his craft reserve. These points are lost if the artificer does not use them before gaining his next level. For example, an artificer wants to retain the essence of a wand of summon monster IV that has 20 charges. Originally created (like all wands) with 50 charges, it required 840 XP when initially made, or 16.8 XP (840 - 50) per charge. The artificer is able to recover the XP from the remaining charges. He puts 336 XP (16.8 X 20) into his craft reserve. Use: Selected Metamagic Spell Trigger Type of Feat: Class Specific Prerequisite: Artificer level 6 Specifics: At 6th level, an artificer gains the ability to apply a metamagic feat he knows to a spell trigger item (generally a wand). He must have the appropriate item creation feat for the spell trigger item he is using. Using this ability expends additional charges from the item equal to the number of effective spell levels the metamagic feat would add to a spell. The Still Spell feat confers no benefit when applied to a spell trigger item. An artificer cannot use this ability when using a spell trigger item that does not have charges. Use: Selected Metamagic Spell Completion Type of Feat: Class Specific Prerequisite: Artificer level 11 Specifics: At 11th level, an artificer gains the ability to apply a metamagic feat he knows to a spell completion item (generally a scroll). He must have the appropriate item creation feat for the spell completion item he is using. The DC for the Use Magic Device check is equal to 20 + (3 X the modified level of the spell). An artificer can use this ability a number of times per day equal to 3 + his Int modifier. Use: Selected Type of Feat: Class Specific Prerequisite: Artificer level 13 Specifics: At 13th level, an artificer can take 10 when making a Spellcraft or Use Magic Device check, even if stress and distractions would normally prevent him from doing so. This ability circumvents the normal rule that a character may not take 10 on a Use Magic Device check. Use: Automatic Epic Artificer The epic artificer remains a master of item creation, gaining an increasing craft reserve and plenty of bonus feats to learn the craft of epic item creation. Knowledge is power and the quest for knowledge never ends. There is an ever lasting supply of arcane lore for you, the epic wizard, to discover. Hit Die: d6 Skill Points at Each Additional Level: 4+ Int Modifier Bonus Feats: The epic artificer gains a bonus epic item creation feat every three levels after 20th Infusions: An epic artificer's caster level is equal to his class level. The artificer's number of infusions per day does not increase after 20th level. An epic artificer doesn't automatically gain infusion slots above 6th level, though he can select the Improved Spell Capacity feat to gain infusion slots above 6th level (which can be used to hold lower-level infusions or infusions whose level has been increased above 6th by the use of metamagic feats). Craft Reserve: An epic artificer's craft reserve increases by 1,000 points per level beyond 20th (6,000 points at 21st level. 7,000 points at 22nd level, and so on). STUFF STUFF STUFF STUFF STUFF Appraise Magic Value Type of Feat: General Prerequisites: Appraise 5 ranks, Lore 5 ranks, Spellcraft 5 ranks. Benefit: If you know that an item is magical, you can use the Appraise skill to identify the item's properties. The DC of the Appraise check is 10 + the caster level of the item. Dive For Cover Type of Feat: General Prerequisite: Base Reflex save bonus +4. Benefit: If you fail a Reflex saving throw, you can immediately attempt the saving throw again. You must take the second result, whether it succeeds or fails. You become prone immediately after attempting the second roll. Extraordinary Spell Aim Type of Feat: General Prerequisite: Spellcraft 15 ranks. Benefit: Whenever you cast a spell with an area, you can attempt to shape the spell's area so that one creature within the area is unaffected by the spell. To accomplish this, you must succeed on a Spellcraft check (DC 25 + spell level). Obscure Lore Type of Feat: General Prerequisite: Bardic Knowledge class feature Benefit: You gain a +4 insight bonus on checks using your bardic knowledge class feature. Dazzling Illusion Type of Feat: General Prerequisite: Spell Focus Illusion Benefit: You render all enemies within 30 feet dazzled for 1 round. Blind creatures are immune to this effect. Energy Abjuration Type of Feat: General Prerequisite: Spell Focus Abjuration Benefit: When you cast an abjuration spell, you gain a special energy resistance equal to (1 + the spell's level) x 5. This will stop that much energy damage before dissipating. Fearsome Necromancy Type of Feat: General Prerequisite: Spell Focus Necromancy Benefit: Any foe affected by a necromancy spell you cast is shaken for 1 round, regardless of the result of the save. This mind-affecting fear ability does not stack with any other fear effect (it can't make a foe worse than shaken). Insightful Divination Type of Feat: General Prerequisite: Spell Focus Divination Benefit: When you cast a divination spell, you gain an insight bonus equal to the spell's level + 1 on the first save you make within the next 24 hours. After you roll this saving throw, you lose the benefit of both bonuses until you cast another divination spell. Piercing Evocation Type of Feat: General Prerequisite: Spell Focus Evocation Benefit: When you cast an evocation spell that deals energy damage (acid, cold, fire, electricity, or sonic), you can choose for 10 points of energy damage dealt by the spell to become untyped damage to which energy resistance and immunity do not apply. Unsettling Enchantment Type of Feat: General Prerequisite: Spell Focus Enchantment Benefit: Any foe required to save against an enchantment spell you cast takes a -2 penalty on attack rolls and to AC for 1 round, regardless of the result of the save. This is a mind-affecting effect. Toughening Transmutation Type of Feat: General Prerequisite: Spell Focus Transmutation Benefit: Whenever you cast a transmutation spell, you grant yourself damage reduction 5/+1. This effect lasts for 1 round. Cloudy Conjuration Type of Feat: General Prerequisite: Spell Focus Conjuration Benefit: When you cast a conjuration spell, a 5-foot-radius cloud of sickening smoke manifests. The cloud appears in the space of your target (if any). The cloud lasts for 1 round. Any living creature is sickened while inside it. The cloud in all other ways acts like a small area of the fog cloud spell. Creatures immune to poison are immune to the sickening effect. Bloodclaw Master Bloodclaw Masters bloodclaw master (PRESTIGE CLASS) A bloodclaw master embraces the animal within to a degree that it becomes external, partially transforming him into the beast from which the discipline was inspired. He employs small, light weapons almost like claws. He focuses on the Tiger Claw discipline, and his maneuvers speak to the quick-striking nature of his discipline's feline namesake. - Hit Die: d12 - Proficiencies: A Bloodclaw Master gains no additional proficiencies. - Skill Points: 2 + Int Modifier REQUIREMENTS: Skills: Jump 9 ranks. Feats: Two-Weapon Fighting. Maneuvers: Must know at least three Tiger Claw maneuvers. CLASS FEATURES: Level 1: Shifting 1/day - Gains some aspects of the tiger. Claws of the Beast - Damage bonus with two weapons 2: Superior Two-Weapon Fighting - Attack bonus using two weapons Tiger Claw Synergy - Adapts to Tiger Claw stances 3: Pouncing Strike - Able to perform a pouncing charge Shifting 2/day Darkvision 4: Tiger Claw Synergy - Adapts to Tiger Claw strikes 5: Rending Claws - Damage when hitting with both weapons Scent Shifting 3/day Maneuvers The Bloodclaw Master may only select maneuvers from the Tiger Claw discipline. He adds his full class level to his initiator level. He gains new maneuvers known and readied at the indicated levels. Level Maneuvers Known Maneuvers Readied 1 1 0 2 0 0 3 1 1 4 0 0 5 1 0 Claws of the Beast Type of Feat: Class Specific Prerequisites: Bloodclaw Master 1. Specifics: When attacking with two daggers or Tiger Claw weapons (Kukri, Kama, Handaxe, or Unarmed), you add your full strength bonus to off-hand attacks. Use: Automatic Superior Two Weapon Fighting Type of Feat: Class Specific Prerequisites: Bloodclaw Master 2. Specifics: When attacking with two daggers or Tiger Claw weapons (Kukri, Kama, Handaxe, or Unarmed), you gain a +2 bonus to attack. Use: Automatic Tiger Claw Synergy Type of Feat: Class Specific Prerequisites: Bloodclaw Master 2. Specifics: While under the effects of a Tiger Claw Stance, you gain a +1 dodge bonus to AC, and a +10 ft. bonus to speed. At level 4, you gain a +1 bonus to attack on all Tiger Claw strikes. Use: Automatic Rending Claws Type of Feat: Class Specific Prerequisites: Bloodclaw Master 5. Specifics: When attacking with two daggers or Tiger Claw weapons (Kukri, Kama, Handaxe, or Unarmed), on each successful left-handed attack, you do an additional 2d6 damage. This will automatically expend one readied Tiger Claw maneuver each time it is used, and can only be used while shifting. Use: Automatic Pouncing Strike Type of Feat: Class Specific Prerequisites: Bloodclaw Master 3. Specifics: When attacking with two daggers or Tiger Claw weapons (Kukri, Kama, Handaxe, or Unarmed), you may make a charge attack that allows you to full attack at the end of the charge. This will automatically expend one readied Tiger Claw maneuver each time it is used. Use: Selected Shifting Type of Feat: Class Specific Prerequisites: Bloodclaw Master 1. Specifics: You gain a +2 bonus to strength, and grow two claws that each do 1d4 damage. This lasts for a number of rounds equal to you class level + your constitution modifier. Use: Selected Scent Type of Feat: Class Specific Prerequisites: Bloodclaw Master 5. Specifics: You gain Keen Senses and +4 bonus to Spot, Listen, and Search. Use: Automatic Ruby Knight Vindicator Ruby Knight Vindicators Ruby Knight Vindicator (PRESTIGE CLASS) The Ruby Knights are a crusader order in the service of Wee Jas, goddess of death and magic. Inscrutable and mysterious, these secretive warriors serve as the militant arm of the Jasite faith. They protect the temples of Wee Jas, guard important leaders of the church, aid powerful sorcerers and necromancers sworn to the Witch Goddess, and help to train novice clergy. When called upon, they also serve as spies and assassins. Within the Ruby Knight order, the knights-vindicator are responsible for undertaking duties of the last variety. Most of the time, a knights-vindicator is free to do as he pleases, but every so often leaders of the knightly order or high priests of the faith come to him with a special assignment that requires stealth, intimidation, or assassination. A Ruby Knight vindicator relies on his spiritual strength and skill in martial disciplines rarely mastered by crusaders to capture or dispatch marked enemies of the faith. He strikes with unflinching determination and righteous vengeance, and his benefactors within the church sleep comfortably knowing the Ruby Knights always stand ready to do the church's bidding. - Hit Die: d8 - Proficiencies: A Ruby Knight Vindicator gains no additional proficiencies. - Skill Points: 4 + Int Modifier REQUIREMENTS: Skills: Hide 4 ranks, Intimidate 4 ranks, Lore 8 ranks. Maneuvers: Must know at least one Devoted Spirit maneuver, and one Devoted Spirit stance. Special: Must be able to turn undead, and must worship Wee Jas. Clerics must have the Death and Magic domains. CLASS FEATURES: Level 1: 2: Divine Recovery - Expend a Turning attempt to recover a maneuver 3: 4: 5: Armoured Stealth - No Armour Check Penalty to Hide 6: 7: Divine Impetus - Expend a Turning attempt to gain a swift action 8: 9: Divine Fury - Expend a Turning attempt to gain +4 attack, 1d10 damage 10: Maneuvers The Ruby Knight Vindicator may only select maneuvers from the Devoted Spirit, Shadow Hand, Stone Dragon, or White Raven disciplines. He adds his full class level to his initiator level. He gains new maneuvers known and readied at the indicated levels. Level Maneuvers Known Maneuvers Readied Stances Known 1 0 0 1 2 1 0 0 3 0 0 0 4 1 0 0 5 0 1 0 6 1 0 1 7 0 0 0 8 1 0 0 9 0 1 0 10 1 0 0 BONUS DIVINE SPELLS Every level in Ruby Knight Vindicator, the character gains new spells per day as if he had also gained a level in his highest divine caster class. Divine Recovery Type of Feat: Class Specific Prerequisites: Ruby Knight Vindicator 2. Specifics: By expending a use of Turn Undead, you can recover a single maneuver as a swift action. Use: Selected Divine Impetus Type of Feat: Class Specific Prerequisites: Ruby Knight Vindicator 7. Specifics: By expending a use of Turn Undead, you can use two swift action maneuvers in the same round. Use: Selected Divine Fury Type of Feat: Class Specific Prerequisites: Ruby Knight Vindicator 9. Specifics: By expending a use of Turn Undead, you can gain a +4 bonus to attack and a +1d10 bonus to damage on your next strike maneuver. Use: Selected Armoured Stealth Type of Feat: Class Specific Prerequisites: Ruby Knight Vindicator 5. Specifics: You gain a bonus to Hide equal to the Armour Check Penalty of the armour that you wear. Use: Automatic Fog Cloud School: Conjuration Caster Level: Drd 2, Sor/Wiz 2 Components: V, S, M Range: Medium (100 ft. + 10 ft./level) Effect: Fog spreads in 20-ft. radius, 20 ft. high Duration: 10 min/level Saving Throw: No Spell Resistance: No A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50%). Jade Phoenix Mage Jade Phoenix Mages jade phoenix mage (PRESTIGE CLASS) Long ago, a fellowship of swordsages known as the Masters of the Jade Phoenix took up the study of arcane magic in search of a new martial discipline. They discovered that the mental austerity and economy of action each swordsage had cultivated in his martial studies opened up the door to a powerful and unique form of arcane mastery. Properly applied, the stances and maneuvers of a martial discipline provided the mage with exceptional power and control in his arcane spellcasting - and by channeling the arcane energy of his spells into his martial maneuvers, he achieved supernatural perfection in his chosen disciplines. - Hit Die: d6 - Proficiencies: A Jade Phoenix Mage gains no additional proficiencies. - Skill Points: 2 + Int Modifier REQUIREMENTS: Alignment: Any nonevil. Skills: Concentration 9 ranks, Lore 2 ranks. Maneuvers: Must know at least two martial maneuvers, including one strike. Spells: Ability to cast 2nd-level arcane spells. CLASS FEATURES: Level 1: Arcane Wrath - Expend spell use to get damage boost and +4 attack bonus to next attack. Rite of Waking - Gain +2 bonus to lore checks, also +2 bonus to saving throws vs. death and fear. 2: Mystic Phoenix stance - Gain +1 caster level bonus and optional expend spell for damage resistance vs. evil. 3: 4: Empowering strike - Empower next spell cast upon successful melee strike. 5: 6: Firebird stance - Gain +3 caster levels when casting any fire spell, also gain resistance 10/fire. Optional expend spell for temporary damage aura. Jade Phoenix Master - Can perform Rite of Waking on another. 7: 8: Quickening strike - Quickcast spell after successful melee strike. 9: 10: Emerald Immolation - You explode dealing 20d6 damage. Maneuvers Stances Level Known Readied Known 1 1 0 0 2 0 0 0 3 1 1 0 4 0 0 0 5 1 0 1 6 0 1 0 7 1 0 0 8 0 0 0 9 1 1 0 10 0 0 0 Arcane Wrath Type of Feat: Class Specific Prerequisites: Jade Phoenix level 1. Specifics: By losing any prepared spell, you gain a +4 bonus on a single attack or martial strike, as well as an extra 1d10 points of damage per spell level expended. Both bonuses must be applied on an attack made before your next turn. Use: Selected Rite of Waking Type of Feat: Class Specific Prerequisites: Jade Phoenix level 1. Specifics: You gain a +2 bonus to lore checks, as well as a +2 bonus on saving throws against death effects and fear effects. Use: Selected Mystic Phoenix Stance Type of Feat: Class Specific Prerequisites: Jade Phoenix level 2 Specifics: While you use this ability, your caster level when you cast arcane spells increases by 1, and you gain a +2 dodge bonus to AC. If you expend an arcane spell, you gain damage reduction versus all but evil 2x the level of the spell expended (maximum damage reduction 10/evil for fifth level spell). Use: Selected Empowering Strike Type of Feat: Class Specific Prerequisites: Jade Phoenix level 4 Specifics: The next time you successfully attack an enemy, an arcane spell that you cast before the end of your next turn is empowered. You do not need to know Empower Spell to be able to use this feat. You can use this ability once per encounter. Use: Selected Firebird Stance Type of Feat: Class Specific Prerequisites: Jade Phoenix level 6. Specifics: You gain fire resistance 10 and your caster level when you cast any fire spell increases by 3. If you expend an arcane spell, you gain an aura that deals 1d6 points of damage to any creature within 10 feet (Reflex half, DC 14 + key spellcasting ability modifier). Half of the damage is fire and the other half is magical. The aura lasts for one turn. Use: Selected Jade Phoenix Master When you attain 6th level, you earn the right to call yourself a Jade Phoenix master. You can now perform the Rite of Waking for someone else, provided he or she is a suitable candidate and embodies the reincarnated spirit of one of the ancient masters. (The DM decides if this is true for any given NPC.) You gain the ability to sense the direction and distance to the nearest Jade Phoenix mage, master, or candidate simply by meditating for 1 minute without interruption. Quickening Strike Type of Feat: Class Specific Prerequisites: Jade Phoenix level 8. Specifics: Starting at 8th level, when you successfully attack an enemy with a martial strike, an arcane spell of 5th level or lower that you cast before the end of your next turn is quickened. You can use this ability once per encounter. Use: Selected Emerald Immolation Type of Feat: Class Specific Prerequisites: Jade Phoenix level 10 Specifics: You explode in a searing blast of green fire that deals 20d6 of damage in a 20-foot radius (Reflex half, DC 19 + key spellcasting ability modifier). Half of the damage is fire, the other half is magical. Extraplanar creatures that fail their saves must succeed on a Will save (DC 19 + key spellcasting ability modifier) or be killed. Use: Selected Jade Phoenix Mage Quickslots Select and assign spells for use with Jade Phoenix Mage class abilities. Spell Quickslot Conversation Spell Quickslot 1 Spell Quickslot 2 Spell Quickslot 3 Spell Quickslot 4 Rite of Waking (Other) Mystic Phoenix Stance (Augmented) Firebird Stance (Augmented) Humanoid A humanoid usually has two arms, two legs, and one head, or a humanlike torso, arms, and a head. Humanoids have few or no supernatural or extraordinary abilities, but most can speak and usually have well-developed societies. They usually are Small or Medium. Every humanoid creature also has a subtype. - Proficient with all simple weapons, or by character class. - Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, or by character class. If a humanoid does not have a class and wears armor, it is proficient with that type of armor and all lighter types. Humanoids not indicated as wearing armor are not proficient with armor. Humanoids are proficient with shields if they are proficient with any form of armor. -Humanoids breathe, eat, and sleep. **** 50,000 - 50,500 reserved for Race Pack Feats **** Light Sensitivity Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature suffers -2 penalty to attack rolls, saves and checks while operating in bright light. Use: Automatic. Light Blindness Type of Feat: Racial Prerequisite: Race-Specific. Specifics: Abrupt exposure to light blinds the creature for 1 round. In addition they suffer -1 circumstance penalty to attack rolls, saves and checks while operating in bright light. Use: Automatic. Spell Resistance 5 Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature has an innate spell resistance of 5, plus 1 per level. Use: Automatic. Spell Resistance 11 Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature has an innate spell resistance of 11, plus 1 per level. Use: Automatic. Spell Resistance 13 Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature has an innate spell resistance of 13, plus 1 per level. Use: Automatic. Spell Resistance 14 Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature has an innate spell resistance of 14, plus 1 per level. Use: Automatic. Spell Resistance 15 Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature has an innate spell resistance of 15, plus 1 per level. Use: Automatic. Spell Resistance 18 Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature has an innate spell resistance of 18, plus 1 per level. Use: Automatic. Spell Resistance 25 Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature has an innate spell resistance of 25, plus 1 per level. Use: Automatic. Spell Resistance 27 Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature has an innate spell resistance of 27, plus 1 per level. Use: Automatic. Dwarven Creature is a member of the Dwarven race. Elven Creature is a member of the Elven race. Gnomish Creature is a member of the Gnomish race. Halfling Creature is a member of the Halfling race. Orcish Creature is a member of the Orcish race. Human Creature is a member of the Human race. Outsider Creature is a member of the race of Outsiders. Giant Creature is a member of the Giant race. Fey Creature is a member of the Fey race. Goblinoid Creature is a member of the Goblinoid race. Monstrous Humanoid Creature is a member of the race of Monstrous Humanoids. Reptilian Humanoid Creature is a member of the Reptilian race. Aberration Creature is a member of the race of Aberrations. Hardiness against Air Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature gains +2 to saving throws vs. air, sonic or electricity. Use: Automatic. Hardiness against Earth Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature gains +2 to saving throws vs. earth or acid. Use: Automatic. Hardiness against Fire Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature gains +2 to saving throws vs. fire. Use: Automatic. Hardiness against Water Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature gains +2 to saving throws vs. water or cold. Use: Automatic. Hardiness against Electricity Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature gains +2 to saving throws vs. electricity. Use: Automatic. Hardiness vs. Poison (3) Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature gains +3 to saving throws vs. poison. Use: Automatic. Immunity to Cold Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature is immune to the effects of cold and cold-based spells. Use: Automatic. Immunity to Phantasms Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature is immune to the effects of phantasms, such as Weird and Phantasmal Killer. Use: Automatic. Nondetection Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature is undetectable by magic means. Use: Automatic. Immunity Poison Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature is immune to the effects of poison. Use: Automatic. Natural Armor 1 Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature gains +1 to their natural armor class. Use: Automatic. Natural Armor 3 Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature gains +3 to their natural armor class. Use: Automatic. Natural Armor 4 Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature gains +4 to their natural armor class. Use: Automatic. Natural Armor 5 Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature gains +5 to their natural armor class. Use: Automatic. Natural Armor 6 Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature gains +6 to their natural armor class. Use: Automatic. Natural Armor 9 Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature gains +9 to their natural armor class. Use: Automatic. Breathless Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature does not breath and is therefore immune to the effects of breathing-based spells. Use: Automatic. Constrict **not included in release** Regeneration 5 Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature regenerates 5 hit points per round. Use: Automatic. Rend Type of Feat: Racial Prerequisite: Race-Specific. Specifics: If a creature with this special attack (extraordinary) hits the same target twice in a row during the same round with it's natural attack, it latches onto the opponent's body and tears the flesh. A rend attack deals damage equal to the creature's natural attack + 1-1/2 times its Str modifier. Use: Automatic. Resist Fire 5 Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature has an innate fire resistance of 5. Use: Automatic. Suffocation **not included in release** Very Heroic Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature receives +2 to all saving throws. Use: Automatic. Vulnerability Cold Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature receives 50% more damage from cold and cold-based attacks. Use: Automatic. Damage Reduction 10 Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature receives damage reduction 10/+1 to hit. Use: Automatic. Damage Reduction 15 Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature receives damage reduction 15/+1 to hit. Use: Automatic. Skill Affinity (Hide Underground) Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature receives a +4 racial bonus to Hide checks when underground. Use: Automatic. Skill Affinity (Hide in Forest) Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature receives a +8 racial bonus to Hide checks when in a natural area. Use: Automatic. Skill Affinity (Move Silently) Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature receives a +4 racial bonus to Move Silently checks. Use: Automatic. Skill Affinity (Jump) Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature receives +2 racial bonus to Jump checks. Use: Automatic. Skill Affinity (Bluff) Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature receives +2 racial bonus to Bluff checks. Use: Automatic. Alternate Form **not included in release** Disguise Creature can alter its appearance to disguise or deceive, then revert to its original form. Powerful Charge Type of Feat: Racial Prerequisite: Race-Specific. Specifics: Creature can perform an unarmed charge attack at +2 while suffering -2 to armor class. A successful attack does an additional 4d6+6 damage. Use: Selected. Skill Affinity (Craft Armor) Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature receives +2 racial bonus to Craft Armor checks. Use: Automatic. Skill Affinity (Craft Weapon) Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature receives +2 racial bonus to Craft Weapon checks. Use: Automatic. Elemental Creature is a member of the race of Elementals. Large Creature Type of Feat: Racial Prerequisite: Race-Specific. Specifics: Your character is classified as a large creature and thus gains a -1 penalty to AC and -4 to all hide checks. Use: Automatic. Natural Armor 2 Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature gains +2 to their natural armor class. Use: Automatic. Skill Affinity (Spot) +4 Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature receives +4 racial bonus to Spot checks. Use: Automatic. Skill Affinity (Jump) +4 Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature receives +4 racial bonus to Jump checks. Use: Automatic. Natural Armor 7 Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature gains +7 to their natural armor class. Use: Automatic. Natural Armor 8 Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature gains +8 to their natural armor class. Use: Automatic. Natural Armor 10 Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature gains +10 to their natural armor class. Use: Automatic. Skill Affinity (Hide) Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature receives +2 racial bonus to Hide checks. Use: Automatic. Hardiness vs. Poison (4) Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature gains +4 to saving throws vs. poison. Use: Automatic. Polymorph Self Alter Self Revert to Own Form Leap Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature receives +5 racial bonus to Jump checks. Use: Automatic. Dive Attack Type of Feat: Racial Prerequisite: Race-Specific. Specifics: Creature can perform a dive attack at +2 while suffering -2 to armor class. A successful attack does double damage if using a piercing weapon. Use: Selected. Keen Sight Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature receives +4 racial bonus to Spot checks. Use: Automatic. Special Abilities - Aasimar Spell-like Abilities: 1/day - Light. Caster level 3rd. Cold Resistance 10 Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature has an innate cold resistance of 10. Use: Automatic. Skill Affinity (Animal Empathy) Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature receives a +2 racial bonus to Animal Empathy checks. Use: Automatic. Wild Empathy Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature receives a +6 racial bonus to Animal Empathy checks. Use: Automatic. Kender Taunting Type of Feat: Racial Prerequisite: Race-Specific. Specifics: Kenders are experts at taunting, and gain a +4 to bluff and taunt checks. Use: Automatic. Special Abilities - Fey'ri Spell-like Abilities: 1/day - Alter Self, Charm Person, Clairaudience, Darkness, Enervation. Fey'ri spell-like abilities have caster level equal to the fey'ri's character level. The DC is Charisma-based. Adamantine Body Type of Feat: Warforged Prerequisite: Composite Plating, 1st level only This Warforged was built using Adamantium for their armor plating. This grants a +8 bonus to AC, a +1 max Dex bonus to AC, a -5 armor check penalty, 35% arcane spell failure, DR 2/-, and counts as heavy armor. Note: This uses the "armor" slot, and so you cannot wear other armor. Use: Automatic. Special Abilities - Githzerai Spell-like Abilities: 3/day - Daze. Caster level 3rd. Special Abilities - Illithid Spell-like Abilities: At will - Mind blast, Caster level 4th; 5/day - Charm Monster, Caster level 8th. The DC is Charisma-based. Extract/Suck Brain: Illithid have a chance to extract the brain of a victim on a successful hit. Special Abilities - Pixie Spell-like Abilities: At Will - Invisibility; 1/day - Confusion, Entangle, Lesser Dispel, Polymorph Self. Caster level 8th, except Confusion, which is caster level 4th. The DC is Charisma-based. Immunity to Disease Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature is immune to disease. Use: Automatic. Immunity to Electricity Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature is immune to electric damage. Use: Automatic. Vulnerability to Fire Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature takes 50% more damage from fire. Use: Automatic. Fire Resistance 10 Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature has an innate fire resistance of 10. Use: Automatic. Special Abilities - Urdunnir Stone Shape: Urdunnir can take the shape of stone at will (using 'Stoneskin' as 4th level wizard). Detect Evil Detect Good Detect Chaos Detect Law Azer Heat Damage Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature causes an additional 1 heat damage on every successful attack. Use: Automatic. <CUSTOM0> executes a powerful charge. <CUSTOM0> executes a dive attack. Dodge Bonus +4 Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature receives +4 racial bonus to Dodge AC. Use: Automatic. Skill Affinity (Appraise) Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature receives +2 racial bonus to Appraise checks. Use: Automatic. Water Breathing Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature is immune to the effects of Drown and Mass Drown. Use: Automatic. Special Abilities - Minotaur Powerful Charge: Minotaurs can make an unarmed powerful charge at -2 AC, +2 to hit, that inflicts an additional 4d6+6 damage. Illithid have a chance to extract the brain of a victim on a successful hit. Scent Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature receives +4 racial bonus to Search, Spot and Listen checks. Use: Automatic. Type of Feat: Racial Prerequisite: Race-Specific. Specifics: Fey'ri can assume the form of an elf at will. Use: Selected. Type of Feat: Racial Prerequisite: Race-Specific. Specifics: Pixies can polymorph once per day. Use: Selected. Revert back to natural form. Undead Creature is Undead. Beast Creature is a member of the race of Beasts. Vermin Creature is a member of the race of Vermin. Draconic Creature is a member of the race of Dragons. Skill Bonus (Jump) Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature receives +8 racial bonus to Jump checks. Use: Automatic. Skill Affinity (Craft Trap) Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature receives +2 racial bonus to Craft Trap checks. Use: Automatic. Polar Ray Caster Level(s): Wizard / Sorcerer 8 Innate Level: 8 School: Evocation Descriptor(s): Cold Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Single Duration: Instant Additional Counter Spells: Save: None Spell Resistance: Yes A blue-white ray of freezing air and ice springs from your hand. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of cold damage per caster level (maximum 25d6). Sohei Soheis sohei (BASE CLASS) Sohei are warrior monks, religious soldiers who protect large monasteries. Unlike shamans, sohei are more militant than holy, and receive very little religious instruction. Instead they are trained in the art of fighting. Sohei defend their monasteries against attacks and advance its political claims in the outside world. They are subject to the leader of their temple. - Alignment Restrictions: Lawful only - Hit Die: d10 - Proficiencies: A Sohei gains proficiencies with Simple and Martial Weapons, and Light. Medium and Heavy Armour. - Skill Points: 2 + Int Modifier CLASS FEATURES: Level 1: Ki Frenzy 1/Day - +2 Str, Dex, Extra Attack 2: Weapon Focus - Gain Weapon Focus in your chosen weapon. 3: Ki Frenzy 2/Day Deflect Arrows 4: 5: Remain Conscious Strength of Mind - Immunity to Stunning 6: 7: Ki Frenzy 3/Day Defensive Strike - +4 to Attack when using Expertise 8: 9: Mettle 10: 11: Ki Frenzy 4/Day Damage Resistance 1/- 12: 13: 14: Damage Resistance 2/- 15: Ki Frenzy 5/Day 16: 17: Damage Resistance 3/- 18: 19: Ki Frenzy 6/Day 20: Damage Resistance 4/- SPELLCASTING To cast a spell, the Sohei must have a Wisdom score of 10 + the spell level. The DC of a Sohei's spell is 10 + Spell Level + Wisdom Modifier. A Sohei's caster level is equal to half his class level. Spells per day: Level: 1 2 3 4 1: - - - - 2: - - - - 3: - - - - 4: 0 - - - 5: 0 - - - 6: 1 - - - 7: 1 - - - 8: 1 0 - - 9: 1 0 - - 10: 1 1 - - 11: 1 1 0 - 12: 1 1 1 - 13: 1 1 1 - 14: 2 1 1 0 15: 2 1 1 1 16: 2 2 1 1 17: 2 2 2 1 18: 3 2 2 1 19: 3 3 3 2 20: 3 3 3 3 Ki Frenzy Type of Feat: Class Specific Prerequisite: Sohei level 1. Specifics: You channel your Ki into a berserk frenzy, gaining +2 to Strength and Dexterity, 1 Extra attack per round, and a 33% movement boost. You take a -2 penalty to all attacks, and are unable to cast spells while in a frenzy. At the end of the frenzy, you are fatigued and take a -2 penalty to Strength and Constitution. Duration of both the Frenzy and the fatigue is 3 + Constitution rounds. Use: Selected. Strength of Mind Type of Feat: Class Specific Prerequisite: Sohei level 5. Specifics: You gain immunity to Stunning and Sleep effects. Use: Automatic. Defensive Strike Type of Feat: Class Specific Prerequisite: Sohei 7. Specifics: You gain a +4 bonus to attack when using Expertise. Use: Automatic. Damage Reduction Type of Feat: Class Specific Prerequisite: Sohei level 11. Specifics: You gain damage reduction 1/- at level 11. This increases by 1 every 3 levels, to a maximum of 10/- at level 38. Use: Automatic. Epic Sohei The Epic Sohei is a warrior without equal, able to enter into a frenzy at will and to withstand even the harshest of blows. CLASS FEATURES: Level 21: - 22: - 23: Ki Frenzy 7/Day, Damage Resistance 5/- 24: Bonus Feat 25: - 26: Damage Resistance 6/- 27: Ki Frenzy 8/Day 28: Bonus Feat 29: Damage Resistance 7/- 30: - 31: Ki Frenzy 9/Day 32: Bonus Feat, Damage Resistance 8/- 33: - 34: - 35: Ki Frenzy 10/Day, Damage Resistance 9/- 36: Bonus Feat 37: - 38: Damage Resistance 10/- 39: Ki Frenzy 11/Day 40: Bonus Feat Focused Lexicon: Aberration Focused Lexicon: Animal Focused Lexicon: Beast Focused Lexicon: Construct Focused Lexicon: Dragon Focused Lexicon: Dwarf Focused Lexicon: Elemental Focused Lexicon: Elf Focused Lexicon: Fey Focused Lexicon: Giant Focused Lexicon: Gnome Focused Lexicon: Halfelf Focused Lexicon: Halfling Focused Lexicon: Halforc Focused Lexicon: Human Focused Lexicon: Goblinoid Focused Lexicon: Monstrous Humanoid Focused Lexicon: Orc Focused Lexicon: Reptilian Humanoid Focused Lexicon: Magical Beast Focused Lexicon: Ooze Focused Lexicon: Outsider Focused Lexicon: Shapechanger Focused Lexicon: Undead Focused Lexicon: Vermin Type of Feat: General Prerequisite: Truespeak 6, able to speak utterances. Specifics: Choose a creature type. The DC of your utterances against that creature type is increased by 1. Use: Automatic. Focused Lexicon Utterance Focus: Breath of Cleansing Utterance Focus: Breath of Recovery Utterance Focus: Eldritch Attraction Utterance Focus: Morale Boost Utterance Focus: Preternatural Clarity Utterance Focus: Sensory Focus Utterance Focus: Silent Caster Utterance Focus: Singular Mind Utterance Focus: Temporal Spiral Utterance Focus: Temporal Twist Utterance Focus: Ward of Peace Utterance Focus: Shockwave Type of Feat: General Prerequisite: Able to speak utterances. Specifics: Choose a specific utterance. The DC of the chosen utterance is increased by 1. Use: Automatic. Utterance Focus Recitation of the Fortified State Type of Feat: Recitation Prerequisite: Truespeak 9 ranks, levels in Truenamer class. Specifics: You gain a natural armour bonus equal to 1/3rd your Truenamer level. This lasts for one round. You must succeed on a Truespeak check of 15 + (2 * your HD) - 2. Use: Selected. Recitation of Meditative State Type of Feat: Recitation Prerequisite: Truespeak 9 ranks, levels in Truenamer class. Specifics: Use of this Recitation dispels most negative mental effects. You must succeed on a Truespeak check of 15 + (2 * your HD) - 2. Use: Selected. Recitation of Mindful State Type of Feat: Recitation Prerequisite: Truespeak 9 ranks, levels in Truenamer class. Specifics: You gain a skill bonus equal to 1/3rd your Truenamer level on Open Lock, Disable Trap, and Craft skills. This lasts for two rounds. You must succeed on a Truespeak check of 15 + (2 * your HD) - 2. Use: Selected. Recitation of the Sanguine State Type of Feat: Recitation Prerequisite: Truespeak 9 ranks, levels in Truenamer class. Specifics: Use of this Recitation cleanses your body of Poisons. You must succeed on a Truespeak check of 15 + (2 * your HD) - 2. Use: Selected. Recitation of Vital State Type of Feat: Recitation Prerequisite: Truespeak 9 ranks, levels in Truenamer class. Specifics: Use of this Recitation cleanses your body of Disease. You must succeed on a Truespeak check of 15 + (2 * your HD) - 2. Use: Selected. Empower Utterance Type of Feat: General Prerequisite: Truespeak 9 ranks, Able to speak utterances. Specifics: You can empower an utterance. All variable, numeric effects of an empowered utterance are increased by one-half. An empowered utterance deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets, and so forth, as appropriate. Saving throws and opposed checks are not affected, nor are utterances without random variables. Using this feat increases the DC to speak the utterance by 10. Use: Selected. Extend Utterance Type of Feat: General Prerequisite: Truespeak 6 ranks, Able to speak utterances. Specifics: You can speak an extended utterance. An extended utterance lasts twice as long as normal. A utterance with a duration of concentration, instantaneous, or permanent is not affected by this feat. Using this feat increases the DC to speak the utterance by 5. Use: Selected. Quicken Utterance Type of Feat: General Prerequisite: Truespeak 12 ranks, Able to speak utterances. Specifics: You can quicken an utterance. You can perform another action, even speak another utterance, in the same round that you speak a quickened utterance. You can speak only one quickened utterance per round. A utterance whose speaking time is longer than 1 round cannot be quickened. Using this feat increases the DC to speak the utterance by 20. Use: Selected. Truename Training Type of Feat: General Prerequisite: None Specifics: Truespeech is now a class skill for you. Use: Automatic. Ignore Spell Resistance Type of Feat: Class Specific Prerequisite: Truenamer level 1 Specifics: You can choose to ignore Spell Resistance entirely as you speak an utterance. Using this feat increases the DC to speak the utterance by 5. Use: Selected. Crafted Tool Targeting Type of Feat: Class Specific Prerequisite: Truenamer level 4 Specifics: This feat allows you to choose which Inventory Slot you would like to target on the chosen creature. If a Crafted Tool utterance is targeted directly on an item, it affects that item. Otherwise follow the instructions below. Crafted Tool Targeting Conversation brings up a conversation that allows you to fill the four Crafted Tool Quickslots with chosen inventory slots. Simply click on the chosen quickslot to have all your Crafted Tool utterances target that slot. If the chosen slot is empty, the utterance will then attempt to find the proper target and affect that. Use: Selected. Crafted Tool Targeting Conversation Crafted Tool Quickslot #1 Crafted Tool Quickslot #2 Crafted Tool Quickslot #3 Crafted Tool Quickslot #4 See the Named Type of Feat: Class Specific Prerequisite: Truenamer level 9 Specifics: You see the named creature for one round, as per the Scry spell. You must succeed on a Truespeak check at the normal DC versus the targeted creature. This can be used once per day. Use: Selected. Speak Unto The Masses Type of Feat: Class Specific Prerequisite: Truenamer level 17 Specifics: You can choose to affect all creatures of a racial type within 30' of the target. This only affects utterances from the Lexicon of the Evolving Mind. When you do so, the DC to speak the utterance changes as follows: The racial type chosen is that of the creature targeted. The DC becomes 15 + (2 * The highest CR creature of the chosen racial type in the area) + (2 * The number of targets beyond the first). For example, you target a Goblin, and within the area are three other Goblins and one Goblin Shaman, for a total of five creatures. The DC is 15 + (2 * 4 [The Shaman's CR]) + (2 * 4 [The four other creatures in the area]), for a total of 31. Use: Selected. Say My Name and I Am There Type of Feat: Class Specific Prerequisite: Truenamer level 20 Specifics: You can choose to teleport to any party member by speaking their True nickname. This does not require a Truespeak check. Use: Selected. Knowledge Focus Type of Feat: Class Specific Prerequisite: Truenamer level 2 Specifics: You gain a +3 bonus to Lore. This increases to +6 at 7th, +9 at 10th, and +12 at 14th. Use: Automatic. Skill Focus (Truespeech) Type of Feat: General Prerequisite: Truespeech rank 1 Specifics: You gain a +3 bonus to Truespeech. Use: Automatic. Epic Skill Focus (Truespeech) Type of Feat: General Prerequisite: Truespeech rank 20, Epic Character Specifics: You gain a +10 bonus to Truespeech. Use: Automatic. Command School: Enchantment (Compulsion) [Mind-Affecting] Level: Cleric 1 Components: V Casting Time: 1 action Range: Close (25 ft. + 5 ft/2 levels) Targets: 1 living creature Duration: 1 Round Saving Throw: Will Negates Spell Resistance: Yes You give the subject a single command, which it obeys to the best of its ability. Approach - The target runs directly towards you for one round. Drop - The target drops what it is holding (This will not work on creatures that cannot be disarmed). Fall - The target falls to the ground for one round. Flee - The target runs away from the caster for one round. Halt - The target stands in place and takes no action for one round. Command Approach Command Drop Command Fall Command Flee Command Halt Greater Command School: Enchantment (Compulsion) [Mind-Affecting] Level: Cleric 5 Components: V Casting Time: 1 action Range: Close (25 ft. + 5 ft/2 levels) Targets: 1 living creature/level AoE: 30' Burst Duration: 1 Round/level Saving Throw: Will Negates Spell Resistance: Yes You give the subjects a single command, which they obey to the best of their ability. At the beginning of each round, the targets get a new saving throw to end the effect. Approach - The target runs directly towards you for the duration of the spell. Drop - The target drops what it is holding (This will not work on creatures that cannot be disarmed). Fall - The target falls to the ground for the duration of the spell. Flee - The target runs away from the caster for the duration of the spell. Halt - The target stands in place and takes no action for the duration of the spell. Greater Command Approach Greater Command Drop Greater Command Fall Greater Command Flee Greater Command Halt Bereft Berefts bereft (PRESTIGE CLASS) The bereft are a group of truenamers who devote themselves to mastering the word of unmaking, a powerful component of Truespeech purportedly able to unravel creation. Through liberal use of the word's syllables, a bereft studies its effects so that one day he can master the complete word of unmaking and perhaps unlock the meaning of reality. - Hit Die: d6 - Proficiencies: A Bereft gains no additional proficiencies. - Skill Points: 2 + Int Modifier REQUIREMENTS: Alignment: Any neutral Skills: Truespeak 13 ranks. CLASS FEATURES: Level 1: Syllable of Detachment - -2 Penalty on checks 2: Syllable of Affliction - Damage target's senses 3: Syllable of Exile - Maze target 4: Syllable of Dissolution - Target takes 8d6 damage 5: Syllable of Enervation - Target takes 2 Negative Levels. Syllable of Detachment Type of Feat: Class Prerequisite: Bereft 1 Specifics: When the Bereft successfully speak this syllable, the target takes a -2 penalty to skills, AB, and saves for a number of rounds equal to the Bereft's class level. Use: Selected. Syllable of Affliction Type of Feat: Class Prerequisite: Bereft 2 Specifics: When the Bereft successfully speak this syllable, the target takes loses one of his senses for a number of rounds equal to the Bereft's class level. Sight: The target is struck blind. Hearing: The target becomes deaf. Touch: The target takes a -2 penalty on Disable Trap, Jump, Open Lock, Search, and Tumble. Use: Selected. Afflict Sight Afflict Hearing Afflict Touch Syllable of Exile Type of Feat: Class Prerequisite: Bereft 3 Specifics: When the Bereft successfully speak this syllable, the target is affected as by the Maze spell, for one round. Use: Selected. Syllable of Dissolution Type of Feat: Class Prerequisite: Bereft 4 Specifics: When the Bereft successfully speak this syllable, the target takes 8d6 damage. Use: Selected. Syllable of Enervation Type of Feat: Class Prerequisite: Bereft 5 Specifics: When the Bereft successfully speak this syllable, the target gains two negative levels for 24 hours. Use: Selected. Brimstone Speaker Brimstone Speakers brimstone speaker (PRESTIGE CLASS) Brimstone Speakers regard the secret language of Truenames as nothing less than a gift from the gods. Through assiduous study, they master truenames that enable them to call eladrins, archons and angels to fight on their behalf. They also know the truename they're most famous for: the tongue of fire that burns away the stain of evil everywhere. - Hit Die: d8 - Proficiencies: A Brimstone Speaker gains no additional proficiencies. - Skill Points: 2 + Int Modifier REQUIREMENTS: Alignment: Any Good Skills: Truespeak 10 ranks. Spellcasting: Must be able to cast 4th level divine spells. Special: Clerics must have Fire or Good domains. CLASS FEATURES: Level 1: Tongue of Fire 3d6 - A line of fire dealing damage 2: 3: Lesser Heavenly Entreaty - Call a Bralani Eladrin 4: 5: Tongue of Fire 5d6 6: Heavenly Entreaty - Call a Word Archon 7: 8: 9: Greater Heavenly Entreaty - Call an Astral Deva 10: Tongue of Fire 8d6 SPELLCASTING Every odd level in Brimstone Speaker, the character gains new spells per day as if he had also gained a level in his highest divine caster class. Tongue of Fire 3d6 Tongue of Fire 5d6 Tongue of Fire 8d6 Type of Feat: Class Prerequisite: Brimstone Speaker 1 Specifics: The Brimstone Speaker can speak a truename that translates as "tongue of fire". This ability allows them to create a line of fire 20 feet long. Those hit by the fire have a DC vs 10 + Class levels + Con modifier. There are three versions of the Tongue of Fire: 3d6 with a Truespeak DC of 25, 5d6 with a DC of 30, and 8d6 with a DC of 35. This ability is affected by the Law of Resistance. Use: Selected. Lesser Heavenly Entreaty Heavenly Entreaty Greater Heavenly Entreaty Type of Feat: Class Prerequisite: Brimstone Speaker 3 Specifics: The Brimstone Speaker can shout the truenames of angelic powers, being granted their services in return. There are three versions of the Heavenly Entreaty: Lesser, which summons a Bralani Eladrin with a Truespeak DC of 27, Normal, which summons a Word Archon with a Truespeak DC of 33, and Greater, which summons an Astral Deva with a Truespeak DC of 43. This ability is affected by the Law of Resistance. Use: Selected. Slayer of Domiel Slayers of Domiel slayer of Domiel (PRESTIGE CLASS) Assassins, of course, are evil by their nature and the nature of what they do: committing murder for money is a completely evil act. However, sometimes the skill set of an assassin is required for more noble purposes. Claiming the power of the paragorn archon Domiel, the Slayers of Domiel are a disciplined, secretive order of stealthy spies and - when the need arises - assassins who serve the cause of law and good. Rather than rely entirely on stealth and poison, the Slayers of Domiel use supernatural means to dispatch evil foes. - Hit Die: d6 - Proficiencies: A Slayer of Domiel gains no additional proficiencies. - Skill Points: 4 + Int Modifier REQUIREMENTS: Alignment: Lawful Good Skills: Hide 8 ranks, Move Silently 8 ranks. Feats: Sanctify Martial Strike, Servant of the Heavens Special: Sneak attack +3d6, Evasion CLASS FEATURES: Level 1: Death Touch 1/day - Roll 1d6 per Slayer level. Slay target if the number is greater than current hitpoints. Sneak Attack +1d6 Detect Evil at will 2: Divine Grace - Charisma to saves 3: Sneak Attack +2d6 4: Death Touch 2/day 5: Sneak Attack +3d6 6: Improved Evasion 7: Sneak Attack +4d6 8: Death Touch 3/day 9: Sneak Attack +5d6 10: Death Touch 4/day SPELLCASTING To cast a spell, the Slayer of Domiel must have a Wisdom score of 10 + the spell level. The DC of a Slayer of Domiel's spell is 10 + Spell Level + Wisdom Modifier. A Slayer of Domiel's caster level is equal to his class level. Spells per day: Level: 1 2 3 4 1: 0 - - - 2: 1 - - - 3: 1 0 - - 4: 1 1 - - 5: 1 1 0 - 6: 1 1 1 - 7: 2 1 1 0 8: 2 1 1 1 9: 2 2 1 1 10: 2 2 2 1 Death Touch Type of Feat: Class Prerequisite: Slayer of Domiel 1. Specifics: To use this ability, you must succeed on a melee touch attack. Roll 1d6 per Slayer of Domiel level. If the number rolled is greater than the target's current hit points, the target dies. Creatures immune to death effect are immune to this ability. You get 1 use per day at 1, 2 at level 4, 3 at level 8 and 4 at level 10. Use: Selected. Divine Grace Type of Feat: Class Prerequisite: Slayer of Domiel level 2. Specifics: The Slayer of Domiel adds his Charisma bonus (if positive) to all saving throws. Use: Automatic. Detect Evil Type of Feat: Class Prerequisite: Slayer of Domiel 1. Specifics: As the spell Detect Evil, at will. Use: Selected. Shocking Grasp School: Evocation [Electricity] Level: Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature or object touched Duration: Instantaneous Saving Throw: None Spell Resistance: Yes Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like). Shocking Grasp(1) Scorching Ray School: Evocation [Fire] Level: Sor/Wiz 2, Duskblade 2 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: One or more rays Duration: Instantaneous Saving Throw: None Spell Resistance: Yes You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage. Scorching Ray (3) Ray of Exhaustion School: Necromancy Level: Sor/Wiz 3, Duskblade 3 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: 1 min./level Saving Throw: Fortitude partial; see text Spell Resistance: Yes A black ray projects from your pointing finger. You must succeed on a ranged touch attack with the ray to strike a target. The subject is immediately exhausted for the spell's duration. A successful Fortitude save means the creature is only fatigued. Material Component: A drop of sweat. Ray of Exhaustion (5) Waves of Fatigue School: Necromancy Level: Sor/Wiz 5 Components: V, S Casting Time: 1 standard action Range: 30 ft. Area: Cone-shaped burst Duration: Instantaneous Saving Throw: No Spell Resistance: Yes Waves of negative energy render all living creatures in the spell's area fatigued. This spell has no effect on a creature that is already fatigued. Waves of Fatigue (9) Extra Edge Type of Feat: General Prerequisite: Warmage 4. Specifics: You gain a +1 bonus on your warmage edge, plus an additional +1 bonus for every four warmage levels. Use: Automatic. Sudden Empower Type of Feat: Metamagic Prerequisite: Any metamagic feat. Specifics: Once per day, you can apply the Empower Spell feat to the next spell you cast. Use: Selected. Sudden Extend Type of Feat: Metamagic Prerequisite: None. Specifics: Once per day, you can apply the Extend Spell feat to the next spell you cast. Use: Selected. Sudden Maximize Type of Feat: Metamagic Prerequisite: Any metamagic feat. Specifics: Once per day, you can apply the Maximize Spell feat to the next spell you cast. Use: Selected. Sudden Widen Type of Feat: Metamagic Prerequisite: None. Specifics: Once per day, you can apply the Widen Spell feat to the next spell you cast. Use: Selected. Type of Feat: Class Specific Prerequisite: Sublime Chord 1. Specifics: The somatic components for a sublime chord's spells do not incur an arcane spell failure chance as normal for arcane spells if the sublime chord is wearing light armor. Use: Automatic. Type of Feat: Class Specific Prerequisite: Warmage 1, Knight of the Weave 2 Specifics: Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause his spells to fail (if those spells have somatic components). Warmages' limited focus and specialized training, however, allow them to avoid arcane spell failure as long as they stick to light armor and light shields. This training does not extend to medium or heavier armors, nor to heavy shields. Nor does this ability apply to spells gained from a different spellcasting class. At 8th level, a warmage learns to use medium armor with no chance of arcane spell failure. A Knight of the Weave recieves the same benefits, including the increase to medium armor at class level 8, except that they do not reduce the arcane spell failure chance from shields. Use: Automatic. Advanced Learning Type of Feat: Class Specific Prerequisite: Warmage. Specifics: At 3rd, 6th, 11th, and 16th level, a warmage can add a new spell to his list. The spell must be a wizard spell of the evocation school, and of a level no higher than the highest level spell the warmage already knows. Use: Automatic. Warmage Edge Type of Feat: Class Specific Prerequisite: Warmage 1. Specifics: Whenever a Warmage casts a spell that does hit point damage, he adds his intelligence bonus to the damage dealt. Scrolls scribed and items used by the Warmage do not get this benefit. However, staffs do gain the benefit. Use: Automatic. Warmage Warmages warmage (BASE CLASS) Some spellcasters care for only one thing: war. They dream of steel and mighty blasts of devastating magic, the march of troops, and the unleashed destruction found on battlefields everywhere. Graduates of special arcane war colleges, those known as warmages are drilled only and utterly in the casting of spells most useful for laying down destruction, confusing an enemy, or screening an allied action. The utilitarian spells used by wizards and sorcerers have little importance to a warmage's way of thinking. What are support casters for, after all? A warmage cares only for success on the battlefield, or, in some cases, in a series of smaller campaigns favoured by adventuring companies. - Hit Die: d6 - Proficiencies: A Warmage gains proficiencies with Simple Weapons, Light Armour, and Shields. - Skill Points: 2 + Int Modifier CLASS FEATURES: Level 1: Armoured Mage - No Arcane Spell Failure in light armour Warmage Edge - Intelligence Modifier to spell damage 2: 3: Advanced Learning - Learn one new Evocation spell. 4: 5: 6: Advanced Learning - Learn one new Evocation spell. 7: Sudden Empower - Empower spell as a swift action. 8: Armoured Mage - No arcane spell failure in medium armour. 9: 10: Sudden Extend - Extend spell as a swift action. 11: Advanced Learning - Learn one new Evocation spell. 12: 13: 14: 15: Sudden Widen - Widen spell as a swift action. 16: Advanced Learning - Learn one new Evocation spell. 17: 18: 19: 20: Sudden Maximize - Maximize spell as a swift action. SPELLCASTING To cast a spell, the Warmage must have a Charisma score of 10 + the spell level. The DC of a Warmage's spell is 10 + Spell Level + Charisma Modifier. A Warmage's caster level is equal to his class level. He is a spontaneous caster. Spells per day: Level: 0 1 2 3 4 5 6 7 8 9 1: 5 3 - - - - - - - - 2: 6 4 - - - - - - - - 3: 6 5 - - - - - - - - 4: 6 6 3 - - - - - - - 5: 6 6 4 - - - - - - - 6: 6 6 5 3 - - - - - - 7: 6 6 6 4 - - - - - - 8: 6 6 6 5 3 - - - - - 9: 6 6 6 6 4 - - - - - 10: 6 6 6 6 5 3 - - - - 11: 6 6 6 6 6 4 - - - - 12: 6 6 6 6 6 5 3 - - - 13: 6 6 6 6 6 6 4 - - - 14: 6 6 6 6 6 6 5 3 - - 15: 6 6 6 6 6 6 6 4 - - 16: 6 6 6 6 6 6 6 5 3 - 17: 6 6 6 6 6 6 6 6 4 - 18: 6 6 6 6 6 6 6 6 5 3 19: 6 6 6 6 6 6 6 6 6 4 20: 6 6 6 6 6 6 6 6 6 5 Fighting Challenge Type of Feat: Class Specific Prerequisite: Knight 1. Specifics: As a swift action, you utter a challenge against a single opponent. That foe must have a Challenge Rating equal to at least your level minus two, and an Intelligence of 5 or greater. If the target meets the conditions, you gain a +1 bonus to Will saves, Attack, and Damage against that creature. This lasts for five rounds plus your Charisma modifier. While this ability is in effect, you cannot use it again. The bonus rises to +2 at 7, +3 at 13, and +4 at 19. This costs one use of your Knight's Challenge. Use: Selected. Test of Mettle Type of Feat: Class Specific Prerequisite: Knight 4. Specifics: As a swift action, you shout a challenge against all opponents within 100'. Foes must have a Challenge Rating equal to at least your level minus two, and an Intelligence of 5 or greater to be affected. If they fail a Will save vs 10 + 1/2 class level + Charisma modifier, they close and attack with you. This costs one use of your Knight's Challenge. Use: Selected. Call To Battle Type of Feat: Class Specific Prerequisite: Knight 8. Specifics: As a swift action, you grant an ally the chance to reroll the next save against fear that she must attempt during this round. This costs one use of your Knight's Challenge. Use: Selected. Daunting Challenge Type of Feat: Class Specific Prerequisite: Knight 12. Specifics: As a swift action, you shout a challenge against all opponents within 100'. Foes must have a Challenge Rating equal to at least your level minus two, and an Intelligence of 5 or greater to be affected. If they fail a Will save vs 10 + 1/2 class level + Charisma modifier, your enemies are shaken. This costs one use of your Knight's Challenge. Use: Selected. Bond of Loyalty Type of Feat: Class Specific Prerequisite: Knight 16. Specifics: As a swift action, you gain the ability to reroll the next save against mind affecting spells that you must attempt during this round. This costs one use of your Knight's Challenge. Use: Selected. Loyal Beyond Death Type of Feat: Class Specific Prerequisite: Knight 2. Specifics: As a swift action, you shrug off all damage and other effects that would kill you. You do not die for one round. Use: Selected. Shield Block Type of Feat: Class Specific Prerequisite: Knight 20. Specifics: You designate a single foe during your round. You receive a +1 bonus to AC against that foe. At level 11, this increases to +2, and to +3 at 20th. Use: Selected. Bulwark of Defense Type of Feat: Class Specific Prerequisite: Knight 3. Specifics: An area 10' around you is treated as difficult terrain. Use: Selected. Vigilant Defender Type of Feat: Class Specific Prerequisite: Knight 5. Specifics: Any creature who attempts to tumble past you takes a penalty on tumble checks equal to your class level. Use: Selected. Shield Ally Type of Feat: Class Specific Prerequisite: Knight 6. Specifics: As a swift action, you share damage with one of your allies, taking 50% of all damage dealt to her. This lasts for one round. Use: Selected. Improved Shield Ally Type of Feat: Class Specific Prerequisite: Knight 14. Specifics: As a swift action, you share damage with one of your allies, taking 50% of all damage dealt to her. You also leap in front of a single blow, taking all damage from that strike. This lasts for one round. Use: Selected. Impetuous Endurance Type of Feat: Class Specific Prerequisite: Knight 17. Specifics: Whenever you are struck by a save requiring a Will or Fortitude save, you are able to reroll it should you fail. Use: Automatic. Knight Knights knight (BASE CLASS) A knight is a proud, skilled melee combatant who fights in the name of honour and chivalry. A knight relies on more than a sharp sword and stout suit of armour to defeat his foes. His drive, determination, and fighting spirit allow him to control the battlefield in ways that others cannot match. A knight can challenge an opponent to a duel, calling upon the foe's ego and pride to force his hand. The knight's talent with heavy armour, shields, and defensive tactics grant him the ability to disrupt his foe's plans. - Alignment Restrictions: Any lawful. - Hit Die: d12 - Proficiencies: A Knight gains proficiencies with Martial and Simple Weapons, Light, Medium and Heavy Armour, and Shields. - Skill Points: 2 + Int Modifier CLASS FEATURES: Level 1: Fighting Challenge - Challenge a foe to gain a bonus to attack and damage. 2: Shield Block - Bonus to defense against a single foe. 3: Bulwark of Defense - Difficult terrain surrounds you 4: Test of Mettle - Cause creatures who are worthy to fight you 5: Vigilant Defender - Prevent creatures from tumbling past you. Bonus Feat 6: Shield Ally - Take damage for an ally. 7: 8: Call To Battle - Free a friend from the grips of fear. 9: 10: Bonus Feat 11: 12: Daunting Challenge - Enemies shake before you. 13: 14: Improved Shield Ally - Take damage for an ally, and stop a blow completely. 15: Bonus Feat 16: Bond of Loyalty - Resist controlling magics 17: Impetuous Endurance - Shrug off failed spells 18: 19: 20: Loyal Beyond Death - Not even death makes you fail at a challenge. Knight's Challenge abilities have uses per day equal to one half class level + Charisma modifier. Vow of Silence Type of Feat: Racial Prerequisite: Buomman At a young age you took a vow of silence, and you no longer speak in words. If you are a spellcaster, you must use the Silent Spell metamagic feat to cast spells with verbal components. Use: Automatic. Skill Affinity (Perform) Type of Feat: Racial Prerequisite: Appropriate race This feat grants a +2 racial bonus to Perform checks. Use: Automatic. Hound Archon hound archon Hound Archons Hound Archons look like well-muscled humans with canine heads. They are the hunters and stalkers among the Lawful Good celestials. They try to avoid harming good and innocent creatures, and only attack when provoked. Their extreme lawful good tendencies however often facilitates that. They generally meet a foe head-on, but if the odds are against them they will take steps to even the odds, such as hit-and-run tactics. Hound Archon Ability Adjustments: +4 Str, +2 Con, +2 Wis, +2 Cha. Favored Class (Ranger): A multiclass hound archon's ranger class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Darkvision: Hound Archons are able to see in the dark. - Base movement of 40. - Weapon Proficiency (Simple): All hound archons are proficient with simple weapons. - Weapon Proficiency (Martial): All hound archons are proficient with martial weapons. - Weapon Proficiency (Creature): Hound Archons can attack with a bite(1d8) or a slam(1d4). - Spell Resistance: Innate spell resistance of 16, plus 1 per character level. - Natural Armor Bonus: Racial natural armor bonus of 9. - Damage Reduction: Innate damage reduction of 10/+1 - Immunities: Immune to Electricity and Petrification - Hardiness vs Poison: +4 racial bonus to save vs poison - Spell-like Abilities: At will - Aid, Detect Evil, Teleport. - Change Shape: Hound Archons can assume other mundane canine shapes at will. - Auras: Hound Archons can activate a constant Magic Circle vs Evil, as the spell, and a aura to frighten(Will, DC:16+Cha) their enemies. - Outsider: Hound Archons are considered Outsiders for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +5 Racial Hit Dice/Class: 6 of Outsider Immunity to Petrification Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature is immune to petrification. Use: Automatic. Spell Resistance 16 Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature has an innate spell resistance of 16, plus 1 per level. Use: Automatic. Aura of Menace Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature has a righteous aura around it. Any creature that fails its will save(DC:16+Cha) is shaken. Use: Selected. Hound Archon Aid Hound Archon Detect Evil Hound Archon Magic Circle Type of Feat: Racial Prerequisite: Race-Specific. Specifics: A magic circle effect surrounds this creature. This adds +2 AC, immunity to mind spells and +2 saves versus all evil to all good creatures in the circle. Use: Selected. Teleport Type of Feat: Racial Prerequisite: Race-Specific. Specifics: This creature can instantly teleport to a designated location. He can only take himself and any objects he may be carrying. Use: Selected. Hound Archon Continual Flame Change Shape(Canine) Type of Feat: Racial Prerequisite: Race-Specific. Specifics: Hound Archons can take the form of normal canines. Use: Selected. Shaman Shamans shaman (BASE CLASS) If a cleric's basic creed is that the handiwork of the deities is everywhere, a shaman's simple assertion is that the deities themselves are everywhere. Shamans are intermediaries between the world of the living and the realm of spirits - the vast multitude of living beings that infuse the world with a divine essence. The shaman offers prayers, sacrifices and services to the spirits, and in return gains the favour of patron spirits who bestow spells and other magical abilities upon him. - Hit Die: d6 - Proficiencies: A Shaman gains proficiencies with simple weapons and light armour. - Skill Points: 4 + Int Modifier CLASS FEATURES: Level 1: Unarmed Strike Domains - Gain two domains Animal Companion - Gain a 2 HD animal companion 2: Spirit Sight - See invisible creatures 3: Turn Undead 4: Bonus Feat 5: Spirit's Favour - Charisma to Saves 6: 7: 8: Bonus Feat 9: 10: 11: Third Domain 12: Bonus Feat 13: 14: 15: 16: Bonus Feat 17: 18: 19: 20: Bonus Feat Notes: The domains a shaman gains at first level will not stack with those gained from Ocular Adept or Cleric. Also, the Shaman should aim for 13 Int or Dex so it can select enough bonus feats. A shaman without enough bonus feats will be unable to level. SPELLCASTING To cast a spell, the Shaman must have a Wisdom score of 10 + the spell level. The DC of a Shaman's spell is 10 + Spell Level + Wisdom Modifier. A Shaman's caster level is equal to his class level. He has access to any spell from the Shaman spell list, and casts spells as a Cleric does. Spells per day: Level: 0 1 2 3 4 5 6 7 8 9 1: 3 2 - - - - - - - - 2: 4 3 - - - - - - - - 3: 4 3 2 - - - - - - - 4: 5 4 3 - - - - - - - 5: 5 4 3 2 - - - - - - 6: 5 4 4 3 - - - - - - 7: 6 5 4 3 2 - - - - - 8: 6 5 4 4 3 - - - - - 9: 6 5 5 4 3 2 - - - - 10: 6 5 5 4 4 3 - - - - 11: 6 6 5 5 4 3 2 - - - 12: 6 6 5 5 4 4 3 - - - 13: 6 6 6 5 5 4 3 2 - - 14: 6 6 6 5 5 4 4 3 - - 15: 6 6 6 6 5 5 4 3 2 - 16: 6 6 6 6 5 5 4 4 3 - 17: 6 6 6 6 6 5 5 4 3 2 18: 6 6 6 6 6 5 5 4 4 3 19: 6 6 6 6 6 6 5 5 4 4 20: 6 6 6 6 6 6 5 5 5 5 Type of Feat: Class specific Prerequisite: Shaman level 1 Specifics: You gain a 2 Hit Dice Animal Companion. Use: Selected. Spirit Sight Type of Feat: Class specific Prerequisite: Shaman level 2 Specifics: You gain the ability to see invisible creatures. Use: Selected. Spirit's Favour Type of Feat: Class specific Prerequisite: Shaman level 5 Specifics: You gain your Charisma modifier to all saving throws. Use: Selected. Dromite dromite Dromites Dromites might be mistaken for halflings at a distance, but close scrutiny reveals chitin-encrusted skin, compound eyes, and small antennae protruding from their brows. These insect-resembling humanoids stand 3' tall. They have no body hair, but a complicated arrangement of chitin mimics hair on the head. As a race, they have a slight natural tendency towards Psionics. Dromite Ability Adjustments: +2 Cha, -2 Str, -2 Wis. Favored Class (Wilder): A multiclass dromite's wilder class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Small Stature +1 size bonus to attack rolls. +1 size bonus to AC. +4 size bonus to Hide checks. - 20' base speed - Minor Sonic Resistance: Innate damage resistance 5 vs Sonic. - Natural Armor Bonus: Racial natural armor bonus of 3. - Naturally Psionic: Dromites gain 1 free power point at first level. - Psi-Like Abilities: Energy Ray - 1/day - Compound Eyes: +2 bonus to Spot - Bonus Feat: Blind-Fight - Monstrous Humanoid: Dromites are considered Monstrous Humanoids for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +1 Racial Hit Dice/Class: NA Elan elan Elans Elans are made, not born. Living humans are selected from a pool of applicants by a council of elan, and those chosen undergo a secret psionic ritual, transforming them and giving them a new psionically-charged existence. For some arcane reason only humans are able to undergo the process, and while they retain their basic memories and personality, on the whole they become a completely new person. Physically they still keep their old appearance, but they are no longer subject to aging, becoming effectively immortal. They also no longer require sleep, instead meditating in a fashion similar to the elven reverie. Elan Ability Adjustments: -2 Cha. Favored Class (Psion): A multiclass elan's psion class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - 30' base speed - Naturally Psionic: Elans gain 2 free power points at first level. - Resistance: Elans can spend 1 power point to give them a +4 to all saving throws until the next round as a free action. - Resilience: Elans can spend power points to protect themselves from damage. For each power point spent in this way, they gain 2 temporary hit points, all of which fade after 1 round. - Aberration: Elans are considered Aberrations for the purpose of spells. Half-Giant half-giant Half-Giants A cross between humans and giants, this race was bred into existence by a group of desert sorcerer-kings wanting a race of warriors and laborers. A few however found that the breeding had somehow awakened a spark of psionic power within them, and used it to escape their slavery and forge a new life for themselves. Physically they stand about 7-8' tall, sometimes being mistaken for a well-groomed Hill Giant. Despite their appearance, they are as quick of mind as any human, and usually retain human sensibilities. Half-Giant Ability Adjustments: +2 Str, +2 Con, -2 Dex. Favored Class (Psychic Warrior): A multiclass half-giant's psychic warrior class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - 30' base speed - Low-Light Vision: Half-Giants can see farther in dim lighting. - Fire-Acclimated: +2 to save vs fire-based spells and effects. - Powerful Build: Half-giants count as Large for purposes of grapples, trips, and similar abilities. They can wield weapons as if they were Large size. - Naturally Psionic: Half-giants gain 2 free power points at first level. - Psi-like Ability: Stomp - 1/day - Giant: Half-giants are considered Giants for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +1 Racial Hit Dice/Class: NA Maenad maenad Maenads Maenads are an emotional people, though at first glance they seem very reserved. This is because they bottle their wild tempest of emotions within themselves, only releasing it when necessary, or when unable to restrain it further. Physically they are tall and wiry, standing around 6'. They tend to wear their dark hair long and braided, and their skin is sparkles with flecks of living crystal embedded in it. Maenad Ability Adjustments: None. Favored Class (Wilder): A multiclass maenad's wilder class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - 30' base speed - Naturally Psionic: Maenads gain 2 free power points at first level. - Psi-Like Abilities: Energy Ray: Sonic - 1/day - Outburst: Once per day, for up to 4 rounds a Maenad can subjugate his mind to increase his physical prowess, taking -2 to Intelligence and Wisdom in exchange for a +2 to Strength. - Humanoid: Maenads are considered Humanoids for the purpose of spells. Xeph xeph Xephs Xephs are a race of athletes and artisans, renowned for their feats in agility and speed, as well as their sense of humor. They value the arts highly, similar to elves, but when betrayed are as implacable as dwarves. Physically they stand around five and a half feet tall, with a slender build. They typically sport dark eyes and hair, matching their brown-colored skin. Xeph Ability Adjustments: +2 Dex, -2 Str. Favored Class (Soulknife): A multiclass xeph's soulknife class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - 30' base speed - Darkvision: Xephs are able to see in the dark. - Naturally Psionic: Xephs gain 1 free power point at first level. - Hardiness against Spells: +1 to save vs all spells and spell-like abilities. - Burst: Three times per day, for up to 3 rounds a Xeph can increase his speed, depending on his level. 33% at levels 1-4, 66% at levels 5-8, up to a max of 100% at levels 9 and greater. - Humanoid: Xephs are considered Humanoids for the purpose of spells. You grew up among a culture that valued the powers of the mind, and worked to realize that potential. Now an adult, you have left home to explore the outside world, and in so doing also explore the inner world within yourself. What sights will you see, and what discoveries will you make about the universe and your own self? Only time will tell. Naturally Psionic Type of Feat: Racial Prerequisite: Race-specific Specifics: You gain one extra power point at first level due to your race's natural psionic inclinations. Use: Automatic. Type of Feat: Racial Prerequisite: Race-specific Specifics: You gain two extra power points at first level due to your race's natural psionic inclinations. Use: Automatic. Type of Feat: Racial Prerequisite: Race-specific Specifics: You gain three extra power points at first level due to your race's natural psionic inclinations. Use: Automatic. Half-Giant Stomp Fire Acclimated Type of Feat: Racial Prerequisite: Race-specific Specifics: You gain a +2 racial bonus to save vs fire-subtype spells and effects. Use: Automatic. Type of Feat: Racial Prerequisite: Race-specific Specifics: You gain a +1 racial bonus to save vs all spells and effects. Use: Automatic. Powerful Build Type of Feat: Racial Prerequisite: Race-specific Specifics: You count as one size larger for any special maneuvers such as grapple or trip. In addition, you can wield weapons with no penalty as if you were one size larger. Use: Automatic. Elan Resistance Type of Feat: Racial Prerequisite: Race-specific Specifics: You can spend 1 power point to gain +4 to all saving throws for one round. Use: Selected. Elan Resilience Type of Feat: Racial Prerequisite: Race-specific Specifics: For each 1 power point spent, you gain 2 temporary hit points. These hit points fade after one round. You choose how many power points to expend as if augmenting a psionic power. This does not work unless you have a psionic base class. Use: Selected. Type of Feat: Racial Prerequisite: Race-specific Specifics: Three times per day you can increase your speed for 3 rounds as follows: Level Percent 1-4 33% 5-8 66% 9+ 100% Use: Selected. Outburst Type of Feat: Racial Prerequisite: Race-specific Specifics: Once per day, you can subjugate your mental ability to enhance your physical prowess, gaining -2 to Int and Wis and +2 to Str for 4 rounds. Use: Selected. Elven Lightblade Elven Thinblade Elven Courtblade Base Damage: 1d6 Base Critical Threat: 18-20/x2 Base Damage Type: Piercing Weapon Size: Small Feats Required: Exotic Base Damage: 1d8 Base Critical Threat: 18-20/x2 Base Damage Type: Piercing Weapon Size: Medium Feats Required: Exotic Base Damage: 1d10 Base Critical Threat: 18-20/x2 Base Damage Type: Slashing and Piercing Weapon Size: Large Feats Required: Exotic These rapier-like exotic weapons are the size of short swords but weigh as much as a dagger. Dexterous elven rogues and fighters favor it for its ability to slip into cracks in armor. Some elven nobles carry one as a sign of status, even if they are not proficient in its use. This weapon is finessable, and counts as a rapier or a shortsword in regards to Weapon Focus, Weapon Specialization, their epic counterparts, Sanctify and Vile Martial Strikes, and Improved Critical. This exotic rapier-like weapon is the size of a longsword, but much lighter. Like the lightblade, it is favored by dexterous elven rogues and fighters. This weapon is finessable, and counts as a rapier or a longsword in regards to Weapon Focus, Weapon Specialization, their epic counterparts, Sanctify and Vile Martial Strikes, and Improved Critical. This large sword seems impossibly light and thin, tapering to a needlelike point. One edge of the blade is sharpened along its entire length, and the opposite side is only sharpened for the final quarter, near the tip. It has a long grip, a heavy counterweight, and a basket hilt, and is equally suited for quick thrusting or slicing attacks. This weapon is finessable, and counts as a greatsword in regards to Weapon Focus, Weapon Specialization, their epic counterparts, Sanctify and Vile Martial Strikes, and Improved Critical. Song of Timelessness Song of Cosmic Fire ***50,501 -> 51,000 reserved for domains and spells*** Type of Feat: Domain Prerequisite: Access to the Metal domain. Granted Power: Free Martial Weapon Proficiency and Weapon Focus your choice of hammer. Bonus Spells: The cleric gains access to the following spells at the specified spell level: Greater Magic Weapon (2), Keen Edge (3), Blade Barrier (5), Iron Body (8) Use: Automatic. Metal Storm Type of Feat: Domain Prerequisite: Access to the Storm domain. Granted Power: The cleric receives 5/- electricity resistance. Bonus Spells: The cleric gains access to the following spells at the specified spell level: Call Lightning (3), Gust of Wind (4), Ice Storm (6), Storm of Vengeance (8) Use: Automatic. Portal Type of Feat: Domain Prerequisite: Access to the Portal domain. Granted Power: None. Bonus Spells: The cleric gains access to the following spells at the specified spell level: Benign Transposition (2), Dimension Door (4), Banishment (5), Gate (8) Use: Automatic. Force Type of Feat: Domain Prerequisite: Access to the Force domain. Granted Power: None. Bonus Spells: The cleric gains access to the following spells at the specified spell level: Mage Armor (1), Magic Missile (2), Forceblast (3), Improved Mage Armor (4), Sphere of Ultimate Destruction (9) Use: Automatic. Slime Type of Feat: Domain Prerequisite: Access to the Slime domain. Granted Power: Rebuke or Command Ooze creatures as an evil cleric rebukes undead. Use these abilities a number of times per day equal to 3 + Charisma modifier. (Not yet implemented). Bonus Spells: The cleric gains access to the following spells at the specified spell level: Grease (1), Melf's Acid Arrow (2), Evard's Black Tentacles (5), Drown (6), Mass Drown (9) Use: Automatic. Tyranny Type of Feat: Domain Prerequisite: Access to Tyranny domain. Granted Power: The cleric gains +2 to the DC of any mind spell he casts. Bonus Spells: The cleric gains access to the following spells at the specified spell level: Bestow Curse (2), Fear (3), Bigby's Grasping Hand (7), Dominate Monster (9) Use: Automatic. Spider Type of Feat: Domain Prerequisite: Access to the Spider domain. Granted Power: Rebuke or Command Spiders as an evil cleric rebukes undead. Use these abilities a number of times per day equal to 3 + Charisma modifier. (Not yet implemented). Bonus Spells: The cleric gains access to the following spells at the specified spell level: Web (2), Spider Skin (3), Viscid Glob (5), Creeping Doom (8) Use: Automatic. Undeath Type of Feat: Domain Prerequisite: Access to Undeath domain. Granted Power: The cleric gains the Extra Turning feat for free. Bonus Spells: The cleric gains access to the following spells at the specified spell level: Animate Dead (2), Control Undead (5), Create Greater Undead (7), Finger of Death (8) Use: Automatic. Time Type of Feat: Domain Prerequisite: Access to Time domain. Granted Power: The cleric gains the Improved Initiative feat for free. Bonus Spells: The cleric gains access to the following spells at the specified spell level: Expeditious Retreat (1), Haste (4), Mass Haste (7), Premonition (9) Use: Automatic. Dwarf Type of Feat: Domain Prerequisite: Access to Dwarf domain. Granted Power: The cleric gains the Great Fortitude feat for free. Bonus Spells: The cleric gains access to the following spells at the specified spell level: Glyph of Warding (2), Stoneskin (5), Protection from Spells (8) Use: Automatic. Charm Type of Feat: Domain Prerequisite: Access to Charm domain. Granted Power: You may boost your Charisma score by +4 once per day. This boost lasts for 1 minute. Bonus Spells: The cleric gains access to the following spells at the specified spell level: Charm Monster (3), Dominate Person (5), Mass Charm (7), Dominate Monster (9) Use: Once/Day. Elf Type of Feat: Domain Prerequisite: Access to Elf domain. Granted Power: The cleric gains the Point Blank Shot feat. Bonus Spells: The cleric gains access to the following spells at the specified spell level: True Strike (1), Cat's Grace (2), Mass Cat's Grace (6), Sunburst (8) Use: Automatic. Family Type of Feat: Domain Prerequisite: Access to Family domain. Granted Power: As a free action, you may protect a number of creatures equal to your Charisma Modifier (minimum 1) with a +4 bonus to AC. This lasts 1 round per level. Bonus Spells: The cleric gains access to the following spells at the specified spell level: Divine Protection (1), Legion's Shield of Faith (3), Protection From Spells (7) Use: Once/Day. Fate Type of Feat: Domain Prerequisite: Access to Fate domain. Granted Power: The cleric gains the Uncanny Dodge I ability. Bonus Spells: The cleric gains access to the following spells at the specified spell level: Bestow Curse (2), Legion's Curse of Impending Blades (3), Premonition (8) Use: Automatic. Gnome Type of Feat: Domain Prerequisite: Access to the Gnome domain. Granted Power: +1 Caster level to all Illusion Spells. Bonus Spells: The cleric gains access to the following spells at the specified spell level: Colour Spray (1), Blur (2), Mirror Image (3), Prismatic Spray (7), Weird (9) Use: Automatic. Halfling Type of Feat: Domain Prerequisite: Access to the Halfling domain. Granted Power: You gain the ability to add your Charisma Modifier to your Jump, Hide, and Move Silently checks. It can be used once a day and lasts for 10 minutes. Bonus Spells: The cleric gains access to the following spells at the specified spell level: Camouflage (1), Cat's Grace (2), Freedom of Movement (3), Improved Invisibility (6) Use: Once/Day. Illusion Type of Feat: Domain Prerequisite: Access to the Illusion domain. Granted Power: +1 Caster level to all Illusion Spells. Bonus Spells: The cleric gains access to the following spells at the specified spell level: Blur (2), Mirror Image (3), Phantasmal Killer (4), Shadow Shield (8) Use: Automatic. Hatred Type of Feat: Domain Prerequisite: Access to Hatred domain. Granted Power: Once per day as a free action, choose 1 race. You gain +2 Attack, Saving Throw, and Armour Class vs that race. This lasts for 1 minute. Bonus Spells: The cleric gains access to the following spells at the specified spell level: Bestow Curse (2), Blood Frenzy (3), Righteous Might (4), Wail of the Banshee (9) Use: Once/Day. Nobility Type of Feat: Domain Prerequisite: Access to Nobility domain. Granted Power: You may grant allies a +2 bonus to Attack, Skills, Damage, and Saves. This does not affect you, and lasts for a number of rounds equal to your Charisma modifier. It can be used once per day. Bonus Spells: The cleric gains access to the following spells at the specified spell level: Charm Person (2), Heroism (3), Greater Heroism (5), Dominate Monster (9) Use: Once/Day. Ocean Type of Feat: Domain Prerequisite: Access to the Ocean domain. Granted Power: None. Bonus Spells: The cleric gains access to the following spells at the specified spell level: Snilloc's Snowball (1), Snilloc's Snowball Swarm (2), Drown (5), Mass Drown (8) Use: Automatic. Orc Type of Feat: Domain Prerequisite: Access to the Orc domain. Granted Power: Once per day, you may smite a target with a bonus to damage equal to your cleric level. If the target is an Elf or Dwarf, you gain +4 to the attack roll. Bonus Spells: The cleric gains access to the following spells at the specified spell level: Prayer (2), Divine Power (3), Dominate Monster (8), Power Word: Kill (9) Use: Automatic. Renewal Type of Feat: Domain Prerequisite: Access to the Renewal domain. Granted Power: Once per day as a free action, you may gain 1d8 + Charisma modifier hitpoints. Bonus Spells: The cleric gains access to the following spells at the specified spell level: Lesser Restoration (1), Restoration (3), Raise Dead (4), Resurrection (6) Use: Automatic. Retribution Type of Feat: Domain Prerequisite: Access to the Retribution domain. Granted Power: Bonus Spells: The cleric gains access to the following spells at the specified spell level: Death Armor (2), Elemental Shield (4), Destruction (7), Storm of Vengeance (8) Use: Automatic. Rune Type of Feat: Domain Prerequisite: Access to Rune domain. Granted Power: The cleric gains the Scribe Scroll feat. Bonus Spells: The cleric gains access to the following spells at the specified spell level: Glyph of Warding (3), Wall of Greater Dispelling (7), Blackstaff (8) Use: Automatic. Scaleykind Type of Feat: Domain Prerequisite: Access to the Scaleykind domain. Granted Power: Rebuke or Command Reptiles as an evil cleric rebukes undead. Use these abilities a number of times per day equal to 3 + Charisma modifier. (Not yet implemented). Bonus Spells: The cleric gains access to the following spells at the specified spell level: Magic Fang (1), Serpent's Sigh (3), Greater Magic Fang (4), Viscid Glob (5), Creeping Doom (9) Use: Automatic. Spells Type of Feat: Domain Prerequisite: Access to the Spells domain. Granted Power: You gain +2 Concentration and Spellcraft. Bonus Spells: The cleric gains access to the following spells at the specified spell level: Lesser Spell Breach (4), Spell Mantle (5), Greater Spell Breach (9), Protection From Spells (7) Use: Automatic. Detect Undead Type of Feat: Domain Prerequisite: Access to the Air domain. Specifics: Granted Power: Turn or Destroy Earth creatures as a good cleric turns undead. Rebuke or Command Air creatures as an evil cleric rebukes undead. Use these abilities a number of times per day equal to 3 + Charisma modifier Bonus Spells: The cleric gains access to the following spells at the specified spell level: Call Lightning (3), Gust of Wind (4), Chain Lightning (6), Great Thunderclap (7) Use: Automatic. Type of Feat: Domain Prerequisite: Access to the Animal domain. Specifics: Granted Power: Clerics who take the Animal domain are able to summon more powerful allies. Bonus Spells: The cleric gains access to the following spells at the specified spell level: Cat's Grace (2), Hold Animal (3), Dominate Monster (8), Shapechange (9) Use: Automatic. Type of Feat: Domain Prerequisite: Access to the Destruction domain. Granted Power: Once per day, you may make a single melee attack with a +4 bonus to attack, and a damage bonus equal to your cleric level. Bonus Spells: The cleric gains access to the following spells at the specified spell level: Slay Living (5), Crumble (6), Disintegrate (7), Implosion (8) Use: Automatic. Type of Feat: Domain Prerequisite: Access to the Earth domain. Granted Power: Turn or Destroy Air creatures as a good cleric turns undead. Rebuke or Command Earth creatures as an evil cleric rebukes undead. Use these abilities a number of times per day equal to 3 + Charisma modifier Bonus Spells: The cleric gains access to the following spells at the specified spell level: Stoneskin (4), Acid Storm (6), Stonehold (7), Bombardment (8) Use: Automatic. Type of Feat: Domain Prerequisite: Access to the Evil domain. Granted Power: +1 Caster level on Evil spells. Bonus Spells: The cleric gains access to the following spells at the specified spell level: Negative Energy Ray (1), Negative Energy Burst (3), Enervation (4), Finger of Death (7), Energy Drain (8) Use: Automatic. Type of Feat: Domain Prerequisite: Access to the Fire domain. Granted Power: Turn or Destroy Water creatures as a good cleric turns undead. Rebuke or Command Fire creatures as an evil cleric rebukes undead. Use these abilities a number of times per day equal to 3 + Charisma modifier Bonus Spells: The cleric gains access to the following spells at the specified spell level: Burning Bolts (2), Fireball (4), Firestorm (7), Delayed Blast Fireball (8) Use: Automatic. Type of Feat: Domain Prerequisite: Access to the Good domain. Granted Power: +1 Caster level on Good spells. Bonus Spells: The cleric gains access to the following spells at the specified spell level: Lesser Planar Binding (4), Stoneskin (5), Planar Binding (6), Greater Planar Binding (9) Use: Automatic. Type of Feat: Domain Prerequisite: Access to the Healing domain. Granted Power: +1 Caster level on Healing Spells. Bonus Spells: The cleric gains access to the following spells at the specified spell level: Cure Serious Wounds (2), Mass Cure Serious Wounds (4), Heal(5). Use: Automatic. Type of Feat: Domain Prerequisite: Access to the Plant domain. Granted Power: Rebuke or Command Plant creatures as an evil cleric rebukes undead. Use these abilities a number of times per day equal to 3 + Charisma modifier. (Not yet implemented). Bonus Spells: The cleric gains access to the following spells at the specified spell level: Entangle (1), Barkskin (2), Creeping Doom (7), Unyielding Roots (9). Use: Automatic. Type of Feat: Domain Prerequisite: Access to the Sun domain. Granted Power: Once per day, you can perform a greater turning. The greater turning is like a normal turning attempt, except that undead creatures that would be turned are destroyed instead. Bonus Spells: The cleric gains access to the following spells at the specified spell level: Bless Weapon (1), Searing Light (2), Sunbeam (7), Sunburst (8) Use: Automatic. Type of Feat: Domain Prerequisite: Access to the Travel domain. Granted Power: Once per day, you may cast Freedom of Movement on yourself. This lasts for a number of rounds equal to your cleric level. Bonus Spells: The cleric gains access to the following spells at the specified spell level: Expeditious Retreat (1), Freedom of Movement (3), Dimension Door (4), Teleport (5), Greater Teleport (7) Use: Automatic. Type of Feat: Domain Prerequisite: Access to the Trickery domain. Granted Power: Bonus to Hide, Persuade, Search, Disable Trap, Move Silently, Open Lock, and Pick Pockets checks equal to 1 per 2 levels. This effect lasts for 5 turns + the cleric's Charisma modifier. Bonus Spells: The cleric gains access to the following spells at the specified spell level: Invisibility (2), Invisibility Sphere (3), Mirror Image (4), Improved Invisibility (5). Use: Automatic. Type of Feat: Domain Prerequisite: Access to the Death domain. Granted Power: You may use a death touch once per day. You must succeed at a melee touch attack. When you touch, 1d6 per cleric level is rolled. If this is equal or greater than the target's hit points, it dies. Bonus Spells: The cleric gains access to the following spells at the specified spell level: Fear (3), Enervation (5), Slay Living (6), Wail of the Banshee (9) Use: Automatic. Type of Feat: Domain Prerequisite: Access to the Strength domain. Granted Power: Once per day as a free action, you may gain a bonus to Strength equal to your level. This lasts for 1 round. Bonus Spells: The cleric gains access to the following spells at the specified spell level: Lionheart (1), Divine Power (3), Righteous Might (4), Stoneskin (5) Use: Automatic. Type of Feat: Domain Prerequisite: Access to War domain. Granted Power: Free Martial Weapon Proficiency and Weapon Focus with the deity's favoured weapon. Bonus Spells: The cleric gains access to the following spells at the specified spell level: Legion's Conviction (2), Legion's Shield of Faith (3), Mantle of Egregious Might (9) Use: Once/Day. Type of Feat: Domain Prerequisite: Access to the Protection domain. Granted Power: Once per day as a free action, the target gains a saving throw bonus equal to your level. This lasts for 1 round. Bonus Spells: The cleric gains access to the following spells at the specified spell level: Shield (1), Magic Vestment (2), Death Ward (3), Energy Buffer (4), Greater Stoneskin (6) Use: Automatic. Type of Feat: Domain Prerequisite: Access to the Water domain. Granted Power: Turn or Destroy Fire creatures as a good cleric turns undead. Rebuke or Command Water creatures as an evil cleric rebukes undead. Use these abilities a number of times per day equal to 3 + Charisma modifier Bonus Spells: The cleric gains access to the following spells at the specified spell level: Ice Storm (4), Cone of Cold (5), Drown (7), Mass Drown (9) Use: Automatic. Domination Type of Feat: Domain Prerequisite: Access to the Domination domain. Granted Power: The cleric gains the Spell Focus: Enchantment feat. Bonus Spells: The cleric gains access to the following spells at the specified spell level: Charm Person (1), Dominate Person (4), Mass Hold Person (7), Mass Hold Monster (9) Use: Automatic. Cast Domain Level 1 Cast Domain Level 2 Cast Domain Level 3 Cast Domain Level 4 Cast Domain Level 5 Cast Domain Level 6 Cast Domain Level 7 Cast Domain Level 8 Cast Domain Level 9 Type of Feat: Domain Prerequisite: Any Bonus Domain Specifics: This feat allows the user to cast spells from his bonus domains. To cast a spell, select the slot and level you wish to cast, and click on the target. You must have at least one spell memorized of the appropriate level for the spell to cast. Using the Check Domain Slots feat will tell you which Domain is in which slot. Use: Selected. Cast Domain Spell Level 1 Slot 1 Cast Domain Spell Level 1 Slot 2 Cast Domain Spell Level 1 Slot 3 Cast Domain Spell Level 1 Slot 4 Cast Domain Spell Level 1 Slot 5 Cast Domain Spell Level 2 Slot 1 Cast Domain Spell Level 2 Slot 2 Cast Domain Spell Level 2 Slot 3 Cast Domain Spell Level 2 Slot 4 Cast Domain Spell Level 2 Slot 5 Cast Domain Spell Level 3 Slot 1 Cast Domain Spell Level 3 Slot 2 Cast Domain Spell Level 3 Slot 3 Cast Domain Spell Level 3 Slot 4 Cast Domain Spell Level 3 Slot 5 Cast Domain Spell Level 4 Slot 1 Cast Domain Spell Level 4 Slot 2 Cast Domain Spell Level 4 Slot 3 Cast Domain Spell Level 4 Slot 4 Cast Domain Spell Level 4 Slot 5 Cast Domain Spell Level 5 Slot 1 Cast Domain Spell Level 5 Slot 2 Cast Domain Spell Level 5 Slot 3 Cast Domain Spell Level 5 Slot 4 Cast Domain Spell Level 5 Slot 5 Cast Domain Spell Level 6 Slot 1 Cast Domain Spell Level 6 Slot 2 Cast Domain Spell Level 6 Slot 3 Cast Domain Spell Level 6 Slot 4 Cast Domain Spell Level 6 Slot 5 Cast Domain Spell Level 7 Slot 1 Cast Domain Spell Level 7 Slot 2 Cast Domain Spell Level 7 Slot 3 Cast Domain Spell Level 7 Slot 4 Cast Domain Spell Level 7 Slot 5 Cast Domain Spell Level 8 Slot 1 Cast Domain Spell Level 8 Slot 2 Cast Domain Spell Level 8 Slot 3 Cast Domain Spell Level 8 Slot 4 Cast Domain Spell Level 8 Slot 5 Cast Domain Spell Level 9 Slot 1 Cast Domain Spell Level 9 Slot 2 Cast Domain Spell Level 9 Slot 3 Cast Domain Spell Level 9 Slot 4 Cast Domain Spell Level 9 Slot 5 Bonus Domains Bonus Domains are granted through leveling in a class that grants them as a class bonus. They comprise all of the domains available. Type of Feat: Domain Prerequisite: Access to the Knowledge domain. Granted Power: +1 Caster level on all Divination spells. Bonus Spells: The cleric gains access to the following spells at the specified spell level: Identify (1), Knock (2), Clairaudience and Clairvoyance (3), True Seeing (4), Legend Lore (6). Use: Automatic. <CUSTOM0> turns reptilians. <CUSTOM0> turns oozes. <CUSTOM0> turns spiders. <CUSTOM0> turns plants. <CUSTOM0> turns earth creatures. <CUSTOM0> turns air creatures. <CUSTOM0> turns water creatures. <CUSTOM0> turns fire creatures. <CUSTOM0> turns blightspawned. Archer's Focus Type of Feat: Class Prerequisite: Bowman level 2 Benefit: Scorching enemies with his focus, the bowman's arrows strike with precision and deadly force. He gains +4 to Dexterity and 1 extra attack per round. Duration of the focus is 3 rounds + one round per two class levels. He starts with one use per day. At levels 5, 8, 11, 14, 17, and 20 he gains another use. This applies only when he is wielding a bow. Use: Selected. Sniper's Skill Type of Feat: Class Prerequisite: Bowman level 5 Benefit: The Bowman adds his dexterity to damage when wielding a bow. Use: Automatic. Agile Focus Type of Feat: Class Prerequisite: Bowman level 9 Benefit: At 9th level, a Bowman's bonus to Dexterity during his focus increase to +6, and a second extra attack per round. Use: Automatic. Adept Focus Type of Feat: Class Prerequisite: Bowman level 13 Benefit: At 13th level, a Bowman's bonus to Dexterity during his focus increase to +8, and a third extra attack per round. Use: Automatic. Supreme Focus Type of Feat: Class Prerequisite: Bowman level 19 Benefit: At 19th level, a Bowman's bonus to Dexterity during his focus increase to +10, and a fourth extra attack per round. Use: Automatic. Fiendish Mount Type of Feat: Class Prerequisite: Anti-paladin 5 Anti-paladins gain a fiendish mount at 5th level. This ability functions just like the special mount ability of the paladin class except that an anti-paladin's special mount always has the fiendish template, and it remains for 1 hour per anti-paladin level once called. Use: Selected. Skill Affinity (Hide) +4 Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature receives +4 racial bonus to Hide checks. Use: Automatic. Discharge Crown Shadowmaster Shades Dominate Elemental Epic Fiendish Resilience II Epic Fiendish Resilience III Epic Fiendish Resilience IV Epic Fiendish Resilience V Epic Fiendish Resilience VI Epic Fiendish Resilience VII Epic Fiendish Resilience VIII Epic Fiendish Resilience IX Epic Fiendish Resilience X Extra Invocation II Extra Invocation III Extra Invocation IV Extra Invocation V Extra Invocation VI Extra Invocation VII Extra Invocation VIII Extra Invocation IX Extra Invocation X Epic Extra Invocation II Epic Extra Invocation III Epic Extra Invocation IV Epic Extra Invocation V Epic Extra Invocation VI Epic Extra Invocation VII Epic Extra Invocation VIII Epic Extra Invocation IX Epic Extra Invocation X Epic Eldritch Blast II Epic Eldritch Blast III Epic Eldritch Blast IV Epic Eldritch Blast V Epic Eldritch Blast VI Epic Eldritch Blast VII Epic Eldritch Blast VIII Epic Eldritch Blast IX Epic Eldritch Blast X Shadowmaster Type of Feat: Epic Prerequisite: Spellcraft 24 ranks, beshadowed blast, dark discorporation, darkness, enervating shadow. Specifics: You can create streaking masses of shadow around your form, providing you with a 50% miss chance against all attacks (as displacement). Activating this ability requires a standard action. You can use material from the Plane of Shadows to create quasireal illusions, mimicking certain sorcerer and wizard conjuration spells(as the spell Shades). Use: Automatic. Paragon Visionary Type of Feat: Epic Prerequisite: Spellcraft 24 ranks, dark foresight, devil's sight, see the unseen, voidsense. Specifics: You can see through illusions, magical darkness, shapechangers, and other effects (as true seeing). This is a supernatural ability. You receive a bonus on all Listen, Sense Motive, and Spot checks equal to double your Wisdom modifier or +6, whichever is greater. This is an extraordinary ability. Use: Automatic. Morpheme Savant Type of Feat: Epic Prerequisite: Baleful utterance, beguiling influence, word of changing, character level 21. Specifics: You can use power word kill or power word stun. Activating this ability requires a standard action. When you use your beguiling influence invocation, the bonus granted on your Bluff, Diplomacy, and Intimidate checks is equal to double your Charisma bonus or +6, whichever is greater. Using this ability is part of the casting of the beguiling influence invocation. It is an extraordinary ability. Use: Automatic. Master of the Elements Type of Feat: Epic Prerequisite: Spellcraft 24 ranks, breath of the night, chilling tentacles, stony grasp, wall of perilous flame. Specifics: As a full-round action, you can summon a single elder elemental. The monster serves you for a number of rounds equal to your caster level. Activating this ability requires a standard action. You can use dominate monster on elementals and creatures with the elemental racial type. You gain energy resistance 10 to acid, cold, electricity, fire, and sonic. If you have energy resistance from the warlock class, your resistance to those two elements increases by 10. This is an extraordinary ability. Use: Automatic. Lord of All Essences Type of Feat: Epic Prerequisite: One least, lesser, greater, and dark eldritch essence invocation, Spellcraft 24 ranks. Specifics: When you use the eldritch blast ability, you can apply two eldritch essence invocations simultaneously. You could choose to fire an eldritch blast with both the binding blast and noxious blast eldritch essences. This also allows you to apply the same effect twice, though this is not beneficial in the case of all eldritch essences. The effects of each essence are resolved separately. If you imbue your eldritch blast with two different types of damage, half of the damage (rounded down) is dealt by each source. You must choose which essences you will use in conjunction with your eldritch blast before you start your action. If you possess the Eldritch Sculptor feat, you can apply two eldritch essence invocations to both your eldritch blasts in a single round. Activating this ability is part of the action to use an eldritch blast. For example, if Morthos is fighting an outsider he has never encountered, he can choose to imbue his eldritch blast with both hellrime blast and brimstone blast. He rolls 10d6 damage, dealing half fire and half cold damage. If the outsider happened to be immune to cold, but not fire, it would still take damage from the half that dealt fire damage. In addition, the DC of all eldritch essence invocations you use increases by 2. This is an extraordinary ability. You can use this feat to toggle which essence slot your activated essence invocations go into. Use: Selected. Epic Fiendish Resilience I Type of Feat: Epic Prerequisite: Fiendish Resilience that grants Fast Healing 5. Specifics: When you use your fiendish resilience ability, you gain fast healing 25 for 5 minutes. You can gain feat multiple times. Each time you take the feat, you gain an additional use of the fiendish resilience ability, and the fast healing granted by the feat increases by 5. Use: Automatic. Extra Invocation I Type of Feat: General Prerequisite: A lesser warlock invocation. Specifics: You learn an extra invocation. It must be of one lower level than the max level of invocation you can learn. This feat can be taken multiple times, and its effects stack. Use: Automatic. Epic Extra Invocation I Type of Feat: Epic Prerequisite: Ability to use dark invocations, Spellcraft 24 ranks. Specifics: You learn an extra invocation. This feat can be taken multiple times, and its effects stack. Use: Automatic. Epic Eldritch Blast I Type of Feat: Epic Prerequisite: Eldritch Blast 9d6. Specifics: The damage of your Eldritch Blast increases by 1d6 This feat can be taken multiple times, and its effects stack. Use: Automatic. Eldritch Sculptor Type of Feat: Epic Prerequisite: one blast shape invocation from each invocation rank, Spellcraft 24. Specifics: You use two eldritch blasts instead of one. In addition, the area of each one is doubled. Eldritch Chain will chain out to 60' from each creature now, and Eldritch cone extends to 120'. You also gain +2 on all attack rolls with your eldritch blast. Use: Automatic. Deceive Item Type of Feat: Class Specific Prerequisite: Warlock 4. Specifics: Warlocks can take 10 on Use Magic Device checks, even in combat. Use: Automatic. Warlock Warlocks warlock (BASE CLASS) Warlocks are born, not made. Their ancestors traded portions of their soul for magical power, and warlocks inherit this power. Unlike sorcerers or wizards, rather than harnessing magic through the guidelines of a spell, they manipulate the supernatural energy infusing them with will alone. The demand to further the goals of the originators of the pact, or to fight them, drives many to adventuring. - Hit Die: d6 - Proficiencies: Warlocks are proficient with simple weapons and light armor. - Skill Points: 2 + Int Modifier CLASS FEATURES: Alignment: Chaotic or Evil only. Base Attack Bonus: +3/4 Strong Saves: Will Eldritch Blast: The first ability a warlock learns is the eldritch blast; a 60' ray of magical energy. It has no saving throw, but is affected by spell resistance and requires a touch attack. Certain types of invocations can modify it, and it increases in damage as level increases. Damage Reduction: Fortified by the supernatural power flowing through his body, a warlock gains damage reduction 1/cold iron at level 3. This reduction increases by 1 point every 4 levels. Deceive Item: A warlock can use his mastery of the supernatural forces infusing his soul to make up for lack of knowledge. From 4th level on, a warlock can take 10 on all Use Magic Device checks, even in combat. Fiendish Resilience: Beginning at 8th level, a warlock knows the trick of fiendish resilience. For 2 minutes each day, they gain fast healing, with the amount increasing at levels 13 and 18. Energy Resistance: Beginning at 10th level a warlock chooses 2 elemental energies and gains resistance 5 to them. This resistance increases to 10 at level 20. Imbue Item: A warlock of 12th level or higher can "fake it" when crafting magic items, suffusing the item with supernatural power and attempting to emulate the required spell(though the warlock must still have the appropriate feat). A successful UMD check, vs DC 15 + spell level for arcane spells of DC 25 + spell level for divine spells, allows a single spell requirement to be passed. If any of the UMD check fails, the warlock does not lose gold or xp and the crafting fails. Invocations: These are spell-like abilities. Any of them that are known can be used at will, but otherwise act like spells, such as in regards to casting in combat, or spell resistance. Casting level is the warlock's class level, and those that grant saves have a DC of 10 + the equivalent spell level + the warlock's Cha modifier. They come in 4 grades: least(2nd), lesser(4th), greater(6th), and dark(8th). Warlocks start with knowledge of a single least invocation, and gain access to more as below. At levels 6, 11, and 16 they also unlock the next level of invocation, but they can select invocations of any level equal to or less than their highest level of access. Invocations are also subject to arcane spell failure, but warlocks ignore spell failure in light armor. Level Invocations known 1 1 2 2 3 2 4 3 5 3 6 4 7 4 8 5 9 5 10 6 11 7 12 7 13 8 14 8 15 9 16 10 17 10 18 11 19 11 20 12 EPIC WARLOCK Epic warlocks are supernatural power incarnate, retaining only the barest shred of their previous existence. Their damage reduction increases by 1 at level 23 and every 4 levels thereafter. They learn no new invocations normally, but their invoker level continues to increase. Their Eldritch Blast damage increases by 1d6 at level 22, and increases every 2 levels thereafter. They also gain a bonus feat every 3 levels. Warlock Acid Resistance Warlock Cold Resistance Warlock Electric Resistance Warlock Fire Resistance Warlock Sonic Resistance Type of Feat: Class Specific Prerequisite: Warlock 10. Specifics: You gain resistance 5 to the specified element. This increases by 5 at levels 20, 30, and 40. Use: Selected. Warlock Damage Reduction Type of Feat: Class Specific Prerequisite: Warlock 3. Specifics: Warlocks become inured to normal weapons gaining DR 1/cold iron. This DR increases by 1 every 4 levels. Use: Selected. Fiendish Resilience Type of Feat: Class Specific Prerequisite: Warlock 8. Specifics: Warlocks can, once per day, enter a state of being that grants them Fast Healing 1, and lasts for 2 minutes At level 13 this improves to Fast Healing 2, and to 5 at level 18. Thereafter it increases by 2 at levels 23 and 33, and by 3 at 28 and 38. Use: Selected. Eldritch Blast Type of Feat: Class Specific Prerequisite: Warlock 1. Specifics: A warlock can channel magical energy into a ray of up to 60' long, damaging the target and sometimes imparting other debilitating effects. It deals 1d6 damage at first level, and increases by 1d6 every 2nd level until level 11, after which it rises by 1d6 every 3 levels. It counts as a spell equal to one-half the warlock's invoking level, rounded up, and spell resistance does apply unless otherwise noted. While Spell Penetration feats do help, metamagic does not apply. You can apply one essence and one blast shape invocation you know to any given eldritch blast use. Use: Selected. Imbue Item Type of Feat: Class Specific Prerequisite: Warlock 12. Specifics: Warlocks can shape their supernatural powers to emulate spells when creating magical items. They can replace any spell requirement of a crafted item with a UMD check of 15 + Spell Level for arcane spells, and 25 + Spell Level for divine spells. They must still have the appropriate crafting feats to craft, however. If you are attempting to craft a wearable item, use the appropriate feat. If you are attempting to craft a limited use item such as a wand, scroll, potion, or staff, then use this feat on the base item and select the spell to use in the following dialog. Use: Selected/Automatic. Frostblood Orc Frostblood Orcish frostblood orcish Frostblood Orcs Frostblood orcs trace their ancestry to ancient tribes that hunted and revered white dragons. After a successful hunt, the hunters would performa ritual where they drank the blood of their fallen foe, and over time this somehow managed to impart some traits of the white dragon into their bloodline. They are physically similar to other orcs, but sport pale white skin, catlike eyes, and stringy white or grey hair that grows quickly. Frostblood Orc Ability Adjustments: +4 Str, -2 Int, -2 Cha, -2 Wis. Favored Class (Barbarian): A multiclass frostblood orc's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Darkvision: Frostblood Orcs are able to see in the dark. - Cold Resistance: Cold Resistance 10. - Vulnerability to Fire: 50% more damage from fire. - Endurance: Frostblood Orcs gain Endurance as a bonus feat. - Light Sensitivity: Frostblood Orcs suffer -2 penalty to attack rolls, saves and checks while operating in bright light. - Dragonblooded: Frostblood Orcs have the Dragonblood subtype. - Orcish: Orcs are considered Orcish for the purpose of spells. Sunscorch Hobgoblin sunscorch hobgoblin Sunscorch Hobgoblins Hobgoblins often ally with powerful dragons, to both sides' mutual benefit, with blue dragons being the most common due to shared territories. Although physical relationships are extremely rare between the two, a tribe of hobgoblins developed a series of rituals to allow them to take on aspects of dragonkind. This original tribe is long since gone, but the traits left behind by the rituals live on among the hobgoblin race. The birth of a Sunscorch Hobgoblin is considered a omen, and they are often leaders or the power behind the leader of a given tribe. They look like their fellows, but for brilliant azure eyes. They are more cunning and patient than normal hobgoblins, but they also inherited the blue dragon's vanity. Sunscorch Hobgoblin Ability Adjustments: +2 Con, +2 Wis Favored Class (Fighter): A multiclass sunscorch hobgoblin's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Darkvision: Sunscorch Hobgoblins are able to see in the dark. - Skill Affinity (Move Silently): +4 racial bonus to Move Silently checks. - Skill Affinity (Bluff): +2 racial bonus to Bluff checks. - Dragonblooded: Sunscorch Hobgoblins have the Dragonblood subtype. - Goblinoid: Hobgoblins count as Goblinoids for the purpose of spells. Level Adjustment: +1 Disguise Self Illusion (Glamer) Level: Brd 1, Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 10 min./level (D) You make yourself (including clothing, armor, weapons, and equipment) look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person. The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamer gets a Will save to recognize it as an illusion. Disguise Self - Learn Shape Disguise Self - Options Disguise Self - Quickslot 1 Disguise Self - Quickslot 2 Disguise Self - Quickslot 3 Alter Self Transmutation Level: Brd 2, Sor/Wiz 2 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 10 min./level (D) You assume the form of a creature of the same type as your normal form. The new form must be within one size category of your normal size. The maximum HD of an assumed form is equal to your caster level, to a maximum of 5 HD at 5th level. You can change into a member of your own kind or even into yourself. You retain your own ability scores. Your class and level, hit points, alignment, base attack bonus, and base save bonuses all remain the same. You retain all supernatural and spell-like special attacks and qualities of your normal form, except for those requiring a body part that the new form does not have (such as a mouth for a breath weapon or eyes for a gaze attack). You keep all extraordinary special attacks and qualities derived from class levels, but you lose any from your normal form that are not derived from class levels. If the new form is capable of speech, you can communicate normally. You retain any spellcasting ability you had in your original form, but the new form must be able to speak intelligibly (that is, speak a language) to use verbal components and must have limbs capable of fine manipulation to use somatic or material components. You acquire the physical qualities of the new form while retaining your own mind. Physical qualities include natural size, natural armor bonus, natural weapons (such as claws, bite, and so on), and any gross physical qualities (presence or absence of wings, number of extremities, and so forth). A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You do not gain any extraordinary special attacks or special qualities not noted above under physical qualities, such as darkvision, low-light vision, blindsense, blindsight, fast healing, regeneration, scent, and so forth. You do not gain any supernatural special attacks, special qualities, or spell-like abilities of the new form. Your creature type and subtype (if any) remain the same regardless of your new form. You cannot take the form of any creature with a template, even if that template doesn't change the creature type or subtype. When the change occurs, your equipment, if any, either remains worn or held by the new form (if it is capable of wearing or holding the item), or melds into the new form and becomes nonfunctional. When you revert to your true form, any objects previously melded into the new form reappear in the same location on your body they previously occupied and are once again functional. Any new items you wore in the assumed form and can't wear in your normal form fall off and land at your feet; any that you could wear in either form or carry in a body part common to both forms at the time of reversion are still held in the same way. Any part of the body or piece of equipment that is separated from the whole reverts to its true form. Alter Self - Learn Shape Alter Self - Options Alter Self - Quickslot 1 Alter Self - Quickslot 2 Alter Self - Quickslot 3 End Spell Effects Type of Feat: Class Specific Prerequisite: None. Specifics: This feat grants abilities to end certain effects created by spells. Use: Selected. End PnP Polymorph Type of Feat: Class Specific Prerequisite: None. Specifics: Using this feat will end PnP polymorph effects on the user. Use: Selected. Rakshasa Change Shape Rakshasa Quickslot 1 Rakshasa Quickslot 2 Bralani Eladrin Bralani bralani Bralani are the most wild and feral kind of eladrin, existing from heartbeat to heartbeat in a glorious never-ending passion. They are free-spirited outsiders native to Arborea, and roam the cosmos in search of good folk to aid. Physically, bralani resemble shorter, stocky elves, with silver-white hair and eyes that are constantly shifting through a rainbow of colors. Bralani Ability Adjustments: +8 Str, +8 Dex, +6 Con, +2 Int, +4 Wis, +4 Cha. Favored Class (Fighter): A multiclass bralani's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. - Base movement of 40' - Darkvision: Bralani can see in the dark. - Natural Armor: +6 Natural AC - Fey Damage Reduction: DR 10/cold iron - Immunities: Immune to electricity and petrification. - Elemental Resistance: Resistance 10 to cold and fire. - Spell Resistance 17: Spell resistance of 17 + 1 per level. - Spell-like Abilities: at will - Blur, Charm Person, Gust of Wind, Mirror Image 2/day - Cure Serious Wounds, Lightning Bolt - Outsider: Bralani count as Outsiders for the purpose of spells. Level Adjustment: +5 Racial Hit Dice/Class: 6 of Outsider Grig grig Grigs Grigs are a race of mischievous and lighthearted sprites. They have no fear of larger creatures and like to pull minor pranks on them. They are also fierce by sprite standards, ready to fight back with dagger when needed. These small creatures are only 1'6" tall on average, and boast light blue skin, forest green hair, and brown hairy legs. They typically wear brightly colored tunics or vests, with tiny gems for buttons. Grig Ability Adjustments: Dex +8, Con +2, Wis +2, Cha +4, Str -6. Favored Class (Sorcerer): A multiclass grig's sorcerer class does not count when determining whether he suffers an XP penalty for multiclassing. - Tiny Stature: +2 size bonus to attack rolls. +2 size bonus to AC. +8 size bonus to Hide checks. - Base movement of 20' - Low-Light Vision: Allows them to see better than normal in the dark. - Lesser Fey Damage Reduction: DR 5/cold iron - Skill Affinity(Jump): +8 racial bonus to jump checks. - Hide in Forest: +5 racial bonus to hide checks when in forested areas - Spell Resistance 17: Spell resistance of 17 + 1 per level. - Spell-like Abilities: 3/day - Entangle(DC 11+Cha), Invisibility, Pyrotechnics(DC 12+Cha). - Fey: Grigs count as Fey for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +3 Racial Hit Dice/Class: NA Nixie nixie Nixies Nixies are aquatic sprites who dwell in and protect pristine ponds and lakes. They are not bound to the water though, and can survive on land indefinitely. They are more reclusive than most fey and treat intruders to their territory with hostility and suspicion. Physically they resemble slim and comely humanoids, with lightly scaled, pale green skin and dark green hair. They stand about 4' tall, and typically wear clothes made of seaweed. Nixie Ability Adjustments: Dex +6, Int +2, Wis +2, Cha +8, Str -4. Favored Class (Sorcerer): A multiclass nixie's sorcerer class does not count when determining whether he suffers an XP penalty for multiclassing. - Small Stature: +1 size bonus to attack rolls. +1 size bonus to AC. +4 size bonus to Hide checks. - Base movement of 20' - Low-Light Vision: Allows them to see better than normal in the dark. - Lesser Fey Damage Reduction: DR 5/cold iron - Wild Empathy: +6 racial bonus to animal empathy checks. - Spell Resistance 16: Spell resistance of 16 + 1 per level. - Amphibious: Immune to drowning. - Spell-like Abilities: Waterbreathing on other 1/day, Charm Person 3/day - Fey: Nixies count as Fey for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +3 Racial Hit Dice/Class: NA Nymph nymph Nymphs Nymphs are nature's embodiment of physical beauty, and are the guardians of the sacred places of the wild. They hate evil, and take a dim view on those who despoil nature. Those who respect the wilds however are often shown kindness, but a nymph's demeanor is mercurial and could change at a moment's notice. They are most friendly towards elves, half-elves, and druids, knowing them for friends of nature. Physically nymphs are about the size and weight of a female elf, and are always female themselves. They are so unbearably lovely they can blind onlookers if the nymph does not take precautions, and the glance of an angry nymph can stun almost any creature. Nymph Ability Adjustments: +6 Dex, +2 Con, +6 Int, +6 Wis, +8 Cha. Favored Class (Druid): A multiclass nymph's druid class does not count when determining whether she suffers an XP penalty for multiclassing. - Base movement of 30' - Low-Light Vision: Allows them to see better than normal in the dark. - Fey Damage Reduction: DR 10/cold iron - Wild Empathy: +6 racial bonus to animal empathy checks. - Unearthly Grace: A nymph's Charisma modifier is added to their AC and all saving throws. - Blinding Beauty: All creatures within 30' must make a Fort save vs DC 13+Cha or be blinded. - Stunning Glare: One creature within 30' must make a Fort save vs DC 13+Cha or be stunned for 2d4 rounds. - Spell-like Abilities: Dimension Door 1/day - Fey: Nymphs count as Fey for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +7 Racial Hit Dice/Class: 6 of Fey Satyr satyr Satyrs Satyrs are a hedonistic race of creatures that frolic in the wilds. They love fine food, strong drink, and passionate romance. They are more likely to be found carrying a bottle of wine or a musical instrument than a weapon, but they are more than a little mischievous and sometimes seek fun at the expense of others. Physically about the size of a half-elf, satyrs resemble horned men with the legs and hooves of a goat. Their hooves and horns are jet black in color, while their hair and fur is usually red or chestnut brown. Satyr Ability Adjustments: +2 Dex, +2 Con, +2 Int, +2 Wis, +2 Cha. Favored Class (Bard): A multiclass satyr's bard class does not count when determining whether he suffers an XP penalty for multiclassing. - Base movement of 40' - Natural Armor: +4 Natural AC - Low-Light Vision: Allows them to see better than normal in the dark. - Lesser Fey Damage Reduction: DR 5/cold iron - Natural Weapons: 1d6 head butt - Skill Affinities: +4 racial bonus to all hide, listen, move silently, perform, and spot checks. - Fey: Satyrs count as Fey for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +2 Racial Hit Dice/Class: 5 of Fey Blinding Beauty Type of Feat: Racial Prerequisite: Race-Specific. Specifics: Any creature within 30' who fails a Fortitude save vs 13 + your Cha modifier is blinded. You can suppress or activate this ability as a free action. Use: Selected. Stunning Glance Type of Feat: Racial Prerequisite: Race-Specific. Specifics: You can stun a creature with a single glance as a standard action. If they fail a Fortitude save vs 13 + your Cha modifier, they are stunned for 2d4 rounds. Use: Selected. Waterbreathing Type of Feat: Racial Prerequisite: Race-Specific. Specifics: You can grant the ability to breathe water to one creature for 24 hours. Use: Selected. Fey'ri Quickslot 1 Fey'ri Quickslot 2 Fey'Ri Change Shape Type of Feat: Racial Prerequisite: Race Specific You can assume the form of any humanoid creature up to 1 size class larger or smaller than you. You can stay in this form until you decide to change again or return to your true form. You gain the natural weapons and size of the new form, but your abilities and special qualities stay the same. This feat controls learning and using NPC shapes. Use: Selected. Unearthly Grace Type of Feat: Racial Prerequisite: Race-Specific. Specifics: You get your Charisma modifier added to your AC and saving throw checks. Use: Automatic. Daylight Adaptation Type of Feat: Racial Prerequisite: Race-Specific. Specifics: If you are a type of creature that suffers circumstance penalties when exposed to bright light, you no longer suffer those penalties, whether the light comes from natural or magical sources. Use: Automatic. Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature receives a +5 racial bonus to Hide checks when in a natural area. Use: Automatic. Tiny Creature Type of Feat: Racial Prerequisite: Race-Specific. Specifics: Your character is classified as a tiny creature and thus gains a +2 bonus to AC and attack, and +8 to all hide checks. Use: Automatic. Spell Resistance 17 Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature has an innate spell resistance of 17, plus 1 per level. Use: Automatic. Fey Damage Reduction Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature has DR 10/cold iron(+3). Use: Automatic. Lesser Fey Damage Reduction Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature has DR 5/cold iron(+3). Use: Automatic. Skill Affinity (Perform) +4 Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature receives +4 racial bonus to Perform checks. Use: Automatic. Naztharune Rakshasa Naztharune naztharune Naztharune Rakshasa are another breed of Rakshasa, oriented towards stealth rather than magic. They typically work as spies and infiltrators for the more powerful of their kindred, and hire out as mercenaries or assassins to other creatures. Unlike their related breeds, naztharune rakshasa don't mind not being the big boss of an operation, taking a more mercenary outlook. Physically, they are similar to other rakshasa, with the same tiger head and backwards-bending hands. The main distinctive feature is the black-as-night fur covering their body. Naztharune Rakshasa Ability Adjustments: +4 Str, +10 Dex, +8 Con, +4 Int, +4 Cha. Favored Class (Rogue): A multiclass naztharune rakshasa's rogue class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Darkvision: Naztharune Rakshasa are able to see in the dark. - Base movement of 40. - Weapon Proficiency (Simple): All rakshasa are proficient with simple weapons. - Weapon Proficiency (Martial): All rakshasa are proficient with martial weapons. - Weapon Proficiency (Creature): Rakshasa can make an unarmed attack with their claws. - Spell Resistance: Innate spell resistance of 21, plus 1 per character level. - Natural Armor Bonus: Racial natural armor bonus of 5. - Damage Reduction: Innate damage reduction of 15/+1 - Improved Skill Affinity (Bluff): +4 racial bonus to bluff checks. - Spell-like Abilities: At will - Disguise. - Rogue-like Abilities: Evasion, Improved Evasion, Uncanny Dodge, +6d6 Sneak Attack - Shadow Manipulation: Hide in Plain Sight, Shadow Jump(acts like Dimension Door, 20' range) - Outsider: Naztharune Rakshasa are considered Outsiders for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +5 Racial Hit Dice/Class: 11 of Outsider Racial Sneak Attack +6d6 Type of Feat: Race Specific Specifics: Adds +6d6 Sneak Attack damage to your existing sneak attack, or grants the ability to sneak attack for 6d6 damage. Use: Automatic. Improved Skill Affinity (Bluff) Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature receives a +4 racial bonus to Bluff checks. Use: Automatic. Spell Resistance 21 Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature has an innate spell resistance of 21, plus 1 per level. Use: Automatic. Spirit Folk spirit folk Spirit folk are the descendants of humans and various spirits of nature. They come in three specific subtypes, each of which has a slight affinity to a different element, granting a bonus to saves vs that element and another additional ability. They tend to be serene and calm, in tune with their surroundings, and show little desire of manipulating them with magic. Physically they look human, with small mouths and slender eyes. They tend to have a fair or golden complexion, and no body hair, though the hair on their head is fairly luxurious. Spirit Folk Ability Adjustments: None. Favored Class (Any): A multiclass spirit folk's highest class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Low-Light Vision: Allows them to see better than normal in the dark. - Human: Spirit Folk are considered Human for the purpose of spells. Choose one type of Spirit Folk: - Bamboo: +2 bonus to Lore, +2 saves against acid spells, Trackless Step. +4 to hide in wilderness settings. - River: Immune to drowning, +2 to save vs cold spells. - Sea: Immune to drowning, +2 to save vs fire spells. - Mountain: +8 bonus to Climb, +2 bonus to Balance, Jump, and Tumble. Select a spirit heritage: Your spirit heritage has been selected. Bamboo You are one of the Bamboo branch of the Spirit Folk. You gain the following benefits: Wilderness Knowledge: +2 racial bonus to Lore checks Wilderness Stealth: Gains the Trackless Step feat and +4 to Hide checks in the wilderness. Hardiness vs Earth/Acid: +2 to save vs acid spells and effects. River You are one of the River branch of the Spirit Folk. You gain the following benefits: Water Breathing: Immune to Drown. Hardiness vs Water/Cold: +2 to save vs cold spells and effects. Sea You are one of the Sea branch of the Spirit Folk. You gain the following benefits: Water Breathing: Immune to Drown. Hardiness vs Fire: +2 to save vs fire spells and effects. You left the safety of the clan seeking adventure in the lands of the civilized people. The civilized world is strange and new, and you wonder what you might find. Korobokuru korobokuru Korobokuru are dwarf-like humanoids who live in barren wilderness areas not likely to come into contact with humans. They prefer a simple life, living in small villages, which are sometimes just one extended family. They consider it poor taste to display wealth, but have a liking for simple art. They have reputation for rudeness and belligerence among humans, but while they resent that opinion they do nothing to disprove it. They tend to look wild and unkept, standing around 4' tall. They are leaner than dwarves, only weighing half as much. They have bright blue, brown, or green eyes, and small, pointed ears. Unlike their dwarven cousins they don't grow full beards, but both genders usually have sparse ones, or at least whiskers. Korobokuru Ability Adjustments: +2 Con, -2 Int. Favored Class (Barbarian): A multiclass korobokuru's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing. - Small Stature: +1 size bonus to attack rolls. +1 size bonus to AC. +4 size bonus to Hide checks. - Darkvision: Korobokuru are able to see in the dark. - Hardiness vs. Poisons: +2 racial bonus on saving throws against poisons. - Hardiness vs. Spells: +2 racial bonus on saving throws against spells. - Offensive Training vs. Goblinoids: +1 racial bonus on attack rolls against goblinoids. - Defensive Training vs. Giants: +4 dodge bonus to AC against giants. - Skill Affinity (Lore): +2 racial bonus to Lore checks. - Dwarven: Korobokuru count as Dwarves for the purpose of spells. Pterran pterran Pterrans Pterrans are a reptilian race native to Athas, specifically to the region called the Hinterlands. They rarely leave their home villages, but recent natural disasters have inspired more than the rare few to enter the Tablelands. They are typically subdued and cautious among unfamiliar people, but when among friends they are optimistic, open, friendly, and inquisitive. Each Pterran chooses a life path that defines their personality, or perhaps the other way around. Warrior pterrans are the least disturbed by the brutality of the Tablelands, and take pleasure in military strategy. Druidic pterrans are most concerned with nature, and take the greatest pleasure when they eliminate a threat to it. Psionic pterrans are the most social, and take the greatest pleasure in intellectual pursuits such as solving riddles and resolving disputes. Physically they are anywhere between 5' and 6'6" tall, with light brown scaly skin. They wear little clothing, preferring sashes and loincloths, and have a finlike growth on the back of their head. There is no visible distinction between males and females. Pterran Ability Adjustments: +2 Wis, +2 Cha, -2 Dex Favored Class (Psion): A multiclass pterran's psion class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - 30' base speed - Poor Hearing: -2 racial penalty to Listen. - Natural Weapon: Can make natural bite(1d4) and claw attacks(1d3 each). - Reptilian: Pterrans count as Reptilian for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +0 Racial Hit Dice/Class: 4 of Shapechanger Mul mul Muls Muls are a cross between humans and dwarves, force-bred to be slaves and gladiators. They combine human height and adaptability with dwarven musculature and resilience. Unlike other half-breeds, they are sterile, so the only way to make more is to breed more humans and dwarves. Muls are stoic and dull to pain, able to easily ignore bruises and other pains of life due to their raising. Even those that find freedom still are rarely able to escape their past, as each is marked with tattoos showing their history, owners, and so on. Even untattooed muls are valuable to slavers, as its cheaper to "retrieve" an "escaped" mul than to try and breed a new one. Physically they are second only to the half-giant in strength, and range in height up to 7' tall and 250 pounds in weight. They carry almost no fat, and are often hairless, with copper-colored skin. Common facial features include angular, almost protrusive eye ridges, and ears that point sharply backwards against the temples. Mul Ability Adjustments: +4 Str, +2 Con, -2 Cha. Favored Class (fighter): A multiclass mul's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. - Darkvision: Muls are able to see in the dark. - Nonlethal Damage Resistance: Damage Resistance 1/-. - Dwarven: Muls count as Dwarves for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: 1 Racial Hit Dice/Class: NA Athasian Halfling Halfling halfling Halflings Athasian halflings are masters of the jungles of the Ringing Mountains. They are small, quick, and agile, and have a ancient culture that goes back far before the start of the current desolation. They are a insular and xenophobic race, worried more about their own kind than members of other races, and easily become frustrated with the other "uncivilized" races who don't know all the nuances and other aspects of halfling culture. They are also very uncomfortable with change, but still some leave their mountain home and journey into the Tablelands. Physically they are like the halflings of other worlds, but they tend to paint their skin in bright reds and greens. Athasian Halfling Ability Adjustments: +2 Dex, -2 Str. Favored Class (Ranger): A multiclass Athasian halfling's ranger class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Small Stature: +1 size bonus to attack rolls. +1 size bonus to AC. +4 size bonus to Hide checks. - Skill Penalty (Persuade): -2 racial penalty to Persuade checks. - Skill Affinity (Move Silently): +2 racial bonus to Move Silently checks. - Skill Affinity (Listen): +4 racial bonus to Listen checks. - Skill Affinity (Jump): +2 racial bonus to Jump checks. - Hardiness vs Spells: +2 racial bonus to saving throws vs spells and spell-like abilities. - Good Aim: +1 racial bonus to attack rolls made with throwing weapons. - Halfling: Athasian Halflings are considered Halflings for the purpose of spells. Special: Halflings are small creatures and as such they can never use the following Large weapons: bastard sword, dire mace, two-bladed sword, double axe, greataxe, greatsword, halberd, heavy flail, quarterstaff, scythe and spear. Athasian Half-Giant Half-Giant half-giant Half-Giants A cross between humans and giants, this race was bred into existence by the Athasian dragon-sorcerer-kings wanting a race of warriors and laborers. A few however managed to escape their slavery, fleeing into the Tablelands and forge a new life for themselves. Physically they stand about 11' 6" tall, sometimes being mistaken for a well-groomed Hill Giant. They tend to be friendly, kind, and eager to please, but as bit slow of wit. Overall, however, they are some of the most powerful warriors on Athas. Athasian Half-Giant Ability Adjustments: +8 Str, +4 Con, -2 Dex, -4 Int, -4 Wis, -4 Cha. Favored Class (Barbarian): A multiclass Athasian half-giant's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - 40' base speed - Large Creature: Athasian half-giants suffer -1 penalties to their Attack and Armor Class, and -4 to their Hide skill. - Natural Armor: Athasian half-giants have a +2 bonus to natural armor. - Darkvision: Athasian Half-Giants can see in darkness. - Racial Weapon Proficiencies: Proficient with all simple and martial weapons. - Giant: Half-giants are considered Giants for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +1 Racial Hit Dice/Class: 2 of Giant Athasian Half-Elf Half-Elven half-elven Half-Elves Half-elves on the world of Athas are notorious loners. Partly this stems form a lack of self-confidence due to their mixed blood. Their elven blood makes them distrusted among humans, while elven tradition demands they be abandoned. They will cooperate with companions, but find it difficult to rely on anyone. Many find companionship among the animals, these skills lending themselves well to being beast handlers in human society. Physically they are bulkier than elves, standing around 6' tall. Usually they find it easier to pass themselves off as humans, but they always have some features that hint at their heritage. Athasian Half-Elven Ability Adjustments: +2 Dex, -2 Cha. Favored Class (Any): A multiclass Athasian half-elf's highest class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Partial Skill Affinity (Listen): +1 racial bonus to Listen checks. - Partial Skill Affinity (Search): +1 racial bonus to Search checks. - Partial Skill Affinity (Spot): +1 racial bonus to Spot checks. - Keen Senses: Athasian Elves make active Search checks automatically and with no movement penalties. - Skill Affinity (Animal Empathy): +2 racial bonus to Animal Empathy checks. - Low-Light Vision: Allows them to see better than normal in the dark. - Elven: Athasian Half-Elves are considered Elven for the purpose of spells. Athasian Elf Elven elven Elves For the elves of Athas, running is life. If an elf is injured and can't keep up, they are left behind to die, and riding an animal is considered one of the greatest dishonors. When there is no need though, these elves tend to just laze around and live in the now. They tend to keep to their own kind unless they have an angle to pursue. Once their trust is earned, they do not betray it, but if they are betrayed, that same trust is gone forever. As a race they idolize Coraanu Star Racer, a warrior-thief as the epitome of elfness and honor him in song and deed, raiding and trading with aplomb. Physically they are taller than otherplanar elves, standing between 6'-7' with lean builds and angular facial features. Athasian Elven Ability Adjustments: +2 Dex, -2 Con. Favored Class (Rogue): A multiclass Athasian elf's rogue class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - 40' Movement - Bonus Proficiencies (Shortbow, Longbow) - Skill Affinity (Listen): +2 racial bonus to Listen checks. - Skill Affinity (Search): +2 racial bonus to Search checks. - Skill Affinity (Spot): +2 racial bonus to Spot checks. - Keen Senses: Athasian Elves make active Search checks automatically and with no movement penalties. - Low-Light Vision: Allows them to see better than normal in the dark. - Resistance to Elements: Athasian elves have a natural resistance to extreme temperatures, allowing them to ignore the first point of fire or cold damage dealt to them. - Elven: Athasian Elves are considered Elven for the purpose of spells. Athasian Dwarf dwarf Dwarves Dwarven Dwarves native to the world of Athas are a stubborn, devoted lot. They prefer meaningful tasks, and dive into them with an intensity seldom seen in other races. Every dwarf has a "focus" a goal that they devote their entire being to until it is accomplished, and seldom let anything stand in their way. Dwarves only share the subject of their focus with their closest friends and allies, and a dwarf who dies before completing their focus haunts the object of it until it is finished. Physically they are much like dwarves of other planes, but unlike their distant kin they are completely hairless, and find the idea of hair repulsive. Their skin is usually deeply tanned, and decorated with tattoos. Athasian Dwarf Ability Adjustments: +2 Con, -2 Cha. Favored Class (fighter): A multiclass Athasian dwarf's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. - Darkvision: Athasian Dwarves are able to see in the dark. - Hardiness vs. Poisons: +2 racial bonus on saving throws against poisons. - Hardiness vs. Spells: +2 racial bonus on saving throws against spells. - Dwarven: Athasian Dwarves count as Dwarves for the purpose of spells. You grew up on the harsh world of Athas. Mercy is rare, and it's every person for themself, with the world being destroyed by the sorcerer-dragon-kings who rule it. Now you have left home and journeyed into the Tablelands, looking not just to survive, but to show this desolate land who's boss. Poor Hearing Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature receives a -2 racial penalty to Listen checks. Use: Automatic. Nonlethal Damage Resistance Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature has DR 1/-. Use: Automatic. Resistance to Elements Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature receives Fire Resistance 1 and Cold Resistance 1. Use: Automatic. Skill Penalty (Persuade) Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature receives a -2 racial penalty to Persuade checks. Use: Automatic. Improved Skill Affinity (Listen) Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature receives a +4 racial bonus to Listen checks. Use: Automatic. Extra Shifter Trait Type of Feat: Shifter Prerequisite: Shifter You can choose one additional shifter trait to manifest when you shift. You do not get the ability bonus from the second trait. Use: Automatic. Healing Factor Type of Feat: Shifter Prerequisite: Shifter, Con 13 When your shifting duration ends, you heal damage equal to your total character level. Use: Automatic. Shifter Agility Type of Feat: Shifter Prerequisite: Shifter, Longstride trait You gain +1 AC and +1 to Reflex saves when shifting. Use: Automatic. Shifter Defense Type of Feat: Shifter Prerequisite: Shifter, 2 other shifter feats You gain DR 2/silver when shifting. Use: Automatic. Greater Shifter Defense Type of Feat: Shifter Prerequisite: Shifter, Shifter Defense, 3 other shifter feats You gain DR 4/silver when shifting. Use: Automatic. Shifter Ferocity Type of Feat: Shifter Prerequisite: Shifter, Wis 13 You remain conscious when you go below 0 HP while shifting. You still die at -10 HP as normal. Use: Automatic. Shifter Instincts Type of Feat: Shifter Prerequisite: Shifter You gain +1 to Spot, Listen, and Sense Motive, whether shifting or not. Use: Automatic. Shifter Savagery Type of Feat: Shifter Prerequisite: Shifter, Gorebrute, Longtooth, or Razorclaw trait, +6 BAB, ability to rage/frenzy Your natural weapon increases 2 sizes and your critical range with your natural weapon doubles while shifting and raging. Use: Automatic. Shifter Feats These feats enhance your natural shifting ability. Beasthide Elite Type of Feat: Shifter Prerequisite: Shifter, Beasthide trait You gain +4 AC instead of +2 when shifting. Use: Automatic. Dreamsight Elite Type of Feat: Shifter Prerequisite: Shifter, Dreamsight trait You gain +5 to Spot and can see through invisibility when shifting. Use: Automatic. Gorebrute Elite Type of Feat: Shifter Prerequisite: Shifter, Gorebrute trait You can roll an opposed strength check to knock down your opponent on a charge when shifting. Use: Automatic. Longstride Elite Type of Feat: Shifter Prerequisite: Shifter, Longstride trait You gain 20' bonus movement instead of 10' when shifting. Use: Automatic. Longtooth Elite Type of Feat: Shifter Prerequisite: Shifter, Longtooth trait Your bite when shifting deals 1 Con damage. Use: Automatic. Razorclaw Elite Type of Feat: Shifter Prerequisite: Shifter, Razorclaw trait You can make an attack with both claws at your highest bonus on a charge when shifting. Use: Automatic. Wildhunt Elite Type of Feat: Shifter Prerequisite: Shifter, Wildhunt trait You gain blindsense out to 30' when shifting. Use: Automatic. Shifter shifter Shifters Shifters are the distant descendants of lycanthropes and humans, sometimes called the weretouched. They can no longer fully change form, but instead take on aspects of it in a unique ability called shifting. They are a unique race that breeds true, and prefer to form small communities and villages out in the wilds rather than live in cities. Their personality tends to be influenced by the animal they relate to. They are basically humanoid in shape, but move in a crouched posture, springing and leaping while their companions walk alongside normally. Their faces have a bestial cast, with wide, flat noses, large eyes, pointed ears, and long sideburns on both genders. Their forearms and lower legs grow long hair, and they wear their hair on their head thick and long. Shifter Ability Adjustments: +2 Dex, -2 Int, -2 Cha. Favored Class (Ranger): A multiclass shifter's ranger class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Base movement of 30. - Shifting: Shifters can assume aspects of their lycanthropic heritage. This grants them a bonus to one stat for 3+Con rounds, usable once per day. Shifter feats can extend the time and add uses per day, as well as add other effects. - Low-Light Vision: Shifters can see better than normal in the dark. - Animalistic Heritage: Shifters gain a +2 to Jump and Balance from their feral heritage. - Shapeshifter: Shifters are considered Shapeshifters for the purpose of spells. Shifting Type of Feat: Racial Prerequisite: Shifter You can "shift" and assume aspects of your ancestral heritage. You gain a +2 bonus to a specific stat and one other bonus when shifting. Shifting lasts for 3 rounds, plus the shifter's Con modifier. plus one round for each shifter feat they have. They can use this ability once per day, and for every two shifter feats they have they gain one additional use per day. Use: Selected. Beasthide Type of Feat: Shifter Trait Prerequisite: Shifter You can "shift" and assume aspects of your ancestral heritage. Beasthide shifters gain +2 to Constitution and +2 to AC when they shift. Use: Automatic. Dreamsight Type of Feat: Shifter Trait Prerequisite: Shifter You can "shift" and assume aspects of your ancestral heritage. Dreamsight shifters gain +2 to Wisdom and +2 to Animal Empathy when they shift. Use: Automatic. Gorebrute Type of Feat: Shifter Trait Prerequisite: Shifter You can "shift" and assume aspects of your ancestral heritage. Gorebrute shifters gain +2 to Strength, and grow horns that do 2d6 damage on a charge, when they shift. Use: Automatic. Longstride Type of Feat: Shifter Trait Prerequisite: Shifter You can "shift" and assume aspects of your ancestral heritage. Longstride shifters gain +2 to Dexterity and a 10' bonus to movement when they shift. Use: Automatic. Longtooth Type of Feat: Shifter Trait Prerequisite: Shifter You can "shift" and assume aspects of your ancestral heritage. Longtooth shifters gain +2 to Strength and gain a bite attack that does 1d6 when they shift. Use: Automatic. Razorclaw Type of Feat: Shifter Trait Prerequisite: Shifter You can "shift" and assume aspects of your ancestral heritage. Razorclaw shifters gain +2 to Strength and gain two claw attacks for 1d4 when they shift. Use: Automatic. Wildhunt Type of Feat: Shifter Trait Prerequisite: Shifter You can "shift" and assume aspects of your ancestral heritage. Wildhunt shifters gain +2 to Constitution and scent abilities when they shift, granting +4 to spot, listen, and search. Use: Automatic. Select a shifter trait to represent your lycanthrope heritage: Your trait has been selected. <CUSTOM0> manifests a shield of glowing psychic energy. Shield of Thought Type of Feat: Racial Prerequisite: Kalashtar, ability to manifest a mindblade You can manifest a shield of thought(using this feat) as a move action. You can allocate any amount of your total Weapon Enhancement Bonus points to increase the enhancement on your shield rather than give your mindblade additional abilities. For each one point spent, your shield gains +1 AC, and your armor check penalty on the shield reduces by 1, to a maximum of 0. Note: if you take this feat and are not a Kalashtar, you will have to reselect your feats. if you take this feat at level 1 and are not Kalashtar, you will be unable to level. Use: Selected. You didn't have Change Shape uses available. Change Shape Change Shape: With this you can attempt to learn a new shape and shift into that shape if you can learn it. Quick Change Shape Changeling Quick Quickslot 1 Changeling Quick Quickslot 2 Minor Change Shape Minor Change Shape: With this you can attempt to learn a new shape and shift into that shape if you can learn it. Changeling Quickslot 1 Changeling Quickslot 2 Change Shape Options Change Shape Options: With this you can: * Select a shape you know to turn into * View what shapes you have assigned to your 'Quick Shift Slots' * Assign shapes you know to your 'Quick Shift Slots' * Remove shapes you no longer want Racial Emulation Type of Feat: Racial Prerequisite: Changeling When you use Minor Shape Change, you assume the racial type and subtype of the form you assume. Use: Automatic. Change Shape Type of Feat: Racial Prerequisite: Race Specific You can assume the form of any Small, Medium, or Large humanoid creature. You can stay in this form until you decide to change again or return to your true form. This feat controls learning and using NPC shapes. Use: Selected. Quick Change Type of Feat: Racial Prerequisite: Changeling You can now perform Minor Change Shape as a move action instead of a full action. Use: Selected. Minor Change Shape - General Type of Feat: Racial Prerequisite: Race Specific You can physically alter your form to mimic that of another of similar size and mass. You can appear one foot shorter or taller, fatter or thinner, or even change genders, but you cannot grow new limbs. This feat controls learning and using NPC shapes. Return to True Form is under this feat as well. Use: Selected. Strength of Two Type of Feat: Racial Prerequisite: Kalashtar You gain a +1 insight bonus to will saves as long as you are psionically focused. if you spend 1PP and expend your psionic focus, you can increase this bonus to +5 for one round. Note: if you take this feat and are not a Kalashtar, you will have to reselect your feats. if you take this feat at level 1 and are not Kalashtar, you will be unable to level. Use: Selected. Soulblade Warrior Type of Feat: Racial Prerequisite: Kalashtar, ability to manifest a mindblade You can manifest a mindblade(using this feat) as a swift action. Your effective level for determining the mind blade enhancement class feature is 2 higher than normal, but you still do not get access to it until level 6 soulknife. Note: if you take this feat and are not a Kalashtar, you will have to reselect your feats. if you take this feat at level 1 and are not Kalashtar, you will be unable to level. Use: Selected. Spiritual Force Type of Feat: Racial Prerequisite: Kalashtar, ability to manifest a mindblade You can expend your psionic focus while wielding your mindblade to gain bonus damage equal to your Charisma modifier for one round. Note: if you take this feat and are not a Kalashtar, you will have to reselect your feats. if you take this feat at level 1 and are not Kalashtar, you will be unable to level. Use: Selected. Improved Fortification Type of Feat: Warforged Prerequisite: Warforged, +6 base attack bonus You become immune to critical hits and precision damage. You can no longer be healed by Heal or the Cure Wounds spells. Use: Automatic. Kalashtar kalashtar Kalashtar are a compound race, a fusion of humans and an incorporeal race called the quori, native to a plane of dreams. Fleeing persecution, they found a way to escape to the Prime, and joined with those humans willing to welcome them. Now, kalashtar are a race of their own, each having a small portion of the original quori who joined with their ancestors, but due to the quori's exile the kalashtar cannot dream. Physically they appear like humans for the most part, but are typically a bit taller, with slightly more angular features. When they move, it is with more than the usual grace and elegance. Kalashtar Ability Adjustments: None. Favored Class (Psion): A multiclass kalashtar's psion class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Base movement of 30. - Dual Nature: Kalashtars gain a +2 racial bonus to save vs mind-affecting abilities due to their dual spirits. - Social Masters: Kalashtar are adept at social situations, influencing others through their commanding presence and subtle psychic powers. They gain a +2 to all Bluff, Intimidate, and Persuade checks. - Human: Kalashtar are considered Human for the purpose of spells. Changeling changeling Changelings Changelings are a true-breeding race descended from human and doppelganger ancestry. while they lack the full shifting capability of a doppelganger, they are still able to significantly alter their form, up to changing genders. Also, unlike doppelgangers, they have a defined gender in their natural form. This ability to assume another's shape makes them excellent at subterfuge. In their true form, they stand between 5 and 6 feet, with pale grey skin, and thin, fair hair. Their limbs are long and slightly out of proportion, and their facial features appear melted or somewhat unfinished, including blank white eyes. Changeling Ability Adjustments: None. Favored Class (Rogue): A multiclass changeling's rogue class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Base movement of 30. - Slippery Mind: Changelings gain a +2 racial bonus to save vs mind-affecting abilities due to their slippery minds. - Body Language: Changelings are adept at reading body language and attitude, and gain a +2 to all Bluff, Intimidate, and Sense Motive checks. - Minor Shape Change: Changelings can physically alter their form to mimic someone of a similar size and mass, as if using a Disguise Self spell. - Shapeshifter: Changelings are considered Shapeshifters for the purpose of spells. You grew up during the last war on Khovaire, whether under the towers of Sharn, or elsewhere among the Five Nations. Many great heros fell during the clashes of that conflict, and now that you've come of age, perhaps you can find a place as one of the new guard of heroes. Minor Change Shape - Dynamic Type of Feat: Racial Prerequisite: Race Specific You can physically alter your form to mimic that of another of similar size and mass. You can appear one foot shorter or taller, fatter or thinner, or even change genders, but you cannot grow new limbs. This feat selects a random PC appearance. Use: Selected. Mental Spell Resistance Type of Feat: Racial Prerequisite: Race Specific You gain a +2 to save vs mind-affecting spells. Use: Automatic. Zakya Rakshasa Zakya zakya A race of tigerlike humanoid warriors, the zakya are another breed of rakshasa. Unlike their sorcerer brethren, zakya prefer to charge in and get down and dirty in melee combat, and they are able to twist their backwards hands to wield weapons normally. In most other ways, however, they are identical to their sorcerer cousins. Zakya Rakshasa Ability Adjustments: +10 Str, +4 Dex, +10 Con, +2 Int, +2 Wis. Favored Class (Fighter): A multiclass zakya rakshasa's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Darkvision: Zakya Rakshasa are able to see in the dark. - Base movement of 50. - Weapon Proficiency (Simple): All rakshasa are proficient with simple weapons. - Weapon Proficiency (Martial): All rakshasa are proficient with martial weapons. - Weapon Proficiency (Creature): Rakshasa can make an unarmed attack with their claws. - Spell Resistance: Innate spell resistance of 22, plus 1 per character level. - Natural Armor Bonus: Racial natural armor bonus of 9. - Damage Reduction: Innate damage reduction of 15/+1 - Spell-like Abilities: At will - Disguise. 3/day - Chill Touch, True Strike, Vampiric Touch. - Bonus Feat: 1 bonus feat of your choice. - Outsider: Zakya Rakshasa are considered Outsiders for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +7 Racial Hit Dice/Class: 7 of Outsider Racial Chill Touch Racial Vampiric Touch Warforged warforged Warforged were originally built as mindless war machines, an army of constructs able to fight without food and water. As a side-effect of the processes used to create them, however, they gained sentience. At first this was a boon, as now there was no need for a living general to travel with them, but eventually the war came to an end, as all wars do. As they couldn't destroy the now-sentient race of living constructs, they were instead freed and left to find their own way in the world. Physically they look similar to golems, with plating made of metal and mineral covering a living wooden frame. They were created without gender, though a few with a more typically feminine mindset have modified their design and plating to mimic a humanoid female's shape. Warforged cannot reproduce, but can only be made at special Creation Forges built using uncovered ancient plans. They do not age either, and their mindset sometimes leaves the activities of the humanoid races a puzzle to them. Warforged Ability Adjustments: +2 Con, -2 Wis, -2 Cha. Favored Class (Fighter): A multiclass warforged's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - 30' base speed - Composite Plating: +2 to AC, cannot wear armor, and 5% arcane spell failure chance. - Living Construct subtype: Immune to sleep, paralyze, poison, energy drain, and disease Does not heal naturally, healing spells only heal half the normal amount. - Construct: Warforged count as Constructs for the purpose of spells. You were created to fight in a great war, a construct designed to be a self-sufficient soldier and make decisions as necessary in the field. The war ended, and because of your kind's sentience, you were freed. With no war left to fight, and no owner other than yourself, you must find a new place in the world. Mithril Plating Type of Feat: Warforged Prerequisite: Composite Plating, 1st level only This Warforged was built using Mithril for their armor plating. This grants a +5 bonus to AC, a +5 max Dex bonus to AC, a -2 armor check penalty, 15% arcane spell failure, and counts as wearing light armor. Note: This uses the "armor" slot, and so you cannot wear other armor. Use: Automatic. Ironwood Plating Type of Feat: Warforged Prerequisite: Composite Plating, 1st level only This Warforged was built using Ironwood for their armor plating. This grants a +3 bonus to AC, a +4 max Dex bonus to AC, a -3 armor check penalty, 20% arcane spell failure, DR 2/slashing, and counts as light armor. Note: This uses the "armor" slot, and so you cannot wear other armor. Use: Automatic. Unarmoured Body Type of Feat: Warforged Prerequisite: Composite Plating, 1st level only This Warforged was built without extraneous external armor plating, imposing no benefits or penalties. You can also wear armor. Use: Automatic. Composite Plating Type of Feat: Racial Prerequisite: Race Specific This Warforged was built with the standard body materials. This grants you a +2 armor bonus, a 5% arcane spell failure chance, and does not count as wearing armor. Note: This uses the "armor" slot, and so you cannot wear other armor. Any other Warforged Body feats override and replace this one. Use: Automatic. Living Construct Type of Feat: Racial Prerequisite: Race Specific The creature is a member of the race of Constructs, with the subtype Living Construct. This grants the following immunities: Disease, Energy Drain, Paralysis, Poison, Sleep. Living Constructs do not heal normally when they rest, and only heal half the normal amount of hit points from spells and effects. Use: Automatic. Warforged Body Feats These feats can only be taken by a warforged at 1st level. They represent different materials used in the warforged's construction. Swashbuckler Swashbucklers swashbuckler (BASE CLASS) The Swashbuckler embodies the concepts of daring and panache. Favoring agility and wit over brute force, the swashbuckler excels both in combat situations and social interactions, making them a versatile character indeed. - Hit Dice: d10. - Proficiencies: Swashbucklers are proficient with simple and martial weapons, and light armor. - Skill Points: 4 + Int Modifier (x 4 at 1st level). CLASS FEATURES: Level 1: Weapon Finesse 2: Grace +1 3: Insightful Strike 5: Dodge +1 10: Dodge +2 11: Lucky, Grace +2 14: Weakening Critical 15: Dodge +3 17: Slippery Mind 19: Wounding Critical 20: Grace +3, Dodge +4 Swashbuckler Grace 1 Type of Feat: Class Specific Prerequisite: Swashbuckler 2 Specifics: gains a +1 bonus on Reflex saves at 2nd level. This bonus increases every 9 levels. A swashbuckler loses this bonus when wearing medium or heavy armor, or while encumbered. Use: Automatic. Swashbuckler Grace 2 Type of Feat: Class Specific Prerequisite: Swashbuckler 11 Specifics: gains a +2 bonus on Reflex saves at 11th level. This bonus increases every 9 levels. A swashbuckler loses this bonus when wearing medium or heavy armor, or while encumbered. Use: Automatic. Swashbuckler Grace 3 Type of Feat: Class Specific Prerequisite: Swashbuckler 20 Specifics: gains a +3 bonus on Reflex saves at 20th level. This bonus increases every 9 levels. A swashbuckler loses this bonus when wearing medium or heavy armor, or while encumbered. Use: Automatic. Swashbuckler Grace 4 Type of Feat: Class Specific Prerequisite: Swashbuckler 29 Specifics: gains a +4 bonus on Reflex saves at 29th level. This bonus increases every 9 levels. A swashbuckler loses this bonus when wearing medium or heavy armor, or while encumbered. Use: Automatic. Swashbuckler Grace 5 Type of Feat: Class Specific Prerequisite: Swashbuckler 38 Specifics: gains a +5 bonus on Reflex saves at 38th level. This bonus increases every 9 levels. A swashbuckler loses this bonus when wearing medium or heavy armor, or while encumbered. Use: Automatic. Insightful Strike Type of Feat: Class Specific Prerequisite: Swashbuckler 3 Specifics: A swashbuckler is able to place finesse attacks where they deal greater damage. They apply their Intelligence bonus to all damage rolls in addition to Strength damage bonus. This bonus applies only when equipped with light weapons, or any weapon used with the Weapon Finesse feat. Targets immune to sneak attacks or critical hits are immune to this bonus damage. A swashbuckler loses this bonus when wearing medium or heavy armor, or while encumbered with weight. Use: Automatic when wearing Light Armor or Clothing, and while not encumbered. Weakening Critical Type of Feat: Class Specific Prerequisite: Swashbuckler 14 Specifics: On a critical hit, the Swashbuckler deals 2 Strength damage to their opponent. This does not work against creatures immune to critical hits. Use: Automatic. (Note: To properly implement this feat, it is calculated separately from your actual critical hits. This means that sometimes you will get a special critical hit that does not deal extra damage, but instead deals Strength damage. Your chance of critical hits remains the same though.) Wounding Critical Type of Feat: Class Specific Prerequisite: Swashbuckler 19 Specifics: On a critical hit, the Swashbuckler deals 2 Constitution damage to their opponent (In addition to Strength damage). This does not work against creatures immune to critical hits. Use: Automatic. (Note: To properly implement this feat, it is calculated separately from your actual critical hits. This means that sometimes you will get a special critical hit that does not deal extra damage, but instead deals Strength & Constitution damage. Your chance of critical hits remains the same though.) Lucky Type of Feat: Class Specific Prerequisite: Swashbuckler 11 Specifics: When a Swashbuckler reaches level 11, they gain the ability to re-roll a failed saving throw, attack, or skill check once per day. (This feat does not work, and is a placeholder until this ability is adjusted to fit into NWN). Use: Automatic. Swashbuckler Dodge 1 Type of Feat: Class Specific Prerequisite: Swashbuckler 5 Specifics: At level 5, the swashbuckler gains a +1 bonus to their AC against their current target or last attacker. This dodge bonus is only granted in light armor or clothing, and while unencumbered. Use: Automatic. Swashbuckler Dodge 2 Type of Feat: Class Specific Prerequisite: Swashbuckler 10 Specifics: At level 10, the swashbuckler gains a +2 bonus to their AC against their current target or last attacker. This dodge bonus is only granted in light armor or clothing, and while unencumbered. Use: Automatic. Swashbuckler Dodge 3 Type of Feat: Class Specific Prerequisite: Swashbuckler 15 Specifics: At level 15, the swashbuckler gains a +3 bonus to their AC against their current target or last attacker. This dodge bonus is only granted in light armor or clothing, and while unencumbered. Use: Automatic. Swashbuckler Dodge 4 Type of Feat: Class Specific Prerequisite: Swashbuckler 20 Specifics: At level 20, the swashbuckler gains a +4 bonus to their AC against their current target or last attacker. This dodge bonus is only granted in light armor or clothing, and while unencumbered. Use: Automatic. Swashbuckler Dodge 5 Type of Feat: Class Specific Prerequisite: Swashbuckler 25 Specifics: At level 25, the swashbuckler gains a +5 bonus to their AC against their current target or last attacker. This dodge bonus is only granted in light armor or clothing, and while unencumbered. Use: Automatic. Swashbuckler Dodge 6 Type of Feat: Class Specific Prerequisite: Swashbuckler 30 Specifics: At level 30, the swashbuckler gains a +6 bonus to their AC against their current target or last attacker. This dodge bonus is only granted in light armor or clothing, and while unencumbered. Use: Automatic. Swashbuckler Dodge 7 Type of Feat: Class Specific Prerequisite: Swashbuckler 35 Specifics: At level 35, the swashbuckler gains a +7 bonus to their AC against their current target or last attacker. This dodge bonus is only granted in light armor or clothing, and while unencumbered. Use: Automatic. Swashbuckler Dodge 8 Type of Feat: Class Specific Prerequisite: Swashbuckler 40 Specifics: At level 40, the swashbuckler gains a +8 bonus to their AC against their current target or last attacker. This dodge bonus is only granted in light armor or clothing, and while unencumbered. Use: Automatic. Marshal Marshals marshal (BASE CLASS) Sometimes it is not enough to be a conquering warrior, a champion of all that's right, an experienced sellsword, or an elite foot soldier. Sometimes the circumstances require a solid commander of soldiers and situations. Sometimes the circumstances demand a marshal. Marshals inspire trust in those they lead. They earn that trust by slogging through harsh landscapes, dangerous battlefields, and haunted catacombs along with those under their command. With a look, they can see where to best deploy their resources or come up with a sneaky ruse to fool their enemies. A marshal has a tactician's mind, a cartographer's overview of the disputed landscape (or dungeon warren), and a way with words that can inspire battle-hardened fighters to give it their all when melee breaks out. - Hit Dice: d8. - Proficiencies: Marshals are proficient with simple and martial weapons, all types of armor, and shields. - Skill Points: 4 + Int Modifier (x 4 at 1st level). CLASS FEATURES: A marshal gains Auras they may activate to boost themselves and all allies in a wide radius. You can activate your auras as many times per day as you wish, and they will last until you choose to deactivate them (there is no time limit or limit on uses per day). You may have 1 minor and 1 major aura active at any given time, but you must deactivate an aura before activating another of the same type (you may have to deactivate it twice). Auras apply much further than the visual effect appears. ~Minor Aura~ Minor Auras give a boost to yourself and your allies based on your Charisma score. Charisma is a Marshal characters primary stat. Minor Auras are granted on levels 1 3 5 7 9 12 15 19 ~Major Aura~ Major Auras give a boost to yourself and your allies based on your level. The higher level you are, the greater the benefit of a major aura. Major Auras are granted on levels 1 5 9 14 20 ~Grant Move Action~ A marshal can haste himself and his allies for 1 round. This ability may be used once per day per 4 class levels. Epic Swashbuckler You have become the embodiment of panache and daring. You are an epic Swashbuckler. Hit Die: d10 Skill Points at Each Additional Level: 4+ Int Modifier Bonus Feats: The epic swashbuckler gains a bonus feat every three levels, starting at level 23 Epic Marshal An epic marshal commands legions of soldiers and sometimes rules his own nation. His followers are loyal to the death, and his empire is the stuff of legend. Hit Die: d10 Skill Points at Each Additional Level: 4+ Int Modifier Bonus Feats: The epic marshal gains a bonus feat every three levels, starting at level 23 Minor Aura - Demand Fortitude Type of Feat: Class Specific Prerequisite: Marshal Specifics: While this Minor Aura is active, you and all allies within a 60 foot radius receive a bonus to their fortitude saving throws equal to your Charisma bonus. Use: Activated. A Marshal can only have 1 Minor and 1 Major aura active at any given time. Minor Aura - Force of Will Type of Feat: Class Specific Prerequisite: Marshal Specifics: While this Minor Aura is active, you and all allies within a 60 foot radius receive a bonus to their will saving throws equal to your Charisma bonus. Use: Activated. A Marshal can only have 1 Minor and 1 Major aura active at any given time. Minor Aura - Watchful Eye Type of Feat: Class Specific Prerequisite: Marshal Specifics: While this Minor Aura is active, you and all allies within a 60 foot radius receive a bonus to their reflex saving throws equal to your Charisma bonus. Use: Activated. A Marshal can only have 1 Minor and 1 Major aura active at any given time. Minor Aura - Motivate Charisma Type of Feat: Class Specific Prerequisite: Marshal Specifics: While this Minor Aura is active, you and all allies within a 60 foot radius receive a bonus to Charisma checks and Charisma-based skill checks, equal to your Charisma bonus. Use: Activated. A Marshal can only have 1 Minor and 1 Major aura active at any given time. Minor Aura - Motivate Constitution Type of Feat: Class Specific Prerequisite: Marshal Specifics: While this Minor Aura is active, you and all allies within a 60 foot radius receive a bonus to Constitution checks and Constitution-based skill checks, equal to your Charisma bonus. Use: Activated. A Marshal can only have 1 Minor and 1 Major aura active at any given time. Minor Aura - Motivate Dexterity Type of Feat: Class Specific Prerequisite: Marshal Specifics: While this Minor Aura is active, you and all allies within a 60 foot radius receive a bonus to Dexterity checks and Dexterity-based skill checks, equal to your Charisma bonus. Use: Activated. A Marshal can only have 1 Minor and 1 Major aura active at any given time. Minor Aura - Motivate Intelligence Type of Feat: Class Specific Prerequisite: Marshal Specifics: While this Minor Aura is active, you and all allies within a 60 foot radius receive a bonus to Intelligence checks and Intelligence-based skill checks, equal to your Charisma bonus. Use: Activated. A Marshal can only have 1 Minor and 1 Major aura active at any given time. Minor Aura - Motivate Strength Type of Feat: Class Specific Prerequisite: Marshal Specifics: While this Minor Aura is active, you and all allies within a 60 foot radius receive a bonus to Strength checks and Strength-based skill checks, equal to your Charisma bonus. Use: Activated. A Marshal can only have 1 Minor and 1 Major aura active at any given time. Minor Aura - Motivate Wisdom Type of Feat: Class Specific Prerequisite: Marshal Specifics: While this Minor Aura is active, you and all allies within a 60 foot radius receive a bonus to Wisdom checks and Wisdom-based skill checks, equal to your Charisma bonus. Use: Activated. A Marshal can only have 1 Minor and 1 Major aura active at any given time. Minor Aura - Determined Caster Type of Feat: Class Specific Prerequisite: Marshal Specifics: While this Minor Aura is active, you and all allies within a 60 foot radius receive a bonus equal to your Charisma bonus to overcoming spell resistance when casting spells. Use: Activated. A Marshal can only have 1 Minor and 1 Major aura active at any given time. Minor Aura - Art of War Type of Feat: Class Specific Prerequisite: Marshal Specifics: While this Minor Aura is active, you and all allies within a 60 foot radius receive a bonus equal to your Charisma bonus on disarm, trip, and bull rush attempts. Use: Activated. A Marshal can only have 1 Minor and 1 Major aura active at any given time. Major Aura - Motivate Ardor Type of Feat: Class Specific Prerequisite: Marshal Specifics: While this Major Aura is active, you and all allies within a 60 foot radius receive a bonus to all damage rolls. This bonus is based on your level. It is a +1 bonus at level 2, gaining an additional +1 at levels 7, 14, 20, 25, 30, 35, and 40. Use: Activated. A Marshal can only have 1 Minor and 1 Major aura active at any given time. Major Aura - Motivate Care Type of Feat: Class Specific Prerequisite: Marshal Specifics: While this Major Aura is active, you and all allies within a 60 foot radius receive a bonus to their AC. This bonus is based on your level. It is a +1 bonus at level 2, gaining an additional +1 at levels 7, 14, 20, 25, 30, 35, and 40. Use: Activated. A Marshal can only have 1 Minor and 1 Major aura active at any given time. Major Aura - Resilient Troops Type of Feat: Class Specific Prerequisite: Marshal Specifics: While this Major Aura is active, you and all allies within a 60 foot radius receive a bonus on all saving throws. This does not stack with minor Auras. This bonus is based on your level. It is a +1 bonus at level 2, gaining an additional +1 at levels 7, 14, 20, 25, 30, 35, and 40. Use: Activated. A Marshal can only have 1 Minor and 1 Major aura active at any given time. Major Aura - Motivate Urgency Type of Feat: Class Specific Prerequisite: Marshal Specifics: While this Major Aura is active, you and all allies within a 60 foot radius receive a bonus to their base land speed. For each +1 bonus granted, they gain an additional 5 feet to their base land speed. This bonus is based on your level. It is a +1 bonus at level 2, gaining an additional +1 at levels 7, 14, 20, 25, 30, 35, and 40. Use: Activated. A Marshal can only have 1 Minor and 1 Major aura active at any given time. Major Aura - Hardy Soldiers Type of Feat: Class Specific Prerequisite: Marshal Specifics: While this Major Aura is active, you and all allies within a 60 foot radius receive Damage Reduction equal to your bonus. This bonus is based on your level. It is a +1 bonus at level 2, gaining an additional +1 at levels 7, 14, 20, 25, 30, 35, and 40 (so a level 7 Marshal grants DR 2/-, while a level 25 Marshal grants DR 5/-). Use: Activated. A Marshal can only have 1 Minor and 1 Major aura active at any given time. Major Aura - Motivate Attack Type of Feat: Class Specific Prerequisite: Marshal Specifics: While this Major Aura is active, you and all allies within a 60 foot radius receive a bonus to their attack rolls made with melee weapons. This bonus is based on your level. It is a +1 bonus at level 2, gaining an additional +1 at levels 7, 14, 20, 25, 30, 35, and 40. Use: Activated. A Marshal can only have 1 Minor and 1 Major aura active at any given time. Major Aura - Steady Hand Type of Feat: Class Specific Prerequisite: Marshal Specifics: While this Major Aura is active, you and all allies within a 60 foot radius receive a bonus to their attack rolls made with ranged weapons. This bonus is based on your level. It is a +1 bonus at level 2, gaining an additional +1 at levels 7, 14, 20, 25, 30, 35, and 40. Use: Activated. A Marshal can only have 1 Minor and 1 Major aura active at any given time. Grant Move Action Type of Feat: Class Specific Prerequisite: Marshal Specifics: Grant Haste to all allies within a 60 foot radius for 1 turn. You may use this ability once per day at level 4, gaining an additional use each 4 levels. Use: Activated. Minor Aura Type of Feat: Class Specific Prerequisite: Marshal Specifics: When a Minor Aura is active, it grants a bonus to certain skills or abilities equal to your Charisma bonus. This bonus is granted to you, and all allies within 60 feet. While you learn new Auras as you level, you may only have 1 Minor Aura active at any given time. Use: Activated. Major Aura Type of Feat: Class Specific Prerequisite: Marshal Specifics: When a Major Aura is active, it grants a bonus to certain skills or abilities based on your level. This bonus is granted to you, and all allies within 60 feet. While you learn new Auras as you level, you may only have 1 Major Aura active at any given time. Use: Activated. Major Aura - Major Motivate Charisma Type of Feat: Class Specific Prerequisite: Marshal Specifics: While this Major Aura is active, you and all allies within a 60 foot radius receive a bonus to your Charisma. This bonus is based on your level. It is a +1 bonus at level 2, gaining an additional +1 at levels 7, 14, 20, 25, 30, 35, and 40. Use: Activated. A Marshal can only have 1 Minor and 1 Major aura active at any given time. Major Aura - Major Motivate Constitution Type of Feat: Class Specific Prerequisite: Marshal Specifics: While this Major Aura is active, you and all allies within a 60 foot radius receive a bonus to your Constitution. This bonus is based on your level. It is a +1 bonus at level 2, gaining an additional +1 at levels 7, 14, 20, 25, 30, 35, and 40. Use: Activated. A Marshal can only have 1 Minor and 1 Major aura active at any given time. Major Aura - Major Motivate Dexterity Type of Feat: Class Specific Prerequisite: Marshal Specifics: While this Major Aura is active, you and all allies within a 60 foot radius receive a bonus to your Dexterity. This bonus is based on your level. It is a +1 bonus at level 2, gaining an additional +1 at levels 7, 14, 20, 25, 30, 35, and 40. Use: Activated. A Marshal can only have 1 Minor and 1 Major aura active at any given time. Major Aura - Major Motivate Intelligence Type of Feat: Class Specific Prerequisite: Marshal Specifics: While this Major Aura is active, you and all allies within a 60 foot radius receive a bonus to your Intelligence. This bonus is based on your level. It is a +1 bonus at level 2, gaining an additional +1 at levels 7, 14, 20, 25, 30, 35, and 40. Use: Activated. A Marshal can only have 1 Minor and 1 Major aura active at any given time. Major Aura - Major Motivate Strength Type of Feat: Class Specific Prerequisite: Marshal Specifics: While this Major Aura is active, you and all allies within a 60 foot radius receive a bonus to your Strength. This bonus is based on your level. It is a +1 bonus at level 2, gaining an additional +1 at levels 7, 14, 20, 25, 30, 35, and 40. Use: Activated. A Marshal can only have 1 Minor and 1 Major aura active at any given time. Major Aura - Major Motivate Wisdom Type of Feat: Class Specific Prerequisite: Marshal Specifics: While this Major Aura is active, you and all allies within a 60 foot radius receive a bonus to your Wisdom. This bonus is based on your level. It is a +1 bonus at level 2, gaining an additional +1 at levels 7, 14, 20, 25, 30, 35, and 40. Use: Activated. A Marshal can only have 1 Minor and 1 Major aura active at any given time. Type: Class Prerequisite: Healer level 8 When a Healer attains 8th level, the deities recognize her devotion and grant her a Celestial Unicorn Companion as her aide. The Unicorn, a symbol of healing and purity, serves the Healer willingly and unswervingly. Once per day, the Healer may magically call her companion from the celestial realms in which it resides. The companion immediately appears adjacent to the Healer and remains for 2 hours per Healer level. It may be dismissed at any time as a free action. The companion is the same creature each time it is called, though the Healer may release a particular companion from service to gain a companion of a different kind. Each time the companion is called, it appears in full health, regardless of any damage it may have taken previously. A Healer of 12th level or higher may select a Lammasu as her companion. Should she do so, the creature gains abilities, as if the character's Healer level was 4 levels lower than it actually is. A Healer of 16th level or higher may select an Androsphinx as her companion. Should she do so, the creature gains abilities, as if the character's Healer level was 8 levels lower than it actually is. Dismiss Companion Epic Celestial Companion (Ex) Type: Class Prerequisite: Healer level 24 The Epic Healer's Celestial Companion continues to increase in power. Starting at level 24 and if the healer's effective level for the companion is 21 or higher, the companion gains +2 bonus Hit Dice, it's natural armor increases by +2, and its Strength, Dexterity, and Intelligence increase by +1. The Companion's spell resistance equals the Healer's effective level +5. Close Wounds School: Conjuration (Healing) Level: Cleric/Healer 3 Components: V Range: Short Target: One Creature Duration: Instantaneous Save: Will for half (harmless) Spell Resistance: Yes (harmless) This spell cures 2d4 points of damage. You can cast this spell with an instant utterance. If you cast this spell immediately after the subject takes damage, it effectively prevents the damage. It would keep alive someone who had just dropped to -10 hit points, for example, leaving the character at negative hit points but stable. Used against an undead creature, Close Wounds deals damage instead of curing the creature (which takes half damage if it makes a Will saving throw). Revivify School: Conjuration (Healing) Level: Cleric/Healer 5 Components: V, S, M Range: Touch Target: Dead creature touched Duration: Instantaneous Save: None Spell Resistance: Yes (harmless) Revivify miraculously restores life to a recently deceased creature. However, the spell must be cast within 1 round of the victim's death. Before the soul of the deceased has completely left the body, this spell halts it's journey while repairing somewhat the damage to the body. This spell functions like Raise Dead, except that the raised creature receives no level loss, no Constitution loss, and no loss of spells. The creature is only restored to -1 hit points (but is stable). Bless Water You need more character levels before you can take on that form. You cannot polymorph into a PC. Target cannot be polymorphed into. The module settings prevent this creature from being polymorphed into. You cannot use PnP Shifter abilities to polymorph into this creature. more PnP Shifter levels before you can take on that form. Your inventory is too full for the PRC Polymorphing system to work. Please make space for three (3) helmet-size items (4x4) in your inventory before trying again. The PRC Polymorphing system will not work while you are affected by a polymorph effect. Please remove it before trying again. Another PRC Polymorph transformation is underway at this moment. Please wait until it completes before trying again. Polymorph failed: Failed to create a template of the creature to polymorph into. School: Transmutation (Good) Level: Cleric/Paladin/Healer 1 Components: V, S, M Range: Touch Target: Flask of water touched Duration: Instantaneous Save: Will negates (object) Spell Resistance: Yes (object) This transmutation imbues a flask of water with positive energy, turning it into Holy Water. Calm Emotions School: Enchantment (Compulsion) [Mind-Affecting] Level: Bard/Cleric/Healer 2, Law Domain 2 Components: V, S Range: Medium Target: Creatures in a 20ft.-radius spread Duration: Concentration, up to 1 round/level Save: Will negates Spell Resistance: Yes This spell calms agitated creatures. You have no control over the affected creatures, but Calm Emotions can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures. This spell automatically suppresses any morale bonuses granted by spells such as Bless, Good Hope and Rage, as well as negating a Bard's ability to inspire courage or a Barbarian's rage ability. It also suppresses any feat effects and removes the Confused condition from all targets. Repulsion School: Abjuration Level: Cleric/Healer 7, Sorcerer/Wizard 6 Components: V, S Range: Personal Target: Up to 10-ft.-radius/level emanation centered on you Duration: 1 round/level Save: Will negates Spell Resistance: Yes An invisible mobile field surrounds you and prevents creatures from approaching you. Any creature within or entering the field must attempt a save. If it fails, it becomes unable to move toward you for the duration of the spell. Repelled creatures' actions are not otherwise restricted. They can fight other creatures and can cast spells and attack you with ranged weapons. Holy Aura School: Abjuration [Good] Level: Cleric/Healer 8, Good Domain 8 Components: V, S Range: Personal Target: One creature/level in a 20-ft.-radius burst centered on you Duration: 1 round/level Save: special Spell Resistance: Yes (harmless) A brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by evil creatures, and causing evil creatures to become blinded when they strike the subjects. This abjuration has four effects. First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike Protection from Evil, this benefit applies against all attacks, not just attacks by evil creatures. Second, each warded creatures gains spell resistance 25 against evil spells and spells cast be evil creatures. Third, the abjuration blocks possession and mental influence, just as Protection from Evil does. Finally, if an evil creature succeeds on a melee attack against a warded creature, the offending attacker is blinded (Fortitude save negates, as Blindness/Deafness, but against Holy Aura's save DC) True Resurrection School: Conjuration (Healing) Level: Cleric/Healer 9 Components: V, S, M Range: Touch Target: Dead creature touched Duration: Instantaneous Save: None Spell Resistance: Yes (harmless) This spell functions like Resurrection, except that you can resurrect a creature that has been dead for as long as 10 years per caster level. This spell can even bring back creatures whose bodies have been destroyed, provided that you unambiguously identify the deceased in some fashion (reciting the deceased's time and place of birth or death is the most common method). Upon completion of the spell, the creature is immediately restored to full hit points, vigor and health, with no loss of level (or Constitution points) or prepared spells. You can revive someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. This spell can also resurrect elementals or outsiders, but it cant resurrect constructs or undead creatures. Even true Resurrection can't restore to life a creature who has died of old age. Foresight School: Divination Level: Druid/Sorcerer/Wizard/Healer 9 Components: V, S, M Range: Personal Target: Self Duration: 10 min./level Save: Will negates (harmless) Spell Resistance: Yes (harmless) This spell grants you a powerful sixth sense in relation to yourself. Once Foresight is cast, you receive instantaneous warnings of impending danger or harm. You would be warned in advance if a Rogue were about to attempt a sneak attack on you, or if a creature were about to leap out from a hiding place, or if an attacker were specifically targeting you with a spell or ranged weapon. You are never surprised or flat-footed. In addition the spell gives you a general idea of what action you might take to best protect yourself -- duck, jump right, close your eyes, and so on -- and gives you a +2 insight bonus to AC and Reflex saves. This insight bonus is lost whenever you would lose a Dexterity bonus to AC. Order of the All-Seeing Eye (Air) Type: Class Prerequisite: Shugenja level 1 You choose to follow the Order of the All-Seeing Eye, specializing in Air magic. Shugenjas of this order are masters of political intrigue, almost everyone owes them a favor. They are noble in the sense of the word, refined, cultured, civilized, and graceful. Order of the Spring Zephyr (Air) Type: Class Prerequisite: Shugenja level 1 You choose to follow the Order of the Spring Zephyr, specializing in Air magic. Shugenjas of this order skilled politicians like the Order of the All-Seeing Eye and sort of their rivals. Order of the Impenetrable Crucible (Earth) Type: Class Prerequisite: Shugenja level 1 You choose to follow the Order of the Impenetrable Crucible, specializing in Earth magic. Shugenjas of this order are vigilant defenders of their homelands against external threats. They are somewhat crude and unwashed brutes, with continuous fighting leaving little room for the finer aspects of life. Order of the Perfect Sculpture (Earth) Type: Class Prerequisite: Shugenja level 1 You choose to follow the Order of the Perfect Sculpture, specializing in Earth magic. Shugenjas of this order are the keepers of secrets, walkers in shadows, assassins and spies. They care little for honor, but hold up loyalty as their pre-eminent virtue. Order of the Consuming Flame (Fire) Type: Class Prerequisite: Shugenja level 1 You choose to follow the Order of the Consuming Flame, specializing in Fire magic. Shugenjas of this order are the most pious and masters of magic. Order of the Forbidding Wastelands (Water) Type: Class Prerequisite: Shugenja level 1 You choose to follow the Order of the Forbidding Wastelands, specializing in Water magic. Shugenjas of this order keep the voices of the past alive, by speaking with the ancestors and are also the greatest known historians in their homelands. Order of the Gentle Rain (Water) Type: Class Prerequisite: Shugenja level 1 You choose to follow the Order of the Gentle Rain, specializing in Water magic. Shugenjas of this order have a powerful commitment to diplomacy and justice, free from the intrigues of the Orders of the All-Seeing Eye and the Spring Zephyr. Order of the Ineffable Mystery (Void) Type: Class Prerequisite: Shugenja level 1 You choose to follow the Order of the Ineffable Mystery, leaving the choice of element to you. Shugenjas of this order are the most enigmatic and secretive of them all. Followers are known for protracted silence, evading direct questions, and speaking in riddles. Champion of Corellon Champions of Corellon Change shape Change shape (epic) View / change the shapes in your 'Quick Shift Slots' Mark / unmark shapes to be deleted Other options Select epic shape to become Select shape to become You didn't have (Epic) Greater Wildshape uses available. Quick Shift Slot Select whether you want this 'Quick Shift Slot' to use a normal shift or an epic shift. Select epic shape to store Select shape to store Select shape to delete. Note that if the shape is stored in any quickslots, the shape will still remain in those until you change their contents. Toggle using Druid Wildshape uses for Shifter Greater Wildshape when out of GWS uses. Current state: On Off This Quick Shift Slot is empty! Failed to return to true form! Select special setting to alter. Store your current appearance as your true appearance (will not work if polymorphed or shifted). Your spell failed due to being in a form that prevented either a somatic or a vocal component from being used champion of corellon (PRESTIGE CLASS) "When an arrow will not suffice, when no spell will overcome, a stout heart and a sharp blade may prevail. With Corellon's grace, I fear no foe who stands within reach of my sword." Many evil warriors believe that elves, while dangerous in ranged combat, have no stomach for melee. They expect that elves would fall like leaves in an autumn windstorm once the battle becomes the work of sword and axe rather than arrow and spell. These warriors have never encountered a Champion of Corellon Larethian. The Champion of Corellon Larethian is a noble elf fighter, an elf knight or lord who can stand up to any orc or human warrior. All elves admire the grace, discipline, and skill necessary to become a swordmaster, and the Champion of Corellon Larethian is the very paragon of elven swordmanship. Clad in shining elven mail or plate, the Champion relies on quickness, agility, and an almost scholarly study of swordplay instead of brute power. As the name suggests, a Champion of Corellon Larethian holds a special place in elf society. Large temples of Corellon Larethian often host groups of Champions who serve as elite temple guards, advisors and bodyguards to elf rulers, and questing knights in the service of the whole elf race. Ex-Champions or Corellon Few Champions of Corellon Larethian ever turn to evil, but it occasionally happens. If your alignment changes to evil, you are expelled from the order and lose the supernatural abilities derived from this class (Corellon's Blessing and Corellon's Wrath). However, you are not barred from gaining more levels in this class if you so desire. You can continue to refine the combat techniques you have learned, but you cannot make use of the class's supernatural abilities. - Hit Die: d10. - Proficiencies: The Champion of Corellon gains no weapon or armor proficiency. - Skill Points: 2+ Int modifier. REQUIREMENTS: Race: Any elven or half-elven. Alignment: Any non-evil. Feats: All Martial Weapon Proficiencies, Heavy Armor Proficiency, Dodge, Expertise, Weapon Focus with Longsword or Weapon Proficiency with Thinblade or Courtblade. Skills: Lore 2, Persuade 4. Base Attack Bonus: +7. Special: Must worship Corellon Larethian. (Clerics taking this class must have two of the following domains: Chaos, Good, Magic, Protection, War) CLASS FEATURES: Level 1: Corellon's blessing, Bonus Feat 2: Elegant Strike 3: Superior Defense +1 4: Bonus Feat 5: Unimpeded Movement. 6: Superior Defense +2 7: Bonus Feat 8: Corellon's Wrath 9: Superior Defense +3 10: Bonus Feat Corellon's Blessing (Su) Type of Feat: Class Requirements: Champion of Corellon level 1 You gain the ability to heal wounds by touch, much like a Paladin's Lay on Hands ability. Each day you can heal a total number of hitpoints of damage equal to your Champion level x your Charisma modifier (minimum 1). For example, a 6th level Champion of corellon with a Charisma score of 14 can heal 12 points of damage per day. You can choose to divide the healing among multiple recipients and you don't have to do it all at once. Using this ability is a standard action. You can use any or all of this healing power to deal damage to undead creatures. Using Corellon's blessing in this way requires a successful melee touch attack and doesn't provoke attacks of opportunity. You decide how much of your daily allotment of healing to use as damage after successfully touching your undead foe. If you have levels in Paladin, you add your levels of Champion of Corellon and Paladin together and determine your ability to heal accordingly (although if you have a Charisma score lower than 12, your Paladin levels do not contribute to your ability to heal). Elegant Strike (Ex) Type of Feat: Class Requirements: Champion of Corellon level 2 Upon reaching 2nd level, you become able to place your attacks where they deal greater damage. You apply your Dexterity bonus as a bonus on damage rolls (in addition to any Strength bonus you may have) with any of the following weapons: longsword, rapier, elven thinblade, elven lightblade, elven court sword, or scimitar. Targets immune to sneak attacks or extra damage from critical hits are immune to your Elegant Strike. Superior Defense (Ex) Type of Feat: Class Requirements: Champion of Corellon level 3 At 3rd level, you learn special techniques for making the best use of an elf's natural agility even while wearing restrictive armor. The maximum Dexterity bonus for any medium or heavy armor you wear (including mithral versions) is increased by 1. For example, full plate armor normally has a maximum Dexterity bonus of +1, but the Superior Defense ability increases this to +2. Every three levels after 3rd, you improve the maximum Dexterity bonus of medium or heavy armor by +1. Unimpeded Movement (Ex) Type of Feat: class Requirements: Champion of Corellon level 5 At 5th level, you no longer reduce your movement when wearing medium or heavy armor. (You still reduce your movement if carrying a medium or heavy load, however.) If you know the Spring Attack feat, your unimpeded movement ability allows you to use Spring Attack even while wearing heavy armor. Corellon's Wrath (Su) Type of Feat: Class Requirements: Champion of Corellon level 8 At 8th level, you gain the ability to briefly channel the divine power of Corellon Larethian, enveloping one melee weapon you wield in a veil of incandescent light as a free action. You gain a +2 sacred bonus on attack rolls and deal an extra 2d6 points of damage with each melee attack you make with the affected weapon for 1 round. While Corellon's Wrath is in effect, the weapon is considered magic and good-aligned for the purpose of overcoming damage reduction. You can use this ability a number of times a day equal to 3 + your Charisma modifier (minimum once per day) Epic Champion of Corellon Type of Feat: Class Requirements: Champion of Corellon level 11 Masters of the blade and fearing no enemy, Epic Champions of Corellon Larethian are the absolute elite. They lead the elven warbands, maybe even command entire armies. Still they also fight in the front ranks, taking on the toughest foes. CLASS FEATURES: Level 11: - 12: Superior Defense +4 13: Bonus Feat 14: - 15: Superior Defense +5 16: Bonus Feat 17: - 18: Superior Defense +6 19: Bonus Feat 20: - 21: Superior Defense +7 22: Bonus Feat 23: - 24: Superior Defense +8 25: Bonus Feat 26: - 27: Superior Defense +9 28: Bonus Feat 29: - 30: Superior Defense +10 A Sublime Chord of 2nd level or higher with 12 or more ranks in the Perform skill learns how to use her Bardic Music to assist her spellcasting. As a move action, she can prepare to cast a spell by giving voice to the song of power. The next spell she casts gains a bonus to it's caster level based on the result of the Sublime Chord's Perform Check. The spell to be enhanced by the arcane song of power must be cast by the end of the Sublime Chord's next turn, or else the song fades with no effect (other than consuming a Bardic Music use). Perform Check result Caster Level increase 9 or lower +0 10 to 19 +1 20 to 29 +2 30 or higher +4 Normally, active metapsionics are applied to an eligible power regardless of whether this would bring the PP cost over the manifester level cap. At your option, application of activated metapsionics other than quicken will be skipped if applying that metapsionic power would raise the PP cost over manifester level. Current setting: Set whether metapsionics code tries to avoid exceeding manifester level cap. You have <selectcount> level <spelllevel> spells remaining to select. <classname> spellbook. Select a spell level to gain spells from. You can select more spells when you next gain a level. You cannot equip <itemname> You have <count> castings of spells of level <spelllevel> remaining You have no castings of spells of level <spelllevel> remaining! You have <count> castings of <spellname> remaining You have no castings of <spellname> remaining! * Skirmish * rends Two-Weapon Rend Type of Feat: Epic Prerequisites: Dex 15, base attack bonus +9, Improved Two-Weapon Fighting, Two-Weapon Fighting. Specifics: If the character hits an opponent with a weapon in each hand in the same round, he or she may automatically rend the opponent. This deals additional damage equal to the base damage of the smaller weapon (if both weapons are of same size, the weapon in main hand is used) plus 1 1/2 times the character's Strength modifier. Base weapon damage includes an enhancement bonus on damage, if any. The character can only rend once per round, regardless of how many successful attacks he or she makes. This conversation manages your augmentation profiles and augmentation quickselections. View / modify augmentation profiles View / modify quickselections Special options Select profile to modify. Select quickselection to modify. Make your selection. Set how the values in an augmentation profile are treated. Set augmentation profiles to a simple default. You may define how your personal augmentation profiles are treated. The option values may either mean how many times to use that option, or how many power points to use for that option. In the latter case, the number of times the option is used is the number of power points divided by the cost of the option, rounded down. Current setting: Change to This will set your profiles to a simple progression, where each profile's first augmentation option's value is equal to the profile's number and all the other options are zero. This change is irreversible, are you sure you want to do this? Set the profile's values. Current: Raise option Lower option value Clear profile Save profile Return to main menu without saving You have lost concentration on the power you were attempting to manifest! Virtuoso Virtuosos virtuoso (PRESTIGE CLASS) The roar of the crowd, the praise of spectators after a great performance, the showers of gifts from attractive admirers - why would anyone trade all that for sleeping in the woods or poking around in smelly old dungeons? The virtuoso leaves creeping down dark corridors and matching wits against deadly traps to others. Her place is on the stage, surrounded by adoring fans. Fortunately for her, every place she goes becomes a stage, and as long as there's anyone around for her to impress, she's in the spotlight. The typical virtuoso is outgoing, charismatic, and gregarious. She loves to be around people and is quick to win friends with her charming manner. Some might call her a temperamental egomaniac, yet everyone feels a little better in her presence. Many virtuosos are musicians; others are accomplished dancers or actors. Still others choose to specialize in obscure and unusual forms of entertainment, such as stage magic or juggling. Since entertainers are often on the road, a virtuoso can travel wherever she likes, incorporating as much adventuring into her journeys as she wishes. Because of her talent for winning admirers, she usually remains above suspicion should anything underhanded occur in a place she is visiting on tour. Bards are most often drawn to this prestige class, although rogues, illusionists, and multiclass combinations of both can also excel in it. Bards tend to perform as musicians or actors, illusionists as stage magicians, and rogues as dancers, tumblers, or sleight-of-hand artists. Characters of most other classes are either not outgoing enough to enjoy being virtuosos, or they find other channels for their extrovertism. - Hit Die: d6. - Proficiencies: A virtuoso does not gain any additional weapon or armor proficiencies. - Skill Points: 4 + Int Modifier. REQUIREMENTS: Skills: Perform 10 ranks, Intimidate or Persuade 6 ranks. Spells: Able to cast 0-level arcane spells (cantrips). CLASS FEATURES: Level 1: Bardic Music (see below), Virtuoso performance (sustaining song) 2: 3: Virtuoso performance (calumny) 4: Virtuoso performance (jarring song) 5: Virtuoso performance (sharp note) 6: Virtuoso performance (mindbending melody) 7: Virtuoso performance (greater calumny) 8: Virtuoso performance (magical melody) 9: Virtuoso performance (song of fury) 10: Virtuoso performance (revealing melody) SPELLS PER DAY/SPELLS KNOWN Since the virtuoso often uses magic to enhance her performances, it's important for her to maintain her magical studies. Thus, whenever she gains a new virtuoso level, she gains new spells per day and spells known as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats, new familiar abilities, and so on). This means that she adds her new level of virtuoso to the level of some other spellcasting class she has, then determines spells per day, caster level, and spells known (if formerly a bard or sorcerer) accordingly. BARD SONG At 1st level, the virtuoso gains the Bard Song ability if she did not already have it from a previous class. A virtuoso's class level stacks with Bard when determining the power of her Bard Song. VIRTUOSO PERFORMANCE With an impassioned soliloquy or a haunting melody, the virtuoso can create magical effects beyond even the capabilities of Bard Song. Virtuoso performance can be used once per virtuoso level per day. If the virtuoso has bard levels, those stack with virtuoso levels to determine uses per day. Many virtuoso performance effects require more than one of the ability's allotted daily uses. Virtuoso Performance effects last 10 rounds unless otherwise specified. Sustaining Song: Stabilizes unconscious allies Calumny: Makes others less friendly towards target [not implemented yet] Jarring Song: Inhibits spellcasting (forces concentration check, 3 uses) Sharp Note: Sharpens piercing and slashing weapons (adds keen property, 3 uses) Mindbending Melody: Dominates target (2 uses) Greater Calumny: Makes others hostile towards target [not implemented yet] Magical Melody: Increases caster level of allies by 1 (2 uses) Song of Fury: Enrages allies (3 uses) Revealing Melody: Gives True Seeing effect (2 uses per round) Sustaining Song Type of Feat: Class Prerequisite: Virtuoso Level 1, Perform 11 ranks. Specifics: A 1st-level virtuoso with at least 11 ranks in Perform can sustain her unconscious allies, negating their need for stabilization checks during her performance. Because they're not making stabilization checks, the affected allies are neither stabilizing nor losing hit points. Sustaining song is a supernatural ability. Use: Selected. Calumny Type of Feat: Class Prerequisite: Virtuoso Level 3, Perform 13 ranks. Specifics: A 3rd-level virtuoso with at least 13 ranks in Perform has mastered the fine art of slander and can deliver a performance that makes a specific character appear in the worst light possible. Each member of the audience must make a Will save with a DC equal to the virtuoso's Perform check result. Success negates the calumny effect; failure shifts that individual's attitude toward the target by one category. Calumny is a supernatural, mind-affecting, language-dependent ability. Use: Selected. Jarring Song Type of Feat: Class Prerequisite: Virtuoso Level 4, Perform 14 ranks. Specifics: A 4th-level virtuoso with at least 14 ranks in Perform can inhibit spellcasting. Anyone attempting to cast a spell during a jarring song must make a Concentration check (DC 15 + the spell level). Success allows the normal completion of the spell; failure means it is lost. A jarring song requires three daily uses of virtuoso performance and is a supernatural, sonic ability. Use: Selected. Sharp Note Type of Feat: Class Prerequisite: Virtuoso Level 5, Perform 15 ranks. Specifics: A 5th-level virtuoso with at least 15 ranks in Perform can sharpen the blades of all piercing and slashing weapons within a 10-foot radius. The affected weapon function as if a 6th level sorcerer had cast a Keen Edge spell on them, except that the effect lasts only 10 minutes. Sharp note requires three daily uses of virtuoso performance and is a spell-like, transmutation ability. Use: Selected. Mindbending Melody Type of Feat: Class Prerequisite: Virtuoso Level 6, Perform 16 ranks. Specifics: A 6th-level virtuoso with at least 16 ranks in Perform can dominate a humanoid. This ability functions exactly like a Dominate Person spell cast by a 9th-level sorcerer. The target can make a Will save (DC 15 + the virtuoso's Charisma modifier) to negate the effect. Mindbending melody requires two daily uses of virtuoso performance and is a spell-like, mind-affecting, language-dependent, charm ability. Use: Selected. Greater Calumny Type of Feat: Class Prerequisite: Virtuoso Level 7, Perform 17 ranks. Specifics: A 7th-level virtuoso with at least 17 ranks in Perform can whip her audience into a frenzy of loathing. Greater Calumny functions exactly like Calumny, except that the audience's attitude is shifted two categories. Greater Calumny is a supernatural, mind-affecting, language-dependent ability. Use: Selected. Magical Melody Type of Feat: Class Prerequisite: Virtuoso Level 8, Perform 18 ranks. Specifics: A 8th-level virtuoso with at least 18 ranks in Perform can empower allied spellcasters, raising their effective caster levels by +1 for the purposes of spell effects and spell resistance checks. Magical melody requires two daily uses of virtuoso performance. It is a supernatural ability. Use: Selected. Song of Fury Type of Feat: Class Prerequisite: Virtuoso Level 9, Perform 19 ranks. Specifics: A 9th-level virtuoso with at least 19 ranks in Perform can enrage her allies. This ability functions exactly like barbarian rage on all willing allies within range. Song of Fury requires three daily uses of virtuoso performance and is a supernatural, mind-affecting ability. Use: Selected. Revealing Melody Type of Feat: Class Prerequisite: Virtuoso Level 10, Perform 20 ranks. Specifics: A 10th-level virtuoso with at least 20 ranks in Perform can reveal all things as they actually are. All those who hear the Revealing Melody are affected as if by a True Seeing spell cast by a 17th-level sorcerer. Revealing Melody requires two daily uses of virtuoso performance and is a spell-like, divination ability. Use: Selected. <CUSTOM0> sings Sustaining Song. <CUSTOM0> sings Calumny. <CUSTOM0> sings Jarring Song. <CUSTOM0> sings Sharp Note. <CUSTOM0> sings Mindbending Melody. <CUSTOM0> sings Greater Calumny. <CUSTOM0> sings Magical Melody. <CUSTOM0> sings Song of Fury. <CUSTOM0> sings Revealing Melody. Virtuoso Performance Type of Feat: Class Prerequisite: Virtuoso Level 1. Specifics: With an impassioned soliloquy or a haunting melody, the virtuoso can create magical effects beyond even the capabilities of Bard Song. Virtuoso performance can be used once per virtuoso level per day. If the virtuoso has bard levels, those stack with virtuoso levels to determine uses per day. Many virtuoso performance effects require more than one of the ability's allotted daily uses. Virtuoso Performance effects last 10 rounds unless otherwise specified. Use: Selected. You have lost concentration on the utterance you were attempting to truespeak! Truespeak Ability: Intelligence. Requires Training: Yes. Classes: Truenamer, Truenaming prestige classes. A successful check allows a character to properly truespeak an utterance, changing the universe in some way. This skill is only used by those versed in truename magic. This skill is cross-class for all classes except Truenamer and Truenaming prestige classes unless the character has the Truename Training feat. If you select more ranks in Truespeak than you are allowed to take you will be forced to relevel. Use: Automatic. Return to lexicon selection. Select level of utterance to gain. NOTE: This may take a while when first browsing a particular level's utterances. Select an utterance to gain. You can select more utterances. You will be able to select more utterances after you gain another level in a truenaming caster class. Select Lexicon to choose utterances in. Lexicon of the Evolving Mind. Lexicon of the Crafted Tool. Lexicon of the Perfected Map. Truenamer Truenamers truenamer (BASE CLASS) Truenamers study the words that comprise the fabric of existence. They seek to unravel and comprehend the mysteries of the Multiverse by learning the truenames of as many of its components as possible. A Truenamer learns new truenames as he progresses in level, which he can use as utterances to manipulate the world around him. All truenamers know the basic words of Truespeak that allow them to describe creatures they encounter, so the new words they learn enable them to alter those creatures in very specific ways. As they continue to advance, they also learn to describe - and thus affect - inanimate objects and even places, which are more difficult to describe using truenames. - Hit Die: d6 - Proficiencies: Truenamers gain Weapon Proficiency: Simple and Light Armour Proficiency. - Skill Points: 4 + Int modifier. - Base Attack Bonus: +3/4. - Strong Saves: Will CLASS FEATURES: Level 1: 2: Knowledge Focus - Gain +3 Lore. 3: 4: 5: 6: 7: Knowledge Focus - Gain +3 Lore. 8: Bonus Recitation Feat 9: See The Named - Scry, once per day as the spell. 10: Knowledge Focus - Gain +3 Lore. 11: 12: 13: 14: Knowledge Focus - Gain +3 Lore. 15: Bonus Recitation Feat 16: 17: Speak Unto The Masses - Affect all creatures of a creature type with utterance. 18: 19: 20: Say My Name and I am There - Teleport to party member. TRUENAMING The DC of a Truenamer's utterance is 10 + 1/2 Truenamer level + Charisma Modifier. A Truenamer's caster level is equal to his class level. Truespeak DC for Lexicon of the Evolving Mind: 15 + (2 * Target's Challenge Rating). Truespeak DC for Lexicon of the Crafted Tool: 15 + (2 * Item's Caster Level). Truespeak DC for Lexicon of the Perfected Map: 25. Utterances Max Level: Level EvolvingMind CraftedTool PerfectedMap 1 1 - - 2 1 - - 3 2 - - 4 2 1 - 5 2 1 - 6 3 1 - 7 3 2 - 8 3 2 1 9 3 2 1 10 4 2 1 11 4 3 1 12 4 3 2 13 4 3 2 14 5 3 2 15 5 4 2 16 5 4 3 17 5 4 3 18 6 4 3 19 6 5 3 20 6 5 4 Utterances Known Level EvolvingMind CraftedTool PerfectedMap 1 1 - - 2 2 - - 3 3 - - 4 4 1 - 5 5 1 - 6 6 1 - 7 7 2 - 8 8 2 1 9 9 2 1 10 10 2 1 11 11 3 1 12 12 3 2 13 13 3 2 14 14 3 2 15 15 4 2 16 16 4 3 17 17 4 3 18 18 4 3 19 19 5 3 20 20 5 4 Knowledge Focus Type of Feat: Class Prerequisite: Truenamer 2 Specifics: The Truenamer gains a +3 bonus to Lore. This bonus increases by a further +3 each at levels 7, 10 and 14, giving a final total of +12. Use: Automatic. See the Named Type of Feat: Class Prerequisite: Truenamer 9 Specifics: Once per day, the Truenamer can attempt to Scry a creature from afar. If he succeeds on a Truespeak check (normal DC), he views the subject for one round. Use: Selected. Speak Unto the Masses Type of Feat: Class Prerequisite: Truenamer 17 Specifics: The Truenamer can choose to have his utterances from the Lexicon of the Evolving Mind affect all creatures of the same creature type as the target. These additional targets must be within thirty feet of the original target. This changes the DC of the Utterance to 15 + (2 * CR of the highest creature in the area) + (2 * The number of targets beyond the first). Thus, if there were three goblins and a goblin shaman in the area when the truenamer spoke an utterance, the highest CR would be the goblin shaman, while you would add 6 to the DC from the targets (2 * three additional targets). Use: Selected. Say My Name and I am There Type of Feat: Class Prerequisite: Truenamer 20 Specifics: Whenever a party member of the Truenamer speaks his name, he is teleported to them as per the Word of Recall spell. Party members can choose this from the PRC Options radial. The Truenamer can turn acceptance on or off by toggling this feat. If it is off, he does not teleport, and the summons is ignored. Use: Selected. Defensive Edge Level: Evolving Mind 1 Range: 60 feet Target: One Creature Duration: 5 Rounds Spell Resistance: Yes Save: None Metautterances: Extend Normal: You grant a greater awareness of foes in the area, increasing an ally's ability to protect herself. Your ally gains +1 Armour Class. Reverse: Your dire whispers seep into your foe's mind, disrupting its ability to defend itself. Your foe takes a -1 to Armour Class. Defensive Edge, Normal Defensive Edge, Reverse Inertial Surge Level: Evolving Mind 1 Range: 60 feet Target: One Creature Duration: 1 round Spell Resistance: Yes Save: None Metautterances: Extend Normal: Your words free the target from many impediments, allowing her to slip from any constraints. The target gains freedom of movement for one round. Reverse: Your words cause black tentacles to grow from the ground and clutch at the feet of your enemy, preventing them from moving anywhere. For one round the target is unable to move, but can take other actions normally. Inertial Surge, Normal Inertial Surge, Reverse Knight's Puissance Level: Evolving Mind 1 Range: 60 feet Target: One Creature Duration: 5 Rounds Spell Resistance: Yes Save: None Metautterances: Extend Normal: Your words show your ally a way to strike more accurately. Your ally gains +2 Attack Bonus Reverse: By speaking the reverse of this utterance, you impede an enemy's ability to strike. Your foe takes a -2 to Attacks. Knight's Puissance, Normal Knight's Puissance, Reverse Universal Aptitude Level: Evolving Mind 1 Range: 60 feet Target: One Creature Duration: 5 Rounds Spell Resistance: Yes Save: None Metautterances: Extend Normal: You speak a word of proficiency and ability, increasing the natural aptitude of your ally. Your ally gains +5 to all Skill checks. Reverse: You instruct the universe to hinder your foe's ability to perform even everyday tasks. Your foe takes a -5 penalty to all Skill checks. Universal Aptitude, Normal Universal Aptitude, Reverse Word of Nurturing, Minor Level: Evolving Mind 1 Range: 60 feet Target: One Creature Duration: 5 Rounds or 1 round Spell Resistance: Yes Save: None Metautterances: Extend, Empower Normal: You speak a simple word of health, providing an ally with minor healing ability. Your ally gains regeneration +1. Reverse: You cause your enemy to experience painful bleeding wounds that spontaneously emerge. Your foe takes a 1d6 damage, and 1d6 damage the next round if you concentrate. Concentration involves doing nothing more strenuous than moving. Word of Nurturing, Minor, Normal Word of Nurturing, Minor, Reverse Fortify Armour Level: Crafted Tool 1 Range: 30 feet Target: One Suit of Armour (Or Possessor) Duration: 5 Rounds Spell Resistance: No Metautterances: Extend A suit of armour covers its wearer's vital areas more effectively, providing better protection against attacks. Sneak: Makes the target armour grant immunity to sneak attacks. Critical Hits: Makes the target armour grant immunity to critical hits, but increases the Truespeech DC by 10. Fortify Armour, Sneak Attacks Fortify Armour, Critical Hits Keen Weapon Level: Crafted Tool 1 Range: 30 feet Target: One Weapon (Or Possessor) Duration: 5 Rounds Spell Resistance: No Metautterances: Extend Your words make a weapon shine with silver potency, capable of dealing more punishing blows than normal. The target weapon becomes Keen. Fog from the Void Level: Perfected Map 1 Range: 100 feet Area: 20' Radius Duration: 1 Minute Spell Resistance: No Save: None Metautterances: Extend At your words, moisture in the air and ground condenses into a thick mist. You create a thick, roiling cloud of fog like the fog cloud spell. If you add 10 to the DC of your Truespeak check, you can create a solid fog, as the spell. Fog from the Void, Fog Cloud Fog from the Void, Solid Fog Shield of the Landscape Level: Perfected Map 1 Range: 100 feet Area: 20' Radius, Centred on Caster Duration: 1 Minute Spell Resistance: No Save: None Metautterances: Extend You cause the ground to alter its basic form, creating cover for you allies. All allies (including you) in the area gain 20% concealment vs Ranged attacks. Shockwave Level: Perfected Map 1 Range: 100 feet Area: 20' Radius Duration: 1 Round Spell Resistance: No Save: Fortitude Negates Metautterances: Extend By speaking this utterance, you order the air to pulse violently, knocking creatures in the area to the ground. All creatures that fail the Fortitude save take 1d4 damage and are knocked prone for one round. Archer's Eye Level: Evolving Mind 2 Range: 60 feet Target: One Creature Duration: 5 Rounds Spell Resistance: None Save: None Metautterances: Extend Normal: With a few words of Truespeech, you allow your target to strike true with his ranged attacks. Your target gains Blindfight if they are using a ranged weapon. Reverse: Your utterance wards an ally from harm, preventing the arrows of your enemies from finding their mark. Your target gains DR 10/- against piercing, stopping 10 points per TrueSpeaker level, with a max of 100 damage. Archer's Eye, Normal Archer's Eye, Reverse Hidden Truth Level: Evolving Mind 2 Range: 60 feet Target: One Creature Duration: 1 Round Spell Resistance: No Save: None Metautterances: Extend Normal: Your words allow your target to tap into a reserve of knowledge Your ally gains +10 to all Lore checks. Reverse: Your target's words ring true thanks to this utterance - even if they actually are not. Your ally gains +10 to all Bluff checks. Hidden Truth, Normal Hidden Truth, Reverse Perceive the Unseen Level: Evolving Mind 2 Range: 60 feet Target: One Creature Duration: 5 Rounds Spell Resistance: None Save: None Metautterances: Extend Normal: Your ally gains a sixth sense about where nearby enemies are. Your target gains Blindfight. Reverse: The reverse of this utterance confounds your foes, preventing them from precisely locating an ally's position Your target gains 20% concealment. Perceive the Unseen, Normal Perceive the Unseen, Reverse Silent Caster Level: Evolving Mind 2 Range: 60 feet Target: One Creature Duration: 1 Round Spell Resistance: Yes Save: None (Normal) or Will Negates (Reverse) Metautterances: Extend Normal: Your ally can cast spells without making a sound. Your ally gains Automatic Silent Spell 1-3. Reverse: An enemy creature is unable to speak or make a peep, its vocal cords completely stilled Your target is silenced. Silent Caster, Normal Silent Caster, Reverse Speed of the Zephyr Level: Evolving Mind 2 Range: 60 feet Target: One Creature Duration: 5 Round Spell Resistance: Yes Save: None Metautterances: Extend Normal: You urge your ally on to greater speed with this utterance. Your ally gains 20' per round speed boost. Reverse: The target of this utterance cannot move as quickly as it had just a moment before. Your target takes a 10' per round speed penalty. Speed of the Zephyr, Normal Speed of the Zephyr, Reverse Temporal Twist Level: Evolving Mind 2 Range: 60 feet Target: One Creature Duration: Instantaneous (Normal) or 1 Round (Reverse) Spell Resistance: Yes Save: None (Normal) or Will Negates (Reverse) Metautterances: Extend Normal: With a word of Truespeech, you grant a creature incredible reflexes, enabling it to make an immediate attack. Your ally gains one extra attack this round. Reverse: You cause a creature to lose its focus and become bewildered. Your foe is dazed for one round. Temporal Twist, Normal Temporal Twist, Reverse Word of Nurturing, Lesser Level: Evolving Mind 2 Range: 60 feet Target: One Creature Duration: 5 Rounds or 1 round Spell Resistance: Yes Save: None Metautterances: Extend, Empower Normal: You speak a more complex utterance of health, providing an ally with the soothing balm of healing Your ally gains regeneration +3. Reverse: You speak a word that tears at an enemy's flesh, causing it to bleed from several wounds. Your foe takes a 2d6 damage, and 2d6 damage the next round if you concentrate. Concentration involves doing nothing more strenuous than moving. Word of Nurturing, Lesser, Normal Word of Nurturing, Lesser, Reverse Agitate Item Level: Crafted Tool 2 Range: 30 feet. Target: One Object (Or Possessor) Duration: 6 Rounds Spell Resistance: Yes Metautterances: Extend You increase or decrease the temperature of the object, harming creatures in physical contact with it. You affect the target with either the Heat Metal or Chill Metal spell. Agitate Item, Hot Agitate Item, Cold Analyze Item Level: Crafted Tool 2 Range: Touch Target: One Object Duration: Instantaneous Spell Resistance: No Metautterances: No By studying an item, you can determine a great deal about it, including its magical properties, if any. You identify the target object. Energy Vortex Level: Perfected Map 2 Range: 100 feet Area: 20' Radius Duration: 1 Minute Spell Resistance: Yes Save: None Metautterances: Extend, Empower Your words transform the nature of the air, turning it from harmless gas into a swirling mass of harmful energy. You fill the air around your foes with energy, dealing 2d6 acid, cold, electrical, or fire damage per round. Energy Vortex, Acid Energy Vortex, Cold Energy Vortex, Electricity Energy Vortex, Fire Speak Rock to Mud Level: Perfected Map 2 Range: 100 feet Area: 20' Radius Duration: 1 Minute Spell Resistance: No Save: None Metautterances: Extend With a word, you create an area of viscous, sucking mud. Every creature in the area has their speed reduced by 80%, and take a -2 penalty to AC and Attack. Transform the Landscape Level: Perfected Map 2 Range: 100 feet Area: 20' Radius Duration: 1 Minute Spell Resistance: No Save: None Metautterances: Extend You cause the ground to crack and split beneath your enemies' feet, impeding their progress. All enemies in the area are affected by difficult terrain (50% movement speed reduction). Accelerated Attack Level: Evolving Mind 3 Range: 60 feet Target: One Creature Duration: 1 Rounds Spell Resistance: None Save: None Metautterances: Extend Normal: Your utterance allows your target to move quickly through the crowded battlefield, striking and darting away Your target gains Spring Attack. Reverse: A spellcaster you target gains the ability to cast a spell quickly while moving. Your target spellcaster gains a 20' speed boost. Accelerated Attack, Normal Accelerated Attack, Reverse Energy Negation Level: Evolving Mind 3 Range: 60 feet Target: One Creature Duration: 5 Rounds Spell Resistance: Yes Save: None Metautterances: Extend, Empower Normal: The air crackles with yours words as you protect your target from energy. Your target gains Damage Resistance 10/- vs Acid, Cold, Elec, Fire or Sonic. Use the "Energy Negation, Choice" option to pick the damage type. Reverse: The flesh and skin of an enemy are imbued with energy, causing it great pain. Your foe takes 2d6 damage per round. Acid, Cold, Elec or Fire. Use the "Energy Negation, Choice" option to pick the damage type. Energy Negation, Normal Energy Negation, Reverse Energy Negation, Choice Speed of the Zephyr, Greater Level: Evolving Mind 3 Range: 60 feet Target: One Creature Duration: 3 Rounds Spell Resistance: Yes Save: None Metautterances: Extend Normal: Your ally's movements are quicker, enhancing his offensive and defensive capabilities Your ally gains haste. Reverse: When you speak this utterance, your target moves as though through molasses Your target is slowed. Speed of the Zephyr, Greater, Normal Speed of the Zephyr, Greater, Reverse Temporal Spiral Level: Evolving Mind 3 Range: 60 feet Target: One Creature Duration: 1 Round (Normal) or 3 Rounds (Reverse) Spell Resistance: Yes Save: None (Normal) or Will Negates (Reverse) Metautterances: Extend Normal: Everything your target does seems quicker. Your ally gains an additional move action (haste). Reverse: This powerful utterance sounds like the churning of ancient earth, freezing your target in place. Your foe is dazed for three rounds. Temporal Spiral, Normal Temporal Spiral, Reverse Vision Sharpened Level: Evolving Mind 3 Range: 60 feet Target: One Creature Duration: 5 Rounds Spell Resistance: Yes Save: None Metautterances: Extend Normal: Your ally can see the unseen in the warp and weft of air nearby. Your ally gains See Invisibility. Reverse: With the reverse of this utterance, your target disappears from view. Your ally becomes invisible. Vision Sharpened, Normal Vision Sharpened, Reverse Word of Nurturing, Moderate Level: Evolving Mind 3 Range: 60 feet Target: One Creature Duration: 5 Rounds or 1 round Spell Resistance: Yes Save: None Metautterances: Extend, Empower Normal: Your words soothe your ally, gradually restoring some of the damage he has sustained. Your ally gains regeneration +5. Reverse: Your words rip at your enemy, tearing at its flesh and bones. Your foe takes a 4d6 damage, and 4d6 damage the next round if you concentrate. Concentration involves doing nothing more strenuous than moving. Word of Nurturing, Moderate, Normal Word of Nurturing, Moderate, Reverse Remove Item Level: Crafted Tool 3 Range: 30 feet Target: One Item (Or Possessor) Duration: 1 Round Spell Resistance: Yes Metautterances: Extend Your words of Truespeech remove an item from your target's possession The targeted item is removed from the target's possession for one round. Suppress Weapon Level: Crafted Tool 3 Range: 30 feet Target: One Weapon with an Energy Special Duration: 5 Round Spell Resistance: Yes Metautterances: Extend You can suppress the energy properties of a single weapon. The targeted weapon loses any energy damage property. Lore of the World Level: Perfected Map 3 Range: Personal Duration: 1 Minute Spell Resistance: No Save: None Metautterances: Extend The world around you comes alive at your words, willing to share its ancient knowledge with you. You gain a Lore bonus equal to your Truenamer level. Master the Four Winds Level: Perfected Map 3 Range: 100 feet Area: 20' Radius Duration: Instantaneous Spell Resistance: No Save: None Metautterances: None The air reacts to your utterance, obeying your every command. The area is affected as if by the Gust of Wind spell. Thwart the Traveler Level: Perfected Map 3 Range: 100 feet Area: 20' Radius Duration: 1 Minute Spell Resistance: No Save: None Metautterances: Extend The air grows thick and heavy, making extradimensional travel impossible. The area is affected as if by the Dimensional Lock spell. Breath of Cleansing Level: Evolving Mind 4 Range: 60 feet Target: One Creature Duration: 1 Round Spell Resistance: Yes Save: None (Normal) or Fort Negates (Reverse) Metautterances: Extend Normal: With a word, magical breath passes from your mouth to another creature afflicted with harmful magic, cleansing his body of the taint. It will remove any poison, deafness, blindness or daze effect from your target. Reverse: Your words evoke feelings of terror, dread, and awe in your target. Your target is nauseated. Breath of Cleansing, Normal Breath of Cleansing, Reverse Caster Lens Level: Evolving Mind 4 Range: 60 feet Target: One Creature Duration: 3 Rounds Spell Resistance: Yes Save: None Metautterances: Extend Normal: Your utterance creates an intangible lens that improves your target's potency and aptitude with magic. Your ally gains +2 Caster Level. Reverse: The reverse of this utterance impedes the flow of magical energy through your enemy, inhibiting its ability to cast spells. Your foe takes a -2 to Caster Level. Caster Lens, Normal Caster Lens, Reverse Confounding Resistance Level: Evolving Mind 4 Range: 60 feet Target: One Creature Duration: 5 Rounds Spell Resistance: Yes Save: None Metautterances: Extend Normal: Your target becomes more mobile, able to entirely avoid effects that might otherwise have some dire consequence. Your target gains Evasion. Reverse: Your utterance strips your target of its ability to evade harm. Your target loses Evasion. Confounding Resistance, Normal Confounding Resistance, Reverse Morale Boost Level: Evolving Mind 4 Range: 60 feet Target: One Creature Duration: 5 Rounds Spell Resistance: Yes Save: None (Normal) or Will Negates (Reverse) Metautterances: Extend Normal: Your utterance calms the heart of your target, filling her with resolution and peace. Remove fear from your target. Reverse: Your words evoke feelings of terror, dread, and awe in your target. Your foe struck with fear. Morale Boost, Normal Morale Boost, Reverse Magical Contraction Level: Evolving Mind 4 Range: 60 feet Target: One Creature Duration: 5 Round Spell Resistance: No Save: None Metautterances: Extend Normal: You make your target resilient against magical effects. Your ally gains SR of 11 + Truenamer level. Reverse: A string of complex syllables allows you to enhance the power of an ally's spells for a short time. Your ally's spells are automatically Empowered. Magical Contraction, Normal Magical Contraction, Reverse Spell Rebirth Level: Evolving Mind 4 Range: 60 feet Target: One Creature Duration: Instantaneous Spell Resistance: Yes Save: None Metautterances: None Normal: You briefly unwind time to restore lost magic when you speak this utterance. Restore one spell dispelled in the last round. Reverse: Your words strip away a magical effect from your target. Dispel the highest caster level spell on the target. Spell Rebirth, Normal Spell Rebirth, Reverse Word of Nurturing, Potent Level: Evolving Mind 4 Range: 60 feet Target: One Creature Duration: 5 Rounds or 1 round Spell Resistance: Yes Save: None Metautterances: Extend, Empower Normal: Your powerful utterance grants an ally increased ability to knit her own wounds. Your ally gains regeneration +10. Reverse: You tear at the fabric of your enemy's connection to its body, causing great wounds. Your foe takes a 6d6 damage, and 6d6 damage the next round if you concentrate. Concentration involves doing nothing more strenuous than moving. Word of Nurturing, Potent, Normal Word of Nurturing, Potent, Reverse Suppress Item Level: Crafted Tool 4 Range: 60 feet Target: One Magic Item Duration: 1 Round, up to five concentration Spell Resistance: Yes Metautterances: Extend Your focus on a magic item keeps it from functioning, turning it grey and rendering it useless. You prevent any magic properties of the item from functioning. Transmute Weapon Level: Crafted Tool 4 Range: 30 feet Target: One Weapon (Or Possessor) Duration: 5 Rounds Spell Resistance: No Metautterances: Extend Your words fundamentally alter the material of which a weapon is made, transforming it according to your whim. The target weapon ignores all non-epic (x/+5 or lower) DR. Anger the Sleeping Earth Level: Perfected Map 4 Range: 100 feet Area: 80' Radius Duration: 1 Round Spell Resistance: No Save: Reflex, see text. Metautterances: Extend Your words shake the foundation of the earth, causing massive devastation and widespread mayhem. This utterance functions as the Earthquake spell. Conjunctive Gate Level: Perfected Map 4 Range: Personal Duration: 1 Minute Spell Resistance: No Save: None Metautterances: Extend You forge a connection between this plane and another, temporarily linking them together with a swirling portal you speak into being. As the Gate spell. Deny Passage Level: Perfected Map 4 Range: 100 feet Area: 20' Radius Duration: 1 Minute Spell Resistance: No Save: None Metautterances: Extend You force an area to deny access to a group of creatures specified by your utterance. Hostile creatures cannot enter or exit the area of effect. Eldritch Attraction Level: Evolving Mind 5 Range: 60 feet Target: One Creature Duration: Instantaneous Spell Resistance: Yes Save: None (Normal) or Will Negates (Reverse) Metautterances: None Normal: The universe responds to your words by forcing your target closer to you. Your target is moved closer to you by 40 feet. Reverse: Your target is repelled, forced away by your command of Truespeech. Your target is moved away from you by 40 feet. Eldritch Attraction, Normal Eldritch Attraction, Reverse Energy Negation, Greater Level: Evolving Mind 5 Range: 60 feet Target: One Creature Duration: 5 Rounds Spell Resistance: Yes Save: None Metautterances: Extend Normal: Your utterance renders your target impervious to harm from one type of energy. Your target gains Damage Immunity vs Acid, Cold, Elec, Fire or Sonic. Use the "Energy Negation, Greater, Choice" option to pick the damage type. Reverse: You wreathe your ally in energy that lashes out at those who strike him in battle. Any foe that strikes your target in melee combat takes 20 points of damage from the chosen element. Acid, Cold, Elec or Fire. Use the "Energy Negation, Greater, Choice" option to pick the damage type. Energy Negation, Greater, Normal Energy Negation, Greater, Reverse Energy Negation, Greater, Choice Essence of Lifespark Level: Evolving Mind 5 Range: 60 feet Target: One Creature Duration: Instantaneous Spell Resistance: Yes Save: None Metautterances: None Normal: With soothing words, you revitalize an ally and restore some of his lost vitality. You clean your target of negative levels. Reverse: You instruct the universe to sap some of the life force of a target creature. Your target gains a negative level. Essence of Lifespark, Normal Essence of Lifespark, Reverse Preternatural Clarity Level: Evolving Mind 5 Range: 60 feet Target: One Creature Duration: 1 Round (Normal) or 5 Rounds (Reverse) Spell Resistance: Yes Save: None (Normal) or Will Negates (Reverse) Metautterances: Extend Normal: You speak and sharpen you ally's mind with an awareness of all that is and all that might be. Your grant your ally a +5 Attack Bonus, or a +5 Skill boost, or a +5 Saving throw boost. Reverse: At your command, the universe temporarily becomes incomprehensible to your target. Your foe becomes confused. Preternatural Clarity, Attack Preternatural Clarity, Skill Preternatural Clarity, Save Preternatural Clarity, Reverse Sensory Focus Level: Evolving Mind 5 Range: 60 feet Target: One Creature Duration: 1 Round (Normal) or 3 Rounds (Reverse) Spell Resistance: No Save: Fortitude Metautterances: Extend Normal: Your target can pierce the veil of deception and see everything as it truly is. Your ally gains trueseeing. Reverse: Your words strip away your target's ability to see or hear Your target is struck blind and deaf. Sensory Focus, Normal Sensory Focus, Reverse Ward of Peace Level: Evolving Mind 5 Range: 60 feet Target: One Creature Duration: 5 Rounds Spell Resistance: Yes Save: None (Normal) or Will Negates (Reverse). Metautterances: Extend Normal: You ward your target from harm with a golden halo, preventing enemies from attacking her. Your ally becomes immune to the blows of the enemy, but can not attack or cast hostile spells. Reverse: With a harsh sequence of words, you force a creature to another plane. Your foe is forced into another plane. Ward of Peace, Normal Ward of Peace, Reverse Word of Nurturing, Critical Level: Evolving Mind 5 Range: 60 feet Target: One Creature Duration: 5 Rounds or 1 round Spell Resistance: Yes Save: None Metautterances: Extend, Empower Normal: Your ally experiences a tremendous rejuvenation as healing energy soothes her wounds. Your ally gains regeneration +15. Reverse: Massive rents and tears appear on the body of your foe. Your foe takes a 8d6 damage, and 8d6 damage the next round if you concentrate. Concentration involves doing nothing more strenuous than moving. Word of Nurturing, Critical, Normal Word of Nurturing, Critical, Reverse Metamagic Catalyst Level: Crafted Tool 5 Range: Touch Target: One Scroll or Potion Duration: 2 Rounds Spell Resistance: No Metautterances: Extend Your touch enables a potion consumed or scroll read to be augmented with metamagic. You may Extend or Empower a scroll or potion. You may Maximize a scroll or potion, but this increases the Truespeech DC by 10. Metamagic Catalyst, Empower Metamagic Catalyst, Extend Metamagic Catalyst, Maximize Seize Item Level: Crafted Tool 5 Range: 30 feet Target: One Object Duration: Instantaneous Spell Resistance: Yes Metautterances: None You speak a word to make an object your own, forcing it out of the hands of its owner, if necessary. This utterance brings an object within range to your hand. If it is possessed by another creature, you must make a disarm attempt to gain the item. Strike of Might Level: Evolving Mind 2 Range: 60 feet Target: One Creature Duration: 1 Round Spell Resistance: No Save: None Metautterances: Extend Normal: You tap into an ally's damage potential, augmenting his combat abilities substantially Your ally gains +10 damage on his next strike Reverse: You briefly enfeeble an enemy, causing its swing to slow and deal less damage Your target deals 5 less damage on his next attack. Strike of Might, Normal Strike of Might, Reverse Word of Bolstering Level: Evolving Mind 4 Range: 60 feet Target: One Creature Duration: Instantaneous (Normal) or 5 Rounds (Reverse) Spell Resistance: Yes Save: None Metautterances: Extend, Empower Normal: Suffusing your ally with the glow of positive energy, you eliminate the drain he experiences. Remove all ability drain from the target. Reverse: Your words cause the body of a foe to weaken and grow more frail. Your foe takes a 1d6 penalty to Dex, Con, or Str. Choose the Ability to drain with Word of Bolstering, Choice. Word of Bolstering, Normal Word of Bolstering, Reverse Word of Bolstering, Choice Breath of Recovery Level: Evolving Mind 6 Range: 60 feet Target: One Creature Duration: 1 Round Spell Resistance: Yes Save: None (Normal) or Fort Negates (Reverse) Metautterances: Extend Normal: You speak a word of purity in the language of Truespeech, reminding the universe of an ally's natural state. This utterance removes ability damage, blindness, confusion, dazed, deafened, diseased, stunning, or poison. Reverse: Your words of power roll over you target's body, which stiffens into rigidity. Your target is paralyzed. Breath of Recovery, Normal Breath of Recovery, Reverse Ether Reforged Level: Evolving Mind 6 Range: 60 feet Target: One Creature Duration: 5 Rounds Spell Resistance: No Save: None Metautterances: Extend Normal: With this utterance, creatures of the ethereal world become as solid as the earth. Your target loses any ethereal effects. Reverse: One of your allies slips into the space between worlds and leaps onto the Ethereal Plane. Your ally becomes ethereal. Ether Reforged, Normal Ether Reforged, Reverse Knight's Puissance, Greater Level: Evolving Mind 6 Range: 60 feet Target: One Creature Duration: 5 Rounds Spell Resistance: Yes Save: None Metautterances: Extend Normal: The blows of your target fall more surely and strike more soundly after you speak this utterance Your ally gains +5 Attack and Damage Bonus. Reverse: You speak words of cursing, significantly reducing your target's effectiveness in battle. Your target takes a -5 Attack and Damage Penalty. Knight's Puissance, Greater, Normal Knight's Puissance, Greater, Reverse Mystic Rampart Level: Evolving Mind 6 Range: 60 feet Target: One Creature Duration: 5 Rounds Spell Resistance: Yes Save: None Metautterances: Extend Normal: With a complex string of syllables, an intangible tower superimposes itself over your ally, greatly enhancing his ability to protect himself. Your ally gains 5/- Damage Resistance, and +5 saves. Reverse: You speak and your target becomes vulnerable. Your target takes a -5 AC and Saving Throw Penalty. Mystic Rampart, Normal Mystic Rampart, Reverse Singular Mind Level: Evolving Mind 6 Range: 60 feet Target: One Creature Duration: Instantaneous (Normal) or 5 Rounds (Reverse) Spell Resistance: Yes Save: None (Normal) or Will Negates (Reverse) Metautterances: Extend Normal: With a word, you liberate your target from all foreign influence, freeing her mind. Any enchantments or curses are converted to runic truespeech and fade harmlessly away. This utterance removes any negative mind affecting effect. Reverse: Your words crawl into the mind of your enemy, allowing you to control your foe's body as if it were your puppet. Your target is dominated. Singular Mind, Normal Singular Mind, Reverse Word of Nurturing, Greater Level: Evolving Mind 6 Range: 60 feet Target: One Creature Duration: 5 Rounds or 1 round Spell Resistance: Yes Save: None Metautterances: Extend, Empower Normal: With this powerful utterance, you remind the universe of your ally's true form, and even his most terrible wounds begin to knit together. Your ally gains regeneration +20. Reverse: Great gashes and terrible wounds tear at your enemy's body, causing massive bleeding and awful pain. Your foe takes a 10d6 damage, and 10d6 damage the next round if you concentrate. Concentration involves doing nothing more strenuous than moving. Word of Nurturing, Greater, Normal Word of Nurturing, Greater, Reverse Glibness School: Transmutation Level: Brd 3 Components: S Casting Time: 1 standard action Range: Personal Target: You Duration: 10 min./level (D) Your speech becomes fluent and more believable. You gain a +30 bonus on Bluff checks made to convince another of the truth of your words. (This bonus doesn't apply to other uses of the Bluff skill, such as feinting in combat, creating a diversion to hide, or communicating a hidden message via innuendo.) If a magical effect is used against you that would detect your lies or force you to speak the truth the user of the effect must succeed on a caster level check (1d20 + caster level) against a DC of 15 + your caster level to succeed. Failure means the effect does not detect your lies or force you to speak only the truth. 50% of Weight Craft Epic Wondrous Item Type of Feat: General Prerequisite: Lore 26 ranks, Spellcraft 26 ranks Specifics: The character can craft wondrous items that exceed the normal limits for such items. Use: Automatic. Craft Epic Magic Arms and Armor Type of Feat: General Prerequisite: Lore 28 ranks, Spellcraft 28 ranks Specifics: The character can craft magic arms and armor that exceed the normal limits for such items. Use: Automatic. Craft Epic Rod Type of Feat: General Prerequisite: Lore 32 ranks, Spellcraft 32 ranks Specifics: The character can craft rods that exceed the normal limits for such items. Use: Automatic. Craft Epic Staff Type of Feat: General Prerequisite: Lore 35 ranks, Spellcraft 35 ranks Specifics: The character can craft staffs that exceed the normal limits for such items. Use: Automatic. Enhancement +1 Enhancement +2 Enhancement +3 Enhancement +4 Enhancement +5 Enhancement +6 Enhancement +7 Enhancement +8 Enhancement +9 Enhancement +10 Enhancement +11 Enhancement +12 Enhancement +13 Enhancement +14 Enhancement +15 Enhancement +16 Enhancement +17 Enhancement +18 Enhancement +19 Enhancement +20 Description: Enhancement Bonus: +X Prerequisites: Level: 3X Enhancement bonus Cost: +X Enhancement Acid Resistance Description: Damage Resistance: Acid Resist 10 / - Prerequisites: Caster Level: 3 Spell(s): Endure Elements Cost: +18000gp Acid Resistance, Improved Description: Damage Resistance: Acid Resist 20 / - Prerequisites: Caster Level: 7 Spell(s): Endure Elements Cost: +42000gp Acid Resistance, Greater Description: Damage Resistance: Acid Resist 30 / - Prerequisites: Caster Level: 11 Spell(s): Endure Elements Cost: +66000gp Arrow Deflection Description: Bonus Feat: Deflect Arrows Prerequisites: Caster Level: 5 Spell(s): Shield Cost: +2 Enhancement Cold Resistance Description: Damage Resistance: Cold Resist 10 / - Prerequisites: Caster Level: 3 Spell(s): Endure Elements Cost: +18000gp Cold Resistance, Improved Description: Damage Resistance: Cold Resist 20 / - Prerequisites: Caster Level: 7 Spell(s): Endure Elements Cost: +42000gp Cold Resistance, Greater Description: Damage Resistance: Cold Resist 30 / - Prerequisites: Caster Level: 11 Spell(s): Endure Elements Cost: +66000gp Electricity Resistance Description: Damage Resistance: Electrical Resist 10 / - Prerequisites: Caster Level: 3 Spell(s): Endure Elements Cost: +18000gp Electricity Resistance, Improved Description: Damage Resistance: Electrical Resist 20 / - Prerequisites: Caster Level: 7 Spell(s): Endure Elements Cost: +42000gp Electricity Resistance, Greater Description: Damage Resistance: Electrical Resist 30 / - Prerequisites: Caster Level: 11 Spell(s): Endure Elements Cost: +66000gp Etherealness Description: Use: Greater Sanctuary (18) 1 Use/Day Prerequisites: Caster Level: 13 Spell(s): Greater Sanctuary Cost: +49000gp Fire Resistance Description: Damage Resistance: Fire Resist 10 / - Prerequisites: Caster Level: 3 Spell(s): Endure Elements Cost: +18000gp Fire Resistance, Improved Description: Damage Resistance: Fire Resist 20 / - Prerequisites: Caster Level: 7 Spell(s): Endure Elements Cost: +42000gp Fire Resistance, Greater Description: Damage Resistance: Fire Resist 30 / - Prerequisites: Caster Level: 11 Spell(s): Endure Elements Cost: +66000gp Invulnerability 5 / +1 Description: Damage Reduction: +1 Soak 5 Damage Prerequisites: Caster Level: 18 Spell(s): Stoneskin Cost: +3 Enhancement Reflecting Description: Use: Spell Turning (13) 1 Use/Day Prerequisites: Caster Level: 14 Spell(s): Spell Turning Cost: +5 Enhancement Shadow Description: Skill Bonus: Hide +5 Prerequisites: Caster Level: 5 Spell(s): Invisibility Cost: +3750gp Shadow, Improved Description: Skill Bonus: Hide +10 Prerequisites: Caster Level: 10 Spell(s): Invisibility Cost: +15000gp Shadow, Greater Description: Skill Bonus: Hide +15 Prerequisites: Caster Level: 15 Spell(s): Invisibility Cost: +33750gp Silent Moves Description: Skill Bonus: Move Silently +5 Prerequisites: Caster Level: 5 Spell(s): Silence Cost: +3750gp Silent Moves, Improved Description: Skill Bonus: Move Silently +10 Prerequisites: Caster Level: 10 Spell(s): Silence Cost: +15000gp Silent Moves, Greater Description: Skill Bonus: Move Silently +15 Prerequisites: Caster Level: 15 Spell(s): Silence Cost: +33750gp Sonic Resistance Description: Damage Resistance: Sonic Resist 10 / - Prerequisites: Caster Level: 3 Spell(s): Endure Elements Cost: +18000gp Sonic Resistance, Improved Description: Damage Resistance: Sonic Resist 20 / - Prerequisites: Caster Level: 7 Spell(s): Endure Elements Cost: +42000gp Sonic Resistance, Greater Description: Damage Resistance: Sonic Resist 30 / - Prerequisites: Caster Level: 11 Spell(s): Endure Elements Cost: +66000gp Spell Resistance 13 Description: Spell Resistance: 13 Prerequisites: Caster Level: 15 Spell(s): Spell Resistance Cost: +2 Enhancement Undead Controlling Description: Use: Control Undead (13) 1 Use/Day Prerequisites: Caster Level: 13 Spell(s): Control Undead Cost: +49000gp Acid Warding Description: Damage Resistance: Acid Resist 50 / - Prerequisites: Caster Level: 21 Spell(s): Protection from Elements Epic Cost: +6 Enhancement Cold Warding Description: Damage Resistance: Cold Resist 50 / - Prerequisites: Caster Level: 21 Spell(s): Protection from Elements Epic Cost: +6 Enhancement Fire Warding Description: Damage Resistance: Fire Resist 50 / - Prerequisites: Caster Level: 21 Spell(s): Protection from Elements Epic Cost: +6 Enhancement Great Invulnerability 10 / +1 Description: Damage Reduction: +1 Soak 10 Damage Prerequisites: Caster Level: 19 Spell(s): Stoneskin Epic Cost: +4 Enhancement Great Reflection Description: Use: Spell Turning (13) Unlimited Uses/Day Prerequisites: Caster Level: 25 Spell(s): Spell Turning Epic Cost: +10 Enhancement Great Spell Resistance 21 Description: Spell Resistance: 21 Prerequisites: Caster Level: 21 Spell(s): Spell Resistance Epic Cost: +6 Enhancement Lightning Warding Description: Damage Resistance: Electrical Resist 50 / - Prerequisites: Caster Level: 21 Spell(s): Protection from Elements Epic Cost: +6 Enhancement Sonic Warding Description: Damage Resistance: Sonic Resist 50 / - Prerequisites: Caster Level: 21 Spell(s): Protection from Elements Epic Cost: +6 Enhancement Spell Turning Caster Level(s): Wizard / Sorcerer 7 Innate Level: 7 School: Abjuration Descriptor(s): Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: Caster Duration: 10 Minutes / Level Additional Counter Spells: Spell Breach Save: Harmless Spell Resistance: No Spells and spell-like effects targeted on you are turned back upon the original caster. The abjuration turns only spells that have you as a target. Effect and area spells are not affected. Spell turning also fails to stop touch range spells. From seven to ten (1d4+6) spell levels are affected by the turning. When you are targeted by a spell of higher level than the amount of spell turning you have left, that spell is partially turned. You and the caster each has a proportional chance to be affected. If you and a spellcasting attacker are both warded by spell turning effects in operation, both you and the caster have a proportional chance to be affected. Spell Turning (13) Forge Epic Ring Type of Feat: General Prerequisite: Forge Ring, Lore 35 ranks, Spellcraft 35 ranks Specifics: The character can forge magic rings that exceed the normal limits for such items. Use: Automatic. Craft Item Target yourself to create a new item, or target an existing item to upgrade it. Anarchic Description: Damage Bonus vs.: Lawful 2d6 Damage Type Divine Prerequisites: Caster Level: 7 Alignment: Chaotic Spell(s): Hammer of the Gods Cost: +2 Enhancement Axiomatic Description: Damage Bonus vs.: Chaotic 2d6 Damage Type Divine Prerequisites: Caster Level: 7 Alignment: Lawful Spell(s): Hammer of the Gods Cost: +2 Enhancement Bane Description: Damage Bonus vs.: [Race] 2d6 Damage Physical Enhancement Bonus vs.: [Race] +2 Prerequisites: Caster Level: 8 Spell(s): Summon Creature I Cost: +1 Enhancement Disruption Description: On Hit: Slay Racial Group DC=14 Monster Type Undead Prerequisites: Caster Level: 14 Spell(s): Heal Cost: +2 Enhancement Flaming Description: Damage Bonus: Fire 1d6 Damage Prerequisites: Caster Level: 10 Spell(s): Flame Weapon, Fireball or Flame Strike Cost: +1 Enhancement Frost Description: Damage Bonus: Cold 1d6 Damage Prerequisites: Caster Level: 8 Spell(s): Ice Storm Cost: +1 Enhancement Holy Description: Damage Bonus vs.: Evil 2d6 Damage Type Divine Prerequisites: Caster Level: 7 Alignment: Good Spell(s): Hammer of the Gods Cost: +2 Enhancement Keen Description: Keen Prerequisites: Caster Level: 10 Spell(s): Keen Edge Cost: +1 Enhancement Shock Description: Damage Bonus: Electrical 1d6 Damage Prerequisites: Caster Level: 8 Spell(s): Call Lightning or Lightning Bolt Cost: +1 Enhancement Unholy Description: Damage Bonus vs.: Good 2d6 Damage Type Divine Prerequisites: Caster Level: 7 Alignment: Evil Spell(s): Hammer of the Gods Cost: +2 Enhancement Vorpal Description: On Hit: Vorpal DC=70 Prerequisites: Caster Level: 18 Spell(s): Circle of Death, Keen Edge Cost: +5 Enhancement Acidic Blast Description: Damage Bonus: Acid 3d6 Damage Prerequisites: Caster Level: 21 Spell(s): Acid Fog Epic Cost: +6 Enhancement Anarchic Power Description: Damage Bonus vs.: Lawful 3d6 Damage Type Divine On Hit: Level Drain DC=69 Prerequisites: Caster Level: 21 Alignment: Chaotic Spell(s): Word of Chaos Epic Cost: +8 Enhancement Axiomatic Power Description: Damage Bonus vs.: Chaotic 3d6 Damage Type Divine On Hit: Level Drain DC=69 Prerequisites: Caster Level: 21 Alignment: Lawful Spell(s): Dictum Epic Cost: +8 Enhancement Dread Description: Damage Bonus vs.: [Race] 4d6 Damage Physical Enhancement Bonus vs.: [Race] +4 On Hit: Slay Racial Group DC=27 Monster Type [Race] Prerequisites: Caster Level: 22 Spell(s): Summon Creature IX Epic Cost: +7 Enhancement Fiery Blast Description: Damage Bonus: Fire 3d6 Damage Prerequisites: Caster Level: 21 Spell(s): Fireball Epic Cost: +6 Enhancement Holy Power Description: Damage Bonus vs.: Evil 3d6 Damage Type Divine On Hit: Level Drain DC=69 Prerequisites: Caster Level: 21 Alignment: Good Spell(s): Holy Word Epic Cost: +8 Enhancement Icy Blast Description: Damage Bonus: Cold 3d6 Damage Prerequisites: Caster Level: 21 Spell(s): Cone of Cold Epic Cost: +6 Enhancement Lightning Blast Description: Damage Bonus: Electrical 3d6 Damage Prerequisites: Caster Level: 21 Spell(s): Lightning Bolt Epic Cost: +6 Enhancement Mighty Disruption Description: On Hit: Slay Racial Group DC=21 Monster Type Undead Prerequisites: Caster Level: 21 Spell(s): True Resurrection Epic Cost: +6 Enhancement Sonic Blast Description: Damage Bonus: Sonic 3d6 Damage Prerequisites: Caster Level: 0 Spell(s): Shout Epic Cost: +6 Enhancement Unholy Power Description: Damage Bonus vs.: Good 3d6 Damage Type Divine On Hit: Level Drain DC=69 Prerequisites: Caster Level: 21 Alignment: Evil Spell(s): Blasphemy Epic Cost: +8 Enhancement Wounding Description: On Hit: Wounding DC=70 Prerequisites: Caster Level: 10 Spell(s): Mordenkainen's Sword or Black Blade of Disaster Cost: +2 Enhancement Description: Damage Reduction: +1 Soak 15 Damage Prerequisites: Caster Level: 20 Spell(s): Stoneskin Epic Cost: +5 Enhancement Description: Damage Reduction: +6 Soak 5 Damage Prerequisites: Caster Level: 21 Spell(s): Stoneskin Epic Cost: +6 Enhancement Description: Damage Reduction: +6 Soak 10 Damage Prerequisites: Caster Level: 22 Spell(s): Stoneskin Epic Cost: +7 Enhancement Description: Spell Resistance: 15 Prerequisites: Caster Level: 15 Spell(s): Spell Resistance Cost: +3 Enhancement Description: Spell Resistance: 17 Prerequisites: Caster Level: 15 Spell(s): Spell Resistance Cost: +4 Enhancement Description: Spell Resistance: 19 Prerequisites: Caster Level: 15 Spell(s): Spell Resistance Cost: +5 Enhancement Description: Spell Resistance: 23 Prerequisites: Caster Level: 22 Spell(s): Spell Resistance Epic Cost: +7 Enhancement Description: Spell Resistance: 25 Prerequisites: Caster Level: 23 Spell(s): Spell Resistance Epic Cost: +8 Enhancement Description: Spell Resistance: 27 Prerequisites: Caster Level: 24 Spell(s): Spell Resistance Epic Cost: +9 Enhancement DC=58 DC=59 DC=60 DC=61 DC=62 DC=63 DC=64 DC=65 DC=66 DC=67 DC=68 DC=69 DC=70 Shout School: Evocation [Sonic] Level: Brd 4, Sor/Wiz 4 Components: V Casting Time: 1 standard action Range: 30 ft. Area: Cone-shaped burst Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: Yes You emit an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is deafened for 2d6 rounds and takes 5d6 points of sonic damage. A successful save negates the deafness and reduces the damage by half. A shout spell cannot penetrate a silence spell. Greater Shout School: Evocation [Sonic] Level: Brd 6, Sor/Wiz 8 Components: V, S, F Range: 60 ft. Area: Cone-shaped burst Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: Yes This spell functions like shout, except that the cone deals 10d6 points of sonic damage It also causes creatures to be stunned for 1 round and deafened for 4d6 rounds. A creature in the area of the cone can negate the stunning and halve both the damage and the duration of the deafness with a successful Fortitude save. Mass Inflict Light Wounds (9) Mass Inflict Moderate Wounds (11) Mass Inflict Serious Wounds (13) Mass Inflict Critical Wounds (15) Greater Harm (9) Shout (7) Greater Shout (15) Great Invulnerability 15 / +1 Great Invulnerability 5 / +6 Great Invulnerability 10 / +6 Spell Resistance 15 Spell Resistance 17 Spell Resistance 19 Great Spell Resistance 23 Great Spell Resistance 25 Great Spell Resistance 27 Amulet of Health +2 Amulet of Health +4 Amulet of Health +6 Amulet of Epic Natural Armor +6 Amulet of Epic Natural Armor +7 Amulet of Epic Natural Armor +8 Amulet of Epic Natural Armor +9 Amulet of Epic Natural Armor +10 Belt of Giant Strength +4 Belt of Giant Strength +6 Belt of Epic Strength +8 Belt of Epic Strength +10 Belt of Epic Strength +12 Boots of Swiftness Boots of Teleportation Bracers of Epic Armor +11 Bracers of Epic Armor +12 Bracers of Epic Armor +13 Bracers of Epic Armor +14 Bracers of Epic Armor +15 Bracers of Epic Health +8 Bracers of Epic Health +10 Bracers of Epic Health +12 Bracers of Relentless Might Circlet of Persuasion Cloak of Charisma +2 Cloak of Charisma +4 Cloak of Charisma +6 Cloak of Epic Charisma +8 Cloak of Epic Charisma +10 Cloak of Epic Charisma +12 Minor Cloak of Displacement Major Cloak of Displacement Cloak of Etherealness Cloak of Epic Resistance +6 Cloak of Epic Resistance +7 Cloak of Epic Resistance +8 Cloak of Epic Resistance +9 Cloak of Epic Resistance +10 Gloves of Dexterity +2 Gloves of Dexterity +4 Gloves of Dexterity +6 Gloves of Epic Dexterity +8 Gloves of Epic Dexterity +10 Gloves of Epic Dexterity +12 Hand of Glory Hand of the Mage Headband of Epic Intellect +8 Headband of Epic Intellect +10 Headband of Epic Intellect +12 Helm of Teleportation Mantle of Spell Resistance Necklace of Adaptation Necklace of Fireballs I Necklace of Fireballs II Necklace of Fireballs III Necklace of Fireballs IV Necklace of Fireballs V Necklace of Fireballs VI Necklace of Fireballs VII Periapt of Health Periapt of Proof against Poison Periapt of Epic Wisdom +8 Periapt of Epic Wisdom +10 Periapt of Epic Wisdom +12 Periapt of Wound Closure Robe of Eyes Base Item: Amulet Description: Enhancement Bonus: Constitution +2 Prerequisites: Caster Level: 8 Spell(s): Endurance Cost: +4000gp Base Item: Amulet Description: Enhancement Bonus: Constitution +4 Prerequisites: Caster Level: 8 Spell(s): Endurance Cost: +16000gp Base Item: Amulet Description: Enhancement Bonus: Constitution +6 Prerequisites: Caster Level: 8 Spell(s): Endurance Cost: +36000gp Base Item: Amulet Description: Armor Bonus: +1 Prerequisites: Caster Level: 5 Spell(s): Barkskin Cost: +2000gp Base Item: Amulet Description: Armor Bonus: +2 Prerequisites: Caster Level: 6 Spell(s): Barkskin Cost: +8000gp Base Item: Amulet Description: Armor Bonus: +3 Prerequisites: Caster Level: 9 Spell(s): Barkskin Cost: +18000gp Base Item: Amulet Description: Armor Bonus: +4 Prerequisites: Caster Level: 12 Spell(s): Barkskin Cost: +32000gp Base Item: Amulet Description: Armor Bonus: +5 Prerequisites: Caster Level: 15 Spell(s): Barkskin Cost: +50000gp Base Item: Amulet Description: Armor Bonus: +6 Prerequisites: Caster Level: 20 Spell(s): Barkskin Epic Cost: +720000gp Base Item: Amulet Description: Armor Bonus: +7 Prerequisites: Caster Level: 21 Spell(s): Barkskin Epic Cost: +980000gp Base Item: Amulet Description: Armor Bonus: +8 Prerequisites: Caster Level: 24 Spell(s): Barkskin Epic Cost: +1280000gp Base Item: Amulet Description: Armor Bonus: +9 Prerequisites: Caster Level: 27 Spell(s): Barkskin Epic Cost: +1620000gp Base Item: Amulet Description: Armor Bonus: +10 Prerequisites: Caster Level: 30 Spell(s): Barkskin Epic Cost: +2000000gp Base Item: Belt Description: Enhancement Bonus: Strength +4 Prerequisites: Caster Level: 10 Spell(s): Bull's Strength Cost: +16000gp Base Item: Belt Description: Enhancement Bonus: Strength +6 Prerequisites: Caster Level: 10 Spell(s): Bull's Strength Cost: +36000gp Base Item: Belt Description: Enhancement Bonus: Strength +8 Prerequisites: Caster Level: 20 Spell(s): Bull's Strength Epic Cost: +640000gp Base Item: Belt Description: Enhancement Bonus: Strength +10 Prerequisites: Caster Level: 20 Spell(s): Bull's Strength Epic Cost: +1000000gp Base Item: Belt Description: Enhancement Bonus: Strength +12 Prerequisites: Caster Level: 20 Spell(s): Bull's Strength Epic Cost: +1440000gp Base Item: Boots Description: Skill Bonus: Move Silently +5 Prerequisites: Caster Level: 5 Race: Elf Cost: +2500gp Base Item: Boots Description: Use: Haste (10) 1 Use/Day Prerequisites: Caster Level: 10 Spell(s): Haste Cost: +12000gp Base Item: Boots Description: Enhancement Bonus: Dexterity +6 Bonus Feat: Evasion Skill Bonus: Tumble +20 Skill Bonus: Jump +20 Use: Haste (10) 3 Uses/Day Prerequisites: Caster Level: 20 Spell(s): Cat's Grace, Expeditious Retreat, Haste, Jump Epic Cost: +256000gp Base Item: Boots Description: Use: Teleport (9) 3 Uses/Day Prerequisites: Caster Level: 9 Spell(s): Teleport Cost: +49000gp Base Item: Boots Description: Damage Resistance: Cold Resist 5 / - Damage Resistance: Fire Resist 5 / - Prerequisites: Caster Level: 5 Spell(s): Cat's Grace, Endure Elements Cost: +2500gp Base Item: Bracer Description: Armor Bonus: +1 Prerequisites: Caster Level: 7 Spell(s): Mage Armor Cost: +1000gp Base Item: Bracer Description: Armor Bonus: +2 Prerequisites: Caster Level: 7 Spell(s): Mage Armor Cost: +4000gp Base Item: Bracer Description: Armor Bonus: +3 Prerequisites: Caster Level: 7 Spell(s): Mage Armor Cost: +9000gp Base Item: Bracer Description: Armor Bonus: +4 Prerequisites: Caster Level: 8 Spell(s): Mage Armor Cost: +16000gp Base Item: Bracer Description: Armor Bonus: +5 Prerequisites: Caster Level: 10 Spell(s): Mage Armor Cost: +25000gp Base Item: Bracer Description: Armor Bonus: +6 Prerequisites: Caster Level: 12 Spell(s): Mage Armor Cost: +36000gp Base Item: Bracer Description: Armor Bonus: +7 Prerequisites: Caster Level: 14 Spell(s): Mage Armor Cost: +49000gp Base Item: Bracer Description: Armor Bonus: +8 Prerequisites: Caster Level: 16 Spell(s): Mage Armor Cost: +64000gp Base Item: Bracer Description: Armor Bonus: +11 Prerequisites: Caster Level: 22 Spell(s): Mage Armor Epic Cost: +1210000gp Base Item: Bracer Description: Armor Bonus: +12 Prerequisites: Caster Level: 24 Spell(s): Mage Armor Epic Cost: +1440000gp Base Item: Bracer Description: Armor Bonus: +13 Prerequisites: Caster Level: 26 Spell(s): Mage Armor Epic Cost: +1690000gp Base Item: Bracer Description: Armor Bonus: +14 Prerequisites: Caster Level: 28 Spell(s): Mage Armor Epic Cost: +1960000gp Base Item: Bracer Description: Armor Bonus: +15 Prerequisites: Caster Level: 30 Spell(s): Mage Armor Epic Cost: +2250000gp Base Item: Bracer Description: Enhancement Bonus: Constitution +8 Prerequisites: Caster Level: 20 Spell(s): Endurance Epic Cost: +640000gp Base Item: Bracer Description: Enhancement Bonus: Constitution +10 Prerequisites: Caster Level: 20 Spell(s): Endurance Epic Cost: +1000000gp Base Item: Bracer Description: Enhancement Bonus: Constitution +12 Prerequisites: Caster Level: 20 Spell(s): Endurance Epic Cost: +1440000gp Base Item: Bracer Description: Enhancement Bonus: Strength +12 Enhancement Bonus: Constitution +12 Use: Enlarge Person Unlimited Uses/Day Prerequisites: Caster Level: 20 Spell(s): Bull's Strength, Endurance, Enlarge Person Epic Cost: +4384000gp Base Item: Amulet Description: Spell Immunity: Magic Missile Spell Immunity: Isaac's Lesser Missile Storm Spell Immunity: Isaac's Greater Missile Storm Prerequisites: Caster Level: 1 Spell(s): Shield Cost: +1500gp Base Item: Helmet Description: Use: Searing Light (5) 1 Use/Day Cast Spell: Caster Level: Searing Light (5) 6 Prerequisites: Caster Level: 6 Spell(s): Searing Light Cost: +6480gp Base Item: Helmet Description: Use: Searing Light (5) 1 Use/Day Cast Spell: Caster Level: Searing Light (5) 10 Cast Spell: Metamagic: Searing Light (5) Maximize Spell Prerequisites: Caster Level: 17 Spell(s): Searing Light Cost: +23760gp Base Item: Helmet Description: Prerequisites: Caster Level: 5 Spell(s): Eagle's Splendor Cost: +4500gp Base Item: Scimitar Description: Bonus Spell Slot: Cleric Level 0 Prerequisites: Caster Level: 6 Spell(s): Web Cost: +14000 Enhancement +80gp A Sublime Chord of 6th level or higher with 16 or more ranks in the Perform skill knows the Song of Timelessness. As a standard action she can envelop a single creature within 60 feet in a field of timelessness, provided she has line of effect to the target. The subject is entitled to a Will save (DC10 + Sublime Chord level + Cha modifier) to negate the effect. If the subject fails it's save, it is frozen in a shimmering aura of timelessness and can take no actions. However, no force can affect it - weapons can not reach it, spells that target it automatically fail, and if the ground it is standing on is somehow taken away, it would not even begin to fall. A Sublime Chord can keep it's target frozen in time for as long as she maintains the power by continuing to perform, up to a maximum of 1 minute per level. When she stops performing, the subject immediately returns to normal. As far as the creature is concerned, no time seems to have passed. Base Item: Cloak Description: Enhancement Bonus: Charisma +2 Prerequisites: Caster Level: 8 Spell(s): Eagle's Splendor Cost: +4000gp Base Item: Cloak Description: Enhancement Bonus: Charisma +4 Prerequisites: Caster Level: 8 Spell(s): Eagle's Splendor Cost: +16000gp Base Item: Cloak Description: Enhancement Bonus: Charisma +6 Prerequisites: Caster Level: 8 Spell(s): Eagle's Splendor Cost: +36000gp Base Item: Cloak Description: Enhancement Bonus: Charisma +8 Prerequisites: Caster Level: 20 Spell(s): Charm Monster Epic Cost: +640000gp Base Item: Cloak Description: Enhancement Bonus: Charisma +10 Prerequisites: Caster Level: 20 Spell(s): Charm Monster Epic Cost: +1000000gp Base Item: Cloak Description: Enhancement Bonus: Charisma +12 Prerequisites: Caster Level: 20 Spell(s): Charm Monster Epic Cost: +1440000gp Base Item: Cloak Description: Use: Blur (5) Unlimited Uses/Day Prerequisites: Caster Level: 3 Spell(s): Displacement Cost: +24000gp Base Item: Cloak Description: Use: Displacement (9) 1 Use/Day Cast Spell: Caster Level: Displacement (9) 15 Prerequisites: Caster Level: 7 Feat: Extend Spell Spell(s): Displacement Cost: +50000gp Base Item: Cloak Description: Skill Bonus: Hide +5 Prerequisites: Caster Level: 6 Race: Elf Spell(s): Invisibility Cost: +2500gp Base Item: Cloak Description: Use: Greater Sanctuary (18) 1 Use/Day Prerequisites: Caster Level: 15 Spell(s): Greater Sanctuary Cost: +55000gp Base Item: Cloak Description: Improved Saving Throws: Universal +1 Prerequisites: Caster Level: 5 Spell(s): Resistance Cost: +1000gp Base Item: Cloak Description: Improved Saving Throws: Universal +2 Prerequisites: Caster Level: 6 Spell(s): Resistance Cost: +4000gp Base Item: Cloak Description: Improved Saving Throws: Universal +3 Prerequisites: Caster Level: 9 Spell(s): Resistance Cost: +9000gp Base Item: Cloak Description: Improved Saving Throws: Universal +4 Prerequisites: Caster Level: 12 Spell(s): Resistance Cost: +16000gp Base Item: Cloak Description: Improved Saving Throws: Universal +5 Prerequisites: Caster Level: 15 Spell(s): Resistance Cost: +25000gp Base Item: Cloak Description: Improved Saving Throws: Universal +6 Prerequisites: Caster Level: 20 Spell(s): Resistance Epic Cost: +360000gp Base Item: Cloak Description: Improved Saving Throws: Universal +7 Prerequisites: Caster Level: 21 Spell(s): Resistance Epic Cost: +490000gp Base Item: Cloak Description: Improved Saving Throws: Universal +8 Prerequisites: Caster Level: 24 Spell(s): Resistance Epic Cost: +640000gp Base Item: Cloak Description: Improved Saving Throws: Universal +9 Prerequisites: Caster Level: 27 Spell(s): Resistance Epic Cost: +810000gp Base Item: Cloak Description: Improved Saving Throws: Universal +10 Prerequisites: Caster Level: 30 Spell(s): Resistance Epic Cost: +1000000gp Base Item: Helmet Description: Use: Charm Person (10) Unlimited Uses/Day Cast spell: DC: Charm Person (2) 16 Prerequisites: Caster Level: 7 Spell(s): Charm Person Cost: +56000gp Base Item: Helmet Description: Use: Doom (5) 1 Use/Day Use: Fear (5) 1 Use/Day Prerequisites: Caster Level: 11 Spell(s): Doom, Fear Cost: +25000gp Base Item: Helmet Description: Skill Bonus: Spot +5 Prerequisites: Caster Level: 3 Spell(s): Clairaudience/Clairvoyance Cost: +2500gp Base Item: Helmet Description: Use: Flesh to Stone (5) 1 Use/Day Cast spell: DC: Flesh to Stone (5) 19 Prerequisites: Caster Level: 11 Spell(s): Flesh to Stone Cost: +98000gp Base Item: Gauntlet Description: Enhancement Bonus: Strength +2 Prerequisites: Caster Level: 6 Spell(s): Bull's Strength Cost: +4000gp Base Item: Gauntlet Description: Enhancement Bonus: Dexterity +2 Prerequisites: Caster Level: 8 Spell(s): Cat's Grace Cost: +4000gp Base Item: Gauntlet Description: Enhancement Bonus: Dexterity +4 Prerequisites: Caster Level: 8 Spell(s): Cat's Grace Cost: +16000gp Base Item: Gauntlet Description: Enhancement Bonus: Dexterity +6 Prerequisites: Caster Level: 8 Spell(s): Cat's Grace Cost: +36000gp Base Item: Gauntlet Description: Enhancement Bonus: Dexterity +8 Prerequisites: Caster Level: 20 Spell(s): Cat's Grace Epic Cost: +640000gp Base Item: Gauntlet Description: Enhancement Bonus: Dexterity +10 Prerequisites: Caster Level: 20 Spell(s): Cat's Grace Epic Cost: +1000000gp Base Item: Gauntlet Description: Enhancement Bonus: Dexterity +12 Prerequisites: Caster Level: 20 Spell(s): Cat's Grace Epic Cost: +1440000gp Base Item: Helmet Description: Skill Bonus: Search +5 Prerequisites: Caster Level: 3 Spell(s): True Seeing Cost: +1250gp Base Item: Helmet Description: Darkvision Prerequisites: Caster Level: 3 Spell(s): Ultravision Cost: +12000gp Base Item: Amulet Description: Skill Bonus: Truespeak +5 Prerequisites: Caster Level: 7 Skill: Truespeak 5 ranks Spell(s): Glibness Cost: +2500gp Base Item: Amulet Description: Use: Mage Hand Unlimited Uses/Day Prerequisites: Caster Level: 2 Spell(s): Mage Hand Cost: +900gp Base Item: Helmet Description: Enhancement Bonus: Intelligence +2 Prerequisites: Caster Level: 8 Spell(s): Fox's Cunning Cost: +4000gp Base Item: Helmet Description: Enhancement Bonus: Intelligence +4 Prerequisites: Caster Level: 8 Spell(s): Fox's Cunning Cost: +16000gp Base Item: Helmet Description: Enhancement Bonus: Intelligence +6 Prerequisites: Caster Level: 8 Spell(s): Fox's Cunning Cost: +36000gp Base Item: Helmet Description: Enhancement Bonus: Intelligence +8 Prerequisites: Caster Level: 20 Spell(s): Legend Lore Epic Cost: +640000gp Base Item: Helmet Description: Enhancement Bonus: Intelligence +10 Prerequisites: Caster Level: 20 Spell(s): Legend Lore Epic Cost: +1000000gp Base Item: Helmet Description: Enhancement Bonus: Intelligence +12 Prerequisites: Caster Level: 20 Spell(s): Legend Lore Epic Cost: +1440000gp Base Item: Helmet Description: Damage Resistance: Fire Resist 30 / - Use: Prismatic Spray (13) 5 Charges/Use Use: Wall of Fire (9) 2 Charges/Use Use: Fireball (10) 1 Charge/Use Use: Detect Undead Unlimited Uses/Day Prerequisites: Caster Level: 13 Spell(s): Acid Fog Cost: +125000gp Base Item: Helmet Description: Use: Teleport (9) 3 Uses/Day Prerequisites: Caster Level: 9 Spell(s): Teleport Cost: +73500gp Base Item: Cloak Description: Spell Resistance: 21 Prerequisites: Caster Level: 9 Spell(s): Spell Resistance Cost: +90000gp Base Item: Cloak Description: Spell Resistance: 40 Prerequisites: Caster Level: 29 Spell(s): Spell Resistance Epic Cost: +290000gp Base Item: Cloak Description: Skill Bonus: Hide +30 Skill Bonus: Move Silently +30 Use: Blur (5) Unlimited Uses/Day Prerequisites: Caster Level: 20 Spell(s): Blur, Invisibility, Silence, Nondetection Epic Cost: +242000gp Base Item: Helmet Description: Use: Finger of Death (13) 1 Use/Day Cast spell: DC: Finger of Death (13) 20 Prerequisites: Caster Level: 13 Spell(s): Animate Objects, Finger of Death Cost: +22000gp Base Item: Amulet Description: Skill Bonus: Truespeak +10 Prerequisites: Caster Level: 7 Skill: Truespeak 10 ranks Spell(s): Glibness Cost: +10000gp Base Item: Amulet Description: Use: Fireball (10) 5 Charges/Use Cast Spell: Caster Level: Fireball (5) 4 Prerequisites: Caster Level: 10 Spell(s): Fireball Cost: +1650gp Base Item: Amulet Description: Use: Fireball (10) 5 Charges/Use Cast Spell: Caster Level: Fireball (5) 5 Prerequisites: Caster Level: 11 Spell(s): Fireball Cost: +2700gp Base Item: Amulet Description: Use: Fireball (10) 5 Charges/Use Cast Spell: Caster Level: Fireball (5) 6 Prerequisites: Caster Level: 12 Spell(s): Fireball Cost: +4350gp Base Item: Amulet Description: Use: Fireball (10) 5 Charges/Use Cast Spell: Caster Level: Fireball (5) 7 Prerequisites: Caster Level: 13 Spell(s): Fireball Cost: +5400gp Base Item: Amulet Description: Use: Fireball (10) 5 Charges/Use Cast Spell: Caster Level: Fireball (5) 8 Prerequisites: Caster Level: 14 Spell(s): Fireball Cost: +5850gp Base Item: Amulet Description: Use: Fireball (10) 5 Charges/Use Cast Spell: Caster Level: Fireball (5) 9 Prerequisites: Caster Level: 15 Spell(s): Fireball Cost: +8100gp Base Item: Amulet Description: Use: Fireball (10) 5 Charges/Use Prerequisites: Caster Level: 16 Spell(s): Fireball Cost: +8700gp Base Item: Amulet Description: Immunity: Disease Prerequisites: Caster Level: 5 Spell(s): Remove Disease Cost: +7500gp Base Item: Amulet Description: Immunity: Poison Prerequisites: Caster Level: 5 Spell(s): Neutralize Poison Cost: +27000gp Base Item: Amulet Description: Enhancement Bonus: Wisdom +2 Prerequisites: Caster Level: 8 Spell(s): Owl's Wisdom Cost: +4000gp Base Item: Amulet Description: Enhancement Bonus: Wisdom +4 Prerequisites: Caster Level: 8 Spell(s): Owl's Wisdom Cost: +16000gp Base Item: Amulet Description: Enhancement Bonus: Wisdom +6 Prerequisites: Caster Level: 8 Spell(s): Owl's Wisdom Cost: +36000gp Base Item: Amulet Description: Enhancement Bonus: Wisdom +8 Prerequisites: Caster Level: 20 Spell(s): Legend Lore Epic Cost: +640000gp Base Item: Amulet Description: Enhancement Bonus: Wisdom +10 Prerequisites: Caster Level: 20 Spell(s): Legend Lore Epic Cost: +1000000gp Base Item: Amulet Description: Enhancement Bonus: Wisdom +12 Prerequisites: Caster Level: 20 Spell(s): Legend Lore Epic Cost: +1440000gp Base Item: Amulet Description: Regeneration: +1 Prerequisites: Caster Level: 10 Spell(s): Heal Cost: +15000gp Base Item: Armor Description: Armor Bonus: +5 Spell Resistance: 18 Improved Saving Throws: Universal +4 Bonus Feat: Spell Penetration Only Useable By: Good Prerequisites: Caster Level: 14 Alignment: Good Spell(s): Antimagic Field, Mage Armor or Shield of Faith Cost: +75000gp Base Item: Armor Description: Armor Bonus: +5 Spell Resistance: 18 Improved Saving Throws: Universal +4 Bonus Feat: Spell Penetration Only Useable By: Lawful Neutral Only Useable By: Chaotic Neutral Prerequisites: Caster Level: 14 Alignment: Neutral Spell(s): Antimagic Field, Mage Armor or Shield of Faith Cost: +75000gp Base Item: Armor Description: Armor Bonus: +5 Spell Resistance: 18 Improved Saving Throws: Universal +4 Bonus Feat: Spell Penetration Only Useable By: Evil Prerequisites: Caster Level: 14 Alignment: Evil Spell(s): Antimagic Field, Mage Armor or Shield of Faith Cost: +75000gp Base Item: Armor Description: Darkvision True Seeing Skill Bonus: Search +10 Skill Bonus: Spot +10 Bonus Feat: Uncanny Dodge I Prerequisites: Caster Level: 11 Spell(s): True Seeing Cost: +120000gp Base Item: Armor Description: Use: Daze (1) Unlimited Uses/Day Use: Displacement (9) 1 Use/Day Light Bright (20m) Color Purple Prerequisites: Caster Level: 11 Spell(s): Blur, Rainbow Pattern Cost: +27000gp Base Item: Amulet Description: Spell Resistance: 20 Immunity: Level/Ability Drain Immunity: Death Magic Prerequisites: Caster Level: 18 Spell(s): Death Ward, Spell Resistance Cost: +38000gp Base Item: Armor Description: Skill Bonus: Hide +4 Skill Bonus: Tumble +6 Prerequisites: Caster Level: 4 Spell(s): Grease, Knock Cost: +5200gp Crafted Rod Crafted Staff Ring of Chameleon Power Minor Ring of Energy Resistance (acid) Major Ring of Energy Resistance (acid) Greater Ring of Energy Resistance (acid) Ring of Energy Immunity (acid) Minor Ring of Energy Resistance (cold) Major Ring of Energy Resistance (cold) Greater Ring of Energy Resistance (cold) Ring of Energy Immunity (cold) Minor Ring of Energy Resistance (electricity) Major Ring of Energy Resistance (electricity) Greater Ring of Energy Resistance (electricity) Ring of Energy Immunity (electricity) Minor Ring of Energy Resistance (fire) Major Ring of Energy Resistance (fire) Greater Ring of Energy Resistance (fire) Ring of Energy Immunity (fire) Minor Ring of Energy Resistance (sonic) Major Ring of Energy Resistance (sonic) Greater Ring of Energy Resistance (sonic) Ring of Energy Immunity (sonic) Greater Ring of Universal Energy Resistance Ring of Universal Energy Immunity Ring of Evasion Ring of Freedom of Movement Ring of Jumping Improved Ring of Jumping Ring of Rapid Healing Ring of Spell Turning Description: Skill Bonus: Hide +10 Prerequisites: Caster Level: 3 Spell(s): Invisibility Cost: +12700gp Description: Damage Resistance: Acid Resist 10 / - Prerequisites: Caster Level: 3 Spell(s): Resist Elements Cost: +12000gp Description: Damage Resistance: Acid Resist 20 / - Prerequisites: Caster Level: 7 Spell(s): Resist Elements Cost: +28000gp Description: Damage Resistance: Acid Resist 30 / - Prerequisites: Caster Level: 11 Spell(s): Resist Elements Cost: +44000gp Description: Damage Resistance: Acid Resist 500 / - Prerequisites: Caster Level: 20 Spell(s): Protection from Elements Epic Cost: +240000gp Description: Damage Resistance: Cold Resist 10 / - Prerequisites: Caster Level: 3 Spell(s): Resist Elements Cost: +12000gp Description: Damage Resistance: Cold Resist 20 / - Prerequisites: Caster Level: 7 Spell(s): Resist Elements Cost: +28000gp Description: Damage Resistance: Cold Resist 30 / - Prerequisites: Caster Level: 11 Spell(s): Resist Elements Cost: +44000gp Description: Damage Resistance: Cold Resist 500 / - Prerequisites: Caster Level: 20 Spell(s): Protection from Elements Epic Cost: +240000gp Description: Damage Resistance: Electrical Resist 10 / - Prerequisites: Caster Level: 3 Spell(s): Resist Elements Cost: +12000gp Description: Damage Resistance: Electrical Resist 20 / - Prerequisites: Caster Level: 7 Spell(s): Resist Elements Cost: +28000gp Description: Damage Resistance: Electrical Resist 30 / - Prerequisites: Caster Level: 11 Spell(s): Resist Elements Cost: +44000gp Description: Damage Resistance: Electrical Resist 500 / - Prerequisites: Caster Level: 20 Spell(s): Protection from Elements Epic Cost: +240000gp Description: Damage Resistance: Fire Resist 10 / - Prerequisites: Caster Level: 3 Spell(s): Resist Elements Cost: +12000gp Description: Damage Resistance: Fire Resist 20 / - Prerequisites: Caster Level: 7 Spell(s): Resist Elements Cost: +28000gp Description: Damage Resistance: Fire Resist 30 / - Prerequisites: Caster Level: 11 Spell(s): Resist Elements Cost: +44000gp Description: Damage Resistance: Fire Resist 500 / - Prerequisites: Caster Level: 20 Spell(s): Protection from Elements Epic Cost: +240000gp Description: Damage Resistance: Sonic Resist 10 / - Prerequisites: Caster Level: 3 Spell(s): Resist Elements Cost: +12000gp Description: Damage Resistance: Sonic Resist 20 / - Prerequisites: Caster Level: 7 Spell(s): Resist Elements Cost: +28000gp Description: Damage Resistance: Sonic Resist 30 / - Prerequisites: Caster Level: 11 Spell(s): Resist Elements Cost: +44000gp Description: Damage Resistance: Sonic Resist 500 / - Prerequisites: Caster Level: 20 Spell(s): Protection from Elements Epic Cost: +240000gp Description: Damage Resistance: Acid Resist 30 / - Damage Resistance: Cold Resist 30 / - Damage Resistance: Electrical Resist 30 / - Damage Resistance: Fire Resist 30 / - Damage Resistance: Sonic Resist 30 / - Prerequisites: Caster Level: 20 Spell(s): Protection from Elements Epic Cost: +308000gp Description: Damage Resistance: Acid Resist 500 / - Damage Resistance: Cold Resist 500 / - Damage Resistance: Electrical Resist 500 / - Damage Resistance: Fire Resist 500 / - Damage Resistance: Sonic Resist 500 / - Prerequisites: Caster Level: 20 Spell(s): Protection from Elements Epic Cost: +2160000gp Description: Bonus Feat: Evasion Prerequisites: Caster Level: 7 Spell(s): Jump Cost: +25000gp Description: Freedom Prerequisites: Caster Level: 7 Spell(s): Freedom of Movement Cost: +40000gp Description: Use: Invisibility (3) Unlimited Uses/Day Prerequisites: Caster Level: 3 Spell(s): Invisibility Cost: +20000gp Description: Damage Reduction: +5 Soak 15 Damage Prerequisites: Caster Level: 20 Spell(s): Iron Body Epic Cost: +400000gp Description: Skill Bonus: Jump +5 Prerequisites: Caster Level: 2 Skill: Jump 5 ranks Cost: +2500gp Description: Skill Bonus: Jump +10 Prerequisites: Caster Level: 7 Skill: Jump 10 ranks Cost: +10000gp Description: Armor Bonus: +1 Prerequisites: Caster Level: 5 Spell(s): Shield of Faith Cost: +2000gp Description: Armor Bonus: +2 Prerequisites: Caster Level: 6 Spell(s): Shield of Faith Cost: +8000gp Description: Armor Bonus: +3 Prerequisites: Caster Level: 9 Spell(s): Shield of Faith Cost: +18000gp Description: Armor Bonus: +4 Prerequisites: Caster Level: 12 Spell(s): Shield of Faith Cost: +32000gp Description: Armor Bonus: +5 Prerequisites: Caster Level: 15 Spell(s): Shield of Faith Cost: +50000gp Description: Armor Bonus: +6 Prerequisites: Caster Level: 20 Spell(s): Shield of Faith Epic Cost: +720000gp Description: Armor Bonus: +7 Prerequisites: Caster Level: 21 Spell(s): Shield of Faith Epic Cost: +980000gp Description: Armor Bonus: +8 Prerequisites: Caster Level: 24 Spell(s): Shield of Faith Epic Cost: +1280000gp Description: Armor Bonus: +9 Prerequisites: Caster Level: 27 Spell(s): Shield of Faith Epic Cost: +1620000gp Description: Armor Bonus: +10 Prerequisites: Caster Level: 30 Spell(s): Shield of Faith Epic Cost: +2000000gp Description: Regeneration: +1 Prerequisites: Caster Level: 15 Spell(s): Regenerate Cost: +90000gp Description: Regeneration: +3 Prerequisites: Caster Level: 20 Spell(s): Regenerate Epic Cost: +300000gp Description: Use: Spell Turning (13) 3 Uses/Day Prerequisites: Caster Level: 13 Spell(s): Spell Turning Cost: +98280gp This spell can not be used with the Craft Staff feat School: Transmutation Level: Drd 1, Rgr 1, Sor/Wiz 1 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 min./level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes The subject gets a +10 enhancement bonus on Jump checks. The enhancement bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th. Material Component: A grasshopper's hind leg, which you break when the spell is cast. School: Transmutation Level: Earth 8, Sor/Wiz 8 Components: V, S, M/DF Casting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level (D) This spell transforms your body into living iron, which grants you several powerful resistances and abilities. You gain damage reduction 15/adamantine. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You take only half damage from acid and fire of all kinds. However, you also become vulnerable to all special attacks that affect iron golems. You gain a +6 enhancement bonus to your Strength score, but you take a -6 penalty to Dexterity as well (to a minimum Dexterity score of 1), and your speed is reduced to half normal. You have an arcane spell failure chance of 50% and a -8 armor check penalty, just as if you were clad in full plate armor. You cannot drink (and thus can't use potions) or play wind instruments. Your unarmed attacks deal damage equal to a club sized for you (1d4 for Small characters or 1d6 for Medium characters), and you are considered armed when making unarmed attacks. Your weight increases by a factor of ten, causing you to sink in water like a stone. However, you could survive the crushing pressure and lack of air at the bottom of the ocean - at least until the spell duration expires. Arcane Material Component: A small piece of iron that was once part of either an iron golem, a hero's armor, or a war machine. Enlarge Person School: Transmutation Level: Sor/Wiz 1, Strength 1 Components: V, S, M Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Target: One humanoid creature Duration: 1 min./level (D) Saving Throw: Fortitude negates Spell Resistance: Yes This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size. A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it - the spell cannot be used to crush a creature by increasing its size. All equipment worn or carried by a creature is similarly enlarged by the spell. Melee and projectile weapons affected by this spell deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them. Magical properties of enlarged items are not increased by this spell. Multiple magical effects that increase size do not stack,. Enlarge person counters and dispels reduce person. Enlarge person can be made permanent with a permanency spell. Material Component: A pinch of powdered iron. Mass Enlarge Person School: Transmutation Level: Sor/Wiz 4 Target: One humanoid creature/level, no two of which can be more than 30 ft. apart This spell functions like enlarge person, except that it affects multiple creatures. Reduce Person School: Transmutation Level: Sor/Wiz 1 Components: V, S, M Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Target: One humanoid creature Duration: 1 min./level (D) Saving Throw: Fortitude negates Spell Resistance: Yes This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature's size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a -2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size. A Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent's square to attack). A Large humanoid creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet. This spell doesn't change the target's speed. All equipment worn or carried by a creature is similarly reduced by the spell. Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them). Multiple magical effects that reduce size do not stack. Reduce person counters and dispels enlarge person. Reduce person can be made permanent with a permanency spell. Material Component: A pinch of powdered iron. Mass Reduce Person School: Transmutation Level: Sor/Wiz 4 Target: One humanoid creature/level, no two of which can be more than 30 ft. apart This spell functions like reduce person, except that it affects multiple creatures. Antimagic Field School: Abjuration Level: Clr 8, Magic 6, Protection 6, Sor/Wiz 6 Components: V, S, M/DF Casting Time: 1 standard action Range: 10 ft. Area: 10-ft.-radius emanation, centered on you Duration: 10 min./level (D) Saving Throw: None Spell Resistance: See text An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines. An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell's duration. Summoned creatures of any type and incorporeal undead wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. If you cast antimagic field in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature's spell resistance to make it wink out. (The effects of instantaneous conjurations are not affected by an antimagic field because the conjuration itself is no longer in effect, only its result.) A normal creature can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that). The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, corporeal undead, and outsiders are likewise unaffected unless summoned. These creatures' spell-like or supernatural abilities, however, may be temporarily nullified by the field. Dispel magic does not remove the field. Two or more antimagic fields sharing any of the same space have no effect on each other. Certain spells, such as wall of force, prismatic sphere, and prismatic wall, remain unaffected by antimagic field (see the individual spell descriptions). Artifacts and deities are unaffected by mortal magic such as this. Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field. Arcane Material Component: A pinch of powdered iron or iron filings. Nondetection School: Abjuration Level: Rgr 4, Sor/Wiz 3, Trickery 3 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Creature or object touched Duration: 1 hour/level Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object) The warded creature or object becomes difficult to detect by divination spells such as clairaudience/clairvoyance, locate object, and detect spells. Nondetection also prevents location by such magic items as crystal balls. If a divination is attempted against the warded creature or item, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the caster level of the spellcaster who cast nondetection. If you cast nondetection on yourself or on an item currently in your possession, the DC is 15 + your caster level. If cast on a creature, nondetection wards the creature's gear as well as the creature itself. Material Component: A pinch of diamond dust worth 50 gp. Rainbow Pattern School: Illusion (Pattern) [Mind-Affecting] Level: Brd 4, Sor/Wiz 4 Components: V (Brd only), S, M, F; see text Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Colorful lights with a 20-ft.-radius spread Duration: Concentration +1 round/ level (D) Saving Throw: Will negates Spell Resistance: Yes A glowing, rainbow-hued pattern of interweaving colors fascinates those within it. Rainbow pattern fascinates a maximum of 24 Hit Dice of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. An affected creature that fails its saves is fascinated by the pattern. With a simple gesture (a free action), you can make the rainbow pattern move up to 30 feet per round (moving its effective point of origin). All fascinated creatures follow the moving rainbow of light, trying to get or remain within the effect. Fascinated creatures who are restrained and removed from the pattern still try to follow it. If the pattern leads its subjects into a dangerous area each fascinated creature gets a second save. If the view of the lights is completely blocked creatures who can't see them are no longer affected. The spell does not affect sightless creatures. Verbal Component: A wizard or sorcerer need not utter a sound to cast this spell, but a bard must sing, play music, or recite a rhyme as a verbal component. Material Component: A piece of phosphor. Focus: A crystal prism. Mage Hand School: Transmutation Level: Brd 0, Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One nonmagical, unattended object weighing up to 5 lb. Duration: Concentration Saving Throw: None Spell Resistance: No You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range. Turning Immunity Feat Type: Class Feat Prerequisite: Archlich template or Baelnorn Level 4 Description: Archliches, including baelnorns are immune to turning attempts by good or neutral clerics. If rebuked or commanded by an evil cleric, they are instead turned or destroyed. Command Undead School: Necromancy Level: Sor/Wiz 2 Components: V, S, M Casting Time: 1 action Range: Close (25 ft. + 5 ft/2 levels) Targets: 1 undead creature Duration: 1 day/level Saving Throw: See text Spell Resistance: Yes This spell allows you some degree of control over an undead creature. Assuming the subject is intelligent, it perceives your words and actions in the most favorable way (treat its attitude as friendly). It will not attack you while the spell lasts. A nonintelligent undead creature gets no saving throw against this spell. When you control a mindless being, you can communicate only basic commands. Nonintelligent undead won't resist suicidal or obviously harmful orders. Any act by you or your apparent allies that threatens the commanded undead (regardless of its Intelligence) breaks the spell. Avasculate School: Necromancy [Death, Evil] Caster Level: Sorc/Wizard 7 Components: V, S Range: Close Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: Yes You shoot a ray of necromantic energy from your outstretched hand, causing any living creature struck by the ray to violently purge blood or other vital fluids through its skin. You must succeed on a ranged touch attack to affect the subject. If successful, the subject is reduced to half of its current hit points (rounded down) and stunned for 1 round. On a successful Fortitude saving throw the subject is not stunned. Avascular Mass School: Necromancy [Death, Evil] Caster Level: Sorcerer/Wizard 8 Components: V, S Range: Close Saving Throw: Fortitude partial and Reflex negates Spell Resistance: Yes You shoot a ray of necromantic energy from your outstretched hand, causing any living creature struck by the ray to violently purge blood vessels through its skin. You must succeed on a ranged touch attack to affect the subject. If successful, the subject is reduced to half of its current hit points (rounded down) and stunned for 1 round. On a successful Fortitude saving throw the subject is not stunned. Also, the purged blood vessels are magically animated, creating a many layered mass of magically strong, adhesive tissue that traps those caught in it... Creatures caught within a 20 foot radius become entangled unless the succeed on a Reflex save. The original target of the spell is automatically entangled. The entangled creature takes a -2 penalty on attack rolls, -4 to effective Dex, and can't move. An entangled character that attempts to cast a spell must succeed in a concentration check. Because the avascular mass is magically animate, and gradually tightens on those it holds, the Concentration check DC is 30...Once loose, a creature may progress through the writhing blood vessels very slowly. Otiluke's Resilient Sphere School: Evocation [Force] Caster Level: Sor/Wiz 4 Components: V, S Range: Close (25 ft. + 5 ft./2 levels) Effect: Sphere, centered around a creature Duration: 1 min./level Saving Throw: Reflex negates Spell Resistance: Yes A globe of shimmering force encloses a creature. The sphere contains its subject for the spells duration. The sphere is not subject to damage of any sort except from a rod of cancellation, a rod of negation, a disintegrate spell, or a targeted dispel magic spell. These effects destroy the sphere without harm to the subject. Nothing can pass through the sphere, inside or out, though the subject can breathe normally. The subject may struggle, but the sphere cannot be physically moved either by people outside it or by the struggles of those within. Necrotic Awareness School: Necromancy Level: Clr 1, sor/wiz 1 Components: V S, F Range: 60 ft. Area: Cone-shaped emanation Duration: Concentration, up to 1 min./level (D) Saving Throw: None Spell Resistance: No You can sense the presence of creatures who bear a necrotic cyst (see spell of the same name). The amount of information revealed depends on how long you remain within range of a creature that triggers your cyst awareness: 1st Round: Presence or absence of creatures with necrotic cysts. 2nd Round: Number of creatures bearing necrotic cysts in the area. 3rd Round: The location of each creature bearing a necrotic cyst. If a cyst-bearer is outside your line of sight, then you discern its direction but not its exact location. Focus: The caster must possess a Mother Cyst. Necrotic Cyst School: Necromancy [Evil] Caster Level: Clr 2, sor/wiz 2 Components: V, S, F Range: Touch Target: Living creature touched Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes The subject develops an internal spherical sac that contains fluid or semisolid necrotic flesh. The internal cyst is noticeable as a slight bulge on the subject's arm, abdomen, face (wherever you chose to touch the target) or it is buried deeply enough in the flesh of your target that it is not immediately obvious-the subject may not realize what was implanted within her. From now on, undead foes and necromantic magic are particularly debilitating to the subject-the cyst enables a sympathetic response between free-roaming external undead and itself. Whenever the victim is subject to a spell or effect from the school of necromancy, she makes saving throws to resist at a -2 penalty. Whenever the subject is dealt damage by the natural weapon of an undead (claw, bite, or other attack form), she takes an additional 1d6 points of damage. Protection from evil prevents the necrotic cyst from forming. Once a necrotic cyst is implanted, spells that manipulate the cyst and its bearer are no longer thwarted by protection from evil. Focus: The caster must possess a Mother Cyst. Necrotic Bloat School: Necromancy [Evil] Level: Clr 3, sor/wiz 3 Components: V, S, F Range: Medium Target: Living creature with necrotic cyst Duration: Instantaneous Saving Throw: None Spell Resistance: No You cause the cyst of a subject already harboring a necrotic cyst (see spell of the same name) to pulse and swell. This agitation of the necrotic cyst tears living tissue and expands the size of the cyst, dealing massive internal damage to the subject. The subject takes 1d6 points of damage per level (maximum 10d6), and half the damage is considered vile damage because the cyst expands to envelop the newly necrotized tissue. The cyst is reduced to its original size when the vile damage is healed. Vile damage can only be healed by magic cast within the area of a consecrate or hallow spell (or an area naturally consecrated or hallowed). Points of vile damage represent such an evil violation to a character's body or soul that only in a holy place, with holy magic, can the damage be repaired. Focus: The caster must possess a Mother Cyst. Necrotic Domination School: Necromancy [Evil] Caster Level: Clr 4, sor/wiz 4 Components: V S, F Target: Living creature with necrotic cyst This spell functions like dominate person, except you can dominate any humanoid that harbors a necrotic cyst. Focus: The caster must possess a Mother Cyst. Necrotic Burst School: Necromancy [Evil] Caster Level: Clr 5, sor/wiz 5 Components: V, S, F Range: Medium Target: Living creature with necrotic cyst Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: No You cause the cyst of a subject already harboring a necrotic cyst (see spell of the same name) to explosively enlarge itself at the expense of the subject's body tissue. If the subject succeeds on her saving throw, she takes 1d6 points of damage per level (maximum 15d6), and half the damage is considered vile damage (see necrotic bloat). The subject's cyst-derived saving throw penalty against effects from the school of necromancy applies. If the subject fails her saving throw, the cyst expands beyond control, killing the subject. Focus: The caster must possess a Mother Cyst. Necrotic Eruption School: Necromancy [Evil] Caster Level: Clr 6, sor/wiz 6 Components: V, S, F Casting Time: 1 standard action Range: Medium Target: Living creature with necrotic cyst and all creatures in 20 ft. Radius spread Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: No You cause the cyst of a subject already harboring a necrotic cyst (see spell of the same name) to explosively enlarge itself at the expense of the subject's body tissue, harming both the subject (and nearby creatures if the subject fails his save). If the subject succeeds on his saving throw, he takes 1d6 points of damage per level (maximum 15d6), and half the damage is considered vile damage (see necrotic bloat). The subject's cyst-derived saving throw penalty against effects from the school of necromancy applies. If the subject fails his saving throw, the cyst expands beyond control, killing the subject. All creatures within 20 feet of the subject take 1d6 points of damage per level (maximum 15d6; Reflex half), and half the damage taken is considered vile damage. All creatures in range that take this secondary damage are also exposed to the effect of the base necrotic cyst spell. Focus: The caster must possess a Mother Cyst. Necrotic Empowerment School: Necromancy [Evil] Caster Level: Clr 8, sor/wiz 8 Components: V, S, F Range: Personal Target: You Duration: 1 round/level You call upon the mother cyst that your body hosts, drawing from it strength, vigor, speed, and vicious certainty. While the spell is in effect, you gain a +8 enhancement bonus to Dexterity, intelligence, and Wisdom, a +8 natural armor bonus to Armor Class as your skin briefly crusts and hardens, a +5 competence bonus on Fortitude saves, and 100 temporary hit points. While the empowerment lasts, you are unable to cast any other mother cyst feat-enabled spell. Focus: Caster must possess a mother cyst. Necrotic Termination School: Necromancy [Evil] Caster Level: Clr 9, sor/wiz 9 Components: V, S, F, XP Range: Medium Target: Living creature with necrotic cyst Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: No You cause the cyst of a subject already harboring a necrotic cyst (see spell of the same name) to physically and spiritually enlarge itself at the expense of the subject's body and soul. If the subject succeeds on her saving throw, she takes 1d6 points of damage per level (maximum 25d6), and half the damage is considered vile damage (see necrotic bloat). The subject's cyst-derived saving throw penalty against effects from the school of necromancy applies. If the subject fails her saving throw, the cyst expands beyond control, killing the subject and digesting her soul. Raise dead, resurrection, true resurrection, wish, and miracle cannot return life to the subject once her soul is digested-she is gone forever. Focus: Caster must possess a Mother Cyst. XP Cost: 1,000 XP. Ghoul Gauntlet School: Necromancy [Death, Evil] Caster Level: Sorcerer/Wizard 6 Components: V, S Range: Touch Target: One creature Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes Your touch gradually transforms a living victim into a ravening, flesh-eating ghoul. The victim takes 3d6 points of damage per round while the body slowly dies. When the victim reaches 0 hit points, she becomes a ghoul, body and mind. If the victim fails her saving throw, cure disease, dispel magic, Mordenkainen's disjunction, remove curse, or greater restoration negates the gradual change. Healing spells may temporarily prolong the process by increasing hit points, but does not end the effects of the spell. No matter how many ghouls you generate with this spell, however, you can control only 2HD worth of undead creatures per caster level. If you are a cleric, any undead you might control via command or rebuke do not count toward the limit. Baelnorn Baelnorns baelnorns (PRESTIGE CLASS) Baelnorns are elves who have sought undeath to serve their families, communities, or other purposes (usually to see a wrong righted or to achieve a certain magical discovery or deed). They are lich-like creatures that appear as impressive-looking elves with shriveled skin and glowing white eyes. - Hit Die: d4. - Proficiencies: The Baelnorn gains no additional weapon or armor proficiencies. - Skill Points: 2+ Int modifier. REQUIREMENTS: Race: Elf. Skills: Concentration 5, Spellcraft 14. Class : 11 levels in Sorcerer, Wizard, or Cleric Alignment: Any Good Must not have any levels in Lich. CLASS FEATURES: Level 1: Baelnorn Properties I: +2 bonus to Hide, Listen, Move Silently, Search, Persuade, and Spot. Baelnorn Touch: Touch attack causes 1d6 + 5 damage and paralyzation for 1d4 rounds. Baelnorn Defense: Damage Resistance 5 to cold and electricity, +2 to Natural Armor. Turn Undead: Can turn undead 3 times per day as a cleric of the same level. Intelligence +2. 2: Baelnorn Properties II: Bonuses increase to +4. Baelnorn Touch: Touch attack causes 1d8 + 5 damage and paralyzation for 1d4 minutes. Baelnorn Defense: Damage Reduction 5/+1, Natural Armor +3, and Damage Resistance 10 to cold and electricity. Animate Dead : 5 times per day the Baelnorn animate dead as per the spell of the same name. 3: Balenorn Properties III: Bonuses increase to +6. Baelnorn Touch: Paralyzation duration increases to 1d4 hours. Baelnorn Defense: Damage Reduction 10/+1, Natural Armor +4, and Damage Resistance 20 to cold and electricity. Projection: Three times per day the Baelnorn may create a projection of itself. Wisdom +2 4: Baelnorn Properties IV: Bonuses increase to +8. Baelnorn Touch: Paralyzation effect becomes permanent. Baelnorn Defense: Damage Reduction 15/+2, Natural Armor + 5, immunity to cold and electricity, Turning Resistance +4. Turning Immunity: Cannot be turned by Good or Neutral characters. Charisma +2 Undeath Note: Upon reaching level 4, the Baelnorn is fully undead, and therefore is immune to sneak attacks, critical hits, level drain, poison, and disease. An undead creature has no Constitution score. However, this is not possible in Neverwinter Nights. The player will gain +12 to constitution in order to simulate the increase of the Baelnorn's HD to d12. Thanks: Special thanks to Stratovarius for his help and guidance, Ornedan and Primogenitor for their scripting prowess, Lord Deimos909 for his work on the template, Silver for his great icons, and Shane Hennesey for letting me take a look at the lich. Thanks also to all those who helped with input and scripting advice that I haven't mentioned here. Baelnorn Properties Feat Type: Class Feat Prerequisite: Baelnorn Level 1 Description: The Baelnorn receives a +2 bonus to Hide, Listen, Move Silently, Search, Persuade, and Spot. These bonuses increase by +2 each subsequent level. Baelnorn Abilities Feat Type: Class Feat Prerequisite: Baelnorn Level 1 Description: The Baelnorn receives a +2 bonus to Intelligence at level 1. They also gain +2 Wisdom at level 3 and +2 Charisma at level 4. Baelnorn Defense Feat Type: Class Feat Prerequisite: Baelnorn Level 1 Description: The Baelnorn receives the following bonuses: Level 1 - Natural Armor +2, cold resistance 5, electricity resistance 5. Level 2 - Natural Armor +3, damage reduction 5/+1, cold/electricity resistance 10. Level 3 - Natural Armor +4, damage reduction 10/+1, cold/electricity resistance 20. Level 4 - Natural Armor +5, damage reduction 15/+1, immunity to cold and electricity. Undead Hit Dice Feat Type: Racial Feat Prerequisite: Undead Description: Undead creatures hit dice increase to d12s. * Due to hardcoding, this is emulated through a +12 bonus to CON, though undead should have no CON scores (another hardcoding issue) Baelnorn Touch Feat Type: Class Feat Prerequisite: Baelnorn Level 1 Description: By touching an enemy, a Baelnorn may cause negative energy damage and possibly paralyze the target. The effects are as follows: Level 1 - 1d6 + 5 negative energy damage, paralyzation 1d4 rounds. Level 2 - 1d8 + 5 negative energy damage, paralyzation 1d4 minutes. Level 3 - 1d8 + 5 negative energy damage, paralyzation 1d4 hours. Level 4 - 1d8 + 5 negative energy damage, paralyzation permanent. The character can make a Will save for half damage, and a Fortitude save against mind spells to avoid paralyzation (DC 10 + 1/2 Baelnorn's HD + CHA mod). Projection Feat Type: Class Feat Prerequisite: Baelnorn Level 3 Description: Three times per day, the baelnorn can create a wraith-like projection of itself. The baelnorn can see, hear, speak, and even cast spells through the projection. The baelnorn takes 1/2 of the damage dealt to the projection, and it has none of the special abilities of the baelnorn. It is also capable of pushing or picking up small objects, but it cannot carry physical items. Turn Resistance Feat Type: Class Feat Prerequisite: Undead Description: This undead creature has a bonus to its hit dice for the purpose of resisting Turn Undead attempts. Improved Turn Resistance Feat Type: Class Feat Prerequisite: Undead Description: You have a better than normal chance to resist turning. When resolving a turn, rebuke, or command attempt, you add +4 to your character level. Immunity: Ability Decrease Feat Type: General Feat Prerequisite: None Description: The character is immune to level and ability drain. Immunity: Critical Hits Feat Type: General Feat Prerequisite: None Description: The character is immune to critical hits. Immunity: Death Feat Type: General Feat Prerequisite: None Description: The character is immune to Death effects Immunity: Disease Feat Type: General Feat Prerequisite: None Description: The character is immune to disease. Immunity: Mind Spells Feat Type: General Feat Prerequisite: None Description: The character is immune to mind spells. Immunity: Paralysis Feat Type: General Feat Prerequisite: None Description: The character is immune to paralysis. Immunity: Poison Feat Type: General Feat Prerequisite: None Description: The character is immune to poison. Immunity: Sneak Attack Feat Type: General Feat Prerequisite: None Description: The character is immune to sneak attacks. Positive Energy Resistance Feat Type: General Feat Prerequisite: Undead Description: You are resistant to damage from positive energy, such as cure spells. The first 10 points of damage are negated. Night's Caress School: Necromancy [Evil] Level: Sorc/Wiz 5 Components: V,S Range: Touch Duration: Instantaneous Save: Fortitude partial Spell Resistance: Yes A touch from your hand, which sheds darkness like the blackest of night, disrupts the life force of a living creature. Your touch deals 1d6 points of damage per caster level (max 15d6), and 1d6+2 points of Constitution damage (a successful Fortitude saving throw negates the Constitution damage.) The spell has a special effect on an undead creature. An undead touched by you takes no damage, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds + 1 round per caster level. Energy Ebb School: Necromancy (Evil) Level: Cleric 7, Sorc/Wiz 7 Duration: 1 round/level Saving throw: Fortitude negates This spell functions like enervation except that the creature struck gains negative levels over an extended period. You point your finger and utter the incantation, releasing a black needle of crackling negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. If the attack succeeds, the subject immediately gains one negative level, then continues to gain another each round thereafter as her life force slowly bleeds away. The drain can only be stopped by application of a heal, restoration, or greater restoration spell. If the black needle strikes an undead creature, that creature gains 4d4 * 5 temporary hp that last for up to 1 hour. Avasculate(13) Avasculate(18) Avascular Mass (15) Avascular Mass(20) Otiluke's Resilient Sphere(7) Otiluke's Resilient Sphere(14) Necrotic Awareness(1) Necrotic Awareness(10) Necrotic Cyst(2) Necrotic Cyst(15) Necrotic Bloat(3) Necrotic Bloat(12) Necrotic Domination(5) Necrotic Domination(14) Necrotic Burst(9) Necrotic Burst(18) Necrotic Eruption(11) Necrotic Eruption(18) Necrotic Empowerment(15) Necrotic Empowerment(20) Necrotic Termination(17) Necrotic Termination(25) Ghoul Gauntlet(11) Ghoul Gauntlet(18) Night's Caress(9) Night's Caress(18) Energy Ebb(13) Energy Ebb(15) Blue guts Soul rot Command Undead(3) End Projection Feat Type: Class Feat Prerequisite: Baelnorn Level 3 Description: This allows the baelnorn to end the projection affect at will. Ultravision Feat Type: Class Feat Description: The character has Ultravision. Unseen Weapon: Unerring Strike Feat Type: Class Feat Prerequisite: Shadowblade 1 Description: Your first attack against the creature you target ignores concealment. Shadow and Stealth Feat Type: Class Feat Prerequisite: Shadowblade 2 Description: Beginning at 2nd level, the shadows that engulf your unseen weapon cover you as well, granting you a circumstance bonus equal to half your class level (rounded down) on Hide and Move Silently checks. Combat Maneuvers Feat Type: General Prerequisites: Granted to all characters on creation Description: Allows the use of the Bullrush, Charge, Charging Bullrush, Overrun, and Trip maneuvers. Use: Selected Unseen Weapon: Unexpected Strike Feat Type: Class Feat Prerequisite: Shadowblade 3 Description: Your opponent is denied its Dexterity bonus against your next melee attack. Unseen Weapon: Ephemeral Weapon Feat Type: Class Feat Prerequisite: Shadowblade 5 Description: Your next melee attack deals an extra 2d6 points of damage, as extraplanar darkness momentarily replaces portions of your opponent's body. Unseen Weapon: Shadowy Strike Feat Type: Class Feat Prerequisite: Shadowblade 7 Description: Your next melee attack is resolved as a melee touch attack. Unseen Weapon: Far Shadow Feat Type: Class Feat Prerequisite: Shadowblade 9 Description: Your melee reach is increased by 10 feet for 1 round. Unseen Weapon: Activate Feat Type: Class Feat Prerequisite: Shadowblade 1 Description: The feat allows the activation of the Unseen Weapon abilities Lesser Amulet of the Silver Tongue Greater Amulet of the Silver Tongue Sense Motive Ability:Wisdom Requires Training: No Classes: All A successful check lets you avoid being bluffed. You can also use this skill to determine when 'something is up' (that is, something odd is going on) or to assess someone's trustworthiness. If you have 5 or more ranks in Sense Motive, you get a +2 bonus on Persuade checks. Martial Lore Ability: Intelligence. Requires Training: Yes. Classes: Crusader, Swordsage, Warblade, Bloodclaw Master, Bloodstorm Blade, Deepstone Sentinel, Eternal Blade, Jade Phoenix Mage, Master of Nine, Rudy Knight Vindicator, Shadow Sun Ninja. You can identify maneuvers and disciplines used by a combatant. Use: Automatic. Throw Energized Potion Necrotic cyst implanted. Your target does not have a Necrotic Cyst! You must have a Mother Cyst to cast this spell! You cannot cast a spell utilizing your Mother Cyst while under the effects of Necrotic Empowerment! Mother Cyst Feat Type: General Prerequisite: Caster Level 1 Description: You grow an internal cyst of undead flesh called a mother cyst. The mother cyst is slightly painful, but otherwise isn't harmful. This cyst gives you the ability to cast necrotic cyst spells. necrotic cysts. has a necrotic cyst. Agony Baccaran Devilweed Luhix Mushroom Powder Sannish Terran Brandy Vodare You have been transported to the elemental plane of water. Your lungs fill with liquid, but you are crushed by tremendous pressures long before you drown. You have been transported to the elemental plane of earth. You materialize somewhere deep within a mountain. Your body does not survive the shock. You have been transported to the Positive energy plane. You immediately feel full of life. A millisecond later you explode. You have been transported to a time and place you do not recognize. Chariots without horses rush past you in neat lines while strangely dressed individuals motion wildly in your direction. A rather large "chariot" careens into you from behind, crushing your bones with the force of the impact. Darkness closes over you as you hear someone cry 'call 911!' You have been transported to the elemental plane of fire. It's hard to swim in lava. You have been transported to Asmodeus's throne room. You also interrupt a meeting with the archdukes. You make a tasty dip. Arrowstorm Arrow Storm Transmutation Level: Ranger 3 Components: V Casting Time: 1 swift action Range: Personal Target: You Duration: 1 round After casting arrow storm, you use a full-round action to make one ranged attack with a bow with which you are proficient against every foe within range. You can attack a maximum number of individual targets equal to your character level. Arrow Split Arrowsplit Conjuration (Creation) Level: Assassin 3, ranger 3 Components: V, M Casting Time: 1 swift action Range: Long Target: One creature Duration: Instantaneous Saving Throw: None Spell Resistance: No You fire a masterwork or magical arrow at a target, and it splits in mid-flight into 1d4+1 identical arrows or bolts. All the missiles strike the same target, and you must make a separate attack roll for each missile. Material Component: Masterwork or magical arrow or bolt. Bloodfreeze Arrow Bloodfreeze Arrow Transmutation Level: Assassin 4, ranger 4 Components: V, M Casting Time: 1 swift action Range: Long Target: One creature Duration: Instantaneous Saving Throw: Fortitude partial; see text Spell Resistance: Yes When you cast this spell, you fire a magical or masterwork arrow or bolt at the target and transform the missile's head into blue ice. In addition to taking normal damage from the missile, the target takes 2d6 points of cold damage and is paralyzed. A successful Fortitude save negates the paralysis, and the target can make a new save each round (at the start of the caster's turn). Material Component: Masterwork or magical arrow or bolt. Invoke the Cerulean Sign Invoke The Cerulean Sign Evocation Level: Bard 3, cleric 3, druid 2, paladin 3, ranger 2, sorc/wiz 3 Components: S Casting Time: 1 standard action Range: 30 ft. Area: Multiple aberrations whose combined total Hit Dice do not exceed twice caster level in a spread emanating from the character to the extreme of the range Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: No The cerulean sign is an ancient symbol said to embody the purity of the natural world, and as such it is anathema to aberrations. While druids and rangers are the classes most often known to cast this ancient spell, its magic is nearly universal and can be mastered by all spellcasting classes. When you cast this spell, you trace the cerulean sign in the air with a hand, leaving a glowing blue rune in the air for a brief moment before it flashes and fills the area of effect with a pulse of cerulean light. Any aberration within the area must make a Fortitude saving throw or suffer the following ill effects. Closer aberrations are affected first. Aberration Hit Dice Effect Up to caster level +10 None Up to caster level +5 Sickened Up to caster level Nauseated Up to caster level -5 Dazed Up to caster level -10 Stunned Each effect lasts for 1 round. None: The aberration suffers no ill effect, even if it fails the saving throw. Sickened: The aberration takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks for 1 round. Nauseated: The aberration cannot attack, cast spells, concentrate on spells, or do anything but take a single move action for 1 round. Dazed: The aberration can take no actions, but has no penalty to its Armor Class, for 1 round. Stunned: The aberration drops everything held, can't take actions, takes a -2 penalty to AC, and loses its Dexterity bonus to AC (if any) for 1 round. Once a creature recovers from an effect, it moves up one level on the table. Thus, a creature that is stunned by this spell is dazed the round after that, nauseated the round after that, sickened the round after that, and then recovers fully the next round. Doublestrike Arrow Doublestrike Arrow Transmutation Level: Ranger 4 Components: V, S, M Casting Time: 1 swift action Range: Long Target: Two creatures within a 30 foot radius of each other. Duration: 1 round Saving Throw: None Spell Resistance: No When you cast this spell, you fire 1 masterwork or magical arrow or bolt and enable it to strike two targets instead of one. After striking or missing the first target, the arrow swerves and continues on course to the second target, which must be within 30 feet of the original. The attacker makes a separate attack roll against each target (using the same attack bonus). A doublestrike missile cannot hit the same target twice, and it is destroyed even if it misses its intended targets. Material Component: Masterwork or magical arrow or bolt. Detect Favored Enemy Detect Favored Enemies Divination Level: Ranger 1 Components: V, S Casting Time: 1 standard action Area: 60 ft radius around the caster Duration: Instantaneous Saving Throw: None Spell Resistance: No You can sense the types of favored enemies in the area and the number of each type. Darkflame Arrow Darkflame Arrow Evocation Level: Assassin 3, Ranger 3 Components: V, M Casting Time: 1 swift action Range: Long Target: One creature Duration: Instantaneous; see text Saving Throw: None Spell Resistance: Yes Upon casting this spell, you fire a magical or masterwork arrow or bolt, engulfing its head in black fire. The arrow deals normal damage and wreaths the target in black flame that deals an extra 2d6 points of damage. The black flames continue to engulf the victim for 2 more rounds, dealing 2d6 points of damage each subsequent round, and they cannot be extinguished (although they can be dispelled). The arrow or bolt must be fired during the same round the spell is cast, or the magic dissipates and is lost. Creatures with immunity or resistance to fire take full damage from the black flames. Material Component: Masterwork arrow or bolt. Heal Animal Companion Heal Animal Companion Conjuration (Healing) Level: Druid 5, ranger 3 Components: V, S Casting Time: 1 standard action Range: Touch Target: Your animal companion touched Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) This spell functions like heal, except that it affects only your animal companion. Shadow Arrow Shadow Arrow Necromancy Level: Assassin 4, ranger 4 Components: V, M Casting Time: 1 swift action Range: Long Target: One creature Duration: Instantaneous Saving Throw: None Spell Resistance: Yes This spell is cast upon a masterwork arrow or bolt, transforming it into pure black shadow. Make a ranged touch attack with the missile instead of a normal ranged attack. Instead of dealing normal damage, a shadow arrow deals 1d6 points of Strength damage. Material Component: Masterwork or magical arrow or bolt. Snare Snare Transmutation Level: Rgr 2, Drd 3 Components: V, S Range: Touch Target: Area with a 2 ft. diameter + 2 ft./level Duration: Until triggered or broken Saving Throw: None Spell Resistance: No This spell enables you to make a snare that functions as a magic trap. When you cast this spell, a cordlike object blends with its surroundings (Search DC 23 for a character with the trapfinding ability to locate). One end of the snare is tied in a loop that contracts around one or more of the limbs of any creature stepping inside the circle. When triggered, the cordlike object tightens around the creature, dealing no damage but causing it to be entangled. The snare is magical. To escape, a trapped creature must make a DC 23 Strength check that is a full-round action. A successful escape from the snare breaks the loop and ends the spell. Spellslayer Arrow Spellslayer Arrow Transmutation Level: Assassin 2, ranger 2 Components: V, S, M Casting Time: 1 swift action Range: Long Target: One creature Duration: Instantaneous Saving Throw: None Spell Resistance: Yes As you cast this spell, your fire a masterwork or magical arrow or bolt, and transform it into a glowing missile that destabilizes other forms of magic.In addition to dealing normal damage, a spellslayer arrow deals an extra 1d4 points of damage for the highest level spell currently in effect on the target. Material Component: Masterwork or magical arrow or bolt. Cloud Mind Telepathy [Mind-Affecting] Level: Psion/wilder 2 Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 min./level Saving Throw: Will negates Power Resistance: Yes Power Points: 3 Metapsionics: Extend, Twin You make yourself completely undetectable to the subject by erasing all awareness of your presence from its mind. However, if you attack the creature it becomes fully aware of your presence. Cloud Mind, Mass Telepathy [Mind-Affecting] Level: Psion/wilder 6 Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature/level Duration: 1 min./level Saving Throw: Will negates Power Resistance: Yes Power Points: 11 Metapsionics: Extend, Twin You make yourself completely undetectable to the subjects by erasing all awareness of your presence from their minds. However, if you attack any creature they becomes fully aware of your presence. Shadowmind Shadowminds shadowmind (PRESTIGE CLASS) A spectre in the thoughts of the unwary, the shadowmind moves through the twisting pathways of the mind as easily as she slides through the dark alleyways of the city. A shadowmind blends psionic powers and uncanny stealth into an effective whole. Although they can be capable spies or thieves, shadowminds view themselves as much more. Shadowminds see their training and psychic powers as an extension of a deep self-examination process that requires the knowledge of the innermost goals and motivations of others. - Hit Die: d6 - Proficiencies: A Shadowmind gains no additional proficiencies. - Skill Points: 4 + Int Modifier REQUIREMENTS: Skills: Hide 5 ranks, Move Silently 5 ranks, Open Lock 3 ranks. Manifesting: Must be able to manifest 2nd level powers. Base Attack Bonus: +3. Special: Must be able to manifest Concealing Amorpha CLASS FEATURES: Level 1: Distract - Gain knowledge of the power, manifest at a reduced cost 2: Sneak Attack +1d6 3: Cloud Mind - Gain knowledge of the power, manifest at a reduced cost 4: 5: Sneak Attack +2d6 6: 7: 8: Sneak Attack +3d6 9: Cloud Mind, Mass - Gain knowledge of the power, manifest at a reduced cost 10: Mind Stab - Cloud Mind on a sneak attack MANIFESTING Upon reaching levels 1, 3, 4, 6, 7, 9, 10 the Shadowmind gains a new manifester level, increasing his power points, total powers known, and maximum power level. Distract Type of Feat: Class Specific Prerequisite: Shadowmind level 1. Specifics: Add the Distract power to the Shadowmind's power list, if he did not know it already. Once per day, the Shadowmind can manifest Distract at a reduced power point cost. The cost is reduced by 1 point per Shadowmind level, to a minimum of 1. This does not allow you to exceed the cap of power points you may spend on a power. Use: Selected. Cloud Mind Type of Feat: Class Specific Prerequisite: Shadowmind level 3. Specifics: Add the Cloud Mind power to the Shadowmind's power list, if he did not know it already. Once per day, the Shadowmind can manifest Cloud Mind at a reduced power point cost. The cost is reduced by 1 point per Shadowmind level, to a minimum of 1. This does not allow you to exceed the cap of power points you may spend on a power. Use: Selected. Cloud Mind, Mass Type of Feat: Class Specific Prerequisite: Shadowmind level 9. Specifics: Add the Cloud Mind, Mass power to the Shadowmind's power list, if he did not know it already. Once per day, the Thrallherd can manifest Cloud Mind, Mass at a reduced power point cost. The cost is reduced by 1 point per Shadowmind level, to a minimum of 1. This does not allow you to exceed the cap of power points you may spend on a power. Use: Selected. Mind Stab Type of Feat: Class Specific Prerequisite: Shadowmind level 10. Specifics: Once per round as a free action, immediately after successfully dealing sneak attack damage to an opponent, a shadowmind can manifest cloud mind against that opponent. Manifesting cloud mind in this way uses a reduced power point expenditure as described under the cloud mind ability above. Use: Selected Balance Ability: Dexterity. Requires Training: No. Classes: Any. You attempt to remain standing in precarious places. Use: Automatic. Ready Maneuvers Type of Feat: Class Specific Prerequisite: Crusader, Swordsage, or Warblade level 1. Specifics: This feat allows you to select which maneuvers are readied for your blade magic using character. It should be used after every rest, and every time you enter the module. However, it can be used only once every 5 minutes, unless you have Adaptive Style. Use: Selected. Aerie Ajantis Annah Anomen Branwen Cern Dynaheir Edwin Haer_D'alis Ignus Imoen Jan Irenicus Keldorn Kivan Korgan Baldur's Gate Default Male Mazzy Minsc Montaron Morte Nalia Quayle Safana Sarevok Skie Trias Valygar Vhailor Viconia Xan Xzar Yeslick Yoshimo PrC Extra Stunning Use this feat to convert your extra stunning uses to normal stunning uses. Enlightened Fist Enlightened Fists enlightened fist (PRESTIGE CLASS) Not all monks pursue metaphysical perfection to the exclusion of all other study. Some monks combine a rigorous discipline of academic study with martial arts and development of the body. For these monk, that study includes the practice of magic and the implementation of certain arcane tricks into their unarmed combat styles. These enlightened fists master the use of touch spells, creating new forms of combat where their fists strike with blinding speed, phenomenal power, and magical energy. - Hit Die: d8. - Proficiencies: An enlightened fist does not gain any additional weapon or armor proficiencies. - Skill Points: 4 + Int Modifier. REQUIREMENTS: Spells or Spell-like Abilities: Arcane caster level 3rd. Feats: Combat Casting, Improved Unarmed Strike, Stunning Fist. Skills: Concentration 8 ranks, Lore 5 ranks, Spellcraft 5 ranks. BONUS SPELLS Every level in Enlightened Fist, the character gains new spells per day as if he had also gained a level in his highest arcane caster class. CLASS FEATURES: Level 1: Unarmed Damage - Enlightened Fist's levels stack with his monk level. Enlightened speed - Enlightened Fist's levels stack with his monk level. Stunning Attacks - Gain extra stunning fist uses/day equal to Enlightened Fist level. Ki Strike - Enlightened Fist's fists count as +1 for piercing damage reduction. 2: Fist of energy - Use stunning attempt to deal 1d6 extra fire/electricity damage for 1 round. 3: Arcane fist - Use stunning attempt to deliver touch spell with unarmed strikes as part of a full attack. 4: - 5: Arcane rejuvenation - Sacrifice spell to heal its spell level in hit points. 6: Fist of energy (burst) - Energy imbued attacks deal 1d10 extra damage on a critical hit. 7: Hold ray - Use spells with a ray affect as touch spells. 8: - 9: Diamond soul - Gain spell resistance of 10 +monk levels +enlightened fist levels. 10: - Fist of Energy Type of Feat: Class Prerequisite: Level 2 Enlightened Fist Specifics: You can spend one of your daily stunning attempts to add 1d6 fire or electricity damage to all attacks for one round, you need to be fighting unarmed or with a kama to use this ability. Use: Selected. Fist of Energy - Fire Fist of Energy - Electricity Spell Select Spell Select - Configure Quickslots Spell Select - Quickslot 1 Spell Select - Quickslot 2 Spell Select - Quickslot 3 Spell Select - Quickslot 4 Type of Feat: Class Prerequisite: Level 3 Enlightened Fist Specifics: This feat allows you to select the spell to use the enlightened fist's arcane fist and arcane rejuvenation with. You can configure up to 4 quickslots, and then use those quickslots to select a spell. Arcane fist and arcane rejuvenation will use the selected spell. Use: Selected. Arcane Fist Type of Feat: Class Prerequisite: Level 3 Enlightened Fist Specifics: You can spend one of your daily stunning attempts to cast and deliver a touch spell as part of an unarmed full attack action. At the start of the attack round, you will cast and be charged with the spell. Any unarmed attacks can then be used to deliver the charge. Use the 'select spell' feat to select the spell to use this ability with. Use: Selected. Arcane Rejuvenation Type of Feat: Class Prerequisite: Level 5 Enlightened Fist Specifics: You can sacrifice one of your prepared spells or unused spell slots; doing this heals a number of hit points equal to the spell's level. Use the 'select spell' feat to select the spell to use this ability with. Use: Selected. Hold Ray Type of Feat: Class Prerequisite: Level 7 Enlightened Fist Specifics: You can cast spells with a ray effect as a touch spell instead. This means you can use those spells with the 'hold the charge' and 'arcane fist' abilities. Use: Automatic. Diamond Soul Type of Feat: Class Prerequisite: Level 9 Enlightened Fist Specifics: You gain spell resistance equal to 10 + monk class level + enlightened fist class level. Use: Automatic. Unarmed Damage Type of Feat: Class Prerequisite: Enlightened Fist level 1 Specifics: Your enlightened fist levels stack with your monk levels for determining your monk unarmed damage. Use: Automatic. Enlightened Speed Type of Feat: Class Prerequisite: Enlightened Fist level 1 Specifics: Your enlightened fist levels stack with your monk levels for determining your monk speed increase. Use: Automatic. Stunning Attacks Type of Feat: Class Prerequisite: Enlightened Fist level 1 Specifics: You get extra stunning fist uses/day equal to your enlightened fist level. Use the 'PrC Extra Stunning' feat to convert these uses into normal stunning fist uses. Use: Automatic. Fist of Energy - Burst Type of Feat: Class Prerequisite: Enlightened Fist level 6 Specifics: Your fist of energy ability also adds an extra 1d10 damage when a critical hit is scored. Use: Automatic. WhiteRavenHammer A 10th-level Sublime Chord with 20 or more ranks in the Perform skill learns the Song of Cosmic Fire. Using this ability costs a Sublime Chord two of her daily uses of Bardic Music. The Song of Cosmic Fire creates a 20-foot-radius spread of fire anywhere within 100 feet of the Sublime Chord (provided she has line of effect to the fire's point of origin). Creatures in the area take damage equal to the Sublime Chord's Perform check result. All affected creatures are entitled to a Reflex save (DC10 + Sublime Chord level + Cha modifier) for half damage. WhiteRavenStrike WhiteRavenTactics Sublime Chord Sublime Chords sublime chord (PRESTIGE CLASS) Music is not just a pleasant sound; it is also the expression of mathematical relationships fraught with significance. A member of the Sublime Chord prestige class sees music, even the powerful music of a skilled bard, as nothing more than a stepping-stone to true universal insight into the legendary song of creation heard at the dawn of time. Music and magic are actually one and the same, and an astute student who unravels the riddles of metre and pitch simultaneously reveals hidden secrets of great power. - Hit die: d6 - Skill points: 4 + Int Modifier REQUIREMENTS: Spellcasting: Able to cast 3rd level Arcane spells Feats: Bardic Music Skills: Lore 13, Listen 13, Perform 10, Concentration 6, Spellcraft 6 CLASS FEATURES: Level 1: Bardic Lore, Bardic Music 2: Song of arcane power 6: Song of timelessness 10: Song of cosmic fire SPELLCASTING: To cast a spell, a Sublime Chord must have a Charisma score of at least 10 + the spell's level. The DC of a Sublime Chord's spell is 10 + spell level + the Sublime Chord's Charisma modifier. The caster level of a Sublime Chord is it's class level + it's level in it's spellcasting base class. A Sublime Chord does not suffer arcane spell failure while wearing light armor. Spells known: A Sublime Chord has the ability to cast a small number of arcane spells, all of 4th level or higher. Level 4th 5th 6th 7th 8th 9th 1: 3 1 - - - - 2: 4 2 - - - - 3: 4 2 1 - - - 4: 4 3 2 - - - 5: 4 3 2 1 - - 6: 4 4 3 2 - - 7: 4 4 3 2 1 - 8: 4 4 4 3 2 - 9: 4 4 4 3 2 1 10: 4 4 4 4 3 2 Spells per day: Level 4th 5th 6th 7th 8th 9th 1: 2 1 - - - - 2: 2 2 - - - - 3: 3 2 1 - - - 4: 3 3 2 - - - 5: 3 3 2 1 - - 6: 4 3 3 2 - - 7: 4 4 3 2 1 - 8: 4 4 3 3 2 - 9: 4 4 4 3 2 1 10: 5 4 4 3 3 2 Energize Potion: Acid Energize Potion: Cold Energize Potion: Electricity Energize Potion: Fire Energize Potion: Sonic Divine Sacrifice: 1d6 Divine Sacrifice: 2d6 Divine Sacrifice: 3d6 Divine Sacrifice: 4d6 Divine Sacrifice: 5d6 Aberrate Aberrate Transmutation [Evil] Level: Sor/Wiz 1 Components: V, S, Fiend (caster must be evil outsider) Casting Time: 1 action Range: Touch Target: One living creature Duration: 10 minutes/level Saving Throw: Fortitude negates Spell Resistance: Yes The caster transforms one creature into an aberration. The subject's form twists and mutates into a hideous mockery of itself. The subject's type changes to aberration, and it gains a +1 natural armor bonus to AC (due to the toughening and twisting of the flesh) for every four levels the caster has, up to a maximum of +5. Absorb Strength Absorb Strength Necromancy [Evil] Level: Corrupt 4 Components: V, S, F, Corrupt Casting Time: 1 action Range: Personal Target: Caster Duration: 10 minutes/level The caster eats at least a portion of the flesh of another creature's corpse, thereby gaining one-quarter of the creature's Strength score as an enhancement bonus to the caster's Strength score, and one-quarter of the creature's Constitution score as an enhancement bonus to the caster's Constitution. Focus: A fresh or preserved (still bloody) 1-ounce portion of another creature's flesh. Corruption Cost: 2d6 points of Wisdom damage. Casters of good alignment cannot cast Corrupt spells. Abyssal Might Abyssal Might Conjuration (Summoning) [Evil] Level: Blk 3, Clr 4, Demonologist 3, Sor/Wiz 4 Components: V, S, M, Demon (caster must be a CE outsider) Casting Time: 1 action Range: Personal Target: Caster Duration: 10 minutes/level The caster summons evil energy from the Abyss and imbues himself with its might. The caster gains a +2 enhancement bonus to Strength, Constitution, and Dexterity. The caster's existing spell resistance improves by +2. Material Component: The heart of a dwarf child. Angry Ache Angry Ache Necromancy Level: Asn 1, Clr 1, Pain 1 Components: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: 1 minute/level Saving Throw: Fortitude negates Spell Resistance: Yes The caster temporarily strains the subject's muscles in a very specific way. The subject feels a sharp pain whenever she makes an attack. All her attack rolls have a -2 circumstance penalty for every four caster levels (maximum penalty -10). Apocalypse from the Sky Apocalypse from the Sky Conjuration (Creation) [Evil] Level: Corrupt 9 Components: V, S, M, Corrupt Casting Time: 1 day Range: Personal Area: 10-mile radius/level, centered on caster Duration: Instantaneous Saving Throw: None Spell Resistance: Yes The caster calls upon the darkest forces in all existence to rain destruction down upon the land. All creatures and objects in the spell's area take 10d6 points of fire, acid, or sonic damage (caster's choice). This damage typically levels forests, sends mountains tumbling, and wipes out entire populations of living creatures. The caster is subject to the damage as well as the corruption cost. Material Component: An artifact, usually one of good perverted to this corrupt use. Corruption Cost: 3d6 points of Constitution damage and 4d6 points of Wisdom drain. Casters of good alignment cannot cast Corrupt spells. Apocalypse from the Sky: Fire Apocalypse from the Sky: Acid Apocalypse from the Sky: Sonic Bestow Wound Bestow Wound Transmutation Level: Sor/Wiz 1 Components: V, S, M Casting Time: 1 action Range: Touch Target: Living creature touched Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes If the caster is wounded, she can cast this spell and touch a living creature. The creature takes the caster's wounds as damage, either 1 point of damage per caster level or the amount needed to bring the caster up to her maximum hit points, whichever is less. The caster heals that much damage, as if a cure spell had been cast on her. Material Component: A small eye agate worth at least 10 gp. Bodak Birth Bodak Birth Transmutation [Evil] Level: Clr 8 Components: V S, F, Drug Casting Time: 1 minute Range: Touch Target: One creature touched Duration: Instantaneous Saving Throw: None (see text) Spell Resistance: No The caster transforms one willing subject into a bodak. Ignore all of the subject's old characteristics, using the bodak description in the Monster Manual instead. Before casting the spell, the caster must make a miniature figurine that represents the subject, then bathe it in the blood of at least three Small or larger animals. Once the spell is cast, anyone that holds the figurine can attempt to mentally communicate and control the bodak, but the creature resists such control with a successful Will saving throw. If the bodak fails, it must obey the holder of the figurine, but it gains a new saving throw every day to break the control. If the figurine is destroyed, the bodak disintegrates. Focus: Figurine of subject, bathed in animal blood. Drug Component: Agony Boneblade Boneblade Necromancy [Evil] Level: Blk 2, Clr 3 Components: V, S, F, Undead (caster must be undead) Casting Time: 1 action Range: Touch Effect: One bone that becomes a blade Duration: 10 minutes/level The caster changes a bone at least 6 inches long into a longsword, short sword, or greatsword (caster's choice). This weapon has a +1 enhancement bonus on attacks and damage for every five caster levels (at least +1, maximum +4). Furthermore, this blade deals an extra +1d6 points of damage to living targets and an additional +1d6 points of damage to good­aligned targets. This spell confers no proficiency with the blade, but the caster doesn't need to be the one wielding the blade for it to be effective. Focus: A 6-inch-long bone. Boneblade: Greatsword Boneblade: Longsword Boneblade: Shortsword Boneblast Boneblast Necromancy [Evil] Level: Blk 1, Clr 2 Components: V, S, M, Undead (caster must be undead) Casting Time: 1 action Range: Touch Target: One creature that has a skeleton Duration: Instantaneous Saving Throw: Fortitude half or negates Spell Resistance: Yes The caster causes some bone within a touched creature to break or crack. The caster cannot specify which bone. Because the damage is general rather than specific, the target takes 1d3 points of Constitution damage. A Fortitude save reduces the Constitution damage by half, or negates it if the full damage would have been 1 point of Constitution damage. Material Component: The bone of a small child that still lives. Call Dretch Horde Call Dretch Horde Conjuration (Calling) [Evil] Level: Demonologist 3, Mortal Hunter 4, Sor/Wiz 5 Components: V S, Soul Casting Time: 1 minute Range: Close (25 ft. + 5 ft./2 levels) Effect: 2d4 dretches Duration: One year Saving Throw: None Spell Resistance: No The caster calls 2d4 dretches from the Abyss to where she is, offering them the soul that she has prepared. In exchange, they will serve the caster for one year as guards, slaves, or whatever else she needs them for. They are profoundly stupid, so the caster cannot give them more complicated tasks than can be described in about ten words. No matter how many times the caster casts this spell, she can control no more than 2 HD worth of fiends per caster level. If she exceeds this number, all the newly called creatures fall under the caster's control, and any excess from previous castings become uncontrolled. The caster chooses which creatures to release. Call Lemure Horde Call Lemure Horde Conjuration (Calling) [Evil] Level: Mortal Hunter 4, Sor/Wiz 5 Components: V S, Soul Casting Time: 1 minute Range: Close (25 ft. + 5 ft./2 levels) Effect: 3d4 lemures Duration: One year Saving Throw: None Spell Resistance: No The caster calls 3d4 lemures from the Nine Hells to where he is, offering them the soul that he has prepared. In exchange, they will serve the caster for one year as guards, slaves, or whatever else he needs them for. They are non-intelligent, so the caster cannot give them more complicated tasks than can be described in about five words. No matter how many times the caster casts this spell, he can control no more than 2 HD worth of fiends per caster level. If he exceeds this number, all the newly called creatures fall under the caster's control, and any excess from previous castings become uncontrolled. The caster chooses which creatures to release. Claws of the Bebilith Claws of the Bebilith Transmutation [Evil] Level: Corrupt 5 Components: V, S, Corrupt Casting Time: 1 action Range: Personal Target: Caster Duration: 10 minutes/level The caster gains claws that deal damage based on her size (see below) and can catch and tear an opponent's armor and shield. If the opponent has both armor and a shield, roll 1d6: A result of 1-4 indicates the armor is affected, and a result of 5-6 affects the shield. The caster makes a grapple check whenever she hits with a claw attack, adding to the opponent's roll any enhancement bonus from magic possessed by the opponent's armor or shield. If the caster wins, the armor or shield is torn away and ruined. Caster Size Claw Damage Fine 1 Diminutive 1d2 Tiny 1d3 Small 1d4 Medium-size 1d6 Large 1d8 Huge 2d6 Gargantuan 2d8 Colossal 4d6 Corruption Cost: 1d6 points of Dexterity damage. Casters of good alignment cannot cast Corrupt spells. Claws of the Savage Claws of the Savage Transmutation [Evil] Level: Bestial 4, Blk 4, Clr 4, Drd 4 Components: V, S Casting Time: 1 action Range: Touch Target: One creature Duration: 10 minutes/level The caster grants one creature two long claws that replace its hands, tentacle tips, or whatever else is appropriate. The claws deal damage based on the creature's size. Creature Size Claw Damage Fine 1 Diminutive 1d2 Tiny 1d3 Small 1d4 Medium-size 1d6 Large 1d8 Huge 2d6 Gargantuan 2d8 Colossal 4d6 The creature can make attacks with both claws as if it were proficient with them. Just as with a creature that has natural weapons, the subject takes no penalty for making two claw attacks. The subject is treated as armed. Furthermore, these claws gain a +2 enhancement bonus on attack and damage rolls. If the creature already has claws, those claws gain a +2 enhancement bonus on attack and damage rolls, and the claws' damage increases as if the creature were two size categories larger. Cloud of the Achaierai Cloud of the Achaierai Conjuration (Creation) [Evil] Level: Clr 6, Demonologist 4 Components: V, S, Disease Casting Time: 1 action Range: Personal Area: 10-ft.radius spread Duration: 10 minutes/level Saving Throw: Fortitude partial Spell Resistance: Yes The caster conjures a choking, toxic cloud of inky blackness. Those other than the caster within the cloud take 2d6 points of damage. They must also succeed at a Fortitude save or be subject to a confusion effect for the duration of the spell. Disease Component: Soul rot. Clutch of Orcus Clutch of Orcus Necromancy [Evil] Level: Clr 3 Components: V, S Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Target: One humanoid Duration: Concentration (see text) Saving Throw: Fortitude negates (see text) Spell Resistance: Yes The caster creates a magical force that grips the subject's heart (or similar vital organ) and begins crushing it. The victim is paralyzed (as if having a heart attack) and takes 1d3 points of damage per round. Each round, the caster must concentrate to maintain the spell. In addition, a conscious victim gains a new saving throw each round to stop the spell. If the victim dies as a result of this spell, his chest ruptures and bursts, and his smoking heart appears in the caster's hand. Crushing Fist of Spite Crushing Fist of Spite Evocation [Evil, Force] Level: Sor/Wiz 9 Components: V, S, M, Disease Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Area: 5-ft.-radius cylinder, 30 ft. high Duration: 1 round/level Saving Throw: Reflex half or Reflex negates (see text) Spell Resistance: Yes A fist of darkness appears 30 feet above the ground and begins smashing down with incredible power. All creatures and objects within the area take 1d6 points of damage per caster level (maximum 20d6). A successful Reflex saving throw reduces damage by half. Each round, as a free action, the caster can direct the fist to another area within range, where it smashes downward again. It continues to attack the same area unless otherwise directed. The fist does not need to strike the ground. It can attack airborne targets as well. Airborne targets that succeed at a Reflex save take no damage and are forcibly ejected from the spell's area. Material Component: A severed hand from a good-aligned humanoid cleric. Curse of the Putrid Husk Curse of the Putrid Husk Illusion (Phantasm) [Fear, Mind Affecting, Evil] Level: Brd 3, Sor/Wiz 3 Components: V, S, M Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round + 1d10 minutes Saving Throw: Will negates Spell Resistance: Yes This illusion forces the subject to believe his flesh is rotting and falling off his body, and that his internal organs are spilling out. If the target fails his saving throw, he is dazed (and horrified) for 1 round. On the following round, he falls unconscious for 1d10 minutes, during which time he cannot be roused normally. Damning Darkness Damning Darkness Evocation [Darkness, Evil] Level: Clr 4, Darkness 4, Sor/Wiz 4 Components: V, M/DF Casting Time: 1 action Range: Touch Target: Object touched Duration: 10 minutes/level (D) Saving Throw: None Spell Resistance: No This spell is similar to darkness, except that those within the area of darkness also take unholy damage. Creatures of good alignment take 2d6 points of damage per round in the darkness, and creatures neither good nor evil take 1d6 points of damage. As with the darkness spell, the area of darkness is a 20-foot radius, and the object that serves as the spell's target can be shrouded to block the darkness (and thus the damaging effect). Damning darkness counters or dispels any light spell of equal or lower level. Arcane Material Component: A dollop of pitch with a tiny needle hidden inside it. Death by Thorns Death by Thorns Conjuration (Creation) [Evil, Death] Level: Corrupt 7 Components: V, S, Corrupt Casting Time: 1 action Range: Touch Targets: Up to three creatures, no two of which can be more than 15 ft. apart Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: Yes The caster causes thorns to sprout from the insides of the subject creatures, which writhe in agony for 1d4 rounds, incapacitated, before dying. A wish or miracle spell cast on a subject during this time can eliminate the thorns and save that creature. Creatures that succeed at their Fortitude saving throws are still incapacitated for 1d4 rounds in horrible agony, taking 1d6 points of damage per round. At the end of the agony, however, the thorns disappear. Corruption Cost: 1d3 points of Wisdom drain. Casters of good alignment cannot cast Corrupt spells. Demoncall Demoncall Divination [Evil] Level: Blk 2, Demonic 2, Demonologist 2 Components: V, S, M Casting Time: 1 action Range: Personal Target: Caster Duration: Instantaneous The caster taps into the forbidden knowledge of demons, giving her a +10 profane bonus on any one check (made immediately) involving Knowledge (arcana), Knowledge (the planes), or Knowledge (religion). Demonflesh Demonflesh Transmutation [Evil] Level: Blk 1, Demonic 1, Demonologist 1 Components: V, S Casting Time: 1 action Range: Personal Target: Caster Duration: 1 minute/level The caster grows the thick, leathery flesh of a demon, gaining a +1 natural armor bonus to Armor Class for every five caster levels (at least +1, maximum +4). This spell has no effect if the caster is an evil outsider. Despoil Despoil Transmutation [Evil] Level: Clr 9 Components: V, S, M Casting Time: 1 minute Range: Touch Area: 100-ft./level radius Duration: Instantaneous Saving Throw: Fortitude partial (plants) or Fortitude negates (other living creatures) Spell Resistance: Yes The caster blights and corrupts a vast area of land. Plants with 1 HD or less shrivel and die, and the ground cannot support such plant life ever again. Plants with more than 1 HD must succeed at a Fortitude saving throw or die. Even those successful on their saves take 5d6 points of damage. All living creatures in the area other than plants (and the caster) must succeed at a Fortitude saving throw or take 1d4 points of Strength damage. Unattended objects, including structural features such as walls and doors, grow brittle and lose 1 point of hardness (to a minimum of 0), then take 1d6 points of damage. Only the effects of multiple wish or miracle spells can undo the lasting effects of this spell. Material Component: Corpse of a freshly dead or preserved (still bloody) living creature. Devil's Ego Devil's Ego Transmutation [Evil] Level: Diabolic 3 Components: V, S Casting Time: 1 action Range: Personal Target: Caster Duration: 1 minute/level The caster gains an enhancement bonus to Charisma of +4 points. Furthermore, the caster is treated as an outsider with regard to what spells and magical effects can affect her (rendering a humanoid caster immune to charm person and hold person, for example). Devil's Eye Devil's Eye Divination [Evil] Level: Blk 2, Clr 3, Diabolic 2, Sor/Wiz 3 Components: V, S Casting Time: 1 action Range: Personal Target: Caster Duration: 1 minute/level The caster gains the visual acuity of a devil. He can see not only in darkness, but also in magical darkness, with a range of 30 feet. Devil's Tail Devil's Tail Transmutation [Evil] Level: Diabolic 1 Components: V, S Casting Time: 1 action Range: Personal Target: Caster Duration: 1 minute/level The caster grows a 3 foot long tail. The tail is thin, black or red, and it ends in a spike. The caster can use this tail to make melee attacks using his attack bonus, dealing a base 1d4 points of damage, plus one-half his Strength bonus. If the caster takes a full attack action, he can use both the tail and his normal melee attacks, but all attacks have a -2 penalty. Dread Word Dread Word Evocation [Evil] Level: Demonologist 3, Sor/Wiz 3 Components: V Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature of good alignment Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes The caster speaks a single unique word of pure malevolence; a powerful utterance from the Dark Speech. The word is so foul that it harms the very soul of one that hears it. The utterance of a dread word causes one subject within range to take 1d3 points of Charisma drain. The power of this spell protects the caster from the damaging effects of both hearing and knowing the word. To attempt to speak this unique word without using this spell means instant death (and no effect, because the caster dies before she gets the entire word out). Drug Resistance Drug Resistance Enchantment Level: Clr 1, Sor/Wiz 1 Components: V, M Casting Time: 1 action Range: Touch Target: One living creature Duration: 1 hour/level Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless) The creature touched is immune to the possibility of addiction to drugs. He still experiences the negative and positive effects of drugs during the spell's duration. This spell does not free the target from the effects of an addiction already incurred. If the spell ends before the effects of a drug wear off, the normal chance for addiction applies. Material Component: Three drops of pure water. Ectoplasmic Enhancement Ectoplasmic Enhancement Necromancy [Evil] Level: Sor/Wiz 6 Components: V, S Casting Time: 1 full round Range: Close (25 ft. + 5 ft./2 levels) Target: One incorporeal undead/level Duration: 24 hours Saving Throw: None Spell Resistance: No The undead affected by this spell gain a +1 deflection bonus to Armor Class, +1d8 temporary hit points, a +1 enhancement bonus on attack rolls, and a +2 bonus to turn resistance. Each of these enhancements increases by +1 for every three caster levels. So a 12th level caster grants a +5 deflection bonus to AC, an extra 1d8+4 temporary hit points, a +5 enhancement bonus on attack rolls,and a +6 bonus to turn resistance. Eternity of Torture Eternity of Torture Necromancy [Evil] Level: Pain 9 Components: V, S, DF Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Permanent Saving Throw: Fortitude partial Spell Resistance: Yes The subject's body is twisted and warped, wracked forever with excruciating pain. The subject is rendered helpless, but-as long as the spell continues -it is sustained and has no need for food, drink, or air. The subject does not age-all the better to ensure a true eternity of unimaginable torture. The subject until all scores are reduced to 0 (except Constitution, which stays at 1). The subject cannot heal or regenerate. Lastly, the subject is completely unaware of its surroundings, insensate to anything but the excruciating pain. A single Fortitude saving throw is all that stands between a target and this horrible spell. However, even if the saving throw is successful, the target still feels terrible (but temporary) pain. The target takes 5d6 points of damage immediately and takes a -4 circumstance penalty on attack rolls, saving throws, skill checks, and ability checks for 1 round per level of the caster. Evil Eye Evil Eye Enchantment [Evil] Level: Mortal Hunter 2, Sor/Wiz 3 Components: S Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Instantaneous (see text) Saving Throw: Will negates Spell Resistance: Yes The caster focuses malevolent wishes through her gaze and curses someone with bad luck. The subject takes a -4 luck penalty on all attack rolls, saves, and checks. The spell ends at the next sunrise, when dismissed, when a remove curse is cast on the subject, or when the caster takes at least 1 point of damage from the subject. Eye of the Beholder Eye of the Beholder Transmutation [Evil] Level: Sor/Wiz 7 Components: V S Casting Time: 1 action Range: Personal Target: Caster Duration: 1 round/level One of the caster's eyes grows out of her head on an eyestalk, becoming like that of a beholder. Due to the mobility of the eye, the caster gains a +2 circumstance bonus on Spot checks. More important, the eye has one of the beholder's eye powers, determined randomly. The caster can use this power as a standard action during the spell's duration. Each type of eye produces an effect identical to that of a spell cast by a 13th level caster, but it follows the rules for a ray (see Aiming a Spell in Chapter 10 of the Player's Handbook). All of these effects have a range of 150 feet and a save DC of 18. Roll 1d10 to see which eye the caster gains. 1d10 Eye Effect 1 Charm Person: Target must make a Will save or be affected as though by the spell. 2 Charm Monster: Target must make a Will save or be affected as though by the spell. 3 Sleep: As the spell, except that it affects one creature with any number of Hit Dice. Target must make a Will save to resist. 4 Flesh to Stone: Target must make a Fortitude save or be affected as though by the spell. 5 Disintegrate: Target must make a Fortitude save or be affected as though by the spell. 6 Fear: As the spell, except that it targets one creature. Target must make a Will save or be affected as though by the spell. 7 Slow: As the spell, except that it affects one creature. Target must make a Will save to resist. 8 Inflict Moderate Wounds: As the spell, dealing 2d8+10 points of damage (Will half). 9 Finger of Death: Target must make a Fortitude save or be slain as though by the spell. The target takes 3d6+13 points of damage if his save succeeds. Evil Weather Evil Weather Conjuration (Creation) [Evil] Level: Corrupt 8 Components: V, S, M, XP, Corrupt (see below) Casting Time: 1 hour Range: Personal Area: 1-mile/level radius, centered on caster Duration: 3d6 minutes Saving Throw: None Spell Resistance: No The caster conjures a type of evil weather. It functions as described in Chapter 2 of the Book of Vile Darkness, except that area and duration are as given for this spell. Rain of Blood: Blood pours down in thick drops for 2d10 minutes. Any living, non-evil character in the area must succeed on a will save (DC 20) or take a -1 morale penalty on attack and damage rolls, checks, and saves for 24 hours. Undead gain a +1 morale bonus on attack and damage rolls, checks, and saves for 24 hours. Violet Rain: Once violet rain begins to fall, divine spells are uncastable for 24 hours. Green Fog: Clouds of dark greenish mist roll across the countryside. Any creature touched by a mist must succeed on a Fortitude save (DC 17) or be polymorphed into a random creature. The fog lasts for 10 minutes. Rain of Frogs or Fish: Thousands of animals fall from the sky, causing 1d3 pts per round of damage. The rain lasts 2d6 rounds. Corruption Cost: 3d6 points of Constitution damage. Casters of good alignment cannot cast Corrupt spells. Rain of Blood Violet Rain Green Fog Rain of Frogs or Fish Extract Drug Extract Drug Conjuration (Creation) Level: Brd 1, Clr 1, Drd 1, Sor/Wiz 1 Components: V S, F Casting Time: 1 minute Range: Touch Effect: One dose of a drug Duration: Permanent The caster infuses a substance with energy and creates a magical version of a drug. The magical version manifests as greenish fumes that rise from the chosen focus. The fumes must then be inhaled as a standard action within 1 round to get the drug's effects. The type of drug extracted depends on the substance used. Drug Extracted Effect on Focus Material Metal Baccaran Metal's hardness drops by l. Stone Vodare Stone's hardness drops by 1. Water Sannish Water becomes brackish and foul. Wood Mushroom powder Wood takes on a permanent foul odor Fangs of the Vampire King Fangs of the Vampire King Transmutation [Evil] Level: Corrupt 2 Components: S, Corrupt Casting Time: 1 action Range: Personal Target: Caster Duration: 1 minute/level The caster grows vampirelike fangs that allow him to make bite attacks with an attack bonus of +10 plus the caster's Strength modifier. The caster's bite attack deals 1d6 points of damage and 1 point of Constitution damage. Corruption Cost: 1d6 points of Strength damage. Casters of good alignment cannot cast Corrupt spells. Fiendish Clarity Fiendish Clarity Divination [Evil] Level: Clr 7, Demonic 7, Sor/Wiz 7 Components: V, S Casting Time: 1 action Range: Personal Target: Caster Duration: 10 minutes/ level The caster develops the senses of a powerful fiend. He has darkvision to a range of 60 feet. The caster can see in magical darkness as if it were normal darkness. He can see invisible creatures and objects as if he had a see invisibility spell cast on him. The caster can detect good at will. Flesh Armor Flesh Armor Abjuration [Evil] Level: Asn 4 Components: V, S, M, F Casting Time: 1 action Range: Personal Target: Caster Duration: 10 minutes/level or until discharged Prior to casting flesh armor, the caster flays the skin from a creature of his size and lays it upon his own flesh, wearing it like clothing or armor. Once the caster casts flesh armor, his skin develops resistance to blows, cuts, stabs, and slashes. The caster gains damage reduction 10/+1. Once the spell has prevented a total of 5 points of damage per caster level (maximum 50 points), it is discharged, and the skin slowly rots, shedding in patches like the skin of a molting snake. Material Component: A bit of flesh torn from the caster's body during the casting (dealing 1 point of damage). Focus: The entire freshly harvested skin of another creature of the caster's size. Flesh Ripper Flesh Ripper Evocation [Evil] Level: Clr 3, Mortal Hunter 3 Components: V, S, Undead, Fiend (caster must be undead or evil outsider) Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: Instantaneous Saving Throw: None Spell Resistance: Yes The caster evokes pure evil power in the form of a black claw that flies at the target. If a ranged touch attack roll succeeds, the claw deals 1d8 points of damage per caster level (maximum 10d8). On a critical hit, in addition to dealing double damage, the wound bleeds for 1 point of damage per round until it is magically healed. Grim Revenge Grim Revenge Necromancy [Evil] Level: Sor/Wiz 4 Components: V, S, Undead (caster must be undead) Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Target: One living humanoid Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes The hand of the subject tears itself away from one of his arms, leaving a bloody stump. This trauma deals 6d6 points of damage. Then the hand, animated and floating in the air, begins to attack the subject. The hand attacks as if it were a wight (see the Monster Manual) in terms of its statistics, special attacks, and special qualities, except that it is considered Tiny and gains a +4 bonus to AC and a +4 bonus on attack rolls. The hand can be turned or rebuked as a wight. If the hand is defeated, only a regenerate spell can restore the victim to normal. Gutwrench Gutwrench Necromancy [Evil, Death] Level: Sor/Wiz 8 Components: V, S, Undead (caster must be undead) Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: Yes The innards of the target creature roil. If the target fails its saving throw, its intestines burst forth, killing it. The intestines fly toward the caster and are absorbed into her form, granting her 4d6 temporary hit points and a +4 enhancement bonus to Strength. If the target's save is successful, it takes 10d6 points of damage instead. A creature with no discernible anatomy is unaffected by this spell. Heartache Heartache Enchantment [Evil, Mind-Affecting] Level: Clr 1, Mortal Hunter 1 Components: V, S, DF Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round Saving Throw: Will negates Spell Resistance: Yes The caster fills the subject with heart wrenching sorrow that renders it incapacitated for 1 round. The subject cannot move or take actions and is helpless for that round. Heartclutch Heartclutch Transmutation [Evil] Level: Clr 5 Components: V, S, Disease Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: The heart of one creature Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: Yes The caster holds forth his empty hand, and the still-beating heart of the subject appears within it. The subject dies in 1d3 rounds, and only a heal, regenerate, miracle, or wish spell will save it during this time. The target is entitled to a Fortitude saving throw to survive the attack. If the target succeeds at the save, it instead takes 3d6 points of damage +1 point per caster level from general damage to the chest and internal organs. (The target might die from damage even if it succeeds at the saving throw.) A creature with no discernible anatomy is unaffected by this spell. Disease Component: Soul rot. Hellfire Hellfire Evocation [Evil] Level: Diabolic 4 Components: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Area: 5-ft.-radius spread Duration: Instantaneous Saving Throw: None Spell Resistance: Yes The caster creates a small explosion of brimstone and fire that deals 3d6 points of special diabolic fire damage. The diabolic flames are not subject to being reduced by protection from elements (fire), fire shield (chill shield), or similar magic. Hellfire Storm Hellfire Storm Evocation [Evil] Level: Diabolic 7 Range: Medium (100 ft. + 10 ft./level) Area: 20-ft.-radius spread As hellfire, except in area and range and that the spell deals 5d6 points of special diabolic fire damage. Hell's Power Hell's Power Conjuration (Creation) [Evil] Level: Blk 3, Clr 4, Sor/Wiz 4 Components: V, S, M, Devil (caster must be LE outsider) Casting Time: 1 action Range: Personal Target: Caster Duration: 10 minutes/level The caster summons evil energy from the Nine Hells and bathes himself in its power. The caster gains a +2 deflection bonus to Armor Class, as well as an upgrade of his existing damage reduction by /+1 (DR 10/+1 becomes DR 10/+2, for example). Material Component: The heart of an elf child. Lahm's Finger Darts Lahm's Finger Darts Transmutation [Evil] Level: Corrupt 2 Components: V S, Corrupt Casting Time: 1 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 The caster's finger becomes a dangerous projectile that flies from her hand and unerringly strikes its target. The dart deals 1d4 points of Dexterity damage. Creatures without fingers cannot cast this spell. The dart strikes unerringly, even if the target is in melee or has partial cover or concealment. Inanimate objects (locks, doors, and so forth) cannot be damaged by the spell. For every three caster levels beyond 1st, the caster gains an additional dart by losing an additional finger: two at 4th level, three at 7th level, four at 10th level, and the maximum of five darts at 13th level or higher. If the caster shoots multiple darts, she can have them strike a single creature or several creatures. A single dart can strike only one creature. The caster must designate targets before checking for spell resistance or damage. Fingers lost to this spell grow back with the use of a Restoration or Regeneration spell. Corruption Cost: 1 point of Strength damage per dart, plus the loss of one finger per dart. A hand with one or no fingers is useless. Casters of good alignment cannot cast Corrupt spells. Liquid Pain Liquid Pain Necromancy Level: Pain 4, Sor/Wiz 4 Components: V, S, F Casting Time: 1 day Range: Touch Target: One living creature Duration: Permanent Saving Throw: Fortitude negates Spell Resistance: Yes The caster takes a subject already in great pain, wracked with disease, the victim of torture, or dying of a wound, for example-and captures its pain in liquid form. This physical manifestation of agony can be used to create magic items or enhance spells. It can also be used as a potent drug. Focus: A jar, vial, or other container for the liquid pain. Morality Undone Morality Undone Enchantment [Evil, Mind-Affecting] Level: Brd 5, Clr 5, Corruption 4, Mortal Hunter 4 Components: V, S, M/DF Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One non-evil creature Duration: 10 minutes/level Saving Throw: Will negates Spell Resistance: Yes The caster turns one creature evil. The chaotic/neutral/lawful component of the subject's alignment is unchanged. The subject retains whatever outlook, allegiances, and outlooks it had before, so long as they do not conflict with the new alignment. Otherwise, it acts with its new selfish, bloodthirsty, cruel outlook on all things. For example, a wizard might not immediately turn on her fighter companion for no apparent reason, particularly in the middle of a combat when they're fighting on the same side. But she might try to steal the fighter's bag of gems, even using applicable spells (charm person, suggestion, and invisibility, for instance) against her friend. She might even eventually decide to betray or attack her friend if there is some potential gain involved. Using this spell in conjunction with a spell such as dominate person or suggestion is particularly useful, because it changes what acts are against a subject's nature. Arcane Material Component: A powdered holy symbol. Power Leech Power Leech Necromancy [Evil] Level: Corrupt 5 Components: V, S, Corrupt Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Target: One living creature Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes The caster creates a conduit of evil energy between himself and another creature. Through the conduit, the caster can leech off ability score points at the rate of 1 point per round. The other creature takes 1 point of drain from an ability score of the caster's choosing, and the caster gains a +1 enhancement bonus to the same ability score per point drained during the casting of this spell. In other words, all points drained during this spell stack with each other to determine the enhancement bonus, but they don't stack with other castings of power leech or with other enhancement bonuses. The enhancement bonus lasts for 10 minutes per caster level. Corruption Cost: 1 point of Wisdom drain. Casters of good alignment cannot cast Corrupt spells. Rapture of Rupture Rapture of Rupture Transmutation [Evil] Level: Corrupt 7 Components: V, S, Corrupt Casting Time: 1 action Range: Touch Target: One living creature touched per level Duration: Instantaneous Saving Throw: Fortitude half Spell Resistance: Yes With this spell, the caster's touch deals grievous wounds to multiple targets. After rapture of rupture is cast, the caster can touch one target per round until she has touched a number of targets equal to her caster level. The same creature cannot be affected twice by the same rapture of rupture. A creature with no discernible anatomy is unaffected by this spell. When the caster touches a subject, his flesh bursts open suddenly in multiple places. Each subject takes 6d6 points of damage and is stunned for 1 round; a successful Fortitude save reduces damage by half and negates the stun effect. Subjects who fail their Fortitude save continue to take 1d6 points of damage per round until they receive magical healing, succeed at a Heal check (DC 20), or die. If a subject takes 6 points of damage from rapture of rupture in a single round, he is stunned in the following round. Corruption Cost: 1 point of Strength damage per target touched. Casters of good alignment cannot cast Corrupt spells. Reality Blind Reality Blind Illusion (Phantasm) [Evil, Mind­Affecting] Level: Sor/Wiz 3 Components: V, S, M Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Concentration (see below) Saving Throw: Will negates Spell Resistance: Yes This spell overwhelms the target with hallucinations, causing him to be blinded and stunned if he fails the save. The subject can attempt a new saving throw each round to end the spell. Even after the subject succeeds at the save or the caster stops concentrating, the subject is plagued with nightmares every night. The nightmares prevent the subject from benefiting from natural healing. These nightmares continue until the caster dies or the subject succeeds at a Will saving throw, attempted once per night. This nightmare effect is treated as a curse and thus cannot be dispelled. It is subject to remove curse, however. Material Component: A 2-inch diameter multicolored disk of paper or ribbon. Red Fester Red Fester Necromancy [Evil] Level: Corrupt 3 Components: V, S, Corrupt Casting Time: 1 action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes The subject's skin turns red and blisters. The blisters quickly turn into oozing wounds. Furthermore,the subject's sense of self becomes strangely clouded, diminishing her self-esteem. The subject takes 1d6 points of Strength damage and 1d4 points of Charisma damage. Corruption Cost: 1d6 points of Strength damage. Casters of good alignment cannot cast Corrupt spells. Resonating Resistance Resonating Resistance Transmutation Level: Clr 5, Mortal Hunter 4, Sor/Wiz 5 Components: V, Fiend (caster must be evil outsider) Casting Time: 1 action Range: Personal Target: Caster Duration: 1 minute/level The caster improves his spell resistance. Each time a foe attempts to bypass the caster's spell resistance, it must make a spell resistance check twice. If either check fails, the foe fails to bypass the spell resistance. The caster must have spell resistance as an extraordinary ability for resonating resistance to function. Spell resistance granted by a magic item or the spell resistance spell does not improve. Rotting Curse of Urfestra Rotting Curse of Urfestra Transmutation [Evil] Level: Corrupt 3 Components: V, S, Corrupt Casting Time: 1 action Range: Touch Target: Living creature touched Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes The subject's flesh and bones begin to rot. The subject takes 1d6 points of Constitution damage immediately, and a further 1d6 points of Constitution damage every hour until the subject dies or the curse is removed with a wish, miracle, or remove curse spell. Corruption Cost: 1d6 points of Strength damage. Casters of good alignment cannot cast Corrupt spells. Seething Eyebane Eyebane Transmutation [Evil, Acid] Level: Corrupt 1 Components: V, S, Corrupt Casting Time: 1 action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Fortitude negates (see text) Spell Resistance: Yes The subject's eyes burst, spraying acid upon everyone within 5 feet. The subject is blinded and takes 1d6 points of acid damage. Those sprayed take 1d6 points of acid damage (Reflex save for half). Creatures without eyes can't be blinded, but they might take acid damage if someone nearby is the subject of seething eyebane. Corruption Cost: 1d6 points of Constitution damage Casters of good alignment cannot cast Corrupt spells. Shriveling Shriveling Necromancy [Evil] Level: Clr 3, Sor/Wiz 2 Components: V, S, Disease Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes The caster channels dark energy that blasts and blackens the subject's flesh. The subject takes 1d4 points of damage per caster level (maximum 10d4). Disease Component: Soul rot. Song of Festering Death Song of Festering Death Evocation [Evil] Level: Brd 2 Components: V Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: Concentration Saving Throw: Fortitude negates Spell Resistance: Yes The caster sings a wailing ululation, requiring a successful Perform (singing) check (DC 20). If the Perform check succeeds and the target fails a Fortitude saving throw, the subject's flesh bubbles and festers into pestilent blobs, dealing the subject 2d6 points of damage each round. If the subject dies, she bursts with a sickening pop as steamy gore spills onto the ground. Sorrow Sorrow Enchantment [Evil, Mind-Affecting] Level: Brd 1, Clr 1 Components: V, S, M Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes Grief and sadness overcome the subject. She takes a -3 morale penalty on all attack rolls, saving throws, ability checks, and skill checks. Material Component: A tear. Spores of the Vrock Spores of the Vrock Conjuration (Creation) [Evil] Level: Clr 2, Demonologist 1 Components: V S, M/DF Casting Time: 1 full round Area: 5-ft. radius, centered on caster Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes The caster summons a mass of spores that fill the area around him. The spores deal 1d8 points of damage to all creatures within 5 feet other than the caster. Then they penetrate the skin and grow, dealing an additional 1d2 points of damage each round for 10 rounds. At the end of this time, a tangle of viney growths covers each subject. A delay poison spell stops the spores' growth for its duration. Bless, neutralize poison, or remove disease kills the spores, as does sprinkling the victim with a vial of holy water. Arcane Material Component: The feathers of an avian creature with an intelligence score of at least 3 (a harpy, achaierai, or similar creature). Stunning Screech Stunning Screech Evocation [Evil, Sonic] Level: Brd 3, Demonologist 2 Components: V, S, M, Drug Casting Time: 1 action Range: 30 ft. Targets: All creatures within range Duration: 1 round Saving Throw: Fortitude negates Spell Resistance: Yes The caster emits a piercing screech like that of a vrock demon. Every creature within the area is stunned for 1 round. Material Component: Feather of a large bird or a vrock. Drug Component: Mushroom powder. Stop Heart Stop Heart Necromancy [Evil] Level: Asn 4, Clr 4, Sor/Wiz 5 Components: S, Drug Casting Time: 1 action Range: Touch Area: One living humanoid or animal Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes Channeling hatred and spite, the caster calls upon dark power to give the subject a massive heart attack. The subject suddenly drops to -8 hit points, then -9 hit points at the end of this round. If someone immediately makes a successful Heal check (DC 15) or somehow gives the subject more hit points, she stabilizes. Otherwise, at the end of the next round, the subject reaches -10 hit points and dies. Drug Component: Baccaran. Thousand Needles Thousand Needles Conjuration (Creation) [Evil] Level: Pain 5, Clr 6 Components: V, S, M Casting Time: 1 action Range: Medium (100 ft. + 10 ft./levels) Target: One living creature Duration: 1 minute/level Saving Throw: Fortitude partial Spell Resistance: Yes A thousand needles surround the subject and pierce his flesh, worming through armor or any type of protection, although creatures with damage reduction are immune to this spell. The subject takes 2d6 points of damage immediately and takes a -4 circumstance penalty on attack rolls, saving throws, skill checks, and ability checks for the rest of the spell's duration. A successful Fortitude save reduces damage to half and negates the circumstance penalty. Material Component: A handful of needles all of which have drawn blood. Tongue of Baalzebul Tongue of Baalzebul Transmutation [Evil] Level: Clr 1 Components: V, S, M, Drug Casting Time: 1 full round Range: Personal Target: Caster Duration: 1 hour/level The caster gains the ability to lie, seduce and beguile with devil's skill. He gains a +2 competence bonus on Bluff, Diplomacy, and Gather information checks. Material Component: A tongue from any creature capable of speech. Drug Component: Mushroom powder. Touch of Juiblex Touch of Juiblex Transmutation [Evil] Level: Corrupt 3 Components: V, S, Corrupt Casting Time: 1 action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes The subject turns into green slime over the course of 4 rounds. If a remove curse, polymorph other, heal, greater restoration, limited wish, miracle, or wish spell is cast during the 4 rounds of transformation, the subject is restored to normal but still takes 3d6 points of damage. Corruption Cost: 1d6 points of Strength damage. Casters of good alignment cannot cast Corrupt spells. Unheavened Unheavened Abjuration [Evil] Level: Sor/Wiz 2 Components: V, S, Drug Casting Time: 1 action Range: Touch Target: One creature Duration: 10 minutes/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The caster grants one creature a +4 profane bonus on saving throws made against any spell or spell-like effect from a good outsider. This protection manifests as a black and red nimbus of energy visible around the subject. All celestial beings can identify an unheavened nimbus on sight. Drug Component: Vodare. Unliving Weapon Unliving Weapon Necromancy [Evil] Level: Clr 3 Components: V, S, M Casting Time: 1 full round Range: Touch Targets: One undead creature Duration: 1 hour/level Saving Throw: Will negates Spell Resistance: Yes This spell causes an undead creature to explode in a burst of powerful energy when struck for at least 1 point of damage, or at a set time no longer than the duration of the spell, whichever comes first. The explosion is a 10-foot radius burst that deals 1d6 points of damage for every two caster levels (maximum 10d6). While this spell can be an effective form of attack against an undead creature, necromancers often use unliving weapon to create undead capable of suicide attacks (if such a term can be applied to something that is already dead). Skeletons or zombies with this spell cast upon them can be very dangerous to foes that would normally disregard them. Material Component: A drop of bile and a bit of sulfur. Utterdark Utterdark Conjuration (Creation) [Evil] Level: Darkness 8, Demonic 8, Sor/Wiz 9 Components: V, S, M/DF Casting Time: 1 hour Range: Close (25 ft. + 5 ft./2 levels) Area: 100-ft./level radius spread, centered on caster Duration: 1 hour/level Saving Throw: None Spell Resistance: No Utterdark spreads from the caster, creating an area of cold, cloying magical darkness. This darkness is similar to that created by the deeper darkness spell, but no magical light counters or dispels it. Furthermore, evil aligned creatures can see in this darkness as if it were simply a dimly lighted area. Arcane Material Component: A black stick, 6 inches long, with humanoid blood smeared upon it. Wave of Grief Wave of Grief Enchantment [Evil, Mind-Affecting] Level: Brd 2, Clr 2 Components: S, M Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Area: Cone Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes All within the cone when the spell is cast are overcome with sorrow and grief. They take a -3 morale penalty on all attack rolls, saving throws, ability checks, and skill checks. Material Component: Three tears. Wave of Pain Wave of Pain Necromancy [Evil] Level: Brd 6, Pain 7 Components: S, M Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Area: Cone Duration: 1 round/2 levels Saving Throw: Fortitude negates Spell Resistance: Yes All living creatures within the cone are overcome with pain and suffering. They are stunned for the duration of the spell. A creature with no discernible anatomy is unaffected by this spell. Material Component: A needle. Wrack Wrack Necromancy [Evil] Level: Clr 3, Mortal Hunter 3, Pain 3, Sor/Wiz 4 Components: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Area: One humanoid creature Duration: 1 round/level Saving Throw: Fortitude negates Spell Resistance: Yes The subject is wracked with such pain that he doubles over and collapses. His face and hands blister and drip fluid, and his eyes cloud with blood, rendering him blind. For the duration of the spell the subject is considered helpless and cannot take actions. The subject's sight returns when the spell's duration expires. Even after the spell ends, the subject is still visibly shaken and takes a -2 penalty on attack rolls, saves, and checks for 3d10 minutes. Wretched Blight Wretched Blight Evocation [Evil] Level: Clr 7 Components: V, S Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Area: 20-ft.-radius spread Duration: Instantaneous Saving Throw: Fortitude partial (see text) Spell Resistance: Yes The caster calls up unholy power to smite his enemies. The power takes the form of a soul chilling mass of clawing darkness. Only good and neutral (not evil) creatures are harmed by the spell. The spell deals 1d8 pts of damage per caster level (maximum 15d8) to good creatures and renders them stunned for 1d4 rounds. A successful Fortitude save reduces damage to half and negates the stunning effect. The spell deals only half damage to creatures that are neither evil nor good, and they are not stunned. Such creatures can reduce the damage in half again (down to one­quarter of the roll) with a successful Reflex save. Lesser Shivering Touch Lesser Shivering Touch Necromancy [cold] Level: Cleric 1, Sorceror/Wizard 1 Components: V, S Casting Time: 1 Standard Action Range: Touch Target: Creature Touched Duration: 1 round/level Saving Throw: None Spell Resistance: Yes On a successful melee attack, you instantly suck the heat from the target's body, rendering it numb. The target takes 1d6 points of Dexterity damage. Creatures with the cold subtype are immune to the effects of Lesser Shivering Touch. Shivering Touch Shivering Touch Necromancy [cold] Level: Cleric 3, Sorceror/Wizard 3 Components: V, S Casting Time: 1 Standard Action Range: Touch Target: Creature Touched Duration: 1 round/level Saving Throw: None Spell Resistance: Yes On a successful melee attack, you instantly suck the heat from the target's body, rendering it numb. The target takes 3d6 points of Dexterity damage. Creatures with the cold subtype are immune to the effects of Shivering Touch. Ayailla's Radiant Burst Ayailla's Radiant Burst Evocation [Good] Level: Sanctified 2 Components: V, S, Sacrifice Casting Time: 1 standard action Range: 60 ft. Area: Cone-shaped burst Duration: Instantaneous Saving Throw: Fortitude negates (blindness) and Reflex half (shards) Spell Resistance: Yes Shards of heavenly light spray from your fingertips, blinding evil creatures in their path for 1 round. A successful Fortitude save negates the blindness. The luminous shards also sear the flesh of evil creatures, dealing 1d6 points of damage per two caster levels (maximum 5d6). A successful Reflex save halves the damage, which is of divine origin. Sacrifice: 1d2 points of Strength damage. Casters of evil alignment cannot cast Sanctified spells. Brilliant Emanation Brilliant Emanation Evocation [Good] Level: Sanctified 3 Components: Sacrifice Casting Time: 1 standard action Range: 100 ft. + 10 ft./level Area: 100-ft.-radius emanation + 10-ft. radius per level Duration: 1d4 rounds Saving Throw: Fortitude partial Spell Resistance: Yes This spell causes a divine glow to radiate from any reflective objects worn or carried by the caster, including metal armor. Evil creatures within the spell's area are blinded unless they succeed on a Fortitude saving throw. Non-evil characters perceive the brilliant light emanating from the caster, but are not blinded by it and do not suffer any negative effects from it. Evil characters that make their saving throw are not blinded, but are distracted, taking a -1 penalty on any attacks made within the spell's area for the duration of the spell. Creatures must be able to see visible light to be affected by this spell. Sacrifice: 1d3 points of Strength damage. Casters of evil alignment cannot cast Sanctified spells. Divine Inspiration Divine Inspiration Divination Level: Sanctified 1 Components: Sacrifice Casting Time: 1 standard action Range: Touch Target: One creature touched Duration: 1d4 rounds Saving Throw: None Spell Resistance: Yes (harmless) This spell helps to tip the momentum of combat in the favor of good, granting limited precognitive ability that enables the spell's recipient to circumvent the defenses of evil opponents. The target of the spell gains a +3 sacred bonus on all attack rolls made against evil creatures. This bonus does not apply to attacks made against non-evil creatures. Sacrifice: 1d2 points of Strength damage. Casters of evil alignment cannot cast Sanctified spells. Diamond Spray Diamond Spray Evocation [Good] Level: Sanctified 4 Components: V, S, M Casting Time: 1 standard action Range: 60 ft. Area: Cone-shaped burst Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes A blast of diamond-like shards springs from your hand and extends outward in a glittering cone. The cone dazzles evil creatures in the area for 2d6 rounds. The spell also deals 1d6 points of damage per caster level (maximum 10d6). The damage affects only evil creatures. A successful Reflex save reduces the damage by half but does not negate the dazzling effect. Casters of evil alignment cannot cast Sanctified spells. Dragon Cloud Dragon Cloud Conjuration (Calling) [Air] Level: Sanctified 8 Components: V, S, Sacrifice Casting Time: 1 round Range: Special (see text) Effect: One conjured dragon cloud (see text) Duration: 1 min. + 1 minute/level Saving Throw: None Spell Resistance: No You must cast this spell outdoors, in a place where clouds are visible. It calls forth a spirit of elemental air, binds it to a nearby cloud (either a normal cloud or storm cloud), and gives it a dragon-like form. Upon forming, the dragon-shaped cloud swoops toward you, arriving in 1 minute regardless of the actual distance from you. (The time it takes to reach you counts toward the spell's duration.) Once it arrives, you can command the dragon cloud like a summoned creature. The dragon cloud speaks Auran. At the end of the spell's duration, the dragon cloud evaporates into nothingness as the bound elemental spirit returns to its home plane. The dragon cloud cannot pass through liquids or solid objects. Sacrifice: 1d3 points of Constitution damage. Casters of evil alignment cannot cast Sanctified spells. Exalted Fury Exalted Fury Evocation [Good] Level: Sanctified 9 Components: V, Sacrifice Casting Time: 1 standard action Range: 40 ft. Area: 40-ft. radius burst, centered on you Duration: Instantaneous Saving Throw: None Spell Resistance: Yes Uttering a single, awesomely powerful syllable of the Words of Creation, your body erupts in the same holy power that shaped the universe at its birth. All evil creatures within the area take damage equal to your current hit points +50. Sacrifice: You die. You can be raised or resurrected normally. Casters of evil alignment cannot cast Sanctified spells. Hammer of Righteousness Hammer of Righteousness Evocation [Force, Good] Level: Sanctified 3 Components: V, S, Sacrifice Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Magic warhammer of force Duration: Instantaneous Saving Throw: Fortitude half Spell Resistance: Yes A great warhammer of positive energy springs into existence, launches toward a target that you can see within the range of the spell, and strikes unerringly. The hammer of righteousness deals 1d6 points of damage per caster level to the target, or 1d8 points of damage per caster level if the target is evil. The caster can decide to deal non-lethal damage instead of lethal damage with the hammer, or can split the damage evenly between the two types. How the damage is split must be decided before damage is rolled. The hammer is considered a force effect and has no miss chance when striking an incorporeal target. A successful Fortitude save halves the damage. Sacrifice: 1d3 points of Strength damage. Casters of evil alignment cannot cast Sanctified spells. Phieran's Resolve Phieran's Resolve Abjuration [Good] Level: Sanctified 3 Components: V, S, DF Casting Time: 1 standard action Range: 20 ft. Targets: One good creature/level in a 20-ft. radius burst centered on you Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Phieran's resolve (named after the exalted patron of suffering, endurance, and perseverance) was devised to combat wielders of vile magic. This spell grants targets a +4 sacred bonus on saving throws against spells with the evil descriptor. Sacrifice: 1d3 points of Strength damage. Casters of evil alignment cannot cast Sanctified spells. Phoenix Fire Phoenix Fire Necromancy [Fire, Good] Level: Sanctified 7 Components: V,S,F,Sacrifice Range: 15 feet Area: 15 foot radius spread, centered on you Duration: Instantaneous (see text) Saving Throw: Reflex half (see text) Spell Resistance: Yes (see text) You immolate yourself, consuming your flesh in a cloud of flame 20 feet high and 30 feet in diameter. You die (no saving throw, and spell resistance does not apply). Every evil creature within the cloud takes 2d6 points of damage per caster level (maximum 40d6). Neutral characters take half damage (and a successful Reflex save reduces that further in half), while good characters take no damage at all. Half of the damage dealt by the spell against any creature is fire; the rest results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks, such as that granted by protection from energy(fire), fire shield(chill shield), and similar magic. After 10 minutes, you rise from the ashes as if restored to life by a resurrection spell. Sacrifice: Your death and the level you lose when you return to life are the sacrifice cost for this spell. Casters of evil alignment cannot cast Sanctified spells. Rain of Embers Rain of Embers Evocation [Fire, Good] Level: Sanctified 7 Components: V, S, Sacrifice Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: Cylinder (40-ft. radius, 120 ft. high) Duration: 1 round/level (D) Saving Throw: Reflex half; see text Spell Resistance: Yes This spell causes orange, star-like embers to rain steadily from above. Each round, the falling embers deal 10d6 points of damage to evil creatures within the spell's area. Half of the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks, such as that granted by protection from energy (fire), fire shield (chill shield), and similar magic. Creatures may leave the area to avoid taking additional damage, but a new saving throw is required each round a creature is caught in the Fiery downpour. A shield provides a cover bonus on the Reflex save, depending on its size small +2, large +4, tower +7. A shield spell oriented upward provides a +4 cover bonus on the Reflex save. A creature using its shield (or shield spell) to block the rain of embers cannot use it for defense in combat. Sacrifice: 1d2 points of Strength drain. Casters of evil alignment cannot cast Sanctified spells. Sicken Evil Sicken Evil Necromancy [Good] Level: Sanctified 5 Components: V, S, Sacrifice Casting Time: 1 standard action Range: Personal Area: 20-ft.-radius emanation Duration: 1 minute/level (D) Saving Throw: None Spell Resistance: Yes You emanate a powerful aura that sickens evil creatures within the specified area. Sacrifice: 1d4 points of Strength damage. Casters of evil alignment cannot cast Sanctified spells. Storm of Shards Storm of Shards Evocation [Good] Level: Sanctified 6 Components: V, S, Sacrifice Casting Time: 1 standard action Range: 0 ft. Area: 80-ft.-radius spread Duration: Instantaneous Saving Throw: Fortitude negates (blinding), Reflex half (shards) Spell Resistance: Yes Shards of heavenly light rain down from above. Evil creatures within the spell's area that fail a Fortitude save are blinded permanently. The light shards also slice the flesh of evil creatures, dealing 1d6 points of damage per caster level (maximum 20d6). A successful Reflex save halves the damage, which is of divine origin. Sacrifice: 1d3 points of Strength drain. Casters of evil alignment cannot cast Sanctified spells. Sunmantle Sunmantle Abjuration Level: Sanctified 4 Components: S, Sacrifice Casting Time: 1 standard action Range: Touch Target: One creature touched Duration: 1 round/level Saving Throw: None Spell Resistance: Yes This spell cloaks the target in a wavering cloak of light that illuminates an area around the target (and dispels darkness) as a daylight spell. However, its ability to generate bright light is not the spell's primary function. The sunmantle grants the target damage reduction 5/-. Furthermore, if the target is struck by a melee attack that deals hit point damage, a tendril of light lashes out at the attacker, striking unerringly and dealing 5 points of damage. Because of the brilliance of the sunmantle, creatures sensitive to bright light (such as dark elves) take the usual attack penalties when in the light radius of the sunmantle. Sacrifice: 1d4 points of Strength damage. Casters of evil alignment cannot cast Sanctified spells. Twilight Luck Twilight Luck Abjuration [Good] Level: Sanctified 1 Components: V Casting Time: 1 standard action Range: Touch Target: One non-evil creature touched Duration: 1 minute/level Saving Throw: None Spell Resistance: Yes (harmless) By means of this spell, the caster can impart the luck of the fey to one non-evil being. The target gains a +1 luck bonus on all saving throws for the duration of the spell. Casters of evil alignment cannot cast Sanctified spells. Amber Sarcophagus Amber Sarcophagus Evocation Level: Sorcerer/wizard 7 Components: V,S,M Casting Time: 1 standard action Range: Close Target: One creature Duration: 1 day/level Saving Throw: None Spell Resistance: Yes You infuse an amber sphere with magical power and hurl it toward the target. If you succeed on a ranged touch attack, the amber strikes the target and envelops it in coruscating energy that hardens immediately, trapping the target within a translucent, immobile amber shell. The target is perfectly preserved and held in stasis, unharmed yet unable to take any actions. Within the amber sarcophagus, the target is protected against all attacks, including purely mental ones. The amber sarcophagus has hardness 5 and 10hp per caster level(maximum 200hp). If it is reduced to 0 hp, it shatters and crumbles to worthless amber dust, at which point the target is released from stasis (although it is flat footed until next turn). Left alone, the amber sarcophagus traps the target for the duration of the spell, then disappears before releasing the target from captive stasis. Material Component: An amber sphere worth at least 500 gp. Blinding Glory Blinding Glory Conjuration (Creation) [Good] Level: Glory 9, Sor/Wiz 9 Components: V, S, M/DF Casting Time: 1 hour Range: Close (25 ft. + 5 ft./2 levels) Area: 100-ft./level radius spread, centered on you Duration: 1 hour/level Saving Throw: None Spell Resistance: No A brilliant radiance spreads from you, brightly illuminating the area. The light is similar to that created by the daylight spell, but no magical darkness counters or dispels it. Furthermore, evil-aligned creatures are blinded within this light. Blinding glory brought into an area of magical darkness (or vice versa), including an utterdark spell, is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect. Arcane Material Component: A polished rod of pure silver. Bolt of Glory Bolt of Glory Evocation [Good] Level: Exalted arcanist 6, Glory 6 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./level) Effect: Ray Duration: Instantaneous Saving Throw: None Spell Resistance: Yes By casting this spell, you project a bolt of energy from the Positive Energy Plane against one creature. You must succeed on a ranged touch attack to strike your target. A creature struck takes varying damage, depending on its nature, home plane of existence and your level: Creature's Origin Damage Material Plane, Elemental, neutral outsider 1d6/2 levels (7d6 maximum) Positive Energy Plane, good outsider none Evil outsider, undead creature, Negative Energy Plane 1d6/level (15d6 maximum) Call Faithful Servants Call Faithful Servants Conjuration(Calling) [Good] Level: Celestial 6, cleric 6, sorc/wiz 6 Components: V, S, Abstinence, Celestial (caster must be good outsider) Casting Time: 1 minute Range: Close Duration: Instantaneous You call 1d4 lawful good lantern archons from Celestia to your location. They serve you for up to one year as guards, soldiers, spies, or whatever other holy purpose you have. No matter how many times you cast this spell, you can control no more than 2HD worth of celestials per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess servants from previous castings return to their home plane. Celestial Blood Celestial Blood Abjuration [Good] Level: Apostle of peace 6, Clr 6, Pleasure 6 Components: V, S, M Casting Time: 1 round Range: Touch Target: Non-evil creature touched Duration: 1 minute/level Saving Throw: None Spell Resistance: Yes (harmless) You channel holy power to grant the subject some of the protection enjoyed by celestial creatures. The subject gains resistance 10 to acid, cold, and electricity, a +4 bonus on saving throws against poison, and damage reduction 10/evil. Material Component: A vial of holy water, with which you anoint the subject's head. Chaav's Laugh Chaav's Laugh Enchantment (Compulsion)[Good, Mind-Affecting] Level: Cleric 5, Joy 5 Components: V Casting Time: 1 standard action Range: 40ft Area: 40-ft-radius spread centered on you Duration: 1 minute/level Saving Throw: Will negates Spell Resistance: Yes You release a joyous, boisterous laugh that strengthens the resolve of good creatures and weakens the resolve of evil creatures. Good creatures within the spell's area gain the following benefits for the duration of the spell: a +2 morale bonus on attack rolls an saves against fear effects. plus temporary hit points equal to 1d8 + caster level(to a maximum of 1d8 +20 at level 20). Evil creatures within the spell's are that fail a Will save take a -2 morale penalty on attack rolls and saves against fear effects for the duration of the spell. Creatures must be able to hear the laugh to be affected by the spell. Creatures that are neither good nor evil are unaffected by Chaav's Laugh. Convert Wand Convert Wand Transmutation Level: Clr 5 Components: V, S Casting Time: 1 standard action Range: Touch Target: Wand touched Duration: Permanent Saving Throw: None Spell Resistance: No This spell permanently transforms a magic wand of any type into a healing wand with the same number of charges remaining. The spell level of the wand determines how powerful a healing instrument the wand becomes: Spell Level New Wand Type Cantrip Wand of cure minor wounds 1st Wand of cure light wounds 2nd Wand of cure moderate wounds 3rd Wand of cure serious wounds 4th Wand of cure critical wounds Dancing Web Dancing Web Evocation [Good] Level: Clr 5, Drd 5, Sor/Wiz 4 Components: V, S, M/DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: 20-ft.-radius burst Duration: Instantaneous Saving Throw: Reflex half; see text Spell Resistance: Yes This spell creates a burst of magical energy that deals 1d6 points per level of non-lethal damage maximum 10d6). Further, evil creatures that fail their saving throw become entangled by lingering threads of magical energy for 1d6 rounds. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty to effective Dexterity; the entangled target can move at half speed but can't run or charge. Arcane Material Component: A bit of spider's web. Divine Sacrifice Divine Sacrifice Necromancy Level: Paladin 1 Components: V,S Casting Time: 1 standard action Range: Personal Target: Self Duration: 1 round/level or until discharged You can sacrifice life force to increase the damage you deal. When you cast the spell, you can sacrifice up to 10 of your hit points. For every 2 hp you sacrifice, on your next successful attack you deal +1d6 damage, to a maximum of +5d6 on that attack. Your ability to deal this extra damage ends when you successfully attack or when the spell duration ends. Sacrificed hit points count as normal lethal damage, even if you have the regeneration ability. Elation Elation Enchantment [Mind-Affecting] Level: Brd 2, Clr 2, Sor/Wiz 3 Components: V, S Casting Time: 1 standard action Range: 80 ft. Targets: Allies in an 80-ft.radius spread of you Duration: 1 round/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Your allies become elated, full of energy and joy. Affected creatures gain a +2 morale bonus to effective Strength and Dexterity, and their speed increases by +5 feet. Elation does not remove the condition of fatigue, but it does offset most of the penalties for being fatigued. Energize Potion Energize Potion Transmutation Level: Cleric 3, druid 3, sorc/wizard 2, Wrath 2 Components: V,S,M Casting Time: 1 standard action Range: Close Effect: 10ft radius Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes This spell transforms a magic potion into a volatile substance that can be hurled out to the specified range. The spell destroys the potion and releases a 10-foot-radius burst of energy at the point of impact. The caster must specify the energy type (acid, cold, electricity, fire, or sonic) when the spell is cast. The potion deals 1d6 points of damage (of the appropriate energy type) per spell level of the potion (maximum 3d6). For example, a potion of displacement transformed by this spell deals 3d6 points of damage. An energized potion set to deal fire damage ignites combustibles within the burst radius. Eyes of the Avoral Eyes of the Avoral Transmutation Level: Clr 1, Drd 1, Rgr 1, Sor/Wiz 1 Components: S Casting Time: 1 standard action Range: Touch Target: One creature Duration: 10 minutes/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The subject gains an avoral's sharp eyesight, receiving a +8 racial bonus on Spot checks for the duration of the spell. Inspired Aim Lantern Light Lantern Light Evocation [Good, Light] Level: Cleric 1, paladin 1, sorcerer/wizard 1, vassal of Bahamut 1 Components: S Casting Time: 1 standard action Range: Close (25ft + 5ft/2 levels) Effect: Ray Duration: 1 round/level Saving Throw: None Spell Resistance: Yes Rays of holy light flash from your eyes. You can fire 1 ray per 2 caster levels, but no more than 1 ray per round. You must succeed on a ranged touch attack to hit a target, The target takes 1d6 points of damage from each ray. Last Judgement Last Judgment Necromancy [Death, Good] Level: Clr 8, Sor/Wiz 8, Wrath 8 Components: V, Celestial (caster must be good outsider) Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Target: One evil humanoid, monstrous humanoid, or giant/2 levels Duration: Instantaneous Saving Throw: Will partial Spell Resistance: Yes Reciting a list of the targets' evil deeds, you call down the judgment of the heavens upon their heads. Creatures that fail their saving throw are struck dead and bodily transported to the appropriate Lower Planes to suffer their eternal punishment. Creatures that succeed nevertheless take 3d6 points of temporary Wisdom damage as guilt for their misdeeds overwhelms their minds. This spell affects only humanoids, monstrous humanoids, and giants of evil alignment. A true resurrection or miracle spell can restore life to a creature slain by this spell normally. A resurrection spell works only if the creature's body can be recovered from the Lower Planes before the resurrection is cast. Luminous Armor Luminous Armor Abjuration Level: Sanctified 2 Components: Sacrifice Casting Time: 1 standard action Range: Touch Target: 1 good creature touched Duration: 1 hour/level Saving Throw: None Spell Resistance: Yes (harmless) This spell, favored among eladrins visiting the Material Plane, envelops the target in a protective, shimmering aura of light. The luminous armor resembles a suit of dazzling full plate, but it is weightless and does not restrict the target's movement or mobility in any way. In addition to imparting the benefits of a breastplate (+5 armor bonus to AC), the luminous armor has no maximum Dexterity restriction, no armor check penalty, and no chance for arcane spell failure. You cannot wear other armor while wearing luminous armor. Luminous armor sheds light equivalent to a daylight spell and dispels darkness spells of 2nd level or lower with which it comes into contact. In addition, the armor causes opponents to take a -4 penalty on melee attacks made against the target. This penalty stacks with the penalty suffered by creatures sensitive to bright light (such as dark elves). Sacrifice: 1d2 points of Strength damage. Greater Luminous Armor Luminous Armor, Greater Abjuration Level: Sanctified 4 This spell functions like luminous armor, except that it imparts the benefits of full plate (+8 armor bonus to AC). Sacrifice: 1d3 points of Strength damage. Casters of evil alignment cannot cast Sanctified spells. Rain of Black Tulips Rain of Black Tulips Evocation [Good] Level: Drd 9 Components: V, S, M Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: Cylinder (80-ft. radius, 80 ft. high) Duration: 1 round/level (D) Saving Throw: None (damage), Fortitude negates (nausea) Spell Resistance: Yes Tulips as black as midnight fall from the sky. The tulips explode with divine energy upon striking evil creatures, each of which takes 5d6 points of damage. In addition, evil creatures that fail a Fortitude save are nauseated (unable to attack, cast spells, concentrate on spells, perform any task requiring concentration, or take anything other than a single move action per turn) until they leave the spell's area. A successful Fortitude save renders a creature immune to the nauseating effect of the tulips, but not the damage. Material Component: A black tulip. Rain of Roses Rain of Roses Evocation [Good] Level: Drd 7 Components: V, S, M Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: Cylinder (80-ft. radius, 80 ft. high) Duration: 1 round/level (D) Saving Throw: None (ability damage) and Fortitude negates (sickening) Spell Resistance: Yes Red roses fall from the sky. Their sharp thorns graze the flesh of evil creatures, dealing 1d4 points of temporary Wisdom damage per round. A creature reduced to 0 Wisdom falls unconscious as its mind succumbs to horrible nightmares. In addition, the beautiful rose petals sicken evil creatures touched by them; those that fail a Fortitude save are sickened (-2 penalty on attack rolls, weapon damage rolls, saving throws, ability checks, and skill checks) until they leave the spell's area. A successful Fortitude save renders a creature immune to the sickening effect of the roses, but not the ability damage caused by their thorns. Material Component: A red rose. Ray of Hope Ray of Hope Enchantment (Compulsion) [Good, Mind-Affecting] Level: Brd 1, Clr 1 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: 1 round/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Powerful hope wells up in the subject, who gains a +2 morale bonus on saving throws, attack rolls, ability checks, and skill checks. Righteous Smite Righteous Smite Evocation [Good] Level: Clr 7, exalted arcanist 7, Wrath 7 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: 20-ft. radius spread Duration: Instantaneous Saving Throw: Will partial; see text Spell Resistance: Yes You draw down holy power to smite your enemies. Only evil and neutral creatures are harmed by the spell; good creatures are unaffected. The spell deals 1d6 points of damage per caster level (maximum 20d6) to evil creatures (or 1d8 points of damage per caster level, maximum 20d8, to evil outsiders) and blinds them for 1d4 rounds. A successful Will saving throw reduces damage to half and negates the blinding effect. The spell deals only half damage against creatures that are neither good nor evil, and they are not blinded. They can reduce that damage by half (down to one quarter of the roll) with a successful Will save. Starmantle Starmantle Abjuration Level: Joy 7, Sor/Wiz 6 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: One living creature touched Duration: 1 minute/level (D) Saving Throw: None Spell Resistance: Yes (harmless) This spell manifests as a draping cloak of tiny, cascading stars that seem to flicker out before touching the ground. The cloak forms over the target's existing apparel and sheds light as a torch, although this is not the mantle's primary function. The starmantle renders the wearer impervious to non-magical weapon attacks and transforms any non-magical weapon or missile that strikes it into harmless light, destroying it forever. Contact with the starmantle does not destroy magic weapons or missiles, but the starmantle's wearer is entitled to a Reflex saving throw (DC 15) each time he is struck by such a weapon; success indicates that the wearer takes only half damage from the weapon (rounded down). Material Component: A pinch of dust from a pixie's wing (20 gp). Tomb of Light Tomb of Light Transmutation [Good] Level: Clr 7, Sor/Wiz 7 Components: V, S, M Casting Time: 1 round Range: Touch Target: Evil extraplanar creature touched Duration: Concentration Saving Throw: Fortitude partial Spell Resistance: Yes When you cast this spell, you attempt to draw out the impure substance of an evil extraplanar creature and replace it with your own pure substance. The spell is draining for you to cast, but it is deadly to evil outsiders and other extraplanar creatures with the taint of evil. When you touch the target creature, it must make a Fortitude saving throw. If it succeeds, it is unaffected by the spell. If it fails, its skin becomes translucent and faintly radiant and the creature is immobilized, standing helpless. The subject is aware and breathes normally, but cannot take any physical actions, even speech. It can, however, execute purely mental actions (such as using a spell-like ability). The effect is similar to hold person. Each round you maintain the spell, the creature must attempt another Fortitude save. If it fails the save, it takes 1d6 points of permanent Constitution drain. Each round you maintain the spell, however, you take 1d6 points of non-lethal damage. If you fall unconscious, or if the creature succeeds at its Fortitude save, the spell ends. Material Component: A pure crystal or clear gemstone worth at least 50 gp. Masochism Masochism Enchantment [Evil] Level: Asn 3, Blk 3, Clr 3, Sor/Wiz 2 Components: V, S, M Casting Time: 1 action Range: Personal Target: Caster Duration: 1 round/level For every 10 points of damage the caster takes in a given round, he gains a +1 luck bonus on attack rolls, saving throws, and skill checks made in the following round. The more damage the caster takes, the greater the luck bonus. It's possible to get a luck bonus in multiple rounds if the caster takes damage in more than one round during the spell's duration. Material Component: A leather strap that has been soaked in the caster's blood. Addiction Addiction Enchantment Level: Asn 1, Brd 2, Clr 2, Sor/Wiz 2 Components: V, S, Drug Casting Time: 1 action Range: Touch Area: One living creature Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes The caster gives the target an addiction to a drug. A caster of level 5 or less can force the subject to become addicted to any drug with a low addiction rating. A 6th to 10th level caster can force an addiction to any drug with a medium addiction rating, and 11th to 15th level caster can force addiction to a drug with a high addiction rating. Casters of 16th level or higher can give the subject an addiction to a drug with an extreme addiction rating. Exalted Raiment Exalted Raiment Abjuration Level: Sanctified 6 Components: V, DF, Sacrifice Casting Time: 1 standard action Range: Touch Target: Robe, garment, or outfit touched Duration: 1 minute/level Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object) You imbue a robe, priestly garment, or outfit of regular clothing with divine power. The spell bestows the following effects for the duration: - +1 sacred bonus to AC per five caster levels(max +4 at 20th level) - Damage reduction 10/evil - Spell resistance 5 + 1/caster level (max SR 25 at 20th level) - Reduces ability damage due to spell casting by 1, to a minimum of 1 point (but does not reduce the sacrifice cost of this spell). Sacrifice: 1d4 points of Strength damage Casters of evil alignment cannot cast Sanctified spells. Stone Bones Stone Dragon (Strike) Level: Crusader 1, Swordsage 1, Warblade 1 Initiation Action: 1 Standard Action Range: Personal Target: You Duration: 1 round You focus your energy to enhance your defenses, drawing on the power of your weapon's impact with a foe to toughen yourself against a counterattack. You gain DR 5/Adamantium (+5) for 1 round. Crusader Crusaders crusader (BASE CLASS) Devoted knight, divine agent, instrument of vengeance, peerless fighting machine - the crusader is a warrior dedicated to good, evil, law, chaos, or some other cause. She seeks out and destroys the enemies of her chosen faith. Strengthened by prayer or absolute devotion to a principle, armoured by unshakable faith, and driven by her convictions, a good crusader is a mighty weapon against injustice and malice. An evil crusader, on the other hand, is a cruel and fearsome warrior of darkness. - Hit Die: d10 - Proficiencies: A Crusader gains proficiencies with Martial and Simple Weapons, Light, Medium and Heavy Armour, and Shields. - Skill Points: 4 + Int Modifier - Alignment: A Crusader cannot be neutral. CLASS FEATURES: Level 1: Furious Counterstrike - Bonus to attack when wounded. Steely Resolve 5 - Delays damage until the next round. 2: Indomitable Soul - You gain charisma to saves 3: Zealous Surge - Reroll a failed save 4: Steely Resolve 10 5: 6: Smite 1/day 7: 8: Steely Resolve 15 9: 10: Die Hard 11: 12: Steely Resolve 20 13: Mettle 14: 15: 16: Steely Resolve 25 17: 18: Smite 2/day 19: 20: Steely Resolve 30 Level Maneuvers Known Maneuvers Readied Stances Known 1 5 5 (2) 1 2 5 5 (2) 2 3 6 5 (2) 2 4 6 5 (2) 2 5 7 5 (2) 2 6 7 5 (2) 2 7 8 5 (2) 2 8 8 5 (2) 3 9 9 5 (2) 3 10 9 6 (3) 3 11 10 6 (3) 3 12 10 6 (3) 3 13 11 6 (3) 3 14 11 6 (3) 4 15 12 6 (3) 4 16 12 6 (3) 4 17 13 6 (3) 4 18 13 6 (3) 4 19 14 6 (3) 4 20 14 7 (4) 4 Swordsage Swordsages swordsage (BASE CLASS) A master of martial maneuvers, the swordsage is a physical adept - a blade wizard whose knowledge of the Sublime Way lets him unlock potent abilities, many of which are overtly supernatural or magical in nature. Depending on which disciplines he chooses to study, a swordsage might be capable of walking through walls, leaping dozens of feet into the air, shattering boulders with a single touch, or even mastering the elements of fire or shadow. Whatever his specific training, a swordsage blurs the line between martial prowess and magical skill. - Hit Die: d8 - Proficiencies: A Swordsage gains proficiencies with Martial and Simple Weapons, and Light armour. - Skill Points: 6 + Int Modifier CLASS FEATURES: Level 1: Discipline Focus (Weapon Focus) - You gain weapon focus for weapons in the chosen discipline 2: AC Bonus - You get your wisdom bonus to AC in light armour 3: 4: Discipline Focus (Insightful Strike) - You gain your wisdom modifier as a bonus to damage for strikes from the chosen discipline 5: Initiative Bonus - +2 6: 7: Sense Magic - Identify magical weapons 8: Discipline Focus (Defensive Stance) - You gain a +2 bonus to saves using a stance from the chosen discipline 9: Evasion 10: 11: 12: Discipline Focus (Insightful Strike) 13: 14: 15: Initiative Bonus - +4 16: Discipline Focus (Defensive Stance) 17: Improved Evasion 18: 19: 20: Dual Boost - Can use two boosts in the same round Level Maneuvers Known Maneuvers Readied Stances Known 1 6 4 1 2 7 4 2 3 8 5 2 4 9 5 2 5 10 6 3 6 11 6 3 7 12 6 3 8 13 7 3 9 14 7 4 10 15 8 4 11 16 8 4 12 17 8 4 13 18 9 4 14 19 9 5 15 20 10 5 16 21 10 5 17 22 10 5 18 23 11 5 19 24 11 5 20 25 12 6 Warblade Warblades warblade (BASE CLASS) The warblade was born for conflict. Swift, strong, enduring, and utterly confident in his martial skills, he seeks to test himself against worthy foes. Battle is beautiful to him - a perfect moment in which life hangs suspended on the edge of a sword. Sheer combat skill is important to a warblade, so he trains intensely with his chosen weapons. But even more important are his athleticism, endurance, daring, recklessness, and joy in the hour of danger. Warblades, often called sword princes, live for the chance to test themselves in battle - the stronger the foe, the greater the glory once an enemy is defeated. - Hit Die: d12 - Proficiencies: A Warblade gains proficiencies with Martial and Simple Weapons, Shields, Medium and Light armour. - Skill Points: 4 + INT Modifier CLASS FEATURES: Level 1: Battle Clarity - INT to Reflex saves Weapon Aptitude - You may alter your weapon focus and other weapon specific feats to a weapon of your choice 2: Uncanny Dodge 3: Battle Ardor - INT to Critical Confirmation 4: 5: Bonus Feat 6: Uncanny Dodge 2 7: Battle Cunning - INT to Damage against flatfooted foes 8: 9: Bonus Feat 10: 11: Battle Skill - INT to checks to Trip, Disarm, Overrun, or Bullrush 12: 13: Bonus Feat 14: 15: 16: 17: Bonus Feat 18: 19: 20: Stance Mastery - May use two stances at the same time Level Maneuvers Known Maneuvers Readied Stances Known 1 3 3 1 2 4 3 1 3 5 3 1 4 5 4 2 5 6 4 2 6 6 4 2 7 7 4 2 8 7 4 2 9 8 4 2 10 8 5 3 11 9 5 3 12 9 5 3 13 10 5 3 14 10 5 3 15 11 6 3 16 11 6 4 17 12 6 4 18 12 6 4 19 13 6 4 20 13 7 4 Desert Wind Devoted Spirit Diamond Mind Iron Heart Setting Sun Shadow Hand Stone Dragon Tiger Claw White Raven Return to maneuver level selection. Select level of maneuver or stance to gain. NOTE: This may take a while when first browsing a particular level's maneuvers. Select a maneuver or stance to gain. You can select more maneuvers or stances You will be able to select more maneuvers after you gain another level in a blade magic initiator class. You do not have an appropriate weapon to initiate this maneuver. Choose Maneuvers or Stances. Stances. Maneuvers Stonefoot Stance Stone Dragon (Stance) Level: Crusader 1, Swordsage 1, Warblade 1 Initiation Action: 1 Swift Action Range: Personal Target: You Duration: Stance You crouch and set your feet flat on the ground, drawing the resilience of the earth into your body. You gain a +2 bonus on Strength checks, and a +2 AC bonus against creatures larger than you. This stance ends if you move more than 5 feet for any reason. Steely Resolve Type of Feat: Class Specific Prerequisites: Crusader 1. Specifics: You have a delayed damage pool that allows you to forestall the effects of many injuries. When you are attacked, any damage is added to your delayed damage pool. At the end of the next round, you take damage equal to the total stored in the delayed damage pool. Any damage beyond the maximum delayed comes off of your normal hit points. This does not negate any special attack such as poison. At 1st level, your delayed damage pool can hold 5 points of damage. The maximum your pool can hold increases by 5 at 4th, 8th, 12th, 16th and 20th level to a maximum of 30. Use: Automatic Furious Counterstrike Type of Feat: Class Specific Prerequisites: Crusader 1. Specifics: During your turn, you gain a bonus on attack and damage rolls equal to the current value of your delayed damage pool divided by 5 (minimum of +1). Use: Automatic Indomitable Soul Type of Feat: Class Specific Prerequisites: Crusader 2. Specifics: You add your Charisma modifier (if positive) as a bonus to your will saves. This does not stack with the Paladin class. Use: Automatic Smite Type of Feat: Class Specific Prerequisites: Crusader 6. Specifics: Once per day, you can focus your determination into a single attack, gaining a bonus equal to your charisma modifier on the attack roll and equal to your crusader level on the damage roll. You gain an additional use of this ability at level 18. Use: Specified Zealous Surge Type of Feat: Class Specific Prerequisites: Crusader 4. Specifics: Once per day, you can opt to reroll your next failed saving throw that round. You must take the result of the reroll, even if it is worse. Use: Specified AC Bonus Type of Feat: Class Specific Prerequisites: Swordsage 2. Specifics: AC Bonus: Starting at 2nd level, you can add your Wisdom modifier as a bonus to Armor Class, so long as you wear light armor, are unencumbered, and do not use a shield. This bonus to AC applies even against touch attacks or when you are flat-footed. However, you lose this bonus when you are immobilized or helpless. Use: Automatic Sense Magic Type of Feat: Class Specific Prerequisites: Swordsage 7. Specifics: You can attempt a Lore check to identify a weapon, shield or suit of armour. Use: Selected Dual Boost Type of Feat: Class Specific Prerequisites: Swordsage 20. Specifics: Three times per day, you may use two boost maneuvers in the same round. Use: Specified Discipline Focus (Weapon Focus): Desert Wind Discipline Focus (Weapon Focus): Diamond Mind Discipline Focus (Weapon Focus): Setting Sun Discipline Focus (Weapon Focus): Shadow Hand Discipline Focus (Weapon Focus): Stone Dragon Discipline Focus (Weapon Focus): Tiger Claw Type of Feat: Class Specific Prerequisites: Swordsage 1. Specifics: You gain Weapon Focus in all discipline weapons. Desert Wind: Scimitar, Light Mace, Spear, Light Pick, Falchion. Diamond Mind: Katana, Rapier, Bastard Sword, Spear Setting Sun: Short Sword, Staff, Unarmed Strike, Nunchaku Shadow Hand: Short Sword, Dagger, Unarmed Strike, Sai Stone Dragon: Unarmed Strike, Great Sword, Great Axe, Heavy Mace Tiger Claw: Unarmed Strike, Great Axe, Kama, Kukri, Hand Axe Use: Automatic Discipline Focus (Insightful Strike): Desert Wind Discipline Focus (Insightful Strike): Diamond Mind Discipline Focus (Insightful Strike): Setting Sun Discipline Focus (Insightful Strike): Shadow Hand Discipline Focus (Insightful Strike): Stone Dragon Discipline Focus (Insightful Strike): Tiger Claw Type of Feat: Class Specific Prerequisites: Swordsage 4. Specifics: You gain your wisdom bonus to damage when using a strike from the chosen discipline. At level 12, choose a second discipline. Use: Automatic Discipline Focus (Defensive Stance): Desert Wind Discipline Focus (Defensive Stance): Diamond Mind Discipline Focus (Defensive Stance): Setting Sun Discipline Focus (Defensive Stance): Shadow Hand Discipline Focus (Defensive Stance): Stone Dragon Discipline Focus (Defensive Stance): Tiger Claw Type of Feat: Class Specific Prerequisites: Swordsage 8. Specifics: You gain a +2 bonus to saves when in a stance from the chosen discipline. At level 16, choose a second discipline. Use: Automatic Deepstone Sentinel Deepstone Sentinels deepstone sentinel (PRESTIGE CLASS) The Stone Dragon discipline traces its root back to an ancient order of dwarves that used the power of the earth to enhance their combat style. A deepstone sentinel immerses himself in those ancient teachings to link himself to the power of stone. Most deepstone sentinels use this power in the defense of their fellow dwarves, although some take a more active approach to battling the enemies of their people. In combat, a deepstone sentinel is a living mountain, a stony redoubt that provides shelter to his allies while crashing like an avalanche upon his enemies. The ground shifts and churns under his feet. One moment he stands atop a small, earthen mound that blocks his enemies - the next he summons an earthquake to knock his foes to the ground. - Hit Die: d10 - Proficiencies: A Deepstone Sentinel gains no additional proficiencies. - Skill Points: 2 + Int Modifier REQUIREMENTS: Race: Dwarf. Base Attack Bonus: +10. Skills: Balance 13 ranks. Feats: Power Attack or Stone Power. Maneuvers: Must know at least two Stone Dragon maneuvers and one Stone Dragon stance. CLASS FEATURES: Level 1: Mountain Fortress Stance - Create a small fortress of stone 2: Crashing Mountain Juggernaught - Knock enemies to the ground charging a foe 3: Indomitable Redoubt - Use a second Stone Dragon stance 4: Stone Curse - Pin an enemy to the ground Dragon's Tooth - Form a pillar of rock 5: Awaken the Stone Dragon - Cause a localized earthquake Maneuvers The Deepstone Sentinel may only select maneuvers from the Stone Dragon discipline. He adds his full class level to his initiator level. He gains new maneuvers known and readied at the indicated levels. Level Maneuvers Known Maneuvers Readied 1 1 0 2 0 0 3 1 1 4 0 0 5 1 0 Mountain Fortress Stance Type of Feat: Class Specific Prerequisites: Deepstone Sentinel 1. Specifics: You create a small fortress of rock and stone upon which you stand, granting you a +1 bonus to attack, and forcing all foes entering melee combat with you to make DC 10 Balance checks or fall prone. You cannot move more than 5 feet or lose the benefits of this stance. Use: Selected Crashing Mountain Juggernaught Type of Feat: Class Specific Prerequisites: Deepstone Sentinel 2. Specifics: You end your Mountain Fortress Stance, crashing down upon the foes near to you. All foes in melee range must make a DC 15 balance check or fall prone, and you charge a single foe with a +2d6 damage bonus. You must be in Mountain Fortress Stance to use this ability. Use: Selected Indomitable Redoubt Type of Feat: Class Specific Prerequisites: Deepstone Sentinel 3. Specifics: While under the effects of Mountain Fortress Stance, you may activate another stance from the Stone Dragon discipline. Use: Automatic Stone Curse Type of Feat: Class Specific Prerequisites: Deepstone Sentinel 4. Specifics: On your first successful strike of the round in melee combat, if the target fails a DC 10 + 1/2 Character level + Strength Modifier Will save, they become unable to move. Use: Automatic Dragon's Tooth Type of Feat: Class Specific Prerequisites: Deepstone Sentinel 4. Specifics: You create a 10 foot tall pillar of stone, knocking all those who fail a DC 10 + 1/2 Character level + Strength Modifier Reflex save prone. Use: Selected Awaken the Stone Dragon Type of Feat: Class Specific Prerequisites: Deepstone Sentinel 5. Specifics: You cause the ground to shake, forcing all enemies to make a DC 10 + 1/2 Character level + Strength Modifier Reflex save or take 12d6 damage and fall prone. A successful save deals half damage and they remain standing. Use: Selected Blistering Flourish Desert Wind (Strike) Level: Swordsage 1 Initiation Action: 1 Standard Action Range: 30ft. Area: 30-ft burst Duration: 1 Minute Your weapons bursts into flames as you twirl it over your head. With a flourish, you cause the fire to explode with a blinding flash. All creatures other than you in the area must make a Fortitude save vs 11 + Wisdom modifier or be dazzled. This is a supernatural maneuver. Burning Blade Desert Wind (Boost) [Fire] Level: Swordsage 1 Initiation Action: 1 Swift Action Range: Personal. Target: You. Duration: 1 Round. Your blade bursts into flame as it sweeps towards your foe in an elegant arc. Your strikes deal 1d6 + Initiator level fire damage. This is a supernatural maneuver. Burning Brand Desert Wind (Boost) Level: Swordsage 2 Initiation Action: 1 Swift action Range: Personal Target: You Duration: End of Turn Your weapon transforms into a roaring gout of flame. As you swing your burning blade, it stretches out beyond your normal reach to scorch your foes. You take a full attack action, with your reach increasing by 5 feet. Your weapon deals fire damage instead of normal damage for this round. This is a supernatural maneuver. Deathmark Desert Wind (Strike) [Fire] Level: Swordsage 3 Initiation Action: 1 Standard Action Range: Melee Attack Target: One Creature Area: Variable. Saving Throw: Reflex half, see text. As your weapon strikes your foe, his body convulses as waves of flame run down your blade into his body. The fire causes him to briefly glow with a brilliant internal fire before the flames erupt from his body in a terrible explosion. When you strike your foe, all creatures in the area (see table below) take 6d6 fire damage, Reflex save for half. You are immune to this effect. This maneuver is a supernatural maneuver. Size Radius Small or Less 5' Medium 10' Large 20' Huge 30' Gargantuan 40' Colossal 50' Desert Tempest Desert Wind (Strike) Level: Swordsage 6 Prerequisite: Two Desert Wind maneuvers Initiation Action: 1 Full-round Action Range: Personal Target: You Duration: 1 round. You move in a blur, leaving scorch marks in your wake as you twirl around the battlefield, slicing into your foes as you move. Move up to your speed. Each time you move next to an enemy, make a single melee attack against him. No enemy can be struck more than once. Distracting Ember Desert Wind (Boost) Level: Swordsage 1 Initiation Action: 1 Swift Action Range: Personal. Effect: One Summoned Fire Elemental Duration: 1 Round. A wave of heat sweeps over the area, forms a small dust funnel, and ignites into flame next to your foe. You summon a small fire elemental. This is a supernatural maneuver. Dragon's Flame Desert Wind (Strike) Level: Swordsage 5 Prerequisite: Two Desert Wind Maneuvers Initiation Action: 1 Standard Action Range: 30ft. Area: Cone Duration: Instantaneous Saving Throw: Reflex half With a defiant roar, you summon your ki and unleash it, igniting it with a combination of your meditative focus and seething fury. You create a cone of fire that does 6d6 damage. This is a supernatural maneuver. Fan The Flames Desert Wind (Strike) [Fire] Level: Swordsage 3 Prerequisite: One Desert Wind maneuver Initiation Action: 1 Standard Action Range: 30' Target: One Creature Flickering flames dance along your blade, then springs toward your target as you sweep your sword through the air. If successful on a ranged touch attack, you deal 6d6 fire damage. This maneuver is a supernatural maneuver. Fiery Assault Desert Wind (Stance) [Fire] Level: Swordsage 6 Prerequisite: Two Desert Wind maneuvers Initiation Action: 1 Swift Action Range: Personal Target: You Duration: Stance Fire dances along your arms and across your weapon, lending burning energy to every attack you make. Your attacks do an extra 1d6 fire damage. This is a supernatural maneuver. Fire Riposte Desert Wind (Counter) Level: Swordsage 2 Initiation Action: 1 Immediate Action Range: Personal. Target: You. Duration: Instantaneous. You focus the pain from a wound you have just suffered into a fiery manifestation of revenge. The next time you are struck during this round, you make a melee touch attack. If it succeeds, the target takes 4d6 fire damage. This is a supernatural maneuver. Firesnake Desert Wind (Strike) [Fire] Level: Swordsage 4 Prerequisite: Two Desert Wind Maneuvers Initiation Action: 1 Standard Action Range: 60ft. Area: Line Duration: Instantaneous Saving Throw: Reflex half You drive your weapon into the ground, causing a gout of fire to jet into the air. The fire flows back to the ground and creeps ahead like a serpent, sweeping over your enemies and roasting them where they stand. You create a line of fire that does 6d6 damage. This is a supernatural maneuver. Flames Blessing Desert Wind (Stance) [Fire] Level: Swordsage 1 Initiation Action: 1 Swift Action Range: Personal. Target: You Duration: Stance. Fire is not your enemy, and it does not harm you. You gain fire resistance depending on your tumble ranks. Tumble 4-8 : Fire Resist 5. Tumble 9-13 : Fire Resist 10. Tumble 14-18: Fire Resist 20. Tumble 19 : Fire Immunity. This is a supernatural maneuver. Flashing Sun Desert Wind (Strike) Level: Swordsage 2 Prerequisite: One Desert Wind maneuver Initiation Action: 1 Full-Round action Range: Personal Target: You Almost a blur of acceleration, your shining blade flashes as you attack with impossible speed. You take a full attack action, getting one additional attack at your highest attack bonus. All attacks are made at a -2 penalty. Hatchlings Flame Desert Wind (Strike) [Fire] Level: Swordsage 2 Prerequisite: One Desert Wind Maneuver Initiation Action: 1 Standard Action Range: 30ft. Area: Cone Duration: Instantaneous Saving Throw: Reflex half You focus a burning aura of energy at the end of your blade. It forms a seething sphere that, after a moment, bursts into a torrent of energy. You create a cone of fire that does 2d6 damage. This is a supernatural maneuver. Holocaust Cloak Desert Wind (Stance) [Fire] Level: Swordsage 3 Prerequisite: One Desert Wind Maneuver Initiation Action: 1 Swift Action Range: Personal Target: You Fire trails along your blade as you spin it about, cloaking you in flames that leap out to burn those who attack you. You cloak yourself in fire, dealing 5 damage to all who strike you in melee. This is a supernatural maneuver. Inferno Blade Desert Wind (Boost) [Fire] Level: Swordsage 7 Initiation Action: 1 Swift Action Range: Personal Target: You Duration: 1 Round A blinding light flashes from your weapon, and for a split second, it transforms into burning magma. Your strikes deal 3d6 + Initiator level fire damage. This is a supernatural maneuver. Inferno Blast Desert Wind (Strike) [Fire] Level: Swordsage 9 Prerequisite: Five Desert Wind maneuvers Initiation Action: 1 Full-round action Range: 60ft. Area: Burst Duration: Instantaneous Saving Throw: Reflex half Hot winds swirl around you, and a faint aroma of brimstone sweeps over the area. A flickering yellow aura surrounds you and grows in intensity, shedding tremendous heat and light. Creatures around you stumble back from the heat. With a howling roar, you unleash a hellish blast of fire that melts steel and warps stone. You create a blast of fire that deals 100 damage to all creatures in the area. This is a supernatural maneuver. Leaping Flame Desert Wind (Counter) [Teleport] Level: Swordsage 5 Prerequisite: Two Desert Wind Maneuvers Initiation Action: 1 Swift Action Range: Personal. Target: You Duration: Instantaneous As your foe attacks you, you disappear in a burst of flame and smoke, only to reappear as if out of thin air next to him. You teleport up to a 100ft to the person who last attacked you. This is a supernatural maneuver. Lingering Inferno Desert Wind (Strike) [Fire] Level: Swordsage 5 Prerequisite: Two Desert Wind Maneuvers Initiation Action: 1 Standard Action Range: Melee Target: One creature Duration: 3 rounds; see text A blue, dancing flame appears on your weapon. As you strike your foe, this flame slides off your weapon and covers your enemy in raging fire. You make a single melee attack that deals an extra 2d6 fire damage. If it hits the foe takes 2d6 fire damage again in each of the next three rounds. This is a supernatural maneuver. Ring Of Fire Desert Wind (Strike) [Fire] Level: Swordsage 6 Prerequisite: Two Desert Wind maneuvers Initiation Action: 1 Standard Action Range: 30ft. Area: Burst Duration: Instantaneous Saving Throw: Reflex half You move in a blur, your feet wreathed in flaming energy. As you run, you leave a trail of fire behind you. You encircle a foe, and the ring of fire you leave behind bursts into an inferno that engulfs you enemy and everything else in the area. You create a burst of fire that does 12d6 damage. This is a supernatural maneuver. Rising Phoenix Desert Wind (Stance) [Fire] Level: Swordsage 8 Prerequisite: Three Desert Wind maneuvers Initiation Action: 1 Swift Action Range: Personal Target: You Duration: Stance Hot winds swirl about your feet, lifting you skyward as flames begin to flick below. You gain freedom of movement. If you make a full attack, the column of air becomes superheated, dealing 3d6 points of fire damage to creatures adjacent to your square. You are not harmed by this effect. (Use the feat added). This is a supernatural maneuver. Salamander Charge Desert Wind (Strike) [Fire] Level: Swordsage 7 Prerequisite: Three Desert Wind maneuvers Initiation Action: 1 Full-round action Range: Personal Target: You Duration: Instantaneous, see text You spin and tumble about the battlefield, a wall of raging flame marking your steps. You charge your foe. In the space across which you charge, a wall of fire appears, dealing 6d6 damage to all who enter. This wall lasts for 5 rounds. This is a supernatural maneuver. Searing Blade Desert Wind (Boost) [Fire] Level: Swordsage 4 Prerequisite: Two Desert Wind Maneuvers Initiation Action: 1 Swift Action Range: Personal. Target: You. Duration: 1 Round. Your weapon transforms into a raging torrent of flame, causing those around you to recoil slightly from the tremendous heat. Your strikes deal 2d6 + Initiator level fire damage. This is a supernatural maneuver. Searing Charge Desert Wind (Strike) [Fire] Level: Swordsage 4 Prerequisite: One Desert Wind maneuver Initiation Action: 1 Full-round action Range: Personal. Target: You. Duration: Instantaneous. You rush through the air towards your foe, fire streaming in your wake. You charge your foe, gaining 5d6 fire damage. You generate no Attacks of Opportunity. This is a supernatural maneuver. Wind Stride Desert Wind (Boost) Level: Swordsage 1 Initiation Action: 1 Swift Action Range: Personal. Target: You. Duration: 1 Round. A warm breeze swirls about you as you move speedily away. You gain +10 feet to your move speed. Wyrms Flame Desert Wind (Strike) [Fire] Level: Swordsage 8 Prerequisite: Three Desert Wind maneuvers Initiation Action: 1 Standard Action Range: 30ft. Area: Cone Duration: Instantaneous Saving Throw: Reflex half You spin your blade in a whirling arc. With each revolution, seething flames build upon its length. With a flourish, you bring your blade to a halt, pointing it at your foe, and unleashing a roaring wall of flame. You create a cone of fire that does 10d6 damage. This is a supernatural maneuver. Zephyr Dance Desert Wind (Counter) Level: Swordsage 3 Prerequisite: One Desert Wind Maneuver Initiation Action: 1 Swift Action Range: Personal Target: You You spin gracefully away from a foe's attack, whirling like the desert zephyr racing across the sands. Your enemy's blade barely touches your cloak as you nimbly dodge aside. You gain a +4 bonus to AC versus one attack. Aura Of Chaos Devoted Spirit (Stance) Level: Crusader 6 Prerequisite: Two Devoted Spirit Maneuvers Initiation Action: 1 Swift Action Range: Personal. Target: You. Duration: Stance. A coruscating aura of purple energy surrounds you as chaos runs rampant in the area immediately around you. Whenever you roll maximum damage on your weapon's dice, roll again and add the result. Continue rolling until you no longer roll the maximum. Aura Of Perfect Order Devoted Spirit (Stance) Level: Crusader 6 Prerequisite: Two Devoted Spirit Maneuvers Initiation Action: 1 Swift Action Range: Personal. Target: You. Duration: Stance. A perfect, hazy square of golden energy surrounds you as you enter this stance Whenever you initiate a strike, your attack roll is always 11. Aura Of Triumph Devoted Spirit (Stance) Level: Crusader 6 Prerequisite: Two Devoted Spirit maneuvers Initiation Action: 1 Swift Action Range: Personal Target: One ally Duration: Stance You channel the power of good through your body and soul, infusing the area around you with a soft, golden radiance. With each blow you strike against evil, you feel invigorated and driven onwards. While you are in this stance you and the targeted ally both heal 4 points of damage with each successful melee attack either of you makes against an evil target. Aura Of Tyranny Devoted Spirit (Stance) Level: Crusader 6 Prerequisite: Two Devoted Spirit maneuvers Initiation Action: 1 Swift Action Range: Personal Target: You Duration: Stance A sickly grey radiance surrounds you, sapping the strength of your allies and funneling it to you. Each round, you damage all allies within 10 feet 2 hit points, and you heal 1 hit point for each ally struck. Castigating Strike Devoted Spirit (Strike) Level: Crusader 7 Prerequisite: Two Devoted Spirit maneuvers. Initiation Action: 1 Standard Action Range: Melee Attack Target: One Creature With a howling battle cry, your weapon crackles with energy. As you strike your foe that energy detonates in a burst that scythes through those who stand against your cause. You make a single attack against an enemy who's alignment has at least one component different from yours. If you hit, you deal an extra 8d6 damage. All enemies within 30 feet take 5d6 damage. Any creature that fails a saving throw against 17 + your charisma modifier takes a -2 penalty to attacks for 1 minute. Crusader's Strike Devoted Spirit (Strike) Level: Crusader 1 Initiation Action: 1 Standard Action Range: Melee Attack Target: One Creature Divine power surrounds your weapon as you strike. This power washes over you as your weapon finds its mark, mending your wounds and giving you the strength to fight on. You make a single attack against an enemy who's alignment has at least one component different from yours. If you hit, you or an ally with 10 feet is healed 1d6 + 1 per initiator level (max of +5). Daunting Strike Devoted Spirit (Strike) Level: Crusader 5 Prerequisite: One Devoted Spirit Maneuver Initiation Action: 1 Standard Action Range: Melee Target: One creature Saving Throw: Will negates Duration: 1 minute A blue, dancing flame appears on your weapon. As you strike your foe, this flame slides off your weapon and covers your enemy in raging fire. You make a single melee attack. If it hits, the foe must save against DC 15 + Charisma or be shaken. Defensive Rebuke Devoted Spirit (Boost) Level: Crusader 3 Prerequisite: One Devoted Spirit maneuver. Initiation Action: 1 Swift Action Range: Personal Target: You Duration: 1 round You sweep your weapon in a wide, deadly arc. When your blows strike home, you send your foe tumbling back on the defensive. He must deal with you first, or leave himself open to your deadly counter. You make an attack of opportunity against any foe you strike this round who targets your allies instead of attacking you. Divine Surge Devoted Spirit (Strike) Level: Crusader 4 Prerequisite: One Devoted Spirit Maneuver Initiation Action: 1 Standard Action Range: Melee Attack Target: One Creature Your body shakes and spasms as unfettered divine energy courses through it. This power sparks off your weapon and courses into your foe, devastating your enemy but leaving you drained. You make a single attack against an enemy. If this attack his, you deal 8d8 extra damage. Greater Divine Surge Devoted Spirit (Strike) Level: Crusader 8 Prerequisite: Two Devoted Spirit Maneuvers Initiation Action: 1 Full-Round Action Range: Melee Attack Target: One Creature A torrent of divine energy courses through you. With supreme force of will, you channel the energy into a devastating attack even as it saps your mortal form. You make a single attack against an enemy. If this attack his, you deal 6d8 extra damage. For every point of constitution damage voluntarily taken, you gain a +1 bonus to attack and +2d8 damage. You can sacrifice a number of con points equal to your initiator level. This makes you flat-footed for the rest of the round. Doom Charge Devoted Spirit (Strike) [Evil] Level: Crusader 5 Prerequisite: One Devoted Spirit maneuver Initiation Action: 1 Full-round action Range: Melee Target: One creature Duration: 1 round You cloak yourself in a black, terrible aura of contempt and spite. You make a charge attack. If the target is good aligned, you gain 6d6 damage on the attack, and damage reduction of 10/- for one round. Entangling Blade Devoted Spirit (Strike) Level: Crusader 4 Prerequisite: One Devoted Spirit Maneuver Initiation Action: 1 Standard Action Range: Melee Attack Target: One Creature Duration: 1 round. You hack into your foe's legs, forcing his movement to slow and his resolution to falter. You make a single attack against an enemy. If this attack his, you deal 2d6 extra damage, and you foe takes a 20 ft penalty to his movement speed. Foehammer Devoted Spirit (Strike) Level: Crusader 2 Initiation Action: 1 Standard Action Range: Melee Attack Target: One Creature You throw yourself behind your attack, lending your blow such great weight and force that you leave injuries that even magical defenses cannot ignore. You make a single attack against an enemy. If this attack hits, you ignore all DR and do an extra 2d6 damage. Immortal Fortitude Devoted Spirit (Stance) Level: Crusader 8 Prerequisite: Three Devoted Spirit maneuvers Initiation Action: 1 Swift Action Range: Personal Target: You Duration: Stance Despite the horrific wounds you suffer, the flash of searing spells and the crash of a foe's mighty attacks, you stand resolute on the field. So long as the potential for victory exists you fight on. While you remain in this stance, you cannot be killed through loss of hitpoints. Other effects, such as death spells, may still kill you. If you take damage that would reduce you below 0 hit points, you must make a Fortitude save or die. If you succeed, you have 1 hit point remaining. After enduring three saves, the stance ends. Iron Guards Glare Devoted Spirit (Stance) Level: Crusader 1 Initiation Action: 1 Swift Action Range: Personal. Target: You. Duration: Stance. With a quick snarl and a glare that would stop a charging barbarian in his tracks, you spoil an opponent's attack. Rather than strike his original target, your enemy turns his attention to you. Any creature you threaten takes a -4 penalty on attacks against allies. Law Bearer Devoted Spirit (Strike) [Law] Level: Crusader 5 Prerequisite: One Devoted Spirit maneuver Initiation Action: 1 Full-round action Range: Melee Target: One creature Duration: 1 round The air around you hums with cosmic energy as the power of pure law surges through you. For a moment, you take on the aspect of a perfect being as you charge forward to smite your foes. You make a charge attack. If the target is chaos aligned, you gain a +8 bonus on your attack and 4d6 damage. If it hits, you gain +5 saves and Armour class for one round. Martial Spirit Devoted Spirit (Stance) Level: Crusader 1 Initiation Action: 1 Swift Action Range: Personal. Target: You. Duration: Stance. As you cleave through your foes, each ferocious attack you make lends vigor and strength to you and your allies. Whenever you successfully strike a creature, you or your ally within 30 feet heals 2 hit points. Radiant Charge Devoted Spirit (Strike) [Good] Level: Crusader 5 Prerequisite: One Devoted Spirit maneuver Initiation Action: 1 Full-round action Range: Melee Target: One creature Duration: 1 round You gather the power of your faith and discipline, surrounding yourself in an aura of blinding glory. You make a charge attack. If the target is evil aligned, you gain 6d6 damage on the attack, and damage reduction of 10/- for one round. Rallying Strike Devoted Spirit (Strike) Level: Crusader 6 Prerequisite: Two Devoted Spirit maneuvers. Initiation Action: 1 Standard Action Range: Melee Attack Target: One Creature Your weapon blazes with divine energy as you smite your enemy. The energy discharges in a great pulse, sweeping over your allies and mending their wounds. You make a single attack against an enemy who's alignment has at least one component different from yours. If you hit, you and all allies within 30 feet are healed 3d6 + 1 per initiator level (max of +15). Revitalizing Strike Devoted Spirit (Strike) Level: Crusader 3 Prerequisite: One Devoted Spirit maneuver. Initiation Action: 1 Standard Action Range: Melee Attack Target: One Creature As you rear back to strike your foe, an aura of divine energy surrounds you. As your attack slams home, this aura dissipates in a flash, knitting your wounds as it discharges. You make a single attack against an enemy who's alignment has at least one component different from yours. If you hit, you or an ally with 10 feet is healed 3d6 + 1 per initiator level (max of +10). Shield Block Devoted Spirit (Counter) Level: Crusader 2 Initiation Action: 1 Immediate Action Range: Touch Target: One Ally Duration: One Attack With a heroic burst of effort, you thrust your shield between your defenseless ally and your enemy. Your grant your ally a +4 shield bonus against the next attack made against him. Shield Counter Devoted Spirit (Counter) Level: Crusader 2 Prerequisite: 2 Devoted Spirit maneuvers Initiation Action: 1 Swift Action Range: Melee Attack Target: One Creature As your opponent prepares to make his attack, you bash him with your shield and disrupt his attempt. You make an immediate shield bash against an enemy at a -2 penalty. If this attack hits, your opponent takes a -20 penalty on his next strike. Strike Of Righteous Vitality Devoted Spirit (Strike) Level: Crusader 9 Prerequisite: Three Devoted Spirit maneuvers Initiation Action: 1 Standard Action Range: Melee Attack Target: One Creature As your enemy reels from your mighty blow, an ally nearby is simultaneously healed and cleansed of its wounds by the power of your faith. You make a single attack against an enemy who's alignment has at least one component different from yours. If you hit, you or an ally with 10 feet is healed, as per the heal spell. Thicket Of Blades Devoted Spirit (Stance) Level: Crusader 3 Prerequisite: One Devoted Spirit maneuver. Initiation Action: 1 Swift Action Range: Personal. Target: You. Duration: Stance. You maintain a careful guard as you search for any gaps in your opponent's awareness. Even the slightest move provokes a stinging counter from you. Any creature who attempts to move near you provokes an AoO. Tide Of Chaos Devoted Spirit (Strike) [Chaos] Level: Crusader 5 Prerequisite: One Devoted Spirit maneuver Initiation Action: 1 Full-round action Range: Melee Target: One creature Duration: 1 round The power of chaos swirls around you, lending strength to your attacks as you cast your fate to the whims of luck. You make a charge attack. If the target is law aligned, you gain a +8 bonus on your attack and 4d6 damage. If it hits, you gain total concealment for one round. Vanguard Strike Devoted Spirit (Strike) Level: Crusader 1 Initiation Action: 1 Standard Action Range: Melee Attack Target: One Creature You batter aside your foe's defenses with a vicious, overwhelming attack, leaving him vulnerable to your allies blows. You make a single attack against an enemy. If you hit, that enemy takes a -4 AC penalty for one round. Action Before Thought Diamond Mind (Counter) Level: Swordsage 2, Warblade 2 Initiation Action: 1 Swift Action Range: Personal. Target: You. Duration: 1 Round Your supreme sense of the battlefield, unmatched martial training, and simple, intuitive sense of danger allow you to act faster than the speed of thought. When a spell or other attack strikes you, you move a split second before you are even aware of the threat. You replace the next Reflex save you make this round with a Concentration check. The DC of the check is the same as that of the spell. A result of 1 on the roll is not an automatic failure. Avalanche Of Blades Diamond Mind (Strike) Level: Swordsage 7, warblade 7 Prerequisite: Three Diamond Mind maneuvers Initiation Action: 1 full-round action Range: Melee attack Target: One creature In a flashing blur of steel, you unleash a devastating volley of deadly attacks against your enemy, striking it again and again. As part of this maneuver, you make a single melee attack against an opponent. If that attack hits, resolve your damage as normal. You can then make another attack against that foe with a -4 penalty on your attack roll. If that attack hits, you can make another attack against that opponent with a -8 penalty. You continue to make additional attacks, each one with an additional -4 penalty, until you miss or your opponent is killed. You must direct all of these attacks at a single foe. Bounding Assault Diamond Mind (Strike) Level: Swordsage 4, Warblade 4 Prerequisite: Two Diamond Mind Maneuvers Initiation Action: 1 Full-round action Range: Melee Attack Target: One Creature Duration: 1 round. You spring across the battlefield, using your focus and ability to act quickly to make an attack while moving. You make a double move and attack a foe with a +2 bonus to attack. This counts as a charge attack. Diamond Defense Diamond Mind (Counter) Level: Swordsage 8, warblade 8 Initiation Action: 1 immediate action Range: Personal Target: You You steel yourself against an opponent's spell, drawing on your focus and training to overcome its effect. You gain a bonus on your next save equal to your initiator level. Diamond Nightmare Blade Diamond Mind (Strike) Level: Swordsage 8, Warblade 8 Prerequisite: Three Diamond Mind Maneuvers Initiation Action: 1 Standard Action Range: Melee Attack Target: One Creature With a moment's thought, you instantly perceive the deadliest place to strike your enemy as you study her defenses, note gaps in her armour, and read subtle but important clues in how she carries herself or maintains her fighting stance. You make a Concentration check against the target's AC. If you succeed, the target takes quadruple normal damage. If you fail, you take a -2 penalty on the attack. Disrupting Blow Diamond Mind (Strike) Level: Swordsage 5, warblade 5 Prerequisite: Two Diamond Mind maneuvers Initiation Action: 1 standard action Range: Melee attack Target: One creature Saving Throw: Will negates Duration: 1 round With a combination of brute force, keen timing, and exacting aim, you force your opponent into an awkward position that ruins his next action. As part of this maneuver, you make a melee attack. If this attack hits, your target takes normal melee damage and must make a Will save (DC 15 + your Str modifier) or be unable to take any actions for 1 round. Emerald Razor Diamond Mind (Strike) Level: Swordsage 2, Warblade 2 Prerequisite: One Diamond Mind maneuver Initiation Action: 1 Standard Action Range: Melee Attack Target: One Creature. You stare at your enemy, studying his every move. You mentally probe his defenses in search of a weakness. A lesser warrior could spend long minutes pondering this problem, but you see an opening and seize upon it in an instant. You make a single melee attack as a touch attack. Hearing The Air Diamond Mind (Stance) Level: Swordsage 5, warblade 5 Prerequisite: Two Diamond Mind maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance Your perception becomes so fine that you can hear the tiniest flutter of air moving past you. Invisible foes and other hidden threats become as plain as day in the area of your heightened senses. While you are in this stance, you gain blindsense out to 30 feet and a +5 insight bonus on Listen checks. Insightful Strike Diamond Mind (Strike) Level: Swordsage 3, Warblade 3 Initiation Action: 1 Standard Action Range: Melee Attack Target: One Creature You study your opponent and spot a weak point in her armour. With a quick decisive strike, you take advantage of this weakness with a devastating attack. You make an attack. If it hits, you roll a concentration check and do damage equal to the result. Your weapon's normal damage modifiers do not apply. Greater Insightful Strike Diamond Mind (Strike) Level: Swordsage 6, warblade 6 Prerequisite: Two Diamond Mind maneuvers Initiation Action: 1 standard action Range: Melee attack Target: One creature Your keen eye picks out the slightest imperfection in your opponent's defenses. Your weapon becomes a tool of your mind. This maneuver functions like insightful strike, except that you deal damage equal to 2x your Concentration check result. Mind Over Body Diamond Mind (Counter) Level: Swordsage 3, Warblade 3 Initiation Action: 1 Swift Action Range: Personal. Target: You. Duration: 1 Round Your training and mental toughness allow you to use your focus to overcome physical threats. By focusing your mind, you ignore the effects of a deadly poison or a debilitating sickness. You replace the next Fortitude save you make this round with a Concentration check. The DC of the check is the same as that of the spell. A result of 1 on the roll is not an automatic failure. Mind Strike Diamond Mind (Strike) Level: Swordsage 4, Warblade 4 Prerequisite: Two Diamond Mind Maneuvers Initiation Action: 1 Standard action Range: Melee Attack Target: One Creature Save: Will negates You strike your opponent's head, rattling his senses and causing him to lose focus. If you succeed at your attack, your foe must make a save vs DC 14 + Strength or take 1d4 wisdom damage. Moment Of Alacrity Diamond Mind (Boost) Level: Swordsage 6, warblade 6 Prerequisite: Two Diamond Mind maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: Instantaneous You step into a space between heartbeats and act again while your enemies are still reacting to your last strike. You use a single moment of speed to go first in combat. Moment Of Perfect Mind Diamond Mind (Counter) Level: Swordsage 1, Warblade 1 Initiation Action: 1 Swift Action Range: Personal. Target: You. Duration: 1 Round Your mental focus and martial study have rendered your will into an unbreakable iron wall. When someone targets you with a spell that seeks to erode your willpower, you steel yourself against the attack. You replace the next Will save you make this round with a Concentration check. The DC of the check is the same as that of the spell. A result of 1 on the roll is not an automatic failure. Pearl Of Black Doubt Diamond Mind (Stance) Level: Swordsage 3, Warmage 3 Prerequisite: One Diamond Mind maneuver. Initiation Action: 1 Swift Action Range: Personal Target: You Duration: Stance With every miss, your opponents become more uncertain, their doubt growing like an irritating pearl in the mouth of a helpless oyster. Whenever a foe swings and misses you, you gain +2 AC. Quicksilver Motion Diamond Mind (Boost) Level: Swordsage 7, warblade 7 Prerequisite: Three Diamond Mind maneuvers Initiation Action: 1 swift action Range: Personal Target: You In the blink of an eye, you make your move. Your speed, reflexes, and boundless confidence combine to allow you to make a fast, bold move that catches your foes off guard. Your speed doubles for one round. Rapid Counter Rapid Counter Diamond Mind (Counter) Level: Swordsage 5, warblade 5 Initiation Action: 1 immediate action Range: Melee Target: One Creature You lash out, your weapon a blur, hammering at the slightest gap that appears in your foe's defenses. You make one attack as a free action. Ruby Nightmare Blade Diamond Mind (Strike) Level: Swordsage 4, Warblade 4 Prerequisite: Two Diamond Mind Maneuvers Initiation Action: 1 Standard Action Range: Melee Attack Target: One Creature With a moment's thought, you instantly perceive the deadliest place to strike your enemy as you study her defenses, note gaps in her armour, and read subtle but important clues in how she carries herself or maintains her fighting stance. You make a Concentration check against the target's AC. If you succeed, the target takes double normal damage. If you fail, you take a -2 penalty on the attack. Sapphire Nightmare Blade Diamond Mind (Strike) Level: Swordsage 1, Warblade 1 Initiation Action: 1 Standard Action Range: Melee Attack Target: One Creature You study your opponent for a brief moment, watching his defensive maneuvers and making a strike timed to take advantage of a lull in his vigilance. You make a Concentration check against the target's AC. If you succeed, the target takes an extra 1d6 damage and is flat-footed vs your attack. If you fail, you take a -2 penalty on the attack. Stance Of Alacrity Diamond Mind (Stance) Level: Swordsage 8, Warblade 8 Prerequisite: Three Diamond Mind maneuvers Initiation Action: 1 Swift Action Range: Personal Target: You Duration: Stance Your mind and body meld, granting you an edge in combat. You move slightly faster than normal due to a combination of confidence, training, and clarity of mind. This slight edge adds up with each action. You gain the ability to use a second counter each round when in this stance. Stance Of Clarity Diamond Mind (Stance) Level: Swordsage 1, Warblade 1 Initiation Action: 1 Swift Action Range: Personal. Target: You. Duration: Stance. You focus your efforts on a single opponent, studying his moves and preparing an attack. Your other opponents fade from sight as your mind locks onto your target. You gain a +2 AC bonus against the highest CR creature in the area, and a -2 AC penalty against all other creatures attacking you. Time Stands Still Diamond Mind (Strike) Level: Swordsage 9, warblade 9 Prerequisite: Four Diamond Mind maneuvers Initiation Action: 1 full-round action Range: Personal Target: You The raindrops themselves stand still as you act at the speed of thought. You move like a blur, catching your enemies by surprise with a complex action carried our in a tiny fraction of the time normally needed to complete it. You take your full attack action twice against a single foe. Absolute Steel Iron Heart (Stance) Level: Warblade 3 Prerequisite: One Iron Heart maneuver Initiation Action: 1 Swift Action Range: Personal Target: You Duration: Stance You shift your weight to the back of your feet and hold your blade carefully forward at the ready. Your muscles twitch slightly as you prepare to dodge the next attack you face. You gain a +10' movement speed bonus. If you move more than 10' in a round, you gain +2 AC. Adamantine Hurricane Iron Heart (Strike) Level: Warblade 8 Prerequisite: Three Iron Heart Maneuvers Initiation Action: 1 standard action Range: Melee attack Targets: One or more adjacent creatures you threaten In a blur of motion, you make a short, twisting leap in the air. As you turn, your weapon flashes through the enemies around you like a blazing comet. As you drop back to the ground in your fighting stance, your enemies crumple to the ground around you. You make two melee attacks against each adjacent opponent you threaten when you initiate this maneuver. You receive a +4 bonus on each of these attacks, which are otherwise made with your highest attack bonus. Dancing Blade Form Iron Heart (Stance) Level: Warblade 5 Prerequisite: Two Iron Heart maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance You strike forward like a slithering snake, extending yourself almost beyond your ability to maintain your balance. Your foe stumbles backward, surprised that you could reach him from such a great distance. You gain 5' more of reach when making a strike. Dazing Strike Iron Heart (Strike) Level: Warblade 5 Prerequisite: Two Iron Heart maneuvers Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: 1 round Saving Throw: Fortitude partial Through focus, raw power, and expert aim, you make a mighty attack against your foe, leaving him temporarily knocked senseless by your attack. You make a single melee attack as part of this strike. If this attack hits, the target takes melee damage normally and must make a Fortitude save (DC 15 + your Str modifier) or be dazed for 1 round. Disarming Strike Iron Heart (Strike) Level: Warblade 2 Initiation Action: 1 Standard Action Range: Melee Attack Target: One Creatures You chop at your foe's hand, causing a grievous injury and forcing him to drop his weapon. You make a single melee attack. If it is successful, you attempt to disarm the target. This will not work against creatures that cannot be disarmed. Exorcism Of Steel Iron Heart (Strike) Level: Warblade 3 Prerequisite: One Iron Heart maneuver. Initiation Action: 1 Standard Action Range: Melee Attack Target: One Creatures Duration: 1 minute. Save: Will partial, see text. You attack, striking not your foe, but his weapon, sending a shockwave down his arm that leaves him unable to strike with full force. You make a single melee attack. If it is successful, you attempt to damage the target's weapon. If you damage it successfully, it deals -4 damage. If the target succeeds on a will save, it deals -2 damage. Finishing Move Iron Heart(Strike) Level: Warblade 7 Prerequisite: Three Iron Heart maneuvers Initiation Action: 1 standard action Range: Melee attack Target: One creature You deliver a devastating strike against a wounded foe, aiming to finish him off once and for all. As part of this maneuver, you make a melee attack against a creature. This attack deals an extra 4d6 points of damage. If the target's current hit points are less than its full normal hit points, the attack instead deals an extra 6d6 points of damage. If its hit points are equal to or less than one-half its full normal hit points, the attack instead deals an extra 14d6 points of damage. Iron Heart Endurance Iron Heart (Boost) Level: Warblade 6 Prerequisite: Two Iron Heart maneuvers Initiation Action: 1 swift action Range: Personal Target: You You push aside the pain of your injuries to fight on past mortal limits. If you have half or fewer of your full normal hit points remaining, you can initiate this maneuver to heal hit points equal to 2 x your level. Iron Heart Focus Iron Heart (Counter) Level: Warblade 5 Prerequisite: Two Iron Heart maneuvers Initiation Action: 1 immediate action Range: Personal Target: You With a last-second burst of speed, you summon reserves of mental and physical will and throw off the effects of your enemy's attack. As an immediate action, you can reroll a saving throw you have just made. You must accept the result of this second roll, even if the new result is lower than your initial roll. Iron Heart Surge Iron Heart Level: Warblade 3 Prerequisite: One Iron Heart maneuver. Initiation Action: 1 Standard Action Range: Personal Target: You Duration: 1 round. By drawing on your mental strength and physical fortitude, you break free of a debilitating state that might otherwise defeat you. You remove one negative status effect on you, and gain a +2 bonus to attacks for one round. Lightning Recovery Iron Heart (Counter) Level: Warblade 4 Prerequisite: Two Iron Heart Maneuvers Initiation Action: 1 Swift Action Range: Melee Attack Target: One Creature Your foe twists out of the way of your initial attack, but your weapon becomes a blur as you reverse direction and strike at him again with lightning speed. In the blink of an eye, you complete your attack and resume your defensive posture. Make a single attack with a +2 bonus on the attack roll. Lightning Throw Iron Heart (Strike) Level: Warblade 8 Prerequisite: Two Iron Heart maneuvers Initiation Action: 1 standard action Range: 30ft Area: 30ft Duration: Instantaneous Saving Throw: Reflex half You throw your weapon through the air, sending it flying end over end to strike with uncanny accuracy and terrible force. It leaves it its wake a trail of battered enemies. When you use this strike, you make a singe melee attack (even though you are throwing your weapon). You deal damage to each creature in the maneuver's area equal to your normal melee damage (including damage from Strength modifier, feats, magical abilities on your weapon, and so forth), plus an extra 12d6 points of damage. Each creature in the attack's area can make a Reflex save with a DC equal to the result of your attack roll. A successful save halves the damage dealt. Your weapon automatically returns to your hand at the end of the round. Manticore Parry Iron Heart (Counter) Level: Warblade 6 Prerequisite: Two Iron Heart maneuvers Initiation Action: 1 swift action Range: Melee attack Target: One creature You block an enemy's attack with a lightning-quick parry, then deflect it toward a different target. Your foe can barely control its momentum as its attack now slams into an ally. Make an opposed attack roll against the targeted creature. If you succeed, he damages an ally of his in melee range. If there is no enemy, he damages no one. Mithral Tornado Iron Heart (Strike) Level: Warblade 4 Prerequisite: Two Iron Heart Maneuvers Initiation Action: 1 Standard action Range: Melee Attack Target: Adjacent Creatures Your weapon becomes a blur of motion as you swing it in a tight arc over your head. Once you build up enough speed, you explode into a sweeping attack that chops the enemies around you. You make a single attack against each adjacent opponent with a +2 bonus. Punishing Stance Iron Heart (Stance) Level: Warblade 1 Initiation Action: 1 Swift Action Range: Personal Target: You Duration: Stance You chop down violently with your weapon, lending extra force to your blows. These attacks comes at a cost, as your enemies slash at your undefended legs and flanks. You deal an extra 1d6 damage with melee attacks, but take a -2 AC penalty. Scything Blade Iron Heat (Boost) Level: Warblade 7 Prerequisite Three Iron Heart maneuvers Initiation Action: 1 swift action Range: Personal Target: You You strike at one foe with a long, high backhand cut, then make a quick turn to continue the stroke against another nearby enemy. If the first melee attack you make during your turn hits, you can immediately make a free attack at your highest attack bonus against a different enemy that you threaten. You can only gain one free attack each time you initiate this maneuver, regardless of how many successful attacks you make in this round. Steel Wind Iron Heart (Strike) Level: Warblade 1 Initiation Action: 1 Standard Action Range: Melee Attack Target: Two Creatures You swing your weapon in broad, deadly arc, striking two foes with a single, mighty blow. Make two melee attacks, each against a different foe within melee range. Steely Strike Iron Heart (Strike) Level: Warblade 1 Initiation Action: 1 Standard Action Range: Melee Attack Target: One Creatures Duration: 1 Round. You focus yourself for a single, accurate, shrugging off your opponent's blows and ignoring the need for defense as you make your assault. Make a single attack with a +4 bonus on the attack roll. All other opponents than the one you struck get a +4 bonus to hit you for one round. Strike Of Perfect Clarity Iron Heart (Strike) Warblade 9 Prerequisite: Four Iron Heart maneuvers Initiation Action: 1 standard action Range: Melee attack Target: One creature Your supreme focus and perfect fighting form allow you to make a single, devastating attack. You execute a flawless strike to drop your foe with a single attack. You make a single melee attack as part of this strike. If your attack hits, it deals an extra 100 points of damage (in addition to your normal melee damage). Supreme Blade Parry Iron Heart (Stance) Level: Warblade 8 Prerequisite: Three Iron Heart maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance You drop into a relaxed pose, allowing your defenses to flow naturally and easily. Your blade lashes out to absorb or deflect each attack you face, blunting the force of your enemies' blows. While you are in this stance, you gain damage reduction 5/- To gain this benefit, you must be proficient with the weapon you carry. Wall Of Blades Iron Heart (Counter) Level: Warblade 2 Initiation Action: 1 Swift Action Range: Personal. Target: You. Duration: 1 Round Your weapon sways back and forth in your hand, ready to block incoming blows. With the speed of a thunderbolt, you clash your weapon against your foe's blade as he attempts to attack. You make an attack roll against yourself. If it is higher than your armour class, the result of the roll becomes your armour class until the end of the round. Baffling Defense Setting Sun (Counter) Level: Swordsage 2 Prerequisite: One Setting Sun maneuver Initiation Action: 1 Immediate Action Range: Personal. Target: You. Duration: 1 Round You crouch balanced on one foot, hands held high over your head. Your foe hesitates, unsure of how to attack you in this unlikely stance. You make a Sense Motive. If it is higher than your armour class, the result of the roll becomes your armour class until the end of the round. Ballista Throw Setting Sun (Strike) Level: Swordsage 6 Prerequisite: Two Setting Sun maneuvers Initiation Action: 1 Standard Action Range: Melee Attack. Target: One Creature. You grab your opponent and spin him like a top, swinging him around before throwing him at your opponents like a bolt from a ballista Make a trip attempt against your target. You get a +4 bonus on this attempt and cannot be tripped if you fail on this attempt. If you succeed on the check, your enemy is thrown in a 60 foot line. The target and all creatures in the line take 6d6 damage. Clever Positioning Setting Sun (Strike) Level: Swordsage 2 Initiation Action: 1 Standard Action Range: Melee Attack Target: One Creatures Saving Throw: Reflex partial. With a swift flurry of motion, you knock your foe off balance, slip into his space, and force him into the spot you just occupied. Make a single melee attack. If you successfully hit the creature, and he fails a Reflex save against 12 + your Dexterity modifier, you swap positions with your target. Comet Throw Setting Sun (Strike) Level: Swordsage 4 Prerequisite: One Setting Sun maneuver. Initiation Action: 1 Standard Action Range: Melee Attack. Target: One Creature. Save: Reflex partial; see text You use your foe's momentum against him, throwing him through the air to crash into a second enemy. Make a trip attempt against your target. You get a +4 bonus on this attempt and cannot be tripped if you fail on this attempt. If you succeed on the check, your enemy is thrown 10 feet away plus 5 feet for every 5 you succeed on the trip check by. The target takes 4d6 damage. If there is a second foe within the range of the throw, he is struck by the thrown foe and takes 4d6, reflex half. Counter Charge Setting Sun (Counter) Level: Swordsage 1 Initiation Action: 1 Swift Action Range: Melee Attack. Target: One Creature. With a quick sidestep, you send a charging opponent sprawling. You attempt to redirect a charging creature. Make a Strength or Dexterity check against the charging creature. You get a +4 bonus to strength if you are larger than the target, and +4 bonus on dexterity if you are smaller. If you succeed, the target does not get to attack you and is redirected 10 feet away from you. If you fail the target gets a +2 bonus to its attack. Devastating Throw Setting Sun (Strike) Level: Swordsage 3 Prerequisite: One Setting Sun maneuver. Initiation Action: 1 Standard Action Range: Melee Attack. Target: One Creature. Seizing your foe by the arm, you spin in a quick half-circle and hurl him headlong away from you. Make a trip attempt against your target. You get a +4 bonus on this attempt and cannot be tripped if you fail on this attempt. If you succeed on the check, your enemy is thrown 10 feet away plus 5 feet for every 5 you succeed on the trip check by. The target takes 2d6 damage. Feigned Opening Setting Sun (Counter) Level: Swordsage 3 Prerequisite: One Setting Sun maneuver. Initiation Action: 1 Swift Action Range: Melee. Target: One Creature. You show your opponent a seemingly fatal mistake in your defenses, but easily avoid the ensuing attack and simultaneously draw your foe into overextending. As she fights to regain her balance, you make a swift counterattack. You provoke an attack of opportunity from a creature. If it misses, you get an attack against the creature. If it hits, all of your allies who threaten that creature can make an attack against it. Fool's Strike Setting Sun (Counter) Level: Swordsage 8 Prerequisite: Three Setting Sun maneuvers Initiation Action: 1 swift action Range: Melee attack Target: One creature A creature strikes, but you turn the blow straight back at it. Make an opposed attack roll against the targeted creature. If you succeed, he damages himself rather than you. Ghostly Defense Giant Killing Style Setting Sun (Stance) Level: Swordsage 3 Prerequisite: One Setting Sun maneuver. Initiation Action: 1 Swift Action Range: Personal. Target: You Duration: Stance You dart between a giant's legs, lashing at his inner ankles and other vulnerable areas while staying inside of his reach where he cannot hope to parry your attacks. You gain a +2 Attack, +4 Damage boost against creatures larger than you. Hydra Slaying Strike Setting Sun (Strike) Level: Swordsage 7 Prerequisite: Three Setting Sun maneuvers Initiation Action: 1 Standard action Range: Melee Attack. Target: One Creature. You take stock of an opponent's fighting style and make a single, carefully aimed attack that leaves the creature unable to make all of its attacks. You make an attack that deals normal damage, and leaves the creature unable to take the full-attack action. Mighty Throw Setting Sun (Strike) Level: Swordsage 1 Initiation Action: 1 Standard Action Range: Melee Attack. Target: One Creature. You use superior leverage and your Setting Sun training to send an opponent tumbling to the ground. Make a trip attempt against your target. You get a +4 bonus on this attempt and cannot be tripped if you fail on this attempt. If you succeed on the check, your enemy is thrown 10 feet away and lands prone on the ground. Mirrored Pursuit Setting Sun (Counter) Level: Swordsage 5 Prerequisite: Two Setting Sun maneuvers Initiation Action: 1 immediate action Range: 30 feet Target: One creature Your movements perfectly match your foe's, allowing you to move as she does. Try as she might to escape, you remain at her side. You immediately move to any spot adjacent to your enemy, provided it is within range. Scorpion Parry Setting Sun (Counter) Level: Swordsage 6 Prerequisite: Two Setting Sun maneuvers Initiation Action: 1 swift action Range: Melee attack Target: One creature You knock your opponent's attack aside, guiding his weapon into one of his allies. Make an opposed attack roll against the targeted creature. If you succeed, he damages an ally of his in melee range. If there is no enemy, he damages no one. Shifting Defense Setting Sun (Stance) Level: Swordsage 5 Initiation Action: 1 Swift Action Range: Personal Target: You Duration: Stance The first time per round when an opponent hits you, you reset your position ten feet away from that opponent. Soaring Throw Setting Sun (Strike) Level: Swordsage 5 Prerequisite: Two Setting Sun maneuvers Initiation Action: 1 Standard Action Range: Melee Attack Target: One creature With a great shout, you send your opponent soaring through the air in a high arc. He slams back into the ground with a bone-crushing thud. Make a trip attempt against your target. You get a +4 bonus on this attempt and cannot be tripped if you fail on this attempt. If you succeed on the check, your enemy is thrown 20 feet away plus 5 feet for every 5 you succeed on the trip check by. The target takes 8d6 damage. Stalking Shadow Setting Sun (Counter) Level: Swordsage 5 Prerequisite: Two Setting Sun maneuvers Initiation Action: 1 immediate action Range: 10 feet Target: One creature When the creature you are battling tries to back away, you step next to it in the blink of an eye, forcing it to stand and fight or suffer the consequences of withdrawing. You immediately move to any spot adjacent to your enemy, provided it is within range. Step Of The Wind Setting Sun (Stance) Level: Swordsage 1 Initiation Action: 1 Swift Action Range: Personal. Target: You. Duration: Stance. You walk across rubble and other broken terrain with deceptive ease, allowing you to take advantage of your opponents as they struggle to move at full speed. You become immune to movement speed decreases and being slowed, and gain a +2 bonus to attack and a +4 bonus on Bull Rush attempts, both to attack and to defend. Strike Of The Broken Shield Setting Sun (Strike) Level: Swordsage 4 Prerequisite: Two Setting Sun maneuvers Initiation Action: 1 Standard action Range: Melee Attack. Target: One Creature. Save: Reflex partial; see text You study your opponent and deliver an attack precisely aimed to ruin his defenses and force him to scramble for balance. While he struggles to ready himself, he becomes more vulnerable to your attack. You make an attack that deals 4d6 extra damage. If it connects, the target must save or be flatfooted for one round. Tornado Throw Setting Sun (Strike) Level: Swordsage 9 Prerequisite: Five Setting Sun maneuvers Initiation Action: 1 Standard Action Range: Melee Attack. Target: One Creature. Like a whirlwind, you twist and spin across the battlefield, tossing foes away left and right. Make a trip attempt against your target. You cannot be tripped if you fail on this attempt, and use Dexterity or Strength, whichever is better. If you succeed on the check, your enemy is thrown 10 feet away plus 5 feet for every 5 you succeed on the trip check by. The target takes 2d6 damage plus 1d6 for every extra five feet thrown. You gain a +2 bonus on the trip check for every 5 feet moved after the first throw. Repeat until you have moved sixty feet or there are no more enemies within range. Assassins Stance Shadow Hand (Stance) Level: Swordsage 3 Prerequisite: One Shadow Hand maneuver. Initiation Action: 1 Swift Action Range: Personal. Target: You Duration: Stance As your foe struggles to regain his defensive posture, you line up an exacting strike that hits with superior accuracy and deadly force. You gain +2d6 Sneak Attack. Balance On The Sky Shadow Hand (Stance) Level: Swordsage 8 Initiation Action: 1 Swift Action Range: Personal. Target: You. Duration: Stance. With arms spread wide, you step onto the air. You gain the ability to jump any distance at will. This is a supernatural maneuver. Bloodletting Strike Shadow Hand (Strike) Level: Swordsage 5 Prerequisite: Two Shadow Hand maneuvers Initiation Action: 1 standard action Range: Melee attack Target: One creature Saving Throw: Fortitude partial Spinning your blade in a butterflylike pattern, you administer a dozen precise cuts in an eyeblink. Blood flows from your foe's opened veins. As part of this maneuver, you make a single melee attack. If this attack hits, your opponent takes 4 points of Constitution damage in addition to your attack's normal damage. A successful Fortitude save (DC 15 + your Wis modifier) reduces this Constitution damage to 2 points, although the foe still takes full normal melee damage. Child Of Shadow Shadow Hand (Stance) Level: Swordsage 1 Initiation Action: 1 Swift Action Range: Personal. Target: You. Duration: Stance. As you move, shadows flutter and swarm around you. Even under the bright desert sun, you are difficult to spot as long as you remain in motion. If you move more than 10 feet, you gain the effects of concealment. This is a supernatural maneuver. Clinging Shadow Strike Shadow Hand (Strike) Level: Swordsage 1 Initiation Action: 1 Standard Action Range: Melee Attack Target: One Creature Saving Throw: Fortitude Partial. You weapon transforms into solid darkness. When it strikes home, it discharges in a swirling orb of shadow that engulfs your foe's eyes. Your attack deals an additional 1d6 damage. If the foe fails a Fort save vs 11 + Wisdom modifier the foe suffers a 20% miss chance for one round. This is a supernatural maneuver. Cloak Of Deception Shadow Hand (Boost) Level: Swordsage 2 Initiation Action: 1 Swift Action Range: Personal. Target: You. Duration: 1 Round. The shadows around you seem to surge forward and engulf you. For a brief moment, they render you invisible. You gain greater invisibility for one round. This maneuver is a supernatural maneuver. Dance Of The Spider Shadow Hand (Stance) Level: Swordsage 3 Initiation Action: 1 Swift Action Range: Personal. Target: You Duration: Stance Black, shadowy energy covers your hands and feet, giving you a touch of the grace and skill of the spider. You become immune to the web spell and poison. Death In The Dark Level: Swordsage 7 Initiation Action: 1 standard action Range: Melee attack Target: One creature Saving Throw: Fortitude partial You catch your foe unaware, allowing you to deal a single, deadly strike that slays her instantly. This maneuver functions only against a flat-footed opponent. As part of this maneuver, make a single melee attack. If this attack hits, you deal normal damage and the target must make a Fortitude save (DC 17 + your Wis modifier). If the target fails this save, she takes an extra 15d6 points of damage. If her save succeeds, she takes an extra 5d6 points of damage. This maneuver functions only against opponents who are vulnerable to critical hits. Drain Vitality Shadow Hand (Strike) Level: Swordsage 2 Initiation Action: 1 Standard Action Range: Melee Attack Target: One Creatures Saving Throw: Fort partial. A faint nimbus of sickly grey shadow surrounds your weapon. When you attack, this shadowy aura flows into the wound you inflict, sapping your opponent's strength, vitality, and energy. Make a single melee attack. If you successfully hit the creature, and he fails a Reflex save against 12 + your Wisdom modifier, he takes two points of Constitution damage. Enervating Shadow Strike Shadow Hand (Strike) Level: Swordsage 8 Prerequisite: Three Shadow Hand maneuvers Initiation Action: 1 standard action Range: Melee attack Target: One creature Saving Throw: Fortitude negates Your weapon becomes cloaked in an inky, black nimbus. As you strike your opponent, that energy flows into the wound and leaves him pale, weak, and shaking. As part of this maneuver, you make a single melee attack. If this attack hits, the target must make a successful Fortitude save (DC 18 + your Wis modifier) or gain 1d4 negative levels. You gain 5 temporary hit points for each negative level your enemy gains. Temporary hit points gained in this manner last until the end of the encounter. The effects of any negative levels bestowed by this strike disappear in 24 hours. This maneuver is a supernatural ability. Five Shadow Creeping Ice Enervation Strike Shadow Hand (Strike) Level: Swordsage 9 Prerequisite: Five Shadow Hand maneuvers Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: 1 minute Saving Throw: Fortitude partial; see text With a single lunge, you pierce your enemy to the core. A shadow of ultimate cold falls over his heart and begins to worm through his veins to the five points of his body. As part of this maneuver, you make a single melee attack. If you hit, you deal normal melee damage plus an extra 15d6 points of damage, and a shadow spreads out from your enemy's heart, freezing the blood in his veins. Roll a d20 and refer to the information below to determine toward which point of his body the freezing shadow spreads. This effect functions even if your opponent is not humanoid; once you have struck your foe's heart, the shadow produces the same effects even in a creature with a different anatomy. Result of 1-7: Spreads out to legs. Ability damage: 2d6 Dex. Special effect: Speed is reduced to 0 feet. Result of 8-14: Spreads out to arms. Ability damage: 2d6 Str. Special effect: -6 penalty on attack rolls and Concentration checks. Result of 15-20: Struck in the heart. Ability damage: 2d6 Dex, 2d6 Str. Special effect: 2d6 points of Constitution damage. A foe struck by this attack must make a successful Fortitude save (DC 19 + your Wis modifier) to resist its effects. On a successful save, the target ignores any special effect from the attack and takes half the indicated ability damage (but still takes normal melee damage as well as the extra 15d6 points of damage). Each of the special effects lasts for 1d6 rounds. This maneuver is a supernatural ability. Ghost Blade Shadow Hand (Strike) Level: Swordsage 6 Prerequisite: Three Shadow Hand maneuvers Initiation Action: 1 standard action Range: Melee attack Target: One creature A smile brightens your foe's eyes; he has dodged your blow. But that was merely the ghost blade. The real blade is cutting swiftly from underneath, and yet he still smiles. As part of this maneuver, you make a melee attack. As you strike at your opponent, you create an illusory double of your weapon. This double slashes at your opponent, tricking him into mistaking it for your attack. In truth, the illusion cloaks your real attack. Your opponent is caught flat-footed against this strike, as the hidden attack from a new direction ruins his defenses. This maneuver is a supernatural ability. Hand Of Death Shadow Hand (Strike) Level: Swordsage 4 Initiation Action: 1 Standard Action Range: Touch Target: One Creatures Duration: 1d3 rounds Saving Throw: Fort negates You reach out and tap your foe with a single finger. Her look of puzzlement turns to fear as black energy spreads across her body, rendering her helpless. Make a melee touch attack. If it succeeds, the target must save or be paralyzed. Island Of Blades Shadow Hand (Stance) Level: Swordsage 1 Initiation Action: 1 Swift Action Range: Personal. Target: You. Duration: Stance. You cloak yourself in a swirling nimbus of shadow energy. These shadows spin and flow around you, preventing any creature near you from being able to anticipate your attacks. If both you and an ally are in melee range of the same creature, you gain a +2 bonus to attack rolls. Obscuring Shadow Veil Shadow Hand (Strike) Level: Swordsage 4 Prerequisite: Two Shadow Hand maneuvers Initiation Action: 4 Standard Action Range: Melee Attack Target: One Creature Saving Throw: Fortitude Partial. As you strike your opponent, you summon the fell energies of the Shadow Hand school to rob your foe of her sight. Inky, black energy burrows into her eyes, rendering her blind for a few critical moments. Your attack deals an additional 5d6 damage. If the foe fails a Fort save vs 14 + Wisdom modifier the foe suffers a 50% miss chance for one round. This is a supernatural maneuver. One With Shadow Shadow Hand (Counter) Level: Swordsage 8 Initiation Action: 1 Immediate Action Range: Personal Target: You Duration: One round As an immediate action, you become incorporeal. Shadow Blade Technique Shadow Hand (Strike) Level: Swordsage 1 Initiation Action: 1 Standard Action Range: Melee Attack Target: One Creature You weave your weapon in an elaborate pattern, creating an illusory double that glows with white energy. As you make your attack, both you true weapon and the illusion slash at your foe. You roll to attack twice, once for the normal blade and once for the double. The normal blade deals standard damage. If the illusion hits, it deals 1d6 cold damage. This is a supernatural maneuver. Shadow Blink Level: Swordsage 7 Initiation Action: 1 swift action Range: 50 ft. Target: You In the blink of an eye, you disappear and emerge from a mote of shadow energy across the battlefield. This maneuver functions as the shadow jaunt maneuver, except that it can be initiated as a swift action. Shadow Garrote Shadow Hand (Strike) Level: Swordsage 3 Prerequisite: One Shadow Hand maneuver Initiation Action: 1 Standard Action Range: 60' Target: One Living Creature Duration: See text. Save: Fortitude partial. With a subtle gesture, you carve a slice of shadow and cast it towards your foe. It wraps around the creature's neck and squeeze the life from it. If successful on a ranged touch attack, you deal 5d6 damage. It must make a Fortitude save or be flat-footed for one round. This maneuver is a supernatural maneuver. Shadow Jaunt Shadow Hand [Teleportation] Level: Swordsage 2 Initiation Action: 1 Standard Action Range: 50' Target: You A cloud of shadow energy engulfs you, spins into a tiny mote, and disappears. A moment later, this shadowy cloud appears across the battlefield and expels you from it. You teleport up to 50'. Shadow Noose Shadow Hand (Strike) Level: Swordsage 6 Initiation Action: 1 standard action Range: 6 ft. Target: One flat-footed creature Duration: 1 round Saving Throw: Fortitude partial As your foe struggles to ready his defenses, you make a subtle gesture in the air. A noose formed of shadow drops from above him, wraps around his throat, and hoists him aloft. His limbs flail as he struggles to free himself from the strangling noose. As part of this maneuver, you form a noose of shadow that wraps around your target and strangles him. This maneuver only works against a flat-footed target. As part of this maneuver, you make a ranged touch attack against a flat-footed creature within range. If it hits, your opponent takes 8d6 points of damage. In addition, he must make a Fortitude save (DC 16 + your Wis modifier) or be stunned for 1 round. A successful save negates the stun, but not the extra damage. This strike has no effect against non-living creatures, such as constructs and the undead. This maneuver is a supernatural ability. Shadow Stride Shadow Hand [Teleportation] Level: Swordsage 5 Initiation Action: 1 move action Range: 50 ft. Target: You You dissipate into a puff of black shadow. A moment later, the shadow coalesces, and you appear fifty feet away. This maneuver functions as the shadow jaunt maneuver, except that it can be initiated as a move action. Stalker In The Night Shadow Hand (Strike) Level: Swordsage 6 Prerequisite: None Initiation Action: 1 standard action Range: Melee attack Target: One creature You slide through the dark like a bird of prey, emerging only to strike down your foe before sliding back into shadow's welcoming embrace. Choose a location up a medium distance away. The first enemy along that path is struck by a single melee attack. You automatically hide at the end of the attack. Step Of The Dancing Moth Shadow Hand (Stance) Level: Swordsage 5 Prerequisite: Two Shadow Hand maneuvers Initiation Action: 1 Swift Action Range: Personal Target: You Duration: Stance You focus your inner reserve of ki energy to generate flowing shadows that lift you off the ground. You walk across the roughest ground, even water, with ease. You take a 33% penalty to speed, but are immune to all other movement penalties. You gain a bonus on Hide and Move Silently equal to your initiator level Strength Draining Strike Shadow Hand (Strike) Level: Swordsage 3 Prerequisite: One Shadow Hand maneuver. Initiation Action: 1 Standard Action Range: Melee Attack Target: One Creatures Save: Fort partial, see text. Liquid, black energy covers your weapon. As you strike your opponent, this material flows into the wound, spreads along his veins, and leaves him weakened. You make a single melee attack. If it is successful, the target takes 4 strength damage. If the target succeeds on a Fortitude save, it takes 2 damage. This is a supernatural maneuver. Adamantine Bones Stone Dragon (Strike) Level: Crusader 8, swordsage 8, warblade 8 Prerequisite: Three Stone Dragon maneuvers Initiation Action: 1 standard action Range: Personal Target: You Duration: 1 round You are an impenetrable tower of defiance on the battlefield. Attacking you is as fruitless as striking a mountain with a walking stick. As part of this maneuver, you make a single melee attack. If this attack hits, you gain damage reduction 20/+5 for one round. Ancient Mountain Hammer Stone Dragon (Strike) Level: Crusader 7, Swordsage 7, Warblade 7 Prerequisite: Three Stone Dragon maneuvers Initiation Action: 1 Standard Action Range: Melee Attack Target: One Creature You put the weight of a great mountain behind your attack, pounding through armor and bone. As part of this maneuver, you make a single melee attack. This attack deals an extra 12d6 points of damage and automatically overcomes damage reduction. Bonesplitting Strike Stone Dragon (Strike) Level: Crusader 4, Swordsage 4, Warblade 4 Prerequisite: Two Stone Dragon maneuvers Initiation Action: 1 Standard Action Range: Melee Attack Target: One Creature Your attack slams home with a ferocious crack of shattered bones and parted flesh. Your target reels backward, still alive but severely crippled. You make a single attack against an enemy. If this attack his, you do 2 Constitution damage. Bonecrusher Stone Dragon (Strike) Level: Crusader 3, Swordsage 3, Warblade 3 Initiation Action: 1 Standard Action Range: Melee Attack Target: One Creature Save: Fortitude Partial; see text You deliver your attack, and your enemy's eyes jerk wide open in panic as his skeleton begins to fracture in hundreds of places. You make a single attack against an enemy. If this attack his, you do an extra 4d6 damage. If the target fails a Fortitude save vs 13 + Strength modifier, all further strikes gain a +10 to confirm critical hits. Boulder Roll Stone Dragon (Strike) Level: Crusader 4, Swordsage 4, Warblade 4 Prerequisite: Two Stone Dragon maneuvers Initiation Action: 1 Standard Action Range: Melee Attack Target: One Creature Like a boulder tumbling down the mountain, you slam through your enemies. You make an overrun attempt against each creature in a line with a +4 bonus. You do not provoke attacks of opportunity, and if you fail, you are not knocked prone, you simply halt. Charging Minotaur Stone Dragon (Strike) Level: Crusader 1, Swordsage 1, Warblade 1 Initiation Action: 1 Full-Round Action Range: Melee Attack Target: One Creature You charge at your foe, blasting him with such power that he stumbles back. Make a Bull Rush attack as part of a charge. You take no AoOs for this action. If you succeed on the strength check, you deal 2d6 + Str bludgeoning damage, and the target is pushed back 5 feet, and possibly more. Colossus Strike Stone Dragon (Strike) Level: Crusader 7, swordsage 7, warblade 7 Prerequisite: Two Stone Dragon maneuvers Initiation Action: 1 standard action Range: Melee attack Target: One creature Saving Throw: Fortitude partial Focusing your strength with a deep, rumbling shout, you execute an attack that sends your opponent flying through the air. As part of this maneuver, you make a melee attack against your foe. This attack deals an extra 6d6 points of damage, and the creature struck must succeed on a Fortitude save (DC 17 + your Str modifier) or be hurled 5 to 20' away from you, falling prone in that square. A creature of a smaller size category than yours gets a -2 penalty on this save; a creature of a larger size than yours gets a +2 bonus on the save. The enemy's movement doesn't provoke attacks of opportunity. If an obstacle blocks the creature's movement, it instead stops in the first unoccupied square. Crushing Vise Stone Dragon (Strike) Level: Crusader 6, swordsage 6, warblade 6 Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: 1 round The overwhelming power behind your attack leaves your opponent unable to move. The punishing strike forces it to waste a few moments shrugging off the effects of your attack. As part of this maneuver, you make a melee attack. This attack deals an extra 4d6 points of damage. Your attack also drops the target's speed to 0 feet (for all movement types) for 1 round. It can act normally in all other ways. Crushing Weight Of The Mountain Stone Dragon (Stance) Level: Crusader 3, Swordsage 3, Warblade 3 Initiation Action: 1 Swift Action Range: Personal Target: You Duration: Stance You crush your opponent beneath you, squeezing the life out of him as you pin him to the ground. While in this stance, once you have successfully initiated a grapple, you may constrict the target for 2d6 + (1.5 * your strength modifier). Earthstrike Quake Stone Dragon (Strike) Level: Crusader 8, swordsage 8, warblade 8 Prerequisite: Two Stone Dragon maneuvers Initiation Action: 1 standard action Range: 20ft Area: 20 ft radius burst, centered on you Duration: Instantaneous Saving Throw: Reflex negates You swing your weapon in a wild arc, slamming it into the ground at your feet. Energy surges out from you, causing the ground to shudder with a sharp tremor. You channel ki into the earth with your mighty strike, causing the ground to rumble and shake briefly. Anyone standing on the ground in this maneuver's area must make a successful Reflex save (DC 18 + your Str modifier) or be knocked prone. Any creature in this area that is currently casting a spell must succeed on a Concentration check (DC 20 + spell level) or lose the spell. You are immune to the effect of the earthstrike quake maneuver. Your allies must still save as normal against its effect. Elder Mountain Hammer Stone Dragon (Strike) Level: Crusader 5, swordsage 5, warblade 5 Prerequisite: Two Stone Dragon maneuvers Initiation Action: 1 standard action Range: Melee attack Target: One creature or unattended object You draw strength from the earth beneath your feet and transfer it into ruinous power. Your next attack drops like an avalanche upon your foe, hammering him into submission. When you use this maneuver, you make a single melee attack. That attack deals an extra 6d6 points of damage and automatically overcomes damage reduction. Giant's Stance Stone Dragon (Stance) Level: Crusader 5, swordsage 5, warblade 5 Prerequisite: Two Stone Dragon maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance You swing your weapon in an wide, deadly arc that slams into your foe with incredible force. Only your mastery of the Stone Dragon techniques allows you to make such reckless blows without losing your footing. While you are in this stance, you deal damage as if you were one size larger than normal, to a maximum of Large. This benefit improves your weapon and unarmed strike damage. If does not confer any of the other benefits or drawbacks of a change in size, such as a modifier to ability scores or AC, or an improved reach. This stance immediately ends if you move more than 5 feet for any reason such as from a bull rush attack, a telekinesis spell, and so forth. Iron Bones Stone Dragon (Strike) Level: Crusader 6, swordsage 6, warblade 6 Prerequisite: Two Stone Dragon maneuvers Initiation Action: 1 standard action Range: Personal Target: You Duration: 1 round As you make a successful attack, you enter a meditative state that leaves you almost invulnerable to harm. For a few brief moments, arrows bounce off your skin, and sword blows barely draw any blood. When you use this maneuver, you make a single melee attack. If this attack hits, you gain damage reduction 10/+5 for 1 round. Irresistible Mountain Strike Stone Dragon (Strike) Level: Crusader 6, swordsage 6, warblade 6 Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: 1 round Saving Throw: Fortitude partial You slam your weapon into your foe with irresistible force. He can barely move as he struggles to marshal his defenses against you. As part of this maneuver, you make a single melee attack. This attack deals an extra 4d6 points of damage. A creature hit by this strike must also make a successful Fortitude save (DC 16 + your Str modifier) or be unable to take a standard action for 1 round. It can otherwise act as normal. A creature that successfully saves still takes the extra damage. Mountain Avalanche Stone Dragon (Strike) Level: Crusader 5, swordsage 5, warblade 5 Prerequisite: Two Stone Dragon maneuvers Initiation Action: 1 full-round action Range: Personal Target: You Saving Throw: None You wade through your enemies like a stone giant rampaging through a mob of orcs. You crush them underfoot and drive them before you, leaving a trail of the dead in your wake. As part of this maneuver, you can move up to double your speed and trample your opponents. You can enter the space of any creature of your size category or smaller. If you enter and occupy the space occupied by such a creature, it takes damage equal to 2d6 + 1 1/2 times your Str bonus (if any). You can deal trampling damage to a creature only once per round, no matter how many times you move into or through its space. Mountain Hammer Stone Dragon (Strike) Level: Crusader 2, Swordsage 2, Warblade 2 Initiation Action: 1 Standard Action Range: Melee Attack Target: One Creature Like a falling avalanche, you strike with the weight and fury of the mountain. You make a single attack against an enemy. If this attack his, you ignore all DR and do an extra 2d6 damage. Mountain Tombstone Strike Stone Dragon (Strike) Level: Crusader 9, swordsage 9, warblade 9 Initiation Action: 1 standard action Range: Melee attack Target: One creature You slam into your foe, turning bones into dust and muscle into bloody pulp. Your foe's body is left a crippled, twisted mockery. Your attack causes damage to the structure of your foe's body. As part of this maneuver, you make a single melee attack. If this attack hits, you deal 2d6 points of Constitution damage in addition to your normal damage. Overwhelming Mountain Strike Stone Dragon (Strike) Level: Crusader 4, Swordsage 4, Warblade 4 Initiation Action: 1 Standard Action Range: Melee Attack Target: One Creature Duration: 1 round Save: Fortitude Partial; see text Your mighty strike temporarily disorients your opponent, costing him precious seconds as he shakes off the attack. You make a single attack against an enemy. If this attack his, you do an extra 2d6 damage. If the target fails a Fortitude save vs 14 + Strength modifier, it is slowed. Roots Of The Mountain Stone Dragon (Stance) Level: Crusader 3, Swordsage 3, Warblade 3 Initiation Action: 1 Swift Action Range: Personal Target: You Duration: Stance You crouch and set your feet flat on the ground, rooting yourself to the spot you stand. Nothing can move you from this place. You gain a +10 bonus to resist being grappled, tripped, overrun, or bull rushed. Any creature that attempts to move past you gains a -10 penalty to Tumble, and you gain DR 2/-. This stance ends if you move more than 5 feet for any reason. Stone Bones Stone Dragon (Strike) Level: Crusader 1, Swordsage 1, Warblade 1 Initiation Action: 1 Standard Action Range: Personal Target: You Duration: 1 round You focus your energy to enhance your defenses, drawing on the power of your weapon's impact with a foe to toughen yourself against a counterattack. You gain DR 5/adamantium (+5) for 1 round. Stone Dragon's Fury Stone Dragon (Strike) Level: Crusader 3, Swordsage 3, Warblade 3 Initiation Action: 1 Standard Action Range: Melee Attack Target: One Creature With a mighty war cry, you slam your weapon into a slight crack or other fault in an object. The object shudders for a moment before it collapses into broken shards. You deal an extra 4d6 damage to objects or constructs with this strike. Stone Vise Stone Dragon (Strike) Level: Crusader 2, Swordsage 2, Warblade 2 Initiation Action: 1 Standard Action Range: Melee Attack Target: One Creature Saving Throw: Fort partial. You make a crushing blow that staggers your opponent, leaving it unable to move. Make a single melee attack. If you successfully hit the creature, he takes an additional 1d6 damage. If he fails a Reflex save against 12 + your Strength modifier, he cannot move for one round. Stonefoot Stance Stone Dragon (Stance) Level: Crusader 1, Swordsage 1, Warblade 1 Initiation Action: 1 Swift Action Range: Personal Target: You Duration: Stance You crouch and set your feet flat on the ground, drawing the resilience of the earth into your body. You gain a +2 bonus on Strength checks, and a +2 AC bonus against creatures larger than you. This stance ends if you move more than 5 feet for any reason. White Raven Tactics White Raven (Boost) Level: Crusader 3, Warblade 3 Initiation Action: 1 Swift Action Range: 10 ft. Target: One ally You can inspire your allies to astounding feats of martial prowess With a few short orders, you cajole them into seizing the initiative and driving back the enemy. Your ally gets to go again this turn. You cannot target yourself with this maneuver. White Raven Strike White Raven (Strike) Level: Crusader 4, Warblade 4 Prerequisite: One White Raven maneuver Initiation Action: 1 Standard Action Range: Melee Attack Target: One Creature Your eye for tactics allows you to notice an enemy's weak points and attack them with a mighty blow. You make an attack that deals 4d6 extra damage. If it connects, is flatfooted for one round. Leading the Charge White Raven (Stance) Level: Crusader 1, Warblade 1 Initiation Action: 1 Swift Action Range: 60ft. Area: 60 ft radius centred on you. Duration: Stance. You fire the confidence and martial spirit of your allies, giving them the energy and bravery needed to make a devastating charge against your enemies. All allies gain a +1 damage bonus on charge attacks per initiator level. Strength Of Stone Stone Dragon (Stance) Level: Crusader 8, swordsage 8, warblade 8 Prerequisite: Three Stone Dragon maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance You enter an impenetrable defensive stance, making it almost impossible for an attack to strike you in a vulnerable area. While you are in this stance, you focus your efforts on preventing any devastating attacks from penetrating your defenses. You are immune to critical hits while you are in this stance. This stance immediately ends if you move more than 5 feet for any reason, such as from a bull rush attack, a telekinesis spell, and so forth. Blood In The Water Tiger Claw (Stance) Level: Swordsage 1, Warblade 1 Initiation Action: 1 Swift Action Range: Personal. Target: You. Duration: Stance. The smell of blood drives you into a fury. As you slash into your foe, each fresh wound you inflict spurs you onward. Whenever you successfully critical hit a creature, you gain a +1 Attack and Damage bonus for one minute. Claw At The Moon Tiger Claw (Strike) Level: Swordsage 2, Warblade 2 Initiation Action: 1 Standard Action Range: Melee Attack Target: One Creature You leap into the air, catching your foe off guard as you slice down into him. Make a jump check with a DC equal to the target's AC. If it succeeds, you deal an extra 2d6 damage on your attack. If it fails, you deal damage normally. Dancing Mongoose Tiger Claw (Boost) Level: Swordsage 5, warblade 5 Prerequisite: Two Tiger Claw maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: 1 turn You sing your weapons about you in a blur of speed, making a series of devastating attacks in the space of a single breath. You make a flurry of deadly attacks. After initiating this boost, you can make one additional attack with each weapon you wield (to a maximum of two extra attacks if you wield two or more weapons). These extra attacks are made at your highest attack bonus for each of your respective weapons. All of these attacks must be directed against the same opponent. Death From Above Tiger Claw (Strike) Level: Swordsage 4, Warblade 4 Prerequisite: One Tiger Claw maneuver Initiation Action: 1 Standard Action Range: Melee Attack Target: One Creature With a war cry, you leap into the air and lift your weapon high overhead. As you arc downward, your weight and momentum lend bone-crushing force to your attack. Make a jump check vs DC 20. If you succeed, your target is flatfooted versus the attack, deal 4d6 damage and land within 20' of your opponent. Otherwise, perform only a normal attack. Feral Death Blow Tiger Claw (Strike) Level: Swordsage 9, warblade 9 Prerequisite: Four Tiger Claw maneuvers Initiation Action: 1 full round action Range: Melee attack Target: One creature Saving Throw: Fortitude partial With a primal howl, you leap into the air and land on your opponent, hacking and clawing at his neck. To use this maneuver, you must be adjacent to your intended target. As part of this maneuver make a Jump check with a DC equal to your opponent's AC. If the check succeeds, you can then make a single melee attack against your foe, also as part of this maneuver. The target is considered flat-footed against this attack. If your attack deals damage, your target must attempt a Fortitude save (DC19 + your Str modifier). If this save fails, your target is instantly slain (his hit points drop to -10). If the save is successful, you deal an extra 20d6 points of damage to the target in addition to your normal weapon damage. Creatures immune to critical hits are immune to the death effect of this strike. If your Jump check fails, you can make a singe attack normally. The maneuver is still considered expended. Flesh Ripper Tiger Claw (Strike) Level: Swordsage 3, Warblade 3 Initiation Action: 1 Standard Action Range: Melee Attack Target: One Creature Duration: 1 round Save: Fortitude Partial; see text With a mixture of careful precision and animal savagery, you tear into a foe to produce jagged wounds that overwhelm him with pain. If the target fails a Fortitude save vs 13 + Strength modifier, he takes a -4 penalty to attacks and AC. Fountain Of Blood Tiger Claw (Boost) Level: Swordsage 4, Warblade 4 Prerequisite: Two Tiger Claw maneuvers Initiation Action: 1 Swift Action Range: 30 ft. Area: 30 ft burst. Duration: 1 minute Saving Throw: Will partial; see text With a war cry, you leap into the air and lift your weapon high overhead. As you arc downward, your weight and momentum lend bone-crushing force to your attack. You strike a foe with less than 10 hit points for an additional 1d6, causing all creatures within the area to make a will save or be shaken for one minute. Girallon Windmill Flesh Rip Tiger Claw (Boost) Level: Swordsage 8, warblade 8 Prerequisite: Three Tiger Claw maneuvers Initiation Action: 1 swift action Range: Melee attack Target: One or more creatures Duration: 1 round Windmilling your arms in a furious blur, you strike your perplexed enemy from two directions at once, rending his flesh with each strike. You must initiate this maneuver before making any attacks in the current round, and you must have two weapons equipped. If you strike an opponent multiple times during your turn, you also deal rend damage. This damage is based on the number of times you strike your opponent during your turn (see the table below). Determine the rend damage dealt immediately after you make your last attack for your turn. If you attack multiple opponents during your turn, you gain this extra damage against each of them. A creature takes rend damage based on the number of attacks that hit it, not the number of successful attacks you make. For example, if you hit a fire giant three times and an evil cleric twice during your turn, the fire giant takes rend damage for three attacks and the cleric takes rend damage for two attacks. Successful Attacks Rend Damage 2 8d6 3 10d6 4 12d6 5 14d6 6 16d6 7 18d6 8+ 20d6 Hamstring Attack Tiger Claw (Strike) Level: Swordsage 7, warblade 7 Prerequisite: Three Tiger Claw maneuvers Initiation Action: 1 standard action Range: Melee attack Target: One creature Saving Throw: Fortitude half Duration: 1 minute You slice into your opponent's legs, leaving him hobbled and stumbling about. As part of this maneuver, you make a single melee attack. If this attack hits, it deals damage as normal. In addition, the target takes 1d8 points of Dexterity damage and a -10 foot penalty to speed for 1 minute. A successful Fortitude save (DC 17 + your Str modifier) halves both the Dexterity damage and the speed penalty. Hunter's Sense Tiger Claw (Stance) Level: Swordsage 1, Warblade 1 Initiation Action: 1 Swift Action Range: Personal. Target: You. Duration: Stance. You sniff at the air like a hunting animal. After you focus your mind, an array of scents that normally eludes your awareness becomes clear to you. You gain the scent ability. Leaping Dragon Stance Tiger Claw (Stance) Level: Swordsage 3, Warblade 3 Initiation Action: 1 Swift Action Range: Personal. Target: You. Duration: Stance. Even when you are trapped in tight quarters and seemingly unable to move, a leap can send you flying gracefully through the air You gain a +10 bonus on jump checks, and always count as if you are running. Pouncing Charge Tiger Claw (Strike) Level: Swordsage 5, Warblade 5 Prerequisite: Two Tiger Claw maneuvers Initiation Action: 1 Full-round action Range: Personal Target: You With the roar of a wild beast, you throw yourself into the fray. Your weapons are little more than a blur as you hack at your foe with feral speed. You charge your foe, but instead of performing a single attack at the end of the charge, you perform a full attack. Prey On The Weak Tiger Claw (Stance) Level: Swordsage 7, warblade 7 Prerequisite: Two Tiger Claw maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance You scythe through weaker foes like a mighty predator turned loose among a herd of prey. Whenever an opponent within 10 feet of you drops to -1 or fewer hit points, whether from your attack, an ally's strike, or some other cause, you can immediately make an attack of opportunity against any opponent within your threatened area. Rabid Bear Strike Tiger Claw (Strike) Level: Swordsage 6, warblade 6 Prerequisite: Two Tiger Claw maneuvers Initiation Action: 1 standard action Range: Melee attack Target: One creature With a ferocious roar, you leap upon your enemy like a wild beast, slamming your weapon into her with a madman's fury. You focus your primal fury into a single attack, laying an opponent low with a mighty blow that splinters bones and shatters steel. As part of this maneuver, you make a single melee attack. You gain a +4 bonus on this attack roll and deal an extra 10d6 points of damage. After completing this maneuver, you take a -4 penalty to AC until the start of your next turn. Rabid Wolf Strike Tiger Claw (Strike) Level: Swordsage 2, Warblade 2 Initiation Action: 1 Standard Action Range: Melee Attack Target: One Creatures You foam at the mouth and scream in rage as you make a powerful attack against your enemy. You set aside all thoughts of defense as you lunge forward. Make a single attack with a +4 bonus on the attack roll, and +2d6 damage. You take a -4 penalty to AC for the rest of the round. Raging Mongoose Tiger Claw (Boost) Level: Swordsage 8, warblade 8 Prerequisite: Three Tiger Claw maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: End of turn You unleash a ferocious volley of attacks, setting aside all thoughts of caution and self-control. You make a flurry of deadly attacks. After initiating this boost, you can make two additional attacks with each weapon you wield (to a maximum of four extra attacks if you wield two or more weapons). These extra attacks are made at your highest attack bonus for each of your respective weapons. You direct these attacks at one foe. Soaring Raptor Strike Tiger Claw (Strike) Level: Swordsage 3, Warblade 3 Initiation Action: 1 Standard Action Range: Melee Attack Target: One Creature You leap into the air, catching a larger opponent by surprise as you jump over its defenses to plunge your weapon into the crown of its head. Make a jump check with a DC equal to the target's AC. If it succeeds, you deal an extra 6d6 damage on your attack, and attack with a +4 bonus. If it fails, you do not attack. This must be used on a creature larger than you are. Sudden Leap Tiger Claw (Boost) Level: Swordsage 1, Warblade 1 Initiation Action: 1 Swift Action Range: Personal. Target: You. Duration: Instantaneous. You leap to a new position in the blink of an eye, leaving your opponents baffled. You jump as a swift action. Swooping Dragon Strike Tiger Claw (Strike) Level: Swordsage 7, warblade 7 Prerequisite: Three Tiger Claw maneuvers Initiation Action: 1 standard action Range: Melee attack Target: One creature Saving Throw: Fortitude partial Like a dragon you swoop down upon you foe and let loose with a devastating attack. You leap over her and, as you soar through the air, unleash a devastating volley of attacks. As part of this maneuver, you attempt a Jump check to leap over your target. The result of this Jump check must be sufficient to allow you to move through an opponent's space and over her. If you fail the Jump check needed to jump over your foe, you provoke attacks of opportunity for the distance you jump, if applicable. If your jump was too short to clear your opponent but far enough that you would land in a space she occupies, you land adjacent to your opponent in the square closest to your starting square. If your check is insufficient to jump over your target, you can also make a single attack against your foe with no special benefits or penalties, as long as your target is within reach. If the check succeeds, you do not provoke attacks of opportunity for leaving threatened squares during your jump. Your foe loses her Dexterity bonus to AC against your melee attack. This attack deals an extra 10d6 points of damage, and the target must succeed on a Fortitude save (DC equal to your Jump check result) or be stunned for 1 round. Wolf Climbs The Mountain Tiger Claw (Strike) Level: Swordsage 6, warblade 6 Prerequisite: Two Tiger Claw maneuvers Initiation Action: 1 full-round action Range: Melee attack Target: One creature You slip between a larger foe's legs and strike its exposed side. You then cover in the shadow of your enemy's bulk. You can use this maneuver only against an opponent of a size category larger than yours. As part of the maneuver, you enter your target's space without provoking an attack of opportunity. You can then attack your target as part of this maneuver. Your attack deals an extra 5d6 points of damage. You remain within your opponent's space after you complete this maneuver. You gain cover against all attacks until the end of the round, including those made by the target. Wolf Fang Strike Tiger Claw (Strike) Level: Swordsage 1, Warblade 1 Initiation Action: 1 Standard Action Range: Melee Attack Target: One Creature You lash out in a blur of movement with two weapons, hacking into your foe with a combination of feral strength and speed. You attack with both weapons against a single foe at a -2 penalty. You must fight with two weapons to use this maneuver. Wolf Pack Tactics Tiger Claw (Stance) Level: Swordsage 8, Warblade 8 Prerequisite: Two Tiger Claw maneuvers Initiation Action: 1 Swift Action Range: Personal Target: You Duration: Stance With each stinging attach that connects against a foe, you slip around him, using the distraction provided by your attacks to prevent him from hindering your movement. While you are in this stance, you gain a 5 foot bonus to movement for every successful attack, up to a maximum of 30 feet. This bonus applies the round after the hits strike. Wolverine Stance Tiger Claw (Stance) Level: Swordsage 3, Warblade 3 Initiation Action: 1 Swift Action Range: Personal. Target: You. Duration: Stance. Like a cornered wolverine, you fight with unmatched ferocity and rage when your opponents force you into close quarters. You may use any weapon in a grapple, and do not take the -4 penalty to attack. If grappling a foe larger than you, you gain a +4 damage bonus. Battle Leader's Charge White Raven (Strike) Level: Crusader 2, Warblade 2 Initiation Action: 1 Full-round Action Range: Melee Attack Target: One Creature You lead from the front, charging your enemies so that your allies can follow in your wake. You charge your opponent, dealing an extra 10 damage if you hit. You take no AoOs from the movement. Bolstering Voice White Raven (Stance) Level: Crusader 1, Warblade 1 Initiation Action: 1 Swift Action Range: 60ft. Area: 60 ft radius centred on you. Duration: Stance. Your clarion voice strengthens the will of your comrades. So long as you remain on the field of battle, your allies are strengthened against attacks and effects that seek to subvert their willpower. All allies gain a +2 Will save bonus. Clarion Call White Raven (Boost) Level: Crusader 7, Warblade 7 Prerequisite: Three White Raven maneuvers Initiation Action: 1 swift Action Range: 60 ft. Area: 60 ft radius. As you defeat an opponent, you shout a battle cry that inspires one of your allies to renew his efforts. If you kill a foe with a melee attack this round, all allies in range gain a single extra attack in their next round. Covering Strike White Raven (Strike) Level: Crusader 4, Warblade 4 Prerequisite: One White Raven maneuver Initiation Action: 1 Standard Action Range: Melee Attack Target: One Creature Duration: 3 rounds. You make a ferocious series of attacks at your enemies, forcing them on the defensive and buying your allies critical seconds needed to slip past them unharmed. If your strike hits, your target suffers a -4 penalty to attacks and attacks you. Douse The Flames White Raven (Strike) Level: Crusader 1, Warblade 1 Initiation Action: 1 Standard Action Range: Melee Attack Target: One Creature You strike your enemy with a resounding blow, capturing his attention. As he turns to look, you let loose a string of oaths, challenges, and taunts that force him to focus his attention on you. If your strike hits, your target suffers a -2 penalty to attacks and attacks you. Flanking Maneuver White Raven (Strike) Level: Crusader 5, Warblade 5 Prerequisite: Two White Raven maneuvers Initiation Action: 1 Standard Action Range: Melee Attack Target: One Creature Your keen leadership grants you and your allies a sudden advantage in combat. When you flank an opponent, you attack in such a way as to maximize your allies's openings. By the same token, your friends's ferocious, accurate attacks give you multiple opportunities to pierce your foe's defenses. If you strike your foe and are flanking him, all allies in melee range and flanking your foe make a single attack against the struck creature. Leading The Attack White Raven (Strike) Level: Crusader 1, Warblade 1 Initiation Action: 1 Standard Action Range: Melee Attack Target: One Creature You boldly strike at your enemy. As you attack, you shout a war cry to demonstrate that victory is at hand. This attack inspires nearby allies to join the fray with renewed vigor. If your strike hits, your target suffers a -4 penalty to AC. Lion's Roar White Raven (Boost) Level: Crusader 3, Warblade 3 Initiation Action: 1 Swift Action Range: 60' Target: You Duration: 1 Round You unleash a sudden battle roar as your mighty blows fell an enemy. Inspired by your example, your allies fight with renewed energy and determination. All allies within range gain a +5 damage bonus. Order Forged From Chaos White Raven (Boost) Level: Crusader 6, Warblade 6 Prerequisite: Two White Raven maneuvers Initiation Action: 1 Standard Action Range: 30 ft. Area: 30 ft radius. You bark a series of stern orders, directing your comrades to shift formation. The power of your presence is such that they obey without consciously thinking about it. All allies within range double their movement speed for one round. Press The Advantage White Raven (Stance) Level: Crusader 5, Warblade 5 Prerequisite: Two White Raven Maneuvers Initiation Action: 1 Swift Action Range: Personal Target: You Duration: Stance You shift across the battlefield, timing your movements precisely to avoid any attacks from your foe. You gain a 5 foot increase to your land speed. Swarm Tactics White Raven (Stance) Level: Crusader 5, Warblade 5 Prerequisite: One White Raven maneuver Initiation Action: 1 Swift Action Range: 10 ft. Area: 10 ft. Duration: Stance. Your quick directions enable close teamwork between you and an ally. At your urging, your allies seize the initiative and work in close coordination with you to defeat an enemy. Any creature you threaten takes a -5 penalty to armour class. Swarming Assault White Raven (Strike) Level: Crusader 7, Warblade 7 Prerequisite: Three White Raven maneuvers Initiation Action: 1 Standard Action Range: Melee Attack Target: One Creature You attack an opponent with brutal force, ruining his defenses. As you strike you call out sharp commands to your allies, spurring them to action and allowing them to take advantage of the opening. If you strike your foe, all allies in melee range make a single attack against the struck creature. Tactical Strike White Raven (Strike) Level: Crusader 2, Warblade 2 Initiation Action: 1 Standard Action Range: Melee Attack Target: One Creature Your skill at arms and overwhelming power force your opponent to falter at a fatal moment. As the foe attempts to recover your devastating strike, your allies rush in to finish what you have started. Make a single melee attack. If you successfully hit the creature, all allies gain a 5' boost to movement speed for one round. Tactics Of The Wolf White Raven (Stance) Level: Crusader 3, Warblade 3 Initiation Action: 1 Swift Action Range: 10ft. Area: 10 ft radius centred on you. Duration: Stance. You shout orders that help coordinate your allies' efforts. They harass their enemies, shield each other from attacks. and otherwise maximize the support they lend to each other. All allies gain a bonus while flanking equal to +1/2 per your initiator level. War Leader's Charge White Raven (Strike) Level: Crusader 6, Warblade 6 Prerequisite: Two White Raven maneuvers Initiation Action: 1 Full-round Action Range: Melee Attack Target: One Creature You summon a great fury within your lungs, releasing it in a titantic shout as you charge forward. Your reckless move startles your foes and puts greater force behind your attack. You charge your opponent, dealing an extra 35 damage if you hit. You take no AoOs from the movement. War Master's Charge White Raven (Strike) Level: Crusader 9, Warblade 9 Prerequisite: Four White Raven maneuvers Initiation Action: 1 full-round action Range: Melee Attack; see text Target: One Creature; see text With a great battle cry, you lead your allies in a devastating charge. Fired by your commanding presence and deftly lead by your supreme grasp of tactics, you and your allies form an unstoppable wedge. You and all melee allies within 30 feet of you charge the target. All those who attack gain a +2 bonus to attack per ally charging. You deal an extra 50 damage, and your allies deal an extra 25. If you strike the foe, he is stunned for one round. Your and your allies do not block one another while charging. This feat opens the spellbook for this class. This is a conversation and feat driven version of the normal spellbook. Instead of appearing on the spell radial, they will appear on the class radial instead. Also, you may be able to use the spell after you have cast all your uses. No spell will result, but you will spend a round trying to cast it. Caster Level(s): Wizard / Sorcerer 9 Innate Level: 9 School: Evocation Descriptor(s): Component(s): Verbal, Somatic Range: Long Area of Effect / Target: Single Duration: 1 round / level Additional Counter Spells: Save: Fortitude Spell Resistance: Yes A giant hand appears and attacks the target. If it hits and succeeds in a grapple check (d20 + bab + strength modifier + size modifier), the target is held fast for the duration of the spell and suffers 2d6+12 points of damage each round. Caster Level(s): Wizard / Sorcerer 7 Innate Level: 7 School: Evocation Descriptor(s): Component(s): Verbal, Somatic Range: Long Area of Effect / Target: Single Duration: 1 round / level Additional Counter Spells: Save: None Spell Resistance: Yes A giant hand appears and attacks the target. If the hand hits and succeeds in a grapple check (d20 + bab + strength modifier + size modifier) the opponent will be held for the duration of the spell. Caster Level(s): Wizard / Sorcerer 5 Innate Level: 5 School: Evocation Descriptor(s): Fire Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Colossal Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes Masses of flame (one per caster level) appear and randomly target and hit any hostile creature in the area of effect. If there are more creatures than balls of flame, only the closest targets will be damaged. If there are more balls of flame than creatures, the excess balls of flame disappear. Each ball of flame explodes for 1d6 points of damage per caster level (max 15d6). Caster Level(s): Cleric 8, Druid 9 Innate Level: 8 School: Evocation Descriptor(s): Component(s): Verbal, Somatic Range: Long Area of Effect / Target: 80 ft. radius Duration: 1 round Additional Counter Spells: Save: Reflex Spell Resistance: No When you cast earthquake, an intense but highly localized tremor rips the ground. The shock knocks creatures down, collapses structures, opens cracks in the ground, and more. The earthquake affects all terrain, vegetation, structures, and creatures in the area. Each creature standing in the area must always make a DC 15 Reflex save or fall down. Additional effects of an earthquake spell depend on the nature of the terrain where it is cast. Open Ground: Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one (Reflex DC 20 to avoid a fissure). At the end of the spell, all fissures grind shut, killing any creatures trapped within. Cave, Cavern, or Tunnel; Structure: The spell collapses the roof, dealing 8d6 points of bludgeoning damage to any creature caught under the falling rubble (Reflex DC 15 half ). Caster Level(s): Druid 8 Innate Level: 8 School: Conjuration Descriptor(s): Component(s): Verbal, Somatic Range: Long Area of Effect / Target: Huge Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes Rocks fall from the sky, causing 1d8 points of damage per caster level (to a maximum of 20d8) to all enemies in the area. Caster Level(s): Wizard / Sorcerer 1 Innate Level: 1 School: Abjuration Descriptor(s): Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: Caster Duration: 1 turn / level Additional Counter Spells: Save: None Spell Resistance: No The caster gains a +4 shield bonus to AC. As well, the caster is immune to the spell magic missile for the duration of the shield. Caster Level(s): Wizard / Sorcerer 9 Innate Level: 9 School: Transmutation Descriptor(s): Component(s): Verbal Range: Personal Area of Effect / Target: Caster Duration: 1d4+1 rounds. Additional Counter Spells: Save: None Spell Resistance: No The caster is able to defy the sands of time, casting spells, moving about, and attacking normally while the rest of the world appears suspended, as if in stasis. Caster Level(s): Cleric 8, Druid 9 Innate Level: 8 School: Conjuration Descriptor(s): Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Large Duration: Instant Additional Counter Spells: Save: None Spell Resistance: Yes All allies within the area of effect are restored 10 points per caster level (to a maximum of 150 points at 15th level). Healing spells have a reverse effect on undead, harming instead of healing them. Caster Level(s): Bard 1, Wizard / Sorcerer 1 Innate Level: 1 School: Conjuration Descriptor(s): Force Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Single Duration: 1 Hour / Level Additional Counter Spells: Save: Harmless Spell Resistance: No The selected target gains +4 armor bonus to AC. Caster Level(s): Cleric 6, Druid 7 Innate Level: 6 School: Conjuration Descriptor(s): Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Single Duration: Instant Additional Counter Spells: Harm Save: None Spell Resistance: Yes The target of Heal is restored by 10 points per caster level (to a maximum of 150 points at 15th level). Healing spells have a reverse effect when used on undead, harming instead of healing them. A successful touch attack must first be made when this spell is used against undead. Caster Level(s): Cleric 6, Druid 7 Innate Level: 6 School: Necromancy Descriptor(s): Negative Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Single Duration: Instant Additional Counter Spells: Heal Save: None Spell Resistance: Yes If the caster makes a successful melee touch attack, Harm charges a subject with negative energy that deals 10 points of damage per caster level (to a maximum of 150 points at 15th level). If the creature successfully saves, harm deals half this amount, but it cannot reduce the target's hit points to less than 1. This spell has a reverse effect on undead, healing the targeted undead instead of harming it. Caster Level(s): Cleric 7 Innate Level: 7 School: Necromancy Descriptor(s): Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Single Duration: Instant Additional Counter Spells: Save: Harmless Spell Resistance: No Greater Restoration removes most temporary and all permanent negative effects from the target character, including level drain. It does not remove negative mental effects or the effects of reduced movement speed. It also heals the target creature 10 per caster level (to a maximum of 250 points). Caster Level(s): Bard 5, Cleric 6, Druid 6, Wizard / Sorcerer 6 Innate Level: 6 School: Abjuration Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Single or Colossal Duration: Instant Additional Counter Spells: Save: None Spell Resistance: Yes Greater Dispelling attempts to strip all magical effects from a single target. It can also target a group of creatures, attempting to remove the most powerful spell effect from each creature. To remove an effect, the caster makes a dispel check of 1d20, +1 per caster level (to a maximum of +20) against a DC of 11 + the spell effect's caster level. Caster Level(s): Cleric 1 Innate Level: 1 School: Enchantment Descriptor(s): Mind-Affecting Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Single Duration: 1 Turn / Level Additional Counter Spells: Bless Save: Will Negates Spell Resistance: Yes The target creature receives a -2 modifier to all attack rolls, damage rolls, saving throws, ability checks and skill checks. Acid Orb Caster Level(s): Sorc/Wiz 4 Innate Level: 4 School: Evocation Descriptor(s): Acid Component(s): Verbal, Somatic Range: Close Area of Effect / Target: Single. Duration: Instant Additional Counter Spells: Save: Fort Spell Resistance: No The caster targets a single creature with acid orb. The orb deals 1d6/lvl dmg (max 15d6), and stunning the target for 1 round on a failed save. Cold Orb Caster Level(s): Sorc/Wiz 4 Innate Level: 4 School: Evocation Descriptor(s): Cold Component(s): Verbal, Somatic Range: Close Area of Effect / Target: Single Duration: Instant Additional Counter Spells: Save: Fort Spell Resistance: No The caster targets a single creature with cold orb. The orb deals 1d6/lvl dmg (max 15d6), blinding the target for 1 round on a failed save. Electric Orb Caster Level(s): Sorc/Wiz 4 Innate Level: 4 School: Evocation Descriptor(s): Electricity Component(s): Verbal, Somatic Range: Close Area of Effect / Target: Single. Duration: Instant Additional Counter Spells: Save: Fort Spell Resistance: No The caster targets a single creature with Lightning orb. The orb deals 1d6/lvl dmg (max 15d6), slowing the target for 1 round on a failed save. Fire Orb Caster Level(s): Sorc/Wiz 4 Innate Level: 4 School: Evocation Descriptor(s): Fire Component(s): Verbal, Somatic Range: Close Area of Effect / Target: Single Duration: Instant Additional Counter Spells: Save: Fort Spell Resistance: No The caster targets a single creature with fire orb. The orb deals 1d6/lvl dmg (max 15d6), dazing the target for 1 round on a failed save. Sonic Orb Caster Level(s): Sorc/Wiz 4 Innate Level: 4 School: Evocation Descriptor(s): Sonic Component(s): Verbal, Somatic Range: Close Area of Effect / Target: Single Duration: Instant Additional Counter Spells: Save: Fort Spell Resistance: No The caster targets a single creature with sonic orb. The orb deals 1d6/lvl dmg (max 15d6), deafening the target for 1 round on a failed save. Ice Burst Caster Level(s): Wizard / Sorcerer 3 Innate Level: 3 School: Evocation Descriptor(s): Cold Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Colossal Duration: Instant Additional Counter Spells: Save: Reflex half Spell Resistance: Yes A hail of magical ice chunks erupts from a point in space. The chunks fly in all directions, hitting everything within the burst. The pelting ice deals 1d4 points of cold damage +1 point of blunt damage per caster level, to a maximum of 10d4+10. Acid Storm Caster Level(s): Sorc/Wiz 6 Innate Level: 6 School: Evocation Descriptor(s): Acid Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Huge Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes The caster cause acid to rain. The acid deals 1d6/lvl dmg (max 15d6) Mass Hold Person Caster Level(s): Wizard / Sorcerer 7 Innate Level: 7 School: Enchantment Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Gargantuan Duration: 1 Round / Level Additional Counter Spells: Freedom of Movement Save: Will Negates Spell Resistance: Yes The target humanoids (up to 1 target / level) are paralyzed for the duration of the spell. Mass Hold Monster Caster Level(s): Wizard / Sorcerer 9 Innate Level: 9 School: Enchantment Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Gargantuan Duration: 1 Round / Level Additional Counter Spells: Freedom of Movement Save: Will Negates Spell Resistance: Yes The target monsters (up to 1 / level) are paralyzed for the duration of the spell. Burning Bolt Caster Level(s): Wizard / Sorcerer 1 Innate Level: 1 School: Evocation Descriptor(s): Fire Component(s): Verbal, Somatic Range: Long Area of Effect / Target: Single Duration: Instant Additional Counter Spells: Save: None Spell Resistance: Yes The caster creates a bolt of fire that is aimed at the target with a ranged touch attack. After level 1, the spell creates 1 additional missile every two caster levels. Bolts do 1D4+1 points of fire damage each. Blast of Flame Caster Level(s): Wizard / Sorcerer 4 Innate Level: 4 School: Conjuration Descriptor(s): Fire Component(s): Verbal, Somatic Range: Cone, 30ft Area of Effect / Target: Spell Cone Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes A cone of fire shoots forth from the caster's hands, doing 1d6 points of fire damage per caster level to all those within the area of effect, to a maximum of 10d6. Disintegrate Caster Level(s): Wizard / Sorcerer 6 Innate Level: 6 School: Transmutation Descriptor(s): Magic Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Single Duration: Instant Additional Counter Spells: Save: Fortitude partial Spell Resistance: Yes A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6). If hit the target must make a fortitude save. If the save is successful the target still takes 5d6 damage. Mantle of Egregious Might Caster Level(s): Wizard / Sorcerer 8 Innate Level: 8 School: Transmutation Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Single Duration: 10 minutes / level Additional Counter Spells: You bestow upon a character a scintillating aura around his head, imbuing him with great power. The target receives a +4 luck bonus to AC, attack rolls, saving throws, and all ability scores. Energy Immunity Caster Level(s): Cleric 6, Druid 6, Wizard / Sorcerer 7 Innate Level: 6 School: Transmutation Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Single Duration: 24 hours Additional Counter Spells: This spell renders the target immune to one element (acid, cold, electricity, fire, sonic) chosen at casting time. Acid Energy Immunity Cold Energy Immunity Electricity Energy Immunity Fire Energy Immunity Sonic Energy Immunity Mass Bull's Strength Caster Level(s): Bard 6, Cleric 6, Druid 6, Wizard / Sorcerer 6 Innate Level: 2 School: Transmutation Descriptor(s): Component(s): Verbal, Somatic Range: Close Area of Effect / Target: Friendly Creatures in a 20' radius burst Duration: 1 Hour / Level Additional Counter Spells: Ray of Enfeeblement Save: Harmless Spell Resistance: No The target creature's Strength is increased by 1d4+1. Mass Cat's Grace Caster Level(s): Bard 6, Wizard / Sorcerer 6 Innate Level: 2 School: Transmutation Descriptor(s): Component(s): Verbal, Somatic Range: Close Area of Effect / Target: Friendly Creatures in a 20' radius burst Duration: 1 Hour / Level Additional Counter Spells: Save: Harmless Spell Resistance: No The target creature's Dexterity is increased by 1d4+1. Mass Eagle's Splendor Caster Level(s): Bard 6, Cleric 6, Wizard / Sorcerer 6 Innate Level: 2 School: Transmutation Descriptor(s): Component(s): Verbal, Somatic Range: Close Area of Effect / Target: Friendly Creatures in a 20' radius burst Duration: 1 Hour / Level Additional Counter Spells: Save: Harmless Spell Resistance: No The target creature's Charisma is increased by 1d4+1. Mass Endurance Caster Level(s): Cleric 6, Wizard / Sorcerer 6 Innate Level: 2 School: Transmutation Descriptor(s): Component(s): Verbal, Somatic Range: Close Area of Effect / Target: Friendly Creatures in a 20' radius burst Duration: 1 Hour / Level Additional Counter Spells: Save: Harmless Spell Resistance: No The target creature's Constitution is increased by 1d4+1. Mass Fox's Cunning Caster Level(s): Bard 6, Cleric 6, Wizard / Sorcerer 6 Innate Level: 2 School: Transmutation Descriptor(s): Component(s): Verbal, Somatic Range: Close Area of Effect / Target: Friendly Creatures in a 20' radius burst Duration: 1 Hour / Level Additional Counter Spells: Save: Harmless Spell Resistance: No The target creature's Intelligence is increased by 1d4+1. Mass Owl's Wisdom Caster Level(s): Bard 6, Cleric 6, Wizard / Sorcerer 6 Innate Level: 2 School: Transmutation Descriptor(s): Component(s): Verbal, Somatic Range: Close Area of Effect / Target: Friendly Creatures in a 20' radius burst Duration: 1 Hour / Level Additional Counter Spells: Save: Harmless Spell Resistance: No The target creature's Wisdom is increased by 1d4+1. Mass Ultravision Caster Level(s): Bard 4, Cleric 4, Druid 3, Ranger 3, Wizard / Sorcerer 4 Innate Level: 4 School: Transmutation Descriptor(s): Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Friendly creatures in a 20' radius burst Duration: 1 Hour / Level Additional Counter Spells: Save: Harmless Spell Resistance: No The target creature's ability to see in complete darkness is improved beyond that of Darkvision. When this spell is applied even the effects of magical darkness are pierced. Lower Spell Resistance Caster Level(s): Cleric 4, Wizard / Sorcerer 4 Innate Level: 4 School: Transmutation Descriptor(s): Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Single Duration: 1 Minute / Level Additional Counter Spells: Save: Fortitude Negates Spell Resistance: No This spell reduces the target's spell resistance by 1 per caster level (maximum reduction of 15). The caster receives a bonus to the spell's save DC equal to his caster level. Serpent's Sigh Caster Level(s): Wizard / Sorcerer 3 Innate Level: 3 School: Evocation Descriptor(s): Acid, Cold, Electricity, Fire Component(s): Verbal, Somatic Range: Bolt, Short, or Cone, 30ft Area of Effect / Target: Bolt or Spell Cone Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes The caster chooses a dragon's breath weapon to emulate, shooting either a bolt of acid, bolt of electricity, cone of acid, cone of cold or cone of fire, doing 1d6 points of fire damage per caster level to all those within the area of effect, to a maximum of 10d6. The caster takes 1 hit point of damage per hit die of damage dealt. Bolt of Acid Bolt of Electricity Cone of Acid Cone of Cold Cone of Fire Heroism Caster Level(s): Bard 2, Wizard / Sorcerer 3 Innate Level: 2 School: Enchantment Descriptor(s): Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Touch Duration: 10 min / Level Additional Counter Spells: This spell imbues a single target with great bravery. The target gains a +2 bonus on attack rolls, saves, and skill checks. Greater Heroism Caster Level(s): Bard 5, Wizard / Sorcerer 6 Innate Level: 5 School: Enchantment Descriptor(s): Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Touch Duration: 1 Turn / Level Additional Counter Spells: This spell imbues a single target with great bravery. The target gains a +4 bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level (maximum 20).. Mass Cure Light Wounds Caster Level(s): Bard 5, Cleric 5, Druid 6 Innate Level: 5 School: Conjuration Descriptor(s): Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Huge, up to 1 Target / Level Duration: Instant Additional Counter Spells: Ghoul Touch Save: Will 1/2 Spell Resistance: Yes The target creatures are healed for 1d8 points of damage, +1 point per caster level (to a maximum of +25). Healing spells have a reverse effect on undead, harming instead of healing them. Mass Cure Moderate Wounds Caster Level(s): Bard 6, Cleric 6, Druid 7 Innate Level: 6 School: Conjuration Descriptor(s): Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Huge, up to 1 Target / Level Duration: Instant Additional Counter Spells: Ghoul Touch Save: Will 1/2 Spell Resistance: The target creatures are healed for 2d8 points of damage, +1 point per caster level (to a maximum of +30). Healing spells have a reverse effect on undead, harming instead of healing them. Mass Cure Serious Wounds Caster Level(s): Cleric 7, Druid 8 Innate Level: 7 School: Conjuration Descriptor(s): Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Huge, up to 1 Target / Level Duration: Instant Additional Counter Spells: Ghoul Touch Save: Will 1/2 Spell Resistance: Yes The target creatures are healed for 3d8 points of damage, +1 point per caster level (to a maximum of +35). Healing spells have a reverse effect on undead, harming instead of healing them. Mass Cure Critical Wounds Caster Level(s): Cleric 8, Druid 9 Innate Level: 8 School: Conjuration Descriptor(s): Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Huge, up to 1 Target / Level Duration: Instant Additional Counter Spells: Save: Will for 1/2 Spell Resistance: Yes The target creatures are healed of 4d8 points of damage, + 1 point per caster level to a maximum of +40. Healing spells have a reverse effect on undead, harming instead of healing them. Righteous Might Caster Level(s): Cleric 5 Innate Level: 5 School: Transmutation Descriptor(s): Component(s): Verbal, Somatic Range: Personal Duration: 1 round / level Additional Counter Spells: This spell imbues the caster with the might of his deity, giving him a +8 Strength bonus, +4 Constitution bonus, +4 bonus to natural armor, and damage reduction. The damage reduction is 5/+2 for casters up to 11th level, 10/+2 for casters from 12th - 14th level, and 15/+2 for casters of 15th level or higher. Recitation Caster Level(s): Cleric 4 Innate Level: 4 School: Conjuration Descriptor(s): Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: Colossal, centered on you Duration: Instant Additional Counter Spells: Save: None Spell Resistance: Yes (for detrimental effects) You recite holy scriptures of your deity. All allies (including you) in the area receive a +2 bonus to attack rolls, saving throws, and skill checks. All enemies receive a -2 penalty to attack rolls, saving throws, and skill checks. Creatures who are neither friendly or hostile are unaffected.. Forceblast Caster Level(s): Wizard / Sorcerer 3 Innate Level: 3 School: Evocation Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Duration: 1 Turn / Level Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes From your hand you project a blast of pure magical force that deals 1d4 points of damage per caster level (maximum 10d4). Creatures of size large or smaller are knocked down if they fail their saving throw. Glitterdust Caster Level(s): Bard 2, Wizard / Sorcerer 2 Innate Level: 2 School: Conjuration Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Large Duration: 1 Round / Level Additional Counter Spells: Save: Will negates blindness Spell Resistance: No A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. Any creature covered by the dust suffers a -40 penalty to hide checks. Acid Orb (7) Acid Orb (15) Cold Orb (7) Cold Orb (15) Electric Orb (7) Electric Orb (15) Fire Orb (7) Fire Orb (15) Sonic Orb (7) Sonic Orb (15) Ice Burst (5) Ice Burst (10) Acid Storm (11) Acid Storm (15) Mass Hold Person (13) Mass Hold Monster (17) Burning Bolt (3) Burning Bolt (5) Burning Bolt (9) Blast of Flame (7) Blast of Flame (10) Disintegrate (11) Mantle of Egregious Might (15) Energy Immunity (11) Mass Bull's Strength (11) Mass Cat's Grace (11) Mass Eagle's Splendor (11) Mass Endurance (11) Mass Fox's Cunning (11) Mass Owl's Wisdom (11) Mass Ultravision (7) Lower Spell Resistance (7) Lower Spell Resistance (15) Serpent's Sigh (5) Serpent's Sigh (10) Heroism (3) Greater Heroism (9) Mass Cure Light Wounds (9) Mass Cure Light Wounds (15) Mass Cure Light Wounds (20) Mass Cure Moderate Wounds (11) Mass Cure Moderate Wounds (20) Mass Cure Serious Wounds (13) Mass Cure Moderate Wounds (20) Mass Cure Critical Wounds (15) Mass Cure Critical Wounds (20) Righteous Might (9) Recitation (7) Recitation (10) Forceblast (5) Forceblast (10) Glitterdust (3) Glitterdust (10) Mordenkainen's Magnificent Mansion Caster Level(s): Wizard / Sorcerer 7 Innate Level: 7 School: Conjuration Descriptor(s): Component(s): Verbal, Somatic Range: Short Duration: Until used. Additional Counter Spells: You conjure up an extradimensional dwelling that has a single entrance where the spell was cast. The entrance transports you and your entire party to the extradimensional dwelling, those not in your party may not enter. The dwelling and clean and well lit, and provides a place of rest. Whenever anyone leaves the dwelling you are all transported back to the spot where the door was cast. The dwelling lasts until it is used, the door disappears when you exit the dwelling. Mordenkainen's Magnificent Mansion (13) Lesser Acid Orb Caster Level(s): Sorc/Wiz 1 Innate Level: 1 School: Conjuration Descriptor(s): Acid Component(s): Verbal, Somatic Range: Close Area of Effect / Target: Single. Duration: Instant Additional Counter Spells: Save: None Spell Resistance: No The caster targets a single creature with an acid orb, making a ranged touch attack. The orb deals 1d8/2 lvls. dmg (max 5d8). Lesser Acid Orb (3) Lesser Acid Orb (9) Lesser Cold Orb Caster Level(s): Sorc/Wiz 1 Innate Level: 1 School: Conjuration Descriptor(s): Cold Component(s): Verbal, Somatic Range: Close Area of Effect / Target: Single. Duration: Instant Additional Counter Spells: Save: None Spell Resistance: No The caster targets a single creature with a cold orb, making a ranged touch attack. The orb deals 1d8/2 lvls. dmg (max 5d8). Lesser Cold Orb (3) Lesser Cold Orb (9) Lesser Electric Orb Caster Level(s): Sorc/Wiz 1 Innate Level: 1 School: Conjuration Descriptor(s): Electricity Component(s): Verbal, Somatic Range: Close Area of Effect / Target: Single. Duration: Instant Additional Counter Spells: Save: None Spell Resistance: No The caster targets a single creature with an electric orb, making a ranged touch attack. The orb deals 1d8/2 lvls. dmg (max 5d8). Lesser Electric Orb (3) Lesser Electric Orb (9) Lesser Fire Orb Caster Level(s): Sorc/Wiz 1 Innate Level: 1 School: Conjuration Descriptor(s): Fire Component(s): Verbal, Somatic Range: Close Area of Effect / Target: Single. Duration: Instant Additional Counter Spells: Save: None Spell Resistance: No The caster targets a single creature with a fire orb, making a ranged touch attack. The orb deals 1d8/2 lvls. dmg (max 5d8). Lesser Fire Orb (3) Lesser Fire Orb (9) Lesser Sonic Orb Caster Level(s): Sorc/Wiz 1 Innate Level: 1 School: Conjuration Descriptor(s): Sonic Component(s): Verbal, Somatic Range: Close Area of Effect / Target: Single. Duration: Instant Additional Counter Spells: Save: None Spell Resistance: No The caster targets a single creature with a sonic orb, making a ranged touch attack. The orb deals 1d8/2 lvls. dmg (max 5d8). Lesser Sonic Orb (3) Lesser Sonic Orb (9) Baleful Transposition Caster Level(s): Sorc/Wiz 2 Innate Level: 2 School: Conjuration Descriptor(s): Component(s): Verbal Range: Medium Area of Effect / Target: Single Duration: Instant Additional Counter Spells: Save: Will negates Spell Resistance: Yes You swap positions with the target creature. If the target creature is not friendly, it receives a will save to negate the spell's effect. Benign Transposition Caster Level(s): Sorc/Wiz 1 Innate Level: 1 School: Conjuration Descriptor(s): Component(s): Verbal Range: Medium Area of Effect / Target: Single Duration: Instant Additional Counter Spells: Save: None Spell Resistance: No You swap positions with the target creature, which must be a member of your party. Conviction Caster Level(s): Cleric 1 Innate Level: 1 School: Abjuration Descriptor(s): Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Single. Duration: 1 Minute / Level Additional Counter Spells: Save: None Spell Resistance: No The spell bolsters the mental, physical, and spiritual strength of the target creature. The spell grants the target a +2 morale bonus to saving throws, with an additional +1 bonus for every 6 caster levels (maximum bonus +5). Legion's Conviction Caster Level(s): Cleric 3 Innate Level: 3 School: Abjuration Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Friendly creatures in a huge burst. Duration: 1 Minute / Level Additional Counter Spells: Save: None Spell Resistance: No The spell bolsters the mental, physical, and spiritual strength of the target creatures. The spell grants the target a +2 morale bonus to saving throws, with an additional +1 bonus for every 6 caster levels (maximum bonus +5). Curse of Impending Blades Caster Level(s): Bard 2, Ranger 2, Sorc / Wiz 2 Innate Level: 2 School: Necromancy Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Single. Duration: 1 Minute / Level Additional Counter Spells: Save: None Spell Resistance: Yes The subject of the spell has a hard time avoiding attacks, sometimes even seeming to stumble into harm's way. The subject takes a -2 penalty to AC. Legion's Curse of Impending Blades Caster Level(s): Bard 3, Ranger 3, Sorc / Wiz 3 Innate Level: 3 School: Necromancy Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Huge Duration: 1 Minute / Level Additional Counter Spells: Save: None Spell Resistance: Yes The subjects of the spell have a hard time avoiding attacks, sometimes even seeming to stumble into harm's way. The subjects take a -2 penalty to AC. Curse of Petty Failing Caster Level(s): Cleric 3 Innate Level: 3 School: Necromancy Descriptor(s): Component(s): Verbal, Somatic Range: Close Area of Effect / Target: Single. Duration: 1 Minute / Level Additional Counter Spells: Save: None Spell Resistance: Yes The subject takes a -2 penalty to attacks and saving throws. Legion's Curse of Petty Failing Caster Level(s): Cleric 5 Innate Level: 5 School: Necromancy Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Huge Duration: 1 Minute / Level Additional Counter Spells: Save: None Spell Resistance: Yes The subjects take a -2 penalty to attacks and saving throws. Divine Protection Caster Level(s): Cleric 2 Paladin 2 Innate Level: 2 School: Enchantment Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Friendly creatures in a huge burst Duration: 1 Minute / Level Additional Counter Spells: Save: None Spell Resistance: No Friendly creatures gain a +1 morale bonus to their AC and saving throws. Fireburst Caster Level(s): Sorc/Wiz 2 Innate Level: 2 School: Evocation Descriptor(s): Fire Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: Small Duration: Instant Additional Counter Spells: Save: Reflex half Spell Resistance: Yes Fireburst causes a powerful explosion of flame to burst from you. All creatures within the area, except for you, take 1d8 points of fire damage per caster level (maximum 5d8). Greater Fireburst Caster Level(s): Sorc/Wiz 5 Innate Level: 5 School: Evocation Descriptor(s): Fire Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: Medium Duration: Instant Additional Counter Spells: Save: Reflex half Spell Resistance: Yes Fireburst causes a powerful explosion of flame to burst from you. All creatures within the area, except for you, take 1d8 points of fire damage per caster level (maximum 15d8). Lionheart Caster Level(s): Paladin 1 Innate Level: 1 School: Abjuration Descriptor(s): Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Single Duration: 1 Round / Level Additional Counter Spells: Save: None Spell Resistance: No The subject gains immunity to fear effects. Living Undeath Caster Level(s): Cleric 2 Innate Level: 2 School: Necromancy Descriptor(s): Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Single Duration: 1 Minute / Level Additional Counter Spells: Save: None Spell Resistance: No This spell imparts a physical transformation upon the subject, not unlike the process that produces a zombie. While the subject does not actually become undead, it's vital processes are temporarily bypassed with no seeming ill effect. The subject becomes immune to critical hits. While the spell is in effect, the subject takes a -4 penalty to charisma. Panacea Caster Level(s): Cleric 4, Druid 5 Innate Level: 4 School: Conjuration Descriptor(s): Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Single Duration: Instant Additional Counter Spells: Save: Will half Spell Resistance: Yes This spell channels positive energy into a creature to wipe away afflictions. It immediately ends any of the following effects: blinded, confused, dazed, deafened, diseased, frightened, paralyzed, poisoned, sleep, and stunned. It also cures 1d8 points of damage +1 per caster level (maximum 1d8+20). Used against undead, panacea deals damage instead of curing it (with a will save for half), but has no other effect. Legion's Shield of Faith Caster Level(s): Cleric 4 Innate Level: 4 School: Abjuration Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Friendly creatures in a huge burst Duration: 1 turn / level Additional Counter Spells: Save: None Spell Resistance: No The targets gain a +2 deflection bonus to their armor class, with an additional +1 bonus for every six levels of the caster (maximum of +5). Slashing Darkness Caster Level(s): Cleric 3 Innate Level: 3 School: Evocation Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Single Duration: Instant Additional Counter Spells: Save: None Spell Resistance: Yes A hissing ray of pure darkness flies from your hand. A creature struck by the ray takes 1d8 points of damage per two caster levels (maximum 5d8). An undead creature is healed instead of damaged. Baleful Transposition (3) Benign Transposition (1) Conviction (1) Legion's Conviction (5) Legion's Conviction (12) Legion's Conviction (18) Curse of Impending Blades (3) Legion's Curse of Impending Blades (5) Curse of Petty Failing (5) Legion's Curse of Petty Failing (9) Divine Protection (3) Fireburst (3) Fireburst (5) Greater Fireburst (9) Greater Fireburst (15) Lionheart (1) Living Undeath (3) Panacea (7) Panacea (15) Panacea (20) Legion's Shield of Faith (7) Slashing Darkness (5) Slashing Darkness (9) Agannazzar's Scorcher Caster Level(s): Sorc/Wiz 2 Innate Level: 2 School: Evocation Descriptor(s): Fire Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Chain of targets in a straight line Duration: Instant Additional Counter Spells: Save: Reflex half Spell Resistance: Yes A jet of roaring flame bursts from your outstretched hand, dealing 1d8 points of damage per two caster levels, to a maximum of 5d8. Create Magic Tattoo Caster Level(s): Sorc/Wiz 2 Innate Level: 2 School: Conjuration Descriptor(s): Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Creature touched Duration: 24 hours Additional Counter Spells: Save: None Spell Resistance: No Create magic tattoo creates a single magic tattoo. The caster determines the exact type of tattoo created, though the selection allowed is limited by the caster's level. Creating a tattoo requires a lore skill check, the DC depending on the exact tattoo created. A single creature may only have 3 tattoos at any one time. Once a creature has 3 tattoos additional tattoos fail. The following tattoos may be created, all require a lore skill check, DC10: +2 to one saving throw type. +1 to attack rolls. +1 deflection bonus to AC. The following tattoos may be created by casters of level 7 or higher, all require a lore skill check, DC15. +2 to all saving throws. +2 to attack rolls. The following tattoos may be created by casters of level 13 or higher, all require a lore skill check, DC20. Spell resistance of 10 + 1 / 6 caster levels. +2 to any one ability score. Flashburst Caster Level(s): Sorc/Wiz 3 Innate Level: 3 School: Evocation Descriptor(s): Fire Component(s): Verbal, Somatic Range: Long Area of Effect / Target: Huge Duration: Instant Additional Counter Spells: Save: Will partial Spell Resistance: Yes Flashburst creates a blinding flash of light. All creatures in the effect are dazzled for 1 round with no save (-1 to attacks), and blinded for 2d8 rounds (will save negates). Flensing Caster Level(s): Sorc/Wiz 8 Innate Level: 8 School: Evocation Descriptor(s): Component(s): Verbal, Somatic Range: Close Area of Effect / Target: 1 creature Duration: 4 rounds Additional Counter Spells: Save: Fortitude partial Spell Resistance: Yes Flensing strips the flesh from a corporeal creature's body. Each round the target suffers 2d6 points of damage, 1d6 of charisma damage, and 1d6 of constitution damage. A fortitude save reduces the damage by half and negates the charisma and constitution damage. The target makes a save each round to avoid damage for that round. Shadow Spray Caster Level(s): Sorc/Wiz 2 Innate Level: 2 School: Illusion Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Small Duration: Instant Additional Counter Spells: Save: Fortitude negates Spell Resistance: Yes You cause a multitude of ribbon-like shadows to explode outward in the target area. Creatures in the area take 2 points of strength damage, are dazed for 1 round, and suffer a -2 penalty to saves vs. fear effects. The fear penalty lasts for 1 round / level. Snilloc's Snowball Swarm Caster Level(s): Sorc/Wiz 2 Innate Level: 2 School: Evocation Descriptor(s): Cold Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Medium Duration: Instant Additional Counter Spells: Save: Reflex half Spell Resistance: Yes A flurry of magic snowballs erupts in the target area. The swarm of snowballs deals 2d6 points of cold damage, plus 1d6 per 2 caster levels beyond third, to a maximum of 5d6 at level 9. Beltyn's Burning Blood Caster Level(s): Sorc/Wiz 5 Innate Level: 5 School: Necromancy Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: 1 creature Duration: 1 round / level Additional Counter Spells: Save: Fortitude partial Spell Resistance: Yes You infuse a living creature's blood with a hot, corrosive mixture, dealing 1d8 acid and 1d8 fire damage each round. Each round the target may attempt a fortitude save to negate the damage for that round. On any round which the creature fails it's save, it is slowed. Ilyykur's Mantle Caster Level(s): Sorc/Wiz 4 Innate Level: 4 School: Abjuration Descriptor(s): Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: You Duration: 1 round / level Additional Counter Spells: Save: None Spell Resistance: No You cloak yourself in an aura that gives you a +1 bonus per 3 caster levels (maximum +5) on saving throws against spells and spell like abilities, and you gain electricity resistance 10. Improved Mage Armor Caster Level(s): Sorc/Wiz 3 Innate Level: 3 School: Conjuration Descriptor(s): Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Creature touched Duration: 1 minute / level Additional Counter Spells: Save: None Spell Resistance: No You create a field of force around the target, giving it an armor bonus to AC equal to 3 + 1 per two caster levels, maximum +8 at 10th level. Nybor's Gentle Reminder Caster Level(s): Sorc/Wiz 1 Innate Level: 1 School: Enchantment Descriptor(s): Mind Component(s): Verbal, Somatic Range: Close Area of Effect / Target: 1 creature Duration: 1 round / level Additional Counter Spells: Save: Fortitude negates Spell Resistance: Yes The target of this spell suffers agonizing pain for the duration of the spell. If the target fails his saving throw, he is dazed for 1 round and takes a -2 penalty to attacks, saving throws, and skill checks. Nybor's Stern Reproof Caster Level(s): Sorc/Wiz 7 Innate Level: 7 School: Enchantment Descriptor(s): Mind Component(s): Verbal, Somatic Range: Close Area of Effect / Target: 1 creature Duration: 1 round / level Additional Counter Spells: Save: See text Spell Resistance: Yes This spell causes even greater pain than Nybor's Gentle Reminder. The target creature must make a fortitude save or die. If she survives, the target is dazed for 1d4 rounds unless she succeeds at a will save. The subject also receives a -2 penalty to attacks, saves, and skill checks with no saving throw. Sinsabur's Baleful Bolt Caster Level(s): Sorc/Wiz 4 Innate Level: 4 School: Necromancy Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Chain of targets in a straight line Duration: Instant Additional Counter Spells: Save: Reflex half Spell Resistance: Yes You conjure a bolt of black energy, the bolt deals constitution and strength damage to each creature in the area, each equal to 1d3 +1 per 4 caster levels (maximum 1d3+3). The drain recovers at the rate of 1 point per day but NOT through resting. Snilloc's Snowball Caster Level(s): Sorc/Wiz 1 Innate Level: 1 School: Evocation Descriptor(s): Cold Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: 1 creature Duration: Instant Additional Counter Spells: Save: None Spell Resistance: Yes An icy sphere of bitter cold appears in your hand, you make a ranged touch attack that deal 1d6+1 points of cold damage per caster level, to a maximum of 5d6+5 at 5th level. Soul Scour Caster Level(s): Cleric 5 Innate Level: 5 School: Necromancy Descriptor(s): Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Living creature touched Duration: Instant Additional Counter Spells: Save: Will negates Spell Resistance: Yes This spell deal 2d6 points of charisma damage and 1d6 points of wisdom damage. It then deals an additional 1d6 charisma damage 1 minute later. Sphere of Ultimate Destruction Caster Level(s): Sorc/Wiz 9 Innate Level: 9 School: Conjuration Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: 1 creature Duration: 1 round / level Additional Counter Spells: Save: Fortitude partial Spell Resistance: Yes You conjure a sphere of energy that attacks your enemies. Each round it makes a touch attack, creatures hit by the attack must make a fortitude save or be destroyed instantly, those that make their save suffer 5d6 points of damage. Clarity of Mind Caster Level(s): Paladin 2 Innate Level: 2 School: Abjuration Descriptor(s): Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Living creature touched Duration: 1 hour / level Additional Counter Spells: Save: None Spell Resistance: No You grant the target a +4 bonus vs. all mind affecting spells. Mass Drown Caster Level(s): Druid 9 Innate Level: 9 School: Transmutation Descriptor(s): Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Huge Duration: Instant Additional Counter Spells: Save: Fortitude negates Spell Resistance: Yes The caster creates water in the lungs of a target creatures. Any drowned creature takes 90% of its current hit points as damage. Golems and other nonliving creatures cannot be drowned. Hail of Stone Caster Level(s): Sorc/Wiz 1 Innate Level: 1 School: Conjuration Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Small Duration: Instant Additional Counter Spells: Save: None Spell Resistance: Yes You create a rain of stones that deal damage to creatures and objects they strike. Make a ranged touch attack against each object in the area, doing 1d4 points of bludgeoning damage per caster level, to a maximum of 5d4. Spiderskin Caster Level(s): Druid 3, Sorc/Wiz 3 Innate Level: 3 School: Transmutation Descriptor(s): Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Creature touched Duration: 10 min / level Additional Counter Spells: Save: None Spell Resistance: No Spiderskin toughens the target's skin, making it more like a spider's carapace. The target gains a bonus to natural armor, saves vs. poison, and hide checks. The bonus is equal to 1 +1 per 3 caster levels, to a maximum of +5 at 12th level. Viscid Globe Caster Level(s): Sorc/Wiz 4 Innate Level: 4 School: Conjuration Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: 1 creature Duration: 1 minute / level Additional Counter Spells: Save: Reflex negates Spell Resistance: Yes You conjure a glob of green, sticky goo. Make a ranged touch attack against the target, a medium or smaller creature struck by the goo must make a reflex save or be stuck in place, unable to move or take any actions. A creature of size large or larger may not move but may take other actions normally. Word of Balance Caster Level(s): Druid 7 Innate Level: 7 School: Evocation Descriptor(s): Sonic Component(s): Verbal Range: Personal Area of Effect / Target: Gargantuan, centered on you Duration: Instant Additional Counter Spells: Save: None Spell Resistance: Yes Any lawful good, chaotic good, lawful evil, or chaotic evil creature who hears the word of balance suffers ill effects according to it's hit dice, according to the table below, with no saving throw. HD equal to caster level: Slowed HD up to caster level - 1: Weakened, Slowed HD up to caster level - 5: Paralyzed, Weakened, Slowed HD up to caster level - 10: Killed Slowed: target is slowed for 1 round Weakened: target's strength is reduced by 2d6 points for 2d4 rounds Paralyzed: target is paralyzed for 1d10 minutes Killed: target is killed (if living) or destroyed (if undead). Aganazzar's Scorcher (3) Aganazzar's Scorcher (10) Create Magic Tattoo (3) Create Magic Tattoo (7) Create Magic Tattoo (13) Flashburst (5) Flensing (15) Shadow Spray (3) Shadow Spray (5) Snilloc's Snowball Swarm (3) Snilloc's Snowball Swarm (9) Beltyn's Burning Blood (9) Beltyn's Burning Blood (15) Beltyn's Burning Blood (20) Ilyykur's Mantle (7) Ilyykur's Mantle (15) Improved Mage Armor (5) Improved Mage Armor (10) Improved Mage Armor (20) Nybor's Gentle Reminder (1) Nybor's Gentle Reminder (5) Nybor's Gentle Reminder (10) Nybor's Stern Reproof (13) Sinsauber's Baleful Bolt (7) Sinsauber's Baleful Bolt (12) Snilloc's Snowball (2) Snilloc's Snowball (5) Soul Scour (9) Sphere of Ultimate Destruction (17) Clarity of Mind (3) Mass Drown (17) Hail of Stone (2) Hail of Stone (5) Spiderskin (5) Spiderskin (12) Viscid Glob (7) Word of Balance (13) Word of Balance (20) Greenfire Caster Level(s): Druid 3 Innate Level: 3 School: Evocation Descriptor(s): Acid Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Huge Duration: 1 round Additional Counter Spells: Save: Reflex half (see text) Spell Resistance: Yes You evoke from the earth an upwelling of virulent green energy, burning any creature in the spell's area for 2d6 points of acid damage +1 point per caster level, maximum 2d6+10. Any creature present in the area when the spell is cast is entitled to a reflex save for half damage, creatures who enter the area after get no saving throw. Greenfire (5) Greenfire (10) Summon Huge Air Elemental Summon Huge Earth Elemental Summon Huge Fire Elemental Summon Huge Water Elemental Summon Greater Air Elemental Summon Greater Earth Elemental Summon Greater Fire Elemental Summon Greater Water Elemental Summon Elder Air Elemental Summon Elder Earth Elemental Summon Elder Fire Elemental Summon Elder Water Elemental Channel Spell 1 Channel Spell 2 Channel Spell 3 Multiple Channel Spell 1 Channel Spell 4 Channel Spell 5 Channel Spell 6 Multiple Channel Spell 2 Channel Spell 7 Channel Spell 8 Channel Spell 9 Multiple Channel Spell 3 Type of Feat: Class Specific Prerequisite: Level 4 or higher in the Spellsword prestige class. Specifics: The Spellsword can channel any spell he can cast into his melee weapon. Using this ability requires the spellsword to cast the spells to his equipped melee weapon. The Channeled spell affects the next target that the spellsword successfully attacks. Even if the spell normally affects an area or is a ray, it affects only the target. Level 4: Channel Spell 3 times per day. 6: Channel Spell 4 times per day. 8: Channel Spell 5 times per day. Epic Levels: 14: Channel Spell 6 times per day. 16: Channel Spell 7 times per day. 18: Channel Spell 8 times per day. 24: Channel Spell 9 times per day. 26: Channel Spell 10 times per day. 28 Channel Spell 11 times per day. Type of Feat: Class Specific Prerequisite: Level 10 or higher in the 3rd prestige class. Specifics: The Spellsword can channel more than one spells into his melee weapon. Using this ability requires the spellsword to cast the spells to his equipped melee weapon. The Channeled spells affect the next target that the spellsword successfully attacks in the order they were placed into the weapon. Level 10: Multiple Channel Spell 1 :Can channel two spells. Epic Levels: 20: Multiple Channel Spell 1 :Can channel three spells. 30: Multiple Channel Spell 1 :Can channel four spells. ####START_OF_NEW_SPELLBOOK_RESERVE Bard Cure Minor Wounds Bard Dancing Lights Bard Daze Bard Flare Bard Light Bard Mage Hand Bard Read Magic Bard Resistance Bard Amplify Bard Balagarn's Iron Horn Bard Cause Fear Bard Charm Person Bard Cure Light Wounds Bard Disguise Self Bard Disguise Self - Learn Shape Bard Disguise Self - Options Bard Disguise Self - Quickslot 1 Bard Disguise Self - Quickslot 2 Bard Disguise Self - Quickslot 3 Bard Expeditious Retreat Bard Extract Drug Bard Baccaran Bard Vodare Bard Sannish Bard Mushroom Powder Bard Grease Bard Identify Bard Lesser Dispel Bard Mage Armor Bard Magic Weapon Bard Obscure Object Bard Protection from Chaos Bard Protection from Evil Bard Protection from Good Bard Protection from Law Bard Ray of Hope Bard Sleep Bard Sorrow Bard Summon Creature I Bard Addiction Bard Addiction: Terran Brandy Bard Addiction: Mushroom Powder Bard Addiction: Vodare Bard Addiction: Agony Bard Alter Self Bard Alter Self - Learn Shape Bard Alter Self - Options Bard Alter Self - Quickslot 1 Bard Alter Self - Quickslot 2 Bard Alter Self - Quickslot 3 Bard Blindness/Deafness Bard Blur Bard Bull's Strength Bard Calm Emotions Bard Cat's Grace Bard Clarity Bard Cloud of Bewilderment Bard Cure Moderate Wounds Bard Curse of Impending Blades Bard Darkness Bard Daze Monster Bard Eagle's Splendor Bard Elation Bard Fox's Cunning Bard Ghostly Visage Bard Glitterdust Bard Heroism Bard Hold Person Bard Invisibility Bard Locate Object Bard Mirror Image Bard Owl's Wisdom Bard Pyrotechnics Bard Pyrotechnics: Fireworks Bard Pyrotechnics: Smoke Bard Scare Bard See Invisibility Bard Silence Bard Song of Festering Death Bard Sound Burst Bard Summon Creature II Bard Tasha's Hideous Laughter Bard Ultravision Bard Undetectable Alignment Bard Wave of Grief Bard Whirling Blade Bard Bestow Curse Bard Charm Monster Bard Clairaudience/Clairvoyance Bard Confusion Bard Crushing Despair Bard Cure Serious Wounds Bard Curse of the Putrid Husk Bard Daylight Bard Dispel Magic Bard Displacement Bard Fear Bard Find Traps Bard Glibness Bard Greater Magic Weapon Bard Gust of Wind Bard Halt Bard Haste Bard Invisibility Sphere Bard Keen Edge Bard Legion's Curse of Impending Blades Bard Magic Circle against Chaos Bard Magic Circle against Evil Bard Magic Circle against Good Bard Magic Circle against Law Bard Remove Curse Bard Remove Disease Bard Scrying Bard Slow Bard Sonic Shield Bard Stunning Screech Bard Summon Creature III Bard Weapon of Impact Bard Wounding Whispers Bard Break Enchantment Bard Cure Critical Wounds Bard Detect Scrying Bard Dimension Door Bard Dimension Door - Self only Bard Dimension Door - Party within 10ft Bard Dimension Door - Direction and Distance - Self only Bard Dimension Door - Direction and Distance - Party within 10ft Bard Dismissal Bard Dominate Person Bard Greater Resistance Bard Hold Monster Bard Improved Invisibility Bard Legend Lore Bard Locate Creature Bard Mass Ultravision Bard Neutralize Poison Bard Rainbow Pattern Bard Repel Vermin Bard Shout Bard Summon Creature IV Bard War Cry Bard Ethereal Visage Bard Greater Dispelling Bard Greater Heroism Bard Wall of Greater Dispel Magic Bard Healing Circle Bard Mass Cure Light Wounds Bard Mind Fog Bard Mislead Bard Morality Undone Bard Song of Discord Bard Summon Creature V Bard Animate Objects Bard Dirge Bard Energy Buffer Bard Eyebite Bard Greater Shout Bard Greater Scrying Bard Ice Storm Bard Mass Bull's Strength Bard Mass Cat's Grace Bard Mass Cure Moderate Wounds Bard Mass Eagle's Splendor Bard Mass Fox's Cunning Bard Mass Haste Bard Mass Owl's Wisdom Bard Summon Creature VI Bard Superior Resistance Bard Wave of Pain Sorcerer Acid Splash Sorcerer Dancing Lights Sorcerer Daze Sorcerer Disrupt Undead Sorcerer Electric Jolt Sorcerer Flare Sorcerer Light Sorcerer Mage Hand Sorcerer Ray of Frost Sorcerer Read Magic Sorcerer Resistance Sorcerer Aberrate Sorcerer Benign Transposition Sorcerer Bestow Wound Sorcerer Bigby's Tripping Hand Sorcerer Blade of Blood Sorcerer Blade of Blood 1d6 Sorcerer Blade of Blood 3d6 Sorcerer Burning Bolt Sorcerer Burning Hands Sorcerer Cause Fear Sorcerer Charm Person Sorcerer Chill Touch Sorcerer Color Spray Sorcerer Detect Undead Sorcerer Disguise Self Sorcerer Disguise Self - Learn Shape Sorcerer Disguise Self - Options Sorcerer Disguise Self - Quickslot 1 Sorcerer Disguise Self - Quickslot 2 Sorcerer Disguise Self - Quickslot 3 Sorcerer Drug Resistance Sorcerer Endure Elements Sorcerer Enlarge Person Sorcerer Expeditious Retreat Sorcerer Extract Drug Sorcerer Baccaran Sorcerer Vodare Sorcerer Sannish Sorcerer Mushroom Powder Sorcerer Eyes of the Avoral Sorcerer Fist of Stone Sorcerer Grease Sorcerer Hail of Stone Sorcerer Horizikaul's Boom Sorcerer Ice Dagger Sorcerer Identify Sorcerer Ironguts Sorcerer Kelgore's Fire Bolt Sorcerer Lantern Light Sorcerer Lesser Acid Orb Sorcerer Lesser Cold Orb Sorcerer Lesser Deflect Sorcerer Lesser Electric Orb Sorcerer Lesser Fire Orb Sorcerer Lesser Shivering Touch Sorcerer Lesser Sonic Orb Sorcerer Mage Armor Sorcerer Magic Missile Sorcerer Magic Weapon Sorcerer Necrotic Awareness Sorcerer Negative Energy Ray Sorcerer Nybor's Gentle Reminder Sorcerer Obscuring Mist Sorcerer Protection from Chaos Sorcerer Protection from Evil Sorcerer Protection from Good Sorcerer Protection from Law Sorcerer Ray of Enfeeblement Sorcerer Reduce Person Sorcerer Rouse Sorcerer Shelgarn's Persistent Blade Sorcerer Shield Sorcerer Shocking Grasp Sorcerer Sleep Sorcerer Snilloc's Snowball Sorcerer Jump Sorcerer Summon Creature I Sorcerer Summon Undead I Sorcerer Tenser's Floating Disk Sorcerer True Casting Sorcerer True Strike Sorcerer Addiction Sorcerer Addiction: Terran Brandy Sorcerer Addiction: Mushroom Powder Sorcerer Addiction: Vodare Sorcerer Addiction: Agony Sorcerer Agannazzar's Scorcher Sorcerer Alter Self Sorcerer Alter Self - Learn Shape Sorcerer Alter Self - Options Sorcerer Alter Self - Quickslot 1 Sorcerer Alter Self - Quickslot 2 Sorcerer Alter Self - Quickslot 3 Sorcerer Animalistic Power Sorcerer Augment Familiar Sorcerer Balagarn's Iron Horn Sorcerer Baleful Transposition Sorcerer Bigby's Striking Fist Sorcerer Blades of Fire Sorcerer Blindness/Deafness Sorcerer Blur Sorcerer Bull's Strength Sorcerer Cat's Grace Sorcerer Cloud of Bewilderment Sorcerer Combust Sorcerer Command Undead Sorcerer Continual Flame Sorcerer Create Magic Tattoo Sorcerer Curse of Impending Blades Sorcerer Darkness Sorcerer Daze Monster Sorcerer Death Armor Sorcerer Deflect Sorcerer Dimension Hop Sorcerer Dispelling Touch Sorcerer Eagle's Splendor Sorcerer Endurance Sorcerer Energize Potion Sorcerer Energize Potion: Acid Sorcerer Energize Potion: Cold Sorcerer Energize Potion: Electricity Sorcerer Energize Potion: Fire Sorcerer Energize Potion: Sonic Sorcerer False Life Sorcerer Fireburst Sorcerer Flame Weapon Sorcerer Fog Cloud Sorcerer Fox's Cunning Sorcerer Gedlee's Electric Loop Sorcerer Ghostly Visage Sorcerer Ghoul Touch Sorcerer Glitterdust Sorcerer Invisibility Sorcerer Knock Sorcerer Lesser Dispel Sorcerer Life Bolt Sorcerer 1 Bolt Sorcerer 2 Bolts Sorcerer 3 Bolts Sorcerer 4 Bolts Sorcerer 5 Bolts Sorcerer Locate Object Sorcerer Masochism Sorcerer Melf's Acid Arrow Sorcerer Mirror Image Sorcerer Necrotic Cyst Sorcerer Obscure Object Sorcerer Owl's Wisdom Sorcerer Protection from Arrows Sorcerer Pyrotechnics Sorcerer Pyrotechnics: Fireworks Sorcerer Pyrotechnics: Smoke Sorcerer Resist Elements Sorcerer Scare Sorcerer Scorching Ray Sorcerer See Invisibility Sorcerer Seeking Ray Sorcerer Shadow Spray Sorcerer Shriveling Sorcerer Snilloc's Snowball Swarm Sorcerer Stone Bones Sorcerer Summon Creature II Sorcerer Summon Undead 2 Sorcerer Sure Strike Sorcerer Tasha's Hideous Laughter Sorcerer Touch of Idiocy Sorcerer Ultravision Sorcerer Unheavened Sorcerer Web Sorcerer Whirling Blade Sorcerer Clairaudience/Clairvoyance Sorcerer Clarity Sorcerer Crown of Might Sorcerer Crown of Protection Sorcerer Curse of the Putrid Husk Sorcerer Daylight Sorcerer Deep Slumber Sorcerer Devil's Eye Sorcerer Dispel Magic Sorcerer Displacement Sorcerer Dread Word Sorcerer Elation Sorcerer Energy Aegis Sorcerer Energy Aegis, Acid Sorcerer Energy Aegis, Cold Sorcerer Energy Aegis, Electricity Sorcerer Energy Aegis, Fire Sorcerer Energy Aegis, Sonic Sorcerer Energy Surge Sorcerer Energy Surge, Acid Sorcerer Energy Surge, Cold Sorcerer Energy Surge, Electricity Sorcerer Energy Surge, Fire Sorcerer Energy Surge, Sonic Sorcerer Evil Eye Sorcerer Find Traps Sorcerer Fireball Sorcerer Flame Arrow Sorcerer Flashburst Sorcerer Forceblast Sorcerer Greater Magic Weapon Sorcerer Greater Disrupt Undead Sorcerer Gust of Wind Sorcerer Halt Sorcerer Halt Undead Sorcerer Haste Sorcerer Heroism Sorcerer Hold Person Sorcerer Ice Burst Sorcerer Improved Mage Armor Sorcerer Invisibility Sphere Sorcerer Keen Edge Sorcerer Legion's Curse of Impending Blades Sorcerer Lightning Bolt Sorcerer Magic Circle against Chaos Sorcerer Magic Circle against Evil Sorcerer Magic Circle against Good Sorcerer Magic Circle against Law Sorcerer Mestil's Acid Breath Sorcerer Necrotic Bloat Sorcerer Negative Energy Burst Sorcerer Nondetection Sorcerer Protection from Elements Sorcerer Rainbow Blast Sorcerer Ray of Exhaustion Sorcerer Reality Blind Sorcerer Regroup Sorcerer Scintillating Sphere Sorcerer Serpent's Sigh Sorcerer Bolt of Acid Sorcerer Bolt of Electricity Sorcerer Cone of Acid Sorcerer Cone of Cold Sorcerer Cone of Fire Sorcerer Shivering Touch Sorcerer Sleet Storm Sorcerer Slow Sorcerer Spiderskin Sorcerer Stinking Cloud Sorcerer Summon Creature III Sorcerer Summon Undead 3 Sorcerer Vampiric Touch Sorcerer Water Breathing Sorcerer Weapon of Impact Sorcerer Abyssal Might Sorcerer Acid Orb Sorcerer Arcane Eye Sorcerer Bestow Curse Sorcerer Blast of Flame Sorcerer Channeled Pyroburst Sorcerer Swift Channeled Pyroburst Sorcerer Standard Channeled Pyroburst Sorcerer Full round Channeled Pyroburst Sorcerer Two rounds Channeled Pyroburst Sorcerer Charm Monster Sorcerer Cold Orb Sorcerer Confusion Sorcerer Contagion Sorcerer Crushing Despair Sorcerer Damning Darkness Sorcerer Dancing Web Sorcerer Detect Scrying Sorcerer Dimensional Anchor Sorcerer Dimension Door Sorcerer Dimension Door - Self only Sorcerer Dimension Door - Party within 10ft Sorcerer Dimension Door - Direction and Distance - Self only Sorcerer Dimension Door - Direction and Distance - Party within 10ft Sorcerer Doom Scarabs Sorcerer Electric Orb Sorcerer Elemental Shield Sorcerer Enervation Sorcerer Evard's Black Tentacles Sorcerer Fear Sorcerer Fire Orb Sorcerer Fire Trap Sorcerer Greater Resistance Sorcerer Grim Revenge Sorcerer Ice Storm Sorcerer Ilyykur's Mantle Sorcerer Improved Invisibility Sorcerer Isaac's Lesser Missile Storm Sorcerer Lesser Spell Breach Sorcerer Liquid Pain Sorcerer Locate Creature Sorcerer Lower Spell Resistance Sorcerer Mass Enlarge Person Sorcerer Mass Reduce Person Sorcerer Mass Ultravision Sorcerer Minor Globe of Invulnerability Sorcerer Necrotic Domination Sorcerer Orb of Force Sorcerer Otiluke's Resilient Sphere Sorcerer Phantasmal Killer Sorcerer Fire Shield (PnP) Sorcerer Fire Shield (PnP): Red Sorcerer Fire Shield (PnP): Blue Sorcerer Polymorph Self Sorcerer Polymorph, Giant Spider Sorcerer Polymorph, Troll Sorcerer Polymorph, Umber Hulk Sorcerer Polymorph, Fey Sorcerer Polymorph, Zombie Sorcerer Rainbow Pattern Sorcerer Remove Blindness/Deafness Sorcerer Remove Curse Sorcerer Scrying Sorcerer Serpent Arrows Sorcerer Shadow Conjuration Sorcerer Shadow Conjuration, Summon Shadow Sorcerer Shadow Conjuration, Darkness Sorcerer Shadow Conjuration, Invisibility Sorcerer Shadow Conjuration, Mage Armor Sorcerer Shadow Conjuration, Magic Missile Sorcerer Shout Sorcerer Sinsabur's Baleful Bolt Sorcerer Slashing Dispel Sorcerer Solid Fog Sorcerer Sonic Orb Sorcerer Stoneskin Sorcerer Summon Creature IV Sorcerer Summon Undead 4 Sorcerer Viscid Globe Sorcerer Wall of Fire Sorcerer Wrack Sorcerer Animate Dead Sorcerer Baleful Polymorph Sorcerer Ball Lightning Sorcerer Beltyn's Burning Blood Sorcerer Bigby's Interposing Hand Sorcerer Break Enchantment Sorcerer Call Dretch Horde Sorcerer Call Lemure Horde Sorcerer Cloudkill Sorcerer Cone of Cold Sorcerer Dismissal Sorcerer Dominate Person Sorcerer Draconic Might Sorcerer Energy Buffer Sorcerer Feeblemind Sorcerer Firebrand Sorcerer Greater Fireburst Sorcerer Greater Shadow Conjuration Sorcerer Greater Shadow Conjuration, Summon Shadow Sorcerer Greater Shadow Conjuration, Acid Arrow Sorcerer Greater Shadow Conjuration, Ghostly Visage Sorcerer Greater Shadow Conjuration, Web Sorcerer Greater Shadow Conjuration, Minor Globe of Invulnerability Sorcerer Hold Monster Sorcerer Lesser Mind Blank Sorcerer Lesser Planar Binding Sorcerer Lesser Spell Mantle Sorcerer Snilloc's Major Missile Sorcerer Mass Fire Shield Sorcerer Mass Fire Shield: Red Sorcerer Mass Fire Shield: Blue Sorcerer Mestil's Acid Sheath Sorcerer Mind Fog Sorcerer Necrotic Burst Sorcerer Night's Caress Sorcerer Prismatic Ray Sorcerer Resonating Resistance Sorcerer Sonic Shield Sorcerer Stop Heart Sorcerer Summon Creature V Sorcerer Summon Undead 5 Sorcerer Symbol of Pain Sorcerer Symbol of Sleep Sorcerer Teleport Sorcerer Teleport - Self only Sorcerer Teleport - Party within 10ft Sorcerer Waves of Fatigue Sorcerer Acid Fog Sorcerer Acid Storm Sorcerer Antimagic Field Sorcerer Bigby's Forceful Hand Sorcerer Call Faithful Servants Sorcerer Chain Lightning Sorcerer Circle of Death Sorcerer Disintegrate Sorcerer Ectoplasmic Enhancement Sorcerer Ethereal Visage Sorcerer Extract Water Elemental Sorcerer Eyebite Sorcerer Flesh to Stone Sorcerer Ghoul Gauntlet Sorcerer Globe of Invulnerability Sorcerer Greater Dispelling Sorcerer Greater Heroism Sorcerer Greater Spell Breach Sorcerer Greater Stoneskin Sorcerer Isaac's Greater Missile Storm Sorcerer Legend Lore Sorcerer Mass Bull's Strength Sorcerer Mass Cat's Grace Sorcerer Mass Contagion Sorcerer Mass Eagle's Splendor Sorcerer Mass Endurance Sorcerer Mass Fox's Cunning Sorcerer Mass Haste Sorcerer Mass Owl's Wisdom Sorcerer Mislead Sorcerer Necrotic Eruption Sorcerer Otiluke's Freezing Sphere Sorcerer Planar Binding Sorcerer Repulsion Sorcerer Shades Sorcerer Summon Shadow Sorcerer Shades, Cone of Cold Sorcerer Shades, Fireball Sorcerer Shades, Stoneskin Sorcerer Shades, Wall of Fire Sorcerer Starmantle Sorcerer Stone to Flesh Sorcerer Summon Creature VI Sorcerer Superior Resistance Sorcerer Symbol of Fear Sorcerer Symbol of Persuasion Sorcerer Tenser's Transformation Sorcerer True Seeing Sorcerer Undeath to Death Sorcerer Amber Sarcophagus Sorcerer Arrow of Bone Sorcerer Avasculate Sorcerer Banishment Sorcerer Bigby's Grasping Hand Sorcerer Control Undead Sorcerer Control Weather Sorcerer Control Weather: Rain Sorcerer Control Weather: Snow Sorcerer Control Weather: Clear Sorcerer Delayed Blast Fireball Sorcerer Dragon Ally Sorcerer Energy Ebb Sorcerer Energy Immunity Sorcerer Acid Energy Immunity Sorcerer Cold Energy Immunity Sorcerer Electricity Energy Immunity Sorcerer Fire Energy Immunity Sorcerer Sonic Energy Immunity Sorcerer Eye of the Beholder Sorcerer Fiendish Clarity Sorcerer Finger of Death Sorcerer Great Thunderclap Sorcerer Greater Scrying Sorcerer Greater Teleport Sorcerer Greater Teleport - Self only Sorcerer Greater Teleport - Party within 10ft Sorcerer Insanity Sorcerer Mass Hold Person Sorcerer Mordenkainen's Sword Sorcerer Mordenkainen's Magnificent Mansion Sorcerer Nybor's Stern Reproof Sorcerer Power Word Blind Sorcerer Power Word, Stun Sorcerer Prismatic Spray Sorcerer Protection from Spells Sorcerer Sequester Sorcerer Shadow Shield Sorcerer Spell Mantle Sorcerer Spell Turning Sorcerer Summon Creature VII Sorcerer Summon Huge Air Elemental Sorcerer Summon Huge Earth Elemental Sorcerer Summon Huge Fire Elemental Sorcerer Summon Huge Water Elemental Sorcerer Symbol of Stunning Sorcerer Symbol of Weakness Sorcerer Tomb of Light Sorcerer Waves of Exhaustion Sorcerer Avascular Mass Sorcerer Bigby's Clenched Fist Sorcerer Blackstaff Sorcerer Create Undead Sorcerer Dimensional Lock Sorcerer Discern Location Sorcerer Greater Sanctuary Sorcerer Flensing Sorcerer Greater Planar Binding Sorcerer Greater Shout Sorcerer Wall of Greater Dispel Magic Sorcerer Gutwrench Sorcerer Horrid Wilting Sorcerer Incendiary Cloud Sorcerer Iron Body Sorcerer Last Judgement Sorcerer Mantle of Egregious Might Sorcerer Mass Blindness/Deafness Sorcerer Mass Charm Sorcerer Maze Sorcerer Mind Blank Sorcerer Necrotic Empowerment Sorcerer Polar Ray Sorcerer Premonition Sorcerer Prismatic Wall Sorcerer Scintillating Pattern Sorcerer Summon Creature VIII Sorcerer Summon Greater Air Elemental Sorcerer Summon Greater Earth Elemental Sorcerer Summon Greater Fire Elemental Sorcerer Summon Greater Water Elemental Sorcerer Sunburst Sorcerer Symbol of Death Sorcerer Symbol of Insanity Sorcerer Bigby's Crushing Hand Sorcerer Black Blade of Disaster Sorcerer Blinding Glory Sorcerer Crushing Fist of Spite Sorcerer Dominate Monster Sorcerer Energy Drain Sorcerer Foresight Sorcerer Gate Sorcerer Greater Spell Mantle Sorcerer Mass Hold Monster Sorcerer Meteor Swarm Sorcerer Mordenkainen's Disjunction Sorcerer Necrotic Termination Sorcerer Plague of Undead Sorcerer Power Word, Kill Sorcerer Prismatic Sphere Sorcerer Shapechange Sorcerer Shapechange, Red Dragon Sorcerer Shapechange, Fire Giant Sorcerer Shapechange, Balor Sorcerer Shapechange, Death Slaad Sorcerer Shapechange, Iron Golem Sorcerer Sphere of Ultimate Destruction Sorcerer Summon Creature IX Sorcerer Summon Elder Air Elemental Sorcerer Summon Elder Earth Elemental Sorcerer Summon Elder Fire Elemental Sorcerer Summon Elder Water Elemental Sorcerer Teleportation Circle Sorcerer Teleportation Circle - Visible Sorcerer Teleportation Circle - Hidden Sorcerer Time Stop Sorcerer Utterdark Sorcerer Vile Death Sorcerer Wail of the Banshee Sorcerer Weird Harper Scout Camouflage Harper Scout Alter Self Harper Scout Alter Self - Learn Shape Harper Scout Alter Self - Options Harper Scout Alter Self - Quickslot 1 Harper Scout Alter Self - Quickslot 2 Harper Scout Alter Self - Quickslot 3 Harper Scout Charm Person Harper Scout Jump Harper Scout Light Harper Scout Read Magic Harper Scout Sleep Harper Scout Cat's Grace Harper Scout Eagle's Splendor Harper Scout Invisibility Harper Scout Knock Harper Scout Locate Object Harper Scout See Invisibility Harper Scout Clairaudience/Clairvoyance Harper Scout Nondetection Harper Scout Undetectable Alignment Assassin Addiction Assassin Addiction: Terran Brandy Assassin Addiction: Mushroom Powder Assassin Addiction: Vodare Assassin Addiction: Agony Assassin Angry Ache Assassin Blade of Blood Assassin Blade of Blood 1d6 Assassin Blade of Blood 3d6 Assassin Disguise Self Assassin Disguise Self - Learn Shape Assassin Disguise Self - Options Assassin Disguise Self - Quickslot 1 Assassin Disguise Self - Quickslot 2 Assassin Disguise Self - Quickslot 3 Assassin Jump Assassin Obscuring Mist Assassin Sleep Assassin True Strike Assassin Alter Self Assassin Alter Self - Learn Shape Assassin Alter Self - Options Assassin Alter Self - Quickslot 1 Assassin Alter Self - Quickslot 2 Assassin Alter Self - Quickslot 3 Assassin Cat's Grace Assassin Darkness Assassin Fox's Cunning Assassin Ice Knife Assassin Invisibility Assassin Undetectable Alignment Assassin Deeper Darkness Assassin Deep Slumber Assassin False Life Assassin Magic Circle against Good Assassin Masochism Assassin Nondetection Assassin Clairaudience/Clairvoyance Assassin Cursed Blade Assassin Dimension Door Assassin Dimension Door - Self only Assassin Dimension Door - Party within 10ft Assassin Dimension Door - Direction and Distance - Self only Assassin Dimension Door - Direction and Distance - Party within 10ft Assassin Flesh Armor Assassin Freedom of Movement Assassin Glibness Assassin Heart Ripper Assassin Improved Invisibility Assassin Locate Creature Assassin Poison Assassin Stop Heart Blackguard Cure Light Wounds Blackguard Empowered Cure Light Wounds Blackguard Maximized Cure Light Wounds Blackguard Silent Cure Light Wounds Blackguard Still Cure Light Wounds Blackguard Cause Fear Blackguard Extended Cause Fear Blackguard Still Cause Fear Blackguard Doom Blackguard Extended Doom Blackguard Silent Doom Blackguard Still Doom Blackguard Inflict Light Wounds Blackguard Empowered Inflict Light Wounds Blackguard Maximized Inflict Light Wounds Blackguard Silent Inflict Light Wounds Blackguard Still Inflict Light Wounds Blackguard Magic Weapon Blackguard Extended Magic Weapon Blackguard Silent Magic Weapon Blackguard Still Magic Weapon Blackguard Summon Creature I Blackguard Extended Summon Creature I Blackguard Silent Summon Creature I Blackguard Still Summon Creature I Blackguard Blade of Blood Blackguard Blade of Blood 1d6 Blackguard Blade of Blood 3d6 Blackguard Empowered Blade of Blood Blackguard Empowered Blade of Blood 1d6 Blackguard Empowered Blade of Blood 3d6 Blackguard Extended Blade of Blood Blackguard Extended Blade of Blood 1d6 Blackguard Extended Blade of Blood 3d6 Blackguard Maximized Blade of Blood Blackguard Maximized Blade of Blood 1d6 Blackguard Maximized Blade of Blood 3d6 Blackguard Silent Blade of Blood Blackguard Silent Blade of Blood 1d6 Blackguard Silent Blade of Blood 3d6 Blackguard Still Blade of Blood Blackguard Still Blade of Blood 1d6 Blackguard Still Blade of Blood 3d6 Blackguard Boneblast Blackguard Silent Boneblast Blackguard Still Boneblast Blackguard Demonflesh Blackguard Extended Demonflesh Blackguard Silent Demonflesh Blackguard Still Demonflesh Blackguard Seething Eyebane Blackguard Silent Seething Eyebane Blackguard Still Seething Eyebane Blackguard Summon Undead I Blackguard Extended Summon Undead I Blackguard Silent Summon Undead I Blackguard Still Summon Undead I Blackguard Bull's Strength Blackguard Empowered Bull's Strength Blackguard Extended Bull's Strength Blackguard Silent Bull's Strength Blackguard Still Bull's Strength Blackguard Cure Moderate Wounds Blackguard Empowered Cure Moderate Wounds Blackguard Silent Cure Moderate Wounds Blackguard Still Cure Moderate Wounds Blackguard Darkness Blackguard Extended Darkness Blackguard Silent Darkness Blackguard Eagle's Splendor Blackguard Empowered Eagle's Splendor Blackguard Extended Eagle's Splendor Blackguard Silent Eagle's Splendor Blackguard Still Eagle's Splendor Blackguard Inflict Moderate Wounds Blackguard Empowered Inflict Moderate Wounds Blackguard Silent Inflict Moderate Wounds Blackguard Still Inflict Moderate Wounds Blackguard Summon Creature II Blackguard Extended Summon Creature II Blackguard Silent Summon Creature II Blackguard Still Summon Creature II Blackguard Boneblade Blackguard Boneblade: Greatsword Blackguard Boneblade: Longsword Blackguard Boneblade: Shortsword Blackguard Extended Boneblade Blackguard Extended Boneblade: Greatsword Blackguard Extended Boneblade: Longsword Blackguard Extended Boneblade: Shortsword Blackguard Silent Boneblade Blackguard Silent Boneblade: Greatsword Blackguard Silent Boneblade: Longsword Blackguard Silent Boneblade: Shortsword Blackguard Still Boneblade Blackguard Still Boneblade: Greatsword Blackguard Still Boneblade: Longsword Blackguard Still Boneblade: Shortsword Blackguard Death Knell Blackguard Empowered Death Knell Blackguard Extended Death Knell Blackguard Silent Death Knell Blackguard Still Death Knell Blackguard Demoncall Blackguard Silent Demoncall Blackguard Still Demoncall Blackguard Devil's Eye Blackguard Silent Devil's Eye Blackguard Still Devil's Eye Blackguard Lahm's Finger Darts Blackguard Silent Lahm's Finger Darts Blackguard Still Lahm's Finger Darts Blackguard Summon Undead 2 Blackguard Extended Summon Undead 2 Blackguard Silent Summon Undead 2 Blackguard Still Summon Undead 2 Blackguard Contagion Blackguard Silent Contagion Blackguard Still Contagion Blackguard Cure Serious Wounds Blackguard Silent Cure Serious Wounds Blackguard Still Cure Serious Wounds Blackguard Deeper Darkness Blackguard Extended Deeper Darkness Blackguard Silent Deeper Darkness Blackguard Inflict Serious Wounds Blackguard Silent Inflict Serious Wounds Blackguard Still Inflict Serious Wounds Blackguard Protection from Elements Blackguard Extended Protection from Elements Blackguard Silent Protection from Elements Blackguard Still Protection from Elements Blackguard Summon Creature III Blackguard Extended Summon Creature III Blackguard Silent Summon Creature III Blackguard Still Summon Creature III Blackguard Abyssal Might Blackguard Extended Abyssal Might Blackguard Silent Abyssal Might Blackguard Still Abyssal Might Blackguard Red Fester Blackguard Silent Red Fester Blackguard Still Red Fester Blackguard Rotting Curse of Urfestra Blackguard Silent Rotting Curse of Urfestra Blackguard Still Rotting Curse of Urfestra Blackguard Touch of Juiblex Blackguard Silent Touch of Juiblex Blackguard Still Touch of Juiblex Blackguard Masochism Blackguard Extended Masochism Blackguard Summon Undead 3 Blackguard Extended Summon Undead 3 Blackguard Silent Summon Undead 3 Blackguard Still Summon Undead 3 Blackguard Cure Critical Wounds Blackguard Freedom of Movement Blackguard Inflict Critical Wounds Blackguard Poison Blackguard Summon Creature IV Blackguard Absorb Strength Blackguard Claws of the Savage Blackguard Summon Undead 4 Ocular Adept Cure Minor Wounds Ocular Adept Quickened Cure Minor Wounds Ocular Adept Silent Cure Minor Wounds Ocular Adept Still Cure Minor Wounds Ocular Adept Inflict Minor Wounds Ocular Adept Quickened Inflict Minor Wounds Ocular Adept Silent Inflict Minor Wounds Ocular Adept Still Inflict Minor Wounds Ocular Adept Light Ocular Adept Extended Light Ocular Adept Quickened Light Ocular Adept Silent Light Ocular Adept Read Magic Ocular Adept Quickened Read Magic Ocular Adept Silent Read Magic Ocular Adept Still Read Magic Ocular Adept Resistance Ocular Adept Extended Resistance Ocular Adept Quickened Resistance Ocular Adept Silent Resistance Ocular Adept Still Resistance Ocular Adept Virtue Ocular Adept Extended Virtue Ocular Adept Quickened Virtue Ocular Adept Silent Virtue Ocular Adept Still Virtue Ocular Adept Angry Ache Ocular Adept Extended Angry Ache Ocular Adept Quickened Angry Ache Ocular Adept Silent Angry Ache Ocular Adept Still Angry Ache Ocular Adept Bane Ocular Adept Extended Bane Ocular Adept Quickened Bane Ocular Adept Silent Bane Ocular Adept Still Bane Ocular Adept Blade of Blood Ocular Adept Blade of Blood 1d6 Ocular Adept Blade of Blood 3d6 Ocular Adept Empowered Blade of Blood Ocular Adept Empowered Blade of Blood 1d6 Ocular Adept Empowered Blade of Blood 3d6 Ocular Adept Extended Blade of Blood Ocular Adept Extended Blade of Blood 1d6 Ocular Adept Extended Blade of Blood 3d6 Ocular Adept Maximized Blade of Blood Ocular Adept Maximized Blade of Blood 1d6 Ocular Adept Maximized Blade of Blood 3d6 Ocular Adept Quickened Blade of Blood Ocular Adept Quickened Blade of Blood 1d6 Ocular Adept Quickened Blade of Blood 3d6 Ocular Adept Silent Blade of Blood Ocular Adept Silent Blade of Blood 1d6 Ocular Adept Silent Blade of Blood 3d6 Ocular Adept Still Blade of Blood Ocular Adept Still Blade of Blood 1d6 Ocular Adept Still Blade of Blood 3d6 Ocular Adept Bless Ocular Adept Extended Bless Ocular Adept Quickened Bless Ocular Adept Silent Bless Ocular Adept Still Bless Ocular Adept Bless Water Ocular Adept Quickened Bless Water Ocular Adept Silent Bless Water Ocular Adept Still Bless Water Ocular Adept Cause Fear Ocular Adept Extended Cause Fear Ocular Adept Quickened Cause Fear Ocular Adept Still Cause Fear Ocular Adept Command Ocular Adept Command Approach Ocular Adept Command Drop Ocular Adept Command Fall Ocular Adept Command Flee Ocular Adept Command Halt Ocular Adept Extended Command Ocular Adept Extended Command Approach Ocular Adept Extended Command Drop Ocular Adept Extended Command Fall Ocular Adept Extended Command Flee Ocular Adept Extended Command Halt Ocular Adept Quickened Command Ocular Adept Quickened Command Approach Ocular Adept Quickened Command Drop Ocular Adept Quickened Command Fall Ocular Adept Quickened Command Flee Ocular Adept Quickened Command Halt Ocular Adept Silent Command Ocular Adept Silent Command Approach Ocular Adept Silent Command Drop Ocular Adept Silent Command Fall Ocular Adept Silent Command Flee Ocular Adept Silent Command Halt Ocular Adept Still Command Ocular Adept Still Command Approach Ocular Adept Still Command Drop Ocular Adept Still Command Fall Ocular Adept Still Command Flee Ocular Adept Still Command Halt Ocular Adept Conviction Ocular Adept Extended Conviction Ocular Adept Quickened Conviction Ocular Adept Silent Conviction Ocular Adept Still Conviction Ocular Adept Crafter's Blessing Ocular Adept Extended Crafter's Blessing Ocular Adept Quickened Crafter's Blessing Ocular Adept Silent Crafter's Blessing Ocular Adept Still Crafter's Blessing Ocular Adept Crafter's Curse Ocular Adept Extended Crafter's Curse Ocular Adept Quickened Crafter's Curse Ocular Adept Silent Crafter's Curse Ocular Adept Still Crafter's Curse Ocular Adept Cure Light Wounds Ocular Adept Empowered Cure Light Wounds Ocular Adept Maximized Cure Light Wounds Ocular Adept Quickened Cure Light Wounds Ocular Adept Silent Cure Light Wounds Ocular Adept Still Cure Light Wounds Ocular Adept Curse Water Ocular Adept Quickened Curse Water Ocular Adept Silent Curse Water Ocular Adept Still Curse Water Ocular Adept Detect Chaos Ocular Adept Extended Detect Chaos Ocular Adept Quickened Detect Chaos Ocular Adept Silent Detect Chaos Ocular Adept Still Detect Chaos Ocular Adept Detect Evil Ocular Adept Extended Detect Evil Ocular Adept Quickened Detect Evil Ocular Adept Silent Detect Evil Ocular Adept Still Detect Evil Ocular Adept Detect Good Ocular Adept Extended Detect Good Ocular Adept Quickened Detect Good Ocular Adept Silent Detect Good Ocular Adept Still Detect Good Ocular Adept Detect Law Ocular Adept Extended Detect Law Ocular Adept Quickened Detect Law Ocular Adept Silent Detect Law Ocular Adept Still Detect Law Ocular Adept Detect Undead Ocular Adept Extended Detect Undead Ocular Adept Quickened Detect Undead Ocular Adept Silent Detect Undead Ocular Adept Still Detect Undead Ocular Adept Divine Favor Ocular Adept Extended Divine Favor Ocular Adept Quickened Divine Favor Ocular Adept Silent Divine Favor Ocular Adept Still Divine Favor Ocular Adept Doom Ocular Adept Extended Doom Ocular Adept Quickened Doom Ocular Adept Silent Doom Ocular Adept Still Doom Ocular Adept Drug Resistance Ocular Adept Quickened Drug Resistance Ocular Adept Silent Drug Resistance Ocular Adept Endure Elements Ocular Adept Extended Endure Elements Ocular Adept Quickened Endure Elements Ocular Adept Silent Endure Elements Ocular Adept Still Endure Elements Ocular Adept Entropic Shield Ocular Adept Extended Entropic Shield Ocular Adept Quickened Entropic Shield Ocular Adept Silent Entropic Shield Ocular Adept Still Entropic Shield Ocular Adept Extract Drug Ocular Adept Baccaran Ocular Adept Vodare Ocular Adept Sannish Ocular Adept Mushroom Powder Ocular Adept Quickened Extract Drug Ocular Adept Quickened Baccaran Ocular Adept Quickened Vodare Ocular Adept Quickened Sannish Ocular Adept Quickened Mushroom Powder Ocular Adept Silent Extract Drug Ocular Adept Silent Baccaran Ocular Adept Silent Vodare Ocular Adept Silent Sannish Ocular Adept Silent Mushroom Powder Ocular Adept Still Extract Drug Ocular Adept Still Baccaran Ocular Adept Still Vodare Ocular Adept Still Sannish Ocular Adept Still Mushroom Powder Ocular Adept Eyes of the Avoral Ocular Adept Extended Eyes of the Avoral Ocular Adept Quickened Eyes of the Avoral Ocular Adept Still Eyes of the Avoral Ocular Adept Heartache Ocular Adept Extended Heartache Ocular Adept Quickened Heartache Ocular Adept Silent Heartache Ocular Adept Still Heartache Ocular Adept Hide From Undead Ocular Adept Extended Hide From Undead Ocular Adept Quickened Hide From Undead Ocular Adept Still Hide From Undead Ocular Adept Inflict Light Wounds Ocular Adept Empowered Inflict Light Wounds Ocular Adept Maximized Inflict Light Wounds Ocular Adept Quickened Inflict Light Wounds Ocular Adept Silent Inflict Light Wounds Ocular Adept Still Inflict Light Wounds Ocular Adept Lantern Light Ocular Adept Empowered Lantern Light Ocular Adept Maximized Lantern Light Ocular Adept Quickened Lantern Light Ocular Adept Still Lantern Light Ocular Adept Lesser Shivering Touch Ocular Adept Empowered Lesser Shivering Touch Ocular Adept Extended Lesser Shivering Touch Ocular Adept Maximized Lesser Shivering Touch Ocular Adept Quickened Lesser Shivering Touch Ocular Adept Silent Lesser Shivering Touch Ocular Adept Still Lesser Shivering Touch Ocular Adept Lesser Vigor Ocular Adept Extended Lesser Vigor Ocular Adept Quickened Lesser Vigor Ocular Adept Silent Lesser Vigor Ocular Adept Still Lesser Vigor Ocular Adept Magic Stone Ocular Adept Extended Magic Stone Ocular Adept Quickened Magic Stone Ocular Adept Silent Magic Stone Ocular Adept Still Magic Stone Ocular Adept Magic Weapon Ocular Adept Extended Magic Weapon Ocular Adept Quickened Magic Weapon Ocular Adept Silent Magic Weapon Ocular Adept Still Magic Weapon Ocular Adept Necrotic Awareness Ocular Adept Quickened Necrotic Awareness Ocular Adept Silent Necrotic Awareness Ocular Adept Still Necrotic Awareness Ocular Adept Obscuring Mist Ocular Adept Extended Obscuring Mist Ocular Adept Quickened Obscuring Mist Ocular Adept Silent Obscuring Mist Ocular Adept Still Obscuring Mist Ocular Adept Protection from Chaos Ocular Adept Extended Protection from Chaos Ocular Adept Quickened Protection from Chaos Ocular Adept Silent Protection from Chaos Ocular Adept Still Protection from Chaos Ocular Adept Protection from Evil Ocular Adept Extended Protection from Evil Ocular Adept Quickened Protection from Evil Ocular Adept Silent Protection from Evil Ocular Adept Still Protection from Evil Ocular Adept Protection from Good Ocular Adept Extended Protection from Good Ocular Adept Quickened Protection from Good Ocular Adept Silent Protection from Good Ocular Adept Still Protection from Good Ocular Adept Protection from Law Ocular Adept Extended Protection from Law Ocular Adept Quickened Protection from Law Ocular Adept Silent Protection from Law Ocular Adept Still Protection from Law Ocular Adept Ray of Hope Ocular Adept Extended Ray of Hope Ocular Adept Quickened Ray of Hope Ocular Adept Silent Ray of Hope Ocular Adept Still Ray of Hope Ocular Adept Remove Fear Ocular Adept Extended Remove Fear Ocular Adept Quickened Remove Fear Ocular Adept Silent Remove Fear Ocular Adept Still Remove Fear Ocular Adept Sanctuary Ocular Adept Extended Sanctuary Ocular Adept Quickened Sanctuary Ocular Adept Silent Sanctuary Ocular Adept Still Sanctuary Ocular Adept Seething Eyebane Ocular Adept Quickened Seething Eyebane Ocular Adept Silent Seething Eyebane Ocular Adept Still Seething Eyebane Ocular Adept Shield of Faith Ocular Adept Extended Shield of Faith Ocular Adept Quickened Shield of Faith Ocular Adept Silent Shield of Faith Ocular Adept Still Shield of Faith Ocular Adept Sorrow Ocular Adept Quickened Sorrow Ocular Adept Silent Sorrow Ocular Adept Still Sorrow Ocular Adept Summon Creature I Ocular Adept Extended Summon Creature I Ocular Adept Quickened Summon Creature I Ocular Adept Silent Summon Creature I Ocular Adept Still Summon Creature I Ocular Adept Summon Undead I Ocular Adept Extended Summon Undead I Ocular Adept Quickened Summon Undead I Ocular Adept Silent Summon Undead I Ocular Adept Still Summon Undead I Ocular Adept Tongue of Baalzebul Ocular Adept Extended Tongue of Baalzebul Ocular Adept Quickened Tongue of Baalzebul Ocular Adept Silent Tongue of Baalzebul Ocular Adept Still Tongue of Baalzebul Ocular Adept Vision of Heaven Ocular Adept Extended Vision of Heaven Ocular Adept Quickened Vision of Heaven Ocular Adept Silent Vision of Heaven Ocular Adept Addiction Ocular Adept Addiction: Terran Brandy Ocular Adept Addiction: Mushroom Powder Ocular Adept Addiction: Vodare Ocular Adept Addiction: Agony Ocular Adept Silent Addiction Ocular Adept Silent Addiction: Terran Brandy Ocular Adept Silent Addiction: Mushroom Powder Ocular Adept Silent Addiction: Vodare Ocular Adept Silent Addiction: Agony Ocular Adept Still Addiction Ocular Adept Still Addiction: Terran Brandy Ocular Adept Still Addiction: Mushroom Powder Ocular Adept Still Addiction: Vodare Ocular Adept Still Addiction: Agony Ocular Adept Aid Ocular Adept Empowered Aid Ocular Adept Extended Aid Ocular Adept Maximized Aid Ocular Adept Silent Aid Ocular Adept Still Aid Ocular Adept Animalistic Power Ocular Adept Extended Animalistic Power Ocular Adept Boneblast Ocular Adept Silent Boneblast Ocular Adept Still Boneblast Ocular Adept Bull's Strength Ocular Adept Empowered Bull's Strength Ocular Adept Extended Bull's Strength Ocular Adept Maximized Bull's Strength Ocular Adept Silent Bull's Strength Ocular Adept Still Bull's Strength Ocular Adept Calm Emotions Ocular Adept Extended Calm Emotions Ocular Adept Silent Calm Emotions Ocular Adept Still Calm Emotions Ocular Adept Consecrate Ocular Adept Extended Consecrate Ocular Adept Silent Consecrate Ocular Adept Still Consecrate Ocular Adept Cure Moderate Wounds Ocular Adept Empowered Cure Moderate Wounds Ocular Adept Maximized Cure Moderate Wounds Ocular Adept Silent Cure Moderate Wounds Ocular Adept Still Cure Moderate Wounds Ocular Adept Darkness Ocular Adept Extended Darkness Ocular Adept Silent Darkness Ocular Adept Death Knell Ocular Adept Empowered Death Knell Ocular Adept Extended Death Knell Ocular Adept Maximized Death Knell Ocular Adept Silent Death Knell Ocular Adept Still Death Knell Ocular Adept Divine Protection Ocular Adept Extended Divine Protection Ocular Adept Silent Divine Protection Ocular Adept Still Divine Protection Ocular Adept Eagle's Splendor Ocular Adept Empowered Eagle's Splendor Ocular Adept Extended Eagle's Splendor Ocular Adept Maximized Eagle's Splendor Ocular Adept Silent Eagle's Splendor Ocular Adept Still Eagle's Splendor Ocular Adept Elation Ocular Adept Extended Elation Ocular Adept Silent Elation Ocular Adept Still Elation Ocular Adept Endurance Ocular Adept Empowered Endurance Ocular Adept Extended Endurance Ocular Adept Maximized Endurance Ocular Adept Silent Endurance Ocular Adept Still Endurance Ocular Adept Find Traps Ocular Adept Extended Find Traps Ocular Adept Silent Find Traps Ocular Adept Still Find Traps Ocular Adept Fox's Cunning Ocular Adept Empowered Fox's Cunning Ocular Adept Extended Fox's Cunning Ocular Adept Maximized Fox's Cunning Ocular Adept Silent Fox's Cunning Ocular Adept Still Fox's Cunning Ocular Adept Hold Person Ocular Adept Extended Hold Person Ocular Adept Silent Hold Person Ocular Adept Still Hold Person Ocular Adept Inflict Moderate Wounds Ocular Adept Empowered Inflict Moderate Wounds Ocular Adept Maximized Inflict Moderate Wounds Ocular Adept Silent Inflict Moderate Wounds Ocular Adept Still Inflict Moderate Wounds Ocular Adept Lahm's Finger Darts Ocular Adept Silent Lahm's Finger Darts Ocular Adept Still Lahm's Finger Darts Ocular Adept Lesser Dispel Ocular Adept Silent Lesser Dispel Ocular Adept Still Lesser Dispel Ocular Adept Lesser Restoration Ocular Adept Silent Lesser Restoration Ocular Adept Still Lesser Restoration Ocular Adept Living Undeath Ocular Adept Extended Living Undeath Ocular Adept Silent Living Undeath Ocular Adept Still Living Undeath Ocular Adept Necrotic Cyst Ocular Adept Silent Necrotic Cyst Ocular Adept Still Necrotic Cyst Ocular Adept Negative Energy Ray Ocular Adept Empowered Negative Energy Ray Ocular Adept Maximized Negative Energy Ray Ocular Adept Silent Negative Energy Ray Ocular Adept Still Negative Energy Ray Ocular Adept Owl's Wisdom Ocular Adept Empowered Owl's Wisdom Ocular Adept Extended Owl's Wisdom Ocular Adept Maximized Owl's Wisdom Ocular Adept Silent Owl's Wisdom Ocular Adept Still Owl's Wisdom ####END_OF_NEW_SPELLBOOK_RESERVE Inscribe Rune Type of Feat: Item Creation Prerequisite: Intelligence 13, Divine Spells level 2. Specifics: You can cast any divine spell you have prepared as a rune. The caster must have the spell memorized to be able to create the rune. Crafting a rune costs Spell level * Caster level * 50 in gold pieces for a normal caster (half the base cost of Spell level * Caster level * 100), and Spell level * Caster level * 25 for a Runecaster (half again). It also takes XP equal to 1/25th of the base cost. If you cannot pay the casting cost or the XP loss would drop you a level, the crafting will fail, and the spell will be lost. Crafting the rune requires a craft check vs DC 20 + Spell Level. If the craft check fails, the spell is lost, but the caster does not pay the gold and experience. A rune is permanent until used, and all spells are centred on the user. Use: Selected. Cast Rune Check Domain Slots Type of Feat: Domain Prerequisite: Any Bonus Domain Specifics: Using this feat will tell you which bonus domain is in which slot, for the Domain Radial feats. Use: Selected. Bonus Domain: Air Bonus Domain: Animal Bonus Domain: Death Bonus Domain: Destruction Bonus Domain: Earth Bonus Domain: Evil Bonus Domain: Fire Bonus Domain: Good Bonus Domain: Healing Bonus Domain: Knowledge Bonus Domain: Magic Bonus Domain: Plant Bonus Domain: Protection Bonus Domain: Strength Bonus Domain: Sun Bonus Domain: Travel Bonus Domain: Trickery Bonus Domain: War Bonus Domain: Water Bonus Domain: Darkness Bonus Domain: Storm Bonus Domain: Metal Bonus Domain: Portal Bonus Domain: Force Bonus Domain: Slime Bonus Domain: Tyranny Bonus Domain: Domination Bonus Domain: Spider Bonus Domain: Undeath Bonus Domain: Time Bonus Domain: Dwarf Bonus Domain: Charm Bonus Domain: Elf Bonus Domain: Family Bonus Domain: Fate Bonus Domain: Gnome Bonus Domain: Illusion Bonus Domain: Hatred Bonus Domain: Halfling Bonus Domain: Nobility Bonus Domain: Ocean Bonus Domain: Orc Bonus Domain: Renewal Bonus Domain: Retribution Bonus Domain: Rune Bonus Domain: Spells Bonus Domain: Scaleykind Bonus Domain: Blightbringer Runecaster Runecasters runecaster (PRESTIGE CLASS) A skill originally developed by the Dwarves and the giants, the ability to create runes of power has spread beyond the hills and mountains. Those that choose to master this ability are runecasters, creating incredibly potent symbols that can last for multiple uses and can be triggered without being touched. An established runecaster's goods are usually adorned with many runes, making his equipment very impressive looking and a true threat to thieves. - Hit Die: d8. - Proficiencies: A Runecaster does not gain any additional weapon or armor proficiencies. - Skill Points: 2+ Int modifier. REQUIREMENTS: Divine Spellcasting: Able to cast 3rd-level spells. Skills: Spellcraft 8 ranks, Craft Armour 8 ranks. Feats: Inscribe Rune (This requires 13 Int and 2nd-level divine spells) CLASS FEATURES: Level 1: Rune Craft +1 - The Runecaster gets a +1 bonus on checks to craft runes. 2: Rune Power +1 - Runes created by the Runecaster receive this bonus to DC and Spell Penetration. 3: Improved Runecasting - The Runecaster can now place more than 1 charge upon a rune. 4: Rune Craft +2 5: Rune Power +2 6: Maximize Rune - For a +5 increase in the DC to craft the rune, the Runecaster can attempt to maximize a rune. 7: Rune Craft +3 8: Improved Runecasting - The Runecaster can now create runes with uses per day. 9: Rune Power +3 10: Rune Chant - At the cost of being slowed, the Runecaster can now affect divine spells with his Rune Power ability. BONUS SPELLS Upon gaining a level in runecaster, the character gains new spells per day as if he had also gained a level in his highest divine caster class. Rune Craft Type of Feat: Class Specific. Prerequisite: Runecaster Level 1. Specifics: The Runecaster gains a bonus on checks to create runes. This bonus starts at +1 at level 1, and increases to +2 at level 4 and +3 at level 7. In epic levels, the runecaster gets +4 at level 13, and an additional +1 every 3 levels (+5 at 16, and so on). Use: Automatic. Rune Power Type of Feat: Class Specific. Prerequisite: Runecaster Level 2. Specifics: All runes created by the Runecaster gain a bonus of +1 to DC and Spell Penetration checks. This bonus increases to +2 at level 5 and +3 at level 9. In epic levels, it increases at +1 every three levels, starting at level 12 (+4 at level 12, +5 at 15, and so on). Use: Automatic. Improved Runecasting Type of Feat: Class Specific. Prerequisite: Runecaster Level 3. Specifics: The Runecaster gains the ability to add more charges to an item at level 3. To do this, adjust the counter till you have selected the desired number of charges, then press the Rune Charges option to turn it on. Finally, cast the spell you wish to Inscribe. Inscribe Rune must be turned on for this to work. The cost for a charged item is Spell level * Caster Level * Charges * 50, while the XP cost is the gold cost/25. At level 8, the Runecaster gains the ability to Inscribe runes that have Uses per day instead of charges. Follow the same procedure as for Charges, except select Rune Uses Per Day. The cost for a uses per day item is Spell level * Caster Level * Charges * 400, while the XP cost is the gold cost/25. Turning on either Charges or Uses Per Day will turn off the other option, as they do not stack. The maximum number of charges is 50, while the maximum uses per day is 5. Rune Count +1 increases the number of charges or uses by 1, while Rune Count +10 increases the number by 10. Rune Clear resets the number to 1, the minimum. Use: Selected. Rune Charges Rune Uses Per Day Rune Count +1 Rune Count +10 Rune Clear Maximize Rune Type of Feat: Class Specific. Prerequisite: Runecaster Level 6. Specifics: The Runecaster can add the Maximize metamagic to any rune. This increases the DC to craft the rune by +5, but does not increase the cost. Use: Automatic. Rune Chant Type of Feat: Class Specific. Prerequisite: Runecaster Level 10. Specifics: The Runecaster may perform a chant to cause all divine spells he casts to be affected by his Rune Power ability. Using this ability will slow the caster. Use: Selected. Detect Evil School: Divination Level: Clr 1, Rgr 2 Components: V, S, DF Casting Time: 1 action Range: 60 ft. Area: Quarter circle emanating from you to the extreme of the range Duration: Concentration, up to 10 minutes/level (D) Saving Throw: None Spell Resistance: No You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject: 1st Round: Presence or absence of evil. 2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the strength of the strongest evil aura present. If you are of good alignment, the strongest evil auras strength is "overwhelming" (see below), and the strength is at least twice your character level, you are stunned for 1 round and the spell ends. While you are stunned, you cant act, you lose any Dexterity bonus to AC, and attackers gain +2 bonuses to attack you. 3rd Round: The strength and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. Aura Strength: An auras evil power and strength depend on the type of evil creature or object that you're detecting and its HD, caster level, or (in the case of a cleric) class level. Creature/Object Evil Power Evil creature HD / 5 Undead creature HD / 2 Evil elemental HD / 2 Evil outsider HD Cleric of an evil deity Caster Level Evil Power Aura Strength Lingering Dim 1 or less Faint 2 - 4 Moderate 5 - 10 Strong 11+ Overwhelming If an aura falls into more than one strength category, the spell indicates the stronger of the two. Remember that animals, traps, poisons, and other potential perils are not evil; this spell does not detect them. Note: Each round, you can turn to detect things in a new area but if you move more than 2 meters the spell ends. Detect Good School: Divination Level: Clr 1, Rgr 2 Components: V, S, DF Casting Time: 1 action Range: 60 ft. Area: Quarter circle emanating from you to the extreme of the range Duration: Concentration, up to 10 minutes/level (D) Saving Throw: None Spell Resistance: No You can sense the presence of good. The amount of information revealed depends on how long you study a particular area or subject: 1st Round: Presence or absence of good. 2nd Round: Number of good auras (creatures, objects, or spells) in the area and the strength of the strongest evil aura present. If you are of good alignment, the strongest good auras strength is "overwhelming" (see below), and the strength is at least twice your character level, you are stunned for 1 round and the spell ends. While you are stunned, you cant act, you lose any Dexterity bonus to AC, and attackers gain +2 bonuses to attack you. 3rd Round: The strength and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. Aura Strength: An auras good power and strength depend on the type of good creature or object that you're detecting and its HD, caster level, or (in the case of a cleric) caster level. Creature/Object Evil Power Good creature HD / 5 Good elemental HD / 2 Good outsider HD Cleric of an good deity Caster Level Good Power Aura Strength Lingering Dim 1 or less Faint 2 - 4 Moderate 5 - 10 Strong 11+ Overwhelming If an aura falls into more than one strength category, the spell indicates the stronger of the two. Note: Each round, you can turn to detect things in a new area but if you move more than 2 meters the spell ends. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect Law School: Divination Level: Clr 1, Rgr 2 Components: V, S, DF Casting Time: 1 action Range: 60 ft. Area: Quarter circle emanating from you to the extreme of the range Duration: Concentration, up to 10 minutes/level (D) Saving Throw: None Spell Resistance: No You can sense the presence of law. The amount of information revealed depends on how long you study a particular area or subject: 1st Round: Presence or absence of law. 2nd Round: Number of law auras (creatures, objects, or spells) in the area and the strength of the strongest law aura present. If you are of chaotic alignment, the strongest law auras strength is "overwhelming" (see below), and the strength is at least twice your character level, you are stunned for 1 round and the spell ends. While you are stunned, you cant act, you lose any Dexterity bonus to AC, and attackers gain +2 bonuses to attack you. 3rd Round: The strength and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. Aura Strength: An auras lawful power and strength depend on the type of lawful creature or object that you're detecting and its HD, caster level, or (in the case of a cleric) class level. Creature/Object Law Power Lawful creature HD / 5 Lawful elemental HD / 2 Lawful outsider HD Cleric of an lawful deity Caster Level Law Power Aura Strength Lingering Dim 1 or less Faint 2 - 4 Moderate 5 - 10 Strong 11+ Overwhelming If an aura falls into more than one strength category, the spell indicates the stronger of the two. Note: Each round, you can turn to detect things in a new area but if you move more than 2 meters the spell ends. Detect Chaos School: Divination Level: Clr 1, Rgr 2 Components: V, S, DF Casting Time: 1 action Range: 60 ft. Area: Quarter circle emanating from you to the extreme of the range Duration: Concentration, up to 10 minutes/level (D) Saving Throw: None Spell Resistance: No You can sense the presence of chaos. The amount of information revealed depends on how long you study a particular area or subject: 1st Round: Presence or absence of chaos. 2nd Round: Number of chaotic auras (creatures, objects, or spells) in the area and the strength of the strongest chaotic aura present. If you are of lawful alignment, the strongest chaotic auras strength is "overwhelming" (see below), and the strength is at least twice your character level, you are stunned for 1 round and the spell ends. While you are stunned, you cant act, you lose any Dexterity bonus to AC, and attackers gain +2 bonuses to attack you. 3rd Round: The strength and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. Aura Strength: An auras chaotic power and strength depend on the type of chaotic creature or object that you're detecting and its HD, caster level, or (in the case of a cleric) class level. Creature/Object Chaotic Power Chaotic creature HD / 5 Chaotic elemental HD / 2 Chaotic outsider HD Cleric of an chaotic deity Caster Level Chaotic Power Aura Strength Lingering Dim 1 or less Faint 2 - 4 Moderate 5 - 10 Strong 11+ Overwhelming If an aura falls into more than one strength category, the spell indicates the stronger of the two. Note: Each round, you can turn to detect things in a new area but if you move more than 2 meters the spell ends. Undetectable Alignment School: Abjuration Level: Brd 2, Clr 2, Pal 2 Components: V, S Casting Time: 1 action Range: Short Target: One creature or object Duration: 24 hours Saving Throw: Will negates (object) Spell Resistance: Yes (object) Conceals the alignment of an object or a creature from the Detect Alignment series of spells Unholy Sword Caster Level(s): Anti-Paladin 4 Innate Level: 4 School: Evocation Descriptor(s): Weapon Enchantment Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Melee or Creature Duration: 1 Round / Level Additional Counter Spells: Save: None Spell Resistance: No This spell transforms the caster's melee weapon into a powerful Unholy Avenger, a specially vile weapon that acts like a +5 holy weapon that dispels magic on hit. Concentration broken. You detect the presence of Holy Word Caster Level(s): Cleric 7 Innate Level: 7 School: Evocation Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Colossal Duration: Instant Additional Counter Spells: Save: None Spell Resistance: Yes A wave of divine energy blasts all non-good creatures within the area of effect. Any non-good summoned creatures are returned to their home planes. Creatures who hear the holy word and are not good suffer the following ill effects: Deafened: The creature is struck deaf for 1d4 rounds. 11 or less HD: Stunned: The creature is stunned for 1 round. A stunned creature cant act and loses any Dexterity bonus to AC. Attackers gain +2 bonuses to attack it. 7 or less HD: Confused: The creature is confused, as by the confusion spell, for 1d10 minutes. This is a mind-affecting enchantment. 3 or less HD: Killed: Living creatures die. Undead creatures are destroyed. Blasphemy Caster Level(s): Cleric 7 Innate Level: 7 School: Evocation Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Colossal Duration: Instant Additional Counter Spells: Save: None Spell Resistance: Yes A wave of divine energy blasts all non-evil creatures within the area of effect. Any non-evil summoned creatures are returned to their home planes. Creatures who hear the blasphemy and are not evil suffer the following ill effects: Deafened: The creature is struck deaf for 1d4 rounds. 11 or less HD: Stunned: The creature is stunned for 1 round. A stunned creature cant act and loses any Dexterity bonus to AC. Attackers gain +2 bonuses to attack it. 7 or less HD: Confused: The creature is confused, as by the confusion spell, for 1d10 minutes. This is a mind-affecting enchantment. 3 or less HD: Killed: Living creatures die. Undead creatures are destroyed. Dictum Caster Level(s): Cleric 7 Innate Level: 7 School: Evocation Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Colossal Duration: Instant Additional Counter Spells: Save: None Spell Resistance: Yes A wave of divine energy blasts all non-lawful creatures within the area of effect. Any non-lawful summoned creatures are returned to their home planes. Creatures who hear the dictum and are not lawful suffer the following ill effects: Deafened: The creature is struck deaf for 1d4 rounds. 11 or less HD: Stunned: The creature is stunned for 1 round. A stunned creature cant act and loses any Dexterity bonus to AC. Attackers gain +2 bonuses to attack it. 7 or less HD: Confused: The creature is confused, as by the confusion spell, for 1d10 minutes. This is a mind-affecting enchantment. 3 or less HD: Killed: Living creatures die. Undead creatures are destroyed. Word of Chaos Caster Level(s): Cleric 7 Innate Level: 7 School: Evocation Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Colossal Duration: Instant Additional Counter Spells: Save: None Spell Resistance: Yes A wave of divine energy blasts all non-chaotic creatures within the area of effect. Any non-chaotic summoned creatures are returned to their home planes. Creatures who hear the word of chaos and are not chaotic suffer the following ill effects: Deafened: The creature is struck deaf for 1d4 rounds. 11 or less HD: Stunned: The creature is stunned for 1 round. A stunned creature cant act and loses any Dexterity bonus to AC. Attackers gain +2 bonuses to attack it. 7 or less HD: Confused: The creature is confused, as by the confusion spell, for 1d10 minutes. This is a mind-affecting enchantment. 3 or less HD: Killed: Living creatures die. Undead creatures are destroyed. Protection from Chaos (5) Protection from Evil (5) Protection from Good (5) Protection from Law (5) * Item creation feats are not enabled in this area * Standard Contemplative Contemplatives contemplative (PRESTIGE CLASS) For any servant of a deity, no joy is greater than at those rare moments when the presence of her patron deity is a real, tangible force, sending shivers of power through her body and sending her soul soaring. For some, the taste of this experience is such a powerful attraction that they begin devoting their lives to cultivating it, hoping to attain a greater closeness to their deity through a life of contemplation. Spending hours in prayer and meditation, these devoted followers purify their souls, making them worthy of closer contact with the divine. While some contemplatives withdraw from the world into private retreats, others remain active, even adventuring, finding that true nearness to their deity comes from living out their deity's will in the world. In return, they find their minds, bodies, and souls purified, perfected, and finally brought close to union with their deity. - Hit Die: d6. - Proficiencies: A Contemplative does not gain any additional weapon or armor proficiencies. - Skill Points: 2+ Int modifier. REQUIREMENTS: Spellcasting: Able to cast 1st-level divine spells. Skills: Lore 13 ranks. CLASS FEATURES: Level 1: Bonus Domain - The contemplative gains access to an additional domain. Divine Health - The contemplative is immune to disease. 2: Slippery Mind - The contemplative gains the slippery mind feat. 3: Divine Wholeness - Once per day, the contemplative can heal herself 4 times her contemplative level in hit points. 4: 5: Divine Body - The contemplative becomes immune to poison. 6: Bonus Domain 7: Divine Soul - The contemplative gains SR of 15 + Contemplative level. 8: 9: 10: Mystic Union - The contemplative changes racial type to outsider and gains DR of 10/+1 BONUS SPELLS Upon gaining a level in contemplative, the character gains new spells per day as if he had also gained a level in his highest divine caster class. Divine Health Type of Feat: Class Specific. Prerequisite: Contemplative Level 1. Specifics: You gain immunity to all diseases. Use: Automatic. Divine Wholeness Type of Feat: Class Specific. Prerequisite: Contemplative Level 3. Specifics: Once per day, you can heal a number of hitpoints equal to 4 times your contemplative level. Use: Selected. Divine Body Type of Feat: Class Specific. Prerequisite: Contemplative Level 5. Specifics: You gain immunity to all poisons. Use: Automatic. Divine Soul Type of Feat: Class Specific. Prerequisite: Contemplative Level 7. Specifics: You gain SR of 15 + Contemplative level. Use: Automatic. Mystic Union Type of Feat: Class Specific. Prerequisite: Contemplative Level 10. Specifics: Your racial type changes to outsider and you gain DR of 10/+1. Use: Automatic. Lucky Shot Magic Circle against Evil (5) Magic Circle against Good (5) Magic Circle against Law (5) Magic Circle against Chaos (5) Holy Word (13) Blasphemy (13) Dictum (13) Word of Chaos (13) dimly faintly moderately strongly overwhelmingly feels You detected auras Detect Evil (3) Detect Good (3) Detect Law (3) Detect Chaos (3) Undetectable Alignment (5) Deeper Darkness Deeper Darkness (5) Caster Level(s): Cleric 3 Innate Level: 2 School: Evocation Descriptor(s): Darkness Component(s): Verbal Range: Touch Area of Effect / Target: 20m radius Duration: 1 Day / Level Save: None Spell Resistance: No All creatures within the area of effect are shrouded in a haze of darkness which can only be pierced using Ultravision. Blur (5) Caster Level(s): Bard 2, Wizard 2, Sorcerer 2 Innate Level: 2 School: Illusion Component(s): Verbal Range: Touch Area of Effect / Target: Creature touched Duration: 1 min/level Save: harmless Spell Resistance: harmless The subjects outline appears blurred, shifting and wavering. This distortion grants the subject concealment (20% miss chance). Mirror Image (5) Caster Level(s): Bard 2, Wizard 2, Sorcerer 2 Innate Level: 2 School: Illusion Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: Self Duration: 1 min/level Save: harmless Spell Resistance: harmless Several illusory duplicates of you pop into being, making it difficult for enemies to know which target to attack. The figments stay near you and disappear when struck. Mirror image creates 1d4 images plus one image per three caster levels (maximum eight images total). These figments separate from you and remain in a cluster, each within 5 feet of at least one other figment or you. You can move into and through a mirror image. When you and the mirror image separate, observers cant use vision or hearing to tell which one is you and which the image. The figments may also move through each other. The figments mimic your actions, pretending to cast spells when you cast a spell, drink potions when you drink a potion, levitate when you levitate, and so on. Enemies attempting to attack you or cast spells at you must select from among indistinguishable targets. Any successful attack against an image destroys it. An images AC is 10 + your size modifier + your Dex modifier. Figments seem to react normally to area spells (such as looking like they're burned or dead after being hit by a fireball). Insanity Insanity (13) Caster Level(s): Wizard 7, Sorcerer 7 Innate Level: 7 School: Enchantment Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: One creature Duration: permanent Save: Will Spell Resistance: Yes The affected creature suffers from a continuous confusion effect, as the spell. Iron Body (15) Caster Level(s): Wizard 8, Sorcerer 8 Innate Level: 8 School: Transmutation Component(s): Verbal, Somatic Range: Self Area of Effect / Target: Caster Duration: 1 min/level Save: harmless Spell Resistance: harmless This spell transforms your body into living iron, which grants you several powerful resistances and abilities. You gain damage reduction 15/+20. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You take only half damage from acid and fire of all kinds. You gain a +6 enhancement bonus to your Strength score, but you take a -6 penalty to Dexterity as well (to a minimum Dexterity score of 1), and your speed is reduced to half normal. You have an arcane spell failure chance of 50% as if you were wearing full plate armor. PnP Holy Avenger PnP Holy Avenger. When wielded by a paladin this weapon becomes a +5 enhancement weapon that does +2d6 divine damage vs evil, grants 15 SR, and can cast Dispel Magic at will with the same caster level as the paladin It can only be used as the area form of Dispel Magic centred on the wielder. When wielded by a non-paladin, this weapon is treated as +2 enhancement. Deep Slumber Caster Level(s): Bard 3, Wizard / Sorcerer 3 Innate Level: 3 School: Enchantment Descriptor(s): Mind-Affecting Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Huge Duration: 3 Rounds + 1 / Caster Level Additional Counter Spells: Clarity Save: Will Negates Spell Resistance: Yes Causes 10 + 1d10 HD of creatures to fall into a comatose slumber, beginning with those with the fewest HD. Creatures with 11 or more HD are unaffected. DeepSlumber (5) Vision of Heaven School: Enchantment Level: Clr 1 Components: V Casting Time: 1 action Range: Close. Target: One Evil Creature. Duration: Instantaneous Saving Throw: Will Negates Spell Resistance: Yes The target creature is dazed for one round. Vision of Heaven (1) Sword of Conscience School: Enchantment Level: Clr 4, Rgr 4 Components: V, DF Casting Time: 1 action Range: Close. Target: One Evil Creature. Duration: Instantaneous Saving Throw: Will Negates Spell Resistance: Yes The target creature takes Wisdom and Charisma damage equal to its Evil Power rating. Creature/Object Evil Power Evil creature HD / 5 Undead creature HD / 2 Evil elemental HD / 2 Evil outsider HD Cleric of an evil deity Caster Level Sword of Conscience (7) Obscuring Mist School: Conjuration (Creation) Level: Air 1, Clr 1, Drd 1, Sor/Wiz 1, Water 1 Components: V, S Casting Time: 1 standard action Range: 20 ft. Effect: Cloud spreads in 20-ft. radius from you, 20 ft. high Duration: 1 min./level Saving Throw: None Spell Resistance: No A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage. This spell does not function underwater. Obscuring Mist (1) Sarcophagus of Stone Sarcophagus of Stone Conjuration (Creation) [Earth] Level: Clr 6 Components: V S M DF Casting Time: 1 standard action Duration: Instantaneous Range: Close (25 ft + 5 ft/2 lvls) Target: 1 medium or smaller creature Spell Resistance: No Saving Throw: Reflex negates This spell creates an airtight stone coffin that forms around the target. The stone is 1 inch thick, has hardness 8, and requires 15 points of damage to break through. Decreasing its size does not change the thickness of the walls; the coffin is always just large enough to hold the subject. This coffin is sealed upon formation and completely impervious to air and gas. A creature trapped within a sarcophagus of stone has 1 hour worth of air, and after that time begins to suffocate. A creature that has no need to breathe (such as a construct, elemental, or undead) needs not fear suffocation, but it remains trapped within the sarcophagus until it breaks free or is freed. A creature within the coffin can attack the stone with a natural weapon or light melee weapon. A creature can attempt a DC 26 Strength check to break free of the stone, and allies can also help to break the trapped creature free. Arrow of Bone Arrow of Bone Necromancy [Death] Level: Sorcerer/wizard 7 Components: V, S, M Range: Touch Target: One projectile or thrown weapon touched Duration: 1 hour/level or until discharged Saving Throw: Fortitude partial Spell Resistance: Yes You complete the ritual needed to cast the spell, scribing arcane runes into the item. It changes before your eyes into an identical item made of bone. The runes glow with dark magic and the weapon feels cold to the touch. When thrown or fired at a creature as a normal ranged attack, the weapon gains a +4 enhancement bonus on attack rolls and damage rolls. In addition, any living creature struck by an arrow of bone must succeed on a Fortitude save or be instantly slain. A creature that makes its save instead takes 3d6 points of damage +1 point per caster level (maximum +20). Regardless of whether the attack hits, the magic of the arrow of bone is discharged by the attack, and the missile is destroyed. Draconic Might Draconic Might Transmutation Level: Paladin 4, sorcerer/wizard 5 Components: V, S Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: 1 minute/level (D) Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless) The subject of the spell gains a +4 enhancement bonus to Strength, Constitution, and Charisma. It also gains a +4 enhancement bonus to natural armor. Finally, it has immunity to magic sleep and paralysis effects. Special: Sorcerers cast this spell at +1 caster level. Extract Water Elemental Extract Water Elemental Transmutation [Water] Level: Druid 6, sorcerer/wizard 6 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./level) Target: One living creature Duration: Instantaneous Saving Throw: Fortitude half Spell Resistance: Yes This brutal spell causes the targeted creature to dehydrate horribly as the moisture in its body is forcibly extracted through its eyes, nostrils, mouth, and pores. This deals 1d6 points of damage per caster level (maximum 20d6), or half damage on a successful Fortitude save. If the targeted creature is slain by this spell, the extracted moisture is transformed into a water elemental of a size equal to the slain creature (up to Huge). The water elemental is under your control, as if you summoned it, and disappears after 1 minute. Heart Ripper Heart Ripper Necromancy [Death] Level: Assassin 4 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes Invisible bolts of force instantly slay the target you designate by driving its heart from its body unless it succeeds on a Fortitude save. If the target has HD higher than your caster level, it does not die on a failed saving throw, but instead is stunned for 1d4 rounds. Creatures that don't depend on their hearts for survival, creatures with no anatomy, and creatures immune to extra damage from critical hits are unaffected by the spell. Life Bolt Life Bolt Necromancy Level: Sorcerer/wizard 2 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Up to five rays Duration: Instantaneous Saving Throw: None Spell Resistance: Yes You draw forth some of your own life force to create a beam of positive energy that harms undead. You must succeed on a ranged touch attack with the ray to strike a target. If the ray hits an undead creature, it deals 1d12 points of damage. Creating each beam deals you 1 point of nonlethal damage. For every two caster levels beyond 1st, you can create an additional ray, up to a maximum of five rays at 9th level. Rainbow Blast Rainbow Blast Evocation [Light] Level: Sorcerer/wizard 3 Components: V, S, M Casting Time: 1 standard action Range: 120 ft. Area: 120-ft. line Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes This spell is a wide-spectrum blast of radiant energy composed of all five energy types. Rainbow blast deals 1d6 points of damage from each of the five energy types (acid, cold, electricity, fire, and sonic), for a total of 5d6 points of damage. Creatures apply resistance to energy separately for each type of damage. As you gain in levels, the damage die increases in size. At 7th level the spell deals 5d8 points of damage, at 9th level it deals 5d10 points of damage, and at 11th level it deals 5d12 points of damage; one die for each of the five energy types. Towering Oak Towering Oak Illusion (Glamer) Level: Ranger 1 Components: V, S Casting Time: 1 swift action Range: Personal Target: You Duration: 1 round/level You draw on the oak's strength to improve your ability to intimidate your enemies. You gain a +10 competence bonus on Intimidate checks and a +2 enhancement bonus to Strength. 1 Bolt 2 Bolts 3 Bolts 4 Bolts 5 Bolts Battle Clarity Type of Feat: Class Specific Prerequisites: Warblade 1. Specifics: You gain a bonus on your Reflex saves equal to your Intelligence modifier. Use: Automatic Weapon Aptitude Type of Feat: Class Specific Prerequisites: Warblade 1. Specifics: Each morning, you may change your weapon specific feats (Weapon Focus, Weapon Specialization, Epic Weapon Focus, Epic Weapon Specialization, Improved Critical, Overwhelming Critical, Devastating Critical) to any weapon you are proficient in. Use: Automatic Battle Ardor Type of Feat: Class Specific Prerequisites: Warblade 3. Specifics: You gain a bonus on your rolls to confirm maneuver critical hits equal to your Intelligence modifier. Use: Automatic Battle Cunning Type of Feat: Class Specific Prerequisites: Warblade 7. Specifics: You gain a damage bonus on your strikes made against flatfooted or flanked enemies equal to your Intelligence modifier. Use: Automatic Battle Skill Type of Feat: Class Specific Prerequisites: Warblade 11. Specifics: You gain a bonus on your opposed checks for Trip, Overrun, Bullrush, Feint, and Disarm equal to your Intelligence modifier. Use: Automatic Battle Mastery Type of Feat: Class Specific Prerequisites: Warblade 15. Specifics: You gain an attack bonus on your strikes equal to your Intelligence modifier. Use: Automatic Stance Mastery Type of Feat: Class Specific Prerequisites: Warblade 20. Specifics: You may use two stances at the same time. Use: Automatic Type of Feat: Class Specific Prerequisite: Justices of Weald and Woe 4 Specifics: Once per day as a free action, you can gain a +10 insight bonus to one attack roll with your longbow. Use: Selected. You have not drained levels in the last 24 hours, Soul Blast does not work. Target is immune to negative levels. Soul Eater Soul Eaters soul eater (PRESTIGE CLASS) Bane of all living creatures, the soul eater is a monstrous being that feeds on the very essence of life force. Twisted and evil - even by the standards of creatures such as beholders, lamias, and mind flayers - the soul eater is feared by all creatures that live. Soul eaters are often confused with vampires or other undead, but they are decidedly alive, making their actions all the more heinous. Soul eaters always work alone, although they may have enthralled or enslaved servants. - Hit Die: d8. - Proficiencies: A Soul Eater does not gain any additional weapon or armor proficiencies. - Skill Points: 4 + Int Modifier. REQUIREMENTS: Race: Aberration, Dragon, Monstrous Humanoid, Outsider, Fey, Giant, or Elemental. Alignment: Any Evil Base Attack Bonus: +5. Skills: Lore 2 ranks. Feats: Alertness, Weapon Focus(creature or unarmed strike) CLASS FEATURES: Level 1: Energy Drain 1 2: Soul Strength 3: Soul Blast 4: Soul Enhancement 5: Soul Endurance 6: Soul Radiance 7: Energy Drain 2 8: Soul Agility 9: Soul Slave 10: Soul Power Energy Drain (Su): A soul eater gains the ability to drain energy, bestowing negative levels upon it's victims. Beginning at 1st level, the touch of a soul eater bestows one negative level on it's target. At 7th level, the soul eater bestows two negative levels with a touch. Soul Strength (Su): When a 2nd-level soul eater uses it's energy drain ability, it gains a +4 bonus to Strength for 24 hours. Soul Blast (Su): A 3rd-level may project a 100-foot ray of force that deals 1d6 points of damage per soul eater level against one target. The target is allowed a Reflex saving throw to avoid the damage (DC 10 + class level + Cha bonus). This supernatural ability can be used once per day, and only on a day when the soul eater has drained levels. Soul Enhancement (Su): When a 4th-level soul eater uses it's energy drain ability, it gains a +2 enhancement bonus on all saving throws and skill checks for 24 hours. Soul Endurance (Su): When a 5th-level soul eater uses it's energy drain ability, it gains a +4 bonus to Constitution for 24 hours. Soul Radiance (Su): If a 6th-level soul eater completely drains a creature of energy, it may adopt the creature's soul radiance, taking the victim's form, appearance, and abilities for 24 hours. Soul Agility (Su): When a 8th-level soul eater uses it's energy drain ability, it gains a +4 bonus to Dexterity for 24 hours. Soul Slave (Su): If a 9th-level soul eater completely drains a creature of energy, the victim becomes a wight under the command of the soul eater. Soul Power (Su): After a 10th-level soul eater has drained energy, all spell-like and supernatural abilities gains a +2 profane bonus to their saving throw DC for 24 hours. Further, it may use it's Soul Blast ability up to two times instead of one during that 24-hour period. (Further, any and all spell-like or supernatural abilities the soul eater possesses may be used twice as often as normal during that 24-hour period.) Energy Drain Type of Feat: Class Specific Prerequisite: Soul Eater level 1. Specifics: Attempt a touch attack to drain 1 negative level from a target. At level 7 this increases to 2 levels. Use: Selected. <Custom0> Drains Energy Soul Radiance Type of Feat: Class Specific Prerequisite: Soul Eater level 6. Specifics: If a 6th-level soul eater completely drains a creature of energy, it may adopt the creature's soul radiance, taking the victim's form, appearance, and abilities for 24 hours. Use: Switched on/off. While on, upon killing a creature with energy drain, the soul eater will shift into that creature. Soul Blast Type of Feat: Class Specific Prerequisite: Soul Eater level 3. Specifics: A 3rd-level may project a 100-foot ray of force that deals 1d6 points of damage per soul eater level against one target. The target is allowed a Reflex saving throw to avoid the damage (DC 10 + class level + Cha bonus). This supernatural ability can be used once per day, and only on a day when the soul eater has drained levels. Use: Selected. Dragon Disciple Dragon Disciples dragon disciple (PRESTIGE CLASS) It is rumored that the magical powers of sorcerers and bards is somehow connected to the presence of dragon blood in their family tree. Dragon Disciples are sorcerers, and sometimes bards, who use their magical power as a catalyst to activate their dragon blood, realizing its fullest potential. They prefer a life of exploration to a cloistered existence. Already adept at magic, many pursue adventure, especially if it furthers their goal of finding out more about their draconic heritage. They often feel drawn to areas known to harbor dragons. - Hit Die: Special (see below) - Proficiencies: A dragon disciple does not gain any additional weapon or armor proficiencies. - Skill Points: 2+ Int modifier. REQUIREMENTS: Race: Any non-dragon (cannot already be a half-dragon) Spellcasting: Ability to cast arcane spells without preparation Skills: 8 Ranks in Lore Special: The player chooses a dragon variety when taking the first level in this prestige class CLASS FEATURES: Level 1: Draconic Armor - The character's skin develops nearly invisible scales that increase his/her natural armor class by +1. Hit Dice Increase (d6) - The character rolls d6 for hit points. This change is not retroactive. 2: Draconic Ability Scores - Strength +2. Claw Attack - The character gains 2 claws they can use as primary natural attacks. Bite Attack - The character gains a bite they can use as a secondary natural attack. 3: Breath Weapon I - The character can activate a Dragon Breath Weapon, dealing 2d10 points of damage to each opponent caught within. 4: Hit Dice Increase (d8) - The character rolls d8 for hit points. This change is not retroactive. Draconic Ability Scores - Strength +2. 5: Draconic Armor - The character's skin becomes even harder, raising his/her natural armor class to +2. 6: Hit Dice Increase (d10) - The character rolls d10 for hit points. This change is not retroactive. 7: Breath Weapon II - The character's breath weapon damage potential increases to 4d10 points of damage. Draconic Ability Scores - Constitution +2. 8: Draconic Armor - The character's natural armor class increases to +3. 9: Wings - The character grows red dragon wings. Draconic Ability Scores - Intelligence +2. 10: Draconic Armor - +4 Natural Armor. Darkvision - The character gains a dragon's ability to see in the dark. Immunity to sleep, paralysis, and an additional immunity based on dragon disciple type. Draconic Ability Scores - Strength +4, Charisma +2. Breath Weapon III - The character does 6d10 points of damage with his breath weapon. Draconic Heritage Select a Dragon color or type to reflect your disciple powers. Dragon Blood, Chromatic - Red The blood of a Red Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Red Dragon ancestry. At level 10 in the Dragon Disciple class, you receive total immunity to fire damage. At level 3, you gain the ability to breath a 30 foot cone of fire once per day. This cone will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels. Dragon Blood, Metallic - Silver The blood of a Silver Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Silver Dragon ancestry. At level 10 in the Dragon Disciple class, you receive total immunity to cold damage. At level 3, you gain the ability to breath a 30 foot cone of cold once per day. This cone will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels. Dragon Blood, Chromatic - Black The blood of a Black Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Black Dragon ancestry. At level 10 in the Dragon Disciple class, you receive total immunity to acid damage. At level 3, you gain the ability to breath a 60 foot line of acid once per day. This line will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels. Dragon Blood, Chromatic - Blue The blood of a Blue Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Blue Dragon ancestry. At level 10 in the Dragon Disciple class, you receive total immunity to electrical damage. At level 3, you gain the ability to breath a 60 foot line of electricity once per day. This line will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels. Dragon Blood, Chromatic - Green The blood of a Green Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Green Dragon ancestry. At level 10 in the Dragon Disciple class, you receive total immunity to acid damage. At level 3, you gain the ability to breath a 30 foot cone of acidic gas once per day. This cone will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels. Dragon Blood, Chromatic - White The blood of a White Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your White Dragon ancestry. At level 10 in the Dragon Disciple class, you receive total immunity to cold damage. At level 3, you gain the ability to breath a 30 foot cone of cold once per day. This cone will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels. Dragon Blood, Metallic - Brass The blood of a Brass Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Brass Dragon ancestry. At level 10 in the Dragon Disciple class, you receive total immunity to fire damage. At level 3, you gain the ability to breath a 60 foot line of fire once per day. This line will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels. Dragon Blood, Metallic - Bronze The blood of a Bronze Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Bronze Dragon ancestry. At level 10 in the Dragon Disciple class, you receive total immunity to electrical damage. At level 3, you gain the ability to breath a 60 foot line of electricity once per day. This line will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels. Dragon Blood, Metallic - Copper The blood of a Copper Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Copper Dragon ancestry. At level 10 in the Dragon Disciple class, you receive total immunity to acid damage. At level 3, you gain the ability to breath a 60 foot line of acid once per day. This line will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels. Dragon Blood, Metallic - Gold The blood of a Gold Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Gold Dragon ancestry. At level 10 in the Dragon Disciple class, you receive total immunity to fire damage. At level 3, you gain the ability to breath a 30 foot cone of fire once per day. This cone will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels. Dragon Blood, Gem - Amethyst The blood of an Amethyst Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Amethyst Dragon ancestry. At level 10 in the Dragon Disciple class, you receive total immunity to poison. At level 3, you gain the ability to breath a 60 foot line of force once per day. This line will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels. Dragon Blood, Gem - Crystal The blood of a Crystal Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Crystal Dragon ancestry. At level 10 in the Dragon Disciple class, you receive total immunity to cold damage. At level 3, you gain the ability to breath a 30 foot cone of light once per day. This cone will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels. Dragon Blood, Gem - Emerald The blood of an Emerald Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Emerald Dragon ancestry. At level 10 in the Dragon Disciple class, you receive total immunity to sonic damage. At level 3, you gain the ability to breath a 30 foot cone of sonic once per day. This cone will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels. Dragon Blood, Gem - Sapphire The blood of a Sapphire Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Sapphire Dragon ancestry. At level 10 in the Dragon Disciple class, you receive total immunity to electrical damage. At level 3, you gain the ability to breath a 30 foot cone of sonic once per day. This cone will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels. Dragon Blood, Gem - Topaz The blood of a Topaz Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Topaz Dragon ancestry. At level 10 in the Dragon Disciple class, you receive total immunity to cold damage. At level 3, you gain the ability to breath a 30 foot cone of dehydration once per day. This cone will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels. Dragon Blood, Obscure - Battle The blood of a Battle Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Battle Dragon ancestry. At level 10 in the Dragon Disciple class, you receive total immunity to sonic damage. At level 3, you gain the ability to breath a 30 foot cone of sonic once per day. This cone will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels. Dragon Blood, Obscure - Brown The blood of a Brown Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Brown Dragon ancestry. At level 10 in the Dragon Disciple class, you receive total immunity to acid damage. At level 3, you gain the ability to breath a 60 foot line of acid once per day. This line will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels. Dragon Blood, Obscure - Chaos The blood of a Chaos Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Chaos Dragon ancestry. At level 10 in the Dragon Disciple class, you receive total immunity to 'confusion' effects. At level 3, you gain the ability to breath a 60 foot line of completely random energy once per day. This line will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels. Dragon Blood, Obscure - Deep The blood of a Deep Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Deep Dragon ancestry. At level 10 in the Dragon Disciple class, you receive total immunity to Charms. You also gain resistance 10/- to fire and cold damage. At level 3, you gain the ability to breath a 30 foot cone of corrosive gas once per day. This cone will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels. Dragon Blood, Obscure - Ethereal The blood of an Ethereal Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Ethereal Dragon ancestry. As an Ethereal Dragon Disciple, you do not gain any Immunities or resistances. At level 3, you gain the ability to breath a 30 foot cone of force once per day. This cone will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels. Dragon Blood, Obscure - Fang The blood of a Fang Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Fang Dragon ancestry. As a Fang Dragon Disciple, you do not gain any immunities. You do not gain a breath weapon as standard Dragon Disciples do. Rather, at level 3, you gain the ability to perform a special bite attack that will deal 1d4 points of Constitution Drain to your target. You may use this special bite attack 3 times a day. Dragon Blood, Obscure - Howling The blood of a Howling Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Howling Dragon ancestry. At level 10 in the Dragon Disciple class, you receive total immunity to sonic damage. At level 3, you gain the ability to breath a 30 foot cone of sonic once per day. This cone will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels. Dragon Blood, Obscure - Oceanus The blood of an Oceanus Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Oceanus Dragon ancestry. At level 10 in the Dragon Disciple class, you receive total immunity to electrical damage. At level 3, you gain the ability to breath a 60 foot line of electricity once per day. This line will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels. Dragon Blood, Obscure - Pyroclastic The blood of a Pyroclastic Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Pyroclastic Dragon ancestry. At level 10 in the Dragon Disciple class, you receive a 50% immunity to both Fire and Sonic energy. At level 3, you gain the ability to breath a 30 foot cone of half fire and half sonic damage once per day . This cone will cause 2d10 damage in total, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels. Dragon Blood, Obscure - Radiant The blood of a Radiant Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Radiant Dragon ancestry. As a Radiant Dragon Disciple, you do not gain any immunities. At level 3, you gain the ability to breath a 60 foot line of force once per day. This line will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels. Dragon Blood, Obscure - Rust The blood of a Rust Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Rust Dragon ancestry. As a Rust Dragon Disciple, you do not gain any immunities. At level 3, you gain the ability to breath a 60 foot line of acid once per day. This line will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels. Dragon Blood, Obscure - Shadow The blood of a Shadow Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Shadow Dragon ancestry. At level 10 in the Dragon Disciple class, you gain immunity to energy drain. At level 3, you gain the ability to breath a 30 foot cone of shadows once per day. This cone will bestow 1 negative level. Dragon Blood, Obscure - Song The blood of a Song Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Song Dragon ancestry. At level 10 in the Dragon Disciple class, you receive total immunity to electrical damage, as well as total immunity to poison. At level 3, you gain the ability to breath a 30 foot cone of electricity once per day. This cone will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels. Dragon Blood, Obscure - Styx The blood of a Styx Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Styx Dragon ancestry. At level 10 in the Dragon Disciple class, you gain total immunity to Disease and Poison. At level 3, you gain the ability to breath a 60 foot line of acid once per day. This line will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels. Dragon Blood, Obscure - Tarterian The blood of a Tarterian Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Tarterian Dragon ancestry. As a Tarterian Dragon Disciple, you do not gain any immunities. At level 3, you gain the ability to breath a 60 foot line of force once per day. This line will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels. Draconic Immunity You receive an immunity based on what type of Dragon Disciple you are. Not all Dragon Disciples receive an immunity. Draconic Enlargement I At 15th level, and every 10 levels thereafter, the dragon disciple's size increases by one step (such as from Large to Huge), to a maximum of Colossal size. The change in size affects the dragon disciple's base natural weapon damage. Apply the appropriate new size modifier to the character's attacks and AC. It may also change Strength, Dexterity, and Constitution as appropriate for the new size (dependent on PRC_DRAGON_DISCIPLE_SIZE_CHANGES switch). Draconic Enlargement II Epic Dragon Disciple Embracing your draconic heritage is but one stop on your life journey. Your quest to understand, command, and harness your draconic energies has taken you into realm of the epic. Hit Die: d12 Skill Points at Each Additional Level: 2+ Int Modifier Bonus Feats: The epic dragon disciple gains a bonus feat every four levels after 10th Your breath weapon damage potential increases by 1d10 for every 3 levels after 10th. The save DC against your breath weapon increases by +1 every 4 levels after 10th. You gain an additional usage of your breath weapon every 3 levels after 10th, subject to a 1d4 round delay between uses. Your natural AC increases by +1 for every 5 levels after 10th. At 12th level, you gain the ability to use your wings to make additional slam attacks. You increase in size at level 15th and 25th, with an appropriate increase in abilities. At 17th level, you grow a tail, which can be used to make an additional attack with. At 18th level, you gain Spell Resistance equal to 20+Dragon Disciple levels. At 20th level, you gain True Seeing. Epic Dragon Disciple Bonus Feats List: Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Damage Reduction, Epic Prowess, Epic Reputation, Epic Spell Focus, Epic Spell Penetration, Epic Toughness, Improved Combat Casting. Draconic Claws At 2nd level, a dragon disciple gains 2 claws that can be used to make natural attacks with. You cannot use claws when wielding any weapons in your hands. Size - Damage Fine - 1d2 Diminutive - 1d2 Tiny - 1d2 Small - 1d3 Medium - 1d4 Large - 1d6 Huge - 1d8 Gigantic - 2d6 Colossal - 3d6 Draconic Bite and Claws At 2nd level, a dragon disciple gains a bite that can be used to make a natural attack with. You can use your bite in addition to any weapons wielding in your hands. At 2nd level, a dragon disciple also gains 2 claw attacks that can be used to make a natural attack with. You cannot use your claws in addition to any weapons wielding in your hands. Size - Damage (bite/claw) Fine - 1d2/1d2 Diminutive - 1d2/1d2 Tiny - 1d3/1d2 Small - 1d4/1d3 Medium - 1d6/1d4 Large - 1d8/1d6 Huge - 2d6/1d8 Gigantic - 3d6/2d6 Colossal - 4d6/3d6 Draconic Wing Slams At 12th level, a dragon disciple gains the ability to make 2 natural attacks with their wings, if of medium size or bigger. You can use your wing slams in addition to any weapons wielding in your hands. Size - Damage Medium - 1d3 Large - 1d4 Huge - 1d6 Gigantic - 1d8 Colossal - 2d6 Draconic Tail At 17th level, a dragon disciple grows a tail that can be used to make a natural attack with, if of large size or bigger. You can use your tail slap in addition to any weapons wielding in your hands. Size - Damage Large - 1d6 Huge - 1d8 Gigantic - 2d6 Colossal - 3d6 Epic Spellcasting Type of Feat: Epic Prerequisite: Spellcraft 24 ranks, Lore 24 ranks, ability to cast 9th-level arcane or divine spells Specifics: You may develop and cast epic spells. You may cast a number of epic spells per day equal to your ranks in Lore divided by 10. Psicraft Ability: Intelligence. Requires Training: Yes. Classes: Psion, Wilder You can identify psionic powers used by a combatant. Use: Automatic. Craft Skull Talisman Type of Feat: Item Creation Prerequisite: Caster level 6th Specifics: You can cast any spell you have prepared as a skull talisman. The caster must have the spell memorized to be able to create the skull talisman. Crafting a skull talisman costs Spell level * Caster level * 50 in gold pieces for a normal caster (half base cost). It also takes XP equal to 1/25th of the base cost. If you cannot pay the casting cost or the XP loss would drop you a level, the crafting will fail, and the spell will be lost. A skull talisman is permanent until used. Skull talismans target those who activate them. Use: Selected. Daylight Daylight Evocation [Light] Level: Brd 3, Clr 3, Drd 3, Pal 3, Sor/Wiz 3 Components: V, S Casting Time: 1 standard action Range: Touch Target: Object touched Duration: 10 min./level Saving Throw: None Spell Resistance: No The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light. Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect. Daylight counters or dispels any darkness spell of equal or lower level, such as darkness. Add Constitution To Strike Clear Constitution Total White Raven Hammer White Raven (Strike) Level: Crusader 8, Warblade 8 Prerequisite: Three White Raven maneuvers Initiation Action: 1 Standard Action Range: Melee Attack Target: One Creature Duration: 1 round. You slam your opponent with a mighty attack to disrupt his senses and leave him unable to defend himself while your allies close to finish him off. If your strike hits, you deal an extra 6d6 damage and your opponent is stunned. End of DD reserved Disrupt Undead Disrupt Undead Necromancy Level: Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: Instantaneous Saving Throw: None Spell Resistance: Yes You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it. Fist of Stone Fist of Stone Transmutation [Earth] Level: Sorcerer/wizard 1, warmage 1 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 minute You transform one of your hands into a mighty fist of living stone, gaining a +6 enhancement bonus to Strength. In addition, you gain the ability to make one natural slam attack as a standard action, dealing 1d6 points of damage plus your new Strength bonus. You can make the slam attack as a natural secondary attack with the normal -5 penalty as part of a full attack action. Your fist undergoes no change in size or form, remaining as flexible and responsive as it would normally be while under the spell's effect. Blades of Fire Blades of Fire Conjuration (Creation) [Fire] Level: Ranger 2, sorcerer/wizard 2, warmage 2 Components: V Range: Touch Targets: Up to two melee weapons you are wielding Duration: 1 round Saving Throw: None Spell Resistance: None Flames sheathe your melee weapons, harming neither you nor the weapons but possibly burning your opponents. Your melee weapons each deal an extra 1d6 points of fire damage. Fire Trap Fire Trap Abjuration [Fire] Level: Drd 2, Sor/Wiz 4 Components: V, S Range: Touch Target: Area Duration: Permanent until discharged (D) Saving Throw: Reflex half; see text Spell Resistance: Yes Fire trap creates a fiery explosion when an intruder enters the area that the trap protects. When casting fire trap, you select a point as the spells center. When someone other than you gets too close to that point, a fiery explosion fills the area within a 5-foot radius around the spell's center. The flames deal 1d4 points of fire damage +1 point per caster level (maximum +20). An unsuccessful dispel magic spell does not detonate the spell. Underwater, this ward deals half damage and creates a large cloud of steam. Pyrotechnics Pyrotechnics Transmutation Level: Brd 2, Sor/Wiz 2 Components: V, S, M Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Target: Area Duration: 1d4+1 rounds, or 1d4+1 rounds after creatures leave the smoke cloud; see text Saving Throw: Will negates or Fortitude negates; see text Spell Resistance: Yes or No; see text Pyrotechnics turns a fire into either a burst of blinding fireworks or a thick cloud of choking smoke, depending on the version you choose. Fireworks: The fireworks are a flashing, fiery, momentary burst of glowing, colored aerial lights. This effect causes creatures within 120 feet of the fire source to become blinded for 1d4+1 rounds (Will negates). These creatures must have line of sight to the fire to be affected. Spell resistance can prevent blindness. Smoke Cloud: A writhing stream of smoke billows out from the source, forming a choking cloud. The cloud spreads 20 feet in all directions and lasts for 1 round per caster level. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud take -4 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud. Spell resistance does not apply. Ice Knife Ice Knife Conjuration (Creation) [Cold] Level: Assassin 2, wu jen 2 (water),warmage 2 Components: S, M Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Effect: One icy missile Duration: Instantaneous Saving Throw: See text Spell Resistance: Yes A magical shard of ice blasts from your hand and speeds to its target. You must succeed on a normal ranged attack to hit (with a +2 bonus on the attack roll for every two caster levels). If it hits, an ice knife deals 2d8 points of cold damage plus 2 points of Dexterity damage (no Dexterity damage on a successful Fortitude save). Creatures that have immunity to cold damage also take no Dexterity damage automatically. A knife that misses creates a shower of ice crystals in a 10-foot-radius burst. The icy burst deals 1d8 points of cold damage to all creatures within the area of the effect (Reflex half). Arrow Storm Arrow Storm Transmutation Level: Ranger 3 Components: V Casting Time: 1 swift action Range: Personal Target: You Duration: 1 round After casting arrow storm, you use a full-round action to make one ranged attack with a bow with which you are proficient against every foe within range. You can attack a maximum number of individual targets equal to your character level. Whirling Blade Whirling Blade Transmutation Level: Bard 2, sorcerer/wizard 2,warmage 2 Components: V, S, F Casting Time: 1 standard action Range: 60 ft. Effect: 60-ft. line Duration: Instantaneous Saving Throw: None Spell Resistance: No As you cast this spell, you hurl a single weapon at your foes, magically striking at all enemies along a line to the extent of the spell's range. You make a normal melee attack, just as if you attacked with the weapon in melee, against each foe in the weapon's path, but you can choose to substitute your Intelligence or Charisma modifier (as appropriate for your spellcasting class) for your Strength modifier on the weapon's attack rolls and damage rolls. Even if your base attack bonus would normally give you multiple attack rolls, a whirling blade gets only one attack (at your best attack bonus) against each target. The weapon deals damage just as if you had swung it in melee, including any bonuses you might have from ability scores or feats. No matter how many targets your weapon hits or misses, it instantly and unerringly returns to your hand after attempting the last of its attacks. Fire Shield (PnP) Fire Shield Evocation [Fire or Cold] Level: Fire 5, Sor/Wiz 4, Sun 4 Components: V, S, M/DF Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level (D) This spell wreathes you in flame and causes damage to each creature that attacks you in melee. The flames also protect you from either cold-based or fire-based attacks (your choice). Any creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of damage +1 point per caster level (maximum +15). This damage is either cold damage (if the shield protects against fire-based attacks) or fire damage (if the shield protects against cold-based attacks). If the attacker has spell resistance, it applies to this effect. Creatures wielding weapons with exceptional reach are not subject to this damage if they attack you. When casting this spell, you appear to immolate yourself, but the flames are thin and wispy, giving off light equal to only half the illumination of a normal torch (10 feet). The special powers of each version are as follows: Warm Shield: The flames are warm to the touch. You take only half damage from cold-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save. Chill Shield: The flames are cool to the touch. You take only half damage from fire-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save. Ring of Blades Ring of Blades Conjuration (Creation) Level: Cleric 3, warmage 3 Components: V,S, M Casting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level This spell conjures a horizontal ring of swirling metal blades around you. The ring extends 5 feet from you, into all squares adjacent to your space, and it moves with you as you move. Each round on your turn, starting when you cast the spell, the blades deal 1d6 points of damage +1 point per caster level (maximum +10) to all creatures in the affected area. The blades conjured by a lawful-aligned cleric are cold iron, those conjured by a chaotic-aligned cleric are silver, and those conjured by a cleric who is neither lawful nor chaotic are steel. Sleet Storm Sleet Storm Conjuration (Creation) [Cold] Level: Drd 3, Sor/Wiz 3 Components: V, S Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: Cylinder (40-ft. radius, 20 ft. high) Duration: 1 round/level Saving Throw: None Spell Resistance: No Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Balance check. Failure means it can't move in that round, while failure by 5 or more means it falls (see the Balance skill for details). Orb of Force Orb of Force Conjuration (Creation) [Force] Level: Sorcerer/wizard 4 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: One orb of force Duration: Instantaneous Saving Throw: None Spell Resistance: No You create a globe of force 3 inches across, which streaks from your palm toward your target. You must succeed on a ranged touch attack to hit the target. The orb deals 1d6 points of damage per caster level (maximum 10d6). Mass Fire Shield Mass Fire Shield Evocation [Fire or Cold] Level: Sorcerer/wizard 5, warmage 5 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: One or more allied creatures, no two of which can be more than 30 ft. apart Duration: 1 round/level Save: Will negates (harmless) Spell Resistance: Yes (harmless) This spell functions like fire shield except as noted above. Prismatic Ray Prismatic Ray Evocation Level: Sorcerer/wizard 5 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Ray Duration: Instantaneous Saving Throw: See text Spell Resistance: Yes A single beam of brilliantly colored light shoots from your outstretched hand. You must succeed on a ranged touch attack with the ray to strike a target. On a successful attack, a creature with 6 Hit Dice or fewer is blinded for 2d4 rounds by the prismatic ray in addition to suffering a randomly determined effect: 1d8 Color of Beam Effect 1 Red 20 points fire damage(Reflex half) 2 Orange 40 points acid damage(Reflex half) 3 Yellow 80 points electricity damage (Reflex half) 4 Green Poison (Kills; Fortitude partial, take 1d6 Con damage instead) 5 Blue Turned to stone(Fortitude negates) 6 Indigo Insane, as insanity spell (Will negates) 7 Violet Sent to another plane(Will negates) 8 Two effects; roll twice more, ignoring any '8' results Detect Favored Enemy Detect Favored Enemies Divination Level: Ranger 1 Components: V, S Casting Time: 1 standard action Area: 60 ft radius around the caster Saving Throw: None Spell Resistance: No You can sense the types of favored enemies in the area and the number of each type. Otiluke's Freezing Sphere Otiluke's Freezing Sphere Evocation [Cold] Level: Sor/Wiz 6 Components: V, S, F Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Target, Effect, or Area: See text Duration: Instantaneous or 1 round/level; see text Saving Throw: Reflex half; see text Spell Resistance: Yes Freezing sphere creates a frigid globe of cold energy that streaks from your fingertips to the location you select, where it explodes in a 10-foot-radius burst, dealing 1d6 points of cold damage per caster level (maximum 15d6) to each creature in the area. An elemental (water) creature instead takes 1d8 points of cold damage per caster level (maximum 15d8). You can refrain from firing the globe after completing the spell, if you wish. Treat this as a touch spell for which you are holding the charge. You can hold the charge for as long as 1 round per level, at the end of which time the freezing sphere bursts centered on you (and you receive no saving throw to resist its effect). Firing the globe in a later round is a standard action. Waves of Exhaustion Waves of Exhaustion Necromancy Level: Sor/Wiz 7 Components: V, S Casting Time: 1 standard action Range: 60 ft. Area: Cone-shaped burst Duration: Instantaneous Saving Throw: No Spell Resistance: Yes Waves of negative energy cause all living creatures in the spell's area to become exhausted. This spell has no effect on a creature that is already exhausted. Prismatic Wall Prismatic Wall Abjuration Level: Sor/Wiz 8 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Wall 4 ft./level wide, 2 ft./level high Duration: 10 min./level (D) Saving Throw: See text Spell Resistance: See text Prismatic wall creates a vertical, opaque wall; a shimmering, multicolored plane of light that protects you from all forms of attack. The wall flashes with seven colors, each of which has a distinct power and purpose. The wall is immobile, and you can pass through and remain near the wall without harm. However, any other creature with less than 8 HD that is within 20 feet of the wall is blinded for 2d4 rounds by the colors if it looks at the wall. Each color in the wall has a special effect. The accompanying table shows the seven colors of the wall, the order in which they appear, their effects on creatures trying to attack you or pass through the wall, and the magic needed to negate each color. Spell resistance is effective against a prismatic wall, but the caster level check must be repeated for each color present. Color Order Effect of Color Red 1st Deals 20 points of fire damage (Reflex half). Orange 2nd Deals 40 points of acid damage (Reflex half). Yellow 3rd Deals 80 points of electricity damage (Reflex half). Green 4th Poison (Kills; Fortitude partial for 1d6 points of Con damage instead). Blue 5th Turned to stone (Fortitude negates). Indigo 6th Will save or become insane (as insanity spell). Violet 7th Creatures sent to another plane (Will negates). Scintillating Pattern Scintillating Pattern Illusion (Pattern) [Mind-Affecting] Level: Sor/Wiz 8 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Colorful lights in a 20-ft.-radius spread Duration: Concentration + 2 rounds Saving Throw: None Spell Resistance: Yes A twisting pattern of discordant, coruscating colors weaves through the air, affecting creatures within it. The spell affects a total number of Hit Dice of creatures equal to your caster level (maximum 20). Creatures with the fewest HD are affected first; and, among creatures with equal HD, those who are closest to the spell's point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. The spell affects each subject according to its Hit Dice. 6 or less: Unconscious for 1d4 rounds, then stunned for 1d4 rounds, and then confused for 1d4 rounds. (Treat an unconscious result as stunned for nonliving creatures.) 7 to 12: Stunned for 1d4 rounds, then confused for 1d4 rounds. 13 or more: Confused for 1d4 rounds. Sightless creatures are not affected by scintillating pattern. Prismatic Sphere Prismatic Sphere Abjuration Level: Protection 9, Sor/Wiz 9, Sun 9 Components: V Range: 10 ft. Effect: 10-ft.-radius sphere centered on you This spell functions like prismatic wall, except you conjure up an immobile, opaque globe of shimmering, multicolored light that surrounds you and protects you from all forms of attack. The sphere flashes in all colors of the visible spectrum. The sphere's blindness effect on creatures with less than 8 HD lasts 2d4x10 minutes. You can pass into and out of the prismatic sphere and remain near it without harm. However, when you're inside it, the sphere blocks any attempt to project something through the sphere (including spells). Other creatures that attempt to attack you or pass through suffer the effects of each color, one at a time. Typically, only the upper hemisphere of the globe will exist, since you are at the center of the sphere, so the lower half is usually excluded by the floor surface you are standing on. The colors of the sphere have the same effects as the colors of a prismatic wall: Red 1st Deals 20 points of fire damage (Reflex half). Orange 2nd Deals 40 points of acid damage (Reflex half). Yellow 3rd Deals 80 points of electricity damage (Reflex half). Green 4th Poison (Kills; Fortitude partial for 1d6 points of Con damage instead). Blue 5th Turned to stone (Fortitude negates). Indigo 6th Will save or become insane (as insanity spell). Violet 7th Creatures sent to another plane (Will negates). Pyrotechnics: Fireworks Pyrotechnics: Smoke Mass Fire Shield: Red Greater Disrupt Undead Greater Disrupt Undead Necromancy Level: Sorcerer/wizard 3 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: Instantaneous Saving Throw: None Spell Resistance: Yes You must succeed on a ranged touch attack with the ray to strike a target. This spell functions like disrupt undead (PH 223), except that this ray deals 1d8 points of damage per caster level to any undead, to a maximum of 10d8. If the damage is sufficient to destroy the first target, then you can redirect the ray to another undead target within 15 feet of the first target. If you make a successful ranged touch attack on the second target, that target takes half of the damage rolled for the first target. Fire Shield (PnP): Blue Mass Fire Shield: Blue Fire Shield (PnP): Red Recover Maneuvers Type of Feat: Class Specific Prerequisite: Swordsage, or Warblade level 1. Specifics: This feat allows you to select which maneuvers to recover for your blade magic using character. If you are a Warblade, this will recover all expended maneuvers in one round, during which time you can attack normally, but may not use a maneuver. If you are a Swordsage, this will allow recovery of a single expended maneuver as a full-round action. Use: Selected. School: Divination Level: Clr 1, Pal 1, Sor/Wiz 1 Components: V, S, M/DF Casting Time: 1 standard action Range: 60 ft. Area: Cone-shaped emanation Duration: Concentration, up to 1 minute/ level (D) Saving Throw: None Spell Resistance: No You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area. 1st Round: Presence or absence of undead auras. 2nd Round: Number of undead auras in the area and the strength of the strongest undead aura present. If you are of good alignment, and the strongest undead aura's strength is overwhelming (see below), and the creature has HD of at least twice your character level, you are stunned for 1 round and the spell ends. 3rd Round: The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. Aura Strength: The strength of an undead aura is determined by the HD of the undead creature, as given on the following table: HD Strength 1 or lower Faint 2 - 4 Moderate 5 - 10 Strong 11 or higher Overwhelming Lingering Aura: An undead aura lingers after its original source is destroyed. If detect undead is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Original Strength Duration of Lingering Aura Faint 1d6 rounds Moderate 1d6 minutes Strong 1d6x10 minutes Overwhelming 1d6 days Each round, you can turn to detect undead in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Arcane Material Component: A bit of earth from a grave. Buomman buomman Buommans Buommans are a race of humanoids native to the Astral plane, presumably descended from humans. They are known by some as the "moaning monks" and do not speak conventionally, only through voiceless melody. They make their homes in temples and shrines made of astral debris, which they believe to be the mortal forms of long forgotten or dead deities. Physically they resemble stretched-out humans, despite actually being slightly shorter and heavier. Buomman Ability Adjustments: +2 Wis, -2 Cha Favored Class (Monk): A multiclass buomman's monk class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Low-Light Vision: Allows them to see better than normal in the dark. - Skill Affinity (Listen): +2 racial bonus to Listen checks. - Skill Affinity (Perform): +2 racial bonus to Perform checks. - Vow of Silence: Buommans take a vow of silence at an early age, and thereafter do not ever speak conventionally again. A Buomman spellcaster who wishes to cast spells with verbal components must have the Silent Spell feat to do so. - Outsider: Buommans count as Outsiders for the purpose of spells. Dragonkin dragonkin Dragonkin are large humanoid creatures believed to be cousins to dragons. Standing 8 to 9 feet tall, they are covered with a scaled hide that could be colored anywhere from dark yellow ochre to reddish brown, sometimes with darker spots or bands. Their heads are decidedly draconic in shape, with a mane of thick hair behind small horns. Their wings vary from gold and green, to colors that match their scales. They tend to either live in barbarian tribes or serve human masters. Dragonkin Ability Adjustments: +8 Str, +2 Dex, +2 Con, +4 Wis, +2 Cha Favored Class (Barbarian): A multiclass dragonkin's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Large Creature: Dragonkin suffer -1 penalties to their Attack and Armor Class, and -4 to their Hide skill. - 20' movement - Darkvision: Allows them to see farther in the dark. - Natural Armor Bonus: Racial natural armor bonus of 7. - Natural Weapon: Can make natural claw attacks(1d6 each). - Dive: +2 attack while suffering -2 to armor class. A successful attack does double damage if using a piercing weapon. - Reptilian: Dragonkin count as Reptilian for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +2 Racial Hit Dice/Class: 7 of Monstrous Humanoid Tasloi tasloi Tasloi are a race of small jungle dwellers that live among the trees. These green-skinned creatures walk in a crouching posture, their catlike eyes enabling them to see in the gloom of the canopy. Cowardly, they will flee when outmatched, and prefer ambushes, feasting on any humanoids they kill. Tasloi Ability Adjustments: +2 Dex, -2 Str, -2 Cha Favored Class (Rogue): A multiclass tasloi's rogue class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Small Stature: - +1 size bonus to attack rolls. - +1 size bonus to AC. - +4 size bonus to Hide checks. - Low-Light Vision: Allows them to see better than normal in the dark. - Light Sensitivity: Tasloi suffer -2 penalty to attack rolls, saves and checks while operating in bright light. - Skill Affinity (Move Silently): +4 racial bonus to Move Silently checks. - Goblinoid: Tasloi count as Goblinoids for the purpose of spells. Nezumi nezumi Nezumi, or "ratlings" as the humans call them, hail from the far east. They used to control a large empire, which was destroyed in a great cataclysm, leaving the survivors to eke out an existence in the badlands left behind. They are not physically large, being around 5'5" and 155 pounds in height and weight. In shape they are humanoid, with a ratlike head, humanlike hands, and long hairless tails. Their bodies are covered in a rough fur that varies from white, through grey and brown, to black. Nezumi Ability Adjustments: +2 Con, -2 Cha Favored Class (Rogue): A multiclass Nezumi's rogue class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Low-Light Vision: Allows them to see better than normal in the dark. - Hardiness vs. Poisons: +2 racial bonus on saving throws against poisons. - 40' Movement - Skill Affinity (Hide): +2 racial bonus to Hide checks. - Skill Affinity (Move Silently): +2 racial bonus to Move Silently checks. - Natural Weapon: Can make a natural bite or claw attack(1d4). - Scent: Gains Track as a bonus feat, and can track by smell. - Monstrous: Nezumi count as Monstrous Humanoids for the purpose of spells. Khaasta Khaastan khaasta Khaastas Khaasta are a race of reptilian humanoids that roam the Outlands and the chaotic planes. Outwardly they resemble lizardfolk, but they are stronger, tougher, and more aggressive. They have tough, small scales and crests in wild color patterns, and long tails used for balance rather than combat. They are infamous for being raiders, plunderers, raiders, and slavers. They will hire themselves out to anyone that seems powerful, and backstab their patron at the first sign of weakness. Khaasta Ability Adjustments: +8 Str, +2 Dex, +4 Con, +2 Int Favored Class (Fighter): A multiclass khaasta's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Darkvision: Allows them to see farther in the dark. - Natural Armor Bonus: Racial natural armor bonus of 5. - Natural Weapon: Can make a natural bite attack(1d4). - Weapon Proficiency: Proficient with all simple and martial weapons. - Armor Proficiency: Proficient with medium armor and shields. - Bonus Feats: Gains Point-blank Shot and Power Attack as racial feats. - Outsider: Khaastas count as Outsiders for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +3 Racial Hit Dice/Class: 3 of Outsider Flind flind Flinds Flinds are hyena-headed humanoids similar to gnolls. Most have dirty yellow or reddish fur and grayish skin. Flinds are a bit shorter and broader, standing roughly 7 feet tall and typically weighing 300-350 pounds. They are clever tacticians and have no qualms about sacrificing their "cousins" in battle. Flind Ability Adjustments: +6 Str, +2 Dex, +4 Con Favored Class (Ranger): A multiclass flind's ranger class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Darkvision: Flinds are able to see in the dark. - Natural Armor Bonus: Racial natural armor bonus of 2. - Monstrous: Flinds count as Monstrous Humanoids for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +2 Racial Hit Dice/Class: 2 of Humanoid Chitine chitine Chitines The spiderlike chitines exemplify the unnatural changes that can be incorporated into a humanoid with the aid of evil-inspired magic. Once their ancestors were humanoid in form, but their enforced slavery to the drow entailed more than simple execution of duty. The drow of Ched Nasad selectively bred and magically meddled with their slaves, incorporating ghastly "improvements" as well as the results of fumbled experiments. Eventually these alterations became permanent, resulting in a race of spiderlike, four-armed humanoids that can build with webbing in the same way that humans employ stone or wood. Formerly found only in the northwest regions of Faerûn, chitines have spread throughout the Underdark in the course of their flight from their drow oppressors. Chitine Ability Adjustments: +2 Dexterity, +2 Constitution, +2 Intelligence, -4 Charisma. Chitines are quick, tough, and smart, but not particularly endearing. Favored Class (Rogue): A multiclass chitine's rogue class does not count when determining whether he suffers an XP penalty for multiclassing. - Small size - A chitine's base land speed is 30 feet - +8 racial bonus on Climb checks - Grappling Bonus (Ex): A chitine's four arms grant a +4 bonus on grapple checks - Difficult to Disarm (Ex): Because of the hooks in a chitine's palm, he gains a +4 bonus on his opposed check to avoid being disarmed - Sensitive to Sunlight (Ex): In sunlight or bright magical light (such as a daylight spell), chitines are dazzled. - Racial Hit Dice: A chitine character begins with two levels of monstrous humanoid - Racial Feats: A chitine character has Two-Weapon Fighting and Ambidexterity as bonus feats - Weapon Familiarity: A chitine treats short swords as simple weapons rather than martial weapons - Favored Class: Rogue - Level Adjustment: +2 COMBAT MANEUVER End Grapple - Ends any grapple you initiated Fight Defensively - You gain a +2 Dodge bonus to AC, and take a -4 penalty on all attack rolls. If you have 5 or more ranks in Tumble, increase your Dodge AC by +1. asabi Asabi are desert-dwelling reptilian humanoids, near 7' tall, and with pebbly skin that varies from brown to grey. They are primarily found within and beneath the Great Desert of Anauroch. They are a warlike race, and are happy to fight for masters, or for gold. They are accustomed to fighting in disciplined ranks, and seldom hold grudges, except in cases of betrayal. Asabi Ability Adjustments: +2 Dex, +2 Int, +2 Wis Favored Class (Fighter): A multiclass Asabi's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - 50' base speed - Darkvision: Allows them to see farther in the dark. - Skill Affinity (Jump): +4 racial bonus to Jump checks. - Natural Armor Bonus: Racial natural armor bonus of 2. - Natural Weapon: Can make a natural bite attack(1d4). - Weapon Proficiency: Proficient with all simple weapons and shields. - Reptilian: Asabi count as Reptilian for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +0 Racial Hit Dice/Class: 3 of Humanoid Chameleon Skin Type of Feat: Racial Prerequisite: Poison Dusk Lizardfolk As long as most of your skin is uncovered, you gain a +5 to Hide. Poison Dusk Lizardfolk Poison Dusk lizardfolk Poison Dusk Lizardfolk are smaller and more cunning than normal lizardfolk. They stand between 3' and 4' in height, weighing between 42 and 52 lbs. Their tails are 2'-3' long, and their scales change color with their mood. Their eyes are proportionally larger than those of other species, and males have a crest that runs down the back of their head that can lie flat or extend based on mood. They consider themselves the superior breed of lizardfolk, and are sometimes servants to dragons. Poison Dusk Lizardfolk Ability Adjustments: +2 Dex, +2 Con, -2 Cha Favored Class (Ranger): A multiclass Poison Dusk lizardfolk's ranger class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Small Stature +1 size bonus to attack rolls. +1 size bonus to AC. +4 size bonus to Hide checks. - 30' base speed - Low-Light Vision: Allows them to see better than normal in the dark. - Skill Affinity (Jump): +4 racial bonus to Jump checks. - Natural Armor Bonus: Racial natural armor bonus of 3. - Poison Use: Can apply poison without risk of poisoning self. - Natural Weapon: Can make natural bite and claw attacks(1d3 each). - Reptilian: Poison Dusk Lizardfolk count as Reptilian for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +1 Racial Hit Dice/Class: NA Whisper Gnome Whisper Gnomish whisper gnomish Whisper Gnomes Whisper gnomes are creatures of stealth and suspicion. In profession and behavior they range from peaceful recluses to dangerous spies, lacking their cousins' jovial nature and easy outlook on life. Whisper gnomes are slightly taller than other gnomes, standing 3 1/2 to 4 feet tall, with a thin, almost gaunt build. Their skin ranges from light grey to light green, though the variation is rarely noticeable without careful attention. Their hair is dark, and their eyes are often some shade of blue or grey, though rarely bright or striking. Gnomes live 350 to 500 years. Whisper Gnomish Ability Adjustments: +2 Dex, +2 Con, -2 Str, -2 Cha. Favored Class (Rogue): A multiclass whisper gnome's rogue class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Small Stature +1 size bonus to attack rolls. +1 size bonus to AC. +4 size bonus to Hide checks. - 30' base speed - Darkvision: Whisper gnomes are able to see in the dark. - Defensive Training vs. Giants: +4 dodge bonus to AC against giants. - Skill Affinity (Hide): +4 racial bonus to Hide checks. - Skill Affinity (Move Silently): +4 racial bonus to Move Silently checks. - Skill Affinity (Listen): +2 racial bonus to Listen checks. - Skill Affinity (Spot): +2 racial bonus to Spot checks. - Spell-like Abilities: 1/day - Silence, Mage Hand. - Gnomish: Whisper Gnomes count as Gnomes for the purpose of spells. You grew up in a hidden community with others of your kind. However, no one knows what threats may lay over the horizon, and so you left home, determined to make sure that you would be strong enough to protect it if that threat ever materialized. Catfolk catfolk Catfolk are a race of nomadic feline humanoids who typically roam grassy plains. Physically they resemble a cross between a human and a large predatory cat, with a lightly furred humanoid body and the head and mane of a feline. They lack a tail and actual claws, simply having thicker nails instead, but they do walk on their toes rather than flatfooted like other humanoids. The most common catfolk resemble lions, but there are other tribes that resemble leopards, tigers, or cheetahs. Catfolk have a lifespan similar to that of humans. Catfolk Ability Adjustments: +4 Dexterity, +2 Charisma Favored Class (Ranger): A multiclass catfolk's ranger class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Low-Light Vision: Allows them to see better than normal in the dark. - Skill Affinity (Listen): +2 racial bonus to Listen checks. - Skill Affinity (Move Silently): +2 racial bonus to Move Silently checks. - Natural Armor Bonus: Racial natural armor bonus of 1. - Monstrous: Catfolk count as Monstrous Humanoids for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +1 Racial Hit Dice/Class: NA You grew up on the grasslands, part of a nomadic tribe of catfolk living off the land. Having come of age, restlessness took hold and you left the tribe to explore the wide world before you. What will your journey hold for you? Only time will tell. Ninja Ninjas ninja (BASE CLASS) Ninjas move through the shadows, striking down the unwary and vanishing again with ease. Ninjas walk where others cannot. They blend their training in stealth and assassination with a focused mind. Their rigorous preparation sharpens their minds and bodies, giving them supernatural abilities of stealth and making them phantoms in the eyes of many. Although ninjas in battle lack the staying power of martial characters such as fighters or barbarians, they excel at making combat occur on their terms-appearing and disappearing seemingly at a whim. - Hit Die: d6. - Proficiencies: Ninjas are proficient with all simple weapons, plus the kama, kukri, shortbow, short sword, and shuriken. Ninjas are not proficient with any type of armor or shield. - Skill Points: 6+ Int modifier. CLASS SKILLS: Bluff, Concentration, Craft Weapon, Craft Armor, Craft Trap, Disable Trap, Hide, Jump, Listen, Move Silently, Open Lock, Search, Spot, Tumble CLASS FEATURES: Level: 1: Ki Power, Sneak Attack +1d6 2: Ghost Step 3: Sneak Attack +2d6, Use Poison 4: Great Leap 5: Sneak Attack +3d6 6: Acrobatics +2, ki Dodge 7: Sneak Attack +4d6 8: Ghost Strike 9: Sneak Attack +5d6 10: Ghost Step (ethereal) 11: Sneak Attack +6d6 12: Acrobatics +4, Evasion 13: Sneak Attack +7d6 15: Sneak Attack +8d6 16: Ghost Sight 17: Sneak Attack +9d6 18: Acrobatics +6, Greater Ki Dodge 19: Sneak Attack +10d6 20: Ghost Walk Ki Power Type of Feat: Class Specific Prerequisite: Ninja Level 1 Specifics: A ninja can channel her ki energy to manifest special powers of stealth and mobility. She can use her ki powers a number of times per day equal to one half her class level (minimum 1) plus her Wisdom bonus (if any). Ki powers can be used only if a ninja is wearing no armor and is unencumbered. As long as a ninja's ki pool isn't empty (that is, as long as she has at least one daily use remaining), she gains a +2 bonus to her Will saves. Use: Automatic. Acrobatics +2 Type of Feat: Class Specific Prerequisite: Ninja Level 6 Specifics: Starting at 6th level, a ninja gains a +2 bonus to Jump and Tumble checks. This bonus increases to +4 at 12th level and +6 at 18th level. Use: Automatic. Acrobatics +4 Type of Feat: Class Specific Prerequisite: Ninja Level 12 Specifics: Starting at 6th level, a ninja gains a +2 bonus to Jump and Tumble checks. This bonus increases to +4 at 12th level and +6 at 18th level. Use: Automatic. Acrobatics +6 Type of Feat: Class Specific Prerequisite: Ninja Level 18 Specifics: Starting at 6th level, a ninja gains a +2 bonus to Jump and Tumble checks. This bonus increases to +4 at 12th level and +6 at 18th level. Use: Automatic. Ghost Sight Type of Feat: Class Specific Prerequisite: Ninja Level 16 Specifics: At 16th level and higher, a ninja can see invisible and ethereal creatures as easily as she sees material creatures and objects. Use: Automatic. Ghost Step Type of Feat: Class Specific Prerequisite: Ninja Level Specifics: Starting at 2nd level, a ninja can spend one daily use of her ki power to become invisible for 1 round. Using this ability is a swift action that does not provoke attacks of opportunity. Use: Selected. Ghost Strike Type of Feat: Class Specific Prerequisite: Ninja Level 8 Specifics: At 8th level and higher, a ninja can spend one daily use of her ki power to strike incorporeal and ethereal creatures as if they were corporeal. She also can use this ability to strike foes on the Material Plane normally while ethereal. Use: Selected. Ghost Walk Type of Feat: Class Specific Prerequisite: Ninja Level 20 A 20th-level ninja can spend two daily uses of her ki power to enter the Ethereal Plane for an extended period of time. This ability functions as the ethereal jaunt spell with a caster level equal to the ninja's class level. Use: Selected. Great Leap Type of Feat: Class Specific Prerequisite: Ninja Level 4 Specifics: At 4th level and higher, a ninja always makes Jump checks as if she were running and had the Run feat, enabling her to make long jumps without a running start and granting a +4 bonus to the jump. This ability can be used only if she is wearing no armor and is carrying no more than a light load. Use: Automatic. Greater Ki Dodge Type of Feat: Class Specific Prerequisite: Ninja Level 18 Starting at 19th level, a ninja's ki dodge ability grants total concealment (50% miss chance). Use: Selected Ki Dodge Type of Feat: Class Specific Prerequisite: Ninja Level 6 Specifics: At 6th level and higher, a ninja can spend one daily use of her ki power to cause an attack against her to miss when it might otherwise hit. When a ninja activates this ability, her outline shifts and wavers, granting her concealment (20% miss chance) against all attacks for 1 round. Use: Selected. Ghost Step (ethereal) Type of Feat: Class Specific Prerequisite: Ninja Level 10 Specifics: At 10th level, a ninja can become ethereal when using Ghost step instead of becoming invisible. Epic Ninja You are the ultimate ninja with legendary skills and a body count to match. Hit Die: d6 Skill Points at Each Additional Level: 8+ Int Modifier Bonus Feats: The epic ninja gains a bonus feat every four levels after 20th Special: Sneak Attack: this continues to improve by 1d6 at each odd-numbered level the epic ninja gains. Epic Ninja Bonus Feats List: Blinding Speed, Crippling Strike, Defensive Roll, Epic Skill Focus, Epic Dodge, Epic Reputation, Improved Evasion, Improved Sneak Attack, Opportunist, Self-Concealment, Skill Mastery, Slippery Mind, Superior Initiative. Acrobatics +8 Acrobatics +10 Acrobatics +12 Type of Feat: Class Specific Prerequisite: Epic Ninja At level 24, the Ninja is capable of enhanced acrobatics gaining a +8 bonus to Tumble and Jump. This bonus increases +10 at level 30 and to +12 at level 36. Ninja AC Bonus Type of Feat: Class Prerequisite: Ninja level 1. Specifics: When unarmored and unencumbered, a ninja adds her Wisdom bonus (if any) to her Armor Class. This ability does not stack with the monk's AC bonus ability (a ninja with levels of monk does not add the bonus twice). In addition, a ninja gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five ninja levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). Use: Automatic. Ghost-Faced Killer Ghost-Faced Killers ghost-faced killer (PRESTIGE CLASS) From out of nothing the spectre of death appears, an armoured shadow with a brilliant blade held high. In a flash the katana falls, severing life from limb in a bloody arc. All around, screams of terror and shouts of fear erupt, as quaking hands draw blades to fight the masked murderer. His target dead, the ghost-faced killer walks calmly away as swords and fists pass harmlessly through his nearly transparent body. Long ago, a persecuted clan of dangerous warriors sought a way to take revenge against their oppressors. Through sorcery, the spellcasters of the clan beseeched dark spirits to reveal a way that their clan might survive the coming strife and take revenge on the emperor who sought to crush them. The clan members struck a dark bargain, and the demon-spirits they had contacted provided the clan with a means to the bloody end they desired.Donning terrifying masks to hide their identities, warriors of the clan crept into the imperial palace, and through the evil power of the pact they had made, passed invisibly and intangibly into the imperial household and murdered the entire imperial family, plunging the country into bloody civil war once again. No one ever discovered the clan's honourless actions, and to this day, no one knows what clan the ghost-faced killers came from. Today ghost-faced killers act as assassins and spies for hire, a mercenary clan that hides behind a guise of open and honourable conduct. When on a mission, they wear porcelain demon-masks of ghostly white to hide their identity and as a symbol of the pact their clan made with the demon spirits. Through training and discipline, ghost-faced killers learn to the deadliest and most terrifying way to attack foes, and through their mystic connection with spirits, ghost-faced killers learn to turn invisible, walk through walls, and even see with the eyes of the spirits themselves. - Hit Die: d8 - Proficiencies: All simple and martial weapons, and light armor. - Skill Points: 4 + Int Modifier Requirements: Alignment: Any Evil Base Attack Bonus: +5 Concentration: 4 ranks Intimidate: 8 ranks Hide: 6 ranks Move Silently: 6 ranks Feats: Power Attack, Improved Initiative CLASS FEATURES: 1: Ghost step 1/day 2: Sudden Strike (Sneak Attack) +1d6 3: Frightful Attack 1/day 4: Ghost step 2/day 5: Sudden Strike (Sneak Attack) +2d6 6: Frightful Attack 2/day Ghost step (ethereal) 7: Ghost sight Ghost step 3/day 8: Sudden Strike (Sneak Attack) +3d6 9: Frightful Attack 3/day 10: Frightful Cleave Ghost step 4/day Type of Feat: Class Specific Prerequisite: Ghost-Faced Killer Specifics: A Ghost-Faced Killer can become invisible for 1 round. Using this ability is a swift action that does not provoke attacks of opportunity. An extra use per day is given at every 3 levels after first. A level 6 Ghost-Faced Killer can become ethereal instead of invisible. Use: Selected. Frightful Attack Type of Feat: Class Specific Prerequisite: Ghost-Faced Killer Level 3 Specifics: Once per day a Ghost-Faced Killer can panic onlookers and even frighten his victim to death by making a sudden strike attack. The ghost-faced killer must use his power attack feat on the attack. The victim must make a Will save (DC 10 + ghost-faced killer class level + ghost-faced killer Cha modifier) or die. If the victim succeeds at the save, the victim becomes shaken for 1 round per class level of the ghost-faced killer. Onlookers within a 30 foot radius (not including the victim, the ghost-faced killer, or allies of the ghost-faced killer) must make a Will save (DC 10 + ghost-faced killer class level + ghost-faced killer's Cha modifier + damage bonus from power attack on the frightful attack). If the onlooker fails this save, she will become panicked (if her hit dice are less than the ghost-faced killer's class level + the ghost-faced killer's Cha modifier) or shaken. The Ghost-Faced Killer gains another use per day every 3 levels. Frightful Cleave Type of Feat: Class Specific Prerequisite: Ghost-Faced Killer Level 10 Specifics: If a ghost-faced killer slays a foe with his frightful attack, (either from the damage dealt or because of a failed save against its fear effect), he gets an immediate extra melee attack against another target within reach. If the new target is flat-footed, this extra attack is also a frightful attack, though it doesn't count against the ghost-faced killer's daily limit of frightful attacks. This ability otherwise functions exactly as the Cleave feat. Frightful Attack must be a Sudden Strike (Sneak Attack). Power Attack must be active and set to at least +1 to use Frightful Attack. Failed Frightful Attack: Target is immune to fear. Failed Frightful Attack: Target has too many Hit Dice. Failed Frightful Attack: Target must not be immune to Sneak Attacks, Mind Affecting Effects, or Fear. Type of Feat: Racial Prerequisite: Race-Specific. Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: Instantaneous Saving Throw: None Power Resistance: Yes Upon manifesting this power, you create a ray of sonic energy of the chosen type that shoots forth from your fingertip and strikes a target within range, dealing 1d6 points of damage, if you succeed on a ranged touch attack with the ray. Note: the energy type(s) available depend on race. Cold: A ray of this energy type deals +1 point of damage per die. Electricity: Manifesting a ray of this energy type provides a +2 bonus on manifester level checks for the purpose of overcoming power resistance. Fire: A ray of this energy type deals +1 point of damage per die. Sonic: A ray of this energy type deals -1 point of damage per die and ignores an object's hardness. This power's subtype is the same as the type of energy you manifest. Shield Other Abjuration Level: Clr 2, Pal 2, Protection 2 Components: V, S, F Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 hour/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you. The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by you. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned to the subject. If you and the subject of the spell move out of range of each other, the spell ends. Focus: A pair of platinum rings (worth at least 50 gp each) worn by both you and the warded creature. NOTE: This spell does not stack and applies damage to the last caster (I think, actually depends on the order of the applied effects). Craft(General) Ability: Intelligence. Requires Training: no. Classes: All. A successful check allows a character to craft various items. Use: Automatic. Eschew Materials Type of Feat: General Prerequisite: None Specifics: You can cast any spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal. Use: Automatic. Ignore Material Components Type of Feat: Epic Prerequisite: Eschew Materials, Spellcraft 25 ranks, ability to cast 9th-level arcane or divine spells. Specifics: The character may cast spells without any material components. This feat does not affect the need for a focus or divine focus. Use: Automatic. Type of Feat: Class Specific Prerequisite: None Specifics: This feat allows the caster to gain spells per day as if they had gained a level in the specified class. Spellcasting: Wizard Spellcasting: Sorcerer Spellcasting: Bard Spellcasting: Assassin Spellcasting: Suel Archanamach Spellcasting: Shadowlord Spellcasting: Hexblade Spellcasting: Duskblade Spellcasting: Cleric Spellcasting: Druid Spellcasting: Paladin Spellcasting: Ranger Spellcasting: Blackguard Spellcasting: Soldier of Light Spellcasting: Vassal Spellcasting: Knight of the Middle Circle Spellcasting: Knight of the Chalice Spellcasting: Anti-Paladin Spellcasting: Vigilant Spellcasting: Favoured Soul Spellcasting: Sohei Spellcasting: Healer Spellcasting: Slayer of Domiel Spellcasting: Ocular Adept Craft(Poisonmaking) Ability: Intelligence. Requires Training: no. Classes: All. A successful check allows a character to perform feats of poisonmaking. Use: Automatic. ** Start Dragon Magic ** Dragon Tail Type of Feat: General Prerequisites: Dragonblood subtype*, 1st level only Specifics: Your draconic ancestry manifests as a tail you can use to make a secondary natural attack in combat. The tail deals damage according to your size as shown below: Size Tail Slap Damage Tiny 1d3 Small 1d4 Medium 1d6 Large 1d8 Huge 2d6 Gargantuan 2d8 Colossal 4d6 *Note: In addition to race, you can gain the dragonblood subtype through the Dragontouched or Dragon Heritage feats. If you take this feat and are not dragonblooded, you will be unable to level. Dragon Wings Type of Feat: General Prerequisites: Dragonblood subtype*, 1st level only or Dragonwrought and 3rd level Specifics: Your draconic ancestry manifests as a pair of wings, giving you a +10 to Jump checks. *Note: In addition to race, you can gain the dragonblood subtype through the Dragontouched or Dragon Heritage feats. If you take this feat and are not dragonblooded, you will be unable to level. Dragonwrought Type of Feat: General Prerequisites: Kobold, 1st level only Specifics: You were born a dragonwrought kobold, proof of your kind's draconic heritage. You gain the following benefits: - Dragon racial type - Immune to Sleep/Paralysis effects - Darkvision - +2 to a skill based on your dragon heritage - The ability to take the Dragon Wings feat at level 3. Warning: If you take this and are not a Kobold, you will be unable to level. Dragonwrought, Black Type of Feat: General Prerequisites: Kobold, 1st level only Specifics: You were born a dragonwrought kobold, proof of your kind's draconic heritage. You gain the following benefits: - Dragon racial type - Immune to Sleep/Paralysis effects - Darkvision - +2 to Hide - The ability to take the Dragon Wings feat at level 3. Warning: If you take this and are not a Kobold, you will be unable to level. Dragonwrought, Blue Type of Feat: General Prerequisites: Kobold, 1st level only Specifics: You were born a dragonwrought kobold, proof of your kind's draconic heritage. You gain the following benefits: - Dragon racial type - Immune to Sleep/Paralysis effects - Darkvision - +2 to a Hide - The ability to take the Dragon Wings feat at level 3. Warning: If you take this and are not a Kobold, you will be unable to level. Dragonwrought, Green Type of Feat: General Prerequisites: Kobold, 1st level only Specifics: You were born a dragonwrought kobold, proof of your kind's draconic heritage. You gain the following benefits: - Dragon racial type - Immune to Sleep/Paralysis effects - Darkvision - +2 to Move Silently - The ability to take the Dragon Wings feat at level 3. Warning: If you take this and are not a Kobold, you will be unable to level. Dragonwrought, Red Type of Feat: General Prerequisites: Kobold, 1st level only Specifics: You were born a dragonwrought kobold, proof of your kind's draconic heritage. You gain the following benefits: - Dragon racial type - Immune to Sleep/Paralysis effects - Darkvision - +2 to Appraise - The ability to take the Dragon Wings feat at level 3. Warning: If you take this and are not a Kobold, you will be unable to level. Dragonwrought, White Type of Feat: General Prerequisites: Kobold, 1st level only Specifics: You were born a dragonwrought kobold, proof of your kind's draconic heritage. You gain the following benefits: - Dragon racial type - Immune to Sleep/Paralysis effects - Darkvision - +2 to Hide - The ability to take the Dragon Wings feat at level 3. Warning: If you take this and are not a Kobold, you will be unable to level. Dragonwrought, Amethyst Type of Feat: General Prerequisites: Kobold, 1st level only Specifics: You were born a dragonwrought kobold, proof of your kind's draconic heritage. You gain the following benefits: - Dragon racial type - Immune to Sleep/Paralysis effects - Darkvision - +2 to Persuade - The ability to take the Dragon Wings feat at level 3. Warning: If you take this and are not a Kobold, you will be unable to level. Dragonwrought, Crystal Type of Feat: General Prerequisites: Kobold, 1st level only Specifics: You were born a dragonwrought kobold, proof of your kind's draconic heritage. You gain the following benefits: - Dragon racial type - Immune to Sleep/Paralysis effects - Darkvision - +2 to Persuade - The ability to take the Dragon Wings feat at level 3. Warning: If you take this and are not a Kobold, you will be unable to level. Dragonwrought, Emerald Type of Feat: General Prerequisites: Kobold, 1st level only Specifics: You were born a dragonwrought kobold, proof of your kind's draconic heritage. You gain the following benefits: - Dragon racial type - Immune to Sleep/Paralysis effects - Darkvision - +2 to Lore - The ability to take the Dragon Wings feat at level 3. Warning: If you take this and are not a Kobold, you will be unable to level. Dragonwrought, Sapphire Type of Feat: General Prerequisites: Kobold, 1st level only Specifics: You were born a dragonwrought kobold, proof of your kind's draconic heritage. You gain the following benefits: - Dragon racial type - Immune to Sleep/Paralysis effects - Darkvision - +2 to Lore - The ability to take the Dragon Wings feat at level 3. Warning: If you take this and are not a Kobold, you will be unable to level. Dragonwrought, Topaz Type of Feat: General Prerequisites: Kobold, 1st level only Specifics: You were born a dragonwrought kobold, proof of your kind's draconic heritage. You gain the following benefits: - Dragon racial type - Immune to Sleep/Paralysis effects - Darkvision - +2 to Jump - The ability to take the Dragon Wings feat at level 3. Warning: If you take this and are not a Kobold, you will be unable to level. Dragonwrought, Brass Type of Feat: General Prerequisites: Kobold, 1st level only Specifics: You were born a dragonwrought kobold, proof of your kind's draconic heritage. You gain the following benefits: - Dragon racial type - Immune to Sleep/Paralysis effects - Darkvision - +2 to Lore - The ability to take the Dragon Wings feat at level 3. Warning: If you take this and are not a Kobold, you will be unable to level. Dragonwrought, Bronze Type of Feat: General Prerequisites: Kobold, 1st level only Specifics: You were born a dragonwrought kobold, proof of your kind's draconic heritage. You gain the following benefits: - Dragon racial type - Immune to Sleep/Paralysis effects - Darkvision - +2 to Search - The ability to take the Dragon Wings feat at level 3. Warning: If you take this and are not a Kobold, you will be unable to level. Dragonwrought, Copper Type of Feat: General Prerequisites: Kobold, 1st level only Specifics: You were born a dragonwrought kobold, proof of your kind's draconic heritage. You gain the following benefits: - Dragon racial type - Immune to Sleep/Paralysis effects - Darkvision - +2 to Hide - The ability to take the Dragon Wings feat at level 3. Warning: If you take this and are not a Kobold, you will be unable to level. Dragonwrought, Gold Type of Feat: General Prerequisites: Kobold, 1st level only Specifics: You were born a dragonwrought kobold, proof of your kind's draconic heritage. You gain the following benefits: - Dragon racial type - Immune to Sleep/Paralysis effects - Darkvision - +2 to Heal - The ability to take the Dragon Wings feat at level 3. Warning: If you take this and are not a Kobold, you will be unable to level. Dragonwrought, Silver Type of Feat: General Prerequisites: Kobold, 1st level only Specifics: You were born a dragonwrought kobold, proof of your kind's draconic heritage. You gain the following benefits: - Dragon racial type - Immune to Sleep/Paralysis effects - Darkvision - +2 to Bluff - The ability to take the Dragon Wings feat at level 3. Warning: If you take this and are not a Kobold, you will be unable to level. Diamond Dragon Diamond Dragons diamond dragon (PRESTIGE CLASS) Not all draconic secrets are about magic. In addition to the well-known chromatic and metallic true dragons, there are the gem dragons. Clinging more closely to neutrality, these beasts of crystal and thought are masters of the power of the mind, rather than of arcane forces. Much as sages believe the better-known dragons were the first to harness arcane magic, psionic scholars think the gem dragons were the first to unlock the vast potential of the mind. The boldest of them study the link between gem dragons and psionics, learning to tap into what they refer to as the "draconic psionic collective." They see themselves as drawing power from psionic dragon energy and call themselves diamond dragons, after the rarest of gemstones. - Hit Die: d8 - Proficiencies: A Diamond Dragon gains no additional proficiencies. - Skill Points: 2 + Int Modifier REQUIREMENTS: Skills: Lore 3 ranks. Manifesting: Must be able to manifest 3rd level powers. Base Attack Bonus: +3. Alignment: Any Neutral. CLASS FEATURES: Level 1: Dragon Augmentation - The Diamond Dragon can choose to gain a +1 in either Strength, Dexterity, or Constitution as they work to become more dragonlike. Immunity to Sleep and Paralysis - By drawing on the mental powers of gem dragons, Diamond Dragons are able to overcome magical sleep and paralyzation effects. 2: Channel Dragon Claws - The Diamond Dragon can channel the power of gem dragons to form claws. These claws costs 1 power point and last one minute per manifester level. For each 2 points of augmentation they gain a magical +1 bonus, to a maximum of +5. 4: Psionic Breath Weapon - The Diamond Dragon can manifest a breath weapon similar to those of various dragons. It costs 5 power points and deals cold, electricity, fire, or sonic damage as chosen by the manifester in a 30 foot cone, or 60 foot line for electricity. The save DC is 10 + Class Level + Int modifier, and you can increase the damage by one die for every point of augmentation. 5: Dragon Augmentation 6: Channel Dragon Wings - For 7 power points, the manifester can create wings of psionic energy lasting one minute per manifester level, and granting a +10 to jump. 8: Channel Dragon Tail - For 9 power points, the manifester can create a dragon tail made of psionic energy lasting one minute per manifester level. For each 2 points of augmentation it gains a magical +1 bonus, to a maximum of +5. 10: Dragon Augmentation Psionic Frightful Presence - For 11 power points the manifester can project a frightful presence aura similar to those created by dragons. It lasts for 5 rounds normally, but can be extended by 1 round for each point of augmentation. BONUS MANIFESTING Upon reaching levels 2, 3, 4, 5, 7, 8, 9, and 10 the Diamond Dragon gains a new manifester level, increasing his power points, powers known, and maximum power level. Dragon Augmentation Type of Feat: Class Prerequisite: Diamond Dragon Level 1 Learning to think the way dragons think is more than a matter of mental training. Dragons are extremely fit creatures, and a psionic character must begin to match that fitness as part of learning their mental habits. Effect: At 1st, 5th, and 10th levels a Diamond Dragon may choose to add a +1 to either Strength, Dexterity, or Constitution. Dragon Augmentation: Strength +1 Type of Feat: Class Prerequisite: Diamond Dragon Level 1 Learning to think the way dragons think is more than a matter of mental training. Dragons are extremely fit creatures, and a psionic character must begin to match that fitness as part of learning their mental habits. Effect: +1 to Strength Dragon Augmentation: Strength +2 Type of Feat: Class Prerequisite: Diamond Dragon Level 5 Learning to think the way dragons think is more than a matter of mental training. Dragons are extremely fit creatures, and a psionic character must begin to match that fitness as part of learning their mental habits. Effect: +2 to Strength Dragon Augmentation: Strength +3 Type of Feat: Class Prerequisite: Diamond Dragon Level 10 Learning to think the way dragons think is more than a matter of mental training. Dragons are extremely fit creatures, and a psionic character must begin to match that fitness as part of learning their mental habits. Effect: +3 to Strength Dragon Augmentation: Dexterity +1 Type of Feat: Class Prerequisite: Diamond Dragon Level 1 Learning to think the way dragons think is more than a matter of mental training. Dragons are extremely fit creatures, and a psionic character must begin to match that fitness as part of learning their mental habits. Effect: +1 to Dexterity Dragon Augmentation: Dexterity +2 Type of Feat: Class Prerequisite: Diamond Dragon Level 5 Learning to think the way dragons think is more than a matter of mental training. Dragons are extremely fit creatures, and a psionic character must begin to match that fitness as part of learning their mental habits. Effect: +2 to Dexterity Dragon Augmentation: Dexterity +3 Type of Feat: Class Prerequisite: Diamond Dragon Level 10 Learning to think the way dragons think is more than a matter of mental training. Dragons are extremely fit creatures, and a psionic character must begin to match that fitness as part of learning their mental habits. Effect: +3 to Dexterity Dragon Augmentation: Constitution +1 Type of Feat: Class Prerequisite: Diamond Dragon Level 1 Learning to think the way dragons think is more than a matter of mental training. Dragons are extremely fit creatures, and a psionic character must begin to match that fitness as part of learning their mental habits. Effect: +1 to Constitution Dragon Augmentation: Constitution +2 Type of Feat: Class Prerequisite: Diamond Dragon Level 5 Learning to think the way dragons think is more than a matter of mental training. Dragons are extremely fit creatures, and a psionic character must begin to match that fitness as part of learning their mental habits. Effect: +2 to Constitution Dragon Augmentation: Constitution +3 Type of Feat: Class Prerequisite: Diamond Dragon Level 10 Learning to think the way dragons think is more than a matter of mental training. Dragons are extremely fit creatures, and a psionic character must begin to match that fitness as part of learning their mental habits. Effect: +3 to Constitution Channel Dragon Claws Type of Feat: Class Prerequisite: Diamond Dragon 2 Starting at 2nd level, you can channel the power of the gem dragons to form claws made of psionic energy. Manifesting the claws takes one standard action and one power point. The claws last for one minute per manifester level and do 1d6 of slashing plus Strength bonus, if you are Medium. For every 2 additional power points you spend you gain a +1 enhancement bonus on the claws, up to a maximum of +5. The total cost cannot exceed your manifester level in points. Psionic Breath Weapon Type of Feat: Class Prerequisite: Diamond Dragon 4 At 4th level, you can manifest a breath weapon attack similar to that of various dragons. Doing this costs 5 power points and deals cold, electricity, fire, or sonic damage. A successful Reflex save versus DC 10 + class level + Int bonus halves the damage. For every additional power point you spend you deal an extra die of damage. The total cost cannot exceed your manifester level in points. Each damage type is handled as follows: Cold: A 30' cone that deals +1 damage per die, and requires a Fortitude save instead of Reflex. Electricity: A 60' line that adds 2 to the save DC. Fire: A 30' cone that deals +1 damage per die. Sonic: A 30' cone that deals -1 damage per die and ignores an object's hardness. Channel Dragon Wings Type of Feat: Class Prerequisite: Diamond Dragon 6 Starting at 6th level, you can form wings made of psionic energy. Manifesting the wings takes one standard action and seven power points. The wings last for one minute per manifester level and grant a bonus of +10 to Jump. Channel Dragon Tail Type of Feat: Class Prerequisite: Diamond Dragon 8 Starting at 8th level, you can form a long dragon tail made of psionic energy, which extends from the base of your spine. Manifesting the tail takes one standard action and nine power points. The tail lasts for one minute per manifester level and does 1d8 of bludgeoning plus applicable bonuses, if you are Medium. For every 2 additional power points you spend you gain a +1 enhancement bonus on the tail, up to a maximum of +5. The total cost cannot exceed your manifester level in points. Psionic Fearful Presence Type of Feat: Class Prerequisite: Diamond Dragon 10 At 10th level, you gain the ability to project an aura of fear similar to that of dragons. Activating this ability takes 11 power points and lasts 5 rounds. It covers a 60' radius, and creatures inside must make a Will save vs a DC of 10 + class level + Int bonus to avoid its effect. For every additional power point you spend it lasts an additional round. The total cost cannot exceed your manifester level in points. Psionic Dragon Breath, Cold Psionic Dragon Breath, Electric Psionic Dragon Breath, Fire Psionic Dragon Breath, Sonic <CUSTOM0> grows shimmering crystal claws. Shimmering crystalline wings grow from <CUSTOM0>'s back. <CUSTOM0> grows a long, shimmering, crystalline tail from the base of their spine. <CUSTOM0> breathes a cone of frigid air. <CUSTOM0> breathes a blast of lightning. <CUSTOM0> breathes a cone of searing flame. <CUSTOM0> lets out a thunderous roar. For a short time, <CUSTOM0> seems to give off a frightening, awe-inspiring presence. Sleep/Paralysis Neutralization Type of Feat: Class Prerequisite: Diamond Dragon 1 Starting at 1st level, you are capable of overcoming magical sleep and paralysis effects by drawing on the mental powers of gem dragons. When this is active, instead of being magically paralyzed or put to sleep you spend one power point to neutralize the effects. Dragon Type of Feat: Domain Granted Power: You gain +2 Bluff and Intimidate. Bonus Spells: The cleric gains access to the following spells at the specified spell level: (1) Magic Fang (3) Greater Magic Fang (5) True Seeing (7) Dragon Ally Use: Automatic. Dragon Ally Dragon Ally Conjuration (Summoning) Level: Sor/Wiz 7 Components: V, XP Casting Time: 1 round Range: Special (see text) Effect: One dragon ally (see text) Duration: 1 minute. + 1 turn/level Saving Throw: None Spell Resistance: No This spell summons a juvenile red dragon to perform a short task for you. The dragon will arrive a minute after hearing the summons. Special: Sorcerers cast this spell at +1 caster level. XP Cost: 250 Sorcerer Dragon Ally Bonus Domain: Dragon Swift Wing Swift Wings swift wing (PRESTIGE CLASS) Most churches use analogy and allegory to describe the traits of their deities, as well as the proper attitude their faithful should maintain. It's not unusual for these analogies to compare crusading gods and their clerics to elements of dragonkind. After all, dragons are formidable creatures considered by many to be symbols of deific power. In a few churches, the use of allegory becomes so strong that certain worshippers actually begin to refer to the church itself as a holy dragon, and to themselves as parts of that dragon. Swift wings are church servants who see themselves as the fast-moving, hard-hitting crusaders of their god's cadre of worshipers. - Hit Die: d8 - Proficiencies: A Swift Wing gains no additional proficiencies. - Skill Points: 4 + Int Modifier REQUIREMENTS: Spellcasting: Must be able to cast 3rd level divine spells. Base Attack Bonus: +3. Special: Ability to turn undead. CLASS FEATURES: Level 1: Dragon Affinity - Your concept of yourself as part of a holy dragon that serves your church draws upon a mystic link to a particular kind of dragon you consider affiliated with your deity. At first level you must select a dragon type within 1 step of your alignment. Dragon Domain - At 1st level you are granted the Dragon Domain as a bonus domain. 2: Draconic Senses - You gain Draconic Senses as a bonus feat. 3: Breath of Life - At 3rd level, you gain the ability to channel positive energy into a breath weapon. You can spend one use of your Turn Undead ability to create a 30-foot-long, cone-shaped breath weapon. The breath weapon deals 1d6 points of damage per level to undead. A successful Reflex save (DC 10 + class level + Cha modifier) halves this damage. Living creatures are instead healed of 1 point of damage per level. 4: Energy Resistance - You gain resistance 20 to the energy type associated with your affiliated dragon type. 5: Wings - You can summon or dismiss dragon wings at any time, granting you a +10 to Jump. 7: Damage Reduction - At 7th level, your link to draconic energies gives you a hide as tough as a dragon. You gain damage reduction 5/+1. 9: Energy Immunity - At 9th level, your link to draconic energy is so complete you gain immunity to the energy type associated with your dragon affinity. 10: Draconic Surge - At 10th level, you become filled with draconic energy, making you physically and mentally more dragonlike. You gain a +1 to either Strength, Dexterity, or Constitution, and a +1 to either Intelligence, Wisdom, or Charisma. BONUS DIVINE SPELLS Every level in Swift Wing, the character gains new spells per day as if he had also gained a level in his highest divine caster class. Dragonheart Mage Dragonheart Mages dragonheart mage (PRESTIGE CLASS) Some arcane spellcasters are fascinated both by the dragon's hardy physical nature as well as the dragon's spellcasting ability. The dragonheart mage is perfect for the dedicated spellcaster who wishes to embrace the power of dragon blood while still advancing in magical expertise. - Hit Die: d6 - Proficiencies: A Dragonheart Mage gains no additional proficiencies. - Skill Points: 2 + Int Modifier REQUIREMENTS: Spellcasting: Must be able to spontaneously cast arcane spells. Skills: Lore 8. Feats: Draconic Heritage. CLASS FEATURES: Draconic Breath - You receive a variant of the Draconic Breath feat. When you reach 6th level, the damage goes to 2d8 per spell level, and at level 10 it goes to 3d6 per spell level. Bonus Draconic Feats - At 2nd, 4th, and 8th levels you can choose any Draconic feat as a bonus feat. BONUS ARCANE SPELLS Every level, the character gains new spells per day as if he had also gained a level in his highest arcane caster class. EPIC DRAGONHEART MAGE Your Draconic Breath damage increases to 3d8 at level 16, 4d6 at 20, 4d8 at 26, and 5d6 at level 30. You also gain a bonus Draconic feat every level ending in 2, 4, or 8. Draconic Feats Sorcerers and dragontouched can take draconic feats to gain abilities akin to those of their draconic ancestors. Draconic feats don't change a creature into something fundamentally different, but they can grant increased capabilities. Draconic Senses and the Dragonfire feats are Draconic feats available to any of the dragonblooded as well. Dragon Heritage Type of Feat: Draconic Prerequisite: Sorcerer 1, or Dragontouched. You have a greater connection with your draconic bloodline than others of your kind. You gain the dragonblood subtype. In addition, choose a dragon type. You gain a +2 to a specific skill based on the type of dragon chosen. You also qualify to take other Draconic feats. Dragon Heritage, Black Type of Feat: Draconic Prerequisite: Sorcerer 1, or Dragontouched. You have a greater connection with your draconic bloodline than others of your kind. You gain the dragonblood subtype. You gain a +2 to Hide. You also qualify to take other Draconic feats. Associated element: Acid Dragon Heritage, Blue Type of Feat: Draconic Prerequisite: Sorcerer 1, or Dragontouched. You have a greater connection with your draconic bloodline than others of your kind. You gain the dragonblood subtype. You gain a +2 to Hide. You also qualify to take other Draconic feats. Associated element: Electricity Dragon Heritage, Green Type of Feat: Draconic Prerequisite: Sorcerer 1, or Dragontouched. You have a greater connection with your draconic bloodline than others of your kind. You gain the dragonblood subtype. You gain a +2 to Move Silently. You also qualify to take other Draconic feats. Associated element: Acid Dragon Heritage, Red Type of Feat: Draconic Prerequisite: Sorcerer 1, or Dragontouched. You have a greater connection with your draconic bloodline than others of your kind. You gain the dragonblood subtype. You gain a +2 to Appraise. You also qualify to take other Draconic feats. Associated element: Fire Dragon Heritage, White Type of Feat: Draconic Prerequisite: Sorcerer 1, or Dragontouched. You have a greater connection with your draconic bloodline than others of your kind. You gain the dragonblood subtype. You gain a +2 to Hide. You also qualify to take other Draconic feats. Associated element: Cold Dragon Heritage, Amethyst Type of Feat: Draconic Prerequisite: Sorcerer 1, or Dragontouched. You have a greater connection with your draconic bloodline than others of your kind. You gain the dragonblood subtype. You gain a +2 to Persuade. You also qualify to take other Draconic feats. Associated element: None Dragon Heritage, Crystal Type of Feat: Draconic Prerequisite: Sorcerer 1, or Dragontouched. You have a greater connection with your draconic bloodline than others of your kind. You gain the dragonblood subtype. You gain a +2 to Persuade. You also qualify to take other Draconic feats. Associated element: Cold Dragon Heritage, Emerald Type of Feat: Draconic Prerequisite: Sorcerer 1, or Dragontouched. You have a greater connection with your draconic bloodline than others of your kind. You gain the dragonblood subtype. You gain a +2 to Lore. You also qualify to take other Draconic feats. Associated element: Sonic Dragon Heritage, Sapphire Type of Feat: Draconic Prerequisite: Sorcerer 1, or Dragontouched. You have a greater connection with your draconic bloodline than others of your kind. You gain the dragonblood subtype. You gain a +2 to Lore. You also qualify to take other Draconic feats. Associated element: Electricity Dragon Heritage, Topaz Type of Feat: Draconic Prerequisite: Sorcerer 1, or Dragontouched. You have a greater connection with your draconic bloodline than others of your kind. You gain the dragonblood subtype. You gain a +2 to Jump. You also qualify to take other Draconic feats. Associated element: Cold Dragon Heritage, Brass Type of Feat: Draconic Prerequisite: Sorcerer 1, or Dragontouched. You have a greater connection with your draconic bloodline than others of your kind. You gain the dragonblood subtype. You gain a +2 to Lore. You also qualify to take other Draconic feats. Associated element: Fire Dragon Heritage, Bronze Type of Feat: Draconic Prerequisite: Sorcerer 1, or Dragontouched. You have a greater connection with your draconic bloodline than others of your kind. You gain the dragonblood subtype. You gain a +2 to Search. You also qualify to take other Draconic feats. Associated element: Electricity Dragon Heritage, Copper Type of Feat: Draconic Prerequisite: Sorcerer 1, or Dragontouched. You have a greater connection with your draconic bloodline than others of your kind. You gain the dragonblood subtype. You gain a +2 to Hide. You also qualify to take other Draconic feats. Associated element: Acid Dragon Heritage, Gold Type of Feat: Draconic Prerequisite: Sorcerer 1, or Dragontouched. You have a greater connection with your draconic bloodline than others of your kind. You gain the dragonblood subtype. You gain a +2 to Heal. You also qualify to take other Draconic feats. Associated element: Fire Dragon Heritage, Silver Type of Feat: Draconic Prerequisite: Sorcerer 1, or Dragontouched. You have a greater connection with your draconic bloodline than others of your kind. You gain the dragonblood subtype. You gain a +2 to Bluff. You also qualify to take other Draconic feats. Associated element: Cold Dragon Domain Powers Draconic Skin Type of Feat: Draconic Prerequisite: Sorcerer 1st, Dragon Heritage Your skin takes on a sheen, luster, and hardness related to your draconic ancestor. You gain a +1 bonus on your AC. Draconic Knowledge Type of Feat: Draconic Prerequisite: Sorcerer 1st, Dragon Heritage Your draconic blood lets you access ancient draconic knowledge. You gain a bonus on your Lore skill equal to the number of Draconic feats you have. Dragontouched Type of Feat: General Prerequisite: Cha 11 Benefit: You have a trace of draconic power, a result of draconic ancestors or a spiritual connection between you and the forces of dragonkind. You gain the dragonblood subtype, a +1 bonus on Listen, Search, and Spot checks, and a +1 bonus on saving throws against paralysis and sleep. In addition, you can select draconic feats as a sorcerer of your charaacter level. Use: Automatic Draconic Vigor Type of Feat: Draconic Prerequisite: Sorcerer 1st, Dragon Heritage You gain some of the vitality of your draconic ancestry when casting spells. Whenever you cast an arcane spell, you heal a number of points of damage equal to the spell's level. Draconic Armor Type of Feat: Draconic Prerequisite: Sorcerer 1st, Dragon Heritage You learn to block damage from successful attacks, lessening the blows with spell energy. Whenever you cast an arcane spell you gain Damage Reduction x/+1, where x is the spell's level. For example if you cast a normal fireball, you get DR 3/+1. Draconic Persuasion Type of Feat: Draconic Prerequisite: Sorcerer 1st, Dragon Heritage Your arcane talents lend you a great deal of allure. After you cast an arcane spell, you gain a bonus equal to 1.5 times the spell level to Bluff, Intimidate, or Perform checks for one round. Draconic Claw Type of Feat: Draconic Prerequisite: Sorcerer 1st, Dragon Heritage You develop natural weapons like those of your draconic ancestor. You gain a claw attack, allowing you 2 sets of claws for 1d6 each, if you are medium. As a swift action you can swipe at a nearby enemy when casting for your full attack bonus. Draconic Presence Type of Feat: Draconic Prerequisite: Sorcerer 1st, Dragon Heritage When you use your magic, your mere presence can terrify those around you. Whenever you cast an arcane spell, opponents nearby become shaken for a number of rounds equal to the spell you cast unless they pass a Will check of DC 10 + spell level + your Cha modifier. Dragons are immune to this. Draconic Power Type of Feat: Draconic Prerequisite: Sorcerer 1st, Dragon Heritage You have greater power when manipulating the energies of your heritage. Your caster level increases by 1. When casting a spell that matches the element associated with your heritage, your DC increases by one. Draconic Resistance Type of Feat: Draconic Prerequisite: Sorcerer 1st, Dragon Heritage Your bloodline hardens your body against effects related to the nature of your progenitor. You gain resistance to the element associated with your heritage equal to 2.5 times the number of Draconic feats you have, rounded up to the nearest 5. For example, 3 or 4 feats gives you DR 10 against your associated element. Draconic Senses Type of Feat: Draconic Prerequisite: Dragonblood subtype*, Cha 11 or Swift Wing 2 Your draconic blood grants you great sensory powers. If you have 2 or less draconic feats, you gain low-light vision. If you have 3 or more, you gain darkvision. If you have 4 or more, you also gain Blindsense. You also are granted a bonus on Listen, Search, and Spot checks equal to the number of Draconic feats you have. *Note: In addition to race, you can gain the dragonblood subtype through the Dragon Devotee or Dragon Disciple classes, or through the Dragontouched or Dragon Heritage feats. If you take this feat and are not dragonblooded or a Swift Wing, you will be deleveled or unable to level. Draconic Arcane Grace Type of Feat: Draconic Prerequisite: Sorcerer 1st, Dragon Heritage You can convert some of your arcane spell energy into a saving throw bonus for one round equal to the spell level of a spontaneous spell slot given up. Note: This feat requires the use of the new spellbooks, so if they are disabled this feat will not work. If you are a bard or sorcerer and not already using the new spellbooks, you will be converted to them. Draconic Breath Type of Feat: Draconic Prerequisite: Sorcerer 1st, Dragon Heritage You can convert some of your arcane spell energy into a breath weapon. The weapon is a 30' cone if fire, cold, or sonic, or a 60' line if acid or electricity. This breath does 2d6 of damage per spell level of spontaneous spell slot used, and has a Reflex save versus a DC of 10 + spell level + your Cha modifier. If you are a Dragonheart Mage, your damage increases based on the level of the class. Note: This feat requires the use of the new spellbooks, so if they are disabled this feat will not work. If you are a bard or sorcerer and not already using the new spellbooks, you will be converted to them. Draconic Arcane Grace Levels 1 Through 5 Draconic Breath Levels 1 Through 5 Draconic Arcane Grace: Level 1 Draconic Arcane Grace: Level 2 Draconic Arcane Grace: Level 3 Draconic Arcane Grace: Level 4 Draconic Arcane Grace: Level 5 Draconic Arcane Grace: Level 6 Draconic Arcane Grace: Level 7 Draconic Arcane Grace: Level 8 Draconic Arcane Grace: Level 9 Draconic Breath: Level 1 Draconic Breath: Level 2 Draconic Breath: Level 3 Draconic Breath: Level 4 Draconic Breath: Level 5 Draconic Breath: Level 6 Draconic Breath: Level 7 Draconic Breath: Level 8 Draconic Breath: Level 9 Draconic Arcane Grace Levels 6 Through 9 Draconic Breath Levels 6 Through 9 Dragon Affinity Your concept of yourself as part of a holy dragon that serves your church draws upon a mystic link to a particular kind of dragon you consider affiliated with your deity. At first level you can choose a dragon type; this will grant benefits later depending on the type. Draconic Surge (Physical) At 10th level you become filled with draconic energy, making you physically and mentally more dragonlike. You gain a +1 bonus to Strength, Dexterity, or Constitution, your choice. Draconic Surge (Mental) At 10th level you become filled with draconic energy, making you physically and mentally more dragonlike. You gain a +1 bonus to Intelligence, Wisdom, or Charisma, your choice. Dragon Affinity, Black Dragon Affinity, Blue Dragon Affinity, Green Dragon Affinity, Red Dragon Affinity, White Dragon Affinity, Amethyst Dragon Affinity, Crystal Dragon Affinity, Emerald Dragon Affinity, Sapphire Dragon Affinity, Topaz Dragon Affinity, Brass Dragon Affinity, Bronze Dragon Affinity, Copper Dragon Affinity, Gold Dragon Affinity, Silver Type of Feat: Class Prerequisite: Swift Wing 1 Your concept of yourself as part of a holy dragon that serves your church draws upon a mystic link to a particular kind of dragon you consider affiliated with your deity. This specific affinity grants you benefits at the following levels of Swift Wing: 4th level: Energy Resistance(Acid) 20 7th level: Damage Reduction 5/+1 9th level: Energy Immunity(Acid) Type of Feat: Class Prerequisite: Swift Wing 1 Your concept of yourself as part of a holy dragon that serves your church draws upon a mystic link to a particular kind of dragon you consider affiliated with your deity. This specific affinity grants you benefits at the following levels of Swift Wing: 4th level: Energy Resistance(Cold) 20 7th level: Damage Reduction 5/+1 9th level: Energy Immunity(Cold) Type of Feat: Class Prerequisite: Swift Wing 1 Your concept of yourself as part of a holy dragon that serves your church draws upon a mystic link to a particular kind of dragon you consider affiliated with your deity. This specific affinity grants you benefits at the following levels of Swift Wing: 4th level: Energy Resistance(Electricity) 20 7th level: Damage Reduction 5/+1 9th level: Energy Immunity(Electricity) Type of Feat: Class Prerequisite: Swift Wing 1 Your concept of yourself as part of a holy dragon that serves your church draws upon a mystic link to a particular kind of dragon you consider affiliated with your deity. This specific affinity grants you benefits at the following levels of Swift Wing: 4th level: Energy Resistance(Fire) 20 7th level: Damage Reduction 5/+1 9th level: Energy Immunity(Fire) Type of Feat: Class Prerequisite: Swift Wing 1 Your concept of yourself as part of a holy dragon that serves your church draws upon a mystic link to a particular kind of dragon you consider affiliated with your deity. This specific affinity grants you benefits at the following levels of Swift Wing: 4th level: Energy Resistance(Sonic) 20 7th level: Damage Reduction 5/+1 9th level: Energy Immunity(Sonic) Breath of Life Type of Feat: Class Prerequisite: Swift Wing 3 At 3rd level, you gain the ability to channel positive energy into a breath weapon. As a standard action, you can spend one use of your Turn Undead ability to create a 30 foot long, cone-shaped breath weapon. This weapon does 1d6 per class level to Undead unless they make a Reflex save of DC 10 + class level + your Charisma modifier. Living creatures in the area of effect are instead healed 1 point of damage per class level. Wings Type of Feat: Class Prerequisite: Swift Wing 5 At 5th level, you gain the ability to sprout and dismiss draconic wings as a free action, giving you a +10 bonus to Jump. The wings are supernatural effects, growing through clothes and armor without damaging them. Draconic Surge: Strength Type of Feat: Class Prerequisite: Swift Wing 10 At 10th level you become filled with draconic energy, making you physically and mentally more dragonlike. You gain a +1 bonus to Strength. Draconic Surge: Dexterity Type of Feat: Class Prerequisite: Swift Wing 10 At 10th level you become filled with draconic energy, making you physically and mentally more dragonlike. You gain a +1 bonus to Dexterity. Draconic Surge: Constitution Type of Feat: Class Prerequisite: Swift Wing 10 At 10th level you become filled with draconic energy, making you physically and mentally more dragonlike. You gain a +1 bonus to Constitution. Draconic Surge: Intelligence Type of Feat: Class Prerequisite: Swift Wing 10 At 10th level you become filled with draconic energy, making you physically and mentally more dragonlike. You gain a +1 bonus to Intelligence. Draconic Surge: Wisdom Type of Feat: Class Prerequisite: Swift Wing 10 At 10th level you become filled with draconic energy, making you physically and mentally more dragonlike. You gain a +1 bonus to Wisdom. Draconic Surge: Charisma Type of Feat: Class Prerequisite: Swift Wing 10 At 10th level you become filled with draconic energy, making you physically and mentally more dragonlike. You gain a +1 bonus to Charisma. <CUSTOM0> inhales, and breathes a blast of positive energy. <CUSTOM0> activates their power over their dragon wings. Talon of Tiamat Talons of Tiamat talon of Tiamat (PRESTIGE CLASS) The talon of Tiamat furthers the goals of evil dragonkind. He takes particular delight in causing harm to metallic dragons and their allies. The talons of Tiamat welcome characters from any class or background, as long as they share a dedication to evil. Former fighters and barbarians rub shoulders with those who practice sorcery or divine magic. Even ex-paladins can find a home among the talons. Talons of Tiamat may work individually or in groups, as befits their plans. They work well with evil characters of any stripe, and ally with evil dragons when possible. - Hit Die: d8 - Proficiencies: A Talon of Tiamat gains proficiency with all armors, shields, and all simple and martial weapons. - Skill Points: 2 + Int Modifier REQUIREMENTS: Alignment: Any evil. Base Attack Bonus: +4. Skills: Bluff 4 ranks, Intimidate 4 ranks, Lore 4 ranks. Feats: Dragonthrall CLASS FEATURES: 1: Breath Weapon - You can breathe a cone of cold that does 3d6 cold damage, with a Reflex save of DC 10 + class level + Con modifier for half damage. You can only use this breath weapon once every 1d4 rounds. 2: Voice of the Dragon +2 - You gain a +2 bonus on Intimidate and Bluff checks. 3: Breath Weapon - 8d4 line of acid 4: Keen Senses - Low-light Vision 5: Breath Weapon - 10d6 cone of acidic gas 6: Immunities - You gain immunity to sleep and paralysis. In addition, you can choose fire, cold, acid, or electricity, and gain immunity to that element. Voice of the Dragon +4 7: Breath Weapon - 12d8 line of lightning 8: Keen Senses - Darkvision Frightful Presence - You can project an aura of fear much like that generated by dragons. This can be turned off or on at will. 9: Breath Weapon - 14d8 cone of fire 10: Voice of the Dragon +6 Dominate Dragon - Once per day you can attempt to dominate a dragon as the spell Dominate Monster. The DC is 10 + class level + Cha modifier. SPELLCASTING Every other level the Talon of Tiamat gains spells per day and a caster level in an arcane caster class, as if they had leveled in that class. Dragon Devotee Dragon Devotees dragon devotee (PRESTIGE CLASS) Dragons hold a great deal of fascination for some individuals, leading those folk into closer and closer association with the powerful race. Some individuals (primarily those related to sorcerers) feel the call more strongly, thanks to their dragon ancestry, occasionally even leading them to attempt to awaken their blood and bring those traits to the fore. Learning more about dragons is the first step towards understanding them. The dragon devotee expands upon this knowledge and begins to manifest dragonlike qualities. REQUIREMENTS: Base Attack Bonus: +5. Skills: Lore 1 rank. Race: Nondragon CLASS FEATURES: 1: Ability Increase - +2 to Charisma. Natural Armor - You gain a +1 natural armor bonus. 2: Combat Technique - You can choose a bonus feat from the fighter bonus feat list, or add 1d6 of Sneak Attack. 3: Ability Increase - +2 to Constitution. 4: Claws - You gain claws that do 1d3 for Medium creatures. Combat Technique 5: Ability Increase - +2 to Strength. Draconic template - This grants you the dragonblooded subtype, Darkvision, and +2 to Intimidate and Spot. Ability Increase Type of Feat: Class Prerequisite: Dragon Devotee 1 Over time the Dragon Devotee becomes more dragonlike gaining the following boosts to their abilities: 1 - +2 Charisma 3 - +2 Constitution 5 - +2 Strength These bonuses do not stack with those provided by the Dragon Disciple class, as they are part of the same template chain. Voice of the Dragon Type of Feat: Class Prerequisite: Talon of Tiamat 2 You gain a +2 bonus to Bluff and Intimidate checks. At 6th level this bonus increases to +4, and at 10th level the bonus increases to +6. Claws Type of Feat: Class Prerequisite: Dragon Devotee 4 At 4th level you grow claws that can be used to make attacks. These claws do 1d3 damage for a Medium creature. Draconic Transformation Type of Feat: Class Prerequisite: Dragon Devotee 5 At 5th level you complete the transformation process, gaining the effects of the draconic template that you have not received yet: dragonblood subtype, darkvision, and a +2 to Intimidate and Spot. Keen Senses Type of Feat: Class Prerequisite: Talon of Tiamat 4 A Talon of Tiamat gains Low-Light Vision at level 4, and Darkvision at level 8. Fire Immunity Type of Feat: Class Prerequisite: Talon of Tiamat 6 You are immune to fire damage. Cold Immunity Type of Feat: Class Prerequisite: Talon of Tiamat 6 You are immune to cold damage. Acid Immunity Type of Feat: Class Prerequisite: Talon of Tiamat 6 You are immune to acid damage. Electricity Immunity Type of Feat: Class Prerequisite: Talon of Tiamat 6 You are immune to cold damage. Breath Weapon Type of Feat: Class Prerequisite: Talon of Tiamat 1 You gain a breath weapon that can be used once per day per breath weapon type. You must wait 1d4 rounds between each use. As your level in the Talon of Tiamat class rises, you gain access to the following breaths: 1: 3d6 30' cone of cold 3: 8d4 60' line of acid 5: 10d6 30' cone of acidic gas 7: 12d8 60' line of lightning 9: 14d8 30' cone of fire Dominate Dragon Type of Feat: Class Prerequisite: Talon of Tiamat 10 Once per day, a 10th level Talon of Tiamat may attempt to dominate a dragon(as per the spell Dominate Monster). The target may attempt to negate this with a Will save vs DC 10 + class level + your Charisma modifier. Frightful Presence Type of Feat: Class Prerequisite: Talon of Tiamat 8 Specifics: The Talon of Tiamat can activate an aura of fear (dragons are immune). Use: Activated/Automatic. Immunities At 6th level a Talon of Tiamat may choose fire, cold, acid, or electricity. They then gain immunity to the chosen element. Breath Weapon, Cone of Cold Breath Weapon, Line of Acid Breath Weapon, Cone of Acid Breath Weapon, Line of Electricity Breath Weapon, Cone of Fire <CUSTOM0> breathes a cone of corrosive gas. <CUSTOM0> spits out a blast of acid. Special Sneak Attack +1d6 Type of Feat: Class Prerequisite: Sneak Attack damage Your Sneak Attack bonus increases by 1d6. Special Sneak Attack +2d6 Type of Feat: Class Prerequisite: Sneak Attack damage Your Sneak Attack bonus increases by 2d6. Special Sneak Attack +3d6 Type of Feat: Class Prerequisite: Sneak Attack damage Your Sneak Attack bonus increases by 3d6. Special Sneak Attack +4d6 Type of Feat: Class Prerequisite: Sneak Attack damage Your Sneak Attack bonus increases by 4d6. Special Sneak Attack +5d6 Type of Feat: Class Prerequisite: Sneak Attack damage Your Sneak Attack bonus increases by 5d6. Special Skirmish Attack +1d6 Type of Feat: Class Prerequisite: Skirmish ability Your Skirmish damage increases by 1d6. Special Skirmish Attack +2d6 Type of Feat: Class Prerequisite: Skirmish ability Your Skirmish damage increases by 2d6. Special Skirmish Attack +3d6 Type of Feat: Class Prerequisite: Skirmish ability Your Skirmish damage increases by 3d6. Special Skirmish Attack +4d6 Type of Feat: Class Prerequisite: Skirmish ability Your Skirmish damage increases by 4d6. Special Skirmish Attack +5d6 Type of Feat: Class Prerequisite: Skirmish ability Your Skirmish damage increases by 5d6. Dragonfire Strike Type of Feat: Draconic Prerequisite: Cha 11, Dragonblood subtype*, and sneak attack/skirmish; or Hand of the Winged Masters 3 When you perform a sneak attack or skirmish, if this feat is activated, your sneak attack or skirmish damage is the element related to your draconic ancestry. If that dragon type is not associated with one of the 5 main elements, the damage type is fire. If you apply this effect, increase the extra damage dealt by ld6 points. You can take this feat if you do not have sneak attack or skirmish, but it will do nothing until you do. Also note that due to engine limitations the sneak attack implementation is a bit iffy, and may not always behave as expected. Use: Selected. *Note: In addition to race, you can gain the dragonblood subtype through the Dragon Devotee or Dragon Disciple classes, or through the Dragontouched or Dragon Heritage feats. If you take this feat and are not dragonblooded or a Hand of the Winged Masters, you will be deleveled or unable to level. Improved Dragonfire Strike Type of Feat: Class Prerequisite: Hand of the Winged Masters 9 When Dragonfire Strike is activated, you do an extra point of damage per die of sneak attack or skirmish. Use: Automatic. Hand of the Winged Masters Hands of the Winged Masters hand of the winged masters (PRESTIGE CLASS) Dragons often need expert servants to be their eyes, ears, and hands in humanoid society. A hand of the winged masters has dedicated his life to the service of a single dragon or to a group of dragons united in a common cause. A dragon mater becomes the political and spiritual leader for the hands, gaining their total loyalty. This services rises above obedience to country, church, family, or friends. Usually, the hands act as spies and informants, but when needed, they can also be saboteurs and killers. - Hit Die: d8 - Proficiencies: A Hand of the Winged Masters gains no additional weapon or armor proficiencies. - Skill Points: 6 + Int Modifier REQUIREMENTS: Base Attack Bonus: +4. Skills: Bluff 4 ranks, Hide 4 ranks, Move Silently 4 ranks, Lore 4 ranks, Sense Motive 4 ranks. Feats: Dragontouched. Special: Sneak Attack or Skirmish +2d6 CLASS FEATURES: 1: Draconic Senses - You gain Draconic Senses as a bonus feat. 2: Special Attack +1d6 - You can gain +1d6 to your Sneak Attack damage or to your Skirmish damage, chosen at every increase. 3: Dragonfire Strike - You gain Dragonfire Strike as a bonus feat. 5: Special Attack +2d6 7: Master's Gift - All non-harmful arcane spells are doubled in duration when cast on you. 8: Special Attack +3d6 9: Improved Dragonfire Strike - When you use your Dragonfire Strike ability, you deal one extra point of damage per sneak attack or skirmish die. 10: True Stealth - When activated and stealthed, if you take a -10 on your Hide and Move Silently checks, you gain +50% concealment. <CUSTOM0> activates their Dragonfire attack ability. Master's Gift Type of Feat: Class Prerequisite: Hand of the Winged Masters 7 All non-harmful arcane spells cast on you are doubled in duration. True Stealth Type of Feat: Class Prerequisite: Hand of the Winged Masters 10 When stealthed, if you take a -10 to your Hide and Move Silently checks you gain 50% concealment. Dragon Shaman Dragon Shamans dragon shaman (BASE CLASS) "I possess a dragon's power. Beware lest you awaken that dragon's wrath." -Kalia, last and greatest dragon shaman of the Blackspear tribe Empires crumble, eons pass, and even gods wither and die, but dragons remain. Mortal but eternal, the races of true dragons weather the roll of the ages because of their unsurpassed might. Few creatures can match a dragon in its full fury, whether in a combat of arms or battle of wits. Dragon shamans recognize this fact and see true dragons as more than powerful beings. To a dragon shaman, the passing shadow of a dragon flying overhead isn't a sign that invokes fear; it's a blessing that reveals you to be in the presence of greatness. Dragon shamans respect true dragons as power incarnate. Some worship dragons, but most simply aspire to gain dragon powers for themselves. In assuming the abilities and the likeness of a dragon, a dragon shaman seeks to emulate that might and embody that power within himself. If you gaze at dragons with awe and aspire to share their power and majesty, then the dragon shaman is the class for you. By choosing a totem dragon, you partake of a true dragon's power and take on aspects of a particular kind of dragon. Dragon shamans respect true dragons as power incarnate. Some worship dragons, but most simply aspire to gain dragon powers for themselves. In assuming the abilities and the likeness of a dragon, a dragon shaman seeks to emulate that might and embody that power within himself. - Hit Die: d10 - Proficiencies: Dragon shamans are proficient with simple weapons, with light and medium armor, and with shields. - Skill Points: 2+ Int Modifier CLASS SKILLS: Appraise, Bluff, Craft, Heal, Hide, Intimidate, Jump, Lore, Move Silently, Persuade, Search, Sense Motive, Spellcraft CLASS FEATURES: Base Attack Bonus: +3/4 Strong Saves: Fortitude, Will Draconic Auras: You can choose 3 auras at level 1, and an additional aura every two levels until you know your maximum of 7. These auras can be activated to grant benefits to you and your allies around you, and stay active until you change to a different one. You can only have one draconic aura active at any given time. Your aura level starts at +1 at 1st level, and grows to +2 at level 5, +3 at 10, +4 at 15, and +5 at level 20. Totem Dragon: When you become a dragon shaman, you must select a metallic or chromatic dragon type that you relate to and draw your other abilities from. This dragon should be within one step of your alignment. Skill Focus: At 2nd, 8th, and 16th levels you can select to gain Skill Focus in either Appraise, Bluff, Heal, Hide, Move Silently, Persuade, Search or Spellcraft. Breath Weapon: At 4th level you gain a breath weapon of the type used by your totem dragon. This breath weapon does 2d6 points of damage plus 1d6 for ever 2 class levels. The DC of the Reflex save to half it is 10 + 1/2 your class level + your Con modifier. Once you use it, you must wait 1d4 rounds before being able to use it again. If your breath weapon is a cone it goes out to 15 feet at 4th level, 30 feet at 12th level, and 60 feet at 20th level. Line breath weapons double those distances. Draconic Resolve: At 4th level you become immune to magical sleep, paralysis, and fear effects. Touch of Vitality: At 6th level, you gain an ability much like the paladin's lay on hands, to heal others with a single touch. Each day you can heal a number of points equal to twice your class level, multiplied by your Cha bonus. At 11th level, you can also heal other effects at the cost of several of these points. For 5 points you can heal ability damage, or cure dazing. For 10 points you can cure poison or stunning. For 20 points you can cure blindness, deafness, disease, or negative levels. Natural Armor: At 7th level your skin thickens, developing faint scales, improving your natural AC by 1. At level 12 this goes up to 2, and at level 17 the increase goes up to 3. Energy Immunity: At 9th level you become immune to the energy type associated with your totem dragon. Draconic Wings: At 19th level you grow a pair of wings that resemble your totem dragon. These wings grant a +10 bonus to Jump. EPIC DRAGON SHAMAN As your powers continue to grow, you can choose a bonus feat every 3 levels. Your Natural Armor bonus grows to +4 at level 22, and by +1 every 5 levels thereafter. Your draconic aura power also continues to increase, becoming +6 at 25 and growing by 1 every 5 levels thereafter. Draconic Auras Normally a main ability of a Dragon Shaman, these auras can be activated to grant benefits to you and your allies around you, and stay active until you change to a different one. You can only have one draconic aura active at any given time. Totem Dragon When you become a dragon shaman, you must select a metallic or chromatic dragon type that you relate to and draw your other abilities from. This dragon should be within one step of your alignment. Note: You can only select one totem. Selecting more than one will force you to relevel. If you select more than one at level 1 you will be unable to level. Natural Armor Type of Feat: Class Prerequisite: Dragon Shaman 7 At 7th level your skin thickens, developing faint scales, improving your natural AC by 1. At level 12 this goes up to 2, and at level 17 the increase goes up to 3. Draconic Resolve Type of Feat: Class Prerequisite: Dragon Shaman 4 At 4th level you become immune to magical sleep, paralysis, and fear effects. Energy Immunity Type of Feat: Class Prerequisite: Dragon Shaman 9 At 9th level you become immune to the energy type associated with your totem dragon. Breath Weapon Type of Feat: Class Prerequisite: Dragon Shaman 4 At 4th level you gain a breath weapon of the type used by your totem dragon. This breath weapon does 2d6 points of damage plus 1d6 for ever 2 class levels. The DC of the Reflex save to half it is 10 + 1/2 your class level + your Con modifier. Once you use it, you must wait 1d4 rounds before being able to use it again. If your breath weapon is a cone it goes out to 15 feet at 4th level, 30 feet at 12th level, and 60 feet at 20th level. Line breath weapons double those distances. <CUSTOM0> breathes a blast of energy. Draconic Wings Type of Feat: Class Prerequisite: Dragon Shaman 19 At 19th level you grow a pair of wings that resemble your totem dragon. These wings grant a +10 bonus to Jump. Totem Dragon: Black Type of Feat: Class Prerequisite: Dragon Shaman 1. When you become a dragon shaman, you must select a metallic or chromatic dragon type that you relate to and draw your other abilities from. Associated element: Acid Breath weapon: Line Totem Dragon: Blue Type of Feat: Class Prerequisite: Dragon Shaman 1. When you become a dragon shaman, you must select a metallic or chromatic dragon type that you relate to and draw your other abilities from. Associated element: Electricity Breath weapon: Line Totem Dragon: Green Type of Feat: Class Prerequisite: Dragon Shaman 1. When you become a dragon shaman, you must select a metallic or chromatic dragon type that you relate to and draw your other abilities from. Associated element: Acid Breath weapon: Cone Totem Dragon: Red Type of Feat: Class Prerequisite: Dragon Shaman 1. When you become a dragon shaman, you must select a metallic or chromatic dragon type that you relate to and draw your other abilities from. Associated element: Fire Breath weapon: Cone Totem Dragon: White Type of Feat: Class Prerequisite: Dragon Shaman 1. When you become a dragon shaman, you must select a metallic or chromatic dragon type that you relate to and draw your other abilities from. Associated element: Cold Breath weapon: Cone Totem Dragon: Brass Type of Feat: Class Prerequisite: Dragon Shaman 1. When you become a dragon shaman, you must select a metallic or chromatic dragon type that you relate to and draw your other abilities from. Associated element: Fire Breath weapon: Line Totem Dragon: Bronze Type of Feat: Class Prerequisite: Dragon Shaman 1. When you become a dragon shaman, you must select a metallic or chromatic dragon type that you relate to and draw your other abilities from. Associated element: Electricity Breath weapon: Line Totem Dragon: Copper Type of Feat: Class Prerequisite: Dragon Shaman 1. When you become a dragon shaman, you must select a metallic or chromatic dragon type that you relate to and draw your other abilities from. Associated element: Acid Breath weapon: Line Totem Dragon: Gold Type of Feat: Class Prerequisite: Dragon Shaman 1. When you become a dragon shaman, you must select a metallic or chromatic dragon type that you relate to and draw your other abilities from. Associated element: Fire Breath weapon: Cone Totem Dragon: Silver Type of Feat: Class Prerequisite: Dragon Shaman 1. When you become a dragon shaman, you must select a metallic or chromatic dragon type that you relate to and draw your other abilities from. Associated element: Cold Breath weapon: Cone Touch of Vitality Type of Feat: Class Prerequisite: Dragon Shaman 6 At 6th level, you gain an ability much like the paladin's lay on hands, to heal others with a single touch. Each day you can heal a number of points equal to twice your class level, multiplied by your Cha bonus. <CUSTOM0> reaches out and touches the wounds, healing the damage as best they can. Type of Feat: Class Prerequisite: Dragon Shaman 11 At 11th level, you can heal other effects at the cost of several of your Touch of Vitality points. Minor: For 5 points you can heal ability damage, or cure dazing. Major: For 20 points you can cure blindness, deafness, disease, or negative levels. Restore: For 10 points you can cure poison or stunning. Touch of Vitality, Minor Touch of Vitality, Restore Touch of Vitality, Major Shamanic Invocation Class: Dragon shaman. Level: 5th. Most dragon shamans channel the raw power of dragonkind through their auras and breath weapons. Some, thanks to a stronger spiritual link to their totem, learn a more advanced method of wielding draconic power: the invocations normally associated with dragonfire adepts. Though they never display the range and skill of dragonfire adepts, the shamans enjoy the versatility of the invocations. Benefit: You learn one of the least draconic invocations available to dragonfire adepts. Using this invocation follows all the standard rules applicable to dragonfire adepts, except that you ignore any arcane spell failure chance. Your caster level for the invocation is equal to your dragon shaman level minus four. Draconic Aura: Energy Shield Type of Feat: Draconic Aura This aura grants you and your allies an energy shield that deals 2 points of energy damage per aura level to any enemy that strikes them in melee. Draconic Aura: Power Type of Feat: Draconic Aura This aura grants you and your allies a bonus on melee damage equal to your aura level. Draconic Aura: Presence Type of Feat: Draconic Aura This aura grants you and your allies a bonus to Persuade, Bluff, and Intimidate equal to your aura level. Draconic Aura: Resistance Type of Feat: Draconic Aura This aura grants you and your allies damage resistance to the element of your totem dragon, equal to 5 times your aura level. Draconic Aura: Senses Type of Feat: Draconic Aura This aura grants you and your allies a bonus to Spot and Listen equal to your aura level. Draconic Aura: Toughness Type of Feat: Draconic Aura This aura grants you and your allies damage reduction equal to x/-, where x is your aura level. Draconic Aura: Vigor Type of Feat: Draconic Aura This aura grants you and your allies fast healing equal to your aura level, but only below half hit points. Draconic Aura: Insight Type of Feat: Draconic Aura This aura grants you and your allies a bonus to Lore and Spellcraft equal to your aura level. Draconic Aura: Resolve Type of Feat: Draconic Aura This aura grants you and your allies a bonus to Concentration and saves vs fear equal to your aura level. Draconic Aura: Stamina Type of Feat: Draconic Aura This aura grants you and your allies a bonus to Fortitude saves equal to your aura level. Draconic Aura: Swiftness Type of Feat: Draconic Aura This aura grants you and your allies a bonus to Jump equal to your aura level, and a bonus to movement equal to 5% per aura level. <CUSTOM0> activates a draconic aura. Draconic Aura +1 Draconic Aura +2 Draconic Aura +3 Draconic Aura +4 Draconic Aura +5 Draconic Aura +6 Draconic Aura +7 Draconic Aura +8 Draconic Aura +9 These auras can be activated to grant benefits to you and your allies around you, and stay active until you change to a different one. You can only have one draconic aura active at any given time. Bonus Draconic Aura: Insight Bonus Draconic Aura: Presence Bonus Draconic Aura: Acid Resistance Bonus Draconic Aura: Resolve Bonus Draconic Aura: Senses Bonus Draconic Aura: Stamina Bonus Draconic Aura: Swiftness Bonus Draconic Aura: Toughness Double Draconic Aura Type of Feat: General Prerequisite: Character level 12 You gain the ability to project two different draconic auras at once. Auras must still be activated or deactivated separately. Use: Use this feat to toggle which aura slot you are activating/deactivating. Trying to activate an aura that is active in the other slot will do nothing. Bonus Draconic Aura: Cold Resistance Bonus Draconic Aura: Electric Resistance Bonus Draconic Aura: Fire Resistance Type of Feat: Draconic Aura This aura grants you and your allies damage resistance to this element, equal to 5 times your aura level. Draconic Marshal Aura: Acid Resistance Draconic Marshal Aura: Cold Resistance Draconic Marshal Aura: Electric Resistance Draconic Marshal Aura: Fire Resistance Extra Draconic Auras Second Draconic Aura: Presence Second Draconic Aura: Vigor Second Draconic Aura: Toughness Second Draconic Aura: Energy Shield Second Draconic Aura: Resistance Second Draconic Aura: Power Second Draconic Aura: Senses Second Draconic Aura: Insight Second Draconic Aura: Resolve Second Draconic Aura: Stamina Second Draconic Aura: Swiftness Second Draconic Aura: Acid Resistance Second Draconic Aura: Cold Resistance Second Draconic Aura: Electricity Resistance Second Draconic Aura: Fire Resistance Major Aura (Draconic) In place of a Major Aura, Marshals can learn Draconic Auras. The aura bonus grows at the same rate as the major auras, and can be run alongside existing auras. Only one Draconic Aura can be active at any time, unless the feat "Double Draconic Aura" is taken. Draconic Marshal Aura +1 Draconic Marshal Aura +2 Draconic Marshal Aura +3 Draconic Marshal Aura +4 Draconic Marshal Aura +5 Draconic Marshal Aura +6 Draconic Marshal Aura +7 Draconic Marshal Aura +8 Extra Draconic Aura +1 Extra Draconic Aura +2 Extra Draconic Aura +3 Extra Draconic Aura +4 These auras can be activated to grant benefits to you and your allies around you, and stay active until you change to a different one. You can only have one draconic aura active at any given time. Auras used by those without the Dragonblood subtype have a bonus of +1. Those with the Dragonblood subtype have their auras increase in power to +2 at level 7, +3 at 14, and to a maximum of +4 at 20. Draconic Marshal Aura: Presence Draconic Marshal Aura: Toughness Draconic Marshal Aura: Senses Draconic Marshal Aura: Insight Draconic Marshal Aura: Resolve Draconic Marshal Aura: Stamina Draconic Marshal Aura: Swiftness Dragonfriend Type of Feat: General Prerequisite: Cha 11 You are a known and respected ally of good dragons. You gain a +4 bonus to Persuade checks vs dragons, and a +4 to save vs fear effects of good dragons. Note: You cannot take this feat if you have already taken Dragonthrall. If you try to do this at first level you will be unable to level. Dragonthrall Type of Feat: General You have pledged your life to the service of evil dragonkind. You gain a +4 bonus to Bluff checks vs dragons, and a +4 to save vs fear effects of evil dragons. You have a -2 penalty vs mind spells cast by dragons. Note: You cannot take this feat if you have already taken Dragonfriend. If you try to do this at first level you will be unable to level. Dragonfire Inspiration Type of Feat: Draconic Prerequisite: Cha 11, Dragonblood subtype*, bard songs When you perform your bard song(if this feat is activated) instead of granting an attack and damage bonus, you grant a number of d6 of bonus elemental damage equal to the attack bonus you would normally give. The element of the damage is the element related to your draconic ancestry. If that dragon type is not associated with one of the 5 main elements, the damage type is fire. All other effects your bard song causes are unchanged. Use: Selected. *Note: In addition to race, you can gain the dragonblood subtype through the Dragon Devotee or Dragon Disciple classes, or through the Dragontouched or Dragon Heritage feats. If you take this feat and are not dragonblooded, you will be deleveled or unable to level. Dragonfire Assault Type of Feat: Draconic Prerequisite: Str 13, Cha 11, Dragonblood subtype*, Power Attack When you use your Power Attack ability, if this feat is activated, your extra damage from Power Attack is the element related to your draconic ancestry. If that dragon type is not associated with one of the 5 main elements, the damage type is fire. Use: Selected. *Note: In addition to race, you can gain the dragonblood subtype through the Dragon Devotee or Dragon Disciple classes, or through the Dragontouched or Dragon Heritage feats. If you take this feat and are not dragonblooded, you will be deleveled or unable to level. Dragonfire Channeling Type of Feat: Draconic Prerequisite: Cha 11, Dragonblood subtype*, Turn Undead When you activate this feat, you use up a Turn Undead use for the day and breathe a 15' cone of an element related your draconic ancestry. If your dragon type is not related to one of the 5 main elements, or you are not related to a specific dragon, the damage defaults to fire. The damage is a number of d6 equal to your turning level divided by 2, and the save is a Reflex save vs 10 + your Charisma modifier + your turning level divided by 2. Use: Selected. *Note: In addition to race, you can gain the dragonblood subtype through the Dragon Devotee or Dragon Disciple classes, or through the Dragontouched or Dragon Heritage feats. If you take this feat and are not dragonblooded, you will be deleveled or unable to level. Draconic Aura: Magic Power Bonus Draconic Aura: Magic Power Draconic Marshal Aura: Magic Power Second Draconic Aura: Magic Power Type of Feat: Draconic Aura This aura grants you and your allies a bonus to overcoming spell resistance equal to your aura level. Full Dragon Breath Type of Feat: General Prerequisite: half-dragon, 6HD, breath weapon Your breath weapon is no longer limited uses per day, and can be used every 1d4 rounds. Use: Automatic. Enlarge Breath Type of Feat: Metabreath Prerequisite: Con 13, breath weapon with a recharge time When activated, your breath weapon will increase in range by 50%. This increases your recharge time by one round when used. Use: Selected. Maximize Breath Type of Feat: Metabreath Prerequisite: Con 17, breath weapon with a recharge time When activated, all damage dice on your breath (or duration dice for the alternate metallic breaths) are maximized. This increases your recharge time by three rounds when used. Use: Selected. Recover Breath Type of Feat: Metabreath Prerequisite: Con 17, breath weapon with a recharge time Your breath weapon recovers one round sooner, to a minimum recharge time of 1 round. Use: Automatic. Shape Breath Type of Feat: Metabreath Prerequisite: Con 13, breath weapon with a recharge time When activated, your breath weapon turns from a line to a cone and doubles in size, or from a cone to a line and shrinks in half. This increases your recharge time by one round when used. Use: Selected. Exhale Immunity Type of Feat: Breath Channeling Prerequisite: dragonblood subtype*, breath weapon When activated, your breath weapon instead of dealing damage, will grant immunity to it's energy type for 1d4 rounds to a specified target. If your breath does not do energy damage, it grants immunity to fire. Use: Selected. *Note: In addition to race, you can gain the dragonblood subtype through the Dragon Devotee or Dragon Disciple classes, or through the Dragontouched or Dragon Heritage feats. If you take this feat and are not dragonblooded, you will be deleveled or unable to level. Metabreath Feats This series of feats allows you to enhance a breath weapon at the cost of increasing the recharge time. Thus, these feats are only usable on breath weapons with a recharge time. Breath Channeling Feats This series of feats allows you to modify a breath weapon's effect to entangle, block, or grant immunity. You must have a breath weapon of some type to take these. Entangling Exhalation Type of Feat: Breath Channeling Prerequisite: dragonblood subtype*, breath weapon When activated, your breath weapon does half-damage, if it does damage. Any creature affected by your breath weapon will be entangled for 1d4 rounds. If your breath weapon does energy damage, those entangled will take 1d6 damage per round of that type for the duration of the entanglement. Use: Selected. *Note: In addition to race, you can gain the dragonblood subtype through the Dragon Devotee or Dragon Disciple classes, or through the Dragontouched or Dragon Heritage feats. If you take this feat and are not dragonblooded, you will be deleveled or unable to level. Spreading Breath Type of Feat: Metabreath Prerequisite: Con 15, Shape Breath, breath weapon with a recharge time When activated, your breath weapon, instead of being a cone or line, expands in a cloud around your head. The radius is 10' for Small creatures, 15' for Medium, and increases by 5' for each size category larger the creature is. This increases your recharge time by two rounds when used. Use: Selected. Tempest Breath Type of Feat: Metabreath Prerequisite: Str 13, Power Attack, breath weapon with a recharge time When activated, your breath weapon increases in force, acting like a strong wind on those within. Affected creatures must roll a Fort save or be knocked down. The DC of the save depends solely on your size, starting at 15 for Large. This knockdown effect also only works on those 2 or more size categories smaller than you. This increases your recharge time by one round when used. Use: Selected. Heighten Breath Type of Feat: Metabreath Prerequisite: Con 13, breath weapon with a recharge time When activated, your breath weapon becomes more effective. Your Save DC for your breath increases by the selected amount, to a maximum of your Con modifier. This increases your recharge time by one round per point of DC increase when used. Use: Selected. Clinging Breath Type of Feat: Metabreath Prerequisite: Con 13, breath weapon with a recharge time When activated, your breath weapon clings to those affected. Every round after the initial blast, up to the duration selected, those that failed their save take damage equal to half the amount they took the previous round from this breath. Clinging breath can only be used on breaths that deal energy damage. For example a breath that initially did 72 damage will do 36 damage the following round, 18 the next, and so on. This increases your recharge time by one round for each round of the duration selected when used. Use: Selected. Lingering Breath Type of Feat: Metabreath Prerequisite: Con 15, Clinging Breath, breath weapon with a recharge time When activated, your breath weapon lasts for a time after you stop breathing. Until the selected duration ends, your breath persists in a cloud identical in size and shape to your normal breath, continuing to affect those within. Those in the cloud must roll a save against each round of breath, until they leave that area. If used with Clinging Breath, only the initial round of the breath clings. This increases your recharge time by two rounds for each round of duration when used. Use: Selected. Exhale Barrier Type of Feat: Breath Channeling Prerequisite: dragonblood subtype*, breath weapon When activated, your breath weapon, instead of doing its normal blast, is formed into a 10' long wall of the same energy type, which lasts for 1d4 rounds. Anyone passing through this wall takes the same amount of damage your breath does normally. If your breath does not do energy damage, the wall does fire damage. If your breath does not damage at all, the wall does 2d6 fire damage. Use: Selected. *Note: In addition to race, you can gain the dragonblood subtype through the Dragon Devotee or Dragon Disciple classes, or through the Dragontouched or Dragon Heritage feats. If you take this feat and are not dragonblooded, you will be deleveled or unable to level. Off Maximum Quickslot 1 Quickslot 2 Quickslot 3 Configure Metabreath This conversation manages your quickslots for your metabreath feats. Raise value by Lower value by Clear value Save value Current feat: Current value: Draconic Aura: Energy Type of Feat: Draconic Aura This aura grants you and your allies a DC bonus on any elemental abilities matching your dragon type, equal to your aura level. Bonus Draconic Aura: Acid Energy Bonus Draconic Aura: Cold Energy Bonus Draconic Aura: Electric Energy Bonus Draconic Aura: Fire Energy Type of Feat: Draconic Aura This aura grants you and your allies a DC bonus on any abilities relating to this element, equal to your aura level. Draconic Marshal Aura: Acid Energy Draconic Marshal Aura: Cold Energy Draconic Marshal Aura: Electric Energy Draconic Marshal Aura: Fire Energy Second Draconic Aura: Acid Energy Second Draconic Aura: Cold Energy Second Draconic Aura: Electric Energy Second Draconic Aura: Fire Energy Second Draconic Aura: Energy Dragonfire Adept Dragonfire Adepts dragonfire adept (BASE CLASS) Able to call upon a dragon's fiery breath and augment themselves with spell-like abilities, dragonfire adepts are imposing figures who command the magic of dragonkind. They have no arcane or divine magic, nor do they rely on physical prowess. Instead, they draw upon a direct link with the nature of draconic existence, infusing their souls with the raw magic of dragons. The most obvious incarnation of this link is their breath weapon, but as the link deepens they also learn powerful invocations that allow them to access different draconic abilities. - Hit Die: d8 - Proficiencies: Dragonfire adepts are proficient with simple weapons only. - Skill Points: 4 + Int Modifier(x4 at 1st level) CLASS SKILLS: Appraise, Bluff, Climb, Concentration, Craft(General), Craft(Poisonmaking), Craft Armor, Craft Trap, Craft Weapon, Intimidate, Jump, Listen, Lore, Persuade, Search, Sense Motive, Spellcraft, Spot, Truespeak, Use Magic Device CLASS FEATURES: Base Attack Bonus: +1/2 Strong Saves: Fortitude, Will Breath Weapon: At 1st level, you gain a breath weapon you can use at will as a standard action. Each time, you can choose between a 15' cone or a 30' line. It has a Reflex save DC of 10 + half your class level + your Con modifier for half damage, and does 1d6 of fire damage, increasing by 1d6 every 2 levels. You are immune to your own breath weapon, but not to other breath weapons of the same type. At level 10, the breath range doubles. Dragontouched: At 1st level you gain this feat as a bonus feat. Breath Effects: At 2nd, 5th, 10th, 12th, 15th, and 20th levels you can choose a breath effect, which allows you to modify your breath weapon's damage type, area, or even replace the damage with another effect. Some only work with cones, while others only work with lines, and those of the same type cannot stack. Scales: At second level you develop a hide of fine scales, the color usually matching the adept's outlook and alignment. These give you a +2 to AC, and improve by 1 AC at levels 8, 13, and 18. Damage Reduction: You gain DR 2/+1 at level 6, which increases to 5/+1 at level 16. Immunities: At level 19 you become immune to sleep and paralysis spells. Invocations: These are spell-like abilities tapping into the adept's draconic energy. Any of them that are known can be used at will, but otherwise act like spells, such as in regards to casting in combat, or spell resistance. Casting level is the adept's class level, and those that grant saves have a DC of 10 + the equivalent spell level + the adept's Cha modifier. They come in 4 grades: least(2nd), lesser(4th), greater(6th), and dark(8th). Adepts start with knowledge of a single least invocation, and gain access to more at levels 3, 6, 8, 11, 13, 16, and 18. At levels 6, 11, and 16 they also unlock the next level of invocation, but they can select invocations of any level equal to or less than their highest level of access. Invocations are also subject to arcane spell failure. Adept Scales Type of Feat: Class Prerequisite: Dragonfire Adept level 2 You gain +2 AC to your natural armor. This increases to +3 at Dragonfire Adept 8, and increases by 1 every 5 levels thereafter. Use: Automatic Adept Damage Reduction Type of Feat: Class Prerequisite: Dragonfire Adept level 6 You gain DR 2/+1. This increases to 5/+1 at level 16, 7/+5 at 26, and 10/+5 at level 36. Use: Automatic Breath Effects These effects modify your Dragonfire Adept breath weapon, by changing damage types, replacing the damage with other effects, or affecting the manner in which it is applied. Adept Fire Breath Type of Feat: Breath Effect Prerequisite: Dragonfire Adept level 1 You gain a breath weapon you can use at will as a standard action. Each time, you can choose between a 15' cone or a 30' line, with the distance doubling at level 10. It has a Reflex save DC of 10 + half your class level + your Con modifier for half damage, and does 1d6 of energy damage, increasing by 1d6 every 2 levels. You are immune to your own breath weapon, but not to other breath weapons of the same type. You can breathe either a cone of fire or a line of fire. Use: Selected Adept Fire Breath - Cone Adept Fire Breath - Line Adept Frost Breath - Cone Type of Feat: Breath Effect Prerequisite: Dragonfire Adept level 2 You can breathe a cone of cold. Use: Selected Adept Electric Breath - Line Type of Feat: Breath Effect Prerequisite: Dragonfire Adept level 2 You can breathe a line of electricity. Use: Selected Adept Sickness Breath - Cone Type of Feat: Breath Effect Prerequisite: Dragonfire Adept level 2 You can breathe a cone of sickness. Those who fail a fort save are sickened for two rounds, and those who make it are sickened for 1 round. Use: Selected Adept Acid Breath Type of Feat: Breath Effect Prerequisite: Dragonfire Adept level 5 You can breathe either a cone of acid or a line of acid. Use: Selected Adept Acid Breath - Cone Adept Acid Breath - Line Adept Shaped Breath Type of Feat: Breath Effect Prerequisite: Dragonfire Adept level 5 The first four non-hostile targets caught in your breath are not affected by it. You can apply any one other breath effect you know to this breath. If used with Cloud Breath, you can only use the fire breaths. Any other breath used with both active will apply this effect only. Use: Selected Adept Slow Breath - Cone Type of Feat: Breath Effect Prerequisite: Dragonfire Adept level 5 You can breathe a cone of slowness. Those who fail a fort save are slowed for 2 rounds, or for 1 round if they succeed. Use: Selected Adept Weakening Breath - Cone Type of Feat: Breath Effect Prerequisite: Dragonfire Adept level 5 You can breathe either a cone of weakness. Those who fail a fort save are given a -6 Strength penalty for four rounds. Success reduces the duration to 2 rounds. Use: Selected Adept Cloud Breath Type of Feat: Breath Effect Prerequisite: Dragonfire Adept level 10 Instead of a cone, your breath expands in a cloud around you for 20'. This cannot be applied to line breath weapons. You can apply any one other breath effect you know to this breath. If used with Shaped Breath, you can only use the fire breaths. Any other breath used with both active will apply Shaped Breath only. Use: Selected Adept Enduring Breath Type of Feat: Breath Effect Prerequisite: Dragonfire Adept level 10 Any creature damaged by your breath with this effect applied takes half the initial damage again on the following round. This effect can only be applied to a fire breath. Use: Selected Adept Sleep Breath - Cone Type of Feat: Breath Effect Prerequisite: Dragonfire Adept level 10 You can breathe a cone of sleep. Those who fail a will save are put to sleep for 1 round. Use: Selected Adept Thunder Breath - Cone Type of Feat: Breath Effect Prerequisite: Dragonfire Adept level 10 You can breathe a cone of thunder. The save for this breath is Fortitude, rather than Reflex. Use: Selected Discorporating Breath of Bahamut - Line Type of Feat: Breath Effect Prerequisite: Dragonfire Adept level 15 You can breathe a line of pure energy. Damage is doubled, and this requires a Fortitude save instead of Reflex. This breath also cannot affect objects. When you use this breath, you take damage equal to twice your class level, which can't be lessened or reduced. Those who are neutral take four times their adept class level. This effect can only be learned by non-evil adepts. Use: Selected Adept Force Breath - Line Type of Feat: Breath Effect Prerequisite: Dragonfire Adept level 15 You can breathe a line of force. Use: Selected Adept Paralyzation Breath - Cone Type of Feat: Breath Effect Prerequisite: Dragonfire Adept level 15 You can breathe a cone of paralyzation. Those who fail a fort save are paralyzed for 1 round. Use: Selected Fivefold Breath of Tiamat Type of Feat: Breath Effect Prerequisite: Dragonfire Adept level 15 As a full round action, you breathe 5 different breaths: a cone of acid, a cone of cold, a cone of fire, a line of acid, and a line of electricity. Each one has its own reflex save, and each one does your full normal damage. When you use this breath, you take damage equal to twice your class level, which can't be lessened or reduced. Those who are neutral take four times their adept class level. In addition, you cannot use any breaths the following round. This effect can only be learned by non-good adepts. Use: Selected <CUSTOM0> breathes a blast of fire. <CUSTOM0> breathes a blast of acid. <CUSTOM0> breathes a blast of pure force. <CUSTOM0> breathes a blast of coruscating blue-white energy. <CUSTOM0> breathes a cone of nauseating gas. <CUSTOM0> breathes a cone of gas, slowing movements within. <CUSTOM0> breathes a cone of gas that seems to sap strength. <CUSTOM0> breathes a cone of paralyzing gas. <CUSTOM0> breathes a cone of acid. <CUSTOM0> breathes a tempest of mingling cold, fire, acid, and electricity. <CUSTOM0> breathes a cone of sleep gas. Return to invocation level selection. Select level of invocation to gain. NOTE: This may take a while when first browsing a particular level of invocations. Select an invocation to gain. You can select more invocations You will be able to select more invocations after you gain the appropriate level in an invocation caster class. Dark Greater Lesser Least You have lost concentration on the invocation you were attempting to cast! Beguiling Influence Least Invocation 2nd Level Spell You can invoke this ability to beguile and bewitch your foe. You gain a +6 to Bluff, Persuade, and Intimidate checks for 24 hours. Breath of the Night Least Invocation 1st Level Spell A misty cloud expands around you, granting 20% concealment to any within. This cloud lasts for 1 minute before dispersing. Darkness Least Invocation 2nd Level Spell You can create magical darkness in a 20' radius. All creatures within the darkness can only see in it using Ultravision, True Seeing, blindsense, or blindsight. Deafening Roar Least Invocation 2nd Level Spell You utter a loud roar within a 30' cone. Those within must make a Fortitude save or be deafened for 1 hour. Draconic Knowledge Least Invocation 2nd Level Spell This invocation grants you access to the great ancestral memories of dragonkind. You gain a +6 bonus to Spellcraft and Lore for 24 hours. Endure Exposure Least Invocation 3rd Level Spell With a touch, you grant a creature(or yourself) the ability to withstand hot or cold environments, but doesn't protect against actual fire or cold damage. In addition, the target is immune to your breath weapon's effects. This invocation lasts for 24 hours. Magic Insight Least Invocation 2nd Level Spell Over the next two rounds, the caster gains a bonus of 10 +1 per caster level to their Lore skill. Scalding Gust Least Invocation 2nd Level Spell You create a strong blast of searing wind in a 60' line before you. Creatures smaller than medium must make a Fortitude save or be knocked down, and all creatures within the area of effect regardless take 1 point of fire damage per caster level. See the Unseen Least Invocation 2nd Level Spell You grant yourself great powers of vision, allowing you to see invisible creatures and objects. You also gain darkvision. This invocation lasts for 24 hours. Charm Lesser Invocation 4th Level Spell You can beguile a creature within 60'. They must make a Will save or regard you as an ally. The charm lasts for 1 day per caster level, but you can only have one creature charmed in this way at any time. If you charm another creature, the first charm will be canceled. Energy Resistance Lesser Invocation 3rd Level Spell You gain resistance 10 to acid, cold, electricity, fire or energy, chosen when you cast the invocation. If you cast this invocation again before the duration ends, the new effect and duration replace the old. This invocation lasts for 24 hours. Energy Resistance: Acid Energy Resistance: Cold Energy Resistance: Electricity Energy Resistance: Fire Energy Resistance: Sonic Frightful Presence Lesser Invocation 3rd Level Spell You can cast this invocation as a swift action. Any enemies who are within 30' and fail a Will save are shaken for 10 minutes. This is a mind-affecting effect. Humanoid Shape Lesser Invocation 3rd Level Spell You can take on any humanoid form for 24 hours, or until you return to your normal shape. Voidsense Lesser Invocation 4th Level Spell You sharpen your hearing and sight, gaining blindsense for 24 hours. Voracious Dispelling Lesser Invocation 4th Level Spell You attempt to strip all magical effects from a single target. You can also target a group of creatures, attempting to remove the most powerful spell effect from each creature. To remove an effect, the caster makes a dispel check of 1d20 +1 per caster level (to a maximum of +10) against a DC of 11 + the spell effect's caster level. Anyone who has an active spell effect dispelled in this way takes 1 point of damage per level of the spell effect. Walk Unseen Lesser Invocation 2nd Level Spell You gain the ability to fade from view. You become invisible for 24 hours, or until you perform a hostile action. Aura of Flame Greater Invocation 6th Level Spell You become wreathed in an aura of orange fire. Any creature striking you in melee takes a number of points of fire damage equal to your caster level. Spell resistance can prevent this damage. Chilling Fog Greater Invocation 6th Level Spell A misty cloud expands around a point you designate, granting 20% concealment to any within. The cloud is so thick any within are slowed to a crawl, and attacks by those within are at a -2 penalty. In addition, any within take 2d6 points of cold damage per round. This cloud lasts for 1 minute per level before dispersing. Devour Magic Greater Invocation 6th Level Spell You attempt to strip all magical effects from a single target. You can also target a group of creatures, attempting to remove the most powerful spell effect from each creature. To remove an effect, the caster makes a dispel check of 1d20, +1 per caster level (to a maximum of +20) against a DC of 11 + the spell effect's caster level. You gain 5 temporary HP per spell level of any spell dispelled for 1 minute, and if you devour a new spell the new temporary hit points replace the old. Draconic Toughness Greater Invocation 5th Level Spell You gain temporary hit points equal to your caster level. These hit points last for 24 hours or until the invocation is cast again, in which case the new effect replaces the old. Terrifying Roar Greater Invocation 5th Level Spell You utter a powerful roar that fills a 30' cone. All creatures whose hit dice are equal to or less than your caster level become panicked for 1 round. If they succeed on a Will save they are shaken for one round. This is a mind-affecting fear effect. Energy Immunity Dark Invocation 8th Level Spell You gain immunity to acid, cold, electricity, fire or energy, chosen when you cast the invocation. If you cast this invocation again before the duration ends, the new effect and duration replace the old. This invocation lasts for 24 hours. Energy Immunity: Acid Energy Immunity: Cold Energy Immunity: Electricity Energy Immunity: Fire Energy Immunity: Sonic Instill Vulnerability Dark Invocation 7th Level Spell You imbue a single creature within 30' with 100% vulnerability to acid, cold, electricity, fire or energy, chosen when you cast the invocation. If you cast this invocation again before the duration ends, the new effect and duration replace the old. This invocation lasts for 24 hours. Instill Vulnerability: Acid Instill Vulnerability: Cold Instill Vulnerability: Electricity Instill Vulnerability: Fire Instill Vulnerability: Sonic Listen up basher, here's the dark of it. You grew up in Sigil, the city of doors. It wasn't easy, and you definitely earned a page or two. Recently, through portaljumping, or getting portaljacked, you've managed to escape the Cage. Now, you've got a whole new plane in front of you, and it's time to earn some jink and show these berks what a real cutter is like. Zenythri zenythri The Zenythri are a human-like race, infused with the energies of Law. No one knows where they come from, with rumors ranging from mysterious rituals, to the effects of distant parts of the Lawful planes. As a race they devote their lives to self-perfection, and view their role as to bring order to the universe, through example, or possibly other means. Physically they resemble perfectly-formed humans, with even their hair falling naturally into their personal style. Their skin is usually tinted a bluish-purple, and rarely they have other features showing their planetouched heritage such as metallic colored hair or eyes. They usually dress in simple and elegant clothing, and tend to either set or follow the local fashion. Zenythri Ability Adjustments: +2 Str, +2 Dex, +2 Wis, -2 Cha Favored Class (Monk): A multiclass zenythri's monk class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - 30' base speed - Darkvision: Zenythri are able to see in the dark. - Skill Affinity (Balance): +2 racial bonus to Balance checks. - Resist Fire: Innate fire resistance of 5. - Resist Sonic: Innate sonic resistance of 5. - Resist Electrical: Innate electrical resistance of 5. - Spell-like Abilities: 1/day - True Strike. - Outsider: Zenythri count as Outsiders for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +1 Racial Hit Dice/Class: NA Skill Affinity (Balance) Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature gains a +2 racial bonus to Balance checks. Use: Automatic. Racial True Strike Racial Magic Circle Tuladhara tuladhara The Tuladhara are among the rarest of planetouched; a crossbreed between humans and the enigmatic rilmani, the neutral exemplars. To them, balance is everything. They are not emotionless, but almost always consider all sides of an issue, acting without bias. Unlike some rumors may have you believe, however, they do not betray trust and friendship easily. Physically they resemble lithe and graceful humans, and are sometimes mistaken at a distance for half-elves. Up close, metallic-colored skin and opalescent eyes give them away. They are balanced in dress as in all things; not too flashy, but still fashionable. Tuladhara Ability Adjustments: +2 Con, +2 Wis Favored Class (Druid): A multiclass tuladhara's druid class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - 30' base speed - Darkvision: Tuladhara are able to see in the dark. - Skill Affinity (Persuade): +2 racial bonus to Persuade checks. - Skill Affinity (Sense Motive): +2 racial bonus to Sense Motive checks. - Resist Acid: Innate acid resistance of 5. - Resist Sonic: Innate sonic resistance of 5. - Resist Electrical: Innate electrical resistance of 5. - Spell-like Abilities: 1/day - Magic Circle vs Alignment. - Outsider: Tuladhara count as Outsiders for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +1 Racial Hit Dice/Class: NA Racial Expeditious Retreat Nathri nathri The nathri are a crude and savage race native to the ethereal plane, living in hunting packs that hunt intruders to their realm. Rumors say they sprung from the deep ethereal itself. Physically they are small, standing around 4' tall, with green skin and dark unruly hair. They have wide faces with flat noses and long pointed ears. The only clothing they wear is that scavenged from their victims, with many pouches and bags for their few possessions. Nathri Ability Adjustments: +2 Dex, +2 Con, -2 Cha. Favored Class (Barbarian): A multiclass nathri's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Small Stature: - +1 size bonus to attack rolls. - +1 size bonus to AC. - +4 size bonus to Hide checks. - 20' base speed - Darkvision: Nathri are able to see in the dark. - Spell Resistance: Innate spell resistance of 5 + 1 per character level. - Spell-like Abilities: 3/day - Expeditious Retreat. - Outsider: Nathri count as Outsiders for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +1 Racial Hit Dice/Class: NA Skill Affinity (Persuade) Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature receives +2 racial bonus to Persuade checks. Use: Automatic. Skill Affinity (Sense Motive) Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature receives +2 racial bonus to Sense Motive checks. Use: Automatic. Skill Affinity (Tumble) Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature receives +2 racial bonus to Tumble checks. Use: Automatic. Chaond chaond Chaonds Sometimes, when the implanted eggs of slaadi are removed from their victim, they leave behind some remnants of chaos, which in turn affect said victim's descendants, resulting in the planetouched race of chaonds. Their chaotic heritage leaves them whimsical and emotional, living for the present. They seldom look past today, and while they are outgoing they also tend to be insensitive, making no excuses and expecting nothing from others. Physically they typically appear as rough humans with thick chests and limbs, blocky faces, and skin and hair that slowly shifts in color. They stand about 5'1" to 5'10" and are usually twice as wide as a normal human. Other features showing their slaadi heritage vary from chaond to chaond as befits their chaotic nature, and could be anything from patches of hardened scales, to reptilian hands and feet. Clothing-wise they just wear whatever is at hand, tending to leave them wearing wild and clashing colors. Chaond Ability Adjustments: +4 Dex, +2 Con, -2 Cha. Favored Class (Any): A multiclass chaond's highest class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - 30' base speed - Darkvision: Chaonds are able to see in the dark. - Skill Affinity (Tumble): +2 racial bonus to Tumble checks. - Resist Acid: Innate acid resistance of 5. - Resist Sonic: Innate sonic resistance of 5. - Resist Cold: Innate cold resistance of 5. - Outsider: Chaonds count as Outsiders for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +1 Racial Hit Dice/Class: NA Damage Reduction 5 Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature receives damage reduction 5/+1 to hit. Use: Automatic. Metal Hide Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The spikes on a bladeling's body prevent the wearing of any medium or heavy armor. Use: Automatic. Razor Storm Type of Feat: Racial Prerequisite: Race-Specific. Specifics: Once per day, a bladeling can expel shrapnel-like bits of its skin in a 15' cone, dealing 2d6 points of slashing damage to any within the area. A reflex save vs 10 + the bladeling's Con modifier halves the damage. After this, the bladeling's natural armor bonus drops by 2 for 24 hours. Use: Selected. Bladeling bladeling Bladelings Bladelings are dangerous inhabitants of the Lower Plane of Acheron. Like their home plane they are mostly made of metal, resembling living constructs. In shape they are human, but lack hair, and their skin is covered in patches of metallic spines. Their eyes typically glow a blue or purple light. They have little interest in superficial clothing, and many rely on their natural armor for protection. As a race they are xenophobic and distrusting of outsiders, though they have a strong sense of duty and loyalty to their own kind. They are also highly superstitious. Bladeling Ability Adjustments: +2 Dex. Favored Class (Fighter): A multiclass bladeling's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - 30' base speed - Darkvision: Bladelings are able to see in the dark. - Natural Armor: Bladelings have a +4 Natural Armor bonus. - Natural Weapons: Bladelings have a primary natural claw attack for 1d6 damage. - Immunities: Immune to acid damage. - Resist Fire: Innate fire resistance of 5. - Resist Cold: Innate cold resistance of 5. - Damage Reduction: DR 5/+1. - Metal Hide: Despite their metal skin, bladelings themselves cannot be damaged by rust attacks. They also cannot wear any armor heavier than light armor due to the spikes in their skin. - Razor Storm: Once per day, bladelings can expel a 15' cone of metallic shards from their skin, dealing 2d6 slashing to those within. There is a reflex save vs 10 + Con for half damage. Afterwards, the bladeling's natural armor drops by 2 for 24 hours. - Outsider: Bladelings count as Outsiders for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +1 Racial Hit Dice/Class: NA Plant plant Plants Not all plants are motionless, drawn only by the wind, sun and water on life's canvas. Some have a mind and volition of their own. drider Failed in the eyes of your goddess, shunned by cruel, violent people you once considered your own, the Underdark holds no comfort for you now. Driven from all you have known, only wanderlust and a thirst for adventure keeps you going now. Driders are bloodthirsty creatures that lurk in the depths of the earth, seeking warm-blooded prey of any kind. These strange beings have the head and torso of a drow elf and the legs and lower body of a giant spider. Failed of Lolth, driders are outcast from their own communities. Drow and driders hate one another passionately. Drider Ability Adjustments: +4 Str, +4 Dex, +6 Con, +4 Int, +6 Wis, +6 Cha Favored Class (Sorcerer): A multiclass drider's sorcerer class does not count when determining whether he or she suffers an XP penalty for multiclassing. Special Abilities: - Darkvision: Driders can see in the dark. - Natural Armor: +6 racial bonus to natural armor. - Spell Resistance: Spell Resistance equal to 11 + hit dice. - Skill Affinity (Hide): +4 Racial bonus to Hide checks - Skill Affinity (Move Silently): +4 Racial bonus to Move Silently checks - Poison bite: Fortitude save (DC 18), initial and secondary damage 1d6 temporary strength - Spell-like Abilities: darkness, detect good, detect law, faerie fire - 1/day, Caster level 6th - Aberration: Driders count as Aberrations for the purposes of spells and effects. - Sorcerer Casting: Driders cast spells as a Sorcerer of their hit dice (6th level) (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +4 Racial Hit Dice/Class: 6 of Aberration Plant Immunities Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The plant racial type conveys several immunities: Immunity to sleep, paralyze, mind-affecting abilities, critical hits, and poison. Use: Automatic. Partial Piercing Immunity Type of Feat: Class and Racial Prerequisite: Race-Specific or Forest Master 10 Specifics: The creature takes 50% less damage from piercing weapons. Use: Automatic. Plant Creature is a member of the Plant race. Volodni volodni At the end of a terrible war, a great lord led his people into the great forests of the former ancient empire to seek refuge from the roving demons and magical plagues ravaging the lands. Some power of the old woods, whether an elder treant or something greater, confronted the refugees and denied them safety unless they forswore their demon-summoning ways and took on the forests' blood for their own. The lord agreed on the spot, and thus the refugees gave up their humanity for safety, becoming the Volodni. In shape they still resemble humans, but their skin is the deep olive green of a pine needle, and is woody and tough. They bear sap for blood, and their hair grows in long, thick locks scaled like bark on a young tree. Their eyes are gleaming black and they tend to be tall and wiry. They tend to be cold and dispassionate, believing the ends serve the means, and go about their tasks with the patience of the forest itself. To the "pine folk" as they are sometimes known, the forest is everything. Volodni Ability Adjustments: +2 Con, +2 Wis, -2 Int, -2 Cha. Favored Class (Druid): A multiclass volodni's druid class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - 30' base speed - Low-Light Vision: Allows them to see better than normal in the dark. - Resist Cold: Innate cold resistance of 5. - Skill Affinity (Hide Forest): +4 racial bonus to Hide when in the forest. - Resist Piercing: Innate 50% piercing resistance. - Plant Immunities: Immune to sleep, paralyze, poison, mind-affecting effects, and critical hits. - Plant: Volodni count as Plants for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +2 Racial Hit Dice/Class: NA Racial Detect Good Racial Detect Law 1d3 Hagspawn hagspawn Hagspawns Sons of malicious, predatory mothers, hagspawn are not a complete race, as there are no females of their kind. Hags continue their awful lineage by taking human males for mates, usually murdering and devouring the hapless captive later. The female children of a hag quickly grow into hags like their mothers, but the male children are hagspawn, half-human outcasts. Feared and hated by normal humans, hagspawn must make their way in the world by dint of their strength, hardiness, and sheer determination. Hagspawn Ability Adjustments: +2 Strength, +2 Constitution, -2 Charisma: Hagspawn are strong and hardy, but are sullen and ill-tempered. Favored Class (Barbarian): A multiclass hagspawn's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing. - Medium size - A hagspawn's base land speed is 30 feet - Monstrous Humanoid - Darkvision - Natural Armor +2 - Spell Resistance 11 + Hit Dice - Favored Class: Barbarian - Level Adjustment: +2 Fight Defensively Taer taer Taers Primitive hunters of the icebound north, taers are cruel and savage creatures who haunt the remote mountains and passes of the East. They launch war parties into warmer lands, carrying off livestock, food stores, or even people for the clan's larder. Even more so than other evil folk such as orcs or gnolls, taers are regarded by other races as crude, bloodthirsty beasts without a single redeeming quality. Although taers regard other creatures as potential enemies or meals, they possess a surprisingly complex store of oral histories, rules for conduct within the clan, and tribal wisdom. Long ago, the race developed a comprehensive code to govern its tendency toward violence, at least between its own members. Anyone not of the taer's clan is beyond the protection of this code and can be robbed, murdered, or eaten at will. Those few taers who wander into civilized lands either extend their concept of "clan" to some other set of intelligent creatures, such as a group of bandits, a village, or an adventuring band, or quickly die at the hands of an angry mob. Taer Ability Adjustments: +4 Strength, +2 Constitution, -4 Intelligence, -2 Charisma: Taers are tough and tremendously strong, but are insular and do not have the reasoning capacities of other races. Favored Class (Barbarian): A multiclass taer's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing. - Medium size - A taer's base land speed is 30 feet - Giant - Racial Hit Dice: A taer begins with two levels of giant. This provides 2d8 Hit Dice, a base attack bonus of +1, and base saving throws of Fort +3, Ref +0, and Will +0. - Darkvision - Natural Armor +2 - Natural Attacks: An unarmed taer can make two slam attacks at his normal attack bonus and a bite attack at a -5 penalty on his normal attack bonus. The taer's slam attacks deal 1d3 points of damage, and the bite deals 1d4 points of damage - Cold Subtype (Ex): Taers are immune to cold damage but are vulnerable to fire attacks. They take half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure - Favored Class: Barbarian - Level Adjustment: +1 Mountain Spirit Folk Spell Resistance 8 Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature has an innate spell resistance of 8, plus 1 per level. Use: Automatic. Racial Sneak Attack +1d6 Type of Feat: Race Specific Specifics: Adds +1d6 Sneak Attack damage to your existing sneak attack, or grants the ability to sneak attack for 1d6 damage. Use: Automatic. You are one of the Mountain tribe of Spirit Folk. You gain a +8 bonus to Climb, and a +2 bonus to Balance, Jump, and Tumble. Stonechild stonechild Stonechildren Born of a union of mortal and elemental, a stonechild is a hardy entity grounded in soil and stone and gifted with incredible strength, fortitude, and a keen intellect. Although they are not the outcasts that half-orcs often are, stonechildren are rarely raised among others of their kind. Most stonechildren grow to maturity while living in dwarf or human communities, and those few who stay on the Material Plane often wander alone, taking up the mantle of adventurer. Stonechildren are most comfortable in and under the mountains; because of this preference, they usually end their wandering by settling with a community of dwarves. As they grow older, even the most adventurous stonechildren become more and more likely to seek a way to the Elemental Plane of Earth and surround themselves with others of their kind. Stonechild Ability Adjustments: +8 Str, +8 Con, +2 Int, -2 Cha Favored Class (fighter): A multiclass Stonechild's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: Darkvision Natural Armor +4 Immune to Acid and Poison Magic Stone - A stonechild can cast the magic stone spell three times a day at caster level 3. Stonechild count as Outsider for spells and abilities. They have a Level Adjustment of +4, and 2 racial hit dice of Outsider that grants proficiency with all simple and martial weapons, light and medium armor, and shields. Kapak Saliva Type of Feat: Race Specific Specifics: A male kapak can lick his weapon, coating it with a poison that does 1d6 dex damage as primary and secondary effects. Licking a weapon is a full round action that provokes attacks of opportunity. The poison lasts for 3 rounds. A female kapak does not secrete poison but a healing agent. She can lick the wounds of any creature, healing it for 2d6. She can do this to any given creature once every 4 hours, and cannot use it on herself. Use: Selected. Racial Flare Shapeshifter Creature is a member of the Shapeshifter race. Skill Affinity (Intimidate) Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature gains a +2 racial bonus to Intimidate checks. Use: Automatic. Skill Affinity (Pickpocket) Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature gains a +2 racial bonus to Pickpocket checks. Use: Automatic. Partial Skill Affinity (Spells) Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature gains a +1 racial bonus to Lore and Spellcraft checks. Use: Automatic. Cowardly and Pitiable Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature gains a +4 to Persuade checks, but a -4 to fear saves. Use: Automatic. 1d3 Damage 4d3 4d3 Damage Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature gains a +4 to Persuade checks, but a -4 to fear saves. Use: Automatic. Gnomish Craft Guild Type of Feat: Racial Prerequisite: Race-Specific. Specifics: You are a member of one of the various crafting guilds(leatherworking, blacksmithing, etc) among the gnomes. You gain a +2 bonus to all crafting checks. Use: Automatic. Gnomish Tech Guild Type of Feat: Racial Prerequisite: Race-Specific. Specifics: You are a member of one of the various technology guilds(architecture, engineering, etc) among the gnomes. You gain a +1 bonus to all crafting and Lore checks. Use: Automatic. Gnomish Sage Guild Type of Feat: Racial Prerequisite: Race-Specific. Specifics: You are a member of one of the various research guilds(philosophy, mathematics, etc) among the gnomes. You gain a +2 bonus to Lore checks. Use: Automatic. Lack of Focus Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature is unable to focus for any length of time. This imposes a -4 on all Concentration checks. Use: Automatic. You grew up among stories of honor and glory. Now, you have left your clan's home to forge stories and legends of your own, and to find a cause worth fighting for. You have grown up always knowing you and your kind were special. Your homeland destroyed, your kind wanders the world, hiding what they are. for reasons of your own however, you have headed out into the world to see what it has in store for you. Awesome Blow Type of Feat: General Prerequisite: Str 25, Power Attack, Improved Bull Rush, size Large or larger. Specifics: As a standard action, the creature may choose to subtract 4 from its melee attack roll and deliver an awesome blow. If the creature hits a corporeal opponent smaller than itself with an awesome blow, its opponent must succeed on a Reflex save (DC = damage dealt) or be knocked flying 10 feet in a direction of the attacking creature's choice and fall prone. Use: Selected Feral Gargun feral gargun Feral Garguns A small offshoot of the goliath race, feral garguns tear their livelihood out of the frigid northern regions with tooth and claw. Feral garguns derive from goliath and giant parentage. These large, savage humanoids fight in quick, furious bursts of energy. In the barren areas of the north, there is little room for mercy, and the feral garguns have had to learn to be aggressive just to survive. Even more than their goliath kindred, feral garguns find cities and the trappings of civilization confusing and intimidating. Although individual feral garguns have found ways to adapt to the cities and villages of other races, the majority prefers the simple, nomadic lifestyle of the far north. Feral Gargun Ability Adjustments: +4 Str, +2 Dex, +4 Con, -2 Int, -2 Cha Favored Class (Barbarian): A multiclass Feral Gargun's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: Darkvision Natural Armor +2 Cold Resistance 5 Powerful Build - The Feral Gargun is treated as a Large creature for wielding weapons and combat maneuvers such as grappling and tripping Running Jump - Feral Gargun treat all jump checks as running Claw Attacks - The Feral Gargun has 2 primary claw attacks dealing 1d6 damage each Feral Gargun count as monstrous humanoid for spells and abilities. They have a Level Adjustment of +2, and 2 racial hit dice of Monstrous Humanoid that grants proficiency with all simple weapons Personal Combat Maneuvers Krinth krinth For the past two thousand years, the City of Shade has existed on the Plane of Shadow, kept in good condition by slaves captured from that plane as well as from Faerûn. The Netherese wizards who rule the city also trafficked with demonic creatures made of the same tenebrous substance as the plane itself. On occasion, these demons would force themselves on the slaves; the offspring from these couplings are a unique race known as the krinth. Krinth are known for their physical endurance, their singlemindedness, and their quick tempers. They make excellent warriors and servants because of the first two traits, but the third often means they are short-lived at both roles. Krinth Ability Adjustments: -2 Cha, +2 Con Favored Class (Fighter): A multiclass krinth's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: Darkvision out to 60 feet. +1 racial bonus on all Will saves. +1 bonus on all saving throws against spells and spell-like abilities with the shadow descriptor. +2 racial bonus on Hide checks +4 racial bonus on saving throws against fear Krinth cannot become shaken, and they ignore the effects of the shaken condition Krinth count as human for spells and abilities Hadozee hadozee A race of simianlike humanoids, hadozee are often referred to as "winged deck apes." It's easy to see where they would come by such a moniker: they are covered in light brown fur, with a slightly stooped posture, a shaggy mane, and a fanged muzzle. And they have flaps of skin that hang beneath their arms that enable gliding, if not true flight. Because they're also good climbers and balancers, hadozee are particularly suited for life aboard a ship sailing the seas of adventure. Hadozee Ability Adjustments: -2 Cha, +2 Dex Favored Class (Rogue): A multiclass hadozee's rogue class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: +4 bonus on Climb and Balance checks Gliding: All jump checks have their distance doubled Hadozee count as human for spells and abilities Bhuka bhuka The bhukas are an offshoot of the goblinoid people and claim to be descended from the first inhabitants of the world. They are consummate survivors of the waste, having a talent for finding water and many physical adaptations that allow them to function in a harsh environment. Their culture celebrates and preserves ancestral ways of living. Bhuka Ability Adjustments: -2 Str, +2 Dex Favored Class (Druid): A multiclass bhuka's druid class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: Heat Endurance as a bonus feat Immunity to Dazzled condition +2 to Lore Cannot be slowed in natural terrain Bhuka count as goblin for spells and abilities Drift Magic Type of Feat: General Prerequisite: Lore 4 Specifics: When you cast a spell with the Earth descriptor, increase its caster level by 1 Use: Automatic. Skarn skarn Skarns Skarn are strong, sophisticated warriors of intellect. Like the rilkans, they are descended from the vanished mishtai progenitor race, which long ago infused all mishtai with incarnum in an attempt to achieve perfection of form. Skarn appear human except for the five or six vertically aligned reptilian spines that project from the anterior of each forearm, posterior of each calf, and the upper back. Skarn society is insular and demands both mental and physical achievement. They are a proud race - some would say arrogant - and they boast soulborns, paladins, rangers, and fighters of other hybrid classes that exemplify perfection of both mind and body. Skarn Ability Adjustments: +2 Str, -2 Dex Favored Class (Incarnate): A multiclass Skarn's incarnate class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: +2 racial bonus on Intimidate and Climb Natural Weapon - The skarn can equip a natural weapon that acts as a short sword at will Skarn count as reptilian humanoid for spells and abilities Skarn Spines Type of Feat: Racial Prerequisite: Skarn Specifics: You equip a Skarn Spine (a shortsword dealing 1d6 damage) into an open hand, or unequip it. If you have a soulmeld bound to your arms chakra, the spine overcomes damage reduction up to X/+3. Use: Selected Goliath goliath Skill Affinity (Move Silently) Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature gains a +2 racial bonus to Move Silently checks. Use: Automatic. Goliaths Goliaths are massive creatures unafraid of throwing their weight around in a fight. Highly competitive, these strong nomads can prove to be powerful allies and welcome additions to any adventuring party. Goliaths are known for their almost foolhardy daring. In their mountain homes, they leap from precipice to precipice, heedless of the fatal consequences of a misstep. They place great stock in clan and family; life in the mountains teaches even the youngest goliath to rely completely on his fellows for a hand across a crevasse. Because most goliaths are hunter-gatherers, they tend to be inquisitive, always curious about whether better hunting lies over the next ridge or a good water source can be found in the next canyon. Goliath Ability Adjustments: +4 Str, -2 Dex, +2 Con Favored Class (Barbarian): A multiclass Goliath's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: +2 racial bonus on Sense Motive Powerful Build - The Goliath is treated as a Large creature for wielding weapons and combat maneuvers such as grappling and tripping Running Jump - Goliaths treat all jump checks as running Goliath count as monstrous humanoid for spells and abilities. They have a Level Adjustment of +1 Caster Level(s): Wizard / Sorcerer 8 Innate Level: 8 School: Necromancy Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Medium Duration: 1 Round / Level Additional Counter Spells: Remove Blindness / Deafness Save: Fortitude Negates Spell Resistance: Yes All enemies within a 10-ft radius are struck blind and deaf. Spell Resistance 22 Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature has an innate spell resistance of 22, plus 1 per level. Use: Automatic. Humanoid Shape: With this you can attempt to learn a new shape and shift into that shape if you can learn it. Humanoid Quickslot 1 Humanoid Quickslot 2 Humanoid Shape Options Humanoid Shape Options: With this you can: * Select a shape you know to turn into * View what shapes you have assigned to your 'Quick Shift Slots' * Assign shapes you know to your 'Quick Shift Slots' * Remove shapes you no longer want 1 2 3 4 5 6 7 8 9 11 13 15 17 19 21 23 25 27 29 31 33 35 37 39 41 43 45 47 49 51 53 55 57 59 61 99 100 Epic Spell Seed: Afflict School: Enchantment (Compulsion) [Fear, Mind-Affecting] This is a spell seed, and is required to successfully research any Epic Spells relating to this seed. You afflict targets with negative effects, such as morale penalties on attacks, checks, and saving throws. You may also afflict a target's ability scores, reducing them. As well, other afflictions, such as blindness and deafness, are at your disposal. Epic Spell Seed: Animate Transmutation This is a spell seed, and is required to successfully research any Epic Spells relating to this seed. You can imbue inanimate objects with mobility and a semblance of life (not actual life). The animated object can be of any nonmagical material: wood, metal, stone, fabric, leather, ceramic, glass, and so forth. You can also animate part of a larger mass of raw matter, such as a volume of water in the ocean, part of a stony wall, or perhaps even part of the earth itself (though, there are limits of course). Epic Spell Seed: Animate Dead Necromancy [Evil] This is a spell seed, and is required to successfully research any Epic Spells relating to this seed. You can turn the bones or bodies of dead creatures into undead that follow your spoken commands. The undead can follow you, or they can remain in an area and attack any creature entering the place. The undead remain animated until they are destroyed. All types of undead can be created, although the creation process becomes increasingly difficult as the desired undead rise in power. Epic Spell Seed: Armor Conjuration (Creation) [Force] This is a spell seed, and is required to successfully research any Epic Spells relating to this seed. You can grant a creature additional armor. Unlike mundane armor, however, the armor seed provides an intangible protection that entails no armor check penalty, arcane spell failure chance, or speed reduction. There are several different types of magical armor to bestow the target, such as: deflection, natural armor, or dodge. Epic Spell Seed: Banish Abjuration This is a spell seed, and is required to successfully research any Epic Spells relating to this seed. You force extraplanar creatures out of your home plane. You can also specify a type or subtype of creature other than outsider to be banished, such as: giants, goblinoids, or undead. Epic Spell Seed: Compel Enchantment (Compulsion) [Mind-Affecting] This is a spell seed, and is required to successfully research any Epic Spells relating to this seed. You compel a target to follow a course of activity. At its basic level, a spell using the compel seed must be worded in such a manner as to make the activity sound reasonable. Asking the creature to harm or kill itself will not work. Epic Spell Seed: Conceal Illusion (Glamer) This is a spell seed, and is required to successfully research any Epic Spells relating to this seed. You can conceal a creature or object touched from sight, even from darkvision. If the subject is a creature carrying gear, the gear vanishes too, rendering the creature invisible. Epic Spell Seed: Conjure Conjuration (Creation) This is a spell seed, and is required to successfully research any Epic Spells relating to this seed. You create a non-magical, unattended object of nonliving matter. You can create matter ranging in hardness and rarity from vegetable matter all the way up to mithral and even adamantine. Epic Spell Seed: Contact Divination This is a spell seed, and is required to successfully research any Epic Spells relating to this seed. You forge a telepathic bond with a particular creature with which you are familiar (or one that you can currently see directly or through magical means) and can converse back and forth. The subject recognizes you if it knows you. Epic Spell Seed: Delude Illusion (Figment) This is a spell seed, and is required to successfully research any Epic Spells relating to this seed. A spell developed with the delude seed creates the visual illusion of an object, creature, or force, visualized by you. Epic Spell Seed: Destroy Transmutation This is a spell seed, and is required to successfully research any Epic Spells relating to this seed. You deal damage to a target. The damage is of no particular type or energy - it is purely a destructive impulse. Epic Spell Seed: Dispel Abjuration This is a spell seed, and is required to successfully research any Epic Spells relating to this seed. You can end ongoing spells that have been cast on a creature or object, or temporarily suppress the magical resistances and abilities of a creature or object. Epic Spell Seed: Energy Evocation [Acid, Fire, Electricity, Cold, or Sonic] This is a spell seed, and is required to successfully research any Epic Spells relating to this seed. You can work with whichever one of five energy types you choose: acid, cold, electricity, fire, or sonic. You can use these energies to create augmentations, barriers, or straight forward damage. Epic Spell Seed: Foresee Divination This is a spell seed, and is required to successfully research any Epic Spells relating to this seed. You can foretell the immediate future, or gain information specific to your situation. Epic Spell Seed: Fortify Transmutation This is a spell seed, and is required to successfully research any Epic Spells relating to this seed. The fortify seed can grant increases or augmentations of many kinds, from ability scores, to damage reduction, to saving throws, to spell resistance. Epic Spell Seed: Heal Conjuration (Healing) This is a spell seed, and is required to successfully research any Epic Spells relating to this seed. Spells developed with the heal seed channel positive energy (or alternatively, negative energy) into a creature to wipe away disease and injury. Permanent drains and negative levels may also be overcome with this seed. Epic Spell Seed: Life Conjuration (Healing) This is a spell seed, and is required to successfully research any Epic Spells relating to this seed. A spell developed with the life seed will restore life and complete vigor to any deceased creature. You can also use the life seed to give actual life to normally inanimate objects. Epic Spell Seed: Light Evocation (Light) This is a spell seed, and is required to successfully research any Epic Spells relating to this seed. You control the factors of light. Spells using this seed brighten any occasion, leaving darkness desperately clinging to the last remaining shadows. Epic Spell Seed: Opposition Evocation [Good, Evil, Chaotic, Lawful] This is a spell seed, and is required to successfully research any Epic Spells relating to this seed. Spells developed using the seed of opposition tend to borrow power from the gods themselves. As diametrically opposed as the gods of extreme alignments tend to be to one another, so too do the spells of this seed seem to take extreme prejudice against creatures of alignments different from your own, or another specific alignment. Epic Spell Seed: Reflect Abjuration This is a spell seed, and is required to successfully research any Epic Spells relating to this seed. Attacks targeted against you rebound safely away. Each use of the reflect seed in an epic spell is effective against one type of attack only: spells, ranged, and melee. Epic Spell Seed: Reveal Divination This is a spell seed, and is required to successfully research any Epic Spells relating to this seed. You can see some distant location or hear the sounds at some distant location almost as if you were there. Epic Spell Seed: Shadow Evocation (Darkness) This is a spell seed, and is required to successfully research any Epic Spells relating to this seed. The dark corners, shady alleyways, and lightless caverns are all domains of shadow. Spells using the seed of shadow block natural light, and also may bring the shadows to life at times. Epic Spell Seed: Slay Necromancy [Death] This is a spell seed, and is required to successfully research any Epic Spells relating to this seed. A spell developed using the slay seed snuffs out the life force of a living creature, killing it instantly. Alternatively, you can use the slay seed in an epic spell to suppress the life force of a target, bestowing negative levels on it. Epic Spell Seed: Summon Conjuration (Summoning) This is a spell seed, and is required to successfully research any Epic Spells relating to this seed. You can summon an outsider. It appears where you designate, and acts immediately in its new environment. With slightly greater difficulty, you can summon creatures of types other than outsider, such as elementals or aberrations. Epic Spell Seed: Time Transmutation This is a spell seed, and is required to successfully research any Epic Spells relating to this seed. Spells developed with the time seed can temporarily slow or even stop the flow of time. Alternatively, you could also speed time up for one or more targets, allowing them to move faster and act more often in their surroundings. Epic Spell Seed: Transform Transmutation This is a spell seed, and is required to successfully research any Epic Spells relating to this seed. Spells using the transform seed change the subject into another form of creature or object. Epic Spell Seed: Transport Transmutation [Teleportation] This is a spell seed, and is required to successfully research any Epic Spells relating to this seed. Spells using the transport seed instantly take you to a designated destination, regardless of distance. Dimensional and planar travel is also a possibility, though, like with anything you need to know where it is you're going, either from past experience or through a detailed description. Epic Spell Seed: Ward Abjuration This is a spell seed, and is required to successfully research any Epic Spells relating to this seed. You can grant creatures protection from damage of a specified type. You can protect a creature from standard damage or from magical damage. You can protect a creature from magic. Alternatively, wards can be created to hedge out specific creatures or creature types. The Unseen Wanderer Gained through a casting of the epic spell 'Unseen Wanderer', this ability allows you to become invisible (or visible) at will. Epic Spell: Achilles Heel Researched Epic Spell: Achilles Heel School: Abjuration Components: V, S Range: Touch Target: Caster Duration: 20 rounds Saving Throw: Will Negates (Harmless) Spell Resistance: Yes (Harmless) The bane of all casters and their ilk is held within this single spell. It makes you virtually impenetrable by all spells, thus giving you immunity to magic, for a short period of time. It does not stop the flow of magic, but grants upon you ability to manipulate it to stop all harmful effects directed toward you. This does come at a cost however. You forfeit almost all of your endurance in the form of constitution in exchange for spell immunity while the spell is in effect. IE: Your constitution is dropped to 3. Epic Spell: All Hope Lost Researched Epic Spell: All Hope Lost School: Enchantment [Mind-Affecting] Components: V, S Range: Personal Target: Self Area: 40' Radius Duration: 20 rounds Saving Throw: Will negates Spell Resistance: Yes With the casting of this spell, you force overwhelming feelings of despair on all affected creatures within your immediate area. On a failed saving throw, the emotion persists for the duration. Epic Spell: Allied Martyr Researched Epic Spell: Allied Martyr School: Divination [Foresight] Components: V, S Range: Touch Target: One allied creature Duration: 20 hours, or until death due to martyrdom Saving Throw: No Spell Resistance: No When you cast this on an ally, you are essentially assigning that creature to be your source of health and vitality. With the ally's permission*, any subsequent damage received by you will be instantaneously transferred to the ally, for the duration. *NPC allies automatically accept; only other players must accept the consequences freely. Epic Spell: Anarchy's Call Researched Epic Spell: Anarchy's Call School: Evocation [Chaos] Components: V, S Range: Personal Target: Self Area: 40' Radius Duration: Instantaneous Saving Throw: Will negates(special, see below) Spell Resistance: Yes The call of chaos affects the morals and sense of justice and order in all lawful creatures in the area, causing them to lose their vigilance for a brief time. Each affected creature will act erratic for a time, and will either drop their hand-held equipment and run away, or simply wander about in a state of confusion, suddenly unsure of their own standards of behavior. A word of caution to the caster of a lawful influence: You may begin to notice a lessening of your so-called diligent tendencies with each casting of this spell. Epic Spell: Animus Blast Researched Epic Spell: Animus Blast School: Evocation [Cold] Components: V, S Range: Long Area: 20-ft.-radius burst Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes When this spell is cast, you engulf your enemies in a coldball that deals 10d6 points of cold damage. However, up to 10 of the enemies that perish as a result of this blast are then instantly animated as skeleton minions. These skeletons serve you indefinitely. Epic Spell: Animus Blizzard Researched Epic Spell: Animus Blizzard School: Evocation [Cold] Components: V, S Range: Long Area: 20-ft.-radius burst Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes When this spell is cast, you engulf your enemies in an unusually powerful burst of cold that deals 20d6 points of cold damage. However, up to 5 of the enemies that perish as a result of this blast are then instantly animated as wights. These wights serve you indefinitely. Epic Spell: Army Unfallen Researched Epic Spell: Army Unfallen School: Conjuration [Healing[ Components: V, S Range: Personal Duration: Instantaneous Saving Throw: None (harmless) Spell Resistance: Yes (harmless) In the heat of battle, there are times when odds begin to stack against you. These odds climb exponentially higher if allies begin to fall. With a casting of this powerful spell, you will restore all deceased allies to full life and vigor. In addition, any allies (including yourself), that may have sustained injuries are healed to complete health. You do not have to be in the vicinity of your allies for them to receive the benefits of this spell. However, while all allies are either healed or resurrected, this spell does not save them from whatever situation might have caused their demise; Fallen allies are raised where they fell, the injured are healed where they stand. Epic Spell: Audience of Stone Researched Epic Spell: Audience of Stone School: Transmutation Components: V,S Range: Medium Area: 20-ft.-radius burst Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes With the casting of this spell, all creatures caught within the targeted area must make a Fortitude save or turn to stone. Epic Spell: Battle Bounding Researched Epic Spell: Battle Bounding School: Transmutation [Teleportation] Components: V,S Range: Personal Area: 10-ft.-radius aura Duration: 20 rounds Saving Throw: None Spell Resistance: None Spell casters do not suffer interruptions gladly, and the creation of this spell was a result of that. When an enemy enters the aura, created by this spell, the caster is instantly teleported to a different location nearby. In essence, the spell is designed to keep the caster in the battle while keeping the battle out of arms reach of the caster. Epic Spell: Celestial Council Researched Epic Spell: Celestial Council School: Divination Components: V,S Range: Personal Duration: Instantaneous Saving Throw: None Spell Resistance: None The planes hold secrets untold and unfound. Like any knowledge, the key to the acquisition of it is to first gain access to it. With a casting of this spell, the caster may select a being of the celestial plane with which to converse. Anything may come of such a council: Information, Power, Favors the possibilities are endless. Epic Spell: Champion's Valor Researched Epic Spell: Champion's Valor School: Transmutation Components: V,S Range: Touch Target: One creature Duration: ((Caster Level/2) - 10) turns; with a minimum of 5 turns, and with a maximum of 10 turns. Saving Throw: None (harmless) Spell Resistance: None (harmless) Champions come in many forms, but what are qualities of champions' Vigilance and clarity, certainly. Unwavering commitment to the task, as well. With a casting of this spell, the target gains these qualities, with the granted immunities towards Knockdown, Mind-Affecting spells, Critical Hits, and Sneak-Attacks. Epic Spell: Contingent Resurrection Researched Epic Spell: Contingent Resurrection School: Conjuration (Healing) Components: V,S Range: Touch Target: You or creature touched Duration: Contingent until expended, then instantaneous Saving Throw: None (harmless) Spell Resistance: No (harmless) Contingent Resurrection returns the subject to life if he or she is slain. Once cast, the spell remains quiescent and does not activate until the trigger condition is met, which in this case is the subjects death. Each day it remains untriggered, it reserves an epic spell slot, even if you cast it on another creature. If the subject is killed (the trigger), he or she is instantaneously restored to full life and health, and restores the use of the epic spell slot once more. As well, you may at any time (before the contingency is triggered) willfully dispel the contingency to regain the epic spell slot, thereby canceling the spell on the subject. Epic Spell: Contingent Reunion Researched Epic Spell: Contingent Reunion School: Transmutation [Teleportation] Components: V,S Range: Short Target: One object or location or creature Duration: Contingent until expended, then instantaneous Saving Throw: None (harmless) Spell Resistance: No (harmless) Contingent Reunion teleports you to any target when certain conditions arise. Once cast, the spell remains quiescent until triggered, at which point you will instantaneously teleport directly to the location of your target, wherever it may be. You may decide on a variety of trigger conditions, varying from you or your targets death, poisoning, incapacitation, wounded level, etc. Your choices of targets include nearly anything: A spot on the ground, a fellow adventurer, a door, a rock, a tree, etc. While the spell remains quiescent, you lose access to one epic spell slot per day. Once the spell triggers, you regain the reserved spell slot. In addition, you may willfully dispel the contingency to regain the spell slot, at any time before the contingency triggers. Epic Spell: Deadeye Sense Researched Epic Spell: Deadeye Sense School: Transmutation Components: V,S Range: Touch Target: You or creature touched Duration: ((Caster Level/2) - 10) turns; with a minimum of 5 turns, and with a maximum of 10 turns. Saving Throw: None (harmless) Spell Resistance: No (harmless) Battles require prowess and accuracy of motion, in addition to the strategy and numbers and morale. With the +20 to attack bonus granted by this spell, the subjects swing of the sword will be more precise, and the aim with their bow will be more true. Epic Spell: Deathmark Researched Epic Spell: Deathmark School: Necromancy [Death] Components: V,S Range: Medium Target: One living creature Duration: Instantaneous, after a 1 minute delay Saving Throw: Fortitude (see text) Spell Resistance: Yes Deathmark condemns a creature to an inevitable yet shortcoming death. The creature(s) that inevitably die, however, may not only be the initial subject of this spell. This spell instead promotes even more death by cursing the subject (on a failed Fortitude save) with an impending doom, which is highly contagious. All creatures near the subject (or subsequently affected creatures) within the next minute are subject to contracting the curse (on failed Fortitude saves). After the one minute duration of the epidemic-like spread of the curse, all affected creatures must make a Fortitude save or else die. Epic Spell: Dire Winter Researched Epic Spell: Dire Winter School: Evocation [Cold] Components: V,S Range: Personal Target: Self Area: An entire area Duration: 20 hours Saving Throw: None Spell Resistance: No You summon winter. The entire area of where you cast Dire Winter emanates bitter cold for 20 hours. The emanated cold deals 2d6 cold damage per round against all unprotected creatures. The intense cold causes constant snowfall and wind for the duration. When the spell ends, all weather returns to normal for the area. Epic Spell: Dragon Knight Researched Epic Spell: Dragon Knight School: Conjuration (Summoning) [Fire] Components: V,S Range: Small Effect: One summoned adult red dragon Duration: 20 rounds Saving Throw: None Spell Resistance: No This spell summons an adult red dragon. It appears where you designate and acts immediately. It attacks your opponents to the best of its abilities. You can direct the dragon to some degree, and it will follow you as any other summoned creature would. Epic Spell: Dreamscape Researched Epic Spell: Dreamscape School: Transmutation [Teleportation] Components: V,S Range: Personal Target: You and all party members Duration: Instantaneous Saving Throw: None (Harmless) Spell Resistance: No (Harmless) You and all party members are drawn along a crystal arc of reverie to the edge of conscious thought and into the region of dreams. You physically enter the land of dreams, leaving nothing behind. In the region of dreams, you move through a menagerie of thoughts, desires, and phantoms created by the minds of dreamers everywhere. You do not know precisely where you will enter the dream world, nor where you will come back out in the waking world, nor the conditions of either world when you arrive at them. Epic Spell: Dullblades Researched Epic Spell: Dullblades School: Abjuration Components: V,S Range: Touch Target: Creature touched Duration: Caster Level + 10 rounds. Saving Throw: None (Harmless) Spell Resistance: No (Harmless) The subject of a casting of Dullblades becomes impervious to half of all slashing damage, effectively negating any physical attacks from swords, axes, and the like. (50% immunity is granted) Epic Spell: Dweomer Thief Researched Epic Spell: Dweomer Thief School: Abjuration Components: V,S Range: Medium Target: One spellcasting creature Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes Dweomer Thief steals the best available spell of an enemy spellcaster and converts it into a scroll to be used later by you. The slot used by the spell stolen from the subject is no longer available for the remainder of that day. The stolen dweomer can be used immediately by you, or saved for use at a later time. Epic Spell: Enslave Researched Epic Spell: Enslave School: Enchantment (Compulsion) [Mind-Affecting] Components: V,S Range: Short Target: One creature Duration: Permanent Saving Throw: Will negates Spell Resistance: Yes You make a permanent thrall of any living creature. You establish a telepathic link with the subjects mind. If the creature has a language, you can generally force the subject to perform as you desire, within the limits of its abilities. Epic Spell: Epic Mage Armor Researched Epic Spell: Epic Mage Armor School: Conjuration (Creation) [Force] Components: V,S Range: Touch Target: Creature touched Duration: 1 Hour/ Caster level Saving Throw: None (harmless) Spell Resistance: No (harmless) An invisible but tangible field of force surrounds the subject, providing a +20 bonus to Armor Class. (UPDATE: This spell was previously +5/+5/+5/+5; it is now +20 armor) Epic Spell: Epic Repulsion Researched Epic Spell: Epic Repulsion School: Abjuration Components: V,S Range: Touch Target: Creature or object touched Duration: 24 hours Saving Throw: None Spell Resistance: Yes, see text You can create a ward against a specific type of creature for the duration. Any creature of the specific type cannot come within the aura of the warded creature or object. Spell resistance can allow a creature to overcome this protection and enter the aura of the warded subject. Epic Spell: Epic Spell Reflection Researched Epic Spell: Epic Spell Reflection School: Abjuration Components: V,S Range: Touch Target: Creature touched Duration: Caster Level Rounds Saving Throw: None Spell Resistance: No You can create a permanent ward against all spells of 1st through 9th level that target the subject. Epic Spell: Epic Warding Researched Epic Spell: Epic Warding School: Abjuration Components: V,S Range: Personal Target: Self Duration: 1 Round / Caster level Saving Throw: None Spell Resistance: No You grant yourself damage reduction 50/+20, to a limit of 50 points of damage per caster level. The spell ends either after the duration or when the damage limit is reached. Epic Spell: Eternal Freedom Researched Epic Spell: Eternal Freedom School: Abjuration Components: V,S Range: Touch Target: Creature touched Duration: Permanent Saving Throw: None (harmless) Spell Resistance: No (harmless) The subject boldly goes where others fear to tread, becoming permanently immune to the following specific spells, effects, and spell-like abilities: paralysis, entangle, hold person, hold monster, hold animal, slow, stun, and web. Epic Spell: Fiendish Words Researched Epic Spell: Fiendish Words School: Divination Components: V,S Range: Personal Duration: Instantaneous Saving Throw: None Spell Resistance: None The abyss holds secrets foul and devious. Like any knowledge, the key to the acquisition of it is to first gain access to it. With a casting of this spell, the caster may select a being of the abyssal planes with which to converse. Anything may come of such a council: Information, Power, Favors the possibilities are endless. Epic Spell: Fleetness of Foot Researched Epic Spell: Fleetness of Foot School: Transmutation Components: V,S Range: Touch Target: Creature touched Duration: 20 hours Saving Throw: None (harmless) Spell Resistance: No (harmless) The subject literally gains fleetness of foot, allowing them to move at double the speed as normal for the duration. Epic Spell: Gem Cage Researched Epic Spell: Gem Cage School: Transmutation Components: V,S Range: Short Target: One creature Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes You trap the targeted creature in a gem in your possession. The possession of a valuable enough gem determines whether the attempt of entrapment is valid or not. If you possess a gem of required value, then the target creature must make a Will save. If it fails, then the target vanishes and is trapped inside your gem, which you may use at a later time to release the creature once more. If the creature is later released, it will hold the same feelings as before (i.e. The creature will still be hostile if it was at the time of entrapment). Epic Spell: Godsmite Researched Epic Spell: Godsmite School: Evocation (Good/Evil/Lawful/Chaotic) [Divine] Components: V,S Range: Medium Target: One creature Duration: Instantaneous Saving Throw: Fortitude for half damage Spell Resistance: No You invoke the wrath of the gods on your target. The power of the wrath exacted is dependent on both your own alignment, as well as the alignment of your target. The greater the distance between the two alignments, the greater the damage will be. For example, if a Lawful Evil caster were to cast it on a Chaotic Good target, the damage would be greater than if the target were Lawful Good or Chaotic Evil, and even more so than if the target were Lawful Neutral or Neutral Evil. Epic Spell: Greater Ruin Researched Epic Spell: Greater Ruin School: Transmutation Components: V,S Range: Long Target: One creature Duration: Instantaneous Saving Throw: Fortitude half Spell Resistance: Yes You deal 35d6 points of damage to a single target within range and line of sight. Epic Spell: Greater Spell Resistance Researched Epic Spell: Greater Spell Resistance School: Transmutation Components: V,S Range: Touch Target: Creature touched Duration: 20 hours Saving Throw: None (harmless) Spell Resistance: No (harmless) You grant the subject touched spell resistance 35 until the duration expires. The spell resistance granted does not stack, but overlaps with, any previous spell resistance. Epic Spell: Greater Timestop Researched Epic Spell: Greater Timestop School: Transmutation (Time) Components: V,S Range: Personal Target: Self Duration: 2d4 rounds Saving Throw: None (harmless) Spell Resistance: No (harmless) You stop the flow of time for everything in the world except for yourself. While everything around you becomes suspended in time, you may act freely, casting spells, moving, etc. When the duration expires, regular time flow resumes. Epic Spell: Hell Send Researched Epic Spell: Hell Send School: Transmutation [Teleportation] Components: V,S Range: Personal Target: All party members Duration: Instantaneous Saving Throw: None Spell Resistance: No You and all your allies are instantly teleported to the abyss. Where you wish to arrive in the hells is decided before you leave, but your success in reaching the desired destination is not always guaranteed. Epic Spell: Hellball Researched Epic Spell: Hellball School: Evocation [Acid, Fire, Electricity, Sonic] Components: V,S Range: Medium Area: 40-ft.-radius spread Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes A hellball is a massive blast of energy that detonates with a thunderous roar. It deals 10d6 points of acid damage, 10d6 points of fire damage, 10d6 points of electricity damage, and 10d6 points of sonic damage to all creatures within the area. Unattended objects also take this damage. A sun-bright, fist-sized globe of strobing energy streaks forth and blossoms into an effect described by the rare survivor as hell on earth. Epic Spell: Herculean Alliance Researched Epic Spell: Herculean Alliance School: Transmutation Components: V, S Range: Touch Target: AoE: 20' radius, centered on caster Duration: 20 hours Saving Throw: Will Negates (Harmless) Spell Resistance: Will Negates (Harmless) This spell is a bolstered version of singular form of Herculean Empowerment. You must have already researched the singular form of this spell in order to even understand its workings. You empower your who party with Hercules' three main attributes. Pure strength, quickness and agility, and his sheer endurance for pain, all in the forms of STR, DEX, and CON are all supplemented by 1d4+5. EE Epic Spell: Herculean Empowerment Researched Epic Spell: Herculean Empowerment School: Transmutation Components: V, S Range: Touch Target: 1 Creature Duration: 20 hours Saving Throw: Will Negates (Harmless) Spell Resistance: Will Negates (Harmless) After much research and toil, the labor of your endeavors has paid off in revealing the secrets of Hercules himself. His three main attributes have been granted unto you: His pure might as strength, his quickness and agility in dexterity, and his sheer endurance for pain in the form of constitution. They are all supplemented by 1d4+5. Epic Spell: Impenetrability Researched Epic Spell: Impenetrability School: Abjuration Components: V,S Range: Touch Target: Creature touched Duration: Caster Level + 10 rounds Saving Throw: None (Harmless) Spell Resistance: No (Harmless) The subject of a casting of Impenetrability becomes impervious to half of all piercing damage, effectively negating any physical attacks from spears, arrows, bolts, and the like. (50% Immunity is granted) Epic Spell: Leech Field Researched Epic Spell: Leech Field School: Necromancy (Healing) [Negative] Components: V,S Range: Long Area: 40-ft.-radius spread Duration: 1 Round / Caster level Saving Throw: Will negates Spell Resistance: Yes Leech Field saturates all creatures in the area with 4d6 points of negative energy damage per round, and transfers any lost hit points over to you, effectively granting you a temporary hit point increase. Undead are affected in the reverse, as the negative energy heals them each round. Epic Spell: Legendary Artisan Researched Epic Spell: Legendary Artisan School: Transmutation (Augmentation) Components: V,S Range: Personal Target: An item in your possession Duration: Instantaneous Saving Throw: None Spell Resistance: No Legendary Artisan allows the creation and augmentation of powerful items. Possible creations vary depending on the caster and the casters level, wealth, knowledge and skill. While the creation of the magical item is instantaneous, it also requires as a material component gold, in amounts dependent on the item being created. Epic Spell: Life Force Transfer Researched Epic Spell: Life Force Transfer School: Conjuration (Healing) Components: V,S Range: ? Target: ? Duration: ? Saving Throw: ? Spell Resistance: ? ???????????????????????????????? Epic Spell: Magma Burst Researched Epic Spell: Magma Burst School: Evocation [Fire, Petrification] Components: V,S Range: Long Area: 40-ft.-radius Duration: 1 Round / 5 Caster levels Saving Throw: Reflex and Fortitude, see text Spell Resistance: Yes With the casting of Magma Burst, you call forth a small volcanic eruption at the location of the target. This eruption lasts for the duration, and initially deals 20d8 points of fire damage in the eruption (Reflex for half), and subsequently deals 10d8 points of fire damage per round within the flow of magma (Fortitude for half). If a creature within the area remains for a cumulative 5 rounds, then it must make a Fortitude save or turn to stone as the magma cools around the creatures body. Epic Spell: Mass Penguin Researched Epic Spell: Mass Penguin School: Transmutation Components: V,S Range: Long Area: 40-ft.-radius hemisphere Duration: 20 hours Saving Throw: Fortitude negates Spell Resistance: Yes Culled from the repertoire of a legendary wizard, this epic spell turns all Medium-size or smaller creatures in the area into penguins. The transformed creatures retain their mental faculties, including personality, Intelligence, Wisdom, and Charisma scores, level and class, hit points, alignment, base attack bonus, base save bonuses, extraordinary abilities, and spell-like abilities. They assume the physical characteristics of penguins. Epic Spell: Momento Mori Researched Epic Spell: Momento Mori School: Necromancy [Death] Components: None Range: Medium Target: One living creature Duration: Instantaneous Saving Throw: Fortitude partial (see text) Spell Resistance: Yes Your passing thought connotes death for the target. You will the target dead without a word or gesture. Your bloodthirsty wish snuffs out the life force of a creature of less than 50 hit dice, killing it instantly. The subject is entitled to a Fortitude saving throw (DC 30 + relevant ability modifier) to have a chance of surviving the attack. If the save is successful, the target instead takes 3d6+20 points of damage. Epic Spell: Mummy Dust Researched Epic Spell: Mummy Dust School: Necromancy [Evil] Components: V,S Range: Short Effect: A summoned mummy warrior Duration: Instantaneous Saving Throw: None Spell Resistance: No With the casting of Mummy Dust, a large mummy warrior springs up from the dust adjacent to you. The mummy follows your commands according to its abilities, until it is either destroyed or unsummoned. Epic Spell: Nailed to the Sky Researched Epic Spell: Nailed to the Sky School: Transmutation [Teleportation] Components: V,S Range: Medium Target: One humanoid creature Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes Your spell fixes the target to the sky indefinitely, where the target remains suspended, receiving 2d6 damage each round until either dead or a successful Will save is made. Epic Spell: Night's Undoing Researched Epic Spell: Night's Undoing School: Evocation [Light] Components: V,S Range: Touch Target: One touched creature or object Area: 40-ft.-radius Duration: Permanent Saving Throw: None Spell Resistance: Yes Nights Undoing bestows an ever-shining glow of light on the target. It creates a shadow-negating brightness that lights up the area, instantly dispels all darkness effects within its area. Epic Spell: Order Restored Researched Epic Spell: Order Restored School: Evocation [Law] Components: V, S Range: Personal Target: Self Area: 40' Radius Duration: Instantaneous Saving Throw: Will negates(special, see below) Spell Resistance: Yes Laws are in place for a reason. Society, and life in general, would quickly crumble into anarchy were it not for the laws and the ones who uphold them and see to their maintain. Chaos breeds quickly on the battlefield, where normally honorable soldiers sometimes begin losing their minds in the lust of the fight. This spell diffuses the spark, by forcing all chaotic creatures in the area to stand stunned for a time, while the lawful restore what should be. A word of caution to the caster of a chaotic influence: You may begin to notice a lessening of your anarchist tendencies with each casting of this spell. Epic Spell: Paths Become Known Researched Epic Spell: Paths Become Known School: Divination Components: V,S Range: Personal Area: Entire area Duration: Instantaneous Saving Throw: None (harmless) Spell Resistance: No (harmless) With a casting of this spell, your surroundings all become clear to you, and secrets are revealed. Not only is all revealed on your map of the immediate area, but your Spot and Search skills are improved by 50 for thirty seconds. Epic Spell: Peerless Penitence Researched Epic Spell: Peerless Penitence School: Evocation [Good, Evil, Law, Chaos] Components: V,S Range: Personal Area: 40-ft.-radius Duration: Instantaneous Saving Throw: Fortitude half Spell Resistance: Yes Gods listen. Thus the penitent are rewarded, and the heretics are punished. With a casting of this spell, which is actually a magically aided prayer, you call upon your god to interfere in the course of an ongoing battle or conflict. The more dire the circumstances for you, the greater the aid given to you; the more opposing the beliefs are of the creatures around you, the greater the wrath exacted upon them. Epic Spell: Pestilence Researched Epic Spell: Pestilence School: Necromancy Components: V,S Range: Personal Area: 40-ft.-radius Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes When Pestilence is successfully cast, a wave of illness radiates outward from you, instantly infecting every living creature in the area with the debilitating disease known as slimy doom. Epic Spell: Pious Parley Researched Epic Spell: Pious Parley School: Divination Components: V,S Range: Personal Target: Self Duration: Instantaneous Saving Throw: None (harmless) Spell Resistance: No (harmless) Conversing with ones patron deity is never an insignificant task, particularly when the attention of said god is demanded, rather than requested. Pious Parley guarantees council with your patron deity, if you have one, and the deity is available for conversation. The mood of your patron deity, however, is not guaranteed, as your casting essentially interrupts the deity from whatever it was doing, and imparts you with the deities undivided attention. Use this attention wisely.E Epic Spell: Planar Cell Researched Epic Spell: Planar Cell School: Transmutation [Teleportation] Components: V,S Range: Short Target: One creature Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes You imprison a creature to an extra-planar prison, which you control and have access to. You must have previously made preparations for a prison beforehand (target the ground with a casting to designate the cell's location), or else the spell will fail. Once you have your planar prison prepared, you can begin sending prisoners to it. What you do with the prisoners thereafter is up to you; interrogation, slavery, food, etc. Subjects of this spell must make a Will saving throw to avoid imprisonment. If they fail, they instantly teleport to your planar prison. To discard the cell's location, target yourself with a casting of the spell. This will allow you to designate a new cell at a later time. Epic Spell: Psionic Salvo Researched Epic Spell: Psionic Salvo School: Enchantment [Mind-Affecting] Components: V,S Range: Medium Target: One sentient creature Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes Psionic Salvo destroys the mental capacities of a creature. If the subject fails it Will save, it falls into an ever-worsening state of feeblemindedness. Each round the subject attempts a Will saving throw, and if failed loses another point of Intelligence and Wisdom, until the creature bottoms out at 3 for both ability scores. Epic Spell: Rain of Fire Researched Epic Spell: Rain of Fire School: Evocation [Fire] Components: V,S Range: Personal Area: 75-ft.-radius Duration: 20 hours Saving Throw: Reflex negates (see text) Spell Resistance: Yes This spell summons a thunderstorm that rains fire rather than raindrops down on you and everything within the affected area. Everything unprotected from the flaming deluge takes 1d6 points of fire damage each round. A successful Reflex save results in no damage, but the saving throw must be repeated each round. The fiery storm is stationary and persists even if the caster leaves. Epic Spell: Risen Reunited Researched Epic Spell: Risen Reunited School: Conjuration (Healing) Components: V,S Range: Personal Target: Any known deceased creature Duration: Instantaneous Saving Throw: None (harmless) Spell Resistance: No (harmless) You concentrate on any deceased creature*, regardless of proximity, and resurrect them. Following the instant they regain life, the spell teleports the subject to your location. *Upon casting this spell, a conversation will appear listing all available players who are dead. Choose the player from this list to resurrect and teleport to you. Epic Spell: Ruin Researched Epic Spell: Ruin School: Transmutation Components: V,S Range: Long Target: One creature Duration: Instantaneous Saving Throw: Fortitude half Spell Resistance: Yes You deal 20d6 points of damage to a single target within range and line of sight. Epic Spell: Singular Sunder Researched Epic Spell: Singular Sunder School: Transmutation Components: V,S Range: Short Target: One creatures equipment Duration: Instantaneous Saving Throw: Will avoids Spell Resistance: Yes You target a creatures equipment, and attempt to destroy a single item. The spell runs through a hierarchy of different pieces of equipment, targeting the highest priority item first, and moving to the next if none exists at that level of the hierarchy. The spells initial target is always (in order) the creatures main weapon, its armor, its off-hand (shield, etc), its arms, its neck, its cloak, its boots, its belt, its helmet, its right-hand ring, its left-hand ring, its arrows, its bolts, and it bullets. If the creature has no equipped items, the spell does nothing. Once the spell has acquired a target item, the owner of the item must make a Will saving throw to avoid having that item irrevocably destroyed. Epic Spell: Spell Worm Researched Epic Spell: Spell Worm School: Enchantment (Compulsion) [Mind-Affecting] Components: V,S Range: Short Target: One spellcasting creature Duration: 20 hours or until completed Saving Throw: Will negates Spell Resistance: Yes You infect the subject with a compulsive urge that uses up his/her spells for the day. On a failed Will save, the subject then abandons his/her highest-available-level spell. Each round, the subject abandons another spell or spell slot, moving to lower-level spells once the higher-level spells are gone. The subject doesn't realize the spells are gone until he/she attempts to cast them and finds them unavailable. EE Epic Spell: Storm Mantle Researched Epic Spell: Storm Mantle School: Abjuration Components: V, S Range: Touch Target: AoE: 20 radius Duration: 1 rounds/ lvl Saving Throw: Will Negates (Harmless) Spell Resistance: Will Negates (Harmless) You cast forth a field of minor storms that create barriers around the caster and all allies within a 20 radius that absorbs all incoming spells. The barriers can absorb 1d12+10 spell levels each before collapsing. Epic Spell: Summon Aberration Researched Epic Spell: Summon Aberration School: Conjuration (Summoning) Components: V,S Range: Short Effect: One summoned aberration Duration: 20 hours Saving Throw: None Spell Resistance: No You summon one of a variety of aberrations. It is never clear which type of aberration will appear, but it will always be one of these: a Drider Chief, a Beholder, a Mind Flayer Darkener, an Umber Hulk, or a Battle Devourer. The summoned aberration will do your bidding to the best of its abilities, for the duration. Epic Spell: Superb Dispelling Researched Epic Spell: Superb Dispelling School: Abjuration Components: V,S Range: Medium Target: One creature or object Duration: Instantaneous Saving Throw: None Spell Resistance: No Because magic is powerful, so, too, is the ability to dispel magic. You can use Superb Dispelling to end ongoing spells that have been cast on a creature or object, or to end ongoing spells within an area. One object, creature, or affected area is the target of the spell. You make a dispel check against the spell currently in effect on the target. A dispel check is 1d20 + 1 per caster level (maximum +40) against a DC of 11 + the spells caster level. If successful, the target's effects are dispelled. Epic Spell: Symrustar's Spellbinding Researched Epic Spell: Symrustar's Spellbinding School: Enchantment Components: V,S Range: ? Target: ? Duration: ? Saving Throw: ? Spell Resistance: ? ?????????????????????????????????????????? Epic Spell: The Withering Researched Epic Spell: The Withering School: Necromancy Components: V,S Range: Medium Target: One creature Duration: 20 rounds Saving Throw: Fortitude negates (see text) Spell Resistance: Yes The subject withers away, losing physical abilities to the point of utter and complete weakness and frailty. 3 times per round, the subject must make a Fortitude saving throw, or else lose one point in either Constitution, Strength, or Dexterity. A successful save does not end the spells effects, it merely prevents the loss of the ability point for that third of the round. Ability scores will never drop below 3, though reaching that number in all three abilities is quite possible, as the entirety of the spell calls for 60 Fortitude saves, meaning a possible 60 total ability points lost. E Epic Spell: Tolodine's Killing Wind Researched Epic Spell: Tolodine's Killing Wind School: Necromancy (Death) Components: V, S Range: Long Target: AOE: Colossal - 40' radius Duration: 10 rounds Saving Throw: Fortitude at -4. Spell Resistance: Yes Tolodine's killing wind was designed to kill large numbers of creatures, and it worked well; wiping out whole tribes in a single cast. The original spell by Tolodine himself, covered many miles and lasted many hours. The rumor that Tolodine was headed toward your city put a sheer chill up your spine. It was said he walked solo to the battle field, and left solo. Fortunately, the epic vastness of its reaches was lost many ages ago, but the form we have now is still a vast power to be reckoned. Creatures caught within the cloud were entitled a saving throw vs. fortitude at a penalty of -4 or be killed by the spell. Those who remain within the cloud will need to make another save each successive round until they exit the cloud. The casting of this spell automatically temporarily drains the caster of two levels (bestowing negative levels upon him), and two constitution points until the spell evaporates. Epic Spell: Transcendent Vitality Researched Epic Spell: Transcendent Vitality School: Transmutation Components: V,S Range: Touch Target: One creature touched Duration: Permanent Saving Throw: None (harmless) Spell Resistance: No (harmless) Physical frailty is but a memory for the subject of this spell. The targeted creature is granted permanent immunity to poison and disease, regeneration +1, and a Constitution bonus of +5. Epic Spell: Twinfiend Researched Epic Spell: Twinfiend School: Conjuration (Summoning) Components: V,S Range: Short Effect: Two summoned pit fiends Duration: 20 rounds Saving Throw: None Spell Resistance: No You summon two pit fiends from the abyss to do your bidding. These devils follow your orders to the best of their abilities, for the duration. Epic Spell: Unholy Disciple Researched Epic Spell: Unholy Disciple School: Necromancy Components: V,S Range: Short Effect: One summoned undead disciple Duration: Instantaneous Saving Throw: None Spell Resistance: No You create an unholy disciple who will loyally follow your orders, until destroyed Epic Spell: Unimpinged Researched Epic Spell: Unimpinged School: Abjuration Components: V,S Range: Touch Target: Creature touched Duration: Caster Level + 10 rounds. Saving Throw: None (Harmless) Spell Resistance: No (Harmless) The subject of a casting of Unimpinged becomes impervious to half of all bludgeoning damage, effectively negating any physical attacks from clubs, maces, flails, and the like. (50% Immunity is given) Epic Spell: Unseen Wanderer Researched Epic Spell: Unseen Wanderer School: Illusion Components: V,S Range: Touch Target: One creature touched Duration: Permanent Saving Throw: None (harmless) Spell Resistance: No (harmless) To wander unseen, unnoticed that is the desire of all who dislike unwanted attention. With a casting of this spell, the subject gains the permanent ability to willfully turn either invisible or visible on a whim*. This ability can be used as often as wanted, and never requires anything more than a thought to activate the invisibility (or deactivate it). *When a subject has Unseen Wanderer cast on him/her, they can access their new ability from their radial menu. The ability is called Wander Unseen. Epic Spell: Whip of Shar Researched Epic Spell: Whip of Shar School: Evocation (Shadow) Components: V,S Range: Personal Target: Self Duration: 1 Turn / Caster level Saving Throw: None (harmless) Spell Resistance: No (harmless) The goddess Shar is called the Mistress of the Night, the Lady of Loss, and the Dark Goddess. She is shadow; dark and secret. It is with little surprise that a gift from her to the caster of this spell would encompass such things. Upon completion of this spell, you receive an immensely powerful whip, created by the hands of Shar herself. It holds powerful enchantments, and also blinds its targets. In addition, shadow settles upon the battlefield wherever this whip is used. When the duration ends, the whip is left as a reminder to you, though all of its enchantments are stripped from it. ##START_OF_EPIC_SPELL_AND_ISC_RESERVE Weapon Focus (elven lightblade) Epic Weapon Focus (elven lightblade) Weapon Specialization (elven lightblade) Epic Weapon Specialization (elven lightblade) Improved Critical (elven lightblade) Overwhelming Critical (elven lightblade) Devastating Critical (elven lightblade) Weapon of Choice (elven lightblade) Weapon Focus (elven thinblade) Epic Weapon Focus (elven thinblade) Weapon Specialization (elven thinblade) Epic Weapon Specialization (elven thinblade) Improved Critical (elven thinblade) Overwhelming Critical (elven thinblade) Devastating Critical (elven thinblade) Weapon of Choice (elven thinblade) Weapon Focus (elven courtblade) Epic Weapon Focus (elven courtblade) Weapon Specialization (elven courtblade) Epic Weapon Specialization (elven courtblade) Improved Critical (elven courtblade) Overwhelming Critical (elven courtblade) Devastating Critical (elven courtblade) Weapon of Choice (elven courtblade) Light Lance A light lance is a pole weapon designed to be used by a mounted warrior or cavalry soldier Base Damage: 1d6 Base Critical Threat: x3 Base Damage Type: Piercing Weapon Size: Large Feats Required: Martial Weapon Proficiency Weapon Proficiency: Light Lance Weapon Focus (light lance) Epic Weapon Focus (light lance) Weapon Specialization (light lance) Epic Weapon Specialization (light lance) Improved Critical (light lance) Overwhelming Critical (light lance) Devastating Critical (light lance) Weapon of Choice (light lance) Weapon Proficiency: Heavy Pick Weapon Focus (heavy pick) Epic Weapon Focus (heavy pick) Weapon Specialization (heavy pick) Epic Weapon Specialization (heavy pick) Improved Critical (heavy pick) Overwhelming Critical (heavy pick) Devastating Critical (heavy pick) Weapon of Choice (heavy pick) Weapon Proficiency: Light Pick Weapon Focus (light pick) Epic Weapon Focus (light pick) Weapon Specialization (light pick) Epic Weapon Specialization (light pick) Improved Critical (light pick) Overwhelming Critical (light pick) Devastating Critical (light pick) Weapon of Choice (light pick) Weapon Proficiency: Sai Weapon Focus (sai) Epic Weapon Focus (sai) Weapon Specialization (sai) Epic Weapon Specialization (sai) Improved Critical (sai) Overwhelming Critical (sai) Devastating Critical (sai) Weapon of Choice (sai) Weapon Proficiency: Nunchaku Weapon Focus (nunchaku) Epic Weapon Focus (nunchaku) Weapon Specialization (nunchaku) Epic Weapon Specialization (nunchaku) Improved Critical (nunchaku) Overwhelming Critical (nunchaku) Devastating Critical (nunchaku) Weapon of Choice (nunchaku) Weapon Proficiency: Falchion Weapon Focus (falchion) Epic Weapon Focus (falchion) Weapon Specialization (falchion) Epic Weapon Specialization (falchion) Improved Critical (falchion) Overwhelming Critical (falchion) Devastating Critical (falchion) Weapon of Choice (falchion) Weapon Proficiency: Sap Weapon Focus (sap) Epic Weapon Focus (sap) Weapon Specialization (sap) Epic Weapon Specialization (sap) Improved Critical (sap) Overwhelming Critical (sap) Devastating Critical (sap) Weapon of Choice (sap) Weapon Proficiency: Katar Weapon Focus (katar) Epic Weapon Focus (katar) Weapon Specialization (katar) Epic Weapon Specialization (katar) Improved Critical (katar) Overwhelming Critical (katar) Devastating Critical (katar) Weapon of Choice (katar) Weapon Proficiency: Heavy Mace Weapon Focus (heavy mace) Epic Weapon Focus (heavy mace) Weapon Specialization (heavy mace) Epic Weapon Specialization (heavy mace) Improved Critical (heavy mace) Overwhelming Critical (heavy mace) Devastating Critical (heavy mace) Weapon of Choice (heavy mace) Weapon Proficiency: Maul Weapon Focus (maul) Epic Weapon Focus (maul) Weapon Specialization (maul) Epic Weapon Specialization (maul) Improved Critical (maul) Overwhelming Critical (maul) Devastating Critical (maul) Weapon of Choice (maul) Weapon Proficiency: Double Scimitar Weapon Focus (double scimitar) Epic Weapon Focus (double scimitar) Weapon Specialization (double scimitar) Epic Weapon Specialization (double scimitar) Improved Critical (double scimitar) Overwhelming Critical (double scimitar) Devastating Critical (double scimitar) Weapon of Choice (double scimitar) Weapon Proficiency: Goad Weapon Focus (goad) Epic Weapon Focus (goad) Weapon Specialization (goad) Epic Weapon Specialization (goad) Improved Critical (goad) Overwhelming Critical (goad) Devastating Critical (goad) Weapon of Choice (goad) ##PnP Weapon Proficiencies## Weapon Proficiencies: Simple Weapon Proficiencies: Martial Weapon Proficiencies: Exotic Weapon Proficiency: Shortsword Weapon Proficiency: Longsword Weapon Proficiency: Battleaxe Weapon Proficiency: Bastard Sword Weapon Proficiency: Light Flail Weapon Proficiency: Warhammer Weapon Proficiency: Longbow Weapon Proficiency: Light Mace Weapon Proficiency: Halberd Weapon Proficiency: Short Bow Weapon Proficiency: Two-Bladed Sword Weapon Proficiency: Greatsword Weapon Proficiency: Greataxe Weapon Proficiency: Dart Weapon Proficiency: Dire Mace Weapon Proficiency: Double Axe Weapon Proficiency: Heavy Flail Weapon Proficiency: Light Hammer Weapon Proficiency: Handaxe Weapon Proficiency: Kama Weapon Proficiency: Katana Weapon Proficiency: Kukri Weapon Proficiency: Morningstar Weapon Proficiency: Rapier Weapon Proficiency: Scimitar Weapon Proficiency: Scythe Weapon Proficiency: Shortspear Weapon Proficiency: Shuriken Weapon Proficiency: Sickle Weapon Proficiency: Sling Weapon Proficiency: Throwing Axe Weapon Proficiency: Trident Weapon Proficiency: Dwarven Waraxe Weapon Proficiency: Whip Weapon Proficiency: Elven Lightblade Weapon Proficiency: Elven Thinblade Weapon Proficiency: Elven Courtblade Type of Feat: Proficiency This feat grants you proficiency in the named simple weapon. Use: Automatic. Type of Feat: Proficiency This feat grants you proficiency in the named martial weapon. Use: Automatic. Type of Feat: Proficiency This feat grants you proficiency in the named exotic weapon. Use: Automatic. These feats represent the familiarization of yourself with various simple weapons. Where classes give training in several weapons at once, feats are used to grant training in specific weapons. These feats represent the familiarization of yourself with various martial weapons. Where classes give training in several weapons at once, feats are used to grant training in specific weapons. These feats represent the familiarization of yourself with various exotic weapons. Where classes give training in several weapons at once, feats are used to grant training in specific weapons. Skill Focus (Balance) Epic Skill Focus (Balance) Skill Focus (Craft Poison) Epic Skill Focus (Craft Poison) Skill Focus (Psicraft) Epic Skill Focus (Psicraft) Skill Focus (Climb) Epic Skill Focus (Climb) Skill Focus (General Crafting) Epic Skill Focus (General Crafting) Wizardry The wearer's arcane spells per day are doubled for one specific spell level. Bonus spells from high ability scores or school specialization are not doubled. Divinity The wearer's divine spells per day are doubled for one specific spell level. Bonus spells from high ability scores or school specialization are not doubled. Templar Templars templar (BASE CLASS) "Against the law? The law is a convenience, a tool for us to use as we will, not a yoke bound to our necks. Laws are guidelines, not rules cast in iron. Stretching them is not the same as breaking them, my young apprentice. Take that to heart, for if you accuse me again, I will have your heart served cold." - Zelgado De'Draigee, human templar Templars are civil servants within a city-state's government organization commonly referred to as a "temple", "bureau" or "order". Each templar swears obedience to his temple, and absolute fealty to his sorcerer-king. In return, the sorcerer-king grants them spell power stolen from the elemental planes. In most city-states, templars are the ultimate authority judge, jury, and executioner. Templars police and administer the city-states, and serve other civil roles ranging from general to jailor and from tax collector to garbage collector. - Hit Die: d8 - Proficiencies: Templars are proficient in all simple weapons. Since templar training involves some education in warfare, templars receive two martial weapons proficiencies. Templars are proficient in light and medium armor and shields (except tower shields). - Skill Points: 4 + Int Modifier CLASS FEATURES: Level 1: Secular Aptitude, Assume Domain 2: 3: 4: Turn or Rebuke Undead 5: 6: 7: 8: 9: 10: 11: 12: 13: 14: 15: 16: 17: 18: 19: 20: SPELLCASTING You cast divine spells, which are drawn from the templar spell list. When you gain access to a new level of spells, you automatically know all the spells for that level on the templar's spell list. You can cast any spell you know without preparing it ahead of time. Essentially, your spell list is the same as your spells known list. To cast a templar spell, you must have a Charisma score of 10 + the spell's level. The Difficulty Class for a saving throw against a templar's spell is 10 + the spell's level + the templar's Cha modifier. Like other spellcasters, a templar can cast only a certain number of spells of each level per day. In addition, you receive bonus spells for a high Charisma score. You can also cast one domain spell of each spell level per day, as a cleric does. The domain spell is chosen at the time of casting from the spells associated with your assumed domains (see below), as you cast spells spontaneously and need not prepare spells ahead of time. A templar need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level. You use your sorcerer-king's sigil as divine focus. Spells per day: Level: 0 1 2 3 4 5 6 7 8 9 1: 5 4 - - - - - - - - 2: 6 5 - - - - - - - - 3: 6 6 - - - - - - - - 4: 6 7 4 - - - - - - - 5: 6 7 5 - - - - - - - 6: 6 7 6 4 - - - - - - 7: 6 7 7 5 - - - - - - 8: 6 7 7 6 4 - - - - - 9: 6 7 7 7 5 - - - - - 10: 6 7 7 7 6 4 - - - - 11: 6 7 7 7 7 5 - - - - 12: 6 7 7 7 7 6 4 - - - 13: 6 7 7 7 7 7 5 - - - 14: 6 7 7 7 7 7 6 4 - - 15: 6 7 7 7 7 7 7 5 - - 16: 6 7 7 7 7 7 7 6 4 - 17: 6 7 7 7 7 7 7 7 5 - 18: 6 7 7 7 7 7 7 7 6 4 19: 6 7 7 7 7 7 7 7 7 5 20: 6 7 7 7 7 7 7 7 7 6 Epic Templar Growing under the shadow of their sorcerer-king, those who develop such amount of power are executed without second thought. Nonetheless, there are a few who manage to hide its powers and postpone the unavoidable fate. Hit Die: d8 Skill Points at Each Additional Level: 4 + Int modifier. Spells: Your caster level is equal to your class level. Your number of spells per day does not increase after 20th level. Turn or Rebuke Undead: Use your class level to determine the most powerful undead affected by a turn or rebuke check and the turning damage, just as normal. Bonus Feat: You gain a bonus feat every three levels beyond 20th (23rd, 26th, 29th, and so on). Bamboo Folk Bamboo Spirit You are one of the Bamboo tribe of Spirit Folk. You gain a +2 bonus to lore and saves against acid spells, due ot your earthen nature. You also gain Trackless Step and +4 to hide in wilderness settings. River Folk River Spirit You are one of the River tribe of Spirit Folk. You are immune to drowning, and gain a +2 to save vs cold spells and effects, due to your water nature. Sea Folk Sea Spirit You are one of the Sea tribe of Spirit Folk. You are immune to drowning, and gain a +2 to save vs fire spells and effects. Craft Guild Craft Guild You are a member of one of the gnomish crafting guilds. You gain a +2 bonus to crafting skills. Tech Guild Tech Guild You are a member of one of the gnomish technology guilds. You gain a +1 bonus to crafting skills and Lore. Sage Guild Sage Guild You are a member of one of the gnomish research guilds. You gain a +2 bonus to Lore. Stench (Ex) Type of Feat: Race Prerequisite: Troglodyte When a troglodyte is angry or frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except troglodytes) within 30 feet of a troglodyte must succeed on a Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same troglodyte's stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. Use: Selected. Type of Feat: Race Prerequisite: Troglodyte Troglodytes have a +4 racial bonus on Hide checks (+8 in rocky or underground surroundings). Use: Automatic. Secular Authority You can use your authority within your city-state to order slaves to do your bidding, requisition troops, enter the homes of freemen and nobles, and have them arrested. Prerequisites: Cha 13, Diplomacy 6 ranks, Negotiator, accepted into city-state's templarate. Benefits: This feat grants four new uses for the Diplomacy skill. None of them functions during combat. Requisition: You can draw upon the resources of your city, gaining the use of any slave, overriding the wishes of its owner. Intrude: You can, at any time, search the home, person or possessions of a slave. You may search and impound any evidence of wrongdoing, if found. Your authority does not extend to confiscating items for personal use. Accuse: You may have a slave imprisoned indefinitely, awaiting the gathering of evidence against him. You may only imprison one suspect in such a manner. Judge: You may pass judgment on a slave. This includes setting fines, prison sentences, death sentences or anything else you wish, within the laws of your city-state. As you gain more ranks in the Diplomacy ranks, you gain the authority to take these actions against progressively higher social rankings, as described on the table below. Ranks Ability 2 Requisition slave 3 Intrude on slave 4 Accuse slave 5 Requisition troops 6 Intrude on freeman 7 Judge slave 8 Accuse freeman 9 Requisition gear 10 Intrude on noble 11 Judge freeman 12 Accuse noble 13 Requisition spellcaster/manifester 14 Intrude on templar 15 Judge noble 16 Accuse templar 17 Requisition property 18+ Judge templar Failure to comply with these demands is usually sanctioned with fines, imprisonment, outlaw status, and possibly execution. Any of this ability can be contested by another person with the Secular Authority feat, and move to have the action reversed with an opposed Diplomacy check. If the challenger wins the opposed roll, the defending templar's action is reversed (for example an imprisoned freeman is set free). If the defender wins the opposed roll nothing happens. Secular Authority can be contested in a particular case only once. A defending character who loses the opposed roll may not contest the result. Nor can he use Secular Authority to repeat the action that was contested against the same target. You may use Secular Authority once per day for every four levels you have attained (but see Special), but only within your city-state. Special: A templar automatically gains Secular Authority as a bonus feat. He need not select it. A templar may use Secular Authority a number of times per day equal to his templar level, plus one more time per day for every four levels he has in classes other than templar. Secular Aptitude (Ex) At 1st level, you gain Secular Authority as a bonus feat. In addition, you receive a competence bonus to Secular Authority checks equal to half your class level. Note: Secular Authority is mostly RP feat. In order to make it also usable in SP mode, we've changed it a bit - we're adding 1/2 Templar level to bluff, persuade and intimidate skills for 1 turn. Turn Submission (Ex) The creature is turned or rebuked as if it were 4 HD lower. Immunity to Rebuking (Ex) The creature cannot be rebuked or commanded, though it can still be turned. Epic Eldritch Theurge You are a master of multiple forms of magic, still your thirst for power drives you forward. Hit Die: d4 Skill Points at Each Additional Level: 2 + Int modifier Damage Reduction: The epic eldritch theurge's damage reduction increases by 1 point (to 5/cold iron) at 13th level and by 1 additional point for every three levels thereafter (6/cold iron at 16th, 7/cold iron at 19th, and so on). Fiendish Resilience: The epic eldritch theurge's fiendish resilience ability improves by 1 point (to fast healing 3) at 16th level and by 1 additional point for every seven levels thereafter (fast healing 4 at 23rd and fast healing 5 at 30th). Bonus Feats: The epic eldritch theurge gains a bonus feat every four levels higher than 10th (14th, 18th, 22nd, and so on). Bonus feats must be chosen from the following list, and can be selected even if the eldritch theurge does not meet the prerequisites. Epic Eldritch Theurge Bonus Feats: Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Damage Reduction, Eldritch Sculptor*, Energy Resistance, Epic Eldritch Blast*, Epic Extra Invocation*, Epic Fiendish Resilience*, Epic Spell Penetration, Fast Healing, Improved Combat Casting, Lord of All Essences*, Master of the Elements*, Morpheme Savant*, Paragon Visionary*, Shadowmaster*, Superior Initiative. *An epic eldritch theurge must meet this feat's prerequisites to select it as an epic bonus feat. Echoblade If you use your bardic music ability while wielding an echoblade, the blade resonates in harmony, dealing additional sonic damage on each attack equal to half your bardic level. ##START OF WARLOCK INVOCATIONS## All Seeing Eyes Least Invocation 2nd Level Spell You gain a supernaturally precise view of the world around you. This grants you +6 to search and spot checks. This invocation lasts for 24 hours. Baleful Utterance Least Invocation 2nd Level Spell You speak a single word of the Dark Speech. This destroys any one nonmagical object, though the holder of an object can make a will save to prevent it. If an object being worn or carried is destroyed in this manner, the holder must make a fortitude save or be dazed for one round and deafened for one hour. Call of the Beast Least Invocation 2nd Level Spell You gain a rapport with the beasts of the world, and can charm a single animal for 2 rounds plus one round for every 3 levels. Dark One's Own Luck Least Invocation 2nd Level Spell You are favored by the dark powers, and gain a bonus to one saving throw equal to your Charisma modifier. This invocation lasts for 24 hours, and you can only affect one save at a time. Dark One's Own Luck - Fortitude Dark One's Own Luck - Reflex Dark One's Own Luck - Will Devil's Sight Least Invocation 2nd Level Spell You gain the visual acuity of a devil. You can see equally well in light and darkness, whether magical or nonmagical. This invocation lasts for 24 hours. Earthen Grasp Least Invocation 2nd Level Spell You can summon up an immobile hand of dirt and grass which grapples any creature nearby. The hand lasts for 2 rounds per level, has an AC of 15, hardness of 4, and has 3 HP per level. Eldritch Glaive Least Invocation Blast Shape 2nd Level Spell Your eldritch blast takes on the physical form of a glaive. If you hit, your target is affected as if struck by your eldritch blast (including any eldritch essence applied to the blast). If your base attack bonus is +6 or higher, you make as many attacks with your eldritch glaive as your base attack bonus allows. For example, a 12th-level warlock could attack twice, once with a base attack bonus of +6, and again with a base attack bonus of +1. Eldritch Spear Least Invocation Blast Shape 2nd Level Spell Your eldritch blast increases in range to 250'. Entropic Warding Least Invocation 2nd Level Spell You are surrounded by chaotic energies that deflect ranged attacks, similar to Entropic Shield. This grants a 20% concealment from ranged weapons, and lasts one minute per level. Frightful Blast Least Invocation Eldritch Essence 2nd Level Spell When this invocation is activated, any creature hit by your blast must make a will save or be shaken for one round. This is a mind-affecting fear effect. Hammer Blast Least Invocation Eldritch Essence 2nd Level Spell When this invocation is activated, your eldritch blast does full damage to objects. Hideous Blow Least Invocation Blast Shape 1st Level Spell Your eldritch blast infuses your weapon. You make a single attack, and if you hit you do any damage and effects from your eldritch blast to the creature hit, in addition to any damage from the weapon itself. Leaps and Bounds Least Invocation 2nd Level Spell You grant yourself amazing agility, gaining a +6 bonus to jump, tumble, and balance checks. This invocation lasts for 24 hours. Miasmic Cloud Least Invocation 1st Level Spell A 10' cloud of fog spreads from around you, granting concealment to those inside. Anyone other than the caster who enters it must make a fort save or be fatigued. The cloud dissipates after one minute. Otherworldly Whispers Least Invocation 2nd Level Spell You can hear whispers in your ears, revealing the secrets of the multiverse. This grants a +6 bonus to Lore. This invocation lasts for 24 hours. Serpent's Tongue Least Invocation 2nd Level Spell Your tongue becomes like that of a serpent, and you gain a +5 bonus to save vs poison. This invocation lasts for 24 hours. Sickening Blast Least Invocation Eldritch Essence 2nd Level Spell When this invocation is activated, any living creature hit by your blast must make a fortitude save or be sickened for one minute. Soulreaving Aura Least Invocation 2nd Level Spell You flood the air around you with negative energy. This does one damage to anyone within 10' below 0 HP, and if they die you gain one HP per hitdice of the creature, maximum 10, for one round. Summon Swarm Least Invocation 2nd Level Spell You can summon forth a swarm of normally harmless creatures as long as you maintain concentration. They crawl over enemies, dealing 1d6 damage, as well as an additional effect depending on the type of creature. Rat swarms have a chance of poisoning their victims, and bat swarms can wound their victims, making them bleed one HP a round until treated. Summon Swarm - Bat Summon Swarm - Rat Swimming the Styx Least Invocation 2nd Level Spell You gain the ability to breathe water, and are immune to drowning. This invocation lasts for 24 hours. Baneful Blast - Aberration Lesser Invocation Eldritch Essence 3rd Level Spell This essence adds 2d6 to your eldritch blast's damage when used on the named type of creature. Baneful Blast - Beast Baneful Blast - Construct Baneful Blast - Dragon Baneful Blast - Dwarf Baneful Blast - Elemental Baneful Blast - Elf Baneful Blast - Fey Baneful Blast - Giant Baneful Blast - Goblinoid Baneful Blast - Gnome Baneful Blast - Halfling Baneful Blast - Human Baneful Blast - Monstrous Humanoid Baneful Blast - Orc Baneful Blast - Outsider Baneful Blast - Plant Baneful Blast - Reptilian Baneful Blast - Shapechanger Baneful Blast - Undead Baneful Blast - Vermin Beshadowed Blast Lesser Invocation Eldritch Essence 4th Level Spell Any living creature hit by your eldritch blast when this is active must make a fortitude save or be blinded for one round. Brimstone Blast Lesser Invocation Eldritch Essence 3rd Level Spell Your eldritch blast does fire damage, and any creature hit must make a reflex save or they will catch on fire. If on fire, they take 2d6 damage every round, and the fire burns itself out after one round for every 5 invoking levels you have. Cold Comfort Lesser Invocation 2nd Level Spell You radiate an unnatural aura that protects you and those around you to some small extent from the ravages of the elements. This invocation acts like the Endure Elements spell, and lasts for 24 hours or until the caster takes more than 20 points of elemental damage. Curse of Despair Lesser Invocation 4th Level Spell You curse a single creature you touch as the Bestow Curse spell. If they make their will save, then they still take a -1 on all their attacks for one minute. Dread Seizure Lesser Invocation 4th Level Spell You speak a word that sends wracking pain through the limbs of a creature within 60'. The creature can only move at half speed, and takes a -5 on attack rolls. This effect lasts for 3 rounds, or is negated by a fortitude save. Eldritch Chain Lesser Invocation Blast Shape 4th Level Spell Your eldritch blast can jump from target to target, if each is within 30' of the previous target. The blast hits one secondary target for every 5 invoker levels, and each secondary target only takes half the damage of the primary target. Flee the Scene Lesser Invocation 4th Level Spell You can teleport a short distance(25' + 5'/lvl) as if using a dimension door spell. You leave behind an illusion of yourself that reacts appropriately to attacks and lasts for one round before fading. Flee the Scene - Selection Flee the Scene - Direction and Distance Hellrime Blast Lesser Invocation Eldritch Essence 4th Level Spell Your eldritch blast does cold damage, and any creature hit must make a fortitude save or they will take a -4 penalty to dexterity for ten minutes. Hungry Darkness Lesser Invocation 3rd Level Spell You create an area of shadow(as the darkness spell) filled with a swarm of bats. You are immune to the attacks of the swarm, but not the darkness. The invocation lasts as long as you concentrate on it. Ignore the Pyre Lesser Invocation 4th Level Spell You gain remarkable resilience to any one energy type, gaining resistance equal to your invoker level to that element for 24 hours. If you cast it again before it expires, the new element and duration replace the old. Ignore the Pyre - Acid Ignore the Pyre - Cold Ignore the Pyre - Electric Ignore the Pyre - Fire Ignore the Pyre - Sonic Mask of Flesh Lesser Invocation 3rd Level Spell You make a touch attack against any creature of your size, and if you succeed you take on their appearance as the Disguise Self spell. If you wish, in addition you can do 1d6 Charisma damage in addition to taking on the appearance. Both effects last one hour per invoker level. Mask of Flesh - Friendly Mask of Flesh - Hostile Relentless Dispelling Lesser Invocation 4th Level Spell You can attempt to dispel all effects on a creature as per the targeted version of Dispel Magic. The next round a second dispel will hit the target again. Stony Grasp Lesser Invocation 3rd Level Spell You can summon up an immobile hand of rock and stone which grapples any creature nearby. The hand lasts for 1 round per level, has an AC of 18, hardness of 8, and has 4 HP per level. The Dead Walk Lesser Invocation 4th Level Spell You can create undead as per the Animate Undead spell. Wall of Gloom Lesser Invocation 2nd Level Spell You can create a wall of gloomy shadows that lasts as long as you concentrate on it. Any creature who steps into it must make a will save or be halted, and any creature inside gains concealment. Witchwood Step Lesser Invocation 3rd Level Spell Your footsteps become unnaturally sure and supportive. Your movement is not affected by undergrowth, and you are immune to being entangled. Bewitching Blast Greater Invocation Eldritch Essence 4th Level Spell When this invocation is activated, any creature hit by your blast must make a will save or be confused for one round. Caustic Mire Greater Invocation 4th Level Spell You can create an area of acidic sludge on the ground. Any creature who steps into it is slowed by about a third, and each 5' they move deals 1d6 acid damage to them. If a creature stands still in it they still take 1d6 acid damage each round. The sludge lasts one round per level, and you can only create one area at any given time. Chilling Tentacles Greater Invocation 5th Level Spell This invocation acts as the spell Evard's Black Tentacles. In addition, every round a creature is in the area of effect they take 2d6 cold damage. Dragon Ward Greater Invocation 6th Level Spell This invocation makes you resistant to the special abilities of dragons. You become immune to fear, and gain damage resistance 20 to any fire, acid, sonic, electric, or cold damage dealt by breath weapons. This invocation lasts 24 hours. Eldritch Cone Greater Invocation Blast Shape 5th Level Spell Your eldritch blast becomes a 30' cone instead of a ray. Those within can make a reflex save for half damage. Eldritch Line Greater Invocation Blast Shape 5th Level Spell Your eldritch blast becomes a 60' line instead of a ray. Those within can make a reflex save for half damage. Enervating Shadow Greater Invocation 5th Level Spell The dark powers cloak you and shield you from harm, while draining vitality from nearby foes. Any living creature within 10' of you must make a fortitude save or take a -4 penalty to Strength for 5 rounds. Creatures can only be affected by this once every 24 hours. This ability lasts 5 rounds, and does not work in sunlight or magical bright light. Hellspawned Grace Greater Invocation 6th Level Spell You can polymorph into a hellcat for 1 round for every 2 invoker levels you have. Hindering Blast Greater Invocation Eldritch Essence 4th Level Spell When this invocation is activated, any living creature hit by your blast must make a will save or be slowed for one round. Nightmares Made Real Greater Invocation 5th Level Spell You can create an illusion of nightmarish terrain, and anyone who does not make their will save to disbelieve becomes entangles, and takes 1d6 per round. Regardless of if they passed their will save, everyone within gains concealment. The illusion lasts one round per level, and you can only create one area at any given time. Noxious Blast Greater Invocation Eldritch Essence 6th Level Spell When this invocation is activated, any creature hit by your blast must make a fortitude save or be nauseated for one minute. Painful Slumber of Ages Greater Invocation 6th Level Spell You put a creature to sleep. If they are woken by dispelling or being struck, they take damage equal to your invoker level. Penetrating Blast Greater Invocation Eldritch Essence 6th Level Spell When this invocation is activated, your eldritch blast gains +4 to the caster level to pierce spell resistance, and a failed will save reduces the creature's spell resistance by 5 for 1 minute. Tenacious Plague Greater Invocation 6th Level Spell You summon a swarm of hardy insects that lasts for one minute per invoker level. Their attacks count as magical weapons, and your charisma modifier is added to their distraction DC. Vitriolic Blast Greater Invocation Eldritch Essence 6th Level Spell Your eldritch blast does acid damage, and ignores spell resistance. Any creature hit automatically takes 2d6 acid damage every round. This effect lasts for one round for every 5 invoking levels you have. Wall of Perilous Flame Greater Invocation 5th Level Spell You can call up a wall of fire as the spell of the same name. However, half the damage done by it is caused by supernatural power and not subject to fire resistance. Binding Blast Dark Invocation Eldritch Essence 7th Level Spell When this invocation is active, any creature struck by your eldritch blast must make a will save or be stunned for one round. This is a mind-affecting effect. Caster's Lament Dark Invocation 8th Level Spell With a touch you can attempt to dispel all effects on a creature, as the break enchantment spell. The maximum caster level for the dispel checks is 15. Dark Discorporation Dark Invocation 8th Level Spell You can abandon your body and become a swarm of batlike shadows for up to 24 hours. In this form you cannot attack or cast, but you are immune to normal weapon damage and critical hits as a swarm is. Your dexterity increases by 6, and you get a deflection bonus to AC equal to your charisma modifier. You also gain a swarm attack that does 4d6 damage to anyone in a square your swarm occupies. Dark Foresight Dark Invocation 9th Level Spell You gain foresight, as the spell. You gain a +2 insight bonus to Reflex saves and AC, and are never surprised or flatfooted. This lasts 10 minutes per level. Eldritch Doom Dark Invocation Blast Shape 8th Level Spell Your eldritch blast becomes a 20' cloud around you instead of a ray. Those within can make a reflex save for half damage. Path of Shadow Dark Invocation 6th Level Spell You can walk the plane of shadow, either by yourself or with a party. This is effectively a teleport spell, and during the walk you and any with you heal back any damage taken. Path of Shadow - Self Path of Shadow - Party Retributive Invisibility Dark Invocation 6th Level Spell You can use greater invisibility as the spell, but you can only target yourself. If the invisibility is dispelled, you release a 4d6 sonic shock wave in a 20' burst around you. Any creature hit by the shockwave is stunned for one round, but a fortitude save reduces the damage to half and negates the stunning. Steal Summoning Dark Invocation 6th Level Spell You can take control of another caster's summoned creature. This control lasts as long as you maintain concentration on it, and thereafter the summon reverts to its previous master's control. Utterdark Blast Dark Invocation Eldritch Essence 8th Level Spell Your eldritch blast does negative energy damage. Any creature hit must make a fortitude save or take 2 negative levels. These negative levels fade after one hour. Word of Changing Dark Invocation 5th Level Spell You utter a powerful word that transforms a creature into a harmless form. This functions like baleful polymorph, except that they get a second save which determines if it lasts for 24 hours or is permanent. Cocoon of Refuse Least Invocation 1st Level Spell You cause various bits of trash and junk in an area - rotting garbage, old clothes, even dead animals - to fly about and latch onto a target. The target is entangled for 1 round per invoker level, or until he makes a DC 20 strength check to escape. Because this uses urban remains, it cannot be used in wilderness areas. Spider Shape Lesser Invocation 3rd Level Spell You polymorph yourself into the form of a fiendish large monstrous spider. You can remain in this form for 1 hour per invoker level. Acolyte of the Ego Acolytes of the Ego acolyte of the ego (PRESTIGE CLASS) An acolyte of the ego seeks to master but one truename - his own. In so doing, he learns to fortify himself against harm and unleash pain and suffering upon his enemies. He cares less about the truenames of other creatures. He devotes his study to his true self as he experiments with the pronunciation of his truename to increase his power. - Hit Die: d8. - Proficiencies: An acolyte of the ego does not gain any additional weapon or armor proficiencies. - Skill Points: 4 + Int Modifier. REQUIREMENTS: Skill: Truespeak 9 CLASS FEATURES: Level 1: 2: Morphic Cadence - Choose a Cadence ability from a list 3: Resonant Voice - Add +3 to your class level for Cadence abilities 4: Morphic Cadence - Choose a Cadence ability from a list 5: 6: Morphic Cadence - Choose a Cadence ability from a list 7: Recitation Feat, Alter Personal Truename - You gain a bonus feat, and you are harder to target with truespeech 8: Morphic Cadence - Choose a Cadence ability from a list 9: Alter Personal Truename - You are harder to target with truespeech 10: Morphic Cadence - Choose a Cadence ability from a list Cadence of the Mighty Bull Type of Feat: Class Prerequisite: Acolye of the Ego 2+ Specifics: You gain an insight bonus to your Strength score equal to the number of morphic cadences you know for 1 minute. Use: Selected. Cadence of the Iron Skin Type of Feat: Class Prerequisite: Acolye of the Ego 2+ Specifics: You gain damage reduction/+1 equal to 2 * the number of morphic cadences you have. Use: Selected. Cadence of the Ursine Heart Type of Feat: Class Prerequisite: Acolye of the Ego 2+ Specifics: You gain an insight bonus to your Constitution score equal to the number of morphic cadences you know for 1 minute. Use: Selected. Cadence of the Swallowed Spell Type of Feat: Class Prerequisite: Acolye of the Ego 2+ Specifics: You gain spell resistance equal to 15 + 2 * the number of Morphic Cadences you know. Use: Selected. Cadence of the Lost Wound Type of Feat: Class Prerequisite: Acolye of the Ego 2+ Specifics: You gain fast healing equal to the number of morphic cadences you know. This benefit lasts for 1 round per class level. Use: Selected. Cadence of the Lucky Fool Type of Feat: Class Prerequisite: Acolye of the Ego 2+ Specifics: You gain a luck bonus on saving throws equal to the number of morphic cadences you know. This benefit lasts for 1 round per class level. Use: Selected. Cadence of the Living Fortress Type of Feat: Class Prerequisite: Acolye of the Ego 10 Specifics: You gain immunity to critical hits for one round per class level. Use: Selected. Cadence of the Distant Step Type of Feat: Class Prerequisite: Acolye of the Ego 2+ Specifics: You can dimension door, as the spell. Use: Selected. Cadence of the Frightful Mind Type of Feat: Class Prerequisite: Acolye of the Ego 2+ Specifics: You can frighten your foes (as the fear spell, PH 229). The DC for the Will save to resist the effect is 10 + your acolyte of the ego level + your Cha modifier + the number of morphic cadences you know. The duration of the effect is 1 round per class level. Use: Selected. Cadence of the Thunder Drake Type of Feat: Class Prerequisite: Acolye of the Ego 2+ Specifics: You can make a breath weapon attack - specifically, a 20-foot cone of painful noise that deals 2d6 points of sonic damage per morphic cadence you know. The Reflex save to halve the damage is DC 10 + your acolyte of the ego class level + your Con modifier + the number of morphic cadences you know. Use: Selected. Resonant Voice Type of Feat: Class Prerequisite: Acolye of the Ego 3 Specifics: The DC for the Truespeak check to use a cadence increases by 5, but if the check succeeds, you treat your class level as three higher for the purpose of determining the effect and duration of any morphic cadence you use that round (see above). Use: Selected. Alter Personal Truename Type of Feat: Class Prerequisite: Acolye of the Ego 7 Specifics: At 7th level, you can alter your own truename slightly - just enough to make it difficult or impossible for others to utter it correctly. Any creature other than you that attempts to speak your truename takes a -4 penalty on the Truespeak check. At 9th level, this penalty increases to -8. Use: Selected. (PRESTIGE CLASS) Necromancy is usually a poor choice for arcane spellcasters. Those who really want to master the deathless arts almost always pursue divine means. However, an alternative exists for those who desire power over undead, without losing too much of their arcane power. Enter the pale master, who draws on a font of special lore that provides a macabre power all its own. - Hit Die: d6. - Proficiencies: A pale master does not gain any additional weapon or armor proficiencies. - Skill Points: 2+ Int modifier. REQUIREMENTS: Arcane Spellcasting: Level 3 or higher. Alignment: Any non good Skill: Lore 8 Feat: Skill Focus (Lore) CLASS FEATURES: Level 1: Bone Skin I - Add +2 to AC. This increases by another +2 for every four levels of Pale Master. 2: Animate Dead - Once per day spell-like ability. 3: Darkvision - Gain Darkvision ability. 4: Summon Undead - Twice per day spell-like ability summons an undead creature. 5: Deathless Vigor - +3 Hit Points per level 6: Undead Graft I - Gains undead arm that twice per day can paralyze. 7: Tough as Bone - Immune to hold, paralyze, and stunning. 8: Undead Graft II - Paralyze touch can be used three times a day. 9: Summon Greater Undead - Once per day spell-like ability summons a powerful undead. 10: Deathless Mastery - Immune to critical hits. Deathless Master Touch - Touch of the undead arm instantly kills (DC 17). BONUS SPELLS Upon reaching level 1, 3, 5, 7, and 9 the character gains new spells per day as if he had also gained a level in his highest caster class (bard, sorcerer or wizard). He does not learn any new spells through this ability, however. Frostrager Frostragers frostrager (PRESTIGE CLASS) Many barbarian tribes have members whose ferocity and rage impress and terrify even their fellow barbarians, and the tribes of the frostfell are no different. The frostragers are powerful and dangerous warriors believed by some to be gifted from (and others cursed by) the frost giant deity Thrym with an unstable but powerful supernatural battle rage. This terrible fury not only causes the frostrager to increase in size when he enters his battle rage, but infuses his fists and weapons with cold shards of ice. Those tribes that view a frostrager's prowess as a gift point to the fact that their skills in battle can be matched by few, while those that view these abilities as a curse point to the fact that while in a rage, frostragers tend to revel in destruction and slaughter a little too much to make them trustworthy. In truth, frostragers retain control of their actions while in a frostrage... the simple fact is that most frostragers enjoy causing mayhem and destruction. All frostragers are barbarians to some degree, although many are multiclass barbarian/druids. Stories of such characters who activate their frostrage and wild shape abilities in succession abound in the frostfell; a frostraging character in the shape of a dire bear is a terrible opponent indeed. Other barbarians pick up some levels of fighter or ranger to further focus their combat prowess before becoming frostragers, and a rare few barbarian/sorcerer frostragers exist in some tribes that embrace arcane magic, but other combinations are virtually unknown. - Hit Die: d12 - Proficiencies: A frostrager does not gain any additional weapon or armor proficiencies. - Skill Points: 2+ Int modifier. REQUIREMENTS: Base Attack Bonus: +6 Skills: Intimidate 4 ranks, Lore 4 ranks Feats: Frozen Berserker, Improved Unarmed Strike, Power Attack Special: Rage as a class ability CLASS FEATURES: Level 1: Frostrage - Add +4 to AC, 1d4 cold damage on unarmed attacks Freezing Blood - Immune to wounding and bleeding out 2: One-Two Punch - Extra attacks during unarmed combat 3: Absorb Cold - Cold damage heals frostrager 4: Improved Frostrage - Add +6 to AC, 1d6 cold damage on unarmed attacks 5: Rend - Do extra damage if hitting with two or more unarmed strikes Frostrage Type of Feat: Class Prerequisite: Frostrager 1 Specifics: While raging, the frostrager gains +4 natural armor bonus to Armor Class from the sheets of ice that form over his body. In addition, a frostrager's unarmed attacks deal 1d6 points of damage plus 1d4 points of cold damage on a successful hit. Use: Automatic. Freezing Blood Type of Feat: Class Prerequisite: Frostrager 1 Specifics: The frostrager is immune to wounding weapon properties and bleeding out. Use: Automatic. One-Two Punch Type of Feat: Class Prerequisite: Frostrager 2 Specifics: While making an unarmed attack, the frostrager may make one extra attack in a round at his highest base attack bonus, but each attack made in that round (the extra one and the normal ones) take a -2 penalty. Use: Activated. Absorb Cold Type of Feat: Class Prerequisite: Frostrager 3 Specifics: While raging, spells that deal cold damage will heal the frostrager instead of be stopped by immunity. Use: Automatic. Improved Frostrage Type of Feat: Class Prerequisite: Frostrager 4 Specifics: While raging, the frostrager gains +6 natural armor bonus to Armor Class from the sheets of ice that form over his body. In addition, a frostrager's unarmed attacks deal 1d8 points of damage plus 1d6 points of cold damage on a successful hit. Use: Automatic. Rend Type of Feat: Class Prerequisite: Frostrager 5 Specifics: In any round that the frostrager hits the same foe with two or more unarmed attacks, he immediately deals an additional 2d8 points of damage (plus 1-1/2 times his Strength bonus), plus an additional 1d6 points of cold damage. If he is Small, his rend deals 2d6 points of damage; if he is Large, his rend deals 3d8 points of damage. Use: Automatic. Sacred Purifier Sacred Purifiers sacred purifier (PRESTIGE CLASS) Sacred purifiers are priestly characters who specialize in destroying undead. They belong to a loose-knit order affiliated with the church of Pelor (or another similar faith), though they disdain hierarchical bureaucracy in favor of action and forthrightness. Many pursue an "act first, ask questions later" approach, which occasionally frustrates the more traditionalminded clerics in the church's chain of command. Most sacred purifiers are clerics (often of Pelor), but paladins have also been known to take up the call. Fighter/clerics also make good sacred purifiers, as do barbarian/clerics (who appreciate the order's forthright nature). - Hit Die: d8 - Proficiencies: A sacred purifier does not gain any additional weapon or armor proficiencies. - Skill Points: 2+ Int modifier. REQUIREMENTS: Alignment: Any good Skills: Lore 8 ranks Feats: Extra Turning Base Will Save Bonus: +5. Spells: Able to cast 2nd-level divine spells. Special: Able to turn undead. CLASS FEATURES: Level 1: Greater Turning, Turn Undead 2: 3: Sacred Strike - Spend a turning attempt to deal 2d6 damage to an undead creature 4: 5: Positive Energy Burst - Do massive damage burst to undead Type of Feat: Class Prerequisite: Sacred Purifier 1 Specifics: Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead. Use: Selected. Type of Feat: Class Prerequisite: Sacred Purifier level 1. Specifics: The character's Sacred Purifier levels stack with her levels in any other class that grants the ability to turn undead for the purposes of turning attempts. Use: Automatic. Sacred Strike Type of Feat: Class Prerequisite: Sacred Purifier level 3. Specifics: By expending a turn undead use, the next strike on undead will deal an extra 2d6 damage. Use: Selected. Type of Feat: Class Prerequisite: Sacred Purifier level 5. Specifics: By expending two turning attempts, all undead within 30 feet of the sacred purifier take 10d6 damage. Undead may make a Reflex save against a DC of 15 + Charisma Modifier for half damage. Use: Selected. Serene Guardian Serene Guardians serene guardian (PRESTIGE CLASS) The Luminous Order teaches its soldiers some rudimentary meditations and concentration exercises, but these are just the tip of the iceberg. Those who master the esoteric, mind enhancing techniques of the Luminous Order have earned the right to call themselves serene guardians. If you have a disciplined worldview and a certain level of combat prowess, and you have the title of Luminary champion, then becoming a serene guardian is simply a matter of devoting the necessary time to training your mind. - Hit Die: d8 - Proficiencies: A serene guardian does not gain any additional weapon or armor proficiencies. - Skill Points: 2+ Int modifier. REQUIREMENTS: Alignment: Any lawful Base Attack Bonus: +6 CLASS FEATURES: Level 1: Resonance - Build up resonance in targets you hit Painful Release - Release resonance to give targets penalties 2: Damaging Release - Release resonance to wound targets 3: Fighter Bonus Feat 4: Staggering Release - Release resonance to slow enemies 5: Greater Resonance - Build up more resonance in targets 6: Traumatic Release - Release resonance to do extra damage to targets 7: Immune to Fear 8: Confounding Release - Release resonance to confuse targets 9: Unclouded Mind - Use Concentration check to cancel failed Will save 10: Soul Release - Release resonance to kill targets Resonance Type of Feat: Class Prerequisite: Serene Guardian level 1 Specifics: Whenever you deal damage to a foe two or more times in a single round, you create 1 point of resonance in that enemy. At 5th level, if you deal damage to a foe three times or more in a single round, you create 2 points of resonance in that opponent. Use: Automatic Painful Release Type of Feat: Class Prerequisite: Serene Guardian level 1 Specifics: Whenever you deal damage to a foe two or more times in a single round, you create 1 point of resonance in that enemy. At 5th level, if you deal damage to a foe three times or more in a single round, you create 2 points of resonance in that opponent. As a swift action, you can release resonance in the form of searing pain that flows throughout your target's body. For each point of resonance released, that foe takes a - 1 penalty on arrack rolls and saving throws for a number of rounds equal to the number of resonance points released. This does not effect those immune to critical hits or sneak attacks. Use: Selected Damaging Release Traumatic Release Type of Feat: Class Prerequisite: Serene Guardian level 2 Specifics: You deal foes 1d6 points of damage per resonance released. At 6th level, this becomes 2d6 points of damage. Use: Selected Staggering Release Type of Feat: Class Prerequisite: Serene Guardian level 4 Specifics: Reduce your foes speed by 33% per resonance released for one round per resonance released. Use: Selected Immune to Fear Type of Feat: Class Prerequisite: Serene Guardian level 7 Specifics: You are immune to fear Use: Automatic Confounding Release Type of Feat: Class Prerequisite: Serene Guardian level 8 Specifics: Your foes are confused for one round per resonance released. Use: Selected Unclouded Mind Type of Feat: Class Prerequisite: Serene Guardian level 9 Specifics: If you fail a Will save, you can make a Concentration check and use that check's result as your save result. Use: Automatic Soul Release Type of Feat: Class Prerequisite: Serene Guardian level 10 Specifics: Your foes must succeed at a Fortitude save (DC 10 + your serene guardian level + your Wis modifier) or die. This is a death effect. You must have built up at least 1 resonance per 2 Hit Dice of the target. Use: Selected Daring Outlaw Type of Feat: General Prerequisite: Grace +1, sneak attack +2d6 Specifics: Your rogue and swashbuckler levels stack for the purpose of determining your competence bonus on Reflex saves from the grace class feature and the swashbuckler's dodge bonus to AC. For example, a 7th-level rogue/4th-level swashbuckler has grace +2 and gains a +2 dodge bonus to AC, as if she were an 11th-level swashbuckler. Your rogue and swashbuckler levels also stack for the purpose of determining your sneak attack bonus damage. For example, a 7th-level rogue/4th-level swashbuckler would deal an extra 6d6 points of damage with her sneak attack, as if she were an 11th-level rogue. Use: Automatic Swift Ambusher Type of Feat: General Prerequisite: Skirmish +1d6/+1 AC, sneak attack +2d6 Specifics: Your rogue and scout levels stack for the purpose of determining the extra damage and bonus to Armor Class granted when skirmishing. For example, a 4th-level scout/7th-level rogue would deal an extra 3d6 points of damage and gain a +3 competence bonus to AC when skirmishing, as if she were an 11th-level scout. Use: Automatic Ascetic Stalker Type of Feat: General Prerequisite: Ki power, Monk Speed Specifics: Your monk and ninja levels stack for the purpose of determining the size of your ki pool. For example, a 4th-level monk/2nd-level ninja with this feat could use her ki powers a number of times equal to 3 (half the sum of her monk and ninja levels) + her Wisdom bonus (if any). Your monk and ninja levels also stack for the purpose of determining your unarmed strike damage. For example, a 4th-level monk/6th-level ninja would deal 1d10 points of damage with her unarmed strike. This increase also applies to the monk's Ki Strike ability. Use: Automatic Expanded Ki Pool Type of Feat: General Prerequisite: Ki power Specifics: You gain three extra daily uses of your ki power. Use: Automatic Improved Skirmish Type of Feat: General Prerequisite: Skirmish +2d6/+1 AC Specifics: If you move at least 20 feet away from where you were at the start of your turn, your skirmish damage increases by 2d6 and your competence bonus to AC from skirmish improves by 2. Use: Automatic Brutal Throw Type of Feat: General Prerequisite: None Specifics: You can add your Strength modifier (instead of your Dexterity modifier) to attack rolls with thrown weapons. Use: Automatic Extra Rage Type of Feat: General Prerequisite: Rage Specifics: You rage two more times per day than you otherwise could. Use: Automatic Flying Kick Type of Feat: General Prerequisite: Str 13, Jump 4 ranks, Improved Unarmed Strike, Power Attack. Specifics: When fighting unarmed and using the charge action, you deal an extra 1d12 points of damage with your unarmed attack. Use: Automatic Improved Grapple Type of Feat: General Prerequisite: Dex 13, Improved Unarmed Strike Specifics: You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple. Use: Automatic Improved Overrun Type of Feat: General Prerequisite: Str 13, Power Attack Specifics: When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent. Use: Automatic Improved Bullrush Type of Feat: General Prerequisite: Str 13, Power Attack Specifics: When you perform a bull rush you do not provoke an attack of opportunity from the defender. You also gain a +4 bonus on the opposed Strength check you make to push back the defender. Use: Automatic Improved Trip Type of Feat: General Prerequisite: Int 13, Expertise Specifics: You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn't used your attack for the trip attempt. Use: Automatic Curling Wave Strike Type of Feat: General Prerequisite: Dex 13, Improved Trip Specifics: If you trip an opponent in melee combat, you can immediately make another trip attempt against another foe within reach at the same total attack bonus as the first trip attack. This replaces the free attack you would normally get against the tripped opponent (from the Improved Trip feat). If you successfully trip a second opponent, you do not get a free attack against that opponent. You can use this feat only once per round. Use: Automatic Grapple COMBAT MANEUVER You grapple your foe, provoking an attack of opportunity unless you have Improved Grapple. Once grappled, you can draw a light weapon, attack your opponent with a light weapon, damage your opponent with an unarmed attack, damage them with their weapon at a -4 penalty (if they are holding a light weapon), pin them, or drag them. If no option is selected, damage your opponent is the default if the aggressor, and escape from a grapple is the default if the defender. Use: Selected/Automatic Bull Rush COMBAT MANEUVER You bull rush your opponent, generating an attack of opportunity, then knocking your opponent back for 5 feet for every 5 points you beat his strength check by. Use: Selected Overrun COMBAT MANEUVER You overrun your opponent, generating an attack of opportunity. The opponent has the choice to avoid or block, and can be knocked down if they block. Otherwise, continue moving to your desired end point. Use: Selected Trip COMBAT MANEUVER Make an unarmed melee touch attack against your target. This provokes an attack of opportunity from your target as normal for unarmed attacks. If your attack succeeds, make a Strength check opposed by the defender's Dexterity or Strength check (whichever ability score has the higher modifier). A combatant gets a +4 bonus for every size category he is larger than Medium or a -4 penalty for every size category he is smaller than Medium. The defender gets a +4 bonus on his check if he has more than two legs or is otherwise more stable than a normal humanoid. If you win, you trip the defender. If you lose, the defender may immediately react and make a Strength check opposed by your Dexterity or Strength check to try to trip you. Use: Selected Charge COMBAT MANEUVER Your target must be at least 10 ft away from you. After moving up to double your speed to attack them, you make a single attack against that opponent. You get a +2 bonus on the attack roll and take a -2 penalty to your AC until the start of your next turn. Use: Selected Bull Rush Charge COMBAT MANEUVER Your target must be at least 10 ft away from you. You bull rush your opponent with a +2 bonus on the bull rush attempt, generating an attack of opportunity, then knocking your opponent back for 5 feet for every 5 points you beat his strength check by. Use: Selected End Grapple Sidestep Charge Type of Feat: General Prerequisite: Dex 13, Dodge Specifics: You get a +4 dodge bonus to Armor Class against charge attacks. If a charging opponent fails to make a successful attack against you, you gain an immediate attack of opportunity. Use: Automatic Powerful Charge Type of Feat: General Prerequisite: Base Attack Bonus +1, Medium or larger size Specifics: When you charge, if your melee attack hits, you deal an extra 1d8 points of damage (if you are Medium size). For Large creatures, the extra damage is 2d6; for Huge, 3d6; for Gargantuan, 4d6; and for Colossal, 6d6. Use: Automatic Greater Powerful Charge Type of Feat: General Prerequisite: Powerful Charge, Base Attack Bonus +4 Specifics: As Powerful Charge, but treat yourself as one size category larger than you are. Use: Automatic Rhino Tribe Charge Type of Feat: General Prerequisite: Human race Specifics: When you charge, if your melee attack hits, it deals an extra 2d6 points of damage. Use: Automatic Furious Charge Type of Feat: General Prerequisite: Human, Aarakocra, Wemic, or Orc race, 1st level only Specifics: You gain a +4 bonus on the attack roll you make at the end of a charge, instead of the normal +2. Use: Automatic Reckless Charge Type of Feat: General Prerequisite: Base Attack Bonus +1 Specifics: When you charge, you have an additional +2 to attack and -2 to armor class. Use: Automatic Great Stag Berserker Type of Feat: General Prerequisite: Rage, Human race Specifics: When you charge, you have an additional +2 to attack and -2 to armor class. Use: Automatic Lion Tribe Warrior Type of Feat: General Prerequisite: Human race Specifics: You may make a full attack with a single light weapon as part of a charge action. You may not have a weapon in your off hand. Use: Automatic Snow Tiger Berserker Type of Feat: General Prerequisite: Dex 13, Rage, Human race Specifics: You may make a full attack as part of a charge action, but only if you are armed with a light weapon. If you have light weapons in both hands, you may strike with both under the normal rules for fighting with two weapons. Use: Automatic A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can "lose" a prepared spell in order to cast any summon nature's ally spell of the same level or lower. All Animal, Beast, Magical Beast Aberration, Ooze, Vermin Elemental, Outsider Humanoid ####END_OF_SHIFTER_PNP_RESERVE_1 Required Shifter Level: Required Character Level: Select the racial type of the shapes you want to see Update known shape information Harmlessly Invisible Show oldest shapes first Show newest shapes first change: UNUSED UNUSED UNUSED Temporary HP from Constitution increase: Right creature weapon: Left creature weapon: Special attack creature weapon: Natural AC bonus: Challenge Rating: Epic Wildshape Spell-Like Abilities: %(NAME) (SL %(SL) / CL %(CL) / CR %(CR)) Learn new shape Select a 'Quick Shift Slot' to change the shape stored in it Explanation of shape packages Select general shape package Select major focus shape package Select minor focus shape package Sorry, you've already learned all of the shapes available from this package at this level. Skip this level No shapes to learn; already up to date Select bonus shape package to learn shape from (shifter level %(SL), character level %(CL)) Select package to learn shape from (shifter level %(SL), character level %(CL)) Select shape to learn (shifter level %(SL), character level %(CL)) General package: %(PACKAGE_NAME) Major focus package: %(PACKAGE_NAME) (%(USES_REMAINING) remaining) Minor focus package: %(PACKAGE_NAME) (%(USES_REMAINING) remaining) General Package #1 (legacy) General Package #2 General Package #3 Focus Package: Dragon Focus Package: Construct Focus Package: Elemental Focus Package: Rogue Focus Package: Warrior UNUSED Focus Package: Animal Focus Package: Outsider Focus Package: Undead A package is a list of shapes that you can choose from when you level up: Level 1: Choose a general package. Levels 1-9: At each level, choose one of the shapes that you most recently qualified for from the general package. Level 10: Choose any shape that you qualify for from any package. Level 11: Choose a major focus package and a minor focus package. Levels 11-20: At each level, choose any shape you qualify for from the major focus package (up to 2 total), the minor focus package (up to 1 total) or the general package. Levels 21-30: At each level, choose any shape you qualify for from the major focus package (up to 2 total), the minor focus package (up to 1 total) or the general package. TEMPORARY: Learn Shape Learn Shape Specifics: Targets a creature whose shape you want to learn so that you can later become just like that creature. Use: Selected. Level: 1: Small, medium and humanoid. 2: Monstrous humanoid and animal. 3: Large, tiny and beast 4: Giant and vermin. 5: Magical beast. 6: Aberration and ooze. 7: Huge and dragon. 8: Undead and construct. 9: Elemental and outsider Can cast spells without Natural Spell Cannot cast spells without Natural Spell Learned "%(SHAPENAME)" Cannot learn "%(SHAPENAME)" You already know "%(SHAPENAME)" None Print shape Select a shape to print. The information will appear both in the chat window and in the NWN log file. Explore shape packages (Known as "%(SHAPENAME)") Delete marked shapes ####END_OF_SHIFTER_PNP_RESERVE_2 Viletooth Lizardfolk viletooth lizardfolk Many lizardfolk forge alliances with black dragons due to their races' similar habitats. Over time this led to a mingling of bloodlines, sometimes resulting in entire tribes, and other times a single viletooth being born to a tribe of normal lizardfolk. Physically they are much thinner than their more typical brethren, sometimes even scrawny. They have patches of black on their body, up to and including their entire body being covered in ebony scales. They have large eyes and frequently grow short, curved horns similar to those of their draconic ancestor. Viletooth Lizardfolk Ability Adjustments: +2 Con Favored Class (Druid): A multiclass viletooth lizardfolk's druid class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Weapon Proficiency (Simple): All Viletooth Lizardfolk are proficient with Simple Weapons. - Natural Weapon: Viletooth Lizardfolk can make an natural bite attack that deals 1d6 acid damage in addition to 1d4 normal damage. - Shield: All Viletooth Lizardfolk are proficient with shields. - Skill Affinity (Jump): +4 racial bonus to Jump checks. - Natural Armor Bonus: Racial natural armor bonus of 5. - Darkvision: Viletooth Lizardfolk are able to see in the dark. - Waterbreathing: Viletooth Lizardfolk are immune to drowning. - Dragonblooded: Viletooth Lizardfolk have the dragonblood subtype. - Reptilian: Viletooth Lizardfolk count as Reptilian for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) Level Adjustment: +1 Racial Hit Dice/Class: 2 of Humanoid Silverbrow Human silverbrow human Silverbrow Humans Silver dragons are well known for taking humanoid form and living among them. Long ago, communities of humans welcomed silver dragons into their homes, not knowing the nature of their disguised visitors. In these communities, often secluded and small, half-dragon children became common as the dragons married their human friends. The silvers did their best to protect these children form discovery, eventually teaching them to assume full human form magically, and thus the mingling of human and silver dragon blood continued. Over time, the draconic features disappeared, and the dragons moved on as well, leaving communities of humans with dragonblood heritage. They came to be known as Silverbrow humans due to the white streaks or highlights displayed in the hair of these descendants. Physically they are otherwise indistinguishable from normal humans. Silverbrow Human Ability Adjustments: None Favored Class (Any): A multiclass silverbrow human's highest class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Quick To Master: Silverbrow Humans gain a bonus feat at first level. - Dragonblooded: Silverbrow Humans have the dragonblood subtype. - Human: Silverbrow Humans count as Human for the purpose of spells. Stonehunter Gnome Stonehunter Gnomish stonehunter gnomish Stonehunter Gnomes One of the few races considered to be fast companions of any kind of dragon, stonehunter gnomes are the favored people of copper dragons. Since the coppers' love of pranks, riddles, and mischief fit well with the gnomes' outlook on life, it should be no surprise they get along well. The gnomes who return this sentiment are known as stonehunters, as the two races frequently meet to hunt together. Copper dragons often make their lairs beneath stonehunter gnome villages, and over time while the gnomes become more dragonlike in appearance the coppers grow fonder of the mortals. Physically they tend to look like most other gnomes, but for their very dark skin that takes on a coppery sheen in sunlight. Stonehunter Gnomish Ability Adjustments: +2 Con, -2 Str. Favored Class (Ranger): A multiclass stonehunter gnome's ranger class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Small Stature +1 size bonus to attack rolls. +1 size bonus to AC. +4 size bonus to Hide checks. - Offensive Training vs. Reptilians: +1 racial bonus on attack rolls against reptilian humanoids. - Offensive Training vs. Goblinoids: +1 racial bonus on attack rolls against goblinoids (goblins, hobgoblins, and bugbears). - Defensive Training vs. Giants: +4 dodge bonus to AC against giants. - Skill Affinity (Listen): +2 racial bonus to Listen checks. - Skill Affinity (Concentration): +2 racial bonus to Concentration checks. - Low-Light Vision: Allows them to see better than normal in the dark. - Dragonblooded: Stonehunter Gnomes have the dragonblood subtype. - Gnomish: Stonehunter Gnomes count as Gnomes for the purpose of spells. Fireblood Dwarf Fireblood Dwarven fireblood dwarven Fireblood Dwarves Few dwarves delved as deep as the ancient Fireblood clan. Particularly fond of dormant volcanos, these dwarves followed volcanic trails and tunnels in search of further access to the world's depths. Unfortunately they stumbled on a nest of red dragons, and the outraged dragons enslaved the hapless clan to mine treasures for them. Over time, whether by interbreeding, natural mutation, or magical effect the Fireblood clan began to take on unique traits making them better adapted to higher temperatures... and to battling dragons. They won their freedom eventually, but the hatred for evil dragons in general and red dragons in specific still burns deep within this breed of dwarf. The clan intermarried and spread their bloodline across many clans now, however, and a Fireblood dwarf may be born to any dwarf parents. They are much the same as standard dwarves, but have dark red-brown skin, and are usually bald, with only the faintest of beards. Dwarven Ability Adjustments: +2 Con, -2 Cha. Favored Class (Fighter): A multiclass fireblood dwarf's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Stonecunning: +2 racial bonus on Search checks made in subterranean areas. - Darkvision: Dwarves are able to see in the dark. - Resistance to fire 5: Fireblood Dwarves have Fire Resistance 5. - Hardiness vs. Spells: +2 racial bonus on saving throws against spells. - Offensive Training vs. Orcs: +1 racial bonus on attack rolls against orcs. - Offensive Training vs. Goblinoids: +1 racial bonus on attack rolls against goblinoids (goblins, hobgoblins, and bugbears). - Defensive Training vs. Dragons: +4 dodge bonus to AC against dragons. - Skill Affinity (Lore): +2 racial bonus to Lore checks. - Skill Affinity (Craft Armor): +2 racial bonus to Craft Armor checks. - Skill Affinity (Craft Weapon): +2 racial bonus to Craft Weapon checks. - Skill Affinity (Appraise): +2 racial bonus to Appraise checks. - Dragonblooded: Fireblood Dwarves have the dragonblood subtype. - Dwarven: Fireblood Dwarves count as Dwarves for the purpose of spells. Glimmerskin Halfling glimmerskin halfling Glimmerskin Halflings Gold dragons hate injustice and foul play, but few things anger them more than tyranny of the strong over the weak, or the small. When a gold dragon's territory includes or is near a halfling village, they often appoint themselves protector and take of threats too powerful for the halflings to handle alone. Such villages seldom, if ever, learn of those dangers or of their guardian. The dragon often walks among its charges, appearing as a small animal or as a halfling looking to settle in the town. While any relationships from this are short-lived as far as the dragon is concerned, the signs of draconic heritage live on long after among the village inhabitants. These dragonblooded halflings look for the most part like their more mundane kin, but bear a golden sheen to their complexion and inevitably have golden flecks in their eyes. They also tend to show traits of nobility and courage, standing up to any threat they encounter. Halfling Ability Adjustments: +2 Dex, -2 Str. Favored Class (Rogue): A multiclass glimmerskin halfling's rogue class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Small Stature: +1 size bonus to attack rolls. +1 size bonus to AC. +4 size bonus to Hide checks. - Skill Affinity (Listen): +2 racial bonus to Listen checks. - Skill Affinity (Jump): +2 racial bonus to Jump checks. - Lucky: +1 luck bonus to all saving throws. - Fearless: +2 morale bonus to saving throws against spells and effects of the 'Fear' subtype. - Good Aim: +1 racial bonus to attack rolls made with throwing weapons. - Touch of Luck: Once per day, a glimmerskin halfling can grant himself or an ally within 30' a +2 bonus to saves for one round as an immediate action. - Dragonblooded: Glimmerskin Halflings have the dragonblood subtype. - Halfling: Glimmerskin Halflings count as Halflings for the purpose of spells. Forestlord Elf Forestlord Elven forestlord elven Forestlord Elves Like most sylvan races, the elves are in tune with the natural world, which includes dragonkind. In ancient times a few groups of elves forged treaties with powerful green dragons, who in turn granted those elves strange new powers. Though the elves did not and do not worship those dragons, the peace accords they crafted last to this day, long after those who signed them died. Every descendent of a forestlord can be one, although this is far from certain, as the traits themselves are unpredictable. Physically, they appear much like regular elves, but can be easily distinguished by their smooth green skin, similar to green dragon scales. Most have green hair as well, though occasionally it can be anywhere from brown to white. Forestlord Elven Ability Adjustments: +2 Dex, -2 Con. Favored Class (Sorcerer): A multiclass forestlord elf's sorcerer class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Sleeplessness: Immune to spells and effects of the 'Sleep' subtype. - Skill Affinity (Listen): +2 racial bonus to Listen checks. - Skill Affinity (Search): +2 racial bonus to Search checks. - Skill Affinity (Spot): +2 racial bonus to Spot checks. - Keen Senses: Forestlord Elves make active Search checks automatically and with no movement penalties. - Low-Light Vision: Allows them to see better than normal in the dark. - Treewalk: Once per day, Forestlord Elves can step through a nearby tree and emerge by any tree up to 60' away, as the Dimension Door spell. They can use this ability one additional time per day for every 5HD they have. - Dragonblooded: Forestlord Elves have the dragonblood subtype. - Elven: Forestlord Elves are considered Elven for the purpose of spells. Defensive Training vs Dragons Type of Feat: Racial Prerequisite: Race-Specific. Specifics: The creature gains a +4 dodge bonus to AC vs dragons. Use: Automatic. Touch of Luck Type of Feat: Racial Prerequisite: Race-Specific. Specifics: You can grant yourself or a single ally within 30' a +2 bonus to saves for one round. Use: Selected. Treewalk Type of Feat: Racial Prerequisite: Race-Specific. Specifics: Once per day, you can step into a nearby tree, and step out of any other one within 60'. You gain one extra use per day at level 5, and one more every 5 levels thereafter. Note: For game purposes this is treated as a 60' Dimension Door ability that only works aboveground and in natural surroundings. Use: Selected. Treewalk - Selected Treewalk - Direction and Distance Eternal Blade Eternal Blades eternal blade (PRESTIGE CLASS) An eternal blade is an elf who learns a variety of exotic fighting maneuvers with the aid and advice of the spirit of a mighty, ancient elf warrior. The eternal blades once swore to defend the elves against the forces of evil, but in ages past, the blades turned against each other, causing a schism that echoes to the present day. Some eternal blades embrace the responsibilities that come with this class's training. Others seek to use their talents to further their own ends. - Hit Die: d10 - Proficiencies: An eternal blade gains no additional proficiencies. - Skill Points: 4 + Int Modifier REQUIREMENTS: Race: Any Elf Base Attack Bonus: +10 Feats: Weapon Focus (any) Martial Maneuvers: Any two Devoted Spirit or Diamond Mind maneuvers. CLASS FEATURES: Level 1: Blade Guide - Eternal Training 1/Day - 2: Guided Strike - 3: Armored Uncanny Dodge - Eternal Training 2/Day 4: Eternal Knowledge - 5: Eternal Training 3/Day 6: Defensive Insight - 7: Eternal Training 4/Day 8: Tactical Insight - . 9: Eternal Training 5/Day 10: Island in Time - Maneuvers Stances Level Known Readied Known 1 1 0 0 2 0 0 0 3 1 1 0 4 0 0 0 5 1 0 1 6 0 1 0 7 1 0 0 8 0 0 0 9 1 1 0 10 0 0 0 Blade Guide Type of Feat: Class Specific Prerequisites: Eternal Blade level 1. Specifics: You gain a blade guide, the spirit of an ancient member of the eternal blades, that provides you with advice, tactical assistance, and training. If your blade guide is destroyed, it reappears in 1d6 rounds. Use: Automatic Eternal Training (Ex) Type of Feat: Class Specific Prerequisites: Eternal Blade level 1. Specifics: Your blade guide offers you intensive mental training based on its years of combat experience in mortal life. Once per day, you can draw upon this training to aid you in a single battle. You can choose one of two benefits. Each of these benefits lasts for one encounter. You gain an insight bonus equal to your Intelligence bonus (if any) on attack and damage rolls against creatures of a single type. Alternatively, you can gain the use of one maneuver from the Diamond Mind or Devoted Spirit discipline. You must meet its prerequisites. A maneuver gained with eternal training can be recovered with your normal recovery method during the encounter, but knowledge of the maneuver fades after the encounter ends. Use: Selected Guided Strike (Ex) Type of Feat: Class Specific Prerequisites: Eternal Blade level 2 Specifics: Your blade guide assesses your enemies, seeking out weak points in their armor and offering you advice on where and how to strike. Your guide grants you advice that can render even the most daunting foe impotent. For the rest of your turn, you automatically overcome your opponent's damage reduction, if any. You can use this ability only while you have access to your blade guide. Use: Selected Armored Uncanny Dodge (Ex) Type of Feat: Class Specific Prerequisites: Eternal Blade level 3 Specifics: So long as your blade guide is active, you gain the benefit of uncanny dodge starting at 3rd level. If you already have uncanny dodge, you instead gain improved uncanny dodge. If you lose your blade guide, you lose this ability until your guide returns. Use: Automatic Eternal Knowledge (Ex) Type of Feat: Class Specific Prerequisites: Eternal Blade level 4 Specifics: Your blade guide is an expert in a variety of areas. In addition to the tactical and strategic guidance it offers, it also grants you access to great stores of lore. Your blade guide can make lore checks with a bonus equal to your eternal blade level + your Int modifier. Use: Automatic Defensive Insight (Ex) Type of Feat: Class Specific Prerequisites: Eternal Blade level 6 Specifics: Your blade guide's advice and insights grant you an intellectual edge in combat, but there is a fine line between knowing how to do something and executing it in combat. As a swift action, you can size up an opponent and use your tactical knowledge against him. You gain a dodge bonus equal to your Intelligence bonus (if any) against a single foe of your choice until the beginning of your next turn. You can use this ability only while you have access to your blade guide. Use: Selected Tactical Insight (Ex) Type of Feat: Class Specific Prerequisites: Eternal Blade level 8 Specifics: Although you may be young by the elve's reckoning, your blade guide lends you the experience and wisdom of one who has fought battles across countless fields. For the rest of your turn, any opponent you hit with a melee attack takes a penalty to AC equal to your Intelligence bonus (if any) for 1 round. If you lose access to your blade guide, you lose this ability until it returns. Use: Selected Island in Time (ex) Type of Feat: Class Specific Prerequisites: Eternal Blade level 10 Specifics: You throw yourself into a fight under your blade guide's careful direction. You meld with it, allowing it to control your actions while you draw upon it's vast combat experience. Once per encounter, you can take a turn as an immediate action. Use: Selected Eternal Blade Maneuver Quickselects Maneuver Quickselect Conversation Maneuver Quickselect 1 Maneuver Quickselect 2 Maneuver Quickselect 3 Maneuver Quickselect 4 Eternal Training Maneuver Eternal Trining Racial Type Shadow Sun Ninja Shadow Sun Ninjas shadow sun ninja (PRESTIGE CLASS) A Shadow Sun Ninja is a martial artist who studies the balance between good and evil, light and dark. Founded by a reformed half-fiend, this fighting school teaches its students to find power in balance. A Shadow Sun Ninja uses dark energies to drain his foe's life, but then turns and uses the power of light to lend that stolen strength to an ally. A Shadow Sun Ninja is a study in contrasts. She knows that evil lurks in the hearts of all living creatures. Even the purest of the pure suffer temptation. By exploring her inner demons, bringing them into the light, and accepting them as a part of her soul, she achieves a deeper understanding of herself and the strength within her. A Shadow Sun Ninja would argue that denying, rather than accepting, one's base impulses would be the same as refusing to use one's left arm. - Hit Die: d8 - Proficiencies: A shadow sun ninja gains no additional proficiencies. - Skill Points: 4 + Int Modifier REQUIREMENTS: Alignment: Any good Base Attack Bonus: +3 Skills: Hide 8 ranks Feats: Improved Unarmed Strike Martial Maneuvers: Must know one 2nd-level Setting Sun or Shadow Hand maneuver, one Setting Sun maneuver of any level, and one Shadow Hand maneuver of any level. CLASS FEATURES: Level 1: Monk abilities - You add your class levels to determine your unarmed damage and number of Stunning Fist attempts. You gain the AC bonus of a monk. Touch of the Shadow Sun - Make a melee touch attack for negative energy damage. On the following turn touch a creature to heal target. 2: Flame of the Shadow Sun - Cold resistance 10 for one round. Hurl bolt of energy at target for 2d6 fire damage. 4: Light Within Darkness - Burst into a corona of light. If target failed to see you hiding, they make Fortitude save (DC 10 + 1/2 your character level + your Wisdom modifier) or be blinded for 1 round. 5: Darkness Within Light - Blind yourself to gain +4 bonus to attack rolls and damage to blinded opponents. 7: Void of the Shadow Sun - Gain +2 deflection bonus to AC. If hit, project pulse causing 8d6 points of cold damage, with a Fortitude save (DC 10 + 1/2 your character level + your Wisdom modifier) for half damage. 8: Child of Shadow and Light - Stance alternating between 60'-radius burst causing dazzle and 60'-radius darkness. 10: Balance of Light and Dark - Transform into creature of darkness. Can make attacks causing negative levels. Maneuvers Stances Level Known Readied Known 1 1 0 0 2 0 0 0 3 1 0 0 4 0 0 0 5 0 1 1 6 1 0 0 7 0 0 0 8 0 0 0 9 1 0 0 10 0 1 0 Touch of the Shadow Sun Type of Feat: Class Specific Prerequisites: Shadow Sun Ninja level 1 Specifics: With a melee touch attack made as a standard action, you can deal negative energy damage equal to your base unarmed damage + your Wis modifier. Note undead are healed by this attack. In the round after you use this ability, you can touch a creature as a standard action to heal an amount of damage equal to the damage you dealt with your negative energy touch on the previous round. You cannot use both aspects of this ability on the same round, nor can you use the negative energy touch again in a round after you have already successfully used it. Use: Selected Flame of the Shadow Sun Type of Feat: Class Specific Prerequisites: Shadow Sun Ninja level 2 Specifics: As an immediate action, you shroud yourself with dark energy that provides resistance to cold 10 until the start of your next turn. If this resistance reduces the damage you take from any attack or effect, you can take a swift action on your next turn to hurl a bolt of fiery energy with a range of 60 feet. This bolt requires a ranged touch attack and deals 2d6 fire damage. Use: Selected Light Within Darkness Type of Feat: Class Specific Prerequisites: Shadow Sun Ninja level 4 Specifics: All opponents within 60 feet of you that failed to see you hiding must make Fortitude saves (DC 10 + 1/2 your character level + your Wisdom modifier) or be blinded for 1 round. Use: Selected Darkness Within Light Type of Feat: Class Specific Prerequisites: Shadow Sun Ninja level 5 Specifics: You blind yourself for the rest of your turn. Against targets that are blinded, you gain a +4 bonus to damage and attack rolls in melee. Use: Selected Void of the Shadow Sun Type of Feat: Class Specific Prerequisites: Shadow Sun Ninja level 7 Specifics: As a swift action, you gain a +2 deflection bonus to AC until the next round. If you are hit despite your improved AC, you lose it's bonus. If you were hit, on your next turn you can project a pulse of frigid, black energy in a 30-foot-radius burst around you as a standard action. Enemies in this area take 8d6 points of cold damage, Fortitude save (DC 10 + 1/2 your character level + your Wisdom modifier) for half damage. Use: Selected Child of Shadow and Light Type of Feat: Class Specific Prerequisites: Shadow Sun Ninja level 8 Specifics: When you activate this stance, the area around you fills with blinding light. All enemies within a 60-foot-radius burst become dazzled for one round. On the next round, the area around you is cast into total darkness for 1 round in a 60-foot-radius burst. As long as you maintain this stance, you alternate between projecting light and darkness. Use: Selected Balance of Light and Dark Type of Feat: Class Specific Prerequisites: Shadow Sun Ninja level 10 Specifics: Once per day as a swift action, you transform into a creature of pure darkness for 1 minute. You gain immunity to critical hits, mind-affecting abilities, death attacks, energy drain, and poison. You also gain a +8 bonus on Hide checks. If you wish to, on a successful melee attack, you can bestow one negative level on your opponent. You heal 5 points of damage for each negative level you bestow. At the end of your transformation, you take 1 point of Constitution damage per negative level bestowed. Use: Selected Flame of the Shadow Sun - Touch Void of the Shadow Sun - Blast Balance of Light and Dark - Drain Default Samurai These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to. Default Marshal These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to. Default Swashbuckler These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to. Default Hexblade These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to. Default Duskblade These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to. Default Scout These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to. Default Healer These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to. Default Beguiler These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to. Default Artificer These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to. Default Warlock These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to. Default Anti-Paladin These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to. Default Ultimate Ranger These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to. Default Bowman These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to. Default Samurai These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to. Default Ninja These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to. Default Dragon Shaman These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to. Default Dragonfire Adept These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to. Default Psion These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to. Default Psychic Warrior These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to. Default Soulknife These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to. Default Wilder These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to. Default Dread Necromancer These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to. Default Mystic These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to. Default Noble These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to. Default Archivist These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to. Default Witch These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to. Default Shaman These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to. Default Favoured Soul These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to. Default Truenamer These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to. Default Shugenja These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to. Default Sohei These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to. Default Crusader These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to. Default Swordsage These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to. Default Warblade These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to. Default Warmage These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to. Default Knight These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to. Default Brawler These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to. Two Weapon Pounce Type of Feat: General Prerequisite: Two-Weapon Fighting, Dex 15, Base Attack Bonus +6 Specifics: When you are making a charge and wielding weapons in both hands, you can attack with both of your weapons. If you do so, you lose the bonus on attack rolls normally granted by a charge. Use: Automatic Vital Recovery Type of Feat: General Prerequisite: Two martial maneuvers Specifics: When you recover one or more expended maneuvers, you heal 3 points of damage + 1 point per character level. You can gain this benefit only once per minute. Use: Automatic Shadow Blade Type of Feat: General Prerequisite: One Shadow Hand stance Specifics: While you are in a Shadow Hand stance and attack with one of the discipline's preferred weapons, you can add your Dexterity modifier as a bonus on melee damage for attacks made with the weapon. Use: Automatic Blade Meditation: Desert Wind Blade Meditation: Devoted Spirit Blade Meditation: Diamond Mind Blade Meditation: Iron Heart Blade Meditation: Setting Sun Blade Meditation: Shadow Hand Blade Meditation: Stone Dragon Blade Meditation: Tiger Claw Blade Meditation: White Raven Divine Spirit Type of Feat: General Prerequisite: Ability to turn or rebuke undead, one Devoted Spirit stance Specifics: While in a Devoted Spirit stance, you can expend a turn or rebuke undead attempt as an Immediate action to heal yourself a number ol hit points equal to 3 + your Charisma Modifier. Use: Selected Ironheart Aura Type of Feat: General Prerequisite: One Iron Heart stance Specifics: While you are in any Iron Heart stance, adjacent allies gain a +2 morale bonus on saving throws. Use: Automatic Shadow Trickster Type of Feat: General Prerequisite: Caster level 1st, one Shadow Hand strike Specifics: While you are in a Shadow Hand stance, the save DC for any illusion spell you cast increases by 2. Use: Automatic White Raven Defense Type of Feat: General Prerequisite: One White Raven stance Specifics: When you are in a White Raven stance and adjacent to at least one ally, you gain a +1 bonus to AC. Furthermore. when you are wielding one of the White Raven discipline's preferred weapons, each ally adjacent to you gains a +1 bonus to AC. Use: Automatic Instant Clarity Type of Feat: General Prerequisite: Concentration 7 Specifics: You can take a swift action to become psionically focused after successfully initiating a martial strike. You can use this ability three times per day. Use: Automatic Sudden Recovery Type of Feat: General Prerequisite: One maneuver Specifics: Once per day as a swift action, you can instantly recover an expended maneuver. It is now ready again. If you are a crusader, the maneuver is also granted immediately. Use: Selected Song of the White Raven Type of Feat: General Prerequisite: Bardic music, one White Raven maneuver Specifics: While you are in any White Raven stance, you can activate your bardic music as a swift action. Your crusader and warblade levels stack with your bard levels to determine the bonus granted. Use: Selected Reaping Mauler Reaping Maulers reaping mauler (PRESTIGE CLASS) Truly wise adventurers are always wary of unarmed opponents, for such adversaries are usually more than they seem. Such an opponent might even be a reaping mauler - the worst nightmare of a character who depends on weapon skills to win. Anyone who dares to wield a weapon against a reaping mauler had better make use of it quickly, because the opportunity won't last long. Reaping maulers are the back-breakers, the limb-twisters, and the neck-snappers among pit fighters. Grapplers of the highest order, they wear nothing heavier than light armor in combat to maximize their flexibility, and they use no weapons to achieve their gruesome victories, for they prefer the intimacy of a barehanded kill. A reaping mauler wants to be close enough to taunt his opponent with whispers while crushing the life out of it, to smell its fear, and to watch the despair creep over its face when the opponent realizes just how useless its weapons are during a grapple. - Hit Die: d10 - Proficiencies: A reaping mauler gains no additional proficiencies. - Skill Points: 2 + Int Modifier REQUIREMENTS: Base Attack Bonus: +5 Skills: Tumble 5 ranks Feats: Improved Unarmed Strike CLASS FEATURES: Level 1: Improved Grapple (Ex): When wearing light armor or no armor, a reaping mauler gains the benefit of the Improved Grapple feat, even if he does not meet the prerequisites. Mobility (Ex): When wearing light armor or no armor, a reaping mauler gains the benefits of the Mobility feat, even if he does not meet the prerequisites. 2: Adept Wrestling (Ex): Beginning at 2nd level, a reaping mauler who is wearing light armor or no armor gains a +1 bonus on all grapple checks. This bonus increases to +2 at 4th level. 3: Sleeper Lock (Ex): At 3rd level, a reaping mauler learns how to render an opponent unconscious with pressure. If the character pins his opponent while grappling and maintains the pin for 1 full round, the opponent must make a Fortitude save (DC 10 + the reaping mauler's class level + the reaping mauler's Wis modifier) at the end of the round or fall unconscious for 1d3 rounds. A creature with no discernible anatomy has immunity to this effect. 5: Devastating Grapple (Ex): If a 5th-level reaping mauler pins his opponent while grappling and maintains the pin for 3 consecutive rounds, the opponent must make a Fortitude save (DC 10 + the reaping mauler's class level + the reaping mauler's Wis modifier) at the end of the third round or die. A creature with no discernible anatomy is immune to the effect of this ability Adept Wrestling Type of Feat: Class Specific Prerequisites: Reaping Mauler level 2 Specifics: Beginning at 2nd level, a reaping mauler who is wearing light armor or no armor gains a +1 bonus on all grapple checks. This bonus increases to +2 at 4th level. Use: Automatic Sleeper Lock Type of Feat: Class Specific Prerequisites: Reaping Mauler level 3 Specifics: At 3rd level, a reaping mauler learns how to render an opponent unconscious with pressure. If the character pins his opponent while grappling and maintains the pin for 1 full round, the opponent must make a Fortitude save (DC 10 + the reaping mauler's class level + the reaping mauler's Wis modifier) at the end of the round or fall unconscious for 1d3 rounds. A creature with no discernible anatomy has immunity to this effect. Use: Automatic Devastating Grapple Type of Feat: Class Specific Prerequisites: Reaping Mauler level 5 Specifics: If a 5th-level reaping mauler pins his opponent while grappling and maintains the pin for 3 consecutive rounds, the opponent must make a Fortitude save (DC 10 + the reaping mauler's class level + the reaping mauler's Wis modifier) at the end of the third round or die. A creature with no discernible anatomy is immune to the effect of this ability Use: Automatic Bat Hawk Raven Rat Snake Cat Weasel Owl Beckon the Frozen Type of Feat: General Prerequisites: Augment Summoning, Spell Focus (Conjuration) Specifics: When you summon a creature or creatures using any summon spell, the summoned creature gains the cold subtype, and its natural attacks deal an additional 1d6 points of cold damage. Use: Automatic Chosen of Iborighu Type of Feat: General Prerequisites: Must be Chaotic Evil Specifics: Once per day, you can cause one creature within 30 feet that meets your gaze to become overwhelmed with a wave of supernatural cold. The target can resist the effects of this attack with a successful Fortitude save (DC 10 + 1/2 your character level + your Charisma modifi er), otherwise it causes cold damage equal to your Charisma modifi er + 3 (minimum 1 point of damage) and causes the victim to become fatigued. If you use this attack against someone who is fatigued, they instead become exhausted. Using this supernatural ability is a standard action that does not provoke attacks of opportunity. Use: Selected Faith in the Frost Type of Feat: General Prerequisites: Ability to turn or rebuke creatures, access to Cold or Winter cleric domain Specifics: When you successfully turn or rebuke a creature, it takes cold damage equal to your Charisma modifi er as blasts of ice and cold energy tear through its body. Use: Automatic Mountaineer Type of Feat: General Prerequisites: None Specifics: You get a +2 bonus on all Climb and Spot checks. Use: Automatic Bonus Domain: Cold Bonus Domain: Winter Cold Type of Feat: Domain Prerequisite: Access to the Cold domain. Granted Power: You can turn or destroy fire creatures as a good cleric turns undead. You can also rebuke or command cold creatures as an evil cleric rebukes undead. Bonus Spells: The cleric gains access to the following spells at the specified spell level: Chill Touch (1), Ice Storm (4), Cone of Cold (6), and Polar Ray (8) Use: Automatic. Winter Type of Feat: Domain Prerequisite: Access to the Winter domain. Granted Power: You gain a +2 sacred bonus on all Wisdom-based skill checks. Bonus Spells: The cleric gains access to the following spells at the specified spell level: Snilloc's Snowball Swarm (2), Sleet Storm (3), Control Weather (6), Otiluke's Freezing Sphere (7) Use: Automatic. Snowflake Wardance Type of Feat: General Prerequisite: Perform 6 ranks, Bardic music Benefit: By expending one of your daily uses of bardic music, you may perform a deadly style of combat known as the snowflake wardance. Activating a snowflake wardance is a free action, and once activated, you add your Charisma modifier to your attack rolls with any slashing melee weapon you wield in one hand. This bonus to hit stacks with any bonuses you get from a high Strength score (or Dexterity score, if you are using Weapon Finesse). You cannot use this feat if you are carrying a shield, wearing medium or heavy armor, or carrying a medium or heavy load. A snowflake wardance lasts for a number of rounds equal to your ranks in Perform. Performing a snowflake wardance is physically tiresome - when the snowflake wardance ends, you become fatigued for the next 10 minutes. Use: Selected. Psychic Renewal Type of Feat: General Prerequisite: Must have a psionic focus, must be an initiator Benefit: As a swift action, you can recover any expended maneuver by expending your psionic focus and spending power points equal to the maneuver's level. Use: Selected. Tiger Blooded Type of Feat: General Prerequisite: Ability to rage, wild shape, or shift; one Tiger Claw maneuver Benefit: While you are in a rage, shifted, or wild shaped, you attempt to knock back 5 feet a creature of your size category or smaller that you hit with a Tiger Claw strike unless it succeeds on a Fortitude save (DC 10+1/2 your character level + your Str modifier). Use: Automatic. Stone Power Type of Feat: General Prerequisite: Str 13, one Stone Dragon maneuver Benefit: You can take a penalty of as much as -5 on your attack rolls. This number cannot exceed your base attack bonus. You gain temporary hit points equal to twice the number that you subtract from your attack rolls (to a maximum of +10). These temporary hitpoints last until the beginning of your next turn. Pressing the feat repeatedly will cycle through the options available. Use: Selected. Efficient Defender Type of Feat: General Prerequisite: Heavy armor proficiency Benefit: When you wear light or medium armor, you gain 1 more point of armor bonus to your AC than your armor normally provides. The armor also becomes slightly more encumbering, increase it's armor check penalty by 1. Use: Automatic. Trap Engineer Type of Feat: General Prerequisite: Lore 4 Benefit: If you successfully disable a trap using this feat, you gain a +2 bonus on Search and Disarm Trap for one hour. You also gain a +4 bonus on Reflex saves to avoid traps. Use: Selected Weapon and Torch Type of Feat: General Prerequisite: None Benefit: While fighting with a one-handed melee weapon and holding a lit torch in the other hand, you can make a special attack as a full-round action. Attack once with your melee weapon. If the attack hits, you also sweep your torch across your foe's eyes, dealing ld6 points of fire damage and dazzling him for 1d4 rounds. Use: Selected Anvil of Thunder Type of Feat: General Prerequisite: Power Attack, Two-Weapon Fighting, Weapon Focus (warhammer or light hammer), Weapon Focus (battleaxe, handaxe, or dwarven waraxe), Str 13 Benefit: If you hit the same creature with both your axe and your hammer in the same round, it must make a Fortitude saving throw (DC 10 + 1/2 your character level + your Str modifier) or be dazed for 1 round. Use: Selected Hammer's Edge Type of Feat: General Prerequisite: Improved Bull Rush, Two-Weapon Fighting, Weapon Focus (warhammer or light hammer), Weapon Focus (bastard sword, long sword, scimitar), Str 15 Benefit: If you hit the same creature with both your sword and your hammer in the same round, it must make a Fortitude saving throw (DC 10 + 1/2 your character level + your Str modifier) or fall prone. Use: Selected High Sword Low Axe Type of Feat: General Prerequisite: Improved Trip, Two-Weapon Fighting, Weapon Focus (battleaxe, handaxe, or dwarven waraxe), Weapon Focus (bastard sword, long sword, scimitar) Benefit: If you hit the same creature with both your sword and your axe in the same round, you may make a free trip attempt against that foe. Use: Selected Spinning Halberd Type of Feat: General Prerequisite: Two-Weapon Fighting, Weapon Focus (halberd) Benefit: When you make a full attack with your halberd, you gain a +1 dodge bonus to your Armor Class as well as an additional attack with the weapon at a -5 penalty. This attack deals points of bludgeoning damage equal to 1d6 + 1/2 your Strength modifier. Use: Selected Three Mountains Type of Feat: General Prerequisite: Cleave, Power Attack, Improved Bull Rush, Weapon Focus (dire mace, heavy flail, heavy mace, or morning star), Str 13 Benefit: If you strike the same creature twice in the same round with your dire mace, morningstar, heavy mace, or heavy flail, it must make a Fortitude saving throw (DC 10 + 1/2 your character level + your Str modifier) or be nauseated by the pain for 1 round. Use: Automatic Vae School Type of Feat: General Prerequisite: Expertise, Improved Trip, Weapon Focus (whip), Base attack bonus +7 Benefit: Once per round, when you deal damage to a flat-footed foe (or a foe you flank) with a whip, you can initiate a trip attack. If you fail to trip when using this special attack, your opponent cannot attempt to trip you in turn. Use: Automatic Inlindl School Type of Feat: General Prerequisite: Expertise, Weapon Finesse, Shield Proficiency, Int 13 Benefit: You can choose to sacrifice your shield bonus to AC in exchange for a bonus on melee attack rolls equal to one-half that bonus. This bonus applies only on attacks made with light weapons. Use: Selected Divine Intercession Type of Feat: General Prerequisite: Turn Undead, Travel or Trickery domain Benefit: You can spend three turn or rebuke undead attempts to teleport to any point up to 30 feet away within line of sight. This effect functions as dimension door, except that you can't bring along other creatures. Use: Selected Profane Agony Type of Feat: General Prerequisite: Turn Undead, Death or Destruction domain Benefit: You can spend a rebuke undead attempt as a full-round action to channel your deity's displeasure at a single living creature within 30 feet. That creature takes 3d6 points of damage and is sickened for 1 round. A successful Fortitude save (DC 10 + one-half your level + your Cha modifier) negates the damage, but not the sickening effect. Use: Selected Spiderfriend Magic Type of Feat: General Prerequisite: None Benefit: Your spells have no effect against vermin allies (but affect vermin enemies normally). Use: Automatic Unspeakable Vow Type of Feat: General Prerequisite: None Benefit: You gain a +2 bonus on Intimidate checks. Use: Automatic Lolth's Boon Type of Feat: General Prerequisite: Turn Undead, Drow or Chaotic Evil Benefit: You can spend two rebuke undead attempts as a standard action to unleash a 60-foot-radius burst of divine energy. Each vermin in the area gains temporary hit points equal to its HD, as well as a +2 profane bonus on melee damage rolls. These effects last for 5 rounds. Use: Selected Psychic Refusal Type of Feat: General Prerequisite: Iron Will Benefit: You gain a +4 bonus to Spell Resistance Use: Automatic Xaniqos School Type of Feat: General Prerequisite: Dex 13, Dodge, Mobility, Point Blank Shot, base attack bonus +6 Benefit: If you have moved at least 10 feet since the start of your turn, your crossbow attacks deal an extra 1d6 points of damage. Use: Automatic Improved Cohort Type of Feat: General Prerequisite: Cha 15, Leadership Benefit: The maximum level of the cohort you gain from the Leadership feat is one lower than your character level, instead of two lower. Use: Automatic Ecclesiarch Type of Feat: General Prerequisite: Lore 6 Benefit: Increase your leadership score by +2 and your Lore by +2. Use: Automatic Great Diplomat Type of Feat: General Prerequisite: None Benefit: Increase your leadership score by +2 and your Persuade by +2. Use: Automatic Shield Wall Type of Feat: General Prerequisite: Shield proficiency Benefit: When you and an adjacent ally are each using a shield, your shield bonus to Armor Class increases by 2. Use: Automatic Corrupt Spell Focus Type of Feat: General Prerequisite: Non-good Benefit: You add +1 to the DC for all saving throws against any spells you cast that have a corrupt component. Use: Automatic Greater Corrupt Spell Focus Type of Feat: General Prerequisite: Non-good, Corrupt Spell Focus Benefit: You add +2 to the DC for all saving throws against any spells you cast that have a corrupt component. This replaces Corrupt Spell Focus. Use: Automatic Haunting Melody Type of Feat: General Prerequisite: Bardic Music, Perform 9 Benefit: You can inspire fear in enemies within 30 feet of you. Any opponent in range must succeed on a Will saving throw (DC 10 + 1/2 your bard level + your Cha modifier) or become shaken for a number of rounds equal to your ranks in the Perform skill. This is a fear effect. Use: Automatic Master of Knowledge Type of Feat: General Prerequisite: None Benefit: You gain a +5 bonus to Lore Use: Automatic Unnatural Will Type of Feat: General Prerequisite: Iron Will, Cha 12 Benefit: Add your Charisma modifier to all Will saves against fear effects. Use: Automatic Heat Endurance Type of Feat: General Prerequisite: Base Fortitude save +2 Benefit: You gain a +2 bonus on saving throws against fire effects. Use: Automatic Improved Heat Endurance Type of Feat: General Prerequisite: Base Fortitude save +6, Heat Endurance Benefit: You gain fire resistance 5. Use: Automatic Light of Aurifar Type of Feat: General Prerequisite: Ability to turn or rebuke undead, access to either the Fire or Sun domain Benefit: Any undead that you successfully turn or rebuke takes 2d6 points of fire damage in addition to the normal turning or rebuking effect. Use: Automatic Deformity (Skin) Type of Feat: General Prerequisite: Willing Deformity, Evil alignment Benefit: You gain a +1 natural armor bonus. Use: Automatic Blighter Blighters blighter (PRESTIGE CLASS) When a druid turns away from the land, the land turns away from her. Some ex-druids make peace with this change; others seek to restore the bond. A few, however, actually embrace their disconnection from nature and become forces of destruction. These few, called blighters, bring desolation wherever they tread. A blighter gains her spellcasting ability by stripping the earth of life. A swath of deforested land always marks her path through the wilderness. The vast majority of blighters are nomadic loners constantly in search of green lands to destroy. Some are grim; others laugh at the destruction they wreak. Almost all, however, are friendless and mad. What puts them over the edge is the knowledge that nature gets the last laugh: To gain their spells, they must seek out the richest forests of the land, even if it's only to destroy them. Thus, even though they've turned away from nature, they must constantly return to it. Only human ex-druids seem attracted in any number to the blighter's path. Legends say that a few elven druids have also turned to destruction over the millennia - a terrifying prospect given how much land they could destroy in their long lifetimes. - Hit Die: d8 - Proficiencies: A blighter does not gain any additional weapon or armor proficiencies. - Skill Points: 4 + Int Modifier. REQUIREMENTS: Base Attack Bonus: +4 Alignment: Nongood Special: Wild Shape as a class ability Special: Must have been a druid CLASS FEATURES: Level 1: 2: Blightfire - 5d6 fire damage in a 10ft radius 3: Undead Wild Shape - Wild Shape gains the Skeletal Template 4: Undead Wild Shape 5: Contagious Touch - Deliver diseases as touch attacks Undead Wild Shape - Gain new forms 6: Animate Dead Animal - Animate special undead creatures Undead Wild Shape 7: Contagious Touch 8: Unbond - Slay familiars and animal companions Undead Wild Shape 9: Contagious Touch Undead Wild Shape - Gain new forms 10: Plague - Affect an area with disease Undead Wild Shape Spellcasting: The blighter gains spellcasting as per a druid, using Wisdom as his casting statistic. He can cast spells up to 9th level from the blighter spell list, gaining access to new spell levels each class level, provided he has a high enough wisdom score to cast a spell of that. Contagious Touch Necromancy Level: Druid 4 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 round/level Saving Throw: Fortitude negates Spell Resistance: Yes Holding out your hand like it's dead, you croak out magic words and imbue your limb with a terrible disease. Upon casting this spell, you choose one disease from this list: blinding sickness, cackle fever, filth fever, mindfire, red ache, the shakes, or slimy doom (DMG 292). Any living creature you hit with a melee touch attack during the spell's duration is affected as though by the contagion spell, immediately contracting the disease you have selected unless it makes a successful Fortitude save. You cannot infect more than one creature per round. Type of Feat: Class Prerequisite: Blighter 5 Benefit: You can cast Contagious Touch once per day. You get an addition use at 7th and 9th level. Use: Selected Undead Wild Shape Type of Feat: Class Prerequisite: Blighter 3 Benefit: You can undead wild shape into a Bear, Boar, Badger, Wolf, or Panther. These forms gain the following changes: - Type changes to undead. - Natural bonus +2 - +2 Dexterity - Immunity to cold. - Damage reduction 5/bludgeoning. You get a 2nd use at 4th, 3rd at 6th, 4th at 8th, and 5th at 10th levels. You also gain better forms at class levels 5th and 9th. Use: Selected Undead Bears Undead Panthers Undead Wolves Undead Boars Undead Badgers Animate Dead Animal Type of Feat: Class Prerequisite: Blighter 6 Benefit: You can animate an undead bear once per day. Use: Selected Plague Type of Feat: Class Prerequisite: Blighter 10 Benefit: As per Contagious Touch, except it affects all creatures in a 20 ft radius from point of impact. Usable once per day. Use: Selected Unbond Type of Feat: Class Prerequisite: Blighter 8 Benefit: The target Familiar or Animal Companion must save or die. Use: Selected Blightfire Type of Feat: Class Prerequisite: Blighter 2 Benefit: Deal 5d6 fire damage, reflex half, at the chosen point. Use: Selected Nentyar Hunter Nentyar Hunters nentyar hunter (PRESTIGE CLASS) Sworn to defend the great forests and serve the Nentyarch, druidic ruler of the Circle of Leth, the Nentyar hunters roam the wild lands of the East, uprooting foul and evil things. Skilled with both steel and magic, a Nentyar hunter is a resourceful, self-reliant hero who has learned to trust her own judgment, confronting those who would harm the forest. The Nentyar hunters are few in number, but even a single hunter is capable of achieving great things in the service of the lands she loves. Barbarians and rangers are the most common Nentyar hunters, as the prestige class offers access to powerful forest magic to complement their skill at fighting. Druids are less commonly drawn to the class, since many of the Nentyar hunter's spells are druid spells, and the Nentyar hunters are sworn to protect druids and carry out their edicts. Fighters and rogues with a preference for wilderness skills sometimes become Nentyar hunters, but clerics, sorcerers, and wizards do not often choose this path. - Hit Die: d6 - Proficiencies: A nentyar hunter gains simple and martial weapon proficiencies and light armor proficiency - Skill Points: 4 + Int Modifier. REQUIREMENTS: Alignment: Nonevil Feats: Alertness, Combat Casting, Track Skills: Spot 8, Search 4 CLASS FEATURES: Level 1: Woodland Stride 2: Swift Tracker - +1 Spot, Search Listen 3: Swiftness of the Stag - +10 ft movement speed in light or no armor 4: Eyes of the Hawk - +4 Spot 5: Heart of the Lion - Immune to Fear Beginning at 1st level, a Nentyar hunter gains the ability to cast a small number of divine spells, as per druid casting, although she has her own unique spell list that goes to 5th level spells. Swift Tracker Type of Feat: Class Prerequisite: Nentyar Hunter 2 Benefit: +1 to Search, Spot, Listen Use: Automatic Swiftness of the Stag Type of Feat: Class Prerequisite: Nentyar Hunter 3 Benefit: +10 ft movement speed in light or no armor Use: Automatic Eyes of the Hawk Type of Feat: Class Prerequisite: Nentyar Hunter 4 Benefit: +4 to Spot Use: Automatic Heart of the Lion Type of Feat: Class Prerequisite: Nentyar Hunter 5 Benefit: Immune to Fear Use: Automatic Battlesmith Battlesmiths battlesmith (PRESTIGE CLASS) A battlesmith is a skilled dwarf armorer and weaponsmith who uses her experience in battle, as well as her masterful weaponsmithing and armorsmithing abilities, to create deadly items for her kinsmen to wield in defense of their homes. While typically only spellcasters can craft magic items, dwarven ingenuity has found a number of ways to make skill serve where nondwarves must rely on magic. Aside from her incredible skill crafting items of war, a battlesmith is equally capable of raining down death and destruction in combat. After all, no one knows her creations - or how to most effectively use them - better than the battlesmith herself, and she did not live to retire from the front lines by being anything less than the best. Fighters and paladins are well served by becoming battlesmiths. Spellcasters are less likely to find benefit in the profession, since they typically find little time to continue their more traditional mystical studies while working in the heat of the forge. That said, a number of clerics of Moradin take up the mantle of the battlesmith. - Hit Die: d10 - Proficiencies: A battlesmith gains no additional proficiencies - Skill Points: 2+ Int modifier. REQUIREMENTS: Race: Dwarf Feats: Armor Proficiency (Heavy), Endurance, Weapon Focus (Warhammer) Skills: Craft (Weapons) 10 Base Attack Bonus: +5 CLASS FEATURES: Level 1: One With the Hammer - Wisdom to damage for Warhammers Secrets of the Forge - Craft magic arms and armor at 3x class level 2: Flesh of my Flesh - +1 armor in heavy armor 3: Forged in Fire - Ignore exhaustion and fatigue 4: Flesh of my Flesh - +2 5: Tempered in Blood - Ignore 50% physical damage for one round One With The Hammer Type of Feat: Class Prerequisite: Battlesmith 1 Benefit: Any equipped warhammer adds your Wisdom bonus to damage. Use: Automatic Secrets of the Forge Type of Feat: Class Prerequisite: Battlesmith 1 Benefit: A battlesmith receives Craft Magic Arms and Armor as a bonus feat. Multiply the battlesmith's class level by 3 to determine her effective caster level for the purpose of creating magic arms and armor (this stacks with any other caster levels the battlesmith might have). Use: Automatic Flesh of my Flesh Type of Feat: Class Prerequisite: Battlesmith 2 Benefit: When wearing heavy armor, the Battlesmith gets a +1 bonus to armor class. This increases to +2 at 4th level. Use: Automatic Forged in Fire Type of Feat: Class Prerequisite: Battlesmith 3 Benefit: You are immune to fatigue and exhaustion Use: Automatic Tempered in Blood Type of Feat: Class Prerequisite: Battlesmith 5 Benefit: For one round a day, you take 50% less physical damage. Use: Selected Warforged Juggernaut Warforged Juggernauts warforged juggernaut (PRESTIGE CLASS) Some believe that the ultimate expression of the warforged experiment is the juggernaut, a path that allows warforged to become more and more like true constructs and less like their living creators. As a machine of war, the juggernaut is among the best at dealing damage and sustaining punishment. Some warforged refuse to take up the mantle of juggernaut because it accentuates their construct heritage at the cost of their living aspects. Nonetheless, for a warforged who wants to become an engine of destruction, the juggernaut prestige class is the best road by which to get there. - Hit Die: d12 - Proficiencies: A Warforged Juggernaut gains no additional proficiencies - Skill Points: 2+ Int modifier. REQUIREMENTS: Race: Warforged Feats: Adamantine Body, Improved Bull Rush, Power Attack Base Attack Bonus: +5 CLASS FEATURES: Level 1: Armor Spikes 1d6, Expert Bull Rush, Powerful Charge, Reserved 2: Charge Bonus +1, Construct Perfection, Extended Charge 3: Construct Perfection II, Healing Immunity, Superior Bull Rush 4: Armor Spikes 1d8, Charge Bonus +2, Construct Perfection III 5: Construct Perfection IV, Greater Powerful Charge Armor Spikes Type of Feat: Class Prerequisite: Warforged Juggernaut 1 Benefit: You deal 1d6 points of piercing damage on a successful grapple in addition to the normal damage. At 4th level this increases to 1d8. Use: Automatic Expert Bull Rush Type of Feat: Class Prerequisite: Warforged Juggernaut 1 Benefit: Add your class level to all checks made as part of attacking or defending with a bull rush. Use: Automatic Reserved Type of Feat: Class Prerequisite: Warforged Juggernaut 1 Benefit: Take your class level as a penalty on Bluff, Persuade, and Sense Motive checks Use: Automatic Charge Bonus Type of Feat: Class Prerequisite: Warforged Juggernaut 2 Benefit: You gain a +1 bonus on attack rolls when charging. At 4th level this increases to +2. Use: Automatic Construct Perfection Type of Feat: Class Prerequisite: Warforged Juggernaut 2 Benefit: You become immune to critical hits. At 3rd level, you become immune to mind affecting. At 4th level, you become immune to death effects and necromancy spells. At 5th level, you become immune to ability damage and drain. Use: Automatic Extended Charge Type of Feat: Class Prerequisite: Warforged Juggernaut 2 Benefit: You become 17% faster when charging. Use: Automatic Healing Immunity Type of Feat: Class Prerequisite: Warforged Juggernaut 3 Benefit: Healing spells no longer work on you. Use: Automatic Superior Bull Rush Type of Feat: Class Prerequisite: Warforged Juggernaut 3 Benefit: A successful bull rush now deals damage equal to armor spikes + your strength modifier. If it was a bull rush charge, you gain the additional damage from the powerful charge feats. Use: Automatic Frost Mage Frost Mages frost mage (PRESTIGE CLASS) Frost mages usually hail from lands of cold, snow, and ice: tundra, glaciers, even outer planes perpetually shrouded in winter. Others become obsessed with the power of glacial cold and focus all their energy into discovering the mysteries of the frostfell and its magic. All frost mages, however, eventually become adapted to cold environments as their skin slowly turns to frost. They learn to take advantage of the natural or magically enhanced frostfell environment, harnessing the existing cold to further empower their own spells. As members of this prestige class must have the ability to cast arcane spells, frost mages come from a narrow group, usually bards, sorcerers, and wizards. Some frost mage sorcerers believe silver dragon blood runs in their veins, while others feel they possess an innate talent for works of cold and ice magic. Most wizards who become frost mages see the frostfell as a mysterious and undiscovered frontier of arcane power, one from which they can draw strong magic for their own purposes. - Hit Die: d4 - Proficiencies: A Frost Mage gains no additional proficiencies - Skill Points: 2+ Int modifier. REQUIREMENTS: Spells: 1st level arcane spells Feats: Frozen Magic Skills: Lore 8 CLASS FEATURES: Level 1: Natural Armor +1 2: Resistance to Cold 10 3: 4: Piercing Cold - Ignore resistance or immunity to cold when casting spells Natural Armor +2 5: 6: 7: Natural Armor +3 8: 9: 10: Natural Armor +4 Cold Subtype - Immune to cold, 50% more damage from fire Natural Armor Type of Feat: Class Prerequisite: Frost Mage 1 Benefit: You gain +1 natural armor. This increases by +1 at 4th, 7th, and 10th levels to a maximum of +4. Use: Automatic Piercing Cold Type of Feat: Class Prerequisite: Frost Mage 4 Benefit: Cold damage from spells you cast ignores resistances and immunities. Use: Automatic Frozen Magic Type of Feat: General Prerequisite: Con 13 Benefit: Increase your caster level by +2 when it is snowing or when a module builder marks the area as cold. Use: Automatic Wayfarer Guide Wayfarer Guides wayfarer guide (PRESTIGE CLASS) The wayfarer guide focuses on honing her skill at instantaneous magical transportation. Unlike spellcasters of other prestigious associations, a wayfarer guide need not devote years of her life to the art of teleportation nor focus her attention overmuch on the pursuit of perfection. Still, she learns secrets of the trade that are available only through employment with the Wayfarers Union. The Union is, at its heart, a transportation service that specialty spellcasters provide for those willing to pay. Most wayfarer guides are wizards or sorcerers, though a few clerics with access to the Travel domain have been known to pursue this class. Such characters typically have a level or two in bard, ranger, or wizard to meet the Knowledge requirements more quickly. - Hit Die: d6 - Proficiencies: A Wayfarer Guide gains no additional proficiencies - Skill Points: 2+ Int modifier. REQUIREMENTS: Spells: Must be able to cast teleport Skills: Lore 10 CLASS FEATURES: Level 1: Enhanced Capacity - Take one more character per class level when group teleporting 2: Teleport - Cast teleport once per day 3: Enhanced Accuracy - Roll twice and take the better result on teleport mishaps Enhanced Capacity Type of Feat: Class Prerequisite: Wayfarer Guide 1 Benefit: You can bring one more character with you per class level when you teleport. Use: Automatic Enhanced Accuracy Type of Feat: Class Prerequisite: Wayfarer Guide 3 Benefit: You roll twice on the teleport mishap table and take the better result. Use: Automatic Shadowbane Inquisitor Shadowbane Inquisitors shadowbane inquisitor (PRESTIGE CLASS) Clad in bone-white armor and wreathed in righteous conviction, shadowbane inquisitors battle incessantly against evil in whatever form it takes. Every shadowbane inquisitor belongs to a fellowship of religious knights called the Order of Illumination. The order advocates merciless aggression against evil, and its members train to detect and destroy evil creatures and individuals. Filled with fervor, an inquisitor knows only one solution to an infestation of evil: the sword. The purifying flame and the clean cut of a holy blade are his tools. Along with their comrades (as members of the order refer to one another) the shadowbane stalkers, inquisitors find and confront evil wherever it hides. Unlike shadowbane stalkers, however, inquisitors emphasize purging evil rather than finding it. Their relentless zeal and their overwhelming belief in their own righteousness allow shadowbane inquisitors to root out evil cleanly, even if it costs the lives of a few good creatures, without the moral doubt that other knights might feel. The Order of Illumination expounds that it is better to sacrifice a village that hides a powerful demon than it is to risk letting the demon escape or the evil spread. Although inquisitors remain devoted to the cause of good, this conviction allows them to use their abilities against enemies regardless of their alignment. - Hit Die: d10 - Proficiencies: Shadowbane inquisitors are proficient with all simple and martial weapons, with all types of armor, and with shields. - Skill Points: 4 + Int Modifier. REQUIREMENTS: Alignment: Lawful good. Base Attack: +5. Skills: Persuade 4 ranks, Lore 2 ranks, Sense Motive 8 ranks. Feats: Power Attack. Special: Detect evil class feature or ability to cast detect evil as a divine spell. Special: Turn undead class feature. Special: Sneak attack class feature. CLASS FEATURES: Level 1: Pierce Shadows - Create an area of light 2: Sacred Stealth +4 - Expend spell to gain bonus on Hide and Move Silently Smite 1/day 3: 4: Sneak Attack +1d6 5: Merciless Purity - Gain +1 Reflex and Fortitude saves when smited creature dies 6: Smite 2/day 7: Sneak Attack +2d6 Sacred Stealth +8 8: Righteous Fervor - Gain Attack and Damage boost against smited creature 9: Burning Light - Do damage in area of Pierce Shadows 10: Smite 3/day, Sneak Attack +3d6 Shadowbane Stalker Shadowbane Stalkers shadowbane stalker (PRESTIGE CLASS) Those they name as heretics or servants of evil call them zealots. Those they protect from darkness call them saviors and defenders of the truth. Whatever their label, shadowbane stalkers rank as some of the most feared individuals wherever they go. - Hit Die: d8 - Proficiencies: Shadowbane Stalkers gain no proficiencies. - Skill Points: 6+ Int modifier. REQUIREMENTS: Alignment: Lawful good. Skills: Persuade 8 ranks, Search 4 ranks, Sense Motive 4 ranks. Special: Detect evil class feature or ability to cast detect evil as a divine spell. Special: Sneak attack class feature. CLASS FEATURES: Level 1: Detect Evil at will Sacred Stealth +4 - Expend spell to gain bonus on Hide and Move Silently 2: Discover Subterfuge +2 - Bonus on Search and Sense Motive 3: Sneak Attack +1d6 4: Sacred Defense - Expend spell to boost armor class 5: Discover Subterfuge +4 6: Sneak Attack +2d6 7: Sacred Stealth +8 8: Discover Subterfuge +6 9: Sneak Attack +3d6 10: Sacred Strike - Expend spell to boost sneak attack dice BONUS SPELLS Upon gaining a level in Shadowbane Stalker, the character gains new spells per day as if he had also gained a level in his highest divine caster class. He does not learn any new spells through his abilities. Pierce Shadows Type of Feat: Class Prerequisite: Shadowbane Inquisitor 1 Benefit: Expend a use of Turn Undead to create an area of bright light around you Use: Selected Sacred Stealth Type of Feat: Class Prerequisite: Shadowbane Inquisitor 2, Shadowbane Stalker 1 Benefit: Expend a spell to gain +4 Hide and Move Silently for a number of minutes equal to Charisma modifier plus spell level. This increases to +8 at 7th level. Use: Selected Shadowbane Smite Type of Feat: Class Prerequisite: Shadowbane Inquisitor 2 Benefit: Perform a smite, adding your charisma to attack and class level to damage. You get one additional use at 6th and 10th levels. Use: Selected Merciless Purity Type of Feat: Class Prerequisite: Shadowbane Inquisitor 5 Benefit: Upon the death of a creature that the inquisitor has smited, he gains a +1 bonus on his Fortitude and Reflex saves for the next 24 hours. Use: Automatic Righteous Fervor Type of Feat: Class Prerequisite: Shadowbane Inquisitor 8 Benefit: When an inquisitor smites a creature, he gains a +1 bonus on attack and damage rolls against that creature for one minute Use: Automatic Burning Light Type of Feat: Class Prerequisite: Shadowbane Inquisitor 10 Benefit: Spend a turn undead use to do 4d6 damage to all creatures inside your Pierce Shadows light. Use: Selected Discover Subterfuge Type of Feat: Class Prerequisite: Shadowbane Stalker 2 Benefit: Gain a +2 bonus on Sense Motive and Search. This increases by +2 at 5th and 8th levels. Use: Automatic Sacred Defense Type of Feat: Class Prerequisite: Shadowbane Stalker 4 Benefit: Expend a spell to gain +4 to armor class for a number of rounds equal to spell level. Use: Selected Sacred Strike Type of Feat: Class Prerequisite: Shadowbane Stalker 10 Benefit: Expend a spell to gain a number of sneak attack dice equal to spell level for one round. Use: Selected Burn Spell Type of Feat: Class Prerequisite: None Benefit: Chooses the spell level of the spell to burn for a number of different feats and classes. Use: Selected Knight of the Weave Knights of the Weave knight of the weave (PRESTIGE CLASS) Over a dozen deities have worshipers who are paladins, promoting law and good across Faerûn, but it is the Weave itself that empowers and strengthens the Knights of the Weave. Distinct from the worship of Mystra, members of this mystic order of sacred defenders cherish the Weave like a fine wine, knowing that its existence enriches all of Faerûn. They drink deeply of its power, use that energy to extend its reach, and utterly smash those who would hurt the object of their love. Their power comes from pure magic, and unlike typical paladins, their power is arcane rather than divine. Over time they become imbued with the power of the Weave, capable of unleashing magic in its raw form. - Hit Die: d8 - Proficiencies: Knights of the Weave gain no proficiencies - Skill Points: 2+ Int modifier. REQUIREMENTS: Alignment: Any non-evil. Base Attack Bonus: +5 or ability to spontaneously cast 3rd-level arcane spells. Skills: Lore 1 rank, Spellcraft 1 rank. Special: Cannot be a Shadow Weave user. CLASS FEATURES: Level 1: Read Magic at will, Spellcasting 2: Armored Mage - Cast spells in light armor 3: 4: Bonus sudden metamagic feat 5: 6: Spellfire (Healing) - Burn spells to heal self or allies 7: 8: Armored Mage - Cast spells in medium armor 9: 10: Spellfire (Blasting) - Burn spells to damage enemies Spellfire (Healing) Type of Feat: Class Prerequisite: Knight of the Weave 6th Benefit: You can burn a single arcane spell as a standard action to heal a target by touch, restoring 2 hit points per spell level. Use: Selected Spellfire (Blasting) Type of Feat: Class Prerequisite: Knight of the Weave 10th Benefit: You can burn a single arcane spell as a standard action to make a ranged touch attack dealing 1d6 points of spellfire damage per spell level expended, Reflex DC 20 half. Spellfire damage is half fire damage and half magical damage. Use: Selected Spelldancer Spelldancers spelldancer (PRESTIGE CLASS) Spelldancers are an energetic sort of spellcaster who draw on the quasi-primal energy of song and dancing to power their magic. Functioning similar to a sorcerer or bard, they create magic when they need it, drawing from a wide repertoire of spells but in a taxing manner. Some call them spellsingers, but the primary component of their magic is the dance, and "spellsinger" is often confused with the slang term for a mage, "spellslinger." - Hit Die: d6 - Proficiencies: Spelldancers gain no proficiencies - Skill Points: 2+ Int modifier. REQUIREMENTS: Skills: Concentration 4 ranks, Perform 6 ranks, Tumble 4 ranks. Feats: Combat Casting, Dodge, Endurance, Mobility. Spellcasting: Able to cast 3rd level arcane spells. CLASS FEATURES: Level 1: Spelldance - Apply metamagic feats for free 2: Enthralling Dance - Cast enthrall twice a day Evasion 3: 4: Sleep Dance - Cast enhanced sleep once a day 5: Confusion Dance - Cast confusion once a day Type of Feat: Class Prerequisite: Spelldancer 1 Benefit: Turn on or off the selected metamagic feat for application via spelldancing. You must possess the base feat to spelldance a metamagic feat. Use: Selected Spelldance Type of Feat: Class Prerequisite: Spelldancer 1 Benefit: Spelldancing is a means of increasing the effectiveness of a spell by performing a magical dance before casting. The spelldancer chooses one or more metamagic feats she knows to apply to a spell she wants to cast and begins her spelldancing. When she finishes spelldancing, she makes a Perform check with a DC of 10 + spell level (as modified by the metamagic feats). If she fails, the spell fizzles with no effect. If she succeeds, she casts the spell and it is modified by the selected metamagic feats. For every spell level higher than normal that a metamagic feat alters a spell, one full round of spelldancing is required to alter the spell. The spelldancer dances the required number of rounds, and on her next action she may cast a spell with the chosen metamagic feat (if she doesn't cast a spell that round, the spelldancing effect is lost). A spelldancer needs to know the metamagic feat in question to spelldance the effects of that feat. A spelldancer can safely spelldance a number of rounds per day equal to her Constitution modifier plus her spelldancer class level. Every spell she casts with spelldancing after that causes her to make a Fortitude save (DC 10 + total rounds spent spelldancing in the last day) to avoid taking 2 points of temporary Constitution damage and becoming fatigued (if already fatigued, the character becomes exhausted and can't spelldance again until only fatigued). Use: Selected Enthralling Dance Type of Feat: Class Prerequisite: Spelldancer 2 Benefit: As the spell enthrall, twice a day, except that the DC is 10 + class level + charisma. Use: Selected Sleep Dance Type of Feat: Class Prerequisite: Spelldancer 4 Benefit: As the spell sleep, once a day, except that the DC is 10 + class level + charisma and there is no maximum on the number of creatures put to sleep. Use: Selected Confusing Dance Type of Feat: Class Prerequisite: Spelldancer 5 Benefit: As the spell confusion, once a day, except that the DC is 10 + class level + charisma. Use: Selected Enthrall Level: Brd 2, Clr 2 Components: V, S Casting Time: 1 round Range: Personal Targets: Any number of creatures Duration: 1 hour or less Saving Throw: Will negates Spell Resistance: Yes Creatures affected by the spell are charmed and take a -4 penalty to listen and spot. Creatures of a different race than the caster gain a +4 bonus on the save to resist. If concentration breaks, the spell ends, otherwise it lasts for one hour. Psychic Rogue Psychic Rogues psychic rogue (BASE CLASS) Unlike their nonpsionic cousins, psychic rogues have discovered their innate talent for psionics and how to best put it to use in their chosen way of life. Understandably they follow a slightly different path that foregoes some of the standards of typical rogue training in favor of developing their psionic prowess. While skilled in stealthy movement and other arts requiring subtlety, the psychic rogue also depends on his psionic abilities to deal with whatever the world brings his way. Those attracted to the ways of stealth and darkness may find the psychic rogue an attractive choice. Their use of psionic powers also attracts those who have a wish to enhance their mental abilities. The combination of his skills and psionic powers make for a dangerous foe, so those who claim any psychic rogue as an enemy had best watch out for unusual tactics. - Hit Die: d6 - Proficiencies: Psychic rogues are proficient with all simple weapons, plus the rapier, shortbow, and short sword. Psychic rogues are proficient with light armor, but not with shields. - Skill Points: 6+ Int modifier. Psionics: Intelligence is the key stat of a Psychic Rogue. Special Abilities (gained at 11th, 14th, 17th, 20th): Blind Spot (Ps): Cloud Mind, once per day Enhanced Sneak Attack (Su): When the psychic rogue has psionic focus, he increases his sneak attack damage by +1d6. This ability may be selected up to three times. Improved Evasion (Ex): As rogue Mind Cripple (Su): An opponent struck by one of his sneak attacks takes 2 points of Intelligence damage. Shadow Jump (Ps): Dimension Door, Self, once per day. The psychic rogue can select this ability up to three times. Skill Mastery: As rogue Slippery Mind (Ex): As rogue Feat: A psychic rogue can gain a bonus feat in place of a special ability. CLASS FEATURES: Base Attack Bonus: +3/4 Strong Saves: Reflex Level: 1: +1d6 Sneak Attack 2: Evasion 4: +2d6 Sneak Attack 5: Danger Sense 7: +3d6 Sneak attack , Danger Sense (Uncanny Dodge) 9: Danger Sense (Improved Uncanny Dodge) 10: +4d6 Sneak Attack 11: Special Ability 13: +5d6 Sneak Attack 14: Special Ability 16: +6d6 Sneak Attack 17: Special Ability 19: +7d6 Sneak Attack 20: Special Ability Level Power Points Powers Known Power Level Known 1 0 1 1 2 1 2 1 3 2 3 1 4 4 3 1 5 6 4 2 6 8 5 2 7 10 6 2 8 12 6 2 9 16 7 3 10 20 8 3 11 24 9 3 12 28 9 3 13 32 10 4 14 40 11 4 15 48 12 4 16 56 12 4 17 64 13 5 18 76 14 5 19 88 15 5 20 100 15 5 Danger Sense Type of Feat: Class Prerequisite: Psychic Rogue 5 Benefit: Gain the benefits of the Danger Sense power when focused. At 7th level, gain Uncanny Dodge in addition. At 9th, Improved Uncanny Dodge. Use: Automatic Practiced Manifester (Psychic Rogue) Power Knowledge - Psychic Rogue I Power Knowledge - Psychic Rogue II Power Knowledge - Psychic Rogue III Power Knowledge - Psychic Rogue IV Power Knowledge - Psychic Rogue V Power Knowledge - Psychic Rogue VI Power Knowledge - Psychic Rogue VII Power Knowledge - Psychic Rogue VIII Power Knowledge - Psychic Rogue IX Power Knowledge - Psychic Rogue X Enhanced Sneak Attack +1d6 Enhanced Sneak Attack +2d6 Enhanced Sneak Attack +3d6 Type of Feat: Class Prerequisite: Psychic Rogue 11 Benefit: You gain +1d6 sneak attack damage when psionic focused. You can take this feat two more times. Use: Automatic Shadow Jump Type of Feat: Class Prerequisite: Psychic Rogue 11 Benefit: You can manifest Dimension Door, Self once per day. You can take this feat two more times. Use: Selected Blind Spot Type of Feat: Class Prerequisite: Psychic Rogue 11 Benefit: You can manifest Cloud Mind once per day. Use: Selected Mind Cripple Type of Feat: Class Prerequisite: Psychic Rogue 11 Benefit: When you successfully sneak attack a target, they take 2 intelligence damage. Use: Selected Asherati asherati Asheratis An asherati might be mistaken for a thin human under some circumstances - at least until the asherati's rust-red skin begins to glow with a light all its own, or until he dives headlong into the nearest sand dune, disappearing without a trace. Asheratis are a geographically established people who live below the sands and dusts of suitable wastelands, rising to the surface to hunt for food, socialize and trade with other races, and make war upon their enemies. As merfolk are to the sea, asheratis are to the sands Asherati Ability Adjustments: None Favored Class (Rogue): A multiclass Asherati's rogue class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Skill Affinity (Hide): +2 racial bonus to Hide checks. - Skill Affinity (Move Silently): +2 racial bonus to Move Silently checks. - Natural Armor: +1 bonus to armor. - Body Lamp: Glow as a lamp when desired - Body Lamp Dazzle: Dazzle all opponents within 30 feet once per day - Heat Endurance: +4 bonus on saves against fire attacks - Weapon Familiarity Eagle Claw - Asherati treat the eagle claw as a martial weapon instead of an exotic weapon - Human: Asherati are considered humans for the purpose of spells. Glow Lamp Type of Feat: Race Prerequisite: Asherati Benefit: You may choose to glow as a strong light source. Use: Selected Glow Lamp Dazzle Type of Feat: Race Prerequisite: Asherati Benefit: Once per day, as a free action, an asherati can bring his skin up to full brilliance so rapidly that it can dazzle all creatures within 30 feet for 1 minute. Creatures can avoid this effect with a successful Fortitude save (DC 10 + 1/2 the asherati's character level + his Cha modifier). Use: Selected Killoren killoren Killorens A newly risen race of powerful fey, the killoren blend nature's patience and power with the ambition and aggression of the humanoid races. The ancient places of the world stir with a power of their own. From this power, the killoren have sprung in answer to the growing might of the humanoid races. Whether the work of some great nature deity or the spontaneous creation of the wild power of nature itself, killoren are at once young and eternal, newly brought to the world but with unknowably ancient ties to the heart of nature. As fey, killoren have a tie to nature unmatched by the humanoid races, but unlike other fey, killoren are not content to wait in the dark recesses of the dwindling forests. Killoren are aggressive, ambitious manifestations of nature's presence and power, and they walk through the cities of man as easily as they meditate in the glades of a verdant forest. There are as yet few killoren in the world compared to the population of humans and other humanoid races, but their numbers are quickly growing. So far, these adaptable fey have only come into isolated conflict with evil powers bent on despoiling nature, but it is obvious that they are destined for more. The killoren have begun to make known their presence in the world, and a few far-seeing and learned sages wonder at the implications of their growing power and numbers. Killoren Ability Adjustments: None Favored Class (Druid): A multiclass Killoren's druid class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Skill Affinity (Search): +2 racial bonus to Search checks. - Skill Affinity (Animal Empathy): +2 racial bonus to Animal Empathy checks. - Low Light Vision - Immunity to magic sleep effects and a +2 racial bonus on saves against enchantment spells or effects - Fey: Killoren are considered fey for the purpose of spells. - Manifest Nature's Might: Choose one of three Aspects each morning, gain either skill bonuses or a smite attack. Aspect of the Ancient Type of Feat: Race Prerequisite: Killoren Benefit: You gain a bonus on Lore equal to your Hit Dice and gains an additional +2 bonus on saving throws against enchantment effects. Once chosen, it lasts all day. You cannot have multiple aspects at one time. Use: Selected Aspect of the Destroyer Type of Feat: Race Prerequisite: Killoren Benefit: You gain a smite attack that adds your Charisma to attack and your level to damage. This smite attack works only against aberrations, constructs, humanoids, oozes, outsiders, and undead. You may smite a number of times equal to your charisma modifier. You cannot have multiple aspects at one time. Use: Selected Aspect of the Hunter Binder Binders binder (BASE CLASS) Between mortality and godhood, beyond life and undeath, souls exist in a place both forgotten and inaccessible. Mortals too strong-willed to pass into the afterlife, dead outsiders too powerful to be absorbed into their planes, the dreams of slain deities put to rest eons before the current age-these are the beings called vestiges. A seal forms the door between these beings and reality, and knowledge is the key to opening it. Only the binder possesses that key, because only he knows the vestiges' special seals and the rituals by which they can be called from the void beyond reality. By drawing their seals and speaking the words of power, he summons these strange entities, bargains with them, and binds them to his service. - Hit Die: d8 - Proficiencies: You are proficient with all simple weapons and light armor - Skill Points: 2+ Int modifier. - Alignment: Any CLASS FEATURES: Level: 1: Soul Binding - 1 Vestige 2: Pact Augmentation - Gain minor benefit, reselect every time a vestige is bound 3: 4: Bonus Feat 5: Pact Augmentation - 2 abilities 6: Immune to Fear 7: 8: Soul Binding - 2 Vestiges 9: Slippery mind 10: Pact Augmentation - 3 abilities 11: Bonus feat 12: 13: Immune to energy drain and negative levels 14: Soul Binding - 3 Vestiges 15: 16: Pact Augmentation - 4 abilities 17: 18: Bonus feat 19: Mind blank 20: Pact Augmentation - 5 abilities Soul Binding - 4 Vestiges Amon, the Void Before the Altar Amon, the Void Before the Altar Although Amon once ruled as a deity of light and justice, his long existence as a vestige has twisted him into a monster consumed by wrath. He grants those who summon him his sight, his fiery breath, and his powerful charge. Vestige Level: 1st Binding DC: 20 Special Requirement: Amon particularly despises four other vestiges: Chupoclops, Eurynome, Karsus, and Leraje. If you currently host one of these spirits, Amon refuses to answer your call. Similarly, these spirits will not answer your call if you are already bound to Amon. Influence: Amon's influence makes you surly and irritable. In addition, since Amon despises living deities of fire, sun, and law, he forces you to resist beneficial spells cast by those devoted to such powers. You must make a saving throw to resist such a spell; failure allows you to gain the benefit. Granted Abilities: Amon grants you his sight and his breath, as well as the deadly use of his horns. Darkvision: You gain darkvision out to 60 feet. Fire Breath: You can vomit forth a line of fire as a standard action. The line extends 10 feet per effective binder level (maximum 50 feet) and deals 1d6 points of fire damage per binder level to every creature in its area. A successful Reflex save halves this damage. Once you have used this ability, you cannot do so again for 5 rounds. Ram Attack: You can use the ram's horns that you gain from Amon's sign as a natural weapon that deals 1d6 points of damage (plus 1-1/2 times your Strength bonus). When you charge a foe with your ram attack, you deal an extra 1d8 points of damage on a successful hit. Amon, the Void Before the Altar Fire Breath Soul Binding Soul Binding: To contact a vestige, you must draw its unique seal visibly on a surface (generally the ground), making the image at least 5 feet across. Drawing a seal requires the ability to mark a surface and 1 minute of concentration, and the act provokes attacks of opportunity. A vestige might also have other requirements for contact, as noted in its entry. Once the seal is drawn, you must perform a ritual requiring a full-round action to summon the corresponding vestige. The ritual fails if you cannot be heard (for example, if you are within the area of a silence spell). To make a pact with your summoned vestige, you must make a binding check (1d20 + your effective binder level + your Cha modifier). This process requires 1 minute, but you can choose to make a rushed binding check as a full-round action at a -10 penalty. The DC for this check is provided in the description of each vestige. Whether the binding check succeeds or fails, you gain the powers granted by the vestige for 24 hours. During that time, you cannot rid yourself of the vestige unless you possess the Expel Vestige feat. Success or failure does, however, determine other aspects of the pact. If you fail the binding check, you have made a poor pact, and take a -1 penalty on attack rolls, saving throws, and checks until that vestige leaves you. If you fail multiple binding checks, the penalties stack. The Difficulty Class for a saving throw against any power granted by a vestige is 10 + 1/2 your effective binder level + your Cha modifier. Bind Vestige Type of Feat: Binding Prerequisite: None Benefit: To contact a vestige, you must draw its unique seal visibly on a surface (generally the ground), making the image at least 5 feet across. Drawing a seal requires the ability to mark a surface and 1 minute of concentration, and the act provokes attacks of opportunity. A vestige might also have other requirements for contact, as noted in its entry. Once the seal is drawn, you must perform a ritual requiring a full-round action to summon the corresponding vestige. The ritual fails if you cannot be heard (for example, if you are within the area of a silence spell). To make a pact with your summoned vestige, you must make a binding check (1d20 + your effective binder level + your Cha modifier). This process requires 1 minute, but you can choose to make a rushed binding check as a full-round action at a -10 penalty. The DC for this check is provided in the description of each vestige. Whether the binding check succeeds or fails, you gain the powers granted by the vestige for 24 hours. During that time, you cannot rid yourself of the vestige unless you possess the Expel Vestige feat. Success or failure does, however, determine other aspects of the pact. If you fail the binding check, you have made a poor pact, and take a -1 penalty on attack rolls, saving throws, and checks until that vestige leaves you. If you fail multiple binding checks, the penalties stack. The Difficulty Class for a saving throw against any power granted by a vestige is 10 + 1/2 your effective binder level + your Cha modifier. Special: Binding a vestige via this feat only grants one vestige ability Vestige Bind Vestige Practiced Binder Amon Darkvision Ram attack Andromalius* Sense trickery See the unseen Aym Dwarven step Resistance to fire Dahlver-Nar* Mad soul Natural armor Focalor* Aura of sadness Water breathing Haagenti* Immunity to transformation Weapon proficiency Karsus* Karsus's senses Heavy magic Leraje Hide bonus Weapon proficiency Malphas* Poison use Bird's eye viewing Naberius Naberius's skills Silver tongue Paimon* Paimon's skills Uncanny dodge Ronove Cold iron and magic attacks Sprint Savnok* Call armor Savnok's armor *These vestiges are available only to nonbinders who have the Improved Bind Vestige feat. Use: Selected Improved Bind Vestige Type of Feat: Binding Prerequisite: Bind Vestige Benefit: When you bind a vestige using the Bind Vestige feat, you do so as though you were a 5th-level binder. Thus, you have access to vestiges up to 3rd level, though you still can bind only one at a time and gain only one power from it. Use: Automatic Practiced Binder Type of Feat: Binding Prerequisite: Bind Vestige Benefit: When you bind a vestige using the Bind Vestige feat, you gain a second power, as described in the Bind Vestige feat. Use: Automatic Binding Feats Feats associated with the Binding alternate magic system from Tome of Magic Skilled Pact Making Type of Feat: Binding Prerequisite: Able to bind a vestige, base Will save +4 Benefit: You gain a +4 bonus on binding checks. Use: Automatic Improved Binding Type of Feat: Binding Prerequisite: Able to bind a vestige, Intimidate 4 ranks Benefit: Your effective binder level is 2 higher than normal for the purpose of determining the level of vestige you can bind. This benefit does not increase your binder level in any other circumstance. Use: Automatic Aym, Queen Avarice Aym, Queen Avarice Once a monarch of dwarves, Aym allowed her greed to bring an end to her empire. As a vestige, she gives her host the ability to wear armor without impedance, to set creatures alight with a touch, to resist the effects of fire, and to scatter objects with heavy blows. Vestige Level: 1st Binding DC: 15 Special Requirement: None Granted Abilities: Aym grants you powers that reflect her dwarven heritage and the ruin she brought to her kingdom. Dwarven Step: You can move at normal speed (without the usual reduction) while wearing medium or heavy armor. Halo of Fire: At will, you can shroud yourself in a wreath of flame. Any opponent that strikes you in melee takes 1d6 points of fire damage. You can also deal 1d6 points of fire damage with each melee touch attack you make. Improved Disarm: You gain the benefit of the Improved Disarm feat. Medium Armor Proficiency: You are proficient with medium armor. Resistance to Fire: You have resistance to fire 10. Ruinous Attack: If your effective binder level is at least 10th, your melee attacks are treated as +5 for the purpose of overcoming damage reduction. Aym, Queen Avarice Halo of Fire Expel Vestige Type of Feat: Binding Prerequisite: Able to bind a vestige Benefit: Once per day, you can attempt to expel a vestige to which you are bound. To do so, you must draw its seal and go through the entire process of summoning it again. If you succeed on the new binding check, you expel the vestige before it would normally leave you, and you can summon a different one to replace it if you wish. Regardless of your success or failure in expelling the vestige, you take a -10 penalty on your next binding check with any vestige, and apply the same penalty on your binding check the next time you summon the vestige you expelled. Use: Selected Rapid Pact Making Type of Feat: Binding Prerequisite: Able to bind a vestige, Expel Vestige, Intimidate 8 ranks Benefit: Once per day, you can bind a vestige as a full-round action. Use: Selected Favored Vestige Amon Favored Vestige Aym Favored Vestige Leraje Favored Vestige Naberius Favored Vestige Ronove Favored Vestige Dahlver-Nar Favored Vestige Haagenti Favored Vestige Malphas Favored Vestige Savnok Favored Vestige Andromalius Favored Vestige Focalor Favored Vestige Karsus Favored Vestige Paimon Favored Vestige Agares Favored Vestige Andras Favored Vestige Buer Favored Vestige Eurynome Favored Vestige Tenebrous Favored Vestige Arete Favored Vestige Astaroth Favored Vestige Acererak Favored Vestige Balam Favored Vestige Dantalion Favored Vestige Geryon Favored Vestige Otiax Favored Vestige Chupoclops Favored Vestige Haures Favored Vestige Ipos Favored Vestige Shax Favored Vestige Zagan Favored Vestige Vanus Favored Vestige The Triad Favored Vestige Desharis Favored Vestige Zceryll Favored Vestige Eligor Favored Vestige Marchosias Favored Vestige Ashardalon Favored Vestige Halphax Favored Vestige Orthos Favored Vestige Abysm Type of Feat: Binding Prerequisite: Able to bind a vestige Benefit: Your effective binder level increases by 1 when you use the abilities granted by your chosen vestige. Special: You can take this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new vestige. Use: Automatic Favored Vestige Focus Amon Favored Vestige Focus Aym Favored Vestige Focus Leraje Favored Vestige Focus Naberius Favored Vestige Focus Ronove Favored Vestige Focus Dahlver-Nar Favored Vestige Focus Haagenti Favored Vestige Focus Malphas Favored Vestige Focus Savnok Favored Vestige Focus Andromalius Favored Vestige Focus Focalor Favored Vestige Focus Karsus Favored Vestige Focus Paimon Favored Vestige Focus Agares Favored Vestige Focus Andras Favored Vestige Focus Buer Favored Vestige Focus Eurynome Favored Vestige Focus Tenebrous Favored Vestige Focus Arete Favored Vestige Focus Astaroth Favored Vestige Focus Acererak Favored Vestige Focus Balam Favored Vestige Focus Dantalion Favored Vestige Focus Geryon Favored Vestige Focus Otiax Favored Vestige Focus Chupoclops Favored Vestige Focus Haures Favored Vestige Focus Ipos Favored Vestige Focus Shax Favored Vestige Focus Zagan Favored Vestige Focus Vanus Favored Vestige Focus The Triad Favored Vestige Focus Desharis Favored Vestige Focus Zceryll Favored Vestige Focus Eligor Favored Vestige Focus Marchosias Favored Vestige Focus Ashardalon Favored Vestige Focus Halphax Favored Vestige Focus Orthos Favored Vestige Focus Abysm Type of Feat: Binding Prerequisite: Favored Vestige Benefit: The DC of each supernatural ability granted by your favored vestige increases by 1. Special: You can take this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new favored vestige (for which you must have a separate Favored Vestige feat). Use: Automatic Rapid Recovery Amon Rapid Recovery Aym Rapid Recovery Leraje Rapid Recovery Naberius Rapid Recovery Ronove Rapid Recovery Dahlver-Nar Rapid Recovery Haagenti Rapid Recovery Malphas Rapid Recovery Savnok Rapid Recovery Andromalius Rapid Recovery Focalor Rapid Recovery Karsus Rapid Recovery Paimon Rapid Recovery Agares Rapid Recovery Andras Rapid Recovery Buer Rapid Recovery Eurynome Rapid Recovery Tenebrous Rapid Recovery Arete Rapid Recovery Astaroth Rapid Recovery Acererak Rapid Recovery Balam Rapid Recovery Dantalion Rapid Recovery Geryon Rapid Recovery Otiax Rapid Recovery Chupoclops Rapid Recovery Haures Rapid Recovery Ipos Rapid Recovery Shax Rapid Recovery Zagan Rapid Recovery Vanus Rapid Recovery The Triad Rapid Recovery Desharis Rapid Recovery Zceryll Rapid Recovery Eligor Rapid Recovery Marchosias Rapid Recovery Ashardalon Rapid Recovery Halphax Rapid Recovery Orthos Rapid Recovery Abysm Type of Feat: Binding Prerequisite: Favored Vestige Benefit: You can activate the abilities granted by your favored vestige once every 4 rounds rather than once every 5 rounds. You must be bound to the vestige to use its abilities with this feat. Special: You can take this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new favored vestige (for which you must have a separate Favored Vestige feat). Use: Automatic Ignore Special Requirements Type of Feat: Binding Prerequisite: Ability to bind vestiges Benefit: You can ignore the special requirements of vestiges with which you make pacts. Use: Automatic Leraje, the Green Herald Leraje, the Green Herald Once a favored servant of the primary deity of the elves, Leraje allowed her pride to become her downfall. Leraje gives her summoners the ability to bring a bow to hand at will, to fire it with accuracy, and to damage a foe's sense of self with it. In addition, she gives her hosts keen vision in darkness and skill at hiding. Vestige Level: 1st Binding DC: 15 Special Requirement: To summon Leraje, you must break an arrow (by having one in your arrow slot). In addition, Leraje hates Amon for some unknown reason and will not answer your call if you are already bound to him. Influence: While influenced by Leraje, she requires that you not attack any elf or creature of elven blood, including half-elves and members of the various elf subraces, such as drow. Granted Abilities: You gain supernatural powers related to Leraje's skills in life, as well as the ability to fire arrows that literally wound your target's pride. Hide Bonus: You gain a +4 competence bonus on Hide checks. Low-Light Vision: You gain low-light vision. Point Blank Shot: You gain the benefit of the Point Blank Shot feat. Ricochet: As a standard action, you can make a ranged attack against two adjacent targets. Weapon Proficiency: While bound to Leraje, you are proficient with the longbow and shortbow. If you were already proficient with any of these weapons, you instead gain a +1 competence bonus on attack rolls with them. Leraje, the Green Herald Ricochet Naberius, the Grinning Hound Naberius, the Grinning Hound A cunning and mysterious vestige, Naberius can make his summoners adept with all manner of arts and sciences, disguise them, and make them cogent speakers. Vestige Level: 1st Binding DC: 15 Special Requirement: Naberius values knowledge, industry, and the willingness to deceive. He manifests only for a summoner with at least 4 ranks in Bluff or in Lore. Influence: While you are influenced by Naberius, you love the sound of your own voice and are constantly pleased by your cleverness. Whenever you are presented with a pulpit, a stage, a talking stick, or any other place or object designed to give a speaker the floor, Naberius requires that you immediately seize the opportunity to speak. Any topic will do, but since Naberius resents others taking control of the discourse, he requires that you either shout them down or mock them. Granted Abilities: Naberius grants you the power to wear any face, swiftly regain lost ability points, use skills of which you have no knowledge, and talk your way through danger. Disguise Self: You can alter the appearance of your form as a standard action. This effect works like the disguise self spell. Faster Ability Healing: You heal 1 point in damaged ability score every round, and 1 point in all drained ability scores every hour. Naberius's Skills: At the time you make your pact, you can choose a number of skills equal to your Constitution bonus (if any). Your choices must be skills in which you have no ranks and that can be used untrained. For the duration of the binding, you gain a +4 bonus on those skills. Persuasive Words: You can direct a verbal command at a single living target within 30 feet as if using the command spell. A successful Will save negates the effect. When your effective binder level reaches 14th, your words become even more persuasive and this ability functions like the greater command spell. Once you have used this ability, you cannot do so again for 5 rounds. Silver Tongue: You gain a +4 bonus on Bluff and Persuade checks. Naberius, the Grinning Hound Disguise Self Naberius, the Grinning Hound Command Ronove, the Iron Maiden Ronove, the Iron Maiden Ronove remained a mystery for ages, but binder scholars now believe her to have been a human ascetic who lived more than two thousand years ago. As a vestige, she grants her summoners the power to move objects at a distance, to strike with the skill of a monk, and to run like the wind. Vestige Level: 1st Binding DC: 15 Special Requirement: Ronove's seal must be drawn in the soil under the open sky. Influence: Ronove's influence makes you think that others doubt your abilities and competence. Despite what anyone says, you feel the constant need to prove your worth. In addition, Ronove requires that you consume neither food nor beverages (including potions) for the entire time you remain bound to her. Granted Abilities: Ronove gives you the power to strike like iron, lift objects without touching them, and run like the wind. Cold Iron and Magic Attacks: Your melee attacks count as +1 for the purpose of overcoming damage reduction. When you attain an effective binder level of 7th, your melee attacks also count as +3 for the purpose of overcoming damage reduction. Far Hand: As a swift action, you can lift and move an unattended object as per the Far Hand psionic power. Alternatively, you can use the telekinetic force to push a creature as a standard action. The force deals 1d6 points of damage to the target and initiates a bull rush, using the force's Strength modifier and adding a +2 bonus. Once you have used your far hand in this way, you cannot use it again for 5 rounds. The force is considered Medium in size, and it has a Strength score equal to your effective binder level. Ronove's Fists: You gain the benefit of the Improved Unarmed Strike feat. Your unarmed strikes deal damage as those of a monk of a level equal to your effective binder level. This ability does not grant you any other abilities of a monk, such as flurry of blows. Sprint: You gain a +10-foot enhancement bonus to your base land speed. Ronove, the Iron Maiden Far Hand Ronove, the Iron Maiden Bull Rush Dahlver-Nar, the Tortured One Dahlver-Nar, the Tortured One Once a human binder, Dahlver-Nar now grants powers just as other vestiges do. He gives his summoners tough skin, a frightening moan, protections against madness, and the ability to share injuries with allies. Vestige Level: 2nd Binding DC: 17 Special Requirement: None Influence: You shift quickly from distraction to extreme focus and back again. Sometimes you stare blankly off into space, and at other times you gaze intently at the person or task at hand. Since Dahlver-Nar dislikes any task that requires more than 1 round of concentration (such as some spellcasting, concentration on an effect, or any action that requires a Concentration check), he requires that you undertake no such activities while under his influence. Granted Abilities: Dahlver-Nar armors you and blends his madness with your sanity, lending you some of his selfish powers. Mad Soul: Binding to Dahlver-Nar grants you immunity to Wisdom damage, Wisdom drain, and confusion effects. Maddening Moan: You can emit a frightful moan as a standard action. Every creature within a 30-foot spread must succeed on a Will save or be dazed for 1 round. Once you have used this ability, you cannot do so again for 5 rounds. Maddening moan is a mind-affecting sonic ability. Natural Armor: You gain an enhancement bonus to your natural armor equal to one-half your Constitution bonus (if any). Shield Self: At will as a standard action, you can designate one creature within 10 feet per effective binder level to share the damage you take. As long as the subject creature remains within range, you take only half damage from all effects that deal hit point damage, and it takes the rest. The effect ends immediately if you designate another creature or if either you or the subject dies. Any damage dealt to you after the effect ends is no longer split between you and the subject, but damage already split is not reassigned to you. You can affect one creature at a time with this ability. An unwilling target of this ability can attempt a Will save to negate the effect. Dahlver-Nar, the Tortured One Maddening Moan Dahlver-Nar, the Tortured One Shield Self Haagenti, Mother of Minotaurs Haagenti, Mother of Minotaurs Haagenti tricked the god of frost giants and paid a terrible price for that deed. She girds her summoners for battle and gives them the power to confuse foes. Vestige Level: 2nd Binding DC: 17 Special Requirement: To summon Haagenti, you must be Large. Influence: You feel ashamed and occasionally bashful in the presence of beautiful creatures. In addition, Haagenti requires that you give deference to any creature you perceive as more attractive or charismatic than yourself. This deference might take the form of a bow, a salute, opening a door for the creature in question, not speaking until spoken to, or any other gesture that acknowledges the creature as superior to you. In any case, you must constantly treat any such creature with respect or suffer the penalty for defying Haagenti's influence. Granted Abilities: Haagenti grants you some of Thrym's skill with arms and armor, plus her own aversion to transformation and the ability to inflict a state of confusion upon others. Confusing Touch: You can confuse by touch. The target of your touch attack must succeed on a Will save or become confused for 1 round per three effective binder levels you possess. When you attain an effective binder level of 19th, this ability functions as a maze spell. Once you have used this ability, you cannot do so again for 5 rounds. Immunity to Transformation: No mortal magic can permanently affect your form while you are bound to Haagenti. You are immune to polymorph and petrification effects. Shield Proficiency: You are proficient with shields, including tower shields. Weapon Proficiency: You are proficient with the battleaxe, greataxe, handaxe, and throwing axe. Haagenti, Mother of Minotaurs Confusing Touch Malphas, the Turnfeather Malphas, the Turnfeather Malphas allows his summoners to see without being seen, to pass through surroundings without leaving any sign, to vanish from sight, and to poison their enemies. Vestige Level: 2nd Binding DC: 15 Special Requirement: No Influence: While influenced by Malphas, you fall in love too easily. A kind word or a friendly gesture can cause you to devote yourself entirely to another person. Should that person reject your affection, your broken heart mends the moment another attractive person shows you some kindness. In addition, if you have access to poison, Malphas requires that you employ it against your foes at every opportunity. Granted Abilities: Malphas grants you the ability to spy without detection, to disappear, to use poison safely, and to strike vicious blows against vulnerable foes. Arcane Eye: At will, you can cast Arcane Eye as a wizard of your effective binder level. Invisibility: As a standard action, you can make yourself invisible. Making an attack ends the invisibility (as normal), but otherwise, the effect lasts a number of rounds equal to your effective binder level. You can invoke this ability as a swift action at 15th level. Once you return to visibility, you cannot use this ability again for 5 rounds. Poison Use: You are not at risk of poisoning yourself when handling poison or applying it to a weapon. Sneak Attack: You deal an extra 1d6 points of damage plus 1d6 points per four effective binder levels. Malphas, the Turnfeather Arcane Eye Savnok, the Instigator Savnok, the Instigator Once a servant of gods, Savnok now grants his summoners the ability to wear heavy armor, to draw arrows from thin air, to take the place of allies in combat, and to cause wounds that do not heal. Vestige Level: 2nd Binding DC: 20 Special Requirement: No Influence: Savnok's influence makes you headstrong and recalcitrant. Once you make up your mind about a particular issue, very little can change your thoughts on the matter. In addition, whenever you don armor, employ a shield, or wear any other item that improves your AC, Savnok requires that you not remove that protection for any reason. Granted Abilities: Savnok grants you abilities associated with his death and the command of allies' positions. Call Armor: At will as a full-round action, you can summon a suit of full plate armor, which appears about your body. As you attain higher effective binder levels, the armor's quality improves, as given on the following table. At 5th level, it becomes +1. At 9th level, +2. At 13th level, it grants immunity to sneak attacks. At 17th level, +4. At 20th level, immunity to critical hits. You can dismiss the armor with another full-round action. Heavy Armor Proficiency: You are proficient with heavy armor. Move Ally: You can instantly swap positions with any visible willing ally within 5 feet per two effective binder levels of your position. Using this ability is a standard action at first, though at 13th level you can use it as a swift action. Once you have used this ability, you cannot do so again for 5 rounds. Savnok's Armor: While wearing your called armor, you can ignore some of the damage from attacks by nonpiercing weapons. When you first gain the ability to summon Savnok, this ability gives you damage reduction 1/piercing, and the value improves by +1 for every four effective binder levels you possess. Savnok, the Instigator Call Armor Savnok, the Instigator Move Ally Andromalius, the Repentant Rogue Andromalius, the Repentant Rogue Once the favorite of the god Olidammara, Andromalius now exists as a vestige. His granted abilities help his summoners beat rogues and ne'er-do-wells at their own game. Vestige Level: 3rd Binding DC: 20 Special Requirement: No Influence: When influenced by Andromalius, you become a devious mischief-maker who delights in causing small calamities-especially misunderstandings between friends and incidents of mistaken identity. However, Andromalius cannot now abide acts of theft, so he forbids you to steal from a creature, take an item from a dead body, or remove someone else's possession from a location without permission so long as you are under the jurisdiction of an authority whose laws expressly forbid such activities. By the same logic, you cannot take possession of any object that you know to be stolen. Granted Abilities: The abilities that Andromalius grants help you catch thieves and return stolen goods, discover wickedness and underhanded dealings, and punish wrongdoers. Jester's Mirth: As a standard action, you can cause an opponent to break into uncontrollable laughter. This ability functions like a Tasha's hideous laughter spell (caster level equals your effective binder level). Once you have used this ability, you cannot do so again for 5 rounds. Locate Item: At will, you can cast locate object. See the Unseen: At will, you can use see invisibility as the spell (caster level equals your effective binder level). Sense Trickery: You gain a +4 bonus on Sense Motive checks, on Appraise checks, and on Spot checks. Sneak Attack: You deal an extra 2d6 points of damage when flanking an opponent or at any time when the target would be denied its Dexterity bonus. For every five effective binder levels you possess beyond 5th, your sneak attack damage increases by an additional 1d6 points. Andromalius, the Repentant Rogue Jester's Mirth Andromalius, the Repentant Rogue Locate Item Andromalius, the Repentant Rogue See the Unseen Focalor, Prince of Tears Focalor, Prince of Tears Focalor has power over storms and seas. He gives those who bind him the power to drown souls in sadness and sink ships in an ocean of tears. Vestige Level: 3rd Binding DC: 20 Special Requirement: No Influence: While influenced by Focalor, you feel some of his inestimable grief and act morose, rarely smiling or finding cause to laugh. Whenever you kill a creature, Focalor demands that as soon as you have a peaceful moment, you take a round to say a few words of sorrow and regret for the life cut short by your actions. Granted Abilities: Focalor gives you the ability to breathe water, strike foes down with lightning, blind enemies with a puff of your breath, and cause creatures to be stricken with grief in your presence. Aura of Sadness: You emit an aura of depression and anguish that overtakes even the strongest-willed creatures. Every adjacent creature is overcome with grief, which manifests as a -2 penalty on attack rolls, saving throws, and skill checks, for as long as it remains adjacent to you. You can suppress or activate this ability as a standard action. Aura of sadness is a mind-affecting ability. Focalor's Breath: As a standard action, you can exhale toward a single living target within 30 feet. That target is blinded for 1 round unless it succeeds on a Fortitude save. Once you have used this ability, you cannot do so again for 5 rounds. Lightning Strike: Once per round as a standard action, you can call down a bolt of lightning that strikes any target you designate, as long as it is within 10 feet per effective binder level of your position. The lightning bolt deals 3d6 points of electricity damage, plus an additional 1d6 points of electricity damage for every three effective binder levels you possess above 5th. A successful Reflex save halves this damage. Water Breathing: You can breathe both water and air easily Focalor, Prince of Tears Aura of Sadness Focalor, Prince of Tears Lightning Strike Focalor, Prince of Tears Breath Karsus, Hubris in the Blood Karsus, Hubris in the Blood Karsus lived and died by magic, so he grants binders power over that force. Vestige Level: 3rd Binding DC: 25 Special Requirement: Karsus refuses to answer the call of a binder who attempts to summon him within the area of an active spell. In addition, he appears only to a summoner who has at least 5 ranks in either Lore or Spellcraft. He also hates Amon for some unknown reason and will not answer your call if you are already bound to that vestige. Influence: You take on some of the arrogance for which Karsus was famous in his mortal life. He requires that you make Bluff or Intimidate checks rather than Persuade checks to influence others. Granted Abilities: In life, Karsus was obsessed with magic, and his obsession continues unabated in his current state. He grants you the ability to see magic, destroy it with a touch, and use any magic item with ease. He even provides increased spellcasting power. Heavy Magic: The save DC for each effect of every magic item you use increases by 2. Karsus's Senses: You can cast detect magic at will. Karsus's Touch: You can produce a dispel magic effect with a touch. To do so, you must make a successful melee touch attack that does not provoke attacks of opportunity. You can then make a dispel check (1d20 + your effective binder level, maximum +20) against each ongoing spell currently in effect on the target. You can use Karsus's touch a number of times per day equal to your effective binder level. Once you have used this ability, you cannot do so again for 5 rounds. Karsus's Will: You can use wands and staves as if you were a wizard. Karsus, Hubris in the Blood Senses Karsus, Hubris in the Blood Touch Paimon, the Dancer Paimon, the Dancer Paimon whirls into reality with grace and style. He gives his summoners the ability to see combat as a dance and makes them masters of its steps and hidden meter. Vestige Level: 3rd Binding DC: 20 Special Requirement: No Influence: Paimon's influence makes you lascivious and bold. In addition, Paimon requires that you dance (moving at half speed) whenever you hear music. Granted Abilities: Paimon gives you the ability to dance in and out of combat, and to make whirling attacks against multiple foes. Dance of Death: When you use this ability as a standard action, you move up to your speed in a line and make a single attack against any creature you move past, provoking attacks of opportunity normally. Once you have used this ability, you cannot do so again for 5 rounds. Paimon's Blades: You gain proficiency with the rapier and short sword, and the benefit of the Weapon Finesse feat when you wield such weapons. Paimon's Dexterity: You gain a +4 bonus to Dexterity. Paimon's Skills: You gain a +4 bonus on Tumble checks and Perform checks. Uncanny Dodge: You retain your Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. Whirlwind Attack: You gain the benefit of the Whirlwind Attack feat. Paimon, the Dancer Dance of Death Agares, Truth Betrayed Agares, Truth Betrayed Agares died at the hands of his allies for a wrong he did not commit. As a vestige, not only does he give binders the ability to weaken foes and knock them prone, but he also makes his summoner fearless. Vestige Level: 4th Binding DC: 22 Special Requirement: You must draw Agares's seal upon either the earth or an expanse of unworked stone. Influence: Agares's loyalty in life and his anger at the betrayal perpetrated by his lieutenants has become a hatred of falsehood. When influenced by Agares, you speak forthrightly and with confidence. You cannot use the Bluff skill, and when asked a direct question, you must answer truthfully and directly. Granted Abilities: Agares gives you the power to exalt yourself and your allies, to make the earth tremble beneath your feet, and to render foes weak. Earth and Air Mastery: You gain a +1 bonus on attack rolls and weapon damage rolls. Earthshaking Step: As a standard action, you can stomp on the ground, causing every creature within 10 feet of you to make a Reflex save or fall prone. Once you have used this ability, you cannot do so again for 5 rounds. You and your summoned earth elemental (see below) are never knocked prone by the use of this ability. Elemental Companion: You can summon an earth elemental to accompany you and fight for you. If you lose your elemental, you cannot summon it again for 1 hour. The size of the earth elemental you can summon depends on your effective binder level. Below 11th, small. Below 15th, medium. Below 19th, large. 19th and above, huge. Fear Immunity: You have immunity to fear. Agares, Truth Betrayed Earthshaking Step Agares, Truth Betrayed Elemental Companion Andras, the Gray Knight Andras, the Gray Knight A great warrior in life, Andras is an enigma as a vestige. He gives binders prowess in combat and skill in the saddle. Vestige Level: 4th Binding DC: 22 Special Requirement: No. Influence: Andras's influence causes you to become listless and emotionally remote. Because Andras wearies of combat quickly, you become exhausted after only 10 rounds of battle, and flee from the fight for 1d4 rounds. Granted Abilities: Andras lends you some of the skills he had in life, making you a strong combatant with or without a mount. Weapon Proficiency: You are proficient with the greatsword, longsword, and rapier. Mount: As a full-round action, you can summon a heavy warhorse. You can use this ability once per day. Saddle Sure: You gain a +8 bonus on Ride checks. Smite Good or Evil: You can attempt to smite an evil or good creature with a single melee attack. You add your Charisma bonus (if any) to the attack roll and deal 1 extra point of damage per effective binder level. Once you have used this ability, you cannot do so again for 5 rounds. Sow Discord: Andras grants you the ability to sow discord among your enemies. As a standard action, you can force an enemy that fails a Will save to attack a randomly determined ally within reach on his next action. Sow discord is a mind-affecting compulsion ability. Once you have used this ability, you cannot do so again for 5 rounds. Sure Blows: You gain the benefit of the Improved Critical feat with any weapon you wield. Andras, the Gray Knight Smite Andras, the Gray Knight Sow Discord Andras, the Gray Knight Mount Buer, Grandmother Huntress Buer, Grandmother Huntress Buer grants binders superior healing as well as powers against poisons and diseases. Vestige Level: 4th Binding DC: 20 Special Requirement: Buer requires that her seal be drawn outdoors. Influence: Under Buer's influence, you are plagued by momentary memory lapses. For an instant, you might forget even a piece of information as familiar as the name of a friend or family member. Furthermore, since Buer abhors the needless death of living creatures other than animals and vermin, the first melee attack you make against such a foe must be for nonlethal damage. In addition, Buer requires that you not make any coup de grace attacks. Granted Abilities: Buer grants you healing powers, the ability to ignore toxins and ailments, and skills that help you navigate the natural world. Buer's Knowledge: You gain a +4 bonus on Heal, Lore, and Animal Empathy checks. Buer's Purity: You have immunity to disease and poison. Delay Diseases and Poisons: Each ally within 30 feet of you gains immunity to poison and disease. Fast Healing: You gain the fast healing 1, and the rate of healing increases with your effective binder level. You gain fast healing 2 at 10th level, fast healing 3 at 13th level, fast healing 4 at 16th level, and fast healing 5 at 19th level. Healing Gift: As a standard action, you can cure 1d8 points of damage +1 point per effective binder level (maximum 1d8+10 points). You cannot use your healing gift again for 5 rounds. Both uses of the ability channel positive energy and deal a corresponding amount of damage to undead. Track: You gain the Track feat. Buer, Grandmother Huntress Healing Gift Eurynome, Mother of the Material Eurynome, Mother of the Material Eurynome grants lordship over the beasts of land, seas, and air. She also gives those with whom she binds some of the might of titans. Vestige Level: 4th Binding DC: 21 Special Requirement: Eurynome hates Amon for some unknown reason and will not answer your call if you are already bound to him. Influence: Eurynome's influence makes you paranoid and ungrateful; you see secret motives and possible betrayals behind every action. Eurynome requires that you not attack a foe unless an ally has already done so. If no allies are present, she makes no such requirement Granted Abilities: Eurynome grants you the ability to befriend animals and wield a massive hammer. In addition, she turns your blood into poison and gives you resistance to weapon blows. Animal Friend: All animals automatically have an initial attitude of friendly toward you. Damage Reduction: You gain damage reduction 2/+3. Eurynome's Maul: You summon a magic warhammer (1d8+1d4 bludgeoning damage, ×3 crit). You are proficient with this weapon and can wield it without penalty. Your warhammer's exact bonus and abilities depend on your effective binder level, according to the following table. Effective Binder Level Warhammer Summoned 10th or lower +1 warhammer 11th-14th +1 anarchic warhammer 15th-18th +1 anarchic adamantine warhammer 19th or higher +3 anarchic adamantine warhammer Poison Blood: While you are bound to Eurynome, your blood becomes poisonous. Any creature that makes a bite attack against you must immediately make a successful Fortitude save or take 1d6 points of damage. After 1 minute, the creature must make another Fortitude save at the same DC or take another 1d6 points of damage per three effective binder levels you possess (maximum 5d6). Each bite attack poisons the creature anew, forcing a new round of saving throws. Anima Mage Anima Mages anima mage (PRESTIGE CLASS) Anima mages give binders a bad name. Greedy and ambitious, they exploit the powers of the vestiges to which they bind to advance their own abilities. Anima mages see such displaced entities as mere tools, no different from spell component pouches or a wand of fireball. With the power of a vestige, an anima mage can tap a resource all but unknown to his rivals to gain an edge against other spellcasters. The anima mage is a loner, an outsider, and a potential enemy to both binders and witch slayers. But the way others classify him matters little to him, for power is at hand. - Hit Die: d4 - Skill Points: 2+ Int modifier. REQUIREMENTS: Alignment: Any nongood Skills: Intimidate 4 ranks, Lore 4 ranks Feat: Any metamagic feat Spellcasting: Ability to cast 2nd-level arcane spells Special: Ability to bind a 2nd-level vestige, soul binding class feature CLASS FEATURES: Level 1: 2: Exploit Vestige - Forgo a vestige ability to cast one spell of your highest level 3: Vestigial Awareness - +2 initiative 4: 5: Vestige Metamagic 1/day - Lose access to a vestige for 5 rounds to apply free metamagic to one spell 6: 7: Vestige Metamagic 2/day 8: 9: Vestige Metamagic 3/day 10: Vestige Casting - Quicken, Silent, Still one spell a day Soul Binding/Spellcasting: At each level, you gain new soul binds and spells per day and an increase in caster level (and spells known, if applicable) as if you had gained a level in both your soul binding-using class and your arcane spellcasting class. Exploit Vestige Type of Feat: Class Specific Prerequisite: Anima Mage 2 Specifics: At 2nd level, you learn how to use a bound vestige to boost your arcane spellcasting. With this ability, you can choose to forego gaining one of the vestige's granted abilities in order to gain one additional arcane spell of the highest you can cast. You decide which ability to give up before you make the binding check, and you can forego only one ability per day in this manner, even if you can bind multiple vestiges. Vestiges react poorly to your use of this ability, so you take a -5 penalty on your binding check. If you make a good pact despite this penalty, you gain the bonus spell in exchange for the ability you gave up. If you make a poor pact (that is, you fail your binding check), you do not gain the extra spell, and you still give up the designated ability for the day. Use: Selected Vestige Casting Type of Feat: Class Specific Prerequisite: Anima Mage 10 Specifics: At 10th level, you can use a bound vestige's power to cast a spell outside the normal limits of time and magic. Once per day, you can cast a spell as if it were modified by the Quicken Spell, Silent Spell, and Still Spell metamagic feats, whether or not you have those feats. Use: Selected Vestige Metamagic Type of Feat: Class Specific Prerequisite: Anima Mage 5 Specifics: At 5th level, you can use a bound vestige to augment your spells by temporarily giving up access to its powers. Using vestige metamagic is a swift action that does not provoke attacks of opportunity. Choose one of the vestiges to which you are bound whenever you activate this ability. You can then apply the effects of any metamagic feat that you possess to a spell you cast that round, without increasing its spell level. However, you lose access to all the abilities and powers granted by the chosen vestige upon activation and do not regain them for 5 rounds. Vestige metamagic is usable once per day at 5th level, two times per day at 7th level, and three times per day at 9th level. Use: Selected Tenebrous, the Shadow That Was Tenebrous, the Shadow That Was Tenebrous, once a powerful demon prince, offers dominion over darkness and death. Vestige Level: 4th Binding DC: 21 Special Requirement: You must draw Tenebrous's seal at night. Influence: While influenced by Tenebrous, you are filled with a sense of detachment and an aching feeling of loss and abandonment. Tenebrous requires that you never be the first to act in combat. If your initiative check result is the highest, you must delay until someone else takes a turn. Granted Abilities: Tenebrous grants you power over undead and shadows. He gives you the ability to chill your foes. Deeper Darkness: You can cloak an area in shadows as though using the deeper darkness spell (caster level equals your effective binder level), with the effect always centered on you. Using the ability again will cancel the darkness effect. Both uses are a standard action. See in Darkness: You can see perfectly through darkness of any kind. Touch of the Void: As a swift action, you can charge a melee attack with cold energy. Your next melee attack deals an extra 1d8 points of cold damage, plus 1d8 points of cold damage for every four effective binder levels beyond 7th that you possess. When you attain an effective binder level of 11th, you can charge your weapon for an entire round. Once you have used this ability, you cannot do so again for 5 rounds. Turn/Rebuke Undead: You can turn or rebuke undead as a cleric of your effective binder level. As with a cleric, you turn if you are good and rebuke if you are evil. Once you have used this ability, you cannot do so again for 5 rounds. Vessel of Emptiness: You can use the flicker shadow magic mystery once per day. At 13th level, you can use this ability two times per day, and at 19th level, you can use it three times per day. Tenebrous, the Shadow That Was Deeper Darkness Tenebrous, the Shadow That Was Touch of the Void Tenebrous, the Shadow That Was Turn Undead Tenebrous, the Shadow That Was Vessel of Emptiness Tenebrous Apostate Tenebrous Apostates tenebrous apostate (PRESTIGE CLASS) No other vestige is quite like Tenebrous. The remnant of the divinity once possessed by Orcus, Tenebrous is perhaps the only vestige still worshiped in some places as a god, and so tightly bound to a living-if not mortal-being. This unique status grants Tenebrous the ability to manipulate the world in ways that other vestiges cannot. Some Tenebrous apostates revere Orcus, seeing Tenebrous as part of their sundered god and the seed from which he will one day sprout anew. Others see the corpulent fiend as the embodiment of Tenebrous's downfall. These followers believe that Tenebrous is a separate deity who attempted to manifest through Orcus, only to be laid low when the demon proved unworthy. - Hit Die: d8 - Skill Points: 2+ Int modifier. REQUIREMENTS: Alignment: Any nongood Skills: Concentration 5 ranks, Lore 8 ranks Special: Ability to bind Tenebrous Special: Able to turn or rebuke undead Special: Must worship Tenebrous as a god (clerics can only have Chaos, Death, Evil, and Trickery domains) CLASS FEATURES: Level 1: Eternal Bondage - You are always bound to Tenebrous Tenebrous's Rebuke - Damage or heal undead by spending a turn undead use 2: Visage of the Dead - +1 bonus to dodge AC, Intimidate, and Tumble, and mindless undead treat you as friendly 3: Destroy/Empower Undead - Spend turn undead attempts to do extra damage to mindless undead, or heal them 4: Umbral Body - Cast umbral body at will 5: Blast of the Void - Deal 1d8 damage per turning level to all living creatures Soul Binding/Spellcasting: At each level except 1st, you gain new soul binds and spells per day and an increase in caster level (and spells known, if applicable) as if you had gained a level in both your soul binding-using class and your divine spellcasting class. Tenebrous's Rebuke Type of Feat: Class Specific Prerequisite: Tenebrous Apostate 1 Specifics: When you use the turn or rebuke undead ability granted by Tenebrous, your connection to your dark master allows you to channel the energy in a unique way. You can use a turn attempt to deal 1d6 points of damage per effective turning level you possess to every undead creature within 30 feet. Each affected undead can attempt a Will save (DC 10 + your effective turning level + your Cha modifier) for half damage. If you use a rebuke attempt, each undead within 30 feet is instead cured of 1d6 points of damage per effective turning level. This effect occurs instead of the normal result. Neutral characters use the turn effect, evil characters the rebuke. Use: Selected Destroy/Empower Undead Type of Feat: Class Specific Prerequisite: Tenebrous Apostate 3 Specifics: At 3rd level, you gain additional power over mindless undead. You can use two turn or rebuke attempts as a single standard action, each dealing (or healing) damage as per the Tenebrous's rebuke ability, except that the damage applies only to mindless undead. Neutral characters use the turn effect, evil characters the rebuke. Use: Selected Umbral Body Type of Feat: Class Specific Prerequisite: Tenebrous Apostate 4 Specifics: Beginning at 4th level, you can transform yourself into pure darkness. This ability functions like the umbral body shadow magic mystery. You remain in this form for a number of rounds equal to twice your Tenebrous apostate level. Once you return to physical form, you cannot use this ability again for 5 rounds. Use: Selected Blast of the Void Type of Feat: Class Specific Prerequisite: Tenebrous Apostate 5 Specifics: When you attain 5th level, you can use a turn or rebuke attempt to deal 1d8 points of damage per effective turning level to every living creature within a 30-foot cone. This ability is usable once per day. Use: Selected Knight of the Sacred Seal Knights of the Sacred Seal knight of the sacred seal (PRESTIGE CLASS) A knight of the sacred seal is never alone because she has formed a true partnership with a single vestige. Her oath requires her to champion and protect her patron vestige, to take its seal as her symbol, and to advance its goals in the world. As her relationship with her patron vestige deepens, a knight of the sacred seal taps a well of abilities unavailable to other binders, becoming more than she once was. Though she can bind other vestiges, she chooses not to because the connection she shares with her companion offers strange new powers. REQUIREMENTS: Alignment: Any nonchaotic Base Attack Bonus: +4 Skills: Lore 5 ranks Feat: Weapon Focus (any weapon) Special: Soul binding class feature - Hit Die: d10. - Proficiencies: You gain proficiency with all simple and martial weapons, and with all armor and shields. - Skill Points: 2+ Int modifier. CLASS FEATURES: Level 1: Aligned Strike, patron vestige, soul binding +1 2: Vestige's protection, soul binding +2 3: Vestige's protection aura, soul binding +3 4: Vestige's power, soul binding +4 5: Apotheosis, vestige's surge, soul binding+5 Soul Binding: At each knight of the sacred seal level, your soul binding ability improves as if you had also gained a level in the binder class. Thus, your knight of the sacred seal levels and binder levels stack for the purpose of determining your bonus on binding checks, the effectiveness of your vestige-granted abilities, your ability to bind higher-level vestiges, and the number of vestiges you can bind. You do not, however, gain any other benefit a binder would have gained. Aligned Strike (Ex): Your weapons overcome DR +3. Apotheosis (Su): At 5th level, your type changes to outsider. You also gain damage reduction 10/+1. Knights of the Sacred Seal Patron Vestige Amon Patron Vestige Aym Patron Vestige Leraje Patron Vestige Naberius Patron Vestige Ronove Patron Vestige Dahlver-Nar Patron Vestige Haagenti Patron Vestige Malphas Patron Vestige Savnok Patron Vestige Andromalius Patron Vestige Focalor Patron Vestige Karsus Patron Vestige Paimon Patron Vestige Agares Patron Vestige Andras Patron Vestige Buer Patron Vestige Eurynome Patron Vestige Tenebrous Patron Vestige Arete Patron Vestige Astaroth Patron Vestige Acererak Patron Vestige Balam Patron Vestige Dantalion Patron Vestige Geryon Patron Vestige Otiax Patron Vestige Chupoclops Patron Vestige Haures Patron Vestige Ipos Patron Vestige Shax Patron Vestige Zagan Patron Vestige Vanus Patron Vestige The Triad Patron Vestige Desharis Patron Vestige Zceryll Patron Vestige Eligor Patron Vestige Marchosias Patron Vestige Ashardalon Patron Vestige Halphax Patron Vestige Orthos Patron Vestige Abysm Type of Feat: Class Specific Prerequisite: Knight of the Sacred Seal 1 Specifics: When you become a knight of the sacred seal, you select any one vestige that you have previously bound as your patron. You develop a stronger than normal relationship with this vestige that grants you several benefits as you advance in this prestige class. If you expel your patron vestige by means of the Expel Vestige feat or do not renew your pact with it on any given day, you lose access to all supernatural class features gained from this prestige class until such time as you contact that vestige again. You can bind other vestiges in the interim, as normal for the binder class, but you gain no additional benefits from those pacts. You are never at risk of making a poor pact with your patron vestige. Use: Selected Vestige's Protection Type of Feat: Class Specific Prerequisite: Knight of the Sacred Seal 2 Specifics: When you attain 2nd level, your relationship with your patron vestige deepens, prompting it to take steps to ensure your protection. As a swift action, you can acquire an insight bonus to your Armor Class equal to your Charisma bonus (minimum 1). The same bonus also applies on your Reflex saves. Both of these benefits last for 1 round. Once you use this ability, you cannot do so again for 5 rounds. When you attain 3rd level, your patron vestige extends its protection to all creatures adjacent to you whom you designate as friends. Whenever you activate your vestige's protection class feature, those benefits apply to all designated allies adjacent to you. Use: Selected Vestige's Power Type of Feat: Class Specific Prerequisite: Knight of the Sacred Seal 3 Specifics: At 4th level, you can draw upon the power of your patron vestige to augment your fighting abilities as a swift action. You gain a +2 bonus to Strength, a +2 bonus to Constitution, a +10-foot bonus to your base land speed, and a +4 bonus on Will saves for 1 round. Once you have used this ability, you cannot do so again for 5 rounds. Use: Selected Vestige's Surge Type of Feat: Class Specific Prerequisite: Knight of the Sacred Seal 3 Specifics: At 5th level, once per day, when you activate one of your patron vestige's powers, or your vestige's protection or vestige's power class feature, you can choose to activate that ability again immediately rather than waiting the usual 5 rounds. Use: Selected Acererak, the Devourer Acererak, the Devourer Acererak, a half-human lich, grasped at godlike power only to lose his grip on reality. As a vestige, he grants abilities that are similar to a lich's powers. Vestige Level: 5th Binding DC: 25 Special Requirement: None Influence: As a vestige, Acererak possesses the immortality he desired but none of the power that should accompany it. If you fall under his influence, you evince a strong hunger for influence and primacy. If you are presented with an opportunity to fill a void in power over a group of creatures, Acererak requires that you attempt to seize that power. You might impersonate a missing city offi cial, take command of a leaderless unit of soldiers, or even grab the reins of runaway horses to establish your supremacy. Granted Abilities: While bound to Acererak, you gain powers that the great lich held in his legendary unlife. Detect Undead: You can use detect undead as the spell at will (caster level equals your effective binder level). Hide from Undead: At will as a standard action, you can cast hide from undead. Lich's Energy Immunities: You gain immunity to cold and electricity damage. Paralyzing Touch: As a standard action, you can make a touch attack to paralyze a living foe. The touched creature must succeed on a Fortitude save or be paralyzed for a number of rounds equal to one-half your effective binder level. Each round on its turn, the paralyzed creature can attempt a new saving throw as a full-round action, with success ending the effect immediately. Once you have used this ability, you cannot do so again for 5 rounds. Undead Healing: Negative energy (such as that of an inflict spell) heals you rather than damaging you. If you are a living creature, positive energy (such as a cure spell) still heals you as well. Acererak, the Devourer Detect Undead Acererak, the Devourer Hide from Undead Acererak, the Devourer Paralyzing Touch Balam, the Bitter Angel Balam, the Bitter Angel Once a being of extreme goodness, Balam became a wrathful vestige after taking on an impossible task that ended in failure. She grants her summoners the ability to foresee future difficulties and the intellect to interpret what they see, as well as skill with light arms and a stare that chills flesh. Vestige Level: 5th Binding DC: 25 Special Requirement: Balam requires a sacrifice of her summoner. In the process of calling her, you must deal 1 point of slashing damage to yourself. Influence: Balam's influence causes you to distrust clerics, paladins, and other devotees of deities. Whenever you enter a temple or some other holy or unholy site, Balam requires that you spit on the floor and utter an invective about the place. Granted Abilities: Balam grants you the power to predict future events. She also teaches cunning and finesse, and gives you the ability to freeze foes with a glance. Balam's Cunning: You reroll your next failed saving throw. Once you have used this ability, you cannot do so again for 5 rounds. Icy Glare: You gain a gaze attack that deals 2d6 points of cold damage to the target. A successful Will save negates this damage. Prescience: You get a glimpse of the future a moment before it happens. This knowledge manifests as an insight bonus equal to +1 per four effective binder levels on initiative checks, Reflex saves, and AC. Weapon Finesse: You gain the benefit of the Weapon Finesse feat. Balam, the Bitter Angel Balam's Cunning Balam, the Bitter Angel Icy Glare Dantalion, the Star Emperor Dantalion, the Star Emperor Dantalion, called the Star Emperor for his legend and appearance, is a composite of many souls. He grants binders the ability to teleport short distances, read thoughts, and stop foes. Vestige Level: 5th Binding DC: 25 Special Requirement: No Influence: Dantalion's influence causes you to be aloof and use stately gestures. Dantalion can't help but be curious about the leaders of the day, so anytime you are within 100 feet of someone who clearly is (or professes to be) a leader of others, Dantalion requires that you try to read that person's thoughts. Once you have made the attempt, regardless of success or failure, you need not try to read that person's thoughts again. Granted Abilities: Pact magic grimoires attest to Dantalion's profound wisdom and his extensive knowledge about all subjects. Because he knows all thoughts, he can grant you a portion of that power, as well as the ability to travel just by thinking. You also gain a portion of his commanding presence, which many binders ascribe to his royal origins. Awe of Dantalion: When you invoke this ability (a move action), any creature that sees you is unable to attack you or target you with a hostile spell for 1 round. If you attempt any hostile action, such as making an attack roll or casting an offensive spell against the affected creature or its allies, the effect ends. Once you have used this ability, you cannot do so again for 5 rounds. Dantalion Knows: While bound to Dantalion, you have a +8 bonus on Lore checks. Read Thoughts: At will as a full-round action, you can attempt to read the surface thoughts of any creature you can see. If the target makes a successful Will save, you cannot read its thoughts for 1 minute. If you attempt to read the thoughts of a creature with an Intelligence score 10 points higher than your own, you automatically fail and are stunned for 1 round. Thought Travel: As a standard action, you can instantly transport yourself to any location you can see that is within 5 feet per effective binder level you possess. Thought travel is a teleportation effect and is usable a number of times per day equal to your effective binder level. Once you have used this ability, you cannot do so again for 5 rounds. Dantalion, the Star Emperor Awe of Dantalion Dantalion, the Star Emperor Read Thoughts Dantalion, the Star Emperor Thought Travel Scion of Dantalion Scion of Dantalions scion of Dantalion (PRESTIGE CLASS) Scions of Dantalion trace their lineage to an ancient, long-forgotten human empire-a civilization in which justice, love, and art reigned supreme. They maintain that the rulers of this realm led their people to such a height of beauty and righteousness that they rivaled the stars of the heavens in the awe they could inspire. The gods saw their accomplishments and grew envious. In their jealous rage, they destroyed the empire and cursed its nobility, decreeing that no one from that line could ever join them in the afterlife. Scions of Dantalion believe themselves to be part of this line, cursed by the gods but blessed by association with Dantalion, the vestige that is the conglomeration of all their ancestors' souls. The scions believe that their destiny is to one day take up the crown, bear the scepter of rulership, and rebuild the empire that could rival the stars. - Hit Die: d8 - Skill Points: 2+ Int modifier. REQUIREMENTS: Race: Human, Half-elf, or Half-orc Skills: Lore 2 ranks Special: Ability to bind Dantalion CLASS FEATURES: Level 1: Favored of Dantalion - Always make a good pact with Dantalion Scholarship of Dantalion - Once per day, double the Lore bonus Dantalion grants for one round 2: Swift Awe of Dantalion - Awe of Dantalion is now a swift action instead of a move action 3: Overwhelming Thoughts - Daze target of Read Thoughts 4: Dantalion's Glare - Blind creatures in 30 ft. cone Improved Thought Travel - Thought Travel is now a move action 5: Read Multiple Thoughts - Target multiple enemies at a time with Read Thoughts and Overwhelm Thoughts Soul Binding: At each level, you gain new soul binds as if you had gained a level in both your soul binding-using class. Dantalion's Scholarship Type of Feat: Class Specific Prerequisite: Scion of Dantalion 1 Specifics: At 1st level, once per day per Scion level, you can double the bonus granted by Dantalion to Lore. This lasts for one round. Use: Selected Overwhelming Thoughts Type of Feat: Class Specific Prerequisite: Scion of Dantalion 3 Specifics: As a standard action, you send your thoughts out to a single creature whose thoughts you are reading (so it has already failed its Will save against your read thoughts ability), forcing it to succeed on a Will save (DC 10 + 1/2 your effective binder level + your Cha modifier) or be dazed for 1d4 rounds. A successful save allows the creature to break free of your thought reading. Use: Selected Dantalion's Glare Type of Feat: Class Specific Prerequisite: Scion of Dantalion 4 Specifics: Every creature within this a 30 ft. cone must succeed on a Fortitude save (DC 10 + 1/2 your effective binder level + your Cha modifier) or be blinded for 1d4 rounds. Once you have used this ability, you cannot do so again for 5 rounds. Use: Selected Improved Thought Travel Type of Feat: Class Specific Prerequisite: Scion of Dantalion 4 Specifics: Beginning at 4th level, you can use the thought travel ability granted by Dantalion as a move action. Use: Selected Geryon, the Deposed Lord Geryon, the Deposed Lord Once a devil of great power, Geryon now exists only as a vestige. He gives binders powers associated with his eyes, as well as the ability to fly at a moment's notice. Vestige Level: 5th Binding DC: 25 Special Requirement: Geryon answers the calls of only those summoners who show an understanding of the relationship between souls and the planes. Thus, you must have at least 5 ranks in Lore to summon him. Influence: While influenced by Geryon, you become overly trusting of and loyal to those you see as allies, even in the face of outright treachery. Because he values trust, if you make a Sense Motive check or use any ability to read thoughts or detect lies, you rebel against Geryon's influence. Granted Abilities: Geryon gives you his eyes and his baleful gaze, as well as the ability to fly. Acidic Gaze: The gaze of your devilish eyes can cause foes to erupt with acid. When you use this ability, each opponent within 30 feet of you must succeed on a Will save or take 2d6 points of acid damage. All-Around Vision: Your extra eyes allow you to look in any direction, granting you a +4 bonus on Spot and Search checks. Opponents gain no benefits when flanking you. See in Darkness: You can see perfectly in darkness of any kind, even that created by a deeper darkness spell. Swift Flight: You can fly for 1 round by using the Jump ability. Once you have used swift flight, you cannot do so again for 5 rounds. Geryon, the Deposed Lord Acidic Glare Geryon, the Deposed Lord Swift Flight Otiax, the Key to the Gate Otiax, the Key to the Gate The alien Otiax gives its summoners the power to open what is closed, to walk among the clouds, and to strike foes with fog that lands like a hammer. Vestige Level: 5th Binding DC: 25 Special Requirement: No Influence: Otiax's motives remain a mystery, but its influence is clear. When confronted with unopened doors or gates, you become agitated and nervous. This emotional state lasts until the door or gate is opened, or until you can no longer see it. Furthermore, Otiax cannot abide a lock remaining secured. Thus, whenever you see a key, Otiax requires that you use it to open the corresponding lock. Granted Abilities: Otiax opens doors for you, lets you batter opponents with wind, and cloaks you in a protective fog that can actually lash out at foes. Air Blast: You can focus the air around you into a concentrated blast that batters opponents. You can use your air blast as a melee touch attack against an adjacent opponent or one that is up to 10 feet away. This attack deals 2d6 points of bludgeoning damage, but you do not add your Strength bonus to the damage roll. If your base attack bonus is high enough, you might be entitled to additional air blast attacks each round when you make a full attack. Concealing Mist: The mist that constantly surrounds you forms a screen that grants you concealment (foes' melee and ranged attacks have a 20% miss chance). Open Portal: At will as a swift action, you can open (but not close) an unlocked door, chest, box, or other object. Unlock: As a full-round action, you can unlock a single lock that you can touch, provided that its Open Lock DC is less than or equal to twice your effective binder level. Once you have used this ability, you cannot do so again for 5 rounds. Otiax, the Key to the Gate Air Blast Otiax, the Key to the Gate Open Portal Otiax, the Key to the Gate Unlock Arete, the First Elan Arete, the First Elan Arete, a powerful psion who sought immortality, created a new race but doomed himself to never-ending rebirths. His granted abilities provide binders with access to several qualities that toughen the body and mind. Vestige Level: 4th Binding DC: 21 Special Requirement: Arete does not like to be reminded that the elan are considered abominations by some, and he does not answer your summons if you are already bound to Chupoclops or Eurynome. Influence: You do not get hungry or tired while bound to Arete, but you do suffer negative effects if you do not eat or sleep for the duration that the vestige is bound. If faced with a need to do research, Arete insists that you seek out lore regarding him and his research into immortality as well, which can often double or even triple the time you spend seeking information. Granted Abilities: While bound to Arete, you gain powers that Arete had at some point in his search for immortality. Psionic Boon: You gain 13 power points when you bind to Arete. These are added to your pool of power if you already possess psionic power, or they create a pool and you become a psionic creature for the duration of this binding. Resistance: Your gain a +4 bonus on a saving throw of your choice. You may change this to another saving throw as a move action. Damage Reduction: Your body becomes unnaturally tough as you gain damage reduction 5/-. Repletion: You gain access to the psionic powers body adjustment and body purification for the duration of the binding. You may manifest each power as a psion would and as if it is a power known by you. You may augment each power as a psion normally could, substituting your effective binder level in place of manifester level. Arete, the First Elan Resistance Astaroth, Unjustly Fallen Astaroth, Unjustly Fallen A fallen angel who would never accept responsibility for his own transgressions, Astaroth grants his summoners influence over the behavior of others, knowledge of hidden things, and the ability to sicken enemies. Vestige Level: 4th Binding DC: 22 Special Requirement: No Influence: Astaroth's influence renders you incapable of taking responsibility for your own actions. You cannot admit any fault, acknowledge any mistake, or make reparations or apologies for any wrong, no matter the consequences or the evidence against you. Granted Abilities: Astaroth guided mortals, and he still grants abilities based in knowledge and education. As a fallen angel, and then a vestige, his magics have grown ever grimmer and more distasteful; he also grants powers based on directly controlling and offending others. Angelic Lore: Astaroth constantly whispers the secrets of reality in the back of your mind, allowing you to draw on his own nigh-infinite knowledge. This grants a bonus to Lore equal to your effective binder level. Astaroth's Breath: Once every 5 rounds, you can exhale a 60-foot cone of foul-smelling gas. Creatures within the cone must make a Fortitude save or be nauseated for 1 round and sickened for an additional 1d4 rounds. Those who make the save are merely sickened for 1 round. Creatures immune to poison or disease are immune to this effect. Honeyed Tongue: You gain a +4 competence bonus on Bluff, Persuade, and Intimidate checks. Master Craftsman: While bound to Astaroth, you gain a +4 competence bonus on all Craft checks. In addition, each time you bind with Astaroth, you may select one item creation feat as a temporary bonus feat. So long as you continue to bind with Astaroth, you may use that feat as though you possessed it normally; you must still spend all standard gold and XP for any item you create, and you must still provide all necessary spells for a given item. If your effective binder level is not at least as high as the necessary caster level to take a specific item creation feat, you cannot choose that feat. For instance, a 4th-level binder could not choose any item creation feat with a prerequisite of caster level 5th or higher. Word of Astaroth: You may charm a single creature with your glowing words. You must wait 5 rounds before making another attempt. Astaroth, Unjustly Fallen Astaroth's Breath Astaroth, Unjustly Fallen Word of Astaroth Chupoclops, Harbinger of Forever Chupoclops, Harbinger of Forever A great monster believed to be a harbinger of the apocalypse, Chupoclops became a vestige when slain by mortals. Chupoclops grants its summoner a bite attack and unnatural senses, plus the ability to pounce on foes, to exist ethereally, and to make enemies despair. Vestige Level: 6th Binding DC: 25 Special Requirement: Chupoclops hates Amon for some unknown reason and will not answer your call if you are already bound to him. Influence: While under the influence of Chupoclops, you can't help but be pessimistic. At best, you are quietly resigned to your own failure, and at worst, you spread your doubts to others, trying to convince them of the hopelessness of their goals. In addition, Chupoclops requires that you voluntarily fail all saving throws against fear effects. Granted Abilities: Chupoclops gives you the power to linger on the Ethereal Plane, sense the living and undead, demoralize foes, and bite enemies. Aura of Despair: Every creature within 10 feet of you takes a -2 penalty on attack rolls, checks, saves, and weapon damage rolls. Aura of despair is a mind-affecting fear ability. Ethereal Watcher: At will as a move action, you can become ethereal. You can remain on the Ethereal Plane indefinitely if you take no actions, but any movement or combat causes you to return to the Material Plane. Once you have returned to the Material Plane, you cannot use this ability again for 5 rounds. Bite: You gain a secondary bite attack that deals damage according to your size, as given on the table below. Size Bite Damage Diminutive or Fine 1 Tiny 1d2 Small 1d3 Medium 1d4 Large 1d6 Huge 1d8 Gargantuan 2d6 Colossal 2d8 You add your Strength modifier to your damage roll. Pounce: If you charge a foe, you can make a full attack at the end of the charge. Soulsense: You notice and locate living creatures within 10 feet as if you possessed the blindsense ability. Chupoclops, Harbinger of Forever Aura of Despair Chupoclops, Harbinger of Forever Ethereal Watcher Haures, the Dreaming Duke Haures, the Dreaming Duke Haures grants his summoners the power to create illusions, protect their thoughts, and move through objects like a ghost. Vestige Level: 6th Binding DC: 25 Special Requirement: No Influence: When influenced by Haures, you become an eccentric, often speaking to yourself and to imaginary friends. In addition, Haures requires that if you encounter and disbelieve an illusion not of your own making, you must not voluntarily enter its area. Granted Abilities: Haures shields your mind with his madness, allows you to move like a ghost, gives you the power to fool the senses, and grants you the ability to kill others with their deepest fears. Inaccessible Mind: You are protected from any effort to detect, influence, or read your emotions or thoughts, and you have immunity to any mind-affecting spells and abilities. Incorporeal Movement: When moving, you become nearly incorporeal and can ignore the effects of difficult terrain. You can even move through an enemy's space, but not through walls or other solid barriers. Major Image: You can create an illusion at will, as though you had cast mislead (caster level equals your effective binder level). Once you have used this ability, you cannot do so again for 5 rounds. Phantasmal Killer: This ability functions like the phantasmal killer spell. Once you have used this ability, you cannot do so again for 5 rounds. Haures, the Dreaming Duke Major Image Haures, the Dreaming Duke Phantasmal Killer Ipos, Prince of Fools Ipos, Prince of Fools Binders call Ipos the Prince of Fools because of the crown he wears and the sad legend of his transformation into a vestige. He grants his summoners cold iron claws with which to rend foes, the power to see creatures and objects as they are, and a fraction of his charisma. Vestige Level: 6th Binding DC: 26 Special Requirement: Ipos refuses to answer the call of any summoner who, in his judgment, has not taken a serious enough interest in occult studies. Anyone wishing to bind Ipos must have at least 5 ranks in Lore and 5 ranks in Spellcraft. Influence: You think highly of your intellect and show contempt toward those who question your assumptions or conclusions. If you encounter a creature that shows interest in a topic about which you have knowledge, Ipos requires that you truthfully edify that individual. Granted Abilities: Ipos grants you his discerning sight and commanding presence, as well as claws of cold iron with which to rend the veil of ignorance. Cold Iron Claws: Your fingernails harden into cold iron, granting you two claw attacks. The base damage for each claw attack is as given on the following table. These claws overcome damage reduction of +3 or less. Size Base Damage Diminutive 1 Fine 1d2 Tiny 1d3 Small 1d4 Medium 1d6 Large 1d8 Huge 2d6 Gargantuan 2d8 Colossal 4d6 Flash of Insight: As a swift action, you gain a true seeing effect (as the spell) for a duration of 1 round. Once you have used this ability, you cannot do so again for 5 rounds. Ipos's Influence: Your affiliation with Ipos allows you to draw more power from the vestiges to which you are bound. The saving throw DC (if any) of each special ability granted by your vestiges increases by 1. Treat your effective binder level as one higher than normal for the purpose of determining the effects of vestige special abilities. Rend: When you hit one foe with two or more claw attacks, you automatically deal double the damage of a normal claw attack (including your Strength modifier) in addition to your normal damage. Ipos, Prince of Fools Flash of Insight Shax, Sea Sister Shax, Sea Sister Another giant among the vestiges, Shax gives her summoners the ability to laugh off lightning, to wriggle free of any bonds, and to strike foes like a thunderbolt. Vestige Level: 6th Binding DC: 26 Special Requirement: No Influence: While under Shax's influence, you become possessive and stingy, particularly about territory-be it actual land or simply a room in an inn. In addition, her influence requires you to demand compensation for any service rendered and to tax any use of your territory. However, you can accept nearly any item of value-be it material goods or a service-as payment. Granted Abilities: Shax grants you the ability to strike foes with sonic force and electricity. She also gives you immunity to electricity and allows you to move freely despite restraints. Freedom of Movement: As a swift action, you can give yourself the ability to ignore restraints. This effect functions like the freedom of movement spell, except that it lasts only 1 round. Once you have used this ability, you cannot do so again for 5 rounds. Immunity to Electricity: You gain immunity to electricity damage. Storm Strike: As a swift action, you can charge a melee attack or melee touch attack with electricity and sonic power. Your next melee attack deals an extra 1d6 points of electricity damage and 1d6 points of sonic damage. Shax, Sea Sister Freedom of Movement Shax, Sea Sister Storm Strike Zagan, Duke of Disappointment Zagan, Duke of Disappointment On the cusp of deification, Zagan lost all he had worked for. As a vestige, he offers his summoners a snake's sense of smell, the power to cause an enemy flee his presence, the ability to immobilize an opponent, and more effective combat abilities against snakes and their ilk. Vestige Level: 6th Binding DC: 25 Special Requirement: No Influence: While influenced by Zagan, you become domineering and aggressive. Zagan requires that you slay any snake or snakelike being you meet, and deface any representations of snakes or snakelike beings other than Zagan that you find. Granted Abilities: Zagan grants you a snake's ability to detect creatures by scent, the ability to grapple and constrict as a snake, increased combat ability against snakes and their cousins, and the power to cause your foes to avoid your mere presence. Aversion: As a standard action, you can create a compulsion effect targeting any creature within 30 feet. The target must succeed on a Will save or gain an aversion to you. An affected creature must stay at least 20 feet away from you; if already within 20 feet, the target moves away. Aversion is a mind-affecting compulsion ability. After using this ability, you must wait 5 rounds before using it again. Improved Grapple: You gain the benefit of the Improved Grapple feat. In addition, you are considered to be of Large size for the purpose of making grapple checks. Scent: You gain the scent special quality. Constrict: You gain a giant constrictor's ability to crush the life from its prey. You deal damage equal to 1d8 + 1-1/2 * your Str modifier with a successful grapple check, in addition to your normal unarmed damage. Reptile Bane: Zagan's grants you +2 melee attack and +2d6 damage on melee attacks against reptilian creatures. Zagan, Duke of Disappointment Aversion Vanus, the Reviled One Vanus, the Reviled One Hated out of proportion for his sins, the smiling Vanus remains an enigma to binders. Vanus provides binders with the ability to frighten and punish weaker foes, hear evil afoot with uncanny perception, and free allies from constraints. Vestige Level: 6th Binding DC: 29 Special Requirement: Vanus refuses to appear when summoned indoors, and will only answer the summoner's call when well away from buildings. Influence: Under the influence of Vanus, you take every opportunity to revel. Even small victories seem like cause for grand celebrations, and if you're happy, you want everyone around to share your joy. If you see others in the act of celebration, you must join in. If you achieve victory in combat, you must immediately spend a full-round action crowing about your triumph. Granted Abilities: Vanus grants you tremendous hearing, the ability to foment fear by your presence alone, skill at fighting foes weaker than yourself, and the power to free allies from imprisonment. Fear Aura: Enemies that you are aware of who come within 10 feet must succeed at a Will save. Those who fail are frightened. Foes remain frightened for a number of rounds equal to half your binder level. Creatures that fail the save must roll again if they again come within 10 feet. A creature that makes its save against this ability need not make another save for 24 hours. This is a mind-affecting fear effect. Free Ally: You may designate any ally to gain the benefits of the freedom of movement spell for one round. You cannot use this ability on yourself. Once you have used this ability you cannot do so again for 5 rounds. Noble Disdain: When attacking a foe of fewer Hit Dice than yourself with a ranged or melee weapon, you deal +1d6 points of damage. Vanus's Ears: Being bound to Vanus grants you a +10 bonus on Listen checks. Vanus, the Reviled One Free Ally The Triad The Triad The Triad is a gestalt of three forgotten gods of a lost civilization of mystics, consumed by the Plane of Shadow. They give binders access to both martial abilities and lore-seeking traits. Vestige Level: 6th Binding DC: 26 Special Requirement: The Triad will not bind with someone with any connection to the Plane of Shadow, whether that's by feat, class abilities, or any other association. Influence: Your mental aspect shifts to match the face that is currently your sign. As Gorn, you are inquisitive and use many words -- some would say too many. As Rujsha, you are caring and motherly, speaking to others as if they were children. As Mintar, you are honor-bound and slightly combative in manner. When your path crosses that of one influenced by shadow, the gestalt insists that you either face that being first when in combat or avoid that being (and any effects or assistance the being may wish to provide) outside of combat. Granted Abilities: While bound to the Triad, you gain a range of abilities that represents the essence of their former separate beings. Psionic Boon: You gain 15 power points when you bind to the Triad. These are added to your pool of power if you already possess psionic power, or they create a pool and you become a psionic creature for the duration of this binding. Gorn's Knowledge Call to Mind: You gain access to the psionic power call to mind for the duration of the binding. Psicraft Bonus: You gain a +5 bonus on Psicraft checks. Bardic Knowledge: You gain a bonus to Lore equal to your binder level. Rujsha's Justice Empathy: You gain access to the psionic power empathy for the duration of the binding. Diplomacy Bonus: You gain a +5 bonus on Persuade checks. Smite Evil: Three times per day, you can attempt to smite an evil creature with a single melee attack. You add your Charisma bonus (if any) to the attack roll and deal 1 extra point of damage per effective binder level. If you accidentally smite a creature that is not evil, the attempt has no effect. Once you have used this ability, you cannot do so again for 5 rounds. Mintar's Honor Detect Hostile Intent: You gain access to the psionic power mental disruption for the duration of the binding. Sense Motive Bonus: You gain a +5 bonus on Sense Motive checks. Weapon Proficiency: You gain proficiency in all simple, martial, and exotic weapons. The Triad Smite Evil Desharis, the Sprawling Soul Desharis, the Sprawling Soul The first of the "city-born fey," represented today by such creatures as the zeitgeist and the gray jester, Desharis is a boon to those who work to spread civilization, and anathema to most fey and worshipers of the wild. He grants binders shelter against the dangers of the wild, and he provides powers to carve out their own niche against nature. Vestige Level: 6th Binding DC: 27 Special Requirement: Desharis will not answer your call in a natural environment, only responding in the worked landscapes of urban areas. Influence: Under Desharis's influence, you cannot stand to be alone, and the more people you have around you, the better. You never voluntarily accept any task that requires you to be alone, and you argue vigorously against options that would split the party. If you have the opportunity to socialize with large groups of people (such as entering a boisterous tavern), you must take it unless doing so is overtly harmful, or you have reason to suspect the individuals are hostile to you. Granted Abilities: Desharis grants abilities that reflect his desire to protect the civilized peoples of the world, plus provides a few that show his anger at the fey and other creatures of nature. City-Dweller: While hosting Desharis, you gain a +10 ft. bonus to move speed when in urban areas. In addition, you gain a +6 competence bonus on Lore checks. Infinite Doors: Once per day, you may teleport, as per the spell, as a caster of your binder level. Smite Natural Soul: You may attempt to smite an animal, elemental, fey, or plant with a single melee attack. You add your Charisma bonus (if any) to the attack roll and deal 1 extra point of damage per effective binder level. If you accidentally smite a creature that is not one of the above types, the attempt has no effect. Once you have used this ability, you cannot do so again for 5 rounds. Spirits of the City: You can animate objects, as the spell, as a caster of your binder level. Once you have used this ability, you must wait 5 rounds after the effect has expired before you can do so again. Desharis, the Sprawling Soul Infinite Doors Desharis, the Sprawling Soul Smite Natural Soul Desharis, the Sprawling Soul Spirits of the City Zceryll, the Star Spawn Zceryll, the Star Spawn Zceryll was a mortal sorceress who communed with alien powers from the far realm. She became obsessed with immortality, seeking out the alien beings in the hopes of learning their eternal secrets. When she died, she became a hideously twisted vestige, forever seeking to re-enter the Realms via numerous artifacts she dispersed across the world. Zceryll grants you the ability to transform your body and mind into an alien form, granting you telepathy, resistance to effects related to insanity, the ability to summon pseudonatural creatures, and the power to unleash bolts of pure madness. Vestige Level: 6th Binding DC: 25 Special Requirement: No Influence: Never admit that you need help or that you are weaker than anyone else. Treat those that are weaker than you with scorn and contempt, especially young women and spontaneous spellcasters. Granted Abilities: While bound to Zceryll, your body and mind become alien, allowing you to channel the power of the star spawn in a variety of ways. Alien form: While bound to Zceryll, you gain the pseudonatural template. Alien Mind: Your mind is alien and does not work like that of a normal mortal. You are immune to confusion, insanity, and weird spells. In addition, you receive a +1 bonus per four binder levels on saving throws against mind-affecting effects. Bolts of Madness: You can fire a ray that dazes an opponent for 1d3 rounds. You must succeed on a ranged touch attack with a range of 100 ft. + 10 ft./binder level. A successful Will save negates the effect. Once you have used this ability, you cannot do so again for 5 rounds. Summon Alien: You can summon any creature from the summon monster list that a sorcerer of your level could summon. Any creature you summon with this ability gains the pseudonatural template. Thus, at 10th level you could summon any creature from the summon monster I-V list. When you reach 14th level, you can summon any creature from the summon monster I-VII list.Once you have used this ability, you cannot do so again for 5 rounds. Zceryll, the Star Spawn Bolts of Madness Zceryll, the Star Spawn Summon Alien Eligor, Dragon's Slayer Eligor, Dragon's Slayer A champion both against and for evil dragons, Eligor grants martial prowess both in and out of the saddle, as well as supernatural strength. Vestige Level: 7th Binding DC: 30 Special Requirement: No Influence: You feel pity for all outcasts, particularly half-elves and half-orcs, and you make every effort to befriend any such beings you meet. Because Eligor desires revenge on the deities who abandoned him, he requires that you attack a human, elf, or dragon foe in preference to all others whenever you enter combat. Granted Abilities: In his first life, Eligor was a skilled horseman, and in his second, he served the primary deity of chromatic dragons. Thus, the powers he grants tend to reflect those associations. Chromatic Strike: As a free action, you can charge a melee attack with acid, cold, electricity, or fire. Your next melee attack deals an extra 1d6 points of damage of the chosen energy type. You can charge a single melee attack only once. Eligor's Skill in the Saddle: You gain the benefits of the Mounted Combat and Mounted Archery feats. Eligor's Strength: You gain a +4 bonus to Strength. Eligor's Resilience: You gain a +3 enhancement bonus to natural armor. This bonus improves to +4 at 16th level and to +5 at 20th level. Heavy Armor Proficiency: You are proficient with heavy armor. Eligor, Dragon's Slayer Chromatic Strike Marchosias, King of Killers Marchosias, King of Killers A legendary assassin in life, Marchosias now grants his summoners his supernatural charm, plus the ability to kill or paralyze with one startling attack and to disappear in a puff of smoke. Vestige Level: 7th Binding DC: 30 Special Requirement: No Influence: Marchosias's influence makes you debonair and sly, as though you have some trick up your sleeve and the knowledge of it makes you confident. In addition, Marchosias requires that you use the death attack he grants you against any foe you catch unawares. Granted Abilities: Marchosias gives you an assassin's skill at killing, plus the ability to assume gaseous form and the power to charm foes. Death Attack: If you have sneak attack, you gain the Death Attack ability, as per the assassin class. Fiery Retribution: You deal an extra 3d6 points of fire damage when you strike an opponent who can deal extra damage through a sneak attack, sudden strike, or skirmish attack. This extra damage applies to ranged attacks only if the opponent is within 30 feet. Smoke Form: You can assume the form of a smoke cloud at will, like the gaseous form spell. You can suppress or activate this ability as a standard action. Once you have returned to your normal form from smoke form, you cannot do so again for 5 rounds. Silent and Sure: You gain a +16 competence bonus on Hide and Move Silently checks. Gaseous Form Level: Brd 3, Sor/Wiz 3 Components: S Range: Touch Target: Willing corporeal creature touched Duration: 2 min./level Saving Throw: None Spell Resistance: No The subject and all its gear become insubstantial, misty, and translucent. Its material armor (including natural armor) becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from force effects still apply. The subject gains damage reduction 10/magic and becomes immune to poison and critical hits. It can't attack or cast spells with verbal, somatic, material, or focus components while in gaseous form. (This does not rule out the use of certain spells that the subject may have prepared using the feats Silent Spell, Still Spell, and Eschew Materials.) The subject also loses supernatural abilities while in gaseous form. If it has a touch spell ready to use, that spell is discharged harmlessly when the gaseous form spell takes effect. A gaseous creature can't run, but it can fly at a speed of 10 feet (maneuverability perfect). It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and it can't enter water or other liquid. It also can't manipulate objects or activate items, even those carried along with its gaseous form. Continuously active items remain active, though in some cases their effects may be moot. Marchosias, King of Killers Smoke Form Ashardalon, Pyre of the Unborn Ashardalon, Pyre of the Unborn A seeker of pure power and wealth, the fiendish red dragon Ashardalon was among the toughest creatures of his era. Having escaped death more than once, he grants binders some of his powers as a dragon and fiend, as well as a portion of his great resilience. Vestige Level: 8th Binding DC: 35 Special Requirement: No Influence: You greatly hunger for vengeance against those who harm or slight you. Ashardalon requires you to accept any opportunity to strike a foe who damages or insults you in preference over any other target. Granted Abilities: Ashardalon grants you some of the vast power he collected during his life as a dragon and a fiendish creature. Ashardalon's Creed: You gain a bonus on Appraise checks and Search checks equal to your binder level. You can also locate objects near you, as the spell locate object at will. Ashardalon's Presence: You can strike fear into the hearts of your foes. This acts as the fear spell. Once you have used this ability, you cannot use it again for 5 rounds. Ashardalon's Vigor: Ashardalon grants you some of the vast resilience he enjoyed in life. When you bind this vestige, you gain temporary hit points equal to twice your binder level. These temporary hit points last for up to 24 hours. Fiend's Heart: You share some of the defensive benefits of the balor once bound to Ashardalon's body. This effect grants you damage reduction 10/+3 and resistance to fire 30. Ashardalon, Pyre of the Unborn Fear Ashardalon, Pyre of the Unborn Locate Halphax, the Angel in the Angle Halphax, the Angel in the Angle Gnomes rarely earn a reputation for their military might, but Halphax is one of the few exceptions to that rule. He grants his summoners the ability to defend a fortress and imprison foes, as well as the hardness of stone. Vestige Level: 8th Binding DC: 32 Special Requirement: Halphax's sign must be drawn inside a building. Influence: In his time as a vestige, Halphax seems to have lost all memory of his life as well as any feeling of guilt or shame for his actions. Thus, when you are under his influence, you lose any normal sense of shame or embarrassment. However, if someone threatens a hostage you care about-be it a creature or an item-Halphax requires that you accede to the hostage taker's demands. Granted Abilities: Halphax grants you great knowledge of mechanical arts as well as the power to imprison foes, build defenses, and gird your body with the hardness of stone. Damage Reduction: You gain damage reduction 10/+5. Halphax's Knowledge: You gain a +16 bonus on Lore checks. Imprison: As a standard action, you can make a melee touch attack to imprison your target. If you hit, the target must make a Fortitude saving throw or be imprisoned. This ability functions like the imprisonment spell, except that the imprisonment lasts for a number of rounds equal to your effective binder level. If a target makes its save, you must wait 1d4 rounds before using the ability again. You cannot imprison a creature while you already have another imprisoned from the use of this ability. Iron Defenses: As a standard action, you can cause a series of gnashing defenses to spring into place. This functions as a blade barrier spell. Once you have used this ability, you cannot do so again for 5 rounds. Secure Shelter: At will as a standard action, you can cast Mordenkainen's Magnificient Mansion. Halphax, the Angel in the Angle Imprison Halphax, the Angel in the Angle Iron Defenses Halphax, the Angel in the Angle Secure Shelter Orthos, Sovereign of the Howling Dark Orthos, Sovereign of the Howling Dark Ancient and unknowable, Orthos gives its summoners the power to sense what they cannot see, to fool the sight of others, and to turn their breath into wind that can speak or scour flesh from bones. Vestige Level: 8th Binding DC: 35 Special Requirement: You must summon Orthos within an area of bright illumination. Influence: While influenced by Orthos, you are averse to darkened areas and loud noises. Although you can endure such conditions, they give you a sense of panic and make you short of breath. Orthos requires that you always carry an active light source with a brightness at least equal to that of a candle, and that you not cover it or allow it to be darkened for more than 1 round. Additionally, Orthos requires that you speak only in a whisper. Granted Abilities: Orthos gives you blindsight, displacement, and a breath weapon that you can use as a weapon. Blindsight: You gain blindsight. Displacement: You surround yourself with a light-bending glamer that makes it difficult for others to surmise your true location. Any melee or ranged attack directed at you has a 50% miss chance. Whirlwind Breath: As a standard action, you can exhale a scouring blast of wind in a 60-foot cone. Your whirlwind breath deals 1d6 points of damage per binder level you possess. Every creature in the area can attempt a Reflex save to halve the damage, and must also succeed on a Fortitude save or be knocked prone and moved 1d4×10 feet away from you. Once you have used this ability, you cannot do so again for 5 rounds. Orthos, Sovereign of the Howling Dark Whirlwind Breath Abysm, the Schismed Abysm, the Schismed Abysm, the Schismed, is a living vestige of a psionic mythal. As a vestige, Abysm gives its host access to several psionic effects. Vestige Level: 8th Binding DC: 34 Special Requirement: No Influence: Your speech pattern becomes disconnected, as if many voices are trying to speak through you. Your mannerisms also change from moment to moment: masculine to feminine, regal to shy, and confident to passive. Abysm requires that the binder not use a psicrystal for the duration of the binding. Granted Abilities: While bound to Abysm, you gain powers that various city inhabitants had at some point in their lifetimes. Psionic Boon: You gain 21 power points when you bind to Abysm. These are added to your pool of power if you already possess psionic power, or they create a pool and you become a psionic creature for the duration of this binding. Overpower: You gain access to the psionic powers animal affinity, energy missile, clairvoyant sense, and astral construct for the duration of the binding. You may manifest each power as a psion. Karsite karsite Karsites When the vestige called Karsus yet lived as a powerful wizard, he fathered many children among his slaves and supplicants. Then his failed attempt to steal power from the deity of magic shattered his people's empire and spread them across the world. Thus, over more than a thousand years, his bloodline has tainted nearly every human population, and at times it grows strong enough for a human to give birth to a karsite. When two karsites mate, they breed true. Karsites appear human overall, but they have two distinguishing traits. First, each has one pale blue eye and one eye of another color common to humans. A karsite also has a shock of white hair on his head. These traits appear infrequently among normal humans, and almost never at the same time. In communities where karsites mate exclusively with one another, other features also become common, such as straight blond or black hair, a sharp widow's peak, and a small nose and mouth. Karsite infants appear as normal humans, but as they mature, their strange appearances and powers appear. Most karsites gain their birthright by the time they reach puberty, but for some it comes sooner or later. Superstitious humans often view the change in an emerging karsite's appearance as a sign of a blessing or curse, but few suspect that it is both. Karsus's bloodline allows a matured karsite to resist nonmagical blows and to turn spells cast against him into healing magic, but it also prevents him from ever casting any spell. Karsites born among humans might live and die without ever knowing that their unusual appearance comes with wondrous abilities, but others discover their birthright when they attempt to take up the path of a spellcaster, or when violence leaves them less harmed than it should. Communities of karsites often seek out such “foundlings” to indoctrinate into their philosophy, hoping to swell their numbers and advance their evil agenda. Karsite Racial Traits: Human Traits: Karsites are humans, and gain the human bonus feat and extra skill point +2 Constitution, +2 Charisma: Karsites are exceptionally hardy, and their bloodline gives them a commanding presence. Damage Reduction: A karsite has damage reduction 5/+1. Spell Resistance: A karsite's spell resistance equals 10 + his class levels. Magic Draining Attacks (Su): A karsite's melee attacks can weaken a foe's magic armor, weapon, or shield. If a creature struck in melee by a karsite fails a Will save (DC 10 + Cha modifier), one of the combat-oriented magic items (armor, shield, or weapon) in its possession is suppressed for 1 round. Spell Healing (Su): Whenever a karsite's spell resistance prevents a spell from affecting him, he heals 2 points of damage per spell level. Spellcasting Inability: Karsites cannot cast arcane or divine spells, even if they take levels in a class that grants spellcasting ability. They can use psionic powers and magic items normally. Proficiencies: Karsites are proficient with light and medium armor, and with martial weapons. Favored Class: Binder. Level Adjustment: +2 Ur-Priest Ur-Priests ur-priests (PRESTIGE CLASS) Ur-priests despise gods. However, a small number of them have learned to tap into divine power and use it for their own needs without praying to or worshiping a deity. Instead, each day they go into a trance and mentally steal the power that gods normally channel to devout clerics. Ur-priests are canny and cunning, never stealing too much power from any one deity, but instead metaphysically slip in, draw out the power they need for their spells, and slip out again. They learn to be resilient toward divine power and creative with the energies that they steal. The greatest ur-priest commands the level of power of the most powerful cleric, although she does not have the cleric's variety of spellcasting options. - Hit Die: d8 - Proficiencies: An ur-priest does not gain any additional weapon or armor proficiencies. - Skill Points: 2+ Int modifier. REQUIREMENTS: Alignment: Any evil. Base Save Bonus: Fort +3, Will +3. Skills: Bluff 6 ranks, Intimidate 5 ranks, Concentration 5 ranks, Lore 8 ranks, Spellcraft 8 ranks. Feats: Iron Will, Spell Focus (evil). Special: The character must have no ability to cast divine spells. If such spellcasting ability was previously possessed (as with an ex-cleric), that ability is forever forsaken. CLASS FEATURES: Level 1: 2: Rebuke Undead - As Cleric 3: 4: Divine Spell Resistance 15 5: 6: Siphon Spell Power - Expend lower level slots to cast a higher level spell 7: 8: Divine Spell Resistance 20 9: 10: Spellcasting: The Ur-Priest casts spells as a cleric, except he cannot spontaneously cast cure or inflict spells. He uses Wisdom as his casting statistic, and his caster level is the character's ur-priest levels plus one-half of his levels in all other spellcasting classes. (Any levels gained in the cleric class by an ex-cleric don't count.) Spell Focus (Chaos) Spell Focus (Evil) Spell Focus (Good) Spell Focus (Law) Type of Feat: Race Prerequisite: The named alignment Benefit: Add +1 to the DC for all saving throws against any of your spells that have an alignment descriptor (chaos, evil, good, or lawful) that matches the feat's alignment. Use: Automatic Siphon Spell Power Cast Spell Siphon Spell Power Select Spell Type of Feat: Class Prerequisite: Ur-Priest 6 Benefit: Because they steal whatever power they can, ur-priests learn to manipulate their energy in ways that confound other casters. An ur-priest of 6th level or higher can temporarily sacrifice two (or more) lower-level spell slots and use those slots to prepare a higher-level spell. The higher-level spell must be of a level the ur-priest can cast. Only one exchange of this sort can be made each day. The levels of the lower-level slots are totaled, then reduced to three-quarters (round down) to determine the level of the extra higher-level spell slot. For example, an ur-priest who sacrifices a 3rd-level spell and a 5th-level spell can use that spell slot to prepare an additional 6th-level spell (3 + 5 = 8, and 8 * 3/4 = 6). Use: Selected Winterhide Type of Feat: Shifter Trait Prerequisite: Shifter You can "shift" and assume aspects of your ancestral heritage. While shifting, a winterhide shifter gains a +2 bonus to Constitution, a +1 natural armor bonus to AC, and resistance to cold 5. In addition, a winterhide shifter has a +2 racial bonus on Fortitude saving throws to resist the environmental effects of extreme cold. Use: Automatic. ##ACP Styles 4.0 Reserve## Kensai Assassin Barbarian Fencing INVALID Arcane Demon Blade Warrior Tiger Fang Sun Fist Dragon Palm Bear's Claw Quick Combat Styles Heavy Combat Styles Unarmed Combat Styles Type of Feat: Special Prerequisite: Level 1. Specifics: You have learned to fight with your weapons in different ways. A character with this feat can, assuming he does not have an unusual phenotype, change his fighting style every so often (90 seconds). Combat Style: Kensai You move & flow like water, your weapons an extension of your form. Combat Style: Assassin This combat style lends itself to ambushes & rapid attacks. Combat Style: Barbarian You excel at heavy, brutal attacks with the largest weapons. Combat Style: Fencing This combat style lends itself to fients & graceful ripostes. Combat Style: Arcane Let your mind do the fighting with this telekinesis based combat style. Combat Style: Demon Blade You fight like you're possessed. Combat Style: Warrior This sword & shield combat style is heavy on blocking & counters. Combat Style: Tiger Fang Adopt the Tiger Fang martial arts combat style. Combat Style: Sun Fist Adopt the Sun Fist martial arts combat style. Combat Style: Dragon Palm Adopt the Dragon Palm martial arts combat style. Combat Style: Bear's Claw Adopt the Bear's Claw martial arts combat style. Combat Style: Default Revert to the default combat style. <CUSTOM0> changes their stance. Spiretop Dragon Spiretop Dragon spiretop dragon Spiretop Dragons These dragonets are known for their habit of following ships in order to feed on the fish disturbed by the vessel's passing, much like sea gulls. Sailors sometimes call them crow's nest dragons, since they tend to swoop around the crow's nest of a ship and sometimes perch on it. In Sharn, they build their nests on the very tops of the city's towers, giving them their local name. They are often encountered as companions or familiars. A spiretop dragon is about 18 inches long, with an additional 18 inches of tail. Its wingspan is about 3 feet, and it weighs about 2 pounds. Spiretop Dragon Ability Adjustments: -4 Str, +8 Dex, +2 Con, -4 Int, -2 Cha. Spiretop Dragons are quick in action but fairly dim. Favored Class (Rogue): A multiclass spiretop dragon's rogue class does not count when determining whether they suffer an XP penalty for multiclassing. Racial Traits: - A spiretop dragon's base land speed is 10 feet and they also have a fly speed of 60. - Dragon: Spiretop dragons are dragons and thus are not subject to sleep and paralysis effects. - Tiny: As tiny creatures, spiretop dragons have a +2 bonus to Armor Class, a +2 bonus on attack rolls, and a +8 bonus on Hide checks. - Breath Weapon: A spiretop dragon can exhale a Fog Cloud as if cast by a 3rd level sorcerer. The spiretop dragon must wait 1d4 rounds between uses of this breath weapon. - Natural Armor: Spiretop dragons receive a +2 natural armor bonus due to their hard scales. - Evasion: If a spiretop dragon is exposed to any effect that normally allows it to attempt a Reflex saving throw for half damage, it takes no damage with a successful saving throw. - Bite Attack: A spire dragon can inflict a nasty (1d3) bite for their size. Level Adjustment: +2 Racial Hit Dice: 2 levels of dragon Spiretop Dragon biography Fog Cloud Breath Fog Cloud (Su): A spiretop dragon can breathe out a cloud of billowing vapors equivalent to a fog cloud spell cast by a 3rd-level sorcerer. It typically uses this ability in order to escape from flying opponents. After breathing a fog cloud, a spiretop dragon cannot use this ability again for 1d4 rounds. Mephling, Air Air Mephling mephling Mephlings Scholarly lore contains two different origin stories for the mephlings. In one, mephlings are planetouched offshoots of long-ago unions between mephits and an indeterminate race of humanoids. The other is a darker tale of a megalomaniacal mage seeking to imprint his essence on another race. What is true is that a mephling will occasionally be born to mephit parents. Weaker than their mephit ancestors, mephlings are put out of mephit communities as undesirable runts. They're left to the mercies of the inhospitable planes. Mephit parents revolted by their humanoid child will leave the babe on a hostile plane. Kindly parents will place the child on a habitable plane where it will easily be found by other creatures. Sometimes other creatures adopt the abandoned baby and it grows to reach adulthood. As foundlings raised by parents very different from themselves, mephlings frequently feel out of place. They usually are loners who desire an elusive sense of belonging. Nevertheless, they're attractive and personable, generally liked by people around them. Mephlings in general look like less homely versions of their mephit parents with stunted wings. A typical mephling stands less than 3 feet tall and weighs around 30 pounds, with females slightly taller and heavier than males. An air mephling looks like a short, cloud-white human. Air Mephling Ability Adjustments: +2 Dex, -2 Int, +2 Cha. Air mephlings are quick in action. Favored Class (Bard): A multiclass air mephling's bard class does not count when determining whether they suffer an XP penalty for multiclassing. Racial Traits: - An air mephling's base land speed is 30 feet &amp; they also have a fly speed of 10. - Humanoid: Mephlings are native to the Elemental Planes. They have the humanoid type and gain the extraplanar subtype when not on their respective ancestral plane. Unlike their mephit ancestors, mephlings do not have an elemental subtype. - Small: As Small creatures, mephlings have a +1 bonus to Armor Class, a +1 bonus on attack rolls, and a +4 bonus on Hide checks. - Breath Weapon: Each mephling has a breath weapon, the effect of which varies by the mephling's heritage. - Elemental Casting: Mephlings cast spells with an elemental descriptor that matches their kind (air, earth, fire, or water) at +1 caster level. - Simple Weapons: Mephlings are proficient with all simple weapons. Level Adjustment: +1 Discarded by your mephit birth parents as an infant, you have never really fit in with the society of the kind and very different foster parent that took you in and raised you. Now that they have passed and you have come of age you have decided to say farewell to your old life and explore the multiverse. Mephling, Earth Earth Mephling mephling Mephlings Scholarly lore contains two different origin stories for the mephlings. In one, mephlings are planetouched offshoots of long-ago unions between mephits and an indeterminate race of humanoids. The other is a darker tale of a megalomaniacal mage seeking to imprint his essence on another race. What is true is that a mephling will occasionally be born to mephit parents. Weaker than their mephit ancestors, mephlings are put out of mephit communities as undesirable runts. They're left to the mercies of the inhospitable planes. Mephit parents revolted by their humanoid child will leave the babe on a hostile plane. Kindly parents will place the child on a habitable plane where it will easily be found by other creatures. Sometimes other creatures adopt the abandoned baby and it grows to reach adulthood. As foundlings raised by parents very different from themselves, mephlings frequently feel out of place. They usually are loners who desire an elusive sense of belonging. Nevertheless, they're attractive and personable, generally liked by people around them. Mephlings in general look like less homely versions of their mephit parents with stunted wings. A typical mephling stands less than 3 feet tall and weighs around 30 pounds, with females slightly taller and heavier than males. An earth mephling appears akin to a short, stony, hairless dwarf. Earth Mephling Ability Adjustments: +2 Str, -2 Dex, -2 Int, +2 Cha. Earth mephlings are physically strong but slow to act. Favored Class (Druid): A multiclass earth mephling's druid class does not count when determining whether they suffer an XP penalty for multiclassing. Racial Traits: - An earth mephling's base land speed is 30 feet. - Humanoid: Mephlings are native to the Elemental Planes. They have the humanoid type and gain the extraplanar subtype when not on their respective ancestral plane. Unlike their mephit ancestors, mephlings do not have an elemental subtype. - Small: As Small creatures, mephlings have a +1 bonus to Armor Class, a +1 bonus on attack rolls, and a +4 bonus on Hide checks. - Breath Weapon: Each mephling has a breath weapon, the effect of which varies by the mephling's heritage. - Elemental Casting: Mephlings cast spells with an elemental descriptor that matches their kind (air, earth, fire, or water) at +1 caster level. - Simple Weapons: Mephlings are proficient with all simple weapons. Level Adjustment: +1 Discarded by your mephit birth parents as an infant, you have never really fit in with the society of the kind and very different foster parent that took you in and raised you. Now that they have passed and you have come of age you have decided to say farewell to your old life and explore the multiverse. Mephling, Fire Fire Mephling mephling Mephlings Scholarly lore contains two different origin stories for the mephlings. In one, mephlings are planetouched offshoots of long-ago unions between mephits and an indeterminate race of humanoids. The other is a darker tale of a megalomaniacal mage seeking to imprint his essence on another race. What is true is that a mephling will occasionally be born to mephit parents. Weaker than their mephit ancestors, mephlings are put out of mephit communities as undesirable runts. They're left to the mercies of the inhospitable planes. Mephit parents revolted by their humanoid child will leave the babe on a hostile plane. Kindly parents will place the child on a habitable plane where it will easily be found by other creatures. Sometimes other creatures adopt the abandoned baby and it grows to reach adulthood. As foundlings raised by parents very different from themselves, mephlings frequently feel out of place. They usually are loners who desire an elusive sense of belonging. Nevertheless, they're attractive and personable, generally liked by people around them. Mephlings in general look like less homely versions of their mephit parents with stunted wings. A typical mephling stands less than 3 feet tall and weighs around 30 pounds, with females slightly taller and heavier than males. A fire mephling resembles a miniature devil, with fiery, reddish-bronze skin. Fire Mephling Ability Adjustments: +2 Dex, -2 Int, +2 Cha. Fire mephlings are agile and quick. Favored Class (Sorcerer): A multiclass fire mephling's sorcerer class does not count when determining whether they suffer an XP penalty for multiclassing. Racial Traits: - A fire mephling's base land speed is 30 feet. - Humanoid: Mephlings are native to the Elemental Planes. They have the humanoid type and gain the extraplanar subtype when not on their respective ancestral plane. Unlike their mephit ancestors, mephlings do not have an elemental subtype. - Small: As Small creatures, mephlings have a +1 bonus to Armor Class, a +1 bonus on attack rolls, and a +4 bonus on Hide checks. - Breath Weapon: Each mephling has a breath weapon, the effect of which varies by the mephling's heritage. - Elemental Casting: Mephlings cast spells with an elemental descriptor that matches their kind (air, earth, fire, or water) at +1 caster level. - Simple Weapons: Mephlings are proficient with all simple weapons. Level Adjustment: +1 Discarded by your mephit birth parents as an infant, you have never really fit in with the society of the kind and very different foster parent that took you in and raised you. Now that they have passed and you have come of age you have decided to say farewell to your old life and explore the multiverse. Mephling, Water Water Mephling mephling Mephlings Scholarly lore contains two different origin stories for the mephlings. In one, mephlings are planetouched offshoots of long-ago unions between mephits and an indeterminate race of humanoids. The other is a darker tale of a megalomaniacal mage seeking to imprint his essence on another race. What is true is that a mephling will occasionally be born to mephit parents. Weaker than their mephit ancestors, mephlings are put out of mephit communities as undesirable runts. They're left to the mercies of the inhospitable planes. Mephit parents revolted by their humanoid child will leave the babe on a hostile plane. Kindly parents will place the child on a habitable plane where it will easily be found by other creatures. Sometimes other creatures adopt the abandoned baby and it grows to reach adulthood. As foundlings raised by parents very different from themselves, mephlings frequently feel out of place. They usually are loners who desire an elusive sense of belonging. Nevertheless, they're attractive and personable, generally liked by people around them. Mephlings in general look like less homely versions of their mephit parents with stunted wings. A typical mephling stands less than 3 feet tall and weighs around 30 pounds, with females slightly taller and heavier than males. A water mephling resembles a small, fish-scaled human with black, bulbous eyes. Fire Mephling Ability Adjustments: +2 Con, -2 Int, +2 Cha. Water mephlings are sturdy and durable. Favored Class (Monk): A multiclass water mephling's monk class does not count when determining whether they suffer an XP penalty for multiclassing. Racial Traits: - A water mephling's base land speed is 30 feet. - Humanoid: Mephlings are native to the Elemental Planes. They have the humanoid type and gain the extraplanar subtype when not on their respective ancestral plane. Unlike their mephit ancestors, mephlings do not have an elemental subtype. - Small: As Small creatures, mephlings have a +1 bonus to Armor Class, a +1 bonus on attack rolls, and a +4 bonus on Hide checks. - Breath Weapon: Each mephling has a breath weapon, the effect of which varies by the mephling's heritage. - Elemental Casting: Mephlings cast spells with an elemental descriptor that matches their kind (air, earth, fire, or water) at +1 caster level. - Simple Weapons: Mephlings are proficient with all simple weapons. Level Adjustment: +1 Discarded by your mephit birth parents as an infant, you have never really fit in with the society of the kind and very different foster parent that took you in and raised you. Now that they have passed and you have come of age you have decided to say farewell to your old life and explore the multiverse. An air mephling's breath weapon is a cone of dust and grit (piercing damage) and they cast spells with the Air descriptor at +1 caster level. An earth mephling's breath weapon is a cone of rock shards and pebbles (bludgeoning damage) and they cast spells with the Earth descriptor at +1 caster level. A fire mephling's breath weapon is a cone of fire and they cast spells with the Fire descriptor at +1 caster level. A water mephling's breath weapon is a cone of caustic acid and they cast spells with the Water descriptor at +1 caster level. Mephling Breath Weapon Each mephling has a breath weapon, the effect of which varies by the mephling's heritage. An air mephling's breath weapon is a cone of dust and grit (piercing damage), an earth mephling's breath weapon is a cone of rock shards and pebbles (bludgeoning damage), a fire mephling's breath weapon is a cone of flame (fire damage), and a water mephling's breath weapon is a cone of caustic liquid (acid damage). Regardless of the effect, a mephling's breath weapon fills a 15-foot cone, deals 1d8 points of damage to each target, and allows a Reflex save (10 + 1/2 mephling's Hit Dice + mephling's Con modifier) for half damage. A 1stlevel mephling can use his breath weapon once per day; a higher-level mephling gains one additional use per day for every four levels he has attained. If a mephling can use his breath weapon more than once per day, 1d4 rounds must pass between consecutive uses of the breath weapon. <CUSTOM0> uses a breath weapon. Secondary Attacker This creature's attacks are treated as secondary attacks (-5 penalty) and add only half the creature's Strength bonus to the damage roll. Aranea aranea Araneas Often confused for werespiders, araneas are intelligent, shapechanging spiders with sorcerous powers. In its natural form, an aranea resembles a big spider, with a humpbacked body a little bigger than a human torso. It has fanged mandibles like a normal spider. Two small arms, each about 2 feet long, lie below the mandibles. Each arm has a hand with four many-jointed fingers and a double-jointed thumb. Despite their terrifying appearance, the aranea are a peaceful race of beings. They feed on animals and do not prey upon sapient creatures to live. They tend to live far from civilized society, as they are often hunted by those who do not understand them. Aranea Ability Adjustments: +4 Dex, +4 Con, +4 Int, +2 Wis, +4 Cha Favored Class (Sorcerer): A multiclass aranea's sorcerer class does not count when determining whether they suffer an XP penalty for multiclassing. Racial Traits: - A aranea's base land speed is 50 feet in spider form, 30 in hybrid or humanoid forms. - Medium: As Medium creatures, aranea have no special bonuses or penalties due to their size. - Natural Weapons: An aranea can bite 1d6 points of damage in spider & hybrid form. - Poison: An aranea's bite is poisonous & does 1d6 STR initial damage & 2d6 secondary damage. - Natural Armor: Aranea have +1 natural armor bonus. - Darkvision: Aranea are able to see in the dark as well as daylight. - Sorcerous Casting: Aranea cast spells as a Sorcerer of their hit dice (3rd level) - Simple Weapons: Aranea are proficient with all simple weapons. - Web: Aranea can spin & throw a sticky net-like webbing. - Bonus Feats: Aranea gain Alertness, Improved Initiative & Weapon Finesse as bonus feats. - Skills: Araneas have a +2 racial bonus on Jump, Listen, and Spot checks. They have a +8 racial bonus on Climb checks. - Shapechanger: Aranea are shapechangers. Level Adjustment: +4 Alternate Form Alternate Form: Humanoid Alternate Form: Hybrid Alternate Form: Spider Alternate Form (Su): An aranea's natural form is that of a large monstrous spider. It can assume two other forms. The first is a Medium-size humanoid (the exact form is fixed at birth). The second form is a Medium-size, spider-humanoid hybrid. Changing form is a standard action. The aranea keeps its ability scores and can cast spells, but cannot use webs or poison in humanoid form. In hybrid form, an aranea looks like a humanoid at first glance, but a closer inspection will reveal its fangs & spinneretes. The aranea can use weapons & webs in this form. Web In spider or hybrid form (see below), an aranea can throw a web up to six times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Large size. The web anchors the target in place, allowing no movement. <CUSTOM0> throws webbing. Muckdweller muckdweller Muckdwellers Muckdwellers are bipedal amphibians that dwell in swamps, marshes, and mud-bottomed bodies of still water. Many serve kuo-toa or lizardfolk tribes, surviving on the periphery of such societies and venerating their gods. A muckdweller looks like a miniature bipedal dinosaur with mottled gray and brown scales and a pale yellow underbelly. Its short tail is used for balancing and swimming. It has partially webbed rear feet and small, weak, prehensile foreclaws. Muckdweller Ability Adjustments: -6 Str, +6 Dex, -2 Wis, -2 Cha Favored Class (Rogue): A multiclass muckdweller's rogue class does not count when determining whether he suffers an XP penalty for multiclassing. Racial Traits: - A muckdweller's base land speed is 20 feet. - Tiny: As Tiny creatures, muckdwellers have a +2 size bonus to attacks & armor class & a +8 bonus to Hide. - Natural Weapons: An muckdweller can rake with its claws for 1d3 points of damage. - Natural Armor: Muckdwellers have +3 natural armor bonus due to their scaly hides. - Squirt: A muckdweller can squirt a jet of water into the eyes of a target up to 25 feet away. - Simple Weapons: Muckdwellers are proficient with all simple weapons. - Darkvision: Muckdwellers are able to see in the dark as well as daylight. - Humanoid: Muckdwellers are considered Humanoids for the purpose of spells. Level Adjustment: +0 <CUSTOM0> spits mud. Squirt Squirt (Ex): A muckdweller can squirt a jet of water into the eyes of a target up to 25 feet away. Anyone hit by this attack must make a Reflex save or be blinded for 1 round. The save DC is Dexterity-based. Type of Feat: Race Prerequisite: Killoren Benefit: A killoren gains a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks, and a +2 racial bonus on initiative checks until next rest. You cannot have multiple aspects at one time. Use: Selected Killoren Ancient Type of Feat: Race Prerequisite: Killoren Benefit: You gain +4 to Lore when manifesting Aspect of the Ancient. Use: Automatic Killoren Destroyer Type of Feat: Race Prerequisite: Killoren Benefit: When you are manifesting the aspect of the destroyer, any foe struck by your killoren smite attack must succeed on a Will save (DC 10 + 1/2 your character level + your Cha modifier) or be dazed for 1 round Use: Automatic Killoren Hunter Type of Feat: Race Prerequisite: Killoren Benefit: When you are manifesting the aspect of the hunter, you can take a free action to detect all living creatures within 30 feet, even if you cannot see the creature in question. Any opponent that you cannot see still has total concealment. Use: Selected Type of Feat: Racial Prerequisite: Kalashtar or Empty Vessel Specifics: You gain one extra power point per character level. Use: Automatic. Tome of Battle Feats All the various feats that require Tome of Battle content Return to level selection. Select level of mystery to gain. NOTE: This may take a while when first browsing a particular level's mysteries. Select a mystery to gain. You can select more mysteries You will be able to select more mysteries after you gain another level in a shadowcasting class. Cloak of Shadows Dark Terrain Ebon Whispers Eyes of Darkness Shutters and Clouds Touch of Twilight Umbral Mind Black Magic Body and Soul Dark Reflections Ebon Roads Elemental Shadows Unbinding Shade Veil of Shadows Breath of Twilight Dark Metamorphosis Ebon Walls Eyes of the Night Sky Heart and Soul Shadow Calling Bend Perspective Apprentice, Eyes of Darkness Level/School: 1st/Divination (Scrying) Range: Personal Target: You Duration: 1 round/level You send your vision through shadows and into planar reflections, altering your point of view. You view the world as though you were standing in a different spot. You can move your alternate perspective, as in the spell arcane eye. Its speed is only 10 feet per round, however. Carpet of Shadow Apprentice, Dark Terrain Level/School: 1st/Conjuration (Creation) Range: Close (25 ft. + 5 ft./2 levels) Area: 10-ft. square Duration: 1 minute/level Saving Throw: None Spell Resistance: No The ground becomes rough and hazardous, the real floor superimposed with irregular terrain of the Plane of Shadow. You cloak the ground with an uneven and hard to traverse surface. All movement speed is halved. Dusk and Dawn Apprentice, Shutters and Clouds Level/School: 1st/Evocation Range: Close (25 ft. + 5 ft./2 levels) Area: 20-ft.-radius emanation centered on a point in space Duration: 10 minutes/level (D) Saving Throw: None Spell Resistance: No By drawing shade from the Plane of Shadow, or banishing the shadows back to it, you control the level of illumination in the area. You make a dark area lighter or a light area darker, blanketing the affected area in shadowy illumination. Creatures with darkvision can see through this area normally. Dusk and Dawn - Dusk Dusk and Dawn - Dawn Life Fades Apprentice, Touch of Twilight Level/School: 1st/Necromancy Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: Yes A wave of darkness washes over the subject, sapping his energy into the Plane of Shadow. Your touch deals 1d6 points of damage per caster level (maximum 5d6) and causes the subject to become fatigued for 1 round per caster level (a Fortitude save negates the fatigue). Mesmerizing Shade Apprentice, Umbral Mind Level/School: 1st/Enchantment (Compulsion) [Mind Affecting] Range: Close Target: One creature Duration: 1 round Saving Throw: Will partial Spell Resistance: Yes Shadows flicker before the eyes and in the mind of the subject creature, which suddenly seems to be disoriented. Shadow flickers around the subject, distracting and dazing him. The subject can avoid the daze effect with a successful Will saving throw, but still takes a -1 penalty on attack rolls, checks, and saves. Steel Shadows Apprentice, Cloak of Shadows Level/School: 1st/Abjuration Range: Personal Target: You Duration: 10 minutes/level Darkness coalesces about your body, forming a shadow-shape of armor and another that looks like a shield. Although they are as weightless as the air, you know they'll protect you as well as if they were made of steel. Steel shadows grants you a +3 armor bonus and a +3 shield bonus to AC. Voice of Shadow - Approach Voice of Shadow - Drop Voice of Shadow - Fall Voice of Shadow - Flee Voice of Shadow - Halt Black Fire Apprentice, Dark Terrain Level/School: 2nd/Evocation [Cold] Range: Close (25 ft. + 5 ft./2 levels) Area: Wall of Black Flame Duration: 1 round/level Saving Throw: Reflex negates Spell Resistance: Yes You open a conduit to the Plane of Shadow, drawing its elements into the world and igniting a black fire on the ground. You create a shadowy curtain of black flame that covers the affected squares. The fire deals 1d6 points of cold damage per two caster levels, Reflex negates. Congress of Shadows Apprentice, Ebon Whispers Level/School: 2nd/Divination [Mind-Affecting] Range: Infinite Target: Your party Duration: Instantaneous Saving Throw: None Spell Resistance: None You look toward your shadow and speak a few words knowing that some distance away, a subject hears them and might reply. You speak, and your words appear in the mind of your party. The members can then reply. Flesh Fails Apprentice, Touch of Twilight Level/School: 2nd/Necromancy Range: Touch Target: Living creature touched Duration: Instantaneous Saving Throw: None Spell Resistance: Yes You open your enemy to the darkness, trading his physical attributes for weaker abilities belonging to creatures of shadow. You deal either 4 points of Strength damage, 4 points of Dexterity damage, or 2 points of Constitution damage to the subject; you choose which kind of ability damage when you cast the mystery. Flesh Fails - Dexterity Flesh Fails - Constitution Piercing Sight Apprentice, Eyes of Darkness Level/School: 2nd/Divination Range: Personal Target: You Duration: 1 minute/level You view the shadow reflection of the world around you, allowing you to penetrate darkness and mystical obstructions. You can see invisible and ethereal creatures and objects as with the see invisibility spell. In addition, you gain darkvision out to 60 feet. Sight Eclipsed Apprentice, Cloak of Shadows Level/School: 2nd/Illusion (Glamer) Range: Personal Target: You Duration: 1 round/level You cloak yourself in shadow and shift the light that would reveal you into the Plane of Shadow. While this mystery is in effect, you gain Hide in Plain Sight. Shadow Skin Apprentice, Shutters and Clouds Level/School: 2nd/Abjuration Range: Personal Target: You Duration: 1 round Semisolid shadows rise up and serve as protectors, flickering around you and absorbing some of the damage you might otherwise have taken. You can cast this mystery as an immediate action. You gain damage reduction according to your caster level. Caster Level DR Up to 4th 5/+1 5th-9th 10/+1 10th-14th 10/+2 15th-19th 15/+2 20th 15/- Thoughts of Shadow Apprentice, Umbral Mind Level/School: 2nd/Transmutation Range: Touch Target: Creature touched Duration: 1 minute/level Saving Throw: None Spell Resistance: No You open the subject's mind to shadow, and the new perceptions it offers. You grant the subject a +4 enhancement bonus to Intelligence, Wisdom, or Charisma. You decide which ability you are enhancing when you cast the mystery, and you may not later alter your choice Thoughts of Shadow - Intelligence Thoughts of Shadow - Wisdom Thoughts of Shadow - Charisma Afraid of the Dark Apprentice, Umbral Mind Level/School: 3rd/Illusion (Mind-Affecting, Shadow) Range: Medium (100 ft. + 10 ft./level) Target: One living creature Duration: Instantaneous Saving Throw: Will half Spell Resistance: Yes A shadowy image of your foe appears before him and reaches out to clutch him before vanishing. You draw forth a twisted reflection of your foe from the Plane of Shadow. The image unerringly touches the subject, causing Wisdom damage equal to 1d6 points +1 point per four caster levels (maximum +5). A Will saving throw halves the Wisdom damage. Clinging Darkness Apprentice, Dark Terrain Level/School: 3rd/Conjuration (Creation) Range: Close (25 ft. + 5 ft./2 levels) Area: 20-ft.-radius emanation Duration: 1 minute/level Saving Throw: Reflex negates Spell Resistance: Yes Shadow oozes out of the floors, the walls, even the air, filling the area with wisps of writhing blackness. Creatures within the area become coated in these clinging shadows. Any creature affected by this mystery must make a Reflex save or become immobilized for one round. This applies each round they are in the area of effect. Dancing Shadows Apprentice, Shutters and Clouds Level/School: 3rd/Illusion (Glamer) Range: Touch Target: One creature Duration: 1 round/level You draw the shadows around yourself or another subject, where they waver and shift, partially obscuring form. You grant the subject gains total concealment. Flicker Apprentice, Ebon Whispers Level/School: 3rd/Conjuration (Teleportation) Range: Personal Target: You Duration: 1 round/level You flash through the conduits and pathways of the Plane of Shadow, manifesting in multiple locations in the real world. Once you have cast this mystery you may, once per round as an immediate action, instantly transfer yourself from your current location to any other spot within a close distance. This is done by a feat added to your class radial. Killing Shadows Apprentice, Eyes of Darkness Level/School: 3rd/Transmutation Range: 30 ft. Effect: Cone Duration: Instantaneous Saving Throw: Will half Spell Resistance: Yes Your eyes turn black and shoot forth a shadowy cone of punishment. Creatures within a cone of killing shadows take 1d8 points of damage per caster level (maximum 10d8), or half that amount on a successful Will save. Sharp Shadows Apprentice, Cloak of Shadows Level/School: 3rd/Abjuration Range: Personal Target: You Duration: 1 minute/level You cloak yourself in sharp spikes of darkness. Although they are weightless and do nothing to impede you, your foes soon discover that they're not so lucky. A creature striking you takes 1d6 points of piercing damage +1 point per caster level (maximum +15). Damage from sharp shadows is not considered magical for the purpose of overcoming damage reduction. Umbral Touch Apprentice, Touch of Twilight Level/School: 3rd/Conjuration Range: Touch Target: Creature or creatures touched Duration: 1 minute/level (D); see text Saving Throw: Fortitude partial Spell Resistance: Yes Darkness surrounds your hand, turning it into a deadly weapon. Umbral touch infuses one of your hands with dark, shadowy energy, allowing you to make debilitating melee touch attacks. A successful strike deals 5d6 points of damage to a target, which must succeed on a Fortitude saving throw or also be slowed for one round. You may make one touch attack per caster level. Aura of Shade Initiate, Elemental Shadows Level/School: 4th/Abjuration [Cold] Range: Touch Target: Creature touched Duration: 1 round/level The environment grows immediately more comfortable as you surround yourself with an aura of protective shadow. You protect the subject from low temperatures and cold energy with a thin layer of that energy's shadowy reflection. This absorbs cold damage from attacks and effects. When an aura of shade absorbs a total of 12 points of cold damage per caster level (maximum 120), it expires. For as long as the aura is active, the subject's weapon or natural weapon melee attacks deal an extra 1d6 points of cold damage. Bolster Initiate, Body and Soul Level/School: 4th/Transmutation Range: Touch Target: Creature touched Duration: 10 minutes/level or until discharged By linking the creature touched and the Plane of Shadow, you temporarily trade some of its traits for more potent ones belonging to creatures of that shady realm. You grant the subject 5 temporary hit points for each of its Hit Dice (maximum 75). Shadow Evocation Initiate, Dark Reflections Level/School: 4th/Illusion (Shadow) This mystery can mimic an evocation spell of lower than 5th level. Select Shadow Evocation Shadow Vision Initiate, Veil of Shadows Level/School: 4th/Transmutation Range: Medium (100 ft. + 10 ft./level) Target: One creature with an Intelligence of 3 or higher Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes The subject's vision overlaps the Plane of Shadow, causing him to see flickering images, areas of darkness, and other visual discrepancies with the material world. You impede the subject's vision and its ability to determine what's happening around it. The subject takes a -4 penalty on attack rolls, saves, and skill checks. In addition, you have total concealment with respect to the subject. Shadows Fade Initiate, Unbinding Shade Level/School: 4th/Abjuration Range: Medium (100 ft. + 10 ft./level) Target: One creature or object; or 20-ft.-radius burst Duration: Instantaneous You reach into shadow and draw forth the reflection of active magic, merging it with that magic and causing them to cancel each other. This mystery functions like the spell dispel magic. Step Into Shadow Initiate, Ebon Roads Level/School: 4th/Conjuration (Teleportation) Range: Long (400 ft. + 40 ft./level) Target: You and touched objects or other touched willing creatures Duration: Instantaneous You transport yourself through the Plane of Shadow to any spot within range. Your shadow stretches out from you until it reaches your chosen destination, passing through solid objects and moving independently of the ambient light. You appear to fall into your shadow at one end, and rise from it at the other. This mystery functions like the spell dimension door. Step Into Shadow - Self Step Into Shadow - Party Warp Spell Initiate, Black Magic Level/School: 4th/ Abjuration Range: Close (25 ft. + 5 ft./2 levels) Target: A spell or mystery cast by someone else Duration: Instantaneous Saving Throw: Will negates; see text Spell Resistance: No You reach out with shadowy energies, banishing your foe's spell or mystery into the Plane of Shadow while replacing it with its dark reflection. You can cast this mystery as an immediate action to warp another caster's spell or mystery. In this case, warp spell must be used at the moment of the other caster's casting. To be successful, you must beat the other caster on an opposed caster level check (1d20 + caster level). If you do not, you have failed to take control of his spell or mystery, and it manifests normally. If you succeed on the opposed check, the other caster's mystery or spell is countered, and you gain one additional use of an apprentice-path mystery that you know. You can keep this additional use until a later turn (requiring a standard action to activate), but it must be used within 1 hour or it is lost. Curtain of Shadows Initiate, Veil of Shadows Level/School: 5th/Transmutation Range: Close (25 ft. + 5 ft./2 levels) Effect: Shadowy wall Duration: 1 minute/level Saving Throw: None Spell Resistance: No You create a wall of frigid shadow that wracks all who pass through it with cold. You create a wall of shadow. Any creature passing through the wall takes 1d6 points of cold damage per caster level (maximum 15d6). Dark Air Initiate, Elemental Shadows Level/School: 5th/Transmutation [Air] Reaching out with your mind to the darkness attached to your soul, you infuse nature with shadow and compel it to do your will. This mystery acts like the spell control wind, tossing creatures about and knocking them to the ground if they fail a reflex save. Echo Spell Initiate, Black Magic Level/School: 5th/Universal Range: Close (25 ft. + 5 ft./2 levels) Effect: Repeat a previously cast spell or mystery Duration: See text Saving Throw: See text Spell Resistance: See text Even as you recoil from your enemy's spell, you reach into the Plane of Shadow and draw forth the spiritual reflection of that spell. With a grin, you manifest it in the physical world and hurl it back at him. You can "echo" a mystery or spell cast by anyone other than yourself, causing it to remanifest under your control. You choose the mystery or spell's target, and make any other choices involved in casting it. You cast the mystery or spell using your mystery user level (use your Cha modifier to determine the mystery or spell's DC; its duration, saves, and the like are as normal for that spell). You cannot echo a mystery or spell of a higher level than the highest-level mystery you can cast, and you can never echo a mystery or a spell of higher than 4th level. To use the echoed spell, cast the Echo Spell mystery on the desired target. Feign Life Initiate, Dark Reflections Level/School: 5th/Transmutation Range: Medium (100 ft. + 10 ft./level) Target: One Huge or Gargantaun object Duration: 1 round/level You infuse an object with shadowstuff, causing it to animate at your command. This mystery summons a huge animated object, increasing to garguantuan at 16th caster level. The item summoned grows dark and warped, becoming more sharp-edged and appearing slightly worn or decayed for the duration of the effect. In addition, an object animated by this mystery benefit from concealment. Languor Initiate, Body and Soul Level/School: 5th/Enchantment (Compulsion) Range: Close (25 ft. + 5 ft./2 levels) Target: One creature or one creature/level, no two of which are more than 30 ft. apart; see text Duration: 1 round/2 levels Saving Throw: Will negates Spell Resistance: Yes You channel shadowstuff into the subject's shadow, literally weighing him down under its weight. Languor functions like either the spell slow or the spell hold monster. You choose which version you want before the effect begins. If you choose hold monster, the mystery can affect only one subject. Languor - Slow Languor - Hold Pass Into Shadow Initiate, Ebon Roads Level/School: 5th/Conjuration (Teleportation) Range: Touch Effect: Creature touched, or up to eight willing creatures joining hands Duration: Instantaneous You break down the boundaries between worlds, opening a path into the Plane of Shadow. This mystery functions like the spell teleport. Pass Into Shadow - Self Pass Into Shadow - Party Unravel Dweomer Initiate, Unbinding Shade Level/School: 5th/Abjuration Range: Close (25 ft. + 5 ft./2 levels) Target: Up to one creature/level, all within 30 ft. of each other Duration: Instantaneous Saving Throw: See text Spell Resistance: No You open a conduit to the Plane of Shadow, leaching out the energy maintaining an ongoing magical effect. This mystery functions like the spell break enchantment. Flood of Shadows Initiate, Black Magic Level/School: 6th/Abjuration Range: Close (25 ft. + 5 ft./2 levels) Area: 20-ft.-radius spread Duration: 10 minutes/level Saving Throw: None Spell Resistance: See text You inundate the area with strange energies from the Plane of Shadow, warping the effects of magic. A flood of mystical shadow-power renders casting more difficult. To cast most spells while in an area affected by flood of shadow, the caster must succeed on a Spellcraft check (DC 15 + spell level), or the spell is lost with no effect. Mysteries can be cast within or into the affected area without making the Spellcraft check. In addition, if a mystery originates in an area affected by flood of shadow, its variable numerical effect is increased by 50% (as if it was empowered), although its level does not increase. This does not stack with empower mystery. Greater Shadow Evocation Initiate, Dark Reflections Level/School: 6th/Illusion (Shadow) This mystery functions like the spell greater shadow evocation, except as noted above. In addition, this mystery can mimic an evocation spell of lower than 7th level (rather than 8th). Shadow Investiture Initiate, Body and Soul Level/School: 6th/Transmutation Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/level You draw the subject's shadow to you and sculpt it into a new shape. The subject warps even as its shadow does. You infuse the subject with the power contained in its own shadow. This grants the creature resistance to cold 15, the evasion ability, and the ability to see in darkness. Shadow Storm Initiate, Elemental Shadows Level/School: 6th/Evocation [Electricity, Cold] Range: Medium (100 ft. + 10 ft./level) Targets: One primary target, plus one secondary target/ level (each of which must be within 30 ft. of the primary target) Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes From a sudden rift into the Plane of Shadow, a cold wind begins to blow. Torrents of shadow arc out, draining the life from nearby creatures. This mystery creates a blast of electricity and cold energy, much like some of the most fearsome weather found on the Plane of Shadow. The storm strikes one target initially, then arcs to other targets. The storm deals 1d6 points of damage per caster level (maximum 20d6). Half of this damage is electricity damage, and the other half is cold damage. After it strikes, the storm arcs (like the spell chain lightning) to a number of secondary targets equal to your caster level (maximum twenty). The secondary arcs each strike one target and deal half as much damage as the primary one did (round down). Unveil Initiate, Veil of Shadows Level/School: 6th/Divination Range: Touch Target: Creature touched Duration: Instantaneous Reaching into the shadow of the creature, you grasp the shadows of the deleterious things that affect it and tear them away. This mystery immediately ends any of the following adverse conditions: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, immobilized, insanity, nauseated, sickened, stunned, and poisoned. In addition, it negates the effects of the mysteries mesmerizing shade and shadow hood, and cancels curses as the spell remove curse. Voyage Into Shadow Initiate, Ebon Roads Level/School: 6th/Illusion (Shadow) Range: Touch Targets: Up to one touched creature/level Duration: Instantaneous You and other creatures you touch enter the Plane of Shadow for a brief span, using it as a means of crossing great distances on the Material Plane. This mystery functions like the spell greater teleport. Voyage Into Shadow - Self Voyage Into Shadow - Party Dark Soul Master, Heart and Soul Level/School: 7th/Enchantment (Compulsion) [Mind Affecting] Range: Personal Target: You Duration: 1 round/level Saving Throw: Will negates; see text Spell Resistance: Yes; see text You open the subject's mind to the Plane of Shadow, altering its personality. You turn the dark energies from the Plane of Shadow upon another creature, compelling it to act in ways that it normally would not. While this effect is active, you can use a standard action to focus the shadow energies on one living creature within 30 feet that you select. The creature must succeed on a Will saving throw (DC 17 + your Cha modifier) or immediately make a melee attack against one target within its reach. This is done through a feat added to your class radial. Ephemeral Image Master, Dark Metamorphosis Level/School: 7th/Illusion (Shadow) Effect: One shadow duplicate Duration: 1 minute/level Saving Throw: None Spell Resistance: No You detach your own shadow and animate it with extraplanar energies, creating a dark-hued, hazy duplicate of yourself. This mystery functions like the spell project image, except as noted above. If the image exceeds 100 feet + 10 ft per caster level from the caster, it ceases to function. Life Fades, Greater Master, Breath of Twilight Level/School: 7th/Necromancy Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature/level in a 20-ft.-radius spread Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: Yes Draining shadows erupt around your foes, funneling their essence and energy into the Plane of Shadow. Your touch deals 1d6 points of damage per caster level (maximum 20d6) and causes the subject to become exhausted for 1 round per caster level (a Fortitude save reduces the damage by half and decreases the exhaustion to fatigue). Prison of Night Master, Ebon Walls Level/School: 7th/Conjuration (Creation) Range: Close (25 ft. + 5 ft./2 levels) Target: One Huge or smaller creature Duration: 1 round/level Saving Throw: Fortitude negates; see text Spell Resistance: Yes You solidify extraplanar shadow, creating a solid prison of darkness. This mystery immobilizes the subject in a prison of shadowstuff. This prison blocks both line of effect and line of sight to the creature inside it, and is impenetrable from the outside. The creature inside the prison takes 1d6 points of cold damage at the beginning of each round that it remains inside the prison. Once each round as a standard action, a creature caught in the prison can attempt a Fortitude saving throw against the spell's original DC to break out of the prison. Success means that the creature can move out of the prison, and it fades to nothingness. Failure means that the creature takes 1d4 points of Constitution damage and remains trapped. Truth Revealed Master, Eyes of the Night Sky Level/School: 7th/Divination Range: Personal Target: You Duration: 1 minute/level By focusing on the spiritual shadow of the world, you can see hidden truths. This mystery functions like the spell true seeing. Umbral Servant Master, Shadow Calling Level/School: 7th/Conjuration (Summoning) Range: Close (25 ft. + 5 ft./2 levels) Effect: One summoned creature Duration: 1 round/level You summon a creature of shadow to serve you, calling it through the barriers between worlds. This mystery functions like the spell summon monster I, except as noted here. You can summon one Huge shadow elemental. Far Sight Master, Eyes of the Night Sky Level/School: 8th/Divination (Scrying) Range: See text Effect: Magical sensor Duration: 1 minute/level Saving Throw: Will negates Spell Resistance: Yes You alter your perceptions to see through any shadow, anywhere. Far sight is similar to the spell greater scrying, with the modifications described here. This mystery allows you to see the subject's true essence, as with the truth revealed mystery. Flesh Fails, Greater Master, Breath of Twilight Level/School: 8th/Necromancy Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature/level in a 20-ft.-radius spread Duration: Instantaneous Saving Throw: None Spell Resistance: Yes Your foes suddenly find their bodies infused with shadowstuff, weakening them greatly. This mystery functions like the mystery flesh fails, except that you can affect multiple subjects, and you deal either 6 points of Strength damage, 6 points of Dexterity damage, or 4 points of Constitution damage. You must deal the same kind of ability damage to all subjects. Flesh Fails, Greater - Strength Flesh Fails, Greater - Dexterity Flesh Fails, Greater - Constitution Shadow Plague Master, Shadow Calling Level/School: 8th/Conjuration (Creation) [Cold] This mystery functions like the spell incendiary cloud, except that it deals cold damage rather than fire damage. Soul Puppet Master, Heart and Soul Level/School: 8th/Enchantment (Compulsion) [Mind Affecting] Range: Touch Target: One living creature touched Duration: 1 min/level Saving Throw: Will negates Spell Resistance: Yes Tendrils of shadow creep from your fingers, through the Plane of Shadow, and into the soul of the subject by way of its own shadow. You now control the creature's actions as if it were a puppet. The control granted by soul puppet follows the same mechanics as the spell dominate monster. Tomb of Night Master, Ebon Walls Level/School: 8th/Conjuration (Creation) Range: Close (25 ft. + 5 ft./2 levels) Target: One Huge or smaller creature Duration: 1 round/level Saving Throw: Fortitude negates; see text Spell Resistance: Yes You solidify extraplanar shadow, creating a solid prison of darkness. This mystery immobilizes the subject in a prison of shadowstuff. This prison blocks both line of effect and line of sight to the creature inside it, and is impenetrable from the outside. The creature inside the prison takes 3d6 points of cold damage at the beginning of each round that it remains inside the prison. Once each round as a standard action, a creature caught in the prison can attempt a Fortitude saving throw against the spell's original DC to break out of the prison. Success means that the creature can move out of the prison, and it fades to nothingness. Failure means that the creature gains a negative level and remains trapped. Umbral Body Master, Dark Metamorphosis Level/School: 8th/Transmutation Range: Personal Target: You Duration: 1 round/level You become a being of shadow, rather than one of substance. You gain the incorporeal subtype. Army of Shadow Master, Shadow Calling Level/School: 9th/Conjuration (Summoning) Range: Close (25 ft. + 5 ft./2 levels) Effect: One summoned creature Duration: 1 minute/ level Reality seems to tear open, revealing a dark rift. From the blackness, a shadow elemental emerges. This mystery functions like the spell summon monster I, except as noted here. You can summon one Elder shadow elemental. Consume Essence Master, Ebon Walls Level/School: 9th/Necromancy [Death] Range: Touch Target: One living creature Duration: Instantaneous, then 1 round/level Saving Throw: Will negates Spell Resistance: Yes You reach out and peel the subject's shadow away, then wrap it inside your own. The target of this horrid mystery must succeed on a Will saving throw or die. If the creature succumbs to the mystery and dies, it immediately returns to life, gains the dark creature template, and is under your control. The creature remains in this state for 1 round per level, and then dies again. Ephemeral Storm Master, Breath of Twilight Level/School: 9th/Evocation Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature/2 levels, no two of which are more than 20 ft. apart Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: Yes The air explodes with shadowy tendrils that slice like blades. Targets of ephemeral storm must make a Fortitude save or die. Those who succeed take 5d6 points of damage. Reflections of Things to Come Master, Eyes of the Night Sky Level/School: 9th/Divination Range: Personal Target: You Duration: 10 minutes/level Using the greatest of magic, you peer through the Plane of Shadow back into the Material Plane, and view shadows and reflections of events that have not yet happened. This mystery grants you knowledge of what will occur (or at least what is likely to occur), granting you several benefits. You gain the uncanny dodge ability, a +10 bonus to Armor Class, and the improved initiative feat. Shadow Surge Master, Heart and Soul Level/School: 9th/Enchantment (Compulsion) [Mind Affecting] Range: Close (25 ft. + 5 ft./2 levels) Target: Up to one living creature/level, no two of which are more than 30 ft. apart Duration: 1 round Saving Throw: Will negates Spell Resistance: Yes You send the nearby souls plummeting into darkness, leaving their bodies empty vessels that follow your will. This mystery functions like the spell dominate monster, except as noted above. Shadow Time Master, Dark Metamorphosis Level/School: 9th/Transmutation Duration: 1d4+4 rounds (apparent time); see text for time stop This mystery functions like the spell time stop, except as noted above. Voice of Shadow Apprentice, Ebon Whispers Level/School: 1st/Enchantment (Compulsion) [Mind-Affecting] Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round Saving Throw: Will negates Spell Resistance: Yes By speaking via a conduit through the Plane of Shadow, you deliver a commanding message. This mystery functions like the spell command, except if cast on undead or constructs. They are dazed for the duration. Flesh Fails - Strength Shadows Fade, Greater Initiate, Unbinding Shade Level/School: 6th/Abjuration This more potent version of the mystery shadows fade functions like the spell greater dispel magic. Arrow of Dusk Fundamental Level/School: 1st/Evocation Range: Medium (100 ft. + 10 ft./level) Effect: Ray Duration: Instantaneous Saving Throw: None Spell Resistance: No A bolt of shadow springs from your hand, draining vitality where it strikes. You must succeed on a ranged touch attack to deal 2d4 points of damage to the target. Black Candle Fundamental Level/School: 1st/Evocation [Light or Darkness] Range: Touch Target: Object touched Duration: 1 round/level Saving Throw: None Spell Resistance: No You draw on extraplanar shadow or banish existing shadows to let in the light. This mystery functions like the spell light or the spell darkness. Only one of these two effects is possible per use, and you must decide which effect is desired when casting. Black Candle - Light Black Candle - Dark Caul of Shadow Fundamental Level/School: 1st/Abjuration Range: Personal Target: You Duration: 1 minute/level A shifting, whirling field of semisolid shadows and tiny rifts in the air rises around you. Caul of shadow faintly darkens your form, but does not provide any bonuses on Hide checks or similar efforts. You gain a +1 deflection bonus to AC, with an additional +1 for every six caster levels (maximum bonus +4). Mystic Reflections Fundamental Level/School: 0/Divination Range: Close Target: One creature Duration: Instantaneous You peer slightly into the Plane of Shadow and can see the distortion in an object's shadow-self caused by the presence of magic. This mystery lists all magical effects on a target creature. Sight Obscured Fundamental Level/School: 0/Illusion (Glamer) Range: Touch Target: Creature touched Duration: 1 round/level You cloak the subject and her movements in subtly shifting shadow. This mystery grants a +5 circumstance bonus on Hide and Pick Pocket checks. Shadow Hood Fundamental Level/School: 0/Evocation Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/level Saving Throw: Will negates Spell Resistance: No Swirling shadows manifest around your foe's head. Swirling tendrils and bursts of mystic shadow distract the subject. It takes a -1 penalty on attack rolls and Dexterity-based checks. Umbral Hand Fundamental Level/School: 1st/Transmutation Range: Close (25 ft. + 5 ft./ 2 levels) Target: One unattended object weighing up to 5 lb./level You point your finger at a distant object, and the shadows seem to grasp and tug at it. This mystery functions like the power far hand. Implementation note - WARNING: The method used for moving the object involves creating a copy and destroying the original. This may break some modules. Widened Eyes Fundamental Level/School: 1st/Divination Range: Personal Target: You Duration: 10 minutes/level You cover your eyes with a filter of shadow that channels and enhances incoming light. You gain low-light vision. Path Focus - Cloak of Shadows Path Focus - Dark Terrain Path Focus - Ebon Whispers Path Focus - Eyes of Darkness Path Focus - Shutters and Clouds Path Focus - Touch of Twilight Path Focus - Umbral Mind Path Focus - Black Magic Path Focus - Body and Soul Path Focus - Dark Reflections Path Focus - Ebon Roads Path Focus - Elemental Shadows Path Focus - Unbinding Shade Path Focus - Veil of Shadows Path Focus - Breath of Twilight Path Focus - Dark Metamorphosis Path Focus - Ebon Walls Path Focus - Eyes of the Night Sky Path Focus - Heart and Soul Path Focus - Shadow Calling Type of Feat: Shadowcasting Prerequisite: Shadowcasting Specifics: You function at +1 caster level when casting mysteries of this path. Additionally, add +1 to the DC of all saving throws against mysteries from this path. Use: Automatic. Shadowcasting Feats Contains all feats used by the Shadowcasting system Greater Path Focus - Cloak of Shadows Greater Path Focus - Dark Terrain Greater Path Focus - Ebon Whispers Greater Path Focus - Eyes of Darkness Greater Path Focus - Shutters and Clouds Greater Path Focus - Touch of Twilight Greater Path Focus - Umbral Mind Greater Path Focus - Black Magic Greater Path Focus - Body and Soul Greater Path Focus - Dark Reflections Greater Path Focus - Ebon Roads Greater Path Focus - Elemental Shadows Greater Path Focus - Unbinding Shade Greater Path Focus - Veil of Shadows Greater Path Focus - Breath of Twilight Greater Path Focus - Dark Metamorphosis Greater Path Focus - Ebon Walls Greater Path Focus - Eyes of the Night Sky Greater Path Focus - Heart and Soul Greater Path Focus - Shadow Calling Type of Feat: Shadowcasting Prerequisite: Path Focus in the chosen Path Specifics: You function at +1 caster level when casting mysteries of this path. Additionally, add +1 to the DC of all saving throws against mysteries from this path. These bonuses stack with those granted by Path Focus. Use: Automatic. Nocturnal Caster - Cloak of Shadows Nocturnal Caster - Dark Terrain Nocturnal Caster - Ebon Whispers Nocturnal Caster - Eyes of Darkness Nocturnal Caster - Shutters and Clouds Nocturnal Caster - Touch of Twilight Nocturnal Caster - Umbral Mind Nocturnal Caster - Black Magic Nocturnal Caster - Body and Soul Nocturnal Caster - Dark Reflections Nocturnal Caster - Ebon Roads Nocturnal Caster - Elemental Shadows Nocturnal Caster - Unbinding Shade Nocturnal Caster - Veil of Shadows Nocturnal Caster - Breath of Twilight Nocturnal Caster - Dark Metamorphosis Nocturnal Caster - Ebon Walls Nocturnal Caster - Eyes of the Night Sky Nocturnal Caster - Heart and Soul Nocturnal Caster - Shadow Calling Type of Feat: Shadowcasting Prerequisite: Shadowcasting Specifics: Choose one path of mysteries or school of magic to which you have access. At night, the save DC of all associated mysteries or spells increases by +1. This bonus stacks with similar bonuses, such those from the Path Focus feats. Use: Automatic. Favored Mystery - Bend Perspective Favored Mystery - Carpet of Shadow Favored Mystery - Dusk and Dawn Favored Mystery - Life Fades Favored Mystery - Mesmerizing Shade Favored Mystery - Steel Shadows Favored Mystery - Voice of Shadow Favored Mystery - Black Fire Favored Mystery - Congress of Shadows Favored Mystery - Flesh Fails Favored Mystery - Piercing Sight Favored Mystery - Sight Eclipsed Favored Mystery - Shadow Skin Favored Mystery - Thoughts of Shadow Favored Mystery - Afraid of the Dark Favored Mystery - Clinging Darkness Favored Mystery - Dancing Shadows Favored Mystery - Flicker Favored Mystery - Killing Shadows Favored Mystery - Sharp Shadows Favored Mystery - Umbral Touch Favored Mystery - Aura of Shade Favored Mystery - Bolster Favored Mystery - Shadow Evocation Favored Mystery - Shadow Vision Favored Mystery - Shadows Fade Favored Mystery - Step Into Shadow Favored Mystery - Warp Spell Favored Mystery - Curtain of Shadows Favored Mystery - Dark Air Favored Mystery - Echo Spell Favored Mystery - Feign Life Favored Mystery - Languor Favored Mystery - Pass Into Shadow Favored Mystery - Unravel Dweomer Favored Mystery - Flood of Shadows Favored Mystery - Greater Shadow Evocation Favored Mystery - Shadow Investiture Favored Mystery - Shadow Storm Favored Mystery - Shadows Fade, Greater Favored Mystery - Unveil Favored Mystery - Voyage Into Shadow Favored Mystery - Dark Soul Favored Mystery - Ephemeral Image Favored Mystery - Life Fades, Greater Favored Mystery - Prison of Night Favored Mystery - Truth Revealed Favored Mystery - Umbral Servant Favored Mystery - Far Sight Favored Mystery - Flesh Fails, Greater Favored Mystery - Shadow Plague Favored Mystery - Soul Puppet Favored Mystery - Tomb of Night Favored Mystery - Umbral Body Favored Mystery - Army of Shadow Favored Mystery - Consume Essence Favored Mystery - Ephemeral Storm Favored Mystery - Reflections of Things to Come Favored Mystery - Shadow Surge Favored Mystery - Shadow Time Type of Feat: Shadowcasting Prerequisite: Shadowcasting Specifics: Choose a mystery you know. You cast that mystery as a supernatural ability instead of a spell-like ability, or as a spell-like ability instead of as a spell. If you choose a mystery that you cast as a supernatural ability, or if you later gain the ability to cast that mystery as a supernatural ability, you gain an extra use of that mystery per day. This feat does not otherwise increase the number of times per day that you can cast the chosen mystery. Use: Automatic. Shadow Cast Type of Feat: Shadowcasting Prerequisite: Shadowcaster 1st level, Concentration 5 Specifics: If you are in melee with only one creature, you do not provoke an attack of opportunity when you cast a spell or use a spell-like ability. Use: Automatic. Empower Mystery Type of Feat: Metashadow Prerequisite: 1 metashadow feat Specifics: Once per day, you can Empower any mystery you cast. All variable, numeric effects of an empowered mystery increase by one half. Use: Selected. Extend Mystery Type of Feat: Metashadow Prerequisite: None Specifics: Once per day, you can Extend any mystery you cast. An extended mystery lasts twice as long as normal. Use: Selected. Maximize Mystery Type of Feat: Metashadow Prerequisite: 2 metashadow feats Specifics: Once per day, all variable, numeric effects of a mystery modified by this feat are maximized. Use: Selected. Quicken Mystery Type of Feat: Metashadow Prerequisite: 3 metashadow feats Specifics: Once per day, you can cast a mystery as a swift action. Use: Selected. Still Mystery Type of Feat: Metashadow Prerequisite: None Specifics: A stilled mystery can be cast with no somatic components. Because mysteries activated as spell-like and supernatural abilities have no somatic components, this feat is useful only with mysteries cast as arcane spells. Use: Selected. Dark Template "Dark" is an acquired or inherited template that can be added to any creature (referred to hereafter as the base creature). Dark creatures tend to be much duller in color, with more gray and black skin tones and hair highlights, than their Material Plane versions. In general, they also weigh less, as if part of their very substance was mere shadow stuff. A dark creature has all the base creature's statistics and special abilities except as noted here. Size and Type: Type and size are unchanged. Speed: +10 feet to all modes of movement. Special Qualities: A dark creature retains all the special qualities of the base creature and also gains the following. - Darkvision 60 ft. - Hide in Plain Sight (Ex) - Resistance to cold 10 - Low-light vision. Skills: Hide +8 and Move Silently +6. Level Adjustment: +1. Shadow Familiar Type of Feat: Shadowcasting Prerequisite: Shadowcasting Specifics: You can obtain a familiar in the same manner as a sorcerer or wizard, but it possesses the dark template. For the purpose of determining familiar abilities that depend on your arcane caster level, your levels in all classes that allow you to cast mysteries stack. This only works when PRC Familiars or PnP Familiars are enabled via switches. Use: Selected. Cloak of Shadows Type of Feat: Class Prerequisite: Child of Night 1 Specifics: Your flesh takes on a hazy, almost translucent hue, granting a bonus equal to your child of night level on Hide checks. At 4th level, once per day as a swift action, you can make your outline shadowy and indistinct, as the blur spell, for a number of minutes equal to your class level. When you reach 6th level, you can use the blur effect three times per day. At 8th level, your form permanently becomes hazy and you continually have a blur effect. At 10th level, two times per day as a swift action, you can make your true location more difficult to discern, as if you were affected by the displacement spell, for 10 rounds. Use: Selected. Night Form Type of Feat: Shadowcasting Prerequisite: Child of Night 10 Specifics: For 1 minute per day, you can become incorporeal, and gain all the benefits of the incorporeal subtype. Use: Selected. Master's Bidding - Fast Healing Type of Feat: Shadowcasting Prerequisite: Master of Shadow 1 Specifics: Your Shadow Familiar gains Fast Healing 1 for one round. Use: Selected. Master's Bidding - Attack Type of Feat: Shadowcasting Prerequisite: Master of Shadow 2 Specifics: Your Shadow Familiar gains one extra attack for one round. Use: Selected. Master's Bidding - Cold Type of Feat: Shadowcasting Prerequisite: Master of Shadow 4 Specifics: Your Shadow Familiar gains 1d8 cold damage for one round. Use: Selected. Master's Bidding - Damage Reduction Type of Feat: Shadowcasting Prerequisite: Master of Shadow 8 Specifics: Your Shadow Familiar gains DR 5/- for one round. Use: Selected. Master's Bidding - Speed Type of Feat: Shadowcasting Prerequisite: Master of Shadow 9 Specifics: Your Shadow Familiar gains a +20 ft. bonus to speed for one round. Use: Selected. Innate Counterspell Type of Feat: Shadowcasting Prerequisite: Noctumancer 2 Specifics: Starting at 2nd level, you can attempt to counter the next spell the target casts without expending an action. You must identify the spell (Spellcraft 15 + spell level), then expend a spell slot (if you prepare spells), or a spell use (if you are a spontaneous caster) of the same level as the spell to be countered. At 7th level, when you successfully counter a spell using this ability, you retain some of the magical essence of the countered dweomer. You gain one additional use of a mystery. The level of the mystery you gain is equal to one-half the level of the spell you countered (rounded down, minimum 1). You can use innate counterspell once per day at 2nd level, two times at 5th, and three times at 8th. Use: Selected. Eldritch Disruption Type of Feat: Shadowcasting Prerequisite: Noctumancer 6 Specifics: At 6th level, you can use a standard action to disrupt the magical energies of a single target within 60 feet. That target must make a Will saving throw (DC 10 + your noctumancer level + your Cha modifier) or take a -4 penalty to its caster level for any mysteries or spells it casts for 1 minute. You can use eldritch disruption three times per day. Use: Selected. Eldritch Vortex Type of Feat: Shadowcasting Prerequisite: Noctumancer 10 Specifics: At 10th level, you can emit mystic energies in a 20-foot-radius burst around yourself. Any creature other than you within that area takes a -4 penalty to caster level for any mysteries, spells, or spell-like abilities it casts or uses. The vortex lasts 1 minute and can be used once per day. Use: Selected. Touch of Shadow Type of Feat: Shadowcasting Prerequisite: Shadowsmith 1 Specifics: This ability grants you a bonus on Climb checks equal to your class level. Touch of shadow lasts for 1 minute per class level and is usable a number of times per day equal to your class level. Use: Selected. Shroud of Shadow Type of Feat: Shadowcasting Prerequisite: Shadowsmith 2 Specifics: You gain a bonus on Hide checks and Move Silently checks equal to your class level. Shroud of shadow lasts for 1 minute per class level and is usable a number of times per day equal to your class level. Use: Selected. Shadow Craft Type of Feat: Shadowcasting Prerequisite: Shadowsmith 3 Specifics: You can create one item with no moving parts. Using shadow Craft is a standard action. It lasts for 1 hour per class level. Shadow Craft is usable a number of times per day equal to one-half your class level, At 6th level, you enhance your creations. You imbue a shadow-crafted weapon or shield with an enhancement bonus equal to your class level minus 5. To succeed at this enhanced crafting, you must make an appropriate Craft check for each item (usually weaponsmithing or armorsmithing) against a DC of 20 + the desired enhancement bonus. If you fail, the item is nonmagical. At 8th level, you can create light armor. The armor you craft automatically has the improved shadow special ability. Use: Selected. Armor of Shadow Type of Feat: Shadowcasting Prerequisite: Shadowsmith 4 Specifics: Starting at 4th level, you can take a standard action to surround yourself in hardened shadow. This ability grants you a +2 deflection bonus to AC. Armor of shadow lasts for 10 minutes per class level, and is usable a number of times per day equal to one-half your class level. At 7th level, the deflection bonus increases to +4. At 10th level, you quicken your armor of shadow, activating it as a swift action. Use: Selected. Widen Shroud Type of Feat: Shadowcasting Prerequisite: Shadowsmith 5 Specifics: Starting at 5th level, you can widen your touch of shadow ability to include a number of companions equal to one-half your class level. They must be within 10 ft of you when you use this ability, and it counts as one daily use of your Touch of Shadows ability. Use: Selected. Blue blue Blues Blues are a subrace of goblins with an innate knack for psionics. Their bluish skin sets them apart from other goblins immediately - which often makes them a target not just of goblin enemies but also of other goblins. Enlightened goblin communities attempt to preserve their blues, since those that survive to adulthood augment the tribe. A blue is often smaller than an average goblin, standing just about 3 feet tall and weighing about 40 pounds. Blues have noticeably blue-tinged skin, and their eyes are less dull than those of a common goblin. Otherwise, they resemble their kin. They generally dress in short leather robes, dyed black. Goblin Ability Adjustments: +2 Int, -2 Str, -2 Cha Favored Class (Psion): A multiclass blue's psion class does not count when determining whether he suffers an XP penalty for multiclassing. - Small Stature: - +1 size bonus to attack rolls. - +1 size bonus to AC. - +4 size bonus to Hide checks. - Darkvision: Goblins are able to see in the dark. - Skill Affinity (Move Silently): +4 racial bonus to Move Silently checks. - Skill Affinity (Hide): +4 racial bonus to Move Silently checks. - Goblinoid: Blues count as Goblinoids for the purpose of spells. Crossbow Sniper Type of Feat: General Prerequisite: Weapon Focus in a Crossbow, BAB +1 Specifics: When using a crossbow for which you have the Weapon Focus feat, you gain a bonus on damage rolls equal to 1/2 your Dexterity bonus. If you have the skirmish ability, the maximum range at which you can make such attacks increases to 60 feet when you are using a crossbow for which you have the Weapon Focus feat. Use: Automatic. Master Wand Type of Feat: General Prerequisite: Craft Wand, Spellcraft 15 Specifics: When you activate a wand, you can expend a spell slot instead of using a charge. The spell slot expended must be equal to the level of the spell stored in the wand. Note that if it is the last charge on the wand, the wand will still be destroyed. Use: Selected. Reckless Wand Wielder Type of Feat: General Prerequisite: Craft Wand, Use Magic Device 1 Specifics: By expending an additional charge, you can use a wand as if its caster level was 2 higher than its normal level. Use: Selected. Wand Mastery Type of Feat: General Prerequisite: Craft Wand, Caster level 9th Specifics: When you use a wand, the DC of saving throws against the wand's effect is increased by 2 and the wand's effective caster level is increased by 2. Use: Automatic. Double Wand Wielder Type of Feat: General Prerequisite: Craft Wand, Two-Weapon Fighting Specifics: If you have a wand equipped in each hand, you may fire the secondary wand at the same target as the primary wand. Each use of the secondary wand expends 2 charges from it instead of 1. Use: Selected. Wandstrike Type of Feat: General Prerequisite: Use Magic Device 4 Specifics: As a standard action, you can make a melee touch attack with a wand, expending one charge to deal 1d6 points of damage to the creature struck. You apply no extra damage to this attack regardless of its source (including sneak attack, favored enemy, and smite bonuses), but you activate the wand as part of the attack. If the spell requires a touch attack (such as a ray or touch spell) it hits automatically. Use: Selected. Rising Phoenix Full Attack Catfolk Pounce Type of Feat: Racial Prerequisite: Catfolk race, Dex 13 Specifics: If you charge a flatfooted opponent, you can make a full attack at the end of a charge Use: Automatic Expeditious Dodge Type of Feat: General Prerequisite: Dex 13 Specifics: When you move 40 feet or more in a single turn, you gain a +2 dodge bonus to your Armor Class until the beginning of your next turn. Use: Automatic Wild Mage Wild Mages wild mage (PRESTIGE CLASS) Magic is one of the most capricious and unpredictable of all natural or supernatural forces in the universe. Attempts to codify spellcasting through arcane formulas, or to impose order on magic through the force of will, are essentially pointless - or so wild mages believe. Instead, those who would truly master magic must forget what they know and abandon their willful control of the arcane. Within this paradox lies the awesome power of wild magic. The wild mage aspires to cast spells without structure. By taking the risk of substituting an element of randomness, she gives up the safe predictability of other arcane spellcasters. This risk allows for the potential of power greater than other casters can hope for. Of course, she also risks the potential for less power, but what is magic if not risky? Chaos is strong, and her magic often carries her to heights of power that other casters cannot reach - but chaos is also fickle, and her spells sometimes fall short of her expectations. In addition, from time to time her spells unfold in spectacular wild surges that might prove catastrophic to the wild mage and her companions. The wild mage accepts this as the price of her convictions. - Hit Die: d4 - Proficiencies: A Wild Mage gains no additional proficiencies - Skill Points: 2+ Int modifier. REQUIREMENTS: Alignment: any chaotic Skills: Lore 4 ranks, Spellcraft 8 ranks, Use Magic Device 4 ranks Feats: Magical Aptitude, Any metamagic feat CLASS FEATURES: Level 1: Wild Magic - Reduce caster level by 3, add 1d6 to caster level 2: Random Deflector 1/day - Spells targeting the Wild Mage target anyone within 20 ft for one round 3: Student of Chaos - When using a rod of wonder, roll twice and take the better result 4: 5: Random Deflector 2/day 6: Chaotic Mind - The wild mage is immune to confusion, and is permanently under the effects of non-detection for scrying 7: 8: Random Deflector 3/day 9: Reckless Dweomer - Turn any spell into a rod of wonder. 10: Wildstrike 1/day - Target spellcaster has a 50% chance of spell turning into a rod of wonder Reckless Dweomer Type of Feat: Class Prerequisite: Wild Mage 9 Benefit: Burn a spell of the chosen level (Choose using the Burn Spell feat) to create a Rod of Wonder effect. The level of the spell has no impact on the Rod of Wonder roll. Use: Selected Random Deflector Type of Feat: Class Prerequisite: Wild Mage 2 Benefit: For one round, all spells targeting the Wild Mage instead target one random creature (including the Wild Mage) within 20 ft. This can be used once per day at 2nd, twice at 5th, and three times at 8th. Use: Selected Wild Strike Type of Feat: Class Prerequisite: Wild Mage 10 Benefit: A wildstrike affects a single creature within 60 feet, surrounding the creature in an aura of shimmering rainbow colors for 2d6 rounds. Spell resistance applies, but the target receives no saving throw. While a wildstrike is in effect, there is a 50% chance each time the affected creature casts a spell or uses a spell-like ability that its intended action fails. Instead, the creature rolls as if it had activated a rod of wonder. Use: Selected Force Missile Mage Force Missile Mages force missile mage (PRESTIGE CLASS) The spell magic missile is one of the most iconic elements of Dungeons and Dragons, a favored staple of many arcane spellcasters and an example of raw magical force. Thus, it is no wonder that a cabal of arcane spellcasters focuses their studies on this spell, determined to perfect its casting technique above all others. As these spellcasters obsessively explore magic missile's secrets and press its boundaries, every rune and magical symbol of the spell becomes inexorably etched upon their minds. The outcome of such focused study results in the ability to warp the magical energies involved in casting magic missile, which leads to the creation of new abilities that augment the spell's effects. Eventually the most devoted researchers come to a new understanding of how magic works, revealing unplumbed depths of power out of the reach of ordinary spellcasters. These inspired spellcasters are known as force missile mages. Other spellcasters don't understand the force missile mages' dedication to only one spell and frown upon what they see as misguided research. In their reasoning, force missile mages are a discredit to all spellcasters as they limit their understanding of magic to delve into the secrets of what many see as ultimately an insignificant spell. Due to this disdain, force missile mages avoid their more widely studied peers, either pursuing their studies subtly or in seclusion. This has led many to take up the life of a wanderer, traveling from one school or library to the next, learning more about their spell of choice and exploring the world. - Hit Die: d4 - Proficiencies: A Force Missile gains no additional proficiencies - Skill Points: 2+ Int modifier. REQUIREMENTS: Skills: Concentration 9 ranks, Spellcraft 9 ranks Feats: Combat Casting CLASS FEATURES: Level 1: Bonus Missile - Magic Missile has an extra missile 2: Swift Shield - Cast Shield as a swift action 1/day 3: Overpowering Missile - +2 bonus to break through spell resistance 4: Reflective Shield - Reflect all magic missiles back to caster 5: Bonus Missile Swift Shield Type of Feat: Class Prerequisite: Force Missile Mage 2 Benefit: Once per day, cast the spell Shield as an immediate action. Use: Selected Spell Level(s): Bard 2, Cleric 3, Wizard / Sorcerer 2 Innate Level: 2 School: Necromancy Descriptor(s): Component(s): Verbal Range: Medium Area of Effect / Target: Single Duration: 1 Round / Level Additional Counter Spells: Remove Blindness/Deafness Save: Fortitude Negates Spell Resistance: Yes The target creature is struck blind and deaf. Monkey Grip Type of Feat: General Prerequisite: BAB +1 Benefit: You can equip a weapon of one size larger than normal. You take a -2 penalty to all attack rolls when using Monkey Grip. Use: Automatic COMBAT MANEUVER Step 1 Attack of Opportunity. You provoke an attack of opportunity from the target you are trying to disarm. (If you have the Improved Disarm feat, you don't incur an attack of opportunity for making a disarm attempt.) If the defender's attack of opportunity hits, your disarm attempt fails. Step 2 Opposed Rolls. You and the defender make opposed attack rolls with your respective weapons. The wielder of a two-handed weapon on a disarm attempt gets a +4 bonus on this roll, and the wielder of a light weapon takes a -4 penalty. (An unarmed strike is considered a light weapon, so you always take a penalty when trying to disarm an opponent by using an unarmed strike.) If the combatants are of different sizes, the larger combatant gets a bonus on the attack roll of +4 per difference in size category. Step 3 Consequences. If you beat the defender, the defender is disarmed. If you attempted the disarm action unarmed, you now have the weapon. If you were armed, the defender's weapon is on the ground in the defender's square. If you fail on the disarm attempt, the defender may immediately react and attempt to disarm you with the same sort of opposed melee attack roll. His attempt does not provoke an attack of opportunity from you. If he fails his disarm attempt, you do not subsequently get a free disarm attempt against him. Use: Selected Type of Feat: General Prerequisite: Expertise, Int 13 Benefit: You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent. Use: Automatic Feat Type: General Prerequisites: Granted to all characters on creation Description: Allows the use of the Grapple and Disarm maneuvers. Use: Selected Crescent Moon Type of Feat: General Prerequisite: Improved Disarm, Improved Two-Weapon Fighting, Weapon Focus (dagger), Weapon Focus (bastard sword, longsword, scimitar, or short sword) Benefit: If you hit the same creature with both your sword and your dagger in the same round, you may make an immediate disarm attempt as a free action. Your dagger must be in your left hand. Use: Selected Mountain Stance Type of Feat: General Prerequisite: Balance 5 ranks, Concentration 2 ranks, Wis 13 Benefit: You gain a +2 bonus on checks and rolls to resist bull rush, disarm, grapple, overrun, and trip attempts made against you. Use: Automatic Ranged Disarm Type of Feat: General Prerequisite: Point Blank Shot, Dex 15, base attack bonus +5 Benefit: You can make a disarm attempt as long as your target is within 30 feet. Use: Selected Steal and Strike Type of Feat: General Prerequisite: Improved Disarm, Two-Weapon Fighting, Weapon Focus (kukri), Weapon Focus (rapier) Benefit: If you successfully disarm an opponent with your rapier, you can make a free attack with your kukri at your highest base attack bonus. You can use this feat once per round. Your kukri must be in your left hand. Use: Automatic Quick Staff Type of Feat: General Prerequisite: Expertise, Dodge, Weapon Focus (staff) Benefit: When you use Expertise while wielding a quarterstaff, you gain +2 extra armor. Use: Automatic Bear Fang Type of Feat: General Prerequisite: Power Attack, Two-Weapon Fighting, Weapon Focus (dagger), Weapon Focus (battle axe, hand axe, or dwarven waraxe), Str 15 Benefit: If you hit a creature twice in the same round, you immediately attempt to start a grapple as a free action without provoking an attack of opportunity. No touch attack is required. If you succeed on your grapple attempt, you unequip your axe, but you immediately gain an additional attack against your grappled foe with your dagger at your highest base attack bonus (with the normal -4 penalty for attacking in a grapple). Use: Automatic Improved Rapid Shot Type of Feat: General Prerequisite: Manyshot Benefit: When using the Rapid Shot feat, you may ignore the -2 penalty on all your ranged attack rolls. Use: Automatic Ranged Recall Type of Feat: General Prerequisite: Point Blank Shot, Weapon Focus (Ray), Spellcraft 4 Benefit: When you miss with a spell or spell-like ability ranged attack against a target within 30 feet, you can spend a swift action to reroll the attack with a -5 penalty. You can use this ability three times per day. Use: Automatic Somatic Weaponry Type of Feat: General Prerequisite: Spellcraft 5, Concentration 5 Benefit: This allows you to cast spells with somatic components even while your hands are full or occupied, as long as one hand is holding a weapon. Use: Automatic Sadistic Reward Type of Feat: General Prerequisite: Evil Benefit: If you deal damage to a living creature, you gain a +1 morale bonus on saves for 1 round. Use: Automatic Dire Flail Smash Type of Feat: General Prerequisite: Weapon Focus (dire mace), Power Attack Benefit: If you hit the same creature with both ends of your dire fl ail in the same round, it must make a Fortitude saving throw (DC 10 + 1/2 your character level + your Str modifi er) or be dazed by the pain for 1 round. Use: Automatic Shadowform Familiar Type of Feat: General Prerequisite: Krinth race, must have a familiar Benefit: Your familiar becomes incorporeal. Use: Automatic Shadowstrike Type of Feat: General Prerequisite: Krinth race, BAB +1 Benefit: When making an attack with a melee weapon in an indoor or underground area, you gain a +1 circumstance bonus on the attack roll and deal an extra 1d6 points of damage. Use: Automatic Bow of the Black Archer Bow of the Black Archer Wielder Requirements Cannot be drow Base attack bonus +3 Hide 2 ranks Move Silently 2 ranks Favored enemy elves 2,375 gold LEGACY RITUALS Least: 1,625 gp. Lesser: 13,500 gp. Greater: 38,000 gp. LEGACY ITEM PENALTIES (all penalties are cumulative) Attack Penalty: -1 at 9th, -2 at 13th Save Penalty: -1 at 8th, -2 at 16th, -3 at 19th Hit Point Penalty: -4 at 6th, -6 at 7th, -8 at 12th, -10 at 15th, -12 at 18th, -14 at 19th, -16 at 20th LEGACY ITEM BONUSES 7th - +2 Longbow 11th - +2 Elf Bane Longbow 15th - +3 Elf Bane Longbow 19th - +4 Elf Bane Longbow LEGACY ITEM ABILITIES Drowseeker (Su): At 5th level and higher, while wielding the Bow of the Black Archer, you can detect any drow within 60 feet, although you must concentrate (a standard action) to do so. Eyes of Shadow (Sp): Beginning at 6th level, once per day on command, you can use darkvision as the spell. Caster level 5th. Longstrider (Sp): At 8th level and higher, three times per day on command, you can use longstrider as the spell. Caster level 5th. Hidden Hunter (Su): At 9th level, you gain a +5 competence bonus on Hide and Move Silently checks. Solace from Weakness (Sp): You gain power against the poisons and necromancy so commonly used by drow. Starting at 12th level, two times per day on command, you can use lesser restoration as the spell (self only). Caster level 5th. Friend to Shadows (Sp): In near-lightless conditions, you can strike with relative impunity and then vanish without a trace. At 13th level and higher, once per day on command, you can use teleport as the spell. Caster level 11th. Shocking Shot (Su): Beginning at 14th level, as a standard action, you can imbue an arrow nocked on the Bow of the Black Archer with electricity. If your shot with this arrow hits, the arrow deals an extra 5d6 points of electricity damage. This ability can be used five times per day, and a use is wasted if the charged arrow misses. Deny the Demonweb Pits (Sp): Lolth's servants have many powerful allies in the Abyss. At 16th level and higher, you gain a measure of defense against them. Two times per day on command, you can use protection from evil as the spell. Caster level 10th. Escape the Spider's Bonds (Su): Webs and other entanglements hold no more fear for a wielder of the Bow of the Black Archer. Starting at 17th level, you constantly benefit from the effects of freedom of movement while you hold the bow in hand. Caster level 15th. Mindarmor (Su): At 18th level, you gain a +3 insight bonus on Will saving throws to resist mindaffecting and compulsion effects. Fast Movement (Su): Once you attain 18th level, your base land speed increases by 10 feet. Pierce the Black Heart (Su): You and the Bow of the Black Archer become the ultimate expression of Shevarash's fury. At 20th level and higher, once per day, you can fire an arrow from the Bow of the Black Archer that kills any drow struck by it, as if by a finger of death spell. You must declare that you are using this ability before making the attack. If the arrow misses, the effect is wasted for the day. The save DC is 20, or 17 + your Charisma modifier, whichever is higher. Caster level 15th. Scorpion's Grasp Type of Feat: General Prerequisite: Improved Unarmed Strike, Improved Grapple, Str 13 Benefit: If your attack with an unarmed strike or a light or one-handed melee weapon hits, the strike deals normal damage and you can attempt to start a grapple as a free action; no initial touch attack is required. If you succeed in starting the grapple, you must unequip your onehanded weapon, but if you started the grapple with a light weapon, you can use it in each round to make an attack against the creature you are grappling without taking the normal -4 penalty on the attack roll. Use: Selected Earth's Embrace Type of Feat: General Prerequisite: Improved Unarmed Strike, Improved Grapple, Str 15 Benefit: While grappling, if you pin your opponent, you deal an extra 1d12 points of damage in each round that you maintain the pin. You must hold your opponent immobile as normal (with an opposed grapple check), but you must also remain immobile, giving opponents (other than the one you're pinning) a +4 bonus on attack rolls against you (but you are not helpless). You do not gain this extra damage against creatures that are immune to critical hits. Use: Automatic Jotunbrud Type of Feat: General Prerequisite: Human race Benefit: You are considered large for the purposes of grappling, bull rushes, overruns, trips, and similar attacks. Use: Automatic Owlbear Berserker Type of Feat: General Prerequisite: Str 13, Rage, Human race Benefit: When grappling, you can make an unarmed attack to deal 1d6 points of normal damage with a successful grapple check. You do not suffer the usual -4 penalty for dealing normal damage. Use: Automatic Spiked Body Type of Feat: General Prerequisite: Warforged race Benefit: You deal extra piercing damage on a successful grapple attack as if you were wearing armor spikes (1d6 points for a Medium warforged). The effect of this feat doesn't stack with equipment or abilities (such as the warforged juggernaut's armor spikes) that provide similar benefits. Use: Automatic Legendary Wrestler Type of Feat: Epic Prerequisite: Improved Unarmed Strike, Str 21, Dex 21 Benefit: You gain a +10 bonus on all grapple checks. Use: Automatic Eyes of Shadow Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: Beginning at 6th level, once per day on command, you can use darkvision as the spell. Caster level 5th. Use: Selected Longstrider Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: Beginning at 8th level, three times per day on command, you can use longstrider as the spell. Caster level 5th. Use: Selected Solace from Weakness Type of Feat: Legacy Prerequisite: Lesser Legacy Ritual Benefit: Beginning at 12th level, twice per day on command, you can use lesser restoration (self only) as the spell. Caster level 5th. Use: Selected Friend to Shadows Type of Feat: Legacy Prerequisite: Lesser Legacy Ritual Benefit: Beginning at 13th level, once per day on command, you can use teleport as the spell. Caster level 11th. You will need to have at least one location marked to teleport to. Use: Selected Deny the Demonweb Pits Type of Feat: Legacy Prerequisite: Lesser Legacy Ritual Benefit: Beginning at 16th level, twice per day on command, you can use protection from evil as the spell. Caster level 10th. Use: Selected Drowseeker Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: At 5th level and higher, while wielding the Bow of the Black Archer, you can detect any drow within 60 feet, although you must concentrate (a standard action) to do so. Use: Selected Shocking Shot Type of Feat: Legacy Prerequisite: Lesser Legacy Ritual Benefit: Beginning at 14th level, as a standard action, you can imbue an arrow nocked on the Bow of the Black Archer with electricity. If your shot with this arrow hits, the arrow deals an extra 5d6 points of electricity damage. This ability can be used five times per day, and a use is wasted if the charged arrow misses. Use: Selected Pierce the Black Heart Type of Feat: Legacy Prerequisite: Greater Legacy Ritual Benefit: You and the Bow of the Black Archer become the ultimate expression of Shevarash's fury. At 20th level and higher, once per day, you can fire an arrow from the Bow of the Black Archer that kills any drow struck by it, as if by a finger of death spell. You must declare that you are using this ability before making the attack. If the arrow misses, the effect is wasted for the day. The save DC is 20, or 17 + your Charisma modifier, whichever is higher. Use: Selected Caput Mortuum Caput Mortuum Wielder Requirements Ability to cast death knell as a divine spell Any nongood alignment Ability to rebuke undead 2,318 gold LEGACY RITUALS Least: 1,200 gp. Lesser: 11,000 gp. Greater: 39,000 gp. LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). Attack Penalty: -1 at 7th Hit Point Penalty: -2 at 6th, -4 at 7th, -6 at 9th, -8 at 13th, -10 at 15th, -12 at 19th Spell Slot Lost: 1st at 6th, 2nd at 8th, 3rd at 10th, 4th at 12th, 5th at 14th, 6th at 16th, 7th at 18th, 8th at 20th LEGACY ITEM BONUSES 5th - +1 Vicious Scythe 9th - +2 Vicious Scythe 11th - +3 Vicious Scythe 13th - +4 Vicious Scythe 15th - +5 Vicious Scythe 17th - +5 Unholy Vicious Scythe 19th - +5 Unholy Vicious Wounding Scythe Steadfast Steadfast Wielder Requirements BAB +3 Weapon Focus (Scimitar) 2,315 gold LEGACY RITUALS Least: 1,200 gp. LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). Attack Penalty: -1 at 6th Hit Point Penalty: -2 at 7th, -4 at 8th, -6 at 10th Reflex Save Penalty: -1 at 7th, -2 at 9th LEGACY ITEM BONUSES 10th - +2 Scimitar LEGACY ITEM ABILITIES Enduring Vigor (Su): Beginning at 5th level, once per day on command, you can eliminate any penalties to one of your ability scores. Climber (Su): At 6th level, you gain a +5 competence bonus on Climb checks. Rooted (Su): Starting at 7th level, you gain a +4 bonus on ability checks to avoid being bull rushed or tripped. Slow (Su): At 8th level and higher, once per day, you can subject a creature you successfully damage with Steadfast to a slow effect as the spell. The save DC is 14, or 13 + your Charisma modifier, whichever is higher. Caster level 7th. Enduring Vigor Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: Beginning at 5th level, once per day on command, you can eliminate any penalties to one of your ability scores. Use: Selected Slow Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: At 8th level and higher, once per day, you can subject a creature you successfully damage with Steadfast to a slow effect as the spell. The save DC is 14, or 13 + your Charisma modifier, whichever is higher. Caster level 7th. Use: Selected Flay Flay Wielder Requirements Base attack bonus +2 Bluff or Persuade 2 ranks Exotic Weapon Proficiency (whip) 2,301 gold LEGACY RITUALS Least: 4,300 gp. LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). Skill Penalty: -1 at 6th, -2 at 9th Hit Point Penalty: -2 at 6th, -4 at 10th Will Save Penalty: -1 at 7th LEGACY ITEM BONUSES 7th - +1 Animal Bane Whip LEGACY ITEM ABILITIES Snake Sting (Sp): Beginning at 5th level, three times per day, you can snap Flay to use magic missile as the spell. Caster level 5th. Whip Wrap (Su): At 8th level and higher, whenever you succeed on a trip attempt with Flay, you begin to constrict your opponent with the whip. Flay immediately makes a grapple check as a free action that does not provoke an attack of opportunity, using your grapple modifier + 4. If the check is successful, Flay establishes a hold and can make grapple checks on its own each round (you release the whip). On each subsequent successful grapple check, Flay constricts, dealing 1d3+5 points of damage. The grappled opponent can escape using the normal grapple rules. Snake Sense (Su): Starting at 10th level, you gain darkvision. You are also granted a +5 bonus on Search checks. Snake Sting Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: Beginning at 5th level, three times per day, you can snap Flay to use magic missile as the spell. Caster level 5th. Use: Selected Whip Wrap Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: At 8th level and higher, whenever you succeed on a trip attempt with Flay, you begin to constrict your opponent with the whip. Flay immediately makes a grapple check as a free action that does not provoke an attack of opportunity, using your grapple modifier + 4. If the check is successful, Flay establishes a hold and can make grapple checks on its own each round (you release the whip). On each subsequent successful grapple check, Flay constricts, dealing 1d3+5 points of damage. The grappled opponent can escape using the normal grapple rules. Use: Selected Crimson Ruination Crimson Ruination Wielder Requirements Base attack bonus +3 Any nonchaotic alignment 2,350 gold LEGACY RITUALS Least: 1,650 gp. Lesser: 13,500 gp. Greater: 40,000 gp. LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). Skill Penalty: -1 at 7th, -2 at 13th, -3 at 18th Hit Point Penalty: -2 at 6th, -4 at 8th, -6 at 9th, -8 at 10th, -10 at 12th, -12 at 14th, -14 at 16th, -16 at 18th, -18 at 19th, -20 at 20th LEGACY ITEM BONUSES 9th - +1 dragon bane greatsword 11th - +2 dragon bane greatsword 15th - +2 frost dragon bane greatsword 17th - +3 frost keen dragon bane greatsword 20th - +4 frost keen dragon bane greatsword LEGACY ITEM ABILITIES Protection From Evil (Su): At 5th level and higher, you constantly benefit from the effects of a protection from evil spell. Caster level 5th. Dragon Armor (Su): At 6th level, you gain a +1 deflection bonus to Armor Class. This bonus increases to +2 at 13th level. Endure Elements (Su): Beginning at 6th level, you act as if continually under the effects of an endure elements spell. Caster level 5th. - Changed for heat endurance Shield From Fire (Su): At 7th level, you gain resistance to fire 5. This resistance increases to 10 at 12th level and to 20 at 18th level. Evade Fiery Doom (Su): At 14th level and higher, you gain the benefit of evasion against any dragon's breath weapon. Ray of the Frozen Fate (Sp): Starting at 19th level, two times per day on command, you can use polar ray as the spell. The ray erupts from the tip of Crimson Ruination's blade. Caster level 20th. Ray of the Frozen Fate Type of Feat: Legacy Prerequisite: Greater Legacy Ritual Benefit: Starting at 19th level, two times per day on command, you can use polar ray as the spell. Caster level 20th. Use: Selected Persuasive Type of Feat: General Prerequisite: None Benefit: You get a +2 bonus on all Bluff checks and Intimidate checks. Use: Automatic Devious and Vicious Devious and Vicious Wielder Requirements Base attack bonus +2 Persuasive Intimidate 2 4,616 gold LEGACY RITUALS Least: 4,000 gp. LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). Skill Penalty: -1 at 9th, -2 at 10th Hit Point Penalty: -2 at 6th, -4 at 7th Save Penalty: -1 at 9th, -2 at 10th Attack Penalty: -1 at 8th, -2 at 9th LEGACY ITEM BONUSES 7th - +1 keen kukri (Both) DEVIOUS ITEM ABILITIES Devious Synergy (Su): At 5th level, you gain a +5 competence bonus on Bluff checks. When Devious is within 30 feet of its twin, Vicious, this bonus increases to +7. Devious Eavesdropper (Sp): At 8th level and higher, once per day on command, you can use empathy as the spell. Caster level 5th. Completed Twin (Su): Once you reach 10th level, when Devious is within 30 feet of Vicious, its effective enhancement bonus is +1 better than normal. VICIOUS ITEM ABILITIES Vicious Synergy (Su): At 5th level, you gain a +5 competence bonus on Intimidate checks. When Vicious is within 30 feet of its twin, Devious, this bonus increases to +7. Vicious Intimidation (Sp): At 8th level and higher, the first time you successfully use Vicious to attack an opponent and deal damage, that opponent must save as if the target of a cause fear spell. The save DC is 11, or 11 + your Charisma modifier, whichever is higher. Caster level 5th. Completed Twin (Su): Once you reach 10th level, when Vicious is within 30 feet of Devious, its effective enhancement bonus is +1 better than normal. Devious Eavesdropper Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: At 8th level and higher, once per day on command, you can use empathy as the spell. Caster level 5th. Use: Selected Simple Bow Simple Bow Wielder Requirements Ability to manifest 2nd-level psionic powers Base attack bonus +3 Concentration 2 Zen Archery 2,375 gold LEGACY RITUALS Least: 1,500 gp. Lesser: 11,000 gp. Greater: 39,000 gp. LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). Attack Penalty: -1 at 6th Manifester Level Penalty: -1 at 8th, -2 at 14th Hit Point Penalty: -2 at 7th, -4 at 9th, -6 at 12th, -8 at 13th, -10 at 15th, -12 at 18th, -14 at 19th Power Point Penalty: -2 at 7th, -4 at 10th, -6 at 13th, -8 at 16th, -10 at 18th, -12 at 20th LEGACY ITEM BONUSES 11th - +2 Longbow 17th - +2 Longbow of Speed LEGACY ITEM ABILITIES Curve Space (Su): At 6th level, while you hold Simple Bow and are psionically focused, you gain a +1 deflection bonus to Armor Class. This bonus improves to +2 at 10th level, to +3 at 13th level, to +4 at 16th level, and to +5 at 19th level. Lotus Mastery (Su): At 6th level and higher, you gain a +4 bonus on saves against poison. Draw the Mind (Su): At 8th level, you gain a +2 enhancement bonus to Wisdom. This bonus improves to +4 at 12th level and to +6 at 15th level. True Seeing (Sp): Beginning at 18th level, once per day, you can use true seeing as the spell. Caster level 13th. Simple Focus (Su): At 19th level and higher, three times per day, you can expend Simple Bow's psionic focus, which functions just as if you had expended your own. Prescience of the Bow (Su): Starting at 20th level, once per day, you can apply a +15 insight bonus on any single attack roll. True Seeing Type of Feat: Legacy Prerequisite: Greater Legacy Ritual Benefit: Beginning at 18th level, once per day, you can use true seeing as the spell. Caster level 13th. Use: Selected Prescience of the Bow Type of Feat: Legacy Prerequisite: Greater Legacy Ritual Benefit: Starting at 20th level, once per day, you can apply a +15 insight bonus on any single attack roll. Use: Selected Simple Focus Type of Feat: Legacy Prerequisite: Greater Legacy Ritual Benefit: At 19th level and higher, three times per day, you can expend Simple Bow's psionic focus, which functions just as if you had expended your own. Use: Selected Scarab of Aradros Scarab of Aradros Wielder Requirements Ability to cast 2nd-level arcane spells Lore 3 ranks 1,500 gold LEGACY RITUALS Least: 2,500 gp. Lesser: 13,500 gp. LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). Save Penalty: -1 at 6th Caster Level Penalty: -1 at 7th, -2 at 13th Skill Penalty: -1 at 8th, -2 at 15th LEGACY ITEM BONUSES 7th - Scarab of Resistance +2 10th - Scarab of Resistance +3 13th - Scarab of Resistance +4 16th - Scarab of Resistance +5 LEGACY ITEM ABILITIES Arcane Health (Su): Starting at 5th level, you gain 10 temporary hit points after resting. Winged Range (Su): At 6th level and higher, you can cast up to three arcane spells per day of up to 3rd level that are extended as though using the Extend Spell metamagic feat. At 12th level, you can extend three arcane spells per day that are 6th level or lower. Carapaced Nerves (Su): As the Scarab of Aradros builds a connection with you, it aids your ability to focus your mind. At 8th level, you gain a +5 bonus on Concentration checks. Survive Any Extreme (Su): Starting at 11th level, at will as an immediate action, you can grant yourself resistance 30 to one type of energy (acid, cold, electricity, fire, or sonic). This effect lasts for 1 minute. Scarab Shell (Su): At 15th level and higher, you benefit from the effects of a shield spell. Caster level 10th. Winged Range Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: At 6th level and higher, you can cast up to three arcane spells per day of up to 3rd level that are extended as though using the Extend Spell metamagic feat. At 12th level, you can extend three arcane spells per day that are 6th level or lower. Use: Selected Survive Any Extreme Type of Feat: Legacy Prerequisite: Lesser Legacy Ritual Benefit: Starting at 11th level, at will as an immediate action, you can grant yourself resistance 30 to one type of energy (acid, cold, electricity, fire, or sonic). This effect lasts for 1 minute. Use: Selected Guurgal Guurgal Wielder Requirements Orc or Half Orc Base Attack Bonus 3 Intimidate 2 ranks 4,304 gold LEGACY RITUALS Least: 3,500 gp. Lesser: 13,900 gp. Greater: 40,000 gp. LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). Attack Penalty: -1 at 6th, -2 at 12th, -3 at 18th Reflex Save Penalty: -1 at 6th, -2 at 9th, -3 at 15th, -4 at 20th Hit Point Penalty: -2 at 7th, -4 at 8th, -6 at 10th, -8 at 14th, -10 at 16th LEGACY ITEM BONUSES 10th - +2 cold iron spear 16th - +3 cold iron spear 17th - +3 wounding cold iron spear 19th - +5 wounding cold iron spear LEGACY ITEM ABILITIES Show of Force (Sp): Beginning at 5th level, once per day on command, you can use mirror image as the spell. Caster level 5th. Incite Horde (Su): At 7th level and higher, Guurgal grants a +1 morale bonus on attack rolls and saving throws against fear to all orcs within 30 feet of you. This feature, however, does not affect you. Gather the Horde (Su): At 8th level, you gain a +5 bonus on Diplomacy and Intimidate checks made to influence orcs. Bloodlust (Su): Starting at 13th level, whenever you deal an opponent damage with Guurgal, you gain a +1 morale bonus on your next attack against the same opponent. The next attack must occur within 1 round, or the bonus is lost. The bonus is cumulative, so if your next attack hits, you gain a +2 morale bonus on your following attack against that opponent, and so on. Battlefield Fury (Su): At 14th level and higher, as long as you are leading at least three other orcs or half-orcs on the field of battle, you gain a +2 morale bonus to Strength. Rage of the Boar (Su): Beginning at 20th level, once per day as a swift action, for 10 rounds, you gain a +6 bonus to Strength and Constitution along with a +3 bonus on Will saves, but you take a -2 penalty to AC. Show of Force Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: Beginning at 5th level, once per day on command, you can use mirror image as the spell. Caster level 5th. Use: Selected Rage of the Boar Type of Feat: Legacy Prerequisite: Greater Legacy Ritual Benefit: Beginning at 20th level, once per day as a swift action, for 10 rounds, you gain a +6 bonus to Strength and Constitution along with a +3 bonus on Will saves, but you take a -2 penalty to AC. Use: Selected Divine Spark Divine Spark Wielder Requirements Ability to cast 1st-level divine spells Persuade 2 ranks Any nonevil alignment Ability to turn undead 1,550 gold LEGACY RITUALS Least: 2,450 gp. Lesser: 11,500 gp. LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). Attack Penalty: -1 at 8th Hit Point Penalty: -2 at 6th, -4 at 7th, -6 at 9th, -8 at 13th, -10 at 15th Spell Slot Lost: 1st at 6th, 2nd at 8th, 3rd at 10th, 4th at 12th, 5th at 14th, 6th at 16th LEGACY ITEM BONUSES 6th - Scarab of Resistance +2 9th - Scarab of Resistance +3 11th - Scarab of Resistance +4 15th - Scarab of Resistance +5 LEGACY ITEM ABILITIES Endure Evil (Su): At 5th level and higher, you enjoy the constant effect of a protection from evil spell. Caster level 5th. Turning Grace (Su): Beginning at 7th level, you turn undead as if you were one level higher in the class that grants you the ability. You are treated as two levels higher in that class starting at 12th level, three levels higher beginning at 14th level, and four levels higher at 16th level and above. Fear No Evil (Sp): Starting at 10th level, once per day on command, you can use magic circle against evil as the spell. The area is always centered on you. Caster level 5th. Searing Light (Sp): At 13th level and higher, once per day on command, you can use searing light as the spell. The spell is maximized. Caster level 10th. Fear No Evil Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: Starting at 10th level, once per day on command, you can use magic circle against evil as the spell. The area is always centered on you. Caster level 5th. Use: Selected Searing Light Type of Feat: Legacy Prerequisite: Lesser Legacy Ritual Benefit: At 13th level and higher, once per day on command, you can use searing light as the spell. The spell is maximized. Caster level 10th. Use: Selected Wargird's Armor Wargird's Armor Wielder Requirements Base attack bonus +4 Craft (armorsmithing) 4 ranks Armor Proficiency (Medium) 1,350 gold LEGACY RITUALS Least: 1,500 gp. Lesser: 13,000 gp. Greater: 40,000 gp. LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). Attack Penalty: -1 at 6th, -2 at 12th, -3 at 18th Will Save Penalty: -1 at 7th, -2 at 9th, -3 at 15th, -4 at 20th Hit Point Penalty: -2 at 7th, -4 at 8th, -6 at 10th, -8 at 14th, -10 at 16th LEGACY ITEM BONUSES 6th - +2 Breastplate 9th - +3 Breastplate 13th - +4 Breastplate 17th - +5 Breastplate 19th - +5 Breastplate of Fortification LEGACY ITEM ABILITIES Easy Movement (Su): Beginning at 5th level, Wargird's Armor is treated as light armor for any purpose related to your movement. Warrior's Surge (Su): At 7th level and higher, once per day when a melee attack would reduce you to 0 or fewer hit points, you immediately gain a +4 bonus to Strength and Constitution for 5 rounds. This ability activates without an action on your part - you have no control over this feature. Fast Movement (Su): At 10th level, you gain a 5-foot enhancement bonus to your base land speed. Haste (Sp): Starting at 16th level, five times per day as a swift action, you can use haste as the spell. Caster level 10th. Resistance to Cold (Su): At 18th level, you gain resistance to cold 20. Stoneskin (Sp): At 20th level and higher, once per day on command, you can use stoneskin as the spell. Caster level 15th. Haste Type of Feat: Legacy Prerequisite: Lesser Legacy Ritual Benefit: Starting at 16th level, five times per day as a swift action, you can use haste as the spell. Each use lasts 1 round. Caster level 10th. Use: Selected Stoneskin Type of Feat: Legacy Prerequisite: Greater Legacy Ritual Benefit: At 20th level and higher, once per day on command, you can use stoneskin as the spell. Caster level 15th. Use: Selected Desert Wind Desert Wind Wielder Requirements Base attack bonus +3 Weapon Focus (Scimitar) 2,315 gold LEGACY RITUALS Least: 2,000 gp. Lesser: 12,700 gp. Greater: 40,500 gp. LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). Attack Penalty: -1 at 7th, -2 at 14th, -3 at 19th Save Penalty: -1 at 8th, -2 at 12th Hit Point Penalty: -2 at 6th Skill Penalty: -1 at 9th, -2 at 16th, -3 at 20th LEGACY ITEM BONUSES 9th - +2 Scimitar 11th - +2 Defending Scimitar 16th - +2 Defending Flaming Scimitar 18th - +3 Defending Flaming Scimitar 20th - +4 Defending Flaming Scimitar LEGACY ITEM ABILITIES Desert Child (Su): Beginning at 5th level, you get the Heat Endurance feat. Fiery Slash (Sp): At 6th level and higher, can cast the burning hands spell three times per day. The save DC is 11, or 11 + your Charisma modifier, whichever is higher. Caster level 5th. Dance of Flame and Wind (Su): At 7th level, Desert Wind grants you a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 14th level and to +6 at 17th level. Howling Wind (Sp): At 12th level and higher, three times per day, you can use gust of wind as the spell. The save DC is 13, or 12 + your Charisma modifier, whichever is higher. Caster level 5th. Fan the Flames (Su): Beginning at 15th level, once per day, you can use fireball as the spell. You are unharmed by the resulting fire damage. The save DC is 14, or 13 + your Charisma modifier, whichever is higher. Caster level 10th. Dust of the Desert (Sp): At 19th level and higher, once per day you can cast the disintegrate spell. The save DC is 19, or 16 + your Charisma modifier, whichever is higher. Caster level 15th. Fiery Slash Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: At 6th level and higher, can cast the burning hands spell three times per day. The save DC is 11, or 11 + your Charisma modifier, whichever is higher. Caster level 5th. Use: Selected Howling Wind Type of Feat: Legacy Prerequisite: Lesser Legacy Ritual Benefit: At 12th level and higher, three times per day, you can use gust of wind as the spell. The save DC is 13, or 12 + your Charisma modifier, whichever is higher. Caster level 5th. Use: Selected Fan the Flames Type of Feat: Legacy Prerequisite: Lesser Legacy Ritual Benefit: Beginning at 15th level, once per day, you can use fireball as the spell. You are unharmed by the resulting fire damage. The save DC is 14, or 13 + your Charisma modifier, whichever is higher. Caster level 10th. Use: Selected Dust of the Desert Type of Feat: Legacy Prerequisite: Greater Legacy Ritual Benefit: At 19th level and higher, once per day you can cast the disintegrate spell. The save DC is 19, or 16 + your Charisma modifier, whichever is higher. Caster level 15th. Use: Selected Mindsplinter Mindsplinter Wielder Requirements Base attack bonus +2 Any nongood alignment 2,308 gold LEGACY RITUALS Least: 4,500 gp. Lesser: 13,000 gp. Greater: 40,000 gp. LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). Attack Penalty: -1 at 6th, -2 at 12th, -3 at 18th Reflex Save Penalty: -1 at 7th, -2 at 9th, -3 at 15th, -4 at 20th Hit Point Penalty: -2 at 7th, -4 at 8th, -6 at 10th, -8 at 14th, -10 at 16th LEGACY ITEM BONUSES 8th - +2 Morningstar 11th - +3 Morningstar 16th - +4 Thundering Morningstar LEGACY ITEM ABILITIES Bleak Future (Su): At 5th level and higher, when you successfully strike an opponent with Mindsplinter, that opponent becomes shaken for 1 round. The effects of successive strikes in the same round are not cumulative. The save DC is 11, or 11 + your Charisma modifier, whichever is higher. Virtue Denied (Su): Starting at 6th level, once per day, you can cast a protection from good spell. Caster level 5th. Kiss of Death (Sp): At 9th level, two times per day, you can use death knell as the spell. The save DC is 13, or 12 + your Charisma modifier, whichever is higher. If the spell is successful, the DC of Mindsplinter's legacy abilities increases by 2 for the duration of the death knell effect. Caster level 5th. Futile Struggle (Su): Beginning at 10th level, when you successfully damage an opponent with Mindsplinter, that enemy is affected as if by the cause fear spell. The save DC is 11, or 11 + your Charisma modifier, whichever is higher. Caster level 5th. Battle Shriek (Sp): At 14th level and higher, once per day on command, you can use shout as the spell. The save DC is 16, or 14 + your Charisma modifier, whichever is higher. Caster level 11th. Fierce Battle Shriek (Sp): Starting at 17th level, the Battle Shriek ability of Mindsplinter improves, meaning you instead use greater shout as the spell. The save DC is 22, or 18 + your Charisma modifier, whichever is higher. Caster level 15th. Ruinous Howl (Su): At 20th level and higher, once per day, if you succesfully strike a creature, they must save or die vs a death effect. The save DC is 23, or 19 + your Charisma modifier, whichever is higher. Virtue Denied Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: Starting at 6th level, once per day, you can cast a protection from good spell. Caster level 5th. Use: Selected Kiss of Death Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: At 9th level, two times per day, you can use death knell as the spell. The save DC is 13, or 12 + your Charisma modifier, whichever is higher. If the spell is successful, the DC of Mindsplinter's legacy abilities increases by 2 for the duration of the death knell effect. Caster level 5th. Use: Selected Battle Shriek Type of Feat: Legacy Prerequisite: Lesser Legacy Ritual Benefit: At 14th level and higher, once per day on command, you can use shout as the spell. The save DC is 16, or 14 + your Charisma modifier, whichever is higher. Caster level 11th. Starting at 17th level, the Battle Shriek ability of Mindsplinter improves, meaning you instead use greater shout as the spell. The save DC is 22, or 18 + your Charisma modifier, whichever is higher. Caster level 15th. Use: Selected Ruinous Howl Type of Feat: Legacy Prerequisite: Greater Legacy Ritual Benefit: At 20th level and higher, once per day, if you succesfully strike a creature, they must save or die vs a death effect. The save DC is 23, or 19 + your Charisma modifier, whichever is higher. Use: Selected Notched Spear Notched Spear Wielder Requirements Base attack bonus +3 Climb 2 2,305 gold LEGACY RITUALS Least: 4,000 gp. Lesser: 13,500 gp. Greater: 38,000 gp. LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). Skill Penalty: -1 at 7th, -2 at 13th, -3 at 18th Hit Point Penalty: -2 at 6th, -4 at 8th, -6 at 9th, -8 at 10th, -10 at 12th, -12 at 14th, -14 at 16th, -16 at 18th, -18 at 19th, -20 at 20th LEGACY ITEM BONUSES 8th - +1 Monstrous Humanoid Bane Spear 10th - +2 Monstrous Humanoid Bane Spear 13th - +3 Monstrous Humanoid Bane Spear 16th - +4 Monstrous Humanoid Bane Spear 20th - +5 Monstrous Humanoid Bane Spear LEGACY ITEM ABILITIES Parliament of Fishes (Su): Beginning at 5th level, you can cast charm animals at will. Caster level 5th. Concealment of the Kraken (Sp): At 6th level and higher, three times per day on command, you can use darkness as the spell. Caster level 3rd. Scion of the Sea (Sp): At 14th level and higher, once per day, you can cast summon nature's ally IV spell. Caster level 10th. Paths of the Tides (Su): Beginning at 17th level, you persistently gain the benefit of a freedom of movement spell. Caster level 15th. Command the Sea Children (Sp): At 19th level and higher, three times per day on command, you can use summon nature's ally IX as the spell. Caster level 20th. Parliament of Fishes Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: Beginning at 5th level, you can cast charm animals at will. Caster level 5th. Use: Selected Concealment of the Kraken Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: At 6th level and higher, three times per day on command, you can use darkness as the spell. Caster level 3rd. Use: Selected Scion of the Sea Type of Feat: Legacy Prerequisite: Lesser Legacy Ritual Benefit: At 14th level and higher, once per day, you can cast summon nature's ally IV spell. Caster level 10th. Use: Selected Command the Sea Children Type of Feat: Legacy Prerequisite: Greater Legacy Ritual Benefit: At 19th level and higher, three times per day on command, you can use summon nature's ally IX as the spell. Caster level 20th. Use: Selected Ur Ur Wielder Requirements Base attack bonus +4 Hide 2 2,306 gold LEGACY RITUALS Least: 1,600 gp. Lesser: 13,500 gp. Greater: 38,000 gp. LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). Skill Penalty: -1 at 7th, -2 at 13th, -3 at 18th Hit Point Penalty: -2 at 6th, -4 at 8th, -6 at 9th, -8 at 10th, -10 at 12th, -12 at 14th, -14 at 16th, -16 at 18th, -18 at 19th, -20 at 20th LEGACY ITEM BONUSES 8th - +2 Handaxe 12th - +3 Handaxe 15th - +4 Handaxe 18th - +5 Keen Handaxe LEGACY ITEM ABILITIES Fast Movement (Su): At 6th level, your base land speed increases by 5 feet. Treat this as an enhancement bonus. At 11th level, this bonus improves to 10 feet. Keen Sight (Su): You gain a +5 competence bonus on Spot checks at 9th level. Swift Stride (Su): Starting at 10th level, three times per day as a swift action, you can grant yourself a 30foot enhancement bonus on your base land speed. The increase lasts 1 round. Caster level 5th. Stealthy Approach (Su): At 13th level, you gain a +10 competence bonus on Move Silently checks. Wolf's Cunning (Su): You are able to react to danger with surprising speed. At 16th level, you gain Improved Initiative. Implacable Will (Su): At 17th level, you gain a +5 morale bonus on Will saves. Healing Totem (Sp): Starting at 19th level, two times per day as a swift action, you can use cure critical wounds (self only) as the spell. Caster level 15th. Natural Lore (Su): At 19th level, you gain a +5 competence bonus on Lore checks. Savage Transformation (Su): Beginning at 20th level, once per day as a free action, you can enter a state of savagery lasting for 10 rounds. In this state, you are immune to poison, death effects, and fear effects. Any damage that would reduce you to -1 or fewer hit points is ignored. Swift Stride Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: Starting at 10th level, three times per day as a swift action, you can grant yourself a 30 foot enhancement bonus on your base land speed. The increase lasts 1 round. Caster level 5th. Use: Selected Healing Totem Type of Feat: Legacy Prerequisite: Greater Legacy Ritual Benefit: Starting at 19th level, two times per day, you can use cure critical wounds (self only) as the spell. Caster level 15th. Use: Selected Savage Transformation Type of Feat: Legacy Prerequisite: Greater Legacy Ritual Benefit: Beginning at 20th level, once per day as a free action, you can enter a state of savagery lasting for 10 rounds. In this state, you are immune to poison, death effects, and fear effects. Any damage that would reduce you to -1 or fewer hit points is ignored. Use: Selected Flamecaster's Bolt Flamecaster's Bolt Wielder Requirements Base attack bonus +3 Persuade 2 Weapon Focus (Light Crossbow) 2,335 gold LEGACY RITUALS Least: 4,500 gp. Lesser: 12,500 gp. Greater: 40,500 gp. LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). Attack Penalty: -1 at 9th, -2 at 13th Save Penalty: -1 at 8th, -2 at 16th, -3 at 18th Hit Point Penalty: -4 at 6th, -6 at 9th, -8 at 12th, -10 at 15th, -12 at 18th, -14 at 19th, -16 at 20th LEGACY ITEM BONUSES 8th - +1 Flaming Light Crossbow 12th - +2 Flaming Light Crossbow 16th - +2 Seeking Flaming Light Crossbow 19th - +4 Seeking Flaming Light Crossbow LEGACY ITEM ABILITIES Marked Target (Su): At 5th level and higher, at will with a successful ranged touch attack that deals no damage, the struck target is outlined as if by a faerie fire spell. Caster level 5th. Shore Up Morale (Sp): Beginning at 5th level, once per day on command, you can use bless as the spell. Caster level 5th. Fiery Vengeance (Sp): At 7th level and higher, once per day on command, you can cause Flamecaster's Bolt to launch a fireball as the spell. Caster level 7th. Shooting Wild (Su): At 10th level, the spirit within Flamecaster's Bolt lends you what little precision Duegal enjoyed in life, granting you a +2 enhancement bonus to your Dexterity. At 14th level this bonus rises to +4, increasing to +6 at 17th level. Heat Shield (Su): Starting at 11th level, you gain Heat Endurance as a bonus feat. Beyond Range (Su): At 18th level, you gain damage reduction 10/magic. Fury Unleashed (Su): Once you attain 20th level, Flamecaster's Bolt gains the special purpose of defeating creatures that rely on overwhelming numbers to swarm their enemies. When facing opponents outnumbering you and your allies by at least 50 percent, you can use the fiery vengeance ability once per round without expending that ability's normal daily use limit. This ability ceases to function once the numbers are even or to your advantage again. You can attempt to use fury unleashed when not outnumbered, but this requires a successful Will saving throw (DC 17). Mark Target Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: At 5th level and higher, at will with a successful ranged touch attack that deals no damage, the struck target is outlined as if by a faerie fire spell. Caster level 5th. Use: Selected Shore Up Morale Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: Beginning at 5th level, once per day on command, you can use bless as the spell. Caster level 5th. Use: Selected Fiery Vengeance Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: At 7th level and higher, once per day on command, you can cause Flamecaster's Bolt to launch a fireball as the spell. Caster level 7th. Use: Selected Stalker's Bow Stalker's Bow Wielder Requirements Hide 1 Move Silently 1 2,375 gold LEGACY RITUALS Least: 1,875 gp. Lesser: 12,700 gp. Greater: 40,500 gp. LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). Save Penalty: -1 at 7th Skill Penalty: -1 at 7th, -2 at 8th, -3 at 14th, -4 at 16th, -5 at 19th, -6 at 20th Hit Point Penalty: -2 at 6th, -4 at 10th LEGACY ITEM BONUSES 8th - +2 Composite Shortbow 11th - +3 Composite Shortbow 14th - +4 Composite Shortbow 17th - +5 Seeking Composite Shortbow LEGACY ITEM ABILITIES Adjustable Draw (Su): Starting at 5th level, Stalker's Bow can apply any Strength bonus to damage. Obscurity (Su): At 6th level, you gain a +5 competence bonus on Hide checks. Darkvision (Su): At 12th level, you gain darkvision. See Invisibility (Su): Starting at 16th level, you can see invisible creatures or objects, as if continually affected by the see invisibility spell. Stalker's Insight (Su): At 18th level and higher, once per day on command, you gain a +10 insight bonus on Hide, Listen, Move Silently, and Spot checks for 1 hour. Ethereal Hunter (Su): Beginning at 20th level, you gain the ability to become ethereal for a total of 10 rounds per day. Activating this ability is a standard action. Stalker's Insight Type of Feat: Legacy Prerequisite: Greater Legacy Ritual Benefit: At 18th level and higher, once per day on command, you gain a +10 insight bonus on Hide, Listen, Move Silently, and Spot checks for 1 hour. Use: Selected Ethereal Hunter Type of Feat: Legacy Prerequisite: Greater Legacy Ritual Benefit: Beginning at 20th level, you gain the ability to become ethereal for a total of 10 rounds per day. Activating this ability is a standard action. Use: Selected Exordius Exordius Wielder Requirements Base attack bonus +3 Lore 2 ranks Any good alignment Ability to turn undead 2,315 gold LEGACY RITUALS Least: 3,000 gp. Lesser: 12,500 gp. Greater: 40,500 gp. LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). Attack Penalty: -1 at 9th, -2 at 13th Save Penalty: -1 at 8th, -2 at 16th, -3 at 18th Hit Point Penalty: -4 at 6th, -6 at 9th, -8 at 12th, -10 at 15th, -12 at 18th, -14 at 19th, -16 at 20th LEGACY ITEM BONUSES 8th - +2 Longsword 11th - +3 Longsword 17th - +3 Holy Longsword 20th - +5 Holy Longsword LEGACY ITEM ABILITIES Soul's Guidance (Su): Beginning at 5th level, once per day as a standard action, you can grant yourself a +2 luck bonus on attack and damage rolls for 3 minutes. Will of Two (Su): At 6th level, you gain a +2 sacred bonus on all Will saves. Eyria's Piety (Su): Starting at 10th level, you turn undead as though you were two levels higher in the class that grants the ability. Inner Strength (Sp): At 13th level and higher, once per day as a swift action, you can use cure serious wounds as the spell on yourself. Caster level 10th. Dismissal (Sp): Beginning at 14th level, once per day, you can force a creature to return to its native plane, as the dismissal spell. The base save DC is 16, or 14 + your Charisma modifier, whichever is higher. Add your character level to this number and subtract the target creature's HD to determine the final save DC. Caster level 10th. Soul's Sacrifice (Su): At 16th level and higher, you are immune to death effects. Mantle of Sacred Protection (Su): At 18th level, you gain spell resistance equal to 5 + your character level. Soul's Guidance Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: Beginning at 5th level, once per day as a standard action, you can grant yourself a +2 luck bonus on attack and damage rolls for 3 minutes. Use: Selected Inner Strength Type of Feat: Legacy Prerequisite: Lesser Legacy Ritual Benefit: At 13th level and higher, once per day as a swift action, you can use cure serious wounds as the spell on yourself. Caster level 10th. Use: Selected Dismissal Type of Feat: Legacy Prerequisite: Lesser Legacy Ritual Benefit: Beginning at 14th level, once per day, you can force a creature to return to its native plane, as the dismissal spell. The base save DC is 16, or 14 + your Charisma modifier, whichever is higher. Add your character level to this number and subtract the target creature's HD to determine the final save DC. Caster level 10th. Use: Selected Caladbolg Caladbolg Wielder Requirements Base attack bonus +3 Power Attack Perform 1 rank 2,310 gold LEGACY RITUALS Least: 1,700 gp. Lesser: 13,500 gp. Greater: 38,000 gp. LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). Attack Penalty: -1 at 6th, -2 at 12th, -3 at 18th Reflex Save Penalty: -1 at 7th, -2 at 9th, -3 at 15th, -4 at 20th Hit Point Penalty: -2 at 7th, -4 at 8th, -6 at 10th, -8 at 14th, -10 at 16th LEGACY ITEM BONUSES 7th - +1 Cleaving Shortsword 13th - +2 Cleaving Shortsword 16th - +3 Cleaving Shortsword 19th - +4 Cleaving Shortsword LEGACY ITEM ABILITIES Strength of Heroes (Su): At 5th level, you gain a +2 enhancement bonus to Strength. This bonus rises to +4 at 11th level and to +6th at 17th level. Bull's Charge (Su): At 6th level, you gain a +4 bonus on the opposed Strength check made during a bull rush attempt, and you push your opponent back an additional 5 feet if the attempt is successful. Defiance of Heroes (Su): At 8th level, you gain a +2 resistance bonus on all saving throws. Sword Eater (Su): At 9th level and higher, when you use Caladbolg to attempt to disarm an opponent's weapon, you gain a +4 bonus on the opposed attack roll. Unstoppable Cleave (Su): Starting at 15th level, you gain the Great Cleave feat. Imprisoning Stroke (Su): Beginning at 20th level, once per day you can imprison a foe struck by the sword beneath the earth, as the imprisonment spell. You must declare that you are activating the effect before you make the attack roll. The struck creature must make a Will save to avoid the spell's effects. The save DC is 23, or 19 + your Charisma modifier, whichever is higher. If the attack misses, the ability is wasted for the day. Caster level 17th. Imprisoning Stroke Type of Feat: Legacy Prerequisite: Greater Legacy Ritual Benefit: Beginning at 20th level, once per day you can imprison a foe struck by the sword beneath the earth, as the imprisonment spell. You must declare that you are activating the effect before you make the attack roll. The struck creature must make a Will save to avoid the spell's effects. The save DC is 23, or 19 + your Charisma modifier, whichever is higher. If the attack misses, the ability is wasted for the day. Caster level 17th. Use: Selected Hammer of Witches Hammer of Witches Wielder Requirements Ability to cast 2nd-level divine spells Lore 2 ranks Cannot have levels in an arcane spellcasting class 2,312 gold LEGACY RITUALS Least: 3,500 gp. Lesser: 11,500 gp. Greater: 39,000 gp. LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). Attack Penalty: -1 at 7th Hit Point Penalty: -2 at 6th, -4 at 7th, -6 at 9th, -8 at 13th, -10 at 15th, -12 at 19th Spell Slot Lost: 1st at 6th, 2nd at 8th, 3rd at 10th, 4th at 12th, 5th at 14th, 6th at 16th, 7th at 18th, 8th at 20th LEGACY ITEM BONUSES 10th - +2 Warhammer 14th - +3 Warhammer 17th - +4 Wizard Bane Warhammer LEGACY ITEM ABILITIES Magefinder (Sp): At 5th level and higher, at will on command, you can use detect magic as the spell. Caster level 5th. Spellbreaker (Su): Starting at 8th level, once per day upon making a successful attack roll with Hammer of Witches against an opponent, you can use the targeted form of dispel magic on that foe or item. Caster level 10th. Beginning at 11th level, you can use this feature two times per day. Witchmantle (Su): At 13th level, you gain spell resistance against arcane spells equal to 5 + your character level. Antimagic Field (Sp): Beginning at 16th level, once per day on command, you can use antimagic field as the spell. Caster level 11th. Countermagic (Su): At 18th level and higher, once per day as an immediate action, you can cast greater dispel magic. Caster level 15th. Greater Spell Immunity (Sp): Starting at 20th level, once per day on command, you can use greater spell mantle as the spell. Caster level 20th. Magefinder Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: At 5th level and higher, at will on command, you can use detect magic as the spell. Caster level 5th. Currently does nothing Use: Selected Spellbreaker Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: Starting at 8th level, once per day upon making a successful attack roll with Hammer of Witches against an opponent, you can use the targeted form of dispel magic on that foe or item. Caster level 10th. Beginning at 11th level, you can use this feature two times per day. Use: Selected Antimagic Field Type of Feat: Legacy Prerequisite: Lesser Legacy Ritual Benefit: Beginning at 16th level, once per day on command, you can use antimagic field as the spell. Caster level 11th. Use: Selected Countermagic Type of Feat: Legacy Prerequisite: Greater Legacy Ritual Benefit: At 18th level and higher, once per day as an immediate action, you can cast greater dispel magic. Caster level 15th. Use: Selected Greater Spell Immunity Type of Feat: Legacy Prerequisite: Greater Legacy Ritual Benefit: Starting at 20th level, once per day on command, you can use greater spell mantle as the spell. Caster level 20th. Use: Selected Sling of the Dire Wind Sling of the Dire Wind Requirements Base Fortitude save +3 2,300 gold LEGACY RITUALS Least: 1,000 gp. Lesser: 13,000 gp. Greater: 40,000 gp. LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). Attack Penalty: -1 at 6th, -2 at 12th, -3 at 18th Will Save Penalty: -1 at 7th, -2 at 9th, -3 at 15th, -4 at 20th Hit Point Penalty: -2 at 7th, -4 at 8th, -6 at 10th, -8 at 14th, -10 at 16th LEGACY ITEM BONUSES 7th - +2 Sling 11th - +2 Giant Bane Sling 14th - +3 Giant Bane Sling 17th - +4 Giant Bane Sling 19th - +5 Giant Bane Sling LEGACY ITEM ABILITIES Stunning Stone (Su): Beginning at 5th level, three times per day, you can declare a stone you are about to sling to be a stunning stone. If the stone hits, the struck target must succeed on a Fortitude save or be stunned for 1 round. The save DC is 11, or 11 + your Charisma modifier, whichever is higher. Gust of Wind (Sp): At 6th level and higher, once per day you can use gust of wind as the spell. Caster level 5th. Pebble to Boulder (Su): Sling of the Dire Wind deals 1d8 points of damage at 8th level, 2d6 points of damage at 12th level, 3d6 points of damage at 16th level, and 4d6 points of damage at 20th level. Wind Wall (Sp): Beginning at 15th level, three times per day on command, you can gain 80% concealment against ranged attacks. Caster level 10th. Forceful Strike (Su): At 18th level and higher, any creature struck by a stone or bullet slung by Sling of the Dire Wind can be pushed back as if by a bull rush. For resolving the bull rush, the stone's Strength modifier is +15. The stone can't push a target back more than 5 feet. Stunning Stone Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: Beginning at 5th level, three times per day, you can declare a stone you are about to sling to be a stunning stone. If the stone hits, the struck target must succeed on a Fortitude save or be stunned for 1 round. The save DC is 11, or 11 + your Charisma modifier, whichever is higher. Use: Selected Gust of Wind Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: At 6th level and higher, once per day you can use gust of wind as the spell. Caster level 5th. Use: Selected Wind Wall Type of Feat: Legacy Prerequisite: Lesser Legacy Ritual Benefit: Beginning at 15th level, three times per day on command, you can gain 80% concealment against ranged attacks. Caster level 10th. Use: Selected Treebrother Treebrother Wielder Requirements Ability to cast barkskin as a divine spell Lore 6 1,100 gold LEGACY RITUALS Least: 2,400 gp. Lesser: 11,500 gp. LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). Attack Penalty: -1 at 8th Hit Point Penalty: -2 at 6th, -4 at 7th, -6 at 9th, -8 at 13th, -10 at 15th Spell Slot Lost: 1st at 6th, 2nd at 8th, 3rd at 10th, 4th at 12th, 5th at 14th, 6th at 16th LEGACY ITEM ABILITIES Shillelagh (Sp): At 5th level and higher, once per day you can cast the shillelagh spell. Caster level 5th. Green Empathy (Su): Beginning at 6th level, you can attempt to charm plants by rolling 1d20 and adding your character level plus your Charisma modifier. Entangle (Sp): Starting at 8th level, three times per day, you can use entangle as the spell. The save DC is 11, or 11 + your Charisma modifier, whichever is higher. Caster level 5th. Woodland Stealth (Su): At 10th level, you gain a +5 competence bonus on Hide and Move Silently checks made in natural areas. Fast Movement (Su): At 11th level, you gain a 10 foot enhancement bonus to your base land speed. Owl's Insight (Sp): At 13th level and higher, once per day, you can use owl's insight as the spell. Caster level 10th. Changestaff (Sp): Starting at 16th level, once per day you can transform Treebrother as though with the changestaff spell. The duration of the effect is only 1 hour. Shillelagh Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: At 5th level and higher, once per day you can cast the shillelagh spell. Caster level 5th. Use: Selected Green Empathy Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: Beginning at 6th level, you can attempt to charm plants by rolling 1d20 and adding your character level plus your Charisma modifier. Use: Selected Entangle Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: Starting at 8th level, three times per day, you can use entangle as the spell. The save DC is 11, or 11 + your Charisma modifier, whichever is higher. Caster level 5th. Use: Selected Owl's Insight Type of Feat: Legacy Prerequisite: Lesser Legacy Ritual Benefit: At 13th level and higher, once per day, you can use owl's insight as the spell. Caster level 10th. Use: Selected Changestaff Type of Feat: Legacy Prerequisite: Lesser Legacy Ritual Benefit: Starting at 16th level, once per day you can transform Treebrother as though with the changestaff spell. The duration of the effect is only 1 hour. Use: Selected Full Moon's Trick Full Moon's Trick Wielder Requirements Base attack bonus +2 Hide 2 ranks 2,330 gold LEGACY RITUALS Least: 4,300 gp. Lesser: 12,700 gp. Greater: 40,500 gp. LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). Reflex Save Penalty: -1 at 7th, -2 at 12th Hit Point Penalty: -2 at 6th, -4 at 10th Skill Check Penalty: -1 at 7th, -2 at 8th, -3 at 14th, -4 at 16th, -5 at 19th, -6 at 20th LEGACY ITEM BONUSES 10th - +2 Short Sword 19th - +4 Short Sword LEGACY ITEM ABILITIES Wolfsbane (Su): Starting at 5th level, whenever you use Full Moon's Trick to strike a creature that is not in its natural form, that creature must make a DC 15 Will save or return to its natural form. Quiet As a Shadow (Su): At 7th level, you gain a +5 bonus on Hide and Move Silently checks. This bonus improves to +10 at 18th level. Form Mastery (Su): Beginning at 8th level, you gain a +2 bonus on saving throws against transmutation magic. Darkvision (Su): At 11th level, you gain darkvision out to 60 feet. Shifter's Bane (Su): Once you have attained 16th level, Full Moon's Trick becomes shapechanger bane. Feral Fury (Sp): Beginning at 17th level, three times per day on command, you can use rage as the spell. Caster level 15th. Shadows and Moonlight (Sp): At 20th level and higher, two times per day on command, you can use greater invisibility as the spell. You can use the spell only on yourself. Caster level 15th. Feral Fury Type of Feat: Legacy Prerequisite: Greater Legacy Ritual Benefit: Beginning at 17th level, three times per day on command, you can use rage as the spell. Caster level 15th. Use: Selected Shadows and Moonlight Type of Feat: Legacy Prerequisite: Greater Legacy Ritual Benefit: At 20th level and higher, two times per day on command, you can use greater invisibility as the spell. You can use the spell only on yourself. Caster level 15th. Use: Selected Fiendkiller's Flail Fiendkiller's Flail Wielder Requirements Base attack bonus +3 Sense Motive 2 ranks Weapon Focus (heavy flail) 4,330 gold LEGACY RITUALS Least: 3,500 gp. Lesser: 13,000 gp. LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). Attack Penalty: -1 at 6th, -2 at 12th Reflex Save Penalty: -1 at 7th, -2 at 9th, -3 at 15th Hit Point Penalty: -2 at 7th, -4 at 8th, -6 at 10th, -8 at 14th, -10 at 16th LEGACY ITEM BONUSES 8th - +1 Outsider Bane Heavy Flail 11th - +2 Outsider Bane Heavy Flail 16th - +2 Holy Outsider Bane Heavy Flail LEGACY ITEM ABILITIES Darkvision (Sp): Beginning at 6th level, once per day on command, you can use darkvision as the spell. Caster level 5th. Sense Fiends (Su): At 6th level and higher, you can detect evil. Caster level 5th. Devil Chills (Su): At 12th level and higher, Fiendkiller's Flail infects any creature damaged by it with devil chills. Devil's Fang (Su): Beginning at 13th level, the spiked ball secretes deathblade poison. Darkvision Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: Beginning at 6th level, once per day on command, you can use darkvision as the spell. Caster level 5th. Use: Selected Sense Fiends Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: At 6th level and higher, you can detect evil. Caster level 5th. Use: Selected Scales of Balance Scales of Balance Wielder Requirements Balance 3 Lore 5 920 gold LEGACY RITUALS Least: 3,600 gp. Lesser: 12,500 gp. Greater: 40,500 gp. LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). Attack Penalty: -1 at 9th, -2 at 13th Save Penalty: -1 at 8th, -2 at 16th, -3 at 18th Hit Point Penalty: -4 at 6th, -6 at 9th, -8 at 12th, -10 at 15th, -12 at 18th, -14 at 19th, -16 at 20th LEGACY ITEM BONUSES 5th - +1 Quarterstaff 10th - +2 Quarterstaff 14th - +3 Quarterstaff LEGACY ITEM ABILITIES Eye of Mortality (Su): At 6th level and higher, three times per day you can cast detect undead. Caster level 5th. Lifetouch (Sp): Beginning at 7th level, three times per day, you can use cure light wounds. Caster level 5th. Death's Swift Wing (Sp): At 11th level and higher, two times per day as a swift action, you can use death knell. The save DC is 13, or 12 + your Charisma modifier, whichever is higher. Caster level 10th. Lifedrain (Sp): Starting at 16th level, two times per day you can use enervation as the spell. The save DC is 16, or 14 + your Charisma modifier, whichever is higher. Caster level 13th. Unity of Balance (Su): At 17th level, you become immune to energy drain and death effects. Bodily Integrity (Sp): Beginning at 18th level, once per day on command, you can use heal on yourself only, as the spell. Caster level 15th. Ending Point (Sp): At 20th level and higher, once per day on command, you can use finger of death. The save DC is 20, or 17 + your Charisma modifier, whichever is higher. Caster level 17th. Eye of Mortality Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: At 6th level and higher, you can detect evil. Caster level 5th. Use: Selected Lifetouch Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: Beginning at 7th level, three times per day, you can use cure light wounds. Caster level 5th. Use: Selected Death's Swift Wing Type of Feat: Legacy Prerequisite: Lesser Legacy Ritual Benefit: At 11th level and higher, two times per day as a swift action, you can use death knell. The save DC is 13, or 12 + your Charisma modifier, whichever is higher. Caster level 10th. Use: Selected Lifedrain Type of Feat: Legacy Prerequisite: Lesser Legacy Ritual Benefit: Starting at 16th level, two times per day you can use enervation as the spell. The save DC is 16, or 14 + your Charisma modifier, whichever is higher. Caster level 13th. Use: Selected Bodily Integrity Type of Feat: Legacy Prerequisite: Greater Legacy Ritual Benefit: Beginning at 18th level, once per day on command, you can use heal on yourself only, as the spell. Caster level 15th. Use: Selected Ending Point Type of Feat: Legacy Prerequisite: Greater Legacy Ritual Benefit: At 20th level and higher, once per day on command, you can use finger of death. The save DC is 20, or 17 + your Charisma modifier, whichever is higher. Caster level 17th. Use: Selected Shishi-O Shishi-O Wielder Requirements Base attack bonus +3 Any nonchaotic alignment Proficiency with katana 2,535 gold LEGACY RITUALS Least: 2,000 gp. Lesser: 12,500 gp. Greater: 40,500 gp. LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). Attack Penalty: -1 at 9th, -2 at 13th Save Penalty: -1 at 8th, -2 at 16th, -3 at 18th Hit Point Penalty: -4 at 6th, -6 at 9th, -8 at 12th, -10 at 15th, -12 at 18th, -14 at 19th, -16 at 20th LEGACY ITEM BONUSES 10th - +2 Katana 13th - +3 Katana 16th - +3 Thundering Katana 18th - +4 Thundering Katana 20th - +5 Thundering Katana LEGACY ITEM ABILITIES Charm Animal (Sp): At 5th level and higher, at will on command, you can use charm animal as the spell. The save DC is 11, or 11 + your Charisma modifier, whichever is higher. Caster level 5th. Summon Lion (Sp): Starting at 8th level, once per day on command, you can summon a lion as if with the summon nature's ally III spell. At 12th level, you can instead summon a dire tiger as if with the summon nature's ally V spell. Caster level 10th. Cat Leap (Su): At 11th level, you gain a +5 enhancement bonus on Jump checks. Glorious Form of the Tiger General (Sp): Beginning at 15th level, once per day on command, you can transform into a dire tiger as if you used the polymorph spell. Caster level 10th. Tiger's Charge (Su): At 17th level and higher, you can make a full attack with Shish-O after a charge. Deafening Roar (Sp): Starting at 19th level, once per day on command, you can cause Shishi-O to emit a mighty roar that functions as a greater shout spell. The save DC is 22, or 18 + your Charisma modifier, whichever is higher. Caster level 15th. Charm Animal Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: At 5th level and higher, at will on command, you can use charm animal as the spell. The save DC is 11, or 11 + your Charisma modifier, whichever is higher. Caster level 5th. Use: Selected Summon Lion Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: Starting at 8th level, once per day on command, you can summon a lion as if with the summon nature's ally III spell. At 12th level, you can instead summon a dire tiger as if with the summon nature's ally V spell. Caster level 10th. Use: Selected Glorious Form of the Tiger General Type of Feat: Legacy Prerequisite: Lesser Legacy Ritual Benefit: Beginning at 15th level, once per day on command, you can transform into a dire tiger as if you used the polymorph spell. Caster level 10th. Use: Selected Deafening Roar Type of Feat: Legacy Prerequisite: Greater Legacy Ritual Benefit: Starting at 19th level, once per day on command, you can cause Shishi-O to emit a mighty roar that functions as a greater shout spell. The save DC is 22, or 18 + your Charisma modifier, whichever is higher. Caster level 15th. Use: Selected Verminlord Type of Feat: Epic Prerequisite: Spellcraft 24 ranks, Tenacious Plague, Summon Swarm Specifics: As a standard action, you can cast creeping doom or dominate monster on vermin. Use: Selected. Dymondheart Dymondheart Wielder Requirements Base attack bonus +1 Lore 2 2,315 gold LEGACY RITUALS Least: 2,140 gp. Lesser: 13,500 gp. Greater: 38,000 gp. LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). Attack Penalty: -1 at 9th, -2 at 13th Save Penalty: -1 at 7th, -2 at 16th, -3 at 18th Hit Point Penalty: -4 at 6th, -6 at 9th, -8 at 12th, -10 at 15th, -12 at 18th, -14 at 19th, -16 at 20th LEGACY ITEM BONUSES 7th - +2 Longsword 11th - +3 Longsword 16th - +4 Longsword 17th - +5 Longsword LEGACY ITEM ABILITIES Shed Bolts (Sp): Starting at 5th level, once per day as an immediate action, you can use protection from arrows. Caster level 5th. Deflect Attack (Su): At 6th level and higher, once per day you can deflect the next ranged touch attack that would otherwise hit you. Daylight (Sp): Beginning at 9th level, once per day, you can cast Daylight as the spell. Caster level 5th. Green Flame (Su): At 13th level and higher, a successful attack causes that creature to be outlined in faerie fire, as per the spell. Caster level 10th. Shielding Beneficence of the Green Powers (Su): At 14th level, you gain a +3 deflection bonus to Armor Class. Healing Grace of the Green Powers (Sp): At 18th level, you can cast cure critical wounds four times per day. Caster level 10th. Protective Embrace of the Green Powers (Su): At 19th level, you gain a +5 resistance bonus to all saving throws. Ban of the Green Powers (Sp): Starting at 20th level, once per day you may cast banishment. The save DC is 20, or 17 + your Charisma modifier, whichever is higher. Caster level 15th. Shed Bolts Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: Starting at 5th level, once per day as an immediate action, you can use protection from arrows. Caster level 5th. Use: Selected Deflect Attack Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: At 6th level and higher, once per day you can deflect the next ranged touch attack that would otherwise hit you. Use: Selected Daylight Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: Beginning at 9th level, once per day, you can cast Daylight as the spell. Caster level 5th. Use: Selected Healing Grace of the Green Powers Type of Feat: Legacy Prerequisite: Greater Legacy Ritual Benefit: At 18th level, you can cast cure critical wounds four times per day. Caster level 10th. Use: Selected Ban of the Green Powers Type of Feat: Legacy Prerequisite: Greater Legacy Ritual Benefit: Starting at 20th level, once per day you may cast banishment. The save DC is 20, or 17 + your Charisma modifier, whichever is higher. Caster level 15th. Use: Selected Despana School Type of Feat: General Prerequisite: Power Attack, Weapon Focus (light mace), BAB +5 Benefit: If the attack hits, your summoned creatures gain a +2 morale bonus on attack rolls and damage rolls against that enemy until the start of your next turn. Use: Selected Curst "Curst" is an acquired template that can be added to any humanoid creature (referred to hereafter as the "base creature"). It uses all the base creature's statistics and special abilities except as noted here. Armor Class: The curst's natural armor bonus improves by 3 over that of the base creature. Damage: A curst has a slam attack as a primary natural weapon. Size Base Damage Small 1d3 Medium 1d4 Large 1d6 Special Qualities: A curst retains all the special qualities of the base creature and gains those described below. Fast Healing (Ex): A curst heals 1 point of damage each round so long as it has at least 1 hit point. Immunity to Cold and Fire (Ex): A curst takes no damage from cold or fire attacks. Spell Resistance (Ex): A curst has spell resistance equal to 12 + its character level. Turning Immunity (Ex): Cursts cannot be turned, rebuked, destroyed, or commanded. Abilities: Change from the base creature as follows: Str +2, Int -4 (minimum 3), Wis -6 (minimum 1), Cha -2 (minimum 1). As an undead creature, a curst has no Constitution score. Advancement: By character class. Level Adjustment: +3. Mineral Warrior Mineral Warrior (also called "stony") is an acquired template that can be added to any corporeal creature that is not a construct, undead, or an elemental (referred to hereafter as the base creature). A mineral warrior uses all the base creature's statistics and special abilities except as noted here. Type: The creature's type remains the same, but it gains the earth subtype. Armor Class: Natural armor improves by +3. Special Attacks: A mineral warrior retains all the special attacks of the base creature and also gains the earth strike attack. Earth Strike (Ex): Once per day, the mineral warrior can make an exceptionally vicious attack against any foe that stands on stone or earth. The mineral warrior adds its Constitution bonus to its attack roll and deals 1 extra point of damage per racial Hit Die. Special Qualities: A mineral warrior has all the special qualities of the base creature, plus the following. Darkvision (Ex): A mineral warrior has darkvision out to 60 feet or the base creature's darkvision, whichever is better. Damage Reduction (Ex): A mineral warrior gains damage reduction 8/adamantine. If it already has damage reduction, it retains both versions and uses the best one that applies. Abilities: Change from the base creature as follows: +2 Strength, +4 Con, -2 Int (minimum 1), -2 Wis, -2 Cha. Environment: Same as the base creature and underground. Level Adjustment: Same as the base creature +1. Earth Strike Earth Strike (Ex): Once per day, the mineral warrior can make an exceptionally vicious attack against any foe that stands on stone or earth. The mineral warrior adds its Constitution bonus to its attack roll and deals 1 extra point of damage per racial Hit Die. Strong Stomach Type of Feat: General Prerequisite: Con 13, Endurance Benefit: You reduce the effects of sickening and nausea by one step. You cannot become nauseated. If you are exposed to an effect or condition that would normally make you nauseated, you become sickened instead. If an effect or condition would normally sicken you, that effect is negated. Use: Automatic Incarnate Incarnates incarnate (BASE CLASS) Incarnum is a tool you can use to manipulate the physical manifestations of moral and ethical forces and wield them in righteous pursuit of an ideal. Whether you are holy and righteous or corrupt and evil, you literally come to embody one cause or alignment, adding the distilled essence of good, evil, law, or chaos into your soulmelds. - Hit Die: d6 - Proficiencies: You are proficient with all simple weapons, light armor, medium armor, and shields - Skill Points: 2+ Int modifier. - Alignment: Alignment must be Lawful Neutral, Chaotic Neutral, Neutral Evil, or Neutral Good. Incarnates who have a different alignment will lose all class features. CLASS FEATURES: Level 1: Detect Opposition - Detect X at will 2: Chakra Bind (Crown) 3: Expanded Soulmeld Capacity +1 Incarnum Radiance 1/day - Gain temporary boost depending on alignment 4: Chakra Binds (Feet, Hands) 5: Rapid Meldshaping 1/day - Unshape a single meld, shape a new one 6: 7: Share Incarnum Radiance - Incarnum Radiance applies to allies of matching alignment 8: Incarnum Radiance 2/day 9: Chakra Binds (Arms, Brow, Shoulders) 10: 11: Rapid Meldshaping 2/day 12: 13: Incarnum Radiance 3/day 14: Chakra Binds (Throat, Waist) 15: Expanded Soulmeld Capacity +2 16: Chakra Bind (Heart) 17: Rapid Meldshaping 3/day 18: Incarnum Radiance 4/day 19: Chakra Bind (Soul) 20: True Incarnation - Type changes to Outsider Perfect Meldshaper - Max out all melds with essentia once per day Soulmelds Essentia Max Chakra Binds 2 1 0 3 2 1 3 3 1 4 4 1 4 5 1 4 6 2 5 7 2 5 8 2 5 9 2 6 10 3 6 11 3 6 12 3 7 13 3 7 14 4 7 16 4 8 18 4 8 20 4 8 22 5 9 24 5 9 26 5 Meldshaping - The Incarnate uses Constitution to determine the maximum number of soulmelds you can shape at one time and Wisdom to determine soulmeld saving throws. To activate Meldshaping, rest. Melds last for an entire day, with rare exceptions. Any activated abilities will be on the class radial, and are mostly unlimited use (please be sure to read the description of each meld). Acrobat Boots Acrobat Boots Descriptors: None Classes: Incarnate Chakra: Feet Saving Throw: None You form incarnum into a pair of light, supple boots that fit over your feet and any other boots you might wear. Small ruffs of blue-white fur crown each boot. While you wear them, you feel light on your feet. It is difficult to resist the temptation to bounce on the balls of your feet when you're standing still. While wearing acrobat boots, you gain a +2 insight bonus on Balance, Jump, and Tumble checks. Essentia: Every point of essentia invested in the acrobat boots increases the bonus by 2. Chakra Bind (Feet) Your acrobat boots join fast to your feet and help you to leap great distances. You always succeed on jump checks Adamant Pauldrons Adamant Pauldrons Descriptors: None Classes: Incarnate Chakra: Shoulders Saving Throw: None You shape incarnum into blue crystalline plates of shoulder armor. They float slightly above your shoulders, leaving room for clothing and other armor. In battle, these pauldrons seem to draw attacks toward them, steering blows away from your most vital areas. While wearing adamant pauldrons, you gain immunity to sneak attack. Essentia: You gain damage reduction equal to the number of points of essentia invested in this soulmeld. This damage reduction is passed by a +2 weapon or greater. Chakra Bind (Shoulders) Your incarnate pauldrons settle over your shoulders, and they seem to be joined by a crystalline lattice of blue energy across your back. Their power to deflect blows away from vital areas is increased. While binding adamant pauldrons, you gain immunity to critical hits. Crystal Helm Crystal Helm Descriptors: Force Classes: Incarnate, soulborn Chakra: Crown Saving Throw: None You shape incarnum into a light helm that surrounds your head and anything you might be wearing on it, including another helm. The substance of this helm is transparent crystal with a faceted appearance. As it rests over your head, you can almost feel a barrier erected behind your eyes, barring the way to those who would intrude into your mind. The soulmeld provides protection against mental effects, granting you a +2 resistance bonus on Will saving throws against mind-affecting spells. Essentia: You gain a deflection bonus to your Armor Class equal to the number of points of essentia that you invest in the crystal helm. Chakra Bind (Crown) Your crystal helm settles snugly around your head, and tendrils of cold power work their way through your body. If you close your eyes, you can almost see your own hands glowing like a mystic crystal suffused with unearthly radiance. Like the invisible power of magical force, your attacks slice through the boundaries between worlds. You can see more clearly, and gain the Blind-Fight feat Invest Essentia Type of Feat: Incarnum Prerequisite: Incarnum Benefit: Allows the Meldshaper to allocate Essentia. Use: Selected Soulborn Soulborns soulborn (BASE CLASS) As a soulborn, you use incarnum to enhance your natural combat ability. You can also share the power of incarnum with your allies, making you a valuable member of any adventuring group. You have the ability to shape soulmelds, though you have less meldshaping power than an incarnate or totemist. - Hit Die: d10 - Proficiencies: Soulborns are proficient with all simple and martial weapons, with light, medium, and heavy armor, and with shields. - Skill Points: 2+ Int modifier. - Alignment: Soulborns are polarized in their alignments, hewing to strong convictions of morality and ethics. As such, they can only be lawful good, chaotic good, lawful evil, or chaotic evil. CLASS FEATURES: Level 1: Smite Opposition 1/day - Smite target of opposed alignment 2: Incarnum Defense - Gain immunity based on alignment Lawful Good: You gain immunity to fear. Chaotic Good: You gain immunity to paralysis. Lawful Evil: You gain immunity to exhaustion (effects that would cause exhaustion render you fatigued instead). Chaotic Evil: You gain immunity to any spell causing damage or drain to your Strength. 3: Bonus Feat - Gain a bonus incarnum feat 4: 5: Smite Opposition 2/day 6: 7: Bonus Feat - Gain a bonus incarnum feat 8: Chakra Binds (Crown, Feet, Hands) 9: Share Incarnum Defense 1/day - Grant incarnum defense to a single ally temporarily 10: Smite Opposition 3/day 11: Bonus Feat - Gain a bonus incarnum feat 12: 13: Share Incarnum Defense 2/day 14: Chakra Binds (Arms, Brow, Shoulders) 15: Smite Opposition 4/day 16: 17: Share Incarnum Defense 3/day 18: Chakra Binds (Throat, Waist) 19: 20: Smite Opposition 5/day Soulmelds Essentia Max Chakra Binds 0 0 0 0 0 0 0 0 0 1 0 0 1 0 0 1 1 0 1 1 0 2 2 1 2 2 1 2 3 1 2 3 1 3 4 1 3 4 1 3 5 2 3 5 2 4 6 2 4 7 2 4 8 3 4 9 3 Meldshaping - The Soulborn uses Constitution to determine the maximum number of soulmelds you can shape at one time and to determine soulmeld saving throws. To activate Meldshaping, rest. Melds last for an entire day, with rare exceptions. Any activated abilities will be on the class radial, and are mostly unlimited use (please be sure to read the description of each meld). Totemist Totemists totemist (BASE CLASS) A mask representing a basilisk, a mantle of the displacer beast, boots of the landshark - these are the hallmarks of the totemist. You channel the soul energy of magical beasts to make your soulmelds and claim them as your totems to acquire a share in their power. - Hit Die: d8 - Proficiencies: You are proficient with all simple weapons, light armor, and shields - Skill Points: 4+ Int modifier. CLASS FEATURES: Level 1: 2: Chakra Bind (Totem) - Any soulmeld bound to your totem chakra has an essentia capacity 1 higher than the normal capacity for your soulmelds. 3: Totem Protection - +4 to saves against Magical Beast abilities 4: 5: Chakra Binds (Crown, Feet, Hands) 6: Chakra Bind (Totem) - Any soulmeld bound to your totem chakra gets +1 meldshaper level 7: 8: Rebind Totem Soulmeld 1/day - You may unbind your current totem soulmeld and choose another 9: Chakra Binds (Arms, Brow, Shoulders) 10: 11: Chakra Bind (Totem) - You may bind a soulmeld to both your totem chakra and another chakra 12: Rebind Totem Soulmeld 2/day 13: 14: Chakra Binds (Throat, Waist) 15: Chakra Bind (Totem) - Any soulmeld bound to your totem chakra has an essentia capacity 2 higher than the normal capacity for your soulmelds. 16: Rebind Totem Soulmeld 3/day 17: Chakra Bind (Heart) 18: 19: 20: Rebind Totem Soulmeld 4/day Totem Embodiment - All essentia invested in your totem Chakra is doubled Soulmelds Essentia Max Chakra Binds 2 1 0 3 2 1 3 2 1 4 3 1 4 3 1 4 4 2 5 5 2 5 5 2 5 6 2 6 7 3 6 8 3 6 9 3 7 10 3 7 11 4 7 12 4 8 13 4 8 14 4 8 16 5 9 18 5 9 20 5 Meldshaping - The Totemist uses Constitution to determine the maximum number of soulmelds you can shape at one time and to determine soulmeld saving throws. To activate Meldshaping, rest. Melds last for an entire day, with rare exceptions. Any activated abilities will be on the class radial, and are mostly unlimited use (please be sure to read the description of each meld). Ankheg Breastplate Ankheg Breastplate Descriptors: Acid Classes: Totemist Chakra: Throat (totem) Saving Throw: See text A thick, chitinous breastplate forms around your torso. The green plates of the armor glisten like the thorax of a living insect. Soft tissue and living muscle bind the plates together, rather than the chain and leather of conventional armor. Your ankheg breastplate grants you a +2 armor bonus to your Armor Class. Essentia: For every point of essentia you invest in your ankheg breastplate, the armor bonus granted by the soulmeld improves by 1. Chakra Bind (Throat) Green chitin spreads from your breastplate up your neck, blending into your skin there. This thickened skin seems to pulse slowly, in a rhythm unrelated to the beat of your heart or the movement of your breath. You gain the ability to spit a line of acid as a standard action. Once per minute, you can emit a line of acid that is 5 feet long plus 5 feet per point of invested essentia. Targets in the line take 2d6 points of acid damage plus 1d6 points for every point of invested essentia. They can reduce this damage by half with a successful Reflex save. Chakra Bind (Totem) Green-brown chitin spreads from your breastplate up your neck to your face, and you sprout serrated mandibles like those of a giant insect. Outside of combat, they slowly open and close without any conscious direction. In battle, you can use these terrible clenching jaws to tear the flesh of your foes. When you shift essentia to this soulmeld, the mandibles sizzle with acid. You gain a bite attack that deals 1d8 points of damage. You can use this bite as a primary attack. Every point of essentia invested in this soulmeld adds 1d4 points of acid damage to your bite damage. Ankheg Breastplate Throat Bind Apparition Ribbon Apparition Ribbon Descriptors: None Classes: Incarnate Chakra: Throat Saving Throw: None A diaphanous scarf wraps around your neck, its ends trailing off into wispy tendrils that seem to follow or mimic the movement of your arms. You form incarnum into a bridge of energy between yourself and the incorporeal world of spirits and other ghostly creatures. You gain the Blind-Fight feat. Essentia: Every point of essentia invested in apparition ribbon grants you a +2 bonus on damage rolls against undead creatures. Chakra Bind (Throat) The wispy tendrils of the scarf lengthen and surround you as you appear to become incorporeal. When you bind apparition ribbon to your throat chakra, you gain the ability to become incorporeal for brief periods of time. Activating this ability is a standard action, and your incorporealness lasts for 1 round plus 1 round per point of essentia invested in the soulmeld at the time it was activated. Each day, you can spend a total number of rounds incorporeal equal to your meldshaper level. Apparition Ribbon Throat Bind Arcane Focus Arcane Focus Descriptors: None Classes: Incarnate, Soulborn Chakra: Throat Saving Throw: See text A necklace of blue crystals fits around your neck. The crystals shed a faint glow that increases in brightness when you cast a damaging spell. When you cast an arcane spell that deals damage, your spell's damage is increased by 1 point. Spells that divide their damage among multiple targets, such as magic missile, deal the extra damage once to each affected target. Essentia: Every point of essentia you invest in your arcane focus increases the extra damage by 1 point. Chakra Bind (Throat) Barely visible wisps of incarnum writhe from your arcane focus, tendrils of soul energy that twist into arcane symbols as you cast arcane spells. When you cast a damaging spell, the spell is accompanied by a blue-white burst of raw incarnum energy. Whenever you cast a spell that deals damage to a single living creature, that creature must succeed on a Fortitude save (using the soulmeld's save DC, not the spell's) or be dazed for 1 round. Armguards of Disruption Armguards of Disruption Descriptors: Good Classes: Incarnate, Soulborn Chakra: Arms Saving Throw: None Blue-sheened silver bracers form around your forearms. Blue-white sparks leap from your hand to undead creatures you touch. While wearing armguards of disruption, you deal 1d6 points of damage to an undead creature with a successful melee touch attack. You can use armguards of disruption only once per round. Essentia: Every point of essentia invested increases the damage dealt by your armguards of disruption by 1d6 points. Chakra Bind (Arms) Incarnum flows from the bracers to envelop you and then fades into invisibility. A corona of blue-white energy erupts when an undead creature attacks you, blocking its blows and suppressing its powers. You gain an insight bonus to your AC and on your saving throws equal to the number of points of essentia invested in your armguards of disruption. These bonuses apply only against attacks made by undead creatures. Armguards of Disruption Arms Bind Basilisk Mask Basilisk Mask Descriptors: None Classes: Totemist Chakra: Brow (totem) Saving Throw: See text A hideous mask with red-brown scales forms around and over your face, actually floating about an inch in front of your nose. The visage is reptilian, with a protruding lower jaw and teeth jutting upward. Bony spines stick up from the top of the mask, completing the portrait of a basilisk. While the basilisk is feared primarily for its petrifying gaze, totemists also revere it as a patron of vision. Your basilisk mask grants you ultravision Essentia: Every point of essentia invested increases your Spot skill by 2 points. Chakra Bind (Brow) Your basilisk mask merges into your forehead, and your eyes are now clearly visible in the face of the basilisk. The visual effect is a little unsettling, but the improvement to your perception is dramatic. You gain the benefit of the Blind-Fight feat. Chakra Bind (Totem) Behind the mask, your eyes glow with a pale green radiance that is clearly visible through the eyes of the basilisk. There is a sense of weight in your forehead, but it is not entirely unpleasant-more like a power anxious to be exercised. By directing your gaze on a creature within 30 feet, you can temporarily turn that creature to stone (as the flesh to stone spell, except that the duration is only 1 round). A successful Fortitude save negates this effect. Basilisk Mask Totem Bind Beast Tamer Circlet Beast Tamer Circlet Descriptors: None Classes: Totemist Chakra: Crown (totem) Saving Throw: See text You channel undifferentiated soul energy into a gleaming silver band that encircles your forehead at a distance of about an inch. If you concentrate, you can hear a very quiet murmur of growls, shrieks, and other animal noises - the cacophony of the beast world. You gain a +2 bonus on Animal Empathy checks. Essentia: Every point of essentia you invest in your beast tamer circlet increases the bonus by 2. Chakra Bind (Crown) Your silver circlet fuses to your head, sending silver-blue tendrils like tiny veins under your skin. The endless clamor of beast noises becomes intelligible to you - you understand the range of needs and emotions that drives these utterances - but you are still able to ignore it with a modicum of concentration. You gain the ability to charm animals, as the spell. You can use this ability in any round during which you invest essentia in your beast tamer circlet. The DC is your Meldshaping DC. Chakra Bind (Totem) Instead of a gleaming silver band around your head, your beast tamer circlet manifests as a ring of silver hair, while all the hair on your head becomes long and coarse like a beast's mane. You gain the ability to use animal trance, as the spell. You can use this ability once per minute if you have essentia invested in this soulmeld. Beast Tamer Circlet Crown Bind Beast Tamer Circlet Totem Bind Animal Trance Level: Brd 2, Drd 2 Components: V, S Casting Time: 1 round Range: Medium Targets: Animals, Beasts, or magical beasts with Intelligence 3 Duration: 3 rounds + caster level Saving Throw: Will negates Spell Resistance: Yes You fascinate 2d6 hit dice of affected creatures. Behir Gorget Behir Gorget Descriptors: Electricity Classes: Totemist Chakra: Throat (totem) Saving Throw: See text Incarnum forms a large, deep blue collar around your neck, like part of a suit of plate armor. The color is darker on the back and fades to pale blue in the front, and bands of gray-brown line the top and bottom. The gorget tapers to a sharp point above your breastbone. Your behir gorget gives you a +4 bonus to resist being bull rushed or tripped. Essentia: You gain resistance to electricity equal to 5 times the number of points of essentia you invest in this soulmeld. Chakra Bind (Throat) Your armored collar merges into your throat, and your neck lengthens very slightly. You can feel a constant tingling in the sides of your neck, and tiny sparks occasionally spit from your mouth when you speak - particularly when you get excited or angry. You gain the ability to project a line of electricity as a standard action. Once per minute, you can emit a line of acid that is 5 feet long plus 5 feet per point of invested essentia. Targets in the line take 2d6 points of electricity damage plus 1d6 points for every point of invested essentia. They can reduce this damage by half with a successful Reflex save. Chakra Bind (Totem) As you bind your behir gorget to your totem chakra, its hard blue plating spreads up your neck to incorporate your entire head. Your face lengthens, and your jaw grows monstrous. Sharp teeth fill your mouth, allowing you to bite your foes savagely in combat. Sparks crackle in your mouth whenever you open it to bite-or even to speak. You gain a bite attack that deals 1d8 points of damage. You can use this bite as a primary attack. Every point of essentia invested in this soulmeld adds 1d4 points of electricity damage to your bite damage. Behir Gorget Throat Bind Blink Shirt Blink Shirt Descriptors: None Classes: Totemist Chakra: Heart (totem) Saving Throw: None This rough-looking garment looks like it has been made of coarse brown fur, but it displays obviously magical features. The shirt seems to shift and move on its own, and it fades into a barely corporeal mist near your waist. Most disconcerting of all, patches of the garment seem transparent, as if they have temporarily shifted to some strange elsewhere. Because different parts of the garment appear phased out at different times, these patches of incorporeality seem to roam over the surface of the shirt. You gain the ability to teleport yourself (as dimension door) up to 10 feet at will. Using this ability is a standard action. Essentia: For every point of essentia invested, you can teleport an additional 10 feet. Chakra Bind (Heart) The appearance of your blink shirt changes little, except that now wherever it seems transparent, you do as well. Strange patches of incorporeality float over your entire body. You can use blink as the spell (with a caster level equal to your meldshaper level). Chakra Bind (Totem) Your posture becomes slightly hunched, giving you the merest hint of a canine appearance. Your ears also take on sharp points. You can use the dimension door ability of this soulmeld as a move action. Blink Shirt Dimension Door Blink Shirt Heart Bind Blink Level: Brd 3, Src/Wiz 3 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level You bounce between the ethereal and the material plane. This grants you a 50% miss chance on attacks, a 20% chance to miss attacks you make, a 20% chance to fail at casting any spells, +2 to attack, and a 50% chance for spells targeted at you to fail. Bloodtalons Bloodtalons Descriptors: None Classes: Totemist Chakra: Hands (totem) Saving Throw: None Incarnum forms a pair of eagle talons around your hands. They are ghostly and insubstantial, almost like a violet mist surrounding your hands, but the three-toed shape is as clear as the sharp claws in their outline. Totemists who shape bloodtalons hope to emulate the ferocious tenacity, keen eyesight, and sheer savagery of these creatures. You gain the Diehard feat. Essentia: Every point of essentia invested increases your Spot skill by 2 points. Chakra Bind (Hands) Rather than being surrounded by violet mist, your hands themselves turn a deep shade of violet, like the blue of incarnum mixed with rich blood red. Somehow, your hands feel eager to grasp and tear, to speed past your opponents' defenses and tear at their eyes. You gain the benefit of the Weapon Finesse feat. Chakra Bind (Totem) The skin of your hands becomes red-orange and scaly like the talons of a blood hawk, your fingers grow knobby and strong, and your nails lengthen into fierce talons with sharp points and edges. You can make two claw attacks that each deal 1d4 points of damage plus your Strength modifier. On the round after you hit with a claw attack, the wounds bleed for an additional 1 point of damage per point of essentia you had invested in your bloodtalons when you made the attack. Nonliving creatures are immune to this blood loss effect. Every point of essentia invested in the bloodtalons grants a +1 enhancement bonus on attack rolls made with the claw attacks. Bloodwar Gauntlets Bloodwar Gauntlets Descriptors: Evil, Mind-affecting Classes: Incarnate Chakra: Hands or Arms Saving Throw: See text Incarnum forms into black gauntlets that encase your hands and extend in heavy iron bands up your forearms to your elbows, where they end in vicious-looking spikes. They seem large for your hands and actually cover any gloves or gauntlets you might already be wearing, but they move in perfect unison with your fingers and hands. When it is very quiet, you can sometimes hear the sounds of battle coming from the night-black metal of the gauntlets. While you wear your bloodwar gauntlets, you gain a +1 morale bonus on melee attack rolls. Essentia: For every point of essentia you invest in your bloodwar gauntlets, you gain a +1 morale bonus on melee damage rolls. Chakra Bind (Arms) Your bloodwar gauntlets bind themselves to your wrists and forearms. Instead of separate rings of metal extending up your arms, they now form a solid sheath of completely unreflective metal in which fiendish visages manifest and subside, always contorted with rage and pain. You can use a standard action to release the soulmeld's violent energy in a tumultuous blast, unshaping the soulmeld in the process. The blast deals 3d6 points of damage for every point of essentia invested to all creatures within a 20-foot radius burst, excluding you. A successful Fortitude save halves this damage. Chakra Bind (Hands) Your bloodwar gauntlets bind themselves to your hands, shrinking to better fit them. The metal fingertips of the gauntlets are long and sharply pointed. They sometimes seem to drip blood, though the liquid that falls from them vanishes almost as soon as it touches the ground. Any weapon you equip gains the keen property. Bloodwar Gauntlets Arms Bind Bluesteel Bracers Bluesteel Bracers Descriptors: None Classes: Incarnate, Soulborn Chakra: Arms Saving Throw: None You harness the soul energy of mighty warriors past, present, and future, shaping that incarnum into bands of bright blue steel that surround your wrists and lower arms. You feel a soft tingling in your wrists that grows stronger when danger is near. Your bluesteel bracers enhance your reactions and keep your mind in a state of constant battle readiness, granting you a +2 insight bonus on initiative checks. Essentia: For every point of essentia you invest in your bluesteel bracers, you gain a +1 insight bonus on melee damage rolls. Chakra Bind (Arms) Your bluesteel bracers affix themselves to your arms, extending swirling patterns of bright metallic blue up your biceps. When danger is near, your nearby allies share your sense of it and find themselves more ready for battle. All allies within 30 feet gain the +2 bonus on initiative granted by this soulmeld. Brass Mane Brass Mane Descriptors: Sonic Classes: Totemist Chakra: Throat (totem) Saving Throw: See text This feral mask has leonine qualities, including a coarse mane of thick, brass-colored hair. Onlookers familiar with the mighty dragonnes recognize the similarities between those fearsome desert predators and the features of the mask. While you wear your brass mane, you gain a +4 competence bonus on Intimidate checks. Essentia: Every point of essentia invested in this soulmeld increases the competence bonus it grants on Intimidate checks by 2. Chakra Bind (Throat) The hair of your brass mane extends down your neck, forming brassy scales that cover your throat and reach down to your breastbone. Your voice gets louder unless you make a conscious effort to keep it quiet. Once per minute, you can loose a devastating roar. All creatures within 10 feet must succeed on a Will save or become fatigued. The range of this effect is extended by 10 feet for every point of essentia invested in the soulmeld. Chakra Bind (Totem) Your face blends into the mask, your jaws growing long and sprouting huge fangs. You can make powerful bite attacks to tear the flesh of your foes. You gain a bite attack that deals 1d8 points of damage. You can use this bite as a primary attack. Every point of essentia invested in this soulmeld grants a +1 enhancement bonus on attack rolls and damage rolls made with the bite attack. Brass Mane Throat Bind Cerulean Sandals Cerulean Sandals Descriptors: None Classes: Incarnate, Soulborn Chakra: Feet Saving Throw: None Incarnum forms into a pair of sandals that surround your feet and any other footwear you might have on. The sandals resemble blue crystal ice, but just beneath the surface, they seem to flow like water. Your cerulean sandals make you immune to movement speed decreases. Essentia: Every point of essentia invested in this soulmeld grants an enhancement bonus of +5 feet to your base land speed. Chakra Bind (Feet) Your feet and lower legs are encased in a sheath of blue-gray energy. This substance resembles ice, but motes of light like tiny stars drift through it as well. You can use dimension door as the spell, up to a total distance of 10 feet per meldshaper level. You can use this ability (in increments of 10 feet) any number of times, until the total distance has been traversed, at which point the soulmeld unshapes. This requires a standard action to activate. Cerulean Sandals Foot Bind Diadem of Purelight Diadem of Purelight Descriptors: Light Classes: Incarnate, Soulborn Chakra: Crown Saving Throw: None A shimmering ring of incarnum energy wreathes your head, shedding a pure blue-white light. The light clearly outlines the shapes of creatures and objects it illuminates, enhancing your visual acuity. You shape incarnum into a circlet that illuminates the area around you. Your diadem of purelight sheds light as a torch, and grants you a +2 bonus on Spot checks. It also negates darkness spells. Essentia: Every point of essentia invested in this soulmeld increases the bonus on Spot checks by +2. Chakra Bind (Crown) The light from the headband becomes steady and constant, amplifying the contrast between different creatures and objects. The diadem of purelight negates any concealment within a 20 ft radius. Detect Magic Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: 60 ft. Area: Cone-shaped emanation Duration: Concentration, up to 1 min./level (D) Saving Throw: None Spell Resistance: No You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round Presence or absence of magical auras. 2nd Round Number of different magical auras and the power of the most potent aura. 3rd Round The strength and location of each aura. Disenchanter Mask Disenchanter Mask Descriptors: Light Classes: Totemist Chakra: Brow (Totem) Saving Throw: None You shape incarnum into a silvery mask with a long snout, clubbed protrusions at the crown, and a long, forked tongue. The silver scales of the mask glint and gleam in the light, and the tongue seems to sway of its own accord. You can use a detect magic effect as the spell, with a range of 10 feet. Essentia: Every point of essentia invested in this soulmeld increases the range by 10 feet. Chakra Bind (Brow) Your disenchanter mask binds to your forehead, and your eyes replace the glassy black eyes in the mask's sockets. Colors seem somehow more alive to your sight-particularly the colors of spell effects and items that you know to be magical. When using this soulmeld's detect magic ability, you can instantly determine the number, strength, and location of each magical aura present as if you had been concentrating for 3 rounds. Chakra Bind (Totem) Your face lengthens and shapes into the mask you wear, and the dangling tongue of the mask becomes your own tongue. As you extend it, you can practically taste magic in the air, and when you use the tongue to drain magic, it tastes strong and sweet, almost like a liqueur. You can use the long tongue of your disenchanter mask to make a melee touch attack as a standard action. If it hits, you suppress the opponent's primary weapon, if any, for ten rounds. Disenchanter Mask Detect Magic Disenchanter Mask Totem Bind Displacer Mantle Displacer Mantle Descriptors: None Classes: Totemist Chakra: Shoulders (totem) Saving Throw: None This cloak of blue-black fur wraps around your shoulders and hangs down your back to the waist. The fur bends and catches light strangely, actually creating a slight blurring effect around your entire body.. You gain a +2 bonus on Hide checks. Essentia: Every point of essentia you invest in your displacer mantle increases the bonus by 2. Chakra Bind (Shoulders) As you bind the mantle to your shoulders, its midnight hue spreads into the skin of your shoulders and upper arms. A light-bending glamer surrounds you, shifting and wavering your outline. Your displacer mantle surrounds you with a glamer similar to a blur spell, granting you concealment (20% miss chance). Chakra Bind (Totem) A pair of tentacles extends from your shoulder blades. They end in pads ridged with sharp horn, allowing you to lash out even at distant foes to batter and tear them. As a full-round action, you can make two tentacle attacks using your full base attack bonus. Each tentacle deals 1d4 points of damage plus your Strength modifier. Every point of essentia invested in the displacer mantle grants you a +1 enhancement bonus on damage rolls made with the tentacle attacks. Displacer Mantle Totem Bind Dissolving Spittle Dissolving Spittle Descriptors: Acid Classes: Incarnate Chakra: Throat Saving Throw: None Incarnum forms a metallic blue-green torc around your neck. The ends of the torc resemble black or copper dragons facing each other in front of your throat. A constant bitter taste floods your mouth, but it seems to make the flavor of certain foods more enjoyable - particularly well-cooked meat. As a standard action, you can spit a glob of acid at a target within 30 feet. This requires a ranged touch attack to hit and deals 1d6 points of acid damage. Using dissolving spittle provokes attacks of opportunity. Essentia: Every point of essentia you invest in your dissolving spittle increases the damage dealt by 1d6 points. Chakra Bind (Throat) Instead of a torc around your neck, the writhing shape of a twoheaded dragon arcs around your throat in blue-green scales. Tendrils of midnight blue extend up your neck and down into your shoulders like diseased veins. When you use your ability to spit acid at an opponent, you also roll again for damage 1 round later. Dissolving Spittle Spit Acid Dread Carapace Dread Carapace Descriptors: None Classes: Totemist Chakra: Arms, feet, heart (totem) Saving Throw: See text Incarnum forms into a heavy, caramel-brown carapace covering your back. Short spines protrude from this shell, and light gleams from its surface. Though it has no actual protective value (unless you bind it to your heart chakra), the carapace fills you with the destructive power of the tarrasque. While your dread carapace is shaped, you gain a +2 bonus on damage rolls when you are using a bite attack, or a +1 bonus when you are using a claw or other natural attack. In exchange, you take a -1 penalty on attack rolls with natural weapons. Essentia: Every point of essentia you invest in your dread carapace increases your attack penalty by 1 and your damage bonus by 2 (for bite attacks) or 1 (for other natural weapons). Chakra Bind (Arms) While the appearance of your dread carapace is unchanged, your upper arms manifest scaly plates, while spikes emerge from your elbows. At the same time, any natural weapons you possess become more deadly-sharper, longer, better able to slice through skin and armor to tear at vulnerable flesh. The threat range of any natural attacks you possess (either naturally or as a result of another soulmeld) is doubled. Chakra Bind (Feet) While the appearance of your dread carapace is unchanged, your legs become increasingly muscular, and their shape alters slightly so that you more naturally move on just your toes and the balls of your feet. Once per minute, you can add an enhancement bonus of +60 feet to your speed for 1 round. Chakra Bind (Heart) Your dread carapace takes on a highly reflective sheen, suggesting the tarrasque's ability to reflect spells back on their casters. Spells have a hard time reaching through your carapace to affect you. You gain spell resistance equal to 5 + 4 per point of essentia you invest in your dread carapace. Chakra Bind (Totem) Two mighty horns jut from your head. Though they are useless in combat, they alter your appearance, making your countenance quite fearsome. When you charge, your visage suggests something utterly inhuman, striking fear into the hearts of your foes. When you charge, all enemies within 60 feet who can see you become shaken for 1 round (Will negates). Dread Carapace Feet Bind Enigma Helm Enigma Helm Descriptors: None Classes: Incarnate, Soulborn Chakra: Crown Saving Throw: None You form incarnum into a shadowy helm floating above and around your head. Shadows swirl like rising smoke beneath its surface. The helm wraps itself like a cloak around your mind, protecting your secrets and shielding your will. Your enigma helm protects you from divinations. While wearing this soulmeld, you become difficult to detect by divination spells (as the nondetection spell). Essentia: You gain an enhancement bonus on Will saves equal to the number of points of essentia invested. Chakra Bind (Crown) Your enigma helm rests solidly on your head. In the center of your forehead, a dusky gem holds swirling shadowstuff-and it's not clear whether the gem is part of the helm or part of your own head. Any attempt to charm you is redirected to the gem in your forehead. As a result, you gain complete immunity to enchantment (charm) effects. Fearsome Mask Fearsome Mask Descriptors: Mind-affecting Classes: Soulborn Chakra: Brown Saving Throw: See text You shape incarnum into a ferocious-looking mask that covers your face. It resembles a powerful outsider of your alignment, either majestic in splendor or terrible in its evil. Somewhere deep in your mind is a quivering knot of fear, but you find that you can channel that fear and use it to intimidate others. While wearing the fearsome mask, you gain a +2 insight bonus on Intimidate checks. Essentia: Every point of essentia invested in this soulmeld increases the insight bonus it grants on Intimidate checks by 2. Chakra Bind (Brow) Your eyes, clearly visible through your fearsome mask, blaze with fiery wrath that strikes terror into the hearts of those that meet your gaze. Your gaze causes enemy creatures (but not allies) to become shaken for 1 minute (Will negates). This is a free action that affects all enemies within 30 ft. This is a mind-affecting effect. Fellmist Robe Fellmist Robe Descriptors: None Classes: Incarnate Chakra: Soul Saving Throw: None Incarnum coalesces around your body into a sheath of gray mist. It hangs about you like a thick fog that moves with you, creating the illusion that you are drifting over the ground rather than walking. This robe of mist masks your true location, protecting you from ranged attacks. Your fellmist robe provides you with minor concealment (10% miss chance) against ranged attacks. Essentia: Every point of essentia invested in your fellmist robe improves the concealment slightly, increasing the miss chance by 5% (up to a maximum of 50%). Chakra Bind (Soul) Your fellmist robe draws closer to your body, at the same time growing denser and shrouding your form more effectively-even against adjacent foes. Your fellmist robe provides its concealment against melee and ranged attackers. Flame Cincture Flame Cincture Descriptors: None Classes: Incarnate, Soulborn Chakra: Waist Saving Throw: See text Incarnum forms into a cord of blue fire, which you wear tied around your waist. Its flames are cool to the touch. The loose ends dance around your legs like tongues of flame with wills of their own. When you are exposed to fire, the flames of your belt flare brightly, as if feeding on the fire around you. When you shape flame cincture, you gain resistance to fire 10. Essentia: Every point of essentia invested in your flame cincture increases your resistance to fire by 5. Chakra Bind (Waist) Energy attacks are not simply absorbed and dispersed, but instead the energy is bound within the belt, eagerly awaiting release. You can release a blast of fire from your flame cincture equal 1d6 plus 1d6 per point of essentia invested in the meld. A successful Reflex save reduces the damage by half. Flame Cincture Waist Bind Frost Helm Frost Helm Descriptors: Cold, sonic Classes: Totemist Chakra: Crown (totem) Saving Throw: See text Incarnum forms into a bluewhite helm resembling the bizarre head of a frost worm. It floats above the top of your head, its strange lumpy shape rising to a tall nodule at the front and top. While wearing a frost helm, you gain the Cold Endurance feat. Essentia: If you invest essentia in your frost helm, it also protects you from cold damage. You gain resistance to cold equal to 5 times the number of points of essentia you invest in this soulmeld. Chakra Bind (Crown) Your frost helm fuses to the top of your head, actually opening a breathing channel in the strange nodule at the helm's crown. As a standard action, you can project a ray of cold energy from your forehead, reminiscent of a frost worm's breath weapon. You must make a ranged touch attack to hit a creature with this ray. If you hit, the ray deals 1d6 points of cold damage plus an additional 1d6 points for every point of essentia you invest in your frost helm. Chakra Bind (Totem) Your frost helm fuses to your head and seems to spread downward, changing the appearance of your upper face to resemble the head of a frost worm. Your eyes meld into the helm's strange nodule, your cheeks twist into lumpy protrusions, and the skin of your face grows thick and blue-white. As a standard action, you can produce a trilling sound that stuns opponents within 20 feet. You can target one creature plus one additional creature per point of essentia you invest in your frost helm. Targets must succeed on a Will save or be stunned for 1d4 rounds. Frost Helm Crown Bind Frost Helm Totem Bind Girallon Arms Girallon Arms Descriptors: None Classes: Totemist Chakra: Arms (totem) Saving Throw: None Incarnum coalesces around your arms and upper torso, forming blue-white fur that seems to enhance your arm and chest muscles. It also extends from your fingers to form ghostly claws that, despite their insubstantial appearance, help you gain purchase while climbing or grappling. Your girallon arms grant you a +2 competence bonus on Climb checks and grapple checks. Essentia: Every point of essentia invested in your girallon arms increases the bonus on Climb checks and grapple checks by 2. Chakra Bind (Arms) The blue-white fur of your girallon arms grows longer at your forearms, forming tufts of hair near your elbows. If you hit a single target with at least two claw attacks, you rend for double claw damage, including double your Strength bonus. Chakra Bind (Totem) Incarnum forms two additional, powerful arms that spring out from your ribs. These spirit arms mirror the movements of your real arms. All four of your arms are tipped with long claws that no longer seem ghostly, but quite real-and quite sharp. You gain four claws that you can use as natural weapons, dealing 1d4 points of damage with each claw. You can make a single claw attack as a primary attack, using your full attack bonus and adding your Strength bonus on your damage roll. You can make up to three additional claw attacks as secondary attacks, following either a primary claw attack or an attack with a weapon. Every point of essentia you invest in your girallon arms grants you a +1 enhancement bonus on attack rolls and damage rolls with your claw attacks. Gloves of the Poisoned Hand Gloves of the Poisoned Hand Descriptors: Evil Classes: Soulborn Chakra: Hands Saving Throw: See text Slick green gloves slide over your hands. They appear moist but are dry to the touch. Once per round, you can attempt to inflict a terrible, mind-wracking poison on a foe with a melee touch attack. The poison deals 1 point of Wisdom damage immediately and another 1 point of Wisdom damage 1 minute later. Each instance of damage can be negated by a Fortitude save. No creature can be affected by the gloves more than once in a 24-hour period. Essentia: Every point of essentia you invest in your gloves increases the Wisdom damage dealt (both primary and secondary damage) by 1 point. Chakra Bind (Hands) The gloves merge with your hands, giving your hands a green cast. Your fingertips drip with viscous slime. When gloves of the poisoned soul are bound to your hands chakra, the poison also deals Strength damage equal to the amount of Wisdom damage dealt (one save resists both effects). Gloves of the Poisoned Hand Ability Damage Gorgon Mask Gorgon Mask Descriptors: None Classes: Totemist Chakra: Throat (totem) Saving Throw: See text Incarnum forms a mask resembling the head of a steel-plated bull, complete with long, arcing silver horns. The mask's eyes are empty black pits. While wearing a gorgon mask, you gain a +1 resistance bonus on Fortitude saves and a +2 resistance bonus on any check or saving throw to resist being bull rushed, tripped, overrun, or trampled. Essentia: Every point of essentia you invest in your gorgon mask increases your resistance bonuses by 1. Chakra Bind (Throat) The dusky, metallic scales of your gorgon mask extend down your neck, forming a sharp ridge along your upper spine. Wisps of green smoke escape from your mouth. You gain the ability to breathe a cloud of petrifying gas on an adjacent foe. If the target fails a Fortitude save, it turns to stone, as the flesh to stone spell. You can use this ability once per day. Chakra Bind (Totem) The metallic scales of your gorgon mask extend down over your shoulders, lending bulk and solidity to your frame. You feel strength coursing through your legs in particular, giving you the ability to run down your foes and crush them beneath your feet. You gain the ability to make a trample attack. As a full-round action, you can move up to twice your speed and literally run over any creature equal to your own size or smaller. Your trample attack deals 1d8 points of bludgeoning damage (or 1d6 points if you are Small) plus 1-1/2 times your Strength modifier. Opponents have a Reflex save for half damage. Gorgon Mask Throat Bind Trample Great Raptor Mask Great Raptor Mask Descriptors: None Classes: Totemist Chakra: Brow (totem) Saving Throw: None You shape incarnum into a large mask that surrounds your whole head, resembling the head of a giant eagle or a giant owl. The feathered plumage is brown and white with the faintest tinge of purple-blue, and the mask's large, glassy eyes gleam sky blue. You gain a +2 competence bonus on Spot checks. Essentia: Every point of essentia you invest in your great raptor mask increases the competence bonus by 2. Chakra Bind (Brow) Your great raptor mask has large eyes that gather every scrap of light and reflect it as a pale, blue-green glow. The mask is fused to your forehead, and your eyes are melded into the eyes of the mask-which no longer look glassy, but very much alive. You gain darkvision. Chakra Bind (Totem) Your head transforms to take on the appearance of a giant eagle, becoming one with your great raptor mask. While still enhancing your vision, this soulmeld also heightens your reflexive reaction to danger, allowing you to dodge entirely out of the way of dangerous effects. You gain evasion. Heart of Fire Heart of Fire Descriptors: Fire Classes: Totemist Chakra: Waist (totem) Saving Throw: None A rough stone of blazing red hangs at the center of a loose belt around your waist. You feel warmth spreading from the stone into your body, though it is not enough to ward off extreme cold. At the sight of a frost giant or some other creature of cold, however, that warmth surges through your body like consuming fire, eager to sear your opponents' flesh. You gain a +1 insight bonus on attack rolls and damage rolls against elementals. Essentia: Every point of essentia you invest in your heart of fire increases your insight bonus on attack rolls and damage rolls by 1. Chakra Bind (Waist) A red glow suffuses your body, concentrated in your abdomen. Rather than a blazing red stone at your waist, your heart of fire is subsumed into your flesh, filling your body with its fiery fury. Any creature striking you with a natural weapon or unarmed strike takes 1d6 points of fire damage per point of essentia you invest in your heart of fire. Creatures grappling you take this damage every round at the end of your turn. Chakra Bind (Totem) The heat of the blazing stone at your waist spreads through your body, lashing out through your attacks at any opponent you face. When you enter combat, your skin glows red with the fiery power coursing through your veins. Your natural weapons or unarmed strikes deal an additional 1d4 points of fire damage per point of essentia you invest in your heart of fire. Hunter's Circlet Hunter's Circlet Descriptors: None Classes: Soulborn, Totemist Chakra: Crown (totem) Saving Throw: None You shape incarnum into a sky-blue headband that resembles a wreath of twining ivy. Your hunter's circlet grants you a +2 insight bonus on Heal and Search checks. Essentia: Every point of essentia you invest in your hunter's circlet increases the insight bonus by 2. Chakra Bind (Crown) The sky-blue ivy of your hunter's circlet weaves into your hair, winding down to your shoulders. You gain the benefit of the Track feat. Chakra Bind (Totem) There is no change to your own appearance or that of the circlet, but from your perspective, the world around you changes enormously. It is suddenly alive with smells-from obvious, overpowering odors you noticed before but not in such richness of detail, to subtle scents unlike anything in your experience. You gain the benefit of the Scent feature. Illusion Veil Illusion Veil Descriptors: None Classes: Incarnate, Soulborn Chakra: Brow Saving Throw: None You shape incarnum into a wispy veil, which fades into invisibility when you wear it. When you cast an illusion spell, tendrils of incarnum surround and merge with the illusory effect, making it more vibrant and believable. You gain a +1 insight bonus to the save DCs of your illusion spells and spell-like abilities. Essentia: Whenever you cast an illusion spell or use an illusion-based spell-like ability, you add 1 round to the duration for every point of essentia invested in this soulmeld at the time of casting. Chakra Bind (Brow) A dim blue glow emanates from your eyes. A brief flash, visible only to you, scans across your field of vision periodically, outlining creatures and objects while heightening your awareness. When your illusion veil is bound to your brow chakra, you can more easily perceive false reality. You can see invisibility, as the spell. You also gain an insight bonus on saves against illusion spells equal to the number of points of essentia invested in your illusion veil. Impulse Boots Impulse Boots Descriptors: None Classes: Incarnate, Soulborn Chakra: Feet Saving Throw: None You shape incarnum into boots that surround your feet (as well as any other footwear you might have) and reach up almost to your knees. Midnight blue in color, the impulse boots seem to be made of smooth, supple leather. While wearing this soulmeld, you gain the uncanny dodge ability. Essentia: You gain an enhancement bonus on Reflex saves equal to the number of points of essentia invested. Chakra Bind (Feet) Your impulse boots merge with your feet, and extend their midnight-blue color in tendrils reaching up your legs to your waist, like snaking veins just under your skin. You gain the evasion ability. Incarnate Avatar Incarnate Avatar Descriptors: Chaotic, evil, good, or lawful Classes: Incarnate Chakra: Soul Saving Throw: None You gather incarnum around you to form a second body encasing your own, a physical form superimposed over your body, clothing, and armor. In form, it resembles one of the most powerful champions of your alignment: a slaad, inevitable, angel, or yugoloth. Its movements-even its facial expressions-are in perfect synchronization with your own, so that in every way you appear to be the imposing avatar of your alignment's ideals. Unlike other soulmelds, the incarnate avatar provides no benefit without the investment of essentia. Essentia: Investing essentia in your incarnate avatar gives you a specific benefit depending on your alignment. Chaos: You gain a +1 insight bonus on ranged attack rolls for every point of essentia that you invest in this soulmeld. Evil: You gain a +2 insight bonus on melee damage rolls for every point of essentia that you invest in this soulmeld. Good: You gain a +1 insight bonus to your Armor Class for every point of essentia that you invest in this soulmeld. Law: You gain a +1 insight bonus on melee attack rolls for every point of essentia that you invest in this soulmeld. Chakra Bind (Soul) Your body transforms into the appearance of your incarnate avatar. There is no longer any distinction between its hands and yours, its feet and yours, its heart and yours. You are imbued with the purest essence of your alignment-it fills your soul and spurs you to action. At the same time, it grants you greater power to help you live out your convictions. You gain an ability based on your alignment. Chaos: You gain an enhancement bonus of +30 feet to your base land speed. Evil: You gain an enhancement bonus of +30 feet to your base land speed. Good: You gain an enhancement bonus of +30 feet to your base land speed. Law: You gain immunity to daze, paralysis, and stun, as well as to any magical effect that would slow you. Incarnate Weapon Incarnate Weapon Descriptors: Chaotic, evil, good, or lawful Classes: Incarnate Chakra: Arms Saving Throw: See text Incarnum forms into a one-handed melee weapon that embodies your alignment. The weapon seems large for your hand, but it is balanced perfectly for you to wield it. Clutching it in your hand, you feel it resonate with your deepest convictions and firmest beliefs, and it hums with power. You shape incarnum into a melee weapon. Chaotic incarnates create a battleaxe, evil incarnates create a flail, good incarnates create a warhammer, and lawful incarnates create a longsword. Nonproficiency penalties never apply to the use of an incarnate weapon, though any feats with effects that apply to a particular kind of weapon (such as Weapon Focus) function normally. If your incarnate weapon leaves your hand for any reason, it returns to your grasp. Essentia: The incarnate weapon gains an enhancement bonus on attack rolls and damage rolls equal to the number of points of essentia you invest in it. Chakra Bind (Arms) Bands of steel form around your forearms. When you hold your incarnate weapon, a chain of nearly invisible blue incarnum connects it to the steel bracer on your weapon hand, channeling the force of your conviction directly to your weapon. As a move action, you can charge the incarnate weapon with the stunning power of pure conviction. If the next melee attack that you make is successful, the target (as long as at least one component of its alignment is opposed to your devoted alignment) must succeed on a Fortitude saving throw or be stunned for one round. Incarnate Weapon Arms Bind Keeneye Lenses Keeneye Lenses Descriptors: None Classes: Incarnate Chakra: Brow, soul Saving Throw: None Incarnum forms a pair of transparent blue lenses that hover in front of your eyes. As you peer through them, the world does not take on their blue color, but you find yourself more easily able to notice small details, even at long distances. While you have keeneye lenses shaped, you gain a +4 insight bonus on Spot checks. Essentia: Every point of essentia you invest in your keeneye lenses increases the insight bonus by 2. Chakra Bind (Brow) Instead of blue lenses hovering before you, the actual lenses of your eyes gain the blue tinge of incarnum. To an outside observer, your eyes look like solid blue orbs, although some distinction between the blue “white,” the iris, and the pupil of your eyes is still noticeable. To you, the world simply seems sharp and clear-even things that are invisible to unaided sight. You gain the ability to see invisible creatures and objects normally (as if under the effect of a see invisibility spell). Chakra Bind (Soul) Neither your appearance nor that of your keeneye lenses changes at all, but the way you see the world changes dramatically. It is as though you are seeing into a different layer of reality, piercing some veil of obscurity to see beyond mere appearances. You see all things as they truly are, as if you were constantly under the effect of a true seeing spell. Krenshar Mask Krenshar Mask Descriptors: Fear, mind-affecting, sonic Classes: Totemist Chakra: Brow (totem) Saving Throw: See text You form incarnum into a snarling, bestial mask of exposed bone and muscle. Its basic form is somewhere between that of a large cat and a wolf, but it lacks skin, showing sharp teeth, white bone, and pink-red muscles. While wearing your krenshar mask, you gain a +4 competence bonus on Jump and Move Silently checks. Essentia: Every point of essentia you invest in your krenshar mask increases your competence bonus on Jump and Move Silently checks by 2. Chakra Bind (Brow) Your eyes stare forth from your krenshar mask, taking on a green-blue color. The jaws of the mask move as you speak, its muscles flexing weirdly in full view-an intimidating effect, to say the least. As a result of the mask's frightful appearance, you gain a competence bonus on Intimidate checks equal to the bonus the mask gives on Jump and Move Silently checks. Chakra Bind (Totem) Your face becomes one with your krenshar mask, so all its muscles move to match your expressions. A ridge of skin around the edge of the mask quivers when you grow angry or enter combat, and a growling edge creeps into your voice. You gain the ability to produce a loud screech (as a standard action) similar to that of a krenshar. In combination with the frightening aspect of the mask, this shriek causes one creature within 30 feet of you to become frightened for 1 round if it fails a Will save. This is a sonic, mind-affecting fear effect. Krenshar Mask Totem Bind Kruthik Claws Kruthik Claws Descriptors: Acid Classes: Totemist Chakra: Hands, shoulders (totem) Saving Throw: None Incarnum forms chitinous plates that hover over your shoulders and down your arms to your hands. At the backs of your hands, these plates take on long, triangular shapes like the scythe-claws of a kruthik, though these blades extend only barely beyond your fingertips. With kruthik claws shaped, you gain a +4 competence bonus on Hide and Move Silently checks. Essentia: For every point of essentia you invest in your kruthik claws, your competence bonus on Hide and Move Silently checks increases by 2. Chakra Bind (Hands) The chitinous blades merge into the backs of your hands and sprout numerous sharp spines near your wrists. A sense of quickness dances in your fingers. You gain the benefit of the Weapon Finesse feat when attacking with natural weapons. Chakra Bind (Shoulders) Chitin plates fuse to your shoulders and grow thick and hard. Additional plates spread across your back, rising in a crest over your shoulders. You gain resistance to acid 10. Every point of essentia invested in your kruthik claws increases this resistance by 5 points. Chakra Bind (Totem) Enormous, serrated, scythelike claws extend from your wrists to cover your hands. Vicious spikes emerge from the base of these blades, and a bright blue acidic secretion lines the cutting edge. You can use your two claws as natural weapons that deal 1d6 points of damage plus your Strength modifier. For every point of essentia you invest in your kruthik claws, you deal an additional 1d4 points of acid damage with each claw attack. Lamia Belt Lamia Belt Descriptors: Evil Classes: Totemist Chakra: Waist (totem) Saving Throw: None You form incarnum into a belt of golden-brown fur at your waist. If you touch it with your bare skin, you sometimes catch mental echoes of cruelty and anger. When you enter combat, some part of your mind is less interested in defeating your opponents than in causing them pain. While you wear your lamia belt, you gain a +4 competence bonus on Bluff and Hide checks. Essentia: For every point of essentia you invest in your lamia belt, your competence bonus on Hide and Bluff checks increases by 2. Chakra Bind (Waist) Instead of a physical belt of fur, your lamia belt manifests as fur sprouting from your skin, from your waist down to your knees. Your legs also become slightly more muscular. You gain an enhancement bonus of +10 feet to your land speed, and you gain the benefit of the Spring Attack feat. Chakra Bind (Totem) The lower part of your body below your lamia belt takes on the shape of a lion, with four legs ending in sharp claws, a long, tufted tail, and coarse golden-brown fur. The upper portion of your body is unchanged, though perhaps a spark of evil grows stronger in your heart. You can make two claw attacks as natural secondary attacks after attacking with a weapon or another natural attack (such as a bite). These attacks take a -5 penalty from your full base attack bonus and deal 1d4 points of damage. Lammasu Mantle Lammasu Mantle Descriptors: Good Classes: Incarnate, Totemist Chakra: Arms, shoulders (totem) Saving Throw: See text You form incarnum into a mantle of fur and feathers, shining golden brown around your shoulders and back. The cloak hangs down to your knees in back and wraps comfortably around your body to close in the front, if you wish. It is quite warm in cold weather, but not too hot in warmer temperatures. Wearing it makes you feel noble and righteous. Your lammasu mantle protects you against the attacks of evil creatures. You gain a +2 deflection bonus to your Armor Class against attacks made or effects created by evil creatures. Essentia: For every point of essentia you invest in your lammasu mantle, you gain a +1 resistance bonus on saving throws against the spells and effects used by evil creatures. Chakra Bind (Arms) The golden-brown fur of your mantle spreads down to your upper arms. At the same time, a palpable aura of goodness and power extends around you, cloaking your allies in the same protection the mantle gives you. The deflection and resistance bonuses granted by the lammasu mantle apply to all allies within 10 feet of you. Chakra Bind (Shoulders) Your lammasu mantle becomes one with your shoulders, and its feathers separate from its fur to form small, nonfunctional wings that spread behind you as if to ward off attackers. No summoned creatures except those of good alignment can approach you. Chakra Bind (Totem) The golden-brown fur around your shoulders extends upward into an impressive mane around your head. There is a sensation in your mouth as if you were savoring a warm, sweet drink. You can breathe a 15-foot cone of fire as a standard action. Creatures within the area take 1d4 points of fire damage, plus 1d4 points of fire damage per point of invested essentia (Reflex half). Lammasu Mantle Totem Bind Landshark Boots Landshark Boots Descriptors: None Classes: Totemist Chakra: Feet (totem) Saving Throw: None You shape incarnum into a pair of boots that resemble the heavy clawed feet of a bulette. Leathery skin encases your legs up to your knees, and enormous claws extend from the front of your feet. While wearing the landshark boots, you gain a +4 competence bonus on Jump checks. Essentia: Every point of essentia you invest in the landshark boots increases the competence bonus on Jump checks by 2. Chakra Bind (Feet) The leathery skin of your landshark boots extends up to the middle of your thighs, and your legs thicken and grow stronger. The boots transmit vibrations from the earth into your feet, allowing you to sense the movement of nearby creatures. You can take a move action to sense the closest creature and the direction to it. Chakra Bind (Totem) Your hands as well as your feet gain the heavy claws of a bulette, including one prominent central claw and two smaller claws on the sides. These massive claws emerge from the backs of your hands so you can bring them to bear while making a fist. You can use the claws on your hands as natural weapons that deal 1d6 points of damage. You cannot use a shield while these claws are in place. For every point of essentia you invest in your landshark boots, you gain a +1 enhancement bonus on attack rolls and damage rolls with these claws. If you achieve a Jump check result good enough to jump over an opponent, you can attack that opponent with all four claws as a standard action. You cannot make any other attacks in the same round, whether from natural weapons or manufactured weapons. Landshark Boots Feet Bind Landshark Boots Totem Bind Lifebond Vestments Lifebond Vestments Descriptors: None Classes: Incarnate Chakra: Arms, Heart Saving Throw: None You shape incarnum into a fine, long-sleeved robe. It is a solid color-silver if you are good, gray if you are evil, red if you are lawful, or green if you are chaotic-but raw incarnum dances like elegant embroidery at the ends of the sleeves and the hem by your feet. By laying your hands upon a living creature (a standard action), you heal the touched creature 1 hit point per meldshaper level. At the same time, you take damage equal to one-half the amount healed. You may not use this ability more than once per hour. Essentia: Every point of essentia you invest in your lifebond vestments adds 5 hit points to the limit of healing you can bestow when using the vestments. Chakra Bind (Arms) The sleeves of your lifebond vestments clasp tightly around your wrists, bound there by glowing rings of blue incarnum. Every wave of your hands sends shimmering blue sparks into the air. You can bestow healing upon a creature up to 30 feet away, instead of by touch. Chakra Bind (Heart) Additional embroidered designs, formed not of thread but of incarnum, appear down the front of your lifebond vestments, glowing brightly when you use the powers of the vestments but otherwise appearing simply decorative. You can bestow healing at will on any given creature. Lifebond Vestments Heal Lifebond Vestments Arms Bind Lightning Gauntlets Lightning Gauntlets Descriptors: Electricity Classes: Incarnate Chakra: Hands Saving Throw: None Incarnum forms into a pair of metallic gloves that hover around your hands and any other gloves or gauntlets you wear. Blue arcs of electricity crackle between the fingers and spark between the gloves when you bring your hands close to each other. While wearing lightning gauntlets, you can deal 1d6 points of electricity damage with a successful melee touch attack (a standard action). Essentia: Every point of essentia you invest in your lightning gauntlets increases the damage dealt by 1d6 points. Chakra Bind (Hands) Your lightning gauntlets settle firmly around your hands. When you grip a weapon, electricity courses up its length and crackles at its tip. A lingering scent of ozone clings to you. You can add the electricity damage dealt by lightning gauntlets to one attack per round made with a handheld weapon. Lightning Gauntlets Touch Attack Lightning Gauntlets Hands Bind Lucky Dice Lucky Dice Descriptors: None Classes: Incarnate, Soulborn Chakra: Hands Saving Throw: None With a flick of your wrist, you send two cubes spinning out of your open palm. With a flash, the dice disappear a moment after they stop rolling, and you sense that your luck is changing. You can use your lucky dice as a swift action, choosing an aspect of yourself to which to apply extra luck. You gain a +1 luck bonus on one of the following, at your option: attack rolls and damage rolls, saving throws, or skill and ability checks. This bonus lasts until the start of your next turn. When using this meld, roll 2d6. If the result is any combination of numbers that add up to 7, the luck bonus applies to all of the listed types of rolls. Essentia: Every point of essentia invested in the lucky dice at the time you activate its special ability increases the duration of the luck bonus by 1 round. Because lucky dice can be rolled every round, it's possible for the soulmeld to provide bonuses to more than one type of check during a given round. Chakra Bind (Hands) Your comrades fight better when luck is on their side. Your lucky dice provide their bonus to all allies who are within 30 feet of you when you gain the bonus. Lucky Dice Attack and Damage Lucky Dice Saving Throws Lucky Dice Skills and Abilities Mage's Spectacles Mage's Spectacles Descriptors: None Classes: Incarnate Chakra: Brow Saving Throw: None You shape incarnum into pair of blue-lensed spectacles. While perched on your nose, these spectacles give you a peculiar visual acuity, heightening your sensitivity to arcane details while granting you insight into the meaning and significance behind those details. While you wear the mage's spectacles, you gain a +4 insight bonus on Spellcraft and Use Magic Device checks. Essentia: Every point of essentia you invest in your mage's spectacles increases the insight bonus granted to the listed skill checks by 2. Chakra Bind (Brow) Instead of spectacles perched on your nose, your mage's spectacles manifest as a third eye embedded in your forehead, its iris a rich azure. Through this eye, magical inscriptions open their secrets. You can cast read magic at will. Mage's Spectacles Brow Bind Manticore Belt Manticore Belt Descriptors: None Classes: Totemist Chakra: Waist (totem) Saving Throw: None Incarnum forms a belt of spotted fur around your waist. At your back, short spines emerge from the belt. You note a marked increase in your appetite while you wear the belt. While wearing your manticore belt, you gain a +2 enhancement bonus on Jump and Spot checks. Essentia: For every point of essentia you invest in your manticore belt, your enhancement bonus on Jump and Spot checks increases by 2. Chakra Bind (Waist) Your manticore belt sprouts a pair of large, draconic wings. Though they are perched at your waist and flap awkwardly, these wings give you a reasonable ability of flight. You can jump unlimited distances, and you gain the Spring Attack feat. Chakra Bind (Totem) A long, thick tail emerges from the back of your manticore belt, writhing and lashing at your command. At its tip is a cluster of spikes. Like a manticore, you can propel those spikes at your foes. As a standard action, you can snap your tail to loose a volley of spikes equal to the number of points of essentia you invest in your manticore belt. Make a ranged attack roll for each spike using your full base attack bonus. A successful hit deals 1d6 points of damage plus one-half your Strength modifier. Manticore Belt Totem Bind Mantle of Flame Mantle of Flame Descriptors: Fire Classes: Incarnate Chakra: Shoulders Saving Throw: See text You shape incarnum into a cloak of wispy blue flame. The cloak covers your arms and almost closes in front of you, where a band of fire crosses over your heart to connect the cloak's two edges. The fire does not harm you, though it keeps you as warm and dry as any heavy cloak in cold or rainy weather. While you wear your mantle of flame, any creature that strikes you takes 1d6 points of fire damage. Essentia: Every point of essentia you invest in your mantle of flame increases the damage dealt by 1d6 points. Chakra Bind (Shoulders) Your mantle of flame burns particularly brightly around your shoulders, forming a high collar behind your head and neck. As a standard action, you can briefly expand the mantle of flame to encompass all adjacent squares. Any creatures in those squares take damage as if they had attacked you with a handheld weapon (Reflex half). Mantle of Flame Shoulders Bind Mauling Gauntlets Mauling Gauntlets Descriptors: None Classes: Soulborn Chakra: Arms, hands Saving Throw: None Incarnum forms gauntlets that surround your hands (including any gloves or gauntlets you already wear) and extend up your arms to your elbows. The metal gleams a burnished blue. Spikes and blades jut out in various places from these gauntlets, each one whispering an ancient battle cry in your mind. While wearing mauling gauntlets, you gain a +2 morale bonus on Strength checks (but not on Strength-based skill checks), such as those to bull rush an opponent. Essentia: Every point of essentia you invest in your mauling gauntlets increases the morale bonus by 2. Chakra Bind (Arms) Your mauling gauntlets extend winding bands of blue steel up past your elbows, almost to your shoulders. In places, these bands of metal seem fused with your skin. Your mauling gauntlets double the critical threat range of any melee weapon you wield. Chakra Bind (Hands) Rather than actual gauntlets, this soulmeld transforms your hands into hard blue metal. Whenever you bend your fingers, echoes of the battlefield flit through your mind, until they form a constant undertone of war chants and battle cries inspiring you to greater accomplishments in battle. You gain a morale bonus on unarmed strike damage equal to the morale bonus on Strength checks granted by the mauling gauntlets. You also gain the benefit of the Improved Unarmed Strike feat. Pauldrons of Health Pauldrons of Health Descriptors: None Classes: Incarnate, Soulborn Chakra: Shoulders Saving Throw: None Incarnum shapes heavy plates of armor that hover above your shoulders. They seem formed of pearly white alabaster except for a thin band of runic carvings etched in midnight blue. While wearing pauldrons of health, you are immune to disease, as well as being sickened or nauseated. Essentia: You gain an enhancement bonus on Fortitude saves equal to the number of points of essentia you invest in your pauldrons of health. Chakra Bind (Shoulders) Settled directly on your shoulders, your incarnate pauldrons glow with a faint but vibrant silver-blue energy. In the immediate presence of the undead, they glow a little brighter, and if you are subjected to an energy drain attack, they momentarily flare to brilliant intensity as the attack dissipates. You gain immunity to energy drain. Phase Cloak Phase Cloak Descriptors: None Classes: Totemist Chakra: Shoulders (totem) Saving Throw: See text You form incarnum into a gray and white cloak with mottled blue markings that seems to shift and flow over your back like liquid. You gain a +4 competence bonus on Climb checks. Essentia: For every point of essentia you invest in your phase cloak, your competence bonus on Climb checks increases by 2. Chakra Bind (Shoulders) Your phase cloak becomes even more like a silvery gray liquid, seeming to flow like a gentle stream even when completely motionless. Its mottled blue markings also extend to the skin of your shoulders and upper torso. Whenever you move more than five feet, you become incorporeal for half a round. Chakra Bind (Totem) A terrible spidery head extends like a hood from your phase cloak, covering your face. Eight silver-white eyes set in dark blue chitin cover your own eyes, and a huge pair of fangs dripping poison covers your mouth. You gain a bite attack that deals 1d4 points of damage and injects a mild poison (Fortitude negates, damage 1d2 Con). Every point of essentia invested in this soulmeld grants a +1 enhancement bonus on attack rolls made with the bite attack. Phoenix Belt Phoenix Belt Descriptors: Fire Classes: Totemist Chakra: Waist (totem) Saving Throw: See text You shape a belt made of feathers the color of flame-various reds, oranges, and yellows. The feathers seem to shift in color, pulsing softly, like the embers of a dying fire. While wearing a frost helm, you gain the Heat Endurance feat. Essentia: If you invest essentia in your phoenix belt, it also protects you from fire damage. You gain resistance to fire equal to 5 times the number of points of essentia you invest in this soulmeld. Chakra Bind (Waist) Your frost helm fuses to the top of your head, actually opening a breathing channel in the strange nodule at the helm's crown. You can turn fire damage into fast healing. Whenever your resistance to fire reduces the damage dealt to you by a fire-based spell, you gain fast healing 1 for a number of rounds equal to the amount of damage negated by your resistance. For example, if you were hit with a fireball for 22 points of damage and had resistance to fire 10, you would gain fast healing 1 for 10 rounds (since your resistance negated 10 points of damage). If instead you were hit with burning hands for 6 points of damage, you would gain fast healing 1 for only 6 rounds (since your resistance negated only 6 points of damage). Chakra Bind (Totem) Your frost helm fuses to your head and seems to spread downward, changing the appearance of your upper face to resemble the head of a frost worm. Your eyes meld into the helm's strange nodule, your cheeks twist into lumpy protrusions, and the skin of your face grows thick and blue-white. As a standard action, you can create a momentary ring of fire that surrounds you. Creatures adjacent to you take 1d6 points of fire damage per point of essentia you invest in your phoenix belt. A successful Reflex save reduces this damage by half. Phoenix Belt Totem Bind Planar Chasuble Planar Chasuble Descriptors: None Classes: Incarnate Chakra: Brow or soul Saving Throw: None Incarnum forms an ornate vestment draped over your shoulders, covering any other clothing, armor, or vestments you are wearing. The chasuble is little more than a large circle with a hole in the center for your head, but raw incarnum is woven like blue thread into intricate patterns down its front. You also gain resistance 10 to a specific energy type, based on your alignment. Chaotic incarnates gain resistance to electricity 10, evil incarnates gain resistance to acid 10, good incarnates gain resistance to cold 10, and lawful incarnates gain resistance to fire 10. Essentia: Every point of essentia invested in your planar chasuble increases the resistance to the specified energy type by 5 points. Chakra Bind (Brow) When you activate your incarnum radiance, the glow surrounding you also courses through the incarnum threads in your planar chasuble. The bonus granted by your incarnum radiance class feature increases by 1. Chakra Bind (Soul) The embroidered patterns formed by raw incarnum in the front of your planar chasuble constantly shift and seem to depict living scenes from planes beyond the material world. Once per week you can cast gate. Planar Chasuble Soul Bind Planar Ward Planar Ward Descriptors: None Classes: Incarnate Chakra: Throat Saving Throw: See text You shape incarnum into an amulet bound tight to your throat by a slender blue chain. The amulet itself resembles a large blue sapphire carved into the shape of a scarab beetle holding a solar disk between its front legs. You become immune to charm and compulsion spells. Essentia: The planar ward provides a morale bonus on saves made to resist extraplanar creatures. The bonus is equal to the number of points of essentia invested in the soulmeld. Chakra Bind (Throat) Your planar ward takes the form of a glowing blue orb embedded in the base of your throat. When an extraplanar creature strikes you, the orb flares with blue light, enveloping the attacker for an instant. Whenever you are struck by an extraplanar creature, the attacking creature must succeed on a Will save or be driven back to its home plane. The creature adds its Hit Dice as a bonus on its saving throw, and you add your meldshaper level to the planar ward's save DC. A successful save renders the creature immune to this effect. Rageclaws Rageclaws Descriptors: Mind-Affecting Classes: Totemist Chakra: Hands (totem) Saving Throw: None You form incarnum into a pair of furred gloves tipped with short claws. These gloves fit over your hands as well as any other gloves or gauntlets you might wear. When you clench your hands into fists, you can feel a surge of anger and determination well up inside you. When reduced to 0 hit points, you can act as if you weren't disabled. You do not lose 1 hit point for performing a standard or otherwise strenuous action while at 0 hit points. When reduced to -1 to -9 hit points, you do not fall unconscious. You do not automatically lose 1 hit point each round when at -1 to -9 hit points. When your current hit points drop to -10 or lower, you immediately die. Essentia: Investing essentia in rageclaws increases the range of negative hit points at which you can continue functioning. Every point of essentia invested effectively reduces the point at which you die by 3 (such as from -10 to -13). You can continue to fight without penalty until you reach that hit point total. Chakra Bind (Hands) The fur of your rageclaws merges into your hands, and your fingers become tipped with small, dark claws instead of nails. Each blow that lands on your body causes a blood rage to swell up in you, building until you are near death and then erupting in desperate fury. While your hit point total is below 1 hit point per hit dice, you gain a +2 morale bonus on melee attack rolls, melee weapon damage rolls, and Fortitude saves. Chakra Bind (Totem) The fur of your rageclaws merges into your hands, and your fingers become tipped with long, sharp claws you can use to tear the flesh of your foes. You can use your rageclaws as a pair of natural weapons that deal 1d6 points of damage plus your Strength modifier. When you grapple an opponent, you can attack with both claws; these attacks are not subject to the usual -4 penalty for attacking with a natural weapon in a grapple. You gain a +1 enhancement bonus on attack rolls and damage rolls with your claws for every point of essentia invested in this soulmeld. Riding Bracers Riding Bracers Descriptors: None Classes: Incarnate, Soulborn, Totemist Chakra: Arms (totem) Saving Throw: None You form incarnum into a pair of hard leather bracers that encircle your wrists. They smell noticeably of horse and hay. Wearing the riding bracers grants you a +4 insight bonus on Animal Empathy and Ride checks. Essentia: Every point of essentia invested in the riding bracers increases the insight bonus on Animal Empathy and Ride checks by 2. Chakra Bind (Arms) Your riding bracers clench tight around your wrists. When you mount a steed, your bracers almost seem to guide your hands on the reins. When you draw a weapon while mounted, you, your mount, and your weapon all seem to move in a coordinated, deadly dance. When mounted, you gain a +2 insight bonus on melee damage rolls and a +2 dodge bonus to Armor Class. Chakra Bind (Totem) There is no change in the appearance of your riding bracers, but when you mount a steed, you feel a close connection with the animal. It almost seems to respond to your mental commands as much as to your hands on the reins. When mounted, you gain evasion. Shadow Mantle Shadow Mantle Descriptors: Darkness Classes: Totemist Chakra: Shoulders (totem) Saving Throw: None Incarnum forms a rough cloak of stony gray around your shoulders and back. As you move, the cloak writhes behind you, suggesting the movement of tentacles. It seems to collect shadow, always appearing darker than the surrounding area. Channeling the merest suggestion of a darkmantle's powerful blindsight, you gain a +4 competence bonus on Listen checks. Essentia: Every point of essentia you invest in your shadow mantle increases the competence bonus on Listen checks by 2. Chakra Bind (Shoulders) The shadows of your mantle deepen, and its coloration grows darker. Blackness seems to cling in every fold and sometimes trail off in wisps from the mantle's substance. You start to hear sounds too high for most humans to detect, and occasionally sounds too low, as well. As a swift action, you can surround yourself with a globe of magical darkness and gain the benefits of ultravision. You can end the darkness effect as a swift action; ending the darkness effect also ends your ultravision. Chakra Bind (Totem) Your shadow mantle literally draws shadows to itself, and it changes color to match your surroundings. You find it much easier to hide from view by drawing the cloak around your body and ducking your head into its membranous collar. You gain a competence bonus on Hide checks equal to the bonus the soulmeld grants on Listen checks (+4 plus an additional +2 per point of invested essentia). Shadow Mantle Shoulders Bind Shedu Crown Shedu Crown Descriptors: Good, mind-affecting Classes: Totemist Chakra: Heart (totem) Saving Throw: See text Glowing argent incarnum forms a shining crown that hovers slightly above your head. Its presence lends a regal air to your bearing, and you feel yourself become more calm, more dignified, and more stable-emotionally and even physically grounded. You are immune to being pushed back as the result of a bull rush. Essentia: You gain a competence bonus on saving throws against mind-affecting spells and effects equal to the number of points of essentia you invest in your shedu crown. Chakra Bind (Heart) The appearance of your shedu crown is unchanged, but when you use the power of this chakra bind, it briefly flares with brilliant silver light. You can shift from the Material Plane to the Ethereal Plane as a standard action. The effect lasts for a number of rounds equal to your meldshaper level. You can do this once per day. Chakra Bind (Totem) Your hair grows into a bushy mane beneath your crown. If you are male, your beard likewise grows. Your body looks and feels more solid and strong. You gain the ability to make a trample attack. As a full-round action, you can move up to twice your speed and literally run over any creature equal to your own size or smaller. Your trample attack deals 1d8 points of bludgeoning damage (or 1d6 points if you are Small) plus 1-1/2 times your Strength modifier. Opponents have a Reflex save for half damage. Shedu Crown Heart Bind Sighting Gloves Sighting Gloves Descriptors: None Classes: Incarnate, Soulborn Chakra: Hands Saving Throw: None Turquoise incarnum energy briefly forms a sheath around your hands before merging with your flesh. The energy steadies your hands so that when you launch an arrow or throw a weapon, it flies true, leaving blue-green sparks in its wake. You gain a +1 insight bonus on damage rolls made with ranged weapons. Essentia: Every point of essentia invested in sighting gloves increases the insight bonus by 1. Chakra Bind (Hands) Your grip on your ranged weapon is as light as can be, requiring only the slightest motion to release your arrow, pull the trigger of your crossbow, or deliver your throw. When you bind sighting gloves to your hands chakra, you gain the Point Blank Shot feat. Silvertongue Mask Silvertongue Mask Descriptors: None Classes: Incarnate, Soulborn Chakra: Brow or throat Saving Throw: See text A plain silver mask conceals your lower face while exposing your eyes. The mask is initially featureless, with a simple horizontal slot at your mouth, but subtle images shift across its surface as you interact with others. You shape incarnum into a silver-blue mask that you wear over your face. Your silvertongue mask grants you a +2 insight bonus on Bluff and Diplomacy checks. Essentia: Every point of essentia you invest in your silvertongue mask increases the insight bonus by 2. Chakra Bind (Brow) Blue crystalline lenses grow out from the mask, covering your eyes. These lenses enhance your sensitivity to body language and mannerisms. You gain an insight bonus on Sense Motive checks equal to the bonus granted on Bluff and Diplomacy checks by the mask. Chakra Bind (Throat) The silver mask melds into your face and neck, from your cheekbones down to your collar, as if your skin were turned to silver. When you attempt to compel a creature, that creature sees a face that is recognizable, but not quite familiar. When bound to the throat chakra, the silvertongue mask allows you to cast charm person at will. A creature targeted by this ability, regardless of whether or not it succeeds on its save, can't be targeted again by the same ability for 24 hours. Silvertongue Mask Throat Bind Spellward Shirt Spellward Shirt Descriptors: None Classes: Incarnate, Soulborn Chakra: Heart Saving Throw: None Incarnum forms into a cerulean tunic that covers your torso, fitting comfortably over any other clothing or armor you wear. Except for its unusual color, it seems like a relatively mundane garment-until you are subjected to any spell effect. When that happens, the color of the shirt comes alive, forming intricate patterns of swirls, bursts, and spirals as the shirt attempts to deflect the magical energy. While worn, the spellward shirt grants you spell resistance 5. Essentia: Every point of essentia you invest in your spellward shirt increases the spell resistance granted by the soulmeld by 4. Chakra Bind (Heart) The soul energy of your spellward shirt is bound into your flesh, its cerulean color tinting your skin all over your body. You become immune to the first 24 levels of spell that affect you each day of 6th level and lower spells. Sphinx Claws Sphinx Claws Descriptors: Mind-Affecting Classes: Totemist Chakra: Hands (totem) Saving Throw: None A powerful set of retractable, catlike claws forms over your hands. These magical claws seem almost alive, and they perfectly follow every move of your own hands and fingers. While wearing sphinx claws, you gain a +1 competence bonus on Strength checks and Strength-based skill checks, such as Climb and Jump checks and checks made to bull rush an opponent. Essentia: Every point of essentia you invest in your sphinx claws increases the competence bonus by 1. Chakra Bind (Hands) Your hands become one with the claws that surround them, overlarge for your size. The most profound change, however, is in your proficiency in combat-a powerful urge grows within you to leap at your foes, tearing with claws and teeth until your prey lies motionless in your savage grip. When you use the charge action, at the end of your charge you can make a full attack using any natural weapons you possess. Chakra Bind (Totem) Your hands become one with the claws that surround them, overlarge for your size. You find you can use them to tear at your foes, and with that ability comes a powerful desire to put these tools to use. Will you temper that bloodlust with the wisdom of the gynosphinx or the nobility of the androsphinx? Or will you give in to it completely, rampaging like a hieracosphinx? You can use your sphinx claws as natural weapons that deal 1d8 points of damage plus your Strength modifier. For every point of essentia you invest in your sphinx claws, you gain a +1 enhancement bonus on your attack rolls and damage rolls with the claws. Strongheart Vest Strongheart Vest Descriptors: None Classes: Incarnate, Soulborn Chakra: Heart or waist Saving Throw: None A heavy web belt of cyan energy wraps around your torso. When you wear it, you feel energized and revitalized. When you are struck by an attack that would damage your ability scores, a wave of incarnum energy passes through you, blunting the effectiveness of the attack. The strongheart vest protects you from attacks that would reduce your ability scores. Any time you would take ability damage from a spell, such as Constitution damage or Strength damage, the amount of the damage is reduced by 1 point, to a minimum of 0. Essentia: Every point of essentia you invest in your strongheart vest further reduces ability damage by an additional point. Chakra Bind (Heart) Tendrils of blue-black webbing snake out from the vest, merging with your flesh. When you are struck by an attack that would drain your life force, you feel the energy of the strongheart vest surge through you, and you suffer no ill effect from the attack. You gain immunity to energy drain attacks and death effects. Chakra Bind (Waist) The energy of the vest extends down into your legs, becoming more solid as it spreads. Your strongheart vest also reduces ability drain. Theft Gloves Theft Gloves Descriptors: None Classes: Incarnate Chakra: Hands Saving Throw: None You shape incarnum into a pair of supple black leather gloves that fit over your hands as well as any other gloves or gauntlets you might wear. Despite the material covering your fingertips, the gloves grant you exacting precision in certain tasks-those that typically relate to thievery. While you have theft gloves shaped, you gain a +2 insight bonus on Disable Device, Open Lock, and Pick Pocket checks. Essentia: Every point of essentia you invest in your theft gloves increases the insight bonus by 2. Chakra Bind (Hands) Instead of physical gloves, your theft gloves manifest as a dusky blue color over the skin of your hands. In addition to great precision, you also find your fingertips tremendously sensitive, and they seem to tingle when you run them over something that carries a trap. You gain the trapfinding ability. Therapeutic Mantle Therapeutic Mantle Descriptors: None Classes: Incarnate, Soulborn Chakra: Shoulders Saving Throw: None A sheath of incarnum energy surrounds your body and is slowly absorbed into your skin. As healing magic is applied to you, the affected area sparkles with tiny blue motes. Whenever you are the target of a spell or effect that heals hit point damage, the spell heals additional damage equal to its spell level. Essentia: Every point of essentia invested increases the additional healing by 2 more hit points. Chakra Bind (Shoulders) Focused outward, incarnum from the mantle bonds with the healing magic you conjure. Healing spells you cast are accompanied by blue-white motes of incarnum energy. When bound to your shoulders chakra, therapeutic mantle increases the potency of healing spells that you cast. You gain an insight bonus (equal to the number of points of essentia invested in the soulmeld) to your caster level when casting spells of the healing subschool. Thunderstep Boots Thunderstep Boots Descriptors: Sonic Classes: Soulborn Chakra: Feet Saving Throw: See text You shape incarnum into a pair of heavy boots that fit over your feet and any other boots you might wear. Cobalt steel forms rings around your calves and reinforces the toes of the boots. When you charge, your thunderstep boots channel sonic energy into your attack. If you hit with a melee attack at the end of a charge, the target takes an additional 1d4 points of sonic damage. Essentia: Every point of essentia you invest in your thunderstep boots increases the damage dealt by 1d4 points. Chakra Bind (Feet) Your thunderstep boots bind themselves to your feet. Any creature taking damage from your thunderstep boots is also stunned for 1 round. A successful Fortitude save negates this effect. Totem Avatar Totem Avatar Descriptors: None Classes: Totemist Chakra: Arms, feet, heart, or shoulders (totem) Saving Throw: None You shape incarnum into an imposing avatar of bestial power. This corporeal shape fits over your clothing and armor, but it makes you seem like a hulking gray render in outline and features. Your actual body is only barely visible within the gray, hairless form. The render's broad shoulders and sinewy arms encompass yours and extend beyond them to translucent clawed hands scraping the ground. The totem avatar grants you temporary hit points equal to your meldshaper level. Essentia: You gain an enhancement bonus to your natural armor bonus equal to the number of points of essentia you invest in your totem avatar. Chakra Bind (Arms) Your totem avatar resembles an owlbear-no less hulking and stooped than the gray render form, but covered in a shaggy coat of feathers and fur. You gain the benefit of the Improved Grapple feat. Chakra Bind (Feet) Your totem avatar resembles a rampager, with four elephantine legs, two muscular arms with hooked claws, a headless body with a gaping maw planted on the forward part of the torso, and a thick tail dragging behind. You gain stability as if you were a four-legged creature, giving you a +4 bonus on checks to resist a bull rush, overrun, or trip attack. You are also treated as if you were one size category larger than normal when making a check to resist a bull rush, grapple, overrun, or trip attack (effectively granting you an additional +4 on such checks). Chakra Bind (Heart) Your totem avatar resembles the legendary tarrasque, though on a much smaller scale. Its hulking form leans forward of your own, its back covered with a thick, spiny carapace. Two mighty horns sprout from its head, and its jaw opens wide to reveal dozens of knifelike teeth. You gain damage reduction 5/+1. The amount of this damage reduction increases by 1 for every point of essentia you invest in the soulmeld. Chakra Bind (Shoulders) Your totem avatar resembles a blood ape, taking on the appearance of a red-furred gorilla. Your natural weapons (whether from soulmelds or other sources) deal an extra 2 damage. Chakra Bind (Totem) When you bind your totem avatar to your totem chakra, you become a little more like the gray render it represents. In particular, your body alters to better fill the musculature of the mighty beast avatar, lending you strength to smite your foes. Your totem avatar grants you a morale bonus on damage rolls made with natural weapons (whether from soulmelds or other natural sources) equal to the number of points of essentia you invest in it. Truthseeker Goggles Truthseeker Goggles Descriptors: None Classes: Incarnate, Soulborn Chakra: Brow Saving Throw: None Incarnum forms blue-lensed goggles that hover in front of your eyes. The world does not seem blue to you; rather, small details become apparent, whether they are in something you search or in someone's facial expression and posture. While you wear your truthseeker goggles, you gain a +2 insight bonus on Search and Sense Motive checks. Essentia: Every point of essentia you invest in your truthseeker goggles increases the insight bonus by 2. Chakra Bind (Brow) Your truthseeker goggles rest firmly before your eyes, granting you sight even in darkness. You gain darkvision. Unicorn Horn Unicorn Horn Descriptors: None Classes: Totemist Chakra: Brow (totem) Saving Throw: None You shape the pure soul energy of a unicorn into an ivory-colored horn that seems to sprout from your forehead. Its color is an unblemished white, and it seems to glow with a soft blue-white radiance. Its purity flows into you, and it is difficult to conceive of an evil thought with the horn so close to your mind. You gain a +2 competence bonus on Animal Empathy and Move Silently checks. Essentia: Your bonus on Animal Empathy and Move Silently checks increases by 2 for every point of invested essentia. Chakra Bind (Brow) A streak of white appears in your hair near the unicorn horn, and your eyes change color-becoming deep sea-blue, violet, or fiery gold. You gain the ability to detect evil once per round as a standard action. Chakra Bind (Totem) A tuft of white hair hangs down from your forehead around your unicorn horn, while your forehead itself thickens somewhat to support the horn it bears. All of your hair transforms into a cascading white mane, and if you are male a white beard sprouts from your chin. You can feel purity and energy flowing into your body through your horn. You can gore with the unicorn horn as a natural weapon that deals 1d6 points of damage. You gain an enhancement bonus on attack rolls and damage rolls with your horn equal to the number of points of essentia you invest in it. If you hit an undead creature with your horn attack, you deal an extra 1d6 points of damage. Unicorn Horn Brow Bind Urskan Greaves Urskan Greaves Descriptors: None Classes: Totemist Chakra: Feet (totem) Saving Throw: None Incarnum forms steel plates backed with white fur that fit over your shins, covering any clothing, boots, or armor you might wear. When you walk through ice and snow, your feet find solid purchase. You gain a +5 bonus on Balance checks. Essentia: If you invest essentia in your urskan greaves, it also protects you from cold damage. You gain resistance to cold equal to 5 times the number of points of essentia you invest in this soulmeld. Chakra Bind (Feet) White fur covers your lower legs and your urskan greaves merge into your flesh. Strength seems to radiate up from your greaves through your whole frame, lending power to your attacks when you can build up a good running start. You gain the ability to make a powerful charge. When you charge, if your melee attack hits, you deal an additional +1d4 points of damage per point of essentia you invest in your urskan greaves. Chakra Bind (Totem) White fur covers your legs and strength pours through you. No foe can stand in your way when you put all your strength into your charge. When you attempt to overrun an opponent, the target cannot choose to avoid you. You also gain a +2 bonus on your Strength check to knock down your opponent, with an additional +1 for every point of essentia you invest in your urskan greaves. Vitality Belt Vitality Belt Descriptors: None Classes: Incarnate Chakra: Waist Saving Throw: None Incarnum forms a stout metallic belt that girds your waist. The metal gleams silver-blue; links of azure chain bind the plates together. Life and health well up from this belt into your body. While wearing your vitality belt, you gain a +4 morale bonus on Constitution checks and Constitution-based skill checks (but not on Fortitude saves). Essentia: For every point of essentia you invest in your vitality belt, you gain temporary hit points equal to your meldshaper level. Chakra Bind (Waist) A large star sapphire adorns the center of your vitality belt, gleaming vibrantly in any light. Any time you are subjected to an attack that would drain your vitality, the star at the heart of the sapphire dims momentarily, but your health does not suffer. You are immune to Constitution damage and Constitution drain. Wind Cloak Wind Cloak Descriptors: None Classes: Incarnate, Soulborn Chakra: Shoulders Saving Throw: None A gauzy cloak of incarnum settles over you, swirling about you as a gentle breeze blows through your hair. A stirring of air at your feet disturbs nearby dust. You gain damage resistance 2/- against piercing damage. Essentia: Every point of essentia invested increases the damage resistance by 2. Chakra Bind (Shoulder) As arrows fly in, the wind of your soulmeld swirls around, deflecting them away, perhaps even back at your attackers. You gain the Deflect Arrows feat. Winter Mask Winter Mask Descriptors: Cold Classes: Totemist Chakra: Throat (totem) Saving Throw: See text You shape incarnum into a snow-white mask resembling the head of a wolf. A snarling muzzle filled with sharp teeth protrudes from the front of the mask, and eyes like blue ice crystals stare out in defiance. You must make a successful melee touch attack. The target is fatigued unless it succeeds on a Fortitude save. Essentia: Your touch attack also deals 1d4 points of cold damage for every point of essentia you invest in your winter mask. Chakra Bind (Throat) White fur spreads down from your winter mask to cover your throat. Your mouth is filled with a pleasant cold, like sucking a piece of ice on a hot day. You gain the ability to breathe a cone of cold. Once every 1d4 rounds, you can emit a 15-foot-long cone of cold. Targets in the cone take 2d6 points of cold damage plus 2d6 additional points of damage for every point of invested essentia (Reflex half). Chakra Bind (Totem) Your face blends into that of your winter mask, merging with its lupine features. Your eyes appear in the mask's eye sockets, and they become the pale ice-blue of a winter wolf's eyes. Your jaws become the powerful maw of a winter wolf as well, and frost clings to the white fur around your muzzle as you breathe. You gain a bite attack that deals 1d6 points of damage. Every point of essentia invested in this soulmeld adds 1d4 points of cold damage to your bite damage. Winter Mask Cold Touch Winter Mask Throat Bind Worg Pelt Worg Pelt Descriptors: None Classes: Totemist Chakra: Feet or hands (totem) Saving Throw: None You gather worg spirits around you to form a cloaklike garment. It strongly resembles the pelt of a worg, from the top of the beast's head perched atop your own to forelegs extending down your arms and rear legs hanging behind you. The fur is dark and thick, and glassy red eyes smolder in its face. Your worg pelt grants you a +2 competence bonus on Hide and Move Silently checks. Essentia: Every point of essentia that you invest in your worg pelt increases the competence bonus on Hide and Move Silently checks by 2. Chakra Bind (Feet) The hind legs of your worg pelt fuse into your own legs, lengthening your feet and shins while shortening your thighs, enabling you to run on your toes like a predatory animal. Your legs are totally covered in the dark gray fur of a worg. Your base land speed increases by 5 feet, plus an additional 5 feet for every point of essentia you invest in your worg pelt. Chakra Bind (Hands) The forelegs of your worg pelt fuse into your own arms, adding weight and bulk to your hands. Your arms and hands are completely covered in the dark gray fur of a worg. When you hit with a bite attack you attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip you. Chakra Bind (Totem) The head of your worg pelt becomes one with your own head. Your eyes begin to glow red and replace the glassy eyes of the pelt, while your lower jaw extends to join the upper muzzle of the pelt, granting you a fierce bite attack. You gain a bite attack that deals 1d6 points of damage. You gain an enhancement bonus on attack rolls and damage rolls with your bite equal to the number of points of essentia you invest in it. Wormtail Belt Wormtail Belt Descriptors: None Classes: Totemist Chakra: Waist (totem) Saving Throw: See text Incarnum forms a wide belt of thick purple scales around your waist. Though the belt does not serve as armor (and easily fits around any armor you might wear), it thickens your skin and tints it a faint purple color. You gain a +2 enhancement bonus to natural armor. Essentia: The enhancement bonus to your natural armor increases by 1 for every point of essentia you invest in your wormtail belt. Chakra Bind (Waist) Rather than forming a belt of purple scales at your waist, the soulmeld shapes plating on the skin of your torso and legs. Dark purple on the back and lighter in front, these scales seem to add to your bulk, and definitely increase your power in melee combat. You gain the Awesome Blow feat and are treated as one size category larger than usual when using it (up to a maximum of Colossal). The save DC to resist your awesome blow is calculated as normal for your soulmelds, rather than being based on the damage you deal. Chakra Bind (Totem) A thick, purple-scaled tail emerges from the back of your wormtail belt. It is long enough that you can reach it around you to attack your foes with the stinger at its end, which drips with poison. You can use your wormtail belt's stinger to make natural attacks. You cannot use the stinger as a natural secondary weapon-using the stinger is the only attack you can make in a given round. You use your full base attack bonus for the attack roll, and the stinger deals 1d6 points of damage. In addition, the stinger delivers a weakening poison that deals initial damage of 1d4 Strength (no secondary damage). A successful Fortitude save negates the poison damage. Every point of essentia you invest in your wormtail belt gives you a +1 enhancement bonus on your attack rolls with the stinger, as well as increasing the poison's save DC. Wormtail Belt Totem Bind Yrthak Mask Yrthak Mask Descriptors: Sonic Classes: Totemist Chakra: Brow (totem) Saving Throw: None You shape incarnum into a bizarre mask, basically crocodilian in form. It lacks eyes entirely, and a weird hornlike protrusion juts from the top and front-resembling the strange yrthak in its overall appearance. You gain a +4 competence bonus on Listen checks. Essentia: Every point of essentia that you invest in your yrthak mask increases the competence bonus on Listen checks by 2. Chakra Bind (Brow) Your yrthak mask fuses to your forehead, though your mouth still speaks inside the mouth of the mask. Your vision dims somewhat, but you find yourself alive to the world of sounds around you-including some you had never heard before. You find that you can discern a creature's location with great accuracy simply by listening to the sounds it makes. You gain a limited form of blindsense. You can take a move action to pinpoint the location of the nearest creature within 10 feet of you to which you have line of effect. The range of this ability increases by 10 feet for every point of essentia you invest in your yrthak mask. Even as your other senses are heightened, your visual acuity diminishes. You take a -4 penalty on Spot checks. To your benefit, you gain a +4 bonus on saving throws against illusions. Chakra Bind (Totem) Your yrthak mask becomes your actual face, and your jaws lengthen into the crocodilian maw of a yrthak. The mask is too awkward to allow you to make bite attacks, but you can focus sonic energy through the hornlike protrusion on the front of the mask, using it to stab your foes with rays of pure sound. Once every 2 rounds, you can focus sonic energy into a ray up to 60 feet long. This is a ranged touch attack that deals 1d6 points of sonic damage to a single target for every point of invested essentia. Yrthak Mask Brow Bind Yrthak Mask Totem Bind Detect Opposition Type of Feat: Class Prerequisite: Incarnate 1 Specifics: At will, you can attempt to detect the presence of creatures whose alignment is opposite your own. This ability works like the detect evil spell, except that it detects the specific alignment opposed to your own. For example, a good incarnate can detect evil, while a chaotic incarnate can detect law. Use: Selected Incarnum Radiance Type of Feat: Class Prerequisite: Incarnate 3 Specifics: You can activate this ability as a free action once per day at 3rd level, twice per day at 8th level, and one additional time per day for every five levels thereafter (3/day at 13th level and 4/day at 18th). This effect lasts for a number of rounds equal to 3 + your Constitution modifier (minimum 1 round). Good: You gain a +1 bonus to AC; this bonus improves by 1 for every five levels gained (+2 at 5th level, +3 at 10th, +4 at 15th, and +5 at 20th level). Evil: You gain a +2 bonus on damage rolls; this bonus improves by 2 for every five levels gained (+4 at 5th level, +6 at 10th, +8 at 15th, and +10 at 20th level). Lawful: You gain a +1 bonus on attack rolls; this bonus improves by 1 for every five levels gained (+2 at 5th level, +3 at 10th, +4 at 15th, and +5 at 20th level). Chaotic: You gain a 10-foot increase to your base land speed. This increase improves by 10 feet for every five levels gained (+20 at 5th level, +30 at 10th, +40 at 15th, and +50 at 20th level). Beginning at 7th level, when you activate your incarnum radiance, its benefit affect all allies within 30 feet of you. When you share your incarnum radiance with allies in this fashion, you become fatigued at the end of the power's duration (this fatigue fades in 10 minutes). Allies who do not share your alignment cause cannot gain the benefit of your incarnum radiance. Beginning at 17th level, sharing your incarnum radiance with allies does not fatigue you. Use: Selected Rapid Meldshaping Type of Feat: Class Prerequisite: Incarnate 5 Specifics: Starting at 5th level, once per day you can unshape one of your existing soulmelds and immediately shape another soulmeld. This process requires a full-round action and provokes attacks of opportunity. The soulmeld that you shape cannot be bound to a chakra, even if the soulmeld that you unshape was bound to a chakra. You can use this ability twice per day at 11th level and three times per day at 17th. Use: Selected Perfect Meldshaper Type of Feat: Class Prerequisite: Incarnate 20 Specifics: As a free action that does not provoke attacks of opportunity, you can increase the amount of essentia invested in each of the incarnate soulmelds that you currently have shaped to the maximum essentia capacity of that soulmeld. This total will be greater than the amount of essentia normally available to you. This ability lasts for a number of rounds equal to 3 + your Wisdom modifier. During this duration, you can't reallocate essentia from your soulmelds. You can use this ability once per day. Use: Selected Smite Opposition Type of Feat: Class Prerequisite: Soulborn 1 Specifics: Once per day you can channel the power of your incarnum-fueled convictions to attempt to smite a foe with a melee attack. You add your Charisma bonus (if any) to your attack roll and deal 1 extra point of damage per soulborn level. These bonuses apply only against creatures whose alignment opposes at least one component of yours-a lawful good soulborn smites chaotic and evil foes (any creature whose alignment includes either chaos or evil), while a chaotic good soulborn smites lawful and evil foes. If you accidentally smite a creature of the wrong alignment, the smite has no effect, but the ability is still used up for that day. At 5th level and every five levels thereafter, you can smite opposition one additional time per day to a maximum of five times per day at 20th level. Use: Selected Share Incarnum Defense Type of Feat: Class Prerequisite: Soulborn 9 Specifics: Starting at 9th level, once per day you can share your incarnum defense ability with a single ally, providing that character with the same immunity that you enjoy. This requires you to touch the ally to be affected (a standard action). No component of the ally's alignment may be opposed to yours; for example, a lawful good soulborn can affect creatures of lawful good, neutral good, lawful neutral, or neutral alignment, but cannot share the incarnum defense with a chaotic or evil ally. The effect lasts for a number of rounds equal to 3 + your Charisma modifier. You can use this ability one additional time per day for every four levels gained above 9th (2/day at 13th level and 3/day at 17th). Use: Selected Totem Embodiment Type of Feat: Class Prerequisite: Totemist 20 Specifics: At 20th level, you gain the ability to temporarily link your body and soul to your totem chakra. This greatly enhances the power of essentia invested in soulmelds bound to that chakra. For the duration of this ability, your normal essentia capacity of any soulmeld bound to your totem chakra is doubled. Every point of essentia invested in a soulmeld bound to your totem chakra counts as 2 points of essentia. Activating this ability is a free action that does not provoke attacks of opportunity. It can be used once per day and lasts for a number of minutes equal to your Constitution bonus (minimum 1). While this is active, you cannot rebind your melds, including your totem meld. Use: Selected Rebind Totem Soulmeld Type of Feat: Class Prerequisite: Totemist 8 Specifics: Starting at 8th level, once per day you can unbind a soulmeld from your totem chakra and bind a different meld to that chakra, as long as the new meld is one you already have shaped. This requires a full-round action and provokes attacks of opportunity. You can use this ability one additional time for every four levels gained above 8th (2/day at 12th level, 3/day at 16th, and 4/day at 20th). Use: Selected Cerulean Fortitude Type of Feat: Incarnum Prerequisite: Con 13 Specifics: Once per day, you can invest essentia into this feat. You gain an insight bonus on Fortitude saves equal to the invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essentia. Use: Selected Cerulean Reflexes Type of Feat: Incarnum Prerequisite: Con 13 Specifics: Once per day, you can invest essentia into this feat. You gain an insight bonus on Reflex saves equal to the invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essentia. Use: Selected Cerulean Will Type of Feat: Incarnum Prerequisite: Con 13 Specifics: Once per day, you can invest essentia into this feat. You gain an insight bonus on Will saves equal to the invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essentia. Use: Selected Azure Talent Type of Feat: Incarnum Prerequisite: Con 13, Psionic Focus Specifics: Once per day, you can invest essentia into this feat. You gain bonus power points equal to twice the invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. If you have the ability to bind a soulmeld to your crown chakra (even if you don't have one currently bound), you gain an additional 2 bonus power points as long as at least 1 point of essentia is invested in this feat. You gain 1 point of essentia. Use: Selected Azure Touch Type of Feat: Incarnum Prerequisite: Con 13, Lay on Hands or Wholeness of Body class feature Specifics: Once per day, you can invest essentia into this feat. Add the invested essentia to your class level to determine the amount of healing available to you from your lay on hands or wholeness of body class features. If you have both class features, the benefit applies to both. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essentia. Use: Selected Azure Toughness Type of Feat: Incarnum Prerequisite: Con 13 Specifics: Once per day, you can invest essentia into this feat. You gain three temporary hit points per point of invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours, even if the temporary hit points are lost. You gain 1 point of essentia. Use: Selected Azure Turning Type of Feat: Incarnum Prerequisite: Con 13, turn undead class feature Specifics: Once per day, you can invest essentia into this feat. When you make turning checks, any undead whose HD are low enough to be potentially turned or destroyed by your checks are also dealt 1d8 points of damage per point of essentia invested. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essentia. Use: Selected Azure Wild Shape Type of Feat: Incarnum Prerequisite: Con 13, wild shape class feature Specifics: Once per day, you can invest essentia into this feat. While wild shaped, you gain an insight bonus on damage rolls made with natural weapons equal to the invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essentia. Use: Selected Cobalt Charge Type of Feat: Incarnum Prerequisite: Con 13 Specifics: Once per day, you can invest essentia into this feat. You gain an insight bonus on attack rolls and damage rolls equal to the invested essentia on all charge attacks. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essentia. Use: Selected Cobalt Expertise Type of Feat: Incarnum Prerequisite: Con 13, Int 13, Expertise Specifics: Once per day, you can invest essentia into this feat. You gain an insight bonus on checks made to succeed on a disarm attack or a trip attack equal to the invested essentia. You also gain an insight bonus equal to the invested essentia to AC when using Expertise. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essentia. Use: Selected Cobalt Power Type of Feat: Incarnum Prerequisite: Con 13, Str 13, Power Attack Specifics: Once per day, you can invest essentia into this feat. You gain an insight bonus on checks made to succeed on a bull rush or overrun attack equal to the invested essentia. You also gain an insight bonus equal to the invested essentia on damage rolls made when using Power Attack. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essentia. Use: Selected Cobalt Rage Type of Feat: Incarnum Prerequisite: Con 13, rage class feature Specifics: Once per day, you can invest essentia into this feat. While raging, you gain an insight bonus on melee damage rolls and on Will saves equal to the invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essentia. Use: Selected Healing Soul Type of Feat: Incarnum Prerequisite: Con 13, Heal 1 Specifics: Once per day, you can invest essentia in this feat. As a swift action, you can heal your own wounds. Each use of this ability heals 2 hp per point of essentia invested in the feat, and you can use the feat a number of times per day equal to the invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. If you have the ability to bind a soulmeld to your soul chakra, each use of this ability instead heals 4 hp per point of essentia invested in the feat. You gain 1 point of essentia. Use: Selected Indigo Strike Type of Feat: Incarnum Prerequisite: Con 13, skirmish class feature Specifics: Once per day, you can invest essentia into this feat. You gain an insight bonus on damage rolls made when delivering attacks with the skirmish class feature equal to twice the invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essentia. Use: Selected Midnight Dodge Type of Feat: Incarnum Prerequisite: Con 13, Dex 13 Specifics: Once per day, you can invest essentia in this feat. You receive a dodge bonus to Armor Class equal to the invested essentia. You gain 1 point of essentia. Use: Selected Midnight Augmentation Type of Feat: Incarnum Prerequisite: Con 13, able to manifest 2nd level powers Specifics: Once per day, you can invest essentia into this feat and choose a particular psionic power that you know. If you expend your psionic focus when manifesting that power, the power point cost to augment that power is reduced by a value equal to the invested essentia. This can't reduce the augmentation cost to less than 1. You can't invest more essentia in this feat than the chosen power's level, even if the maximum essentia capacity of this feat would normally be higher than that value. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essentia. Use: Selected Psycarnum Blade Type of Feat: Incarnum Prerequisite: Con 13, able to manifest a soulknife Specifics: Once per day, you can invest essentia into this feat. You can expend your psionic focus when making an attack with your mind blade to gain an insight bonus on the damage roll equal to 1d6 per point of invested essentia. You must decide whether or not to use this feat prior to making the attack roll. If your attack misses, you still expend your psionic focus. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essentia. Use: Selected Duskling Speed Sapphire Smite Type of Feat: Incarnum Prerequisite: Con 13, able to smite Specifics: At the beginning of the day, you can invest essentia into this feat. You gain additional uses of your smite ability for the day equal to the invested essentia. In addition, you gain a +1 bonus on damage dealt by your smite for every point of essentia invested. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essentia. Use: Selected Soultouched Spellcasting Type of Feat: Incarnum Prerequisite: Con 13 Specifics: Once per day, you can invest essentia into this feat. You gain an insight bonus on dispel checks and on caster level checks made to defeat spell resistance equal to the invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essentia. Use: Selected Bonus Essentia Type of Feat: General Prerequisite: Con 13, character level 6th Specifics: You gain 1 point of essentia. If you are capable of shaping soulmelds, you instead gain 2 points of essentia. Use: Automatic Divine Soultouch Type of Feat: Divine Prerequisite: Con 13, turn undead class feature Specifics: You can spend a turn or rebuke undead attempt as a free action to add 1 point of essentia to your essentia pool for 1 round. For the duration of this effect, your essentia capacity in all soulmelds, incarnum feats, and other essentia-powered abilities is increased by 1. You can use this ability once per round. Use: Automatic Heart of Incarnum Type of Feat: General Prerequisite: Ability to bind a soulmeld to your heart chakra. Specifics: At the beginning of the day, you gain temporary hit points equal to your essentia pool. Use: Automatic Improved Essentia Capacity Type of Feat: General Prerequisite: Con 15, essentia 2 Specifics: The essentia capacity of your incarnum feats improves by 1, up to a maximum value equal to your Constitution bonus. Use: Automatic Incarnum-Fortified Body Type of Feat: General Prerequisite: None Specifics: At the beginning of the day, you gain temporary hit points equal to twice the number of incarnum feats you have. Use: Automatic Incarnum Resistance Type of Feat: General Prerequisite: No essentia pool Specifics: You gain a +2 bonus on saving throws against effects generated by soulmelds. Use: Selected Psycarnum Infusion Type of Feat: General Prerequisite: Con 13, Concentration 4 Specifics: To use this feat, you must expend your psionic focus. For one round, the next soulmeld you invest essentia into is filled with temporary essentia to its maximum essentia capacity. Use: Selected Azure Enmity Type of Feat: General Prerequisite: Con 13, favored enemy class feature Specifics: Once per day, you can invest essentia into this feat. You gain an insight bonus equal to the invested essentia on Bluff, Listen, Sense Motive, Spot, and Survival checks made against all of your favored enemies. You also gain an insight bonus equal to the invested essentia on weapon damage rolls against such creatures. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essentia. Use: Selected Spinemeld Warrior Spinemeld Warriors spinemeld warrior (PRESTIGE CLASS) Even without proper training, a skarn can strike wicked blows with the pointed spines along his forearms. Most, however, have a proclivity for martial discipline and an appreciation for spare and functional beauty. The resultant culture has produced a combat style that is both lethally effective and aesthetically pleasing. When a spinemeld warrior trains, he is participating in a tradition that has long been venerated in skarn society. Public ritualized combats between spinemeld warriors draw large crowds and are the high points of holy days and feasts. All spinemeld warriors are members of an organization known as the Hierarchy of Spinemeld Warriors, which manages their participation in public ritual combat and provides training in combat and forms. - Hit Die: d10 - Proficiencies: Spinemeld Warriors gain no new proficiencies - Skill Points: 2+ Int modifier. REQUIREMENTS: Race: Skarn Alignment: Any lawful Base Attack Bonus: +5 Essentia Pool: 1 CLASS FEATURES: Level 1: Twin Spine Fighting - Your racial ability now produces two spines instead of one Two Weapon Fighting and Ambidexterity as bonus feats 2: Noble Familiarity - Bonus on Lore equal to half class level. Spine Enhancement - Invest essentia to increase attack and damage with spines 3: 4: 5: Spine Rend - Whenever you hit an opponent with two spine attacks in the same round, you deal an additional 2d6 points of damage plus 1.5 your Strength bonus. 6: 7: Chakra Binds (Arms) 8: 9: Adamantine Spines - Your spines now break DR up to X/+5 automatically 10: Soulmelds Essentia Max Chakra Binds 0 0 0 0 1 0 1 2 0 1 3 0 1 3 0 1 4 0 2 5 1 2 6 1 2 6 1 2 7 1 Meldshaping - The Spinemeld Warrior uses Constitution to determine the maximum number of soulmelds you can shape at one time and to determine soulmeld saving throws. To activate Meldshaping, rest. Melds last for an entire day, with rare exceptions. Any activated abilities will be on the class radial, and are mostly unlimited use (please be sure to read the description of each meld). He selects melds from the Soulborn list. Spine Enhancement Type of Feat: Class Prerequisite: Spinemeld Warrior 2 Specifics: Beginning at 2nd level, you can use your essentia to boost the power of your spines in combat. As a swift action, you can invest essentia in your spines as if they were a soulmeld. Doing so grants you an enhancement bonus equal to the points of essentia invested on attack rolls and damage rolls with your spines. Unlike your soulmelds or other incarnum-fueled abilities, your spines have a special essentia capacity (and thus a maximum enhancement bonus) equal to one-half your spinemeld warrior level. Use: Selected Sapphire Hierarch Sapphire Hierarchs sapphire hierarch (PRESTIGE CLASS) In the monster-haunted wasteland of the Sulhaut Mountains, an ancient temple of weathered gray stone crowns the barren, black rock of an icy mountaintop. Within this structure stands an incredible sphere of blue, crystallized incarnum that measures a full 30 feet in diameter. Illumined from depths that no being has ever plumbed, it has a life of its own and an intelligence almost alien in its purity. This sphere is the Sapphire Eidolon, an emblem of perfect universal law that is said to be older than the cosmos. No being manifested this sphere-in fact, no being could manifest it-and yet it exists. According to legend, it fell to the ground from the stars and took up its position on the mountaintop under its own power. The ancient temple that houses the Sapphire Eidolon is also home to an order of fervent priests of law whose ranks include clerics, incarnates, monks, and fighters. Known as sapphire hierarchs, the elite members of this order defend the temple, contemplate the mysteries of the Sapphire Eidolon, and seek to fulfill its single command by perfecting themselves and bringing order out of chaos wherever they find it. They are zealous crusaders against supernatural chaos who battle with single-minded determination against such creatures as demons, slaadi, and the servants of chaotic deities. - Hit Die: d6 - Proficiencies: A Sapphire Hierarch does not gain any additional weapon or armor proficiencies. - Skill Points: 2+ Int modifier. REQUIREMENTS: Alignment: Lawful Meldshaping: Ability to shape three soulmelds Spellcasting: Ability to cast 2nd-level divine spells Skills: Lore 4 ranks, Spellcraft 4 ranks Essentia Pool: 3 CLASS FEATURES: Level 1: Smite Chaos - As per Paladin, except Chaos instead of Evil 2: Favored of the Eidolon - +4 on saves against Transmutation and Chaos spells and abilities 3: Damage Reduction 1/+5 4: Smite Chaos 2/day 5: Sneak Attack Immunity 6: Damage Reduction 2/+5 7: Smite Chaos 3/day 8: 9: Damage Reduction 3/+5 10: Smite Chaos 4/day Critical Hit Immunity BONUS SPELLS: Each level, the Sapphire Hierarch gains new spells per day as if they had also gained a level in their divine spellcasting class. No new spells are learned through this ability, however. BONUS MELDSHAPING: At each sapphire hierarch level, you increase your meldshaper level, the number of soulmelds you can shape, the number of chakra binds you can create, and your essentia pool as if you had gained a level in a meldshaping class to which you belonged prior to gaining the sapphire hierarch level. You do not, however, gain any other abilities of that class, such as new tiers of chakra binds. EPIC SAPPHIRE HEIRARCH: An epic Sapphire Heirarch continues to gain new uses of Smite Chaos and increased damage reduction as she levels. She also gains an epic bonus feat every five levels. Smite Chaos Type of Feat: Class Prerequisite: Sapphire Hierarch 1 Specifics: Beginning at 1st level, you can smite chaos once per day. This ability is identical to the paladin's smite evil class feature, except that the bonuses apply against chaotic creatures rather than evil ones. At 4th level, and at every three levels thereafter, you can smite chaos one additional time per day. Use: Selected Incarnum Spellshaping Type of Feat: General Prerequisite: Con 13, ability to cast 1st-level spells Specifics: You gain 1 point of essentia. You can learn, prepare, and/or cast spells with the incarnum descriptor. Use: Automatic Soulcaster Soulcasters soulcaster (PRESTIGE CLASS) From the arcane experiments of the wizards of the Last Watch arose the soulcasters, a cadre of arcane spellcasters who excel at incorporating soul energy into their magic. Those soulcasters still affiliated with the Last Watch dwell in crystal palaces on the Positive Energy Plane, where they work tirelessly to counter the machinations of the evil demon princes. Other members of this prestige class, however, have brought the knowledge of how to combine incarnum with arcane magic into the world and put it to more practical uses. This class combines the Soulcaster and Soulmanifester prestige classes into a single line. The requirements and abilities are subtly different depending on the choice. - Hit Die: d4 - Proficiencies: A Soulcaster does not gain any additional weapon or armor proficiencies. - Skill Points: 2+ Int modifier. REQUIREMENTS: Skills: Lore 8 ranks. Meldshaping: Ability to shape three soulmelds; ability to bind a soulmeld to a chakra. Soulcaster: Incarnum Spellshaping and 2nd level arcane spells Soulmanifester: Azure Talent and 2nd level powers CLASS FEATURES: Level 1: Arcane or Psionic Investment 1 2: 3: Chakra binds (crown, feet, hands) 4: 5: 6: 7: Arcane or Psionic Investment 2 8: Chakra binds (arm, brow, shoulders) 9: 10: Magic or Psionic Distillation BONUS SPELLS: Each level, the Soulcaster gains new spells or powers per day as if they had also gained a level in their arcane spellcasting or manifesting class. BONUS MELDSHAPING: At each soulcaster level, you increase your meldshaper level, the number of soulmelds you can shape, the number of chakra binds you can create, and your essentia pool as if you had gained a level in a meldshaping class to which you belonged prior to gaining the soulcaster level. You do not, however, gain any other abilities of that class, such as new tiers of chakra binds. INVESTMENT: Soulcaster: Beginning at 1st level, you can invest essentia in your arcane spells to make them more powerful. You can choose to invest 1 point of essentia in any single spell that you know. The next time you cast that spell, both the caster level and its save DC increase by 1. Once so used, the essentia returns to your essentia pool and can be invested into soulmelds or other effects. You can affect a number of spells equal to your soulcaster level, and you cannot invest essentia in the same spell more than once. At 7th level, you can invest up to 2 points of essentia in each spell rather than only 1. A 2-point investment boosts the spell's caster level and save DC by 2 each for a single casting. Soulmanifester: Beginning at 1st level, you can invest essentia in your psionic powers to make them more powerful. You can choose to invest 1 point of essentia in any single power that you know. The next time you manifest that power, both the manifester level and its save DC increase by 1. Once so used, the essentia returns to your essentia pool and can be invested into soulmelds or other effects. You can affect a number of powers equal to your soulmanifester level, and you cannot invest essentia in the same power more than once. At 7th level, you can invest up to 2 points of essentia in each power rather than only 1. A 2-point investment boosts the power's manifester level and save DC by 2 each for a single manifestation. DISTILLATION: Soulcaster: At 10th level, by sacrificing one arcane spell of the highest level you can currently cast, you gain points of bonus essentia equal to that spell's level for 1 round. This essentia can be invested or otherwise used as normal, but it disappears at the start of your next round. This ability is usable once per round as a free action. Soulmanifester: At 10th level, by paying a number of power points equal to the base cost to manifest the highest-level power that you know, you gain points of essentia equal to that power's level for 1 round. This essentia can be invested or otherwise used as normal, but it disappears at the start of your next turn. This ability is usable once per round as a free action. ####START_OF_TOB_SPELLBOOK_RESERVE Crusader Blistering Flourish Crusader Burning Blade Crusader Burning Brand Crusader Deathmark Crusader Desert Tempest Crusader Distracting Ember Crusader Dragon's Flame Crusader Fan The Flames Crusader Fiery Assault Crusader Fire Riposte Crusader Firesnake Crusader Flames Blessing Crusader Flashing Sun Crusader Hatchlings Flame Crusader Holocaust Cloak Crusader Inferno Blade Crusader Inferno Blast Crusader Leaping Flame Crusader Lingering Inferno Crusader Ring Of Fire Crusader Rising Phoenix Crusader Salamander Charge Crusader Searing Blade Crusader Searing Charge Crusader Wind Stride Crusader Wyrms Flame Crusader Zephyr Dance Crusader Aura Of Chaos Crusader Aura Of Perfect Order Crusader Aura Of Triumph Crusader Aura Of Tyranny Crusader Castigating Strike Crusader Crusader's Strike Crusader Daunting Strike Crusader Defensive Rebuke Crusader Divine Surge Crusader Greater Divine Surge Crusader Add Constitution To Strike Crusader Clear Constitution Total Crusader Greater Divine Surge Crusader Doom Charge Crusader Entangling Blade Crusader Foehammer Crusader Immortal Fortitude Crusader Iron Guards Glare Crusader Law Bearer Crusader Martial Spirit Crusader Radiant Charge Crusader Rallying Strike Crusader Revitalizing Strike Crusader Shield Block Crusader Shield Counter Crusader Strike Of Righteous Vitality Crusader Thicket Of Blades Crusader Tide Of Chaos Crusader Vanguard Strike Crusader Action Before Thought Crusader Avalanche Of Blades Crusader Bounding Assault Crusader Diamond Defense Crusader Diamond Nightmare Blade Crusader Disrupting Blow Crusader Emerald Razor Crusader Hearing The Air Crusader Insightful Strike Crusader Greater Insightful Strike Crusader Mind Over Body Crusader Mind Strike Crusader Moment Of Alacrity Crusader Moment Of Perfect Mind Crusader Pearl Of Black Doubt Crusader Quicksilver Motion Crusader Rapid Counter Crusader Ruby Nightmare Blade Crusader Sapphire Nightmare Blade Crusader Stance Of Alacrity Crusader Stance Of Clarity Crusader Time Stands Still Crusader Absolute Steel Crusader Adamantine Hurricane Crusader Dancing Blade Form Crusader Dazing Strike Crusader Disarming Strike Crusader Exorcism Of Steel Crusader Finishing Move Crusader Iron Heart Endurance Crusader Iron Heart Focus Crusader Iron Heart Surge Crusader Lightning Recovery Crusader Lightning Throw Crusader Manticore Parry Crusader Mithral Tornado Crusader Punishing Stance Crusader Scything Blade Crusader Steel Wind Crusader Steely Strike Crusader Strike Of Perfect Clarity Crusader Supreme Blade Parry Crusader Wall Of Blades Crusader Baffling Defense Crusader Ballista Throw Crusader Clever Positioning Crusader Comet Throw Crusader Counter Charge Crusader Devastating Throw Crusader Feigned Opening Crusader Fool's Strike Crusader Ghostly Defense Crusader Giant Killing Style Crusader Hydra Slaying Strike Crusader Mighty Throw Crusader Mirrored Pursuit Crusader Scorpion Parry Crusader Shifting Defense Crusader Soaring Throw Crusader Stalking Shadow Crusader Step Of The Wind Crusader Strike Of The Broken Shield Crusader Tornado Throw Crusader Assassins Stance Crusader Balance On The Sky Crusader Bloodletting Strike Crusader Child Of Shadow Crusader Clinging Shadow Strike Crusader Cloak Of Deception Crusader Dance Of The Spider Crusader Death In The Dark Crusader Drain Vitality Crusader Enervating Shadow Strike Crusader Five Shadow Creeping Ice Enervation Strike Crusader Ghost Blade Crusader Hand Of Death Crusader Island Of Blades Crusader Obscuring Shadow Veil Crusader One With Shadow Crusader Shadow Blade Technique Crusader Shadow Blink Crusader Shadow Garrote Crusader Shadow Jaunt Crusader Shadow Noose Crusader Shadow Stride Crusader Stalker In The Night Crusader Step Of The Dancing Moth Crusader Strength Draining Strike Crusader Adamantine Bones Crusader Ancient Mountain Hammer Crusader Bonesplitting Strike Crusader Bonecrusher Crusader Boulder Roll Crusader Charging Minotaur Crusader Colossus Strike Crusader Crushing Vise Crusader Crushing Weight Of The Mountain Crusader Earthstrike Quake Crusader Elder Mountain Hammer Crusader Giant's Stance Crusader Iron Bones Crusader Irresistible Mountain Strike Crusader Mountain Avalanche Crusader Mountain Hammer Crusader Mountain Tombstone Strike Crusader Overwhelming Mountain Strike Crusader Roots Of The Mountain Crusader Stone Bones Crusader Stone Dragon's Fury Crusader Stone Vise Crusader Stonefoot Stance Crusader Strength Of Stone Crusader Blood In The Water Crusader Claw At The Moon Crusader Dancing Mongoose Crusader Death From Above Crusader Feral Death Blow Crusader Flesh Ripper Crusader Fountain Of Blood Crusader Girallon Windmill Flesh Rip Crusader Hamstring Attack Crusader Hunter's Sense Crusader Leaping Dragon Stance Crusader Pouncing Charge Crusader Prey On The Weak Crusader Rabid Bear Strike Crusader Rabid Wolf Strike Crusader Raging Mongoose Crusader Soaring Raptor Strike Crusader Sudden Leap Crusader Swooping Dragon Strike Crusader Wolf Climbs The Mountain Crusader Wolf Fang Strike Crusader Wolf Pack Tactics Crusader Wolverine Stance Crusader Battle Leader's Charge Crusader Bolstering Voice Crusader Clarion Call Crusader Covering Strike Crusader Douse The Flames Crusader Flanking Maneuver Crusader Leading The Attack Crusader Leading the Charge Crusader Lion's Roar Crusader Order Forged From Chaos Crusader Press The Advantage Crusader Swarm Tactics Crusader Swarming Assault Crusader Tactical Strike Crusader Tactics Of The Wolf Crusader War Leader's Charge Crusader War Master's Charge Crusader White Raven Hammer Crusader White Raven Strike Crusader White Raven Tactics Swordsage Blistering Flourish Swordsage Burning Blade Swordsage Burning Brand Swordsage Deathmark Swordsage Desert Tempest Swordsage Distracting Ember Swordsage Dragon's Flame Swordsage Fan The Flames Swordsage Fiery Assault Swordsage Fire Riposte Swordsage Firesnake Swordsage Flames Blessing Swordsage Flashing Sun Swordsage Hatchlings Flame Swordsage Holocaust Cloak Swordsage Inferno Blade Swordsage Inferno Blast Swordsage Leaping Flame Swordsage Lingering Inferno Swordsage Ring Of Fire Swordsage Rising Phoenix Swordsage Salamander Charge Swordsage Searing Blade Swordsage Searing Charge Swordsage Wind Stride Swordsage Wyrms Flame Swordsage Zephyr Dance Swordsage Aura Of Chaos Swordsage Aura Of Perfect Order Swordsage Aura Of Triumph Swordsage Aura Of Tyranny Swordsage Castigating Strike Swordsage Crusader's Strike Swordsage Daunting Strike Swordsage Defensive Rebuke Swordsage Divine Surge Swordsage Greater Divine Surge Swordsage Add Constitution To Strike Swordsage Clear Constitution Total Swordsage Greater Divine Surge Swordsage Doom Charge Swordsage Entangling Blade Swordsage Foehammer Swordsage Immortal Fortitude Swordsage Iron Guards Glare Swordsage Law Bearer Swordsage Martial Spirit Swordsage Radiant Charge Swordsage Rallying Strike Swordsage Revitalizing Strike Swordsage Shield Block Swordsage Shield Counter Swordsage Strike Of Righteous Vitality Swordsage Thicket Of Blades Swordsage Tide Of Chaos Swordsage Vanguard Strike Swordsage Action Before Thought Swordsage Avalanche Of Blades Swordsage Bounding Assault Swordsage Diamond Defense Swordsage Diamond Nightmare Blade Swordsage Disrupting Blow Swordsage Emerald Razor Swordsage Hearing The Air Swordsage Insightful Strike Swordsage Greater Insightful Strike Swordsage Mind Over Body Swordsage Mind Strike Swordsage Moment Of Alacrity Swordsage Moment Of Perfect Mind Swordsage Pearl Of Black Doubt Swordsage Quicksilver Motion Swordsage Rapid Counter Swordsage Ruby Nightmare Blade Swordsage Sapphire Nightmare Blade Swordsage Stance Of Alacrity Swordsage Stance Of Clarity Swordsage Time Stands Still Swordsage Absolute Steel Swordsage Adamantine Hurricane Swordsage Dancing Blade Form Swordsage Dazing Strike Swordsage Disarming Strike Swordsage Exorcism Of Steel Swordsage Finishing Move Swordsage Iron Heart Endurance Swordsage Iron Heart Focus Swordsage Iron Heart Surge Swordsage Lightning Recovery Swordsage Lightning Throw Swordsage Manticore Parry Swordsage Mithral Tornado Swordsage Punishing Stance Swordsage Scything Blade Swordsage Steel Wind Swordsage Steely Strike Swordsage Strike Of Perfect Clarity Swordsage Supreme Blade Parry Swordsage Wall Of Blades Swordsage Baffling Defense Swordsage Ballista Throw Swordsage Clever Positioning Swordsage Comet Throw Swordsage Counter Charge Swordsage Devastating Throw Swordsage Feigned Opening Swordsage Fool's Strike Swordsage Ghostly Defense Swordsage Giant Killing Style Swordsage Hydra Slaying Strike Swordsage Mighty Throw Swordsage Mirrored Pursuit Swordsage Scorpion Parry Swordsage Shifting Defense Swordsage Soaring Throw Swordsage Stalking Shadow Swordsage Step Of The Wind Swordsage Strike Of The Broken Shield Swordsage Tornado Throw Swordsage Assassins Stance Swordsage Balance On The Sky Swordsage Bloodletting Strike Swordsage Child Of Shadow Swordsage Clinging Shadow Strike Swordsage Cloak Of Deception Swordsage Dance Of The Spider Swordsage Death In The Dark Swordsage Drain Vitality Swordsage Enervating Shadow Strike Swordsage Five Shadow Creeping Ice Enervation Strike Swordsage Ghost Blade Swordsage Hand Of Death Swordsage Island Of Blades Swordsage Obscuring Shadow Veil Swordsage One With Shadow Swordsage Shadow Blade Technique Swordsage Shadow Blink Swordsage Shadow Garrote Swordsage Shadow Jaunt Swordsage Shadow Noose Swordsage Shadow Stride Swordsage Stalker In The Night Swordsage Step Of The Dancing Moth Swordsage Strength Draining Strike Swordsage Adamantine Bones Swordsage Ancient Mountain Hammer Swordsage Bonesplitting Strike Swordsage Bonecrusher Swordsage Boulder Roll Swordsage Charging Minotaur Swordsage Colossus Strike Swordsage Crushing Vise Swordsage Crushing Weight Of The Mountain Swordsage Earthstrike Quake Swordsage Elder Mountain Hammer Swordsage Giant's Stance Swordsage Iron Bones Swordsage Irresistible Mountain Strike Swordsage Mountain Avalanche Swordsage Mountain Hammer Swordsage Mountain Tombstone Strike Swordsage Overwhelming Mountain Strike Swordsage Roots Of The Mountain Swordsage Stone Bones Swordsage Stone Dragon's Fury Swordsage Stone Vise Swordsage Stonefoot Stance Swordsage Strength Of Stone Swordsage Blood In The Water Swordsage Claw At The Moon Swordsage Dancing Mongoose Swordsage Death From Above Swordsage Feral Death Blow Swordsage Flesh Ripper Swordsage Fountain Of Blood Swordsage Girallon Windmill Flesh Rip Swordsage Hamstring Attack Swordsage Hunter's Sense Swordsage Leaping Dragon Stance Swordsage Pouncing Charge Swordsage Prey On The Weak Swordsage Rabid Bear Strike Swordsage Rabid Wolf Strike Swordsage Raging Mongoose Swordsage Soaring Raptor Strike Swordsage Sudden Leap Swordsage Swooping Dragon Strike Swordsage Wolf Climbs The Mountain Swordsage Wolf Fang Strike Swordsage Wolf Pack Tactics Swordsage Wolverine Stance Swordsage Battle Leader's Charge Swordsage Bolstering Voice Swordsage Clarion Call Swordsage Covering Strike Swordsage Douse The Flames Swordsage Flanking Maneuver Swordsage Leading The Attack Swordsage Leading the Charge Swordsage Lion's Roar Swordsage Order Forged From Chaos Swordsage Press The Advantage Swordsage Swarm Tactics Swordsage Swarming Assault Swordsage Tactical Strike Swordsage Tactics Of The Wolf Swordsage War Leader's Charge Swordsage War Master's Charge Swordsage White Raven Hammer Swordsage White Raven Strike Swordsage White Raven Tactics Warblade Blistering Flourish Warblade Burning Blade Warblade Burning Brand Warblade Deathmark Warblade Desert Tempest Warblade Distracting Ember Warblade Dragon's Flame Warblade Fan The Flames Warblade Fiery Assault Warblade Fire Riposte Warblade Firesnake Warblade Flames Blessing Warblade Flashing Sun Warblade Hatchlings Flame Warblade Holocaust Cloak Warblade Inferno Blade Warblade Inferno Blast Warblade Leaping Flame Warblade Lingering Inferno Warblade Ring Of Fire Warblade Rising Phoenix Warblade Salamander Charge Warblade Searing Blade Warblade Searing Charge Warblade Wind Stride Warblade Wyrms Flame Warblade Zephyr Dance Warblade Aura Of Chaos Warblade Aura Of Perfect Order Warblade Aura Of Triumph Warblade Aura Of Tyranny Warblade Castigating Strike Warblade Crusader's Strike Warblade Daunting Strike Warblade Defensive Rebuke Warblade Divine Surge Warblade Greater Divine Surge Warblade Add Constitution To Strike Warblade Clear Constitution Total Warblade Greater Divine Surge Warblade Doom Charge Warblade Entangling Blade Warblade Foehammer Warblade Immortal Fortitude Warblade Iron Guards Glare Warblade Law Bearer Warblade Martial Spirit Warblade Radiant Charge Warblade Rallying Strike Warblade Revitalizing Strike Warblade Shield Block Warblade Shield Counter Warblade Strike Of Righteous Vitality Warblade Thicket Of Blades Warblade Tide Of Chaos Warblade Vanguard Strike Warblade Action Before Thought Warblade Avalanche Of Blades Warblade Bounding Assault Warblade Diamond Defense Warblade Diamond Nightmare Blade Warblade Disrupting Blow Warblade Emerald Razor Warblade Hearing The Air Warblade Insightful Strike Warblade Greater Insightful Strike Warblade Mind Over Body Warblade Mind Strike Warblade Moment Of Alacrity Warblade Moment Of Perfect Mind Warblade Pearl Of Black Doubt Warblade Quicksilver Motion Warblade Rapid Counter Warblade Ruby Nightmare Blade Warblade Sapphire Nightmare Blade Warblade Stance Of Alacrity Warblade Stance Of Clarity Warblade Time Stands Still Warblade Absolute Steel Warblade Adamantine Hurricane Warblade Dancing Blade Form Warblade Dazing Strike Warblade Disarming Strike Warblade Exorcism Of Steel Warblade Finishing Move Warblade Iron Heart Endurance Warblade Iron Heart Focus Warblade Iron Heart Surge Warblade Lightning Recovery Warblade Lightning Throw Warblade Manticore Parry Warblade Mithral Tornado Warblade Punishing Stance Warblade Scything Blade Warblade Steel Wind Warblade Steely Strike Warblade Strike Of Perfect Clarity Warblade Supreme Blade Parry Warblade Wall Of Blades Warblade Baffling Defense Warblade Ballista Throw Warblade Clever Positioning Warblade Comet Throw Warblade Counter Charge Warblade Devastating Throw Warblade Feigned Opening Warblade Fool's Strike Warblade Ghostly Defense Warblade Giant Killing Style Warblade Hydra Slaying Strike Warblade Mighty Throw Warblade Mirrored Pursuit Warblade Scorpion Parry Warblade Shifting Defense Warblade Soaring Throw Warblade Stalking Shadow Warblade Step Of The Wind Warblade Strike Of The Broken Shield Warblade Tornado Throw Warblade Assassins Stance Warblade Balance On The Sky Warblade Bloodletting Strike Warblade Child Of Shadow Warblade Clinging Shadow Strike Warblade Cloak Of Deception Warblade Dance Of The Spider Warblade Death In The Dark Warblade Drain Vitality Warblade Enervating Shadow Strike Warblade Five Shadow Creeping Ice Enervation Strike Warblade Ghost Blade Warblade Hand Of Death Warblade Island Of Blades Warblade Obscuring Shadow Veil Warblade One With Shadow Warblade Shadow Blade Technique Warblade Shadow Blink Warblade Shadow Garrote Warblade Shadow Jaunt Warblade Shadow Noose Warblade Shadow Stride Warblade Stalker In The Night Warblade Step Of The Dancing Moth Warblade Strength Draining Strike Warblade Adamantine Bones Warblade Ancient Mountain Hammer Warblade Bonesplitting Strike Warblade Bonecrusher Warblade Boulder Roll Warblade Charging Minotaur Warblade Colossus Strike Warblade Crushing Vise Warblade Crushing Weight Of The Mountain Warblade Earthstrike Quake Warblade Elder Mountain Hammer Warblade Giant's Stance Warblade Iron Bones Warblade Irresistible Mountain Strike Warblade Mountain Avalanche Warblade Mountain Hammer Warblade Mountain Tombstone Strike Warblade Overwhelming Mountain Strike Warblade Roots Of The Mountain Warblade Stone Bones Warblade Stone Dragon's Fury Warblade Stone Vise Warblade Stonefoot Stance Warblade Strength Of Stone Warblade Blood In The Water Warblade Claw At The Moon Warblade Dancing Mongoose Warblade Death From Above Warblade Feral Death Blow Warblade Flesh Ripper Warblade Fountain Of Blood Warblade Girallon Windmill Flesh Rip Warblade Hamstring Attack Warblade Hunter's Sense Warblade Leaping Dragon Stance Warblade Pouncing Charge Warblade Prey On The Weak Warblade Rabid Bear Strike Warblade Rabid Wolf Strike Warblade Raging Mongoose Warblade Soaring Raptor Strike Warblade Sudden Leap Warblade Swooping Dragon Strike Warblade Wolf Climbs The Mountain Warblade Wolf Fang Strike Warblade Wolf Pack Tactics Warblade Wolverine Stance Warblade Battle Leader's Charge Warblade Bolstering Voice Warblade Clarion Call Warblade Covering Strike Warblade Douse The Flames Warblade Flanking Maneuver Warblade Leading The Attack Warblade Leading the Charge Warblade Lion's Roar Warblade Order Forged From Chaos Warblade Press The Advantage Warblade Swarm Tactics Warblade Swarming Assault Warblade Tactical Strike Warblade Tactics Of The Wolf Warblade War Leader's Charge Warblade War Master's Charge Warblade White Raven Hammer Warblade White Raven Strike Warblade White Raven Tactics ####END_OF_TOB_SPELLBOOK_RESERVE Overwhelming Critical (aptitude 1) Devastating Critical (aptitude 1) Weapon of Choice (aptitude 1) Main hand weapon Off hand weapon You cannot use the Weapon Aptitude feat while in combat Remember to choose your Weapon Aptitude weapon Weapon Focus (aptitude 2) Epic Weapon Focus (aptitude 2) Weapon Specialization (aptitude 2) Epic Weapon Specialization (aptitude 2) Improved Critical (aptitude 2) Sanctify Martial Strike (aptitude 2) Vile Martial Strike (aptitude 2) Overwhelming Critical (aptitude 2) Devastating Critical (aptitude 2) Weapon of Choice (aptitude 2) Weapon Aptitude Apply Weapon Aptitude Options Choose primary focus weapon (current: %(CURRENT)) Choose primary critical weapon (current: %(CURRENT)) Choose secondary focus weapon (current: %(CURRENT)) Choose secondary critical weapon (current: %(CURRENT)) NONE Select an option Weapon Specialization Proficiency Type of Feat: Class. Prerequisite: Fighter 4, Bowman 4 or Warblade 6. Specifics: A character with this feat is allowed to take the Weapon Specialization feat if they meet the other prerequisites. Use: Automatic. Skill bonus from extra Strength increase: %(SKILLS): Skill penalty from extra Strength decrease: %(SKILLS): Skill bonus from extra Dexterity increase: %(SKILLS): Saving throw bonus from extra Dexterity increase: Reflex: Skill penalty from extra Dexterity decrease: %(SKILLS): Saving throw penalty from extra Dexterity decrease: Reflex: Skill bonus from extra Constitution increase: %(SKILLS): Saving throw bonus from extra Constitution increase: Fortitude: Skill penalty from extra Constitution decrease: %(SKILLS): Saving throw penalty from extra Constitution decrease: Fortitude: Cannot use Shock Blade: the previous use is still in effect Cannot use Shock Blade: you are not wielding a longsword Cannot use Holy Blade: the previous use is still in effect Cannot use Holy Blade: you are not wielding a longsword Cannot use Brilliant Blade: the previous use is still in effect Cannot use Brilliant Blade: you are not wielding a longsword AB bonus from Strength increase: AB penalty from Strength decrease: Damage bonus from Strength increase: Damage penalty from Strength decrease: AC bonus from Dexterity increase: AC penalty from Dexterity decrease: Psionic Slayer Psionic Slayers psionic slayers (PRESTIGE CLASS) Psionic Slayers, also known as Illithid Slayers or just "Slayers", are hunters of psionic foes. When a character enters the class, they formally declare a type of psionic creature as the enemy they detest above all others; Illithids are the most common foe and thus Aberrations are the most common choice, but any creature type that uses their psionic powers upon non-psions may become the target of a Psionic Slayer. [Implementation Note: the Psionic Slayer is meant to provide a class that works as either the core Illithid Slayer or as the OGL Slayer class. Using the PRC Switches, the class can be restricted to just hunting Aberrations (which Illithids belog to), and can additionally be restricted to requiring the 'slaying' of a specific creature to gain entry into this class. The default settings do not require these restrictions, making the class behave as the OGL Slayer class by default] - Hit Die: d8. - Proficiencies: Slayers are proficient with all simple and martial weapons and with all types of armor. (They do not gain Shield Proficiency) - Skill Points: 4 + Int Modifier. - Base Attack Bonus: 1/1 (Fighter) Class Skills: Bluff, Concentration, Craft (General), Discipline, Lore, Listen, Psicraft, Search, Sense Motive, Spot, Survival, REQUIREMENTS: Base Attack Bonus: +4. Skill: Lore 4 ranks Feat: Track. Psionics: Must have a power point reserve of at least 1 power point. Special: May be required to slay an Illithid or other Psionic creature to enter the class. (See PRC Swithes for option; defaults to no special requirement) May be limited to taking just Aberrations as Favored Enemy. (See PRC Swithes for option; defaults to no Favored Enemy limitation) CLASS FEATURES: Level 1: Favored Enemy (Ex): Upon entering the Slayer class, a slayer selects one favored enemy. She gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against her favored enemy. Likewise, she gets a +2 bonus on weapon damage rolls against creatures of this kind. At 4th level the bonuses increase to +4, at 7th level to +6, and at 10th level to +8. Enemy Sense (Su): A slayer can sense the presence of her favored enemy within 60 feet of herself, even if they are hidden by darkness or walls, but she cannot discern their exact location. 2: Brain Nausea (Su): At 2nd level, any creature that attempts to eat the slayer's brain must succeed on a Will save (DC 15 + slayer's class level) or become disinclined to do so for 24 hours thereafter. This ability is active even if the slayer is unconscious, stunned, or otherwise helpless. 3: Lucid Buffer (Ex): At 3rd level, a slayer gains a +4 competence bonus on saving throws against all mind-affecting effects. This ability is active even if the slayer is unconscious, stunned, or otherwise helpless. 6: Cerebral Blind (Su): After reaching 6th level, a slayer is protected from all devices, powers, and spells that reveal location, similar to the Non-Detection spell. *This ability is active as long as the slayer is psionically focused.* 8: Breach Power Resistance (Su): A slayer of 8th level or higher causes each successful melee attack (or ranged attack if the target is within 30 feet) she makes with her weapon against a creature with power resistance to temporarily reduces its power resistance by 1. Lost power resistance returns all at once 12 hours later. *This ability is active as long as the slayer is psionically focused.* 9: Cerebral Immunity (Su): On reaching 9th level, a slayer gains protection from all devices, powers, and spells that influence the mind, as the Mind Blank spell. *This ability is active as long as the slayer is psionically focused.* 10: Blast Feedback (Su): At 10th level, if a slayer makes her saving throw when attacked with mind blast, the mind blast rebounds upon the attacker, forcing it to make a save vs its own blast effect. Only the original attacker is targeted in the rebound effect. MANIFESTING PROGRESSION 9/10 progression Beginning at 2nd level, a slayer gains additional power points per day and access to new powers as if she had also gained a level in their highest manifesting class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of Slayer (minus 1) to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly. If the character did not belong to a manifesting class before taking this prestige class, she does not gain manifesting levels. EPIC PSIONIC SLAYERS An Epic Psionic Slayer is a true terror to their favored enemy, seeking them out in even their most guarded bastions of power. An Epic Psionic Slayer receives an Epic bonus feat every 4 levels starting at 11th Psionic Slayer Level: 11, 14, 17, 20, 23, 26, 29 [Bonus feats available include: Epic stat bonuses, Epic energy resistances, Epic Weapon feats, Epic Psionic feats] The Epic Psionic Slayer continues to progress in Manifestor level with a 9/10 progression. Epic Levels where Manifesting is not progressed are: 11 and 21 Psionic Slayer Favored Enemy bonuses continue to progress with Epic levels. Every 3 levels beyond 10th the Favored Enemy bonuses increase by +2. Psionic Slayer: Favored Enemy Favored Enemy (Ex): Upon entering the Slayer class, a slayer selects one favored enemy. She gains a +2 bonus on Bluff, Listen, and Spot checks when using these skills against her favored enemy. Likewise, she gets a +2 bonus on weapon damage rolls against creatures of this kind. At 4th level the bonuses increase to +4, at 7th level to +6, and at 10th level to +8. Psionic Slayer: Enemy Sense Enemy Sense (Su): A slayer can sense the presence of her favored enemy within 60 feet of herself, even if they are hidden by darkness or walls, but she cannot discern their exact location. Psionic Slayer: Brain Nausea Brain Nausea (Su): At 2nd level, any creature that attempts to eat the slayer's brain must succeed on a Will save (DC 15 + slayer's class level) or become disinclined to do so for 24 hours thereafter. This ability is active even if the slayer is unconscious, stunned, or otherwise helpless. Psionic Slayer: Lucid Buffer Lucid Buffer (Ex): At 3rd level, a slayer gains a +4 competence bonus on saving throws against all mind-affecting effects. This ability is active even if the slayer is unconscious, stunned, or otherwise helpless. Psionic Slayer: Cerebral Blind Cerebral Blind (Su): After reaching 6th level, a slayer is protected from all devices, powers, and spells that reveal location, similar to the Non-Detection spell. *This ability is active as long as the slayer is psionically focused.* Psionic Slayer: Breach Power Resist Breach Power Resistance (Su): A slayer of 8th level or higher causes each successful melee attack (or ranged attack if the target is within 30 feet) she makes with her weapon against a creature with power resistance to temporarily reduces its power resistance by 1. Lost power resistance returns 12 hours later. *This ability is active as long as the slayer is psionically focused.* Psionic Slayer: Cerebral Immunity Cerebral Immunity (Su): On reaching 9th level, a slayer gains protection from all devices, powers, and spells that influence the mind, as the Mind Blank spell. *This ability is active as long as the slayer is psionically focused.* Psionic Slayer: Blast Feedback Blast Feedback (Su): At 10th level, if a slayer makes her saving throw when attacked with mind blast, the mind blast rebounds upon the attacker, forcing it to make a save vs its own blast effect. Only the original attacker is targeted in the rebound effect. Epic Psionic Slayer Epic Psionic Slayer An Epic Psionic Slayer is a true terror to their favored enemy, seeking them out in even their most guarded bastions of power. An Epic Psionic Slayer receives an Epic bonus feat every 4 levels starting at 11th Psionic Slayer Level: 11, 14, 17, 20, 23, 26, 29 [Bonus feats available include: Epic stat bonuses, Epic energy resistances, Epic Weapon feats, Epic Psionic feats] The Epic Psionic Slayer continues to progress in Manifestor level with a 9/10 progression. Epic Levels where Manifesting is not progressed are: 11 and 21 Psionic Slayer Favored Enemy bonuses continue to progress with Epic levels. Every 3 levels beyond 10th the Favored Enemy bonuses increase by +2. You do not have Psionic Focus; Breach Power Resistance will not function while unfocused. Psionic Slayer: Favored Enemy [Aberration] Psionic Slayer: Favored Enemy [Dwarf] Psionic Slayer: Favored Enemy [Elf] Psionic Slayer: Favored Enemy [Gnome] Psionic Slayer: Favored Enemy [Halfling] Psionic Slayer: Favored Enemy [Half-Elf] Psionic Slayer: Favored Enemy [Half-Orc] Psionic Slayer: Favored Enemy [Human] Psionic Slayer: Favored Enemy [Animal] Psionic Slayer: Favored Enemy [Beast] Psionic Slayer: Favored Enemy [Construct] Psionic Slayer: Favored Enemy [Dragon] Psionic Slayer: Favored Enemy [Goblinoid] Psionic Slayer: Favored Enemy [Monstrous Humanoid] Psionic Slayer: Favored Enemy [Orc] Psionic Slayer: Favored Enemy [Reptilian] Psionic Slayer: Favored Enemy [Elemental] Psionic Slayer: Favored Enemy [Fey] Psionic Slayer: Favored Enemy [Giant] Psionic Slayer: Favored Enemy [Magical Beast] Psionic Slayer: Favored Enemy [Outsider] Psionic Slayer: Favored Enemy [Shapechanger] Psionic Slayer: Favored Enemy [Undead] Psionic Slayer: Favored Enemy [Vermin] Magical Distillation Type of Feat: General Prerequisite: Soulcaster 10 Specifics: Soulcaster: At 10th level, by sacrificing one arcane spell of the highest level you can cast, you gain points of bonus essentia equal to that spell's level for 1 round. This essentia can be invested or otherwise used as normal, but it disappears at the start of your next round. This ability is usable once per round as a free action. Soulmanifester: At 10th level, by paying a number of power points equal to the base cost to manifest the highest-level power that you know, you gain points of essentia equal to that power's level for 1 round. This essentia can be invested or otherwise used as normal, but it disappears at the start of your next turn. This ability is usable once per round as a free action. Use: Selected Ironsoul Forgemaster Ironsoul Forgemasters ironsoul forgemaster (PRESTIGE CLASS) Skilled smiths can produce weapons of steel, and some can create weapons incorporating both steel and magic, but only the ironsoul forgemaster can craft a weapon that combines these arts with the shaping of soul essence. An ironsoul forgemaster can produce a weapon that is physical, magical, and soulmelded all at the same time, and in his hands it becomes a potent armament indeed. All ironsoul forgemasters are dwarven mastersmiths who possess skill at crafting arms and armor, but they are also great champions of the dwarven people. Resolute and determined, they serve as preservers of ancient lore, guardians of sacred places, teachers of craft and skill, and holy servants of the dwarf deities. Because they can forge and wield weapons of terrible power, they embody the dwarven belief that skill coupled with courage can defeat any foe. - Hit Die: d8 - Proficiencies: An Ironsoul Forgemaster does not gain any additional weapon or armor proficiencies. - Skill Points: 2+ Int modifier. REQUIREMENTS: Race: Dwarf. Alignment: Any nonevil. Skills: Craft (armorsmithing) 8 ranks, Lore 2 ranks. Meldshaping: Ability to shape soulmelds CLASS FEATURES: Level 1: Shield Bond - Invest essentia into shield for elemental resistance 2: Secrets of the Forge - 3x class level to Craft Arms and Armor 3: Forge Lore - Class level to craft checks 4: Chakra Bind (Arms) 5: Armor Bond - Invest essentia into armour for damage resistance 6: Chakra Bind (Waist) 7: 8: Chakra Bind (Shoulders) 9: Weapon Bond - Invest essentia into weapon for damage and dazing 10: Chakra Bind (Heart) BONUS MELDSHAPING: At each ironsoul forgemaster level other than first, you increase your meldshaper level, the number of soulmelds you can shape, the number of chakra binds you can create, and your essentia pool as if you had gained a level in a meldshaping class to which you belonged prior to gaining the soulcaster level. You do not, however, gain any other abilities of that class, such as new tiers of chakra binds. Shield Bond Type of Feat: Class Prerequisite: Ironsoul Forgemaster 1 Specifics: At 1st level, you create a special bond with any shield that you craft. This bond allows you to invest essentia in the shield as if it were a soulmeld. Doing so grants you resistance 5 per point of invested essentia against acid, cold, electricity, fire, and sonic damage. You gain this ability only while using the shield for defense. If you unequip the shield, you lose the soulmeld. Use: Selected Armor Bond Type of Feat: Class Prerequisite: Ironsoul Forgemaster 5 Specifics: At 5th level, you create a special bond with any armor that you craft. This bond allows you to invest essentia in the armor as if it were a soulmeld. Doing so grants you damage resistance x/-, where x is the total essentia invested. You gain this ability only while wearing the armor. If you unequip the armor, you lose the soulmeld. Use: Selected Weapon Bond Type of Feat: Class Prerequisite: Ironsoul Forgemaster 9 Specifics: At 9th level, you create a special bond with any weapon that you craft. This bond allows you to invest essentia in the weapon as if it were a soulmeld. Doing so grants you a bonus equal to twice the invested essentia on your damage rolls. If you have at least 1 point of essentia invested in the weapon, it also dazes any living opponent you strike with it for 1 round (Fortitude negates, DC 10 + invested essentia + Con modifier). You gain this ability only while using the weapon. If you unequip the weapon, you lose the soulmeld. Use: Selected Attack Type of Feat: General Prerequisite: None Specifics: Does a scripted full round attack Use: Selected Umbral Disciple Umbral Disciples umbral disciple (PRESTIGE CLASS) The umbral disciple is a student of shadow in both a literal and a metaphysical sense. By infusing shadows with essentia, he can harness both the darkness of the world and the darkness of his own soul to meet whatever goals he has in mind. Others might shrink from dark places and dread the creatures that stir when the light fades, but the umbral disciple stares into the heart of the night without flinching. Much like the monk, the umbral disciple seeks to explore his own nature and perfectly master the dark power he finds within himself. The rare combination of stealth, mobility, and combat prowess that he cultivates makes him an excellent spy, burglar, magic-wielder, or assassin. Some umbral disciples become freelance monster hunters or vigilantes dedicated to seeking out evildoers and teaching them to fear the dark. Others become heartless killers who use their powers to prey on the weak and the defenseless. But regardless of how their skills manifest, all umbral disciples are drawn to the shadows, where they can clearly see the potential of their own souls. - Hit Die: d6 - Proficiencies: An Umbral Disciple does not gain any additional weapon or armor proficiencies. - Skill Points: 6+ Int modifier. REQUIREMENTS: Skills: Concentration 4 ranks, Hide 8 ranks, Lore 2 ranks, Listen 8 ranks. Essentia Pool: 1. CLASS FEATURES: Level 1: Step of the Bodiless - Bonus to Balance, Climb, Jump, Tumble 2: Sneak Attack 1d6 3: Embrace of Shadow - Concealment, hide in plain sight 4: 5: Sneak Attack 2d6 6: 7: Sight of the Eyeless - See invisible, bonus to Spot 8: Sneak Attack 3d6 9: Soulchilling Strike - Attacks deal Strength damage 10: Kiss of the Shadows - Extended range on melee attacks BONUS ESSENTIA: The Umbral Disciple increases his essentia pool by 1 at levels 1-2, 2 at 3-4, 3 at 5-6, 4 at 7, 5 at 8, 6 at 9, and a max increase of 7 at 10th level. Step of the Bodiless Type of Feat: Class Prerequisite: Umbral Disciple 1 Specifics: Beginning at 1st level, you gain a +2 enhancement bonus on Balance, Climb, Jump, and Tumble checks for every point of essentia you invest in this class feature. Use: Selected Embrace of Shadow Type of Feat: Class Prerequisite: Umbral Disciple 3 Specifics: While you are thus cloaked in shadow, each attack made against you has a 10% miss chance per point of essentia invested in this ability. This miss chance does not stack with miss chances provided by any other ability or effect. If the miss chance granted by this ability is 20% or higher, you also gain the ability to hide in plain sight. Use: Selected Sight of the Eyeless Type of Feat: Class Prerequisite: Umbral Disciple 7 Specifics: You gain +2 Spot per point of essentia invested. You also can see invisible. Use: Selected Soulchilling Strike Type of Feat: Class Prerequisite: Umbral Disciple 9 Specifics: For every point of essentia you invest in this ability, your melee attack deals 1 point of Strength damage to the target (Fortitude negates, DC 10 + invested essentia + your Con modifier) in addition to its normal damage. Only one attack per round conveys this soulchilling effect. Use: Selected Kiss of the Shadows Type of Feat: Class Prerequisite: Umbral Disciple 10 Specifics: Your reach increases by 5 feet for every point of essentia invested in this class feature. You must use the "Attack" feat or another scripted attack for this ability to function. Use: Selected Arik's Vengeance Arik's Vengeance Wielder Requirements Base attack bonus +3 Able to manifest 2nd level powers Must be a Psychic Warrior 2,312 gold LEGACY RITUALS Least: 2,000 gp. Lesser: 10,000 gp. Greater: 40,000 gp. LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). Attack Penalty: -1 at 6th Manifester Level Penalty: -1 at 6th, -2 at 14th Hit Point Penalty: -2 at 7th, -4 at 9th, -6 at 12th, -8 at 13th, -10 at 15th, -12 at 18th, -14 at 19th Power Point Penalty: -2 at 7th, -4 at 10th, -6 at 13th, -8 at 16th, -10 at 18th, -12 at 20th LEGACY ITEM BONUSES 6th - +1 Heavy Mace of Impact 11th - +2 Heavy Mace of Impact 16th - +2 Psychokinetic Heavy Mace of Impact 17th - +2 Outsider Bane Psychokinetic Heavy Mace of Impact 20th - +5 Outsider Bane Psychokinetic Heavy Mace of Impact LEGACY ITEM ABILITIES Psicrystal Awakening (Su): At 5th, you gain +3 to Spot. Armor of Wrath (Su): At 7th level, you gain a +1 deflection bonus to Armor Class. Vengeful Tenacity (Su): At 8th level, you gain a +1 resistance bonus on all saving throws. Swift Feet (Su): At 10th level, you gain a 10-foot enhancement to your base ground movement. Firewalker (Su): At 13th level, you gain resistance to fire 10. While I Still Stand (Su): At 20th level, Arik's Vengeance grants a +6 enhancement bonus to your Constitution score. Sunsword Sunsword Wielder Requirements Base attack bonus +2 Good alignment 3,000 gold LEGACY RITUALS Least: 2,000 gp. Lesser: 13,500 gp. Greater: 38,000 gp. LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). Skill Check Penalty: -1 at 7th, -2 at 13th, -3 at 17th Hit Point Penalty: -2 at 6th, -4 at 8th, -6 at 9th, -8 at 11th, -10 at 12th, -12 at 14th, -14 at 16th, -16 at 17th, -18 at 19th, -20 at 20th LEGACY ITEM BONUSES 5th - +2 Bastard Sword 11th - +3 Bastard Sword 13th - +4 Bastard Sword 17th - +5 Keen Bastard Sword LEGACY ITEM ABILITIES Fires of the Day (Sp): At 9th, you can cast daylight once per day. At 16th level, you can use it at will. Undeath's Bane (Su): You deal an extra 3d6 damage to undead Death Ward (Sp): At 14th level, you can cast death ward once per day. Banish Undead (Sp): At 19th level, once per day you can cast banishment on undead creatures, instead of outsiders. Undeath to Death (Sp): At 20th level, once per day you can cast undeath to death. Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: Beginning at 9th level, once per day, you can cast Daylight as the spell. Caster level equal to hit dice. At 16th level, you can cast it at will. Use: Selected Type of Feat: Legacy Prerequisite: Lesser Legacy Ritual Benefit: Beginning at 14th level, once per day, you can cast Death Ward as the spell. Caster level 11th. Use: Selected Type of Feat: Legacy Prerequisite: Greater Legacy Ritual Benefit: Beginning at 19th level, once per day, you can cast Banishment as the spell, except it affects undead instead of outsiders. Caster level equal to hit dice, save DC of 20 or 17 + Charisma Modifier, whichever is greater. Use: Selected Type of Feat: Legacy Prerequisite: Greater Legacy Ritual Benefit: Beginning at 20th level, once per day, you can cast Undeath to Death as the spell. Caster level 20th, save DC of 20 or 17 + Charisma Modifier, whichever is greater. Use: Selected Detect Living Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: Beginning at 9th level, three times per day, you can cast Detect Living. Caster level 5th. Use: Selected Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: Beginning at 10th level, once per day, you can cast Death Knell. At 13th level, you can cast it three times per day. At 17th level, unlimited times per day. Caster level equals hit dice. Use: Selected Type of Feat: Legacy Prerequisite: Lesser Legacy Ritual Benefit: Beginning at 16th level, once per day, you can cast Haste. Caster level 10th. Use: Selected Blackrazor Blackrazor Wielder Requirements Base Attack Bonus +3 2,350 gold LEGACY RITUALS Least: 1,500 gp. Lesser: 13,000 gp. Greater: 40,000 gp. LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). Attack Penalty: -1 at 6th, -2 at 12th, -3 at 18th Fort Save Penalty: -1 at 7th, -2 at 9th, -3 at 15th, -4 at 20th Hit Point Penalty: -2 at 7th, -4 at 8th, -6 at 10th, -8 at 14th, -10 at 16th LEGACY ITEM BONUSES 7th - +2 Greatsword 12th - +3 Greatsword 18th - +3 Vicious Greatsword 20th - +5 Vicious Greatsword LEGACY ITEM ABILITIES Mental Ward (Su): While wielding Blackrazor, you gain a bonus on saving throws against mind-affecting effects. When you attain 6th level, this bonus is +1, but it improves to +3 at 14th level and to +5 at 19th level. Detect Life (Sp): Beginning at 9th level, three times per day, you can detect life. Caster level 5th. Souldrinking (Sp): Beginning at 10th level, once per day, you can cast Death Knell. At 13th level, you can cast it three times per day. At 17th level, unlimited times per day. Caster level equals hit dice. Haste (Sp): Beginning at 16th level, once per day, you can cast Haste. Caster level 10th. Ramethene Sword Ramethene Sword Wielder Requirements Base Attack Bonus +4 Spellcraft 2 ranks Must be proficient in Bastard Sword 2,335 gold LEGACY RITUALS Least: 1,500 gp. Lesser: 13,000 gp. Greater: 40,000 gp. LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). Attack Penalty: -1 at 6th, -2 at 12th, -3 at 18th Will Save Penalty: -1 at 7th, -2 at 9th, -3 at 15th, -4 at 20th Hit Point Penalty: -2 at 7th, -4 at 8th, -6 at 10th, -8 at 14th, -10 at 16th LEGACY ITEM BONUSES 7th - +1 Dragon Bane Bastard Sword 11th - +2 Dragon Bane Bastard Sword 14th - +3 Dragon Bane Bastard Sword 17th - +3 Wounding Dragon Bane Bastard Sword LEGACY ITEM ABILITIES 5th - Dragonfinder (Su): At will, you may cast Detect Dragons, caster level 5th. 9th - Dragon Smite (Su): Once per day, you can smite a dragon. You deal 1d6 extra damage on the attack for every size category the dragon is above medium. 10th - Resist Dragonbreath (Sp): Once per day, you can use resist elements, caster level 5th. 13th - Cloudkill (Sp): Once per day, you can use Cloudkill, caster level 11th. Save DC is 17 or 15 + Charisma modifier, whichever is higher. 16th - Sudden Maximize (Su): 3 times per day, you can maximize the next spell you cast. 18th - Blood Drinker (Su): If you hit a helpless foe, you deal 1d4 Con damage and gain 5 temporary hit points for one hour. 20th - Horrid Wilting (Sp): Once per day, you can use Horrid Wilting, caster level equal to hit dice. Save DC is 22 or 18 + Charisma modifier, whichever is higher. Dragonfinder Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: At will, you may cast Detect Dragons, caster level 5th. Use: Selected Dragon Smite Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: Once per day, you can smite a dragon. You deal 1d6 extra damage on the attack for every size category the dragon is above medium. Use: Selected Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: Once per day, you can use resist elements, caster level 5th. Use: Selected Type of Feat: Legacy Prerequisite: Lesser Legacy Ritual Benefit: Once per day, you can use Cloudkill, caster level 11th. Save DC is 17 or 15 + Charisma modifier, whichever is higher. Use: Selected Type of Feat: Legacy Prerequisite: Lesser Legacy Ritual Benefit: 3 times per day, you can maximize the next spell you cast. Use: Selected Type of Feat: Legacy Prerequisite: Greater Legacy Ritual Benefit: Once per day, you can use Horrid Wilting, caster level equal to hit dice. Save DC is 22 or 18 + Charisma modifier, whichever is higher. Use: Selected Wyrmbane Helm Wyrmbane Helm Wielder Requirements Ability to cast 2nd-level arcane spells Base attack bonus +3 Proficient with martial weapons 2,000 gold LEGACY RITUALS Least: 1,500 gp. Lesser: 11,500 gp. Greater: 39,000 gp. LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). Attack Penalty: -1 at 8th, -2 at 12th, -3 at 18th Hit Point Penalty: -2 at 6th, -4 at 7th, -6 at 9th, -8 at 13th, -10 at 15th, -12 at 19th Spell Slot Lost: 1st at 6th, 2nd at 8th, 3rd at 10th, 4th at 14th, 5th at 16th, 6th at 20th LEGACY ITEM BONUSES None LEGACY ITEM ABILITIES Cause Fear (Sp): Starting at 5th level, you can use cause fear as a spell-like ability five times per day (caster level 5th). The save DC is 11 or 11 + your Cha modifier, whichever is higher. Courage (Su): Starting at 6th level, you gain a +4 morale bonus on saving throws against fear effects. Lightning Bolt (Sp): Starting at 8th level, you can use lightning bolt as a spell-like ability once per day (caster level 7th). The save DC is 14 or 13 + your Cha modifier, whichever is higher. Dragonbane (Su): Any melee weapon you wield gains a +2 enhancement bonus and deals an extra 2d6 points of damage when you attack a creature of the dragon type. In addition, any spell you cast that deals damage to a dragon deals an extra 2d6 points of damage to that dragon. If the spell allows a saving throw, the DC of the saving throw increases by 2. A single spell can never deal this extra damage more than once per casting. However, if a spell deals damage for more than 1 round, it deals the extra damage in each round. Blindsense (Su): You gain Blindsense. Charisma Boost (Su): Starting at 14th level, you gain a +4 enhancement bonus to your Charisma as long as you wear the Wyrmbane Helm. Sudden Empower (Su): At 16th level, you gain the ability to apply the Empower Spell metamagic feat to any spell you cast without increasing the level of the spell or preparing it ahead of time. You can use this ability three times per day. Frightful Presence (Su): When you charge, attack, or cast a spell while wearing the helm, you force nearby enemies to make a fear check. Immune to Electricity: Starting at 18th level, you are immune to electricity damage as long as you wear the Wyrmbane Helm. Strength Boost (Su): Starting at 19th level, you gain a +6 enhancement bonus to your Strength as long as you wear the helm. Lightning Breath (Su): At 20th level, you gain a breath weapon that you can use three times per day and never in consecutive rounds. Your lightning breath deals I2d8 points of damage in a 100-foot line(DC25 or 20 + your Con modifier, whichever is higher). Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: Starting at 5th level, you can use cause fear as a spell-like ability five times per day (caster level 5th). The save DC is 11 or 11 + your Cha modifier, whichever is higher. Use: Selected Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: Starting at 8th level, you can use lightning bolt as a spell-like ability once per day (caster level 7th). The save DC is 14 or 13 + your Cha modifier, whichever is higher. Use: Selected Type of Feat: Legacy Prerequisite: Lesser Legacy Ritual Benefit: At 16th level, you gain the ability to apply the Empower Spell metamagic feat to any spell you cast without increasing the level of the spell or preparing it ahead of time. You can use this ability three times per day. Use: Selected Type of Feat: Legacy Prerequisite: Greater Legacy Ritual Benefit: At 20th level, you gain a breath weapon that you can use three times per day and never in consecutive rounds. Your lightning breath deals I2d8 points of damage in a 100-foot line(DC25 or 20 + your Con modifier, whichever is higher). Use: Selected Augment Truefriend Transmutation Level: Bard 2, cleric 2, druid 2, sorcerer/wizard 2 Components: V, S, T Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 minute/level With a red flash, your named ally looks slightly more muscular and heavily built. He seems to quiver with anticipation of coming action. The spell grants the subject a +2 enhancement bonus to Strength, Dexterity, and Constitution. Truename Component: When you cast this spell, you must correctly speak the personal truename of the creature you're augmenting. Blooded One "Blooded One" is a template that can be added to any humanoid (referred to hereafter as the “base creature”). It uses all the base creature's statistics and special abilities, except as listed here. AC: Natural armor improves by +2. Special Attacks: A blooded one retains all the special attacks of the base creature, and also gains the following special attack. War Cry (Ex): Once per day, a blooded one can scream a special war cry. This causes all blooded ones within 30 feet (including itself) to gain a +1 morale bonus on all attack and damage rolls for 2d4 rounds. This effect does not stack with other war cries. Abilities: Adjust from the base creature as follows: Str +2, Con +4, Int -2. Feats: Same as the base creature, except that a blooded one gains Power Attack. Level Adjustment: Same as the base creature +1. Once per day, a blooded one can scream a special war cry. This causes all blooded ones within 30 feet (including itself) to gain a +1 morale bonus on all attack and damage rolls for 2d4 rounds. This effect does not stack with other war cries. Necrocarnum Circlet Necrocarnum Circlet Descriptors: Evil, necrocarnum Classes: Incarnate, soulborn Chakra: Crown Saving Throw: None Necrocarnum bends itself into a matte black crown that seems to consume light. The fractured remnants of souls broken by the power of necrocarnum float within this soulmeld. These forms barely surface in this dark and foreboding crown, yet even the faintest glimpse is unsettling While this soulmeld is shaped, you unerringly detect the presence and position of undead creatures within 30 feet, as per detect undead. Essentia: Undead within a 30-foot radius gain turn resistance equal to the number of points of essentia that you invest in the soulmeld. If you animated the undead, the turn resistance is equal to double the number of points of invested essentia. Chakra Bind (Crown) A matching coil of necrocarnum forms around the head of a corpse. Filled with the dark power of necrocarnum, the corpse shambles to its feet, its flesh and mind overtaken by the curse of undeath. When you shape this soulmeld and bind it to your crown chakra, you can animate an undead creature. This requires a full-round action and provokes attacks of opportunity; in addition, you take damage equal to the necrocarnum zombie's Hit Dice, which may not be healed as long as the zombie remains animated. You may only have one zombie. Necrocarnum Circlet Crown Bind Necrocarnum Mantle Necrocarnum Mantle Descriptors: Evil, necrocarnum Classes: Incarnate, soulborn Chakra: Throat Saving Throw: None A long cloak of shifting shadow drapes from your shoulders and down your back. Faint forms seem to swim in the depths of this shadow, tortured and twisted shapes that once might have been human. These apparitions writhe and buckle, wracked by incomprehensible agony. Their tortured, elongated faces hold their gaping mouths open in soundless eternal screams. While you have a necrocarnum mantle shaped, you gain immunity to disease. Essentia: For every point of essentia you invest in your necrocarnum mantle, you gain a +1 bonus on saving throws against mind-affecting effects. Chakra Bind (Throat) As long as the necrocarnum mantle is bound to your throat chakra, you gain immunity to poison. Necrocarnum Shroud Necrocarnum Shroud Descriptors: Evil, necrocarnum Classes: Incarnate, soulborn Chakra: Soul or waist Saving Throw: See text A deadening field of necrocarnum radiates from you, filling the air around you with faint, shadowy tendrils. You gain a +1 profane bonus on attack rolls and damage rolls any time a living creature takes damage while adjacent to you. This bonus lasts for 1 round. If a living creature dies while adjacent to you, the bonus instead lasts for a number of rounds equal to the creature's Hit Dice. Essentia: If you invest essentia in the necrocarnum shroud, the area encompassed by the life-draining field expands. Any living creature who takes damage (or dies) within 5 feet plus 5 feet per point of essentia invested triggers the bonus. Chakra Bind (Soul) While you have necrocarnum shroud bound to your soul chakra, you can take a standard action to strike a living foe with the raw evil of necrocarnum. When you use this ability, you must make a successful melee touch attack against the intended victim. If successful, your touch bestows 1d4 negative levels on the target (Fortitude half). For each negative level bestowed, you gain 1 temporary point of essentia and 5 temporary hit points. The temporary essentia lasts until the end of your next turn. The temporary hit points fade after 1 hour. Chakra Bind (Waist) At the beginning of your turn, any creature within the area of your life-draining field becomes shaken for 1 round (Will negates). Necrocarnum Shroud Soul Bind Rampaging Bull Rush Type of Feat: General Prerequisite: Improved Bull Rush, Rage, size Large or larger (goliaths qualify by virtue of their powerful build racial trait) Specifics: While in a rage, you attempt to knock down any creature that you successfully bull rush. You take a -4 penalty on your Strength check to bull rush the opponent, but if you win, the opponent is knocked prone at the end of the bull rush. Use: Automatic Sense Giants Sense Goblins Type of Feat: Legacy Prerequisite: Least Legacy Ritual Sense Giants (Sp): Beginning at 6th level, you can detect any creature with the giant type within 60 feet, as if using the detect evil spell (caster level 5th). Use: Selected Type of Feat: Legacy Prerequisite: Least Legacy Ritual Locate Object (Sp): Three times per day on command, you can use locate object as the spell. Use: Selected Type of Feat: Legacy Prerequisite: Least Legacy Ritual Sense Goblinoids (Sp): At 8th level, you gain the ability to detect any creature with the goblinoid subtype within 60 feet, as if using the detect evil spell (caster level 5th). Use: Selected Whelm Whelm Wielder Requirements Dwarf Base attack bonus +3 Weapon proficiency (warhammer) 2,312 gp LEGACY RITUALS Least: 1,500 gp. Lesser: 13,000 gp. LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). Attack Penalty: -1 at 8th, -2 at 12th Reflex Save Penalty: -1 at 7th, -2 at 9th, -3 at 15th Hit Point Penalty: -2 at 7th, -4 at 8th, -6 at 10th, -8 at 14th, -10 at 16th LEGACY ITEM BONUSES 6th - +1 Giant Bane Warhammer 11th - +1 Giant and Goblinoid Bane Warhammer 13th - +2 Giant and Goblinoid Bane Warhammer 16th - +3 Giant and Goblinoid Bane Warhammer Legacy Item Abilities All the following are legacy item abilities of Whelm. Sense Giants (Sp): Beginning at 6th level, you can detect any creature with the giant type within 60 feet, as if using the detect evil spell (caster level 5th). Locate Object (Sp): Three times per day on command, you can use locate object as the spell. Sense Goblinoids (Sp): At 8th level, you gain the ability to detect any creature with the goblinoid subtype within 60 feet, as if using the detect evil spell (caster level 5th). Sharakim sharakim Sharakims The sharakim (the name means “the tainted” or “those with taint” in an old human dialect) were once human. At least, their forebears were. Legends claim that, long ago, all humans resided in the village of Desh. They lived peacefully until a hunter named Sharak killed a sacred stag, and all those who ate of the stag's flesh became ill. Many died, but others were transformed, twisted into hideous caricatures of humanity by the evil they had committed. The humans who escaped the curse scattered, leaving Desh to be lost forever. Those creatures who had once been human gathered together and fled as well, making their own way in the world but forever after hated by humans because they stood as a reminder of that sin. These became the sharakim. Sharakim Racial Traits: +2 Strength, -2 Dexterity, +2 Intelligence, -2 Charisma: Sharakim are naturally strong but their size makes them clumsy. Their monstrous appearance works against them in social settings, but their culture forces them to be well educated. Humanoid (human): Sharakim are humanoid creatures with the human subtype. Medium: As Medium creatures, sharakim have no special bonuses or penalties due to size. Sharakim base land speed is 30 feet. Darkvision: Sharakim can see in the dark out to 60 feet. +1 natural armor bonus: Sharakim skin is tough and difficult to pierce. Shadow Affinity (Ex): In areas of darkness or shadowy illumination, a sharakim gains a +2 racial bonus on Hide, Move Silently, Search, and Spot checks. Light Sensitivity (Ex): Sharakim take a -1 penalty to attack rolls in bright sunlight or within the radius of a daylight spell. +1 racial bonus on attack rolls against orcs: Sharakim despise orcs, and learn special combat techniques that enable them to fight them more effectively. Favored Class: Wizard. Level Adjustment +1. Underfolk underfolk Underfolks The underfolk are descendants of bands of humans who chose-or were forced-to live in the caves and twisting passageways of the underground world. Over generations, these humans adapted to this strange world, filled with natural wonders and dangerous creatures. Some underfolk societies have not ventured to the surface in generations, and others have forgotten their true origins altogether. However, those who live close to the caves that give entry to the underground realms make occasional forays to the surface and even engage in limited trade with surfacedwelling humans. Underfolk are a simple, clannish people dedicated to their homes and the safety of their race. Because of the multitude of evil and predatory races and creatures in the caves and tunnels they call home, underfolk have become quick, stealthy, and survival-oriented. Although rather primitive and rustic when it comes to technology, underfolk make up for this lack with a superior knowledge of how to survive beneath ground, although even they avoid the deepest depths of the subterranean realms. Underfolk Racial Traits: Humanoid (human): Underfolk are humanoid creatures with the human subtype. Medium: As Medium creatures, underfolk have no special bonuses or penalties due to size. Underfolk base land speed is 30 feet. Darkvision: Underfolk can see in the dark out to 60 feet. 4 extra skill points at 1st level and 1 extra skill point at each additional level, since underfolk (like their human ancestors) are versatile and capable. (The 4 skill points at 1st level are added on as a bonus, not multiplied in.) +2 racial bonus on Listen checks: Living as underground hunters for generations has given underfolk keen hearing. Camouflage (Ex): Underfolk can change their skin coloration at will to mimic the surrounding terrain, giving them a +4 racial bonus on Hide checks. In natural terrain, this bonus increases to +10. Light Sensitivity (Ex): Underfolk are dazzled in bright sunlight or within the radius of a daylight spell. Favored Class: Any. Extaminaar extaminaar Extaminaars The extaminaars are the snake-blooded members of the human noble House Extaminos, which has ruled the city of Hlondeth for more than eight hundred years. During the last century, the extaminaars have gone beyond Hlondeth to set up operations in other cities across Faerûn. They operate from the sewers and the shadows, hatching schemes to increase the power of their house and finding victims on which to perform their vile grafting and breeding experiments. Extaminaar Racial Traits: -2 Strength, +2 Dexterity: Extaminaar are agile but not as strong as other humanoids their size. Humanoid (human): Extaminaar are humanoid creatures with the human subtype. Medium: As Medium creatures, Extaminaar have no special bonuses or penalties due to size. Extaminaar base land speed is 30 feet. Low-Light Vision: Extaminaar can see in the dark out to 60 feet. +2 racial bonus on Fortitude saves versus poison: Extaminaars do not easily succumb to venom of any kind. +4 racial bonus on Climb checks: Extaminaar's light frames make it easier for them to ascend obstacles. +2 racial bonus on Tumble checks: Extaminaars can wriggle their way out of sticky situations. Spell-like Abilities: 3/day-charm animal. Extaminaar often fill their lairs with poisonous snakes to dissuade interlopers. Favored Class: Rogue. A multiclass extaminaar's rogue class does not count when determining whether he takes an experience point penalty. Level Adjustment +0. Skulk skulk Skulks Once members of an underprivileged caste of an ancient empire, the humans who would become skulks withdrew from the world through a magical ceremony that solidified their “untouchable” status. The ritual granted them natural camouflage, allowing skulks to blend in perfectly with their surroundings. Skulks gather in small bands within or near human communities. When night falls, they engage in raids that result in bloodshed as the skulks' innate hatred for humans manifests itself in murderous rage. They use ambush, deception, and superior numbers to overwhelm their victims. Skulk Racial Traits: +4 Dexterity, -2 Wisdom, -4 Charisma: Skulks are agile and graceful, but have weak wills and subdued personalities. Humanoid (human): Skulks are humanoid creatures with the human subtype. Medium: As Medium creatures, skulks have no special bonuses or penalties due to size. Skulk base land speed is 30 feet. Racial Hit Dice: A skulk begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +0. +8 racial bonus on Move Silently checks and a +15 racial bonus on Hide checks: Skulks excel at keeping to the shadows. These bonuses apply only when a skulk is wearing light armor or no armor. Innate Nondetection (Su): If a divination spell is attempted upon a skulk, the caster of the divination must succeed on a DC 20 caster level check. Peerless Camouflage (Ex): Skulks can move at full speed (and can even run) while hiding, taking no penalties on Hide checks due to movement. Favored Class: Rogue. A multiclass skulk's rogue class does not count when determining whether he takes an experience point penalty for multiclassing. Level adjustment +1. Doppelganger doppelganger Doppelgangers Scholars have debated for centuries about the origin of the doppelgangers. Shadowy, mysterious, and enigmatic, these shapeshifters learned long ago how to integrate themselves into human society. For this reason, learned men and women believe that doppelgangers were once human. How doppelgangers gained their unique abilities is unknown, even to themselves. Doppelgangers do not have a society of their own. They fill any desire for companionship and social interaction through their association with other races. Although doppelgangers act independently, following their own motivations and goals, rumors persist of a “secret cabal” of elder doppelgangers who desire nothing less than control of the world. Little evidence corroborates these rumors, which may have been perpetuated by the doppelgangers themselves to lend evenmore mystery to their race's reputation. Doppelganger Racial Traits: +2 Strength, +2 Dexterity, +2 Constitution, +2 Intelligence, +4 Wisdom, +2 Charisma: Doppelgangers have improved their minds and bodies through centuries of mimicking humanoid forms. Monstrous Humanoid (Shapechanger): Doppelgangers are monstrous humanoids with the shapechanger subtype. They retain this type and subtype regardless of any humanoid form they may assume. Medium: As Medium creatures, doppelgangers have no special bonuses or penalties due to size. Doppelganger base land speed is 30 feet. Darkvision: Doppelgangers can see in the dark out to 60 feet. Racial Hit Dice: A doppelganger begins with four levels of monstrous humanoid. +4 natural armor bonus: Doppelganger skin is resilient and tough. Racial Skills: +10 to Bluff, +8 Sense Motive, +2 Intimidate, +2 Persuade. Doppelgangers have a talent for deception. Change Shape (Su): A doppelganger can assume the shape of any Small or Medium humanoid. Immunities: A doppelganger is immune to sleep and charm effects. Favored Class: Rogue. A multiclass doppelganger's rogue class does not count when determining whether it takes an experience point penalty for multiclassing. Level adjustment: +4 Mongrelfolk mongrelfolk Mongrelfolks Those people who have heard of mongrelfolk know them as brutish, ugly creatures who bear the worst features of all their parent races. And that is exactly how the mongrelfolk like it. In actuality, mongrelfolk can pass for members of their parent races-any of them. In fact, when someone meets a mongrelfolk, he always assumes the new acquaintance is a member of one of the other major humanoid races-just not his own. Dwarves see mongrelfolk as unusually tall and broadshouldered elves, while elves might consider them to be surprisingly tall and slender dwarves. Orcs view them as oddly short and ugly humans, while humans might see them as tall and strangely comely orcs. To each race, a mongrelfolk looks like a member of another race, because they have features common to several species. Mongrelfolk use this inability to pin down their ancestry to their advantage. After all, it is difficult to describe the culprit of a crime if a witness cannot even identify her race with certainty. Those few mongrelfolk who are born with clearly nonhuman features serve as a distraction from the rest of the race. They grow up knowing that they will be spat upon by the other races, but secretly honored by their own kin. These visibly misshapen mongrelfolk make sure that people in the area know who they are and where they are, thus reinforcing the stereotype about their race in general. In such a situation, ordinary-appearing mongrelfolk are often able to move about more freely, because no one associates the slightly tall dwarf or slightly stocky elf with the hideously deformed creature hiding in the woods nearby. Mongrelfolk Racial Traits: +4 Constitution, -2 Intelligence, -4 Charisma: Mongrelfolk are hardy, but they lack proper education and others find their appearance repulsive or at least vaguely unsettling. Humanoid (human): Mongrelfolk are humanoid creatures with the human subtype. Medium: As Medium creatures, mongrelfolk have no special bonuses or penalties due to size. Mongrelfolk base land speed is 30 feet. Low-Light Vision: Mongrelfolk can see twice as far as a human in starlight, moonlight, and similar conditions of poor illumination. Immunity to sleep spells and similar magical effects. Diffuse Blood: Mongrelfolk gain a +2 racial bonus on saving throws against any spell that targets a particular race or ignores a particular race, provided the selected race is part of their general ancestry (human, halfling, dwarf, elf, gnome, goblin, or orc). +1 racial bonus on saving throws against enchantment spells or effects and illusion spells or effects. +1 racial bonus on saving throws against poison. +1 racial bonus on Appraise, Climb, Jump, Listen, Move Silently, Search, and Spot checks. +4 racial bonus on Hide, Pickpocket, and Use Magical Device checks. Favored Class: Rogue. A multiclass mongrelfolk's rogue class does not count when determining whether she takes an experience point penalty for multiclassing. Level adjustment +0. Incandescent Champion Incandescent Champions incandescent champion (PRESTIGE CLASS) Though incarnum is a potent tool, it is still a physical medium-an abstraction that stands between its wielder and the true power of the soul. The incandescent champion seeks to dispense with barriers and obstacles both tangible and intangible so that she can touch the cosmic soul with her unveiled body, mind, and spirit. By embracing the ultimate, irreducible energy of the multiverse in this manner, she becomes a living flame-a brilliant spirit whose body is little more than a shell for her true form. The strength of her soul allows her to withstand almost any peril, scour her foes with deadly luminous blasts, and overcome the physical shackles of the world around her toaccomplish miraculous feats. An incandescent champion acknowledges that every creature harbors a spark of the universal spirit, and she believes that the beings known as deities simply possess a greater share of this precious spark than most others. She reveres and respects the gods but does not offer them worship. The incandescent champion considers it her responsibility to protect and aid less enlightened creatures and to serve as aforce for good in the world. - Hit Die: d10 - Proficiencies: Incandescent Champions gain no new proficiencies - Skill Points: 2+ Int modifier. REQUIREMENTS: Alignment: Any good Base Attack Bonus: +6 Essentia Pool: 1 Skills: Concentration 4 ranks CLASS FEATURES: Level 1: Incandescent Strike - Invest essentia to increase damage 2: Fast Healing (self) - Invest essentia to heal self 3: Unbearable Countenance - Invest essentia to shake enemies 4: Incarnum Overload 1/day - Increase max essentia capacity by charisma modifier 5: Incandescent Ray - Invest essentia to shoot ray 6: 7: Incarnum Overload 2/day 8: Incandescent Aura - Invest essentia to damage enemies every round 9: Fast Healing (allies) - Invest essentia to heal self and allies 10: Transcendence - Change race to outsider, become incorporeal 1/day Incarnum Overload 3/day Essentia: The Incandescent Champion gains one extra point of essentia at 1st, 2nd, 3rd, 5th, 6th, 7th, 9th, and 10th levels, for a total of 8 points at level 10. It does not increase meldshaping level, melds known, meld binds, or any other aspect of meldshaping. Incandescent Strike Invest Type of Feat: Class Prerequisite: Incandescent Champion 1 Specifics: You can channel incarnum to increase the damage dealt by your melee attacks. For each such augmented attack, you gain a bonus on your damage roll equal to the number of points of essentia invested in this ability. Whenever you have essentia invested in incandescent strike, your hands glow like a light spell. Use: Selected Incandescent Heal Invest Type of Feat: Class Prerequisite: Incandescent Champion 2 Specifics: When you reach 2nd level, the irrepressible force of your soul restores your vitality whenever you are wounded, granting you fast healing at a rate equal to the points of essentia you invest in this ability. This fast healing is usable once per day, for a number of rounds equal to your incandescent champion level. Activating this ability requires no action, but investing essentia in it requires a swift action, as normal. At 9th level, each ally who is adjacent to you when you activate the ability gains the fast healing. Use: Selected Incandescent Heal Unbearable Countenance Invest Type of Feat: Class Prerequisite: Incandescent Champion 3 Specifics: When you attain 3rd level, inner power begins to shine forth from your face, giving you a radiant countenance that dismays your foes. With a glance, you can render a single foe within 30 feet shaken for 1 round (Will negates; save DC 10 + invested essentia + Cha modifier). Your glance becomes a mindaffecting fear effect, and using it requires a move action. Any foe that successfully saves against this effect is immune to your unbearable countenance for 1 hour thereafter. Use: Selected Unbearable Countenance Incarnum Overload Type of Feat: Class Prerequisite: Incandescent Champion 4 Specifics: At 4th level, you can temporarily boost the maximum essentia capacity of any soulmeld, incarnum feat, or special ability that allows essentia investment. This effect lasts for 1 round, during which the essentia capacity of the chosen soulmeld, feat, or ability increases by an amount equal to your Charisma bonus (minimum +1). This ability is usable once per day as a free action. At 7th level, you can use this ability twice per day; at 10th level, you can use it three times per day Use: Selected Incandescent Ray Invest Type of Feat: Class Prerequisite: Incandescent Champion 5 Specifics: Beginning at 5th level, you can channel incarnum into a ray of pure, brilliant soul energy at will. Using this ability is a standard action; you must make a successful ranged touch attack to hit your target. The incandescent ray has a range of 60 feet and deals 1d8 points of damage per point of essentia invested in this ability. Use: Selected Incandescent Ray Incandescent Aura Invest Type of Feat: Class Prerequisite: Incandescent Champion 8 Specifics: Once you attain 8th level, incarnum has become so integral to your physical form that your body constantly exudes pure, brilliant soul energy. At the start of your turn, every creature adjacent to you that you designate as a foe takes 1d6 points of damage per point of essentia invested in this ability. A successful Will save halves this damage (DC 10 + invested essentia + Cha modifier). This ability is always active. Use: Selected Incandescent Transcendence Type of Feat: Class Prerequisite: Incandescent Champion 10 Specifics: Once per day as a standard action, you can transform your physical body into pure, luminous energy for a number of rounds equal to your Charisma modifier (minimum 1). Upon assuming this form, you become incorporeal. Use: Selected Sudden Stalagmite Conjuration (Creation) [Earth] Level: Druid 4 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One creature Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: No You point your finger upward and utter a curt shout. Immediately, a razor-sharp stalagmite bursts from the ground to impale your foe. This spell creates a stalagmite about 1 foot wide at its base and up to 10 feet tall. The stalagmite grows from the ground under the target creature and shoots upward. The stalagmite deals 1d6 points of piercing damage per caster level (maximum 10d6). In addition, a target that fails to make a saving throw against this spell and takes damage from it is impaled on the stalagmite and cannot move from its current location. The victim can break free with a DC 25 Strength check, although doing this deals it 3d6 points of slashing damage. A creature's damage reduction, if any, applies to the damage from this spell. The damage from sudden stalagmite is treated as piercing for the purpose of overcoming damage reduction. Bones of the Earth Conjuration (Creation) [Earth] Level: Druid 6 Components: V, S Casting Time: 1 standard action Range: 60 ft. Effect: One 5-ft.-diameter pillar of stone per round Duration: 1 round/2 levels Saving Throw: Reflex negates Spell Resistance: No You point your finger upward and utter a curt shout. Immediately, a pillar of rock explodes upwards from the ground. Each round as a standard action, you conjure a pillar of rock anywhere within range. A creature standing atop the pillar will take 4d6 damage, Reflex negates, and will be knocked prone for one round if they fail their save. To create a pillar, you must use the feat called Bones of the Earth on your character radial. Holy Symbol of Ravenkind Holy Symbol of Ravenkind Wielder Requirements Any good alignment Turn Undead Lore 4 1,500 gold LEGACY RITUALS Least: 1,500 gp. Lesser: 13,000 gp. Greater: 40,000 gp. LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). Attack Penalty: -1 at 6th, -2 at 12th, -3 at 18th Fort Save Penalty: -1 at 7th, -2 at 9th, -3 at 15th, -4 at 20th Hit Point Penalty: -2 at 7th, -4 at 8th, -6 at 10th, -8 at 14th, -10 at 16th LEGACY ITEM BONUSES None LEGACY ITEM ABILITIES Lightbringer (Su): At 5th level, you may cast Dancing Lights, Light, or Flare at will. Caster level 5th, save DC of 10 + Charisma modifier. Undead Detection (Su): At 6th level, you can cast Detect Undead, as per Detect Evil, at will. Caster level 5th. In addition, every weapon you wield becomes undead bane. Halt Undead (Sp): At 9th level, you can cast Halt Undead twice per day. Caster level 10th, save DC of 14, or 14 + Charisma modifier, whichever is higher. Cure Light Wounds (Sp): At 10th level, you can cast Cure Light Wounds three times per day. Caster level 5th, save DC of 11, or 11 + Charisma modifier, whichever is higher. Improved Turning (Su): At 11th level, you turn undead as if your cleric level was four levels higher. Daylight (Sp): At 12th level, you can cast Daylight at will. Caster level 10th. Death Ward (Sp): At 14th level, you can cast Death Ward once per day. Caster level 11th. Break Enchantment (Sp): At 16th level, you can cast Break Enchantment once per day. Caster level 11th. Wisdom Enhancement (Su): At 17th level, you gain a +6 bonus to your wisdom score. Mass Heal (Sp): At 20th level, you can cast Mass Heal three times per day. Caster level 20th, save DC of 23, or 19 + Charisma modifier, whichever is higher. Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: At 5th level, you may cast Dancing Lights, Light, or Flare at will. Caster level 5th, save DC of 10 + Charisma modifier. Use: Selected Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: At 6th level, you can cast Detect Undead, as per Detect Evil, at will. Caster level 5th. In addition, every weapon you wield becomes undead bane. Use: Selected Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: At 9th level, you can cast Halt Undead twice per day. Caster level 10th, save DC of 14, or 14 + Charisma modifier, whichever is higher. Use: Selected Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: At 10th level, you can cast Cure Light Wounds three times per day. Caster level 5th, save DC of 11, or 11 + Charisma modifier, whichever is higher. Use: Selected Type of Feat: Legacy Prerequisite: Lesser Legacy Ritual Benefit: At 12th level, you can cast Daylight at will. Caster level 10th. Use: Selected Type of Feat: Legacy Prerequisite: Lesser Legacy Ritual Benefit: At 14th level, you can cast Death Ward once per day. Caster level 11th. Use: Selected Type of Feat: Legacy Prerequisite: Greater Legacy Ritual Benefit: At 16th level, you can cast Break Enchantment once per day. Caster level 11th. Use: Selected Type of Feat: Legacy Prerequisite: Greater Legacy Ritual Benefit: At 20th level, you can cast Mass Heal three times per day. Caster level 20th, save DC of 23, or 19 + Charisma modifier, whichever is higher. Use: Selected Blade of the Last Citadel Blade of the Last Citadel Wielder Requirements Any nonevil alignment Base attack bonus +3 Weapon Proficiency (longsword) Persuade 4 ranks 3,315 gold LEGACY RITUALS Least: 2,500 gp. Lesser: 12,500 gp. Greater: 44,000 gp. LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). Attack Penalty: -1 at 9th, -2 at 13th, -3 at 18th Save Penalty: -1 at 8th, -2 at 16th Hit Point Penalty: -4 at 6th, -6 at 9th, -8 at 12th, -10 at 15th, -12 at 19th, -14 at 20th LEGACY ITEM BONUSES 6th - +1 Longsword 8th - +2 Longsword 11th - +3 Longsword 14th - +4 Longsword 17th - +5 Defending Longsword LEGACY ITEM ABILITIES Leading the Attack (Su): When you first unlock the legacy abilities of Blade of the Last Citadel at 5th level, you can use the leading the attack maneuver five times per day, as if you knew it. Initiator level 5th. Prayer (Sp): Beginning at 10th level, you can use prayer once per day. Caster level 7th. Remove Fear (Sp): At 12th level, you gain the ability to use remove fear as an immediate action. This ability is usable three times per day. Caster level 10th. Cure Critical Wounds (Sp): At 16th level, you can use cure critical wounds on yourself once per day as a swift action. Caster level 11th. Blade Barrier (Sp): Beginning at 18th level, you can cast blade barrier three times per day. Caster level 15th. Heal (Sp): At 20th level, you can use heal on yourself once per day as a swift action. Caster level 17th. Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: When you first unlock the legacy abilities of Blade of the Last Citadel at 5th level, you can use the leading the attack maneuver five times per day, as if you knew it. Initiator level 5th. Use: Selected Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: Beginning at 10th level, you can use prayer once per day. Caster level 7th. Use: Selected Type of Feat: Legacy Prerequisite: Lesser Legacy Ritual Benefit: At 12th level, you gain the ability to use remove fear as an immediate action. This ability is usable three times per day. Caster level 10th. Use: Selected Type of Feat: Legacy Prerequisite: Lesser Legacy Ritual Benefit: At 16th level, you can use cure critical wounds on yourself once per day as a swift action. Caster level 11th. Use: Selected Type of Feat: Legacy Prerequisite: Greater Legacy Ritual Benefit: Beginning at 18th level, you can cast blade barrier three times per day. Caster level 15th. Use: Selected Type of Feat: Legacy Prerequisite: Greater Legacy Ritual Benefit: At 20th level, you can use heal on yourself once per day as a swift action. Caster level 17th. Use: Selected Unfettered Unfettered Wielder Requirements Base attack bonus +3 Weapon Proficiency (greatsword) Balance 4 ranks 2,350 gold LEGACY RITUALS Least: 2,500 gp. Lesser: 12,500 gp. Greater: 45,000 gp. LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). Attack Penalty: -1 at 6th, -2 at 13th Reflex Save Penalty: -1 at 7th, -2 at 9th, -3 at 15th, -4 at 20th Hit Point Penalty: -2 at 7th, -4 at 8th, -6 at 10th, -8 at 14th, -10 at 16th, -12 at 20th LEGACY ITEM BONUSES 7th - +2 Greatsword 11th - +3 Greatsword 15th - +4 Greatsword 18th - +5 Greatsword LEGACY ITEM ABILITIES Charging Minotaur (Su): When you first unlock the legacy abilities of Unfettered at 5th level, you can use the charging minotaur maneuver five times per day, as if you knew it. Initiator level 5th. Strength Enhancement (Su): Beginning at 9th level, you gain a +2 enhancement bonus to your Strength score as long as you hold Unfettered. This bonus improves to +4 at 13th level, and to +6 at 17th level. Enlarge (Sp): When you attain 10th level, you can increase your size as if you had cast enlarge person on yourself. Caster level 5th. Etherealness (Sp): Beginning at 12th level, you can become ethereal temporarily. This ability is usable once per day. Caster level 10th. Fortification (Su): When you attain 16th level, any sneak attack scored on you is negated. Stoneskin (Sp): At 19th level, you gain the ability to use stoneskin on yourself once per day. Caster level 13th. Mordenkainen's Sword (Sp): At 20th level, you can cast Mordenkainen's Sword once per day. Caster level 17th. Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: When you first unlock the legacy abilities of Unfettered at 5th level, you can use the charging minotaur maneuver five times per day, as if you knew it. Initiator level 5th. Use: Selected Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: When you attain 10th level, you can increase your size as if you had cast enlarge person on yourself. Caster level 5th. Use: Selected Type of Feat: Legacy Prerequisite: Lesser Legacy Ritual Benefit: Beginning at 12th level, you can become ethereal temporarily. This ability is usable once per day. Caster level 10th. Use: Selected Type of Feat: Legacy Prerequisite: Lesser Legacy Ritual Benefit: At 19th level, you gain the ability to use stoneskin on yourself once per day. Caster level 13th. Use: Selected Type of Feat: Legacy Prerequisite: Greater Legacy Ritual Benefit: At 20th level, you can cast Mordenkainen's Sword once per day. Caster level 17th. Use: Selected Hillcrusher Hillcrusher Wielder Requirements Base attack bonus +4 Constitution 13 Size Medium or smaller 2,315 gp LEGACY RITUALS Least: 1,500 gp. Lesser: 13,000 gp. Greater: 40,000 gp. LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). Attack Penalty: -1 at 6th, -2 at 13th, -3 at 18th Fortitude Save Penalty: -1 at 7th, -2 at 9th, -3 at 15th, -4 at 20th Hit Point Penalty: -2 at 7th, -4 at 8th, -6 at 10th, -8 at 14th, -10 at 16th LEGACY ITEM BONUSES 6th - +1 Giant Bane heavy flail 13th - +2 Impact Giant Bane heavy flail 20th - +4 Impact Giant Bane heavy flail LEGACY ITEM ABILITIES Earthen Might (Sp): At 8th level, you can use enlarge person once per day, on yourself only, as a swift action. Caster level 7th. Soften Earth (Sp): At 10th level, you can use soften earth and stone twice per day. Caster level 7th. Fangs of Stone (Sp): Starting at 16th level, you can use sudden stalagmite twice per day. Caster level 13th. Raise the Earth (Sp): At 17th level, you can use bones of the earth twice per day. Caster level 15th. Shake the Earth (Sp): At 19th level, you can create an earthquake, as the spell, once per day. Caster level 17th. Earthen Might Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: When you first unlock the legacy abilities of Hillcrusher at 8th level, you can use the spell enlage person once per day on yourself only. Caster level 7th. Use: Selected Soften Earth Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: When you attain 10th level, you can use the spell soften earth and stone (implemented as grease) twice per day . Caster level 7th. Use: Selected Fangs of Stone Type of Feat: Legacy Prerequisite: Lesser Legacy Ritual Benefit: Beginning at 16th level, you can use the spell sudden stalagmite twice per day. Caster level 13th. Use: Selected Raise the Earth Type of Feat: Legacy Prerequisite: Greater Legacy Ritual Benefit: Beginning at 17th level, you can use the spell bones of the earth twice per day. Caster level 15th. Use: Selected Shake the Earth Type of Feat: Legacy Prerequisite: Greater Legacy Ritual Benefit: Beginning at 19th level, you can use the spell earthquake once per day. Caster level 17th. Use: Selected Desert Wind (ToB) Desert Wind (ToB) Wielder Requirements Base attack bonus +3 Weapon Focus (Scimitar) 2,315 gold LEGACY RITUALS Least: 2,000 gp. Lesser: 12,700 gp. Greater: 40,500 gp. LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). Attack Penalty: -1 at 6th, -2 at 13th Fortitude Save Penalty: -1 at 7th, -2 at 9th, -3 at 15th, -4 at 20th Hit Point Penalty: -2 at 7th, -4 at 8th, -6 at 10th, -8 at 14th, -10 at 16th, -12 at 20th LEGACY ITEM BONUSES 9th - +1 Flaming Scimitar 11th - +2 Flaming Scimitar 16th - +2 Flaming Burst Scimitar 18th - +3 Flaming Burst Scimitar 20th - +4 Flaming Burst Scimitar LEGACY ITEM ABILITIES Desert Child (Su): Beginning at 5th level, you get the Heat Endurance feat. Fiery Slash (Sp): At 6th level and higher, can cast the burning hands spell three times per day. The save DC is 11, or 11 + your Charisma modifier, whichever is higher. Caster level 5th. Dance of Flame and Wind (Su): At 7th level, Desert Wind grants you a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 14th level and to +6 at 17th level. Burning Blade (Su): At 12th level and higher, you can initiate the burning blade maneuver up to three times per day. Fan the Flames (Su): Beginning at 15th level, you can use the fan the flames maneuver at will. Wyrm's Flame (Su): At 19th level and higher, you can use the wyrm's flame maneuver three times per day. Type of Feat: Legacy Prerequisite: Lesser Legacy Ritual Benefit: At 12th level and higher, you can initiate the burning blade maneuver up to three times per day. Use: Selected Type of Feat: Legacy Prerequisite: Lesser Legacy Ritual Benefit: Beginning at 15th level, you can use the fan the flames maneuver at will. Use: Selected Type of Feat: Legacy Prerequisite: Greater Legacy Ritual Benefit: At 19th level and higher, you can use the wyrm's flame maneuver three times per day. Use: Selected Faithful Avenger Faithful Avenger Wielder Requirements Base attack bonus +5 Weapon Proficiency (Greatsword) Good alignment 4,330 gold LEGACY RITUALS Least: 1,500 gp. Lesser: 13,000 gp. Greater: 39,000 gp. LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). Attack Penalty: -1 at 6th, -2 at 13th Fortitude Save Penalty: -1 at 7th, -2 at 9th, -3 at 15th, -4 at 20th Hit Point Penalty: -2 at 7th, -4 at 8th, -6 at 10th, -8 at 14th, -10 at 16th, -12 at 20th LEGACY ITEM BONUSES 7th - +2 Cold Iron Greatsword 13th - +2 Holy Cold Iron Greatsword 18th - +3 Holy Cold Iron Greatsword LEGACY ITEM ABILITIES Faithful Strike (Ex): You get a +1 attack bonus against evil enemies. If you are lawful, you get a +1 bonus against chaotic enemies. If you are chaotic, you get a +1 bonus against lawful enemies. Blessing of Faith (Su): At 9th level, you gain a +2 enhancement bonus to your Constitution score. This bonus increases to +4 at 15th level and to +6 at 19th level. Detect Evil (Sp): At 10th level and higher, you can use detect evil, as the spell, at will (CL 10th). Lesser Restoration (Sp): At 11th level, you can use lesser restoration, as the spell, three times per day (CL 10th). Boundless Determination (Ex): When you attain 16th level, you gain the ability to assume the immortal fortitude stance. If you already possess this class feature, your immortal fortitude stance grants you temporary hit points each round equal to your total crusader level. Restoration (Sp): At 17th level, you can use restoration on yourself once per day as a swift action (CL 15th). Resiliency (Ex): At 20th level, you gain the ability to ignore damage for one round once per day. Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: At 10th level and higher, you can use detect evil, as the spell, at will (CL 10th). Use: Selected Type of Feat: Legacy Prerequisite: Lesser Legacy Ritual Benefit: At 11th level, you can use lesser restoration, as the spell, three times per day (CL 10th). Use: Selected Type of Feat: Legacy Prerequisite: Greater Legacy Ritual Benefit: At 17th level, you can use restoration on yourself once per day as a swift action (CL 15th). Use: Selected Resiliency Type of Feat: Legacy Prerequisite: Greater Legacy Ritual Benefit: At 20th level, you gain the ability to ignore damage for one round once per day. Use: Selected Type of Feat: Legacy Prerequisite: Lesser Legacy Ritual Benefit: When you attain 16th level, you gain the ability to assume the immortal fortitude stance. If you already possess this class feature, your immortal fortitude stance grants you temporary hit points each round equal to your total crusader level. Use: Selected Supernal Clarity Supernal Clarity Wielder Requirements Base attack bonus +3 Weapon Proficiency (Rapier) Concentration 4 ranks 2,820 gold LEGACY RITUALS Least: 1,500 gp. Lesser: 13,000 gp. Greater: 39,000 gp. LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). Attack Penalty: -1 at 6th, -2 at 13th Fortitude Save Penalty: -1 at 7th, -2 at 9th, -3 at 15th, -4 at 20th Hit Point Penalty: -2 at 7th, -4 at 8th, -6 at 10th, -8 at 14th, -10 at 16th, -12 at 20th LEGACY ITEM BONUSES 10th - +2 Rapier 12th - +2 Keen Rapier 15th - +3 Keen Rapier 17th - +4 Keen Rapier 19th - +5 Keen Rapier LEGACY ITEM ABILITIES Intimidating Strike (Ex): At 5th level, you can use the sapphire nightmare blade maneuver five times per day. Diamond Strike (Su): Beginning at 7th level, you gain a +1 insight bonus on any attack roll made as part of a Diamond Mind strike delivered with Supernal Clarity. Psychic Poise (Su): At 8th level, you add your Concentration modifier to Balance for one round, three times per day. Haste (Su): Beginning at 11th level, you can tap into the inherent speed held within Supernal Clarity. You can use haste (self only) for 1 round as a swift action. This ability is usable up to five times per day. Caster level 10th. Uncanny Dodge (Ex): As a wielder of Supernal Clarity, you learn to be ready for battle at all times. Beginning at 13th level, you gain Uncanny Dodge. Freedom of Movement (Sp): Starting at 16th level, you can cast freedom of movement on yourself once per day as an immediate action. This ability functions as the spell, except that the duration is 1 minute. Caster level 10th. Time Stop (Sp): When you unlock the final legacy power of Supernal Clarity at 20th level, you gain the ability to move so quickly that time seems to halt in place. Once per day on command, you can use time stop as the spell. Caster level 20th. Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: At 5th level, you can use the sapphire nightmare blade maneuver five times per day. Use: Selected Psychic Poise Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: At 8th level, you add your Concentration modifier to Balance for one round, three times per day. Use: Selected Type of Feat: Legacy Prerequisite: Lesser Legacy Ritual Benefit: Beginning at 11th level, you can tap into the inherent speed held within Supernal Clarity. You can use haste (self only) for 1 round as a swift action. This ability is usable up to five times per day. Caster level 10th. Use: Selected Type of Feat: Legacy Prerequisite: Lesser Legacy Ritual Benefit: Starting at 16th level, you can cast freedom of movement on yourself once per day as an immediate action. This ability functions as the spell, except that the duration is 1 minute. Caster level 10th. Use: Selected Type of Feat: Legacy Prerequisite: Greater Legacy Ritual Benefit: When you unlock the final legacy power of Supernal Clarity at 20th level, you gain the ability to move so quickly that time seems to halt in place. Once per day on command, you can use time stop as the spell. Caster level 20th. Use: Selected Kamate Kamate Wielder Requirements Base attack bonus +4 Weapon Proficiency (Bastard Sword) Balance 4 ranks 2,335 gold LEGACY RITUALS Least: 2,500 gp. Lesser: 13,000 gp. Greater: 41,000 gp. LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). Attack Penalty: -1 at 9th Save Penalty: -1 at 8th, -2 at 13th, -3 at 16th, -4 at 18th Hit Point Penalty: -4 at 6th, -6 at 9th, -8 at 12th, -10 at 15th, -12 at 18th, -14 at 19th, -16 at 20th LEGACY ITEM BONUSES 8th - +2 Bastard Sword 11th - +3 Bastard Sword 14th - +4 Bastard Sword 16th - +4 Shocking Burst Bastard Sword 18th - +5 Shocking Burst Bastard Sword LEGACY ITEM ABILITIES Steel Wind (Ex): At 5th level, you can use the steel wind maneuver five times per day, as if you knew it. If you already know steel wind, you gain a +1 bonus on any attack roll you make when you initiate the maneuver. Shocking Grasp (Su): Beginning at 6th level, you can cast shocking grasp once per day. Activating this power is a swift action. Caster level 5th. Accurate Strike (Su): At 9th level, you gain Blind Fight. Stance Agility (Su): Beginning at 10th level, you gain a +2 insight bonus on Reflex saves as long as you are in an Iron Heart stance. When you attain 15th level, this bonus improves to +4. Lightning Bolt (Sp): At 13th level, you gain the ability to use lightning bolt as the spell three times per day, on command. The save DC is 14, or 13 + your Cha modifier, whichever is higher. Caster level 10th. Chain Lightning (Sp): Beginning at 17th level, you can cause Kamate to emit a blast of lightning that arcs to other targets, as if produced by the chain lightning spell. The save DC is 16, or 14 + your Cha modifier, whichever is higher. This ability is usable once per day. Caster level 15th. Perfect Strike (Su): At 20th level, while you are holding Kamate, you can gain a +20 competence bonus on a single attack roll. You must choose to activate this ability (an immediate action) before you make the attack roll it is to modify. This ability is usable once per day. Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: At 5th level, you can use the steel wind maneuver five times per day, as if you knew it. If you already know steel wind, you gain a +1 bonus on any attack roll you make when you initiate the maneuver. Use: Selected Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: Beginning at 6th level, you can cast shocking grasp once per day. Activating this power is a swift action. Caster level 5th. Use: Selected Type of Feat: Legacy Prerequisite: Lesser Legacy Ritual Benefit: At 13th level, you gain the ability to use lightning bolt as the spell three times per day, on command. The save DC is 14, or 13 + your Cha modifier, whichever is higher. Caster level 10th. Use: Selected Type of Feat: Legacy Prerequisite: Greater Legacy Ritual Benefit: Beginning at 17th level, you can cause Kamate to emit a blast of lightning that arcs to other targets, as if produced by the chain lightning spell. The save DC is 16, or 14 + your Cha modifier, whichever is higher. This ability is usable once per day. Caster level 15th. Use: Selected Type of Feat: Legacy Prerequisite: Greater Legacy Ritual Benefit: At 20th level, while you are holding Kamate, you can gain a +20 competence bonus on a single attack roll. You must choose to activate this ability (an immediate action) before you make the attack roll it is to modify. This ability is usable once per day. Use: Selected Eventide's Edge Eventide's Edge Wielder Requirements Base attack bonus +3 Weapon Proficiency (Short Sword) Small or Medium size Knowledge of at least one Setting Sun maneuver 2,510 gold LEGACY RITUALS Least: 1,500 gp. Lesser: 13,000 gp. Greater: 39,000 gp. LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). Attack Penalty: -1 at 6th, -2 at 13th Fortitude Save Penalty: -1 at 7th, -2 at 9th, -3 at 15th, -4 at 20th Hit Point Penalty: -2 at 7th, -4 at 8th, -6 at 10th, -8 at 14th, -10 at 16th, -12 at 20th LEGACY ITEM BONUSES 7th - +1 Defending Mithral Short Sword 13th - +2 Defending Mithral Short Sword 16th - +3 Defending Mithral Short Sword 19th - +4 Defending Mithral Short Sword LEGACY ITEM ABILITIES Crux of Balance (Ex): At 5th level, you gain a +4 bonus on checks made to execute a bull rush, overrun, or trip, and to resist those maneuvers. Sting Like a Bee (Ex): Beginning at 8th level, you deal an extra 1d6 points of damage when you use Eventide's Edge to make a melee attack against a foe of a larger size category than yours. When you attain 17th level, this extra damage increases to 2d6, provided you have performed Eventide's Edge's greater legacy ritual. AC Bonus (Ex): Starting at 10th level, you add your Wisdom bonus (if any) to your AC when you are unarmored, unencumbered, and wielding Eventide's Edge. If you already add your Wisdom bonus to your AC (from the monk AC bonus class feature, for instance), you instead gain a +1 bonus to AC. Comet Throw (Ex): At 11th level, you can use the comet throw maneuver at will. If you already know comet throw, you gain a +2 bonus on melee touch attacks made while initiating the maneuver. Evasive Defense (Ex): At 14th level, you can automatically succeed on your Sense Motive check when using baffling defense against an opponent of a larger size category than yours. This ability is usable three times per day. Dance into the Sun (Su): At 20th level, you can cast improved invisibility two times per day. Caster level 10th. Type of Feat: Legacy Prerequisite: Lesser Legacy Ritual Benefit: At 11th level, you can use the comet throw maneuver at will. If you already know comet throw, you gain a +2 bonus on melee touch attacks made while initiating the maneuver. Use: Selected Type of Feat: Legacy Prerequisite: Lesser Legacy Ritual Benefit: At 14th level, you can automatically succeed on your Sense Motive check when using baffling defense against an opponent of a larger size category than yours. This ability is usable three times per day. Use: Selected Type of Feat: Legacy Prerequisite: Greater Legacy Ritual Benefit: At 20th level, you can cast greater invisibility two times per day. Caster level 10th. Use: Selected Umbrawl Awn Umbrawl Awn Wielder Requirements Base attack bonus +3 Weapon Proficiency (Dagger) Hide 4 ranks 2,302 gold LEGACY RITUALS Least: 1,500 gp. Lesser: 13,000 gp. Greater: 39,000 gp. LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). Attack Penalty: -1 at 6th, -2 at 13th Fortitude Save Penalty: -1 at 7th, -2 at 9th, -3 at 15th, -4 at 20th Hit Point Penalty: -2 at 7th, -4 at 8th, -6 at 10th, -8 at 14th, -10 at 16th, -12 at 20th LEGACY ITEM BONUSES 7th - +1 Blind Fight Dagger 14th - +2 Blind Fight Dagger 19th - +2 Speed Blind Fight Dagger LEGACY ITEM ABILITIES Shadowcloak (Ex): At 5th level, the weapon improves your stealth. In the first round of an encounter, you can hide in plain sight. Sneak Attack (Ex): At 8th level, you deal an extra 1d6 points of damage with Umbral Awn. The extra damage from this ability stacks with that of sneak attack from other sources. When you attain 12th level, the sneak attack damage granted by Umbral Awn increases to +2d6, and when you attain 17th level, it increases again to +3d6. Shadowstrike (Ex): When you attain 11th level, your connection to Umbral Awn and your mastery of the Shadow Hand discipline let you take greater advantage of flanking positions. When using a Shadow Hand maneuver, you gain an extra +2 bonus on attacks if flanking your foe. Invisibility (Sp): When you attain 16th level, Umbral Awn lets you meld into your own shadow. You can use invisibility at will, as the spell. Caster Level: 10th. Shadowstep (Su): At 20th level, three times per day, as a swift action, you can become incorporeal until the beginning of your next turn. Type of Feat: Legacy Prerequisite: Lesser Legacy Ritual Benefit: When you attain 16th level, Umbral Awn lets you meld into your own shadow. You can use invisibility at will, as the spell. Caster Level: 10th. Use: Selected Type of Feat: Legacy Prerequisite: Greater Legacy Ritual Benefit: At 20th level, three times per day, as a swift action, you can become incorporeal until the beginning of your next turn. Use: Selected Tiger Fang Tiger Fang Wielder Requirements Base attack bonus +3 Weapon Proficiency (Kukri) Hide 5 ranks 2,308 gold LEGACY RITUALS Least: 1,500 gp. Lesser: 13,000 gp. Greater: 39,000 gp. LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). Attack Penalty: -1 at 6th, -2 at 13th Fortitude Save Penalty: -1 at 7th, -2 at 9th, -3 at 15th, -4 at 20th Hit Point Penalty: -2 at 7th, -4 at 8th, -6 at 10th, -8 at 14th, -10 at 16th, -12 at 20th LEGACY ITEM BONUSES 9th - +1 Keen Kukri 17th - +3 Keen Kukri LEGACY ITEM ABILITIES Frenzied Charge (Ex): The first legacy ability of Tiger Fang, which you gain at 5th level, grants you the power to take one additional attack with Tiger Fang at the end of a charge. Frenzied charge is usable once per day. Claw of the Tiger (Su): You automatically succeed on checks made to resist disarm attempts. Tiger Leap (Ex): At 7th level, you find more spring in your step, gaining a +5 bonus on Jump checks. Battle Fever (Su): At 10th level, you are invigorated whenever you use Tiger Fang in melee. Three times per day, you can use a swift action to heal yourself of 1d8 points of damage. At 16th level, you can use battle fever five times per day, and it heals 2d8 damage each time. Sharp Claw (Ex): As long as you have a Tiger Claw stance active, you deal an extra 1 point of damage with all your melee attacks, including strikes, made with Tiger Fang. Haste (Sp): When you attain 12th level, you can use haste for 1 round as a swift action. This ability is usable five times per day. Vicious Attack (Ex): The kukri's keen edge finds the softest places to cut, and Tiger Fang can cut even deeper. When you attain 14th level, you gain Improved Critical (Kukri). Devastating Attack (Ex): Tiger Fang ultimately becomes a devastating weapon, capable of dropping a foe with a single, well-placed slice. When you attain 20th level, you gain Overwhelming Critical (Kukri). Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: The first legacy ability of Tiger Fang, which you gain at 5th level, grants you the power to take one additional attack with Tiger Fang at the end of a charge. Frenzied charge is usable once per day. Use: Selected Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: At 10th level, you are invigorated whenever you use Tiger Fang in melee. Three times per day, you can use a swift action to heal yourself of 1d8 points of damage. At 16th level, you can use battle fever five times per day, and it heals 2d8 damage each time. Use: Selected Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: When you attain 12th level, you can use haste for 1 round as a swift action. This ability is usable five times per day. Use: Selected Battle Fever Bones of Li Peng Bones of Li Peng Wielder Requirements Wisdom 13 Base attack bonus +2 Balance 6 ranks Any nonchaotic alignment 2,302 gold LEGACY RITUALS Least: 2,000 gp. Lesser: 12,000 gp. Greater: 40,000 gp. LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). Attack Penalty: -1 at 6th, -2 at 13th Skill Check Penalty: -1 at 6th, -3 at 10th, -4 at 15th, -5 at 16th, -6 at 19th Hit Point Penalty: -2 at 6th, -4 at 10th, -6 at 14th, -8 at 18th LEGACY ITEM BONUSES 7th - +2 Kama 10th - +2 Defending Kama 11th - +2 Defending Holy Kama 15th - +3 Defending Holy Kama 17th - +4 Defending Holy Kama 20th - +5 Defending Holy Kama LEGACY ITEM ABILITIES Master's Grace (Su): At 5th level, you acquire some of Li-Peng's legendary nimbleness, gaining a +2 enhancement bonus to Dexterity. At 18th level, this bonus rises to +6. Student of the Master (Su): Beginning at 13th level, you are treated as a monk five levels higher than your actual monk level for purposes of unarmed damage. You can make one additional stunning attack per day, if you have the Stunning Fist feat. If you have no monk levels, you gain the unarmed damage of a 5th-level monk. You will retain this bonus as long as you have the Bones of Li Peng in your inventory. Oneness of Balance (Su): At 19th level, you gain a +10 competence bonus on Balance, Jump, and Tumble checks. Bullybasher's Gauntlets Bullybasher's Gauntlets Wielder Requirements Base attack bonus +2 Lore 2 ranks Improved Unarmed Strike 4,604 gold LEGACY RITUALS Least: 1,400 gp. Lesser: 12,000 gp. Greater: 40,000 gp. LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). Attack Penalty: -1 at 6th, -2 at 13th Skill Check Penalty: -1 at 6th, -3 at 10th, -4 at 15th, -5 at 16th, -6 at 19th Hit Point Penalty: -2 at 6th, -4 at 10th, -6 at 14th, -8 at 18th LEGACY ITEM BONUSES 12th - +2 Gauntlets 16th - +3 Gauntlets 20th - +4 Gauntlets LEGACY ITEM ABILITIES Sturdy Grip (Su): At 5th level, while wearing Bullybasher's Gauntlets, you gain a +4 bonus on grapple checks. Knock Silly (Su): At 6th level and higher, when you deal damage to an opponent with Bullybasher's Gauntlets, that opponent is affected as if by the touch of idiocy spell. You must decide whether or not to use this ability before making the attack roll, and if you miss, the attempt is wasted for the day. This ability is usable two times per day. Caster level 5th. Solitary Warrior (Su): Starting at 7th level, when you are adjacent to at least two foes, your armor class increases by 1 and you deal an extra 1d6 points of damage with each successful attack made with the gauntlets. Cheat Death (Su): At 8th level and higher, you automatically heal 1 hit point if your hit points drop to between -1 and -9. This ability functions once per day. Power of One (Su): At 10th level, Bullybasher's Gauntlets grant a +2 enhancement bonus to your Constitution score. At 14th level, the bonus rises to +4. It rises to +6 at 18th level. Rough and Tumble (Su): At 11th level, you gain damage reduction 5/magic. Giant Bearing (Su): Beginning at 13th level, you gain a +2 bonus to Strength, a -2 penalty to Dexterity (to a minimum of 1), a -1 penalty on attack rolls, and a +4 bonus on grapple checks. Stone Gathering (Su): At 15th level and higher, you can hurl rocks. The rocks deal 2d6 (plus Strength modifier) points of bludgeoning damage. Frightful Presence (Su): Starting at 17th level, you unsettle surrounding foes when you are attacking or charging. Creatures within a radius of 30 feet are subject to the effect if they have fewer Hit Dice than you. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 your character level + your Charisma modifier) suffers no ill effect and is immune to your frightful presence for 24 hours. Those who fail the save become shaken for 4d6 rounds. No Wound Too Big (Su): At 18th level and higher, while wearing Bullybasher's Gauntlets, you heal 2 points of damage every hour. Lightning Punch (Su): Beginning at 19th level, once per day on command, you can charge Bullybasher's Gauntlets with chain lightning. The next creature struck by the gauntlets is the target of the spell, and secondary bolts can strike other foes within 30 feet. A charge is maintained until the gauntlets strike a creature. The save DC is 19, or 16 + your Charisma modifier, whichever is higher. Caster level 15th. Knock Silly Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: At 6th level and higher, when you deal damage to an opponent with Bullybasher's Gauntlets, that opponent is affected as if by the touch of idiocy spell. You must decide whether or not to use this ability before making the attack roll, and if you miss, the attempt is wasted for the day. This ability is usable two times per day. Caster level 5th. Use: Selected Stone Gathering Type of Feat: Legacy Prerequisite: Lesser Legacy Ritual Benefit: At 15th level and higher, you can hurl rocks. The rocks deal 2d6 (plus Strength modifier) points of bludgeoning damage. Use: Selected Lightning Punch Type of Feat: Legacy Prerequisite: Greater Legacy Ritual Benefit: Beginning at 19th level, once per day on command, you can charge Bullybasher's Gauntlets with chain lightning. The next creature struck by the gauntlets is the target of the spell, and secondary bolts can strike other foes within 30 feet. A charge is maintained until the gauntlets strike a creature. The save DC is 19, or 16 + your Charisma modifier, whichever is higher. Caster level 15th. Use: Selected Coral's Bite Coral's Bite Wielder Requirements Lore 1 rank Listen 1 rank 2,315 gold LEGACY RITUALS Least: 1,200 gp. Lesser: 12,000 gp. Greater: 39,000 gp. LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). Attack Penalty: -1 at 6th, -2 at 12th, -3 at 18th Will Save Penalty: -1 at 7th, -2 at 9th, -3 at 15th, -4 at 20th Hit Point Penalty: -2 at 6th, -4 at 7th, -6 at 9th, -8 at 14th, -10 at 15th LEGACY ITEM BONUSES 5th - +2 Spear 11th - +2 Monstrous Humanoid Bane Spear 16th - +3 Monstrous Humanoid Bane Spear 17th - +4 Monstrous Humanoid Bane Spear 20th - +5 Monstrous Humanoid Bane Spear LEGACY ITEM ABILITIES Dolphin's Ear (Su): Beginning at 6th level, you gain a +5 bonus to Listen. Coral Armor (Su): At 7th level, the coral from which Coral's Bite is formed grants a +1 natural armor bonus to Armor Class. The natural armor bonus increases to +2 at 9th level, to +3 at 14th level, to +4 at 18th level, and to +5 at 20th level. Breathless (Su): At 12th level and higher, you no longer need to breath, and are immune to effects that require breathing to function, such as drown and certain cloud spells. Infiltrator Infiltrator Wielder Requirements Persuade 2 ranks Listen 2 ranks Sense Motive 2 ranks 2,100 gold LEGACY RITUALS Least: 4,300 gp. Lesser: 12,700 gp. Greater: 40,500 gp. LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). Reflex Save Penalty: -1 at 7th, -2 at 12th Hit Point Penalty: -2 at 6th, -4 at 10th Skill Check Penalty: -1 at 7th, -2 at 8th, -3 at 14th, -4 at 16th, -5 at 19th, -6 at 20th LEGACY ITEM BONUSES 12th - +3 Mithral Chain Shirt LEGACY ITEM ABILITIES Low Light Vision (Su): At 5th level, you gain lowlight vision. Collecting Facts (Su): At 6th level, Infiltrator grants you a +5 competence bonus on Spot checks. At 18th level, this bonus increases to +15. Thorough Sweep (Su): At 8th level, Infiltrator grants you a +5 competence bonus on Search checks. At 19th level, this bonus increases to +15. Higher Vantage (Su): At 10th level, Infiltrator grants you a +5 competence bonus on Climb checks. At 13th level, this bonus increases to +15. Darkvision (Su): At 11th level, you gain darkvision with a range of 60 feet. Fly on the Wall (Sp): At 15th level and higher, at will on command, you can use invisibility as the spell. Caster level 10th. Incisive Mind (Sp): Beginning at 16th level, you gain a +2 bonus to Bluff, Persuade, and Intimidate. See Invisible (Su): At 17th level, you gain the ability to see invisible creatures. Nondetection (Su): Starting at 20th level, you act as if constantly under the effects of a nondetection spell. Caster level 5th Lorestealer Lorestealer Wielder Requirements No spellcasting Base attack bonus +3 2,308 gold LEGACY RITUALS Least: 4,500 gp. Lesser: 12,500 gp. LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). Attack Penalty: -1 at 9th, -2 at 13th Save Penalty: -1 at 8th, -2 at 16th Hit Point Penalty: -4 at 6th, -6 at 9th, -8 at 12th, -10 at 15th LEGACY ITEM BONUSES 10th - +1 Flaming Axe 11th - +1 Flaming Frost Throwing Axe LEGACY ITEM ABILITIES Decipher Scrolls (Su): At 5th level and higher, you can decipher any magic scroll as if you benefited from a read magic spell. Caster level 5th. Locate Scrolls (Su): Beginning at 5th level, you can detect magic at will. Caster level 5th. Scroll Use (Su): At 6th level, you gain a +5 competence bonus on Use Magic Device checks. Axe Casting (Su): Starting at 7th level, once per day as an immediate action, you can drive the blade of Lorestealer into a single scroll containing a 3rd-level or lower spell. Once you have done this, you can then cast the scroll at any time. Scrolls still must be deciphered before this feature functions on them. At 13th level and higher, this ability works on scrolls containing spells of 6th level or lower. Starting at 16th level, you can use this ability two times per day. Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: At 5th level and higher, you can decipher any magic scroll as if you benefited from a read magic spell. Caster level 5th. Use: Selected Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: Beginning at 5th level, you can detect magic at will. Caster level 5th. Use: Selected Axe Casting Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: Starting at 7th level, once per day as an immediate action, you can drive the blade of Lorestealer into a single scroll containing a 3rd-level or lower spell. Once you have done this, you can then cast the scroll at any time. Scrolls still must be deciphered before this feature functions on them. At 13th level and higher, this ability works on scrolls containing spells of 6th level or lower. Starting at 16th level, you can use this ability two times per day. Use: Selected Power Throw Type of Feat: General Prerequisite: Power Attack, Brutal Throw, Strength 13 Specifics: You can use power attack with a thrown weapon. You must have PRC Power Attack turned on for this to function. Use: Selected Hallow Hallow Level: Clr 5, Drd 5 Components: V,S Range: Touch Area: 40-ft. radius emanating from the touched point Duration: 24 hrs Saving Throw: No Spell Resistance: No The area is guarded by a magic circle against evil effect. Also, all Charisma checks made to turn undead gain a +4 sacred bonus, and Charisma checks to command undead take a -4 penalty. Durindana Durindana Wielder Requirements Ability to cast 1st-level divine spells Base attack bonus +2 Any nonevil alignment 2,315 gold LEGACY RITUALS Least: 2,000 gp. Lesser: 12,500 gp. Greater: 40,500 LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). Attack Penalty: -1 at 9th, -2 at 13th Save Penalty: -1 at 8th, -2 at 15th, -3 at 18th Hit Point Penalty: -4 at 6th, -6 at 9th, -8 at 11th, -10 at 18th, -12 at 19th, -14 at 20th LEGACY ITEM BONUSES 9th - +2 Longsword 11th - +2 Holy Longsword 15th - +3 Holy Longsword 17th - +3 Holy Undead Bane Longsword 20th - +4 Holy Undead Bane Longsword LEGACY ITEM ABILITIES Saint's Grace (Su): At 5th level, you gain a +2 resistance bonus on all saving throws. Endure Evil (Su): Beginning at 6th level, you enjoy the constant effects of a protection from evil spell. Caster level 5th. Pelor's Gaze (Sp): At 7th level and higher, once per day on command, you can cause Durindana to shed daylight as the spell. Caster level 5th. Pelor's Baleful Eye (Su): Starting at 13th level, as long as you carry Durindana before you, you turn undead as though you were four levels higher in the class that grants you the ability. Pelor's Protecting Grasp (Sp): At 14th level and higher, once per day on command, you can use death ward as the spell. Caster level 7th. Hallowed Ground (Su): Beginning at 18th level, once per day, you can drive Durindana's blade into the surface on which you stand, creating the effects of a hallow spell with a daylight spell tied to it. Caster level 9th. Pelor's Dazzling Beneficence (Su): At 19th level and higher, as a swift action, you can call down Pelor's gaze on yourself, which manifests as a dazzling golden light. You then glow as brightly as a torch, but more importantly, your actual location is difficult to pin down through the radiance, granting you total concealment for 15 rounds. Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: At 7th level and higher, once per day on command, you can cause Durindana to shed daylight as the spell. Caster level 5th. Use: Selected Type of Feat: Legacy Prerequisite: Lesser Legacy Ritual Benefit: At 14th level and higher, once per day on command, you can use death ward as the spell. Caster level 7th. Use: Selected Hallowed Ground Type of Feat: Legacy Prerequisite: Greater Legacy Ritual Benefit: Beginning at 18th level, once per day, you can drive Durindana's blade into the surface on which you stand, creating the effects of a hallow spell with a daylight spell tied to it. Caster level 9th. Use: Selected Pelor's Dazzling Beneficence Type of Feat: Legacy Prerequisite: Greater Legacy Ritual Benefit: At 19th level and higher, as a swift action, you can call down Pelor's gaze on yourself, which manifests as a dazzling golden light. You then glow as brightly as a torch, but more importantly, your actual location is difficult to pin down through the radiance, granting you total concealment for 15 rounds. Use: Selected Desecrate Desecrate LEvocation [Evil] Level: Cleric 2, Blighter 3 Components: V, S Range: Close (25 ft. + 5 ft./2 levels) Area: 20-ft.-radius emanation Duration: 2 hours/level Saving Throw: None Spell Resistance: Yes This spell imbues an area with negative energy. Each Charisma check made to turn undead within this area takes a -3 profane penalty, and every undead creature entering a desecrated area gains a +1 profane bonus on attack rolls, damage rolls, and saving throws. An undead creature created within or summoned into such an area gains +1 hit points per HD. Furthermore, anyone who casts animate dead within this area may animate as many as double the normal amount of undead (that is, 4 HD per caster level rather than 2 HD per caster level). Desecrate counters and dispels consecrate. Thaas Thaas Wielder Requirements Weapon Focus (Longbow) Base attack bonus +3 Any nonchaotic, nonevil alignment 2,315 gold LEGACY RITUALS Least: 1,500 gp. Lesser: 13,000 gp. Greater: 40,000 LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). Attack Penalty: -1 at 6th, -2 at 12th, -3 at 18th Reflex Save Penalty: -1 at 7th, -2 at 9th, -3 at 15th, -4 at 20th Hit Point Penalty: -2 at 7th, -4 at 8th, -6 at 10th, -8 at 14th, -10 at 16th LEGACY ITEM BONUSES 6th - +1 Outsider Bane Longbow 13th - +2 Outsider Bane Longbow 16th - +3 Outsider Bane Longbow 20th - +3 Holy Outsider Bane Longbow LEGACY ITEM ABILITIES Sense Demons (Su): At 5th level, you can detect evil outsiders, as if using the detect evil spell. Caster level 5th. Strength Adjusting (Su): At 8th level, Thaas accepts any strength as a composite longbow. Obstruct Summoning (Su): At 10th level, you can banish any summons created by evil outsiders of 10 hit dice or less as a swift action, no save, by targeting the summoner. At 17th level, this applies to any evil outsider. Banishment (Sp): At 18th level, you can cast banishment, once per day. Save DC is 20 or 17 + Charisma modifier, whichever is higher. Caster level 15th. Teleport (Sp): Starting at 19th level, you can teleport once per day. Caster level 20th. Sense Demons Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: At 5th level, you can detect evil outsiders, as if using the detect evil spell. Caster level 5th. Use: Selected Obstruct Summoning Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: At 10th level, you can banish any summons created by evil outsiders of 10 hit dice or less as a swift action, no save, by targeting the summoner. At 17th level, this applies to any evil outsider. Use: Selected Type of Feat: Legacy Prerequisite: Greater Legacy Ritual Benefit: At 18th level, you can cast banishment, once per day. Save DC is 20 or 17 + Charisma modifier, whichever is higher. Caster level 15th. Use: Selected Type of Feat: Legacy Prerequisite: Greater Legacy Ritual Benefit: Starting at 19th level, you can teleport once per day. Caster level 20th. Use: Selected Necrocarnum Touch Necrocarnum Touch Descriptors: Evil, necrocarnum Classes: Incarnate, soulborn Chakra: Arms Saving Throw: See text Jet black shadows wreathe your hands and forearms, coiling and twisting with a life of their own. These insubstantial coils of energy hint at evil and agony, seeming to draw light and hope out of the surrounding area. The coiling energy makes the movements of your hands and arms hard to follow. While you have necrocarnum touch shaped, you gain a +4 bonus on Pickpocket checks. Essentia: Whenever you invest essentia in necrocarnum touch, you can make a melee touch attack as a standard action. This attack deals 1d8 points of damage for every point of essentia that you invest in the soulmeld, but only on living creatures (Fortitude half). Chakra Bind (Arms) While necrocarnum touch is bound to your arms chakra, you can fire a ray of pure necrocarnum as a standard action. This ray requires a ranged touch attack to hit and has a range of 30 feet. If it strikes a living creature, it deals 1d8 points of damage for every point of essentia that you invest in the soulmeld (Fortitude half). Necrocarnum Touch Touch Attack Necrocarnum Touch Arms Bind Corrosive Damage Bonus: Acid 1d6 Damage Prerequisites: Caster Level: 10 Spell(s): Acid Fog or Melf's Acid Arrow Cost: +1 Enhancement Screaming Damage Bonus: Sonic 1d4 Damage Prerequisites: Caster Level: 7 Spell(s): Sonic Blast or Sound Burst Cost: +1 Enhancement Necrocarnum Vestments Necrocarnum Vestments Descriptors: Evil, necrocarnum Classes: Incarnate, soulborn Chakra: Heart, Waist Saving Throw: See text Necrocarnum twists and writhes into the shape of long, flowing vestments. These vestments cling tightly to your shoulders, but drape loosely over the rest of your body, obscuring other garments behind an ever-shifting screen of terror. As with all necrocarnum melds, faint forms seem to swim in the depths of this shadowy vestment. These tortured apparitions seem wracked by incomprehensible agony, their elongated faces wrenched open in eternal screams. When you have necrocarnum vestments shaped, you gain resistance to cold 5 as the energies of necrocarnum deaden your flesh to the effects of cold. Essentia: For every point of essentia invested in the necrocarnum vestments, you gain 3 temporary hit points. Chakra Bind (Heart) When you have necrocarnum vestments bound to your heart chakra, you are immune to stunning and death effects. Chakra Bind (Waist) When you have necrocarnum vestments bound to your waist chakra, any living creature adjacent to you at the end of your turn takes 1d6 points of cold damage (Fortitude negates). Necrocarnum Weapon Necrocarnum Weapon Descriptors: Evil, necrocarnum Classes: Incarnate, soulborn Chakra: Hands Saving Throw: None Shadowy threads of necrocarnum bind to your melee weapon. This dark energy seems to ripple beneath the surface of the weapon, pulsing irregularly from your hands to the tip of the weapon and back again. When you shape this soulmeld, your melee weapons bypass damage reduction of +3 or less Essentia: For every point of essentia you invest in your necrocarnum weapon, you gain a +1.5 profane bonus on damage. This bonus applies only when the weapon is used against a living creature. Chakra Bind (Hands) When you have a necrocarnum weapon soulmeld bound to your hands chakra and you successfully make a critical hit with the weapon on a living creature, you gain temporary essentia equal to the number of points of essentia invested in this soulmeld. You can use this essentia normally, but it fades after 10 rounds. (Multiple uses of this ability don't stack.) Necrocarnum Acolyte Type of Feat: General Prerequisite: Ability to shape soulmelds, nongood alignment Specifics: You can shape soulmelds with the necrocarnum descriptor regardless of your alignment. You gain a +1 profane bonus on the save DCs of your necrocarnum soulmelds. Normal: Nonevil incarnates and nonevil soulborns can't shape necrocarnum soul melds, since those soulmelds have the evil descriptor. Use: Automatic Blast of Force Evocation [Force] Level: Sorcerer 2, Wizard 2, Force 3, Components: V, S,\line Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Ray Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: Yes Drawing upon magic in its purest form, you send invisible energy whistling through the air to batter your foe. You must succeed on a ranged touch attack with the ray to strike a target. A blast of force deals 1d6 points of damage per two caster levels (maximum 5d6). In addition, a successful hit forces the subject to make a Fortitude save or be knocked prone (size and stability modifiers apply to the saving throw as if the spell were a bull rush). Necrocarnate Necrocarnates necrocarnate (PRESTIGE CLASS) Dealers in death and torturers of souls, necrocarnates number among the most evil creatures in any world. Skilled in the arts of meldcraft, these twisted beings once drew upon the soul energy of incarnum. Their unbridled lust for power at any price has led them into dark rituals that corrupt soul energy into necrocarnum. Necrocarnum is a dark reflection of incarnum, whose use gives even the most evil incarnates and totemists pause. An evil incarnate might draw upon the soul energies of evil creatures and planes, but a user of necrocarnum gains her power from the torture of good souls. Indeed, the necrocarnate subjects pure souls to agony and torment far beyond the limits possible in mortal life, draining them of their very essence in pursuit of her hideous power. - Hit Die: d6 - Proficiencies: A Necrocarnate does not gain any additional weapon or armor proficiencies. - Skill Points: 2+ Int modifier. REQUIREMENTS: Alignment: Any evil Skills: Lore 5 ranks, Concentration 5 ranks, Spellcraft 10 ranks. Feat: Necrocarnum Acolyte. Meldshaping: Ability to shape soulmelds, ability to bind soulmelds to the crown, feet, and hands chakras. CLASS FEATURES: Level 1: Harvest Soul (1 minute) - Harvest essentia from recently dead corpses Improved Meldshaper Level - Add necrocarnate to meldshaper level (do not gain essentia, chakra binds, melds) 2: Necrocarnum Soulshield - Gain a bonus on saving throws equal to shaped necrocarnum melds 3: Chakra binds (arms, brow, shoulders) 4: Extra chakra bind, extra shaped soulmeld 5: Essentia Trap - Enemies dying grants temporary essentia 6: Necrocarnum zombie master - Take half damage from Necrocarnum Circlet 7: Extra shaped soulmeld 8: Chakra binds (throat, waist), extra chakra bind 9: Expanded Necrocarnum Meld Capacity - The essentia capacity of each necrocarnum meld you shape increases by 1. 10: Extra shaped soulmeld, Harvest Soul (full-round action) 11: Chakra bind (heart) 12: Extra chakra bind 13: Chakra bind (soul), extra shaped soulmeld, Necrocarnum zombie master - Create two necrocarnum zombies Harvest Soul Type of Feat: Class specific Prerequisite: Necrocarnate 1 Specifics: Whenever a living creature dies within 100 feet of you, you can perform a short ritual to capture the soul energy of the newly dead. This ritual requires 1 minute of uninterrupted concentration. At the end of the ritual, you gain a number of essentia points equal to one-half your necrocarnate level (rounded up). This benefit lasts for 24 hours. At 10th level, you can perform this ritual as a full-round action that provokes attacks of opportunity. Use: Selected Necrocarnum Soulshield Type of Feat: Class specific Prerequisite: Necrocarnate 2 Specifics: You gain a bonus on all saving throws equal to the number of necrocarnum soulmelds that you currently have shaped. This ability is usable a number of times per day equal to one-half your necrocarnate level, and lasts for one round per class level. Use: Selected Open Least Chakra - Crown Open Least Chakra - Feet Open Least Chakra - Hands Type of Feat: Incarnum Prerequisite: Con 13, character level 6th Specifics: When this feat is selected, choose one of the following chakras: crown, feet, or hands. You can now bind a soulmeld to that chakra. In addition, you gain a minor benefit, depending on the chakra chosen: Crown: +1 insight bonus on Will saves. Feet: +1 insight bonus on Balance and Move Silently checks. Hands: +1 insight bonus on Climb and Jump checks. Use: Automatic Open Lesser Chakra - Arms Open Lesser Chakra - Brow Open Lesser Chakra - Shoulders Type of Feat: Incarnum Prerequisite: Con 15, character level 12th Specifics: When this feat is selected, choose one of the following chakras: arms, brow, or shoulders. You can now bind a soulmeld to that chakra. In addition, you gain a minor benefit, depending on the chakra chosen: Arms: +2 insight bonus on grapple checks. Brow: +1 insight bonus on Search and Spot checks. Shoulders: +1 insight bonus on Reflex saves. Use: Automatic Open Greater Chakra - Throat Open Greater Chakra - Waist Type of Feat: Incarnum Prerequisite: Con 17, character level 18th Specifics: When this feat is selected, choose one of the following chakras: throat or waist. You can now bind a soulmeld to that chakra. In addition, you gain a minor benefit, depending on the chakra chosen: Throat: +1 insight bonus on Bluff and Persuade checks. Waist: +1 insight bonus on Fortitude saves. Use: Automatic Split Chakra - Crown Split Chakra - Feet Split Chakra - Hands Split Chakra - Arms Split Chakra - Brow Split Chakra - Shoulders Split Chakra - Throat Split Chakra - Waist Split Chakra - Heart Split Chakra - Soul Type of Feat: Incarnum Prerequisite: None Specifics: When this feat is selected, choose a chakra, such as hands. You can gain the benefit of a magic item that occupies the body space equivalent of that chakra even while a soulmeld is bound to that chakra. Use: Automatic Incarnum Feats Contains all feats used by the Meldshaping system Undead Meldshaper Type of Feat: Incarnum Prerequisite: Undead type Specifics: Use your Wisdom score to determine the maximum number of soulmelds you can shape. If you would use your Constitution score to determine a soulmeld's save DC, use your Wisdom score instead. Use: Automatic Double Chakra - Crown Double Chakra - Feet Double Chakra - Hands Double Chakra - Arms Double Chakra - Brow Double Chakra - Shoulders Double Chakra - Throat Double Chakra - Waist Double Chakra - Heart Double Chakra - Soul Double Chakra - Totem Type of Feat: Incarnum Prerequisite: Meldshaper level 9th Specifics: When this feat is selected, choose a chakra to which you can bind soulmelds. Two of your shaped soulmelds can occupy (and be bound to) that chakra simultaneously. This counts as two chakra binds. Use: Automatic Expanded Soulmeld Capacity I Expanded Soulmeld Capacity II Expanded Soulmeld Capacity III Expanded Soulmeld Capacity IV Expanded Soulmeld Capacity V Type of Feat: Incarnum Prerequisite: Constitution 15, Meldshaper level 1st Specifics: When you shape your soulmelds, choose one soulmeld. Your essentia capacity for that soulmeld is increased by 1 (up to a maximum of your Constitution bonus). Each time you shape your soulmelds, you can change the soulmeld that benefits from this feat. Special: You can take this feat multiple times. For each time you take this feat, you can apply its effects to one additional soulmeld while shaping. You can't apply this feat's effects more than once to the same soulmeld. Use: Automatic Soulspark Familiar Soulspark Familiar Descriptors: None Classes: Incarnate, soulborn Chakra: Brow, crown, or throat Saving Throw: None A spark of light hovers over your shoulder. While featureless, it seems to emote using its own brilliance, ranging from an angry burn to a contented glow. You shape a small mote of soul energy called a least soulspark. The presence of the soulspark grants you the Alertness feat. If the soulspark is reduced to 0 or fewer hit points, the meld unshapes. Essentia: When you allocate essentia to your soulspark familiar, you can select one of the following effects. All essentia invested must be put toward the same effect. Attack Bonus: Every point of essentia grants the soulspark a +1 bonus on its attack rolls and damage rolls. Deflection Bonus: Every point of essentia grants the soulspark a +1 deflection bonus to Armor Class. Healing: Every point of essentia invested grants the soulspark a certain amount of fast healing. A least soulspark gains fast healing equal to 1 × the points of essentia invested, a lesser soulspark gains fast healing equal to 2 × the points of essentia invested, a standard soulspark gains fast healing equal to 3 × the points of essentia invested, and a greater soulspark gains fast healing equal to 4 × the points of essentia invested. Saving Throw Bonus: Every point of essentia grants the soulspark a +1 resistance bonus on all saving throws. Chakra Bind (Brow) Your soulspark shimmers like the desert sky. If you bind soulspark familiar to your brow chakra, you create a standard soulspark. Chakra Bind (Crown) Your soulspark glows sapphire blue, like a brilliant gemstone. If you bind soulspark familiar to your crown chakra, you create a lesser soulspark. Chakra Bind (Throat) Your soulspark burns with a fierce blue-white light. If you bind soulspark familiar to your throat chakra, you create a greater soulspark. Soulspark Familiar Essentia Choice Type of Feat: Incarnum Prerequisite: Soulspark Familiar Specifics: Use this to click through the choice of where Essentia invested in the soulspark familiar goes. By default, it chooses attack. Use: Selected Incarnum Blade Incarnum Blades incarnum blade (PRESTIGE CLASS) Using a secret passed down through the generations, the incarnum blade shapes soul energy drawn from the greatest warriors of the past into a special soulmeld that is incorporated into his melee weapon of choice. By itself, this blademeld grants him amazing combat prowess. When bound to his chakras, it also enhances his personal combat abilities, infusing them with the power of incarnum. When he dies, the incarnum blade merges with the soul energy that powers his weapon, becoming part of the soul legacy upon which future heroes can draw. - Hit Die: d10 - Proficiencies: Incarnum Blades gain no new proficiencies - Skill Points: 2+ Int modifier. REQUIREMENTS: Alignment: Any except neutral Base Attack Bonus: +5 Skills: Concentration 2 ranks CLASS FEATURES: Level 1: Blademeld (crown, feet, hands) - Attach meld to special chakras for benefit 2: Blademeld (arms, brow, shoulders) 3: Rebind Blademeld - Rebind blademeld 1 + Con mod times a day Blademeld (throat, waist) 4: Blademeld (heart) 5: Double Blademeld - Bind blademeld twice at the same time Blademeld (soul) Rebind Blademeld Type of Feat: Class Prerequisite: Incarnum Blade 3 Specifics: At 3rd level, you gain the ability to change the chakra to which your blademeld is bound. You can use this ability a number of times per day equal to 1 + your Constitution bonus (minimum 1/day). Rebinding your blademeld is a standard action that does not provoke attacks of opportunity. Use: Selected Throat Blademeld Type of Feat: Class Prerequisite: Incarnum Blade 3 Specifics: At will as a standard action, each enemy within 60 feet who can hear you shout must save or become shaken for 1 round (Will DC 10 + incarnum blade level + Con modifier). Use: Selected Witchborn Binder Witchborn Binders witchborn binder (PRESTIGE CLASS) Few creatures pose as much threat to human society as arcane spellcasters do. A single wizard can easily destroy an entire town, subvert a kingdom, or twist the very laws of nature with a few well-placed spells. Against this obvious threat stands a fellowship of royal agents known as the Vigilant Servants, whose members make it their business to frustrate the plans of the witchborn-namely sorcerers, wizards, and other users of arcane magic. The organization's elite agents are the witchborn binders - incarnum-wielding mage-hunters who can use the power of soul energy to create shields, traps, and shackles that can smother the magical powers of the witchborn and render them helpless. - Hit Die: d6 - Proficiencies: Witchborn Binders gain no new proficiencies - Skill Points: 4+ Int modifier. REQUIREMENTS: Meldshaping: Meldshaper level 6th. Feats: Alertness, Track. Skills: Lore 4 ranks, Search 4 ranks, Sense Motive 2 ranks, Spot 2 ranks. Special: May not possess any arcane spellcasting class levels. CLASS FEATURES: Level 1: Detect Magic at will Royal Purse - Each level, gain 500 gold per witchborn binder level Meldshield - Gain a bonus on all saves against spells equal to essentia invested 2: Dispelling Orb - Throw orb of incarnum as targeted dispel magic Essentia pool +1 3: 4: Mage Shackles - Pin arcane caster to stop casting permanently 5: 6: Word of Abrogation - Ready action to counterspell any nearby caster Essentia pool +1 7: 8: Spiritflay - Deal invested essentia d6 to arcane caster 9: 10: Grim Integument - Lock arcane caster in coffin of incarnum BONUS MELDSHAPING: At 1st, 3rd, 5th, 7th, 9th, and 10th witchborn binder levels, you increase your meldshaper level, the number of soulmelds you can shape, the number of chakra binds you can create, and your essentia pool as if you had gained a level in a meldshaping class to which you belonged prior to gaining the witchborn binder level. You do not, however, gain any other abilities of that class, such as new tiers of chakra binds. Meldshield Invest Meldshield Type of Feat: Class Prerequisite: Witchborn Binder 1 Specifics: Beginning at 1st level, you can use your essentia to protect yourself against magical attacks. You gain an insight bonus equal to the essentia invested in this ability on all saving throws against spells and spelllike abilities. Use: Selected Dispelling Orb Invest Dispelling Orb Type of Feat: Class Prerequisite: Witchborn Binder 2 Specifics: At 2nd level, you learn to shape a small orb of incarnum and hurl it at any target within 30 feet as a standard action. If you succeed on a ranged touch attack, the dispelling orb functions as a targeted dispel magic spell (caster level equals your meldshaper level). For every point of essentia you invest in the orb, you gain a +1 insight bonus on any dispel checks you make with it. Use: Selected Mage Shackles Invest Mage Shackles Type of Feat: Class Prerequisite: Witchborn Binder 4 Specifics: Beginning at 4th level, as a standard action you can shape a set of shackles from incarnum. With a successful melee touch attack, you can use these shackles to bind a creature capable of arcane spellcasting, as long as it is within one size category or smaller of you. You must overcome any spell resistance the target creature might have with a successful caster level check, using your meldshaper level as your caster level, or the attack fails. Once so bound, the target creature is considered entangled by the mage shackles and is also effectively barred from planar movement, as if affected by a dimensional anchor spell. In addition, the affected creature must succeed on a caster level check (DC 10 + your meldshaper level + essentia invested in the mage shackles) to cast an arcane spell. A creature incapable of casting arcane spells is unaffected by the mage shackles. Use: Selected Word of Abrogation Invest Word of Abrogation Type of Feat: Class Prerequisite: Witchborn Binder 6 Specifics: Beginning at 6th level, you can use your command of incarnum to counterspell your enemies. To do so, you must first ready an action, which slows you and makes you unable to attack. If any creature within 60 feet of you casts a spell ability, you can attempt to negate the effect as an immediate action with a caster level check (DC 11 + the enemy creature's caster level), using your meldshaper level as your caster level. You gain a +1 bonus on the check for every point of essentia you invest in this ability. You can abrogate only one spell with each use of this ability. Pressing the feat again will cancel the readied action. Use: Selected Spiritflay Invest Spiritflay Type of Feat: Class Prerequisite: Witchborn Binder 8 Specifics: Beginning at 8th level, you can catch a tiny bit of an arcane spellcaster's soulstuff between your hands and mangle it. You can use this attack against any arcane spellcaster that is within 60 feet of you. The target creature must make a successful Fortitude save (DC 10 + your witchborn binder level + your Con modifier) or take 1d8 points of damage per point of essentia you invest in the ability, and also be nauseated for 1 round. A successful Fortitude save halves the damage and negates the nausea. Use: Selected Grim Integument Invest Grim Integument Type of Feat: Class Prerequisite: Witchborn Binder 10 Specifics: At 10th level, you can shape incarnum around a foe up to 30 feet away as a full-round action that provokes attacks of opportunity. Your foe can attempt a Reflex save (DC 10 + invested essentia + your Con modifier) to escape the grim integument before it forms around him. If the target creature has spell resistance, you must make a caster level check to overcome it, using your meldshaper level as your caster level. A successful saving throw renders the target immune to your grim integument for 24 hours. Once the grim integument forms, the subject is rooted to the spot and unable to move. It can still speak and use spells, but each time it attempts to use an arcane spell, it takes 1d6 points of damage per point of essentia invested in the grim integument. A successful Fortitude saving throw (DC 10 + invested essentia + Con modifier) halves this damage. The creature is immune to damage behind the shroud, but cannot see out. However, the creature inside can burst it open with a successful Strength check (DC 20 + invested essentia). Otherwise, the grim integument persists for as long as you remain within 30 feet of the subject. You can use this ability a number of times per day equal to 1 + your Constitution modifier (minimum once per day). Use: Selected Bonus Soulmeld I Bonus Soulmeld II Bonus Soulmeld III Bonus Soulmeld IV Bonus Soulmeld V Bonus Soulmeld VI Bonus Soulmeld VII Bonus Soulmeld VIII Bonus Soulmeld IX Bonus Soulmeld X Type of Feat: Incarnum Prerequisite: Ability to shape five soulmelds, epic Benefit: The number of soulmelds for your primary incarnum class that you can have shaped at any given time increases by one. Special: You can gain this feat multiple times. Each time you select this feat, it increases your number of soulmelds for your primary incarnum class. Use: Automatic Epic Essentia I Epic Essentia II Epic Essentia III Epic Essentia IV Epic Essentia V Epic Essentia VI Type of Feat: Incarnum Prerequisite: Ability to shape three soulmelds, epic Benefit: You gain 3 points of essentia. Special: You can gain this feat multiple times, up to a maximum equal to one-third the number of soulmelds you are capable of shaping. For example, a character who can shape six soulmelds can take this feat twice. Use: Automatic Extra Chakra Bind I Extra Chakra Bind II Extra Chakra Bind III Extra Chakra Bind IV Extra Chakra Bind V Extra Chakra Bind VI Extra Chakra Bind VII Extra Chakra Bind VIII Extra Chakra Bind IX Extra Chakra Bind X Type of Feat: Incarnum Prerequisites: Three chakra binds, ability to bind soulmelds to your lesser chakras (arms, brow, shoulders). Benefit: The number of chakras to which you can bind soulmelds increases by one. You still need an open chakra to bind to. Special: You can gain this feat multiple times. Use: Automatic Open Heart Chakra Type of Feat: Incarnum Prerequisites: Con 19, character level 21st. Benefit: You can now bind a soulmeld to your heart chakra. In addition, when you rest you you gain temporary hit points equal to one-half your Hit Dice. Use: Automatic Open Soul Chakra Type of Feat: Incarnum Prerequisites: Con 21, character level 24th. Benefit: You can now bind a soulmeld to your soul chakra. In addition, you gain a +2 insight bonus on damage rolls made against creatures whose alignment opposes any component of your alignment. For example, a lawful good character would gain this bonus against chaotic creatures and against evil creatures. Use: Automatic Type of Feat: Incarnum Prerequisites: Meldshaper level 12th, Lore 15 ranks Benefit: Once per day, you can unshape one of your existing soulmelds from your primary incarnum class and immediately shape another soulmeld. This process requires a full-round action and provokes attacks of opportunity. The soulmeld that you shape cannot be bound to a chakra, even if the soulmeld that you unshape was bound to a chakra. Special: You can gain this feat multiple times. Each time you select this feat, you can use it one additional time per day. Use: Automatic Rapid Meldshaping I Rapid Meldshaping II Rapid Meldshaping III Rapid Meldshaping IV Rapid Meldshaping V Rapid Meldshaping VI Rapid Meldshaping VII Rapid Meldshaping VIII Rapid Meldshaping IX Rapid Meldshaping X Rebind Soulmeld - Crown Rebind Soulmeld - Feet Rebind Soulmeld - Hands Rebind Soulmeld - Arms Rebind Soulmeld - Brow Rebind Soulmeld - Shoulders Rebind Soulmeld - Throat Rebind Soulmeld - Waist Rebind Soulmeld - Heart Rebind Soulmeld - Soul Rebind Soulmeld - Totem Type of Feat: Incarnum Prerequisites: Meldshaper level 12th, Lore 15 ranks, the appropriate Double Chakra feat (Double Chakra Crown for Rebind Soulmeld Crown, for example) Benefit: Choose a specific chakra, such as hands. Once per day, you unbind one of your soulmelds from your primary meldshaping class currently occupying and bound to that chakra and immediately bind another soulmeld to that chakra. The soulmeld to be newly bound must already be shaped and must also be occupying that chakra (meaning it will be the soulmeld in your Double Chakra or regular Chakra, depending on which you chose to bind at the beginning of the day). This process requires a full-round action and provokes attacks of opportunity. Special: You can gain this feat multiple times. Each time you select this feat, you can select another chakra Use: Automatic Gravetouched Ghoul “Gravetouched ghoul” is an acquired template that can be added to any corporeal aberration, fey, giant, humanoid, or monstrous humanoid with Intelligence and Charisma scores of 3 or higher (referred to hereafter as the base creature). A gravetouched ghoul speaks all the languages it spoke in life (usually Common). It has all the base creature's statistics and special abilities except as noted here. Size and Type: The creature's type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged. Hit Dice: Increase to d12. Armor Class: The base creature's natural armor bonus improves by 2. Attack: A gravetouched ghoul retains all the attacks of the base creature and also gains a bite and two claw attacks if it didn't already have them. If the base creature uses weapons, the gravetouched ghoul retains this ability. Damage: Gravetouched ghouls have bite and claw attacks. Size Bite Damage Claw Damage Fine 1 - Diminutive 1d2 1 Tiny 1d3 1d2 Small 1d4 1d3 Medium 1d6 1d4 Large 1d8 1d6 Huge 2d6 1d8 Gargantuan 2d8 2d6 Colossal 4d6 2d8 Special Attacks: A gravetouched ghoul retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + 1/2 the gravetouched ghoul's HD + gravetouched ghoul's Cha modifier unless otherwise noted. Ghoul Rot (Su): The gravetouched ghoul's bite attack delivers the ghoul rot disease Paralysis (Ex): Victims hit by a gravetouched ghoul's bite or claw attack must make a successful Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. Special Qualities: A gravetouched ghoul retains all the special qualities of the base creature and gains those described below. Turn Resistance (Ex): A gravetouched ghoul has +2 turn resistance. Abilities: Increase from the base creature as follows: Str +2, Dex +4, Int +2, Wis +4, Cha +2. As an undead creature, a gravetouched ghoul has no Constitution score. Feats: A gravetouched ghoul retains all its feats, and it gains Multiattack as a bonus feat. Alignment: Base creature's alignment changes to chaotic evil. Level Adjustment: Same as base creature +2. Shield Bash COMBAT MANEUVER You can bash an opponent with a light shield or heavy shield, using it as an off-hand weapon. Small shields deal 1d3, heavy shields deal 1d4. Both add 1/2 Srength modifier as an off-hand weapon. Used this way, a shield is a martial bludgeoning weapon. For the purpose of penalties on attack rolls, treat a heavy shield as a one-handed weapon and a light shield as a light weapon. If you use your shield as a weapon, you lose its AC bonus for one round. An enhancement bonus on a shield does not improve the effectiveness of a shield bash made with it. Use: Selected Improved Shield Bash Type of Feat: General Prerequisites: None Benefit: When you perform a shield bash, you may still apply the shield's shield bonus to your AC. Use: Automatic Shield Specialization (Light) Shield Specialization (Heavy) Type of Feat: General Prerequisites: Shield proficiency Benefit: When using a shield of the appropriate type, you increase its shield bonus to AC by 1. The heavy shield version of this feat does not work with tower shields. Use: Automatic Shield Ward Type of Feat: General Prerequisites: Shield proficiency, Shield Specialization Benefit: You apply your shield bonus to your touch AC, and on checks or rolls to resist bull rush, disarm, grapple, overrun, or trip attempts against you. Use: Automatic Agile Shield Fighter Type of Feat: General Prerequisites: Shield proficiency, Shield Specialization, Improved Shield Bash Benefit: When making a shield bash, you take a -2 penalty on each attack. These penalties replace the normal ones you incur for fighting with two weapons. Use: Automatic Focused Shield Type of Feat: Psionic Prerequisites: Shield proficiency, Psionic focus Benefit: While you are psionically focused and holding a shield with which you are proficient, the AC bonus provided by your shield increases by 1. Use: Automatic Shield Charge Type of Feat: General Prerequisites: Improved Shield Bash, base attack bonus +3 Benefit: If you hit an opponent with your shield as part of a shield charge, in addition to dealing damage normally, you make a trip attack without provoking an attack of opportunity. If you lose, the defender does not get to try to trip you in return. Use: Selected Shield Slam Type of Feat: General Prerequisites: Shield Charge, Improved Shield Bash, base attack bonus +6 Benefit: As a full-round action, you may make an attack with your shield against an opponent. If you hit, you force the target damaged by this attack to make a Fortitude saving throw (DC 10 + 1/2 your character level+your Str modifier) in addition to dealing damage normally. A defender who fails this saving throw is dazed for 1 round (until just before your next action). Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be dazed. This also applies if you hit your opponent with your shield as part of a charge attack. If the opponent is in melee range, this feat will perform a shield bash. If they are further away than melee range, it will charge. A charge gains the benefit of the Shield Charge feat. Use: Selected Shieldmate Type of Feat: General Prerequisites: Base attack bonus +1 Benefit: When you are using a shield with which you are proficient, friendly creatures adjacent to you get a +1 shield bonus to their Armor Class. If you are using a tower shield, those creatures get a +2 shield bonus. The creatures lose the bonus if they are no longer adjacent to you, if you're grappling, or if you're stunned, paralyzed, or otherwise unable to take actions. This shield bonus doesn't stack with other shield bonuses the allied creatures may have. Use: Automatic Improved Shieldmate Type of Feat: General Prerequisites: Base attack bonus +1 Benefit: As Shieldmate, except that the bonus is +2, or +3 if you are using a tower shield. Use: Automatic Parrying Shield Type of Feat: General Prerequisites: Shield proficiency Benefit: You gain your shield bonus (and the shield's enhancement bonus, if any) as an addition to your touch AC. Use: Automatic Shielded Casting Type of Feat: General Prerequisites: Concentration 5, Shield proficiency, Combat Casting or Combat Manifestation Benefit: As long as you have a light, heavy, or tower shield ready, you do not provoke attacks of opportunity for casting spells or manifesting psionic powers in combat. This does not reduce the arcane spell failure of wielding a shield. Use: Automatic Damage Bonus: Magic 1d4 Damage Prerequisites: Caster Level: 10 Spell(s): Blast of Force Cost: +1 Enhancement Shield Dwarf Warder Type of Feat: General Prerequisites: Dwarf race (original recipe only) Benefit: You gain +1 caster level when casting a spell that creates or enhances a suit of armor or a shield. Additionally, any magic armor or shield you create costs 5% less gold pieces to make. The experience point cost is unaffected. Use: Automatic Phantom Steed Phantom Steed Conjuration (Creation) Level: Bard 3, Sorc/Wiz 3, Knight of the Weave 3 Components: V, S Range: Personal Effect: One quasi-real, horselike creature Duration: 1 hour/level Saving Throw: None Spell Resistance: No You summon a horse equal to a paladin's mount Quickspur's Ally Quickspur's Ally Wielder Requirements Shield proficiency Improved Shield Bash Craft (any) 5 ranks Ride 2 ranks Any nonevil alignment 1,170 gold LEGACY RITUALS Least: 2,500 gp. Lesser: 12,500 gp. Greater: 40,500 LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). Attack Penalty: -1 at 9th, -2 at 13th Save Penalty: -1 at 8th, -2 at 16th, -3 at 18th Hit Point Penalty: -4 at 6th, -6 at 9th, -8 at 12th, -10 at 15th, -12 at 18th, -14 at 19th, -16 at 20th LEGACY ITEM BONUSES 5th - +1 bashing shield (+1 weapon) 8th - +2 bashing shield (+1 weapon) 11th - +2 bashing shield (+2 weapon) 13th - +3 bashing shield (+2 weapon) 15th - +3 bashing shield (+3 weapon) 17th - +4 bashing shield (+4 weapon) 19th - +5 bashing shield (+5 weapon) LEGACY ITEM ABILITIES Quickspur (Su): At 6th level and higher, you gain a +5 competence bonus on Ride checks. Arrowblight (Sp): At 10th level and higher, once per day you can use entropic shield as the spell. Caster level 5th. Resist Fire (Sp): Beginning at 11th level, once per day, you can use resist elements. Caster level 5th. Phantom Steed (Sp): Starting at 16th level, once per day, you can use phantom steed. Caster level 10th. Weaponbend (Sp): At 18th level and higher, three times per day, you can use blur. Caster level 15th. Stoneguard (Sp): Beginning at 20th level, once per day, you can use stoneskin. Caster level 15th. Type of Feat: Legacy Prerequisite: Least Legacy Ritual Benefit: At 10th level and higher, once per day you can use entropic shield as the spell. Caster level 5th. Use: Selected Type of Feat: Legacy Prerequisite: Lesser Legacy Ritual Benefit: Beginning at 11th level, once per day, you can use resist elements. Caster level 5th. Use: Selected Type of Feat: Legacy Prerequisite: Lesser Legacy Ritual Benefit: Starting at 16th level, once per day, you can use phantom steed. Caster level 10th. Use: Selected Type of Feat: Legacy Prerequisite: Greater Legacy Ritual Benefit: At 18th level and higher, three times per day, you can use blur. Caster level 15th. Use: Selected Type of Feat: Legacy Prerequisite: Greater Legacy Ritual Benefit: Beginning at 20th level, once per day, you can use stoneskin. Caster level 15th. Use: Selected Astral Vambraces Astral Vambraces Descriptors: None Classes: Incarnate, soulborn Chakra: Arms or hands Saving Throw: None You form vambraces from ectoplasm, and their shimmering silver color is highlighted with glints of azure blue. Your astral vambraces infuse you with the fortitude of an astral construct, granting you damage reduction 2/+1. Essentia: Every point of essentia you invest in your astral vambraces increases the damage reduction by 2. Chakra Bind (Arms) The ectoplasm fuses closely to your arms, encasing them in silver-blue ectoplasm. You benefit from one special ability of your choice in the Astral Construct Menu A. You can select a different ability each time you bind the astral vambraces to your arms. Your options are: Buff: 5 temporary hit points Celerity: Speed increased by 10 feet Cleave: Cleave feat Deflection: +1 Deflection AC Improved Bull Rush: Improved Bull Rush feat Mobility: Mobility feat Power Attack: Power Attack feat Resistance: Resistance 5/- to acid, cold, electricity, fire, or sonic (pick one). Chakra Bind (Hands) The vambraces extend down and cover your hands in ectoplasm. You gain two slam attacks, which act as primary natural weapons. The slam attacks deal 1d4 points of damage if you are Small, 1d6 points of damage if you are Medium, or 1d8 points of damage if you are Large, plus your Strength bonus. Charming Veil Charming Veil Descriptor: None Classes: Incarnate, soulborn Chakra: Brow Saving Throw: None You create a wispy veil that sparkles in the slightest breeze, but seems to vanish in stillness. When you manifest a charm or compulsion power, tendrils of incarnum writhe and sparkle, enhancing the effects. You can pull energy into your charm and compulsion powers, reinforcing the power with the power of incarnum. While worn, you gain a +1 insight bonus on the save DCs of your charm and compulsion powers. Essentia: For every point of essentia you invest into your charming veil, you increase the save DC by +1. Chakra Bind (Brow) A dim silver glow emanates from your eyes. A brief flash, visible only to you, scans across your field of vision and periodically outlines creatures and objects while continually heightening your awareness. When your charming veil is bound to your brow chakra, you gain a bonus on Sense Motive checks equal to the number of points of essentia invested in the veil. You also gain this bonus on saving throws to resist charm and compulsion effects targeting you. Psion's Eyes Psion's Eyes Descriptor: None Classes: Incarnate Chakra: Brow Saving Throw: None You shape incarnum into blue-green lensed spectacles. While perched on your nose, these spectacles give you peculiar visual acuity, heightening your sensitivity to psychic details while granting you insight into the meaning and significance of those details. With this soulmeld, you summon forth soul energy from generations of psions to grant you acuity and psychic aptitude. While you wear the psion's eyes, you gain a +4 insight bonus on Concentration, Psicraft, and Use Magical Device checks. Essentia: Every point of essentia you invest in your psion's eyes increases the insight bonus granted by +2. Chakra Bind (Brow) Instead of spectacles perched on your nose, your psion's eyes appear as a third eye embedded in your forehead, and its iris glows a rich azure blue. You can use the call to mind power at will for the duration of this soulmeld. Psion's Eyes Brow Bind Psion-Killer Mask Psion-Killer Mask Descriptor: None Classes: Totemist Chakra: Brow (totem) Saving Throw: None You craft incarnum into a red crystal mask that has sharp edges along its many facets. The crystal has an inner crimson glow that seems to intensify when near psionic energies. You can use a detect psionics effect as the power, with a range of 10 feet. You can use this ability as often as desired, but no more than once per round (as a standard action). Essentia: For every point of essentia you invest in your psion-killer mask, the range of the detect psionics effect increases by 10 feet. Chakra Bind (Brow) Your psion-killer mask binds to your forehead, and your eyes replace the red glow in the mask's sockets. Colors seem somehow more alive to your sight -- particularly the colors of psionic displays and items you know to be psionic. When using this soulmeld's detect psionics ability, you can instantly determine the number, strength, and location of each psionic aura present as if you had been concentrating for 3 rounds. Chakra Bind (Totem) Your face is covered in crystal facets that now grow down to your chest and shoulders. As the crystal covers your face, you can almost taste and smell the psionic energy in the air, and if you extend your crystal tongue, the air tastes sweet and strong -- almost like a liqueur. You can emit a crimson ray from the mouth of your psion-killer mask to make a ranged touch attack as a standard action. If you hit with the ray, you deal no damage but temporarily suppress the opponent's primary weapon, if any, for ten rounds. Psion-Killer Mask Detect Magic Psion-Killer Mask Totem Bind Psychic Focus Psychic Focus Descriptors: None Classes: Incarnate, soulborn Chakra: Throat Saving Throw: See text A necklace of turquoise crystals fits around your neck. The crystals shed a faint glow that increases in brightness when you manifest a damaging power. Drawing upon soul energy of those using psionics, meldshapers who manifest psionic powers can use the incarnum energy to intensify powers that cause harm to others. You shape incarnum into a periapt or other trinket, known as a psychic focus, which you then wear about your neck. When you manifest a psionic powers that deal damage, your power's damage is increased by 1 point. Powers that divide their damage among multiple targets, such as energy burst, deal the extra damage to each affected target. This soulmeld does not affect powers that do not deal damage. Essentia: Every point of essentia you invest in your psychic focus increases the damage by 1 point. Chakra Bind (Throat) Barely visible wisps of incarnum writhe from your psychic focus, and these tendrils of soul energy twist into psionic glyphs as you manifest psionic powers. When you manifest a damaging power, the power is accompanied by a blue-green burst of raw incarnum energy. The energy behind your offensive powers can temporarily overcome your opponents. Whenever you manifest a power that deals damage to a single living creature, that creature must succeed on a Fortitude save (using the soulmeld's save DC, not the power's) or be dazed for 1 round. If the power deals damage to more than one creature, or if the target creature takes no damage from the power (whether because of a successful saving throw, power resistance, or resistance to the damage dealt by the power), this has no effect. Elder Spirit Elder Spirit Descriptors: Draconic Classes: Incarnate Chakra: Crown, soul Saving Throw: None A serpentine dragon of blue fire coils in the air above your head, twisting and undulating in response to your own movements. You gain a +4 insight bonus on Lore and Use Magic Device checks. Essentia: Every point of essentia you have invested in your elder spirit increases the insight bonus by 2. Chakra Bind (Crown) The dragon roils around your forehead, its facial expression matching your own. You are immune to sleep and paralysis effects. You gain a +4 insight bonus on Intimidate checks; each point of essentia invested in your elder spirit increases this bonus by 2. Chakra Bind (Soul) The dragon becomes a symbol on a heraldic device of blue fire that settles onto your chest. You gain blindsense. Dragon Mantle Dragon Mantle Descriptors: Draconic Classes: Soulborn, totemist Chakra: Heart, shoulders (totem) Saving Throw: None Incarnum forms heavy plates of armor that resemble blue dragonhide. The plates hover above your back and shoulders, having an almost winglike appearance. You draw on the incarnum of the mightiest dragons to increase your resilience. You gain a +2 enhancement bonus on Fortitude saves. Essentia: You gain resistance to acid, electricity, fire, and cold equal to 3 × the number of points of essentia invested in this soulmeld. Chakra Bind (Heart) The blue dragonhide plate armor fuses with your torso, invigorating your entire body with draconic energy. You gain fast healing equal to the number of points of essentia invested in this soulmeld. This fast healing functions only when you are at or below half your full normal hit points. Chakra Bind (Shoulders) The blue dragonhide plate armor fits tightly to your shoulders and runs down your back and across your upper arms. You gain damage reduction X/+1, where X equals the number of points of essentia you have invested in your dragon mantle. Chakra Bind (Totem) Long, draconic wings sprout from the shoulders of your blue dragonhide plate armor. You gain +4 on Jump checks for every point of essentia invested in your dragon mantle. Claws of the Wyrm Claws of the Wyrm Descriptors: Draconic Classes: Soulborn, totemist Chakra: Arms, hands (totem) Saving Throw: None A pair of dragonlike units, wreathed in blue fire, hover above your own arms and mimic your actions. The arms have long, sharp talons of cerulean light. This soulmeld draws on the most basic of draconic attack forms, granting you claws that deal damage of 1d6 points if you are Medium. 1d4 if you are Small, or 1d8 if you are Large. Essentia: For every point of essentia invested in your claws of the wyrm, you gain a +1 enhancement bonus on attack rolls and damage rolls made with the claws. Chakra Bind (Arms) The dragon arms settle onto your forearms, though the claws remain loose from your hands. The fire of the arms is reduced, but they glow with a dull inner light. The threat range of your claws of the wyrm doubles (to 19-20). Chakra Bind (Hands) The dragon claws bind to your hands, lengthening and growing serrated spines. The damage dealt by your claws of the wyrm improves by one step (from 1d6 to 1d8, if you are Medium). Chakra Bind (Totem) The dragon arms become more fleshlike and animated, growing up toward your buck and linking with your shoulder blades. Hard, bright scales spread over your shoulders, upper chest, and upper arms. You gain a +8 bonus to Climb checks. Dragon Tail Dragon Tail Descriptors: Draconic Classes: Incarnate, totemist Chakra: Feet, waist (totem) Saving Throw: See text Incarnum forms a row of dragon vertebrae floating inches from your own spine. Ribs grow from the vertebrae, creating a cloak that conceals your back. The cloak continues to grow behind you, extending into a long dragon tail. You form a draconic tail that can strike foes, dealing 1d8 points of bludgeoning damage + your Strength modifier. You can make one attack per round with the tail as a standard action. Essentia: For every point of essentia invested in your dragon tail, the tail's attack gains a +1 enhancement bonus on attack rolls and damage rolls. Chakra Bind (Feet) The tail of this soulmeld grows broad and thick. The dragon foil provides you with a measure of stability. You gain a +2 competence bonus on Balance and Jump checks. For each point of essentia invested in your dragon tail, the bonus improves by 2. Chakra Bind (Waist) The vertebrae fuse to your back, the ribs blending into your own. The tail becomes lively and animate, constantly twitching from side to side. The dragon tail's damage dealt increases to 2d6 points + 1-1/2 × your Strength bonus. Chakra Bind (Totem) The tail takes on the appearance of flesh and bone and becomes more agile and animated As a standard action, you can make a tail sweep. All creatures adjacent to you automatically take damage as if they had been struck by your dragon tail (Reflex half). Dragon Tail Slam Dragon Tail Totem Bind Dragonfire Mask Dragonfire Mask Descriptors: Draconic, Fire Classes: Totemist Chakra: Brow, throat (totem) Saving Throw: See text Incarnum forms a dragon head of dull blue fire that wreaths your head and floats above your shoulders. It stares straight ahead, its expression unchanging. The eyes and mouth of the dragon head are full of brighter, flickering fire that shoots out light. You gain low-light vision while this soulmeld is shaped. Essentia: For every point of essentia invested in your dragonfire mask, you gain a +2 competence bonus on Spot checks. Chakra Bind (Brow) Your own eyes flicker with the same flames that burn within your dragon head. You gain darkvision out to 60 feet (or your existing darkvision extends another 30 feet). Chakra Bind (Throat) A seething ring of fire encircles your neck, and wisps of smoke occasionally burst from the dragon head. You gain the ability to emit a fiery breath weapon as a standard action. The breath weapon is a 30-foot cone that deals 2d6 points of fire damage + an extra 1d6 points of fire damage for every point of essentia invested in your dragonfire mask. Targets are allowed a Reflex save for half damage. After using your breath weapon, you must wait 1d4 rounds before you can use it again. Chakra Bind (Totem) The dragon head becomes a solid blue mask, forming a hollow shape that completely encloses your head at a distance. Fire still trails from its eyes and open mouth. You can emanate an aura of frightful presence once per round as a swift action. All creatures within 10 feet with fewer Hit Dice than you become shaken for 1 round. A successful Will save negates the effect and renders the creature immune to the frightful presence of this soulmeld for 24 hours. For every point of essentia you have invested in your dragonfire mask, the radius of the frightful presence increases by 10 feet, and its duration increases by 1 round. Dragonfire Mask Throat Bind Dragonfire Mask Totem Bind Varag varag Varags Varags, also known as blood chasers, are goblinoids that are faster, stronger, and more primitive than their kin. Less intelligent than other goblinoids, varags have predatory cunning. They are vicious creatures, capable of taking opponents by surprise or by direct confrontation. Varags work as mercenary scouts and raiders for hobgoblin warbands. Varags' behavior is distinctly canine, the result of special breeding. They are the magical product of commingling hobgoblins and dire wolves. The resulting race has bred true ever since. Varags stand approximately 7 feet tall when fighting and weigh 320 pounds on average. Varags move and run on all fours, in which posture they are 3 to 4 feet high at the shoulder. Females are smaller than males, but no less fleet of foot. Varag body language mimics the behavior of wolves. Varag Racial Traits: +4 Strength, +4 Dexterity, +2 Constitution, -4 Intelligence. Humanoid (goblinoid): A varag is a humanoid that has the goblinoid subtype. Medium size: Varags have no special bonuses or penalties due to their size. Varag base land speed is 60 feet. Darkvision out to 60 feet. Racial Hit Dice: A varag begins with three levels of humanoid. Racial Skills: Varags gain a +8 racial bonus on Move Silently checks. Racial Feats: A varag gains Spring Attack as a bonus feat. Weapon and Armor Proficiency: A varag is automatically proficient with simple weapons, martial weapons, light armor, and shields. +3 natural armor. Scent. Favored Class: Scout. Level Adjustment: +2. ###PRC PnP Animal Companions### Badger The common badger is a small but fierce mammal. Its strong forelimbs are armed with long claws, used for both digging and self-defense. Skills: Listen +3, Spot +3 Feats: Low-Light Vision, Track, Scent, Weapon Finesse Dog A loyal canine companion. Skills: Jump +7, Listen +5, Spot +5 Feats: Alertness*, Low-light Vision, Scent, Track Dog, Riding A canine companion, as loyal as it is large. Skills: Jump +8, Listen +5, Spot +5 Feats: Alertness*, Low-light Vision, Scent, Track Eagle These birds of prey inhabit nearly every terrain and climate, though they all prefer high, secluded nesting spots. Skills: Listen +4 Spot +16 Feats: Alertness*, Weapon Finesse, Low-light Vision Hawk Hawks are majestic birds, often trained by adventurers to be loyal companions. Their superior eyesight and speed are their greatest assets. Skills: Listen +4, Spot +16 Feats: Alertness*, Weapon Finesse, Low-light Vision Horse, Heavy Horses make useful beasts of burden, and the best of them also make good warhorses. Skills: Listen +4, Spot +4 Feats: Endurance*, Scent, Low-light Vision Horse, Light Horses make useful beasts of burden, and the best of them also make good warhorses. Skills: Listen +4, Spot +4 Feats: Endurance*, Scent, Low-light Vision Owl These silent, nocturnal birds are master hunters. Skills: Listen +14, Move Silently +17, Spot +8 Feats: Alertness*, Weapon Finesse, Low-light Vision Pony Ponies are small horses, under 5 feet tall at the shoulder. Ponies are otherwise similar to light horses and cannot fight while carrying a rider. Skills: Listen +5, Spot +5 Feats: Endurance*, Scent, Low-light Vision Rat, Dire This enormous rat looks bigger than most dogs. It has coarse, spiky fur, malevolent eyes & a long naked tail. Skills: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11 Feats: Alertness*, Low-Light Vision, Scent, Weapon Finesse Viper, Medium Vipers are not particularly aggressive, but will often lash out with a venomous bite attack before attempting to retreat. Skills: Balance +11, Climb +11, Hide +12, Listen +5, Spot +5, Swim +7 Feats: Scent, Weapon Finesse Wolf Wolves are pack hunters known for their persistence and cunning. Skills: Hide +2, Listen +3, Move Silently +3, Spot +3 Feats: Low-light Vision, Knockdown, Scent, Track, Weapon Focus: Creature* Medium Viper Venom Medium Viper Venom: Injury DC 11 Initial Damage: 1d6 Con Secondary Damage: 1d6 Con Half-Dragon Template: Half-Dragon A half-dragon gains a breath weapon based on the dragon variety (see table), usable once per day. A half-dragon's breath weapon deals 6d8 points of damage. A successful Reflex save (DC 10 + 1/2 half-dragon's racial HD + half-dragon's Con modifier) reduces damage by half. Half-Dragon Special Attacks: Dragon Variety Breath Weapon Black 60-foot line of acid Blue 60-foot line of lightning Green 30-foot cone of corrosive (acid) gas Red 30-foot cone of fire White 30-foot cone of cold Brass 60-foot line of fire Bronze 60-foot line of lightning Copper 60-foot line of acid Gold 30-foot cone of fire Silver 30-foot cone of cold Half-dragon creatures are always more formidable than others of their kind that do not have dragon blood, and their appearance betrays their nature - scales, elongated features, reptilian eyes, and exaggerated teeth and claws. Sometimes they have wings. Creating A Half-Dragon "Half-dragon" is an inherited template that can be added to any living, corporeal creature (referred to hereafter as the base creature). A half-dragon uses all the base creature's statistics and special abilities except as noted here. Size and Type The creature's type changes to dragon. Size is unchanged. Do not recalculate base attack bonus or saves. Hit Dice Increase base creature's racial HD by one die size, to a maximum of d12. Do not increase class HD. Speed A half-dragon that is Large or larger has wings and can fly at twice its base land speed (maximum 120 ft.) with average maneuverability. A half-dragon that is Medium or smaller does not have wings. Armor Class Natural armor improves by +4. Attack A half-dragon has two claw attacks and a bite attack, and the claws are the primary natural weapon. If the base creature can use weapons, the half-dragon retains this ability. A half-dragon fighting without weapons uses a claw when making an attack action. When it has a weapon, it usually uses the weapon instead. Full Attack A half-dragon fighting without weapons uses both claws and its bite when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its bite as a natural secondary attack. If it has a hand free, it uses a claw as an additional natural secondary attack. Damage Half-dragons have bite and claw attacks. If the base creature does not have these attack forms, use the damage values in the table below. Otherwise, use the values below or the base creature's damage values, whichever are greater. Half-Dragon DamageSize Bite Damage Claw Damage Fine 1 - Diminutive 1d2 1 Tiny 1d3 1d2 Small 1d4 1d3 Medium 1d6 1d4 Large 1d8 1d6 Huge 2d6 1d8 Gargantuan 3d6 2d6 Colossal 4d6 3d6 Special Attacks A half-dragon retains all the special attacks of the base creature and gains a breath weapon based on the dragon variety (see table), usable once per day. A half-dragon's breath weapon deals 6d8 points of damage. A successful Reflex save (DC 10 + 1 half-dragon's racial HD + half-dragon's Con modifier) reduces damage by half. Half-Dragon Special Attacks: Dragon Variety Breath Weapon Black 60-foot line of acid Blue 60-foot line of lightning Green 30-foot cone of corrosive (acid) gas Red 30-foot cone of fire White 30-foot cone of cold Brass 60-foot line of fire Bronze 60-foot line of lightning Copper 60-foot line of acid Gold 30-foot cone of fire Silver 30-foot cone of cold Special Qualities A half-dragon has all the special qualities of the base creature, plus darkvision out to 60 feet and low-light vision. A half-dragon has immunity to sleep and paralysis effects, and an additional immunity based on its dragon variety. Half-Dragon Immunities: Dragon Variety Immunity Black Acid Blue Electricity Green Acid Red Fire White Cold Brass Fire Bronze Electricity Copper Acid Gold Fire Silver Cold Abilities Increase from the base creature as follows: Str +8, Con +2, Int +2, Cha +2. Skills A half-dragon gains skill points as a dragon and has skill points equal to (6 + Int modifier) × (HD + 3). Do not include Hit Dice from class levels in this calculation. The half-dragon gains dragon skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature's list as class skills, and other skills as cross-class. Environment Same as either the base creature or the dragon variety. Challenge Rating Same as the base creature + 2 (minimum 3). Alignment Same as the dragon variety. Level Adjustment Same as base creature +3. Black Half-Dragon The blood of a Black Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Black Dragon ancestry. You receive total immunity to acid damage. You gain the ability to breath a 60 foot line of acid once per day. Blue Half-Dragon The blood of a Blue Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Blue Dragon ancestry. You receive total immunity to electrical damage. You gain the ability to breath a 60 foot line of electricity once per day. Green Half-Dragon The blood of a Green Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Green Dragon ancestry. You receive total immunity to acid damage. You gain the ability to breath a 30 foot cone of acidic gas once per day. Red Half-Dragon The blood of a Red Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Red Dragon ancestry. You receive total immunity to fire damage. You gain the ability to breath a 30 foot cone of fire once per day. White Half-Dragon The blood of a White Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your White Dragon ancestry. You receive total immunity to cold damage. You gain the ability to breath a 30 foot cone of cold once per day. Amethyst Half-Dragon The blood of an Amethyst Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Amethyst Dragon ancestry. You receive total immunity to poison. You gain the ability to breath a 60 foot line of force once per day. Crystal Half-Dragon The blood of a Crystal Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Crystal Dragon ancestry. You receive total immunity to cold damage. You gain the ability to breath a 30 foot cone of light once per day. Emerald Half-Dragon The blood of an Emerald Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Emerald Dragon ancestry. You receive total immunity to sonic damage. You gain the ability to breath a 30 foot cone of sonic once per day. Sapphire Half-Dragon The blood of a Sapphire Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Sapphire Dragon ancestry. You receive total immunity to electrical damage. You gain the ability to breath a 30 foot cone of sonic once per day. Topaz Half-Dragon The blood of a Topaz Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Topaz Dragon ancestry. You receive total immunity to cold damage. You gain the ability to breath a 30 foot cone of dehydration once per day. Chiang Lung Half-Dragon The blood of a Chiang Lung Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Chiang Lung Dragon ancestry. You receive the ability to breath water and total immunity to 'drown' spells and effects. You do not gain any special breath attack. Li Lung Half-Dragon The blood of a Li Lung Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Li Lung Dragon ancestry. You do not gain any immunities. You do not gain any special breath attack. Instead you gain the ability to "roar" three times per day, deafening everyone within 60 feet with no saving throw. Lung Wang Half-Dragon The blood of a Lung Wang Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Lung Wang Dragon ancestry. You receive the ability to breath water and total immunity to 'drown' spells and effects. You also receive total immunity to fire. You gain the ability to breath a 30 foot cone of fire once per day. Pan Lung Half-Dragon The blood of a Pan Lung Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Pan Lung Dragon ancestry. You receive the ability to breath water and total immunity to 'drown' spells and effects. You do not gain any special breath attack. Shen Lung Half-Dragon The blood of a Shen Lung Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Shen Lung Dragon ancestry. You receive the ability to breath water and total immunity to 'drown' spells and effects. You also receive total immunity to electrical energy, as well as total immunity to poisons. You do not gain any special breath attack. T'ien Lung Half-Dragon The blood of a T'ien Wang Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your T'ien Wang Dragon ancestry. You receive the ability to breath water and total immunity to 'drown' spells and effects. You gain the ability to breath a 30 foot cone of fire once per day. Tun mi Lung Half-Dragon The blood of a Tun mi Lung Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Tun mi Lung Dragon ancestry. You receive the ability to breath water and total immunity to 'drown' spells and effects. You do not gain any special breath attack. Brass Half-Dragon The blood of a Brass Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Brass Dragon ancestry. You receive total immunity to fire damage. You gain the ability to breath a 60 foot line of fire once per day. Bronze Half-Dragon The blood of a Bronze Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Bronze Dragon ancestry. You receive total immunity to electrical damage. You gain the ability to breath a 60 foot line of electricity once per day. Copper Half-Dragon The blood of a Copper Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Copper Dragon ancestry. You receive total immunity to acid damage. You gain the ability to breath a 60 foot line of acid once per day. Gold Half-Dragon The blood of a Gold Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Gold Dragon ancestry. You receive total immunity to fire damage. You gain the ability to breath a 30 foot cone of fire once per day. Silver Half-Dragon The blood of a Silver Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Silver Dragon ancestry. You receive total immunity to cold damage. You gain the ability to breath a 30 foot cone of cold once per day. Battle Half-Dragon The blood of a Battle Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Battle Dragon ancestry. You receive total immunity to sonic damage. You gain the ability to breath a 30 foot cone of sonic once per day. Brown Half-Dragon The blood of a Brown Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Brown Dragon ancestry. You receive total immunity to acid damage. You gain the ability to breath a 60 foot line of acid once per day. Chaos Half-Dragon The blood of a Chaos Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Chaos Dragon ancestry. You receive total immunity to 'confusion' effects. You gain the ability to breath a 60 foot line of completely random energy once per day. Deep Half-Dragon The blood of a Deep Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Deep Dragon ancestry. You receive total immunity to Charms. You also gain resistance 10/- to fire and cold damage. You gain the ability to breath a 30 foot cone of corrosive gas once per day. Ethereal Half-Dragon The blood of an Ethereal Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Ethereal Dragon ancestry. As an Ethereal Half-Dragon, you do not gain any Immunities or resistances. You gain the ability to breath a 30 foot cone of force once per day. Fang Half-Dragon The blood of a Fang Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Fang Dragon ancestry. As a Fang Half-Dragon, you do not gain any immunities. You do not gain a breath weapon as standard Half-Dragons do. Rather you gain the ability to perform a special bite attack that will deal 1d4 points of Constitution Drain to your target. You may use this special bite attack 3 times a day. Howling Half-Dragon The blood of a Howling Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Howling Dragon ancestry. You receive total immunity to sonic damage. You gain the ability to breath a 30 foot cone of sonic once per day. Oceanus Half-Dragon The blood of an Oceanus Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Oceanus Dragon ancestry. You receive total immunity to electrical damage. You gain the ability to breath a 60 foot line of electricity once per day. Pyroclastic Half-Dragon The blood of a Pyroclastic Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Pyroclastic Dragon ancestry. You receive a 50% immunity to both Fire and Sonic energy. You gain the ability to breath a 30 foot cone of half fire and half sonic damage once per day. Radiant Half-Dragon The blood of a Radiant Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Radiant Dragon ancestry. As a Radiant Half-Dragon, you do not gain any immunities. You gain the ability to breath a 60 foot line of force once per day. Rust Half-Dragon The blood of a Rust Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Rust Dragon ancestry. As a Rust Half-Dragon, you do not gain any immunities. You gain the ability to breath a 60 foot line of acid once per day. Shadow Half-Dragon The blood of a Shadow Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Shadow Dragon ancestry. You gain immunity to energy drain. You gain the ability to breath a 30 foot cone of shadows once per day. This cone will bestow 1 negative level. Song Half-Dragon The blood of a Song Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Song Dragon ancestry. You receive total immunity to electrical damage, as well as total immunity to poison. You gain the ability to breath a 30 foot cone of electricity once per day. Styx Half-Dragon The blood of a Styx Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Styx Dragon ancestry. You gain total immunity to Disease and Poison. You gain the ability to breath a 60 foot line of acid once per day. Tarterian Half-Dragon The blood of a Tarterian Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Tarterian Dragon ancestry. As a Tarterian Half-Dragon, you do not gain any immunities. You gain the ability to breath a 60 foot line of force once per day. Holy water damages undead creatures and evil outsiders almost as if it were acid. A flask of holy water can be thrown as a splash weapon. Treat this attack as a ranged touch attack, with a maximum range of 8M. A direct hit by a flask of holy water deals 2d4 points of damage to an undead creature or an evil outsider. Each such creature within 1.67M (5 feet) of the point where the flask hits takes 1 point of damage from the splash. Temples to good deities sell holy water at cost (making no profit). Cursed Water Cursed water damages good outsiders almost as if it were acid. A flask of cursed water can be thrown as a splash weapon. Treat this attack as a ranged touch attack, with a maximum range of 8M. A direct hit by a flask of holy water deals 2d4 points of damage to a good outsider. Each such creature within 1.67M (5 feet) of the point where the flask hits takes 1 point of damage from the splash. Temples to evil deities sell cursed water at cost (making no profit). ####START_OF_INV_SPELLBOOK_RESERVE Warlock All Seeing Eyes Warlock Baleful Utterance Warlock Beguiling Influence Warlock Breath of the Night Warlock Call of the Beast Warlock Cocoon of Refuse Warlock Darkness Warlock Dark One's Own Luck Warlock Dark One's Own Luck - Fortitude Warlock Dark One's Own Luck - Reflex Warlock Dark One's Own Luck - Will Warlock Devil's Sight Warlock Earthen Grasp Warlock Eldritch Glaive Warlock Eldritch Spear Warlock Entropic Warding Warlock Frightful Blast Warlock Hammer Blast Warlock Hideous Blow Warlock Leaps and Bounds Warlock Miasmic Cloud Warlock Otherworldly Whispers Warlock See the Unseen Warlock Serpent's Tongue Warlock Sickening Blast Warlock Soulreaving Aura Warlock Summon Swarm Warlock Summon Swarm - Rat Warlock Summon Swarm - Bat Warlock Swimming the Styx Warlock Baneful Blast - Aberration Warlock Baneful Blast - Beast Warlock Baneful Blast - Construct Warlock Baneful Blast - Dragon Warlock Baneful Blast - Dwarf Warlock Baneful Blast - Elemental Warlock Baneful Blast - Elf Warlock Baneful Blast - Fey Warlock Baneful Blast - Giant Warlock Baneful Blast - Goblinoid Warlock Baneful Blast - Gnome Warlock Baneful Blast - Halfling Warlock Baneful Blast - Human Warlock Baneful Blast - Monstrous Humanoid Warlock Baneful Blast - Orc Warlock Baneful Blast - Outsider Warlock Baneful Blast - Plant Warlock Baneful Blast - Reptilian Warlock Baneful Blast - Shapechanger Warlock Baneful Blast - Undead Warlock Baneful Blast - Vermin Warlock Beshadowed Blast Warlock Brimstone Blast Warlock Charm Warlock Cold Comfort Warlock Curse of Despair Warlock Dread Seizure Warlock Eldritch Chain Warlock Flee the Scene Warlock Flee the Scene - Selection Warlock Flee the Scene - Direction and Distance Warlock Hellrime Blast Warlock Hungry Darkness Warlock Ignore the Pyre Warlock Ignore the Pyre - Acid Warlock Ignore the Pyre - Cold Warlock Ignore the Pyre - Electric Warlock Ignore the Pyre - Fire Warlock Ignore the Pyre - Sonic Warlock Mask of Flesh Warlock Mask of Flesh - Friendly Warlock Mask of Flesh - Hostile Warlock Relentless Dispelling Warlock Spider Shape Warlock Stony Grasp Warlock The Dead Walk Warlock Voidsense Warlock Voracious Dispelling Warlock Walk Unseen Warlock Wall of Gloom Warlock Witchwood Step Warlock Bewitching Blast Warlock Caustic Mire Warlock Chilling Tentacles Warlock Devour Magic Warlock Dragon Ward Warlock Eldritch Cone Warlock Eldritch Line Warlock Enervating Shadow Warlock Hellspawned Grace Warlock Hindering Blast Warlock Nightmares Made Real Warlock Noxious Blast Warlock Painful Slumber of Ages Warlock Penetrating Blast Warlock Tenacious Plague Warlock Vitriolic Blast Warlock Wall of Perilous Flame Warlock Binding Blast Warlock Caster's Lament Warlock Dark Discorporation Warlock Dark Foresight Warlock Eldritch Doom Warlock Path of Shadow Warlock Path of Shadow - Self Warlock Path of Shadow - Party Warlock Retributive Invisibility Warlock Steal Summoning Warlock Utterdark Blast Warlock Word of Changing Dragon Shaman Beguiling Influence Dragon Shaman Breath of the Night Dragon Shaman Darkness Dragon Shaman Deafening Roar Dragon Shaman Draconic Knowledge Dragon Shaman Endure Exposure Dragon Shaman Magic Insight Dragon Shaman Scalding Gust Dragon Shaman See the Unseen Dragonfire Adept Beguiling Influence Dragonfire Adept Breath of the Night Dragonfire Adept Darkness Dragonfire Adept Deafening Roar Dragonfire Adept Draconic Knowledge Dragonfire Adept Endure Exposure Dragonfire Adept Magic Insight Dragonfire Adept Scalding Gust Dragonfire Adept See the Unseen Dragonfire Adept Charm Dragonfire Adept Energy Resistance Dragonfire Adept Energy Resistance: Acid Dragonfire Adept Energy Resistance: Cold Dragonfire Adept Energy Resistance: Electricity Dragonfire Adept Energy Resistance: Fire Dragonfire Adept Energy Resistance: Sonic Dragonfire Adept Frightful Presence Dragonfire Adept Humanoid Shape Dragonfire Adept Humanoid Shape Dragonfire Adept Humanoid Shape Options Dragonfire Adept Return to True Form Dragonfire Adept Humanoid Quickslot 1 Dragonfire Adept Humanoid Quickslot 2 Dragonfire Adept Voidsense Dragonfire Adept Voracious Dispelling Dragonfire Adept Walk Unseen Dragonfire Adept Aura of Flame Dragonfire Adept Chilling Fog Dragonfire Adept Devour Magic Dragonfire Adept Draconic Toughness Dragonfire Adept Terrifying Roar Dragonfire Adept Energy Immunity Dragonfire Adept Energy Immunity: Acid Dragonfire Adept Energy Immunity: Cold Dragonfire Adept Energy Immunity: Electricity Dragonfire Adept Energy Immunity: Fire Dragonfire Adept Energy Immunity: Sonic Dragonfire Adept Instill Vulnerability Dragonfire Adept Instill Vulnerability: Acid Dragonfire Adept Instill Vulnerability: Cold Dragonfire Adept Instill Vulnerability: Electricity Dragonfire Adept Instill Vulnerability: Fire Dragonfire Adept Instill Vulnerability: Sonic ####END_OF_INV_SPELLBOOK_RESERVE ####START_OF_NEW_SPELLBOOK_RESERVE Ocular Adept Remove Paralysis Ocular Adept Silent Remove Paralysis Ocular Adept Still Remove Paralysis Ocular Adept Resist Elements Ocular Adept Extended Resist Elements Ocular Adept Silent Resist Elements Ocular Adept Still Resist Elements Ocular Adept Shield Other Ocular Adept Extended Shield Other Ocular Adept Silent Shield Other Ocular Adept Still Shield Other Ocular Adept Silence Ocular Adept Extended Silence Ocular Adept Silent Silence Ocular Adept Still Silence Ocular Adept Sound Burst Ocular Adept Maximized Sound Burst Ocular Adept Silent Sound Burst Ocular Adept Still Sound Burst Ocular Adept Spores of the Vrock Ocular Adept Empowered Spores of the Vrock Ocular Adept Maximized Spores of the Vrock Ocular Adept Silent Spores of the Vrock Ocular Adept Still Spores of the Vrock Ocular Adept Stone Bones Ocular Adept Extended Stone Bones Ocular Adept Silent Stone Bones Ocular Adept Still Stone Bones Ocular Adept Summon Creature II Ocular Adept Extended Summon Creature II Ocular Adept Silent Summon Creature II Ocular Adept Still Summon Creature II Ocular Adept Summon Undead 2 Ocular Adept Extended Summon Undead 2 Ocular Adept Silent Summon Undead 2 Ocular Adept Still Summon Undead 2 Ocular Adept Ultravision Ocular Adept Extended Ultravision Ocular Adept Silent Ultravision Ocular Adept Still Ultravision Ocular Adept Undetectable Alignment Ocular Adept Extended Undetectable Alignment Ocular Adept Silent Undetectable Alignment Ocular Adept Still Undetectable Alignment Ocular Adept Wave of Grief Ocular Adept Extended Wave of Grief Ocular Adept Still Wave of Grief Ocular Adept Animate Dead Ocular Adept Extended Animate Dead Ocular Adept Silent Animate Dead Ocular Adept Still Animate Dead Ocular Adept Bestow Curse Ocular Adept Silent Bestow Curse Ocular Adept Still Bestow Curse Ocular Adept Blindness/Deafness Ocular Adept Extended Blindness/Deafness Ocular Adept Silent Blindness/Deafness Ocular Adept Boneblade Ocular Adept Boneblade: Greatsword Ocular Adept Boneblade: Longsword Ocular Adept Boneblade: Shortsword Ocular Adept Extended Boneblade Ocular Adept Extended Boneblade: Greatsword Ocular Adept Extended Boneblade: Longsword Ocular Adept Extended Boneblade: Shortsword Ocular Adept Silent Boneblade Ocular Adept Silent Boneblade: Greatsword Ocular Adept Silent Boneblade: Longsword Ocular Adept Silent Boneblade: Shortsword Ocular Adept Still Boneblade Ocular Adept Still Boneblade: Greatsword Ocular Adept Still Boneblade: Longsword Ocular Adept Still Boneblade: Shortsword Ocular Adept Clarity Ocular Adept Extended Clarity Ocular Adept Still Clarity Ocular Adept Close Wounds Ocular Adept Empowered Close Wounds Ocular Adept Silent Close Wounds Ocular Adept Clutch of Orcus Ocular Adept Silent Clutch of Orcus Ocular Adept Still Clutch of Orcus Ocular Adept Contagion Ocular Adept Silent Contagion Ocular Adept Still Contagion Ocular Adept Continual Flame Ocular Adept Silent Continual Flame Ocular Adept Still Continual Flame Ocular Adept Crown of Might Ocular Adept Extended Crown of Might Ocular Adept Silent Crown of Might Ocular Adept Still Crown of Might Ocular Adept Crown of Protection Ocular Adept Extended Crown of Protection Ocular Adept Silent Crown of Protection Ocular Adept Still Crown of Protection Ocular Adept Cure Serious Wounds Ocular Adept Empowered Cure Serious Wounds Ocular Adept Silent Cure Serious Wounds Ocular Adept Still Cure Serious Wounds Ocular Adept Curse of Petty Failing Ocular Adept Extended Curse of Petty Failing Ocular Adept Silent Curse of Petty Failing Ocular Adept Still Curse of Petty Failing Ocular Adept Darkfire Ocular Adept Extended Darkfire Ocular Adept Silent Darkfire Ocular Adept Still Darkfire Ocular Adept Daylight Ocular Adept Extended Daylight Ocular Adept Silent Daylight Ocular Adept Still Daylight Ocular Adept Deeper Darkness Ocular Adept Extended Deeper Darkness Ocular Adept Silent Deeper Darkness Ocular Adept Devil's Eye Ocular Adept Silent Devil's Eye Ocular Adept Still Devil's Eye Ocular Adept Dispel Magic Ocular Adept Silent Dispel Magic Ocular Adept Still Dispel Magic Ocular Adept Energize Potion Ocular Adept Energize Potion: Acid Ocular Adept Energize Potion: Cold Ocular Adept Energize Potion: Electricity Ocular Adept Energize Potion: Fire Ocular Adept Energize Potion: Sonic Ocular Adept Silent Energize Potion Ocular Adept Silent Energize Potion: Acid Ocular Adept Silent Energize Potion: Cold Ocular Adept Silent Energize Potion: Electricity Ocular Adept Silent Energize Potion: Fire Ocular Adept Silent Energize Potion: Sonic Ocular Adept Still Energize Potion Ocular Adept Still Energize Potion: Acid Ocular Adept Still Energize Potion: Cold Ocular Adept Still Energize Potion: Electricity Ocular Adept Still Energize Potion: Fire Ocular Adept Still Energize Potion: Sonic Ocular Adept Energy Aegis Ocular Adept Energy Aegis, Acid Ocular Adept Energy Aegis, Cold Ocular Adept Energy Aegis, Electricity Ocular Adept Energy Aegis, Fire Ocular Adept Energy Aegis, Sonic Ocular Adept Extended Energy Aegis Ocular Adept Extended Energy Aegis, Acid Ocular Adept Extended Energy Aegis, Cold Ocular Adept Extended Energy Aegis, Electricity Ocular Adept Extended Energy Aegis, Fire Ocular Adept Extended Energy Aegis, Sonic Ocular Adept Silent Energy Aegis Ocular Adept Silent Energy Aegis, Acid Ocular Adept Silent Energy Aegis, Cold Ocular Adept Silent Energy Aegis, Electricity Ocular Adept Silent Energy Aegis, Fire Ocular Adept Silent Energy Aegis, Sonic Ocular Adept Still Energy Aegis Ocular Adept Still Energy Aegis, Acid Ocular Adept Still Energy Aegis, Cold Ocular Adept Still Energy Aegis, Electricity Ocular Adept Still Energy Aegis, Fire Ocular Adept Still Energy Aegis, Sonic Ocular Adept Flesh Ripper Ocular Adept Empowered Flesh Ripper Ocular Adept Silent Flesh Ripper Ocular Adept Still Flesh Ripper Ocular Adept Glyph of Warding Ocular Adept Blast Glyph (Acid) Ocular Adept Blast Glyph (Cold) Ocular Adept Blast Glyph (Electricity) Ocular Adept Blast Glyph (Fire) Ocular Adept Blast Glyph (Sonic) Ocular Adept Empowered Glyph of Warding Ocular Adept Empowered Blast Glyph (Acid) Ocular Adept Empowered Blast Glyph (Cold) Ocular Adept Empowered Blast Glyph (Electricity) Ocular Adept Empowered Blast Glyph (Fire) Ocular Adept Empowered Blast Glyph (Sonic) Ocular Adept Extended Glyph of Warding Ocular Adept Extended Blast Glyph (Acid) Ocular Adept Extended Blast Glyph (Cold) Ocular Adept Extended Blast Glyph (Electricity) Ocular Adept Extended Blast Glyph (Fire) Ocular Adept Extended Blast Glyph (Sonic) Ocular Adept Silent Glyph of Warding Ocular Adept Silent Blast Glyph (Acid) Ocular Adept Silent Blast Glyph (Cold) Ocular Adept Silent Blast Glyph (Electricity) Ocular Adept Silent Blast Glyph (Fire) Ocular Adept Silent Blast Glyph (Sonic) Ocular Adept Still Glyph of Warding Ocular Adept Still Blast Glyph (Acid) Ocular Adept Still Blast Glyph (Cold) Ocular Adept Still Blast Glyph (Electricity) Ocular Adept Still Blast Glyph (Fire) Ocular Adept Still Blast Glyph (Sonic) Ocular Adept Inflict Serious Wounds Ocular Adept Empowered Inflict Serious Wounds Ocular Adept Silent Inflict Serious Wounds Ocular Adept Still Inflict Serious Wounds Ocular Adept Invisibility Purge Ocular Adept Extended Invisibility Purge Ocular Adept Silent Invisibility Purge Ocular Adept Still Invisibility Purge Ocular Adept Legion's Conviction Ocular Adept Extended Legion's Conviction Ocular Adept Silent Legion's Conviction Ocular Adept Still Legion's Conviction Ocular Adept Locate Object Ocular Adept Extended Locate Object Ocular Adept Silent Locate Object Ocular Adept Still Locate Object Ocular Adept Magic Circle against Chaos Ocular Adept Extended Magic Circle against Chaos Ocular Adept Silent Magic Circle against Chaos Ocular Adept Still Magic Circle against Chaos Ocular Adept Magic Circle against Evil Ocular Adept Extended Magic Circle against Evil Ocular Adept Silent Magic Circle against Evil Ocular Adept Still Magic Circle against Evil Ocular Adept Magic Circle against Good Ocular Adept Extended Magic Circle against Good Ocular Adept Silent Magic Circle against Good Ocular Adept Still Magic Circle against Good Ocular Adept Magic Circle against Law Ocular Adept Extended Magic Circle against Law Ocular Adept Silent Magic Circle against Law Ocular Adept Still Magic Circle against Law Ocular Adept Magic Vestment Ocular Adept Extended Magic Vestment Ocular Adept Silent Magic Vestment Ocular Adept Still Magic Vestment Ocular Adept Masochism Ocular Adept Extended Masochism Ocular Adept Mass Aid Ocular Adept Empowered Mass Aid Ocular Adept Extended Mass Aid Ocular Adept Silent Mass Aid Ocular Adept Still Mass Aid Ocular Adept Mass Lesser Vigor Ocular Adept Extended Mass Lesser Vigor Ocular Adept Silent Mass Lesser Vigor Ocular Adept Still Mass Lesser Vigor Ocular Adept Necrotic Bloat Ocular Adept Empowered Necrotic Bloat Ocular Adept Negative Energy Protection Ocular Adept Extended Negative Energy Protection Ocular Adept Silent Negative Energy Protection Ocular Adept Still Negative Energy Protection Ocular Adept Obscure Object Ocular Adept Extended Obscure Object Ocular Adept Silent Obscure Object Ocular Adept Still Obscure Object Ocular Adept Prayer Ocular Adept Extended Prayer Ocular Adept Silent Prayer Ocular Adept Still Prayer Ocular Adept Protection from Elements Ocular Adept Extended Protection from Elements Ocular Adept Silent Protection from Elements Ocular Adept Still Protection from Elements Ocular Adept Red Fester Ocular Adept Silent Red Fester Ocular Adept Still Red Fester Ocular Adept Remove Blindness/Deafness Ocular Adept Silent Remove Blindness/Deafness Ocular Adept Still Remove Blindness/Deafness Ocular Adept Remove Curse Ocular Adept Silent Remove Curse Ocular Adept Still Remove Curse Ocular Adept Remove Disease Ocular Adept Silent Remove Disease Ocular Adept Still Remove Disease Ocular Adept Ring of Blades Ocular Adept Extended Ring of Blades Ocular Adept Silent Ring of Blades Ocular Adept Still Ring of Blades Ocular Adept Rotting Curse of Urfestra Ocular Adept Empowered Rotting Curse of Urfestra Ocular Adept Silent Rotting Curse of Urfestra Ocular Adept Still Rotting Curse of Urfestra Ocular Adept Searing Light Ocular Adept Empowered Searing Light Ocular Adept Silent Searing Light Ocular Adept Still Searing Light Ocular Adept Shivering Touch Ocular Adept Empowered Shivering Touch Ocular Adept Extended Shivering Touch Ocular Adept Silent Shivering Touch Ocular Adept Still Shivering Touch Ocular Adept Shriveling Ocular Adept Empowered Shriveling Ocular Adept Silent Shriveling Ocular Adept Still Shriveling Ocular Adept Slashing Darkness Ocular Adept Empowered Slashing Darkness Ocular Adept Silent Slashing Darkness Ocular Adept Still Slashing Darkness Ocular Adept Summon Creature III Ocular Adept Extended Summon Creature III Ocular Adept Silent Summon Creature III Ocular Adept Still Summon Creature III Ocular Adept Summon Undead 3 Ocular Adept Extended Summon Undead 3 Ocular Adept Silent Summon Undead 3 Ocular Adept Still Summon Undead 3 Ocular Adept Touch of Juiblex Ocular Adept Silent Touch of Juiblex Ocular Adept Still Touch of Juiblex Ocular Adept Unliving Weapon Ocular Adept Empowered Unliving Weapon Ocular Adept Silent Unliving Weapon Ocular Adept Still Unliving Weapon Ocular Adept Vigor Ocular Adept Extended Vigor Ocular Adept Silent Vigor Ocular Adept Still Vigor Ocular Adept Water Breathing Ocular Adept Extended Water Breathing Ocular Adept Silent Water Breathing Ocular Adept Still Water Breathing Ocular Adept Wrack Ocular Adept Extended Wrack Ocular Adept Silent Wrack Ocular Adept Still Wrack Ocular Adept Absorb Strength Ocular Adept Extended Absorb Strength Ocular Adept Silent Absorb Strength Ocular Adept Still Absorb Strength Ocular Adept Abyssal Might Ocular Adept Extended Abyssal Might Ocular Adept Silent Abyssal Might Ocular Adept Still Abyssal Might Ocular Adept Blood of the Martyr Ocular Adept Silent Blood of the Martyr Ocular Adept Still Blood of the Martyr Ocular Adept Claws of the Savage Ocular Adept Extended Claws of the Savage Ocular Adept Silent Claws of the Savage Ocular Adept Still Claws of the Savage Ocular Adept Cure Critical Wounds Ocular Adept Silent Cure Critical Wounds Ocular Adept Still Cure Critical Wounds Ocular Adept Damning Darkness Ocular Adept Extended Damning Darkness Ocular Adept Silent Damning Darkness Ocular Adept Death Ward Ocular Adept Extended Death Ward Ocular Adept Silent Death Ward Ocular Adept Still Death Ward Ocular Adept Dimensional Anchor Ocular Adept Extended Dimensional Anchor Ocular Adept Silent Dimensional Anchor Ocular Adept Still Dimensional Anchor Ocular Adept Dismissal Ocular Adept Silent Dismissal Ocular Adept Still Dismissal Ocular Adept Divine Power Ocular Adept Extended Divine Power Ocular Adept Silent Divine Power Ocular Adept Still Divine Power Ocular Adept Freedom of Movement Ocular Adept Extended Freedom of Movement Ocular Adept Silent Freedom of Movement Ocular Adept Still Freedom of Movement Ocular Adept Greater Magic Weapon Ocular Adept Extended Greater Magic Weapon Ocular Adept Silent Greater Magic Weapon Ocular Adept Still Greater Magic Weapon Ocular Adept Greater Resistance Ocular Adept Extended Greater Resistance Ocular Adept Silent Greater Resistance Ocular Adept Still Greater Resistance Ocular Adept Hammer of the Gods Ocular Adept Silent Hammer of the Gods Ocular Adept Still Hammer of the Gods Ocular Adept Inflict Critical Wounds Ocular Adept Silent Inflict Critical Wounds Ocular Adept Still Inflict Critical Wounds Ocular Adept Legion's Shield of Faith Ocular Adept Extended Legion's Shield of Faith Ocular Adept Silent Legion's Shield of Faith Ocular Adept Still Legion's Shield of Faith Ocular Adept Lesser Planar Ally Ocular Adept Extended Lesser Planar Ally Ocular Adept Silent Lesser Planar Ally Ocular Adept Still Lesser Planar Ally Ocular Adept Lower Spell Resistance Ocular Adept Extended Lower Spell Resistance Ocular Adept Silent Lower Spell Resistance Ocular Adept Still Lower Spell Resistance Ocular Adept Mass Ultravision Ocular Adept Extended Mass Ultravision Ocular Adept Silent Mass Ultravision Ocular Adept Still Mass Ultravision Ocular Adept Necrotic Domination Ocular Adept Extended Necrotic Domination Ocular Adept Silent Necrotic Domination Ocular Adept Still Necrotic Domination Ocular Adept Neutralize Poison Ocular Adept Silent Neutralize Poison Ocular Adept Still Neutralize Poison Ocular Adept Panacea Ocular Adept Silent Panacea Ocular Adept Still Panacea Ocular Adept Poison Ocular Adept Silent Poison Ocular Adept Still Poison Ocular Adept Recitation Ocular Adept Extended Recitation Ocular Adept Silent Recitation Ocular Adept Still Recitation Ocular Adept Repel Vermin Ocular Adept Extended Repel Vermin Ocular Adept Silent Repel Vermin Ocular Adept Still Repel Vermin Ocular Adept Restoration Ocular Adept Silent Restoration Ocular Adept Still Restoration Ocular Adept Stop Heart Ocular Adept Still Stop Heart Ocular Adept Summon Creature IV Ocular Adept Extended Summon Creature IV Ocular Adept Silent Summon Creature IV Ocular Adept Still Summon Creature IV Ocular Adept Summon Undead 4 Ocular Adept Extended Summon Undead 4 Ocular Adept Silent Summon Undead 4 Ocular Adept Still Summon Undead 4 Ocular Adept Sword of Conscience Ocular Adept Silent Sword of Conscience Ocular Adept Battletide Ocular Adept Break Enchantment Ocular Adept Chaav's Laugh Ocular Adept Circle of Doom Ocular Adept Claws of the Bebilith Ocular Adept Convert Wand Ocular Adept Dancing Web Ocular Adept Fire in the Blood Ocular Adept Flame Strike Ocular Adept Greater Vigor Ocular Adept Greater Command Ocular Adept Greater Command Approach Ocular Adept Greater Command Drop Ocular Adept Greater Command Fall Ocular Adept Greater Command Flee Ocular Adept Greater Command Halt Ocular Adept Healing Circle Ocular Adept Heartclutch Ocular Adept Legion's Curse of Petty Failing Ocular Adept Mass Contagion Ocular Adept Mass Cure Light Wounds Ocular Adept Mass Inflict Light Wounds Ocular Adept Morality Undone Ocular Adept Necrotic Burst Ocular Adept Power Leech Ocular Adept Raise Dead Ocular Adept Resonating Resistance Ocular Adept Revivify Ocular Adept Righteous Might Ocular Adept Scrying Ocular Adept Slay Living Ocular Adept Soul Scour Ocular Adept Spell Resistance Ocular Adept Summon Creature V Ocular Adept Summon Undead 5 Ocular Adept Symbol of Pain Ocular Adept Symbol of Sleep Ocular Adept True Seeing Hexblade Augment Familiar Hexblade Light Hexblade Cause Fear Hexblade Charm Person Hexblade Disguise Self Hexblade Disguise Self - Learn Shape Hexblade Disguise Self - Options Hexblade Disguise Self - Quickslot 1 Hexblade Disguise Self - Quickslot 2 Hexblade Disguise Self - Quickslot 3 Hexblade Entropic Shield Hexblade Expeditious Retreat Hexblade Identify Hexblade Magic Weapon Hexblade Protection from Chaos Hexblade Protection from Evil Hexblade Protection from Good Hexblade Protection from Law Hexblade Read Magic Hexblade Sleep Hexblade Tasha's Hideous Laughter Hexblade Undetectable Alignment Hexblade Alter Self Hexblade Alter Self - Learn Shape Hexblade Alter Self - Options Hexblade Alter Self - Quickslot 1 Hexblade Alter Self - Quickslot 2 Hexblade Alter Self - Quickslot 3 Hexblade Blindness/Deafness Hexblade Blood Frenzy Hexblade Bull's Strength Hexblade Darkness Hexblade Eagle's Splendor Hexblade False Life Hexblade Glitterdust Hexblade Invisibility Hexblade Mirror Image Hexblade Protection from Arrows Hexblade Pyrotechnics Hexblade Pyrotechnics: Fireworks Hexblade Pyrotechnics: Smoke Hexblade Resist Elements Hexblade See Invisibility Hexblade Touch of Idiocy Hexblade Charm Monster Hexblade Confusion Hexblade Deep Slumber Hexblade Dispel Magic Hexblade Greater Magic Weapon Hexblade Hound of Doom Hexblade Invisibility Sphere Hexblade Nondetection Hexblade Poison Hexblade Protection from Elements Hexblade Repel Vermin Hexblade Slow Hexblade Stinking Cloud Hexblade Vampiric Touch Hexblade Baleful Polymorph Hexblade Break Enchantment Hexblade Cursed Blade Hexblade Dimension Door Hexblade Dimension Door - Self only Hexblade Dimension Door - Party within 10ft Hexblade Dimension Door - Direction and Distance - Self only Hexblade Dimension Door - Direction and Distance - Party within 10ft Hexblade Dominate Person Hexblade Enervation Hexblade Improved Invisibility Hexblade Phantasmal Killer Hexblade Polymorph Self Hexblade Polymorph, Giant Spider Hexblade Polymorph, Troll Hexblade Polymorph, Umber Hulk Hexblade Polymorph, Fey Hexblade Polymorph, Zombie Hexblade Fear Hexblade Scrying Hexblade Solid Fog Duskblade Acid Splash Duskblade Disrupt Undead Duskblade Ray of Frost Duskblade Blade of Blood Duskblade Blade of Blood 1d6 Duskblade Blade of Blood 3d6 Duskblade Kelgore's Fire Bolt Duskblade Lesser Deflect Duskblade Rouse Duskblade Bigby's Tripping Hand Duskblade Burning Hands Duskblade Chill Touch Duskblade Color Spray Duskblade Expeditious Retreat Duskblade Jump Duskblade Magic Weapon Duskblade Obscuring Mist Duskblade Ray of Enfeeblement Duskblade Cause Fear Duskblade True Strike Duskblade Resist Elements Duskblade Shocking Grasp Duskblade Animalistic Power Duskblade Deflect Duskblade Dimension Hop Duskblade Seeking Ray Duskblade Sure Strike Duskblade Bigby's Striking Fist Duskblade Bull's Strength Duskblade Cat's Grace Duskblade Endurance Duskblade Ghoul Touch Duskblade Invisibility Duskblade Melf's Acid Arrow Duskblade Touch of Idiocy Duskblade See Invisibility Duskblade Scorching Ray Duskblade Crown of Might Duskblade Crown of Protection Duskblade Dispelling Touch Duskblade Doom Scarabs Duskblade Energy Aegis Duskblade Energy Aegis, Acid Duskblade Energy Aegis, Cold Duskblade Energy Aegis, Electricity Duskblade Energy Aegis, Fire Duskblade Energy Aegis, Sonic Duskblade Energy Surge Duskblade Energy Surge, Acid Duskblade Energy Surge, Cold Duskblade Energy Surge, Electricity Duskblade Energy Surge, Fire Duskblade Energy Surge, Sonic Duskblade Halt Duskblade Regroup Duskblade Greater Magic Weapon Duskblade Keen Edge Duskblade Protection from Elements Duskblade Vampiric Touch Duskblade Ray of Exhaustion Duskblade Channeled Pyroburst Duskblade Swift Channeled Pyroburst Duskblade Standard Channeled Pyroburst Duskblade Full round Channeled Pyroburst Duskblade Two rounds Channeled Pyroburst Duskblade Dimension Door Duskblade Dimension Door - Self only Duskblade Dimension Door - Party within 10ft Duskblade Dimension Door - Direction and Distance - Self only Duskblade Dimension Door - Direction and Distance - Party within 10ft Duskblade Elemental Shield Duskblade Enervation Duskblade Phantasmal Killer Duskblade Shout Duskblade Bigby's Interposing Hand Duskblade Dispel Magic Duskblade Slashing Dispel Duskblade Sonic Shield Duskblade Hold Monster Duskblade Chain Lightning Duskblade Disintegrate Duskblade Bigby's Clenched Fist Duskblade Polar Ray Duskblade Waves of Fatigue Healer Cure Minor Wounds Healer Quickened Cure Minor Wounds Healer Silent Cure Minor Wounds Healer Still Cure Minor Wounds Healer Light Healer Extended Light Healer Quickened Light Healer Silent Light Healer Read Magic Healer Quickened Read Magic Healer Silent Read Magic Healer Still Read Magic Healer Bless Water Healer Quickened Bless Water Healer Silent Bless Water Healer Still Bless Water Healer Cure Light Wounds Healer Empowered Cure Light Wounds Healer Maximized Cure Light Wounds Healer Quickened Cure Light Wounds Healer Silent Cure Light Wounds Healer Still Cure Light Wounds Healer Lesser Vigor Healer Extended Lesser Vigor Healer Quickened Lesser Vigor Healer Silent Lesser Vigor Healer Still Lesser Vigor Healer Protection from Evil Healer Extended Protection from Evil Healer Quickened Protection from Evil Healer Silent Protection from Evil Healer Still Protection from Evil Healer Remove Fear Healer Extended Remove Fear Healer Quickened Remove Fear Healer Silent Remove Fear Healer Still Remove Fear Healer Remove Paralysis Healer Quickened Remove Paralysis Healer Silent Remove Paralysis Healer Still Remove Paralysis Healer Sanctuary Healer Extended Sanctuary Healer Quickened Sanctuary Healer Silent Sanctuary Healer Still Sanctuary Healer Twilight Luck Healer Extended Twilight Luck Healer Silent Twilight Luck Healer Divine Inspiration Healer Extended Divine Inspiration Healer Quickened Divine Inspiration Healer Calm Emotions Healer Extended Calm Emotions Healer Quickened Calm Emotions Healer Silent Calm Emotions Healer Still Calm Emotions Healer Cure Moderate Wounds Healer Empowered Cure Moderate Wounds Healer Maximized Cure Moderate Wounds Healer Quickened Cure Moderate Wounds Healer Silent Cure Moderate Wounds Healer Still Cure Moderate Wounds Healer Remove Blindness/Deafness Healer Quickened Remove Blindness/Deafness Healer Silent Remove Blindness/Deafness Healer Still Remove Blindness/Deafness Healer Remove Disease Healer Quickened Remove Disease Healer Silent Remove Disease Healer Still Remove Disease Healer Lesser Restoration Healer Quickened Lesser Restoration Healer Silent Lesser Restoration Healer Still Lesser Restoration Healer Luminous Armor Healer Extended Luminous Armor Healer Quickened Luminous Armor Healer Ayailla's Radiant Burst Healer Empowered Ayailla's Radiant Burst Healer Maximized Ayailla's Radiant Burst Healer Quickened Ayailla's Radiant Burst Healer Silent Ayailla's Radiant Burst Healer Still Ayailla's Radiant Burst Healer Close Wounds Healer Empowered Close Wounds Healer Maximized Close Wounds Healer Quickened Close Wounds Healer Silent Close Wounds Healer Cure Serious Wounds Healer Empowered Cure Serious Wounds Healer Maximized Cure Serious Wounds Healer Quickened Cure Serious Wounds Healer Silent Cure Serious Wounds Healer Still Cure Serious Wounds Healer Mass Lesser Vigor Healer Extended Mass Lesser Vigor Healer Quickened Mass Lesser Vigor Healer Silent Mass Lesser Vigor Healer Still Mass Lesser Vigor Healer Neutralize Poison Healer Quickened Neutralize Poison Healer Silent Neutralize Poison Healer Still Neutralize Poison Healer Remove Curse Healer Quickened Remove Curse Healer Silent Remove Curse Healer Still Remove Curse Healer Restoration Healer Quickened Restoration Healer Silent Restoration Healer Still Restoration Healer Brilliant Emanation Healer Extended Brilliant Emanation Healer Quickened Brilliant Emanation Healer Hammer of Righteousness Healer Empowered Hammer of Righteousness Healer Maximized Hammer of Righteousness Healer Quickened Hammer of Righteousness Healer Silent Hammer of Righteousness Healer Still Hammer of Righteousness Healer Vigor Healer Extended Vigor Healer Quickened Vigor Healer Silent Vigor Healer Still Vigor Healer Cure Critical Wounds Healer Empowered Cure Critical Wounds Healer Maximized Cure Critical Wounds Healer Quickened Cure Critical Wounds Healer Silent Cure Critical Wounds Healer Still Cure Critical Wounds Healer Death Ward Healer Extended Death Ward Healer Quickened Death Ward Healer Silent Death Ward Healer Still Death Ward Healer Freedom of Movement Healer Extended Freedom of Movement Healer Quickened Freedom of Movement Healer Silent Freedom of Movement Healer Still Freedom of Movement Healer Mass Cure Light Wounds Healer Empowered Mass Cure Light Wounds Healer Maximized Mass Cure Light Wounds Healer Quickened Mass Cure Light Wounds Healer Silent Mass Cure Light Wounds Healer Still Mass Cure Light Wounds Healer Panacea Healer Empowered Panacea Healer Maximized Panacea Healer Quickened Panacea Healer Silent Panacea Healer Still Panacea Healer Greater Luminous Armor Healer Extended Greater Luminous Armor Healer Quickened Greater Luminous Armor Healer Sunmantle Healer Extended Sunmantle Healer Quickened Sunmantle Healer Still Sunmantle Healer Diamond Spray Healer Empowered Diamond Spray Healer Extended Diamond Spray Healer Maximized Diamond Spray Healer Quickened Diamond Spray Healer Silent Diamond Spray Healer Still Diamond Spray Healer Break Enchantment Healer Quickened Break Enchantment Healer Silent Break Enchantment Healer Still Break Enchantment Healer Greater Vigor Healer Extended Greater Vigor Healer Quickened Greater Vigor Healer Silent Greater Vigor Healer Still Greater Vigor Healer Mass Cure Moderate Wounds Healer Empowered Mass Cure Moderate Wounds Healer Maximized Mass Cure Moderate Wounds Healer Quickened Mass Cure Moderate Wounds Healer Silent Mass Cure Moderate Wounds Healer Still Mass Cure Moderate Wounds Healer Raise Dead Healer Quickened Raise Dead Healer Silent Raise Dead Healer Still Raise Dead Healer Revivify Healer Quickened Revivify Healer Silent Revivify Healer Still Revivify Healer Stone to Flesh Healer Extended Stone to Flesh Healer Quickened Stone to Flesh Healer Silent Stone to Flesh Healer Still Stone to Flesh Healer True Seeing Healer Extended True Seeing Healer Quickened True Seeing Healer Silent True Seeing Healer Still True Seeing Healer Sicken Evil Healer Extended Sicken Evil Healer Quickened Sicken Evil Healer Silent Sicken Evil Healer Still Sicken Evil Healer Greater Restoration Healer Silent Greater Restoration Healer Still Greater Restoration Healer Heal Healer Silent Heal Healer Still Heal Healer Mass Cure Serious Wounds Healer Empowered Mass Cure Serious Wounds Healer Maximized Mass Cure Serious Wounds Healer Silent Mass Cure Serious Wounds Healer Still Mass Cure Serious Wounds Healer Regenerate Healer Extended Regenerate Healer Silent Regenerate Healer Still Regenerate Healer Exalted Raiment Healer Extended Exalted Raiment Healer Silent Exalted Raiment Healer Storm of Shards Healer Empowered Storm of Shards Healer Maximized Storm of Shards Healer Silent Storm of Shards Healer Still Storm of Shards Healer Vigorous Circle Healer Extended Vigorous Circle Healer Silent Vigorous Circle Healer Still Vigorous Circle Healer Mass Cure Critical Wounds Healer Empowered Mass Cure Critical Wounds Healer Silent Mass Cure Critical Wounds Healer Still Mass Cure Critical Wounds Healer Resurrection Healer Silent Resurrection Healer Still Resurrection Healer Repulsion Healer Extended Repulsion Healer Silent Repulsion Healer Still Repulsion Healer Rain of Embers Healer Empowered Rain of Embers Healer Extended Rain of Embers Healer Silent Rain of Embers Healer Still Rain of Embers Healer Phoenix Fire Healer Empowered Phoenix Fire Healer Silent Phoenix Fire Healer Still Phoenix Fire Healer Discern Location Healer Extended Discern Location Healer Silent Discern Location Healer Still Discern Location Healer Holy Aura Healer Extended Holy Aura Healer Silent Holy Aura Healer Still Holy Aura Healer Mass Heal Healer Silent Mass Heal Healer Still Mass Heal Healer Dragon Cloud Healer Silent Dragon Cloud Healer Still Dragon Cloud Healer Foresight Healer Gate Healer True Resurrection Healer Exalted Fury Celebrant of Sharess Cause Fear Celebrant of Sharess Charm Person Celebrant of Sharess Daze Celebrant of Sharess Disguise Self Celebrant of Sharess Disguise Self - Learn Shape Celebrant of Sharess Disguise Self - Options Celebrant of Sharess Disguise Self - Quickslot 1 Celebrant of Sharess Disguise Self - Quickslot 2 Celebrant of Sharess Disguise Self - Quickslot 3 Celebrant of Sharess Ray of Hope Celebrant of Sharess Read Magic Celebrant of Sharess Remove Fear Celebrant of Sharess Sleep Celebrant of Sharess Tasha's Hideous Laughter Celebrant of Sharess Alter Self Celebrant of Sharess Alter Self - Learn Shape Celebrant of Sharess Alter Self - Options Celebrant of Sharess Alter Self - Quickslot 1 Celebrant of Sharess Alter Self - Quickslot 2 Celebrant of Sharess Alter Self - Quickslot 3 Celebrant of Sharess Calm Emotions Celebrant of Sharess Cat's Grace Celebrant of Sharess Daze Monster Celebrant of Sharess Eagle's Splendor Celebrant of Sharess Elation Celebrant of Sharess Enthrall Celebrant of Sharess Heroism Celebrant of Sharess Hold Person Celebrant of Sharess Rage Celebrant of Sharess Scare Celebrant of Sharess Charm Monster Celebrant of Sharess Confusion Celebrant of Sharess Crushing Despair Celebrant of Sharess Deep Slumber Celebrant of Sharess Fear Celebrant of Sharess Glibness Celebrant of Sharess Slow Celebrant of Sharess War Cry Celebrant of Sharess Break Enchantment Celebrant of Sharess Dominate Person Celebrant of Sharess Hold Monster Celebrant of Sharess Rainbow Pattern Cultist of the Shattered Peaks Endure Elements Cultist of the Shattered Peaks Extended Endure Elements Cultist of the Shattered Peaks Silent Endure Elements Cultist of the Shattered Peaks Still Endure Elements Cultist of the Shattered Peaks Protection from Chaos Cultist of the Shattered Peaks Extended Protection from Chaos Cultist of the Shattered Peaks Silent Protection from Chaos Cultist of the Shattered Peaks Still Protection from Chaos Cultist of the Shattered Peaks Protection from Evil Cultist of the Shattered Peaks Extended Protection from Evil Cultist of the Shattered Peaks Silent Protection from Evil Cultist of the Shattered Peaks Still Protection from Evil Cultist of the Shattered Peaks Protection from Good Cultist of the Shattered Peaks Extended Protection from Good Cultist of the Shattered Peaks Silent Protection from Good Cultist of the Shattered Peaks Still Protection from Good Cultist of the Shattered Peaks Protection from Law Cultist of the Shattered Peaks Extended Protection from Law Cultist of the Shattered Peaks Silent Protection from Law Cultist of the Shattered Peaks Still Protection from Law Cultist of the Shattered Peaks Shield Cultist of the Shattered Peaks Extended Shield Cultist of the Shattered Peaks Silent Shield Cultist of the Shattered Peaks Still Shield Cultist of the Shattered Peaks Ironguts Cultist of the Shattered Peaks Extended Ironguts Cultist of the Shattered Peaks Silent Ironguts Cultist of the Shattered Peaks Still Ironguts Cultist of the Shattered Peaks Lesser Deflect Cultist of the Shattered Peaks Extended Lesser Deflect Cultist of the Shattered Peaks Silent Lesser Deflect Cultist of the Shattered Peaks Twilight Luck Cultist of the Shattered Peaks Extended Twilight Luck Cultist of the Shattered Peaks Silent Twilight Luck Cultist of the Shattered Peaks Charm Person Cultist of the Shattered Peaks Extended Charm Person Cultist of the Shattered Peaks Silent Charm Person Cultist of the Shattered Peaks Still Charm Person Cultist of the Shattered Peaks Sleep Cultist of the Shattered Peaks Empowered Sleep Cultist of the Shattered Peaks Extended Sleep Cultist of the Shattered Peaks Silent Sleep Cultist of the Shattered Peaks Still Sleep Cultist of the Shattered Peaks Rouse Cultist of the Shattered Peaks Silent Rouse Cultist of the Shattered Peaks Still Rouse Cultist of the Shattered Peaks Drug Resistance Cultist of the Shattered Peaks Silent Drug Resistance Cultist of the Shattered Peaks Nybor's Gentle Reminder Cultist of the Shattered Peaks Extended Nybor's Gentle Reminder Cultist of the Shattered Peaks Silent Nybor's Gentle Reminder Cultist of the Shattered Peaks Still Nybor's Gentle Reminder Cultist of the Shattered Peaks Lesser Dispel Cultist of the Shattered Peaks Silent Lesser Dispel Cultist of the Shattered Peaks Still Lesser Dispel Cultist of the Shattered Peaks Resist Elements Cultist of the Shattered Peaks Extended Resist Elements Cultist of the Shattered Peaks Silent Resist Elements Cultist of the Shattered Peaks Still Resist Elements Cultist of the Shattered Peaks Deflect Cultist of the Shattered Peaks Extended Deflect Cultist of the Shattered Peaks Silent Deflect Cultist of the Shattered Peaks Protection from Arrows Cultist of the Shattered Peaks Extended Protection from Arrows Cultist of the Shattered Peaks Silent Protection from Arrows Cultist of the Shattered Peaks Still Protection from Arrows Cultist of the Shattered Peaks Dispelling Touch Cultist of the Shattered Peaks Silent Dispelling Touch Cultist of the Shattered Peaks Still Dispelling Touch Cultist of the Shattered Peaks Unheavened Cultist of the Shattered Peaks Silent Unheavened Cultist of the Shattered Peaks Still Unheavened Cultist of the Shattered Peaks Luminous Armor Cultist of the Shattered Peaks Extended Luminous Armor Cultist of the Shattered Peaks Obscure Object Cultist of the Shattered Peaks Extended Obscure Object Cultist of the Shattered Peaks Silent Obscure Object Cultist of the Shattered Peaks Still Obscure Object Cultist of the Shattered Peaks Tasha's Hideous Laughter Cultist of the Shattered Peaks Extended Tasha's Hideous Laughter Cultist of the Shattered Peaks Silent Tasha's Hideous Laughter Cultist of the Shattered Peaks Still Tasha's Hideous Laughter Cultist of the Shattered Peaks Daze Monster Cultist of the Shattered Peaks Extended Daze Monster Cultist of the Shattered Peaks Silent Daze Monster Cultist of the Shattered Peaks Still Daze Monster Cultist of the Shattered Peaks Touch of Idiocy Cultist of the Shattered Peaks Extended Touch of Idiocy Cultist of the Shattered Peaks Silent Touch of Idiocy Cultist of the Shattered Peaks Still Touch of Idiocy Cultist of the Shattered Peaks Masochism Cultist of the Shattered Peaks Extended Masochism Cultist of the Shattered Peaks Addiction Cultist of the Shattered Peaks Addiction: Terran Brandy Cultist of the Shattered Peaks Addiction: Mushroom Powder Cultist of the Shattered Peaks Addiction: Vodare Cultist of the Shattered Peaks Addiction: Agony Cultist of the Shattered Peaks Silent Addiction Cultist of the Shattered Peaks Silent Addiction: Terran Brandy Cultist of the Shattered Peaks Silent Addiction: Mushroom Powder Cultist of the Shattered Peaks Silent Addiction: Vodare Cultist of the Shattered Peaks Silent Addiction: Agony Cultist of the Shattered Peaks Still Addiction Cultist of the Shattered Peaks Still Addiction: Terran Brandy Cultist of the Shattered Peaks Still Addiction: Mushroom Powder Cultist of the Shattered Peaks Still Addiction: Vodare Cultist of the Shattered Peaks Still Addiction: Agony Cultist of the Shattered Peaks Clarity Cultist of the Shattered Peaks Dispel Magic Cultist of the Shattered Peaks Magic Circle against Chaos Cultist of the Shattered Peaks Magic Circle against Evil Cultist of the Shattered Peaks Magic Circle against Good Cultist of the Shattered Peaks Magic Circle against Law Cultist of the Shattered Peaks Protection from Elements Cultist of the Shattered Peaks Energy Aegis Cultist of the Shattered Peaks Energy Aegis, Acid Cultist of the Shattered Peaks Energy Aegis, Cold Cultist of the Shattered Peaks Energy Aegis, Electricity Cultist of the Shattered Peaks Energy Aegis, Fire Cultist of the Shattered Peaks Energy Aegis, Sonic Cultist of the Shattered Peaks Nondetection Cultist of the Shattered Peaks Hold Person Cultist of the Shattered Peaks Rage Cultist of the Shattered Peaks Deep Slumber Cultist of the Shattered Peaks Evil Eye Cultist of the Shattered Peaks Elation Cultist of the Shattered Peaks Heroism Beguiler Dancing Lights Beguiler Daze Beguiler Read Magic Beguiler Charm Person Beguiler Color Spray Beguiler Disguise Self Beguiler Disguise Self - Learn Shape Beguiler Disguise Self - Options Beguiler Disguise Self - Quickslot 1 Beguiler Disguise Self - Quickslot 2 Beguiler Disguise Self - Quickslot 3 Beguiler Drug Resistance Beguiler Expeditious Retreat Beguiler Mage Armor Beguiler Nybor's Gentle Reminder Beguiler Obscuring Mist Beguiler Rouse Beguiler Sleep Beguiler Undetectable Alignment Beguiler Addiction Beguiler Addiction: Terran Brandy Beguiler Addiction: Mushroom Powder Beguiler Addiction: Vodare Beguiler Addiction: Agony Beguiler Blindness/Deafness Beguiler Blur Beguiler Continual Flame Beguiler Daze Monster Beguiler Fog Cloud Beguiler Ghostly Visage Beguiler Glitterdust Beguiler Invisibility Beguiler Knock Beguiler Masochism Beguiler Mirror Image Beguiler See Invisibility Beguiler Shadow Spray Beguiler Silence Beguiler Tasha's Hideous Laughter Beguiler Touch of Idiocy Beguiler Clairaudience/Clairvoyance Beguiler Curse of the Putrid Husk Beguiler Deep Slumber Beguiler Dispel Magic Beguiler Displacement Beguiler Elation Beguiler Evil Eye Beguiler Glibness Beguiler Halt Beguiler Haste Beguiler Heroism Beguiler Hold Person Beguiler Invisibility Sphere Beguiler Nondetection Beguiler Reality Blind Beguiler Slow Beguiler Charm Monster Beguiler Confusion Beguiler Crushing Despair Beguiler Freedom of Movement Beguiler Improved Invisibility Beguiler Locate Creature Beguiler Phantasmal Killer Beguiler Rainbow Pattern Beguiler Shadow Conjuration Beguiler Shadow Conjuration, Summon Shadow Beguiler Shadow Conjuration, Darkness Beguiler Shadow Conjuration, Invisibility Beguiler Shadow Conjuration, Mage Armor Beguiler Shadow Conjuration, Magic Missile Beguiler Solid Fog Beguiler Break Enchantment Beguiler Dominate Person Beguiler Feeblemind Beguiler Greater Shadow Conjuration Beguiler Greater Shadow Conjuration, Summon Shadow Beguiler Greater Shadow Conjuration, Acid Arrow Beguiler Greater Shadow Conjuration, Ghostly Visage Beguiler Greater Shadow Conjuration, Web Beguiler Greater Shadow Conjuration, Minor Globe of Invulnerability Beguiler Hold Monster Beguiler Mind Fog Beguiler Symbol of Sleep Beguiler Ethereal Visage Beguiler Greater Dispelling Beguiler Greater Heroism Beguiler Mass Haste Beguiler Mislead Beguiler Repulsion Beguiler Shades Beguiler Summon Shadow Beguiler Shades, Cone of Cold Beguiler Shades, Fireball Beguiler Shades, Stoneskin Beguiler Shades, Wall of Fire Beguiler Symbol of Persuasion Beguiler True Seeing Beguiler Greater Sanctuary Beguiler Insanity Beguiler Mass Hold Person Beguiler Nybor's Stern Reproof Beguiler Power Word Blind Beguiler Protection from Spells Beguiler Shadow Shield Beguiler Spell Turning Beguiler Symbol of Stunning Beguiler Discern Location Beguiler Mass Blindness/Deafness Beguiler Mass Charm Beguiler Mind Blank Beguiler Power Word, Stun Beguiler Scintillating Pattern Beguiler Symbol of Insanity Beguiler Dominate Monster Beguiler Foresight Beguiler Mass Hold Monster Beguiler Power Word, Kill Beguiler Time Stop Beguiler Weird Knight of the Chalice Bless Water Knight of the Chalice Silent Bless Water Knight of the Chalice Still Bless Water Knight of the Chalice Bless Weapon Knight of the Chalice Extended Bless Weapon Knight of the Chalice Silent Bless Weapon Knight of the Chalice Still Bless Weapon Knight of the Chalice Divine Favor Knight of the Chalice Extended Divine Favor Knight of the Chalice Silent Divine Favor Knight of the Chalice Still Divine Favor Knight of the Chalice Detect Chaos Knight of the Chalice Extended Detect Chaos Knight of the Chalice Silent Detect Chaos Knight of the Chalice Still Detect Chaos Knight of the Chalice Detect Evil Knight of the Chalice Extended Detect Evil Knight of the Chalice Silent Detect Evil Knight of the Chalice Still Detect Evil Knight of the Chalice Doom Knight of the Chalice Extended Doom Knight of the Chalice Silent Doom Knight of the Chalice Still Doom Knight of the Chalice Endure Elements Knight of the Chalice Extended Endure Elements Knight of the Chalice Silent Endure Elements Knight of the Chalice Still Endure Elements Knight of the Chalice Magic Weapon Knight of the Chalice Extended Magic Weapon Knight of the Chalice Silent Magic Weapon Knight of the Chalice Still Magic Weapon Knight of the Chalice Protection from Evil Knight of the Chalice Extended Protection from Evil Knight of the Chalice Silent Protection from Evil Knight of the Chalice Still Protection from Evil Knight of the Chalice Remove Fear Knight of the Chalice Extended Remove Fear Knight of the Chalice Silent Remove Fear Knight of the Chalice Still Remove Fear Knight of the Chalice Summon Creature I Knight of the Chalice Extended Summon Creature I Knight of the Chalice Silent Summon Creature I Knight of the Chalice Still Summon Creature I Knight of the Chalice Divine Inspiration Knight of the Chalice Extended Divine Inspiration Knight of the Chalice Twilight Luck Knight of the Chalice Extended Twilight Luck Knight of the Chalice Silent Twilight Luck Knight of the Chalice Lantern Light Knight of the Chalice Empowered Lantern Light Knight of the Chalice Maximized Lantern Light Knight of the Chalice Still Lantern Light Knight of the Chalice Aid Knight of the Chalice Empowered Aid Knight of the Chalice Extended Aid Knight of the Chalice Silent Aid Knight of the Chalice Still Aid Knight of the Chalice Bull's Strength Knight of the Chalice Empowered Bull's Strength Knight of the Chalice Extended Bull's Strength Knight of the Chalice Silent Bull's Strength Knight of the Chalice Still Bull's Strength Knight of the Chalice Consecrate Knight of the Chalice Extended Consecrate Knight of the Chalice Silent Consecrate Knight of the Chalice Still Consecrate Knight of the Chalice Endurance Knight of the Chalice Empowered Endurance Knight of the Chalice Extended Endurance Knight of the Chalice Silent Endurance Knight of the Chalice Still Endurance Knight of the Chalice Resist Elements Knight of the Chalice Extended Resist Elements Knight of the Chalice Silent Resist Elements Knight of the Chalice Still Resist Elements Knight of the Chalice Sound Burst Knight of the Chalice Silent Sound Burst Knight of the Chalice Still Sound Burst Knight of the Chalice Summon Creature II Knight of the Chalice Extended Summon Creature II Knight of the Chalice Silent Summon Creature II Knight of the Chalice Still Summon Creature II Knight of the Chalice Undetectable Alignment Knight of the Chalice Extended Undetectable Alignment Knight of the Chalice Silent Undetectable Alignment Knight of the Chalice Still Undetectable Alignment Knight of the Chalice Ayailla's Radiant Burst Knight of the Chalice Empowered Ayailla's Radiant Burst Knight of the Chalice Silent Ayailla's Radiant Burst Knight of the Chalice Still Ayailla's Radiant Burst Knight of the Chalice Luminous Armor Knight of the Chalice Extended Luminous Armor Knight of the Chalice Dispel Magic Knight of the Chalice Silent Dispel Magic Knight of the Chalice Still Dispel Magic Knight of the Chalice Summon Creature III Knight of the Chalice Extended Summon Creature III Knight of the Chalice Silent Summon Creature III Knight of the Chalice Still Summon Creature III Knight of the Chalice Invisibility Purge Knight of the Chalice Extended Invisibility Purge Knight of the Chalice Silent Invisibility Purge Knight of the Chalice Still Invisibility Purge Knight of the Chalice Magic Circle against Evil Knight of the Chalice Extended Magic Circle against Evil Knight of the Chalice Silent Magic Circle against Evil Knight of the Chalice Still Magic Circle against Evil Knight of the Chalice Magic Vestment Knight of the Chalice Extended Magic Vestment Knight of the Chalice Silent Magic Vestment Knight of the Chalice Still Magic Vestment Knight of the Chalice Prayer Knight of the Chalice Extended Prayer Knight of the Chalice Silent Prayer Knight of the Chalice Still Prayer Knight of the Chalice Protection from Elements Knight of the Chalice Extended Protection from Elements Knight of the Chalice Silent Protection from Elements Knight of the Chalice Still Protection from Elements Knight of the Chalice Searing Light Knight of the Chalice Silent Searing Light Knight of the Chalice Still Searing Light Knight of the Chalice Shout Knight of the Chalice Silent Shout Knight of the Chalice Brilliant Emanation Knight of the Chalice Extended Brilliant Emanation Knight of the Chalice Hammer of Righteousness Knight of the Chalice Silent Hammer of Righteousness Knight of the Chalice Still Hammer of Righteousness Knight of the Chalice Dimensional Anchor Knight of the Chalice Dismissal Knight of the Chalice Hammer of the Gods Knight of the Chalice Greater Magic Weapon Knight of the Chalice Lesser Planar Ally Knight of the Chalice Diamond Spray Knight of the Chalice Sunmantle Knight of the Chalice Greater Luminous Armor Vigilant Blur Vigilant Extended Blur Vigilant Silent Blur Vigilant Expeditious Retreat Vigilant Extended Expeditious Retreat Vigilant Silent Expeditious Retreat Vigilant Still Expeditious Retreat Vigilant Lantern Light Vigilant Empowered Lantern Light Vigilant Maximized Lantern Light Vigilant Still Lantern Light Vigilant Resist Elements Vigilant Extended Resist Elements Vigilant Silent Resist Elements Vigilant Still Resist Elements Vigilant Twilight Luck Vigilant Extended Twilight Luck Vigilant Silent Twilight Luck Vigilant Ayailla's Radiant Burst Vigilant Empowered Ayailla's Radiant Burst Vigilant Silent Ayailla's Radiant Burst Vigilant Still Ayailla's Radiant Burst Vigilant Detect Chaos Vigilant Extended Detect Chaos Vigilant Silent Detect Chaos Vigilant Still Detect Chaos Vigilant Detect Evil Vigilant Extended Detect Evil Vigilant Silent Detect Evil Vigilant Still Detect Evil Vigilant Detect Good Vigilant Extended Detect Good Vigilant Silent Detect Good Vigilant Still Detect Good Vigilant Detect Law Vigilant Extended Detect Law Vigilant Silent Detect Law Vigilant Still Detect Law Vigilant Luminous Armor Vigilant Extended Luminous Armor Vigilant Protection from Elements Vigilant Extended Protection from Elements Vigilant Silent Protection from Elements Vigilant Still Protection from Elements Vigilant Snare Vigilant Silent Snare Vigilant Still Snare Vigilant Silence Vigilant Extended Silence Vigilant Silent Silence Vigilant Still Silence Vigilant Brilliant Emanation Vigilant Extended Brilliant Emanation Vigilant Endurance Vigilant Extended Endurance Vigilant Silent Endurance Vigilant Still Endurance Vigilant Hammer of Righteousness Vigilant Silent Hammer of Righteousness Vigilant Still Hammer of Righteousness Vigilant Neutralize Poison Vigilant Silent Neutralize Poison Vigilant Still Neutralize Poison Vigilant Remove Disease Vigilant Silent Remove Disease Vigilant Still Remove Disease Vigilant Spike Growth Vigilant Extended Spike Growth Vigilant Silent Spike Growth Vigilant Still Spike Growth Vigilant Diamond Spray Vigilant Freedom of Movement Vigilant Greater Luminous Armor Vigilant Repel Vermin Vigilant Sunmantle Vassal of Bahamut Shield of Faith Vassal of Bahamut Extended Shield of Faith Vassal of Bahamut Silent Shield of Faith Vassal of Bahamut Still Shield of Faith Vassal of Bahamut Protection from Evil Vassal of Bahamut Extended Protection from Evil Vassal of Bahamut Silent Protection from Evil Vassal of Bahamut Still Protection from Evil Vassal of Bahamut Endure Elements Vassal of Bahamut Extended Endure Elements Vassal of Bahamut Silent Endure Elements Vassal of Bahamut Still Endure Elements Vassal of Bahamut Divine Favor Vassal of Bahamut Extended Divine Favor Vassal of Bahamut Silent Divine Favor Vassal of Bahamut Still Divine Favor Vassal of Bahamut Bless Weapon Vassal of Bahamut Extended Bless Weapon Vassal of Bahamut Silent Bless Weapon Vassal of Bahamut Still Bless Weapon Vassal of Bahamut Bless Vassal of Bahamut Extended Bless Vassal of Bahamut Silent Bless Vassal of Bahamut Still Bless Vassal of Bahamut Twilight Luck Vassal of Bahamut Extended Twilight Luck Vassal of Bahamut Silent Twilight Luck Vassal of Bahamut Lantern Light Vassal of Bahamut Empowered Lantern Light Vassal of Bahamut Maximized Lantern Light Vassal of Bahamut Still Lantern Light Vassal of Bahamut Protection from Elements Vassal of Bahamut Extended Protection from Elements Vassal of Bahamut Silent Protection from Elements Vassal of Bahamut Still Protection from Elements Vassal of Bahamut Bull's Strength Vassal of Bahamut Empowered Bull's Strength Vassal of Bahamut Extended Bull's Strength Vassal of Bahamut Silent Bull's Strength Vassal of Bahamut Still Bull's Strength Vassal of Bahamut Alter Self Vassal of Bahamut Alter Self - Learn Shape Vassal of Bahamut Alter Self - Options Vassal of Bahamut Alter Self - Quickslot 1 Vassal of Bahamut Alter Self - Quickslot 2 Vassal of Bahamut Alter Self - Quickslot 3 Vassal of Bahamut Extended Alter Self Vassal of Bahamut Extended Alter Self - Learn Shape Vassal of Bahamut Extended Alter Self - Options Vassal of Bahamut Extended Alter Self - Quickslot 1 Vassal of Bahamut Extended Alter Self - Quickslot 2 Vassal of Bahamut Extended Alter Self - Quickslot 3 Vassal of Bahamut Silent Alter Self Vassal of Bahamut Silent Alter Self - Learn Shape Vassal of Bahamut Silent Alter Self - Options Vassal of Bahamut Silent Alter Self - Quickslot 1 Vassal of Bahamut Silent Alter Self - Quickslot 2 Vassal of Bahamut Silent Alter Self - Quickslot 3 Vassal of Bahamut Still Alter Self Vassal of Bahamut Still Alter Self - Learn Shape Vassal of Bahamut Still Alter Self - Options Vassal of Bahamut Still Alter Self - Quickslot 1 Vassal of Bahamut Still Alter Self - Quickslot 2 Vassal of Bahamut Still Alter Self - Quickslot 3 Vassal of Bahamut Endurance Vassal of Bahamut Empowered Endurance Vassal of Bahamut Extended Endurance Vassal of Bahamut Silent Endurance Vassal of Bahamut Still Endurance Vassal of Bahamut Shield Other Vassal of Bahamut Extended Shield Other Vassal of Bahamut Silent Shield Other Vassal of Bahamut Still Shield Other Vassal of Bahamut Undetectable Alignment Vassal of Bahamut Extended Undetectable Alignment Vassal of Bahamut Silent Undetectable Alignment Vassal of Bahamut Still Undetectable Alignment Vassal of Bahamut Ayailla's Radiant Burst Vassal of Bahamut Empowered Ayailla's Radiant Burst Vassal of Bahamut Silent Ayailla's Radiant Burst Vassal of Bahamut Still Ayailla's Radiant Burst Vassal of Bahamut Luminous Armor Vassal of Bahamut Extended Luminous Armor Vassal of Bahamut Searing Light Vassal of Bahamut Silent Searing Light Vassal of Bahamut Still Searing Light Vassal of Bahamut Resist Elements Vassal of Bahamut Extended Resist Elements Vassal of Bahamut Silent Resist Elements Vassal of Bahamut Still Resist Elements Vassal of Bahamut Magic Circle against Evil Vassal of Bahamut Extended Magic Circle against Evil Vassal of Bahamut Silent Magic Circle against Evil Vassal of Bahamut Still Magic Circle against Evil Vassal of Bahamut Brilliant Emanation Vassal of Bahamut Extended Brilliant Emanation Vassal of Bahamut Hammer of Righteousness Vassal of Bahamut Silent Hammer of Righteousness Vassal of Bahamut Still Hammer of Righteousness Vassal of Bahamut Holy Sword Vassal of Bahamut Divine Power Vassal of Bahamut Diamond Spray Vassal of Bahamut Sunmantle Vassal of Bahamut Greater Luminous Armor Sublime Chord Abyssal Might Sublime Chord Acid Orb Sublime Chord Arcane Eye Sublime Chord Bestow Curse Sublime Chord Blast of Flame Sublime Chord Break Enchantment Sublime Chord Channeled Pyroburst Sublime Chord Swift Channeled Pyroburst Sublime Chord Standard Channeled Pyroburst Sublime Chord Full round Channeled Pyroburst Sublime Chord Two rounds Channeled Pyroburst Sublime Chord Charm Monster Sublime Chord Cold Orb Sublime Chord Confusion Sublime Chord Contagion Sublime Chord Crushing Despair Sublime Chord Cure Critical Wounds Sublime Chord Damning Darkness Sublime Chord Dancing Web Sublime Chord Detect Scrying Sublime Chord Dimensional Anchor Sublime Chord Dimension Door Sublime Chord Dimension Door - Self only Sublime Chord Dimension Door - Party within 10ft Sublime Chord Dimension Door - Direction and Distance - Self only Sublime Chord Dimension Door - Direction and Distance - Party within 10ft Sublime Chord Dismissal Sublime Chord Dominate Person Sublime Chord Doom Scarabs Sublime Chord Electric Orb Sublime Chord Elemental Shield Sublime Chord Enervation Sublime Chord Evard's Black Tentacles Sublime Chord Fear Sublime Chord Fire Orb Sublime Chord Fire Trap Sublime Chord Greater Resistance Sublime Chord Grim Revenge Sublime Chord Hold Monster Sublime Chord Ilyykur's Mantle Sublime Chord Improved Invisibility Sublime Chord Isaac's Lesser Missile Storm Sublime Chord Legend Lore Sublime Chord Lesser Spell Breach Sublime Chord Liquid Pain Sublime Chord Locate Creature Sublime Chord Lower Spell Resistance Sublime Chord Mass Enlarge Person Sublime Chord Mass Reduce Person Sublime Chord Mass Ultravision Sublime Chord Minor Globe of Invulnerability Sublime Chord Necrotic Domination Sublime Chord Neutralize Poison Sublime Chord Orb of Force Sublime Chord Otiluke's Resilient Sphere Sublime Chord Phantasmal Killer Sublime Chord Fire Shield (PnP) Sublime Chord Fire Shield (PnP): Red Sublime Chord Fire Shield (PnP): Blue Sublime Chord Polymorph Self Sublime Chord Polymorph, Giant Spider Sublime Chord Polymorph, Troll Sublime Chord Polymorph, Umber Hulk Sublime Chord Polymorph, Fey Sublime Chord Polymorph, Zombie Sublime Chord Rainbow Pattern Sublime Chord Remove Blindness/Deafness Sublime Chord Remove Curse Sublime Chord Repel Vermin Sublime Chord Scrying Sublime Chord Serpent Arrows Sublime Chord Shadow Conjuration Sublime Chord Shadow Conjuration, Summon Shadow Sublime Chord Shadow Conjuration, Darkness Sublime Chord Shadow Conjuration, Invisibility Sublime Chord Shadow Conjuration, Mage Armor Sublime Chord Shadow Conjuration, Magic Missile Sublime Chord Shout Sublime Chord Sinsabur's Baleful Bolt Sublime Chord Slashing Dispel Sublime Chord Solid Fog Sublime Chord Sonic Orb Sublime Chord Stoneskin Sublime Chord Summon Creature IV Sublime Chord Summon Undead 4 Sublime Chord Viscid Globe Sublime Chord Wall of Fire Sublime Chord War Cry Sublime Chord Wrack Sublime Chord Animate Dead Sublime Chord Baleful Polymorph Sublime Chord Ball Lightning Sublime Chord Beltyn's Burning Blood Sublime Chord Bigby's Interposing Hand Sublime Chord Call Dretch Horde Sublime Chord Call Lemure Horde Sublime Chord Cloudkill Sublime Chord Cone of Cold Sublime Chord Draconic Might Sublime Chord Ethereal Visage Sublime Chord Feeblemind Sublime Chord Firebrand Sublime Chord Greater Dispelling Sublime Chord Greater Fireburst Sublime Chord Greater Heroism Sublime Chord Greater Shadow Conjuration Sublime Chord Greater Shadow Conjuration, Summon Shadow Sublime Chord Greater Shadow Conjuration, Acid Arrow Sublime Chord Greater Shadow Conjuration, Ghostly Visage Sublime Chord Greater Shadow Conjuration, Web Sublime Chord Greater Shadow Conjuration, Minor Globe of Invulnerability Sublime Chord Wall of Greater Dispel Magic Sublime Chord Healing Circle Sublime Chord Lesser Mind Blank Sublime Chord Lesser Planar Binding Sublime Chord Lesser Spell Mantle Sublime Chord Snilloc's Major Missile Sublime Chord Mass Cure Light Wounds Sublime Chord Mass Fire Shield Sublime Chord Mass Fire Shield: Red Sublime Chord Mass Fire Shield: Blue Sublime Chord Mestil's Acid Sheath Sublime Chord Mind Fog Sublime Chord Mislead Sublime Chord Morality Undone Sublime Chord Necrotic Burst Sublime Chord Night's Caress Sublime Chord Prismatic Ray Sublime Chord Resonating Resistance Sublime Chord Song of Discord Sublime Chord Sonic Shield Sublime Chord Stop Heart Sublime Chord Summon Creature V Sublime Chord Summon Undead 5 Sublime Chord Symbol of Pain Sublime Chord Symbol of Sleep Sublime Chord Teleport Sublime Chord Teleport - Self only Sublime Chord Teleport - Party within 10ft Sublime Chord Waves of Fatigue Sublime Chord Acid Fog Sublime Chord Acid Storm Sublime Chord Animate Objects Sublime Chord Antimagic Field Sublime Chord Bigby's Forceful Hand Sublime Chord Call Faithful Servants Sublime Chord Chain Lightning Sublime Chord Circle of Death Sublime Chord Dirge Sublime Chord Disintegrate Sublime Chord Ectoplasmic Enhancement Sublime Chord Energy Buffer Sublime Chord Extract Water Elemental Sublime Chord Eyebite Sublime Chord Flesh to Stone Sublime Chord Ghoul Gauntlet Sublime Chord Globe of Invulnerability Sublime Chord Greater Shout Sublime Chord Greater Spell Breach Sublime Chord Greater Stoneskin Sublime Chord Greater Scrying Sublime Chord Ice Storm Sublime Chord Isaac's Greater Missile Storm Sublime Chord Mass Bull's Strength Sublime Chord Mass Cat's Grace Sublime Chord Mass Contagion Sublime Chord Mass Cure Moderate Wounds Sublime Chord Mass Eagle's Splendor Sublime Chord Mass Endurance Sublime Chord Mass Fox's Cunning Sublime Chord Mass Haste Sublime Chord Mass Owl's Wisdom Sublime Chord Necrotic Eruption Sublime Chord Otiluke's Freezing Sphere Sublime Chord Planar Binding Sublime Chord Repulsion Sublime Chord Shades Sublime Chord Summon Shadow Sublime Chord Shades, Cone of Cold Sublime Chord Shades, Fireball Sublime Chord Shades, Stoneskin Sublime Chord Shades, Wall of Fire Sublime Chord Starmantle Sublime Chord Stone to Flesh Sublime Chord Summon Creature VI Sublime Chord Superior Resistance Sublime Chord Symbol of Fear Sublime Chord Symbol of Persuasion Sublime Chord Tenser's Transformation Sublime Chord True Seeing Sublime Chord Undeath to Death Sublime Chord Wave of Pain Sublime Chord Amber Sarcophagus Sublime Chord Arrow of Bone Sublime Chord Avasculate Sublime Chord Banishment Sublime Chord Bigby's Grasping Hand Sublime Chord Control Undead Sublime Chord Control Weather Sublime Chord Control Weather: Rain Sublime Chord Control Weather: Snow Sublime Chord Control Weather: Clear Sublime Chord Delayed Blast Fireball Sublime Chord Dragon Ally Sublime Chord Energy Ebb Sublime Chord Energy Immunity Sublime Chord Acid Energy Immunity Sublime Chord Cold Energy Immunity Sublime Chord Electricity Energy Immunity Sublime Chord Fire Energy Immunity Sublime Chord Sonic Energy Immunity Sublime Chord Eye of the Beholder Sublime Chord Fiendish Clarity Sublime Chord Finger of Death Sublime Chord Great Thunderclap Sublime Chord Greater Teleport Sublime Chord Greater Teleport - Self only Sublime Chord Greater Teleport - Party within 10ft Sublime Chord Insanity Sublime Chord Mass Hold Person Sublime Chord Mordenkainen's Sword Sublime Chord Mordenkainen's Magnificent Mansion Sublime Chord Nybor's Stern Reproof Sublime Chord Power Word Blind Sublime Chord Power Word, Stun Sublime Chord Prismatic Spray Sublime Chord Protection from Spells Sublime Chord Sequester Sublime Chord Shadow Shield Sublime Chord Spell Mantle Sublime Chord Spell Turning Sublime Chord Summon Creature VII Sublime Chord Summon Huge Air Elemental Sublime Chord Summon Huge Earth Elemental Sublime Chord Summon Huge Fire Elemental Sublime Chord Summon Huge Water Elemental Sublime Chord Symbol of Stunning Sublime Chord Symbol of Weakness Sublime Chord Tomb of Light Sublime Chord Waves of Exhaustion Sublime Chord Avascular Mass Sublime Chord Bigby's Clenched Fist Sublime Chord Blackstaff Sublime Chord Create Undead Sublime Chord Dimensional Lock Sublime Chord Discern Location Sublime Chord Greater Sanctuary Sublime Chord Flensing Sublime Chord Greater Planar Binding Sublime Chord Gutwrench Sublime Chord Horrid Wilting Sublime Chord Incendiary Cloud Sublime Chord Iron Body Sublime Chord Last Judgement Sublime Chord Mantle of Egregious Might Sublime Chord Mass Blindness/Deafness Sublime Chord Mass Charm Sublime Chord Maze Sublime Chord Mind Blank Sublime Chord Necrotic Empowerment Sublime Chord Polar Ray Sublime Chord Premonition Sublime Chord Prismatic Wall Sublime Chord Scintillating Pattern Sublime Chord Summon Creature VIII Sublime Chord Summon Greater Air Elemental Sublime Chord Summon Greater Earth Elemental Sublime Chord Summon Greater Fire Elemental Sublime Chord Summon Greater Water Elemental Sublime Chord Sunburst Sublime Chord Symbol of Death Sublime Chord Symbol of Insanity Sublime Chord Bigby's Crushing Hand Sublime Chord Black Blade of Disaster Sublime Chord Blinding Glory Sublime Chord Crushing Fist of Spite Sublime Chord Dominate Monster Sublime Chord Energy Drain Sublime Chord Foresight Sublime Chord Gate Sublime Chord Greater Spell Mantle Sublime Chord Mass Hold Monster Sublime Chord Meteor Swarm Sublime Chord Mordenkainen's Disjunction Sublime Chord Necrotic Termination Sublime Chord Plague of Undead Sublime Chord Power Word, Kill Sublime Chord Prismatic Sphere Sublime Chord Shapechange Sublime Chord Shapechange, Red Dragon Sublime Chord Shapechange, Fire Giant Sublime Chord Shapechange, Balor Sublime Chord Shapechange, Death Slaad Sublime Chord Shapechange, Iron Golem Sublime Chord Sphere of Ultimate Destruction Sublime Chord Summon Creature IX Sublime Chord Summon Elder Air Elemental Sublime Chord Summon Elder Earth Elemental Sublime Chord Summon Elder Fire Elemental Sublime Chord Summon Elder Water Elemental Sublime Chord Teleportation Circle Sublime Chord Teleportation Circle - Visible Sublime Chord Teleportation Circle - Hidden Sublime Chord Time Stop Sublime Chord Utterdark Sublime Chord Vile Death Sublime Chord Wail of the Banshee Sublime Chord Weird Knight of the Weave Bless Knight of the Weave Bless Weapon Knight of the Weave Charm Person Knight of the Weave Command Knight of the Weave Command Approach Knight of the Weave Command Drop Knight of the Weave Command Fall Knight of the Weave Command Flee Knight of the Weave Command Halt Knight of the Weave Cure Light Wounds Knight of the Weave Divine Favor Knight of the Weave Lesser Restoration Knight of the Weave Mage Armor Knight of the Weave Magic Missile Knight of the Weave Magic Weapon Knight of the Weave Read Magic Knight of the Weave Shield Knight of the Weave Bull's Strength Knight of the Weave Cat's Grace Knight of the Weave Endurance Knight of the Weave Ultravision Knight of the Weave Eagle's Splendor Knight of the Weave Resist Elements Knight of the Weave See Invisibility Knight of the Weave Shield Other Knight of the Weave Cure Moderate Wounds Knight of the Weave Daylight Knight of the Weave Dispel Magic Knight of the Weave Greater Magic Weapon Knight of the Weave Remove Curse Knight of the Weave Break Enchantment Knight of the Weave Cure Serious Wounds Knight of the Weave Death Ward Knight of the Weave Minor Globe of Invulnerability Knight of the Weave Neutralize Poison Knight of the Weave Restoration Knight of the Weave Cure Critical Wounds Knight of the Weave Dimension Door Knight of the Weave Dimension Door - Self only Knight of the Weave Dimension Door - Party within 10ft Knight of the Weave Dimension Door - Direction and Distance - Self only Knight of the Weave Dimension Door - Direction and Distance - Party within 10ft Knight of the Weave Spell Resistance Knight of the Weave True Seeing Knight of the Weave Banishment Knight of the Weave Greater Dispelling Knight of the Weave Teleport Knight of the Weave Teleport - Self only Knight of the Weave Teleport - Party within 10ft Anti-Paladin Bane Anti-Paladin Extended Bane Anti-Paladin Silent Bane Anti-Paladin Still Bane Anti-Paladin Cause Fear Anti-Paladin Extended Cause Fear Anti-Paladin Still Cause Fear Anti-Paladin Curse Water Anti-Paladin Silent Curse Water Anti-Paladin Still Curse Water Anti-Paladin Doom Anti-Paladin Extended Doom Anti-Paladin Silent Doom Anti-Paladin Still Doom Anti-Paladin Inflict Light Wounds Anti-Paladin Empowered Inflict Light Wounds Anti-Paladin Maximized Inflict Light Wounds Anti-Paladin Silent Inflict Light Wounds Anti-Paladin Still Inflict Light Wounds Anti-Paladin Magic Weapon Anti-Paladin Extended Magic Weapon Anti-Paladin Silent Magic Weapon Anti-Paladin Still Magic Weapon Anti-Paladin Protection from Good Anti-Paladin Extended Protection from Good Anti-Paladin Silent Protection from Good Anti-Paladin Still Protection from Good Anti-Paladin Protection from Law Anti-Paladin Extended Protection from Law Anti-Paladin Silent Protection from Law Anti-Paladin Still Protection from Law Anti-Paladin Ray of Enfeeblement Anti-Paladin Empowered Ray of Enfeeblement Anti-Paladin Extended Ray of Enfeeblement Anti-Paladin Maximized Ray of Enfeeblement Anti-Paladin Silent Ray of Enfeeblement Anti-Paladin Still Ray of Enfeeblement Anti-Paladin Read Magic Anti-Paladin Silent Read Magic Anti-Paladin Still Read Magic Anti-Paladin Summon Creature I Anti-Paladin Extended Summon Creature I Anti-Paladin Silent Summon Creature I Anti-Paladin Still Summon Creature I Anti-Paladin Angry Ache Anti-Paladin Extended Angry Ache Anti-Paladin Silent Angry Ache Anti-Paladin Still Angry Ache Anti-Paladin Seething Eyebane Anti-Paladin Silent Seething Eyebane Anti-Paladin Still Seething Eyebane Anti-Paladin Bull's Strength Anti-Paladin Empowered Bull's Strength Anti-Paladin Extended Bull's Strength Anti-Paladin Silent Bull's Strength Anti-Paladin Still Bull's Strength Anti-Paladin Darkness Anti-Paladin Extended Darkness Anti-Paladin Silent Darkness Anti-Paladin Summon Creature II Anti-Paladin Extended Summon Creature II Anti-Paladin Silent Summon Creature II Anti-Paladin Still Summon Creature II Anti-Paladin Undetectable Alignment Anti-Paladin Extended Undetectable Alignment Anti-Paladin Silent Undetectable Alignment Anti-Paladin Still Undetectable Alignment Anti-Paladin Lahm's Finger Darts Anti-Paladin Silent Lahm's Finger Darts Anti-Paladin Still Lahm's Finger Darts Anti-Paladin Greater Magic Weapon Anti-Paladin Extended Greater Magic Weapon Anti-Paladin Silent Greater Magic Weapon Anti-Paladin Still Greater Magic Weapon Anti-Paladin Inflict Moderate Wounds Anti-Paladin Silent Inflict Moderate Wounds Anti-Paladin Still Inflict Moderate Wounds Anti-Paladin Magic Circle against Good Anti-Paladin Extended Magic Circle against Good Anti-Paladin Silent Magic Circle against Good Anti-Paladin Still Magic Circle against Good Anti-Paladin Magic Circle against Law Anti-Paladin Extended Magic Circle against Law Anti-Paladin Silent Magic Circle against Law Anti-Paladin Still Magic Circle against Law Anti-Paladin Summon Creature III Anti-Paladin Extended Summon Creature III Anti-Paladin Silent Summon Creature III Anti-Paladin Still Summon Creature III Anti-Paladin Bestow Curse Anti-Paladin Silent Bestow Curse Anti-Paladin Still Bestow Curse Anti-Paladin Blindness/Deafness Anti-Paladin Extended Blindness/Deafness Anti-Paladin Silent Blindness/Deafness Anti-Paladin Deeper Darkness Anti-Paladin Extended Deeper Darkness Anti-Paladin Silent Deeper Darkness Anti-Paladin Red Fester Anti-Paladin Silent Red Fester Anti-Paladin Still Red Fester Anti-Paladin Rotting Curse of Urfestra Anti-Paladin Silent Rotting Curse of Urfestra Anti-Paladin Still Rotting Curse of Urfestra Anti-Paladin Touch of Juiblex Anti-Paladin Silent Touch of Juiblex Anti-Paladin Still Touch of Juiblex Anti-Paladin Masochism Anti-Paladin Extended Masochism Anti-Paladin Death Ward Anti-Paladin Inflict Serious Wounds Anti-Paladin Fear Anti-Paladin Poison Anti-Paladin Unholy Sword Anti-Paladin Absorb Strength Soldier of Light Cure Light Wounds Soldier of Light Empowered Cure Light Wounds Soldier of Light Maximized Cure Light Wounds Soldier of Light Silent Cure Light Wounds Soldier of Light Still Cure Light Wounds Soldier of Light Bless Water Soldier of Light Silent Bless Water Soldier of Light Still Bless Water Soldier of Light Bless Weapon Soldier of Light Extended Bless Weapon Soldier of Light Silent Bless Weapon Soldier of Light Still Bless Weapon Soldier of Light Bless Soldier of Light Extended Bless Soldier of Light Silent Bless Soldier of Light Still Bless Soldier of Light Detect Evil Soldier of Light Extended Detect Evil Soldier of Light Silent Detect Evil Soldier of Light Still Detect Evil Soldier of Light Hide From Undead Soldier of Light Extended Hide From Undead Soldier of Light Still Hide From Undead Soldier of Light Magic Weapon Soldier of Light Extended Magic Weapon Soldier of Light Silent Magic Weapon Soldier of Light Still Magic Weapon Soldier of Light Shield of Faith Soldier of Light Extended Shield of Faith Soldier of Light Silent Shield of Faith Soldier of Light Still Shield of Faith Soldier of Light Protection from Evil Soldier of Light Extended Protection from Evil Soldier of Light Silent Protection from Evil Soldier of Light Still Protection from Evil Soldier of Light Light Soldier of Light Extended Light Soldier of Light Silent Light Soldier of Light Twilight Luck Soldier of Light Extended Twilight Luck Soldier of Light Silent Twilight Luck Soldier of Light Lantern Light Soldier of Light Empowered Lantern Light Soldier of Light Maximized Lantern Light Soldier of Light Still Lantern Light Soldier of Light Cure Moderate Wounds Soldier of Light Empowered Cure Moderate Wounds Soldier of Light Silent Cure Moderate Wounds Soldier of Light Still Cure Moderate Wounds Soldier of Light Aid Soldier of Light Empowered Aid Soldier of Light Extended Aid Soldier of Light Silent Aid Soldier of Light Still Aid Soldier of Light Consecrate Soldier of Light Extended Consecrate Soldier of Light Silent Consecrate Soldier of Light Still Consecrate Soldier of Light Daylight Soldier of Light Extended Daylight Soldier of Light Silent Daylight Soldier of Light Still Daylight Soldier of Light Lesser Restoration Soldier of Light Silent Lesser Restoration Soldier of Light Still Lesser Restoration Soldier of Light Shield Other Soldier of Light Extended Shield Other Soldier of Light Silent Shield Other Soldier of Light Still Shield Other Soldier of Light Ayailla's Radiant Burst Soldier of Light Empowered Ayailla's Radiant Burst Soldier of Light Silent Ayailla's Radiant Burst Soldier of Light Still Ayailla's Radiant Burst Soldier of Light Luminous Armor Soldier of Light Extended Luminous Armor Soldier of Light Cure Serious Wounds Soldier of Light Silent Cure Serious Wounds Soldier of Light Still Cure Serious Wounds Soldier of Light Greater Magic Weapon Soldier of Light Extended Greater Magic Weapon Soldier of Light Silent Greater Magic Weapon Soldier of Light Still Greater Magic Weapon Soldier of Light Magic Circle against Evil Soldier of Light Extended Magic Circle against Evil Soldier of Light Silent Magic Circle against Evil Soldier of Light Still Magic Circle against Evil Soldier of Light Searing Light Soldier of Light Silent Searing Light Soldier of Light Still Searing Light Soldier of Light Negative Energy Protection Soldier of Light Extended Negative Energy Protection Soldier of Light Silent Negative Energy Protection Soldier of Light Still Negative Energy Protection Soldier of Light Prayer Soldier of Light Extended Prayer Soldier of Light Silent Prayer Soldier of Light Still Prayer Soldier of Light Remove Disease Soldier of Light Silent Remove Disease Soldier of Light Still Remove Disease Soldier of Light Brilliant Emanation Soldier of Light Extended Brilliant Emanation Soldier of Light Hammer of Righteousness Soldier of Light Silent Hammer of Righteousness Soldier of Light Still Hammer of Righteousness Soldier of Light Cure Critical Wounds Soldier of Light Death Ward Soldier of Light Hammer of the Gods Soldier of Light Holy Sword Soldier of Light Lesser Planar Ally Soldier of Light Restoration Soldier of Light Diamond Spray Soldier of Light Sunmantle Soldier of Light Greater Luminous Armor Telflammar Shadowlord Blindness/Deafness Telflammar Shadowlord Extended Blindness/Deafness Telflammar Shadowlord Silent Blindness/Deafness Telflammar Shadowlord Ultravision Telflammar Shadowlord Extended Ultravision Telflammar Shadowlord Silent Ultravision Telflammar Shadowlord Still Ultravision Telflammar Shadowlord Chill Touch Telflammar Shadowlord Empowered Chill Touch Telflammar Shadowlord Extended Chill Touch Telflammar Shadowlord Silent Chill Touch Telflammar Shadowlord Still Chill Touch Telflammar Shadowlord Darkness Telflammar Shadowlord Extended Darkness Telflammar Shadowlord Silent Darkness Telflammar Shadowlord Shadow Spray Telflammar Shadowlord Empowered Shadow Spray Telflammar Shadowlord Extended Shadow Spray Telflammar Shadowlord Silent Shadow Spray Telflammar Shadowlord Still Shadow Spray Telflammar Shadowlord Invisibility Telflammar Shadowlord Extended Invisibility Telflammar Shadowlord Silent Invisibility Telflammar Shadowlord Still Invisibility Telflammar Shadowlord Knock Telflammar Shadowlord Still Knock Telflammar Shadowlord Seething Eyebane Telflammar Shadowlord Silent Seething Eyebane Telflammar Shadowlord Still Seething Eyebane Telflammar Shadowlord Blacklight Telflammar Shadowlord Extended Blacklight Telflammar Shadowlord Silent Blacklight Telflammar Shadowlord Still Blacklight Telflammar Shadowlord Displacement Telflammar Shadowlord Extended Displacement Telflammar Shadowlord Silent Displacement Telflammar Shadowlord Haste Telflammar Shadowlord Extended Haste Telflammar Shadowlord Silent Haste Telflammar Shadowlord Still Haste Telflammar Shadowlord Improved Invisibility Telflammar Shadowlord Extended Improved Invisibility Telflammar Shadowlord Silent Improved Invisibility Telflammar Shadowlord Still Improved Invisibility Telflammar Shadowlord Vampiric Touch Telflammar Shadowlord Silent Vampiric Touch Telflammar Shadowlord Still Vampiric Touch Telflammar Shadowlord Nondetection Telflammar Shadowlord Extended Nondetection Telflammar Shadowlord Silent Nondetection Telflammar Shadowlord Still Nondetection Telflammar Shadowlord Lahm's Finger Darts Telflammar Shadowlord Silent Lahm's Finger Darts Telflammar Shadowlord Still Lahm's Finger Darts Telflammar Shadowlord Dimension Door Telflammar Shadowlord Dimension Door - Self only Telflammar Shadowlord Dimension Door - Party within 10ft Telflammar Shadowlord Dimension Door - Direction and Distance - Self only Telflammar Shadowlord Dimension Door - Direction and Distance - Party within 10ft Telflammar Shadowlord Confusion Telflammar Shadowlord Dark Bolt Telflammar Shadowlord Dark Bolt (all Bolt) Telflammar Shadowlord Dark Bolt (1 Bolt/rnd) Telflammar Shadowlord Invisibility Sphere Telflammar Shadowlord Mislead Telflammar Shadowlord Detect Scrying Telflammar Shadowlord Red Fester Telflammar Shadowlord Rotting Curse of Urfestra Telflammar Shadowlord Touch of Juiblex Telflammar Shadowlord Masochism Justice of Weald and Woe Camouflage Justice of Weald and Woe Endure Elements Justice of Weald and Woe Faerie Fire Justice of Weald and Woe Hide From Animals Justice of Weald and Woe Jump Justice of Weald and Woe Longstrider Justice of Weald and Woe Obscuring Mist Justice of Weald and Woe Barkskin Justice of Weald and Woe Brilliant Energy Arrow Justice of Weald and Woe Cat's Grace Justice of Weald and Woe Fog Cloud Justice of Weald and Woe Snare Justice of Weald and Woe Spellslayer Arrow Justice of Weald and Woe Treeshape Justice of Weald and Woe Arrow Split Justice of Weald and Woe Darkflame Arrow Justice of Weald and Woe Ultravision Justice of Weald and Woe Serpent Arrows Justice of Weald and Woe Spike Growth Justice of Weald and Woe Water Breathing Justice of Weald and Woe Bloodfreeze Arrow Justice of Weald and Woe Doublestrike Arrow Justice of Weald and Woe Freedom of Movement Justice of Weald and Woe Poison Justice of Weald and Woe Scrying Justice of Weald and Woe Shadow Arrow Knight of the Middle Circle Bless Knight of the Middle Circle Extended Bless Knight of the Middle Circle Silent Bless Knight of the Middle Circle Still Bless Knight of the Middle Circle Bless Weapon Knight of the Middle Circle Extended Bless Weapon Knight of the Middle Circle Silent Bless Weapon Knight of the Middle Circle Still Bless Weapon Knight of the Middle Circle Cure Light Wounds Knight of the Middle Circle Empowered Cure Light Wounds Knight of the Middle Circle Silent Cure Light Wounds Knight of the Middle Circle Still Cure Light Wounds Knight of the Middle Circle Detect Undead Knight of the Middle Circle Extended Detect Undead Knight of the Middle Circle Silent Detect Undead Knight of the Middle Circle Still Detect Undead Knight of the Middle Circle Divine Favor Knight of the Middle Circle Extended Divine Favor Knight of the Middle Circle Silent Divine Favor Knight of the Middle Circle Still Divine Favor Knight of the Middle Circle Magic Weapon Knight of the Middle Circle Extended Magic Weapon Knight of the Middle Circle Silent Magic Weapon Knight of the Middle Circle Still Magic Weapon Knight of the Middle Circle Protection from Evil Knight of the Middle Circle Extended Protection from Evil Knight of the Middle Circle Silent Protection from Evil Knight of the Middle Circle Still Protection from Evil Knight of the Middle Circle Read Magic Knight of the Middle Circle Silent Read Magic Knight of the Middle Circle Still Read Magic Knight of the Middle Circle Divine Inspiration Knight of the Middle Circle Extended Divine Inspiration Knight of the Middle Circle Twilight Luck Knight of the Middle Circle Extended Twilight Luck Knight of the Middle Circle Silent Twilight Luck Knight of the Middle Circle Lantern Light Knight of the Middle Circle Empowered Lantern Light Knight of the Middle Circle Still Lantern Light Knight of the Middle Circle Aid Knight of the Middle Circle Extended Aid Knight of the Middle Circle Silent Aid Knight of the Middle Circle Still Aid Knight of the Middle Circle Divine Protection Knight of the Middle Circle Extended Divine Protection Knight of the Middle Circle Silent Divine Protection Knight of the Middle Circle Still Divine Protection Knight of the Middle Circle Conviction Knight of the Middle Circle Extended Conviction Knight of the Middle Circle Silent Conviction Knight of the Middle Circle Still Conviction Knight of the Middle Circle Shield Other Knight of the Middle Circle Extended Shield Other Knight of the Middle Circle Silent Shield Other Knight of the Middle Circle Still Shield Other Knight of the Middle Circle Undetectable Alignment Knight of the Middle Circle Extended Undetectable Alignment Knight of the Middle Circle Silent Undetectable Alignment Knight of the Middle Circle Still Undetectable Alignment Knight of the Middle Circle Ayailla's Radiant Burst Knight of the Middle Circle Silent Ayailla's Radiant Burst Knight of the Middle Circle Still Ayailla's Radiant Burst Knight of the Middle Circle Luminous Armor Knight of the Middle Circle Extended Luminous Armor Knight of the Middle Circle Cure Moderate Wounds Knight of the Middle Circle Dispel Magic Knight of the Middle Circle Greater Magic Weapon Knight of the Middle Circle Prayer Knight of the Middle Circle Brilliant Emanation Knight of the Middle Circle Hammer of Righteousness Dread Necromancer Angry Ache Dread Necromancer Bane Dread Necromancer Bestow Wound Dread Necromancer Blade of Blood Dread Necromancer Blade of Blood 1d6 Dread Necromancer Blade of Blood 3d6 Dread Necromancer Cause Fear Dread Necromancer Chill Touch Dread Necromancer Detect Undead Dread Necromancer Doom Dread Necromancer Hide From Undead Dread Necromancer Inflict Light Wounds Dread Necromancer Necrotic Awareness Dread Necromancer Negative Energy Ray Dread Necromancer Ray of Enfeeblement Dread Necromancer Summon Undead I Dread Necromancer Undetectable Alignment Dread Necromancer Blindness/Deafness Dread Necromancer Boneblast Dread Necromancer Command Undead Dread Necromancer Curse of Impending Blades Dread Necromancer Darkness Dread Necromancer Death Armor Dread Necromancer Death Knell Dread Necromancer False Life Dread Necromancer Ghoul Touch Dread Necromancer Inflict Moderate Wounds Dread Necromancer Life Bolt Dread Necromancer 1 Bolt Dread Necromancer 2 Bolts Dread Necromancer 3 Bolts Dread Necromancer 4 Bolts Dread Necromancer 5 Bolts Dread Necromancer Living Undeath Dread Necromancer Necrotic Cyst Dread Necromancer Scare Dread Necromancer Shriveling Dread Necromancer Summon Undead 2 Dread Necromancer Animate Dead Dread Necromancer Boneblade Dread Necromancer Boneblade: Greatsword Dread Necromancer Boneblade: Longsword Dread Necromancer Boneblade: Shortsword Dread Necromancer Clutch of Orcus Dread Necromancer Crushing Despair Dread Necromancer Curse of Petty Failing Dread Necromancer Greater Disrupt Undead Dread Necromancer Halt Undead Dread Necromancer Inflict Serious Wounds Dread Necromancer Legion's Curse of Impending Blades Dread Necromancer Magic Circle against Chaos Dread Necromancer Magic Circle against Evil Dread Necromancer Magic Circle against Good Dread Necromancer Magic Circle against Law Dread Necromancer Necrotic Bloat Dread Necromancer Negative Energy Burst Dread Necromancer Ray of Exhaustion Dread Necromancer Slashing Darkness Dread Necromancer Summon Undead 3 Dread Necromancer Unliving Weapon Dread Necromancer Vampiric Touch Dread Necromancer Wrack Dread Necromancer Bestow Curse Dread Necromancer Blood of the Martyr Dread Necromancer Contagion Dread Necromancer Death Ward Dread Necromancer Dispel Magic Dread Necromancer Doom Scarabs Dread Necromancer Enervation Dread Necromancer Evard's Black Tentacles Dread Necromancer Fear Dread Necromancer Grim Revenge Dread Necromancer Inflict Critical Wounds Dread Necromancer Liquid Pain Dread Necromancer Necrotic Domination Dread Necromancer Phantasmal Killer Dread Necromancer Poison Dread Necromancer Sinsabur's Baleful Bolt Dread Necromancer Stop Heart Dread Necromancer Summon Undead 4 Dread Necromancer Beltyn's Burning Blood Dread Necromancer Circle of Doom Dread Necromancer Cloudkill Dread Necromancer Fire in the Blood Dread Necromancer Greater Dispelling Dread Necromancer Legion's Curse of Petty Failing Dread Necromancer Lesser Planar Binding Dread Necromancer Mass Contagion Dread Necromancer Mass Inflict Light Wounds Dread Necromancer Necrotic Burst Dread Necromancer Night's Caress Dread Necromancer Slay Living Dread Necromancer Soul Scour Dread Necromancer Summon Undead 5 Dread Necromancer Symbol of Pain Dread Necromancer Undeath to Death Dread Necromancer Waves of Fatigue Dread Necromancer Acid Fog Dread Necromancer Circle of Death Dread Necromancer Create Undead Dread Necromancer Ectoplasmic Enhancement Dread Necromancer Eyebite Dread Necromancer Ghoul Gauntlet Dread Necromancer Harm Dread Necromancer Mass Inflict Moderate Wounds Dread Necromancer Necrotic Eruption Dread Necromancer Planar Binding Dread Necromancer Symbol of Fear Dread Necromancer Waves of Exhaustion Dread Necromancer Arrow of Bone Dread Necromancer Avasculate Dread Necromancer Control Undead Dread Necromancer Destruction Dread Necromancer Energy Ebb Dread Necromancer Finger of Death Dread Necromancer Greater Harm Dread Necromancer Mass Inflict Serious Wounds Dread Necromancer Song of Discord Dread Necromancer Symbol of Weakness Dread Necromancer Vile Death Dread Necromancer Avascular Mass Dread Necromancer Create Greater Undead Dread Necromancer Gutwrench Dread Necromancer Horrid Wilting Dread Necromancer Last Judgement Dread Necromancer Mass Inflict Critical Wounds Dread Necromancer Necrotic Empowerment Dread Necromancer Pestilence Dread Necromancer Symbol of Death Dread Necromancer Energy Drain Dread Necromancer Mass Harm Dread Necromancer Necrotic Termination Dread Necromancer Plague of Undead Dread Necromancer Wail of the Banshee Mystic Cure Minor Wounds Mystic Inflict Minor Wounds Mystic Light Mystic Read Magic Mystic Resistance Mystic Virtue Mystic Angry Ache Mystic Bane Mystic Blade of Blood Mystic Blade of Blood 1d6 Mystic Blade of Blood 3d6 Mystic Bless Mystic Bless Water Mystic Cause Fear Mystic Command Mystic Command Approach Mystic Command Drop Mystic Command Fall Mystic Command Flee Mystic Command Halt Mystic Conviction Mystic Crafter's Blessing Mystic Crafter's Curse Mystic Cure Light Wounds Mystic Curse Water Mystic Detect Chaos Mystic Detect Evil Mystic Detect Good Mystic Detect Law Mystic Detect Undead Mystic Divine Favor Mystic Doom Mystic Drug Resistance Mystic Endure Elements Mystic Entropic Shield Mystic Extract Drug Mystic Baccaran Mystic Vodare Mystic Sannish Mystic Mushroom Powder Mystic Eyes of the Avoral Mystic Heartache Mystic Hide From Undead Mystic Inflict Light Wounds Mystic Lantern Light Mystic Lesser Shivering Touch Mystic Lesser Vigor Mystic Magic Stone Mystic Magic Weapon Mystic Necrotic Awareness Mystic Obscuring Mist Mystic Protection from Chaos Mystic Protection from Evil Mystic Protection from Good Mystic Protection from Law Mystic Ray of Hope Mystic Remove Fear Mystic Sanctuary Mystic Shield of Faith Mystic Sorrow Mystic Summon Creature I Mystic Summon Undead I Mystic Tongue of Baalzebul Mystic Vision of Heaven Mystic Addiction Mystic Addiction: Terran Brandy Mystic Addiction: Mushroom Powder Mystic Addiction: Vodare Mystic Addiction: Agony Mystic Aid Mystic Animalistic Power Mystic Boneblast Mystic Bull's Strength Mystic Calm Emotions Mystic Consecrate Mystic Cure Moderate Wounds Mystic Darkness Mystic Death Knell Mystic Divine Protection Mystic Eagle's Splendor Mystic Elation Mystic Endurance Mystic Find Traps Mystic Fox's Cunning Mystic Hold Person Mystic Inflict Moderate Wounds Mystic Lesser Dispel Mystic Lesser Restoration Mystic Living Undeath Mystic Necrotic Cyst Mystic Negative Energy Ray Mystic Owl's Wisdom Mystic Remove Paralysis Mystic Resist Elements Mystic Shield Other Mystic Silence Mystic Sound Burst Mystic Spores of the Vrock Mystic Stone Bones Mystic Summon Creature II Mystic Summon Undead 2 Mystic Ultravision Mystic Undetectable Alignment Mystic Wave of Grief Mystic Animate Dead Mystic Bestow Curse Mystic Blindness/Deafness Mystic Boneblade Mystic Boneblade: Greatsword Mystic Boneblade: Longsword Mystic Boneblade: Shortsword Mystic Clarity Mystic Close Wounds Mystic Clutch of Orcus Mystic Contagion Mystic Continual Flame Mystic Crown of Might Mystic Crown of Protection Mystic Cure Serious Wounds Mystic Curse of Petty Failing Mystic Darkfire Mystic Daylight Mystic Deeper Darkness Mystic Devil's Eye Mystic Dispel Magic Mystic Energize Potion Mystic Energize Potion: Acid Mystic Energize Potion: Cold Mystic Energize Potion: Electricity Mystic Energize Potion: Fire Mystic Energize Potion: Sonic Mystic Energy Aegis Mystic Energy Aegis, Acid Mystic Energy Aegis, Cold Mystic Energy Aegis, Electricity Mystic Energy Aegis, Fire Mystic Energy Aegis, Sonic Mystic Flesh Ripper Mystic Glyph of Warding Mystic Blast Glyph (Acid) Mystic Blast Glyph (Cold) Mystic Blast Glyph (Electricity) Mystic Blast Glyph (Fire) Mystic Blast Glyph (Sonic) Mystic Inflict Serious Wounds Mystic Invisibility Purge Mystic Legion's Conviction Mystic Locate Object Mystic Magic Circle against Chaos Mystic Magic Circle against Evil Mystic Magic Circle against Good Mystic Magic Circle against Law Mystic Magic Vestment Mystic Masochism Mystic Mass Aid Mystic Mass Lesser Vigor Mystic Necrotic Bloat Mystic Negative Energy Protection Mystic Obscure Object Mystic Prayer Mystic Protection from Elements Mystic Remove Blindness/Deafness Mystic Remove Curse Mystic Remove Disease Mystic Ring of Blades Mystic Searing Light Mystic Shivering Touch Mystic Shriveling Mystic Slashing Darkness Mystic Summon Creature III Mystic Summon Undead 3 Mystic Unliving Weapon Mystic Vigor Mystic Water Breathing Mystic Wrack Mystic Abyssal Might Mystic Blood of the Martyr Mystic Claws of the Savage Mystic Cure Critical Wounds Mystic Damning Darkness Mystic Death Ward Mystic Dimensional Anchor Mystic Dismissal Mystic Divine Power Mystic Freedom of Movement Mystic Greater Magic Weapon Mystic Greater Resistance Mystic Hammer of the Gods Mystic Inflict Critical Wounds Mystic Legion's Shield of Faith Mystic Lesser Planar Ally Mystic Lower Spell Resistance Mystic Mass Ultravision Mystic Necrotic Domination Mystic Neutralize Poison Mystic Panacea Mystic Poison Mystic Recitation Mystic Repel Vermin Mystic Restoration Mystic Stop Heart Mystic Summon Creature IV Mystic Summon Undead 4 Mystic Sword of Conscience Mystic Battletide Mystic Break Enchantment Mystic Chaav's Laugh Mystic Circle of Doom Mystic Convert Wand Mystic Dancing Web Mystic Fire in the Blood Mystic Flame Strike Mystic Greater Vigor Mystic Greater Command Mystic Greater Command Approach Mystic Greater Command Drop Mystic Greater Command Fall Mystic Greater Command Flee Mystic Greater Command Halt Mystic Healing Circle Mystic Heartclutch Mystic Legion's Curse of Petty Failing Mystic Mass Contagion Mystic Mass Cure Light Wounds Mystic Mass Inflict Light Wounds Mystic Morality Undone Mystic Necrotic Burst Mystic Raise Dead Mystic Resonating Resistance Mystic Revivify Mystic Righteous Might Mystic Scrying Mystic Slay Living Mystic Soul Scour Mystic Spell Resistance Mystic Summon Creature V Mystic Summon Undead 5 Mystic Symbol of Pain Mystic Symbol of Sleep Mystic True Seeing Mystic Animate Objects Mystic Banishment Mystic Blade Barrier Mystic Call Faithful Servants Mystic Celestial Blood Mystic Cloud of the Achaierai Mystic Control Undead Mystic Create Undead Mystic Energy Immunity Mystic Acid Energy Immunity Mystic Cold Energy Immunity Mystic Electricity Energy Immunity Mystic Fire Energy Immunity Mystic Sonic Energy Immunity Mystic Greater Sanctuary Mystic Greater Dispelling Mystic Greater Glyph of Warding Mystic Greater Blast Glyph (Acid) Mystic Greater Blast Glyph (Cold) Mystic Greater Blast Glyph (Electricity) Mystic Greater Blast Glyph (Fire) Mystic Greater Blast Glyph (Sonic) Mystic Harm Mystic Heal Mystic Mass Bull's Strength Mystic Mass Cure Moderate Wounds Mystic Mass Eagle's Splendor Mystic Mass Endurance Mystic Mass Fox's Cunning Mystic Mass Inflict Moderate Wounds Mystic Mass Owl's Wisdom Mystic Necrotic Eruption Mystic Planar Ally Mystic Sarcophagus of Stone Mystic Summon Creature VI Mystic Superior Resistance Mystic Symbol of Fear Mystic Symbol of Persuasion Mystic Thousand Needles Mystic Undeath to Death Mystic Vigorous Circle Mystic Word of Recall Mystic Word of Recall - Self only Mystic Word of Recall - Party within 10ft Mystic Blasphemy Mystic Control Weather Mystic Control Weather: Rain Mystic Control Weather: Snow Mystic Control Weather: Clear Mystic Destruction Mystic Dictum Mystic Energy Ebb Mystic Fiendish Clarity Mystic Greater Harm Mystic Greater Restoration Mystic Greater Scrying Mystic Holy Word Mystic Mass Cure Serious Wounds Mystic Mass Inflict Serious Wounds Mystic Mass Spell Resistance Mystic Regenerate Mystic Repulsion Mystic Resurrection Mystic Righteous Smite Mystic Summon Creature VII Mystic Summon Huge Air Elemental Mystic Summon Huge Earth Elemental Mystic Summon Huge Fire Elemental Mystic Summon Huge Water Elemental Mystic Symbol of Stunning Mystic Symbol of Weakness Mystic Tomb of Light Mystic Word of Chaos Mystic Wretched Blight Mystic Antimagic Field Mystic Aura versus Alignment Mystic Unholy Aura Mystic Holy Aura Mystic Bodak Birth Mystic Create Greater Undead Mystic Dimensional Lock Mystic Discern Location Mystic Earthquake Mystic Fire Storm Mystic Greater Planar Ally Mystic Wall of Greater Dispel Magic Mystic Holy Aura Mystic Last Judgement Mystic Mass Cure Critical Wounds Mystic Mass Heal Mystic Mass Inflict Critical Wounds Mystic Necrotic Empowerment Mystic Pestilence Mystic Summon Creature VIII Mystic Summon Greater Air Elemental Mystic Summon Greater Earth Elemental Mystic Summon Greater Fire Elemental Mystic Summon Greater Water Elemental Mystic Sunbeam Mystic Symbol of Death Mystic Symbol of Insanity Mystic Despoil Mystic Elder Glyph of Warding Mystic Elder Blast Glyph (Acid) Mystic Elder Blast Glyph (Cold) Mystic Elder Blast Glyph (Electricity) Mystic Elder Blast Glyph (Fire) Mystic Elder Blast Glyph (Sonic) Mystic Energy Drain Mystic Gate Mystic Implosion Mystic Mass Harm Mystic Necrotic Termination Mystic Plague of Undead Mystic Storm of Vengeance Mystic Summon Creature IX Mystic Summon Elder Air Elemental Mystic Summon Elder Earth Elemental Mystic Summon Elder Fire Elemental Mystic Summon Elder Water Elemental Mystic True Resurrection Mystic Undeath's Eternal Foe Mystic Vile Death Archivist Cure Minor Wounds Archivist Quickened Cure Minor Wounds Archivist Silent Cure Minor Wounds Archivist Still Cure Minor Wounds Archivist Flare Archivist Extended Flare Archivist Quickened Flare Archivist Silent Flare Archivist Inflict Minor Wounds Archivist Quickened Inflict Minor Wounds Archivist Silent Inflict Minor Wounds Archivist Still Inflict Minor Wounds Archivist Light Archivist Extended Light Archivist Quickened Light Archivist Silent Light Archivist Read Magic Archivist Quickened Read Magic Archivist Silent Read Magic Archivist Still Read Magic Archivist Resistance Archivist Extended Resistance Archivist Quickened Resistance Archivist Silent Resistance Archivist Still Resistance Archivist Virtue Archivist Extended Virtue Archivist Quickened Virtue Archivist Silent Virtue Archivist Still Virtue Archivist Angry Ache Archivist Extended Angry Ache Archivist Quickened Angry Ache Archivist Silent Angry Ache Archivist Still Angry Ache Archivist Bane Archivist Extended Bane Archivist Quickened Bane Archivist Silent Bane Archivist Still Bane Archivist Blade of Blood Archivist Blade of Blood 1d6 Archivist Blade of Blood 3d6 Archivist Empowered Blade of Blood Archivist Empowered Blade of Blood 1d6 Archivist Empowered Blade of Blood 3d6 Archivist Extended Blade of Blood Archivist Extended Blade of Blood 1d6 Archivist Extended Blade of Blood 3d6 Archivist Maximized Blade of Blood Archivist Maximized Blade of Blood 1d6 Archivist Maximized Blade of Blood 3d6 Archivist Quickened Blade of Blood Archivist Quickened Blade of Blood 1d6 Archivist Quickened Blade of Blood 3d6 Archivist Silent Blade of Blood Archivist Silent Blade of Blood 1d6 Archivist Silent Blade of Blood 3d6 Archivist Still Blade of Blood Archivist Still Blade of Blood 1d6 Archivist Still Blade of Blood 3d6 Archivist Bless Archivist Extended Bless Archivist Quickened Bless Archivist Silent Bless Archivist Still Bless Archivist Bless Water Archivist Quickened Bless Water Archivist Silent Bless Water Archivist Still Bless Water Archivist Bless Weapon Archivist Extended Bless Weapon Archivist Quickened Bless Weapon Archivist Silent Bless Weapon Archivist Still Bless Weapon Archivist Camouflage Archivist Extended Camouflage Archivist Quickened Camouflage Archivist Silent Camouflage Archivist Still Camouflage Archivist Cause Fear Archivist Extended Cause Fear Archivist Quickened Cause Fear Archivist Still Cause Fear Archivist Charm Person Archivist Extended Charm Person Archivist Quickened Charm Person Archivist Silent Charm Person Archivist Still Charm Person Archivist Color Spray Archivist Empowered Color Spray Archivist Maximized Color Spray Archivist Quickened Color Spray Archivist Silent Color Spray Archivist Still Color Spray Archivist Command Archivist Command Approach Archivist Command Drop Archivist Command Fall Archivist Command Flee Archivist Command Halt Archivist Extended Command Archivist Extended Command Approach Archivist Extended Command Drop Archivist Extended Command Fall Archivist Extended Command Flee Archivist Extended Command Halt Archivist Quickened Command Archivist Quickened Command Approach Archivist Quickened Command Drop Archivist Quickened Command Fall Archivist Quickened Command Flee Archivist Quickened Command Halt Archivist Silent Command Archivist Silent Command Approach Archivist Silent Command Drop Archivist Silent Command Fall Archivist Silent Command Flee Archivist Silent Command Halt Archivist Still Command Archivist Still Command Approach Archivist Still Command Drop Archivist Still Command Fall Archivist Still Command Flee Archivist Still Command Halt Archivist Conviction Archivist Extended Conviction Archivist Quickened Conviction Archivist Silent Conviction Archivist Still Conviction Archivist Crafter's Blessing Archivist Extended Crafter's Blessing Archivist Quickened Crafter's Blessing Archivist Silent Crafter's Blessing Archivist Still Crafter's Blessing Archivist Crafter's Curse Archivist Extended Crafter's Curse Archivist Quickened Crafter's Curse Archivist Silent Crafter's Curse Archivist Still Crafter's Curse Archivist Cure Light Wounds Archivist Empowered Cure Light Wounds Archivist Maximized Cure Light Wounds Archivist Quickened Cure Light Wounds Archivist Silent Cure Light Wounds Archivist Still Cure Light Wounds Archivist Curse Water Archivist Quickened Curse Water Archivist Silent Curse Water Archivist Still Curse Water Archivist Deafening Clang Archivist Extended Deafening Clang Archivist Quickened Deafening Clang Archivist Silent Deafening Clang Archivist Still Deafening Clang Archivist Demonflesh Archivist Extended Demonflesh Archivist Quickened Demonflesh Archivist Silent Demonflesh Archivist Still Demonflesh Archivist Detect Chaos Archivist Extended Detect Chaos Archivist Quickened Detect Chaos Archivist Silent Detect Chaos Archivist Still Detect Chaos Archivist Detect Evil Archivist Extended Detect Evil Archivist Quickened Detect Evil Archivist Silent Detect Evil Archivist Still Detect Evil Archivist Detect Good Archivist Extended Detect Good Archivist Quickened Detect Good Archivist Silent Detect Good Archivist Still Detect Good Archivist Detect Law Archivist Extended Detect Law Archivist Quickened Detect Law Archivist Silent Detect Law Archivist Still Detect Law Archivist Detect Undead Archivist Extended Detect Undead Archivist Quickened Detect Undead Archivist Silent Detect Undead Archivist Still Detect Undead Archivist Detect Favored Enemy Archivist Quickened Detect Favored Enemy Archivist Silent Detect Favored Enemy Archivist Still Detect Favored Enemy Archivist Divine Favor Archivist Extended Divine Favor Archivist Quickened Divine Favor Archivist Silent Divine Favor Archivist Still Divine Favor Archivist Divine Inspiration Archivist Extended Divine Inspiration Archivist Quickened Divine Inspiration Archivist Divine Sacrifice Archivist Divine Sacrifice: 1d6 Archivist Divine Sacrifice: 2d6 Archivist Divine Sacrifice: 3d6 Archivist Divine Sacrifice: 4d6 Archivist Divine Sacrifice: 5d6 Archivist Doom Archivist Extended Doom Archivist Quickened Doom Archivist Silent Doom Archivist Still Doom Archivist Drug Resistance Archivist Quickened Drug Resistance Archivist Silent Drug Resistance Archivist Endure Elements Archivist Extended Endure Elements Archivist Quickened Endure Elements Archivist Silent Endure Elements Archivist Still Endure Elements Archivist Entangle Archivist Extended Entangle Archivist Quickened Entangle Archivist Silent Entangle Archivist Still Entangle Archivist Entropic Shield Archivist Extended Entropic Shield Archivist Quickened Entropic Shield Archivist Silent Entropic Shield Archivist Still Entropic Shield Archivist Expeditious Retreat Archivist Extended Expeditious Retreat Archivist Quickened Expeditious Retreat Archivist Silent Expeditious Retreat Archivist Still Expeditious Retreat Archivist Extract Drug Archivist Baccaran Archivist Vodare Archivist Sannish Archivist Mushroom Powder Archivist Quickened Extract Drug Archivist Quickened Baccaran Archivist Quickened Vodare Archivist Quickened Sannish Archivist Quickened Mushroom Powder Archivist Silent Extract Drug Archivist Silent Baccaran Archivist Silent Vodare Archivist Silent Sannish Archivist Silent Mushroom Powder Archivist Still Extract Drug Archivist Still Baccaran Archivist Still Vodare Archivist Still Sannish Archivist Still Mushroom Powder Archivist Eyes of the Avoral Archivist Extended Eyes of the Avoral Archivist Quickened Eyes of the Avoral Archivist Still Eyes of the Avoral Archivist Faerie Fire Archivist Extended Faerie Fire Archivist Quickened Faerie Fire Archivist Silent Faerie Fire Archivist Still Faerie Fire Archivist Grease Archivist Extended Grease Archivist Quickened Grease Archivist Silent Grease Archivist Still Grease Archivist Heartache Archivist Extended Heartache Archivist Quickened Heartache Archivist Silent Heartache Archivist Still Heartache Archivist Hide From Animals Archivist Extended Hide From Animals Archivist Quickened Hide From Animals Archivist Still Hide From Animals Archivist Hide From Undead Archivist Extended Hide From Undead Archivist Quickened Hide From Undead Archivist Still Hide From Undead Archivist Identify Archivist Extended Identify Archivist Quickened Identify Archivist Silent Identify Archivist Still Identify Archivist Inflict Light Wounds Archivist Empowered Inflict Light Wounds Archivist Maximized Inflict Light Wounds Archivist Quickened Inflict Light Wounds Archivist Silent Inflict Light Wounds Archivist Still Inflict Light Wounds Archivist Jump Archivist Extended Jump Archivist Quickened Jump Archivist Silent Jump Archivist Still Jump Archivist Lantern Light Archivist Empowered Lantern Light Archivist Maximized Lantern Light Archivist Quickened Lantern Light Archivist Still Lantern Light Archivist Lesser Shivering Touch Archivist Empowered Lesser Shivering Touch Archivist Extended Lesser Shivering Touch Archivist Maximized Lesser Shivering Touch Archivist Quickened Lesser Shivering Touch Archivist Silent Lesser Shivering Touch Archivist Still Lesser Shivering Touch Archivist Lesser Vigor Archivist Extended Lesser Vigor Archivist Quickened Lesser Vigor Archivist Silent Lesser Vigor Archivist Still Lesser Vigor Archivist Lionheart Archivist Extended Lionheart Archivist Quickened Lionheart Archivist Silent Lionheart Archivist Still Lionheart Archivist Longstrider Archivist Extended Longstrider Archivist Quickened Longstrider Archivist Silent Longstrider Archivist Still Longstrider Archivist Mage Armor Archivist Extended Mage Armor Archivist Quickened Mage Armor Archivist Silent Mage Armor Archivist Still Mage Armor Archivist Magic Fang Archivist Extended Magic Fang Archivist Quickened Magic Fang Archivist Silent Magic Fang Archivist Still Magic Fang Archivist Magic Stone Archivist Extended Magic Stone Archivist Quickened Magic Stone Archivist Silent Magic Stone Archivist Still Magic Stone Archivist Magic Weapon Archivist Extended Magic Weapon Archivist Quickened Magic Weapon Archivist Silent Magic Weapon Archivist Still Magic Weapon Archivist Necrotic Awareness Archivist Quickened Necrotic Awareness Archivist Silent Necrotic Awareness Archivist Still Necrotic Awareness Archivist Obscuring Mist Archivist Extended Obscuring Mist Archivist Quickened Obscuring Mist Archivist Silent Obscuring Mist Archivist Still Obscuring Mist Archivist Protection from Chaos Archivist Extended Protection from Chaos Archivist Quickened Protection from Chaos Archivist Silent Protection from Chaos Archivist Still Protection from Chaos Archivist Protection from Evil Archivist Extended Protection from Evil Archivist Quickened Protection from Evil Archivist Silent Protection from Evil Archivist Still Protection from Evil Archivist Protection from Good Archivist Extended Protection from Good Archivist Quickened Protection from Good Archivist Silent Protection from Good Archivist Still Protection from Good Archivist Protection from Law Archivist Extended Protection from Law Archivist Quickened Protection from Law Archivist Silent Protection from Law Archivist Still Protection from Law Archivist Ray of Hope Archivist Extended Ray of Hope Archivist Quickened Ray of Hope Archivist Silent Ray of Hope Archivist Still Ray of Hope Archivist Ray of Enfeeblement Archivist Empowered Ray of Enfeeblement Archivist Extended Ray of Enfeeblement Archivist Maximized Ray of Enfeeblement Archivist Quickened Ray of Enfeeblement Archivist Silent Ray of Enfeeblement Archivist Still Ray of Enfeeblement Archivist Remove Fear Archivist Extended Remove Fear Archivist Quickened Remove Fear Archivist Silent Remove Fear Archivist Still Remove Fear Archivist Sanctuary Archivist Extended Sanctuary Archivist Quickened Sanctuary Archivist Silent Sanctuary Archivist Still Sanctuary Archivist Seething Eyebane Archivist Quickened Seething Eyebane Archivist Silent Seething Eyebane Archivist Still Seething Eyebane Archivist Shield Archivist Extended Shield Archivist Quickened Shield Archivist Silent Shield Archivist Still Shield Archivist Shield of Faith Archivist Extended Shield of Faith Archivist Quickened Shield of Faith Archivist Silent Shield of Faith Archivist Still Shield of Faith Archivist Shillelagh Archivist Extended Shillelagh Archivist Quickened Shillelagh Archivist Silent Shillelagh Archivist Still Shillelagh Archivist Sleep Archivist Empowered Sleep Archivist Extended Sleep Archivist Maximized Sleep Archivist Quickened Sleep Archivist Silent Sleep Archivist Still Sleep Archivist Snilloc's Snowball Archivist Empowered Snilloc's Snowball Archivist Maximized Snilloc's Snowball Archivist Quickened Snilloc's Snowball Archivist Silent Snilloc's Snowball Archivist Still Snilloc's Snowball Archivist Sorrow Archivist Quickened Sorrow Archivist Silent Sorrow Archivist Still Sorrow Archivist Summon Creature I Archivist Extended Summon Creature I Archivist Quickened Summon Creature I Archivist Silent Summon Creature I Archivist Still Summon Creature I Archivist Summon Undead I Archivist Extended Summon Undead I Archivist Quickened Summon Undead I Archivist Silent Summon Undead I Archivist Still Summon Undead I Archivist Tongue of Baalzebul Archivist Extended Tongue of Baalzebul Archivist Quickened Tongue of Baalzebul Archivist Silent Tongue of Baalzebul Archivist Still Tongue of Baalzebul Archivist Towering Oak Archivist Extended Towering Oak Archivist Quickened Towering Oak Archivist Silent Towering Oak Archivist Still Towering Oak Archivist True Strike Archivist Quickened True Strike Archivist Silent True Strike Archivist Twilight Luck Archivist Extended Twilight Luck Archivist Silent Twilight Luck Archivist Vision of Heaven Archivist Extended Vision of Heaven Archivist Quickened Vision of Heaven Archivist Silent Vision of Heaven Archivist Addiction Archivist Addiction: Terran Brandy Archivist Addiction: Mushroom Powder Archivist Addiction: Vodare Archivist Addiction: Agony Archivist Quickened Addiction Archivist Quickened Addiction: Terran Brandy Archivist Quickened Addiction: Mushroom Powder Archivist Quickened Addiction: Vodare Archivist Quickened Addiction: Agony Archivist Silent Addiction Archivist Silent Addiction: Terran Brandy Archivist Silent Addiction: Mushroom Powder Archivist Silent Addiction: Vodare Archivist Silent Addiction: Agony Archivist Still Addiction Archivist Still Addiction: Terran Brandy Archivist Still Addiction: Mushroom Powder Archivist Still Addiction: Vodare Archivist Still Addiction: Agony Archivist Aid Archivist Empowered Aid Archivist Extended Aid Archivist Maximized Aid Archivist Quickened Aid Archivist Silent Aid Archivist Still Aid Archivist Alter Self Archivist Alter Self - Learn Shape Archivist Alter Self - Options Archivist Alter Self - Quickslot 1 Archivist Alter Self - Quickslot 2 Archivist Alter Self - Quickslot 3 Archivist Extended Alter Self Archivist Extended Alter Self - Learn Shape Archivist Extended Alter Self - Options Archivist Extended Alter Self - Quickslot 1 Archivist Extended Alter Self - Quickslot 2 Archivist Extended Alter Self - Quickslot 3 Archivist Quickened Alter Self Archivist Quickened Alter Self - Learn Shape Archivist Quickened Alter Self - Options Archivist Quickened Alter Self - Quickslot 1 Archivist Quickened Alter Self - Quickslot 2 Archivist Quickened Alter Self - Quickslot 3 Archivist Silent Alter Self Archivist Silent Alter Self - Learn Shape Archivist Silent Alter Self - Options Archivist Silent Alter Self - Quickslot 1 Archivist Silent Alter Self - Quickslot 2 Archivist Silent Alter Self - Quickslot 3 Archivist Still Alter Self Archivist Still Alter Self - Learn Shape Archivist Still Alter Self - Options Archivist Still Alter Self - Quickslot 1 Archivist Still Alter Self - Quickslot 2 Archivist Still Alter Self - Quickslot 3 Archivist Animalistic Power Archivist Extended Animalistic Power Archivist Aura of Glory Archivist Extended Aura of Glory Archivist Quickened Aura of Glory Archivist Silent Aura of Glory Archivist Still Aura of Glory Archivist Ayailla's Radiant Burst Archivist Empowered Ayailla's Radiant Burst Archivist Maximized Ayailla's Radiant Burst Archivist Quickened Ayailla's Radiant Burst Archivist Silent Ayailla's Radiant Burst Archivist Still Ayailla's Radiant Burst Archivist Barkskin Archivist Extended Barkskin Archivist Quickened Barkskin Archivist Silent Barkskin Archivist Still Barkskin Archivist Benign Transposition Archivist Quickened Benign Transposition Archivist Silent Benign Transposition Archivist Blades of Fire Archivist Extended Blades of Fire Archivist Quickened Blades of Fire Archivist Silent Blades of Fire Archivist Blood Frenzy Archivist Extended Blood Frenzy Archivist Quickened Blood Frenzy Archivist Silent Blood Frenzy Archivist Still Blood Frenzy Archivist Blur Archivist Extended Blur Archivist Quickened Blur Archivist Silent Blur Archivist Boneblast Archivist Quickened Boneblast Archivist Silent Boneblast Archivist Still Boneblast Archivist Brilliant Energy Arrow Archivist Quickened Brilliant Energy Arrow Archivist Silent Brilliant Energy Arrow Archivist Bull's Strength Archivist Empowered Bull's Strength Archivist Extended Bull's Strength Archivist Maximized Bull's Strength Archivist Quickened Bull's Strength Archivist Silent Bull's Strength Archivist Still Bull's Strength Archivist Burning Bolt Archivist Empowered Burning Bolt Archivist Maximized Burning Bolt Archivist Quickened Burning Bolt Archivist Silent Burning Bolt Archivist Still Burning Bolt Archivist Calm Emotions Archivist Extended Calm Emotions Archivist Quickened Calm Emotions Archivist Silent Calm Emotions Archivist Still Calm Emotions Archivist Cat's Grace Archivist Empowered Cat's Grace Archivist Extended Cat's Grace Archivist Maximized Cat's Grace Archivist Quickened Cat's Grace Archivist Silent Cat's Grace Archivist Still Cat's Grace Archivist Charm Person or Animal Archivist Extended Charm Person or Animal Archivist Quickened Charm Person or Animal Archivist Silent Charm Person or Animal Archivist Still Charm Person or Animal Archivist Clarity of Mind Archivist Extended Clarity of Mind Archivist Quickened Clarity of Mind Archivist Silent Clarity of Mind Archivist Still Clarity of Mind Archivist Consecrate Archivist Extended Consecrate Archivist Quickened Consecrate Archivist Silent Consecrate Archivist Still Consecrate Archivist Cure Moderate Wounds Archivist Empowered Cure Moderate Wounds Archivist Maximized Cure Moderate Wounds Archivist Quickened Cure Moderate Wounds Archivist Silent Cure Moderate Wounds Archivist Still Cure Moderate Wounds Archivist Curse of Impending Blades Archivist Extended Curse of Impending Blades Archivist Quickened Curse of Impending Blades Archivist Silent Curse of Impending Blades Archivist Still Curse of Impending Blades Archivist Darkness Archivist Extended Darkness Archivist Quickened Darkness Archivist Silent Darkness Archivist Death Armor Archivist Extended Death Armor Archivist Quickened Death Armor Archivist Silent Death Armor Archivist Still Death Armor Archivist Death Knell Archivist Empowered Death Knell Archivist Extended Death Knell Archivist Maximized Death Knell Archivist Quickened Death Knell Archivist Silent Death Knell Archivist Still Death Knell Archivist Demoncall Archivist Quickened Demoncall Archivist Silent Demoncall Archivist Still Demoncall Archivist Divine Protection Archivist Extended Divine Protection Archivist Quickened Divine Protection Archivist Silent Divine Protection Archivist Still Divine Protection Archivist Eagle's Splendor Archivist Empowered Eagle's Splendor Archivist Extended Eagle's Splendor Archivist Maximized Eagle's Splendor Archivist Quickened Eagle's Splendor Archivist Silent Eagle's Splendor Archivist Still Eagle's Splendor Archivist Elation Archivist Extended Elation Archivist Quickened Elation Archivist Silent Elation Archivist Still Elation Archivist Endurance Archivist Empowered Endurance Archivist Extended Endurance Archivist Maximized Endurance Archivist Quickened Endurance Archivist Silent Endurance Archivist Still Endurance Archivist Find Traps Archivist Extended Find Traps Archivist Quickened Find Traps Archivist Silent Find Traps Archivist Still Find Traps Archivist Fire Trap Archivist Empowered Fire Trap Archivist Maximized Fire Trap Archivist Quickened Fire Trap Archivist Silent Fire Trap Archivist Still Fire Trap Archivist Flame Lash Archivist Empowered Flame Lash Archivist Maximized Flame Lash Archivist Quickened Flame Lash Archivist Silent Flame Lash Archivist Still Flame Lash Archivist Fog Cloud Archivist Extended Fog Cloud Archivist Quickened Fog Cloud Archivist Silent Fog Cloud Archivist Fox's Cunning Archivist Empowered Fox's Cunning Archivist Extended Fox's Cunning Archivist Maximized Fox's Cunning Archivist Quickened Fox's Cunning Archivist Silent Fox's Cunning Archivist Still Fox's Cunning Archivist Ghoul Touch Archivist Extended Ghoul Touch Archivist Quickened Ghoul Touch Archivist Silent Ghoul Touch Archivist Still Ghoul Touch Archivist Hold Animal Archivist Extended Hold Animal Archivist Quickened Hold Animal Archivist Silent Hold Animal Archivist Still Hold Animal Archivist Hold Person Archivist Extended Hold Person Archivist Quickened Hold Person Archivist Silent Hold Person Archivist Still Hold Person Archivist Inflict Moderate Wounds Archivist Empowered Inflict Moderate Wounds Archivist Maximized Inflict Moderate Wounds Archivist Quickened Inflict Moderate Wounds Archivist Silent Inflict Moderate Wounds Archivist Still Inflict Moderate Wounds Archivist Knock Archivist Quickened Knock Archivist Still Knock Archivist Lahm's Finger Darts Archivist Quickened Lahm's Finger Darts Archivist Silent Lahm's Finger Darts Archivist Still Lahm's Finger Darts Archivist Lesser Dispel Archivist Silent Lesser Dispel Archivist Still Lesser Dispel Archivist Lesser Restoration Archivist Quickened Lesser Restoration Archivist Silent Lesser Restoration Archivist Still Lesser Restoration Archivist Living Undeath Archivist Extended Living Undeath Archivist Quickened Living Undeath Archivist Silent Living Undeath Archivist Still Living Undeath Archivist Luminous Armor Archivist Extended Luminous Armor Archivist Quickened Luminous Armor Archivist Magic Missile Archivist Empowered Magic Missile Archivist Maximized Magic Missile Archivist Quickened Magic Missile Archivist Silent Magic Missile Archivist Still Magic Missile Archivist Melf's Acid Arrow Archivist Empowered Melf's Acid Arrow Archivist Maximized Melf's Acid Arrow Archivist Quickened Melf's Acid Arrow Archivist Silent Melf's Acid Arrow Archivist Still Melf's Acid Arrow Archivist Necrotic Cyst Archivist Quickened Necrotic Cyst Archivist Silent Necrotic Cyst Archivist Still Necrotic Cyst Archivist Negative Energy Ray Archivist Empowered Negative Energy Ray Archivist Maximized Negative Energy Ray Archivist Quickened Negative Energy Ray Archivist Silent Negative Energy Ray Archivist Still Negative Energy Ray Archivist One with the Land Archivist Extended One with the Land Archivist Quickened One with the Land Archivist Silent One with the Land Archivist Still One with the Land Archivist Owl's Wisdom Archivist Empowered Owl's Wisdom Archivist Extended Owl's Wisdom Archivist Maximized Owl's Wisdom Archivist Quickened Owl's Wisdom Archivist Silent Owl's Wisdom Archivist Still Owl's Wisdom Archivist Remove Paralysis Archivist Quickened Remove Paralysis Archivist Silent Remove Paralysis Archivist Still Remove Paralysis Archivist Resist Elements Archivist Extended Resist Elements Archivist Quickened Resist Elements Archivist Silent Resist Elements Archivist Still Resist Elements Archivist Shield Other Archivist Extended Shield Other Archivist Quickened Shield Other Archivist Silent Shield Other Archivist Still Shield Other Archivist Silence Archivist Extended Silence Archivist Quickened Silence Archivist Silent Silence Archivist Still Silence Archivist Snilloc's Snowball Swarm Archivist Empowered Snilloc's Snowball Swarm Archivist Maximized Snilloc's Snowball Swarm Archivist Quickened Snilloc's Snowball Swarm Archivist Silent Snilloc's Snowball Swarm Archivist Still Snilloc's Snowball Swarm Archivist Sound Burst Archivist Maximized Sound Burst Archivist Quickened Sound Burst Archivist Silent Sound Burst Archivist Still Sound Burst Archivist Spellslayer Arrow Archivist Silent Spellslayer Arrow Archivist Still Spellslayer Arrow Archivist Spores of the Vrock Archivist Empowered Spores of the Vrock Archivist Maximized Spores of the Vrock Archivist Quickened Spores of the Vrock Archivist Silent Spores of the Vrock Archivist Still Spores of the Vrock Archivist Stone Bones Archivist Extended Stone Bones Archivist Quickened Stone Bones Archivist Silent Stone Bones Archivist Still Stone Bones Archivist Summon Creature II Archivist Extended Summon Creature II Archivist Quickened Summon Creature II Archivist Silent Summon Creature II Archivist Still Summon Creature II Archivist Summon Undead 2 Archivist Extended Summon Undead 2 Archivist Quickened Summon Undead 2 Archivist Silent Summon Undead 2 Archivist Still Summon Undead 2 Archivist Treeshape Archivist Extended Treeshape Archivist Quickened Treeshape Archivist Silent Treeshape Archivist Still Treeshape Archivist Ultravision Archivist Extended Ultravision Archivist Silent Ultravision Archivist Still Ultravision Archivist Undetectable Alignment Archivist Extended Undetectable Alignment Archivist Quickened Undetectable Alignment Archivist Silent Undetectable Alignment Archivist Still Undetectable Alignment Archivist Wave of Grief Archivist Extended Wave of Grief Archivist Quickened Wave of Grief Archivist Still Wave of Grief Archivist Web Archivist Extended Web Archivist Quickened Web Archivist Silent Web Archivist Still Web Archivist Wolfskin Archivist Extended Wolfskin Archivist Quickened Wolfskin Archivist Silent Wolfskin Archivist Still Wolfskin Archivist Animate Dead Archivist Extended Animate Dead Archivist Quickened Animate Dead Archivist Silent Animate Dead Archivist Still Animate Dead Archivist Arrow Split Archivist Silent Arrow Split Archivist Arrowstorm Archivist Silent Arrowstorm Archivist Bestow Curse Archivist Quickened Bestow Curse Archivist Silent Bestow Curse Archivist Still Bestow Curse Archivist Blacklight Archivist Extended Blacklight Archivist Quickened Blacklight Archivist Silent Blacklight Archivist Still Blacklight Archivist Blade Thirst Archivist Extended Blade Thirst Archivist Quickened Blade Thirst Archivist Silent Blade Thirst Archivist Still Blade Thirst Archivist Blessing of Bahamut Archivist Extended Blessing of Bahamut Archivist Quickened Blessing of Bahamut Archivist Silent Blessing of Bahamut Archivist Still Blessing of Bahamut Archivist Blindness/Deafness Archivist Extended Blindness/Deafness Archivist Quickened Blindness/Deafness Archivist Silent Blindness/Deafness Archivist Boneblade Archivist Boneblade: Greatsword Archivist Boneblade: Longsword Archivist Boneblade: Shortsword Archivist Extended Boneblade Archivist Extended Boneblade: Greatsword Archivist Extended Boneblade: Longsword Archivist Extended Boneblade: Shortsword Archivist Quickened Boneblade Archivist Quickened Boneblade: Greatsword Archivist Quickened Boneblade: Longsword Archivist Quickened Boneblade: Shortsword Archivist Silent Boneblade Archivist Silent Boneblade: Greatsword Archivist Silent Boneblade: Longsword Archivist Silent Boneblade: Shortsword Archivist Still Boneblade Archivist Still Boneblade: Greatsword Archivist Still Boneblade: Longsword Archivist Still Boneblade: Shortsword Archivist Brilliant Emanation Archivist Extended Brilliant Emanation Archivist Quickened Brilliant Emanation Archivist Call Lightning Archivist Empowered Call Lightning Archivist Maximized Call Lightning Archivist Quickened Call Lightning Archivist Silent Call Lightning Archivist Still Call Lightning Archivist Charm Monster Archivist Extended Charm Monster Archivist Quickened Charm Monster Archivist Silent Charm Monster Archivist Still Charm Monster Archivist Clairaudience/Clairvoyance Archivist Extended Clairaudience/Clairvoyance Archivist Quickened Clairaudience/Clairvoyance Archivist Silent Clairaudience/Clairvoyance Archivist Still Clairaudience/Clairvoyance Archivist Clarity Archivist Extended Clarity Archivist Quickened Clarity Archivist Still Clarity Archivist Close Wounds Archivist Empowered Close Wounds Archivist Maximized Close Wounds Archivist Quickened Close Wounds Archivist Silent Close Wounds Archivist Clutch of Orcus Archivist Quickened Clutch of Orcus Archivist Silent Clutch of Orcus Archivist Still Clutch of Orcus Archivist Contagion Archivist Quickened Contagion Archivist Silent Contagion Archivist Still Contagion Archivist Continual Flame Archivist Quickened Continual Flame Archivist Silent Continual Flame Archivist Still Continual Flame Archivist Crown of Might Archivist Extended Crown of Might Archivist Quickened Crown of Might Archivist Silent Crown of Might Archivist Still Crown of Might Archivist Crown of Protection Archivist Extended Crown of Protection Archivist Quickened Crown of Protection Archivist Silent Crown of Protection Archivist Still Crown of Protection Archivist Cure Serious Wounds Archivist Empowered Cure Serious Wounds Archivist Maximized Cure Serious Wounds Archivist Quickened Cure Serious Wounds Archivist Silent Cure Serious Wounds Archivist Still Cure Serious Wounds Archivist Curse of Petty Failing Archivist Extended Curse of Petty Failing Archivist Quickened Curse of Petty Failing Archivist Silent Curse of Petty Failing Archivist Still Curse of Petty Failing Archivist Darkfire Archivist Extended Darkfire Archivist Quickened Darkfire Archivist Silent Darkfire Archivist Still Darkfire Archivist Darkflame Arrow Archivist Silent Darkflame Arrow Archivist Daylight Archivist Extended Daylight Archivist Quickened Daylight Archivist Silent Daylight Archivist Still Daylight Archivist Deeper Darkness Archivist Extended Deeper Darkness Archivist Quickened Deeper Darkness Archivist Silent Deeper Darkness Archivist Devil's Eye Archivist Quickened Devil's Eye Archivist Silent Devil's Eye Archivist Still Devil's Eye Archivist Dispel Magic Archivist Quickened Dispel Magic Archivist Silent Dispel Magic Archivist Still Dispel Magic Archivist Dominate Animal Archivist Extended Dominate Animal Archivist Quickened Dominate Animal Archivist Silent Dominate Animal Archivist Still Dominate Animal Archivist Energize Potion Archivist Energize Potion: Acid Archivist Energize Potion: Cold Archivist Energize Potion: Electricity Archivist Energize Potion: Fire Archivist Energize Potion: Sonic Archivist Quickened Energize Potion Archivist Quickened Energize Potion: Acid Archivist Quickened Energize Potion: Cold Archivist Quickened Energize Potion: Electricity Archivist Quickened Energize Potion: Fire Archivist Quickened Energize Potion: Sonic Archivist Silent Energize Potion Archivist Silent Energize Potion: Acid Archivist Silent Energize Potion: Cold Archivist Silent Energize Potion: Electricity Archivist Silent Energize Potion: Fire Archivist Silent Energize Potion: Sonic Archivist Still Energize Potion Archivist Still Energize Potion: Acid Archivist Still Energize Potion: Cold Archivist Still Energize Potion: Electricity Archivist Still Energize Potion: Fire Archivist Still Energize Potion: Sonic Archivist Energy Aegis Archivist Energy Aegis, Acid Archivist Energy Aegis, Cold Archivist Energy Aegis, Electricity Archivist Energy Aegis, Fire Archivist Energy Aegis, Sonic Archivist Extended Energy Aegis Archivist Extended Energy Aegis, Acid Archivist Extended Energy Aegis, Cold Archivist Extended Energy Aegis, Electricity Archivist Extended Energy Aegis, Fire Archivist Extended Energy Aegis, Sonic Archivist Quickened Energy Aegis Archivist Quickened Energy Aegis, Acid Archivist Quickened Energy Aegis, Cold Archivist Quickened Energy Aegis, Electricity Archivist Quickened Energy Aegis, Fire Archivist Quickened Energy Aegis, Sonic Archivist Silent Energy Aegis Archivist Silent Energy Aegis, Acid Archivist Silent Energy Aegis, Cold Archivist Silent Energy Aegis, Electricity Archivist Silent Energy Aegis, Fire Archivist Silent Energy Aegis, Sonic Archivist Still Energy Aegis Archivist Still Energy Aegis, Acid Archivist Still Energy Aegis, Cold Archivist Still Energy Aegis, Electricity Archivist Still Energy Aegis, Fire Archivist Still Energy Aegis, Sonic Archivist Flesh Ripper Archivist Empowered Flesh Ripper Archivist Maximized Flesh Ripper Archivist Quickened Flesh Ripper Archivist Silent Flesh Ripper Archivist Still Flesh Ripper Archivist Forceblast Archivist Empowered Forceblast Archivist Maximized Forceblast Archivist Quickened Forceblast Archivist Silent Forceblast Archivist Still Forceblast Archivist Glyph of Warding Archivist Blast Glyph (Acid) Archivist Blast Glyph (Cold) Archivist Blast Glyph (Electricity) Archivist Blast Glyph (Fire) Archivist Blast Glyph (Sonic) Archivist Empowered Glyph of Warding Archivist Empowered Blast Glyph (Acid) Archivist Empowered Blast Glyph (Cold) Archivist Empowered Blast Glyph (Electricity) Archivist Empowered Blast Glyph (Fire) Archivist Empowered Blast Glyph (Sonic) Archivist Extended Glyph of Warding Archivist Extended Blast Glyph (Acid) Archivist Extended Blast Glyph (Cold) Archivist Extended Blast Glyph (Electricity) Archivist Extended Blast Glyph (Fire) Archivist Extended Blast Glyph (Sonic) Archivist Maximized Glyph of Warding Archivist Maximized Blast Glyph (Acid) Archivist Maximized Blast Glyph (Cold) Archivist Maximized Blast Glyph (Electricity) Archivist Maximized Blast Glyph (Fire) Archivist Maximized Blast Glyph (Sonic) Archivist Quickened Glyph of Warding Archivist Quickened Blast Glyph (Acid) Archivist Quickened Blast Glyph (Cold) Archivist Quickened Blast Glyph (Electricity) Archivist Quickened Blast Glyph (Fire) Archivist Quickened Blast Glyph (Sonic) Archivist Silent Glyph of Warding Archivist Silent Blast Glyph (Acid) Archivist Silent Blast Glyph (Cold) Archivist Silent Blast Glyph (Electricity) Archivist Silent Blast Glyph (Fire) Archivist Silent Blast Glyph (Sonic) Archivist Still Glyph of Warding Archivist Still Blast Glyph (Acid) Archivist Still Blast Glyph (Cold) Archivist Still Blast Glyph (Electricity) Archivist Still Blast Glyph (Fire) Archivist Still Blast Glyph (Sonic) Archivist Greater Magic Fang Archivist Extended Greater Magic Fang Archivist Quickened Greater Magic Fang Archivist Silent Greater Magic Fang Archivist Still Greater Magic Fang Archivist Greenfire Archivist Empowered Greenfire Archivist Extended Greenfire Archivist Maximized Greenfire Archivist Quickened Greenfire Archivist Silent Greenfire Archivist Still Greenfire Archivist Hammer of Righteousness Archivist Empowered Hammer of Righteousness Archivist Maximized Hammer of Righteousness Archivist Quickened Hammer of Righteousness Archivist Silent Hammer of Righteousness Archivist Still Hammer of Righteousness Archivist Healing Sting Archivist Empowered Healing Sting Archivist Maximized Healing Sting Archivist Quickened Healing Sting Archivist Silent Healing Sting Archivist Still Healing Sting Archivist Heroism Archivist Extended Heroism Archivist Quickened Heroism Archivist Silent Heroism Archivist Still Heroism Archivist Infestation of Maggots Archivist Empowered Infestation of Maggots Archivist Extended Infestation of Maggots Archivist Maximized Infestation of Maggots Archivist Quickened Infestation of Maggots Archivist Silent Infestation of Maggots Archivist Still Infestation of Maggots Archivist Inflict Serious Wounds Archivist Empowered Inflict Serious Wounds Archivist Maximized Inflict Serious Wounds Archivist Quickened Inflict Serious Wounds Archivist Silent Inflict Serious Wounds Archivist Still Inflict Serious Wounds Archivist Invisibility Archivist Extended Invisibility Archivist Quickened Invisibility Archivist Silent Invisibility Archivist Still Invisibility Archivist Invisibility Purge Archivist Extended Invisibility Purge Archivist Quickened Invisibility Purge Archivist Silent Invisibility Purge Archivist Still Invisibility Purge Archivist Invisibility Sphere Archivist Extended Invisibility Sphere Archivist Quickened Invisibility Sphere Archivist Silent Invisibility Sphere Archivist Still Invisibility Sphere Archivist Keen Edge Archivist Extended Keen Edge Archivist Quickened Keen Edge Archivist Silent Keen Edge Archivist Still Keen Edge Archivist Legion's Conviction Archivist Extended Legion's Conviction Archivist Quickened Legion's Conviction Archivist Silent Legion's Conviction Archivist Still Legion's Conviction Archivist Legion's Curse of Impending Blades Archivist Extended Legion's Curse of Impending Blades Archivist Quickened Legion's Curse of Impending Blades Archivist Silent Legion's Curse of Impending Blades Archivist Still Legion's Curse of Impending Blades Archivist Lightning Bolt Archivist Empowered Lightning Bolt Archivist Maximized Lightning Bolt Archivist Quickened Lightning Bolt Archivist Silent Lightning Bolt Archivist Still Lightning Bolt Archivist Locate Object Archivist Extended Locate Object Archivist Quickened Locate Object Archivist Silent Locate Object Archivist Still Locate Object Archivist Magic Circle against Chaos Archivist Extended Magic Circle against Chaos Archivist Quickened Magic Circle against Chaos Archivist Silent Magic Circle against Chaos Archivist Still Magic Circle against Chaos Archivist Magic Circle against Evil Archivist Extended Magic Circle against Evil Archivist Quickened Magic Circle against Evil Archivist Silent Magic Circle against Evil Archivist Still Magic Circle against Evil Archivist Magic Circle against Good Archivist Extended Magic Circle against Good Archivist Quickened Magic Circle against Good Archivist Silent Magic Circle against Good Archivist Still Magic Circle against Good Archivist Magic Circle against Law Archivist Extended Magic Circle against Law Archivist Quickened Magic Circle against Law Archivist Silent Magic Circle against Law Archivist Still Magic Circle against Law Archivist Magic Vestment Archivist Extended Magic Vestment Archivist Quickened Magic Vestment Archivist Silent Magic Vestment Archivist Still Magic Vestment Archivist Masochism Archivist Extended Masochism Archivist Mass Aid Archivist Empowered Mass Aid Archivist Extended Mass Aid Archivist Maximized Mass Aid Archivist Quickened Mass Aid Archivist Silent Mass Aid Archivist Still Mass Aid Archivist Mass Lesser Vigor Archivist Extended Mass Lesser Vigor Archivist Quickened Mass Lesser Vigor Archivist Silent Mass Lesser Vigor Archivist Still Mass Lesser Vigor Archivist Mirror Image Archivist Extended Mirror Image Archivist Quickened Mirror Image Archivist Silent Mirror Image Archivist Still Mirror Image Archivist Necrotic Bloat Archivist Empowered Necrotic Bloat Archivist Maximized Necrotic Bloat Archivist Negative Energy Burst Archivist Empowered Negative Energy Burst Archivist Maximized Negative Energy Burst Archivist Quickened Negative Energy Burst Archivist Silent Negative Energy Burst Archivist Still Negative Energy Burst Archivist Negative Energy Protection Archivist Extended Negative Energy Protection Archivist Quickened Negative Energy Protection Archivist Silent Negative Energy Protection Archivist Still Negative Energy Protection Archivist Obscure Object Archivist Extended Obscure Object Archivist Quickened Obscure Object Archivist Silent Obscure Object Archivist Still Obscure Object Archivist Prayer Archivist Extended Prayer Archivist Quickened Prayer Archivist Silent Prayer Archivist Still Prayer Archivist Protection from Elements Archivist Extended Protection from Elements Archivist Quickened Protection from Elements Archivist Silent Protection from Elements Archivist Still Protection from Elements Archivist Quillfire Archivist Empowered Quillfire Archivist Maximized Quillfire Archivist Quickened Quillfire Archivist Silent Quillfire Archivist Still Quillfire Archivist Red Fester Archivist Quickened Red Fester Archivist Silent Red Fester Archivist Still Red Fester Archivist Remove Blindness/Deafness Archivist Quickened Remove Blindness/Deafness Archivist Silent Remove Blindness/Deafness Archivist Still Remove Blindness/Deafness Archivist Remove Curse Archivist Quickened Remove Curse Archivist Silent Remove Curse Archivist Still Remove Curse Archivist Remove Disease Archivist Quickened Remove Disease Archivist Silent Remove Disease Archivist Still Remove Disease Archivist Ring of Blades Archivist Extended Ring of Blades Archivist Quickened Ring of Blades Archivist Silent Ring of Blades Archivist Still Ring of Blades Archivist Rotting Curse of Urfestra Archivist Empowered Rotting Curse of Urfestra Archivist Maximized Rotting Curse of Urfestra Archivist Quickened Rotting Curse of Urfestra Archivist Silent Rotting Curse of Urfestra Archivist Still Rotting Curse of Urfestra Archivist Searing Light Archivist Empowered Searing Light Archivist Maximized Searing Light Archivist Quickened Searing Light Archivist Silent Searing Light Archivist Still Searing Light Archivist Serpent Arrows Archivist Quickened Serpent Arrows Archivist Silent Serpent Arrows Archivist Still Serpent Arrows Archivist Serpent's Sigh Archivist Bolt of Acid Archivist Bolt of Electricity Archivist Cone of Acid Archivist Cone of Cold Archivist Cone of Fire Archivist Empowered Serpent's Sigh Archivist Empowered Bolt of Acid Archivist Empowered Bolt of Electricity Archivist Empowered Cone of Acid Archivist Empowered Cone of Cold Archivist Empowered Cone of Fire Archivist Maximized Serpent's Sigh Archivist Maximized Bolt of Acid Archivist Maximized Bolt of Electricity Archivist Maximized Cone of Acid Archivist Maximized Cone of Cold Archivist Maximized Cone of Fire Archivist Quickened Serpent's Sigh Archivist Quickened Bolt of Acid Archivist Quickened Bolt of Electricity Archivist Quickened Cone of Acid Archivist Quickened Cone of Cold Archivist Quickened Cone of Fire Archivist Silent Serpent's Sigh Archivist Silent Bolt of Acid Archivist Silent Bolt of Electricity Archivist Silent Cone of Acid Archivist Silent Cone of Cold Archivist Silent Cone of Fire Archivist Still Serpent's Sigh Archivist Still Bolt of Acid Archivist Still Bolt of Electricity Archivist Still Cone of Acid Archivist Still Cone of Cold Archivist Still Cone of Fire Archivist Shivering Touch Archivist Empowered Shivering Touch Archivist Extended Shivering Touch Archivist Maximized Shivering Touch Archivist Quickened Shivering Touch Archivist Silent Shivering Touch Archivist Still Shivering Touch Archivist Shout Archivist Empowered Shout Archivist Maximized Shout Archivist Quickened Shout Archivist Silent Shout Archivist Shriveling Archivist Empowered Shriveling Archivist Maximized Shriveling Archivist Quickened Shriveling Archivist Silent Shriveling Archivist Still Shriveling Archivist Slashing Darkness Archivist Empowered Slashing Darkness Archivist Maximized Slashing Darkness Archivist Quickened Slashing Darkness Archivist Silent Slashing Darkness Archivist Still Slashing Darkness Archivist Sleet Storm Archivist Extended Sleet Storm Archivist Quickened Sleet Storm Archivist Silent Sleet Storm Archivist Still Sleet Storm Archivist Snare Archivist Quickened Snare Archivist Silent Snare Archivist Still Snare Archivist Spiderskin Archivist Extended Spiderskin Archivist Quickened Spiderskin Archivist Silent Spiderskin Archivist Still Spiderskin Archivist Spike Growth Archivist Extended Spike Growth Archivist Quickened Spike Growth Archivist Silent Spike Growth Archivist Still Spike Growth Archivist Summon Creature III Archivist Extended Summon Creature III Archivist Quickened Summon Creature III Archivist Silent Summon Creature III Archivist Still Summon Creature III Archivist Summon Undead 3 Archivist Extended Summon Undead 3 Archivist Quickened Summon Undead 3 Archivist Silent Summon Undead 3 Archivist Still Summon Undead 3 Archivist Touch of Juiblex Archivist Quickened Touch of Juiblex Archivist Silent Touch of Juiblex Archivist Still Touch of Juiblex Archivist Unliving Weapon Archivist Empowered Unliving Weapon Archivist Maximized Unliving Weapon Archivist Quickened Unliving Weapon Archivist Silent Unliving Weapon Archivist Still Unliving Weapon Archivist Vigor Archivist Extended Vigor Archivist Quickened Vigor Archivist Silent Vigor Archivist Still Vigor Archivist Water Breathing Archivist Extended Water Breathing Archivist Quickened Water Breathing Archivist Silent Water Breathing Archivist Still Water Breathing Archivist Wrack Archivist Extended Wrack Archivist Quickened Wrack Archivist Silent Wrack Archivist Still Wrack Archivist Absorb Strength Archivist Extended Absorb Strength Archivist Quickened Absorb Strength Archivist Silent Absorb Strength Archivist Still Absorb Strength Archivist Abyssal Might Archivist Empowered Abyssal Might Archivist Extended Abyssal Might Archivist Quickened Abyssal Might Archivist Silent Abyssal Might Archivist Still Abyssal Might Archivist Bloodfreeze Arrow Archivist Silent Bloodfreeze Arrow Archivist Blood of the Martyr Archivist Quickened Blood of the Martyr Archivist Silent Blood of the Martyr Archivist Still Blood of the Martyr Archivist Claws of the Savage Archivist Empowered Claws of the Savage Archivist Extended Claws of the Savage Archivist Quickened Claws of the Savage Archivist Silent Claws of the Savage Archivist Still Claws of the Savage Archivist Cure Critical Wounds Archivist Empowered Cure Critical Wounds Archivist Maximized Cure Critical Wounds Archivist Quickened Cure Critical Wounds Archivist Silent Cure Critical Wounds Archivist Still Cure Critical Wounds Archivist Damning Darkness Archivist Extended Damning Darkness Archivist Quickened Damning Darkness Archivist Silent Damning Darkness Archivist Armor of Darkness Archivist Extended Armor of Darkness Archivist Quickened Armor of Darkness Archivist Silent Armor of Darkness Archivist Still Armor of Darkness Archivist Death Ward Archivist Extended Death Ward Archivist Quickened Death Ward Archivist Silent Death Ward Archivist Still Death Ward Archivist Diamond Spray Archivist Empowered Diamond Spray Archivist Extended Diamond Spray Archivist Maximized Diamond Spray Archivist Quickened Diamond Spray Archivist Silent Diamond Spray Archivist Still Diamond Spray Archivist Dimensional Anchor Archivist Extended Dimensional Anchor Archivist Quickened Dimensional Anchor Archivist Silent Dimensional Anchor Archivist Still Dimensional Anchor Archivist Dimension Door Archivist Dimension Door - Self only Archivist Dimension Door - Party within 10ft Archivist Dimension Door - Direction and Distance - Self only Archivist Dimension Door - Direction and Distance - Party within 10ft Archivist Quickened Dimension Door Archivist Quickened Dimension Door - Self only Archivist Quickened Dimension Door - Party within 10ft Archivist Quickened Dimension Door - Direction and Distance - Self only Archivist Quickened Dimension Door - Direction and Distance - Party within 10ft Archivist Silent Dimension Door Archivist Silent Dimension Door - Self only Archivist Silent Dimension Door - Party within 10ft Archivist Silent Dimension Door - Direction and Distance - Self only Archivist Silent Dimension Door - Direction and Distance - Party within 10ft Archivist Dismissal Archivist Quickened Dismissal Archivist Silent Dismissal Archivist Still Dismissal Archivist Divine Power Archivist Extended Divine Power Archivist Quickened Divine Power Archivist Silent Divine Power Archivist Still Divine Power Archivist Dominate Person Archivist Extended Dominate Person Archivist Quickened Dominate Person Archivist Silent Dominate Person Archivist Still Dominate Person Archivist Doublestrike Arrow Archivist Quickened Doublestrike Arrow Archivist Silent Doublestrike Arrow Archivist Still Doublestrike Arrow Archivist Draconic Might Archivist Extended Draconic Might Archivist Quickened Draconic Might Archivist Silent Draconic Might Archivist Still Draconic Might Archivist Elemental Shield Archivist Extended Elemental Shield Archivist Quickened Elemental Shield Archivist Silent Elemental Shield Archivist Still Elemental Shield Archivist Enervation Archivist Empowered Enervation Archivist Maximized Enervation Archivist Quickened Enervation Archivist Silent Enervation Archivist Still Enervation Archivist Fear Archivist Extended Fear Archivist Quickened Fear Archivist Silent Fear Archivist Still Fear Archivist Fireball Archivist Empowered Fireball Archivist Maximized Fireball Archivist Quickened Fireball Archivist Silent Fireball Archivist Still Fireball Archivist Freedom of Movement Archivist Extended Freedom of Movement Archivist Quickened Freedom of Movement Archivist Silent Freedom of Movement Archivist Still Freedom of Movement Archivist Greater Luminous Armor Archivist Extended Greater Luminous Armor Archivist Quickened Greater Luminous Armor Archivist Greater Magic Weapon Archivist Extended Greater Magic Weapon Archivist Quickened Greater Magic Weapon Archivist Silent Greater Magic Weapon Archivist Still Greater Magic Weapon Archivist Greater Resistance Archivist Extended Greater Resistance Archivist Quickened Greater Resistance Archivist Silent Greater Resistance Archivist Still Greater Resistance Archivist Gust of Wind Archivist Quickened Gust of Wind Archivist Silent Gust of Wind Archivist Still Gust of Wind Archivist Hammer of the Gods Archivist Empowered Hammer of the Gods Archivist Maximized Hammer of the Gods Archivist Quickened Hammer of the Gods Archivist Silent Hammer of the Gods Archivist Still Hammer of the Gods Archivist Haste Archivist Extended Haste Archivist Quickened Haste Archivist Silent Haste Archivist Still Haste Archivist Hold Monster Archivist Extended Hold Monster Archivist Quickened Hold Monster Archivist Silent Hold Monster Archivist Still Hold Monster Archivist Holy Sword Archivist Extended Holy Sword Archivist Quickened Holy Sword Archivist Silent Holy Sword Archivist Still Holy Sword Archivist Improved Invisibility Archivist Extended Improved Invisibility Archivist Quickened Improved Invisibility Archivist Silent Improved Invisibility Archivist Still Improved Invisibility Archivist Improved Mage Armor Archivist Extended Improved Mage Armor Archivist Quickened Improved Mage Armor Archivist Silent Improved Mage Armor Archivist Still Improved Mage Armor Archivist Inflict Critical Wounds Archivist Empowered Inflict Critical Wounds Archivist Maximized Inflict Critical Wounds Archivist Quickened Inflict Critical Wounds Archivist Silent Inflict Critical Wounds Archivist Still Inflict Critical Wounds Archivist Legion's Shield of Faith Archivist Extended Legion's Shield of Faith Archivist Quickened Legion's Shield of Faith Archivist Silent Legion's Shield of Faith Archivist Still Legion's Shield of Faith Archivist Lesser Planar Ally Archivist Extended Lesser Planar Ally Archivist Quickened Lesser Planar Ally Archivist Silent Lesser Planar Ally Archivist Still Lesser Planar Ally Archivist Lesser Planar Binding Archivist Extended Lesser Planar Binding Archivist Quickened Lesser Planar Binding Archivist Silent Lesser Planar Binding Archivist Still Lesser Planar Binding Archivist Lesser Spell Breach Archivist Quickened Lesser Spell Breach Archivist Silent Lesser Spell Breach Archivist Still Lesser Spell Breach Archivist Lower Spell Resistance Archivist Extended Lower Spell Resistance Archivist Silent Lower Spell Resistance Archivist Still Lower Spell Resistance Archivist Mass Camouflage Archivist Extended Mass Camouflage Archivist Quickened Mass Camouflage Archivist Silent Mass Camouflage Archivist Still Mass Camouflage Archivist Mass Ultravision Archivist Extended Mass Ultravision Archivist Silent Mass Ultravision Archivist Still Mass Ultravision Archivist Necrotic Domination Archivist Extended Necrotic Domination Archivist Quickened Necrotic Domination Archivist Silent Necrotic Domination Archivist Still Necrotic Domination Archivist Neutralize Poison Archivist Quickened Neutralize Poison Archivist Silent Neutralize Poison Archivist Still Neutralize Poison Archivist Nondetection Archivist Extended Nondetection Archivist Quickened Nondetection Archivist Silent Nondetection Archivist Still Nondetection Archivist Panacea Archivist Empowered Panacea Archivist Maximized Panacea Archivist Quickened Panacea Archivist Silent Panacea Archivist Still Panacea Archivist Phantasmal Killer Archivist Empowered Phantasmal Killer Archivist Maximized Phantasmal Killer Archivist Quickened Phantasmal Killer Archivist Silent Phantasmal Killer Archivist Still Phantasmal Killer Archivist Poison Archivist Empowered Poison Archivist Maximized Poison Archivist Quickened Poison Archivist Silent Poison Archivist Still Poison Archivist Polymorph Self Archivist Polymorph, Giant Spider Archivist Polymorph, Troll Archivist Polymorph, Umber Hulk Archivist Polymorph, Fey Archivist Polymorph, Zombie Archivist Extended Polymorph Self Archivist Extended Polymorph, Giant Spider Archivist Extended Polymorph, Troll Archivist Extended Polymorph, Umber Hulk Archivist Extended Polymorph, Fey Archivist Extended Polymorph, Zombie Archivist Quickened Polymorph Self Archivist Quickened Polymorph, Giant Spider Archivist Quickened Polymorph, Troll Archivist Quickened Polymorph, Umber Hulk Archivist Quickened Polymorph, Fey Archivist Quickened Polymorph, Zombie Archivist Silent Polymorph Self Archivist Silent Polymorph, Giant Spider Archivist Silent Polymorph, Troll Archivist Silent Polymorph, Umber Hulk Archivist Silent Polymorph, Fey Archivist Silent Polymorph, Zombie Archivist Recitation Archivist Extended Recitation Archivist Quickened Recitation Archivist Silent Recitation Archivist Still Recitation Archivist Repel Vermin Archivist Extended Repel Vermin Archivist Quickened Repel Vermin Archivist Silent Repel Vermin Archivist Still Repel Vermin Archivist Restoration Archivist Quickened Restoration Archivist Silent Restoration Archivist Still Restoration Archivist Shadow Arrow Archivist Silent Shadow Arrow Archivist Stoneskin Archivist Extended Stoneskin Archivist Quickened Stoneskin Archivist Silent Stoneskin Archivist Still Stoneskin Archivist Stop Heart Archivist Quickened Stop Heart Archivist Still Stop Heart Archivist Summon Creature IV Archivist Extended Summon Creature IV Archivist Quickened Summon Creature IV Archivist Silent Summon Creature IV Archivist Still Summon Creature IV Archivist Summon Undead 4 Archivist Extended Summon Undead 4 Archivist Quickened Summon Undead 4 Archivist Silent Summon Undead 4 Archivist Still Summon Undead 4 Archivist Sunmantle Archivist Extended Sunmantle Archivist Quickened Sunmantle Archivist Still Sunmantle Archivist Sword of Conscience Archivist Quickened Sword of Conscience Archivist Silent Sword of Conscience Archivist Unholy Sword Archivist Extended Unholy Sword Archivist Quickened Unholy Sword Archivist Silent Unholy Sword Archivist Still Unholy Sword Archivist Awaken Archivist Empowered Awaken Archivist Maximized Awaken Archivist Quickened Awaken Archivist Silent Awaken Archivist Still Awaken Archivist Baleful Polymorph Archivist Quickened Baleful Polymorph Archivist Silent Baleful Polymorph Archivist Still Baleful Polymorph Archivist Battletide Archivist Extended Battletide Archivist Quickened Battletide Archivist Silent Battletide Archivist Still Battletide Archivist Break Enchantment Archivist Quickened Break Enchantment Archivist Silent Break Enchantment Archivist Still Break Enchantment Archivist Chaav's Laugh Archivist Extended Chaav's Laugh Archivist Quickened Chaav's Laugh Archivist Silent Chaav's Laugh Archivist Circle of Doom Archivist Empowered Circle of Doom Archivist Maximized Circle of Doom Archivist Quickened Circle of Doom Archivist Silent Circle of Doom Archivist Still Circle of Doom Archivist Claws of the Bebilith Archivist Extended Claws of the Bebilith Archivist Quickened Claws of the Bebilith Archivist Silent Claws of the Bebilith Archivist Still Claws of the Bebilith Archivist Cone of Cold Archivist Empowered Cone of Cold Archivist Maximized Cone of Cold Archivist Quickened Cone of Cold Archivist Silent Cone of Cold Archivist Still Cone of Cold Archivist Convert Wand Archivist Extended Convert Wand Archivist Quickened Convert Wand Archivist Silent Convert Wand Archivist Still Convert Wand Archivist Dancing Web Archivist Empowered Dancing Web Archivist Extended Dancing Web Archivist Maximized Dancing Web Archivist Quickened Dancing Web Archivist Silent Dancing Web Archivist Still Dancing Web Archivist Dark Bolt Archivist Dark Bolt (all Bolt) Archivist Dark Bolt (1 Bolt/rnd) Archivist Empowered Dark Bolt Archivist Empowered Dark Bolt (all Bolt) Archivist Empowered Dark Bolt (1 Bolt/rnd) Archivist Maximized Dark Bolt Archivist Maximized Dark Bolt (all Bolt) Archivist Maximized Dark Bolt (1 Bolt/rnd) Archivist Quickened Dark Bolt Archivist Quickened Dark Bolt (all Bolt) Archivist Quickened Dark Bolt (1 Bolt/rnd) Archivist Silent Dark Bolt Archivist Silent Dark Bolt (all Bolt) Archivist Silent Dark Bolt (1 Bolt/rnd) Archivist Still Dark Bolt Archivist Still Dark Bolt (all Bolt) Archivist Still Dark Bolt (1 Bolt/rnd) Archivist Elemental Strike Archivist Elemental Strike (Acid) Archivist Elemental Strike (Cold) Archivist Elemental Strike (Electricity) Archivist Elemental Strike (Fire) Archivist Elemental Strike (Sonic) Archivist Empowered Elemental Strike Archivist Empowered Elemental Strike (Acid) Archivist Empowered Elemental Strike (Cold) Archivist Empowered Elemental Strike (Electricity) Archivist Empowered Elemental Strike (Fire) Archivist Empowered Elemental Strike (Sonic) Archivist Maximized Elemental Strike Archivist Maximized Elemental Strike (Acid) Archivist Maximized Elemental Strike (Cold) Archivist Maximized Elemental Strike (Electricity) Archivist Maximized Elemental Strike (Fire) Archivist Maximized Elemental Strike (Sonic) Archivist Quickened Elemental Strike Archivist Quickened Elemental Strike (Acid) Archivist Quickened Elemental Strike (Cold) Archivist Quickened Elemental Strike (Electricity) Archivist Quickened Elemental Strike (Fire) Archivist Quickened Elemental Strike (Sonic) Archivist Silent Elemental Strike Archivist Silent Elemental Strike (Acid) Archivist Silent Elemental Strike (Cold) Archivist Silent Elemental Strike (Electricity) Archivist Silent Elemental Strike (Fire) Archivist Silent Elemental Strike (Sonic) Archivist Still Elemental Strike Archivist Still Elemental Strike (Acid) Archivist Still Elemental Strike (Cold) Archivist Still Elemental Strike (Electricity) Archivist Still Elemental Strike (Fire) Archivist Still Elemental Strike (Sonic) Archivist Evard's Black Tentacles Archivist Empowered Evard's Black Tentacles Archivist Extended Evard's Black Tentacles Archivist Maximized Evard's Black Tentacles Archivist Quickened Evard's Black Tentacles Archivist Silent Evard's Black Tentacles Archivist Still Evard's Black Tentacles Archivist Fire in the Blood Archivist Extended Fire in the Blood Archivist Quickened Fire in the Blood Archivist Silent Fire in the Blood Archivist Still Fire in the Blood Archivist Flame Strike Archivist Empowered Flame Strike Archivist Maximized Flame Strike Archivist Quickened Flame Strike Archivist Silent Flame Strike Archivist Still Flame Strike Archivist Greater Heroism Archivist Extended Greater Heroism Archivist Silent Greater Heroism Archivist Still Greater Heroism Archivist Greater Vigor Archivist Extended Greater Vigor Archivist Quickened Greater Vigor Archivist Silent Greater Vigor Archivist Still Greater Vigor Archivist Greater Command Archivist Greater Command Approach Archivist Greater Command Drop Archivist Greater Command Fall Archivist Greater Command Flee Archivist Greater Command Halt Archivist Extended Greater Command Archivist Extended Greater Command Approach Archivist Extended Greater Command Drop Archivist Extended Greater Command Fall Archivist Extended Greater Command Flee Archivist Extended Greater Command Halt Archivist Quickened Greater Command Archivist Quickened Greater Command Approach Archivist Quickened Greater Command Drop Archivist Quickened Greater Command Fall Archivist Quickened Greater Command Flee Archivist Quickened Greater Command Halt Archivist Silent Greater Command Archivist Silent Greater Command Approach Archivist Silent Greater Command Drop Archivist Silent Greater Command Fall Archivist Silent Greater Command Flee Archivist Silent Greater Command Halt Archivist Still Greater Command Archivist Still Greater Command Approach Archivist Still Greater Command Drop Archivist Still Greater Command Fall Archivist Still Greater Command Flee Archivist Still Greater Command Halt Archivist Heal Animal Companion Archivist Quickened Heal Animal Companion Archivist Silent Heal Animal Companion Archivist Still Heal Animal Companion Archivist Healing Circle Archivist Empowered Healing Circle Archivist Maximized Healing Circle Archivist Quickened Healing Circle Archivist Silent Healing Circle Archivist Still Healing Circle Archivist Heartclutch Archivist Quickened Heartclutch Archivist Silent Heartclutch Archivist Still Heartclutch Archivist Ice Storm Archivist Empowered Ice Storm Archivist Maximized Ice Storm Archivist Quickened Ice Storm Archivist Silent Ice Storm Archivist Still Ice Storm Archivist Inferno Archivist Empowered Inferno Archivist Extended Inferno Archivist Maximized Inferno Archivist Quickened Inferno Archivist Silent Inferno Archivist Still Inferno Archivist Legion's Curse of Petty Failing Archivist Extended Legion's Curse of Petty Failing Archivist Quickened Legion's Curse of Petty Failing Archivist Silent Legion's Curse of Petty Failing Archivist Still Legion's Curse of Petty Failing Archivist Mass Cat's Grace Archivist Empowered Mass Cat's Grace Archivist Extended Mass Cat's Grace Archivist Maximized Mass Cat's Grace Archivist Quickened Mass Cat's Grace Archivist Silent Mass Cat's Grace Archivist Still Mass Cat's Grace Archivist Mass Contagion Archivist Quickened Mass Contagion Archivist Silent Mass Contagion Archivist Still Mass Contagion Archivist Mass Cure Light Wounds Archivist Empowered Mass Cure Light Wounds Archivist Maximized Mass Cure Light Wounds Archivist Quickened Mass Cure Light Wounds Archivist Silent Mass Cure Light Wounds Archivist Still Mass Cure Light Wounds Archivist Mass Inflict Light Wounds Archivist Empowered Mass Inflict Light Wounds Archivist Maximized Mass Inflict Light Wounds Archivist Quickened Mass Inflict Light Wounds Archivist Silent Mass Inflict Light Wounds Archivist Still Mass Inflict Light Wounds Archivist Morality Undone Archivist Quickened Morality Undone Archivist Silent Morality Undone Archivist Still Morality Undone Archivist Necrotic Burst Archivist Empowered Necrotic Burst Archivist Maximized Necrotic Burst Archivist Quickened Necrotic Burst Archivist Silent Necrotic Burst Archivist Still Necrotic Burst Archivist Owl's Insight Archivist Extended Owl's Insight Archivist Quickened Owl's Insight Archivist Silent Owl's Insight Archivist Still Owl's Insight Archivist Power Leech Archivist Extended Power Leech Archivist Quickened Power Leech Archivist Silent Power Leech Archivist Still Power Leech Archivist Raise Dead Archivist Quickened Raise Dead Archivist Silent Raise Dead Archivist Still Raise Dead Archivist Resonating Resistance Archivist Extended Resonating Resistance Archivist Quickened Resonating Resistance Archivist Silent Resonating Resistance Archivist Revivify Archivist Quickened Revivify Archivist Silent Revivify Archivist Still Revivify Archivist Righteous Might Archivist Extended Righteous Might Archivist Quickened Righteous Might Archivist Silent Righteous Might Archivist Still Righteous Might Archivist Scrying Archivist Extended Scrying Archivist Quickened Scrying Archivist Silent Scrying Archivist Still Scrying Archivist Sicken Evil Archivist Extended Sicken Evil Archivist Quickened Sicken Evil Archivist Silent Sicken Evil Archivist Still Sicken Evil Archivist Slay Living Archivist Empowered Slay Living Archivist Maximized Slay Living Archivist Quickened Slay Living Archivist Silent Slay Living Archivist Still Slay Living Archivist Soul Scour Archivist Empowered Soul Scour Archivist Maximized Soul Scour Archivist Quickened Soul Scour Archivist Silent Soul Scour Archivist Still Soul Scour Archivist Spell Mantle Archivist Empowered Spell Mantle Archivist Extended Spell Mantle Archivist Maximized Spell Mantle Archivist Quickened Spell Mantle Archivist Silent Spell Mantle Archivist Still Spell Mantle Archivist Spell Resistance Archivist Extended Spell Resistance Archivist Quickened Spell Resistance Archivist Silent Spell Resistance Archivist Still Spell Resistance Archivist Stone to Flesh Archivist Extended Stone to Flesh Archivist Quickened Stone to Flesh Archivist Silent Stone to Flesh Archivist Still Stone to Flesh Archivist Summon Creature V Archivist Extended Summon Creature V Archivist Quickened Summon Creature V Archivist Silent Summon Creature V Archivist Still Summon Creature V Archivist Summon Undead 5 Archivist Extended Summon Undead 5 Archivist Quickened Summon Undead 5 Archivist Silent Summon Undead 5 Archivist Still Summon Undead 5 Archivist Symbol of Pain Archivist Empowered Symbol of Pain Archivist Extended Symbol of Pain Archivist Maximized Symbol of Pain Archivist Quickened Symbol of Pain Archivist Silent Symbol of Pain Archivist Still Symbol of Pain Archivist Symbol of Sleep Archivist Empowered Symbol of Sleep Archivist Extended Symbol of Sleep Archivist Maximized Symbol of Sleep Archivist Quickened Symbol of Sleep Archivist Silent Symbol of Sleep Archivist Still Symbol of Sleep Archivist Teleport Archivist Teleport - Self only Archivist Teleport - Party within 10ft Archivist Quickened Teleport Archivist Quickened Teleport - Self only Archivist Quickened Teleport - Party within 10ft Archivist Silent Teleport Archivist Silent Teleport - Self only Archivist Silent Teleport - Party within 10ft Archivist True Seeing Archivist Extended True Seeing Archivist Quickened True Seeing Archivist Silent True Seeing Archivist Still True Seeing Archivist Vine Mine Archivist Vine Mine, Entangle Archivist Vine Mine, Hamper Movement Archivist Vine Mine, Camouflage Archivist Extended Vine Mine Archivist Extended Vine Mine, Entangle Archivist Extended Vine Mine, Hamper Movement Archivist Extended Vine Mine, Camouflage Archivist Quickened Vine Mine Archivist Quickened Vine Mine, Entangle Archivist Quickened Vine Mine, Hamper Movement Archivist Quickened Vine Mine, Camouflage Archivist Silent Vine Mine Archivist Silent Vine Mine, Entangle Archivist Silent Vine Mine, Hamper Movement Archivist Silent Vine Mine, Camouflage Archivist Still Vine Mine Archivist Still Vine Mine, Entangle Archivist Still Vine Mine, Hamper Movement Archivist Still Vine Mine, Camouflage Archivist Viscid Globe Archivist Extended Viscid Globe Archivist Quickened Viscid Globe Archivist Silent Viscid Globe Archivist Still Viscid Globe Archivist Wall of Fire Archivist Empowered Wall of Fire Archivist Extended Wall of Fire Archivist Maximized Wall of Fire Archivist Quickened Wall of Fire Archivist Silent Wall of Fire Archivist Still Wall of Fire Archivist Acid Storm Archivist Empowered Acid Storm Archivist Maximized Acid Storm Archivist Silent Acid Storm Archivist Still Acid Storm Archivist Animate Objects Archivist Extended Animate Objects Archivist Banishment Archivist Silent Banishment Archivist Still Banishment Archivist Blade Barrier Archivist Empowered Blade Barrier Archivist Extended Blade Barrier Archivist Maximized Blade Barrier Archivist Silent Blade Barrier Archivist Still Blade Barrier Archivist Call Faithful Servants Archivist Empowered Call Faithful Servants Archivist Maximized Call Faithful Servants Archivist Silent Call Faithful Servants Archivist Still Call Faithful Servants Archivist Celestial Blood Archivist Silent Celestial Blood Archivist Still Celestial Blood Archivist Chain Lightning Archivist Empowered Chain Lightning Archivist Maximized Chain Lightning Archivist Silent Chain Lightning Archivist Still Chain Lightning Archivist Cloud of the Achaierai Archivist Extended Cloud of the Achaierai Archivist Silent Cloud of the Achaierai Archivist Still Cloud of the Achaierai Archivist Control Undead Archivist Extended Control Undead Archivist Silent Control Undead Archivist Still Control Undead Archivist Create Undead Archivist Extended Create Undead Archivist Silent Create Undead Archivist Still Create Undead Archivist Crumble Archivist Empowered Crumble Archivist Maximized Crumble Archivist Silent Crumble Archivist Still Crumble Archivist Drown Archivist Silent Drown Archivist Still Drown Archivist Energy Buffer Archivist Extended Energy Buffer Archivist Silent Energy Buffer Archivist Still Energy Buffer Archivist Energy Immunity Archivist Acid Energy Immunity Archivist Cold Energy Immunity Archivist Electricity Energy Immunity Archivist Fire Energy Immunity Archivist Sonic Energy Immunity Archivist Extended Energy Immunity Archivist Extended Acid Energy Immunity Archivist Extended Cold Energy Immunity Archivist Extended Electricity Energy Immunity Archivist Extended Fire Energy Immunity Archivist Extended Sonic Energy Immunity Archivist Silent Energy Immunity Archivist Silent Acid Energy Immunity Archivist Silent Cold Energy Immunity Archivist Silent Electricity Energy Immunity Archivist Silent Fire Energy Immunity Archivist Silent Sonic Energy Immunity Archivist Still Energy Immunity Archivist Still Acid Energy Immunity Archivist Still Cold Energy Immunity Archivist Still Electricity Energy Immunity Archivist Still Fire Energy Immunity Archivist Still Sonic Energy Immunity Archivist Exalted Raiment Archivist Extended Exalted Raiment Archivist Silent Exalted Raiment Archivist Extract Water Elemental Archivist Empowered Extract Water Elemental Archivist Maximized Extract Water Elemental Archivist Silent Extract Water Elemental Archivist Still Extract Water Elemental Archivist Greater Dispelling Archivist Silent Greater Dispelling Archivist Still Greater Dispelling Archivist Greater Glyph of Warding Archivist Greater Blast Glyph (Acid) Archivist Greater Blast Glyph (Cold) Archivist Greater Blast Glyph (Electricity) Archivist Greater Blast Glyph (Fire) Archivist Greater Blast Glyph (Sonic) Archivist Empowered Greater Glyph of Warding Archivist Empowered Greater Blast Glyph (Acid) Archivist Empowered Greater Blast Glyph (Cold) Archivist Empowered Greater Blast Glyph (Electricity) Archivist Empowered Greater Blast Glyph (Fire) Archivist Empowered Greater Blast Glyph (Sonic) Archivist Extended Greater Glyph of Warding Archivist Extended Greater Blast Glyph (Acid) Archivist Extended Greater Blast Glyph (Cold) Archivist Extended Greater Blast Glyph (Electricity) Archivist Extended Greater Blast Glyph (Fire) Archivist Extended Greater Blast Glyph (Sonic) Archivist Maximized Greater Glyph of Warding Archivist Maximized Greater Blast Glyph (Acid) Archivist Maximized Greater Blast Glyph (Cold) Archivist Maximized Greater Blast Glyph (Electricity) Archivist Maximized Greater Blast Glyph (Fire) Archivist Maximized Greater Blast Glyph (Sonic) Archivist Silent Greater Glyph of Warding Archivist Silent Greater Blast Glyph (Acid) Archivist Silent Greater Blast Glyph (Cold) Archivist Silent Greater Blast Glyph (Electricity) Archivist Silent Greater Blast Glyph (Fire) Archivist Silent Greater Blast Glyph (Sonic) Archivist Still Greater Glyph of Warding Archivist Still Greater Blast Glyph (Acid) Archivist Still Greater Blast Glyph (Cold) Archivist Still Greater Blast Glyph (Electricity) Archivist Still Greater Blast Glyph (Fire) Archivist Still Greater Blast Glyph (Sonic) Archivist Greater Sanctuary Archivist Extended Greater Sanctuary Archivist Silent Greater Sanctuary Archivist Still Greater Sanctuary Archivist Greater Stoneskin Archivist Extended Greater Stoneskin Archivist Silent Greater Stoneskin Archivist Still Greater Stoneskin Archivist Harm Archivist Silent Harm Archivist Still Harm Archivist Heal Archivist Silent Heal Archivist Still Heal Archivist Legend Lore Archivist Extended Legend Lore Archivist Silent Legend Lore Archivist Still Legend Lore Archivist Mass Bull's Strength Archivist Empowered Mass Bull's Strength Archivist Extended Mass Bull's Strength Archivist Maximized Mass Bull's Strength Archivist Silent Mass Bull's Strength Archivist Still Mass Bull's Strength Archivist Mass Cure Moderate Wounds Archivist Empowered Mass Cure Moderate Wounds Archivist Maximized Mass Cure Moderate Wounds Archivist Silent Mass Cure Moderate Wounds Archivist Still Mass Cure Moderate Wounds Archivist Mass Eagle's Splendor Archivist Empowered Mass Eagle's Splendor Archivist Extended Mass Eagle's Splendor Archivist Maximized Mass Eagle's Splendor Archivist Silent Mass Eagle's Splendor Archivist Still Mass Eagle's Splendor Archivist Mass Endurance Archivist Empowered Mass Endurance Archivist Extended Mass Endurance Archivist Maximized Mass Endurance Archivist Silent Mass Endurance Archivist Still Mass Endurance Archivist Mass Fox's Cunning Archivist Empowered Mass Fox's Cunning Archivist Extended Mass Fox's Cunning Archivist Maximized Mass Fox's Cunning Archivist Silent Mass Fox's Cunning Archivist Still Mass Fox's Cunning Archivist Mass Inflict Moderate Wounds Archivist Empowered Mass Inflict Moderate Wounds Archivist Maximized Mass Inflict Moderate Wounds Archivist Silent Mass Inflict Moderate Wounds Archivist Still Mass Inflict Moderate Wounds Archivist Mass Owl's Wisdom Archivist Empowered Mass Owl's Wisdom Archivist Extended Mass Owl's Wisdom Archivist Maximized Mass Owl's Wisdom Archivist Silent Mass Owl's Wisdom Archivist Still Mass Owl's Wisdom Archivist Necrotic Eruption Archivist Empowered Necrotic Eruption Archivist Maximized Necrotic Eruption Archivist Silent Necrotic Eruption Archivist Still Necrotic Eruption Archivist Planar Ally Archivist Extended Planar Ally Archivist Silent Planar Ally Archivist Still Planar Ally Archivist Planar Binding Archivist Extended Planar Binding Archivist Silent Planar Binding Archivist Still Planar Binding Archivist Pox Archivist Empowered Pox Archivist Maximized Pox Archivist Silent Pox Archivist Still Pox Archivist Sarcophagus of Stone Archivist Silent Sarcophagus of Stone Archivist Still Sarcophagus of Stone Archivist Stonehold Archivist Empowered Stonehold Archivist Extended Stonehold Archivist Maximized Stonehold Archivist Silent Stonehold Archivist Still Stonehold Archivist Storm of Shards Archivist Empowered Storm of Shards Archivist Maximized Storm of Shards Archivist Silent Storm of Shards Archivist Still Storm of Shards Archivist Summon Creature VI Archivist Extended Summon Creature VI Archivist Silent Summon Creature VI Archivist Still Summon Creature VI Archivist Superior Resistance Archivist Extended Superior Resistance Archivist Silent Superior Resistance Archivist Still Superior Resistance Archivist Symbol of Fear Archivist Empowered Symbol of Fear Archivist Extended Symbol of Fear Archivist Maximized Symbol of Fear Archivist Silent Symbol of Fear Archivist Still Symbol of Fear Archivist Symbol of Persuasion Archivist Empowered Symbol of Persuasion Archivist Extended Symbol of Persuasion Archivist Maximized Symbol of Persuasion Archivist Silent Symbol of Persuasion Archivist Still Symbol of Persuasion Archivist Thousand Needles Archivist Empowered Thousand Needles Archivist Extended Thousand Needles Archivist Maximized Thousand Needles Archivist Silent Thousand Needles Archivist Still Thousand Needles Archivist Transport via Plants Archivist Transport via Plants - Self only Archivist Transport via Plants - Party within 10ft Archivist Silent Transport via Plants Archivist Silent Transport via Plants - Self only Archivist Silent Transport via Plants - Party within 10ft Archivist Undeath to Death Archivist Empowered Undeath to Death Archivist Maximized Undeath to Death Archivist Silent Undeath to Death Archivist Still Undeath to Death Archivist Vigorous Circle Archivist Extended Vigorous Circle Archivist Silent Vigorous Circle Archivist Still Vigorous Circle Archivist Word of Recall Archivist Word of Recall - Self only Archivist Word of Recall - Party within 10ft Archivist Silent Word of Recall Archivist Silent Word of Recall - Self only Archivist Silent Word of Recall - Party within 10ft Archivist Aura of Vitality Archivist Extended Aura of Vitality Archivist Silent Aura of Vitality Archivist Still Aura of Vitality Archivist Bigby's Grasping Hand Archivist Extended Bigby's Grasping Hand Archivist Silent Bigby's Grasping Hand Archivist Still Bigby's Grasping Hand Archivist Blasphemy Archivist Silent Blasphemy Archivist Still Blasphemy Archivist Control Weather Archivist Control Weather: Rain Archivist Control Weather: Snow Archivist Control Weather: Clear Archivist Extended Control Weather Archivist Extended Control Weather: Rain Archivist Extended Control Weather: Snow Archivist Extended Control Weather: Clear Archivist Silent Control Weather Archivist Silent Control Weather: Rain Archivist Silent Control Weather: Snow Archivist Silent Control Weather: Clear Archivist Still Control Weather Archivist Still Control Weather: Rain Archivist Still Control Weather: Snow Archivist Still Control Weather: Clear Archivist Creeping Doom Archivist Extended Creeping Doom Archivist Silent Creeping Doom Archivist Still Creeping Doom Archivist Death by Thorns Archivist Silent Death by Thorns Archivist Still Death by Thorns Archivist Destruction Archivist Silent Destruction Archivist Still Destruction Archivist Dictum Archivist Silent Dictum Archivist Still Dictum Archivist Disintegrate Archivist Empowered Disintegrate Archivist Silent Disintegrate Archivist Still Disintegrate Archivist Dragon Ally Archivist Extended Dragon Ally Archivist Silent Dragon Ally Archivist Energy Ebb Archivist Extended Energy Ebb Archivist Silent Energy Ebb Archivist Still Energy Ebb Archivist Fiendish Clarity Archivist Silent Fiendish Clarity Archivist Still Fiendish Clarity Archivist Great Thunderclap Archivist Silent Great Thunderclap Archivist Still Great Thunderclap Archivist Greater Harm Archivist Silent Greater Harm Archivist Still Greater Harm Archivist Greater Restoration Archivist Silent Greater Restoration Archivist Still Greater Restoration Archivist Greater Scrying Archivist Extended Greater Scrying Archivist Silent Greater Scrying Archivist Still Greater Scrying Archivist Greater Teleport Archivist Greater Teleport - Self only Archivist Greater Teleport - Party within 10ft Archivist Silent Greater Teleport Archivist Silent Greater Teleport - Self only Archivist Silent Greater Teleport - Party within 10ft Archivist Holy Word Archivist Silent Holy Word Archivist Still Holy Word Archivist Mass Charm Archivist Extended Mass Charm Archivist Silent Mass Charm Archivist Mass Cure Serious Wounds Archivist Empowered Mass Cure Serious Wounds Archivist Silent Mass Cure Serious Wounds Archivist Still Mass Cure Serious Wounds Archivist Mass Haste Archivist Extended Mass Haste Archivist Silent Mass Haste Archivist Still Mass Haste Archivist Mass Hold Person Archivist Extended Mass Hold Person Archivist Silent Mass Hold Person Archivist Still Mass Hold Person Archivist Mass Inflict Serious Wounds Archivist Empowered Mass Inflict Serious Wounds Archivist Silent Mass Inflict Serious Wounds Archivist Still Mass Inflict Serious Wounds Archivist Mass Spell Resistance Archivist Extended Mass Spell Resistance Archivist Silent Mass Spell Resistance Archivist Still Mass Spell Resistance Archivist Phoenix Fire Archivist Empowered Phoenix Fire Archivist Silent Phoenix Fire Archivist Still Phoenix Fire Archivist Prismatic Spray Archivist Silent Prismatic Spray Archivist Still Prismatic Spray Archivist Protection from Spells Archivist Extended Protection from Spells Archivist Silent Protection from Spells Archivist Still Protection from Spells Archivist Rain of Embers Archivist Empowered Rain of Embers Archivist Extended Rain of Embers Archivist Silent Rain of Embers Archivist Still Rain of Embers Archivist Rain of Roses Archivist Extended Rain of Roses Archivist Silent Rain of Roses Archivist Still Rain of Roses Archivist Rapture of Rupture Archivist Empowered Rapture of Rupture Archivist Regenerate Archivist Extended Regenerate Archivist Silent Regenerate Archivist Still Regenerate Archivist Repulsion Archivist Extended Repulsion Archivist Silent Repulsion Archivist Still Repulsion Archivist Resurrection Archivist Silent Resurrection Archivist Still Resurrection Archivist Righteous Smite Archivist Empowered Righteous Smite Archivist Silent Righteous Smite Archivist Still Righteous Smite Archivist Spell Turning Archivist Empowered Spell Turning Archivist Extended Spell Turning Archivist Silent Spell Turning Archivist Still Spell Turning Archivist Summon Creature VII Archivist Summon Huge Air Elemental Archivist Summon Huge Earth Elemental Archivist Summon Huge Fire Elemental Archivist Summon Huge Water Elemental Archivist Extended Summon Creature VII Archivist Extended Summon Huge Air Elemental Archivist Extended Summon Huge Earth Elemental Archivist Extended Summon Huge Fire Elemental Archivist Extended Summon Huge Water Elemental Archivist Silent Summon Creature VII Archivist Silent Summon Huge Air Elemental Archivist Silent Summon Huge Earth Elemental Archivist Silent Summon Huge Fire Elemental Archivist Silent Summon Huge Water Elemental Archivist Still Summon Creature VII Archivist Still Summon Huge Air Elemental Archivist Still Summon Huge Earth Elemental Archivist Still Summon Huge Fire Elemental Archivist Still Summon Huge Water Elemental Archivist Symbol of Stunning Archivist Empowered Symbol of Stunning Archivist Extended Symbol of Stunning Archivist Silent Symbol of Stunning Archivist Still Symbol of Stunning Archivist Symbol of Weakness Archivist Empowered Symbol of Weakness Archivist Extended Symbol of Weakness Archivist Silent Symbol of Weakness Archivist Still Symbol of Weakness Archivist Tomb of Light Archivist Silent Tomb of Light Archivist Still Tomb of Light Archivist Word of Balance Archivist Empowered Word of Balance Archivist Silent Word of Balance Archivist Word of Chaos Archivist Silent Word of Chaos Archivist Still Word of Chaos Archivist Wretched Blight Archivist Empowered Wretched Blight Archivist Silent Wretched Blight Archivist Still Wretched Blight Archivist Antimagic Field Archivist Extended Antimagic Field Archivist Silent Antimagic Field Archivist Still Antimagic Field Archivist Aura versus Alignment Archivist Unholy Aura Archivist Holy Aura Archivist Extended Aura versus Alignment Archivist Extended Unholy Aura Archivist Extended Holy Aura Archivist Silent Aura versus Alignment Archivist Silent Unholy Aura Archivist Silent Holy Aura Archivist Still Aura versus Alignment Archivist Still Unholy Aura Archivist Still Holy Aura Archivist Blackstaff Archivist Extended Blackstaff Archivist Silent Blackstaff Archivist Still Blackstaff Archivist Bodak Birth Archivist Silent Bodak Birth Archivist Still Bodak Birth Archivist Bombardment Archivist Silent Bombardment Archivist Still Bombardment Archivist Create Greater Undead Archivist Extended Create Greater Undead Archivist Silent Create Greater Undead Archivist Still Create Greater Undead Archivist Delayed Blast Fireball Archivist Extended Delayed Blast Fireball Archivist Silent Delayed Blast Fireball Archivist Still Delayed Blast Fireball Archivist Dimensional Lock Archivist Extended Dimensional Lock Archivist Silent Dimensional Lock Archivist Still Dimensional Lock Archivist Discern Location Archivist Extended Discern Location Archivist Silent Discern Location Archivist Still Discern Location Archivist Dominate Monster Archivist Extended Dominate Monster Archivist Silent Dominate Monster Archivist Still Dominate Monster Archivist Dragon Cloud Archivist Silent Dragon Cloud Archivist Still Dragon Cloud Archivist Earthquake Archivist Extended Earthquake Archivist Silent Earthquake Archivist Still Earthquake Archivist Evil Weather Archivist Rain of Blood Archivist Violet Rain Archivist Green Fog Archivist Rain of Frogs or Fish Archivist Silent Evil Weather Archivist Silent Rain of Blood Archivist Silent Violet Rain Archivist Silent Green Fog Archivist Silent Rain of Frogs or Fish Archivist Still Evil Weather Archivist Still Rain of Blood Archivist Still Violet Rain Archivist Still Green Fog Archivist Still Rain of Frogs or Fish Archivist Finger of Death Archivist Silent Finger of Death Archivist Still Finger of Death Archivist Fire Storm Archivist Silent Fire Storm Archivist Still Fire Storm Archivist Greater Planar Ally Archivist Extended Greater Planar Ally Archivist Silent Greater Planar Ally Archivist Still Greater Planar Ally Archivist Wall of Greater Dispel Magic Archivist Extended Wall of Greater Dispel Magic Archivist Silent Wall of Greater Dispel Magic Archivist Still Wall of Greater Dispel Magic Archivist Holy Aura Archivist Extended Holy Aura Archivist Silent Holy Aura Archivist Still Holy Aura Archivist Horrid Wilting Archivist Silent Horrid Wilting Archivist Still Horrid Wilting Archivist Last Judgement Archivist Silent Last Judgement Archivist Mass Cure Critical Wounds Archivist Silent Mass Cure Critical Wounds Archivist Still Mass Cure Critical Wounds Archivist Mass Heal Archivist Silent Mass Heal Archivist Still Mass Heal Archivist Mass Inflict Critical Wounds Archivist Silent Mass Inflict Critical Wounds Archivist Still Mass Inflict Critical Wounds Archivist Nature's Balance Archivist Silent Nature's Balance Archivist Still Nature's Balance Archivist Necrotic Empowerment Archivist Extended Necrotic Empowerment Archivist Silent Necrotic Empowerment Archivist Still Necrotic Empowerment Archivist Pestilence Archivist Silent Pestilence Archivist Still Pestilence Archivist Power Word, Stun Archivist Silent Power Word, Stun Archivist Premonition Archivist Extended Premonition Archivist Silent Premonition Archivist Still Premonition Archivist Shadow Shield Archivist Extended Shadow Shield Archivist Silent Shadow Shield Archivist Still Shadow Shield Archivist Summon Creature VIII Archivist Summon Greater Air Elemental Archivist Summon Greater Earth Elemental Archivist Summon Greater Fire Elemental Archivist Summon Greater Water Elemental Archivist Extended Summon Creature VIII Archivist Extended Summon Greater Air Elemental Archivist Extended Summon Greater Earth Elemental Archivist Extended Summon Greater Fire Elemental Archivist Extended Summon Greater Water Elemental Archivist Silent Summon Creature VIII Archivist Silent Summon Greater Air Elemental Archivist Silent Summon Greater Earth Elemental Archivist Silent Summon Greater Fire Elemental Archivist Silent Summon Greater Water Elemental Archivist Still Summon Creature VIII Archivist Still Summon Greater Air Elemental Archivist Still Summon Greater Earth Elemental Archivist Still Summon Greater Fire Elemental Archivist Still Summon Greater Water Elemental Archivist Sunbeam Archivist Silent Sunbeam Archivist Still Sunbeam Archivist Sunburst Archivist Silent Sunburst Archivist Still Sunburst Archivist Symbol of Death Archivist Extended Symbol of Death Archivist Silent Symbol of Death Archivist Still Symbol of Death Archivist Symbol of Insanity Archivist Extended Symbol of Insanity Archivist Silent Symbol of Insanity Archivist Still Symbol of Insanity Archivist Apocalypse from the Sky Archivist Apocalypse from the Sky: Fire Archivist Apocalypse from the Sky: Acid Archivist Apocalypse from the Sky: Sonic Archivist Despoil Archivist Elder Glyph of Warding Archivist Elder Blast Glyph (Acid) Archivist Elder Blast Glyph (Cold) Archivist Elder Blast Glyph (Electricity) Archivist Elder Blast Glyph (Fire) Archivist Elder Blast Glyph (Sonic) Archivist Elemental Swarm Archivist Energy Drain Archivist Exalted Fury Archivist Foresight Archivist Gate Archivist Greater Planar Binding Archivist Greater Spell Mantle Archivist Implosion Archivist Mantle of Egregious Might Archivist Mass Drown Archivist Mass Harm Archivist Mass Hold Monster Archivist Nature's Avatar Archivist Necrotic Termination Archivist Plague of Undead Archivist Power Word, Kill Archivist Power Word Blind Archivist Rain of Black Tulips Archivist Shapechange Archivist Shapechange, Red Dragon Archivist Shapechange, Fire Giant Archivist Shapechange, Balor Archivist Shapechange, Death Slaad Archivist Shapechange, Iron Golem Archivist Sphere of Ultimate Destruction Archivist Storm of Vengeance Archivist Summon Creature IX Archivist Summon Elder Air Elemental Archivist Summon Elder Earth Elemental Archivist Summon Elder Fire Elemental Archivist Summon Elder Water Elemental Archivist True Resurrection Archivist Undeath's Eternal Foe Archivist Unyielding Roots Archivist Vile Death Archivist Wail of the Banshee Archivist Weird Templar Cure Minor Wounds Templar Inflict Minor Wounds Templar Light Templar Read Magic Templar Resistance Templar Virtue Templar Command Templar Command Approach Templar Command Drop Templar Command Fall Templar Command Flee Templar Command Halt Templar Cure Light Wounds Templar Detect Undead Templar Divine Favor Templar Doom Templar Endure Elements Templar Hide From Undead Templar Inflict Light Wounds Templar Remove Fear Templar Protection from Evil Templar Protection from Good Templar Shield of Faith Templar Endurance Templar Cure Moderate Wounds Templar Hold Person Templar Inflict Moderate Wounds Templar Remove Paralysis Templar Resist Elements Templar Lesser Restoration Templar Silence Templar Undetectable Alignment Templar Cure Serious Wounds Templar Dispel Magic Templar Glyph of Warding Templar Blast Glyph (Acid) Templar Blast Glyph (Cold) Templar Blast Glyph (Electricity) Templar Blast Glyph (Fire) Templar Blast Glyph (Sonic) Templar Inflict Serious Wounds Templar Lightning Bolt Templar Locate Object Templar Magic Circle against Evil Templar Magic Circle against Good Templar Magic Vestment Templar Protection from Elements Templar Remove Disease Templar Greater Command Templar Greater Command Approach Templar Greater Command Drop Templar Greater Command Fall Templar Greater Command Flee Templar Greater Command Halt Templar Cure Critical Wounds Templar Dimensional Anchor Templar Freedom of Movement Templar Inflict Critical Wounds Templar Greater Magic Weapon Templar Neutralize Poison Templar Break Enchantment Templar Elemental Strike Templar Elemental Strike (Acid) Templar Elemental Strike (Cold) Templar Elemental Strike (Electricity) Templar Elemental Strike (Fire) Templar Elemental Strike (Sonic) Templar Scrying Templar Symbol of Pain Templar Symbol of Sleep Templar True Seeing Templar Create Undead Templar Greater Dispelling Templar Greater Glyph of Warding Templar Greater Blast Glyph (Acid) Templar Greater Blast Glyph (Cold) Templar Greater Blast Glyph (Electricity) Templar Greater Blast Glyph (Fire) Templar Greater Blast Glyph (Sonic) Templar Raise Dead Templar Symbol of Fear Templar Symbol of Persuasion Templar Word of Recall Templar Word of Recall - Self only Templar Word of Recall - Party within 10ft Templar Greater Scrying Templar Symbol of Stunning Templar Symbol of Weakness Templar Create Greater Undead Templar Discern Location Templar Finger of Death Templar Regenerate Templar Symbol of Death Templar Energy Drain Templar Power Word Blind Witch Cure Minor Wounds Witch Dancing Lights Witch Daze Witch Flare Witch Light Witch Mage Hand Witch Read Magic Witch Resistance Witch Sobriety Witch Virtue Witch Cause Fear Witch Charm Person Witch Command Witch Command Approach Witch Command Drop Witch Command Fall Witch Command Flee Witch Command Halt Witch Crafter's Blessing Witch Crafter's Curse Witch Cure Light Wounds Witch Disguise Self Witch Disguise Self - Learn Shape Witch Disguise Self - Options Witch Disguise Self - Quickslot 1 Witch Disguise Self - Quickslot 2 Witch Disguise Self - Quickslot 3 Witch Doom Witch Endure Elements Witch Grease Witch Expeditious Retreat Witch Faerie Fire Witch Tasha's Hideous Laughter Witch Identify Witch Jump Witch Obscure Object Witch Obscuring Mist Witch Protection from Chaos Witch Protection from Evil Witch Protection from Good Witch Protection from Law Witch Remove Fear Witch Sleep Witch Summon Creature I Witch Undetectable Alignment Witch Alter Self Witch Alter Self - Learn Shape Witch Alter Self - Options Witch Alter Self - Quickslot 1 Witch Alter Self - Quickslot 2 Witch Alter Self - Quickslot 3 Witch Endurance Witch Bull's Strength Witch Blindness/Deafness Witch Blur Witch Calm Emotions Witch Cat's Grace Witch Continual Flame Witch Cure Moderate Wounds Witch Darkness Witch Daze Monster Witch Eagle's Splendor Witch Fog Cloud Witch Fox's Cunning Witch Heroism Witch Hold Person Witch Invisibility Witch Lesser Dispel Witch Locate Object Witch Mirror Image Witch Owl's Wisdom Witch Protection from Arrows Witch Pyrotechnics Witch Pyrotechnics: Fireworks Witch Pyrotechnics: Smoke Witch Resist Elements Witch Scare Witch Silence Witch Summon Creature II Witch Touch of Idiocy Witch Ultravision Witch Bestow Curse Witch Charm Monster Witch Clairaudience/Clairvoyance Witch Confusion Witch Crushing Despair Witch Cure Serious Wounds Witch Daylight Witch Deep Slumber Witch Dispel Magic Witch Displacement Witch Fear Witch Glibness Witch Haste Witch Invisibility Sphere Witch Magic Circle against Chaos Witch Magic Circle against Evil Witch Magic Circle against Good Witch Magic Circle against Law Witch Protection from Elements Witch Ray of Exhaustion Witch Remove Blindness/Deafness Witch Remove Curse Witch Remove Disease Witch Scrying Witch See Invisibility Witch Slow Witch Spiderskin Witch Summon Creature III Witch Water Breathing Witch Animate Dead Witch Arcane Eye Witch Break Enchantment Witch Contagion Witch Cure Critical Wounds Witch Detect Scrying Witch Dimension Door Witch Dimension Door - Self only Witch Dimension Door - Party within 10ft Witch Dimension Door - Direction and Distance - Self only Witch Dimension Door - Direction and Distance - Party within 10ft Witch Dominate Person Witch Freedom of Movement Witch Hold Monster Witch Improved Invisibility Witch Greater Resistance Witch Locate Creature Witch Mass Ultravision Witch Neutralize Poison Witch Polymorph Self Witch Polymorph, Giant Spider Witch Polymorph, Troll Witch Polymorph, Umber Hulk Witch Polymorph, Fey Witch Polymorph, Zombie Witch Rainbow Pattern Witch Repel Vermin Witch Shadow Conjuration Witch Shadow Conjuration, Summon Shadow Witch Shadow Conjuration, Darkness Witch Shadow Conjuration, Invisibility Witch Shadow Conjuration, Mage Armor Witch Shadow Conjuration, Magic Missile Witch Stoneskin Witch Summon Creature IV Witch Baleful Polymorph Witch Greater Command Witch Greater Command Approach Witch Greater Command Drop Witch Greater Command Fall Witch Greater Command Flee Witch Greater Command Halt Witch Mass Cure Light Wounds Witch Greater Dispelling Witch Energy Buffer Witch Eternal Charm Person Witch Feeblemind Witch Greater Heroism Witch Lesser Planar Binding Witch Mind Fog Witch Mislead Witch Panacea Witch Greater Scrying Witch Summon Creature V Witch Waves of Fatigue Witch Animate Objects Witch Mass Endurance Witch Mass Bull's Strength Witch Mass Cat's Grace Witch Mass Charm Witch Control Weather Witch Control Weather: Rain Witch Control Weather: Snow Witch Control Weather: Clear Witch Mass Cure Moderate Wounds Witch Mass Contagion Witch Mass Eagle's Splendor Witch Energy Immunity Witch Acid Energy Immunity Witch Cold Energy Immunity Witch Electricity Energy Immunity Witch Fire Energy Immunity Witch Sonic Energy Immunity Witch Eyebite Witch Flesh to Stone Witch Mass Fox's Cunning Witch Greater Stoneskin Witch Legend Lore Witch Mass Owl's Wisdom Witch Planar Binding Witch Summon Creature VI Witch True Seeing Witch Repulsion Witch Superior Resistance Witch Tenser's Transformation Witch Creeping Doom Witch Eternal Charm Monster Witch Finger of Death Witch Insanity Witch Sequester Witch Summon Creature VII Witch Summon Huge Air Elemental Witch Summon Huge Earth Elemental Witch Summon Huge Fire Elemental Witch Summon Huge Water Elemental Witch Transport via Plants Witch Transport via Plants - Self only Witch Transport via Plants - Party within 10ft Witch Discern Location Witch Horrid Wilting Witch Protection from Spells Witch Greater Planar Binding Witch Wall of Greater Dispel Magic Witch Shadow Shield Witch Summon Creature VIII Witch Summon Greater Air Elemental Witch Summon Greater Earth Elemental Witch Summon Greater Fire Elemental Witch Summon Greater Water Elemental Witch Earthquake Witch Foresight Witch Gate Witch Mystic Barrier Witch Shapechange Witch Shapechange, Red Dragon Witch Shapechange, Fire Giant Witch Shapechange, Balor Witch Shapechange, Death Slaad Witch Shapechange, Iron Golem Witch Summon Creature IX Witch Summon Elder Air Elemental Witch Summon Elder Earth Elemental Witch Summon Elder Fire Elemental Witch Summon Elder Water Elemental Witch Wail of the Banshee Witch Weird Shaman Cure Minor Wounds Shaman Quickened Cure Minor Wounds Shaman Silent Cure Minor Wounds Shaman Still Cure Minor Wounds Shaman Inflict Minor Wounds Shaman Quickened Inflict Minor Wounds Shaman Silent Inflict Minor Wounds Shaman Still Inflict Minor Wounds Shaman Light Shaman Extended Light Shaman Quickened Light Shaman Silent Light Shaman Read Magic Shaman Quickened Read Magic Shaman Silent Read Magic Shaman Still Read Magic Shaman Resistance Shaman Extended Resistance Shaman Quickened Resistance Shaman Silent Resistance Shaman Still Resistance Shaman Virtue Shaman Extended Virtue Shaman Quickened Virtue Shaman Silent Virtue Shaman Still Virtue Shaman Bane Shaman Extended Bane Shaman Quickened Bane Shaman Silent Bane Shaman Still Bane Shaman Bless Shaman Extended Bless Shaman Quickened Bless Shaman Silent Bless Shaman Still Bless Shaman Bless Water Shaman Quickened Bless Water Shaman Silent Bless Water Shaman Still Bless Water Shaman Cure Light Wounds Shaman Empowered Cure Light Wounds Shaman Maximized Cure Light Wounds Shaman Quickened Cure Light Wounds Shaman Silent Cure Light Wounds Shaman Still Cure Light Wounds Shaman Curse Water Shaman Quickened Curse Water Shaman Silent Curse Water Shaman Still Curse Water Shaman Detect Chaos Shaman Extended Detect Chaos Shaman Quickened Detect Chaos Shaman Silent Detect Chaos Shaman Still Detect Chaos Shaman Detect Evil Shaman Extended Detect Evil Shaman Quickened Detect Evil Shaman Silent Detect Evil Shaman Still Detect Evil Shaman Detect Good Shaman Extended Detect Good Shaman Quickened Detect Good Shaman Silent Detect Good Shaman Still Detect Good Shaman Detect Law Shaman Extended Detect Law Shaman Quickened Detect Law Shaman Silent Detect Law Shaman Still Detect Law Shaman Detect Undead Shaman Extended Detect Undead Shaman Quickened Detect Undead Shaman Silent Detect Undead Shaman Still Detect Undead Shaman Divine Inspiration Shaman Extended Divine Inspiration Shaman Quickened Divine Inspiration Shaman Doom Shaman Extended Doom Shaman Quickened Doom Shaman Silent Doom Shaman Still Doom Shaman Endure Elements Shaman Extended Endure Elements Shaman Quickened Endure Elements Shaman Silent Endure Elements Shaman Still Endure Elements Shaman Entropic Shield Shaman Extended Entropic Shield Shaman Quickened Entropic Shield Shaman Silent Entropic Shield Shaman Still Entropic Shield Shaman Hide From Undead Shaman Extended Hide From Undead Shaman Quickened Hide From Undead Shaman Still Hide From Undead Shaman Inflict Light Wounds Shaman Empowered Inflict Light Wounds Shaman Maximized Inflict Light Wounds Shaman Quickened Inflict Light Wounds Shaman Silent Inflict Light Wounds Shaman Still Inflict Light Wounds Shaman Obscuring Mist Shaman Extended Obscuring Mist Shaman Quickened Obscuring Mist Shaman Silent Obscuring Mist Shaman Still Obscuring Mist Shaman Protection from Chaos Shaman Extended Protection from Chaos Shaman Quickened Protection from Chaos Shaman Silent Protection from Chaos Shaman Still Protection from Chaos Shaman Protection from Evil Shaman Extended Protection from Evil Shaman Quickened Protection from Evil Shaman Silent Protection from Evil Shaman Still Protection from Evil Shaman Protection from Good Shaman Extended Protection from Good Shaman Quickened Protection from Good Shaman Silent Protection from Good Shaman Still Protection from Good Shaman Protection from Law Shaman Extended Protection from Law Shaman Quickened Protection from Law Shaman Silent Protection from Law Shaman Still Protection from Law Shaman Seething Eyebane Shaman Quickened Seething Eyebane Shaman Silent Seething Eyebane Shaman Still Seething Eyebane Shaman Shield of Faith Shaman Extended Shield of Faith Shaman Quickened Shield of Faith Shaman Silent Shield of Faith Shaman Still Shield of Faith Shaman Summon Creature I Shaman Extended Summon Creature I Shaman Quickened Summon Creature I Shaman Silent Summon Creature I Shaman Still Summon Creature I Shaman Twilight Luck Shaman Extended Twilight Luck Shaman Silent Twilight Luck Shaman Aid Shaman Empowered Aid Shaman Extended Aid Shaman Maximized Aid Shaman Quickened Aid Shaman Silent Aid Shaman Still Aid Shaman Ayailla's Radiant Burst Shaman Empowered Ayailla's Radiant Burst Shaman Maximized Ayailla's Radiant Burst Shaman Quickened Ayailla's Radiant Burst Shaman Silent Ayailla's Radiant Burst Shaman Still Ayailla's Radiant Burst Shaman Bull's Strength Shaman Empowered Bull's Strength Shaman Extended Bull's Strength Shaman Maximized Bull's Strength Shaman Quickened Bull's Strength Shaman Silent Bull's Strength Shaman Still Bull's Strength Shaman Calm Emotions Shaman Extended Calm Emotions Shaman Quickened Calm Emotions Shaman Silent Calm Emotions Shaman Still Calm Emotions Shaman Cure Moderate Wounds Shaman Empowered Cure Moderate Wounds Shaman Maximized Cure Moderate Wounds Shaman Quickened Cure Moderate Wounds Shaman Silent Cure Moderate Wounds Shaman Still Cure Moderate Wounds Shaman Ghoul Touch Shaman Extended Ghoul Touch Shaman Quickened Ghoul Touch Shaman Silent Ghoul Touch Shaman Still Ghoul Touch Shaman Hold Person Shaman Extended Hold Person Shaman Quickened Hold Person Shaman Silent Hold Person Shaman Still Hold Person Shaman Inflict Moderate Wounds Shaman Empowered Inflict Moderate Wounds Shaman Maximized Inflict Moderate Wounds Shaman Quickened Inflict Moderate Wounds Shaman Silent Inflict Moderate Wounds Shaman Still Inflict Moderate Wounds Shaman Lahm's Finger Darts Shaman Quickened Lahm's Finger Darts Shaman Silent Lahm's Finger Darts Shaman Still Lahm's Finger Darts Shaman Lesser Restoration Shaman Quickened Lesser Restoration Shaman Silent Lesser Restoration Shaman Still Lesser Restoration Shaman Luminous Armor Shaman Extended Luminous Armor Shaman Quickened Luminous Armor Shaman Remove Paralysis Shaman Quickened Remove Paralysis Shaman Silent Remove Paralysis Shaman Still Remove Paralysis Shaman Summon Creature II Shaman Extended Summon Creature II Shaman Quickened Summon Creature II Shaman Silent Summon Creature II Shaman Still Summon Creature II Shaman Bestow Curse Shaman Quickened Bestow Curse Shaman Silent Bestow Curse Shaman Still Bestow Curse Shaman Blindness/Deafness Shaman Extended Blindness/Deafness Shaman Quickened Blindness/Deafness Shaman Silent Blindness/Deafness Shaman Brilliant Emanation Shaman Extended Brilliant Emanation Shaman Quickened Brilliant Emanation Shaman Contagion Shaman Quickened Contagion Shaman Silent Contagion Shaman Still Contagion Shaman Cure Serious Wounds Shaman Empowered Cure Serious Wounds Shaman Maximized Cure Serious Wounds Shaman Quickened Cure Serious Wounds Shaman Silent Cure Serious Wounds Shaman Still Cure Serious Wounds Shaman Dispel Magic Shaman Quickened Dispel Magic Shaman Silent Dispel Magic Shaman Still Dispel Magic Shaman Hammer of Righteousness Shaman Empowered Hammer of Righteousness Shaman Maximized Hammer of Righteousness Shaman Quickened Hammer of Righteousness Shaman Silent Hammer of Righteousness Shaman Still Hammer of Righteousness Shaman Inflict Serious Wounds Shaman Empowered Inflict Serious Wounds Shaman Maximized Inflict Serious Wounds Shaman Quickened Inflict Serious Wounds Shaman Silent Inflict Serious Wounds Shaman Still Inflict Serious Wounds Shaman Locate Object Shaman Extended Locate Object Shaman Quickened Locate Object Shaman Silent Locate Object Shaman Still Locate Object Shaman Magic Circle against Chaos Shaman Extended Magic Circle against Chaos Shaman Quickened Magic Circle against Chaos Shaman Silent Magic Circle against Chaos Shaman Still Magic Circle against Chaos Shaman Magic Circle against Evil Shaman Extended Magic Circle against Evil Shaman Quickened Magic Circle against Evil Shaman Silent Magic Circle against Evil Shaman Still Magic Circle against Evil Shaman Magic Circle against Good Shaman Extended Magic Circle against Good Shaman Quickened Magic Circle against Good Shaman Silent Magic Circle against Good Shaman Still Magic Circle against Good Shaman Magic Circle against Law Shaman Extended Magic Circle against Law Shaman Quickened Magic Circle against Law Shaman Silent Magic Circle against Law Shaman Still Magic Circle against Law Shaman Magic Vestment Shaman Extended Magic Vestment Shaman Quickened Magic Vestment Shaman Silent Magic Vestment Shaman Still Magic Vestment Shaman Prayer Shaman Extended Prayer Shaman Quickened Prayer Shaman Silent Prayer Shaman Still Prayer Shaman Protection from Elements Shaman Extended Protection from Elements Shaman Quickened Protection from Elements Shaman Silent Protection from Elements Shaman Still Protection from Elements Shaman Red Fester Shaman Quickened Red Fester Shaman Silent Red Fester Shaman Still Red Fester Shaman Remove Blindness/Deafness Shaman Quickened Remove Blindness/Deafness Shaman Silent Remove Blindness/Deafness Shaman Still Remove Blindness/Deafness Shaman Remove Curse Shaman Quickened Remove Curse Shaman Silent Remove Curse Shaman Still Remove Curse Shaman Remove Disease Shaman Quickened Remove Disease Shaman Silent Remove Disease Shaman Still Remove Disease Shaman Rotting Curse of Urfestra Shaman Empowered Rotting Curse of Urfestra Shaman Maximized Rotting Curse of Urfestra Shaman Quickened Rotting Curse of Urfestra Shaman Silent Rotting Curse of Urfestra Shaman Still Rotting Curse of Urfestra Shaman Summon Creature III Shaman Extended Summon Creature III Shaman Quickened Summon Creature III Shaman Silent Summon Creature III Shaman Still Summon Creature III Shaman Touch of Juiblex Shaman Quickened Touch of Juiblex Shaman Silent Touch of Juiblex Shaman Still Touch of Juiblex Shaman Absorb Strength Shaman Extended Absorb Strength Shaman Quickened Absorb Strength Shaman Silent Absorb Strength Shaman Still Absorb Strength Shaman Cure Critical Wounds Shaman Empowered Cure Critical Wounds Shaman Maximized Cure Critical Wounds Shaman Quickened Cure Critical Wounds Shaman Silent Cure Critical Wounds Shaman Still Cure Critical Wounds Shaman Hammer of the Gods Shaman Empowered Hammer of the Gods Shaman Maximized Hammer of the Gods Shaman Quickened Hammer of the Gods Shaman Silent Hammer of the Gods Shaman Still Hammer of the Gods Shaman Diamond Spray Shaman Empowered Diamond Spray Shaman Extended Diamond Spray Shaman Maximized Diamond Spray Shaman Quickened Diamond Spray Shaman Silent Diamond Spray Shaman Still Diamond Spray Shaman Dismissal Shaman Quickened Dismissal Shaman Silent Dismissal Shaman Still Dismissal Shaman Greater Luminous Armor Shaman Extended Greater Luminous Armor Shaman Quickened Greater Luminous Armor Shaman Inflict Critical Wounds Shaman Empowered Inflict Critical Wounds Shaman Maximized Inflict Critical Wounds Shaman Quickened Inflict Critical Wounds Shaman Silent Inflict Critical Wounds Shaman Still Inflict Critical Wounds Shaman Lesser Planar Ally Shaman Extended Lesser Planar Ally Shaman Quickened Lesser Planar Ally Shaman Silent Lesser Planar Ally Shaman Still Lesser Planar Ally Shaman Neutralize Poison Shaman Quickened Neutralize Poison Shaman Silent Neutralize Poison Shaman Still Neutralize Poison Shaman Polymorph Self Shaman Polymorph, Giant Spider Shaman Polymorph, Troll Shaman Polymorph, Umber Hulk Shaman Polymorph, Fey Shaman Polymorph, Zombie Shaman Extended Polymorph Self Shaman Extended Polymorph, Giant Spider Shaman Extended Polymorph, Troll Shaman Extended Polymorph, Umber Hulk Shaman Extended Polymorph, Fey Shaman Extended Polymorph, Zombie Shaman Quickened Polymorph Self Shaman Quickened Polymorph, Giant Spider Shaman Quickened Polymorph, Troll Shaman Quickened Polymorph, Umber Hulk Shaman Quickened Polymorph, Fey Shaman Quickened Polymorph, Zombie Shaman Silent Polymorph Self Shaman Silent Polymorph, Giant Spider Shaman Silent Polymorph, Troll Shaman Silent Polymorph, Umber Hulk Shaman Silent Polymorph, Fey Shaman Silent Polymorph, Zombie Shaman Restoration Shaman Quickened Restoration Shaman Silent Restoration Shaman Still Restoration Shaman Summon Creature IV Shaman Extended Summon Creature IV Shaman Quickened Summon Creature IV Shaman Silent Summon Creature IV Shaman Still Summon Creature IV Shaman Sunmantle Shaman Extended Sunmantle Shaman Quickened Sunmantle Shaman Still Sunmantle Shaman Break Enchantment Shaman Quickened Break Enchantment Shaman Silent Break Enchantment Shaman Still Break Enchantment Shaman Circle of Doom Shaman Empowered Circle of Doom Shaman Maximized Circle of Doom Shaman Quickened Circle of Doom Shaman Silent Circle of Doom Shaman Still Circle of Doom Shaman Claws of the Bebilith Shaman Extended Claws of the Bebilith Shaman Quickened Claws of the Bebilith Shaman Silent Claws of the Bebilith Shaman Still Claws of the Bebilith Shaman Greater Sanctuary Shaman Extended Greater Sanctuary Shaman Quickened Greater Sanctuary Shaman Silent Greater Sanctuary Shaman Still Greater Sanctuary Shaman Healing Circle Shaman Empowered Healing Circle Shaman Maximized Healing Circle Shaman Quickened Healing Circle Shaman Silent Healing Circle Shaman Still Healing Circle Shaman Power Leech Shaman Extended Power Leech Shaman Quickened Power Leech Shaman Silent Power Leech Shaman Still Power Leech Shaman Raise Dead Shaman Quickened Raise Dead Shaman Silent Raise Dead Shaman Still Raise Dead Shaman Scrying Shaman Extended Scrying Shaman Quickened Scrying Shaman Silent Scrying Shaman Still Scrying Shaman Sicken Evil Shaman Extended Sicken Evil Shaman Quickened Sicken Evil Shaman Silent Sicken Evil Shaman Still Sicken Evil Shaman Slay Living Shaman Empowered Slay Living Shaman Maximized Slay Living Shaman Quickened Slay Living Shaman Silent Slay Living Shaman Still Slay Living Shaman Summon Creature V Shaman Extended Summon Creature V Shaman Quickened Summon Creature V Shaman Silent Summon Creature V Shaman Still Summon Creature V Shaman True Seeing Shaman Extended True Seeing Shaman Quickened True Seeing Shaman Silent True Seeing Shaman Still True Seeing Shaman Animate Objects Shaman Extended Animate Objects Shaman Planar Ally Shaman Extended Planar Ally Shaman Silent Planar Ally Shaman Still Planar Ally Shaman Exalted Raiment Shaman Extended Exalted Raiment Shaman Silent Exalted Raiment Shaman Greater Dispelling Shaman Silent Greater Dispelling Shaman Still Greater Dispelling Shaman Harm Shaman Silent Harm Shaman Still Harm Shaman Heal Shaman Silent Heal Shaman Still Heal Shaman Planar Ally Shaman Extended Planar Ally Shaman Silent Planar Ally Shaman Still Planar Ally Shaman Stoneskin Shaman Extended Stoneskin Shaman Silent Stoneskin Shaman Still Stoneskin Shaman Storm of Shards Shaman Empowered Storm of Shards Shaman Maximized Storm of Shards Shaman Silent Storm of Shards Shaman Still Storm of Shards Shaman Summon Creature VI Shaman Extended Summon Creature VI Shaman Silent Summon Creature VI Shaman Still Summon Creature VI Shaman Blasphemy Shaman Silent Blasphemy Shaman Still Blasphemy Shaman Control Weather Shaman Control Weather: Rain Shaman Control Weather: Snow Shaman Control Weather: Clear Shaman Extended Control Weather Shaman Extended Control Weather: Rain Shaman Extended Control Weather: Snow Shaman Extended Control Weather: Clear Shaman Silent Control Weather Shaman Silent Control Weather: Rain Shaman Silent Control Weather: Snow Shaman Silent Control Weather: Clear Shaman Still Control Weather Shaman Still Control Weather: Rain Shaman Still Control Weather: Snow Shaman Still Control Weather: Clear Shaman Death by Thorns Shaman Silent Death by Thorns Shaman Still Death by Thorns Shaman Dictum Shaman Silent Dictum Shaman Still Dictum Shaman Greater Restoration Shaman Silent Greater Restoration Shaman Still Greater Restoration Shaman Greater Scrying Shaman Extended Greater Scrying Shaman Silent Greater Scrying Shaman Still Greater Scrying Shaman Holy Word Shaman Silent Holy Word Shaman Still Holy Word Shaman Phoenix Fire Shaman Empowered Phoenix Fire Shaman Silent Phoenix Fire Shaman Still Phoenix Fire Shaman Rain of Embers Shaman Empowered Rain of Embers Shaman Extended Rain of Embers Shaman Silent Rain of Embers Shaman Still Rain of Embers Shaman Rapture of Rupture Shaman Empowered Rapture of Rupture Shaman Regenerate Shaman Extended Regenerate Shaman Silent Regenerate Shaman Still Regenerate Shaman Repulsion Shaman Extended Repulsion Shaman Silent Repulsion Shaman Still Repulsion Shaman Resurrection Shaman Silent Resurrection Shaman Still Resurrection Shaman Summon Creature VII Shaman Summon Huge Air Elemental Shaman Summon Huge Earth Elemental Shaman Summon Huge Fire Elemental Shaman Summon Huge Water Elemental Shaman Extended Summon Creature VII Shaman Extended Summon Huge Air Elemental Shaman Extended Summon Huge Earth Elemental Shaman Extended Summon Huge Fire Elemental Shaman Extended Summon Huge Water Elemental Shaman Silent Summon Creature VII Shaman Silent Summon Huge Air Elemental Shaman Silent Summon Huge Earth Elemental Shaman Silent Summon Huge Fire Elemental Shaman Silent Summon Huge Water Elemental Shaman Still Summon Creature VII Shaman Still Summon Huge Air Elemental Shaman Still Summon Huge Earth Elemental Shaman Still Summon Huge Fire Elemental Shaman Still Summon Huge Water Elemental Shaman Sunbeam Shaman Silent Sunbeam Shaman Still Sunbeam Shaman Word of Chaos Shaman Silent Word of Chaos Shaman Still Word of Chaos Shaman Antimagic Field Shaman Extended Antimagic Field Shaman Silent Antimagic Field Shaman Still Antimagic Field Shaman Aura versus Alignment Shaman Unholy Aura Shaman Holy Aura Shaman Extended Aura versus Alignment Shaman Extended Unholy Aura Shaman Extended Holy Aura Shaman Silent Aura versus Alignment Shaman Silent Unholy Aura Shaman Silent Holy Aura Shaman Still Aura versus Alignment Shaman Still Unholy Aura Shaman Still Holy Aura Shaman Discern Location Shaman Extended Discern Location Shaman Silent Discern Location Shaman Still Discern Location Shaman Dragon Cloud Shaman Silent Dragon Cloud Shaman Still Dragon Cloud Shaman Earthquake Shaman Extended Earthquake Shaman Silent Earthquake Shaman Still Earthquake Shaman Evil Weather Shaman Rain of Blood Shaman Violet Rain Shaman Green Fog Shaman Rain of Frogs or Fish Shaman Silent Evil Weather Shaman Silent Rain of Blood Shaman Silent Violet Rain Shaman Silent Green Fog Shaman Silent Rain of Frogs or Fish Shaman Still Evil Weather Shaman Still Rain of Blood Shaman Still Violet Rain Shaman Still Green Fog Shaman Still Rain of Frogs or Fish Shaman Greater Planar Ally Shaman Extended Greater Planar Ally Shaman Silent Greater Planar Ally Shaman Still Greater Planar Ally Shaman Holy Aura Shaman Extended Holy Aura Shaman Silent Holy Aura Shaman Still Holy Aura Shaman Mass Heal Shaman Silent Mass Heal Shaman Still Mass Heal Shaman Summon Creature VIII Shaman Summon Greater Air Elemental Shaman Summon Greater Earth Elemental Shaman Summon Greater Fire Elemental Shaman Summon Greater Water Elemental Shaman Extended Summon Creature VIII Shaman Extended Summon Greater Air Elemental Shaman Extended Summon Greater Earth Elemental Shaman Extended Summon Greater Fire Elemental Shaman Extended Summon Greater Water Elemental Shaman Silent Summon Creature VIII Shaman Silent Summon Greater Air Elemental Shaman Silent Summon Greater Earth Elemental Shaman Silent Summon Greater Fire Elemental Shaman Silent Summon Greater Water Elemental Shaman Still Summon Creature VIII Shaman Still Summon Greater Air Elemental Shaman Still Summon Greater Earth Elemental Shaman Still Summon Greater Fire Elemental Shaman Still Summon Greater Water Elemental Shaman Apocalypse from the Sky Shaman Apocalypse from the Sky: Fire Shaman Apocalypse from the Sky: Acid Shaman Apocalypse from the Sky: Sonic Shaman Exalted Fury Shaman Gate Shaman Summon Creature IX Shaman Summon Elder Air Elemental Shaman Summon Elder Earth Elemental Shaman Summon Elder Fire Elemental Shaman Summon Elder Water Elemental Shaman True Resurrection Slayer of Domiel Bless Weapon Slayer of Domiel Extended Bless Weapon Slayer of Domiel Silent Bless Weapon Slayer of Domiel Still Bless Weapon Slayer of Domiel Alter Self Slayer of Domiel Alter Self - Learn Shape Slayer of Domiel Alter Self - Options Slayer of Domiel Alter Self - Quickslot 1 Slayer of Domiel Alter Self - Quickslot 2 Slayer of Domiel Alter Self - Quickslot 3 Slayer of Domiel Extended Alter Self Slayer of Domiel Extended Alter Self - Learn Shape Slayer of Domiel Extended Alter Self - Options Slayer of Domiel Extended Alter Self - Quickslot 1 Slayer of Domiel Extended Alter Self - Quickslot 2 Slayer of Domiel Extended Alter Self - Quickslot 3 Slayer of Domiel Silent Alter Self Slayer of Domiel Silent Alter Self - Learn Shape Slayer of Domiel Silent Alter Self - Options Slayer of Domiel Silent Alter Self - Quickslot 1 Slayer of Domiel Silent Alter Self - Quickslot 2 Slayer of Domiel Silent Alter Self - Quickslot 3 Slayer of Domiel Still Alter Self Slayer of Domiel Still Alter Self - Learn Shape Slayer of Domiel Still Alter Self - Options Slayer of Domiel Still Alter Self - Quickslot 1 Slayer of Domiel Still Alter Self - Quickslot 2 Slayer of Domiel Still Alter Self - Quickslot 3 Slayer of Domiel Divine Favor Slayer of Domiel Extended Divine Favor Slayer of Domiel Silent Divine Favor Slayer of Domiel Still Divine Favor Slayer of Domiel Obscuring Mist Slayer of Domiel Extended Obscuring Mist Slayer of Domiel Silent Obscuring Mist Slayer of Domiel Still Obscuring Mist Slayer of Domiel Vision of Heaven Slayer of Domiel Extended Vision of Heaven Slayer of Domiel Silent Vision of Heaven Slayer of Domiel Divine Inspiration Slayer of Domiel Extended Divine Inspiration Slayer of Domiel Twilight Luck Slayer of Domiel Extended Twilight Luck Slayer of Domiel Silent Twilight Luck Slayer of Domiel Lantern Light Slayer of Domiel Empowered Lantern Light Slayer of Domiel Maximized Lantern Light Slayer of Domiel Still Lantern Light Slayer of Domiel Alter Self Slayer of Domiel Alter Self - Learn Shape Slayer of Domiel Alter Self - Options Slayer of Domiel Alter Self - Quickslot 1 Slayer of Domiel Alter Self - Quickslot 2 Slayer of Domiel Alter Self - Quickslot 3 Slayer of Domiel Extended Alter Self Slayer of Domiel Extended Alter Self - Learn Shape Slayer of Domiel Extended Alter Self - Options Slayer of Domiel Extended Alter Self - Quickslot 1 Slayer of Domiel Extended Alter Self - Quickslot 2 Slayer of Domiel Extended Alter Self - Quickslot 3 Slayer of Domiel Silent Alter Self Slayer of Domiel Silent Alter Self - Learn Shape Slayer of Domiel Silent Alter Self - Options Slayer of Domiel Silent Alter Self - Quickslot 1 Slayer of Domiel Silent Alter Self - Quickslot 2 Slayer of Domiel Silent Alter Self - Quickslot 3 Slayer of Domiel Still Alter Self Slayer of Domiel Still Alter Self - Learn Shape Slayer of Domiel Still Alter Self - Options Slayer of Domiel Still Alter Self - Quickslot 1 Slayer of Domiel Still Alter Self - Quickslot 2 Slayer of Domiel Still Alter Self - Quickslot 3 Slayer of Domiel Darkness Slayer of Domiel Extended Darkness Slayer of Domiel Silent Darkness Slayer of Domiel Ayailla's Radiant Burst Slayer of Domiel Empowered Ayailla's Radiant Burst Slayer of Domiel Silent Ayailla's Radiant Burst Slayer of Domiel Still Ayailla's Radiant Burst Slayer of Domiel Luminous Armor Slayer of Domiel Extended Luminous Armor Slayer of Domiel Deeper Darkness Slayer of Domiel Extended Deeper Darkness Slayer of Domiel Silent Deeper Darkness Slayer of Domiel Invisibility Slayer of Domiel Extended Invisibility Slayer of Domiel Silent Invisibility Slayer of Domiel Still Invisibility Slayer of Domiel Nondetection Slayer of Domiel Extended Nondetection Slayer of Domiel Silent Nondetection Slayer of Domiel Still Nondetection Slayer of Domiel Brilliant Emanation Slayer of Domiel Extended Brilliant Emanation Slayer of Domiel Hammer of Righteousness Slayer of Domiel Silent Hammer of Righteousness Slayer of Domiel Still Hammer of Righteousness Slayer of Domiel Death Ward Slayer of Domiel Dimension Door Slayer of Domiel Dimension Door - Self only Slayer of Domiel Dimension Door - Party within 10ft Slayer of Domiel Dimension Door - Direction and Distance - Self only Slayer of Domiel Dimension Door - Direction and Distance - Party within 10ft Slayer of Domiel Freedom of Movement Slayer of Domiel Holy Sword Slayer of Domiel Improved Invisibility Slayer of Domiel Sword of Conscience Slayer of Domiel Diamond Spray Slayer of Domiel Sunmantle Slayer of Domiel Greater Luminous Armor Suel Archanamach Aberrate Suel Archanamach Bestow Wound Suel Archanamach Burning Hands Suel Archanamach Color Spray Suel Archanamach Detect Undead Suel Archanamach Disguise Self Suel Archanamach Disguise Self - Learn Shape Suel Archanamach Disguise Self - Options Suel Archanamach Disguise Self - Quickslot 1 Suel Archanamach Disguise Self - Quickslot 2 Suel Archanamach Disguise Self - Quickslot 3 Suel Archanamach Endure Elements Suel Archanamach Enlarge Person Suel Archanamach Expeditious Retreat Suel Archanamach Eyes of the Avoral Suel Archanamach Fist of Stone Suel Archanamach Identify Suel Archanamach Ironguts Suel Archanamach Lesser Deflect Suel Archanamach Magic Weapon Suel Archanamach Protection from Chaos Suel Archanamach Protection from Evil Suel Archanamach Protection from Good Suel Archanamach Protection from Law Suel Archanamach Reduce Person Suel Archanamach Shield Suel Archanamach Jump Suel Archanamach True Casting Suel Archanamach True Strike Suel Archanamach Alter Self Suel Archanamach Alter Self - Learn Shape Suel Archanamach Alter Self - Options Suel Archanamach Alter Self - Quickslot 1 Suel Archanamach Alter Self - Quickslot 2 Suel Archanamach Alter Self - Quickslot 3 Suel Archanamach Animalistic Power Suel Archanamach Augment Familiar Suel Archanamach Balagarn's Iron Horn Suel Archanamach Blur Suel Archanamach Bull's Strength Suel Archanamach Cat's Grace Suel Archanamach Continual Flame Suel Archanamach Deflect Suel Archanamach Dispelling Touch Suel Archanamach Eagle's Splendor Suel Archanamach Endurance Suel Archanamach Energize Potion Suel Archanamach Energize Potion: Acid Suel Archanamach Energize Potion: Cold Suel Archanamach Energize Potion: Electricity Suel Archanamach Energize Potion: Fire Suel Archanamach Energize Potion: Sonic Suel Archanamach Fox's Cunning Suel Archanamach Ghostly Visage Suel Archanamach Invisibility Suel Archanamach Knock Suel Archanamach Lesser Dispel Suel Archanamach Locate Object Suel Archanamach Mirror Image Suel Archanamach Obscure Object Suel Archanamach Owl's Wisdom Suel Archanamach Protection from Arrows Suel Archanamach Pyrotechnics Suel Archanamach Pyrotechnics: Fireworks Suel Archanamach Pyrotechnics: Smoke Suel Archanamach Resist Elements Suel Archanamach See Invisibility Suel Archanamach Shadow Spray Suel Archanamach Stone Bones Suel Archanamach Sure Strike Suel Archanamach Ultravision Suel Archanamach Unheavened Suel Archanamach Whirling Blade Suel Archanamach Clairaudience/Clairvoyance Suel Archanamach Clarity Suel Archanamach Crown of Might Suel Archanamach Crown of Protection Suel Archanamach Curse of the Putrid Husk Suel Archanamach Devil's Eye Suel Archanamach Dispel Magic Suel Archanamach Displacement Suel Archanamach Energy Aegis Suel Archanamach Energy Aegis, Acid Suel Archanamach Energy Aegis, Cold Suel Archanamach Energy Aegis, Electricity Suel Archanamach Energy Aegis, Fire Suel Archanamach Energy Aegis, Sonic Suel Archanamach Energy Surge Suel Archanamach Energy Surge, Acid Suel Archanamach Energy Surge, Cold Suel Archanamach Energy Surge, Electricity Suel Archanamach Energy Surge, Fire Suel Archanamach Energy Surge, Sonic Suel Archanamach Find Traps Suel Archanamach Greater Magic Weapon Suel Archanamach Halt Suel Archanamach Haste Suel Archanamach Invisibility Sphere Suel Archanamach Keen Edge Suel Archanamach Magic Circle against Chaos Suel Archanamach Magic Circle against Evil Suel Archanamach Magic Circle against Good Suel Archanamach Magic Circle against Law Suel Archanamach Nondetection Suel Archanamach Protection from Elements Suel Archanamach Reality Blind Suel Archanamach Slow Suel Archanamach Spiderskin Suel Archanamach Water Breathing Suel Archanamach Weapon of Impact Suel Archanamach Arcane Eye Suel Archanamach Bestow Curse Suel Archanamach Detect Scrying Suel Archanamach Dimensional Anchor Suel Archanamach Fire Trap Suel Archanamach Greater Resistance Suel Archanamach Ilyykur's Mantle Suel Archanamach Improved Invisibility Suel Archanamach Lesser Spell Breach Suel Archanamach Locate Creature Suel Archanamach Lower Spell Resistance Suel Archanamach Mass Enlarge Person Suel Archanamach Mass Reduce Person Suel Archanamach Mass Ultravision Suel Archanamach Minor Globe of Invulnerability Suel Archanamach Phantasmal Killer Suel Archanamach Polymorph Self Suel Archanamach Polymorph, Giant Spider Suel Archanamach Polymorph, Troll Suel Archanamach Polymorph, Umber Hulk Suel Archanamach Polymorph, Fey Suel Archanamach Polymorph, Zombie Suel Archanamach Rainbow Pattern Suel Archanamach Remove Blindness/Deafness Suel Archanamach Remove Curse Suel Archanamach Scrying Suel Archanamach Serpent Arrows Suel Archanamach Shadow Conjuration Suel Archanamach Shadow Conjuration, Summon Shadow Suel Archanamach Shadow Conjuration, Darkness Suel Archanamach Shadow Conjuration, Invisibility Suel Archanamach Shadow Conjuration, Mage Armor Suel Archanamach Shadow Conjuration, Magic Missile Suel Archanamach Slashing Dispel Suel Archanamach Stoneskin Suel Archanamach Baleful Polymorph Suel Archanamach Break Enchantment Suel Archanamach Dismissal Suel Archanamach Draconic Might Suel Archanamach Energy Buffer Suel Archanamach Feeblemind Suel Archanamach Greater Shadow Conjuration Suel Archanamach Greater Shadow Conjuration, Summon Shadow Suel Archanamach Greater Shadow Conjuration, Acid Arrow Suel Archanamach Greater Shadow Conjuration, Ghostly Visage Suel Archanamach Greater Shadow Conjuration, Web Suel Archanamach Greater Shadow Conjuration, Minor Globe of Invulnerability Suel Archanamach Lesser Mind Blank Suel Archanamach Lesser Spell Mantle Suel Archanamach Resonating Resistance Favoured Soul Cure Minor Wounds Favoured Soul Inflict Minor Wounds Favoured Soul Light Favoured Soul Read Magic Favoured Soul Resistance Favoured Soul Virtue Favoured Soul Angry Ache Favoured Soul Bane Favoured Soul Blade of Blood Favoured Soul Blade of Blood 1d6 Favoured Soul Blade of Blood 3d6 Favoured Soul Bless Favoured Soul Bless Water Favoured Soul Cause Fear Favoured Soul Command Favoured Soul Command Approach Favoured Soul Command Drop Favoured Soul Command Fall Favoured Soul Command Flee Favoured Soul Command Halt Favoured Soul Conviction Favoured Soul Crafter's Blessing Favoured Soul Crafter's Curse Favoured Soul Cure Light Wounds Favoured Soul Curse Water Favoured Soul Detect Chaos Favoured Soul Detect Evil Favoured Soul Detect Good Favoured Soul Detect Law Favoured Soul Detect Undead Favoured Soul Divine Favor Favoured Soul Doom Favoured Soul Drug Resistance Favoured Soul Endure Elements Favoured Soul Entropic Shield Favoured Soul Extract Drug Favoured Soul Baccaran Favoured Soul Vodare Favoured Soul Sannish Favoured Soul Mushroom Powder Favoured Soul Eyes of the Avoral Favoured Soul Heartache Favoured Soul Hide From Undead Favoured Soul Inflict Light Wounds Favoured Soul Lantern Light Favoured Soul Lesser Shivering Touch Favoured Soul Lesser Vigor Favoured Soul Magic Stone Favoured Soul Magic Weapon Favoured Soul Necrotic Awareness Favoured Soul Obscuring Mist Favoured Soul Protection from Chaos Favoured Soul Protection from Evil Favoured Soul Protection from Good Favoured Soul Protection from Law Favoured Soul Ray of Hope Favoured Soul Remove Fear Favoured Soul Sanctuary Favoured Soul Shield of Faith Favoured Soul Sorrow Favoured Soul Summon Creature I Favoured Soul Summon Undead I Favoured Soul Tongue of Baalzebul Favoured Soul Vision of Heaven Favoured Soul Addiction Favoured Soul Addiction: Terran Brandy Favoured Soul Addiction: Mushroom Powder Favoured Soul Addiction: Vodare Favoured Soul Addiction: Agony Favoured Soul Aid Favoured Soul Animalistic Power Favoured Soul Boneblast Favoured Soul Bull's Strength Favoured Soul Calm Emotions Favoured Soul Consecrate Favoured Soul Cure Moderate Wounds Favoured Soul Darkness Favoured Soul Death Knell Favoured Soul Divine Protection Favoured Soul Eagle's Splendor Favoured Soul Elation Favoured Soul Endurance Favoured Soul Find Traps Favoured Soul Fox's Cunning Favoured Soul Hold Person Favoured Soul Inflict Moderate Wounds Favoured Soul Lesser Dispel Favoured Soul Lesser Restoration Favoured Soul Living Undeath Favoured Soul Necrotic Cyst Favoured Soul Negative Energy Ray Favoured Soul Owl's Wisdom Favoured Soul Remove Paralysis Favoured Soul Resist Elements Favoured Soul Shield Other Favoured Soul Silence Favoured Soul Sound Burst Favoured Soul Spores of the Vrock Favoured Soul Stone Bones Favoured Soul Summon Creature II Favoured Soul Summon Undead 2 Favoured Soul Ultravision Favoured Soul Undetectable Alignment Favoured Soul Wave of Grief Favoured Soul Animate Dead Favoured Soul Bestow Curse Favoured Soul Blindness/Deafness Favoured Soul Boneblade Favoured Soul Boneblade: Greatsword Favoured Soul Boneblade: Longsword Favoured Soul Boneblade: Shortsword Favoured Soul Clarity Favoured Soul Close Wounds Favoured Soul Clutch of Orcus Favoured Soul Contagion Favoured Soul Continual Flame Favoured Soul Crown of Might Favoured Soul Crown of Protection Favoured Soul Cure Serious Wounds Favoured Soul Curse of Petty Failing Favoured Soul Darkfire Favoured Soul Daylight Favoured Soul Deeper Darkness Favoured Soul Devil's Eye Favoured Soul Dispel Magic Favoured Soul Energize Potion Favoured Soul Energize Potion: Acid Favoured Soul Energize Potion: Cold Favoured Soul Energize Potion: Electricity Favoured Soul Energize Potion: Fire Favoured Soul Energize Potion: Sonic Favoured Soul Energy Aegis Favoured Soul Energy Aegis, Acid Favoured Soul Energy Aegis, Cold Favoured Soul Energy Aegis, Electricity Favoured Soul Energy Aegis, Fire Favoured Soul Energy Aegis, Sonic Favoured Soul Flesh Ripper Favoured Soul Glyph of Warding Favoured Soul Blast Glyph (Acid) Favoured Soul Blast Glyph (Cold) Favoured Soul Blast Glyph (Electricity) Favoured Soul Blast Glyph (Fire) Favoured Soul Blast Glyph (Sonic) Favoured Soul Inflict Serious Wounds Favoured Soul Invisibility Purge Favoured Soul Legion's Conviction Favoured Soul Locate Object Favoured Soul Magic Circle against Chaos Favoured Soul Magic Circle against Evil Favoured Soul Magic Circle against Good Favoured Soul Magic Circle against Law Favoured Soul Magic Vestment Favoured Soul Masochism Favoured Soul Mass Aid Favoured Soul Mass Lesser Vigor Favoured Soul Necrotic Bloat Favoured Soul Negative Energy Protection Favoured Soul Obscure Object Favoured Soul Prayer Favoured Soul Protection from Elements Favoured Soul Remove Blindness/Deafness Favoured Soul Remove Curse Favoured Soul Remove Disease Favoured Soul Ring of Blades Favoured Soul Searing Light Favoured Soul Shivering Touch Favoured Soul Shriveling Favoured Soul Slashing Darkness Favoured Soul Summon Creature III Favoured Soul Summon Undead 3 Favoured Soul Unliving Weapon Favoured Soul Vigor Favoured Soul Water Breathing Favoured Soul Wrack Favoured Soul Abyssal Might Favoured Soul Blood of the Martyr Favoured Soul Claws of the Savage Favoured Soul Cure Critical Wounds Favoured Soul Damning Darkness Favoured Soul Death Ward Favoured Soul Dimensional Anchor Favoured Soul Dismissal Favoured Soul Divine Power Favoured Soul Freedom of Movement Favoured Soul Greater Magic Weapon Favoured Soul Greater Resistance Favoured Soul Hammer of the Gods Favoured Soul Inflict Critical Wounds Favoured Soul Legion's Shield of Faith Favoured Soul Lesser Planar Ally Favoured Soul Lower Spell Resistance Favoured Soul Mass Ultravision Favoured Soul Necrotic Domination Favoured Soul Neutralize Poison Favoured Soul Panacea Favoured Soul Poison Favoured Soul Recitation Favoured Soul Repel Vermin Favoured Soul Restoration Favoured Soul Stop Heart Favoured Soul Summon Creature IV Favoured Soul Summon Undead 4 Favoured Soul Sword of Conscience Favoured Soul Battletide Favoured Soul Break Enchantment Favoured Soul Chaav's Laugh Favoured Soul Circle of Doom Favoured Soul Convert Wand Favoured Soul Dancing Web Favoured Soul Fire in the Blood Favoured Soul Flame Strike Favoured Soul Greater Vigor Favoured Soul Greater Command Favoured Soul Greater Command Approach Favoured Soul Greater Command Drop Favoured Soul Greater Command Fall Favoured Soul Greater Command Flee Favoured Soul Greater Command Halt Favoured Soul Healing Circle Favoured Soul Heartclutch Favoured Soul Legion's Curse of Petty Failing Favoured Soul Mass Contagion Favoured Soul Mass Cure Light Wounds Favoured Soul Mass Inflict Light Wounds Favoured Soul Morality Undone Favoured Soul Necrotic Burst Favoured Soul Raise Dead Favoured Soul Resonating Resistance Favoured Soul Revivify Favoured Soul Righteous Might Favoured Soul Scrying Favoured Soul Slay Living Favoured Soul Soul Scour Favoured Soul Spell Resistance Favoured Soul Summon Creature V Favoured Soul Summon Undead 5 Favoured Soul Symbol of Pain Favoured Soul Symbol of Sleep Favoured Soul True Seeing Favoured Soul Animate Objects Favoured Soul Banishment Favoured Soul Blade Barrier Favoured Soul Call Faithful Servants Favoured Soul Celestial Blood Favoured Soul Cloud of the Achaierai Favoured Soul Control Undead Favoured Soul Create Undead Favoured Soul Energy Immunity Favoured Soul Acid Energy Immunity Favoured Soul Cold Energy Immunity Favoured Soul Electricity Energy Immunity Favoured Soul Fire Energy Immunity Favoured Soul Sonic Energy Immunity Favoured Soul Greater Sanctuary Favoured Soul Greater Dispelling Favoured Soul Greater Glyph of Warding Favoured Soul Greater Blast Glyph (Acid) Favoured Soul Greater Blast Glyph (Cold) Favoured Soul Greater Blast Glyph (Electricity) Favoured Soul Greater Blast Glyph (Fire) Favoured Soul Greater Blast Glyph (Sonic) Favoured Soul Harm Favoured Soul Heal Favoured Soul Mass Bull's Strength Favoured Soul Mass Cure Moderate Wounds Favoured Soul Mass Eagle's Splendor Favoured Soul Mass Endurance Favoured Soul Mass Fox's Cunning Favoured Soul Mass Inflict Moderate Wounds Favoured Soul Mass Owl's Wisdom Favoured Soul Necrotic Eruption Favoured Soul Planar Ally Favoured Soul Sarcophagus of Stone Favoured Soul Summon Creature VI Favoured Soul Superior Resistance Favoured Soul Symbol of Fear Favoured Soul Symbol of Persuasion Favoured Soul Thousand Needles Favoured Soul Undeath to Death Favoured Soul Vigorous Circle Favoured Soul Word of Recall Favoured Soul Word of Recall - Self only Favoured Soul Word of Recall - Party within 10ft Favoured Soul Blasphemy Favoured Soul Control Weather Favoured Soul Control Weather: Rain Favoured Soul Control Weather: Snow Favoured Soul Control Weather: Clear Favoured Soul Destruction Favoured Soul Dictum Favoured Soul Energy Ebb Favoured Soul Fiendish Clarity Favoured Soul Greater Harm Favoured Soul Greater Restoration Favoured Soul Greater Scrying Favoured Soul Holy Word Favoured Soul Mass Cure Serious Wounds Favoured Soul Mass Inflict Serious Wounds Favoured Soul Mass Spell Resistance Favoured Soul Regenerate Favoured Soul Repulsion Favoured Soul Resurrection Favoured Soul Righteous Smite Favoured Soul Summon Creature VII Favoured Soul Summon Huge Air Elemental Favoured Soul Summon Huge Earth Elemental Favoured Soul Summon Huge Fire Elemental Favoured Soul Summon Huge Water Elemental Favoured Soul Symbol of Stunning Favoured Soul Symbol of Weakness Favoured Soul Tomb of Light Favoured Soul Word of Chaos Favoured Soul Wretched Blight Favoured Soul Antimagic Field Favoured Soul Aura versus Alignment Favoured Soul Unholy Aura Favoured Soul Holy Aura Favoured Soul Bodak Birth Favoured Soul Create Greater Undead Favoured Soul Dimensional Lock Favoured Soul Discern Location Favoured Soul Earthquake Favoured Soul Fire Storm Favoured Soul Greater Planar Ally Favoured Soul Wall of Greater Dispel Magic Favoured Soul Holy Aura Favoured Soul Last Judgement Favoured Soul Mass Cure Critical Wounds Favoured Soul Mass Heal Favoured Soul Mass Inflict Critical Wounds Favoured Soul Necrotic Empowerment Favoured Soul Pestilence Favoured Soul Summon Creature VIII Favoured Soul Summon Greater Air Elemental Favoured Soul Summon Greater Earth Elemental Favoured Soul Summon Greater Fire Elemental Favoured Soul Summon Greater Water Elemental Favoured Soul Sunbeam Favoured Soul Symbol of Death Favoured Soul Symbol of Insanity Favoured Soul Despoil Favoured Soul Elder Glyph of Warding Favoured Soul Elder Blast Glyph (Acid) Favoured Soul Elder Blast Glyph (Cold) Favoured Soul Elder Blast Glyph (Electricity) Favoured Soul Elder Blast Glyph (Fire) Favoured Soul Elder Blast Glyph (Sonic) Favoured Soul Energy Drain Favoured Soul Gate Favoured Soul Implosion Favoured Soul Mass Harm Favoured Soul Necrotic Termination Favoured Soul Plague of Undead Favoured Soul Storm of Vengeance Favoured Soul Summon Creature IX Favoured Soul Summon Elder Air Elemental Favoured Soul Summon Elder Earth Elemental Favoured Soul Summon Elder Fire Elemental Favoured Soul Summon Elder Water Elemental Favoured Soul True Resurrection Favoured Soul Undeath's Eternal Foe Favoured Soul Vile Death Sohei Bane Sohei Extended Bane Sohei Silent Bane Sohei Still Bane Sohei Bless Sohei Extended Bless Sohei Silent Bless Sohei Still Bless Sohei Bless Weapon Sohei Extended Bless Weapon Sohei Silent Bless Weapon Sohei Still Bless Weapon Sohei Detect Chaos Sohei Extended Detect Chaos Sohei Silent Detect Chaos Sohei Still Detect Chaos Sohei Detect Law Sohei Extended Detect Law Sohei Silent Detect Law Sohei Still Detect Law Sohei Divine Favor Sohei Extended Divine Favor Sohei Silent Divine Favor Sohei Still Divine Favor Sohei Divine Inspiration Sohei Extended Divine Inspiration Sohei Doom Sohei Extended Doom Sohei Silent Doom Sohei Still Doom Sohei Endure Elements Sohei Extended Endure Elements Sohei Silent Endure Elements Sohei Still Endure Elements Sohei Magic Weapon Sohei Extended Magic Weapon Sohei Silent Magic Weapon Sohei Still Magic Weapon Sohei Protection from Chaos Sohei Extended Protection from Chaos Sohei Silent Protection from Chaos Sohei Still Protection from Chaos Sohei Resistance Sohei Extended Resistance Sohei Silent Resistance Sohei Still Resistance Sohei Seething Eyebane Sohei Silent Seething Eyebane Sohei Still Seething Eyebane Sohei Shield of Faith Sohei Extended Shield of Faith Sohei Silent Shield of Faith Sohei Still Shield of Faith Sohei Twilight Luck Sohei Extended Twilight Luck Sohei Silent Twilight Luck Sohei Virtue Sohei Extended Virtue Sohei Silent Virtue Sohei Still Virtue Sohei Ayailla's Radiant Burst Sohei Empowered Ayailla's Radiant Burst Sohei Silent Ayailla's Radiant Burst Sohei Still Ayailla's Radiant Burst Sohei Bull's Strength Sohei Empowered Bull's Strength Sohei Extended Bull's Strength Sohei Silent Bull's Strength Sohei Still Bull's Strength Sohei Lahm's Finger Darts Sohei Silent Lahm's Finger Darts Sohei Still Lahm's Finger Darts Sohei Lesser Restoration Sohei Silent Lesser Restoration Sohei Still Lesser Restoration Sohei Luminous Armor Sohei Extended Luminous Armor Sohei Remove Paralysis Sohei Silent Remove Paralysis Sohei Still Remove Paralysis Sohei Resist Elements Sohei Extended Resist Elements Sohei Silent Resist Elements Sohei Still Resist Elements Sohei Shield Other Sohei Extended Shield Other Sohei Silent Shield Other Sohei Still Shield Other Sohei Brilliant Emanation Sohei Extended Brilliant Emanation Sohei Dispel Magic Sohei Silent Dispel Magic Sohei Still Dispel Magic Sohei Greater Magic Weapon Sohei Extended Greater Magic Weapon Sohei Silent Greater Magic Weapon Sohei Still Greater Magic Weapon Sohei Hammer of Righteousness Sohei Silent Hammer of Righteousness Sohei Still Hammer of Righteousness Sohei Magic Circle against Chaos Sohei Extended Magic Circle against Chaos Sohei Silent Magic Circle against Chaos Sohei Still Magic Circle against Chaos Sohei Prayer Sohei Extended Prayer Sohei Silent Prayer Sohei Still Prayer Sohei Protection from Elements Sohei Extended Protection from Elements Sohei Silent Protection from Elements Sohei Still Protection from Elements Sohei Red Fester Sohei Silent Red Fester Sohei Still Red Fester Sohei Rotting Curse of Urfestra Sohei Silent Rotting Curse of Urfestra Sohei Still Rotting Curse of Urfestra Sohei Touch of Juiblex Sohei Silent Touch of Juiblex Sohei Still Touch of Juiblex Sohei Absorb Strength Sohei Death Ward Sohei Diamond Spray Sohei Divine Power Sohei Freedom of Movement Sohei Greater Luminous Armor Sohei Hammer of the Gods Sohei Neutralize Poison Sohei Restoration Sohei Sunmantle Warmage Acid Splash Warmage Dancing Lights Warmage Disrupt Undead Warmage Electric Jolt Warmage Flare Warmage Light Warmage Ray of Frost Warmage Bigby's Tripping Hand Warmage Burning Bolt Warmage Burning Hands Warmage Chill Touch Warmage Fist of Stone Warmage Hail of Stone Warmage Horizikaul's Boom Warmage Ice Dagger Warmage Kelgore's Fire Bolt Warmage Lantern Light Warmage Lesser Acid Orb Warmage Lesser Cold Orb Warmage Lesser Electric Orb Warmage Lesser Fire Orb Warmage Lesser Shivering Touch Warmage Lesser Sonic Orb Warmage Magic Missile Warmage Shelgarn's Persistent Blade Warmage Shocking Grasp Warmage Snilloc's Snowball Warmage Tenser's Floating Disk Warmage True Strike Warmage Agannazzar's Scorcher Warmage Bigby's Striking Fist Warmage Blades of Fire Warmage Cloud of Bewilderment Warmage Combust Warmage Continual Flame Warmage Darkness Warmage Fireburst Warmage Fire Trap Warmage Flame Weapon Warmage Gedlee's Electric Loop Warmage Ice Knife Warmage Melf's Acid Arrow Warmage Pyrotechnics Warmage Pyrotechnics: Fireworks Warmage Pyrotechnics: Smoke Warmage Scorching Ray Warmage Seeking Ray Warmage Snilloc's Snowball Swarm Warmage Whirling Blade Warmage Daylight Warmage Dread Word Warmage Elemental Shield Warmage Fireball Warmage Flame Arrow Warmage Flashburst Warmage Forceblast Warmage Gust of Wind Warmage Ice Burst Warmage Ice Storm Warmage Lightning Bolt Warmage Fire Shield (PnP) Warmage Fire Shield (PnP): Red Warmage Fire Shield (PnP): Blue Warmage Poison Warmage Rainbow Blast Warmage Ring of Blades Warmage Scintillating Sphere Warmage Serpent's Sigh Warmage Bolt of Acid Warmage Bolt of Electricity Warmage Cone of Acid Warmage Cone of Cold Warmage Cone of Fire Warmage Shivering Touch Warmage Sleet Storm Warmage Stinking Cloud Warmage Acid Orb Warmage Blast of Flame Warmage Channeled Pyroburst Warmage Swift Channeled Pyroburst Warmage Standard Channeled Pyroburst Warmage Full round Channeled Pyroburst Warmage Two rounds Channeled Pyroburst Warmage Cold Orb Warmage Contagion Warmage Damning Darkness Warmage Dancing Web Warmage Electric Orb Warmage Evard's Black Tentacles Warmage Fire Orb Warmage Isaac's Lesser Missile Storm Warmage Orb of Force Warmage Otiluke's Resilient Sphere Warmage Phantasmal Killer Warmage Shout Warmage Sonic Orb Warmage Wall of Fire Warmage Ball Lightning Warmage Bigby's Interposing Hand Warmage Cloudkill Warmage Cone of Cold Warmage Firebrand Warmage Flame Strike Warmage Greater Fireburst Warmage Snilloc's Major Missile Warmage Mass Fire Shield Warmage Mass Fire Shield: Red Warmage Mass Fire Shield: Blue Warmage Prismatic Ray Warmage Sonic Shield Warmage Acid Fog Warmage Acid Storm Warmage Bigby's Forceful Hand Warmage Blade Barrier Warmage Chain Lightning Warmage Circle of Death Warmage Disintegrate Warmage Isaac's Greater Missile Storm Warmage Otiluke's Freezing Sphere Warmage Tenser's Transformation Warmage Amber Sarcophagus Warmage Bigby's Grasping Hand Warmage Delayed Blast Fireball Warmage Earthquake Warmage Finger of Death Warmage Fire Storm Warmage Great Thunderclap Warmage Prismatic Spray Warmage Sunbeam Warmage Waves of Exhaustion Warmage Bigby's Clenched Fist Warmage Flensing Warmage Greater Shout Warmage Horrid Wilting Warmage Incendiary Cloud Warmage Polar Ray Warmage Prismatic Wall Warmage Scintillating Pattern Warmage Sunburst Warmage Bigby's Crushing Hand Warmage Crushing Fist of Spite Warmage Elemental Swarm Warmage Implosion Warmage Meteor Swarm Warmage Prismatic Sphere Warmage Wail of the Banshee Warmage Weird Nentyar Hunter Barkskin Nentyar Hunter Extended Barkskin Nentyar Hunter Quickened Barkskin Nentyar Hunter Silent Barkskin Nentyar Hunter Still Barkskin Nentyar Hunter Cure Light Wounds Nentyar Hunter Empowered Cure Light Wounds Nentyar Hunter Maximized Cure Light Wounds Nentyar Hunter Quickened Cure Light Wounds Nentyar Hunter Silent Cure Light Wounds Nentyar Hunter Still Cure Light Wounds Nentyar Hunter Entangle Nentyar Hunter Extended Entangle Nentyar Hunter Quickened Entangle Nentyar Hunter Silent Entangle Nentyar Hunter Still Entangle Nentyar Hunter Jump Nentyar Hunter Extended Jump Nentyar Hunter Quickened Jump Nentyar Hunter Silent Jump Nentyar Hunter Still Jump Nentyar Hunter Light Nentyar Hunter Extended Light Nentyar Hunter Quickened Light Nentyar Hunter Silent Light Nentyar Hunter Magic Missile Nentyar Hunter Empowered Magic Missile Nentyar Hunter Maximized Magic Missile Nentyar Hunter Quickened Magic Missile Nentyar Hunter Silent Magic Missile Nentyar Hunter Still Magic Missile Nentyar Hunter Snare Nentyar Hunter Quickened Snare Nentyar Hunter Silent Snare Nentyar Hunter Still Snare Nentyar Hunter True Strike Nentyar Hunter Quickened True Strike Nentyar Hunter Silent True Strike Nentyar Hunter Agannazzar's Scorcher Nentyar Hunter Empowered Agannazzar's Scorcher Nentyar Hunter Maximized Agannazzar's Scorcher Nentyar Hunter Silent Agannazzar's Scorcher Nentyar Hunter Still Agannazzar's Scorcher Nentyar Hunter Blur Nentyar Hunter Extended Blur Nentyar Hunter Silent Blur Nentyar Hunter Cure Moderate Wounds Nentyar Hunter Empowered Cure Moderate Wounds Nentyar Hunter Maximized Cure Moderate Wounds Nentyar Hunter Silent Cure Moderate Wounds Nentyar Hunter Still Cure Moderate Wounds Nentyar Hunter Gust of Wind Nentyar Hunter Silent Gust of Wind Nentyar Hunter Still Gust of Wind Nentyar Hunter Neutralize Poison Nentyar Hunter Silent Neutralize Poison Nentyar Hunter Still Neutralize Poison Nentyar Hunter Remove Disease Nentyar Hunter Silent Remove Disease Nentyar Hunter Still Remove Disease Nentyar Hunter Resist Elements Nentyar Hunter Extended Resist Elements Nentyar Hunter Silent Resist Elements Nentyar Hunter Still Resist Elements Nentyar Hunter Treeshape Nentyar Hunter Extended Treeshape Nentyar Hunter Silent Treeshape Nentyar Hunter Still Treeshape Nentyar Hunter Cure Serious Wounds Nentyar Hunter Empowered Cure Serious Wounds Nentyar Hunter Silent Cure Serious Wounds Nentyar Hunter Still Cure Serious Wounds Nentyar Hunter Freedom of Movement Nentyar Hunter Extended Freedom of Movement Nentyar Hunter Silent Freedom of Movement Nentyar Hunter Still Freedom of Movement Nentyar Hunter Greenfire Nentyar Hunter Empowered Greenfire Nentyar Hunter Extended Greenfire Nentyar Hunter Silent Greenfire Nentyar Hunter Still Greenfire Nentyar Hunter Invisibility Nentyar Hunter Extended Invisibility Nentyar Hunter Silent Invisibility Nentyar Hunter Still Invisibility Nentyar Hunter Keen Edge Nentyar Hunter Extended Keen Edge Nentyar Hunter Silent Keen Edge Nentyar Hunter Still Keen Edge Nentyar Hunter See Invisibility Nentyar Hunter Extended See Invisibility Nentyar Hunter Silent See Invisibility Nentyar Hunter Still See Invisibility Nentyar Hunter Break Enchantment Nentyar Hunter Silent Break Enchantment Nentyar Hunter Still Break Enchantment Nentyar Hunter Orb of Force Nentyar Hunter Silent Orb of Force Nentyar Hunter Still Orb of Force Nentyar Hunter Greater Magic Weapon Nentyar Hunter Extended Greater Magic Weapon Nentyar Hunter Silent Greater Magic Weapon Nentyar Hunter Still Greater Magic Weapon Nentyar Hunter Flame Strike Nentyar Hunter Healing Circle Nentyar Hunter Righteous Might Blighter Flare Blighter Extended Flare Blighter Quickened Flare Blighter Silent Flare Blighter Inflict Minor Wounds Blighter Quickened Inflict Minor Wounds Blighter Silent Inflict Minor Wounds Blighter Still Inflict Minor Wounds Blighter Read Magic Blighter Quickened Read Magic Blighter Silent Read Magic Blighter Still Read Magic Blighter Bane Blighter Extended Bane Blighter Quickened Bane Blighter Silent Bane Blighter Still Bane Blighter Burning Hands Blighter Empowered Burning Hands Blighter Maximized Burning Hands Blighter Quickened Burning Hands Blighter Silent Burning Hands Blighter Still Burning Hands Blighter Detect Undead Blighter Extended Detect Undead Blighter Quickened Detect Undead Blighter Silent Detect Undead Blighter Still Detect Undead Blighter Doom Blighter Extended Doom Blighter Quickened Doom Blighter Silent Doom Blighter Still Doom Blighter Endure Elements Blighter Extended Endure Elements Blighter Quickened Endure Elements Blighter Silent Endure Elements Blighter Still Endure Elements Blighter Ray of Enfeeblement Blighter Empowered Ray of Enfeeblement Blighter Extended Ray of Enfeeblement Blighter Maximized Ray of Enfeeblement Blighter Quickened Ray of Enfeeblement Blighter Silent Ray of Enfeeblement Blighter Still Ray of Enfeeblement Blighter Inflict Light Wounds Blighter Empowered Inflict Light Wounds Blighter Maximized Inflict Light Wounds Blighter Quickened Inflict Light Wounds Blighter Silent Inflict Light Wounds Blighter Still Inflict Light Wounds Blighter Chill Touch Blighter Empowered Chill Touch Blighter Extended Chill Touch Blighter Maximized Chill Touch Blighter Quickened Chill Touch Blighter Silent Chill Touch Blighter Still Chill Touch Blighter Darkness Blighter Extended Darkness Blighter Quickened Darkness Blighter Silent Darkness Blighter Death Knell Blighter Empowered Death Knell Blighter Extended Death Knell Blighter Maximized Death Knell Blighter Quickened Death Knell Blighter Silent Death Knell Blighter Still Death Knell Blighter Fire Trap Blighter Empowered Fire Trap Blighter Maximized Fire Trap Blighter Quickened Fire Trap Blighter Silent Fire Trap Blighter Still Fire Trap Blighter Inflict Moderate Wounds Blighter Empowered Inflict Moderate Wounds Blighter Maximized Inflict Moderate Wounds Blighter Quickened Inflict Moderate Wounds Blighter Silent Inflict Moderate Wounds Blighter Still Inflict Moderate Wounds Blighter Resist Elements Blighter Extended Resist Elements Blighter Quickened Resist Elements Blighter Silent Resist Elements Blighter Still Resist Elements Blighter Contagion Blighter Quickened Contagion Blighter Silent Contagion Blighter Still Contagion Blighter Deeper Darkness Blighter Extended Deeper Darkness Blighter Quickened Deeper Darkness Blighter Silent Deeper Darkness Blighter Dispel Magic Blighter Quickened Dispel Magic Blighter Silent Dispel Magic Blighter Still Dispel Magic Blighter Inflict Serious Wounds Blighter Empowered Inflict Serious Wounds Blighter Maximized Inflict Serious Wounds Blighter Quickened Inflict Serious Wounds Blighter Silent Inflict Serious Wounds Blighter Still Inflict Serious Wounds Blighter Poison Blighter Empowered Poison Blighter Maximized Poison Blighter Quickened Poison Blighter Silent Poison Blighter Still Poison Blighter Protection from Elements Blighter Extended Protection from Elements Blighter Quickened Protection from Elements Blighter Silent Protection from Elements Blighter Still Protection from Elements Blighter Stinking Cloud Blighter Extended Stinking Cloud Blighter Quickened Stinking Cloud Blighter Silent Stinking Cloud Blighter Still Stinking Cloud Blighter Vampiric Touch Blighter Empowered Vampiric Touch Blighter Maximized Vampiric Touch Blighter Quickened Vampiric Touch Blighter Silent Vampiric Touch Blighter Still Vampiric Touch Blighter Animate Dead Blighter Extended Animate Dead Blighter Quickened Animate Dead Blighter Silent Animate Dead Blighter Still Animate Dead Blighter Contagious Touch Blighter Quickened Contagious Touch Blighter Silent Contagious Touch Blighter Still Contagious Touch Blighter Death Ward Blighter Extended Death Ward Blighter Quickened Death Ward Blighter Silent Death Ward Blighter Still Death Ward Blighter Flame Strike Blighter Empowered Flame Strike Blighter Maximized Flame Strike Blighter Quickened Flame Strike Blighter Silent Flame Strike Blighter Still Flame Strike Blighter Inflict Critical Wounds Blighter Empowered Inflict Critical Wounds Blighter Maximized Inflict Critical Wounds Blighter Quickened Inflict Critical Wounds Blighter Silent Inflict Critical Wounds Blighter Still Inflict Critical Wounds Blighter Repel Vermin Blighter Extended Repel Vermin Blighter Quickened Repel Vermin Blighter Silent Repel Vermin Blighter Still Repel Vermin Blighter Wall of Fire Blighter Empowered Wall of Fire Blighter Extended Wall of Fire Blighter Maximized Wall of Fire Blighter Quickened Wall of Fire Blighter Silent Wall of Fire Blighter Still Wall of Fire Blighter Create Undead Blighter Extended Create Undead Blighter Quickened Create Undead Blighter Silent Create Undead Blighter Still Create Undead Blighter Waves of Fatigue Blighter Quickened Waves of Fatigue Blighter Silent Waves of Fatigue Blighter Still Waves of Fatigue Blighter Acid Fog Blighter Empowered Acid Fog Blighter Extended Acid Fog Blighter Maximized Acid Fog Blighter Silent Acid Fog Blighter Still Acid Fog Blighter Circle of Death Blighter Empowered Circle of Death Blighter Maximized Circle of Death Blighter Silent Circle of Death Blighter Still Circle of Death Blighter Finger of Death Blighter Empowered Finger of Death Blighter Maximized Finger of Death Blighter Silent Finger of Death Blighter Still Finger of Death Blighter Greater Dispelling Blighter Silent Greater Dispelling Blighter Still Greater Dispelling Blighter Harm Blighter Silent Harm Blighter Still Harm Blighter Control Undead Blighter Extended Control Undead Blighter Silent Control Undead Blighter Still Control Undead Blighter Control Weather Blighter Control Weather: Rain Blighter Control Weather: Snow Blighter Control Weather: Clear Blighter Extended Control Weather Blighter Extended Control Weather: Rain Blighter Extended Control Weather: Snow Blighter Extended Control Weather: Clear Blighter Silent Control Weather Blighter Silent Control Weather: Rain Blighter Silent Control Weather: Snow Blighter Silent Control Weather: Clear Blighter Still Control Weather Blighter Still Control Weather: Rain Blighter Still Control Weather: Snow Blighter Still Control Weather: Clear Blighter Earthquake Blighter Extended Earthquake Blighter Silent Earthquake Blighter Still Earthquake Blighter Fire Storm Blighter Empowered Fire Storm Blighter Silent Fire Storm Blighter Still Fire Storm Blighter Repulsion Blighter Extended Repulsion Blighter Silent Repulsion Blighter Still Repulsion Blighter Horrid Wilting Blighter Silent Horrid Wilting Blighter Still Horrid Wilting Blighter Mind Blank Blighter Extended Mind Blank Blighter Silent Mind Blank Blighter Still Mind Blank Blighter Waves of Exhaustion Blighter Silent Waves of Exhaustion Blighter Still Waves of Exhaustion Blighter Foresight Blighter Implosion Blighter Incendiary Cloud Blighter Storm of Vengeance ####END_OF_NEW_SPELLBOOK_RESERVE START OF TEMPLATE SYSTEM RESERVE Type of Feat: Template Prerequisite: Celestial Template, Half-Celestial Template. Specifics: This feat allows the character to make a special attack against evil creatures. Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe. Use: Selected. Smite Evil only affects evil creatures. Template: Celestial Celestial creatures dwell on the upper planes, the realms of good, although they resemble beings found on the Material Plane. They are more regal and more beautiful than their earthly counterparts. Celestial creatures often come in metallic colors (usually silver, gold, or platinum). They can be mistaken for half-celestials, more powerful creatures that are created when a celestial mates with a non-celestial creature. "Celestial" is an inherited template that can be added to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, plant, or vermin of good or neutral alignment (referred to hereafter as the base creature). Size and Type Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged. Celestial creatures encountered on the Material Plane have the extraplanar subtype. Special Attacks A celestial creature retains all the special attacks of the base creature and also gains the following attack. Smite Evil (Su) Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe. Special Qualities A celestial creature retains all the special qualities of the base creature and also gains the following qualities: Darkvision. Damage reduction. 4-11 HD, 5/+1. 12+ HD 10/+1. Resistance to acid, cold, and electricity 1-7 HD 5. 8+ HD 10 Spell resistance equal to HD + 5 (maximum 25). Abilities Same as the base creature, but Intelligence is at least 3. Level Adjustment Same as the base creature +2. Type of Feat: Template Prerequisite: Fiendish Template, Half-Fiend Template. Specifics: This feat allows the character to make a special attack against good creatures. Once per day a fiendish creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an good foe. Use: Selected. Smite Good only affects good creatures. Template: Fiendish Fiendish creatures dwell on the lower planes, the realms of evil, although they resemble beings found on the Material Plane. They are more fearsome in appearance than their earthly counterparts. "Fiendish" is an inherited template that can be added to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin of nongood alignment (referred to hereafter as the base creature). A fiendish creature uses all the base creature's statistics and abilities except as noted here. Do not recalculate the creature's Hit Dice, base attack bonus, saves, or skill points if its type changes. Size and Type Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged. Fiendish creatures encountered on the Material Plane have the extraplanar subtype. Special Attacks A fiendish creature retains all the special attacks of the base creature and also gains the following special attack. Smite Good (Su) Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe. Special Qualities A fiendish creature retains all the special qualities of the base creature and also gains the following. Darkvision Damage reduction. 4-11 HD, 5/+1. 12+ HD 10/+1. Resistance to cold and fire. 1-7 HD 5, 8+ HD 10 Spell resistance equal to the HD + 5 (maximum 25). Abilities Same as the base creature, but Intelligence is at least 3. Level Adjustment Same as the base creature +2. Template: Half-Celestial No matter the form, half-celestials are always comely and delightful to the senses, having golden skin, sparkling eyes, angelic wings, or some other sign of their higher nature. "Half-celestial" is an inherited template that can be added to any living, corporeal creature with an Intelligence score of 4 or higher and nonevil alignment (referred to hereafter as the base creature). A half-celestial uses all the base creature's statistics and special abilities except as noted here. Size and Type The creature's type changes to outsider. Do not recalculate the creature's Hit Dice, base attack bonus, or saves. Size is unchanged. Half-celestials are normally native outsiders. Speed A half-celestial has feathered wings and can fly at twice the base creature's base land speed (good maneuverability). If the base creature has a fly speed, use that instead. Armor Class Natural armor improves by +1 (this stacks with any natural armor bonus the base creature has). Special Attacks A half-celestial retains all the special attacks of the base creature and also gains the following special abilities. Daylight (Su) Half-celestials can use a daylight effect (as the spell) at will. Smite Evil (Su) Once per day a half-celestial can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe. Spell-like Abilities A half-celestial with an Intelligence or Wisdom score of 8 or higher has two or more spell-like abilities, depending on its Hit Dice, as indicated on the table below. The abilities are cumulative. Unless otherwise noted, an ability is usable once per day. Caster level equals the creature's HD, and the save DC is Charisma-based. 1+ HD, Protection from evil 3/day, bless 3+ HD, Aid, detect evil 5+ HD, Cure serious wounds, neutralize poison 7+ HD, Holy smite, remove disease 9+ HD, Dispel evil 11+ HD, Holy word 13+ HD, Holy aura 3/day, hallow 15+ HD, Mass charm monster 17+ HD, Summon monster IX 19+ HD, Resurrection Special Qualities A half-celestial has all the special qualities of the base creature, plus the following special qualities. Darkvision Immunity to disease. Resistance to acid 10, cold 10, and electricity 10. Damage reduction: 5/+1 (if HD 11 or less) or 10/+1 (if HD 12 or more). Spell resistance equal to creature's HD + 10 (maximum 35). +4 racial bonus on Fortitude saves against poison. Abilities Increase from the base creature as follows: Str +4, Dex +2, Con +4, Int +2, Wis +4, Cha +4. Level Adjustment Same as base creature +4. Template: Baelnorn Baelnorns are elves who have sought undeath to serve their families, communities, or other purposes (usually to see a wrong righted or to achieve a certain magical discovery or deed). They are lich-like creatures that appear as impressive-looking elves with shriveled skin and glowing white eyes. REQUIREMENTS: Race: Elf. Skills: Concentration 5, Spellcraft 14. Class : 11 levels in Sorcerer, Wizard, or Cleric Alignment: Any Good Must not have any levels in Lich. CLASS FEATURES: Baelnorn Properties: +8 bonus to Hide, Listen, Move Silently, Search, Persuade, and Spot. Baelnorn Touch: Touch attack causes 1d8 + 5 damage and permanent paralyzation. Baelnorn Defense: Damage Reduction 15/+2, Natural Armor + 5, immunity to cold and electricity, Turning Resistance +4. Turn Undead: Can turn undead 3 times per day as a cleric of the same level. Turning Immunity: Cannot be turned by Good or Neutral characters. Animate Dead : 5 times per day the Baelnorn animate dead as per the spell of the same name. Projection: Three times per day the Baelnorn may create a projection of itself. Wisdom +2 Intelligence +2. Charisma +2 Undeath Note: The Baelnorn is fully undead, and therefore is immune to sneak attacks, critical hits, level drain, poison, and disease. An undead creature has no Constitution score. However, this is not possible in Neverwinter Nights. The player will gain +12 to constitution in order to simulate the increase of the Baelnorn's HD to d12. Feat Type: Template Feat Prerequisite: Baelnorn Template Description: By touching an enemy, a Baelnorn may cause negative energy damage and possibly paralyze the target. The effects are as follows: 1d8 + 5 negative energy damage, paralyzation permanent. The character can make a Will save for half damage, and a Fortitude save against mind spells to avoid paralyzation (DC 10 + 1/2 Character's HD + CHA mod). Feat Type: Template Feat Prerequisite: Baelnorn Template Description: Three times per day, the baelnorn can create a wraith-like projection of itself. The baelnorn can see, hear, speak, and even cast spells through the projection. The baelnorn takes 1/2 of the damage dealt to the projection, and it has none of the special abilities of the baelnorn. It is also capable of pushing or picking up small objects, but it cannot carry physical items. Feat Type: Template Feat Prerequisite: Undead Description: This undead creature has a bonus to its hit dice for the purpose of resisting Turn Undead attempts. Feat Type: Template Feat Prerequisite: Undead Description: You have a better than normal chance to resist turning. When resolving a turn, rebuke, or command attempt, you add +4 to your character level. Feat Type: Template Feat Prerequisite: Baelnorn Template Description: This allows the baelnorn to end the projection effect at will. Feat Type: Template Feat Prerequisite: Baelnorn Template Description: Once a day, a Baelnorn can animate dead. Feat Type: Template Feat Prerequisite: Baelnorn Template Description: The baelnorn is immune to turning attempts by good or neutral clerics. If rebuked or commanded by an evil cleric, the baelnorn is instead turned or destroyed. Feat Type: Template Feat Description: This allows the character to turn undead as a cleric of the same level. Feat Type: Template Feat Description: This allows the character to see in the dark. Craft(alchemy) Ability: Intelligence. Requires Training: no. Classes: All. A successful check allows a character to perform feats of alchemy. Use: Automatic. Master Alchemist Master Alchemists master alchemists The master alchemist is a spellcaster who specializes in producing potions and elixirs that reproduce the effects of spells of 4th level or higher. Even spellcasters who dabble in alchemy gain the ability to improve the rate at which they can produce potions, which for adventuring spellcasters can reduce the amount of time they must spend preparing for their next quest. At its highest levels, the alchemist prestige class allows spellcasters to create potions that reproduce some of the most powerful magical effects available. Requirements: Skills: Alchemy 10 ranks, Spellcraft 10 ranks. Feats: Brew Potion, Magical Artisan, Skill Focus (Alchemy). Spellcasting: Ability to cast 4th level arcane spells. Hit die: d4 Skill points at each level: 2 + Int modifier. CLASS FEATURES: Spells per Day: A master alchemist's training focuses on magic. Thus, when a character gains a new level of master alchemist, she gains new spells per day as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class. 1st: Brew 2/day: The master alchemist has perfected the art of brewing potions. As such, she can brew two potions in one day(an 8-hour period) instead of one. 2nd: Brew Potion (4th): Beginning at 2nd level, the master alchemist's advanced study of alchemy and magic allows her to brew potions of 4th-level spells. 3rd: Brew Potion (5th): The master alchemist can brew potions of 5th-level spells. 4th: Brew Potion (6th): The master alchemist can brew potions of 6th-level spells. 5th: Brew 3/day: The master alchemist may brew three potions in one day. 7th: Brew Potion (7th): The master alchemist can brew potions of 7th-level spells. 8th: Brew Potion (8th): The master alchemist can brew potions of 8th-level spells. 9th: Brew 4/day: The master alchemist may brew four potions in one day. 10th: Brew Potion (9th): The master alchemist can brew potions of 9th-level spells. Skill Focus (Alchemy) Type of Feat: General Prerequisite: Alchemy rank 1. Specifics: You gain a +3 bonus to Alchemy. Use: Automatic. Epic Skill Focus (Alchemy) Type of Feat: General Prerequisite: Alchemy rank 20, Epic Character Specifics: You gain a +10 bonus to Alchemy. Use: Automatic. Magical Artisan: Craft Magic Arms and Armor Magical Artisan: Craft Rod Magical Artisan: Craft Staff Magical Artisan: Craft Wand Magical Artisan: Craft Wondrous Item Magical Artisan: Forge Ring Magical Artisan: Scribe Scroll Magical Artisan: Attune Gem Magical Artisan: Inscribe Rune Magical Artisan: Brew Potion Type of Feat: General Prerequisite: Any Item Crafting Feat Description: When you make an item using the specified feat, you pay only 75% of the normal cost to create the item. Brew 2x Type of Feat: Class Description: You can use Brew Potion 2 times per day. Brew 3x Type of Feat: Class Description: You can use Brew Potion 3 times per day. Brew 4x Type of Feat: Class Description: You can use Brew Potion 4 times per day. Brew Potion 4th Type of Feat: Class Description: You can brew potions of spells up to level 4. Brew Potion 5th Type of Feat: Class Description: You can brew potions of spells up to level 5. Brew Potion 6th Type of Feat: Class Description: You can brew potions of spells up to level 6. Brew Potion 7th Type of Feat: Class Description: You can brew potions of spells up to level 7. Brew Potion 8th Type of Feat: Class Description: You can brew potions of spells up to level 8. Brew Potion 9th Type of Feat: Class Description: You can brew potions of spells up to level 9. Justice of Weald and Woe Justices of Weald and Woe justices of weald and woe The justice of weald and woe is the go-to person when something unsavory - usually involving the removal of humans - needs doing. When the foes of the elves are well protected physically, magically, and politically - and the grand lords and ladies dare not sully their hands with the dirty necessities of preserving the heart of elvendom from human encroachment - it is to you, the justice of weald and woe, that they turn. With your bow in hand and the power of nature at your command, you strike, a silent, unseen sniper, solving problems a score of diplomats couldn't solve in a hundred years - then melt back into the forest before what is left of the enemy's forces even knows you were there. Requirements: Base Attack Bonus: +6 Skills: Craft Weapon 8, Hide 8, Lore 4, Move Silently 8 Feats: Point Blank Shot, Weapon Focus (Longbow) CLASS FEATURES: Hit die: d8 Spellcasting: You gain spells per day as per the following tables. You do not gain spells per day in any existing spellcasting class. You can only choose spells from the justice spell list. 1st 2nd 3rd 4th 1 0 - - - 2 1 - - - 3 2 0 - - 4 3 1 - - 5 3 2 0 - 6 3 3 1 - 7 3 3 2 0 8 3 3 3 1 9 3 3 3 2 10 3 3 3 3 Bonus Feats: At 2nd and 8th levels, you gain a bonus archery feat. When you gain a new bonus feat, you must choose from the following list: Deflect Arrows, Far Shot, Improved Critical (longbow), Improved Precise Shot, Manyshot, Mounted Archery, Precise Shot, Rapid Shot, Shot on the Run, Snatch Arrows, Weapon Specialization (longbow only), Greater Weapon Focus (longbow only), Greater Weapon Specialization (longbow only). You must meet all prerequisites for a bonus feat. Use your justice level when determining whether you meet a prerequisite of a minimum fighter level. For example, a ranger 8/justice 8 would meet the requirement for Greater Weapon Focus (fighter level 8th), but not Greater Weapon Specialization (fighter level 12th). Woodland Stride (Ex): At 2nd level, you can move through any sort of undergrowth. Sneak Attack (Ex): Beginning at 3rd and 7th level, you deal an extra 1d6 points of damage when striking an opponent when the opponent is denied a Dexterity bonus to armor class, such as when it is surprised and flat-footed, or when you attack from a flanking position, as the sneak attack ability of rogues. Your damage dice stack with any sneak attack damage dice you might have gained from a previous class. Lucky Shot (Su): Once per day as a free action, you can gain a +10 insight bonus to one attack roll with your longbow. Trackless Step (Ex): At 4th level and higher, you leave no trail in natural surroundings and cannot be tracked. You can leave a trail on purpose if you so desire. Poison Use (Ex): At 5th level, you learn to create and/or extract natural poisons and apply them to your weapons without any danger of harming yourself. Hide in Plain Sight (Ex): At 9th level, you gain the ability to hide in plain sight. Death Attack (Ex): At 10th level, you gain the ability to study your victim for 3 rounds and then make a sneak attack with a longbow that, if it successfully deals damage, has the additional effect of possibly either paralyzing or killing the target (your choice). Poison Immunity (Ex): At 10th level, you gain immunity to poisons and animal venoms. Brilliant Energy Arrow Brilliant Energy Arrow Transmutation Level: Assassin 2, ranger 2, justice of weald and woe 2 Components: V, M Casting Time: 1 swift action Range: M Target: One creature Duration: Instantaneous Saving Throw: None Spell Resistance: No When this spell is cast, you immediately fire a masterwork arrow or bolt at the target, and its head transforms into brilliant energy. A brilliant energy missile ignores nonliving matter. Armor bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the missile passes through armor. It deals normal damage and has no effect on constructs, undead, and objects. Material Component: Magical or masterwork arrow or bolt. Hide From Animals Hide from Animals Abjuration Level: Drd 1, Rgr 1, Justice of Weald and Woe 1 Components: S, DF Casting Time: 1 standard action Range: Touch Targets: One creature touched Duration: 10 min./level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes Animals cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Animals simply act as though the warded creatures are not there. Warded creatures could stand before the hungriest of lions and not be molested or even noticed. If a warded character touches an animal or attacks any creature, even with a spell, the spell ends. Longstrider Longstrider Transmutation Level: Drd 1, Rgr 1, Justice of Weald and Woe 1 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level This spell increases your base land speed by 10 feet. Serpent Arrows Serpent Arrow Transmutation Level: Justice of weald and woe 3, sorcerer/wizard 4 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: Up to eight projectiles Duration: Up to 10 min./level; see text Saving Throw: None Spell Resistance: No You transform arrows, bolts, or darts into serpents. These missiles remain rigid and harmless until fired or hurled. They automatically bite any creature they hit, each dealing 1 point of damage plus poison (injury, Fortitude DC 11, initial and secondary damage 1d6 Con). The missiles remain in snake form for the duration of the spell, fighting the creatures they initially struck using their normal attack bonus. If a missile misses its target, or the target originally struck moves out of reach, the snake moves to attack the nearest creature other than you. If a target falls dead and no others are in range, the spell ends even if its duration has not run out. When the spell expires, the vipers melt away, leaving nothing behind. Material Components: Up to eight arrows, bolts, or darts. Treeshape Tree Shape Transmutation Level: Drd 2, Rgr 3, Justice of Weald and Woe 2 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level (D) By means of this spell, you are able to assume the form of a Large living tree or a Large dead tree trunk with a small number of limbs. The closest inspection cannot reveal that the tree in question is actually a magically concealed creature. To all normal tests you are, in fact, a tree or shrub, although a detect magic spell reveals a faint transmutation on the tree. While in tree form, you can observe all that transpires around you just as if you were in your normal form, and your hit points and save bonuses remain unaffected. You have an effective Dexterity score of 0 and a speed of 0 feet. You are immune to critical hits while in tree form. All clothing and gear carried or worn changes with you. You can dismiss tree shape as a free action. Water Breathing Water Breathing Transmutation Level: Clr 3, Drd 3, Sor/Wiz 3 Components: V, S, M/DF Casting Time: 1 standard action Range: Touch Target: You and every allied creature within a 10 foot radius Duration: 2 hours/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You and your allies can breathe water freely. The spell does not make creatures unable to breathe air. End Treeshape Type of Feat: Class Specific Prerequisite: None. Specifics: Using this feat will end the Treeshape spell on the user. Use: Selected. Acidic Fire Alchemist's Frost Alchemical Sleeping Gas Alchemist's Spark Blend Cream Brittlebone Cracklepowder Embalming Fire Fareye Oil Festering Bomb Flash Pellet Healer's Balm Keenear Powder Lockslip Grease Natures Draught Nerv Screaming Flask Softfoot Weeping Stone Bile Droppings Shedden Shedden +2 Shedden +3 Shedden +4 Shedden +5 Antitoxin Magical Artisan: Craft Skull Talisman Blazing Berserker Type of Feat: General Prerequisite: Ability to Rage Specifics: You gain immunity to fire, but have vulnerability to cold, which means you take +50% damage from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure. Use: Automatic. Scorpion's Resolve Type of Feat: General Prerequisite: None Specifics: You gain a +4 bonus on saving throws against mind-affecting spells and abilities. Use: Automatic. Spell Focus (Cold) Type of Feat: General Prerequisite: None Specifics: You gain a +1 DC bonus on cold spells. Use: Automatic. Greater Spell Focus (Cold) Type of Feat: General Prerequisite: Spell Focus: Cold Specifics: You gain a +2 DC bonus on cold spells. Use: Automatic. Frozen Berserker Type of Feat: General Prerequisite: Ability to Rage Specifics: You gain immunity to cold, but have vulnerability to fire, which means you take +50% damage from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure. Use: Automatic. Cormanthyran Moon Magic Type of Feat: General Prerequisite: 3rd level spells, Lore 4. Specifics: When you cast a spell at night, you gain a +2 bonus to your caster level. This provides no benefit during the day, when underground, or during stormy weather. Use: Automatic. Jergal's Pact Type of Feat: General Prerequisite: Great Fortitude, Lore 4. Specifics: You gain a +2 bonus on saves vs negative energy. Use: Automatic. Bloodline of Fire Type of Feat: General Prerequisite: Human or Fire Planetouched Specifics: You receive a +4 bonus on saving throws against fire effects. In addition, you cast spells with the fire descriptor at +2 caster level. You may only take this feat at level 1. Use: Automatic. Rulership Type of Feat: General Prerequisite: Leadership Specifics: You receive a +4 bonus on your leadership score. Use: Automatic. Might Makes Right Type of Feat: General Prerequisite: Leadership, Strength 13 Specifics: You add your strength modifier to your leadership score. Use: Automatic. Plague Resistant Type of Feat: General Prerequisite: Human Specifics: You gain a +4 bonus on saves against disease. Use: Automatic. Strong Mind Type of Feat: General Prerequisite: None Specifics: You gain a +3 bonus on saves against psionics. Use: Automatic. Reckless Rage Type of Feat: General Prerequisite: Ability to Rage, Con 13 Specifics: Whenever you activate your rage ability, you take an additional -2 penalty to your Armor Class, but you gain an additional +2 bonus to Strength and Constitution. These bonuses and penalties stack with the effects of rage, greater rage, and mighty rage. Use: Automatic. Heavy Lithoderms Type of Feat: General Prerequisite: Goliath or Feral Gargun Specifics: You gain a +1 bonus to natural armour. Use: Automatic. Moradin's Smile Type of Feat: General Prerequisite: Dwarf Specifics: You gain a +2 bonus to charisma based skills. Use: Automatic. Piercing Sight Type of Feat: General Prerequisite: Gnome Specifics: You gain a +4 save bonus against illusions. Use: Automatic. Menacing Demeanour Type of Feat: General Prerequisite: Orc or Half-Orc Specifics: You gain a +4 bonus to intimidate. Use: Automatic. Relic Hunter Type of Feat: General Prerequisite: Appraise 1, Lore 1 Specifics: You gain a +5 bonus to Lore and Appraise Use: Automatic. Agile Athlete Type of Feat: General Prerequisite: Jump 1 Specifics: You use Dexterity instead of Strength to jump. Use: Automatic. Shared Fury Type of Feat: General Prerequisite: Ability to Rage, Animal Companion Specifics: You share your rage with your animal companion if he is within 5 ft. of you. Use: Automatic. Daunting Presence Type of Feat: General Prerequisites: Cha 13, base attack bonus +1. Benefit: You are skilled at inducing fear in your opponents. You may take a standard action to awe an opponent. If the opponent fails a Will saving throw (DC 10 + 1/2 your character level + your Cha modifier), it is shaken for 10 minutes. This is a mind-affecting ability. Special: A fighter may select Daunting Presence as one of his fighter bonus feats. Profane Lifeleech Type of Feat: Divine Prerequisite: Ability to rebuke undead. Benefit: As a standard action, you can spend two of your rebuke attempts to deal 1d6 points of damage to all living creatures within a 30-foot burst. You are healed of an amount of damage equal to the total amount of hit points that you drain from affected creatures, but this healing does not allow you to exceed your full normal hit point total. Special: This feat deals no damage to constructs or undead. Sacred Vitality Type of Feat: Divine Prerequisite: Ability to turn undead. Benefit: As a standard action, you can spend one of your turning attempts to gain immunity to ability damage, ability drain, and energy drain for 1 minute. Sacred Vengeance Type of Feat: Divine Prerequisite: Ability to turn undead. Benefit: As a free action, spend one of your turn undead attempts to add 2d6 points of damage to all your successful melee attacks against undead until the end of the current round. Deformity (Eyes) Type of Feat: Vile, Deformity You have either drilled a hole in your forehead trying to add a third eye, or you have supernaturally scarred one of your regular eyes. Prerequisite: Willing Deformity. Benefit: As a supernatural ability, you can use see invisibility for 1 minute per day. Special: You take a -2 penalty on Spot and Search checks. Deformity (Face) Type of Feat: Vile, Deformity Because of intentional self-mutilation, you have a hideous face. Prerequisite: Willing Deformity. Benefit: You gain a +2 circumstance bonus on Intimidate checks and a +2 deformity bonus on Diplomacy checks dealing with evil creatures. Deformity (Parasite) Type of Feat: Vile, Deformity You invite parasites into your body in exchange for a greater hardiness against diseases and poisons. Prerequisite: Willing Deformity. Benefit: As an immediate action, you can negate any disease or poison affecting you. On your next turn, you are immobilized as the agitated parasites wriggle in your flesh. Apostate Type of Feat: Vile Your hatred of the gods cloaks you with potent resistance against their works. Prerequisite: Wis 15. Benefit: You gain a profane bonus equal to one-half your character level on saving throws against divine spells. Special: If you are a divine spellcaster with a code of conduct (such as a paladin), selecting this feat violates your code of conduct regardless of your alignment. Dark Speech Type of Feat: Vile You learn a smattering of the language of truly dark power. Prerequisites: Will save bonus +5, Int 15, Cha 15. Benefit: You can use the Dark Speech to bring loathing and fear to others, to help cast evil spells and create evil magic items, and to weaken physical objects. Dread: Whenever you use Dark Speech in this manner, you take 1d4 points of Charisma damage, and every other creature in a 30-foot radius must attempt a Will save (DC 10 + 1/2 your character level + your Cha modifier). The result of a failed save by a listener depends on the listener's character level and alignment, as detailed in the table below. Level (Alignment) Result 1st-4th (non-evil) Listener is shaken for 10 rounds and must flee from you until you are out of sight. 1st-4th (evil) Listener cowers in fear for 10 rounds. 5th-10th (non-evil) Listener is shaken for 10 rounds. 5th-10th (evil) Listener is charmed by you (as charm monster) for 10 rounds. 11th+ (non-evil) Listener is filled with loathing for you but is not otherwise influenced. 11th+ (evil) Listener is impressed, and you gain a +2 competence bonus on attempts to change its attitude in the future. Power: Whenever you use Dark Speech in this manner, you take 1d4 points of Charisma damage. By incorporating the Dark Speech into the verbal component of a spell, you increase its effective caster level by 1. Special: You gain a +4 circumstance bonus on saving throws made when someone uses the Dark Speech against you. Special: If you cannot take ability damage, you cannot select this feat. Dark Whispers Type of Feat: Vile By whispering foul utterances in the Dark Speech, you can drive your enemies insane. Prerequisite: Dark Speech. Benefit: You can whisper words of incredible wickedness to form grotesque visions in the minds of those who hear you. All living creatures within a 30-foot radius that can hear your words must make Will saves (DC 10 + 1/2 your character level + your Cha modifier). On a failure, creatures with fewer Hit Dice than you are staggered for 1d10 rounds; those with as many or more Hit Dice are confused for 1 round. This is a mind-affecting, supernatural effect. Whenever you use Dark Speech in this manner, you take 1 point of Charisma damage. Special: You gain a +2 circumstance bonus on saving throws made when someone uses the Dark Speech against you. This bonus stacks with the +4 circumstance bonus from Dark Speech. Special: If you cannot take ability damage, you cannot select this feat. Master's Will Type of Feat: Vile The elder evil you serve is fickle in its rewards and punishments. Prerequisites: Chosen of Evil or undead type, Evil Brand. Benefit: As an immediate action, you can beseech the elder evil for assistance. Roll 1d20. If the result of the die roll is an odd number, you gain a +8 bonus on attack rolls, saving throws, and skill checks for 1 round. If the result is even, you take 1 point of damage for each Hit Die or character level you possess. Deformity (Madness) Type of Feat: Vile, Deformity You revel in madness, embracing your hallucinations, erratic behavior, and deviant cravings. Your mind cannot be touched by outside influences. Prerequisite: Willing Deformity. Benefit: You take a permanent -4 profane penalty to your Wisdom score to become immune to all mind-affecting spells and abilities. As an immediate action, you can derive clarity from your madness to add a bonus equal to one-half your character level to a single Will save. Make this decision before determining the results of the saving throw. You must wait 1 minute before you can take this action again. Reflexive Psychosis Type of Feat: Vile, Deformity In the face of adversity, you withdraw into the haunted corridors of your mind. Prerequisite: Deformity (Madness) Benefit: As an immediate action, you can gain damage reduction 5/- for 1 round. After using this ability, you are confused until the end of your next turn. Chosen of Evil Type of Feat: Vile Your naked devotion to wickedness causes dark powers to take an interest in your well-being. Prerequisites: Con 13, any other vile feat. Benefit: As an immediate action, you can take 1 point of Constitution damage to gain an insight bonus equal to the number of vile feats you have, including this one. Until the end of your next turn, you can apply this bonus to attack rolls, saving throws, or skill checks. Dark Speech: Dread Dark Speech: Power Chosen of Evil: Attack Bonus Chosen of Evil: Skill Bonus Chosen of Evil: Save Bonus Shadowcaster Shadowcasters shadowcasters (BASE CLASS) All things fall into shadow, even light. Shadows do not represent the absence of light; they show the presence of darkness. Thus, shadow and darkness are not death or diminishment; they are the fundamental state of the universe, the constant that existed before, that exists now, and that will exist when all other things are snuffed out. So it is with the Plane of Shadow, that dark mirror to the Material Plane and many other realities. Shadowcasters tap into this most fundamental of forces and planes to work their dark wills. By tying themselves to the Plane of Shadow, they maintain a tenuous link to the ultimate force of existence. The shadowcaster understands the true, primal power of darkness, attunes herself to the Plane of Shadow, and learns great shadow mysteries the equal of any mundane spell. These dark casters are workers of alien magic, possessing an occult understanding of the world and magic that even other spellcasters find disturbing. They are masters of a dark power - and perhaps, as some worry, its servants as well. - Hit Die: d6 - Proficiencies: You are proficient with all simple weapons. You are not proficient with any type of armor or shield. Armor of any type interferes with your gestures, which can cause your mysteries to fail when they function as spells. - Skill Points: 2+ Int modifier. CLASS FEATURES: Level 1: Fundamentals of Shadow - You start with access to 3 fundamentals, which function as supernatural abilities and can be used 3 times/day. Apprentice Mysteries - You can learn apprentice mysteries. 2: Bonus Feats 3: Umbral Sight - Darkvision 4: Bonus fundamental 7: Apprentice Mysteries (spell-like), Initiate Mysteries 8: Bonus fundamental 11: Umbral Sight - Low Light Vision 12: Bonus fundamental 13: Apprentice Mysteries (supernatural), Initiate Mysteries (spell-like), Master Mysteries 14: Unlimited use of fundamentals 15: Sustaining Shadow I - Immune to poison and disease 16: Bonus fundamental 20: Bonus fundamental Sustaining Shadow II - Immune to sleep Mysteries - You do not cast spells as other classes do, but instead invoke mystical secrets called mysteries. You know one mystery at 1st level and gain one additional mystery every class level. Up to 6th level, you can learn only apprentice mysteries. At 7th level, you gain access to initiate mysteries, and at 13th level you become able to use master mysteries. Within a category (apprentice, initiate, master), you can only learn mysteries of a new level if you have learned at least two mysteries of a previous level. However, you can always select the lowest level mysteries in a category you have access to. For example, you could learn a 4th level mystery (Initiate category), even if you know no 3rd level mysteries (all of which are in the Apprentice category). When you are capable of casting only apprentice mysteries, you cast them as though they were arcane spells. They all have somatic components, armor-based spell failure chance, and are subject to interruption (but they do not require material components, foci, or verbal components). At 7th level, when you become capable of casting initiate mysteries, your apprentice mysteries function as spell-like abilities, and they no longer require somatic components. Your new initiate mysteries function as arcane spells and follow the rules described above. When you reach 13th level and become capable of casting master mysteries, another change occurs. Your master mysteries now function as arcane spells, and your initiate mysteries function as spell-like abilities. Your apprentice mysteries become supernatural abilities, changing their DC formula to 10 + 1/2 caster level + Cha, and no longer generating attacks of opportunity when cast. You can use each mystery you know a certain number of times per day depending on whether it is cast as a spell (once), a spell-like ability (two times), or a supernatural ability (three times). In order to cast a mystery, you must have an Intelligence score of at least 10 + the mystery's level. The save DC for your mysteries equals 10 + mystery level + your Cha modifier. Finally, you gain bonus mysteries per day if you have a high enough Charisma. This follows the same formula as sorcerer or wizard. Bonus Feats - You gain a bonus feat equal to the total number of Paths you complete (Paths are collections of 3 mysteries, all within the same category). You must meet the prerequisites in order to select a feat as a bonus feat. The list of feats you can select is Favored Mystery, Greater Path Focus, Nocturnal Caster, Path Focus, Shadow Cast, and any metashadow feat. Child of Night Children of Night Children of Night (PRESTIGE CLASS) They prefer to call themselves "black transmogrifists", but most know them as children of night. They are more than spellcasters, more than scholars, and - they claim - more than mortal. For those who have the will and the depth of knowledge to join their ranks, ascension beyond the earthly form awaits, for the children of night become the stuff of shadow itself. - Hit Die: d6 - Skill Points: 2+ Int modifier. REQUIREMENTS: Skills: Lore 8 ranks Shadowcasting/Spellcasting: Ability to cast mysteries CLASS FEATURES: Level 1: Cloak of Shadows (Su) - Your flesh takes on a hazy, almost translucent hue, granting a bonus equal to your child of night level on Hide checks. Cold resistance 5 3: Dancing Shadows - 1/day 4: Cloak of Shadows II - Blur 1/day 5: Cold resistance 10 6: Cloak of Shadows III - Blur 3/day Sustaining Shadow I - Immune to poison and disease 7: Dancing Shadows - 2/day 8: Cloak of Shadows IV - Blur (continuous) Sustaining Shadow II - Immune to sleep 9: Cold resistance 15 10: Cloak of Shadows V - Displacement 2/day Mysteries: At each level beyond 1st, you gain new mysteries and an increase in caster level (and mysteries known) as if you had also attained a level in a shadowcasting class to which you belonged before adding the prestige class level. Master of Shadow Masters of Shadow Masters of Shadow (PRESTIGE CLASS) Some driven or domineering souls seek nothing less than mastery of darkness itself - the ability to turn the very shadows into their agents and allies. These are the masters of shadow, commanders of soldiers as dark and insubstantial as night itself. For those with the force of will to enter their ranks, the very shadows serve at their beck and call. - Hit Die: d8 - Skill Points: 2+ Int modifier. REQUIREMENTS: Skills: Lore 8 ranks Feat: Shadow Familiar CLASS FEATURES: Level 1: Shadow Servant - You replace your familiar with a Shadow Elemental, which grows in power with you. Master's Bidding (standard action) - You can focus your affinity with shadow to enhance your shadow servant with one special ability for 1 round. 2: Resistance to cold 5 4: Resistance to cold 10 5: Master's bidding (move action) 6: Resistance to cold 20 10: Immunity to cold Master's bidding (swift action) Mysteries: At each level beyond 1st, you gain new mysteries and an increase in caster level (and mysteries known) as if you had also attained a level in a shadowcasting class to which you belonged before adding the prestige class level. Noctumancer Noctumancers noctumancers (PRESTIGE CLASS) Noctumancers bridge the gap between shadow and arcane magic. Those who succeed in becoming one of these elite not only gain a boost to their mystery user and arcane caster abilities, but are able to manipulate the mysteries and spells of others as no others can. - Hit Die: d4 - Skill Points: 2+ Int modifier. REQUIREMENTS: Skills: Lore rank 6, Spellcraft rank 6 Shadowcasting: Able to cast level 2 mysteries Spellcasting: Able to cast level 2 arcane spells CLASS FEATURES: Level 1: Capture Magic's Shadow (Su) - At 1st level, when you successfully dispel a mystery or spell you can absorb its energy. You add one-half the level of the mystery or spell you dispelled to the caster level of any mystery or spell you cast in the next round. 2: Innate Counterspell - Starting at 2nd level, you can attempt to counter a spell without using a readied action. Once per day, you can counter a spell as an immediate action by expending a spell slot or a spell use as long as the spell expended is of the same level as the spell to be countered. 5: Innate Counterspell - 2/day 6: Eldritch Disruption - As a standard action, you can disrupt the magical energies of a single target within 60 feet. That target must make a Will saving throw (DC 10 + your noctumancer level + your Cha modifier) or take a -4 penalty to its caster level for any mysteries or spells it casts for 1 minute. You can use eldritch disruption three times per day. 7: Innate Counterspell (retain power) - When you successfully counter a spell using this ability, you gain the use of a mystery of 1/2 the countered spell level. 8: Innate Counterspell - 3/day 10: Eldritch Vortex - You can emit mystic energies in a 20-foot-radius burst around yourself. Any creature other than you within that area takes a -4 penalty to caster level for any mysteries or spells. The vortex lasts 1 minute and can be used once per day. Shadow's Persistence - You gain temporary immunity to any mystery or spell captured or countered by means of your capture magic's shadow or innate counterspell ability. For 1 minute, you cannot be affected by any casting of that mystery or spell. Mysteries/Spellcasting: At each level, you gain new mysteries and spells per day and an increase in caster level (and mysteries and spells known, if applicable) as if you had gained a level in both your mystery-using class and your arcane spellcasting class. Shadowblade Shadowblades shadowblades (PRESTIGE CLASS)Shadowblades are martial combatants with an innate link to shadow. While some deliberately study the arts of shadow, most develop their abilities instinctively, making them more akin to shadowdancers than shadowcasters. Those who master the arts of the unseen weapon become warriors with few equals. Their ability to manipulate darkness and shadow enhances their martial skills, allowing them to target weak points, land blows that should not strike true, and even attack foes who are paces away. - Hit Die: d8 - Skill Points: 2+ Int modifier. REQUIREMENTS: Base Attack Bonus: +5 Skills: Bluff 5 ranks, Hide 5 ranks, Move Silently 5 ranks Feats: Blind-Fight CLASS FEATURES: Level 1: Unseen Weapon (Unerring Strike) - Once per day per shadowblade level, you can activate one of the powers of your unseen weapon. Your next melee attack ignores any miss chance because of concealment. 2: Shadow and Stealth - You gain a bonus equal to half your class level (round down) on Hide and Move Silently checks. Sneak Attack +1d6 3: Darkvision Unseen Weapon (Unexpected Strike) - Your opponent is denied its Dexterity bonus against your next melee attack. 4: Sneak Attack +2d6 5: Unseen Weapon (Ephemeral Weapon) - Your next melee attack deals an extra 2d6 points of damage, as extraplanar darkness momentarily replaces portions of your opponent's body. 6: Sneak Attack +3d6 7: Ultravision Unseen Weapon (Shadowy Strike) - Your next melee attack is resolved as a melee touch attack. 8: Sneak Attack +4d6 9: Unseen Weapon (Far Shadow) - Your melee reach is increased by 10 feet for 1 round. 10: Sneak Attack +5d6 Shadowsmith Shadowsmiths shadowsmiths (PRESTIGE CLASS) Shadowcasters draw power from darkness, and masters of shadow command it, but no one truly manipulates the darkness as does the shadowsmith. Combining martial and mystical skills, and possessed of a driving will, the shadowsmith forms his tools and weapons from shadowstuff itself, drawing forth matter from empty night. - Hit Die: d8 - Skill Points: 6+ Int modifier. PREREQUISITES: Base Attack Bonus: +5 Skills: Craft (armor) 5 ranks, Craft (weapon) 5 ranks, Lore 3 ranks CLASS FEATURES: Level 1: Touch of Shadow - For 1 minute per level you gain a bonus on Climb checks equal to your class level. 2: Shroud of Shadow - You gain a bonus on Hide checks and Move Silently checks equal to your class level. Shroud of shadow lasts for 1 minute per class. 3: Shadow Craft (basic) - you can craft basic, no-moving-parts weapons from shadow 4: Armor of Shadow +2 - You gain a +2 deflection bonus to armor 5: Widen Shroud - Your Touch of Shadow ability affects friendly creatures in a 10 foot area around you. 6: Shadow Craft (enchanted) - Shadowcraft items now have an enhancement bonus equal to your class level - 5. 7: Armor of Shadow +4 8: Shadow Craft (armor) - You can now make light armor. 9: 10: Armor of Shadow (quickened) - Armor of Shadow is now a swift action Mysteries: You get the ability to cast a few mysteries, learning one at 1st, 5th, and 9th levels. You use Intelligence for all casting purposes. Climb Ability: Strength. Requires Training: No. Classes: Many. You can climb up cliffs and other obstacles. The DC for most walls is 25. Use: Automatic. Summon Undead I Conjuration (Summoning) [Evil] Level: Blackguard 1, cleric 1, dread necromancer 1, sorcerer/wizard 1 Components: V, S Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Effect: One summoned creature Duration: 1 round/level Saving Throw: None Spell Resistance: No This spells summons 1 skeleton. Summoned undead do not count toward the total Hit Dice of undead that you can control with animate dead, plague of undead, or other command undead abilities. No undead creature you summon can have more Hit Dice than your caster level +1. Summon Undead 2 Conjuration (Summoning) [Evil] Level: Blackguard 2, cleric 2, dread necromancer 2, sorcerer/wizard 2 Components: V, S Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Effect: One summoned creature Duration: 1 round/level Saving Throw: None Spell Resistance: No This spell summons one zombie bugbear. Summoned undead do not count toward the total Hit Dice of undead that you can control with animate dead, plague of undead, or other command undead abilities. No undead creature you summon can have more Hit Dice than your caster level +1. Summon Undead 3 Summon Undead III Conjuration (Summoning) [Evil] Level: Blackguard 3, cleric 3, dread necromancer 3, sorcerer/wizard 3 Components: V, S Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Effect: One summoned creature Duration: 1 round/level Saving Throw: None Spell Resistance: No This spell summons one zombie ogre. Summoned undead do not count toward the total Hit Dice of undead that you can control with animate dead, plague of undead, or other command undead abilities. No undead creature you summon can have more Hit Dice than your caster level +1. Summon Undead 4 Conjuration (Summoning) [Evil] Level: Blackguard 4, cleric 4, dread necromancer 4, sorcerer/wizard 4 Components: V, S Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Effect: One summoned creature Duration: 1 round/level Saving Throw: None Spell Resistance: No This spell summons one zombie wyvern. Summoned undead do not count toward the total Hit Dice of undead that you can control with animate dead, plague of undead, or other command undead abilities. No undead creature you summon can have more Hit Dice than your caster level +1. Summon Undead 5 Conjuration (Summoning) [Evil] Level: Blackguard 5, cleric 5, dread necromancer 5, sorcerer/wizard 5 Components: V, S Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Effect: One summoned creature Duration: 1 round/level Saving Throw: None Spell Resistance: No This spell summons one mummy. Summoned undead do not count toward the total Hit Dice of undead that you can control with animate dead, plague of undead, or other command undead abilities. No undead creature you summon can have more Hit Dice than your caster level +1. Acid Flask Alchemist's Fire Tanglefoot Bag Thunderstone Acid Flask: You can throw a flask of acid as a splash weapon. A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash. Acidic Fire: This alchemical concoction combines alchemical fire with a strong acid. A direct hit with acidic fire deals 1d4 points of acid damage and 1d8 points of fire damage. Every creature within 5 feet of the point where the acidic fire hits takes 1 point of acid damage and 1 point of fire damage from the splash. Agony (Liquid Pain): This thick, reddish liquid is the distilled essence of pain, captured using special spells or items. It is highly sought after by outsiders. Initial Effect: User is stunned for 1d4+1 rounds and can take only partial actions for 1d6 minutes after that. Secondary Effect: 1d4+1 enhancement bonus to Charisma for 1d10+50 minutes. Side Effects: Feelings of intense pleasure last for 1d4 hours. Overdose: If more than one dose is taken in a 24-hour period, the user immediately falls unconscious for 1d4 hours (Fort DC 18 negates). Addiction: Agony has an addiction rating of Extreme (DC 25). Failing to take a drug you are addicted to once per 24 hours and failing the resulting Fort save results in ability damage. Alchemical Sleep Gas: This liquid evaporates quickly when exposed to air, creating a temporary, mildly toxic cloud that puts living creatures to sleep. You can throw a flask of sleep gas as a grenadelike weapon. On a direct hit a living target must succeed on a Fortitude save (DC 15) or fall asleep for 1 minute. After 1 minute, the target must make another Fortitude save (DC 15) or sleep 1d4 additional minutes. The sleep gas does not affect creatures that are immune to poison. Alchemist's Fire: Alchemist's fire is sticky, adhesive substance that ignites when exposed to air. You can throw a flask of alchemist's fire as a splash weapon. A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. Alchemist's Frost: A thin liquid that grows extremely cold when exposed to air, alchemist's frost functions like alchemists fire except that it deals 1d8 points of cold damage on a direct hit (and 1 point of cold damage on a splash), rather than fire damage. It deals no additional damage after the initial damage. Alchemist's Spark: Alchemist's spark combines two substances that react violently when mixed. A flask of alchemist's spark has two compartments that keep the two substances separate; throwing the flask shatters it and allows the substances to mix, releasing a powerful electrical discharge. Otherwise, alchemical spark functions like alchemist's fire except that it deals 1d8 points of electricity damage on a direct hit (and 1 point of electricity damage to those it splashes), rather than fire damage. It deals no additional damage after the initial damage. Antitoxin:This substance, when taken internally, gives a +5 bonus to Fortitude saves vs poison for 1 hour. Baccaran: This pasty substance is dried and kept as a powder or sometimes left as a paste. The ingredients are numerous and difficult to obtain. Initial Effect: 1d4 points of Strength damage. Secondary Effect: 1d4+1 enhancement bonus to Wisdom for 1d10+15 minutes. Side Effects: Those under the effect of baccaran take a -4 circumstance penalty on saving throws involving illusions for 2d4 hours after using this mild hallucinogen. Overdose: If more than one dose is taken in a 24-hour period, the user immediately takes 2d6 points of damage and the side effect is doubled. Addiction: Baccaran has an addiction rating of Low (DC 6). Failing to take a drug you are addicted to once per 24 hours and failing the resulting Fort save results in ability damage. Bile Droppings: Distilled from the venomous excreta of certain breeds of monstrous spiders, this substance is a thick, viscous fluid. You can throw a flask of bile droppings as a ranged touch attack with a range increment of 10 feet. Upon hitting a target, this sticky fluid deals 1d6 points of acid damage in the first round and 1d6 points of acid damage in the second round. If the target takes a full-round action to scrape it off, he takes no damage in the second round. In addition to causing acid damage, a flask of bile droppings releases a powerful stench when broken open, forcing anyone within 5 feet to make a successful DC 13 Fortitude save or be sickened for 1 round. Anyone actually struck by the vile stuff takes a -4 penalty on the save. Blend Cream: This pale gray cream dulls the color of flesh, fur, scales, and hair. It allows those affected to better blend with background and shadow, making it easier to hide. Applying blend cream is a standard action that provokes attacks of opportunity. Blend cream provides a +1 alchemical bonus on Hide checks. The effects of blend cream last for 1 hour. Blend cream gives no ability to hide in plain sight or without sufficient cover. Brittlebone: This unguent must be applied to a skeleton. The ointment reduces the skeleton's natural armor by 2 points (to a minimum of 0), but when the skeleton is destroyed, its bones splinter and fly apart, sending shards in all directions. Any creature within the skeleton's reach takes 1 point of piercing damage per HD of the skeleton (Reflex DC 15 half; minimum 1 point). Crackle Powder: This alchemical powder creates a loud crackling noise, like a broomstick breaking, whenever it is jostled or struck. A single packet covers a 5-foot-radius area; applying the powder requires a full-round action. Once in place, the powder remains active for 1 hour and imposes a -10 penalty on Move Silently checks made when traversing the area. Devilweed: Leaves from the wyssin plant are dried and rolled into a tobaccolike substance and smoked. Initial Effect: 1 point of Wisdom damage. Secondary Effect: The smoker gains a +2 alchemical bonus to Strength for 1d3 hours. Side Effects: A creature under the effect of devilweed is easily confused and acts skittish (treat as shaken). Overdose: None. Addiction: Devilweed has an addiction rating of Low (DC 6). Failing to take a drug you are addicted to once per 24 hours and failing the resulting Fort save results in ability damage. Embalming Fire: This bitter-smelling liquid is poured over a zombie. Once applied, if the zombie takes even a single point of damage, it bursts into blue flame for 1 minute. This fire does no damage to the zombie, but its attacks during that time deal an additional 1d6 points of fire damage. Fareye Oil: When applied to the eyes, this clear oil sharpens the user's vision for a short time, providing a +1 alchemical bonus on Spot checks for 1 minute. One dose of fareye oil is enough to affect the eyes of a creature of any size, but the creature must have eyes to gain any benefit from the oil. Festering Bomb: This small ceramic sphere is packed with alchemical explosives, rotting meat, and offal infected with filth fever. When thrown as a grenadelike weapon, it spreads disease in its wake. The explosion on impact is not enough to cause physical harm, but it does spray the rotten contents and infection in a 20-foot burst. All within the burst must make saving throws as if exposed to filth fever Unlike normal exposure to filth fever, the victim need not be injured. Flash Pellet: This tiny brittle object is often disguised as a button or other decoration. You can throw a flash pellet as a ranged attack with a range increment of 5 feet. When thrown against a hard surface, it bursts with a bright flash of light. All creatures within a 5-foot-radius burst must succeed on a DC 15 Fortitude save or be blinded for 1 round and dazzled for 1 round after that. This smooth, sweet-smelling balm allows a healer to better soothe the effects of wounds, disease, and poison. Healer's balm provides a +1 alchemical bonus on Heal checks made by an affected creature. The effects of healer's balm last for 1 minute. Keenear Powder: This dry white powder sharpens a creature's hearing when applied to the ear. The powder is effective for only a short time, so it is more often used by those trying to avoid guards or sentries than by those tasked with guarding an area for a longer time. Keenear powder provides a +1 alchemical bonus on Listen checks for 1 minute. Lockslip Grease: Lockslip grease is a thick reddish oil that loosens the mechanical workings of nonmagical locks. The grease is effective for a short time and provides a slight edge to those attempting to pick a lock. Applying lockslip grease provides a +1 alchemical bonus on Open Lock checks made by the character using it for 1 minute. Luhix: Powdered stalks of plants that grow only in the Abyss, luhix is normally sprinkled onto a bleeding, self-inflicted wound. Then the wound is sealed either with magical healing or tightly wound bandages. Initial Effect: 1 point of ability score damage to all ability scores. Secondary Effect: The imbiber gains a +2 alchemical bonus to all ability scores for 1d2 hours. Side Effects: For the first minute of application, the user feels intense pain. During the time that the secondary effect is in effect, the user is immune to pain (including the effects of spells such as symbol of pain). The character takes damage as normal, but may not react normally to that damage. Overdose: Those who take this drug more than once in 24 hours must make a separate save (Fort DC 25 negates) or die in terrible pain. Addiction: Luhix has an addiction rating of Vicious (DC 36). Failing to take a drug you are addicted to once per 24 hours and failing the resulting Fort save results in ability damage. Mushroom Powder: Taken from a rare blue mushroom, this powder must be inhaled. It is popular among arcane spellcasters. Initial Effect: +2 alchemical bonus to Intelligence and Charisma for 1 hour. Secondary Effect: 1 point of Strength damage. Side Effects: This is a mild hallucinogen. The user takes a -2 alchemical penalty to Wisdom for 1d4 hours and a -2 alchemical penalty to Strength and Constitution for 2d4 hours. Overdose: If more than one dose is taken in a 12 hour period, the user takes 2d6 points of damage. Using it more than three times in any 24-hour period deals 4d6 points of damage and paralyzes the user for 2d4 hours. Addiction: Mushroom Powder has an addiction rating of Medium (DC 10). Failing to take a drug you are addicted to once per 24 hours and failing the resulting Fort save results in ability damage. Nature's Draught: This substance is a murky, pungent liquid. When consumed, nature's draught causes subtle changes in the user's scent. Animals respond well to a character who has consumed nature's draught, finding her less threatening and easier to trust. Drinking a vial of nature's draught provides a +1 alchemical bonus on Animal Empathy checks made during the next 12 hours. Nerv: This is the street name for a substance also known as liquid courage, a gold-colored syrup in a clear glass bottle painted with interweaving blue and red swirls. Drinking a dose of nerv grants the drinker a +2 alchemical bonus on saves against fear effects for 1 hour. Sannish: A bluish liquid distilled from wolves' milk and a powdered desert plant, this concoction is very popular. Addicts are easily found by the permanent blue stains on their lips. Initial Effect: 1 point of Wisdom damage. Secondary Effect: The user becomes numbed to pain for 1d4 hours, immune to pain-induced penalties (such as from a symbol of pain). Side Effects: Sannish causes euphoria. While the drug is in effect, the user takes a -2 penalty on all initiative checks. Overdose: A second dose taken while the first dose is still in effect causes a numbing stupor for 2d4 hours. The user can only take partial actions until the stupor wears off. Addiction: Sannish has an addiction rating of Medium (DC 10). Failing to take a drug you are addicted to once per 24 hours and failing the resulting Fort save results in ability damage. Screaming Flask: This container is made from thick leather with a cap sewn on tight and fitted with a ripcord. Pulling the cord rips open the flask and activates the alchemical substance within. The flask emits a high-pitched shriek in a 15-foot cone. Anything in the cone takes 1d8 points of sonic damage and is deafened for 1 minute (Fortitude DC 15 negates). Shedden: This gray paste is brewed from the exoskeletons of monstrous spiders ground with silk-based oils and mixed with various chemicals and reagents. When spread on your exposed flesh, it temporarily hardens your skin, granting you a +1 bonus to natural armor for 2 minutes. This bonus stacks with any other natural armor you already have. Shedden +2: This gray paste is brewed from the exoskeletons of monstrous spiders ground with silk-based oils and mixed with various chemicals and reagents. When spread on your exposed flesh, it temporarily hardens your skin, granting you a +2 bonus to natural armor for 2 minutes. This bonus stacks with any other natural armor you already have. Shedden +3: This gray paste is brewed from the exoskeletons of monstrous spiders ground with silk-based oils and mixed with various chemicals and reagents. When spread on your exposed flesh, it temporarily hardens your skin, granting you a +3 bonus to natural armor for 2 minutes. This bonus stacks with any other natural armor you already have. Shedden +4: This gray paste is brewed from the exoskeletons of monstrous spiders ground with silk-based oils and mixed with various chemicals and reagents. When spread on your exposed flesh, it temporarily hardens your skin, granting you a +4 bonus to natural armor for 2 minutes. This bonus stacks with any other natural armor you already have. Shedden +5: This gray paste is brewed from the exoskeletons of monstrous spiders ground with silk-based oils and mixed with various chemicals and reagents. When spread on your exposed flesh, it temporarily hardens your skin, granting you a +5 bonus to natural armor for 2 minutes. This bonus stacks with any other natural armor you already have. Softfoot: Softfoot is a fine gray powder that muffles sound when applied to the bottom of a foot or boot. It provides a +1 alchemical bonus on Move Silently checks for 1 hour. Tanglefoot Bag: This round leather bag is full of alchemical goo. When you throw a tanglefoot bag at a creature, the bag comes apart and the goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Terran Brandy: A potent alcohol, this magical drink is favored by heartless spellcasters of all types. This green liquid is distilled from the essence of dying fey. Initial Effect: +2 alchemical bonus to effective caster level for 1d20+20 minutes. Secondary Effect: 2 points of Constitution damage. Side Effects: None. Overdose: If more than one dose is taken in a 8-hour period, the user immediately takes 1 point of Constitution damage. Addiction: Terran Brandy has an addiction rating of Low (DC 6). Failing to take a drug you are addicted to once per 24 hours and failing the resulting Fort save results in ability damage. Thunderstone: You can throw this stone as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang that is treated as a sonic attack. Each creature within a 10-foot-radius spread must make a DC 15 Fortitude save or be deafened for 1 hour. Vodare: An extremely bitter brown powder, vodare is usually mixed with honeyed water or sweet wine to dilute the taste. It is made from the crushed petals of a flower that grows only on the graves of those who dedicated their lives to the worship of Rallaster. Initial Effect: +2 alchemical bonus on Intimidate checks and saving throws against fear effects for 1d4 hours. Secondary Effect: -4 alchemical penalty on Diplomacy and Bluff checks for 2d4 hours. Side Effects: Mild euphoria and fierce confidence while the drug is in effect. Overdose: If more than one dose is taken in a 4-hour period, the user becomes catatonic (Fort DC 15 negates). Addiction: Vodare has an addiction rating of High (DC 14). Failing to take a drug you are addicted to once per 24 hours and failing the resulting Fort save results in ability damage. Weeping Stone: Created through alchemical processes that inflict terrible - and sometimes lethal - pain on a living being, a weeping stone causes anyone touching it to begin to weep and feel great sorrow. Such a character is considered shaken for 1d6 rounds. Arsenic: Ingested DC 13 Initial Damage: 1 Con Secondary Damage: 1d8 Con Balor Bile: Contact DC 25 Initial Damage: 1d6 Str Secondary Damage: 1d6 Str Bebilith Venom: Injury DC 20 Initial Damage: 1d6 Con Secondary Damage: 2d6 Con Black Adder Venom: Injury DC 11 Initial Damage: 1d6 Con Secondary Damage: 1d6 Con Black Lotus Extract: Contact DC 20 Initial Damage: 3d6 Con Secondary Damage: 3d6 Con Bloodroot: Injury DC 12 Initial Damage: 0 Secondary Damage: 1d4 Con + 1d3 Wis Blue Whinnis: Injury DC 14 Initial Damage: 1 Con Secondary Damage: Unconsciousness Burning Angel Wing Fumes: Inhaled DC 18 Initial Damage: 1d6 Cha Secondary Damage: 2d6 Cha Burnt Othur Fumes: Inhaled DC 18 Initial Damage: 1 Con drain Secondary Damage: 3d6 Con Carrior Crawler Brain Juice: Contact DC 13 Initial Damage: Paralysis Secondary Damage: 0 Celestial Lightsblood (Ravage): Ingested DC 20 Initial Damage: 1d4 Dex Secondary Damage: 1d4 Con Chaos Mist: Inhaled DC 15 Initial Damage: 1d4 Wis Secondary Damage: 2d6 Wis Colossal Centipede Venom: Injury DC 36 Initial Damage: 2d6 Dex Secondary Damage: 2d6 Dex Colossal Scorpion Venom: Injury DC 54 Initial Damage: 2d8 Str Secondary Damage: 2d8 Str Colossal Spider Venom: Injury DC 35 Initial Damage: 2d8 Str Secondary Damage: 2d8 Str Dark Reaver Powder: Ingested DC 18 Initial Damage: 2d6 Con Secondary Damage: 1d6 Con + 1d6 Str Deathblade: Injury DC 20 Initial Damage: 1d6 Con Secondary Damage: 2d6 Con Dragon Bile: Contact DC 26 Initial Damage: 3d6 Str Secondary Damage: 0 Epic Wyvern Poison: Injury DC 26 Initial Damage: 2d6 Con Secondary Damage: 2d6 Con Eyeblast: Injury DC 22 Initial Damage: Blindness Secondary Damage: Blindness Gargantuan Centipede Poison: Injury DC 26 Initial Damage: 1d8 Dex Secondary Damage: 1d8 Dex Gargantuan Scorpion Poison: Injury DC 36 Initial Damage: 2d6 Str Secondary Damage: 2d6 Str Gargantuan Spider Venom: Injury DC 31 Initial Damage: 2d6 Str Secondary Damage: 2d6 Str Giant Wasp Poison: Injury DC 18 Initial Damage: 1d6 Dex Secondary Damage: 1d6 Dex Golden Ice (Ravage): Contact DC 14 Initial Damage: 1d6 Dex Secondary Damage: 2d6 Dex Greenblood Oil: Injury DC 13 Initial Damage: 1 Con Secondary Damage: 1d2 Con Huge Centipede Poison: Injury DC 18 Initial Damage: 1d6 Dex Secondary Damage: 1d6 Dex Huge Scorpion Poison: Injury DC 26 Initial Damage: 1d8 Str Secondary Damage: 1d8 Str Huge Spider Venom: Injury DC 22 Initial Damage: 1d8 Str Secondary Damage: 1d8 Str Id Moss: Ingested DC 14 Initial Damage: 1d4 Int Secondary Damage: 2d6 Int Ishentav: Inhaled DC 13 Initial Damage: 1d6 Str Secondary Damage: 1d6 Str Jade Water (Ravage): Injury DC 14 Initial Damage: 1d4 Wis Secondary Damage: 1d4 Int + 1d4 Wis Large Centipede Poison: Injury DC 16 Initial Damage: 1d4 Dex Secondary Damage: 1d4 Dex Large Scorpion Poison: Injury DC 18 Initial Damage: 1d6 Str Secondary Damage: 1d6 Str Large Spider Venom: Injury DC 16 Initial Damage: 1d6 Str Secondary Damage: 1d6 Str Lich Dust: Ingested DC 17 Initial Damage: 2d6 Str Secondary Damage: 1d6 Str Malyss Root Paste: Contact DC 16 Initial Damage: 1 Dex Secondary Damage: 2d4 Dex Medium Centipede Poison: Injury DC 13 Initial Damage: 1d3 Dex Secondary Damage: 1d3 Dex Medium Scorpion Poison: Injury DC 15 Initial Damage: 1d4 Str Secondary Damage: 1d4 Str Medium Spider Venom: Injury DC 13 Initial Damage: 1d4 Str Secondary Damage: 1d4 Str Mist of Nourn: Inhaled DC 25 Initial Damage: 1d8 Con Secondary Damage: 1d8 Con Nightshade: Contact DC 10 Initial Damage: 1 Dex Secondary Damage: 1d2 Dex Nitharit: Contact DC 13 Initial Damage: 0 Secondary Damage: 3d6 Con Oil of Taggit: Ingested DC 15 Initial Damage: 0 Secondary Damage: Unconsciousness Purified Couatl Venom (Ravage): Injury DC 16 Initial Damage: 2d4 Str Secondary Damage: 4d4 Str Purple Worm Poison: Injury DC 24 Initial Damage: 1d6 Str Secondary Damage: 2d6 Str Sasson Juice: Contact DC 18 Initial Damage: 1d4 Dex Secondary Damage: 1d4 Dex Sasson Leaf Residue: Contact DC 16 Initial Damage: 2d12hp Secondary Damage: 1d6 Con Shadow Essence: Injury DC 17 Initial Damage: 1 Str drain Secondary Damage: 2d6 Str Small Centipede Poison: Injury DC 11 Initial Damage: 1d2 Dex Secondary Damage: 1d2 Dex Small Scorpion Poison: Injury DC 11 Initial Damage: 1d3 Str Secondary Damage: 1d3 Str Small Spider Venom: Injury DC 11 Initial Damage: 1d3 Str Secondary Damage: 1d3 Str Striped Toadstool: Ingested DC 11 Initial Damage: 1 Wis Secondary Damage: 2d6 Wis + 1d4 Int Sufferfume: Inhaled DC 20 Initial Damage: 1 all scores Secondary Damage: 1 all scores Terinav Root: Contact DC 16 Initial Damage: 1d6 Dex Secondary Damage: 2d6 Dex Tiny Centipede Poison: Injury DC 11 Initial Damage: 1 Dex Secondary Damage: 1 Dex Tiny Scorpion Poison: Injury DC 11 Initial Damage: 1d2 Str Secondary Damage: 1d2 Str Tiny Spider Venom: Injury DC 11 Initial Damage: 1d2 Str Secondary Damage: 1d2 Str Ungol Dust: Inhaled DC 15 Initial Damage: 1 Cha Secondary Damage: 1d6 Cha + 1 Cha drain Unicorn Blood (Ravage): Injury DC 17 Initial Damage: 1d3 Str Secondary Damage: 1d4 Str Urthanyk: Inhaled DC 19 Initial Damage: 1d6 Str Secondary Damage: 1d6 Str Vilestar: Contact DC 24 Initial Damage: 2d6 Str Secondary Damage: 2d6 Str Wyvern Poison: Injury DC 17 Initial Damage: 2d6 Con Secondary Damage: 2d6 Con Practiced Spellcaster (Paladin) Practiced Spellcaster (Ranger) Practiced Spellcaster (Assassin) Practiced Spellcaster (Blackguard) Practiced Spellcaster (Ocular Adept) Practiced Spellcaster (Hexblade) Practiced Spellcaster (Duskblade) Practiced Spellcaster (Healer) Practiced Spellcaster (Knight of the Chalice) Practiced Spellcaster (Nentyar Hunter) Practiced Spellcaster (Vassal of Bahamut) Practiced Spellcaster (Ur-Priest) Practiced Spellcaster (Soldier of Light) Practiced Spellcaster (Telflammar Shadowlord) Practiced Spellcaster (Justice of Weald and Woe) Practiced Spellcaster (Knight of the Middle Circle) Practiced Spellcaster (Shaman) Practiced Spellcaster (Slayer of Domiel) Practiced Spellcaster (Suel Archanamach) Practiced Spellcaster (Favoured Soul) Practiced Spellcaster (Sohei) Practiced Spellcaster (Warmage) Master of Nine Masters of Nine master of nine (PRESTIGE CLASS) Some savants of the Nine Disciplines believe that none of the paths are complete, true disciplines in and of themselves. They believe that the nine disciplines are more appropriately termed the Nine Steps, each a single portion of a whole, true Way. These few masters strive to learn the secrets of each path, and in doing some become the masters of nine, using a martial style that combines all of the techniques of the Temple of Nine Swords. Such martial sages are fluid and unpredictable martial artists, capable of switching between styles and techniques to suit each situation. - Hit Die: d8 - Proficiencies: A Master of Nine gains no additional proficiencies. - Skill Points: 6 + Int Modifier REQUIREMENTS: Skills: 10 ranks in 4 skills from Tumble, Intimidate, Concentration, Balance, Sense Motive, Hide, Jump, and Persuade. Feats: Adaptive Style, Dodge, Blind-Fight, Improved Initiative, Improved Unarmed Strike. Maneuvers: Must know at least one maneuver from six disciplines. CLASS FEATURES: Level 1: 2: Dual Stance - Two stances at once 3: Perfect Form - Higher DC on all strikes 4: Counter Stance - Change stances while using a counter 5: Mastery of Nine - Attack and Damage bonus Maneuvers The Master of Nine may select maneuvers from any discipline. He adds his full class level to his initiator level. He gains new maneuvers known and readied at the indicated levels. Level Maneuvers Known Maneuvers Readied Stances Known 1 2 1 0 2 1 1 1 3 2 1 0 4 1 1 1 5 2 1 0 Dual Stance Type of Feat: Class Specific Prerequisites: Master of Nine 2. Specifics: You may use a second stance for a limited time each day of 2 rounds per class level. The timer will not start until you activate your second stance. Use: Selected Perfect Form Type of Feat: Class Specific Prerequisites: Master of Nine 3. Specifics: The save DC of all of your maneuvers is increased by 1. Use: Automatic Counter Stance Type of Feat: Class Specific Prerequisites: Master of Nine 4. Specifics: Whenever you initiate a counter, you may change your stance as a free action. Use: Automatic Master of Nine Type of Feat: Class Specific Prerequisites: Master of Nine 5. Specifics: You gain a +2 bonus on all maneuvers, and a damage bonus on all maneuvers equal to the number of disciplines from which you know maneuvers. Use: Automatic Practiced Spellcaster (Dread Necromancer) Hide From Undead Abjuration Level: Clr 1, Dn 1 Components: V, S, DF Casting Time: 1 standard action Range: Touch Targets: One creature touched Duration: 10 min./level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes Undead cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. If a warded creature attempts to turn or command undead, touches an undead creature, or attacks any creature (even with a spell), the spell ends for all recipients. Crushing Despair Crushing Despair Enchantment (Compulsion) [Mind-Affecting] Level: Brd 3, Wiz 4 Components: V, S, M Casting Time: 1 standard action Range: 30 ft. Area: Cone Duration: 1 min./level Saving Throw: Will negates Spell Resistance: Yes A cone of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls. Halt Undead Halt Undead Necromancy Level: Wiz 3, Dn 3 Components: V, S, M Casting Time: 1 standard action Range: Medium Target: Three undead creatures Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes This spell renders as many as three undead creatures immobile. If the spell is successful, it renders the undead creature immobile for the duration of the spell (similar to the effect of hold person on a living creature). Eyebite Eyebite Necromancy [Evil] Level: Bard 6, Wiz 6, Dn 6 Components: V, S Casting Time: 1 standard action Range: Close Target: One living creature Duration: See text Saving Throw: Fortitude negates Spell Resistance: Yes You may target a single living creature, striking it with waves of evil power. Depending on the target's HD, this attack has as many as three effects. HD Effect 10 or more Sickened 5-9 Panicked, sickened 4 or less Comatose, panicked, sickened The effects are cumulative and concurrent. Sickened: Sudden pain and fever sweeps over the subject's body. A sickened creature takes a -2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. A creature affected by this spell remains sickened for 10 minutes per caster level. The effects cannot be negated by a remove disease or heal spell, but a remove curse is effective. Panicked: The subject becomes panicked for 1d4 rounds. Even after the panic ends, the creature remains shaken for 10 minutes per caster level, and it automatically becomes panicked again if it comes within sight of you during that time. This is a fear effect. Comatose: The subject falls into a catatonic coma for 10 minutes per caster level. During this time, it cannot be awakened by any means short of dispelling the effect. This is not a sleep effect, and thus elves are not immune to it. Song of Discord Song of Discord Enchantment (Compulsion) [Mind-Affecting, Sonic] Level: Brd 5 Components: V, S Casting Time: 1 standard action Range: Medium Area: 20 ft. burst Duration: 1 min./level Saving Throw: Will negates Spell Resistance: Yes This spell causes those within the area to turn on each other rather than attack their foes. Each affected creature has a 50% chance to attack the nearest target each round. (Roll to determine each creature's behavior every round at the beginning of its turn.) A creature that does not attack its nearest neighbor is free to act normally for that round. Fire in the Blood Fire in the Blood Necromancy Level: Clr 5 Components: V, S, M Casting Time: 1 standard action Range: Personal Target: You Duration: 1 Minute/level You deal 4d6 damage to any enemy who strikes you in melee. Vile Death Vile Death Conjuration (Calling) [Evil] Level: Clr 9, Dn 7, Wiz 9 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: One undead creature Duration: Permanent The target undead creature gains the Fiendish template. Plague of Undead Plague of Undead Necromancy [Evil] Level: Clr 9, Dn 9, Wiz 9 Components: V, S Casting Time: 1 standard action Range: Close Effect: Raise Undead Duration: Permanent You summon 4 Bone Warriors. These last until they are killed. Dread Necromancer Dread Necromancers dread necromancer (BASE CLASS) A specialist wizard who calls himself a necromancer or a cleric with the Death domain has significant power over undead and the forces of negative energy, but a dread necromancer is their true master. A practitioner of vile and forbidden arts, the dread necromancer roots about in graveyards, searching out moldering components for her obscene spells. She calls upon restless, tormented spirits of the dead, seeking their arcane secrets. She might be a consummate villain, or perhaps a tortured hero whose obsession with death leads her along questionable moral paths. - Hit Die: d6 - Alignment: any non-good - Proficiencies: A Dread Necromancer gains proficiencies with Simple Weapons, and Light Armour. - Skill Points: 2 + Int Modifier CLASS FEATURES: Level 1: Charnel Touch - Negative energy touch Rebuke Undead 2: Lich Body - DR 2 3: Negative Energy Burst 1/day 4: Mental Bastion +2 - +2 Saves against poison and disease 5: Fear Aura 6: Scabrous Touch 1/day - Contagion on touch 7: Lich Body - DR 4 8: Negative Energy Burst 2/day Undead Mastery - Add your charisma modifier to the number of undead you can control 9: Negative Energy Resistance - +4 saves against negative energy 10: Immunity to Sneak Attack 11: Lich Body - DR 6 Scabrous Touch 2/day 12: Enervating Touch - Negative level touch 13: Negative Energy Burst 3/day 14: Mental Bastion +4 15: Lich Body - DR 8 16: Scabrous Touch 3/day 17: Enervating Touch - Double uses Immunity to Critical Hits 18: Negative Energy Burst 4/day 19: Craft Wondrous Item 20: Lich Transformation - Gain Lich template. SPELLCASTING To cast a spell, the Dread Necromancer must have a Charisma score of 10 + the spell level. The DC of a Dread Necromancer's spell is 10 + Spell Level + Charisma Modifier. A Dread Necromancer's caster level is equal to his class level. He is a spontaneous caster who knows all his spells. Spells per day: Level: 1 2 3 4 5 6 7 8 9 1: 3 - - - - - - - - 2: 4 - - - - - - - - 3: 5 - - - - - - - - 4: 6 3 - - - - - - - 5: 6 4 - - - - - - - 6: 6 5 3 - - - - - - 7: 6 6 4 - - - - - - 8: 6 6 5 3 - - - - - 9: 6 6 6 4 - - - - - 10: 6 6 6 5 3 - - - - 11: 6 6 6 6 4 - - - - 12: 6 6 6 6 5 3 - - - 13: 6 6 6 6 6 4 - - - 14: 6 6 6 6 6 5 3 - - 15: 6 6 6 6 6 6 4 - - 16: 6 6 6 6 6 6 5 3 - 17: 6 6 6 6 6 6 6 4 - 18: 6 6 6 6 6 6 6 5 3 19: 6 6 6 6 6 6 6 6 4 20: 6 6 6 6 6 6 6 6 5 Charnel Touch Type of Feat: Class Specific Prerequisite: Dread Necromancer 1. Specifics: Negative energy flows through a dread necromancer's body, concentrating in her hands. At will, but no more than once per round, she can make a melee touch attack against a living foe that deals 1d8 points of damage, +1 per four class levels. This touch heals undead creatures, restoring 1 hit point per touch, +1 per four class levels. Use: Selected. Lich Body Type of Feat: Class Specific Prerequisite: Dread Necromancer 1. Specifics: The dread necromancer gains DR 2/-. As the dread necromancer increases in level, this DR increases in effectiveness, to DR 4 at 7th level, DR 6 at 11th level, and DR 8 at 15th level. Use: Automatic. Negative Energy Burst Type of Feat: Class Specific Prerequisite: Dread Necromancer 3. Specifics: Beginning at 3rd level, a dread necromancer gains the ability to emit a burst of negative energy from her body, harming living creatures within 10 feet of her. This burst deals 1d4 points of damage per class level. A successful Will save (DC 10 + 1/2 her class level + Cha modifier) reduces damage by half. Undead creatures within this burst are healed the same amount of hit points as the damage she deals to living creatures. A dread necromancer can use this ability once per day at 3rd level, and one additional time per day for every five levels she attains beyond 3rd (2/day at 8th level, 3/day at 13th level, and 4/day at 18th level). Use: Selected. Mental Bastion Type of Feat: Class Specific Prerequisite: Dread Necromancer 4. Specifics: Starting at 4th level, a dread necromancer gains a +2 bonus on saving throws made to resist poison or disease. This bonus increases to +4 at 14th level. Use: Automatic. Fear Aura Type of Feat: Class Specific Prerequisite: Dread Necromancer 5. Specifics: Beginning at 5th level, a dread necromancer radiates a 5-foot-radius fear aura as a free action. Enemies in the area must succeed on a Will save (DC 10 + 1/2 her class level + her Cha modifier) or become shaken. Use: Selected. Scabrous Touch Type of Feat: Class Specific Prerequisite: Dread Necromancer 6. Specifics: The dread necromancer can touch a single creature, diseasing it. A dread necromancer can use this ability once per day at 6th level, twice per day at 11th level, and three times per day at 16th level. Use: Selected. Undead Mastery Type of Feat: Class Specific Prerequisite: Dread Necromancer 8. Specifics: All undead creatures created by a dread necromancer who has reached 8th level or higher gain a +4 enhancement bonus to Strength and Dexterity and 2 additional hit points per Hit Die. In addition, when a dread necromancer uses the animate dead spell to create undead, she can control 4 + her Charisma bonus HD worth of undead creatures per class level (rather than the 4 HD per level normally granted by the spell). Similarly, when a dread necromancer casts the control undead spell, the spell targets up to (2 + her Cha bonus) HD/level of undead creatures, rather than the 2 HD/level normally granted by the spell. Use: Automatic. Negative Energy Resistance Type of Feat: Class Specific Prerequisite: Dread Necromancer 9. Specifics: Beginning at 9th level, a dread necromancer gains a +4 bonus on saving throws made to resist negative energy effects, including energy drain, some ability drain, and inflict spells. Use: Automatic. Enervating Touch Type of Feat: Class Specific Prerequisite: Dread Necromancer 12. Specifics: When a dread necromancer reaches 12th level, she gains the ability to bestow negative levels when she uses her charnel touch attack. Each day, she can use this ability a number of times equal to one-half her class level, granting a negative level with each touch. The saving throw against the negative levels has a DC of 10 + 1/2 her class level + her Charisma modifier. Beginning at 17th level, the number of uses per day increases to equal her class level. Use: Selected. Lich Transformation Type of Feat: Class Specific Prerequisite: Dread Necromancer 20. Specifics: When a dread necromancer attains 20th level, she undergoes a hideous transformation and becomes a lich. This does not increase her level adjustment. Use: Automatic. Forsaker Forsakers forsaker (PRESTIGE CLASS) Magic is evil. Magic tempts. Magic perverts. Magic corrupts. Anyone who cannot embrace these truths has no business considering the path of the forsaker. The forsaker rebels against the magic of the fantastic world around him. It's not that he doesn't believe in it; he knows full well that magic is real. He has felt its all too tangible power burn over his skin or wrest control of his mind from him. While others may ignore the dangers of magic and succumb to its siren call of power, the forsaker knows better. To him, sorcery is nothing but a crutch that coddles and weakens its users. By depending upon his own resources alone, the forsaker becomes stronger, tougher, smarter, and more nimble than any of his companions. To that end, he treads a lonely path, deliberately depriving himself of magic's benefits and destroying any magic items he finds. - Hit Die: d12 - Proficiencies: Forsakers gain no proficiencies - Skill Points: 2+ Int modifier. REQUIREMENTS: Feats: Great Fortitude, Iron Will, Lightning Reflexes CLASS FEATURES: Level 1: Ability Bonus - +1 to any ability at each class level Fast Healing - Temporary fast healing, increasing each class level Spell Resistance - 10 + class level Magic Hatred - Friendly spells fail to work on a Forsaker, and they cannot equip magical item 2: Damage Reduction 3/+1 3: Tough Defense - Con to AC Natural Weapons - Any weapon the Forsaker equips breaks DR equal to his damage reduction 4: Damage Reduction 5/+2 5: 6: Damage Reduction 7/+3 Slippery Mind - As per Rogue 7: 8: Damage Reduction 9/+4 9: 10: Damage Reduction 11/+5 EPIC FORSAKER: All abilities continue to increase in the same pattern as above Bonus feat from 11, every 3 levels Practiced Spellcaster (Celebrant of Sharess) Type of Feat: Class Prerequisite: Forsaker 1 Specifics: Forsakers regain hit points at an exceptionally fast rate. At 1st level, the character regains 1 hit point per round, to a maximum of 10 hit points per day. The number of hit points regained per round increases by +1 for every four forsaker levels, and the maximum restorable per day increases by 10 for every two forsaker levels. When triggered, heals the maximum amount for the day. Use: Selected Nobles noble (BASE CLASS) Nobles are illustrious because of their rank, title, or birth. Nobles have the ability to use their background, education, natural charm, and skills in social maneuvering to their advantage in their day-to-day lives. An elven princess, the lord of Palanthas, a dwarven thane are all examples. While the motivations and goals of such characters vary widely, each is capable of masking his true intentions behind the veil of etiquette, and of using his charm and wit to gain what he desires. - Hit Die: d8 - Proficiencies: A Noble gains proficiencies with Simple Weapons, Martial Weapons, Shields, and Light Armour. - Skill Points: 4 + Int Modifier CLASS FEATURES: Level 1: Favor +1 2: Inspire Confidence 1/day 3: Favor +2 4: Coordinate +1 5: Inspire Confidence 2/day 6: 7: Favor +3 8: Coordinate +2 9: Inspire Confidence 3/day 10: 11: Inspire Greatness 12: Favor +4 13: Coordinate +3, Inspire Confidence 4/day 14: Inspire Greatness 15: 16: Favor +5 17: Inspire Confidence 5/day, Inspire Greatness 18: Coordinate +4 19: 20: Coordinate +5, Inspire Greatness Coordinate Type of Feat: Class Specific Prerequisite: Noble 4. Specifics: The character can aid another character, granting him a bonus equal to 2 + the coordinate bonus on his attacks and skills for 1 round. Use: Selected. Favor Type of Feat: Class Specific Prerequisite: Noble 1. Specifics: The Noble can summon a weapon with a bonus equal to his class level divided by 4. If there is a DM in the game, this will instead PM the Dungeon Master with a favour roll for him to adjudicate. Use: Selected. Inspire Confidence Type of Feat: Class Specific Prerequisite: Noble 2. Specifics: +2 saves vs. fear and charm and +1 to attack and damage for allies for 5 rounds. Use: Selected. Inspire Greatness Type of Feat: Class Specific Prerequisite: Noble 11. Specifics: +2d6 temp hp, +2 saves and +2 to attack for allies for 5 rounds. Use: Selected. [Learn all available spells] You have selected the following spells: Epic Warlock A being of fell magic, an epic warlock is a supernatural force incarnate, losing all but the smallest fragment of his humanity. Hit Die: d6 Skill Points at Each Additional Level: 2 + Int modifier Invocations: The epic warlock's caster level is equal to his class level. He does not learn additional invocations. Eldritch Blast: An epic warlock's eldritch blast damage increases by 1d6 at every even-numbered level higher than 20th (10d6 at 22nd, 11d6 at 24th, and so on). Damage Reduction: The epic warlock's damage reduction increases by 1 point (to 6/cold iron) at 23rd level and by 1 additional point for every four levels thereafter (7/cold iron at 27th, 8/cold iron at 31st, and so on). Bonus Feats: The epic warlock gains a bonus feat every three levels higher than 20th (23rd, 26th, 29th, and so on). Bonus feats must be chosen from the following list, and can be selected even if the warlock does not meet the prerequisites. Epic Warlock Bonus Feats: Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Damage Reduction, Eldritch Sculptor*, Energy Resistance, Epic Eldritch Blast*, Epic Extra Invocation*, Epic Fiendish Resilience*, Epic Spell Penetration, Fast Healing, Improved Combat Casting, Lord of All Essences*, Master of the Elements*, Morpheme Savant*, Paragon Visionary*, Shadowmaster*, Superior Initiative. *An epic warlock must meet this feat's prerequisites to select it as an epic bonus feat. Epic Shaman The epic shaman's connection with the spirit world continues to grow as he gains power and wisdom. He is the spirit world's mightiest representative among mortals. Hit Die: d6. Skill Points at Each Additional Level: 4 + Int modifier. Spells: The epic shaman's caster level is equal to his class level. The shaman's number of spells per day does not increase after 20th level. Turn or Rebuke Undead: Use the shaman's class level minus 2 to determine the most powerful undead affected by a turn or rebuke check and the turning damage, just as normal. Bonus Feats: The epic shaman gains a bonus feat (selected from the list of epic shaman feats) every 4 levels after 20th. Epic Shaman Bonus Feat List: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Bonus Domain, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Ignore Material Components, Improved Combat Casting, Perfect Health, Planar Turning, Tenacious Magic, Undead Mastery, Zone of Animation. Epic Favored Soul An epic favored soul continues to grow closer to her deity, gaining more and more divine characteristics and resistances. A truly high level epic favored soul is easily mistaken for an angel, devil, demon, or similar outsider. Hit Die: d8. Skill Points at Each Additional Level: 2 + Int modifier. Spells: The favored soul's caster level is equal to her class level. The favored soul's number of spells per day does not increase after 20th level. The favored soul does not learn additional spells. Improved Energy Resistance (Ex): Starting at 22nd level, and every four levels thereafter, the favored soul adds +10 to one of her three energy resistances. Divine Gift (Ex): At 25th level and every five levels thereafter, a favored soul's bond with her deity grows stronger and manifests physically. She can choose any one of the following benefits at this time. Damage Reduction (Ex): The favored soul's damage reduction increases by +2. Increased Flight: The favored soul's flying speed increases by +10 ft. Natural Armor: The favored soul's natural armor bonus increases by +2. Sacred Ability: The favored soul gains a +1 bonus to an ability score of her choice. Each time this gift is chosen, the favored soul must select a new ability to modify. Sacred Skill: The favored soul gains a +4 sacred bonus on one skill. Each time this gift is chosen, the favored soul must select a new skill to modify. Sacred Spell: The favored soul selects one spell she knows; the selected spell's level must be equal to or less than her favored soul level divided by 10. She can cast this spell one time each day without expending a spell slot, and each time she casts this spell it resolves at caster level +2. Each time this gift is chosen, the favored soul must select a new spell to make sacred. These benefits carry with them some form of physical change appropriate to the favored soul's deity. This can be something as simple as glowing eyes, or it can be something as impressive as skin made of liquid fire. In all cases, apart from the actual game benefit granted by the divine gift, this change is physical only. Bonus Feats: The epic favored soul gains a bonus feat (selected from the list of epic favored soul feats) at 23rd level and again every three levels after that. Epic Favored Soul Bonus Feat List: Craft Epic Magic Arms and Armor, Devastating Critical, Dire Charge, Enhance Spell, Epic Endurance, Epic Prowess, Epic Speed, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Epic Weapon Focus, Epic Weapon Specialization, Extend Life Span, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Overwhelming Critical, Perfect Health, Permanent Emanation, Spell Stowaway, Tenacious Magic. Epic Warmage An epic warmage has perfected the art of destruction and devastation through his magic. He can lay waste to entire armies and cities with horrifying ease and shocking efficiency. Hit Die: d6. Skill Points at Each Additional Level: 2 + Int modifier. Spells: The warmage's caster level is equal to his class level. The warmage's number of spells per day does not increase after 20th level. The warmage does not learn additional spells, except through the advanced learning class feature (see below). Advanced Learning (Ex): An epic warmage continues to add new spells to his spell list once every four levels; the spell added must be a wizard spell of the evocation school. Once a new spell is selected, it is forever added to that warmage's spell list and can be cast like any other spell on the warmage's list. Bonus Feats: The epic warmage gains a bonus feat (selected from the list of epic warmage feats) at 23rd level and again every three levels after that. Epic Warmage Bonus Feat List: Automatic Silent Spell, Automatic Still Spell, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Energy Resistance, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Ignore Material Components, Improved Combat Casting, Tenacious Magic. Template: Necropolitan Necropolitan is an acquired template that can be added to any humanoid or monstrous humanoid (referred to here after as the base creature). A necropolitan speaks any languages it knew in life, and it has all the base creature's statistics and special abilities except as noted here. Size and Type The creature's type changes to undead, and it gains the augmented subtype. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged. Hit Dice: Increase to d12. Special Qualities A necropolitan retains all the special qualities of the base creature and gains those described below. Resist Control (Ex) Necropolitans have a +2 profane bonus on their Will saving throws to resist the effect of a control undead spell. Turn Resistance (Ex) A necropolitan has +2 turn resistance. Unnatural Resilience (Ex) Necropolitans automatically heal hit point damage and ability damage at the same rate as a living creature. The Heal skill has no effect on necropolitans, however negative energy (such as an inflict spell) heals them. Abilities Same as the base creature, except that as undead creatures, necropolitans have no Constitution score. Advancement By character class. Level Adjustment Same as the base creature. (Becoming a necropolitan involves losing a level so the advantages of the undead type cancel out what would other wise be a larger adjustment.) Extend Spell Ability Silent Spell Ability Still Spell Ability Empower Spell Ability Maximize Spell Ability Quicken Spell Ability Return to spell level selection. Template: Half-Fiend No matter its form, a half-fiend is always hideous to behold, having dark scales, horns, glowing red eyes, bat wings, a fetid odor, or some other obvious sign that it is tainted with evil. "Half-fiend" is an inherited template that can be added to any living, corporeal creature with an Intelligence score of 4 or more and nongood alignment (referred to hereafter as the base creature). A half-fiend uses all the base creature's statistics and special abilities except as noted here. Size and Type The creature's type changes to outsider. Do not recalculate Hit Dice, base attack bonus, or saves. Size is unchanged. Half-fiends are normally native outsiders. Speed A half-fiend has bat wings. Unless the base creature has a better fly speed, the creature can fly at the base creature's base land speed (average maneuverability). Armor Class Natural armor improves by +1 (this stacks with any natural armor bonus the base creature has). Attack A half-fiend has two claw attacks and a bite attack, and the claws are the primary natural weapon. If the base creature can use weapons, the half-fiend retains this ability. A half-fiend fighting without weapons uses a claw when making an attack action. When it has a weapon, it usually uses the weapon instead. Full Attack A half-fiend fighting without weapons uses both claws and its bite when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its bite as a natural secondary attack. If it has a hand free, it uses a claw as an additional natural secondary attack. Damage Half-fiends have bite and claw attacks. If the base creature does not have these attack forms, use the damage values in the table. Otherwise, use the values in the table or the base creature's damage values, whichever are greater. Size Bite Damage Claw Damage Fine 1 - Diminutive 1d2 1 Tiny 1d3 1d2 Small 1d4 1d3 Medium 1d6 1d4 Large 1d8 1d6 Huge 2d6 1d8 Gargantuan 3d6 2d6 Colossal 4d6 3d6 Special Attacks A half-fiend retains all the special attacks of the base creature and gains the following special attack. Smite Good (Su) Once per day the creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe. Spell-like Abilities A half-fiend with an Intelligence or Wisdom score of 8 or higher has spell-like abilities depending on its Hit Dice, as indicated on the table. The abilities are cumulative. Unless otherwise noted, an ability is usable once per day. Caster level equals the creature's HD, and the save DC is Charisma-based. HD Abilities 1-2 Darkness 3/day 3-4 Desecrate 5-6 Unholy blight 7-8 Poison 3/day 9-10 Contagion 11-12 Blasphemy 13-14 Unholy aura 3/day, unhallow 15-16 Horrid wilting 17-18 Summon monster IX (fiends only) 19-20 Destruction Special Qualities A half-fiend has all the special qualities of the base creature, plus the following special qualities. * Darkvision out to 60 feet. * Immunity to poison. * Resistance to acid 10, cold 10, electricity 10, and fire 10. * Damage reduction: 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more). * A half-fiend's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. * Spell resistance equal to creature's HD + 10 (maximum 35). Abilities Increase from the base creature as follows: Str +4, Dex +4, Con +2, Int +4, Cha +2. Skills A half-fiend gains skill points as an outsider and has skill points equal to (8 + Int modifier) × (HD + 3). Do not include Hit Dice from class levels in this calculation the half-fiend gains outsider skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature's list as class skills, and other skills as cross-class. Challenge Rating HD 4 or less, as base creature +1; HD 5 to 10, as base creature +2; HD 11 or more, as base creature +3. Alignment Always evil (any). Level Adjustment +4. Template: Lich "Lich" is an acquired template that can be added to any humanoid creature (referred to hereafter as the base creature), provided it can create the required phylactery. A lich has all the base creature's statistics and special abilities except as noted here. Size and Type The creature's type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged. Hit Dice Increase all current and future Hit Dice to d12s. Armor Class A lich has a +5 natural armor bonus or the base creature's natural armor bonus, whichever is better. Attack A lich has a touch attack that it can use once per round. If the base creature can use weapons, the lich retains this ability. A creature with natural weapons retains those natural weapons. A lich fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). A lich armed with a weapon uses its touch or a weapon, as it desires. Full Attack A lich fighting without weapons uses either its touch 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 touch as a natural secondary attack, provided it has a way to make that attack (either a free hand or a natural weapon that it can use as a secondary attack). Damage A lich without natural weapons has a touch attack that uses negative energy to deal 1d8+5 points of damage to living creatures; a Will save (DC 10 + 1/2 lich's HD + lich's Cha modifier) halves the damage. A lich with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 1d8+5 points of extra damage on one natural weapon attack. Special Attacks A lich retains all the base creature's special attacks and gains those described below. Save DCs are equal to 10 + 1/2 lich's HD + lich's Cha modifier unless otherwise noted. Fear Aura (Su) Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the lich's level. A creature that successfully saves cannot be affected again by the same lich's aura for 24 hours. Paralyzing Touch (Su) Any living creature a lich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description). The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive.. Spells A lich can cast any spells it could cast while alive. Special Qualities A lich retains all the base creature's special qualities and gains those described below. Turn Resistance (Ex) A lich has +4 turn resistance. Damage Reduction (Su) A lich's undead body is tough, giving the creature damage reduction 15/bludgeoning and magic. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Immunities (Ex) Liches have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks. Abilities Increase from the base creature as follows: Int +2, Wis +2, Cha +2. Being undead, a lich has no Constitution score. Skills Liches have a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature. Organization Solitary or troupe (1 lich, plus 2-4 vampires and 5-8 vampire spawn). Challenge Rating Same as the base creature + 2. Treasure Standard coins; double goods; double items. Alignment Any evil. Advancement By character class. Level Adjustment Same as the base creature +4. Lich Characters The process of becoming a lich is unspeakably evil and can be undertaken only by a willing character. A lich retains all class abilities it had in life. The Lich's Phylactery An integral part of becoming a lich is creating a magic phylactery in which the character stores its life force. As a rule, the only way to get rid of a lich for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, a lich reappears 1d10 days after its apparent death. Each lich must make its own phylactery, which requires the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation. The most common form of phylactery is a sealed metal box containing strips of parchment on which magicalphrases have been transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40. Other forms of phylacteries can exist, such as rings, amulets, or similar items. Template: Demi-Lich "Demilich" is a template that can be added to any lich. It uses all the lich's statistics and special abilities except as noted here. A demilich's form is concentrated into a single portion of its original body, usually its skull. Part of the process of becoming a demilich includes the incorporation of costly gems into the retained body part; see Creating Soul Gems, below. Size Medium-size and Large liches become Diminutive demiliches, Huge liches become Small demiliches, Gargantuan liches become Medium-size demiliches, and Colossal liches become Large demiliches. Hit Dice As lich. Speed Change to fly 180 ft. (perfect). The lich's supernatural fly speed, if any, is also retained. AC The demilich retains the lich's +5 natural armor bonus and gains an insight bonus to AC equal to its Hit Dice, as well as a probable size adjustment to AC. Attack The demilich gains an insight bonus equal to its Hit Dice as a bonus on its touch attacks. Damage The demilich gains an enhanced touch attack over that of its previous lich form (it now uses its entire flying skull to make the touch attack), including paralyzing touch. The demilich's touch attack uses negative energy to deal 10d6+20 points of damage to living creatures (no saving throw). Liches with other natural attacks lose them. Special Attacks The demilich retains all the lich's special attacks and also gains those described below. Trap the Soul (Su) A demilich can trap the souls of up to eight living creatures per day. To use this power, it selects any target it can see within 300 feet. The target is allowed a Fort saving throw (DC 10 + demilich's HD + demilich's Cha modifier). If the target makes its saving throw, it gains four negative levels (this does not count as a use of trap the soul). If the target fails its save, the soul of the target is instantly drawn from its body and trapped within one of the gems incorporated into the demilich's form. The gem gleams wickedly for 24 hours, indicating the captive soul within. The soulless body collapses in a mass of corruption and molders in a single round, reduced to dust. If left to its own devices, the demilich slowly devours the soul over 24 hours; at the end of that time the soul is completely absorbed, and the victim is forever gone. If the demilich is overcome before the soul is eaten, crushing the gem releases the soul, after which time it is free to seek the afterlife or be returned to its body by the use of either resurrection, true resurrection, clone, or miracle. A potential victim protected by a death ward spell is not immune to trap the soul, but receives a +5 bonus on its Fortitude saving throw and is effective against the level loss on a successful save. Fear Aura (Su) Demiliches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the demilich must succeed at a Will save (DC 14 + demilich's Cha modifier) or be affected as though by fear as cast by a 21st-level caster. Paralyzing Touch (Su) Any living creature a demilich touches must succeed at a Fortitude save (DC 10 + demilich's HD + demilich's Cha modifier) or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim. The effect cannot be dispelled. Anyone paralyzed by a demilich seems dead, though a successful Spot check (DC 20) or Heal check (DC 15) reveals that the victim is still alive. Spells The demilich can cast any spells it could cast as a lich. Perfect Automatic Still Spell The demilich can cast all the spells it knows without gestures. Spell-like Abilities At will:alter self, astral projection, create greater undead, create undead, death knell, enervation, greater dispel magic, harm (usually used to heal itself), summon monster I-IX, telekinesis, and weird; 2/day: greater planar ally. Demiliches use these abilities as casters of a level equal to their spellcaster level, but the save DCs are equal to 10 + the demilich's HD + the demilich's Charisma modifier. Special Qualities The demilich retains all the lich's special qualities and also has those described below. Magic Immunity (Ex) Demiliches are immune to all magical and supernatural effects, except as follows. A shatter spell affects a demilich as if it were a crystalline creature, but deals half the damage normally indicated. A dispel evil spell deals 3d6 points of damage (Fort save for half damage). Holy smite spells affect demiliches normally. Phylactery Transference (Su) Headbands, belts, rings, cloaks, and other wearable items kept in close association with the demilich's phylactery transfer all their benefits to the demilich no matter how far apart the demilich and the phylactery are located. The standard limits on types of items utilized simultaneously still apply. Undead Traits Immune to poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, nonlethal damage, ability damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from massive damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing. Immunities (Ex) Demiliches are immune to cold, electricity, polymorph, and mind-affecting attacks. Turn Resistance (Ex) A demilich has turn resistance +20. Damage Reduction (Su) A demilich loses any previous damage reduction and instead has damage reduction 15/Epic and bludgeoning (15 points of damage is subtracted from all melee attacks unless the weapon used is both an epic and a bludgeoning weapon). Vorpal weapons, no matter their enhancement bonus, ignore this damage reduction but do only half damage to a demilich (demiliches cannot be beheaded). Resistances (Ex) Demiliches have acid resistance 20, fire resistance 20, and sonic resistance 20. Saves Same as the lich. Abilities A demilich gains +10 to Intelligence, Wisdom, and Charisma. Skills Demiliches receive a +20 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the lich (this overlaps with the previous racial bonus gained by the lich; it does not stack). Feats Same as the lich. Epic Feats Demiliches gain the feats Blinding Speed, Tenacious Magic, and Automatic Quicken Spell. Climate/Terrain Same as the lich. Organization Solitary or consistory (1 demilich and 3-6 liches). Challenge Rating Same as the lich + 6. Treasure Same as the lich. Alignment Any evil. Advancement By character class. Demilich Characters The process of becoming a demilich can be undertaken only by a lich acting of its own free will. The demilich retains all class abilities it had as a lich. Creating Soul Gems Liches have phylacteries that allow them to reappear 1d10 days after their apparent death, as do demiliches. Demiliches also have eight soul gems, each of which acts like a phylactery in its own right. If all the soul gems, as well as the demilich's phylactery, are not destroyed after a demilich is downed, the demilich reappears 1d10 days after its apparent death. The soul gems also allow the demilich to use its most devastating ability, trap the soul (see above). Each demilich must make its own soul gems, which requires the Craft Wondrous Item feat. The lich must be a sorcerer, wizard, or cleric of at least 21st level. Each soul gem costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation. Soul gems appear as egg-shaped gems of wondrous quality. They are always incorporated directly into the concentrated form of the demilich. Abjurant Champion Abjurant Champions abjurant champion (PRESTIGE CLASS) The abjurant champion focuses his arcane abilities both to augment his personal defense and to hinder enemy spellcasters. Perfectly suited for martial stalwarts who dabble in magic, this class offers characters the ability to improve their combat skills in ways neither soldiers nor spellcasters can. - Hit Die: d10. - Proficiencies: An Abjurant Champion gains no armor or weapon proficiency. - Skill Points: 2+ Int modifier. REQUIREMENTS: Base Attack Bonus: +5. Feats: Combat Casting. Spellcasting: Must be able to cast 1st-level arcane spells. Special: Must be proficient with at least one martial weapon. CLASS FEATURES: Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming an abjurant champion, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known. Level 1: Feat - Abjurant Armor - Any time you cast an abjuration spell that grants you an armor bonus or shield bonus to AC, you can increase the value of the bonus by your abjurant champion class level. Feat - Extended Abjuration - Any abjuration spell you cast is extended. 2: Feat - Swift Abjuration - You cast Abjuration spells as a swift action (NOT IMPLEMENTED). 3: 4: Feat - Arcane Boost - Expend a spell to improve some abilities. 5: Feat - Martial Arcanist - Use your base attack bonus as your caster level if it is the higher of the two. Abjurant Armor Type of Feat: Class Prerequisite: Abjurant Champion 1 Any time you cast an abjuration spell that grants you an armor bonus or shield bonus to AC, you can increase the value of the bonus by your abjurant champion class level. Abjurant champions rely on shield and similar spells instead of actual armor. Extended Abjuration Type of Feat: Class Prerequisite: Abjurant Champion 1 You depend on your abjuration spells to protect you in combat. Double the duration of abjuration spells you cast, as if you had applied the Extend Spell feat to them (but without any change in level or casting time). Swift Abjuration Type of Feat: Class Prerequisite: Abjurant Champion 2 Beginning at 2nd level, you can cast abjuration spells as a swift action, as if you had applied the Quicken Spell feat to them (but without any change in level). The maximum level of spell you can quicken in this way is equal to 1/2 your class level (rounded up). Arcane Boost - Attack Bonus Arcane Boost - Armor Bonus Arcane Boost - Damage Bonus Arcane Boost - Elemental Resistance Arcane Boost - Save Bonus Type of Feat: Class Prerequisite: Abjurant Champion 4 Arcane Boost (Su): Beginning at 4th level, you gain the ability to burn arcane energy to empower your martial abilities. As a swift action, you can spend one of your uncast spells or spell slots to grant yourself one of the following insight bonuses for 1 round. Bonus on attack rolls equal to the spell's level. Bonus on weapon damage rolls equal to twice the spell's level. Bonus to AC equal to the spell's level. Bonus on saving throws equal to the spell's level. Resistance to acid, cold, electricity, fire, and sonic equal to 5 × the spell's level. Martial Arcanist Type of Feat: Class Prerequisite: Abjurant Champion 5 At 5th level, you master the art of combining your militant and mystical training. From this point on, your caster level in a chosen arcane spellcasting class is equal to your base attack bonus (unless it would otherwise be higher). For example, a 7th-level fighter/1st-level wizard/5th-level abjurant champion has a base attack bonus of +12 (and thus a caster level of 12th). You can apply this benefit to only one arcane class to which you have added spellcasting levels by your advancement as an abjurant champion. Mind Cleave Type of Feat: Class Prerequisites: Soulknife, Mindblade class feature, Psychic Strike class feature If you deal enough damage to a creature to make it fall (typically by dropping it below 0 hps or killing it), with your mindblade, you drain off a portion of the creature's liberated energy of consciousness. The liberated energy automatically charges the blade used to fell the foe as if you had imbued it with your psychic strike class feature. Practiced Mind Blade Type of Feat: Class Prerequisites: Soulknife, Mindblade class feature, Concentration 4+ ranks You are treated as having 4 more levels of soulknife for the purpose of manifesting your mind blade. This benefit cannot grant you an effective soulknife level greater than your hit dice. However, even if you cannot benefit from the full bonus immediately, if you later gain levels that do not increase your mind blade, you can apply the full bonus. This feat affects only the mind blades enhancement bonus and special abilities. Quicker than the Eye Apprentice, Night's Long Fingers Level/School: 1st/Transmutation Range: Personal Target: You Duration: 1 minutes/level A faint layer of shadow flows like ink over your hands, staining them pitch black -- and then, in an instant, they appear normal once more. You gain a +5 enhancement bonus on Pickpocket, Open Lock, and Disable Trap checks. This bonus increases to +10 at 5th level, and +15 at 10th level. Trail of Haze Apprentice, Night's Long Fingers Level/School: 2nd/Transmutation Range: Personal Target: You Duration: Instantaneous Upon casting, the target seems almost to leak smoke. A tiny plume of jet-black mist emerges from his flesh, first in a trickle, then an ever-increasing stream. Acts as per the Locate Creature spell. Umbral Fist Apprentice, Night's Long Fingers Level/School: 3rd/Transmutation Range: Personal Target: You Duration: 1 minutes/level Your hand turns jet black and seems to flicker as tiny wisps of shadow constantly leak from between your fingers and disappear. For the duration of this mystery, you can, as a standard action, make a special attack against any foe within medium range (100 ft. + 10 ft./level). You must have line of sight to the target. You can make any one of the following special attacks: bull rush, disarm, or trip. For purposes of adjudicating these attacks, make your touch attack as normal, if one is necessary. When actually resolving the opposed roll, however, substitute your caster level for your base attack bonus and either your Intelligence or Charisma modifier (your choice) for your Strength. Because the attack is made at a distance, it does not draw an attack of opportunity that such an attack would draw under normal circumstances, nor can your foe attempt to perform the same maneuver on you in turn, even if such is normally allowed. You will be given a feat on your class radial to allow you to make these attacks. Fearful Gloom Initiate, Darkened Alleys Level/School: 4th/Necromancy [Darkness, Fear, Mind-Affecting] Range: Close (25 ft. + 5 ft./2 levels) Area: 30-ft.-radius emanation Duration: 1 round/level Saving Throw: Will partial; see text Spell Resistance: Yes Plumes of blackness swiftly fill the air like a viscous fog. The shifting of shadow and mists just barely suggests the presence of screaming faces and indescribable horrors lurking in the dark. The area of fearful gloom is filled with shadowy illumination, as per darkness. All creatures within the area, or who enter it, must attempt a Will save or become frightened; on a successful save, they are shaken instead. If the creature has fewer than 5 HD, it is frightened. Creatures within the area must repeat the save each round until they either fail or leave the area. Once a creature has left the fearful gloom, the effects last an additional 2d6 rounds. Sickening Shadow Initiate, Darkened Alleys Level/School: 5th/Necromancy [Darkness] Range: Close (25 ft. + 5 ft./2 levels) Area: 30-ft.-radius emanation Duration: 1 round/level Saving Throw: Fortitude partial; see text Spell Resistance: Yes An oily black smoke rolls out of nowhere, obscuring sight and sound. It leaves a distasteful residue on everything within, and the scent is one of open sewers and putrefied flesh. The area of sickening shadow is filled with shadowy illumination, as per darkness. All creatures within the area, or those who enter it, must attempt a Fortitude save or be nauseated. Those who succeed are merely sickened. Creatures within the area must repeat the save each round until they either fail or leave the area. Once a creature has left the sickening shadow, the sickened effect lasts for 2d6 rounds. Nausea lasts for 1d4 rounds and is then followed by an additional 2d6 rounds of being sickened. Deadly Shade Initiate, Darkened Alleys Level/School: 6th/Necromancy [Darkness] Range: Close (25 ft. + 5 ft./2 levels) Area: 30-ft.-radius emanation Duration: 1 round/level Saving Throw: Fortitude negates; see text Spell Resistance: Yes Tendrils of darkness flow from the ground like smoke, filling the area with writhing, shifting darkness. A cold draft washes over your soul even as the tendrils rise. The area of deadly shade is filled with shadowy illumination, as per darkness (PH 216). In addition, each time you invoke this mystery, decide if you wish the spell to deal or absorb damage. If you choose to deal damage, anyone within the area who suffers hit point damage from any source must make a Fortitude save. Failure indicates that the subject gains a negative level. Success prevents the negative level, but if the individual is damaged again within the area, he must attempt a new save. These negative levels fade in 1 hour per caster level, and they never cause permanent level loss. If you choose instead to have the deadly shade absorb damage, all creatures within the area gain DR 4/- and energy resistance 4 against all energy types. Deadly Shade - Absorb Deadly Shade - Damage Grasping Shadows Master, Shadowscape Level/School: 7th/Conjuration (Creation) Range: Medium (100 ft. + 10 ft./level) Area/Target: 20-ft.-radius spread Duration: 1 round/level Saving Throw: Will partial Spell Resistance: See text Stalks of shadows burst from the ground, as though desperate to escape the bonds of the earth, and immediately flail at everyone nearby. This mystery creates an area of grasping tendrils that function as the spell Evard's black tentacles, with one additional hazard - anyone successfully grappled by a tentacle must attempt a Will save or go blind. A successful save means the individual is safe from blinding during that particular grapple, but if she escapes and is then regrappled, she must make another saving throw. The blindness is permanent until magically cured. Grasping Shadows Master, Shadowscape Level/School: 7th/Conjuration (Creation) Range: Medium (100 ft. + 10 ft./level) Area/Target: 20-ft.-radius spread Duration: 1 round/level Saving Throw: Will partial Spell Resistance: See text Stalks of shadows burst from the ground, as though desperate to escape the bonds of the earth, and immediately flail at everyone nearby. This mystery creates an area of grasping tendrils that function as the spell Evard's black tentacles, with one additional hazard - anyone successfully grappled by a tentacle must attempt a Will save or go blind. A successful save means the individual is safe from blinding during that particular grapple, but if she escapes and is then regrappled, she must make another saving throw. The blindness is permanent until magically cured. Menagerie of Darkness Master, Shadowscape Level/School: 8th/Transmutation Range: 30 ft. Area: 30-ft.-radius emanation centered on you Duration: 10 minutes/level Saving Throw: Will negates Spell Resistance: Yes Nearby animals and vermin abruptly shudder. Their mouths and eyes gape wide as a torrent of blackness flows into them from the surrounding gloom. Any animals or vermin within the emanation, or who enter it, must make a Will save or immediately take on the aspects of their shadow selves, temporarily gaining the dark creature template. You gain control over these animals, as per the spell dominate animal. Menagerie of darkness does not affect animals or vermin with Hit Dice higher than your caster level. Black Labyrinth Master, Shadowscape Level/School: 9th/Conjuration (Creation) Range: Personal Area: One area Duration: 12 hours/level Saving Throw: Will partial, see text Spell Resistance: No The air blackens, the shadows of the alleys lengthen, and the wind shrieks as the Shadow and Material Planes collide. Black labyrinth causes substantial disorientation within the area it affects. Direction and distance become impossible to determine, as the world itself bends and twists. All attacks have a 50% miss chance. Area effects with a source or target within the black labyrinth have a 20% chance of improper placement. If this occurs, the spell is centered 1d4 x 5 feet in a random direction from where the caster intended. All Search and Spot checks take a -10 penalty. Each round, all creatures are moved in a random direction. A successful Will save negates this particular effect, but that save must be repeated for each round of movement. Any teleportation effects with a destination inside the black labyrinth deposit their passengers 1d% x 5 feet from the intended destination. A teleport effect cast within the black labyrinth requires a successful Will save. When within your own black labyrinth, you are immune to the last two effects (movement and teleportation), but not the others. Umbral Fist - Bull Rush Umbral Fist - Disarm Umbral Fist - Trip Path Focus - Night's Long Fingers Path Focus - Darkened Alleys Path Focus - Shadowscape Greater Path Focus - Night's Long Fingers Greater Path Focus - Darkened Alleys Greater Path Focus - Shadowscape Nocturnal Caster - Night's Long Fingers Nocturnal Caster - Darkened Alleys Nocturnal Caster - Shadowscape Favored Mystery - Quicker Than The Eye Favored Mystery - Trail of Haze Favored Mystery - Umbral Fist Favored Mystery - Fearful Gloom Favored Mystery - Sickening Shadow Favored Mystery - Deadly Shade Favored Mystery - Grasping Shadows Favored Mystery - Menagerie of Darkness ####START_OF_PSI_SPELLBOOK_RESERVE Psychic Rogue Bolt Psychic Rogue Burst Psychic Rogue Compression Psychic Rogue Conceal Thoughts Psychic Rogue Control Object Psychic Rogue Create Sound Psychic Rogue Precognition, Defensive Psychic Rogue Disable Psychic Rogue Distract Psychic Rogue Elf Sight Psychic Rogue Empathy Psychic Rogue Empty Mind Psychic Rogue Entangling Ectoplasm Psychic Rogue Far Hand Psychic Rogue Force Screen Psychic Rogue My Light Psychic Rogue Precognition, Offensive Psychic Rogue Prescience, Offensive Psychic Rogue Skate Psychic Rogue Vigor Psychic Rogue Animal Affinity Psychic Rogue Aversion Psychic Rogue Body Equilibrium Psychic Rogue Chameleon Psychic Rogue Cloud Mind Psychic Rogue Concealing Amorpha Psychic Rogue Control Object Psychic Rogue Control Sound Psychic Rogue Darkvision, Psionic Psychic Rogue Knock, Psionic Psychic Rogue Thought Shield Psychic Rogue Body Adjustment Psychic Rogue Body Purification Psychic Rogue Control Air Psychic Rogue Dimension Slide Psychic Rogue Escape Detection Psychic Rogue Concealing Amorpha, Greater Psychic Rogue Hustle Psychic Rogue Keen Edge, Psionic Psychic Rogue Mental Barrier Psychic Rogue Ubiquitous Vision Psychic Rogue Dimension Door, Psionic Psychic Rogue Dimension Door - Self only Psychic Rogue Dimension Door - Party within 10ft Psychic Rogue Dimension Door - Direction and Distance - Self only Psychic Rogue Dimension Door - Direction and Distance - Party within 10ft Psychic Rogue Freedom of Movement, Psionic Psychic Rogue Steadfast Perception Psychic Rogue Telekinetic Maneuver Psychic Rogue Power Resistance Psychic Rogue Remote Viewing Psychic Rogue Retrieve Psychic Rogue Psionic Revivify Psychic Rogue True Seeing, Psionic Psion Astral Construct Psion Astral Construct Options Psion Astral Construct Slot 1 Psion Astral Construct Slot 2 Psion Astral Construct Slot 3 Psion Astral Construct Slot 4 Psion Bite of the Wolf Psion Bolt Psion Burst Psion Call to Mind Psion Call Weaponry Psion Charm, Psionic Psion Claws of the Beast Psion Compression Psion Conceal Thoughts Psion Control Object Psion Create Sound Psion Crystal Shard Psion Daze, Psionic Psion Deceleration Psion Precognition, Defensive Psion Demoralize Psion Destiny Dissonance Psion Disable Psion Dissipating Touch Psion Distract Psion Empathy Psion Empty Mind Psion Energy Ray Psion Energy Ray, Cold Psion Energy Ray, Electricity Psion Energy Ray, Fire Psion Energy Ray, Sonic Psion Entangling Ectoplasm Psion Expansion Psion Far Hand Psion Force Screen Psion Ectoplasmic Sheen Psion Hammer Psion Inertial Armour Psion Matter Agitation Psion Metaphysical Claw Psion Metaphysical Weapon Psion Mind Thrust Psion My Light Psion Precognition, Offensive Psion Prescience, Offensive Psion Precognition Psion Precognition Psion Precognitive Edge: Attack Psion Precognitive Edge: Damage Psion Precognitive Edge: Saves Psion Precognitive Edge: Skills Psion Prevenom Psion Prevenom Weapon Psion Skate Psion Stomp Psion Synesthete Psion Telepathic Projection Psion Thicken Skin Psion Vigor Psion Animal Affinity Psion Aversion Psion Bestow Power Psion Biofeedback Psion Body Equilibrium Psion Brain Lock Psion Chameleon Psion Clairvoyant Sense Psion Cloud Mind Psion Concussion Blast Psion Concealing Amorpha Psion Control Air Psion Control Sound Psion Swarm of Crystals Psion Dimensional Swap Psion Dissolving Touch Psion Dissolving Weapon Psion Ego Whip Psion Elf Sight Psion Empathic Transfer Psion Energy Adaptation, Specified Psion Energy Adaptation, Acid Psion Energy Adaptation, Cold Psion Energy Adaptation, Electricity Psion Energy Adaptation, Fire Psion Energy Adaptation, Sonic Psion Energy Missile Psion Energy Missile, Cold Psion Energy Missile, Electricity Psion Energy Missile, Fire Psion Energy Missile, Sonic Psion Energy Push Psion Energy Push, Cold Psion Energy Push, Electricity Psion Energy Push, Fire Psion Energy Push, Sonic Psion Energy Stun Psion Energy Stun, Cold Psion Energy Stun, Electricity Psion Energy Stun, Fire Psion Energy Stun, Sonic Psion Identify, Psionic Psion Id Insinuation Psion Inflict Pain Psion Knock, Psionic Psion Psionic Lock Psion Mental Disruption Psion Painful Strike Psion Recall Agony Psion Psionic Repair Damage Psion Share Pain Psion Strength of my Enemy Psion Thought Shield Psion Body Adjustment Psion Body Purification Psion Claws of the Vampire Psion Crisis of Breath Psion Danger Sense Psion Darkvision, Psionic Psion Dimension Slide Psion Dispel Psionics Psion Duodimensional Claw Psion Ectoplasmic Cocoon Psion Ectoplasmic Form Psion Empathic Transfer, Hostile Psion Energy Bolt Psion Energy Bolt, Cold Psion Energy Bolt, Electricity Psion Energy Bolt, Fire Psion Energy Bolt, Sonic Psion Energy Burst Psion Energy Burst, Cold Psion Energy Burst, Electricity Psion Energy Burst, Fire Psion Energy Burst, Sonic Psion Energy Cone Psion Energy Cone, Cold Psion Energy Cone, Electricity Psion Energy Cone, Fire Psion Energy Cone, Sonic Psion Energy Retort Psion Energy Retort, Cold Psion Energy Retort, Electricity Psion Energy Retort, Fire Psion Energy Retort, Sonic Psion Energy Wall Psion Energy Wall, Cold Psion Energy Wall, Electricity Psion Energy Wall, Fire Psion Energy Wall, Sonic Psion Eradicate Invisibility Psion Escape Detection Psion Exhalation of the Black Dragon Psion Fate Link Psion Concealing Amorpha, Greater Psion Hustle Psion Keen Edge, Psionic Psion Mental Barrier Psion Mind Trap Psion Psionic Blast Psion Share Pain, Forced Psion Time Hop Psion Touchsight Psion Ubiquitous Vision Psion Vampiric Weapon Psion Claw of Energy Psion Claw of Cold Psion Claw of Electricity Psion Claw of Fire Psion Detect Remote Viewing Psion Dimensional Anchor, Psionic Psion Dimension Door, Psionic Psion Dimension Door - Self only Psion Dimension Door - Party within 10ft Psion Dimension Door - Direction and Distance - Self only Psion Dimension Door - Direction and Distance - Party within 10ft Psion Dismissal, Psionic Psion Empathic Feedback Psion Energy Adaptation Psion Energy Ball Psion Energy Ball, Cold Psion Energy Ball, Electricity Psion Energy Ball, Fire Psion Energy Ball, Sonic Psion Freedom of Movement, Psionic Psion Immovability Psion Inertial Barrier Psion Intellect Fortress Psion Mindwipe Psion Power Leech Psion Dominate, Psionic Psion Psychic Reformation Psion Psychic Vampire Psion Remote Viewing Psion Steadfast Perception Psion Telekinetic Maneuver Psion Truevenom Psion Truevenom Weapon Psion Weapon of Energy Psion Weapon of Cold Psion Weapon of Electricity Psion Weapon of Fire Psion Baleful Teleport Psion Catapsi Psion Clairtangent Hand Psion Ectoplasmic Shambler Psion Energy Current Psion Energy Current, Cold Psion Energy Current, Electricity Psion Energy Current, Fire Psion Energy Current, Sonic Psion Hail of Crystals Psion Power Resistance Psion Psionic Revivify Psion Psychic Crush Psion Psychofeedback Psion Second Chance Psion Shatter Mind Blank Psion Teleport, Psionic Psion Teleport - Self only Psion Teleport - Party within 10ft Psion Tower of Iron Will Psion True Seeing, Psionic Psion Banishment, Psionic Psion Breath of the Black Dragon Psion Cloud Mind, Mass Psion Crystallize Psion Disintegrate, Psionic Psion Dispelling Buffer Psion Form of Doom Psion Fuse Flesh Psion Precognition, Greater Psion Precognition, Greater Psion Precognitive Edge: Attack Psion Precognitive Edge: Damage Psion Precognitive Edge: Saves Psion Precognitive Edge: Skills Psion Null Psionics Field Psion Remote View Trap Psion Restoration, Psionic Psion Retrieve Psion Temporal Acceleration Psion Crisis of Life Psion Decerebrate Psion Ectoplasmic Cocoon, Mass Psion Energy Wave Psion Energy Wave, Cold Psion Energy Wave, Electricity Psion Energy Wave, Fire Psion Energy Wave, Sonic Psion Ethereal Jaunt, Psionic Psion Evade Burst Psion Insanity Psion Mind Blank, Personal Psion Moment of Prescience, Psionic Psion Moment of Prescience, Attack Bonus Psion Moment of Prescience, Armour Bonus Psion Moment of Prescience, Save Bonus Psion Moment of Prescience, Skill Bonus Psion Oak Body Psion Reddopsi Psion Sequester, Psionic Psion Ultrablast Psion Astral Seed Psion Teleport, Psionic Greater Psion Greater Teleport - Self only Psion Greater Teleport - Party within 10ft Psion Hypercognition Psion Iron Body, Psionic Psion Mind Blank, Psionic Psion Recall Death Psion Shadow Body Psion Time Hop, Mass Psion True Metabolism Psion Assimilate Psion Etherealness, Psionic Psion Genesis Psion Microcosm Psion Psychic Chirurgery Psion Teleportation Circle, Psionic Psion Teleportation Circle - Visible Psion Teleportation Circle - Hidden Psion Timeless Body Psion Tornado Blast Psychic Warrior Astral Construct Psychic Warrior Astral Construct Options Psychic Warrior Astral Construct Slot 1 Psychic Warrior Astral Construct Slot 2 Psychic Warrior Astral Construct Slot 3 Psychic Warrior Astral Construct Slot 4 Psychic Warrior Biofeedback Psychic Warrior Bite of the Wolf Psychic Warrior Bolt Psychic Warrior Burst Psychic Warrior Call to Mind Psychic Warrior Call Weaponry Psychic Warrior Chameleon Psychic Warrior Charm, Psionic Psychic Warrior Claws of the Beast Psychic Warrior Compression Psychic Warrior Conceal Thoughts Psychic Warrior Control Object Psychic Warrior Create Sound Psychic Warrior Crystal Shard Psychic Warrior Daze, Psionic Psychic Warrior Deceleration Psychic Warrior Precognition, Defensive Psychic Warrior Demoralize Psychic Warrior Destiny Dissonance Psychic Warrior Disable Psychic Warrior Dissipating Touch Psychic Warrior Distract Psychic Warrior Elf Sight Psychic Warrior Empathy Psychic Warrior Empty Mind Psychic Warrior Energy Ray Psychic Warrior Energy Ray, Cold Psychic Warrior Energy Ray, Electricity Psychic Warrior Energy Ray, Fire Psychic Warrior Energy Ray, Sonic Psychic Warrior Entangling Ectoplasm Psychic Warrior Expansion Psychic Warrior Far Hand Psychic Warrior Force Screen Psychic Warrior Ectoplasmic Sheen Psychic Warrior Hammer Psychic Warrior Inertial Armour Psychic Warrior Matter Agitation Psychic Warrior Metaphysical Claw Psychic Warrior Metaphysical Weapon Psychic Warrior Mind Thrust Psychic Warrior My Light Psychic Warrior Precognition, Offensive Psychic Warrior Prescience, Offensive Psychic Warrior Precognition Psychic Warrior Precognition Psychic Warrior Precognitive Edge: Attack Psychic Warrior Precognitive Edge: Damage Psychic Warrior Precognitive Edge: Saves Psychic Warrior Precognitive Edge: Skills Psychic Warrior Prevenom Psychic Warrior Prevenom Weapon Psychic Warrior Skate Psychic Warrior Stomp Psychic Warrior Synesthete Psychic Warrior Telepathic Projection Psychic Warrior Thicken Skin Psychic Warrior Vigor Psychic Warrior Animal Affinity Psychic Warrior Aversion Psychic Warrior Bestow Power Psychic Warrior Body Adjustment Psychic Warrior Body Equilibrium Psychic Warrior Body Purification Psychic Warrior Brain Lock Psychic Warrior Clairvoyant Sense Psychic Warrior Cloud Mind Psychic Warrior Concussion Blast Psychic Warrior Concealing Amorpha Psychic Warrior Control Air Psychic Warrior Control Sound Psychic Warrior Swarm of Crystals Psychic Warrior Darkvision, Psionic Psychic Warrior Dimensional Swap Psychic Warrior Dissolving Touch Psychic Warrior Dissolving Weapon Psychic Warrior Ego Whip Psychic Warrior Empathic Transfer Psychic Warrior Energy Adaptation, Specified Psychic Warrior Energy Adaptation, Acid Psychic Warrior Energy Adaptation, Cold Psychic Warrior Energy Adaptation, Electricity Psychic Warrior Energy Adaptation, Fire Psychic Warrior Energy Adaptation, Sonic Psychic Warrior Energy Missile Psychic Warrior Energy Missile, Cold Psychic Warrior Energy Missile, Electricity Psychic Warrior Energy Missile, Fire Psychic Warrior Energy Missile, Sonic Psychic Warrior Energy Push Psychic Warrior Energy Push, Cold Psychic Warrior Energy Push, Electricity Psychic Warrior Energy Push, Fire Psychic Warrior Energy Push, Sonic Psychic Warrior Energy Stun Psychic Warrior Energy Stun, Cold Psychic Warrior Energy Stun, Electricity Psychic Warrior Energy Stun, Fire Psychic Warrior Energy Stun, Sonic Psychic Warrior Hustle Psychic Warrior Identify, Psionic Psychic Warrior Id Insinuation Psychic Warrior Inflict Pain Psychic Warrior Knock, Psionic Psychic Warrior Psionic Lock Psychic Warrior Mental Disruption Psychic Warrior Painful Strike Psychic Warrior Recall Agony Psychic Warrior Psionic Repair Damage Psychic Warrior Share Pain Psychic Warrior Strength of my Enemy Psychic Warrior Thought Shield Psychic Warrior Claws of the Vampire Psychic Warrior Crisis of Breath Psychic Warrior Danger Sense Psychic Warrior Dimension Slide Psychic Warrior Dispel Psionics Psychic Warrior Duodimensional Claw Psychic Warrior Ectoplasmic Cocoon Psychic Warrior Ectoplasmic Form Psychic Warrior Empathic Feedback Psychic Warrior Empathic Transfer, Hostile Psychic Warrior Energy Bolt Psychic Warrior Energy Bolt, Cold Psychic Warrior Energy Bolt, Electricity Psychic Warrior Energy Bolt, Fire Psychic Warrior Energy Bolt, Sonic Psychic Warrior Energy Burst Psychic Warrior Energy Burst, Cold Psychic Warrior Energy Burst, Electricity Psychic Warrior Energy Burst, Fire Psychic Warrior Energy Burst, Sonic Psychic Warrior Energy Cone Psychic Warrior Energy Cone, Cold Psychic Warrior Energy Cone, Electricity Psychic Warrior Energy Cone, Fire Psychic Warrior Energy Cone, Sonic Psychic Warrior Energy Retort Psychic Warrior Energy Retort, Cold Psychic Warrior Energy Retort, Electricity Psychic Warrior Energy Retort, Fire Psychic Warrior Energy Retort, Sonic Psychic Warrior Energy Wall Psychic Warrior Energy Wall, Cold Psychic Warrior Energy Wall, Electricity Psychic Warrior Energy Wall, Fire Psychic Warrior Energy Wall, Sonic Psychic Warrior Eradicate Invisibility Psychic Warrior Escape Detection Psychic Warrior Evade Burst Psychic Warrior Exhalation of the Black Dragon Psychic Warrior Fate Link Psychic Warrior Concealing Amorpha, Greater Psychic Warrior Keen Edge, Psionic Psychic Warrior Mental Barrier Psychic Warrior Mind Trap Psychic Warrior Psionic Blast Psychic Warrior Share Pain, Forced Psychic Warrior Time Hop Psychic Warrior Touchsight Psychic Warrior Ubiquitous Vision Psychic Warrior Vampiric Weapon Psychic Warrior Claw of Energy Psychic Warrior Claw of Cold Psychic Warrior Claw of Electricity Psychic Warrior Claw of Fire Psychic Warrior Detect Remote Viewing Psychic Warrior Dimensional Anchor, Psionic Psychic Warrior Dimension Door, Psionic Psychic Warrior Dimension Door - Self only Psychic Warrior Dimension Door - Party within 10ft Psychic Warrior Dimension Door - Direction and Distance - Self only Psychic Warrior Dimension Door - Direction and Distance - Party within 10ft Psychic Warrior Dismissal, Psionic Psychic Warrior Energy Adaptation Psychic Warrior Energy Ball Psychic Warrior Energy Ball, Cold Psychic Warrior Energy Ball, Electricity Psychic Warrior Energy Ball, Fire Psychic Warrior Energy Ball, Sonic Psychic Warrior Freedom of Movement, Psionic Psychic Warrior Immovability Psychic Warrior Inertial Barrier Psychic Warrior Intellect Fortress Psychic Warrior Mindwipe Psychic Warrior Power Leech Psychic Warrior Dominate, Psionic Psychic Warrior Psychic Reformation Psychic Warrior Psychic Vampire Psychic Warrior Remote Viewing Psychic Warrior Steadfast Perception Psychic Warrior Telekinetic Maneuver Psychic Warrior Truevenom Psychic Warrior Truevenom Weapon Psychic Warrior Weapon of Energy Psychic Warrior Weapon of Cold Psychic Warrior Weapon of Electricity Psychic Warrior Weapon of Fire Psychic Warrior Baleful Teleport Psychic Warrior Catapsi Psychic Warrior Clairtangent Hand Psychic Warrior Ectoplasmic Shambler Psychic Warrior Energy Current Psychic Warrior Energy Current, Cold Psychic Warrior Energy Current, Electricity Psychic Warrior Energy Current, Fire Psychic Warrior Energy Current, Sonic Psychic Warrior Hail of Crystals Psychic Warrior Oak Body Psychic Warrior Power Resistance Psychic Warrior Psionic Revivify Psychic Warrior Psychic Crush Psychic Warrior Psychofeedback Psychic Warrior Second Chance Psychic Warrior Shatter Mind Blank Psychic Warrior Teleport, Psionic Psychic Warrior Teleport - Self only Psychic Warrior Teleport - Party within 10ft Psychic Warrior Tower of Iron Will Psychic Warrior True Seeing, Psionic Psychic Warrior Banishment, Psionic Psychic Warrior Breath of the Black Dragon Psychic Warrior Cloud Mind, Mass Psychic Warrior Crystallize Psychic Warrior Disintegrate, Psionic Psychic Warrior Dispelling Buffer Psychic Warrior Form of Doom Psychic Warrior Fuse Flesh Psychic Warrior Precognition, Greater Psychic Warrior Precognition, Greater Psychic Warrior Precognitive Edge: Attack Psychic Warrior Precognitive Edge: Damage Psychic Warrior Precognitive Edge: Saves Psychic Warrior Precognitive Edge: Skills Psychic Warrior Mind Blank, Personal Psychic Warrior Null Psionics Field Psychic Warrior Remote View Trap Psychic Warrior Restoration, Psionic Psychic Warrior Retrieve Psychic Warrior Temporal Acceleration Wilder Astral Construct Wilder Astral Construct Options Wilder Astral Construct Slot 1 Wilder Astral Construct Slot 2 Wilder Astral Construct Slot 3 Wilder Astral Construct Slot 4 Wilder Bite of the Wolf Wilder Bolt Wilder Burst Wilder Call to Mind Wilder Call Weaponry Wilder Charm, Psionic Wilder Claws of the Beast Wilder Compression Wilder Conceal Thoughts Wilder Control Object Wilder Create Sound Wilder Crystal Shard Wilder Daze, Psionic Wilder Deceleration Wilder Precognition, Defensive Wilder Demoralize Wilder Destiny Dissonance Wilder Disable Wilder Dissipating Touch Wilder Distract Wilder Empathy Wilder Empty Mind Wilder Energy Ray Wilder Energy Ray, Cold Wilder Energy Ray, Electricity Wilder Energy Ray, Fire Wilder Energy Ray, Sonic Wilder Entangling Ectoplasm Wilder Expansion Wilder Far Hand Wilder Force Screen Wilder Ectoplasmic Sheen Wilder Hammer Wilder Inertial Armour Wilder Matter Agitation Wilder Metaphysical Claw Wilder Metaphysical Weapon Wilder Mind Thrust Wilder My Light Wilder Precognition, Offensive Wilder Prescience, Offensive Wilder Precognition Wilder Precognition Wilder Precognitive Edge: Attack Wilder Precognitive Edge: Damage Wilder Precognitive Edge: Saves Wilder Precognitive Edge: Skills Wilder Prevenom Wilder Prevenom Weapon Wilder Skate Wilder Stomp Wilder Synesthete Wilder Telepathic Projection Wilder Thicken Skin Wilder Vigor Wilder Animal Affinity Wilder Aversion Wilder Bestow Power Wilder Biofeedback Wilder Body Equilibrium Wilder Brain Lock Wilder Chameleon Wilder Clairvoyant Sense Wilder Cloud Mind Wilder Concussion Blast Wilder Concealing Amorpha Wilder Control Air Wilder Control Sound Wilder Swarm of Crystals Wilder Dimensional Swap Wilder Dissolving Touch Wilder Dissolving Weapon Wilder Ego Whip Wilder Elf Sight Wilder Empathic Transfer Wilder Energy Adaptation, Specified Wilder Energy Adaptation, Acid Wilder Energy Adaptation, Cold Wilder Energy Adaptation, Electricity Wilder Energy Adaptation, Fire Wilder Energy Adaptation, Sonic Wilder Energy Missile Wilder Energy Missile, Cold Wilder Energy Missile, Electricity Wilder Energy Missile, Fire Wilder Energy Missile, Sonic Wilder Energy Push Wilder Energy Push, Cold Wilder Energy Push, Electricity Wilder Energy Push, Fire Wilder Energy Push, Sonic Wilder Energy Stun Wilder Energy Stun, Cold Wilder Energy Stun, Electricity Wilder Energy Stun, Fire Wilder Energy Stun, Sonic Wilder Identify, Psionic Wilder Id Insinuation Wilder Inflict Pain Wilder Knock, Psionic Wilder Psionic Lock Wilder Mental Disruption Wilder Painful Strike Wilder Recall Agony Wilder Psionic Repair Damage Wilder Share Pain Wilder Strength of my Enemy Wilder Thought Shield Wilder Body Adjustment Wilder Body Purification Wilder Claws of the Vampire Wilder Crisis of Breath Wilder Danger Sense Wilder Darkvision, Psionic Wilder Dimension Slide Wilder Dispel Psionics Wilder Duodimensional Claw Wilder Ectoplasmic Cocoon Wilder Ectoplasmic Form Wilder Empathic Transfer, Hostile Wilder Energy Bolt Wilder Energy Bolt, Cold Wilder Energy Bolt, Electricity Wilder Energy Bolt, Fire Wilder Energy Bolt, Sonic Wilder Energy Burst Wilder Energy Burst, Cold Wilder Energy Burst, Electricity Wilder Energy Burst, Fire Wilder Energy Burst, Sonic Wilder Energy Cone Wilder Energy Cone, Cold Wilder Energy Cone, Electricity Wilder Energy Cone, Fire Wilder Energy Cone, Sonic Wilder Energy Retort Wilder Energy Retort, Cold Wilder Energy Retort, Electricity Wilder Energy Retort, Fire Wilder Energy Retort, Sonic Wilder Energy Wall Wilder Energy Wall, Cold Wilder Energy Wall, Electricity Wilder Energy Wall, Fire Wilder Energy Wall, Sonic Wilder Eradicate Invisibility Wilder Escape Detection Wilder Exhalation of the Black Dragon Wilder Fate Link Wilder Concealing Amorpha, Greater Wilder Hustle Wilder Keen Edge, Psionic Wilder Mental Barrier Wilder Mind Trap Wilder Psionic Blast Wilder Share Pain, Forced Wilder Time Hop Wilder Touchsight Wilder Ubiquitous Vision Wilder Vampiric Weapon Wilder Claw of Energy Wilder Claw of Cold Wilder Claw of Electricity Wilder Claw of Fire Wilder Detect Remote Viewing Wilder Dimensional Anchor, Psionic Wilder Dimension Door, Psionic Wilder Dimension Door - Self only Wilder Dimension Door - Party within 10ft Wilder Dimension Door - Direction and Distance - Self only Wilder Dimension Door - Direction and Distance - Party within 10ft Wilder Dismissal, Psionic Wilder Empathic Feedback Wilder Energy Adaptation Wilder Energy Ball Wilder Energy Ball, Cold Wilder Energy Ball, Electricity Wilder Energy Ball, Fire Wilder Energy Ball, Sonic Wilder Freedom of Movement, Psionic Wilder Immovability Wilder Inertial Barrier Wilder Intellect Fortress Wilder Mindwipe Wilder Power Leech Wilder Dominate, Psionic Wilder Psychic Reformation Wilder Psychic Vampire Wilder Remote Viewing Wilder Steadfast Perception Wilder Telekinetic Maneuver Wilder Truevenom Wilder Truevenom Weapon Wilder Weapon of Energy Wilder Weapon of Cold Wilder Weapon of Electricity Wilder Weapon of Fire Wilder Baleful Teleport Wilder Catapsi Wilder Clairtangent Hand Wilder Ectoplasmic Shambler Wilder Energy Current Wilder Energy Current, Cold Wilder Energy Current, Electricity Wilder Energy Current, Fire Wilder Energy Current, Sonic Wilder Hail of Crystals Wilder Power Resistance Wilder Psionic Revivify Wilder Psychic Crush Wilder Psychofeedback Wilder Second Chance Wilder Shatter Mind Blank Wilder Teleport, Psionic Wilder Teleport - Self only Wilder Teleport - Party within 10ft Wilder Tower of Iron Will Wilder True Seeing, Psionic Wilder Banishment, Psionic Wilder Breath of the Black Dragon Wilder Cloud Mind, Mass Wilder Crystallize Wilder Disintegrate, Psionic Wilder Dispelling Buffer Wilder Form of Doom Wilder Fuse Flesh Wilder Precognition, Greater Wilder Precognition, Greater Wilder Precognitive Edge: Attack Wilder Precognitive Edge: Damage Wilder Precognitive Edge: Saves Wilder Precognitive Edge: Skills Wilder Null Psionics Field Wilder Remote View Trap Wilder Restoration, Psionic Wilder Retrieve Wilder Temporal Acceleration Wilder Crisis of Life Wilder Decerebrate Wilder Ectoplasmic Cocoon, Mass Wilder Energy Wave Wilder Energy Wave, Cold Wilder Energy Wave, Electricity Wilder Energy Wave, Fire Wilder Energy Wave, Sonic Wilder Ethereal Jaunt, Psionic Wilder Evade Burst Wilder Insanity Wilder Mind Blank, Personal Wilder Moment of Prescience, Psionic Wilder Moment of Prescience, Attack Bonus Wilder Moment of Prescience, Armour Bonus Wilder Moment of Prescience, Save Bonus Wilder Moment of Prescience, Skill Bonus Wilder Oak Body Wilder Reddopsi Wilder Sequester, Psionic Wilder Ultrablast Wilder Astral Seed Wilder Teleport, Psionic Greater Wilder Greater Teleport - Self only Wilder Greater Teleport - Party within 10ft Wilder Hypercognition Wilder Iron Body, Psionic Wilder Mind Blank, Psionic Wilder Recall Death Wilder Shadow Body Wilder Time Hop, Mass Wilder True Metabolism Wilder Assimilate Wilder Etherealness, Psionic Wilder Genesis Wilder Microcosm Wilder Psychic Chirurgery Wilder Teleportation Circle, Psionic Wilder Teleportation Circle - Visible Wilder Teleportation Circle - Hidden Wilder Timeless Body Wilder Tornado Blast Fist of Zuoken Astral Construct Fist of Zuoken Astral Construct Options Fist of Zuoken Astral Construct Slot 1 Fist of Zuoken Astral Construct Slot 2 Fist of Zuoken Astral Construct Slot 3 Fist of Zuoken Astral Construct Slot 4 Fist of Zuoken Biofeedback Fist of Zuoken Bite of the Wolf Fist of Zuoken Bolt Fist of Zuoken Burst Fist of Zuoken Call to Mind Fist of Zuoken Call Weaponry Fist of Zuoken Chameleon Fist of Zuoken Charm, Psionic Fist of Zuoken Claws of the Beast Fist of Zuoken Compression Fist of Zuoken Conceal Thoughts Fist of Zuoken Control Object Fist of Zuoken Create Sound Fist of Zuoken Crystal Shard Fist of Zuoken Daze, Psionic Fist of Zuoken Deceleration Fist of Zuoken Precognition, Defensive Fist of Zuoken Demoralize Fist of Zuoken Destiny Dissonance Fist of Zuoken Disable Fist of Zuoken Dissipating Touch Fist of Zuoken Distract Fist of Zuoken Elf Sight Fist of Zuoken Empathy Fist of Zuoken Empty Mind Fist of Zuoken Energy Ray Fist of Zuoken Energy Ray, Cold Fist of Zuoken Energy Ray, Electricity Fist of Zuoken Energy Ray, Fire Fist of Zuoken Energy Ray, Sonic Fist of Zuoken Entangling Ectoplasm Fist of Zuoken Expansion Fist of Zuoken Far Hand Fist of Zuoken Force Screen Fist of Zuoken Ectoplasmic Sheen Fist of Zuoken Hammer Fist of Zuoken Inertial Armour Fist of Zuoken Matter Agitation Fist of Zuoken Metaphysical Claw Fist of Zuoken Metaphysical Weapon Fist of Zuoken Mind Thrust Fist of Zuoken My Light Fist of Zuoken Precognition, Offensive Fist of Zuoken Prescience, Offensive Fist of Zuoken Precognition Fist of Zuoken Precognition Fist of Zuoken Precognitive Edge: Attack Fist of Zuoken Precognitive Edge: Damage Fist of Zuoken Precognitive Edge: Saves Fist of Zuoken Precognitive Edge: Skills Fist of Zuoken Prevenom Fist of Zuoken Prevenom Weapon Fist of Zuoken Skate Fist of Zuoken Stomp Fist of Zuoken Synesthete Fist of Zuoken Telepathic Projection Fist of Zuoken Thicken Skin Fist of Zuoken Vigor Fist of Zuoken Animal Affinity Fist of Zuoken Aversion Fist of Zuoken Bestow Power Fist of Zuoken Body Adjustment Fist of Zuoken Body Equilibrium Fist of Zuoken Body Purification Fist of Zuoken Brain Lock Fist of Zuoken Clairvoyant Sense Fist of Zuoken Cloud Mind Fist of Zuoken Concussion Blast Fist of Zuoken Concealing Amorpha Fist of Zuoken Control Air Fist of Zuoken Control Sound Fist of Zuoken Swarm of Crystals Fist of Zuoken Darkvision, Psionic Fist of Zuoken Dimensional Swap Fist of Zuoken Dissolving Touch Fist of Zuoken Dissolving Weapon Fist of Zuoken Ego Whip Fist of Zuoken Empathic Transfer Fist of Zuoken Energy Adaptation, Specified Fist of Zuoken Energy Adaptation, Acid Fist of Zuoken Energy Adaptation, Cold Fist of Zuoken Energy Adaptation, Electricity Fist of Zuoken Energy Adaptation, Fire Fist of Zuoken Energy Adaptation, Sonic Fist of Zuoken Energy Missile Fist of Zuoken Energy Missile, Cold Fist of Zuoken Energy Missile, Electricity Fist of Zuoken Energy Missile, Fire Fist of Zuoken Energy Missile, Sonic Fist of Zuoken Energy Push Fist of Zuoken Energy Push, Cold Fist of Zuoken Energy Push, Electricity Fist of Zuoken Energy Push, Fire Fist of Zuoken Energy Push, Sonic Fist of Zuoken Energy Stun Fist of Zuoken Energy Stun, Cold Fist of Zuoken Energy Stun, Electricity Fist of Zuoken Energy Stun, Fire Fist of Zuoken Energy Stun, Sonic Fist of Zuoken Hustle Fist of Zuoken Identify, Psionic Fist of Zuoken Id Insinuation Fist of Zuoken Inflict Pain Fist of Zuoken Knock, Psionic Fist of Zuoken Psionic Lock Fist of Zuoken Mental Disruption Fist of Zuoken Painful Strike Fist of Zuoken Recall Agony Fist of Zuoken Psionic Repair Damage Fist of Zuoken Share Pain Fist of Zuoken Strength of my Enemy Fist of Zuoken Thought Shield Fist of Zuoken Claws of the Vampire Fist of Zuoken Crisis of Breath Fist of Zuoken Danger Sense Fist of Zuoken Dimension Slide Fist of Zuoken Dispel Psionics Fist of Zuoken Duodimensional Claw Fist of Zuoken Ectoplasmic Cocoon Fist of Zuoken Ectoplasmic Form Fist of Zuoken Empathic Feedback Fist of Zuoken Empathic Transfer, Hostile Fist of Zuoken Energy Bolt Fist of Zuoken Energy Bolt, Cold Fist of Zuoken Energy Bolt, Electricity Fist of Zuoken Energy Bolt, Fire Fist of Zuoken Energy Bolt, Sonic Fist of Zuoken Energy Burst Fist of Zuoken Energy Burst, Cold Fist of Zuoken Energy Burst, Electricity Fist of Zuoken Energy Burst, Fire Fist of Zuoken Energy Burst, Sonic Fist of Zuoken Energy Cone Fist of Zuoken Energy Cone, Cold Fist of Zuoken Energy Cone, Electricity Fist of Zuoken Energy Cone, Fire Fist of Zuoken Energy Cone, Sonic Fist of Zuoken Energy Retort Fist of Zuoken Energy Retort, Cold Fist of Zuoken Energy Retort, Electricity Fist of Zuoken Energy Retort, Fire Fist of Zuoken Energy Retort, Sonic Fist of Zuoken Energy Wall Fist of Zuoken Energy Wall, Cold Fist of Zuoken Energy Wall, Electricity Fist of Zuoken Energy Wall, Fire Fist of Zuoken Energy Wall, Sonic Fist of Zuoken Eradicate Invisibility Fist of Zuoken Escape Detection Fist of Zuoken Evade Burst Fist of Zuoken Exhalation of the Black Dragon Fist of Zuoken Fate Link Fist of Zuoken Concealing Amorpha, Greater Fist of Zuoken Keen Edge, Psionic Fist of Zuoken Mental Barrier Fist of Zuoken Mind Trap Fist of Zuoken Psionic Blast Fist of Zuoken Share Pain, Forced Fist of Zuoken Time Hop Fist of Zuoken Touchsight Fist of Zuoken Ubiquitous Vision Fist of Zuoken Vampiric Weapon Fist of Zuoken Claw of Energy Fist of Zuoken Claw of Cold Fist of Zuoken Claw of Electricity Fist of Zuoken Claw of Fire Fist of Zuoken Detect Remote Viewing Fist of Zuoken Dimensional Anchor, Psionic Fist of Zuoken Dimension Door, Psionic Fist of Zuoken Dimension Door - Self only Fist of Zuoken Dimension Door - Party within 10ft Fist of Zuoken Dimension Door - Direction and Distance - Self only Fist of Zuoken Dimension Door - Direction and Distance - Party within 10ft Fist of Zuoken Dismissal, Psionic Fist of Zuoken Energy Adaptation Fist of Zuoken Energy Ball Fist of Zuoken Energy Ball, Cold Fist of Zuoken Energy Ball, Electricity Fist of Zuoken Energy Ball, Fire Fist of Zuoken Energy Ball, Sonic Fist of Zuoken Freedom of Movement, Psionic Fist of Zuoken Immovability Fist of Zuoken Inertial Barrier Fist of Zuoken Intellect Fortress Fist of Zuoken Mindwipe Fist of Zuoken Power Leech Fist of Zuoken Dominate, Psionic Fist of Zuoken Psychic Reformation Fist of Zuoken Psychic Vampire Fist of Zuoken Remote Viewing Fist of Zuoken Steadfast Perception Fist of Zuoken Telekinetic Maneuver Fist of Zuoken Truevenom Fist of Zuoken Truevenom Weapon Fist of Zuoken Weapon of Energy Fist of Zuoken Weapon of Cold Fist of Zuoken Weapon of Electricity Fist of Zuoken Weapon of Fire Fist of Zuoken Baleful Teleport Fist of Zuoken Catapsi Fist of Zuoken Clairtangent Hand Fist of Zuoken Ectoplasmic Shambler Fist of Zuoken Energy Current Fist of Zuoken Energy Current, Cold Fist of Zuoken Energy Current, Electricity Fist of Zuoken Energy Current, Fire Fist of Zuoken Energy Current, Sonic Fist of Zuoken Hail of Crystals Fist of Zuoken Oak Body Fist of Zuoken Power Resistance Fist of Zuoken Psionic Revivify Fist of Zuoken Psychic Crush Fist of Zuoken Psychofeedback Fist of Zuoken Second Chance Fist of Zuoken Shatter Mind Blank Fist of Zuoken Teleport, Psionic Fist of Zuoken Teleport - Self only Fist of Zuoken Teleport - Party within 10ft Fist of Zuoken Tower of Iron Will Fist of Zuoken True Seeing, Psionic War mind Astral Construct War mind Astral Construct Options War mind Astral Construct Slot 1 War mind Astral Construct Slot 2 War mind Astral Construct Slot 3 War mind Astral Construct Slot 4 War mind Biofeedback War mind Bite of the Wolf War mind Bolt War mind Burst War mind Call to Mind War mind Call Weaponry War mind Chameleon War mind Charm, Psionic War mind Claws of the Beast War mind Compression War mind Conceal Thoughts War mind Control Object War mind Create Sound War mind Crystal Shard War mind Daze, Psionic War mind Deceleration War mind Precognition, Defensive War mind Demoralize War mind Destiny Dissonance War mind Disable War mind Dissipating Touch War mind Distract War mind Elf Sight War mind Empathy War mind Empty Mind War mind Energy Ray War mind Energy Ray, Cold War mind Energy Ray, Electricity War mind Energy Ray, Fire War mind Energy Ray, Sonic War mind Entangling Ectoplasm War mind Expansion War mind Far Hand War mind Force Screen War mind Ectoplasmic Sheen War mind Hammer War mind Inertial Armour War mind Matter Agitation War mind Metaphysical Claw War mind Metaphysical Weapon War mind Mind Thrust War mind My Light War mind Precognition, Offensive War mind Prescience, Offensive War mind Precognition War mind Precognition War mind Precognitive Edge: Attack War mind Precognitive Edge: Damage War mind Precognitive Edge: Saves War mind Precognitive Edge: Skills War mind Prevenom War mind Prevenom Weapon War mind Skate War mind Stomp War mind Synesthete War mind Telepathic Projection War mind Thicken Skin War mind Vigor War mind Animal Affinity War mind Aversion War mind Bestow Power War mind Body Adjustment War mind Body Equilibrium War mind Body Purification War mind Brain Lock War mind Clairvoyant Sense War mind Cloud Mind War mind Concussion Blast War mind Concealing Amorpha War mind Control Air War mind Control Sound War mind Swarm of Crystals War mind Darkvision, Psionic War mind Dimensional Swap War mind Dissolving Touch War mind Dissolving Weapon War mind Ego Whip War mind Empathic Transfer War mind Energy Adaptation, Specified War mind Energy Adaptation, Acid War mind Energy Adaptation, Cold War mind Energy Adaptation, Electricity War mind Energy Adaptation, Fire War mind Energy Adaptation, Sonic War mind Energy Missile War mind Energy Missile, Cold War mind Energy Missile, Electricity War mind Energy Missile, Fire War mind Energy Missile, Sonic War mind Energy Push War mind Energy Push, Cold War mind Energy Push, Electricity War mind Energy Push, Fire War mind Energy Push, Sonic War mind Energy Stun War mind Energy Stun, Cold War mind Energy Stun, Electricity War mind Energy Stun, Fire War mind Energy Stun, Sonic War mind Hustle War mind Identify, Psionic War mind Id Insinuation War mind Inflict Pain War mind Knock, Psionic War mind Psionic Lock War mind Mental Disruption War mind Painful Strike War mind Recall Agony War mind Psionic Repair Damage War mind Share Pain War mind Strength of my Enemy War mind Thought Shield War mind Claws of the Vampire War mind Crisis of Breath War mind Danger Sense War mind Dimension Slide War mind Dispel Psionics War mind Duodimensional Claw War mind Ectoplasmic Cocoon War mind Ectoplasmic Form War mind Empathic Feedback War mind Empathic Transfer, Hostile War mind Energy Bolt War mind Energy Bolt, Cold War mind Energy Bolt, Electricity War mind Energy Bolt, Fire War mind Energy Bolt, Sonic War mind Energy Burst War mind Energy Burst, Cold War mind Energy Burst, Electricity War mind Energy Burst, Fire War mind Energy Burst, Sonic War mind Energy Cone War mind Energy Cone, Cold War mind Energy Cone, Electricity War mind Energy Cone, Fire War mind Energy Cone, Sonic War mind Energy Retort War mind Energy Retort, Cold War mind Energy Retort, Electricity War mind Energy Retort, Fire War mind Energy Retort, Sonic War mind Energy Wall War mind Energy Wall, Cold War mind Energy Wall, Electricity War mind Energy Wall, Fire War mind Energy Wall, Sonic War mind Eradicate Invisibility War mind Escape Detection War mind Evade Burst War mind Exhalation of the Black Dragon War mind Fate Link War mind Concealing Amorpha, Greater War mind Keen Edge, Psionic War mind Mental Barrier War mind Mind Trap War mind Psionic Blast War mind Share Pain, Forced War mind Time Hop War mind Touchsight War mind Ubiquitous Vision War mind Vampiric Weapon War mind Claw of Energy War mind Claw of Cold War mind Claw of Electricity War mind Claw of Fire War mind Detect Remote Viewing War mind Dimensional Anchor, Psionic War mind Dimension Door, Psionic War mind Dimension Door - Self only War mind Dimension Door - Party within 10ft War mind Dimension Door - Direction and Distance - Self only War mind Dimension Door - Direction and Distance - Party within 10ft War mind Dismissal, Psionic War mind Energy Adaptation War mind Energy Ball War mind Energy Ball, Cold War mind Energy Ball, Electricity War mind Energy Ball, Fire War mind Energy Ball, Sonic War mind Freedom of Movement, Psionic War mind Immovability War mind Inertial Barrier War mind Intellect Fortress War mind Mindwipe War mind Power Leech War mind Dominate, Psionic War mind Psychic Reformation War mind Psychic Vampire War mind Remote Viewing War mind Steadfast Perception War mind Telekinetic Maneuver War mind Truevenom War mind Truevenom Weapon War mind Weapon of Energy War mind Weapon of Cold War mind Weapon of Electricity War mind Weapon of Fire War mind Baleful Teleport War mind Catapsi War mind Clairtangent Hand War mind Ectoplasmic Shambler War mind Energy Current War mind Energy Current, Cold War mind Energy Current, Electricity War mind Energy Current, Fire War mind Energy Current, Sonic War mind Hail of Crystals War mind Oak Body War mind Power Resistance War mind Psionic Revivify War mind Psychic Crush War mind Psychofeedback War mind Second Chance War mind Shatter Mind Blank War mind Teleport, Psionic War mind Teleport - Self only War mind Teleport - Party within 10ft War mind Tower of Iron Will War mind True Seeing, Psionic ####END_OF_PSI_SPELLBOOK_RESERVE ###PRC8 Loadscreen Hint Reserve 74800-75000-### LETO does not support the PRC8 Due to Bioware limitations, non-Bioware spontaneous casters do not use the normal spellbook. Those spells can be found in your class radial. Due to Bioware limitations, only your highest level Arcane or Divine class can receive new Arcane or Divine spells at level up. Two handed weapons are shown being wielded one handed to allow feats such as Monkey Grip & Oversized Two-Weapon fighting to work properly. Combat isn't affected. De-leveling isn't supported by the PRC8 & can in fact break your character. Casting an Exalted or Vile spell causes ability damage. Enable & disable optional game features with the PRC Options radial. Knockdown, Called Shot, Taunt & Parry are not valid 3e D&D feats or skills & have been disabled in the PRC8. As in Neverwinter Nights 2, Arcane & Divine prestige classes must pick a marker feat at 1st class level to choose which spellcasting class will be boosted by the new prestige class. Some prestige classes can advance invoking or shadowcasting instead of spellcasting. Spellcraft doesn't provide a bonus to your save vs. spells in 3e Dungeons & Dragons. This is reflected in the PRC8. Tumble doesn't provide a bonus to your Armor Class in 3e Dungeons & Dragons. This is reflected in the PRC8. Favored Mystery - Black Labyrinth Holy Warrior Type of Feat: Reserve Prerequisite: Ability to cast 4th-level spells, access to the War domain Benefit: As long as you have a 4th-level or higher War domain spell available to cast, you gain a bonus on your weapon damage rolls equal to the level of the highest-level War spell you have available to cast. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting force spells. Use: Passive Mystic Backlash Type of Feat: Reserve Prerequisite: Ability to cast 5th-level spells Benefit: As long as you have an abjuration spell of 5th level or higher available to cast, you can make another creature's spellcasting harmful to itself. Use of this feat requires a melee touch attack that does not provoke attacks of opportunity. As a standard action, with a successful touch you can infuse another creature with baneful magic for a number of rounds equal to the level of the highest-level abjuration spell you have available. A successful Will save reduces this duration to 1 round. For the duration of the effect, each time the target completes the casting of a spell, it takes damage equal to the level of the abjuration spell that determined the effect's duration. Since the spell's casting has already been completed, this doesn't count as damage dealt during casting. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting abjuration spells. Use: Activated Acidic Splatter Type of Feat: Reserve Prerequisite: Ability to cast 2nd-level spells Benefit: As long as you have an acid spell of 2nd level or higher available to cast, you can throw an orb of acid as a ranged touch attack. The attack has a range of 5 feet per level of the highest-level acid spell you have available to cast and deals 1d6 points of damage per level of that acid spell. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting acid spells. Use: Activated Fiery Burst Type of Feat: Reserve Prerequisite: Ability to cast 2nd-level spells Benefit: As long as you have a fire spell of 2nd level or higher available to cast, you can spend a standard action to create a 5-foot-radius burst of fire at a range of 30 feet. This burst deals ld6 points of fire damage per level of the highest level fire spell you have available to cast. A successful Reflex save halves the damage. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting fire spells. Use: Activated Storm Bolt Type of Feat: Reserve Prerequisite: Ability to cast 3rd-level spells Benefit: As long as you have an electricity spell of 3rd level or higher available to cast, you can fire a 20-foot line of electricity as a standard action. This bolt deals 1d6 points of electricity damage per level of the highest-level electricity spell you have available to cast. A successful Reflex save halves damage. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting electricity spells. Use: Activated Winter's Blast Type of Feat: Reserve Prerequisite: Ability to cast 2nd-level spells Benefit: As long as you have a cold spell of 2nd level or higher available to cast, you can create a 15-foot cone-shaped burst of cold. This cone deals 1d4 points of cold damage per level of the highest-level cold spell you have available to cast. A successful Reflex save halves the damage. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting cold spells. Use: Activated Clap of Thunder Type of Feat: Reserve Prerequisite: Ability to cast 3rd-level spells Benefit: As long as you have a sonic spell of 3rd level or higher available to cast, you can deliver a melee touch attack as a standard action. This attack deals 1d6 points of sonic damage per level of the highest-level sonic spell you have available to cast. Additionally, the subject must succeed on a Fortitude save or be deafened for 1 round. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting sonic spells. Use: Activated Sickening Grasp Type of Feat: Reserve Prerequisite: Ability to cast 3rd-level spells Benefit: As long as you have a necromancy spell of 3rd level or higher available to cast, any living creature you hit with a melee touch attack becomes sickened for a number of rounds equal to the level of the highest-level necromancy spell you have available to cast. The subject can reduce this duration to 1 round with a successful Fortitude save. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting necromancy spells. Use: Activated Touch of Healing Type of Feat: Reserve Prerequisite: Ability to cast 2nd-level spells Benefit: As long as you have a conjuration (healing) spell of 2nd level or higher available to cast, you can spend a standard action to touch a target creature and heal 3 points of damage per level of the highest-level conjuration (healing) spell you have available to cast. You can use this ability only on a target that has been reduced to one-half or fewer of its total hit points. The effect ends once you've healed the subject up to half its normal maximum hit points. This ability has no effect on creatures that can't be healed by cure spells. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting conjuration (healing) spells. Use: Activated Dimensional Jaunt Type of Feat: Reserve Prerequisite: Ability to cast 4th-level spells Benefit: As long as you have a teleportation spell of 4th level or higher available to cast, you can spend a standard action to teleport yourself and carried objects up to your heavy load a distance of 5 feet per level of the highest-level teleportation spell you have available to cast. You can teleport only to a location that you can see (including one you are currently scrying). You can't bring along another creature (except for a familiar). As a secondary benefit, you gain a +1 competence bonus to your caster level when casting teleportation spells. Use: Activated Reserve Feats Contains all Reserve Feats. Any character can select them but will be forced to re-level if the prerequisites are not met. Clutch of Earth Type of Feat: Reserve Prerequisite: Ability to cast 2nd-level spells Benefit: As long as you have an earth spell of 2nd level or higher available to cast, you can spend a standard action to reduce the speed of any land bound creature within 30 feet of you. The creature's normal land speed, as well as its burrow and climb speeds, decrease by 5 feet per level of the highest level earth spell you have available to cast, to a minimum speed of 5 feet. This effect lasts for 1 round. A successful Fortitude save negates this effect and renders the target immune to the feat's effect for 24 hours. Creatures currently swimming or flying are immune to this effect. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting earth spells. Use: Activated Borne Aloft Type of Feat: Reserve Prerequisite: Ability to cast 5th-level spells Benefit: As long as you have an air spell of 5th level or higher available to cast, you can fly up to 30 feet (perfect maneuverability) as a move action once per round. You must begin and end this flight solidly supported, or you fall. You can't use this ability if you wear heavy armor or carry a heavy load. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting air spells. Use: Activated Protective Ward Type of Feat: Reserve Prerequisite: Access to Protection domain Benefit: As long as you have an abjuration spell available to cast, you can use a standard action to provide a sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus to AC equal to the level of the highest-level abjuration spell you have available to cast. You can apply this bonus either to your AC or to that of a single ally within 30 feet, and it persists until the beginning of your next turn. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting abjuration spells. Use: Activated Shadow Veil Type of Feat: Reserve Prerequisite: Ability to cast 2nd-level spells Benefit: As long as you have a darkness spell of 2nd level or higher available to cast, you can obscure the vision of a subject within 30 feet as a standard action. If the subject fails a Will save, it treats all other creatures and objects as though they had concealment and takes a -5 penalty on Spot checks for 1 round. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting darkness spells. Use: Activated Sunlight Eyes Type of Feat: Reserve Prerequisite: Ability to cast 2nd-level spells Benefit: As long as you have a light spell of 2nd level or higher available to cast, you can take a swift action to grant yourself the ability to see normally in any conditions of illumination (shadowy illumination, darkness, and magical shadow or darkness). The range of this vision is 10 feet per level of the highest-level light spell you have available to cast, and the effect lasts for 1 round. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting light spells. Use: Activated Touch of Distraction Type of Feat: Reserve Prerequisite: Ability to cast 3rd-level spells Benefit: As long as you have an enchantment spell of 3rd level or higher available to cast, you can cloud the mind of a creature within 30 feet as a standard action. The target takes a -2 penalty on its next single attack roll or Reflex saving throw. If the target makes no attacks or Reflex saves within a number of rounds equal to the level of the highest-level enchantment spell you have available to cast, the effect ends. Multiple uses of this feat don't stack. This is an enchantment (compulsion), mind-affecting effect. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting enchantment spells. Use: Activated Umbral Shroud Type of Feat: Reserve Prerequisite: Ability to cast 3rd-level spells Benefit: As long as you have a 3rd-level or higher darkness spell available to cast, shadows and darkness appear to obey your will. As a standard action, you can direct these shadows to obscure the vision of one foe within 30 feet. If your target fails a Will save, its attacks have a miss chance equal to 5% per level of the highest-level darkness spell you have available to cast. This effect lasts until the beginning of your next action. Creatures that do not rely on sight are unaffected by this effect, and those with Blind-Fight or similar abilities can fight as they normally would. As a secondary benefit, you gain darkvision out to 10 feet. If you already have darkvision, its range increases by 10 feet. Use: Activated Charnel Miasma Type of Feat: Reserve Prerequisite: Access to Death domain Benefit: As long as you have a 2nd-level or higher Death domain spell available to cast, you exude an almost imperceptible scent of the grave wherever you go. As a standard action, you can force one foe within 30 feet to attempt a Will save or be shaken for 1 minute. If you use this ability on an already shaken creature and it fails its saving throw, it becomes panicked for 1 minute or until it spends 1 full round out of line of sight of you. Creatures that succeed on this save are not affected again by your charnel miasma for 24 hours. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting death spells. Use: Activated Drowning Glance Type of Feat: Reserve Prerequisite: Ability to cast 4th-level spells Benefit: As long as you have a water spell of 4th level or higher available to cast, you can use a standard action to transform a small portion of the air in a living creature's lungs to water, making it difficult for the creature to breathe. The subject must be within 30 feet. The target becomes exhausted for 1 round; if it succeeds on a Fortitude save, it is instead fatigued for 1 round. Whether or not a targeted creature successfully saves, it is immune to any further uses of your drowning glance for 24 hours. Creatures that can breathe water (or who don't breathe) are immune to this effect. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting water spells. Use: Activated Invisible Needle Type of Feat: Reserve Prerequisite: Ability to cast 3rd-level spells Benefit: As long as you have a force spell of 3rd level or higher available to cast, you can use a standard action to hurl a tiny needle-shaped projectile created from pure force. This attack requires a successful ranged attack roll (not a ranged touch attack), and the dart has a range of 5 feet per level of the force spell. The needle deals 1d4 points of damage per level of the highest-level force spell you have available. Because it is composed of force, the needle can strike incorporeal creatures. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting force spells. Use: Activated Summon Elemental Type of Feat: Reserve Prerequisite: Ability to cast 4th-level spells Benefit: As long as you have a summoning spell of 4th level or higher available to cast, you can summon a Small elemental (air, earth, fire, or water; your choice) within a range of 30 feet. The elemental acts as if summoned by a summon monster spell (PH 285). The duration of the summoning is equal to 1 round per level of the highest-level conjuration (summoning) spell you have available to cast. You can have only one summoned elemental from this feat at a time; if you use the ability a second time, the first elemental disappears. Also, you must remain close to the elemental you summon. If at the end of your turn you are more than 30 feet from the elemental, it disappears. If you have a conjuration (summoning) spell of 6th level or higher available to cast, you can summon a Medium elemental instead. If you have a conjuration (summoning) spell of 8th level or higher available to cast, you can summon a Large elemental instead. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting conjuration (summoning) I spells. Use: Activated Dimensional Reach Type of Feat: Reserve Prerequisite: Ability to cast 3rd-level spells Benefit: As long as you have a conjuration (summoning) spell of 3rd level higher available to cast, you can transport small items directly into your hand as a standard action. You must have line of sight to an item you wish to transport in this way, and it must be unattended. This ability works at a range of up to 5 feet per level of the highest-level summoning spell you have available to cast, and the item can weigh up to 2 pounds per level of that spell. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting conjuration (summoning) spells. Use: Activated Hurricane Breath Type of Feat: Reserve Prerequisite: Ability to cast 2nd-level spells Benefit: As long as you have an air spell of 2nd level or higher available to cast, you can attempt to knock a single creature within 30 feet back with a blast of wind. This requires a standard action and functions much like a bull rush; roll 1d20 + the level of the highest-level air spell you have available to cast opposed by your opponent's Strength check. If you succeed, you push the creature back 5 feet. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting air spells. Use: Activated Minor Shapeshift Type of Feat: Reserve Prerequisite: Ability to cast 4th-level spells Benefit: As long as you have a polymorph spell of 4th level or higher available to cast, you can spend a swift action to grant yourself one of the following BENEFITS:: Might: +2 bonus on melee damage rolls. Mobility: +2 competence bonus on Balance, Climb, Jump, and Swim checks. Savagery: Primary claw attack dealing 1d6 points of damage (assuming Medium size). Speed: +5-foot enhancement bonus to any one movement mode you already possess. Vigor: Temporary hit points equal to your HD. The chosen benefit lasts for a number of rounds equal to the level of the highest-level polymorph spell you have available to cast. If you activate this feat a second time while a previous benefit is still in effect, the first benefit ends immediately. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting polymorph spells. Use: Activated Face-Changer Type of Feat: Reserve Prerequisite: Ability to cast 3rd-level spells Benefit: As long as you have a glamer spell of 3rd level or higher available to cast, you can alter your appearance as the spell disguise self, except that the duration lasts 1 minute per level of the glamer spell. This illusory transformation requires a full-round action to activate. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting glamer spells. Use: Activated Summon Air Elemental Summon Earth Elemental Summon Fire Elemental Summon Water Elemental Minor Shapeshift: Might Minor Shapeshift: Mobility Minor Shapeshift: Savagery Minor Shapeshift: Speed Minor Shapeshift: Vigor Face-Changer Quickselect 1 Face-Changer Quickselect 2 Face-Changer Quickselect 3 Empty Vessel empty vessel Empty Vessels Unpossessed quori hosts, known as empty vessels, train hard for the day they receive their quori spirits. An empty vessel is taller than the average human, but lightly built, with large, almond-shaped eyes that vary in color. Common colors are black, viridian, or violet, although the eyes change color with the mood of the individual. All empty vessels have pale skin and straight hair that ranges in color from jet black to deep blue or green. By human standards, most empty vessels are strikingly handsome or beautiful, and they possess an unnatural charm and a commanding aura that helps them influence others. Most wear their hair long, and they favor ornate clothing and decorations. Humans born and raised on Sarlona to become vessels receive special training and education, and they are remarkable individuals in their own right. Empty Vessel Ability Adjustments: None. Favored Class (Psion): A multiclass empty vessel's psion class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Base movement of 30. - Naturally Psionic (Ex): Empty vessels gain 1 extra power point per character level, regardless of whether they choose a psionic class. - Skills: An empty vessel receives 4 extra skill points at 1st level and 1 extra skill point at each additional level. - +2 racial bonus on Bluff, Diplomacy, and Intimidate checks. Empty vessels are masters of social interaction, influencing others through their commanding presence and subtle psychic powers. - Bonus Feat: Empty vessels gain 1 extra feat at 1st level. - Human: Kalashtar are considered Human for the purpose of spells. - Level Adjustment: +1 Jaebrin jaebrin Jaebrins Jaebrins are fey whose fearsome teeth belie an impish nature. Their powers of enchantment, and their immunity to those same effects, make them tricky opponents and untrustworthy allies. Jaebrins are outcast drifters that enjoy tricking and entertaining mortals. Jaebrins were formerly the jesters of fey courts. Fey nobles delighted in enchanting jaebrins to perform silly or weird acts. For their part, the jaebrins reveled in their role, seeing entertainment as a great service. Eventually they built up a strong tolerance to enchantment. For a number of centuries, they hid this fact from their masters and learned to fake being under the sway of enchantment. In time, fey noble after fey noble discovered the ruse and lost interest in the jaebrins. The forsaken fey were shamed into self-imposed exile. Jaebrins now make their way as merchants, charlatans, and swindlers. Others bring merriment as bards, and a few exploit their talents by becoming sorcerers. Such jaebrins might even seek the excitement of adventuring. Jaebrin Ability Adjustments: -2 Strength, +2 Charisma. Favored Class (Beguiler): A multiclass jaebrin's Beguiler class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: - Fey. Jaebrins are not subject to spells or effects that affect only humanoids. - Base movement of 30. - Low-light vision. - Jaebrins have a +1 bonus to AC. - Immunity to enchantment spells and effects. - Natural Attack: Bite (1d3). - +1 racial bonus on saving throw DCs for enchantment spells the jaebrin casts. - +2 racial bonus on Appraise, Bluff, Perform, and Persuade checks. - +4 racial bonus on Spellcraft checks. - Will Sapper (Ex): Any creature damaged by a jaebrin trickster's bite must succeed on a Will save or take a -4 penalty on Will saves for 1 minute. The effect of multiple bites doesn't stack. The save DC is Constitution-based. - Level Adjustment: +1 Plt ### BEGIN INVOKER MARKER FEATS# Abjurant Champion Invoking (Warlock) Acolye of the Skin Invoking (Warlock) Anima Mage Invoking (Warlock) Arcane Trickster Invoking (Warlock) Blood Magus Invoking (Warlock) Disciple of Asmodeus Invoking (Warlock) Eldritch Disciple Invoking (Warlock) Eldritch Theurge Invoking (Warlock) Enlighted Fist Invoking (Warlock) Hellfire Warlock Invoking (Warlock) Maester Invoking (Warlock) Talon of Tiamat Invoking (Warlock) Unseen Seer Invoking (Warlock) Virtuoso Invoking (Warlock) Wild Mage Invoking (Warlock) Abjurant Champion Invoking (Dragonfire Adept) Acolye of the Skin Invoking (Dragonfire Adept) Anima Mage Invoking (Dragonfire Adept) Arcane Trickster Invoking (Dragonfire Adept) Blood Magus Invoking (Dragonfire Adept) Disciple of Asmodeus Invoking (Dragonfire Adept) Eldritch Disciple Invoking (Dragonfire Adept) Enlighted Fist Invoking (Dragonfire Adept) Maester Invoking (Dragonfire Adept) Talon of Tiamat Invoking (Dragonfire Adept) Unseen Seer Invoking (Dragonfire Adept) Virtuoso Invoking (Dragonfire Adept) Wild Mage Invoking (Dragonfire Adept) Abjurant Champion Invoking (Dragon Shaman) Disciple of Asmodeus Invoking (Dragon Shaman) Eldritch Disciple Invoking (Dragon Shaman) Enlighted Fist Invoking (Dragon Shaman) Talon of Tiamat Invoking (Dragon Shaman) Unseen Seer Invoking (Dragon Shaman) Virtuoso Invoking (Dragon Shaman) Wild Mage Invoking (Dragon Shaman) Abjurant Champion (REMOVE) Acolye of the Skin (REMOVE) Anima Mage (REMOVE) Arcane Trickster (REMOVE) Blood Magus (REMOVE) Disciple of Asmodeus (REMOVE) Enlighted Fist (REMOVE) Maester (REMOVE) Talon of Tiamat (REMOVE) Unseen Seer (REMOVE) Virtuoso (REMOVE) Wild Mage (REMOVE) Invoking: At each level, you gain new invocations known, increased damage with eldritch blast, and an increase in invoker level as if you had also gained a level in the warlock class. You do not, however, gain any other benefit a character of that class would have gained. Invoking: At each level, you gain new invocations known, and an increase in invoker level as if you had also gained a level in the Dragonfire Adept class. You do not, however, gain any other benefit a character of that class would have gained. Invoking: At each level, you gain an increase in invoker level as if you had also gained a level in the Dragon Shaman class. You do not, however, gain any other benefit a character of that class would have gained. Advancement: While this prestige class can advance the caster level of an alternate magic system class, it is instead advancing a standard spellcasting class, or no class at all. ### BEGIN SHADOWCASTER MARKER FEATS# Acolyte of the Skin Shadowcasting (Shadowcaster) Alienist Shadowcasting (Shadowcaster) Child of Night Shadowcasting (Shadowcaster) Disciple of Asmodeus Shadowcasting (Shadowcaster) Dragonsong Lyrist Shadowcasting (Shadowcaster) Elemental Savant Shadowcasting (Shadowcaster) Master of Shadow Shadowcasting (Shadowcaster) Mystic Theurge Shadowcasting (Shadowcaster) Noctumancer Shadowcasting (Shadowcaster) Ollam Shadowcasting (Shadowcaster) Talon of Tiamat Shadowcasting (Shadowcaster) Thrall of Orcus Shadowcasting (Shadowcaster) Acolyte of the Skin Shadowcasting (Shadowsmith) Alienist Shadowcasting (Shadowsmith) Child of Night Shadowcasting (Shadowsmith) Disciple of Asmodeus Shadowcasting (Shadowsmith) Dragonsong Lyrist Shadowcasting (Shadowsmith) Elemental Savant Shadowcasting (Shadowsmith) Master of Shadow Shadowcasting (Shadowsmith) Mystic Theurge Shadowcasting (Shadowsmith) Noctumancer Shadowcasting (Shadowsmith) Ollam Shadowcasting (Shadowsmith) Talon of Tiamat Shadowcasting (Shadowsmith) Thrall of Orcus Shadowcasting (Shadowsmith) Alienist (REMOVE) Dragonsong Lyrist (REMOVE) Elemental Savant (REMOVE) Mystic Theurge (REMOVE) Ollam (REMOVE) Thrall of Orcus (REMOVE) Mysteries: At each level beyond 1st, you gain new mysteries and an increase in caster level (and mysteries known) as if you had also attained a level in a shadowcasting class to which you belonged before adding the prestige class level. Mysteries/Spellcasting: At each level, you gain new mysteries and spells per day and an increase in caster level (and mysteries and spells known, if applicable) as if you had gained a level in both your mystery-using class and your arcane spellcasting class. Mysteries: At each level you gain new mysteries and an increase in caster level (and mysteries known) as if you had also attained a level in a shadowcasting class to which you belonged before adding the prestige class level. Advancement: While this prestige class can advance the caster level of an alternate magic system class, it is instead advancing a standard spellcasting class, or no class at all. Cerebremancer Manifesting (Fist of Zouken) Diamond Dragon Manifesting (Fist of Zouken) Iron Mind Manifesting (Fist of Zouken) Psychic Theurge Manifesting (Fist of Zouken) Sanctified Mind Manifesting (Fist of Zouken) Shadowmind Manifesting (Fist of Zouken) Soulcaster Manifesting (Fist of Zouken) Cerebremancer Manifesting (Psion) Diamond Dragon Manifesting (Psion) Iron Mind Manifesting (Psion) Psychic Theurge Manifesting (Psion) Sanctified Mind Manifesting (Psion) Shadowmind Manifesting (Psion) Soulcaster Manifesting (Psion) Thrallherd Manifesting (Psion) Cerebremancer Manifesting (Psychic Rogue) Diamond Dragon Manifesting (Psychic Rogue) Iron Mind Manifesting (Psychic Rogue) Psychic Theurge Manifesting (Psychic Rogue) Sanctified Mind Manifesting (Psychic Rogue) Shadowmind Manifesting (Psychic Rogue) Soulcaster Manifesting (Psychic Rogue) Cerebremancer Manifesting (Psychic Warrior) Diamond Dragon Manifesting (Psychic Warrior) Iron Mind Manifesting (Psychic Warrior) Psychic Theurge Manifesting (Psychic Warrior) Sanctified Mind Manifesting (Psychic Warrior) Shadowmind Manifesting (Psychic Warrior) Soulcaster Manifesting (Psychic Warrior) Cerebremancer Manifesting (War Mind) Diamond Dragon Manifesting (War Mind) Iron Mind Manifesting (War Mind) Psychic Theurge Manifesting (War Mind) Sanctified Mind Manifesting (War Mind) Shadowmind Manifesting (War Mind) Soulcaster Manifesting (War Mind) Cerebremancer Manifesting (Wilder) Diamond Dragon Manifesting (Wilder) Iron Mind Manifesting (Wilder) Psychic Theurge Manifesting (Wilder) Sanctified Mind Manifesting (Wilder) Shadowmind Manifesting (Wilder) Soulcaster Manifesting (Wilder) Sanctified Mind Divine Spellcasting Soulcaster Arcane Spellcasting Manifesting and Spellcasting: Upon gaining a level in Cerebremancer, the character gains new spells, powers, and power points as if he had also gained a level in his highest caster class and manifester class. Manifesting: Upon reaching levels 2, 3, 4, 5, 7, 8, 9, and 10 the Diamond Dragon gains a new manifester level, increasing his power points, powers known, and maximum power level. Manifesting: Upon reaching levels 2, 3, 4, 5, 7, 8, 9, 10 the Iron Mind gains a new manifester level, increasing his power points, total powers known, and maximum power level. Manifesting and Spellcasting: Upon gaining a level in Psychic Theurge, the character gains new spells, powers, and power points as if he had also gained a level in his highest caster class and manifester class. Manifesting: Upon reaching levels 2, 3, 4, 5, 6 the Sanctified Mind gains a new manifester level, increasing his power points, total powers known, and maximum power level. Manifesting: Upon reaching levels 1, 3, 4, 6, 7, 9, 10 the Shadowmind gains a new manifester level, increasing his power points, total powers known, and maximum power level. Manifesting: Each level, the Soulmanifester gains new powers per day as if they had also gained a level in their manifesting class. Manifesting: Upon reaching levels 2, 3, 4, 5, 6, 7, 8, 9, the Thrallherd gains a new manifester level, increasing his power points, total powers known, and maximum power level. Spellcasting: Upon reaching levels 2, 3, 4, 5, 6 the Sanctified Mind gains new spells as if he had also gained a level in his highest level divine spellcasting class. Spellcasting: Each level, the Soulmanifester gains new spells per day as if they had also gained a level in their highest level arcane spellcasting class. ### BEGIN SPELLCASTER MARKER FEATS# Bardic Spellcasting (Gloura) Sorcerous Spellcasting (Drider) Sorcerous Spellcasting (Arkamoi) Sorcerous Spellcasting (Marrrutact) Sorcerous Spellcasting (Redspawn Arcaniss) Sorcerous Spellcasting (Rakshasa) Sorcerous Spellcasting (Aranea) Abjurant Champion Spellcasting (Fey) Acolyte of the Skin Spellcasting (Fey) Master Alchemist Spellcasting (Fey) Alienist Spellcasting (Fey) Anima Mage Spellcasting (Fey) Archmage Spellcasting (Fey) Arcane Trickster Spellcasting (Fey) Disciple of Asmodeus Spellcasting (Fey) Bladesinger Spellcasting (Fey) Blood Magus Spellcasting (Fey) Cerebremancer Spellcasting (Fey) Diabolist Spellcasting (Fey) Dragonheart Mage Spellcasting (Fey) Dragonsong Lyrist Spellcasting (Fey) Eldritch Knight Spellcasting (Fey) Enlightened Fist Spellcasting (Fey) Elemental Savant Spellcasting (Fey) Eldritch Theurge Spellcasting (Fey) Fochlucan Lyrist Spellcasting (Fey) Frost Mage Spellcasting (Fey) Thrall of Graz'zt Spellcasting (Fey) Harper Mage Spellcasting (Fey) Hathran Spellcasting (Fey) Havoc Mage Spellcasting (Fey) Jade Phoenix Mage Spellcasting (Fey) Drow Judicator Spellcasting (Fey) Maester Spellcasting (Fey) Mage Killer Spellcasting (Fey) Master Harper Spellcasting (Fey) Mystic Theurge Spellcasting (Fey) Noctumancer Spellcasting (Fey) Oozemaster Spellcasting (Fey) Pale Master Spellcasting (Fey) Rage Mage Spellcasting (Fey) Shadow Adept Spellcasting (Fey) Soulcaster Spellcasting (Fey) Spelldancer Spellcasting (Fey) Spellsword Spellcasting (Fey) Talon of Tiamat Spellcasting (Fey) True Necromancer Spellcasting (Fey) Ultimate Magus Spellcasting (Fey) Unseen Spellcasting (Fey) Virtuoso Spellcasting (Fey) Wild Mage Spellcasting (Fey) War Wizard of Cormyr Spellcasting (Fey) Abjurant Champion Spellcasting (Aberration) Acolyte of the Skin Spellcasting (Aberration) Master Alchemist Spellcasting (Aberration) Alienist Spellcasting (Aberration) Anima Mage Spellcasting (Aberration) Archmage Spellcasting (Aberration) Arcane Trickster Spellcasting (Aberration) Disciple of Asmodeus Spellcasting (Aberration) Bladesinger Spellcasting (Aberration) Blood Magus Spellcasting (Aberration) Cerebremancer Spellcasting (Aberration) Diabolist Spellcasting (Aberration) Dragonheart Mage Spellcasting (Aberration) Dragonsong Lyrist Spellcasting (Aberration) Eldritch Knight Spellcasting (Aberration) Enlightened Fist Spellcasting (Aberration) Elemental Savant Spellcasting (Aberration) Eldritch Theurge Spellcasting (Aberration) Force Missile Mage Spellcasting (Aberration) Fochulan Lyrist Spellcasting (Aberration) Frost Mage Spellcasting (Aberration) Thrall of Graz'zt Spellcasting (Aberration) Harper Mage Spellcasting (Aberration) Hathran Spellcasting (Aberration) Havoc Mage Spellcasting (Aberration) Jade Phoenix Mage Spellcasting (Aberration) Drow Judicator Spellcasting (Aberration) Maester Spellcasting (Aberration) Mage Killer Spellcasting (Aberration) Master Harper Spellcasting (Aberration) Mystic Theurge Spellcasting (Aberration) Noctumancer Spellcasting (Aberration) Oozemaster Spellcasting (Aberration) Pale Master Spellcasting (Aberration) Rage Mage Spellcasting (Aberration) Shadow Adept Spellcasting (Aberration) Soulcaster Spellcasting (Aberration) Spelldancer Spellcasting (Aberration) Spellsword Spellcasting (Aberration) Talon of Tiamat Spellcasting (Aberration) True Necromancer Spellcasting (Aberration) Ultimate Magus Spellcasting (Aberration) Unseen Seer Spellcasting (Aberration) Virtuoso Spellcasting (Aberration) Wayfarer Guide Spellcasting (Aberration) Wild Mage Spellcasting (Aberration) War Wizard of Cormyr Spellcasting (Aberration) Abjurant Champion Spellcasting (Monstrous Humaniod) Acolyte of the Skin Spellcasting (Monstrous Humaniod) Master Alchemist Spellcasting (Monstrous Humaniod) Alienist Spellcasting (Monstrous Humaniod) Anima Mage Spellcasting (Monstrous Humaniod) Archmage Spellcasting (Monstrous Humaniod) Arcane Trickster Spellcasting (Monstrous Humaniod) Disciple of Asmodeus Spellcasting (Monstrous Humaniod) Bladesinger Spellcasting (Monstrous Humaniod) Blood Magus Spellcasting (Monstrous Humaniod) Cerebremancer Spellcasting (Monstrous Humaniod) Diabolist Spellcasting (Monstrous Humaniod) Dragonheart Mage Spellcasting (Monstrous Humaniod) Dragonsong Lyrist Spellcasting (Monstrous Humaniod) Eldritch Knight Spellcasting (Monstrous Humaniod) Enlightened Fist Spellcasting (Monstrous Humaniod) Elemental Savant Spellcasting (Monstrous Humaniod) Eldritch Theurge Spellcasting (Monstrous Humaniod) Force Missile Mage Spellcasting (Monstrous Humaniod) Fochulan Lyrist Spellcasting (Monstrous Humaniod) Frost Mage Spellcasting (Monstrous Humaniod) Thrall of Graz'zt Spellcasting (Monstrous Humaniod) Harper Mage Spellcasting (Monstrous Humaniod) Hathran Spellcasting (Monstrous Humaniod) Havoc Mage Spellcasting (Monstrous Humaniod) Jade Phoenix Mage Spellcasting (Monstrous Humaniod) Drow Judicator Spellcasting (Monstrous Humaniod) Maester Spellcasting (Monstrous Humaniod) Mage Killer Spellcasting (Monstrous Humaniod) Master Harper Spellcasting (Monstrous Humaniod) Mystic Theurge Spellcasting (Monstrous Humaniod) Noctumancer Spellcasting (Monstrous Humaniod) Oozemaster Spellcasting (Monstrous Humaniod) Pale Master Spellcasting (Monstrous Humaniod) Rage Mage Spellcasting (Monstrous Humaniod) Shadow Adept Spellcasting (Monstrous Humaniod) Soulcaster Spellcasting (Monstrous Humaniod) Spelldancer Spellcasting (Monstrous Humaniod) Spellsword Spellcasting (Monstrous Humaniod) Talon of Tiamat Spellcasting (Monstrous Humaniod) True Necromancer Spellcasting (Monstrous Humaniod) Ultimate Magus Spellcasting (Monstrous Humaniod) Unseen Seer Spellcasting (Monstrous Humaniod) Virtuoso Spellcasting (Monstrous Humaniod) Wayfarer Guide Spellcasting (Monstrous Humaniod) Wild Mage Spellcasting (Monstrous Humaniod) War Wizard of Cormyr Spellcasting (Monstrous Humaniod) Abjurant Champion Spellcasting (Outsider) Acolyte of the Skin Spellcasting (Outsider) Master Alchemist Spellcasting (Outsider) Alienist Spellcasting (Outsider) Anima Mage Spellcasting (Outsider) Archmage Spellcasting (Outsider) Arcane Trickster Spellcasting (Outsider) Disciple of Asmodeus Spellcasting (Outsider) Bladesinger Spellcasting (Outsider) Blood Magus Spellcasting (Outsider) Cerebremancer Spellcasting (Outsider) Diabolist Spellcasting (Outsider) Dragonheart Mage Spellcasting (Outsider) Dragonsong Lyrist Spellcasting (Outsider) Eldritch Knight Spellcasting (Outsider) Enlightened Fist Spellcasting (Outsider) Elemental Savant Spellcasting (Outsider) Eldritch Theurge Spellcasting (Outsider) Force Missile Mage Spellcasting (Outsider) Fochulan Lyrist Spellcasting (Outsider) Frost Mage Spellcasting (Outsider) Thrall of Graz'zt Spellcasting (Outsider) Harper Mage Spellcasting (Outsider) Hathran Spellcasting (Outsider) Havoc Mage Spellcasting (Outsider) Jade Phoenix Mage Spellcasting (Outsider) Drow Judicator Spellcasting (Outsider) Maester Spellcasting (Outsider) Mage Killer Spellcasting (Outsider) Master Harper Spellcasting (Outsider) Mystic Theurge Spellcasting (Outsider) Noctumancer Spellcasting (Outsider) Oozemaster Spellcasting (Outsider) Pale Master Spellcasting (Outsider) Rage Mage Spellcasting (Outsider) Shadow Adept Spellcasting (Outsider) Soulcaster Spellcasting (Outsider) Spelldancer Spellcasting (Outsider) Spellsword Spellcasting (Outsider) Talon of Tiamat Spellcasting (Outsider) True Necromancer Spellcasting (Outsider) Ultimate Magus Spellcasting (Outsider) Unseen Seer Spellcasting (Outsider) Virtuoso Spellcasting (Outsider) Wayfarer Guide Spellcasting (Outsider) Wild Mage Spellcasting (Outsider) War Wizard of Cormyr Spellcasting (Outsider) Abjurant Champion Spellcasting (Shapechanger) Acolyte of the Skin Spellcasting (Shapechanger) Master Alchemist Spellcasting (Shapechanger) Alienist Spellcasting (Shapechanger) Anima Mage Spellcasting (Shapechanger) Archmage Spellcasting (Shapechanger) Arcane Trickster Spellcasting (Shapechanger) Disciple of Asmodeus Spellcasting (Shapechanger) Bladesinger Spellcasting (Shapechanger) Blood Magus Spellcasting (Shapechanger) Cerebremancer Spellcasting (Shapechanger) Diabolist Spellcasting (Shapechanger) Dragonheart Mage Spellcasting (Shapechanger) Dragonsong Lyrist Spellcasting (Shapechanger) Eldritch Knight Spellcasting (Shapechanger) Enlightened Fist Spellcasting (Shapechanger) Elemental Savant Spellcasting (Shapechanger) Eldritch Theurge Spellcasting (Shapechanger) Force Missile Mage Spellcasting (Shapechanger) Fochulan Lyrist Spellcasting (Shapechanger) Frost Mage Spellcasting (Shapechanger) Thrall of Graz'zt Spellcasting (Shapechanger) Harper Mage Spellcasting (Shapechanger) Hathran Spellcasting (Shapechanger) Havoc Mage Spellcasting (Shapechanger) Jade Phoenix Mage Spellcasting (Shapechanger) Drow Judicator Spellcasting (Shapechanger) Maester Spellcasting (Shapechanger) Mage Killer Spellcasting (Shapechanger) Master Harper Spellcasting (Shapechanger) Mystic Theurge Spellcasting (Shapechanger) Noctumancer Spellcasting (Shapechanger) Oozemaster Spellcasting (Shapechanger) Pale Master Spellcasting (Shapechanger) Rage Mage Spellcasting (Shapechanger) Shadow Adept Spellcasting (Shapechanger) Soulcaster Spellcasting (Shapechanger) Spelldancer Spellcasting (Shapechanger) Spellsword Spellcasting (Shapechanger) Talon of Tiamat Spellcasting (Shapechanger) True Necromancer Spellcasting (Shapechanger) Ultimate Magus Spellcasting (Shapechanger) Unseen Seer Spellcasting (Shapechanger) Virtuoso Spellcasting (Shapechanger) Wayfarer Guide Spellcasting (Shapechanger) Wild Mage Spellcasting (Shapechanger) War Wizard of Cormyr Spellcasting (Shapechanger) Abjurant Champion Spellcasting (Assassin) Acolyte of the Skin Spellcasting (Assassin) Master Alchemist Spellcasting (Assassin) Anima Mage Spellcasting (Assassin) Arcane Trickster Spellcasting (Assassin) Disciple of Asmodeus Spellcasting (Assassin) Bladesinger Spellcasting (Assassin) Cerebremancer Spellcasting (Assassin) Diabolist Spellcasting (Assassin) Dragonheart Mage Spellcasting (Assassin) Eldritch Knight Spellcasting (Assassin) Enlightened Fist Spellcasting (Assassin) Elemental Savant Spellcasting (Assassin) Eldritch Theurge Spellcasting (Assassin) Fochulan Lyrist Spellcasting (Assassin) Frost Mage Spellcasting (Assassin) Thrall of Graz'zt Spellcasting (Assassin) Havoc Mage Spellcasting (Assassin) Drow Judicator Spellcasting (Assassin) Mystic Theurge Spellcasting (Assassin) Noctumancer Spellcasting (Assassin) Oozemaster Spellcasting (Assassin) Pale Master Spellcasting (Assassin) Rage Mage Spellcasting (Assassin) Shadow Adept Spellcasting (Assassin) Soulcaster Spellcasting (Assassin) Spelldancer Spellcasting (Assassin) Spellsword Spellcasting (Assassin) Talon of Tiamat Spellcasting (Assassin) Ultimate Magus Spellcasting (Assassin) Unseen Seer Spellcasting (Assassin) Wild Mage Spellcasting (Assassin) Abjurant Championon Spellcasting (Bard) Acolyte of the Skin Spellcasting (Bard) Master Alchemist Spellcasting (Bard) Alienist Spellcasting (Bard) Anima Mage Spellcasting (Bard) Arcane Trickster Spellcasting (Bard) Disciple of Asmodeus Spellcasting (Bard) Bladesinger Spellcasting (Bard) Blood Magus Spellcasting (Bard) Cerebremancer Spellcasting (Bard) Diabolist Spellcasting (Bard) Dragonheart Mage Spellcasting (Bard) Dragonsong Lyrist Spellcasting (Bard) Eldritch Knight Spellcasting (Bard) Enlightened Fist Spellcasting (Bard) Elemental Savant Spellcasting (Bard) Eldritch Theurge Spellcasting (Bard) Fochlucan Lyrist Spellcasting (Bard) Frost Mage Spellcasting (Bard) Thrall of Graz'zt Spellcasting (Bard) Harper Mage Spellcasting (Bard) Hathran Spellcasting (Bard) Havoc Mage Spellcasting (Bard) Jade Phoenix Mage Spellcasting (Bard) Drow Judicator Spellcasting (Bard) Maester Spellcasting (Bard) Mage Killer Spellcasting (Bard) Master Harper Spellcasting (Bard) Mystic Theurge Spellcasting (Bard) Noctumancer Spellcasting (Bard) Oozemaster Spellcasting (Bard) Pale Master Spellcasting (Bard) Rage Mage Spellcasting (Bard) Shadow Adept Spellcasting (Bard) Soulcaster Spellcasting (Bard) Spelldancer Spellcasting (Bard) Spellsword Spellcasting (Bard) Talon of Tiamat Spellcasting (Bard) Ultimate Magus Spellcasting (Bard) Unseen Spellcasting (Bard) Virtuoso Spellcasting (Bard) Wild Mage Spellcasting (Bard) War Wizard of Cormyr Spellcasting (Bard) Abjurant Champion Spellcasting (Beguiler) Acolyte of the Skin Spellcasting (Beguiler) Master Alchemist Spellcasting (Beguiler) Alienist Spellcasting (Beguiler) Anima Mage Spellcasting (Beguiler) Archmage Spellcasting (Beguiler) Arcane Trickster Spellcasting (Beguiler) Disciple of Asmodeus Spellcasting (Beguiler) Bladesinger Spellcasting (Beguiler) Blood Magus Spellcasting (Beguiler) Cerebremancer Spellcasting (Beguiler) Diabolist Spellcasting (Beguiler) Dragonheart Mage Spellcasting (Beguiler) Dragonsong Lyrist Spellcasting (Beguiler) Eldritch Knight Spellcasting (Beguiler) Enlightened Fist Spellcasting (Beguiler) Elemental Savant Spellcasting (Beguiler) Eldritch Theurge Adept Spellcasting (Beguiler) Fochulan Lyrist Spellcasting (Beguiler) Frost Mage Spellcasting (Beguiler) Thrall of Graz'zt Spellcasting (Beguiler) Harper Mage Spellcasting (Beguiler) Hathran Spellcasting (Beguiler) Havoc Mage Spellcasting (Beguiler) Jade Phoenix Mage Spellcasting (Beguiler) Drow Judicator Spellcasting (Beguiler) Maester Spellcasting (Beguiler) Mage Killer Spellcasting (Beguiler) Master Harper Spellcasting (Beguiler) Mystic Theurge Spellcasting (Beguiler) Noctumancer Spellcasting (Beguiler) Oozemaster Spellcasting (Beguiler) Pale Master Spellcasting (Beguiler) Rage Mage Spellcasting (Beguiler) Shadow Adept Spellcasting (Beguiler) Soulcaster Spellcasting (Beguiler) Spelldancer Spellcasting (Beguiler) Spellsword Spellcasting (Beguiler) Talon of Tiamat Spellcasting (Beguiler) Ultimate Magus Spellcasting (Beguiler) Unseen Seer Spellcasting (Beguiler) Virtuoso Spellcasting (Beguiler) Wild Mage Spellcasting (Beguiler) War Wizard of Cormyr Spellcasting (Beguiler) Abjurant Champion Spellcasting (Celebrant of Sharess) Master Alchemist Spellcasting (Celebrant of Sharess) Alienist Spellcasting (Celebrant of Sharess) Arcane Trickster Spellcasting (Celebrant of Sharess) Bonded Summoner Spellcasting (Celebrant of Sharess) Bladesinger Spellcasting (Celebrant of Sharess) Cerebremancer Spellcasting (Celebrant of Sharess) Dragonheart Mage Spellcasting (Celebrant of Sharess) Dragonsong Lyrist Spellcasting (Celebrant of Sharess) Eldritch Knight Spellcasting (Celebrant of Sharess) Enlightened Fist Spellcasting (Celebrant of Sharess) Eldritch Theurge Spellcasting (Celebant of Sharess) Elemental Savant Spellcasting (Celebrant of Sharess) Frost Mage Spellcasting (Celebrant of Sharess) Harper Mage Spellcasting (Celebrant of Sharess) Havoc Mage Spellcasting (Celebant of Sharess) Jade Phoenix Mage Spellcasting (Celebrant of Sharess) Master Harper Spellcasting (Celebrant of Sharess) Mystic Theurge Spellcasting (Celebrant of Sharess) Noctumancer Spellcasting (Celebrant of Sharess) Oozemaster Spellcasting (Celebrant of Sharess) Rage Mage Spellcasting (Celebant of Sharess) Shadow Adept Spellcasting (Celebrant of Sharess) Soulcaster Spellcasting (Celebrant of Sharess) Spelldancer Spellcasting (Celebrant of Sharess) Spellsword Spellcasting (Celebant of Sharess) Ultimate Magus Spellcasting (Celebrant of Sharess) Unseen Seer Spellcasting (Celebrant of Sharess) Wild Mage Spellcasting (Celebrant of Sharess) War Wizard of Cormyr Spellcasting (Celebrant of Sharess) Abjurant Champion Spellcasting (Cultist of the Shattered Peaks) Acolyte of the Skin Spellcasting (Cultist of the Shattered Peaks) Anima Mage Spellcasting (Cultist of the Shattered Peaks) Arcane Trickster Spellcasting (Cultist of the Shattered Peaks) Disciple of Asmodeus Spellcasting (Cultist of the Shattered Peaks) Bladesinger Spellcasting (Cultist of the Shattered Peaks) Cerebremancer Spellcasting (Cultist of the Shattered Peaks) Diabolist Spellcasting (Cultist of the Shattered Peaks) Dragonsong Lyrist Spellcasting (Cultist of the Shattered Peaks) Eldritch Knight Spellcasting (Cultist of the Shattered Peaks) Enlightened Fist Spellcasting (Cultist of the Shattered Peaks) Elemental Savant Spellcasting (Cultist of the Shattered Peaks) Eldritch Theurge Adept Spellcasting (Cultist of the Shattered Peaks) Fochulan Lyrist Spellcasting (Cultist of the Shattered Peaks) Frost Mage Spellcasting (Cultist of the Shattered Peaks) Thrall of Graz'zt Spellcasting (Cultist of the Shattered Peaks) Harper Mage Spellcasting (Cultist of the Shattered Peaks) Hathran Spellcasting (Cultist of the Shattered Peaks) Havoc Mage Spellcasting (Cultist of the Shattered Peaks) Jade Phoenix Mage Spellcasting (Cultist of the Shattered Peaks) Master Harper Spellcasting (Cultist of the Shattered Peaks) Mystic Theurge Spellcasting (Cultist of the Shattered Peaks) Noctumancer Spellcasting (Cultist of the Shattered Peaks) Oozemaster Spellcasting (Cultist of the Shattered Peaks) Pale Master Spellcasting (Cultist of the Shattered Peaks) Rage Mage Spellcasting (Cultist of the Shattered Peaks) Shadow Adept Spellcasting (Cultist of the Shattered Peaks) Soulcaster Spellcasting (Cultist of the Shattered Peaks) Spelldancer Spellcasting (Cultist of the Shattered Peaks) Spellsword Spellcasting (Cultist of the Shattered Peaks) Talon of Tiamat Spellcasting (Cultist of the Shattered Peaks) Ultimate Magus Spellcasting (Cultist of the Shattered Peaks) Unseen Seer Spellcasting (Cultist of the Shattered Peaks) Wild Mage Spellcasting (Cultist of the Shattered Peaks) War Wizard of Cormyr Spellcasting (Cultist of the Shattered Peaks) Acolyte of the Skin Spellcasting (Dread Necromancer) Master Alchemist Spellcasting (Dread Necromancer) Alienist Spellcasting (Dread Necromancer) Anima Mage Spellcasting (Dread Necromancer) Archmage Spellcasting (Dread Necromancer) Arcane Trickster Spellcasting (Dread Necromancer) Disciple of Asmodeus Spellcasting (Dread Necromancer) Bladesinger Spellcasting (Dread Necromancer) Blood Magus Spellcasting (Dread Necromancer) Cerebremancer Spellcasting (Dread Necromancer) Diabolist Spellcasting (Dread Necromancer) Dragonheart Mage Spellcasting (Dread Necromancer) Dragonsong Lyrist Spellcasting (Dread Necromancer) Eldritch Knight Spellcasting (Dread Necromancer) Enlightened Fist Spellcasting (Dread Necromancer) Elemental Savant Spellcasting (Dread Necromancer) Eldritch Theurge Adept Spellcasting (Dread Necromancer) Fochulan Lyrist Spellcasting (Dread Necromancer) Frost Mage Spellcasting (Dread Necromancer) Thrall of Graz'zt Spellcasting (Dread Necromancer) Harper Mage Spellcasting (Dread Necromancer) Hathran Spellcasting (Dread Necromancer) Havoc Mage Spellcasting (Dread Necromancer) Jade Phoenix Mage Spellcasting (Dread Necromancer) Drow Judicator Spellcasting (Dread Necromancer) Maester Spellcasting (Dread Necromancer) Mage Killer Spellcasting (Dread Necromancer) Master Harper Spellcasting (Dread Necromancer) Mystic Theurge Spellcasting (Dread Necromancer) Noctumancer Spellcasting (Dread Necromancer) Oozemaster Spellcasting (Dread Necromancer) Pale Master Spellcasting (Dread Necromancer) Rage Mage Spellcasting (Dread Necromancer) Shadow Adept Spellcasting (Dread Necromancer) Soulcaster Spellcasting (Dread Necromancer) Spelldancer Spellcasting (Dread Necromancer) Spellsword Spellcasting (Dread Necromancer) Talon of Tiamat Spellcasting (Dread Necromancer) True Necromancer Spellcasting (Dread Necromancer) Ultimate Magus Spellcasting (Dread Necromancer) Unseen Seer Spellcasting (Dread Necromancer) Wild Mage Spellcasting (Dread Necromancer) War Wizard of Cormyr Spellcasting (Dread Necromancer) Abjurant Champion Spellcasting (Duskblade) Acolyte of the Skin Spellcasting (Duskblade) Master Alchemist Spellcasting (Duskblade) Anima Mage Spellcasting (Duskblade) Arcane Trickster Spellcasting (Duskblade) Disciple of Asmodeus Spellcasting (Duskblade) Bladesinger Spellcasting (Duskblade) Blood Magus Spellcasting (Duskblade) Cerebremancer Spellcasting (Duskblade) Dragonheart Mage Spellcasting (Duskblade) Diabolist Spellcasting (Duskblade) Dragonsong Lyrist Spellcasting (Duskblade) Eldritch Knight Spellcasting (Duskblade) Enlightened Fist Spellcasting (Duskblade) Elemental Savant Spellcasting (Duskblade) Eldritch Theurge Spellcasting (Duskblade) Fochulan Lyrist Spellcasting (Duskblade) Frost Mage Spellcasting (Duskblade) Thrall of Graz'zt Spellcasting (Duskblade) Harper Mage Spellcasting (Duskblade) Hathran Spellcasting (Duskblade) Havoc Mage Spellcasting (Duskblade) Jade Phoenix Mage Spellcasting (Duskblade) Drow Judicator Spellcasting (Duskblade) Maester Spellcasting (Duskblade) Mage Killer Spellcasting (Duskblade) Master Harper Spellcasting (Duskblade) Mystic Theurge Spellcasting (Duskblade) Noctumancer Spellcasting (Duskblade) Oozemaster Spellcasting (Duskblade) Pale Master Spellcasting (Duskblade) Rage Mage Spellcasting (Duskblade) Shadow Adept Spellcasting (Duskblade) Soulcaster Spellcasting (Duskblade) Spelldancer Spellcasting (Duskblade) Spellsword Spellcasting (Duskblade) Talon of Tiamat Spellcasting (Duskblade) True Necromancer Spellcasting (Duskblade) Ultimate Magus Spellcasting (Duskblade) Unseen Seer Spellcasting (Duskblade) Virtuoso Spellcasting (Duskblade) Wild Mage Spellcasting (Duskblade) War Wizard of Cormyr Spellcasting (Duskblade) Abjurant Champion Spellcasting (Harper Scout) Anima Mage Spellcasting (Harper Scout) Arcane Trickster Spellcasting (Harper Scout) Bladesinger Spellcasting (Harper Scout) Cerebremancer Spellcasting (Harper Scout) Dragonheart Mage Spellcasting (Harper Scout) Dragonsong Lyrist Spellcasting (Harper Scout) Eldritch Knight Spellcasting (Harper Scout) Enlightened Fist Spellcasting (Harper Scout) Elemental Savant Spellcasting (Harper Scout) Eldritch Theurge Spellcasting (Harper Scout) Fochulan Lyrist Spellcasting (Harper Scout) Frost Mage Spellcasting (Harper Scout) Harper Mage Spellcasting (Harper Scout) Hathran Spellcasting (Harper Scout) Havoc Mage Spellcasting (Harper Scout) Jade Phoenix Mage Spellcasting (Harper Scout) Master Harper Spellcasting (Harper Scout) Mystic Theurge Spellcasting (Harper Scout) Noctumancer Spellcasting (Harper Scout) Oozemaster Spellcasting (Harper Scout) Pale Master Spellcasting (Harper Scout) Rage Mage Spellcasting (Harper Scout) Shadow Adept Spellcasting (Harper Scout) Soulcaster Spellcasting (Harper Scout) Spelldancer Spellcasting (Harper Scout) Spellsword Spellcasting (Harper Scout) Ultimate Magus Spellcasting (Harper Scout) Unseen Seer Spellcasting (Harper Scout) Wild Mage Spellcasting (Harper Scout) Abjurant Champion Spellcasting (Hexblade) Acolyte of the Skin Spellcasting (Hexblade) Master Alchemist Spellcasting (Hexblade) Anima Mage Spellcasting (Hexblade) Arcane Trickster Spellcasting (Hexblade) Disciple of Asmodeus Spellcasting (Hexblade) Bonded Summoner Spellcasting (Hexblade) Bladesinger Spellcasting (Hexblade) Cerebremancer Spellcasting (Hexblade) Diabolist Spellcasting (Hexblade) Dragonheart Mage Spellcasting (Hexblade) Dragonsong Lyrist Spellcasting (Hexblade) Eldritch Knight Spellcasting (Hexblade) Enlightened Fist Spellcasting (Hexblade) Elemental Savant Spellcasting (Hexblade) Eldritch Theurge Spellcasting (Hexblade) Fochulan Lyrist Spellcasting (Hexblade) Frost Mage Spellcasting (Hexblade) Thrall of Graz'zt Spellcasting (Hexblade) Harper Mage Spellcasting (Hexblade) Hathran Spellcasting (Hexblade) Havoc Mage Spellcasting (Hexblade) Jade Phoenix Mage Spellcasting (Hexblade) Drow Judicator Spellcasting (Hexblade) Master Harper Spellcasting (Hexblade) Mystic Theurge Spellcasting (Hexblade) Noctumancer Spellcasting (Hexblade) Oozemaster Spellcasting (Hexblade) Pale Master Spellcasting (Hexblade) Rage Mage Spellcasting (Hexblade) Shadow Adept Spellcasting (Hexblade) Soulcaster Spellcasting (Hexblade) Spelldancer Spellcasting (Hexblade) Spellsword Spellcasting (Hexblade) Talont of Talon of Tiamat Spellcasting (Hexblade) True Necromancer Spellcasting (Hexblade) Ultimate Magus Spellcasting (Hexblade) Unseen Seer Spellcasting (Hexblade) Wild Mage Spellcasting (Hexblade) War Wizard of Cormyr Spellcasting (Hexblade) Abjurant Champion Spellcasting (Knight of the Weave) Master Alchemist Spellcasting (Knight of the Weave) Anima Mage Spellcasting (Knight of the Weave) Arcane Trickster Spellcasting (Knight of the Weave) Bladesinger Spellcasting (Knight of the Weave) Blood Magus Spellcasting (Knight of the Weave) Cerebremancer Spellcasting (Knight of the Weave) Dragonheart Mage Spellcasting (Knight of the Weave) Dragonsong Lyrist Spellcasting (Knight of the Weave) Eldritch Knight Spellcasting (Knight of the Weave) Enlightened Fist Spellcasting (Knight of the Weave) Elemental Savant Spellcasting (Knight of the Weave) Eldritch Theurge Spellcasting (Knight of the Weave) Force Missile Mage Spellcasting (Knight of the Weave) Fochulan Lyrist Spellcasting (Knight of the Weave) Frost Mage Spellcasting (Knight of the Weave) Harper Mage Spellcasting (Knight of the Weave) Hathran Spellcasting (Knight of the Weave) Havoc Mage Spellcasting (Knight of the Weave) Jade Phoenix Mage Spellcasting (Knight of the Weave) Maester Spellcasting (Knight of the Weave) Master Harper Spellcasting (Knight of the Weave) Mystic Theurge Spellcasting (Knight of the Weave) Noctumancer Spellcasting (Knight of the Weave) Oozemaster Spellcasting (Knight of the Weave) Pale Master Spellcasting (Knight of the Weave) Rage Mage Spellcasting (Knight of the Weave) Shadow Adept Spellcasting (Knight of the Weave) Soulcaster Spellcasting (Knight of the Weave) Spelldancer Spellcasting (Knight of the Weave) Spellsword Spellcasting (Knight of the Weave) Ultimate Magus Spellcasting (Knight of the Weave) Unseen Seer Spellcasting (Knight of the Weave) Wayfarer Guide Spellcasting (Knight of the Weave) Wild Mage Spellcasting (Knight of the Weave) War Wizard of Cormyr Spellcasting (Knight of the Weave) Abjurant Champion Spellcasting (Telflammar Shadowlord) Acolyte of the Skin Spellcasting (Telflammar Shadowlord) Master Alchemist Spellcasting (Telflammar Shadowlord) Anima Mage Spellcasting (Telflammar Shadowlord) Arcane Trickster Spellcasting (Telflammar Shadowlord) Disciple of Asmodeus Spellcasting (Telflammar Shadowlord) Bladesinger Spellcasting (Telflammar Shadowlord) Cerebremancer Spellcasting (Telflammar Shadowlord) Diabolist Spellcasting (Telflammar Shadowlord) Dragonheart Mage Spellcasting (Telflammar Shadowlord) Dragonsong Lyrist Spellcasting (Telflammar Shadowlord) Eldritch Knight Spellcasting (Telflammar Shadowlord) Enlightened Fist Spellcasting (Telflammar Shadowlord) Elemental Savant Spellcasting (Telflammar Shadowlord) Eldritch Theurge Spellcasting (Telflammar Shadowlord) Fochulan Lyrist Spellcasting (Telflammar Shadowlord) Frost Mage Spellcasting (Telflammar Shadowlord) Thrall of Graz'zt Spellcasting (Telflammar Shadowlord) Harper Mage Spellcasting (Telflammar Shadowlord) Hathran Spellcasting (Telflammar Shadowlord) Havoc Mage Spellcasting (Telflammar Shadowlord) Jade Phoenix Mage Spellcasting (Telflammar Shadowlord) Drow Judicator Spellcasting (Telflammar Shadowlord) Master Harper Spellcasting (Telflammar Shadowlord) Mystic Theurge Spellcasting (Telflammar Shadowlord) Noctumancer Spellcasting (Telflammar Shadowlord) Oozemaster Spellcasting (Telflammar Shadowlord) Pale Master Spellcasting (Telflammar Shadowlord) Rage Mage Spellcasting (Telflammar Shadowlord) Shadow Adept Spellcasting (Telflammar Shadowlord) Soulcaster Spellcasting (Telflammar Shadowlord) Spelldancer Spellcasting (Telflammar Shadowlord) Spellsword Spellcasting (Telflammar Shadowlord) Talon of Tiamat Spellcasting (Telflammar Shadowlord) True Necromancer Spellcasting (Telflammar Shadowlord) Ultimate Magus Spellcasting (Telflammar Shadowlord) Unseen Seer Spellcasting (Telflammar Shadowlord) Wild Mage Spellcasting (Telflammar Shadowlord) War Wizard of Cormyr Spellcasting (Telflammar Shadowlord) Abjurant Champion Spellcasting (Sorcerer) Acolyte of the Skin Spellcasting (Sorcerer) Master Alchemist Spellcasting (Sorcerer) Alienist Spellcasting (Sorcerer) Anima Mage Spellcasting (Sorcerer) Archmage Spellcasting (Sorcerer) Arcane Trickster Spellcasting (Sorcerer) Disciple of Asmodeus Spellcasting (Sorcerer) Bladesinger Spellcasting (Sorcerer) Blood Magus Spellcasting (Sorcerer) Bonded Summoner Spellcasting (Sorcerer) Cerebremancer Spellcasting (Sorcerer) Diabolist Spellcasting (Sorcerer) Dragonheart Mage Spellcasting (Sorcerer) Dragonsong Lyrist Spellcasting (Sorcerer) Eldritch Knight Spellcasting (Sorcerer) Enlightened Fist Spellcasting (Sorcerer) Elemental Savant Spellcasting (Sorcerer) Eldritch Theurge Spellcasting (Sorcerer) Force Missile Mage Spellcasting (Sorcerer) Fochulan Lyrist Spellcasting (Sorcerer) Frost Mage Spellcasting (Sorcerer) Thrall of Graz'zt Spellcasting (Sorcerer) Harper Mage Spellcasting (Sorcerer) Hathran Spellcasting (Sorcerer) Havoc Mage Spellcasting (Sorcerer) Jade Phoenix Mage Spellcasting (Sorcerer) Drow Judicator Spellcasting (Sorcerer) Maester Spellcasting (Sorcerer) Mage Killer Spellcasting (Sorcerer) Master Harper Spellcasting (Sorcerer) Mystic Theurge Spellcasting (Sorcerer) Noctumancer Spellcasting (Sorcerer) Oozemaster Spellcasting (Sorcerer) Pale Master Spellcasting (Sorcerer) Rage Mage Spellcasting (Sorcerer) Shadow Adept Spellcasting (Sorcerer) Soulcaster Spellcasting (Sorcerer) Spelldancer Spellcasting (Sorcerer) Spellsword Spellcasting (Sorcerer) Talon of Tiamat Spellcasting (Sorcerer) True Necromancer Spellcasting (Sorcerer) Ultimate Magus Spellcasting (Sorcerer) Unseen Seer Spellcasting (Sorcerer) Virtuoso Spellcasting (Sorcerer) Wayfarer Guide Spellcasting (Sorcerer) Wild Mage Spellcasting (Sorcerer) War Wizard of Cormyr Spellcasting (Sorcerer) Abjurant Champion Spellcasting (Sublime Chord) Acolyte of the Skin Spellcasting (Sublime Chord) Master Alchemist Spellcasting (Sublime Chord) Alienist Spellcasting (Sublime Chord) Anima Mage Spellcasting (Sublime Chord) Archmage Spellcasting (Sublime Chord) Arcane Trickster Spellcasting (Sublime Chord) Disciple of Asmodeus Spellcasting (Sublime Chord) Bladesinger Spellcasting (Sublime Chord) Blood Magus Spellcasting (Sublime Chord) Cerebremancer Spellcasting (Sublime Chord) Diabolist Spellcasting (Sublime Chord) Dragonheart Mage Spellcasting (Sublime Chord) Dragonsong Lyrist Spellcasting (Sublime Chord) Eldritch Knight Spellcasting (Sublime Chord) Enlightened Fist Spellcasting (Sublime Chord) Elemental Savant Spellcasting (Sublime Chord) Eldritch Theurge Spellcasting (Sublime Chord) Fochulan Lyrist Spellcasting (Sublime Chord) Frost Mage Spellcasting (Sublime Chord) Thrall of Graz'zt Spellcasting (Sublime Chord) Harper Mage Spellcasting (Sublime Chord) Hathran Spellcasting (Sublime Chord) Havoc Mage Spellcasting (Sublime Chord) Jade Phoenix Mage Spellcasting (Sublime Chord) Drow Judicator Spellcasting (Sublime Chord) Maester Spellcasting (Sublime Chord) Mage Killer Spellcasting (Sublime Chord) Master Harper Spellcasting (Sublime Chord) Mystic Theurge Spellcasting (Sublime Chord) Noctumancer Spellcasting (Sublime Chord) Oozemaster Spellcasting (Sublime Chord) Pale Master Spellcasting (Sublime Chord) Rage Mage Spellcasting (Sublime Chord) Shadow Adept Spellcasting (Sublime Chord) Soulcaster Spellcasting (Sublime Chord) Spelldancer Spellcasting (Sublime Chord) Spellsword Spellcasting (Sublime Chord) Talon of Tiamat Spellcasting (Sublime Chord) True Necromancer Spellcasting (Sublime Chord) Ultimate Magus Spellcasting (Sublime Chord) Unseen Seer Spellcasting (Sublime Chord) Wayfarer Guide Spellcasting (Sublime Chord) Wild Mage Spellcasting (Sublime Chord) War Wizard of Cormyr Spellcasting (Sublime Chord) Abjurant Champion Spellcasting (Suel Archanamach) Acolyte of the Skin Spellcasting (Suel Archanamach) Master Alchemist Spellcasting (Suel Archanamach) Anima Mage Spellcasting (Suel Archanamach) Arcane Trickster Spellcasting (Suel Archanamach) Disciple of Asmodeus Spellcasting (Suel Archanamach) Bladesinger Spellcasting (Suel Archanamach) Blood Magus Spellcasting (Suel Archanamach) Cerebremancer Spellcasting (Suel Archanamach) Diabolist Spellcasting (Suel Archanamach) Dragonheart Mage Spellcasting (Suel Archanamach) Dragonsong Lyrist Spellcasting (Suel Archanamach) Eldritch Knight Spellcasting (Suel Archanamach) Enlightened Fist Spellcasting (Suel Archanamach) Elemental Savant Spellcasting (Suel Archanamach) Eldritch Theurge Spellcasting (Suel Archanamach) Fochulan Lyrist Spellcasting (Suel Archanamach) Frost Mage Spellcasting (Suel Archanamach) Thrall of Graz'zt Spellcasting (Suel Archanamach) Harper Mage Spellcasting (Suel Archanamach) Hathran Spellcasting (Suel Archanamach) Havoc Mage Spellcasting (Suel Archanamach) Jade Phoenix Mage Spellcasting (Suel Archanamach) Drow Judicator Spellcasting (Suel Archanamach) Maester Spellcasting (Suel Archanamach) Mage Killer Spellcasting (Suel Archanamach) Master Harper Spellcasting (Suel Archanamach) Mystic Theurge Spellcasting (Suel Archanamach) Noctumancer Spellcasting (Suel Archanamach) Oozemaster Spellcasting (Suel Archanamach) Pale Master Spellcasting (Suel Archanamach) Rage Mage Spellcasting (Suel Archanamach) Shadow Adept Spellcasting (Suel Archanamach) Soulcaster Spellcasting (Suel Archanamach) Spelldancer Spellcasting (Suel Archanamach) Spellsword Spellcasting (Suel Archanamach) Talon of Tiamat Spellcasting (Suel Archanamach) Ultimate Magus Spellcasting (Suel Archanamach) Unseen Seer Spellcasting (Suel Archanamach) Wild Mage Spellcasting (Suel Archanamach) War Wizard of Cormyr Spellcasting (Suel Archanamach) Acolyte of the Skin Spellcasting (Warmage) Master Alchemist Spellcasting (Warmage) Anima Mage Spellcasting (Warmage) Archmage Spellcasting (Warmage) Arcane Trickster Spellcasting (Warmage) Disciple of Asmodeus Spellcasting (Warmage) Bladesinger Spellcasting (Warmage) Blood Magus Spellcasting (Warmage) Bonded Summoner Spellcasting (Warmage) Cerebremancer Spellcasting (Warmage) Diabolist Spellcasting (Warmage) Dragonheart Mage Spellcasting (Warmage) Dragonsong Lyrist Spellcasting (Warmage) Eldritch Knight Spellcasting (Warmage) Enlightened Fist Spellcasting (Warmage) Elemental Savant Spellcasting (Warmage) Eldritch Theurge Spellcasting (Warmage) Force Missile Mage Spellcasting (Warmage) Frost Mage Spellcasting (Warmage) Fochlucan Lyrist Spellcasting (Warmage) Thrall of Graz'zt Spellcasting (Warmage) Harper Mage Spellcasting (Warmage) Hathran Spellcasting (Warmage) Havoc Mage Spellcasting (Warmage) Jade Phoenix Mage Spellcasting (Warmage) Judicator Spellcasting (Warmage) Maester Spellcasting (Warmage) Mage Killer Spellcasting (Warmage) Master Harper Spellcasting (Warmage) Mystic Theurge Spellcasting (Warmage) Noctumancer Spellcasting (Warmage) Oozemaster Spellcasting (Warmage) Pale Master Spellcasting (Warmage) Rage Mage Spellcasting (Warmage) Shadow Adept Spellcasting (Warmage) Soulcaster Spellcasting (Warmage) Spelldancer Spellcasting (Warmage) Spellsword Spellcasting (Warmage) Talon of Tiamat Spellcasting (Warmage) Ultimate Magus Spellcasting (Warmage) Unseen Spellcasting (Warmage) Virtuoso Spellcasting (Warmage) Wild Mage Spellcasting (Warmage) War Wizard of Cormyr Spellcasting (Warmage) Abjurant Champion Spellcasting (Wizard) Acolyte of the Skin Spellcasting (Wizard) Master Alchemist Spellcasting (Wizard) Alienist Spellcasting (Wizard) Anima Mage Spellcasting (Wizard) Archmage Spellcasting (Wizard) Arcane Trickster Spellcasting (Wizard) Disciple of Asmodeus Spellcasting (Wizard) Bladesinger Spellcasting (Wizard) Blood Magus Spellcasting (Wizard) Bonded Summoner Spellcasting (Wizard) Cerebremancer Spellcasting (Wizard) Diabolist Spellcasting (Wizard) Dragonsong Lyrist Spellcasting (Wizard) Eldritch Knight Spellcasting (Wizard) Enlightened Fist Spellcasting (Wizard) Elemental Savant Spellcasting (Wizard) Eldritch Theurge Spellcasting (Wizard) Force Missile Mage Spellcasting (Wizard) Fochlucan Lyrist Spellcasting (Wizard) Frost Mage Spellcasting (Wizard) Thrall of Graz'zt Spellcasting (Wizard) Harper Mage Spellcasting (Wizard) Hathran Spellcasting (Wizard) Havoc Mage Spellcasting (Wizard) Jade Phoenix Mage Spellcasting (Wizard) Drow Judicator Spellcasting (Wizard) Maester Spellcasting (Wizard) Mage Killer Spellcasting (Wizard) Master Harper Spellcasting (Wizard) Mystic Theurge Spellcasting (Wizard) Noctumancer Spellcasting (Wizard) Oozemaster Spellcasting (Wizard) Pale Master Spellcasting (Wizard) Rage Mage Spellcasting (Wizard) Red Wizard Spellcasting (Wizard) Shadow Adept Spellcasting (Wizard) Soulcaster Spellcasting (Wizard) Spelldancer Spellcasting (Wizard) Spellsword Spellcasting (Wizard) Talon of Tiamat Spellcasting (Wizard) True Necromancer Spellcasting (Wizard) Ultimate Magus Spellcasting (Wizard) Unseen Spellcasting (Wizard) Virtuoso Spellcasting (Wizard) Wayfarer Guide Spellcasting (Wizard) Wild Mage Spellcasting (Wizard) War Wizard of Cormyr Spellcasting (Wizard) Black Flame Zealot Spellcasting (Archivist) Blightlord Spellcasting (Archivist) Brimstone Speaker Spellcasting (Archivist) Combat Medic Spellcasting (Archivist) Contemplative Spellcasting (Archivist) Eldritch Disciple Spellcasting (Archivist) Fist of Raziel Spellcasting (Archivist) Forest Master Spellcasting (Archivist) Fochulan Lyrist Spellcasting (Archivist) Hathran Spellcasting (Archivist) Heartwarder Spellcasting (Archivist) Hierophant Spellcasting (Archivist) Hospitaler Spellcasting (Archivist) Drow Judicator Spellcasting (Archivist) Mighty Contender of Kord Spellcasting (Archivist) Mystic Theurge Spellcasting (Archivist) Ollam Spellcasting (Archivist) Oozemaster Spellcasting (Archivist) Thrall of Orcus Spellcasting (Archivist) Psychic Theurge Spellcasting (Archivist) Ruby Knight Vindicator Spellcasting (Archivist) Runecaster Spellcasting (Archivist) Sacred Fist Spellcasting (Archivist) Sacred Purifier Spellcasting (Archivist) Sapphire Hierarch Spellcasting (Archivist) Sanctified Mind Spellcasting (Archivist) Shadowbane Stalker Spellcasting (Archivist) Shining Blade of Heironeous Spellcasting (Archivist) Stormlord Spellcasting (Archivist) Swift Wing Spellcasting (Archivist) Battleguard of Tempus Spellcasting (Archivist) Tenebrous Apostate Spellcasting (Archivist) True Necromancer Spellcasting (Archivist) Warpriest Spellcasting (Archivist) Black Flame Zealot Spellcasting (Blackguard) Blightlord Spellcasting (Blackguard) Contemplative Spellcasting (Blackguard) Eldritch Disciple Spellcasting (Blackguard) Fochulan Lyrist Spellcasting (Blackguard) Hospitaler Spellcasting (Blackguard) Judicator Spellcasting (Blackguard) Mystic Theurge Spellcasting (Blackguard) Oozemaster Spellcasting (Blackguard) Thrall of Orcus Spellcasting (Blackguard) Psychic Theurge Spellcasting (Blackguard) Ruby Knight Vindicator Spellcasting (Blackguard) Runecaster Spellcasting (Blackguard) Sacred Fist Spellcasting (Blackguard) Sapphire Hierarch Spellcasting (Blackguard) Stormlord Spellcasting (Blackguard) Swift Wing Spellcasting (Blackguard) Tenebrous Apostate Spellcasting (Blackguard) Battleguard of Tempus Spellcasting (Blackguard) Warpriest Spellcasting (Blackguard) Black Flame Zealot Spellcasting (Blighter) Blightlord Spellcasting (Blighter) Contemplative Spellcasting (Blighter) Eldritch Disciple Spellcasting (Blighter) Fochulan Lyrist Spellcasting (Blighter) Hierophant Spellcasting (Blighter) Hospitaler Spellcasting (Blighter) Judicator Spellcasting (Blighter) Master of Shrouds Spellcasting (Blighter) Mystic Theurge Spellcasting (Blighter) Oozemaster Spellcasting (Blighter) Thrall of Orcus Spellcasting (Blighter) Psychic Theurge Spellcasting (Blighter) Ruby Knight Vindicator Spellcasting (Blighter) Runecaster Spellcasting (Blighter) Sacred Fist Spellcasting (Blighter) Sapphire Hierarch Spellcasting (Blighter) Stormlord Spellcasting (Blighter) Swift Wing Spellcasting (Blighter) Tenebrous Apostate Spellcasting (Blighter) True Necromancer Spellcasting (Blighter) Warpriest Spellcasting (Blighter) Black Flame Zealot Spellcasting (Cleric) Blightlord Spellcasting (Cleric) Brimstone Speaker Spellcasting (Cleric) Combat Medic Spellcasting (Cleric) Contemplative Spellcasting (Cleric) Eldritch Disciple Spellcasting (Cleric) Fist of Raziel Spellcasting (Cleric) Fochulan Lyrist Spellcasting (Cleric) Forest Master Spellcasting (Cleric) Hathran Spellcasting (Cleric) Heartwarder Spellcasting (Cleric) Hierophant Spellcasting (Cleric) Hospitaler Spellcasting (Cleric) Drow Judicator Spellcasting (Cleric) Master of Shrouds Spellcasting (Cleric) Mighty Contender of Kord Spellcasting (Cleric) Morninglord of Lathander Spellcasting (Cleric) Mystic Theurge Spellcasting (Cleric) Ollam Spellcasting (Cleric) Oozemaster Spellcasting (Cleric) Thrall of Orcus Spellcasting (Cleric) Psychic Theurge Spellcasting (Cleric) Ruby Knight Vindicator Spellcasting (Cleric) Runecaster Spellcasting (Cleric) Sacred Fist Spellcasting (Cleric) Sacred Purifier Spellcasting (Cleric) Sapphire Hierarch Spellcasting (Cleric) Sanctified Mind Spellcasting (Cleric) Shadowbane Stalker Spellcasting (Cleric) Shining Blade of Heironeous Spellcasting (Cleric) Stormlord Spellcasting (Cleric) Swift Wing Spellcasting (Cleric) Battleguard of Tempus Spellcasting (Cleric) Tenebrous Apostate Spellcasting (Cleric) True Necromancer Spellcasting (Cleric) Warpriest Spellcasting (Cleric) Brimstone Speaker Spellcasting (Slayer of Domiel) Contemplative Spellcasting (Slayer of Domiel) Eldritch Disciple Spellcasting (Slayer of Domiel) Fist of Raziel Spellcasting (Slayer of Domiel) Hathran Spellcasting (Slayer of Domiel) Hospitaler Spellcasting (Slayer of Domiel) Mystic Theurge Spellcasting (Slayer of Domiel) Ollam Spellcasting (Slayer of Domiel) Oozemaster Spellcasting (Slayer of Domiel) Psychic Theurge Spellcasting (Slayer of Domiel) Runecaster Spellcasting (Slayer of Domiel) Sacred Fist Spellcasting (Slayer of Domiel) Sacred Purifier Spellcasting (Slayer of Domiel) Sapphire Hierarch Spellcasting (Slayer of Domiel) Sanctified Mind Spellcasting (Slayer of Domiel) Shadowbane Stalker Spellcasting (Slayer of Domiel) Shining Blade of Heironeous Spellcasting (Slayer of Domiel) Swift Wing Spellcasting (Slayer of Domiel) Warpriest Spellcasting (Slayer of Domiel) Talontar Blightlord Spellcasting (Druid) Combat Medic Spellcasting (Druid) Contemplative Spellcasting (Druid) Eldritch Disciple Spellcasting (Druid) Fochulan Lyrist Spellcasting (Druid) Forest Master Spellcasting (Druid) Hathran Spellcasting (Druid) Hierophant Spellcasting (Druid) Hospitaler Spellcasting (Druid) Judicator Spellcasting (Druid) Mystic Theurge Spellcasting (Druid) Oozemaster Spellcasting (Druid) Psychic Theurge Spellcasting (Druid) Runecaster Spellcasting (Druid) Sacred Fist Spellcasting (Druid) Sacred Purifier Spellcasting (Druid) Sanctified Mind Spellcasting (Druid) Sapphire Hierarch Spellcasting (Druid) Stormlord Spellcasting (Druid) Swift Wing Spellcasting (Druid) Warpriest Spellcasting (Druid) Black Flame Zealot Spellcasting (Favoured Soul) Blightlord Spellcasting (Favoured Soul) Brimstone Speaker Spellcasting (Favoured Soul) Combat Medic Spellcasting (Favoured Soul) Contemplative Spellcasting (Favoured Soul) Eldritch Disciple Spellcasting (Favoured Soul) Fist of Raziel Spellcasting (Favoured Soul) Forest Master Spellcasting (Favoured Soul) Fochulan Lyrist Spellcasting (Favoured Soul) Hathran Spellcasting (Favoured Soul) Heartwarder Spellcasting (Favoured Soul) Hierophant Spellcasting (Favoured Soul) Hospitaler Spellcasting (Favoured Soul) Drow Judicator Spellcasting (Favoured Soul) Mighty Contender of Kord Spellcasting (Favoured Soul) Morninglord of Lathander Spellcasting (Favoured Soul) Mystic Theurge Spellcasting (Favoured Soul) Ollam Spellcasting (Favoured Soul) Oozemaster Spellcasting (Favoured Soul) Thrall of Orcus Spellcasting (Favoured Soul) Psychic Theurge Spellcasting (Favoured Soul) Ruby Knight Vindicator Spellcasting (Favoured Soul) Runecaster Spellcasting (Favoured Soul) Sacred Fist Spellcasting (Favoured Soul) Sacred Purifier Spellcasting (Favoured Soul) Sanctified Mind Spellcasting (Favoured Soul) Sapphire Hierarch Spellcasting (Favoured Soul) Shadowbane Stalker Spellcasting (Favoured Soul) Shining Blade of Heironeous Spellcasting (Favoured Soul) Stormlord Spellcasting (Favoured Soul) Swift Wing Spellcasting (Favoured Soul) Battleguard of Tempus Spellcasting (Favoured Soul) Tenebrous Apostate Spellcasting (Favoured Soul) True Necromancer Spellcasting (Favoured Soul) Warpriest Spellcasting (Favoured Soul) Brimstone Speaker Spellcasting (Healer) Combat Medic Spellcasting (Healer) Contemplative Spellcasting (Healer) Eldritch Disciple Spellcasting (Healer) Fochulan Lyrist Spellcasting (Healer) Hathran Spellcasting (Healer) Heartwarder Spellcasting (Healer) Hierophant Spellcasting (Healer) Hospitaler Spellcasting (Healer) Mighty Contender of Kord Spellcasting (Healer) Morninglord of Lathander Spellcasting (Healer) Mystic Theurge Spellcasting (Healer) Ollam Spellcasting (Healer) Oozemaster Spellcasting (Healer) Psychic Theurge Spellcasting (Healer) Runecaster Spellcasting (Healer) Sacred Fist Spellcasting (Healer) Sacred Purifier Spellcasting (Healer) Sanctified Mind Spellcasting (Healer) Sapphire Hierarch Spellcasting (Healer) Shadowbane Stalker Spellcasting (Healer) Shining Blade Spellcasting (Healer) Swift Wing Spellcasting (Healer) Warpriest Spellcasting (Healer) Black Flame Zealot Spellcasting (Justice of Weald and Woe) Blightlord Spellcasting (Justice of Weald and Woe) Brimstone Speaker Spellcasting (Justice of Weald and Woe) Combat Medic Spellcasting (Justice of Weald and Woe) Contemplative Spellcasting (Justice of Weald and Woe) Eldritch Disciple Spellcasting (Justice of Weald and Woe) Fochulan Lyrist Spellcasting (Justice of Weald and Woe) Hathran Spellcasting (Justice of Weald and Woe) Heartwarder Spellcasting (Justice of Weald and Woe) Hospitaler Spellcasting (Justice of Weald and Woe) Drow Judicator Spellcasting (Justice of Weald and Woe) Mighty Contender of Kord Spellcasting (Justice of Weald and Woe) Mystic Theurge Spellcasting (Justice of Weald and Woe) Ollam Spellcasting (Justice of Weald and Woe) Oozemaster Spellcasting (Justice of Weald and Woe) Thrall of Orcus Spellcasting (Justice of Weald and Woe) Psychic Theurge Spellcasting (Justice of Weald and Woe) Runecaster Spellcasting (Justice of Weald and Woe) Sacred Fist Spellcasting (Justice of Weald and Woe) Sacred Purifier Spellcasting (Justice of Weald and Woe) Sanctified Mind Spellcasting (Justice of Weald and Woe) Sapphire Hierarch Spellcasting (Justice of Weald and Woe) Shadowbane Stalker Spellcasting (Justice of Weald and Woe) Shining Blade of Heironeous Spellcasting (Justice of Weald and Woe) Stormlord Spellcasting (Justice of Weald and Woe) Swift Wing Spellcasting (Justice of Weald and Woe) Tenebrous Apostate Spellcasting (Justice of Weald and Woe) Battleguard of Tempus Spellcasting (Justice of Weald and Woe) Warpriest Spellcasting (Justice of Weald and Woe) Brimstone Speaker Spellcasting (Knight of the Chalice) Combat Medic Spellcasting (Knight of the Chalice) Contemplative Spellcasting (Knight of the Chalice) Eldritch Disciple Spellcasting (Knight of the Chalice) Fist of Raziel Spellcasting (Knight of the Chalice) Fochulan Lyrist Spellcasting (Knight of the Chalice) Hathran Spellcasting (Knight of the Chalice) Hospitaler Spellcasting (Knight of the Chalice) Mystic Theurge Spellcasting (Knight of the Chalice) Ollam Spellcasting (Knight of the Chalice) Psychic Theurge Spellcasting (Knight of the Chalice) Runecaster Spellcasting (Knight of the Chalice) Sacred Fist Spellcasting (Knight of the Chalice) Sacred Purifier Spellcasting (Knight of the Chalice) Sanctified Mind Spellcasting (Knight of the Chalice) Sapphire Hierarch Spellcasting (Knight of the Chalice) Shadowbane Stalker Spellcasting (Knight of the Chalice) Shining Blade Spellcasting (Knight of the Chalice) Swift Wing Spellcasting (Knight of the Chalice) Warpriest Spellcasting (Knight of the Chalice) Brimstone Speaker Spellcasting (Knight of the Middle Circle) Combat Medic Spellcasting (Knight of the Middle Circle) Contemplative Spellcasting (Knight of the Middle Circle) Eldritch Disciple Spellcasting (Knight of the Middle Circle) Fist of Raziel Spellcasting (Knight of the Middle Circle) Fochulan Lyrist Spellcasting (Knight of the Middle Circle) Hathran Spellcasting (Knight of the Middle Circle) Heartwarder Spellcasting (Knight of the Middle Circle) Hospitaler Spellcasting (Knight of the Middle Circle) Mighty Contender of Kord Spellcasting (Knight of the Middle Circle) Mystic Theurge Spellcasting (Knight of the Middle Circle) Ollam Spellcasting (Knight of the Middle Circle) Oozemaster Spellcasting (Knight of the Middle Circle) Psychic Theurge Spellcasting (Knight of the Middle Circle) Runecaster Spellcasting (Knight of the Middle Circle) Sacred Fist Spellcasting (Knight of the Middle Circle) Sacred Purifier Spellcasting (Knight of the Middle Circle) Sanctified Mind Spellcasting (Knight of the Middle Circle) Sapphire Hierarch Spellcasting (Knight of the Middle Circle) Shadowbane Stalker Spellcasting (Knight of the Middle Circle) Shining Blade Spellcasting (Knight of the Middle Circle) Swift Wing Spellcasting (Knight of the Middle Circle) Warpriest Spellcasting (Knight of the Middle Circle) Brimstone Speaker Spellcasting (Nentyar Hunter) Combat Medic Spellcasting (Nentyar Hunter) Contemplative Spellcasting (Nentyar Hunter) Eldritch Disciple Spellcasting (Nentyar Hunter) Forest Master Spellcasting (Nentyar Hunter) Fochulan Lyrist Spellcasting (Nentyar Hunter) Hathran Spellcasting (Nentyar Hunter) Hospitaler Spellcasting (Nentyar Hunter) Mighty Contender of Kord Spellcasting (Nentyar Hunter) Mystic Theurge Spellcasting (Nentyar Hunter) Ollam Spellcasting (Nentyar Hunter) Oozemaster Spellcasting (Nentyar Hunter) Psychic Theurge Spellcasting (Nentyar Hunter) Runecaster Spellcasting (Nentyar Hunter) Sacred Fist Spellcasting (Nentyar Hunter) Sacred Purifier Spellcasting (Nentyar Hunter) Sanctified Mind Spellcasting (Nentyar Hunter) Sapphire Hierarch Spellcasting (Nentyar Hunter) Shadowbane Stalker Spellcasting (Nentyar Hunter) Shining Blade Spellcasting (Nentyar Hunter) Swift Wing Spellcasting (Nentyar Hunter) Warpriest Spellcasting (Nentyar Hunter) Black Flame Zealot Spellcasting (Ocular Adept) Blightlord Spellcasting (Ocular Adept) Eldritch Disciple Spellcasting (Ocular Adept) Hierophant Spellcasting (Ocular Adept) Hospitaler Spellcasting (Ocular Adept) Master of Shrouds Spellcasting (Ocular Adept) Mystic Theurge Spellcasting (Ocular Adept) Oozemaster Spellcasting (Ocular Adept) Psychic Theurge Spellcasting (Ocular Adept) Runecaster Spellcasting (Ocular Adept) Sacred Fist Spellcasting (Ocular Adept) True Necromancer Spellcasting (Ocular Adept) Warpriest Spellcasting (Ocular Adept) Brimstone Speaker Spellcasting (Paladin) Contemplative Spellcasting (Paladin) Fist of Raziel Spellcasting (Paladin) Hathran Spellcasting (Paladin) Hospitaler Spellcasting (Paladin) Morninglord of Lathander Spellcasting (Paladin) Mystic Theurge Spellcasting (Paladin) Ollam Spellcasting (Paladin) Oozemaster Spellcasting (Paladin) Psychic Theurge Spellcasting (Paladin) Ruby Knight Vindicator Spellcasting (Paladin) Runecaster Spellcasting (Paladin) Sacred Fist Spellcasting (Paladin) Sacred Purifier Spellcasting (Paladin) Sanctified Mind Spellcasting (Paladin) Sapphire Hierarch Spellcasting (Paladin) Shadowbane Stalker Spellcasting (Paladin) Shining Blade Spellcasting (Paladin) Swift Wing Spellcasting (Paladin) Warpriest Spellcasting (Paladin) Black Flame Zealot Spellcasting (Ranger) Blightlord Spellcasting (Ranger) Brimstone Speaker Spellcasting (Ranger) Combat Medic Spellcasting (Ranger) Contemplative Spellcasting (Ranger) Eldritch Disciple Spellcasting (Ranger) Forest Master Spellcasting (Ranger) Fochulan Lyrist Spellcasting (Ranger) Hathran Spellcasting (Ranger) Heartwarder Spellcasting (Ranger) Hospitaler Spellcasting (Ranger) Drow Judicator Spellcasting (Ranger) Mighty Contender of Kord Spellcasting (Ranger) Morninglord of Lathander Spellcasting (Ranger) Mystic Theurge Spellcasting (Ranger) Ollam Spellcasting (Ranger) Oozemaster Spellcasting (Ranger) Thrall of Orcus Spellcasting (Ranger) Psychic Theurge Spellcasting (Ranger) Runecaster Spellcasting (Ranger) Sacred Fist Spellcasting (Ranger) Sacred Purifier Spellcasting (Ranger) Sanctified Mind Spellcasting (Ranger) Sapphire Hierarch Spellcasting (Ranger) Shadowbane Stalker Spellcasting (Ranger) Shining Blade Spellcasting (Ranger) Stormlord Spellcasting (Ranger) Swift Wing Spellcasting (Ranger) Battleguard of Tempus Spellcasting (Ranger) Tenebrous Apostate Spellcasting (Ranger) Warpriest Spellcasting (Ranger) Black Flame Zealot Spellcasting (Shaman) Blightlord Spellcasting (Shaman) Brimstone Speaker Spellcasting (Shaman) Combat Medic Spellcasting (Shaman) Contemplative Spellcasting (Shaman) Eldritch Disciple Spellcasting (Shaman) Fochulan Lyrist Spellcasting (Shaman) Forest Master Spellcasting (Shaman) Hathran Spellcasting (Shaman) Heartwarder Spellcasting (Shaman) Hierophant Spellcasting (Shaman) Hospitaler Spellcasting (Shaman) Drow Judicator Spellcasting (Shaman) Master of Shrouds Spellcasting (Shaman) Mighty Contender of Kord Spellcasting (Shaman) Morninglord of Lathander Spellcasting (Shaman) Mystic Theurge Spellcasting (Shaman) Ollam Spellcasting (Shaman) Oozemaster Spellcasting (Shaman) Thrall of Orcus Spellcasting (Shaman) Psychic Theurge Spellcasting (Shaman) Ruby Knight Vindicator Spellcasting (Shaman) Runecaster Spellcasting (Shaman) Sacred Fist Spellcasting (Shaman) Sacred Purifier Spellcasting (Shaman) Sanctified Mind Spellcasting (Shaman) Sapphire Hierarch Spellcasting (Shaman) Shadowbane Stalker Spellcasting (Shaman) Shining Blade Spellcasting (Shaman) Stormlord Spellcasting (Shaman) Swift Wing Spellcasting (Shaman) Tenebrous Apostate Spellcasting (Shaman) Battleguard of Tempus Spellcasting (Shaman) True Necromancer Spellcasting (Shaman) Warpriest Spellcasting (Shaman) Black Flame Zealot Spellcasting (Sohei) Blightlord Spellcasting (Sohei) Brimstone Speaker Spellcasting (Sohei) Contemplative Spellcasting (Sohei) Eldritch Disciple Spellcasting (Sohei) Fist of Raziel Spellcasting (Sohei) Fochulan Lyrist Spellcasting (Sohei) Hathran Spellcasting (Sohei) Hospitaler Spellcasting (Sohei) Drow Judicator Spellcasting (Sohei) Mystic Theurge Spellcasting (Sohei) Ollam Spellcasting (Sohei) Oozemaster Spellcasting (Sohei) Thrall of Orcus Spellcasting (Sohei) Psychic Theurge Spellcasting (Sohei) Runecaster Spellcasting (Sohei) Sacred Fist Spellcasting (Sohei) Sacred Purifier Spellcasting (Sohei) Sanctified Mind Spellcasting (Sohei) Sapphire Hierarch Spellcasting (Sohei) Shining Blade Spellcasting (Sohei) Swift Wing Spellcasting (Sohei) Tenebrous Apostate Spellcasting (Sohei) Warpriest Spellcasting (Sohei) Brimstone Speaker Spellcasting (Soldier of Light) Combat Medic Spellcasting (Soldier of Light) Contemplative Spellcasting (Soldier of Light) Eldritch Disciple Spellcasting (Soldier of Light) Fochulan Lyrist Spellcasting (Soldier of Light) Hathran Spellcasting (Soldier of Light) Hospitaler Spellcasting (Soldier of Light) Morninglord of Lathander Spellcasting (Soldier of Light) Mystic Theurge Spellcasting (Soldier of Light) Oozemaster Spellcasting (Soldier of Light) Psychic Theurge Spellcasting (Soldier of Light) Runecaster Spellcasting (Soldier of Light) Sacred Fist Spellcasting (Soldier of Light) Sacred Purifier Spellcasting (Soldier of Light) Sanctified Mind Spellcasting (Soldier of Light) Swift Wing Spellcasting (Soldier of Light) Warpriest Spellcasting (Soldier of Light) Black Flame Zealot Spellcasting (Spirit Shaman) Blightlord Spellcasting (Spirit Shaman) Brimstone Speaker Spellcasting (Spirit Shaman) Combat Medic Spellcasting (Spirit Shaman) Contemplative Spellcasting (Spirit Shaman) Eldritch Disciple Spellcasting (Spirit Shaman) Fochulan Lyrist Spellcasting (Spirit Shaman) Forest Master Spellcasting (Spirit Shaman) Hathran Spellcasting (Spirit Shaman) Heartwarder Spellcasting (Spirit Shaman) Hierophant Spellcasting (Spirit Shaman) Hospitaler Spellcasting (Spirit Shaman) Drow Judicator Spellcasting (Spirit Shaman) Mighty Contender of Kord Spellcasting (Spirit Shaman) Mystic Theurge Spellcasting (Spirit Shaman) Ollam Spellcasting (Spirit Shaman) Thrall of Orcus Spellcasting (Spirit Shaman) Psychic Theurge Spellcasting (Spirit Shaman) Runecaster Spellcasting (Spirit Shaman) Sacred Fist Spellcasting (Spirit Shaman) Sacred Purifier Spellcasting (Spirit Shaman) Sanctified Mind Spellcasting (Spirit Shaman) Sapphire Hierarch Spellcasting (Spirit Shaman) Shadowbane Stalker Spellcasting (Spirit Shaman) Shining Blade Spellcasting (Spirit Shaman) Stormlord Spellcasting (Spirit Shaman) Swift Wing Spellcasting (Spirit Shaman) Battleguard Tempus Spellcasting (Spirit Shaman) Tenebrous Apostate Spellcasting (Spirit Shaman) Warpriest Spellcasting (Spirit Shaman) Black Flame Zealot Spellcasting (Ur-Priest) Contemplative Spellcasting (Ur-Priest) Eldritch Disciple Spellcasting (Ur-Priest) Hierophant Spellcasting (Ur-Priest) Hospitaler Spellcasting (Ur-Priest) Drow Judicator Spellcasting (Ur-Priest) Mystic Theurge Spellcasting (Ur-Priest) Oozemaster Spellcasting (Ur-Priest) Psychic Theurge Spellcasting (Ur-Priest) Runecaster Spellcasting (Ur-Priest) Sacred Fist Spellcasting (Ur-Priest) Sapphire Hierarch Spellcasting (Ur-Priest) Swift Wing Spellcasting (Ur-Priest) Tenebrous Apostate Spellcasting (Ur-Priest) True Necromancer Spellcasting (Ur-Priest) Warpriest Spellcasting (Ur-Priest) Brimstone Speaker Spellcasting (Vassal of Bahamut) Contemplative Spellcasting (Vassal of Bahamut) Fist of Raziel (Vassal of Bahamut) Hathran Spellcasting (Vassal of Bahamut) Hospitaler Spellcasting (Vassal of Bahamut) Mystic Theurge Spellcasting (Vassal of Bahamut) Ollam Spellcasting (Vassal of Bahamut) Oozemaster Spellcasting (Vassal of Bahamut) Psychic Theurge Spellcasting (Vassal of Bahamut) Runecaster Spellcasting (Vassal of Bahamut) Sacred Fist Spellcasting (Vassal of Bahamut) Sacred Purifier Spellcasting (Vassal of Bahamut) Sanctified Mind Spellcasting (Vassal of Bahamut) Sapphire Hierarch Spellcasting (Vassal of Bahamut) Shadowbane Stalker Spellcasting (Vassal of Bahamut) Shining Blade Spellcasting (Vassal of Bahamut) Swift Wing Spellcasting (Vassal of Bahamut) Warpriest Spellcasting (Vassal of Bahamut) Disciple of Asmodeus Spellcasting (N/A) Talon of Tiamat Spellcasting (N/A) Dragonsong Lyrist Spellcasting (N/A) Ollam Spellcasting (N/A) Combat Medic Spellcasting (Paladin) Morninglord of Lathander Spellcasting (Sohei) Bardic Casting: Gloura cast spells as a Bard of their hit dice (7th level). Sorcerous Casting: Driders cast spells as a Sorcerer of their hit dice (6th level). Sorcerous Casting: Arkamoi cast spells as a Sorcerer of their hit dice (4th level). Sorcerous Casting: Marrutact cast spells as a Sorcerer of their hit dice (7th level). Sorcerous Casting: Redspawn Arcaniss cast spells as a Sorcerer of their hit dice (8th level). Sorcerous Casting: Rakshasa cast spells as a Sorcerer of their hit dice (7th level). Sorcerous Casting: Aranea cast spells as a Sorcerer of their hit dice (3rd level). Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming an abjurant champion, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known. Spells per Day/Spells Known: At each even-numbered level, an acolyte of the skin gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, a bonus feat, and so on). If he had more than one spellcasting class before becoming an acolyte of the skin, he must decide to which class to add each level for the purpose of determining spells per day and spells known. Spells per Day: A master alchemist's training focuses on magic. Thus, when a character gains a new level of master alchemist, she gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on). Spells per Day/Spells Known: At each level, an alienist gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, a bonus feat, and so on). If she had more than one spellcasting class before becoming an alienist, she must decide to which class to add each level for the purpose of determining spells per day and spells known. Spellcasting: At each anima mage level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming an anima mage, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known. Spells per Day/Spells Known: When a new archmage level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class in which he could cast 7th-level spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one arcane spellcasting class in which he could cast 7th-level spells before he became an archmage, he must decide to which class he adds each level of archmage for the purpose of determining spells per day. Spells per Day: When a new arcane trickster level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an arcane trickster, he must decide to which class he adds the new level for purposes of determining spells per day. Spells: When a disciple of Asmodeus attains 1st level, and at every other level after that, 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. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those received from the prestige class, and so on), except for an increased effective level of spellcasting. This essentially means that he adds the new level of disciple of Asmodeus to the level of whatever other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly. Spells per Day: At every oddnumbered level gained in the bladesinger class, the character gains new spells per day as if she had also gained a level in an arcane spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one arcane spellcasting class be fore becoming a bladesinger, she must decide to which class she adds the new level for purposes of determining spells per day. Spells per Day/Spells Known: At each level except 5th and 10th, a blood magus gains new spells per day (and spells known, if applicable) as if he had also gained a level in an arcane spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (such as the bonus feat sometimes gained by a wizard). If he had more than one arcane spellcasting class before becoming a blood magus, he must decide to which class to add each level for the purpose of determining spells per day and spells known. Spells per Day: At every even numbered level gained in the bonded summoner class, the character gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain all the benefits a character of that class would have gained (metamagic or item creation feats, and so on), except for an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming a bonded summoner, he must decide to which class he adds the new level for purposes of determining spells per day. Spells per Day/Powers Known: When a new cerebremancer level is attained, the character gains new spells per day as if he had also attained a level in any one arcane spellcasting class he belonged to before he added the prestige class. He gains additional power points per day and access to new powers as if he had also gained a level in any one manifesting class he belonged to previously. He does not, however, gain any other benefit a character of either class would have gained (bonus metamagic, metapsionic, or item creation feats, psicrystal special abilities, and so on). This essentially means that he adds the level of cerebremancer to the level of whatever other arcane spellcasting class and manifesting class the character has, then determines spells per day, caster level, power points per day, powers known, and manifester level accordingly. Spells: When a diabolist attains 1st level, and at every other level after that, 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. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those received from the prestige class, and so on), except for an increased effective level of spellcasting. This essentially means that he adds the new level of diabolist to the level of whatever other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly. Spellcasting: At each level except 1st and 6th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a dragonheart mage, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known. Spellcasting: Each time an even-numbered dragonsong lyrist level is gained, the character gains new spells per day and spells known as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on). This essentially means that the character adds 1/2 her dragonsong lyrist level to the level of whatever spellcasting class she has, then determines spells per day and caster level accordingly. Spells per Day: From 2nd level on, when a new eldritch knight level is gained, the character gains new spells per day as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on). This essentially means that she adds the level of eldritch knight to the level of whatever other arcane spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one arcane spellcasting class before she became an eldritch knight, she must decide to which class she adds levels of eldritch knight for the purpose of determining spells per day. Spells per Day/Spells Known: Except at 1st level and 6th level, an enlightened fist gains new spells per day (and spells known, if applicable) as if she had also gained a level in an arcane spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (such as the bonus feat sometimes gained by a wizard). If she had more than one arcane spellcasting class before becoming an enlightened fist, she must decide to which class to add each level for the purpose of determining spells per day and spells known. Spells per Day/Spells Known: At each level except 5th and 10th, an elemental savant gains new spells per day (and spells known, if applicable) as if she had also gained a level in an arcane spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one arcane spellcasting class before becoming an elemental savant, she must decide to which class to add each level for the purpose of determining spells per day and spells known. Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class (but not an invocation-using class) to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming an eldritch theurge, you must decide to which class to add levels to for the purpose of determining spells per day, caster level, and spells known. Spells per Day/Spells Known: At each level, a Fochlucan lyrist gains new spells per day (and spells known, if applicable) as if she had also gained a level in any one arcane spellcasting class and any one divine spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one arcane spellcasting class or divine spellcasting class before becoming a Fochlucan lyrist, she must decide to which class to add each Fochlucan lyrist level for the purpose of determining spells per day, spells known, and overall caster level. Spells: A force missile mage continues training in magic as he gains levels. At each level after 1st, the force missile mage gains new spells per day (and spells known, if applicable) as if he had also gained a level in an spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. If the character has levels in more than one spellcasting class before becoming a force missile mage, he must decide to which class he adds each level of force missile mage for the purposes of determining spells per day. Spells per Day/Spells Known: At every level gained in the frost mage class, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation bonus feats, hit points beyond those he receives from the prestige class, and so on), except for an increased effective level of spellcasting. If a character has more than one spellcasting class before becoming a frost mage, he must decide to which class he adds the new level for purposes of determining spells per day and spells known. Spells: When a thrall of Graz'zt gains 1st level, and every two levels after that (plus 10th level), the character gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points, beyond those received from the prestige class, and so on), except for an increased effective level of spellcasting. This essentially means that she adds the new level of thrall of Graz'zt to the level of whatever other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly. Spells per Day/Spells Known: A Harper mage's training focuses on magic. Thus, when a character gains a new level of Harper mage, she gains new spells per day as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats, for example). Spells per Day: A hathran's training focuses on arcane or divine spells. Every second level, the hathran gains new spells per day as if she had also gained a level in her highest arcane and divine classes. She does not learn any new arcane spells through this ability, however. She does not, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on). This essentially means that she adds the level of hathran to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly. Since all hathrans are multiclasss spellcasters, some choose to expand their skill in arcane, others the divine, and the remainder strike a balance between the two. Spells per Day: At 2nd, 4th, and 5th level, a havoc mage gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain all the benefits a character of that class would have gained (metamagic or item creation feats, and so on), except for an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming a havoc mage, he must decide to which class he adds the levels to for purposes of determining spells per day. Spellcasting: At each level except 1st and 6th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a Jade Phoenix mage, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known. Spells per Day: At every third drow judicator level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level (for male drow, this is usually an arcane spellcasting class, although male clerics of Selvetarm sometimes become drow judicators). He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or rebuking undead, metamagic or item creation feats, and the like). Spells per Day/Spells Known: Beginning at 2nd level, a maester gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level He does not, however, gain any other benefit a character of that class would have gained, if he had more than one spellcasting class before becoming a maester, he must decide to which class to add each level for the purpose of determining spells per day and spells known. Spells per Day: A mage-killer's training focuses on magic. Thus, when a character gains a new level of mage-killer, she gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on). Spells per Day: A master Harper continues training in magic as well as Harper lore. Thus, when a new master Harper level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. If the master Harper adds a spellcasting level to a class that keeps a personal spell list, such as bard or sorcerer, she add spells to her list as though adding a level of that class. If she adds spellcasting levels to a class that keeps spellbooks, such as wizards, she gains two new spells for her spellbooks, just as if she had gained a level in that class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on). This essentially means that she adds the level of master Harper to the level of some other spellcasting class the character has, then determines spells per day and caster level accordingly. Spells per Day: When a new mystic theurge level is gained, the character gains new spells per day as if he had also gained a level in any one arcane spellcasting class he belonged to before he added the prestige class and any one divine spellcasting class he belonged to previously. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on). This essentially means that he adds the level of mystic theurge to the level of whatever other arcane spellcasting class and divine spellcasting class the character has, then determines spells per day and caster level accordingly. Mysteries/Spellcasting: At each level, you gain new mysteries or spells per day and an increase in caster level (and mysteries or spells known, if applicable) as if you had also gained a level in both your mystery-using class and your arcane spellcasting class. You do not, however, gain any other benefits a character of these classes would have gained. If you had more than one mystery-using or arcane spellcasting class before becoming a noctumancer, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known. Spells per Day/Spells Known: At 2nd level and every other oozemaster level thereafter, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class. He does nor, however, gain any other benefit a character of that class would have gained (additional wild shape options, metamagic or item creation feats, or the like). If the character had more than one spellcasting class before becoming an oozemaster, the player must decide to which class to add each oozemaster level for determining spells per day and spells known. Spells per Day: At every second level gained in the pale master class, the character gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those he receives from the prestige class, and so on), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a pale master, he must decide to which class he adds the new level for purposes of determining spells per day. Spells per Day: At every even-numbered level gained in the rage mage class, the character gains new spells per day as if she had also gained a level in an arcane spellcasting class she belonged to before adding the prestige class. In no case, however, does she gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting (but see spell rage, below). if a character had more than one arcane spellcasting class before becoming a rage mage, she must decide to which class she adds the new level for purposes of determining spells per day. Spells per Day: A Red Wizard's training focuses on arcane spells. Thus, when a new Red Wizard level is gained, the character gains new spells per day as if he had also gained a level in whatever arcane spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on). This essentially means that he adds the level of Red Wizard to the level of whatever other arcane spellcasting class the character has, then determines spells per day and caster level accordingly. Spells per Day: A shadow adept's training focuses on magic. Thus, when a new shadow adept 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. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling of rebuking undead, metamagic or item creation feats, and so on). This essentially means that he adds the level of shadow adept to the level of whatever other spellcasting class the character has, then determines spells per and caster level accordingly. Spellcasting: At each soulcaster level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a soulcaster, you must decide to which class to add to for the purpose of determining spells per day, caster level, and spells known. Spells per Day: When a character gains a new level of spelldancer, she gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on). Spells per Day: At every odd-numbered level, a spellsword gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats, and so on), save for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a spellsword, he must decide to which class he adds the new levels to for purposes of determining spells per day. Spellcasting: When an even-numbered talon of Tiamat level is gained, the character gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds 1/2 his talon of Tiamat level to the level of some other arcane spellcasting class he has, then determines spells per day and caster level accordingly. Spells per Day/Spells Known: A true necromancer gains new spells per day (and spells known, if applicable) as if she had also gained a level in either an arcane spellcasting class she belonged to before adding the prestige class, a divine spellcasting class she belonged to before adding the prestige class, or both, according to the accompanying table. She does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats and so on; but see Improved Rebuking and Necromantic Prowess, below). If she had more than one arcane or divine spellcasting class before becoming a true necromancer, she must decide to which class she adds the levels for purposes of determining spells per day and spells known. Spellcasting: At each level except 1st, 4th, and 7th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in both a prepared arcane casting class and a spontaneous arcane casting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of those classes would have gained. At 1st, 4th, and 7th level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in your arcane spellcasting class with the lowest caster level. Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming an unseen seer, you must decide to which class to add levels to for the purpose of determining spells per day, caster level, and spells known. Spells per Day: Starting at second level, when a character gains a new level of virtuoso, she gains new spells per day as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats, and so on). Spells per Day/Spells Known: At 1st and 3rd level, a wayfarer guide gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, a bonus feat, and so on). If she had more than one spellcasting class before becoming a wayfarer guide, she must decide to which class to add level to for the purpose of determining spells per day and spells known. Spells per Day/Spells Known: At each level, a wild mage gains new spells per day (and spells known, if applicable) as if she had also gained a level in an arcane spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (such as the bonus feat sometimes gained by a wizard). If she had more than one arcane spellcasting class before becoming a wild mage, she must decide to which class to add levels to for the purpose of determining spells per day and spells known. Spells per Day: A war wizard's training focuses on magic. Thus, when a character gains a new level of war wizard, she gains new spells per day as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (increased familiar powers, metamagic or item creation feats, and so on). Spells per Day/Spells Known: At each even-numbered black flame zealot level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). If the character had more than one divine spellcasting class before becoming a black flame zealot, the player must decide to which class to add each black flame zealot level for the purpose of determining spells per day and spells known. Spells Per Day: At every Talontar blightlord level (except 6th and 10th), the character gains new divine spells per day as if she had also gained a level in a divine spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). This essentially means that she adds the level of Talontar blightlord to the level of whatever spellcasting class the character has, then determines spells per day and caster level accordingly. Spellcasting: At each level except 1st, 3rd, 6th, and 9th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a brimstone speaker, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known. Spellcasting: As you attain more levels, you continue your training in your chosen spellcasting field. You get new spells per day, spells known, and an increase in caster level as if you had also gained a level in any one spellcasting class that includes cure light wounds on its spell list, provided you belonged to that class previously. You do not, however, gain any other class feature a character of that class would have gained. This essentially means that you add the level of combat medic to the level of whatever eligible spellcasting class you have, and then determine spells per day and caster levels accordingly. If you had more than one eligible spellcasting class before becoming a combat medic, you must decide to which class you add levels of combat medic for the purposes of determining spells per day, spells known, and caster level. Spells per Day/Spells Known: A contemplative who was previously a spellcaster continues to gain access to more powerful divine magic while following the contemplative path. Thus, when a new contemplative level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in the spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, more frequent remove disease, and so on). This essentially means that she adds the level of contemplative to the level of whatever other spellcasting class the character has, then determines spells per day accordingly. Spellcasting: At each level beyond 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming an eldritch disciple, you must decide to which class to levels to for the purpose of determining spells per day, caster level, and spells known. Spells per Day: Starting at 2nd level, and at each level thereafter, a fist of Raziel gains new spells per day as if she had also gained a level in a divine spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, improved special mount, and so on). If the character had more than one divine spellcasting class before becoming a fist of Raziel, she must decide to which class she adds each fist of Raziel level for the purpose of determining spells per day. Spells per Day: At each indicated forest master level, the character gains new spells per day as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (such as an improved chance of turning or rebuking undead). If the character had more than one divine spellcasting class before becoming a forest master, the player must decide to which class to add each forest master level for the purpose of determining spells per day. Spells per Day/Spells Known: At each heartwarder level, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). If the character had more than one spellcasting class before becoming a heartwarder, the player must decide to which class to add each heartwarder level for the purpose of determining spells per day and spells known. Spells and Caster Level: Levels in the hierophant prestige class, even though they do not advance spell progression in the character's base class, still stack with the character's base spellcasting levels to determine caster level. Spells per Day/Spells Known: A hospitaler continues advancing in divine spellcasting ability as well as learning the skills of the hospitalers. Thus, when a new hospitaler level is gained (except for 1st, 5th, and 9th levels), the character gains new divine spells per day (and spells known, if applicable) as if she had gained a level in the a divine spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, greater damage with the smite evil ability, and so on). Spells per Day: A mighty contender of Kord continues the divine spellcasting training he began, but more slowly. For every two contender levels gained, the character gains new spells per day as if he had gained one level of the spellcasting class he belonged to before he added the prestige class. He does not gain any other benefit of the level (such as turning undead) that the character would have gained. This essentially means that he adds half his mighty contender level to the level of some other spellcasting class he has, then determines spells per day and caster level accordingly. Spells per Day/Spells Known: Beginning at 2nd level, a master of shrouds gains new spells per day (and spells known, if applicable) as if she had also gained a level in a divine spellcasting class to which she belonged before adding the prestige class level. She does nor, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats and so on; but see Rebuke Undead, below). If she had more than one divine spellcasting class before becoming a master of shrouds, she must decide to which class to add each level for the purpose of determining spells per day and spells known. Spells per Day/Spells Known: When a new morninglord of Lathander level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in whatever divine spellcasting class granted her access to 3rd-level spells before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or rebuking undead, and so on), except for an increased effective level of spellcasting. This essentially means that she adds the level of morninglord of Lathander to the level of whatever other divine spellcasting class granted her access to 3rd-level spells, then determines spells per day, spells known, and caster level accordingly. Spells per Day/Spells Known: At 2nd, 3rd, and 4th level, an ollam gains new spells per day (and spells known, if applicable) as if she had also gained a level in a divine spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained, if she had more than one divine spellcasting class before becoming an ollam, she must decide to which class to add each level for the purpose of determining spells per day and spells known. Spells per Day/Spells Known: When a thrall of Orcus attains 1st, 4th, 7th, and 10th level, the character gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those received from the prestige class, and so on), except for an increased effective level of spellcasting. This essentially means that she adds the new level to the level of whatever other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly. If a character had more than one spellcasting class before she became a thrall of Orcus, she must decide to which class she adds the levels to for purposes of determining spells per day. Spells per Day/Powers Known: When a new psychic theurge level is attained, the character gains new spells per day as if he had also attained a level in any one divine spellcasting class he belonged to before he added the prestige class. He gains additional power points per day and access to new powers as if he had also gained a level in any one manifesting class he belonged to previously. He does not, however, gain any other benefit a character of either class would have gained (bonus metamagic, metapsionic, or item creation feats, psicrystal special abilities, and so on). This essentially means that he adds the level of psychic theurge to the level of whatever other divine spellcasting class and manifesting class the character has, then determines spells per day, caster level, power points per day, powers known, and manifester level accordingly. Spellcasting: At each level except 1st and 6th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a ruby knight, you must decide to which class to add levels to for the purpose of determining spells per day, caster level, and spells known. Spells per Day/Spells Known: When a new runecaster level is gained, the character gains new spells per day (and spells known, if applicable) as if he. had also gained a level in whatever divine spellcasting class granted him access to 3rd-level spells before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or rebuking undead, and so on), except for an increased effective level of spellcasting. This essentially means that he adds the level of runecaster to the level of whatever other divine spellcasting class granted him access to 3rd-level spells, then determines spells per day, spells known, and caster level accordingly. Spells per Day/Spells Known: Beginning at 2nd level, a sacred purifier gains new spells per day (and spells known, if applicable) as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats and soon; but see Turn Undead, below). If he had more than one divine spellcasting class before becoming a sacred purifier, he must decide to which class to add each level for the purpose of determining spells per day and spells know. Spells per Day/Spells Known: When a new sacred fist level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever divine spellcasting class he possessed before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, wild shape ability, and so on). This essentially means that he adds the level of sacred fist to the level of whatever other spellcasting class the character has, then determines spells per day accordingly. Spellcasting: At each sapphire hierarch level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). If you had more than one divine spellcasting class before becoming a sapphire hierarch, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known. Spells per Day/Spells Known: A shadowbane stalker continues training in divine spellcasting as well as learning. At each level gained in the shadowbane stalker class except for 4th and 9th, she gains new spells per day (and spells known, if applicable) as if she had also gained a level in a divine spellcasting class she belonged to before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. Spells per Day/Spells Known: When an even-numbered level is gained, the shining blade of Heironeous gains new spells per day (and spells known, if applicable) as if he had also gained a level in a single spellcasting class in which he could cast divine spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. Spells per Day/Spells Known: At each stormlord level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, additional favored enemies, and so on). If the character had more than one divine spellcasting class before becoming a stormlord, the player must decide to which class to add the stormlord levels to for the purpose of determining spells per day and spells known. Spellcasting: At every level except 1st and 5th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a swift wing, you must decide to which class to add levels to for the purpose of determining spells per day, caster level, and spells known. Spells per Day: At each even battleguard level, the character gains new spells per day as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (such as improved chance of turning or destroying undead, additional favored enemies, and so on). If the character had more than one divine spellcasting class before becoming a battleguard, the player must decide which class to add battleguard levels to for the purpose of determining spells per day. Spellcasting: At each level beyond 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a Tenebrous apostate, you must decide to which class to add levels to for the purpose of determining spells per day, caster level, and spells known. Spells per Day/Spells Known: A warpriest continues advancing in divine spellcasting ability. When a warpriest gains a new even-numbered level, the character gains new divine spells per day (and spells known, if applicable) as if he had also gained a level in whatever divine spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, more frequent remove disease, and so on). Spellcasting isn't required to take the Disciple of Asmodeus prestige class. If you currently have an arcane spellcasting, shadowcasting or invoking class, do not pick this marker feat. Spellcasting isn't required to take the Talon of Tiamat prestige class. If you currently have an arcane spellcasting, shadowcasting or invoking class, do not pick this marker feat. Spellcasting isn't required to take the Dragonsong Lyrist prestige class. If you currently have an arcane spellcasting or shadowcasting class, do not pick this marker feat. Spellcasting isn't required to take the Ollam prestige class. If you currently have an arcane spellcasting or shadowcasting class, do not pick this marker feat. Archivist Spellcasting (Master of Shrouds) Blackguard Spellcasting (Master of Shrouds) Druid Spellcasting (Master of Shrouds) Favoured Soul Spellcasting (Master of Shrouds) Justice of Weald and Woe Spellcasting (Master of Shrouds) Ranger Spellcasting (Master of Shrouds) Sohei Spellcasting (Master of Shrouds) Ur-Priest Spellcasting (Master of Shrouds) Sorcerous Spellcasting (Hobgoblin Warsoul) Sorcerous Casting: Hobgoblin Warsoul's cast spells as a Sorcerer of their hit dice (10th level). #PRC8 RESERVED# #START PRC8 MATERIAL RESERVE# Paper Glass Ice Hemp rope Stone Deep Coral Living Wood Obdurium Bronze Wood Byeshk Calomel Riedran Crysteel Densewood Dragonshard Flametouched Iron Livewood Purple Mournlode Soarwood Targath Astral Driftmetal Atandur Blended Quartz Chitin Elven Darkleaf Dlarun Dustwood Elukian Clay Entropium Baatorian Greensteel Hizagkuur Fever Iron Gehennan Morghuth Iron Leafweave Living Metal Urdrukar Mindsteel Solanian Truesteel Agafari Wood Dasl Drake Ivory Giant Hair Rope Obsidian Bamboo Pottery #END PRC8 MATERIAL RESERVE# #START PRC8 WOL RESERVE# Giant Bearing Type of Feat: Legacy Prerequisite: Lesser Legacy Ritual Benefit: Beginning at 13th level, you can multiply your weight by 8, gaining a +2 size bonus to Strength, a —2 size penalty to Dexterity (to a minimum of 1), a —1 penalty on attack rolls, and a +4 bonus on grapple checks. You can grapple Huge creatures. You do not physically become larger and do not gain a longer reach, nor do you take size penalties on attacks, AC, and Hide checks. This ability can be used at will and lasts 10 minutes each time it is activated. Use: Selected Vow of Poverty You have taken a sacred vow to forswear material possessions. You gain bonuses to your Armor Class, ability scores, and saving throws, as well as bonus exalted feats, all depending on your character level. To fulfill your vow, you must not own or use any material possessions, with the following exceptions: You may carry and use ordinary (neither magic nor masterwork) simple weapons, usually just a quarterstaff that serves as a walking stick. You may wear simple clothes (usually just a homespun robe, possibly also including a hat and sandals) with no magical properties. You may carry and use a spell component pouch. You may not use any magic item of any sort, though you can benefit from magic items used on your behalf-you can drink a potion of cure serious wounds a friend gives you, receive a spell cast from a wand, scroll, or staff, or ride on your companion's ebony fly. You may not, however, "borrow" a cloak of resistance or any other magic item from a companion for even a single round, nor may you yourself cast a spell from a scroll, wand, or staff. FEAT FEATURES: Level 1: AC Armor +4 2: Exalted Feat 3: AC Armor +5 4: Weapon enhancement +1 Exalted Feat 6: AC Armor +6 AC Deflection +1 Exalted Feat 7: All saving throws +1 Ability score enhancement +2 8: AC Natural +1 Exalted Feat 9: AC Armor +7 10: Weapon enhancement +2 DR 5/- Exalted Feat 11: Ability score enhancement +4/+2 12: AC Armor +8 AC Deflection +2 Exalted Feat 13: All saving throws +2 Energy (fire/cold/electric/sonic/acid) resistance 5 14: Weapon enhancement +3 Freedom of Movement Exalted Feat 15: AC Armor +9 Ability score enhancement +6/+4/+2 16: AC Natural +2 Exalted Feat 17: Weapon enhancement +4 All saving throws +3 Regeneration 1 18: AC Armor +10 AC Deflection +3 True Seeing Exalted Feat 19: Ability score enhancement +8/+6/+4/+2 DR 10/- 20: Weapon enhancement +5 Energy resistance 15 Exalted Feat *This is based on Vow of Poverty 3.0, with the following variations: - No Endure elements, Sustenance, Mind shielding (would have little impact on NWN gameplay) - The level progression continues the same during the Epic Levels Daring Warrior Type of Feat: General Prerequisite: Weapon Specialization, Grace +1 Specifics: Your fighter and swashbuckler levels stack for the purpose of determining your competence bonus on Reflex saves from the grace class feature and the swashbuckler's dodge bonus to AC. For example, a 6th-level fighter/5th-level swashbuckler has grace +2 and gains a +2 dodge bonus to AC, as if she were an 11th-level swashbuckler. Use: Automatic Special: A fighter can select Daring Warrior as one of his fighter bonus feats Charming the Arrow Type of Feat: General Prerequisite: Fey Specifics: You may use your Charisma modifier instead of your Dexterity modifier on attack rolls when using a bow or crossbow. Use: Automatic Special: A fighter can select Charming the Arrow as one of his fighter bonus feats Martial Stalker Type of Feat: General Prerequisite: Ki Power, Proficiency with all martial weapons Specifics: Your fighter and ninja levels stack for the purpose of determining the size of your ki pool, as well as your AC bonus. For example, a 5th-level fighter/1st-level ninja with this feat could use his ki powers a number of times equal to 3 (one-half his ninja and fighter levels) + his Wisdom bonus (if any), and would have a +1 bonus to AC (as if he were a 6th-level ninja). Use: Automatic Special: A fighter can select Martial Stalker as one of his fighter bonus feats ## Hidden Talent Reserve ## Hidden Talent Type of Feat: General Prerequsites: CHA 11+, This feat can only be taken at 1st level. Benefit: Your latent power of psionics flares to life, conferring upon you the designation of a psionic character. As a psionic character, you gain a reserve of 2 power points, and you can take psionic feats, metapsionic feats, and psionic item creation feats. If you have or take a class that grants power points, the power points gained from Hidden Talent are added to your total power point reserve. When you take this feat, choose one 1st-level power from any psionic class list. You know this power (it becomes one of your powers known). You can manifest this power with the power points provided by this feat if you have a Charisma score of 11 or higher. If you have no psionic class levels, you are considered a 1st-level manifester when manifesting this power. If you have psionic class levels, you can manifest the power at the highest manifester level you have attained. (This is not a manifester level, and it does not add to any manifester levels gained by taking psionic classes.) If you have no psionic class levels, use Charisma to determine how powerful a power you can manifest and how hard those powers are to resist. Hidden Talent (Biofeedback) Hidden Talent (Bite of the Wolf) Hidden Talent (Bolt) Hidden Talent (Burst) Hidden Talent (Call To Mind) Hidden Talent (Call Weaponry) Hidden Talent (Chameleon) Hidden Talent (Claws of the Beast) Hidden Talent (Compression) Hidden Talent (Conceal Thoughts) Hidden Talent (Create Sound) Hidden Talent (Crystal Shard) Hidden Talent (Daze) Hidden Talent (Deceleration) Hidden Talent (Precognance, Defensive) Hidden Talent (Demoralize) Hidden Talent (Disable) Hidden Talent (Dissipating Touch) Hidden Talent (Distract) Hidden Talent (Elf Sight) Hidden Talent (Empathy) Hidden Talent (Empty Mind) Hidden Talent (Energy Ray) Hidden Talent (Entangling Ectoplasm) Hidden Talent (Expansion) Hidden Talent (Far Hand) Hidden Talent (Force Screen) Hidden Talent (Grease) Hidden Talent (Hammer) Hidden Talent (Inertial Armour) Hidden Talent (Matter Agitation) Hidden Talent (Metaphysical Claw) Hidden Talent (Metaphysical Weapon) Hidden Talent (Mind Thrust) Hidden Talent (My Light) Hidden Talent (Precognance, Offensive) Hidden Talent (Prescience, Offensive) Hidden Talent (Prevenom) Hidden Talent (Prevenom Weapon) Hidden Talent (Skate) Hidden Talent (Stomp) Hidden Talent (Synesthete) Hidden Talent (Telempathic Projection) Hidden Talent (Thicken Skin) Hidden Talent (Vigor) Hidden Talent (Grip Of Iron) Force Missiles Evocation [Force] Level: Sorcerer 4, Wizard 4, Components: V, S, Casting Time: 1 Standard Action Range: Medium (100 ft. + 10 ft./level) Target: Up to four creatures, no two of which are more than 30 ft. apart Duration: Instantaneous Saving Throw: None Spell Resistance: Yes Sparking bolts of blue magic, like giant magic missiles, streak from your outstretched hand to strike your foes and explode in sparkling bursts. You create powerful missiles of magical force, each of which darts from your fingertips and unerringly strikes its target, dealing 2d6 points of damage. The missile then explodes in a burst of force that deals half this amount of damage to any creatures adjacent to the primary target. The missile strikes unerringly, even if the target is in melee or has anything less than total cover or concealment. A caster cannot single out specific parts of a creature. You gain one missile for every four caster levels. Extra missiles distribute themsleves amongst your enemies evenly. Force Missiles (8) Force Missiles (12) Chasing Perfection Transmutation Level: Cleric 6, Druid 6, Sorcerer 6, Wizard 6, Components: V, S, M, Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Energy courses through the creature touched. Its muscles grow and become more defined, it starts to move with greater alacrity and grace, and its bearing increases. The subject improves in all ways. It gains a +4 enhancement bonus to each of its ability scores. Material Component: A statuette of a celestial or fiend worth 50 gp. Chasing Perfection (12) Chasing Perfection (16) Regenerate Light Wounds Conjuration (Healing) Level: Cleric 1, Druid 1, Components: V, S, Casting Time: 1 action Range: Touch Target: Living creature touched Duration: 10 rounds + 1 round/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) With a touch of your hand, you boost the subject's life energy, granting him or her the fast healing ability for the duration of the spell. This healing applies only to damage sustained during the spell's duration, not to that from previous injuries. The subject heals 1 hit point per round of such damage until the spell ends and is automatically stabilized if he or she begins dying from hit point loss during that time. Regenerate light wounds does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple regenerate spells do not stack, only the highest-level effect applies. Applying a second regenerate spell of equal level extends the first spell's duration by the full duration of the second spell. Regenerate Light Wounds (3) Regenerate Light Wounds (6) Regenerate Light Wounds (9) Regenerate Moderate Wounds Conjuration (Healing) Level: Cleric 2, Druid 2, Components: V, S, Casting Time: 1 action Range: Touch Target: Living creature touched Duration: 10 rounds + 1 round/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) With a touch of your hand, you boost the subject's life energy, granting him or her the fast healing ability for the duration of the spell. This healing applies only to damage sustained during the spell's duration, not to that from previous injuries. The subject heals 2 hit points per round of such damage until the spell ends and is automatically stabilized if he or she begins dying from hit point loss during that time. Regenerate moderate wounds does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple regenerate spells do not stack, only the highest-level effect applies. Applying a second regenerate spell of equal level extends the first spell's duration by the full duration of the second spell. Regenerate Moderate Wounds (3) Regenerate Moderate Wounds (6) Regenerate Moderate Wounds (9) Regenerate Serious Wounds Conjuration (Healing) Level: Cleric 3, Druid 3, Components: V, S, Casting Time: 1 action Range: Touch Target: Living creature touched Duration: 10 rounds + 1 round/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) With a touch of your hand, you boost the subject's life energy, granting him or her the fast healing ability for the duration of the spell. This healing applies only to damage sustained during the spell's duration, not to that from previous injuries. The subject heals 3 hit points per round of such damage until the spell ends and is automatically stabilized if he or she begins dying from hit point loss during that time. Regenerate serious wounds does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple regenerate spells do not stack, only the highest-level effect applies. Applying a second regenerate spell of equal level extends the first spell's duration by the full duration of the second spell. Regenerate Serious Wounds (5) Regenerate Serious Wounds (10) Regenerate Serious Wounds (15) Regenerate Critical Wounds Conjuration (Healing) Level: Cleric 4, Druid 4, Components: V, S, Casting Time: 1 action Range: Touch Target: Living creature touched Duration: 10 rounds + 1 round/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) With a touch of your hand, you boost the subject's life energy, granting him or her the fast healing ability for the duration of the spell. This healing applies only to damage sustained during the spell's duration, not to that from previous injuries. The subject heals 4 hit point per round of such damage until the spell ends and is automatically stabilized if he or she begins dying from hit point loss during that time. Regenerate critical wounds does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple regenerate spells do not stack, only the highest-level effect applies. Applying a second regenerate spell of equal level extends the first spell's duration by the full duration of the second spell. Regenerate Critical Wounds (7) Regenerate Critical Wounds (12) Regenerate Critical Wounds (15) Speed of the Wind Transmutation Level: Druid 2, Components: V, S, Casting Time: 1 action Range: Touch Target: Living creature touched Duration: 10 minutes/level Saving Throw: Will negates Spell Resistance: Yes With this spell, you can grant the ephemeral quickness of a sudden breeze. The subject gains a +4 enhancement bonus to Dexterity and a -2 enhancement penalty to Constitution. Speed of the Wind (7) Speed of the Wind (12) Speed of the Wind (15) Spirit Worm Necromancy Level: Sorcerer 1, Wizard 1, Components: V, S, M, Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: 1 round/level, up to 5 rounds; see text Saving Throw: Fortitude negates; see text Spell Resistance: Yes You press the bit of blackened bone against your foe and intone the spell. The bone vanishes, leaving a mottled bruise where it touched. You create a lingering decay in the spirit and body of the target. If the target fails its saving throw, it takes 1 point of Constitution damage each round while the spell lasts (maximum 5 points). The victim can attempt a Fortitude saving throw each round, and success negates the Constitution damage for that round and ends the spell. Material Component: A piece of fire-blackened ivory or bone carved in the shape of a segmented worm. Spirit Worm (5) Spiritual Weapon Evocation [Force] Level: Cleric 2, Knight of the Chalice 2, War 2 Components: V, S, DF, Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Magic weapon of force Duration: 1 round/level (D) Saving Throw: None Spell Resistance: Yes A weapon made of pure force springs into existence and attacks opponents at a distance, as you direct it, dealing 1d8 force damage per hit, +1 point per three caster levels (maximum +5 at 15th level). The weapon takes the shape of a weapon favored by your deity or a weapon with some spiritual significance or symbolism to you (see below) and has the same threat range and critical multipliers as a real weapon of its form. It strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus. It strikes as a spell, not as a weapon, so, for example, it can damage creatures that have damage reduction. As a force effect, it can strike incorporeal creatures without the normal miss chance associated with incorporeality. The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Your feats (such as Weapon Focus) or combat actions (such as charge) do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers. Each round after the first, you can use a move action to redirect the weapon to a new target. If you do not, the weapon continues to attack the previous round's target. On any round that the weapon switches targets, it gets one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if your base attack bonus would allow it to. Even if the spiritual weapon is a ranged weapon, use the spell's range, not the weapon's normal range increment, and switching targets still is a move action. A spiritual weapon cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A spiritual weapon's AC against touch attacks is 12 (10 + size bonus for Tiny object). If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the spiritual weapon strikes it. If the weapon is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell. Spiritual Weapon (5) Spiritual Weapon (10) Spiritual Weapon (15) Tortoise Shell Transmutation Level: Druid 6, Components: V, S, DF, Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: 10 minutes/level Saving Throw: None Spell Resistance: Yes (harmless) In the blink of an eye, the creature you touched grows the armor plating of a tortoise across its torso and a tough, leathery skin elsewhere. Tortoise shell grants a +6 enhancement bonus to the subject's existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels beyond 11th, to a maximum of +9 at 20th level. The enhancement bonus provided by tortoise shell stacks with the target's natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor of +0, much as a character wearing only normal clothing has an armor bonus of +0. Tortoise shell slows a creature's movement as if it were wearing heavy armor. An elf subject to tortoise shell, for example, would have a speed of 20 feet and could run only 60 feet per round. The spell affects only a creature's speed; tortoise shell doesn't carry an armor check penalty or an arcane spell failure chance. Tortoise Shell (12) Tortoise Shell (15) Tortoise Shell (18) Sanctify Ki Strike Type of Feat: Exalted Prerequisite: Improved Unarmed Strike, CHA 15, Ki strike Specifics: A Your unarmed strikes deal 1 extra point of damage to evil creatures, or 1d4 points to evil outsiders and evil undead. In addition, they are considered good-aligned for purposes of overcoming damage reduction. Holy Ki Strike Type of Feat: Exalted Prerequisite: Improved Unarmed Strike, CHA 15, Ki strike, Sanctify Ki Strike Specifics: Your unarmed strike deals 2d6 points of extra holy damage to evil creatures. In addition, it is considered holy, which means that it can bypass the damage reduction of some evil outsiders. This does not stack with the extra damage from the Sanctify Ki Strike feat. Fist of the Heavens Type of Feat: Exalted Prerequisite: Improved Unarmed Strike, WIS 15, Sanctify Ki Strike Specifics: The saving throw DC of your Stunning Fist increases by 2 when you use it against an evil creature. If the stunning attack succeeds, the creature is staggered for 1 round following the round it is stunned. Vow of Abstinence Type of Feat: Exalted Prerequisite: Sacred Vow Specifics: You gain a +4 perfection bonus on Fortitude saving throws against poisons and drugs (as long as you are subjected to a drug unwillingly). Special: You cannot consume intoxicating, stimulating, depressant, or hallucinogenic substances, including alcohol, caffeine, and other drugs. Vow of Chastity Type of Feat: Exalted Prerequisite: Sacred Vow Specifics: You gain a +4 perfection bonus on Will saving throws against charm and phantasm spells and effects. Gift of Faith Type of Feat: Exalted Prerequisite: Wis 13+ Specifics: You gain a +2 bonus on saving throws to resist any fear effect, despair effect (such as the crushing despair spell), or similar mind-affecting condition, but not charms or compulsions (such as the charm person and dominate person spells)